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https://github.com/ZDoom/Raze.git
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96 lines
2.6 KiB
C++
96 lines
2.6 KiB
C++
//-------------------------------------------------------------------------
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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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#include "ns.h" // Must come before everything else!
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#include "build.h"
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#include "blood.h"
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#include "choke.h"
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BEGIN_BLD_NS
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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void CChoke::init(int a1, void(*a2)(PLAYER*))
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{
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callback = a2;
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if (!qav && a1 != -1)
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{
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qav = getQAV(a1);
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if (!qav)
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I_Error("Could not load QAV %d\n", a1);
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qav->x = x;
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qav->y = y;
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duration = qav->duration;
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time = 0;
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}
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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void CChoke::animateChoke(int x, int y, double interpfrac)
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{
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if (!qav)
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return;
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int myclock = PlayClock + int(4 * interpfrac);
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qav->x = x;
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qav->y = y;
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int vd = myclock - time;
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time = myclock;
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duration -= vd;
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if (duration <= 0 || duration > qav->duration)
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duration = qav->duration;
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int vdi = qav->duration - duration;
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qav->Play(vdi - vd, vdi, -1, nullptr);
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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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qav->Draw(vdi, 10, 0, 0, true, interpfrac);
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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void chokeCallback(PLAYER* pPlayer)
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{
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int t = gGameOptions.nDifficulty + 2;
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if (pPlayer->handTime < 64)
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pPlayer->handTime = min(pPlayer->handTime + t, 64);
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if (pPlayer->handTime > (7 - gGameOptions.nDifficulty) * 5)
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pPlayer->blindEffect = min(pPlayer->blindEffect + t * 4, 128);
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}
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CChoke gChoke;
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END_BLD_NS
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