112 lines
2.8 KiB
C++
112 lines
2.8 KiB
C++
/*
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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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#include "explosions.h"
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/*
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Create a new explosion based on supplied parameters.
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The "type" will actually be used as an explosion frame check.
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All explosion types have 4 images. The "thinktime" will be used
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to change frames on a 21, 14, 7 basis.
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*/
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void addExplosion(float x, float y, int type)
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{
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object *explosion = new object;
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explosion->next = NULL;
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explosion->active = 1;
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explosion->x = x;
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explosion->y = y;
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explosion->thinktime = 28;
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explosion->face = type;
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explosion->image[0] = graphics.shape[type];
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engine.explosionTail->next = explosion;
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engine.explosionTail = explosion;
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}
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/*
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* This very simply just adds a tiny explosion at the coordinate specified.
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* It creates a small engine like effect.
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*/
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void addEngine(object *craft)
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{
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if (rand() % 2 == 0)
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return;
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float x = craft->x + (craft->engineX * craft->face);
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float y = craft->y + craft->engineY;
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y += Math::rrand(-3, 3);
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addExplosion(x, y, E_TINY_EXPLOSION);
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}
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/*
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Loops through active explosions and decrements their think time.
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If their thinktime is divisable by 5, then the frame is changed to
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the next one up (for example 0->1->2-3). When their think time is 0,
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the explosion is killed off.
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*/
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void doExplosions()
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{
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object *prevExplosion = engine.explosionHead;
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object *explosion = engine.explosionHead;
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engine.explosionTail = engine.explosionHead;
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while (explosion->next != NULL)
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{
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explosion = explosion->next;
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if (explosion->active == 1)
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{
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explosion->thinktime--;
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explosion->x += engine.ssx;
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explosion->y += engine.ssy;
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if (isOnScreen((int)explosion->x, (int)explosion->y, explosion->image[0]->w, explosion->image[0]->h))
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graphics.blit(explosion->image[0], (int)explosion->x, (int)explosion->y);
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if (explosion->thinktime < 1)
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{
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explosion->active = 0;
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}
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else if (explosion->thinktime % 7 == 0)
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{
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explosion->face++;
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explosion->image[0] = graphics.shape[explosion->face];
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}
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}
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if (explosion->active == 1)
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{
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prevExplosion = explosion;
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engine.explosionTail = explosion;
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}
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else
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{
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prevExplosion->next = explosion->next;
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delete explosion;
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explosion = prevExplosion;
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}
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}
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}
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