2019-09-19 22:42:45 +00:00
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//-------------------------------------------------------------------------
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/*
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Copyright (C) 2010-2019 EDuke32 developers and contributors
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Copyright (C) 2019 Nuke.YKT
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This file is part of NBlood.
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NBlood is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License version 2
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as published by the Free Software Foundation.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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//-------------------------------------------------------------------------
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2019-09-21 18:59:54 +00:00
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#include "ns.h" // Must come before everything else!
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2019-09-19 22:42:45 +00:00
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#include "build.h"
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#include "compat.h"
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#include "common_game.h"
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#include "blood.h"
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#include "choke.h"
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#include "globals.h"
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#include "levels.h"
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#include "player.h"
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#include "qav.h"
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2019-09-22 06:39:22 +00:00
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BEGIN_BLD_NS
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2019-09-19 22:42:45 +00:00
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2020-09-01 18:08:37 +00:00
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void CChoke::init(int a1, void(*a2)(PLAYER*))
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2019-09-19 22:42:45 +00:00
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{
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2020-09-01 19:27:32 +00:00
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TotalKills = NULL;
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2019-09-19 22:42:45 +00:00
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at1c = a2;
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2020-07-25 21:35:39 +00:00
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if (!at8 && a1 != -1)
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2019-09-19 22:42:45 +00:00
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{
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2020-07-25 21:35:39 +00:00
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at8 = getQAV(a1);
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if (!at8)
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2020-10-11 10:22:36 +00:00
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I_Error("Could not load QAV %d\n", a1);
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2019-09-19 22:42:45 +00:00
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at8->nSprite = -1;
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at8->x = at14;
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at8->y = at18;
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2020-09-01 18:08:37 +00:00
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//at8->Preload();
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atc = at8->at10;
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at10 = 0;
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2019-09-19 22:42:45 +00:00
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}
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}
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2020-09-01 18:08:37 +00:00
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void CChoke::animateChoke(int x, int y, int smoothratio)
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2019-09-19 22:42:45 +00:00
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{
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2020-07-25 21:35:39 +00:00
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if (!at8)
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2019-09-19 22:42:45 +00:00
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return;
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2020-09-01 18:08:37 +00:00
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int myclock = gFrameClock + mulscale16(4, smoothratio);
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2019-09-19 22:42:45 +00:00
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at8->x = x;
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at8->y = y;
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2020-09-01 18:08:37 +00:00
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int vd = myclock-at10;
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at10 = myclock;
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2019-09-19 22:42:45 +00:00
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atc -= vd;
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if (atc <= 0 || atc > at8->at10)
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atc = at8->at10;
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int vdi = at8->at10-atc;
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at8->Play(vdi-vd, vdi, -1, NULL);
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2020-08-14 19:08:28 +00:00
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// This originally overlaid the HUD but that simply doesn't work right with the HUD being a genuine overlay.
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// It also never adjusted for a reduced 3D view
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2020-08-14 19:18:14 +00:00
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at8->Draw(vdi, 10, 0, 0, true);
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2019-09-19 22:42:45 +00:00
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}
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void sub_84230(PLAYER *pPlayer)
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{
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int t = gGameOptions.nDifficulty+2;
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2019-10-21 19:46:41 +00:00
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if (pPlayer->handTime < 64)
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pPlayer->handTime = ClipHigh(pPlayer->handTime+t, 64);
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if (pPlayer->handTime > (7-gGameOptions.nDifficulty)*5)
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pPlayer->blindEffect = ClipHigh(pPlayer->blindEffect+t*4, 128);
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2019-09-19 22:42:45 +00:00
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}
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2019-09-22 06:39:22 +00:00
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CChoke gChoke;
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END_BLD_NS
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