691 lines
13 KiB
C
691 lines
13 KiB
C
/*
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Copyright (C) 2015-2018 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 "effects.h"
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static void setRandomFlameHue(Effect *e);
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static void setRandomShieldHue(Effect *e);
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static void resizeDrawList(void);
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static int pointOnScreen(float x, float y);
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static SDL_Texture *explosionTexture;
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static SDL_Texture *shieldHitTexture;
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static SDL_Texture *haloTexture;
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static Effect **effectsToDraw;
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static int drawCapacity;
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void initEffects(void)
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{
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explosionTexture = getTexture("gfx/effects/explosion.png");
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shieldHitTexture = getTexture("gfx/effects/shieldHit.png");
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haloTexture = getTexture("gfx/effects/halo.png");
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drawCapacity = INITIAL_EFFECT_DRAW_CAPACITY;
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effectsToDraw = malloc(sizeof(Effect*) * drawCapacity);
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memset(effectsToDraw, 0, sizeof(Effect*) * drawCapacity);
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}
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void doEffects(void)
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{
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int i, onScreen;
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Effect *e;
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Effect *prev = &battle.effectHead;
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i = 0;
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memset(effectsToDraw, 0, sizeof(Effect*) * drawCapacity);
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for (e = battle.effectHead.next ; e != NULL ; e = e->next)
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{
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e->x += e->dx;
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e->y += e->dy;
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e->a -= (e->type != EFFECT_ECM) ? 1 : 3;
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e->a = MAX(0, e->a);
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e->health--;
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e->size += e->scaleAmount;
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if (e->health <= 0)
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{
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if (e == battle.effectTail)
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{
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battle.effectTail = prev;
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}
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prev->next = e->next;
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free(e);
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e = prev;
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}
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else
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{
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onScreen = 0;
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switch (e->type)
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{
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case EFFECT_LINE:
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onScreen = pointOnScreen(e->x - battle.camera.x, e->y - battle.camera.y) || pointOnScreen(e->x + (e->dx * 3) - battle.camera.x, e->y + (e->dy * 3) - battle.camera.y);
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break;
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case EFFECT_POINT:
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onScreen = pointOnScreen(e->x - battle.camera.x, e->y - battle.camera.y);
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break;
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default:
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onScreen = isOnBattleScreen(e->x, e->y, e->size, e->size);
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break;
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}
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if (onScreen)
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{
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effectsToDraw[i++] = e;
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if (i == drawCapacity)
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{
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resizeDrawList();
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}
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}
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}
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prev = e;
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}
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}
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static int pointOnScreen(float x, float y)
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{
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return collision(x, y, 1, 1, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT);
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}
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static void resizeDrawList(void)
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{
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int n;
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n = drawCapacity + INITIAL_EFFECT_DRAW_CAPACITY;
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SDL_LogMessage(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_DEBUG, "Resizing effect draw capacity: %d -> %d", drawCapacity, n);
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effectsToDraw = resize(effectsToDraw, sizeof(Effect*) * drawCapacity, sizeof(Effect*) * n);
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drawCapacity = n;
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}
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void drawEffects(void)
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{
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int i;
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Effect *e;
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SDL_SetRenderDrawBlendMode(app.renderer, SDL_BLENDMODE_BLEND);
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for (i = 0, e = effectsToDraw[i] ; e != NULL ; e = effectsToDraw[++i])
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{
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SDL_SetRenderDrawColor(app.renderer, e->r, e->g, e->b, e->a);
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SDL_SetTextureBlendMode(e->texture, SDL_BLENDMODE_ADD);
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SDL_SetTextureAlphaMod(e->texture, e->a);
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switch (e->type)
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{
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case EFFECT_POINT:
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SDL_RenderDrawPoint(app.renderer, e->x - battle.camera.x, e->y - battle.camera.y);
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break;
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case EFFECT_LINE:
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SDL_RenderDrawLine(app.renderer, e->x - battle.camera.x, e->y - battle.camera.y, e->x + (e->dx * 3) - battle.camera.x, e->y + (e->dy * 3) - battle.camera.y);
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break;
