268 lines
5.1 KiB
C
268 lines
5.1 KiB
C
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/*
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Copyright (C) 2018 Parallel Realities
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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#include "particles.h"
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static void animate(Particle *p);
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static Particle *createParticle(void);
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static int bloodSprite[3];
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static int explosionSprite[2];
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static int flameSprite;
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static int smokeSprite;
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static int teleportStarSprite;
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void initParticles(void)
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{
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bloodSprite[0] = getSpriteIndex("Blood1");
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bloodSprite[1] = getSpriteIndex("Blood2");
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bloodSprite[2] = getSpriteIndex("Blood3");
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explosionSprite[0] = getSpriteIndex("Explosion1");
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explosionSprite[1] = getSpriteIndex("Explosion2");
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flameSprite = getSpriteIndex("Flame");
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smokeSprite = getSpriteIndex("Smoke");
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teleportStarSprite = getSpriteIndex("TeleportStar");
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}
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void addBlood(float x, float y)
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{
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Particle *p;
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p = createParticle();
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p->type = PT_TEXTURED;
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p->x = x;
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p->y = y;
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p->size = 1;
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p->dy = 1;
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p->health = rrnd(5, 30);
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p->spriteIndex = bloodSprite[(int) (rand() % 3)];
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}
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void addSparkParticles(float x, float y)
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{
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Particle *p;
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int i;
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float c;
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for (i = 0; i < 3; i++)
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{
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p = createParticle();
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p->x = x;
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p->y = y;
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p->dx = rand() % 300 - rand() % 300;
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p->dx /= 100;
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p->dy = rand() % 300 - rand() % 300;
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p->dy /= 100;
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p->health = rrnd(5, 30);
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c = 50 + (rand() % 50);
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c /= 100;
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p->r = p->g = p->b = c;
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}
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}
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void addSmokeParticles(float x, float y)
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{
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Particle *p;
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p = createParticle();
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p->type = PT_TEXTURED;
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p->x = x;
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p->y = y;
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p->size = 1;
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p->health = rrnd(5, 30);
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p->spriteIndex = smokeSprite;
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p->spriteTime = 5;
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p->spriteFrame = 0;
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p->destroyAfterAnim = 1;
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}
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void addFlameParticles(float x, float y)
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{
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Particle *p;
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p = createParticle();
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p->type = PT_TEXTURED;
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p->x = x;
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p->y = y;
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p->size = 1;
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p->health = rrnd(5, 30);
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p->spriteIndex = flameSprite;
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p->spriteTime = 5;
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p->spriteFrame = 0;
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p->destroyAfterAnim = 1;
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}
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void addExplosionParticles(float x, float y, float radius, int amount)
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{
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int i;
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Particle *p;
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for (i = 0; i < amount; i++)
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{
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p = createParticle();
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p->type = PT_TEXTURED;
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p->x = x;
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p->y = y;
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p->dx = (randF() - randF()) * radius;
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p->dx /= 5;
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p->dy = (randF() - randF()) * radius;
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p->dy /= 5;
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p->health = rrnd(FPS / 4, FPS);
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p->spriteTime = 5;
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p->spriteFrame = 0;
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p->spriteIndex = explosionSprite[i % 2];
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}
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}
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void addTeleportStar(float x, float y)
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{
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Particle *p;
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p = createParticle();
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p->type = PT_TEXTURED;
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p->x = x;
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p->y = y;
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p->dx = ((randF() - randF()) * 4);
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p->dy = ((randF() - randF()) * 4);
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p->health = rrnd(FPS / 4, FPS);
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p->r = p->g = p->b = 1.0f;
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p->spriteIndex = teleportStarSprite;
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p->spriteFrame = (rand() % 12);
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p->plane = PLANE_FOREGROUND;
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}
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void addTeleportStars(Entity *e)
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{
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int x, y, i;
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x = (int) (e->x + (e->w / 2));
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y = (int) (e->y + (e->h / 2));
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for (i = 0 ; i < 32 ; i++)
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{
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addTeleportStar(x, y);
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}
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}
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void addMIATeleportStars(float x, float y)
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{
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Particle *p;
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p = createParticle();
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p->type = PT_TEXTURED;
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p->x = x;
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p->y = y;
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p->dy = -(1 + (rand()) % 4);
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p->health = FPS * 3;
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p->r = p->g = p->b = 1.0f;
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p->spriteIndex = teleportStarSprite;
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p->spriteFrame = (rand() % 12);
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p->plane = PLANE_FOREGROUND;
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}
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void addTeleporterEffect(float x, float y)
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{
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Particle *p;
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p = createParticle();
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p->type = PT_TEXTURED;
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p->x = x;
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p->y = y;
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p->dx = 0;
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p->dy = -(randF() * 2);
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p->health = rrnd(FPS / 4, FPS);
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p->r = p->g = p->b = 1.0f;
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p->spriteIndex = teleportStarSprite;
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p->spriteFrame = (rand() % 12);
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}
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void doParticles(void)
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{
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Particle *p, *prev;
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int camMidX, camMidY;
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camMidX = camera.x + (SCREEN_WIDTH / 2);
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camMidY = camera.y + (SCREEN_HEIGHT / 2);
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prev = &world.particleHead;
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for (p = world.particleHead.next ; p != NULL ; p = p->next)
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{
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animate(p);
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p->x += p->dx;
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p->y += p->dy;
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p->onScreen = 0;
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if (--p->health <= 0 || (p->destroyAfterAnim && p->spriteTime == -1))
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{
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if (p == world.particleTail)
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{
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world.particleTail = prev;
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}
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prev->next = p->next;
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free(p);
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p = prev;
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}
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else if (getDistance(camMidX, camMidY, p->x, p->y) < SCREEN_WIDTH)
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{
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p->onScreen = 1;
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}
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prev = p;
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}
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}
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static void animate(Particle *p)
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{
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Sprite *s;
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if (p->spriteTime != -1)
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{
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p->spriteTime--;
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if (p->spriteTime <= 0)
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{
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s = getSprite(p->spriteIndex);
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p->spriteFrame = (int) wrap(++p->spriteFrame, 0, s->numFrames);
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p->spriteTime = s->times[p->spriteFrame];
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}
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}
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}
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static Particle *createParticle(void)
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{
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Particle *p;
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p = malloc(sizeof(Particle));
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memset(p, 0, sizeof(Particle));
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world.particleTail->next = p;
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world.particleTail = p;
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return p;
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}
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