Particles.
This commit is contained in:
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bcb2bf1391
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d8577fb6a5
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@ -17,7 +17,7 @@ OBJS += init.o input.o io.o items.o
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OBJS += lookup.o
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OBJS += main.o map.o maths.o
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OBJS += objectives.o
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OBJS += player.o
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OBJS += particles.o player.o
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OBJS += quadtree.o
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OBJS += sound.o sprites.o
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OBJS += text.o textures.o title.o triggers.o
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@ -27,7 +27,7 @@ void preFire(Entity *e)
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{
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if (e->flags & EF_WEIGHTLESS)
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{
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if (world.bob->y < e->y && e->isOnGround && (int) (rand() * 4) == 0)
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if (world.bob->y < e->y && e->isOnGround && (int) (rand() % 4) == 0)
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{
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e->dy = JUMP_POWER;
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}
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13
src/defs.h
13
src/defs.h
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@ -140,6 +140,19 @@ enum
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MS_MISSING_HEART_CELL
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};
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enum
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{
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PLANE_BACKGROUND,
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PLANE_FOREGROUND
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};
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enum
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{
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PT_LINE,
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PT_POINT,
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PT_TEXTURED
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};
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enum
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{
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MSG_STANDARD,
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@ -25,6 +25,8 @@ typedef struct Entity Entity;
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typedef struct Objective Objective;
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typedef struct Trigger Trigger;
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typedef struct Marker Marker;
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typedef struct Particle Particle;
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typedef struct Sprite Sprite;
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typedef struct {
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int debug;
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@ -196,10 +198,36 @@ struct Quadtree {
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Quadtree *node[4];
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};
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struct Sprite {
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int numFrames;
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int times[1];
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};
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struct Particle {
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int type;
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int plane;
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float health;
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float x;
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float y;
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float dx;
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float dy;
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int size;
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float r;
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float g;
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float b;
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int spriteIndex;
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double spriteTime;
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int spriteFrame;
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int destroyAfterAnim;
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int onScreen;
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Particle *next;
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};
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typedef struct {
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Entity *bob;
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Map map;
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Entity entityHead, *entityTail;
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Particle particleHead, *particleTail;
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int allObjectivesComplete;
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int currentStatus;
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int isBossMission;
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@ -24,3 +24,8 @@ int getSpriteIndex(char *name)
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{
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return 0;
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}
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Sprite *getSprite(int i)
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{
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return NULL;
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}
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@ -30,6 +30,11 @@ int rrnd(int low, int high)
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return low + rand() % ((high - low) + 1);
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}
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double randF(void)
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{
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return (double)rand() / (double)((unsigned)RAND_MAX + 1);
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}
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int getPercent(float current, float total)
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{
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return (current / total) * 100;
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@ -77,6 +82,21 @@ void getSlope(int x1, int y1, int x2, int y2, float *dx, float *dy)
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*dy /= steps;
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}
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float wrap(float value, float low, float high)
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{
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if (value < low)
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{
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return high;
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}
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if (value > high)
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{
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return low;
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}
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return value;
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}
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int lineIntersectsRect(SDL_Rect r, int x1, int y1, int x2, int y2)
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{
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return 0;
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@ -0,0 +1,268 @@
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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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@ -0,0 +1,31 @@
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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.
|
||||
|
||||
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.
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*/
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#include "../common.h"
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extern Sprite *getSprite(int i);
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extern int getSpriteIndex(char *name);
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extern float wrap(float value, float low, float high);
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extern int rrnd(int low, int high);
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extern double randF(void);
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extern int getDistance(int x1, int y1, int x2, int y2);
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extern Camera camera;
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extern World world;
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