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case EFFECT_TEXTURE:
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SDL_SetTextureColorMod(e->texture, e->r, e->g, e->b);
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blitScaled(e->texture, e->x - battle.camera.x, e->y - battle.camera.y, e->size, e->size, 0);
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break;
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case EFFECT_HALO:
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SDL_SetTextureColorMod(e->texture, e->r, e->g, e->b);
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blitScaled(e->texture, e->x - battle.camera.x - (e->size / 2), e->y - battle.camera.y - (e->size / 2), e->size, e->size, 0);
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break;
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case EFFECT_ECM:
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SDL_SetTextureColorMod(e->texture, e->r, e->g, e->b);
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blitScaled(e->texture, SCREEN_WIDTH / 2 - (e->size / 2), SCREEN_HEIGHT / 2 - (e->size / 2), e->size, e->size, 0);
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break;
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}
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}
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SDL_SetRenderDrawBlendMode(app.renderer, SDL_BLENDMODE_NONE);
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}
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void drawShieldHitEffect(Entity *e)
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{
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int size = MAX(e->w, e->h) + 32;
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SDL_SetTextureBlendMode(shieldHitTexture, SDL_BLENDMODE_BLEND);
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SDL_SetTextureAlphaMod(shieldHitTexture, e->shieldHit);
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blitScaled(shieldHitTexture, e->x - battle.camera.x, e->y - battle.camera.y, size, size, 1);
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}
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void addBulletHitEffect(int x, int y, int r, int g, int b)
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{
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Effect *e;
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int i;
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for (i = 0 ; i < 4 ; i++)
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{
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e = malloc(sizeof(Effect));
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memset(e, 0, sizeof(Effect));
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battle.effectTail->next = e;
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battle.effectTail = e;
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e->type = EFFECT_TEXTURE;
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e->texture = explosionTexture;
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e->size = 16;
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e->x = x;
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e->y = y;
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e->dx = (rand() % 25) - (rand() % 25);
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e->dx *= 0.01;
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e->dy = (rand() % 25) - (rand() % 25);
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e->dy *= 0.01;
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e->r = r;
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e->g = g;
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e->b = b;
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e->a = 64;
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e->health = e->a;
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}
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}
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void addSmallFighterExplosion(void)
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{
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Effect *e;
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e = malloc(sizeof(Effect));
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memset(e, 0, sizeof(Effect));
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battle.effectTail->next = e;
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battle.effectTail = e;
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e->type = EFFECT_TEXTURE;
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e->x = self->x + (rand() % 16 - rand() % 16);
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e->y = self->y + (rand() % 16 - rand() % 16);
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e->texture = explosionTexture;
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e->size = 32;
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setRandomFlameHue(e);
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e->a = 128 + (rand() % 128);
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e->health = e->a;
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e->x -= e->size / 2;
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e->y -= e->size / 2;
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}
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void addDebrisFire(int x, int y)
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{
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Effect *e;
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e = malloc(sizeof(Effect));
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memset(e, 0, sizeof(Effect));
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battle.effectTail->next = e;
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battle.effectTail = e;
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e->type = EFFECT_TEXTURE;
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e->x = x + (rand() % 8 - rand() % 8);
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e->y = y + (rand() % 8 - rand() % 8);
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e->texture = explosionTexture;
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e->size = 4 + rand() % 12;
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setRandomFlameHue(e);
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e->a = rand() % 256;
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e->health = e->a;
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e->x -= e->size / 2;
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e->y -= e->size / 2;
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}
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void addSmallExplosion(void)
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{
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int i;
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Effect *e;
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for (i = 0 ; i < 32 ; i++)
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{
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e = malloc(sizeof(Effect));
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memset(e, 0, sizeof(Effect));
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battle.effectTail->next = e;
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battle.effectTail = e;
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e->type = EFFECT_TEXTURE;
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e->x = self->x;
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e->y = self->y;
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e->dx = (rand() % 25) - (rand() % 25);
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e->dx *= 0.025;
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e->dy = (rand() % 25) - (rand() % 25);
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e->dy *= 0.025;
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e->texture = explosionTexture;
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e->size = 32 + (rand() % 64);
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e->r = 255;
