Dynamically loaded object models thanks to Bjorn.
[crack-attack.git] / src / WinRecord.cxx
blobce1fa4ad43ed627dad0fbdc981ff60f4d67f9c7a
1 /*
2 * WinRecord.cxx
3 * Daniel Nelson - 10/22/0
5 * Copyright (C) 2000 Daniel Nelson
6 *
7 * This program is free software; you can redistribute it and/or
8 * modify it under the terms of the GNU General Public License
9 * as published by the Free Software Foundation; either version 2
10 * of the License, or (at your option) any later version.
12 * This program is distributed in the hope that it will be useful,
13 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 * GNU General Public License for more details.
17 * You should have received a copy of the GNU General Public License
18 * along with this program; if not, write to the Free Software
19 * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
21 * Daniel Nelson - aluminumangel.org
22 * 174 W. 18th Ave.
23 * Columbus, OH 43210
25 * Handles the win/loss record.
28 #include <GL/glut.h>
30 #include "glext.h"
32 using namespace std;
34 #include "Game.h"
35 #include "WinRecord.h"
36 #include "Displayer.h"
37 #include "Random.h"
39 int WinRecord::current_game;
40 bool WinRecord::won;
41 bool WinRecord::concession;
42 int WinRecord::games_won;
43 int WinRecord::games_lost;
44 int WinRecord::record[GC_GAMES_PER_MATCH];
46 Star WinRecord::stars[GC_GAMES_PER_MATCH];
47 int WinRecord::dynamic_star;
48 int WinRecord::displaced_star;
49 GLfloat WinRecord::win_star_x;
50 GLfloat WinRecord::win_star_y;
51 GLfloat WinRecord::win_star_v_x;
52 GLfloat WinRecord::win_star_v_y;
53 GLfloat WinRecord::old_star_a;
54 GLfloat WinRecord::old_star_size;
55 bool WinRecord::draw_old_star;
57 void WinRecord::initialize ( )
59 for (int n = GC_GAMES_PER_MATCH; n--; )
60 record[n] = GR_NOT_PLAYED;
61 current_game = -1;
62 concession = false;
63 games_won = 0;
64 games_lost = 0;
66 dynamic_star = -1;
67 displaced_star = -1;
68 for (int n = GC_GAMES_PER_MATCH; n--; )
69 stars[n].a = 0.0f;
72 void WinRecord::gameStart ( )
74 if (MetaState::mode & CM_SOLO)
75 current_game = 1;
76 else
77 current_game++;
79 record[current_game] = GR_BEING_PLAYED;
82 void WinRecord::gameWon ( )
84 won = true;
85 games_won++;
86 record[current_game] = GR_WON;
88 if (MetaState::mode & CM_REALLY_LOW_GRAPHICS) {
89 // The star will disappear and pop into existance in the play area. After a
90 // few moments, it will fly to it's original location.
92 // record star's old location; for a time, two stars will be drawn, as one
93 // pops in and the other pops away
94 draw_old_star = true;
95 old_star_a = stars[current_game].a;
96 old_star_size = 5.0f;
98 // displace the star into the play area and set it's starting parameters
99 displaced_star = current_game;
100 stars[current_game].a = DC_STAR_WIN_MIN_ANGULAR_DEVIATION
101 + DC_STAR_WIN_SPREAD_ANGULAR_DEVIATION * Random::number();
102 if (Random::chanceIn2(2))
103 stars[current_game].a = -stars[current_game].a;
104 stars[current_game].v_a = 0.0f;
105 stars[current_game].size = 0.0f;
106 stars[current_game].v_size = 0.0f;
107 win_star_x = (-DC_LEFT_EXTERNAL_CENTER + DC_STAR_DISPLACEMENT
108 * (GC_GAMES_PER_MATCH - 1) / 2.0f + DC_STAR_WIN_OFFSET_X)
109 - DC_STAR_DISPLACEMENT * current_game;
111 if (MetaState::mode & CM_SOLO)
