/* Copyright (C) 2003 Parallel Realities Copyright (C) 2011 Guus Sliepen Copyright (C) 2015 Julian Marchant 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 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 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, see . */ #include "Starfighter.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. */ void addExplosion(float x, float y, int type) { object *explosion = new object; explosion->next = NULL; explosion->active = true; explosion->x = x; explosion->y = y; explosion->thinktime = 28; explosion->face = type; explosion->image[0] = shape[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 addEngine(object *craft) { if (rand() % 2 == 0) return; float x = craft->x + (craft->engineX * craft->face); float y = craft->y + craft->engineY; y += RANDRANGE(-3, 3); addExplosion(x, y, E_TINY_EXPLOSION); } static bool isOnScreen(int x, int y, int w, int h) { return (x + w > 0) && (x < 800) && (y + h > 0) && (y < 600); } /* Loops through active explosions and decrements their think time. If their thinktime is divisable by 5, then the frame is changed to the next one up (for example 0->1->2-3). When their think time is 0, the explosion is killed off. */ void doExplosions() { object *prevExplosion = engine.explosionHead; object *explosion = engine.explosionHead; engine.explosionTail = engine.explosionHead; while (explosion->next != NULL) { explosion = explosion->next; if (explosion->active) { explosion->x += engine.ssx + engine.smx; explosion->y += engine.ssy + engine.smy; if (isOnScreen((int)explosion->x, (int)explosion->y, explosion->image[0]->w, explosion->image[0]->h)) blit(explosion->image[0], (int)explosion->x, (int)explosion->y); if(rand() % 7 == 0) { explosion->thinktime -= 7; if(explosion->thinktime < 1) { explosion->active = false; } else { explosion->face++; explosion->image[0] = shape[explosion->face]; } } } if (explosion->active) { prevExplosion = explosion; engine.explosionTail = explosion; } else { prevExplosion->next = explosion->next; delete explosion; explosion = prevExplosion; } } }