Shield damage effect updates. Laser will cause shield to disable for 10 seconds.

This commit is contained in:
Steve 2015-11-18 16:04:12 +00:00
parent 044aedeb58
commit ede89eefd1
9 changed files with 121 additions and 41 deletions

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@ -55,6 +55,8 @@ void initBattle(void)
initBackground(); initBackground();
initEffects();
initHud(); initHud();
initRadar(); initRadar();

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@ -66,6 +66,7 @@ extern void resetWaypoints(void);
extern void doPlayerSelect(void); extern void doPlayerSelect(void);
extern void destroyGrid(void); extern void destroyGrid(void);
extern void completeMission(void); extern void completeMission(void);
extern void initEffects(void);
extern App app; extern App app;
extern Battle battle; extern Battle battle;

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@ -21,6 +21,16 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#include "effects.h" #include "effects.h"
static void setRandomFlameHue(Effect *e); static void setRandomFlameHue(Effect *e);
static void setRandomShieldHue(Effect *e);
static SDL_Texture *explosionTexture;
static SDL_Texture *shieldHitTexture;
void initEffects(void)
{
explosionTexture = getTexture("gfx/battle/explosion.png");
shieldHitTexture = getTexture("gfx/battle/shieldHit.png");
}
void doEffects(void) void doEffects(void)
{ {
@ -88,7 +98,6 @@ void drawEffects(void)
void addSmallFighterExplosion(void) void addSmallFighterExplosion(void)
{ {
Effect *e; Effect *e;
SDL_Texture *t = getTexture("gfx/battle/explosion.png");
e = malloc(sizeof(Effect)); e = malloc(sizeof(Effect));
memset(e, 0, sizeof(Effect)); memset(e, 0, sizeof(Effect));
@ -99,7 +108,7 @@ void addSmallFighterExplosion(void)
e->x = self->x + (rand() % 16 - rand() % 16); e->x = self->x + (rand() % 16 - rand() % 16);
e->y = self->y + (rand() % 16 - rand() % 16); e->y = self->y + (rand() % 16 - rand() % 16);
e->texture = t; e->texture = explosionTexture;
e->health = 0; e->health = 0;
e->size = 32; e->size = 32;
@ -115,7 +124,6 @@ void addFighterExplosion(void)
{ {
int i; int i;
Effect *e; Effect *e;
SDL_Texture *t = getTexture("gfx/battle/explosion.png");
for (i = 0 ; i < 32 ; i++) for (i = 0 ; i < 32 ; i++)
{ {
@ -132,7 +140,7 @@ void addFighterExplosion(void)
e->dx *= 0.025; e->dx *= 0.025;
e->dy = (rand() % 25) - (rand() % 25); e->dy = (rand() % 25) - (rand() % 25);
e->dy *= 0.025; e->dy *= 0.025;
e->texture = t; e->texture = explosionTexture;
e->health = 0; e->health = 0;
e->size = 32 + (rand() % 64); e->size = 32 + (rand() % 64);
e->r = 255; e->r = 255;
@ -171,7 +179,6 @@ void addMissileExplosion(Bullet *b)
{ {
int i; int i;
Effect *e; Effect *e;
SDL_Texture *t = getTexture("gfx/battle/explosion.png");
for (i = 0 ; i < 8 ; i++) for (i = 0 ; i < 8 ; i++)
{ {
@ -188,7 +195,7 @@ void addMissileExplosion(Bullet *b)
e->dx *= 0.025; e->dx *= 0.025;
e->dy = (rand() % 25) - (rand() % 25); e->dy = (rand() % 25) - (rand() % 25);
e->dy *= 0.025; e->dy *= 0.025;
e->texture = t; e->texture = explosionTexture;
e->health = 0; e->health = 0;
e->size = 32 + (rand() % 64); e->size = 32 + (rand() % 64);
e->r = 255; e->r = 255;
@ -223,29 +230,6 @@ void addMissileExplosion(Bullet *b)
} }
} }
static void setRandomFlameHue(Effect *e)
{
e->r = 255;
switch (rand() % 4)
{
case 0:
break;
case 1:
e->g = 128;
break;
case 2:
e->g = 255;
break;
case 3:
e->g = e->b = 255;
break;
}
}
void addEngineEffect(void) void addEngineEffect(void)
{ {
Effect *e; Effect *e;
@ -266,7 +250,7 @@ void addEngineEffect(void)
e->x += rand() % 4; e->x += rand() % 4;
e->x -= rand() % 4; e->x -= rand() % 4;
e->texture = getTexture("gfx/battle/explosion.png"); e->texture = explosionTexture;
e->health = 0; e->health = 0;
e->size = 16; e->size = 16;
e->r = 128; e->r = 128;
@ -298,7 +282,7 @@ void addMissileEngineEffect(Bullet *b)
e->x += rand() % 4; e->x += rand() % 4;
e->x -= rand() % 4; e->x -= rand() % 4;
e->texture = getTexture("gfx/battle/explosion.png"); e->texture = explosionTexture;
e->health = 0; e->health = 0;
e->size = 12; e->size = 12;
setRandomFlameHue(e); setRandomFlameHue(e);
@ -307,3 +291,76 @@ void addMissileEngineEffect(Bullet *b)
e->x -= e->size / 2; e->x -= e->size / 2;
e->y -= e->size / 2; e->y -= e->size / 2;
} }
void addShieldSplinterEffect(Entity *ent)
{
int i;
Effect *e;
for (i = 0 ; i < 48 ; i++)
{
e = malloc(sizeof(Effect));
memset(e, 0, sizeof(Effect));
battle.effectTail->next = e;
battle.effectTail = e;
e->type = EFFECT_LINE;
e->x = ent->x;
e->y = ent->y;
e->dx = rand() % 64 - rand() % 64;
e->dx *= 0.1;
e->dy = rand() % 64 - rand() % 64;
e->dy *= 0.1;
e->a = 255;
setRandomShieldHue(e);
}
}
static void setRandomFlameHue(Effect *e)
{
e->r = 255;
switch (rand() % 4)
{
case 0:
break;
case 1:
e->g = 128;
break;
case 2:
e->g = 255;
break;
case 3:
e->g = e->b = 255;
break;
}
}
static void setRandomShieldHue(Effect *e)
{
e->b = 255;
switch (rand() % 4)
{
case 0:
e->g = 128;
break;
case 1:
e->g = 196;
break;
case 2:
e->g = 255;
break;
case 3:
e->r = e->g = 255;
break;
}
}

