raze/source/blood/src/choke.cpp

93 lines
2.4 KiB
C++

//-------------------------------------------------------------------------
/*
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 "compat.h"
#include "common_game.h"
#include "blood.h"
#include "choke.h"
#include "globals.h"
#include "levels.h"
#include "player.h"
#include "qav.h"
BEGIN_BLD_NS
void CChoke::sub_83ff0(int a1, void(*a2)(PLAYER*))
{
at0 = NULL;
at1c = a2;
if (!at8 && a1 != -1)
{
at8 = getQAV(a1);
if (!at8)
ThrowError("Could not load QAV %d\n", a1);
at8->nSprite = -1;
at8->x = at14;
at8->y = at18;
at8->Preload();
sub_84218();
}
}
void CChoke::sub_84110(int x, int y)
{
if (!at8)
return;
int v4 = gFrameClock;
gFrameClock = gameclock;
at8->x = x;
at8->y = y;
int vd = gameclock-at10;
at10 = gameclock;
atc -= vd;
if (atc <= 0 || atc > at8->at10)
atc = at8->at10;
int vdi = at8->at10-atc;
at8->Play(vdi-vd, vdi, -1, NULL);
// 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
at8->Draw(vdi, 10, 0, 0, true);
gFrameClock = v4;
}
void CChoke::sub_84218()
{
atc = at8->at10;
at10 = gameclock;
}
void sub_84230(PLAYER *pPlayer)
{
int t = gGameOptions.nDifficulty+2;
if (pPlayer->handTime < 64)
pPlayer->handTime = ClipHigh(pPlayer->handTime+t, 64);
if (pPlayer->handTime > (7-gGameOptions.nDifficulty)*5)
pPlayer->blindEffect = ClipHigh(pPlayer->blindEffect+t*4, 128);
}
CChoke gChoke;
END_BLD_NS