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setRandomFlameHue(e);
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e->a = 128 + (rand() % 128);
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e->health = e->a;
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e->x -= e->size / 2;
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e->y -= e->size / 2;
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}
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for (i = 0 ; i < 96 ; i++)
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{
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e = malloc(sizeof(Effect));
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memset(e, 0, sizeof(Effect));
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battle.effectTail->next = e;
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battle.effectTail = e;
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e->type = EFFECT_LINE;
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e->x = self->x;
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e->y = self->y;
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e->dx = rand() % 64 - rand() % 64;
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e->dx *= 0.1;
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e->dy = rand() % 64 - rand() % 64;
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e->dy *= 0.1;
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e->a = 128;
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e->health = e->a;
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setRandomFlameHue(e);
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}
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}
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void addMineExplosion(void)
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{
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int i;
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Effect *e;
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for (i = 0 ; i < 64 ; i++)
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{
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e = malloc(sizeof(Effect));
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memset(e, 0, sizeof(Effect));
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battle.effectTail->next = e;
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battle.effectTail = e;
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e->type = EFFECT_TEXTURE;
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e->x = self->x + rand() % 64 - rand() % 64;
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e->y = self->y + rand() % 64 - rand() % 64;
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e->texture = explosionTexture;
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e->size = 64 + (rand() % 64);
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e->r = 255;
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setRandomFlameHue(e);
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e->a = 32 + (rand() % 192);
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e->health = e->a;
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e->x -= e->size / 2;
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e->y -= e->size / 2;
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}
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e = malloc(sizeof(Effect));
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memset(e, 0, sizeof(Effect));
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battle.effectTail->next = e;
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battle.effectTail = e;
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e->type = EFFECT_HALO;
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e->x = self->x;
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e->y = self->y;
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e->size = 64;
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e->scaleAmount = 6;
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e->texture = haloTexture;
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e->r = 255;
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e->g = 255;
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e->b = 255;
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e->a = 128;
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e->health = 128;
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}
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void addLargeExplosion(void)
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{
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int i;
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Effect *e;
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for (i = 0 ; i < 64 ; i++)
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{
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e = malloc(sizeof(Effect));
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memset(e, 0, sizeof(Effect));
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battle.effectTail->next = e;
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battle.effectTail = e;
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e->type = EFFECT_TEXTURE;
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e->x = self->x + rand() % 255 - rand() % 255;
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e->y = self->y + rand() % 255 - rand() % 255;
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e->dx = (rand() % 25) - (rand() % 25);
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e->dx *= 0.01;
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e->dy = (rand() % 25) - (rand() % 25);
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e->dy *= 0.01;
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e->texture = explosionTexture;
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e->size = 128 + (rand() % 512);
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e->r = 255;
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setRandomFlameHue(e);
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e->a = 128 + (rand() % 128);
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e->health = e->a;
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e->x -= e->size / 2;
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e->y -= e->size / 2;
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}
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e = malloc(sizeof(Effect));
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memset(e, 0, sizeof(Effect));
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battle.effectTail->next = e;
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battle.effectTail = e;
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e->type = EFFECT_HALO;
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e->x = self->x;
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e->y = self->y;
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e->size = 256;
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e->scaleAmount = 4;
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e->texture = haloTexture;
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e->r = 255;
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e->g = 255;
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e->b = 255;
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e->a = 255;
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e->health = 255;
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}
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void addMissileExplosion(Bullet *b)
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{
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int i;
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Effect *e;
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for (i = 0 ; i < 8 ; i++)
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{
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e = malloc(sizeof(Effect));
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memset(e, 0, sizeof(Effect));