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@ -385,6 +385,8 @@ void applyFighterBrakes(void)
void damageFighter(Entity *f, int amount, long flags) void damageFighter(Entity *f, int amount, long flags)
{ {
int prevShield = f->shield;
if (flags & BF_SYSTEM_DAMAGE) if (flags & BF_SYSTEM_DAMAGE)
{ {
f->systemPower = MAX(0, f->systemPower - amount); f->systemPower = MAX(0, f->systemPower - amount);
@ -397,22 +399,36 @@ void damageFighter(Entity *f, int amount, long flags)
f->action = NULL; f->action = NULL;
} }
} }
else if (flags & BF_SHIELD_DAMAGE)
{
f->shield = MAX(-(FPS * 10), f->shield - amount);
if (f->shield <= 0 && prevShield > 0)
{
playBattleSound(SND_SHIELD_BREAK, f->x, f->y);
addShieldSplinterEffect(f);
}
}
else else
{ {
f->shield -= amount; if (f->shield > 0)
if (f->shield < 0)
{ {
f->health -= abs(f->shield); f->shield = MAX(0, f->shield - amount);
f->shield = 0; }
else
{
f->health -= amount;
f->armourHit = 255; f->armourHit = 255;
playBattleSound(SND_ARMOUR_HIT, f->x, f->y); playBattleSound(SND_ARMOUR_HIT, f->x, f->y);
} }
else if (f->shield > 0) }
{
f->shieldHit = 255; if (f->shield > 0)
} {
f->shieldHit = 255;
playBattleSound(SND_SHIELD_HIT, f->x, f->y);
} }
} }

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@ -46,6 +46,7 @@ extern void attachRope(void);
extern char *readFile(char *filename); extern char *readFile(char *filename);
extern long lookup(char *name); extern long lookup(char *name);
extern long flagsToLong(char *flags); extern long flagsToLong(char *flags);
extern void addShieldSplinterEffect(Entity *ent);
extern App app; extern App app;
extern Battle battle; extern Battle battle;

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@ -92,8 +92,11 @@ void playBattleSound(int id, int x, int y)
static void loadSounds(void) static void loadSounds(void)
{ {
sounds[SND_ARMOUR_HIT] = Mix_LoadWAV("sound/275151__bird-man__gun-shot.ogg"); sounds[SND_ARMOUR_HIT] = Mix_LoadWAV("sound/275151__bird-man__gun-shot.ogg");
sounds[SND_SHIELD_HIT] = Mix_LoadWAV("sound/49678__ejfortin__energy-short-sword-7.ogg");
sounds[SND_PLASMA] = Mix_LoadWAV("sound/268344__julien-matthey__jm-noiz-laser-01.ogg"); sounds[SND_PLASMA] = Mix_LoadWAV("sound/268344__julien-matthey__jm-noiz-laser-01.ogg");
sounds[SND_MAG] = Mix_LoadWAV("sound/18382__inferno__hvylas.ogg"); sounds[SND_LASER] = Mix_LoadWAV("sound/18382__inferno__hvylas.ogg");
sounds[SND_MAG] = Mix_LoadWAV("sound/146725__fins__laser.ogg");
sounds[SND_SHIELD_BREAK] = Mix_LoadWAV("sound/322603__clippysounds__glass-break.ogg");
sounds[SND_PARTICLE] = Mix_LoadWAV("sound/77087__supraliminal__laser-short.ogg"); sounds[SND_PARTICLE] = Mix_LoadWAV("sound/77087__supraliminal__laser-short.ogg");
sounds[SND_MISSILE] = Mix_LoadWAV("sound/65787__iwilldstroyu__laserrocket.ogg"); sounds[SND_MISSILE] = Mix_LoadWAV("sound/65787__iwilldstroyu__laserrocket.ogg");
sounds[SND_BOOST] = Mix_LoadWAV("sound/18380__inferno__hvrl.ogg"); sounds[SND_BOOST] = Mix_LoadWAV("sound/18380__inferno__hvrl.ogg");