[Add] Implemented volatility damage.
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@ -215,7 +215,7 @@
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<general>
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<bar>The Raglan bar is a pretty small bar for Draktharr standards, and quite empty too.</bar>
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<description>Raglan Outpost was established after the Draktharr-Frontier war broke out before the Incident. To this day the Frontier still is demanding for it's dismantling in the halls of the Emperor, although he has yet to make a statement. Meanwhile the Draktharrs use this base intensively in their fight against the DLF.</description>
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<faction>Dvaered</faction>
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<faction>Draktharr</faction>
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<tech>
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<main>7</main>
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<special>0</special>
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31
src/outfit.c
31
src/outfit.c
@ -116,31 +116,36 @@ Outfit** outfit_getTech(int* n, const int* tech, const int techmax) {
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void outfit_calcDamage(double* dshield, double* darmour, double* knockback,
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DamageType dtype, double dmg) {
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double ds, da, kn;
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switch(dtype) {
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case DAMAGE_TYPE_ENERGY:
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(*dshield) = dmg*1.1;
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(*darmour) = dmg*0.7;
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(*knockback) = 0.1;
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ds = dmg*1.1;
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da = dmg*0.7;
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kn = 0.1;
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break;
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case DAMAGE_TYPE_KINETIC:
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(*dshield) = dmg*0.8;
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(*darmour) = dmg*1.2;
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(*knockback) = 1.;
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ds = dmg*0.8;
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da = dmg*1.2;
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kn = 1.;
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break;
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case DAMAGE_TYPE_ION:
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(*dshield) = 0.;
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(*darmour) = dmg;
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(*knockback) = 0.4;
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ds = dmg;
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da = dmg;
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kn = 0.4;
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break;
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case DAMAGE_TYPE_RADIATION:
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(*dshield) = 0.15; /* Still take damage, just very little. */
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(*darmour) = dmg;
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(*knockback) = 0.8;
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ds = dmg*0.15; /* Still take damage, just very little. */
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da = dmg;
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kn = 0.8;
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default:
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WARN("Unknown damage type: %d!", dtype);
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(*dshield) = (*darmour) = (*knockback) = 0.;
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ds = da = kn = 0.;
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break;
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}
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if(dshield) *dshield = ds;
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if(darmour) *darmour = da;
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if(knockback) *knockback = kn;
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}
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/**
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11
src/pilot.c
11
src/pilot.c
@ -410,11 +410,12 @@ void pilot_hit(Pilot* p, const Solid* w, const unsigned int shooter,
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}
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}
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/* Knock back effect is dependent on both damage and mass of the weapon. */
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/* should probably turn it into a partial conservative collision.. */
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vect_cadd(&p->solid->vel,
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knockback * (w->vel.x * (dam_mod/6. + w->mass/p->solid->mass/6.)),
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knockback * (w->vel.y * (dam_mod/6. + w->mass/p->solid->mass/6.)));
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if(shooter != 0)
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/* Knock back effect is dependent on both damage and mass of the weapon. */
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/* should probably turn it into a partial conservative collision.. */
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vect_cadd(&p->solid->vel,
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knockback * (w->vel.x * (dam_mod/6. + w->mass/p->solid->mass/6.)),
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knockback * (w->vel.y * (dam_mod/6. + w->mass/p->solid->mass/6.)));
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}
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/**
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@ -867,9 +867,14 @@ void player_renderGUI(void) {
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/* Lockon warning. */
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if(player->lockons > 0)
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gl_printMid(NULL, SCREEN_W, 0., SCREEN_H-gl_defFont.h-25.,
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gl_printMid(NULL, SCREEN_W - gui_xoff, 0., SCREEN_H-gl_defFont.h-25.,
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&cRed, "LOCKON DETECTED");
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/* Volatile Environment. */
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if(cur_system->nebu_volatility > 0.)
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gl_printMid(NULL, SCREEN_W - gui_xoff, 0., SCREEN_H-gl_defFont.h*2.-35.,
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&cRed, "VOLATILE ENVIRONMENT DETECTED");
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/* GUI! */
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/* -- Frame. */
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gl_blitStatic(gui.gfx_frame, gui.frame.x, gui.frame.y, NULL);
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42
src/space.c
42
src/space.c
@ -382,29 +382,33 @@ void space_update(const double dt) {
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if(cur_system == NULL) return; /* Can't update a null system. */
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if(!space_spawn) return; /* Spawning is disabled. */
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if(space_spawn) {
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spawn_timer -= dt;
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spawn_timer -= dt;
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if(cur_system->nfleets == 0) /* Stop checking if there are no fleets. */
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spawn_timer = 300.;
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if(cur_system->nfleets == 0)
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/* Please stop checking that there are no fleets. */
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spawn_timer = 300.;
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if(spawn_timer < 0.) {
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/* Time to possibly spawn. */
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/* Spawn chance is based on overall percentage. */
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f = RNG(0, 100*cur_system->nfleets);
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j = 0;
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for(i = 0; i < cur_system->nfleets; i++) {
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j += cur_system->fleets[i].chance;
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if(f < j) {
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/* Add one fleet. */
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space_addFleet(cur_system->fleets[i].fleet, 0);
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break;
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if(spawn_timer < 0.) { /* time to possibly spawn. */
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/* Spawn chance is based on overall %. */
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f = RNG(0, 100*cur_system->nfleets);
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j = 0;
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for(i = 0; i < cur_system->nfleets; i++) {
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j += cur_system->fleets[i].chance;
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if(f < j) { /* Add one fleet. */
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space_addFleet(cur_system->fleets[i].fleet, 0);
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break;
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}
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}
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spawn_timer = 60./(float)cur_system->nfleets;
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}
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spawn_timer = 60./(float)cur_system->nfleets;
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}
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/* Volatile system. */
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if(cur_system->nebu_volatility > 0.) {
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/* Player takes damage. */
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if(player)
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pilot_hit(player, NULL, 0, DAMAGE_TYPE_RADIATION,
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pow2(cur_system->nebu_volatility) / 500. * dt);
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}
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}
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