starfighter/src/explosion.c

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/*
Copyright (C) 2003 Parallel Realities
Copyright (C) 2011 Guus Sliepen
Copyright (C) 2015-2020 Layla Marchant <diligentcircle@riseup.net>
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 3
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
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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
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along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
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#include <stdlib.h>
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#include "defs.h"
#include "structs.h"
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#include "engine.h"
#include "gfx.h"
/*
Create a new explosion based on supplied parameters.
The "type" will actually be used as an explosion frame check.
All explosion types have 4 images. The "thinktime" will be used
to change frames on a 21, 14, 7 basis.
*/
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void explosion_add(float x, float y, int type)
{
Object *explosion;
explosion = malloc(sizeof(*explosion));
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if (explosion == NULL)
{
engine_warn("Failed to allocate memory for explosion.");
return;
}
explosion->next = NULL;
explosion->active = 1;
explosion->x = x;
explosion->y = y;
explosion->thinktime = 28;
explosion->face = type;
explosion->image[0] = gfx_sprites[type];
engine.explosionTail->next = explosion;
engine.explosionTail = explosion;
}
/*
* This very simply just adds a tiny explosion at the coordinate specified.
* It creates a small engine like effect.
*/
void explosion_addEngine(Object *craft)
{
if (CHANCE(0.5))
return;
float x = craft->x + (craft->engineX * craft->face);
float y = craft->y + craft->engineY;
y += RANDRANGE(-3, 3);
explosion_add(x, y, SP_TINY_EXPLOSION);
}