112 win_star_y = -DC_STAR_OFFSET_Y + DC_STAR_WIN_SOLO_OFFSET_Y;
113 else
114 win_star_y = -DC_STAR_OFFSET_Y + DC_STAR_WIN_OFFSET_Y;
116 // set the kick velocity; choice of two aesthetically pleasing preset values
117 // or, for variety, a random 270 degree arc
118 switch (Random::number(3)) {
119 case 0:
120 win_star_v_x = DC_STAR_WIN_PRESET_1_VELOCITY_X;
121 win_star_v_y = DC_STAR_WIN_PRESET_1_VELOCITY_Y;
122 break;
123 case 1:
124 win_star_v_x = DC_STAR_WIN_PRESET_2_VELOCITY_X;
125 win_star_v_y = DC_STAR_WIN_PRESET_2_VELOCITY_Y;
126 break;
127 default:
128 // too infrequent to warrent a random direction table
129 float v = DC_STAR_WIN_MIN_VELOCITY
130 + DC_STAR_WIN_SPREAD_VELOCITY * Random::number();
131 float angle = Random::number() * (3.0f * PI / 2.0f) - (PI / 2.0f);
132 win_star_v_x = v * cos(angle);
133 win_star_v_y = v * sin(angle);
134 break;
139 void WinRecord::gameLoss ( )
141 won = false;
142 games_lost++;
143 record[current_game] = GR_LOST;
146 void WinRecord::timeStep ( )
148 for (int n = GC_GAMES_PER_MATCH; n--; ) {
149 Star &star = stars[n];
151 switch (record[n]) {
153 // game being played
154 case GR_BEING_PLAYED:
155 if (Game::time_step >= GC_START_PAUSE_DELAY)
156 star.a += DC_STAR_PLAY_ANGULAR_VELOCITY;
157 else
158 star.a += Game::time_step
159 * (DC_STAR_PLAY_ANGULAR_VELOCITY / (float) GC_START_PAUSE_DELAY);
160 break;
162 // game has been lost
163 case GR_LOST:
164 if (current_game == n && Game::time_step < DC_CELEBRATION_TIME)
165 star.a += (DC_CELEBRATION_TIME - Game::time_step)
166 * (DC_STAR_PLAY_ANGULAR_VELOCITY / (float) DC_CELEBRATION_TIME);
167 break;
169 // game has been won
170 case GR_WON:
171 // wait for win message to hit before dynamics
172 if (current_game != n || Game::time_step > DC_WIN_FADE_TIME) {
174 star.size += star.v_size;
175 if (star.size < 0.0f) star.size = 0.0f;
176 star.v_size += -DC_STAR_WIN_SIZE_DRAG * star.v_size
177 - DC_STAR_WIN_SIZE_SPRING * (star.size - DC_STAR_SIZE_EQUILIBRIUM);
179 if (fabs(star.v_size) < DC_STAR_WIN_SIZE_EPSILON
180 && Random::chanceIn(DC_STAR_WIN_SIZE_PULSE_CHANCE_IN))
181 star.v_size += DC_STAR_WIN_SIZE_PULSE_VELOCITY * Random::number();
183 star.v_a += -DC_STAR_WIN_ANGULAR_SPRING * star.a;
185 star.a += star.v_a;
187 // begin motion
188 if (Game::time_step == DC_WIN_FADE_TIME + DC_STAR_WIN_KICK_DELAY
189 && current_game == n) {
190 displaced_star = -1;
191 dynamic_star = n;
194 // if we're dynamic;
195 if (dynamic_star == n) {
196 win_star_x += win_star_v_x;
197 win_star_y += win_star_v_y;
199 win_star_v_x += -DC_STAR_WIN_SPRING * win_star_x
200 - DC_STAR_WIN_DRAG * win_star_v_x;
201 win_star_v_y += -DC_STAR_WIN_SPRING * win_star_y
202 - DC_STAR_WIN_DRAG * win_star_v_y;
204 // if we're there, stop being dynamic
205 if (fabs(win_star_v_x) < DC_STAR_WIN_VELOCITY_EPSILON
206 && fabs(win_star_v_y) < DC_STAR_WIN_VELOCITY_EPSILON
207 && fabs(win_star_x) < DC_STAR_WIN_EPSILON
208 && fabs(win_star_y) < DC_STAR_WIN_EPSILON)
209 dynamic_star = -1;
213 // shrink the old star as the new one apears
214 if (draw_old_star && current_game == n) {
215 if (star.size < DC_STAR_SIZE_EQUILIBRIUM) {
216 old_star_size = DC_STAR_SIZE_EQUILIBRIUM - star.size;
217 old_star_a += DC_STAR_PLAY_ANGULAR_VELOCITY;
218 } else
219 draw_old_star = false;
222 break;