/* Copyright (C) 2003 Parallel Realities Copyright (C) 2011 Guus Sliepen Copyright (C) 2015, 2016 onpon4 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 explosion_add(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] = 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); }