//------------------------------------------------------------------------- /* Copyright (C) 2010-2019 EDuke32 developers and contributors Copyright (C) 2019 Nuke.YKT This file is part of NBlood. NBlood is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License version 2 as published by the Free Software Foundation. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. */ //------------------------------------------------------------------------- #include "ns.h" // Must come before everything else! #include "build.h" #include "blood.h" #include "choke.h" BEGIN_BLD_NS //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void CChoke::init(int a1, void(*a2)(PLAYER*)) { callback = a2; if (!qav && a1 != -1) { qav = getQAV(a1); if (!qav) I_Error("Could not load QAV %d\n", a1); qav->x = x; qav->y = y; duration = qav->duration; time = 0; } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void CChoke::animateChoke(int x, int y, double interpfrac) { if (!qav) return; int myclock = PlayClock + int(4 * interpfrac); qav->x = x; qav->y = y; int vd = myclock - time; time = myclock; duration -= vd; if (duration <= 0 || duration > qav->duration) duration = qav->duration; int vdi = qav->duration - duration; qav->Play(vdi - vd, vdi, -1, nullptr); // This originally overlaid the HUD but that simply doesn't work right with the HUD being a genuine overlay. // It also never adjusted for a reduced 3D view qav->Draw(vdi, 10, 0, 0, true, interpfrac); } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void chokeCallback(PLAYER* pPlayer) { int t = gGameOptions.nDifficulty + 2; if (pPlayer->handTime < 64) pPlayer->handTime = min(pPlayer->handTime + t, 64); if (pPlayer->handTime > (7 - gGameOptions.nDifficulty) * 5) pPlayer->blindEffect = min(pPlayer->blindEffect + t * 4, 128); } CChoke gChoke; END_BLD_NS