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battle.effectTail->next = e;
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battle.effectTail = e;
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e->type = EFFECT_TEXTURE;
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e->x = b->x;
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e->y = b->y;
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e->dx = (rand() % 25) - (rand() % 25);
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e->dx *= 0.025;
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e->dy = (rand() % 25) - (rand() % 25);
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e->dy *= 0.025;
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e->texture = explosionTexture;
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e->size = 32 + (rand() % 64);
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e->r = 255;
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setRandomFlameHue(e);
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e->a = 128 + (rand() % 128);
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e->health = e->a;
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e->x -= e->size / 2;
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e->y -= e->size / 2;
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}
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for (i = 0 ; i < 24 ; i++)
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{
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e = malloc(sizeof(Effect));
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memset(e, 0, sizeof(Effect));
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battle.effectTail->next = e;
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battle.effectTail = e;
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e->type = EFFECT_LINE;
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e->x = b->x;
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e->y = b->y;
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e->dx = rand() % 64 - rand() % 64;
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e->dx *= 0.1;
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e->dy = rand() % 64 - rand() % 64;
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e->dy *= 0.1;
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e->a = 128;
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e->health = e->a;
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setRandomFlameHue(e);
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}
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}
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void addEngineEffect(void)
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{
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Effect *e;
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float c, s;
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int h;
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e = malloc(sizeof(Effect));
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memset(e, 0, sizeof(Effect));
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battle.effectTail->next = e;
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battle.effectTail = e;
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e->type = EFFECT_TEXTURE;
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s = sin(TO_RAIDANS(self->angle));
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c = cos(TO_RAIDANS(self->angle));
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h = self->h / 2;
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e->x = -(h * s) + self->x;
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e->y = (h * c) + self->y;
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e->x += rand() % 4 - rand() % 4;
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e->texture = explosionTexture;
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e->size = 16;
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e->r = 128;
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e->g = 128;
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e->b = 255;
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e->a = 64;
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e->health = e->a;
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e->x -= e->size / 2;
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e->y -= e->size / 2;
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}
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void addLargeEngineEffect(void)
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{
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Effect *e;
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e = malloc(sizeof(Effect));
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memset(e, 0, sizeof(Effect));
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battle.effectTail->next = e;
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battle.effectTail = e;
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e->type = EFFECT_TEXTURE;
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e->x = self->x;
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e->y = self->y;
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e->x -= sin(TO_RAIDANS(self->angle)) * 16;
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e->y -= -cos(TO_RAIDANS(self->angle)) * 16;
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e->x += rand() % 4;
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e->x -= rand() % 4;
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e->texture = explosionTexture;
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e->size = 64;
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e->r = 128;
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e->g = 128;
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e->b = 255;
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e->a = 64;
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e->health = e->a;
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e->x -= e->size / 2;
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e->y -= e->size / 2;
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}
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void addMissileEngineEffect(Bullet *b)
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{
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Effect *e;
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e = malloc(sizeof(Effect));
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memset(e, 0, sizeof(Effect));
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battle.effectTail->next = e;
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battle.effectTail = e;
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e->type = EFFECT_TEXTURE;
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e->x = b->x;
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e->y = b->y;
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e->x -= sin(TO_RAIDANS(b->angle)) * 10;
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|
e->y -= -cos(TO_RAIDANS(b->angle)) * 10;
|
|
|
|
e->x += rand() % 4;
|
|
e->x -= rand() % 4;
|
|
|
|
e->texture = explosionTexture;
|
|
e->size = 12;
|
|
setRandomFlameHue(e);
|
|
e->a = 128;
|
|
|
|
e->health = e->a;
|
|
|
|
e->x -= 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;
|
|
|
|
e->health = e->a;
|
|
|
|
setRandomShieldHue(e);
|
|
}
|
|
}
|
|
|
|
void addECMEffect(Entity *ent)
|
|
{
|
|
int i;
|
|
Effect *e;
|
|
|
|
for (i = 0 ; i < 3 ; i++)
|
|
{
|
|
e = malloc(sizeof(Effect));
|
|
|
|
memset(e, 0, sizeof(Effect));
|
|
battle.effectTail->next = e;
|
|
battle.effectTail = e;
|
|
|
|
e->type = EFFECT_ECM;
|
|
e->x = ent->x;
|
|
e->y = ent->y;
|
|
e->size = i * 4;
|
|
e->scaleAmount = 5;
|
|
e->texture = haloTexture;
|
|
|
|
e->r = 128;
|
|
e->g = 128 + (i * 64);
|
|
e->b = 255;
|
|
e->a = 255;
|
|
|
|
e->health = 255;
|
|
}
|
|
}
|
|
|
|
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;
|
|
}
|
|
}
|
|
|
|
void destroyEffects(void)
|
|
{
|
|
if (effectsToDraw)
|
|
{
|
|
free(effectsToDraw);
|
|
}
|
|
|
|
effectsToDraw = NULL;
|
|
}
|