blobwarsAttrition/src/world/effects.c

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/*
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Copyright (C) 2018-2019 Parallel Realities
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This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
#include "effects.h"
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static Sprite *fleshChunk[3];
static Sprite *debris[3];
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void initEffects(void)
{
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fleshChunk[0] = getSprite("FleshChunk1");
fleshChunk[1] = getSprite("FleshChunk2");
fleshChunk[2] = getSprite("FleshChunk3");
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debris[0] = getSprite("Debris1");
debris[1] = getSprite("Debris2");
debris[2] = getSprite("Debris3");
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}
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void addSmallFleshChunk(float x, float y)
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{
Decoration *chunk;
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if (app.config.blood)
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{
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chunk = malloc(sizeof(Decoration));
memset(chunk, 0, sizeof(Decoration));
initFleshChunk(chunk);
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chunk->x = x;
chunk->y = y;
chunk->health = FPS / 4;
chunk->sprite[0] = chunk->sprite[1] = chunk->sprite[2] = fleshChunk[0];
if (app.config.blood == 2)
{
chunk->health = FPS * rrnd(2, 4);
}
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}
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}
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void throwFleshChunks(float x, float y, int amount)
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{
int i;
Decoration *chunk;
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amount *= app.config.blood;
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for (i = 0; i < amount; i++)
{
chunk = malloc(sizeof(Decoration));
memset(chunk, 0, sizeof(Decoration));
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initFleshChunk(chunk);
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chunk->x = x;
chunk->y = y;
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chunk->dx = rrnd(-20, 20);
chunk->dx /= 10;
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chunk->dy = -rrnd(10, 15);
chunk->health = FPS * rrnd(3, 12);
chunk->sprite[0] = chunk->sprite[1] = chunk->sprite[2] = fleshChunk[i % 3];
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if (app.config.blood == 2)
{
chunk->health = FPS * rrnd(FPS, FPS * 5);
}
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}
}
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void throwDebris(float x, float y, int amount)
{
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int i;
Decoration *piece;
for (i = 0; i < amount; i++)
{
piece = malloc(sizeof(Decoration));
memset(piece, 0, sizeof(Decoration));
initDebris(piece);
piece->x = x;
piece->y = y;
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piece->dx = rrnd(-20, 20);
piece->dx /= 10;
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piece->dy = -rrnd(10, 15);
piece->health = FPS * rrnd(1, 10);
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piece->sprite[0] = piece->sprite[1] = piece->sprite[2] = debris[i % 3];
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if (app.config.blood == 2)
{
piece->health = FPS * rrnd(30, 60);
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}
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}
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}