2011-08-24 14:14:44 +02:00
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/*
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Copyright (C) 2003 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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2011-08-26 21:29:04 +02:00
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#include "Starfighter.h"
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2011-08-24 14:14:44 +02:00
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void addDebris(int x, int y, int amount)
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{
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if ((rand() % 2) == 0)
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playSound(SFX_DEBRIS);
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else
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playSound(SFX_DEBRIS2);
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object *debris;
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2011-08-26 23:27:16 +02:00
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amount = rrand(3, rand() % amount);
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limitInt(&amount, 3, 8);
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2011-08-24 14:14:44 +02:00
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for (int i = 0 ; i < amount ; i++)
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{
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debris = new object;
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debris->next = NULL;
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debris->x = x;
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debris->y = y;
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2011-08-26 23:27:16 +02:00
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debris->thinktime = rrand(60, 180);
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2011-08-24 14:14:44 +02:00
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2011-08-26 23:27:16 +02:00
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debris->dx = rrand(-500, 500);
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debris->dy = rrand(-500, 500);
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2011-08-24 14:14:44 +02:00
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if (debris->dx != 0)
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debris->dx /= 100;
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if (debris->dy != 0)
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debris->dy /= 100;
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engine.debrisTail->next = debris;
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engine.debrisTail = debris;
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}
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}
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void doDebris()
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{
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object *prevDebris = engine.debrisHead;
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object *debris = engine.debrisHead;
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engine.debrisTail = engine.debrisHead;
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while (debris->next != NULL)
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{
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debris = debris->next;
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if (debris->thinktime > 0)
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{
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debris->thinktime--;
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debris->x += engine.ssx;
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debris->y += engine.ssy;
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debris->x += debris->dx;
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debris->y += debris->dy;
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2011-08-26 23:27:16 +02:00
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addExplosion(debris->x + rrand(-10, 10), debris->y + rrand(-10, 10), E_BIG_EXPLOSION);
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2011-08-24 14:14:44 +02:00
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}
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if (debris->thinktime < 1)
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{
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prevDebris->next = debris->next;
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delete debris;
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debris = prevDebris;
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}
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else
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{
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prevDebris = debris;
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engine.debrisTail = debris;
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}
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}
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}
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