3 * Daniel Nelson - 8/21/0
5 * Copyright (C) 2000 Daniel Nelson
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
25 * The garbage blocks is what this details.
31 #include "BlockManager.h"
32 #include "GarbageManager.h"
33 #include "Displayer.h"
45 void Garbage::initializeStatic ( int _x
, int _y
, int _height
, int _width
,
62 // add ourselves to the grid
63 for (int h
= height
; h
--; )
64 for (int w
= width
; w
--; )
65 Grid::addGarbage(x
+ w
, y
+ h
, this, GR_GARBAGE
);
68 void Garbage::initializeFalling ( int _x
, int _y
, int _height
, int _width
,
71 //MESSAGE("Entering initialize Falling _x " << _x << " _y " << _y << " _height " << _height << " _width " << _width);
79 //MESSAGE("Second block start");
81 alarm
= Game::time_step
+ GC_HANG_DELAY
;
87 //MESSAGE("Add us to the grid height: " << height << " width " << width);
88 // add ourselves to the grid
89 for (int h
= height
; h
--; )
90 for (int w
= width
; w
--; )
91 Grid::addGarbage(x
+ w
, y
+ h
, this, GR_FALLING
);
92 //MESSAGE("Out and alive!");
95 void Garbage::initializeAwaking ( int _x
, int _y
, int _height
, int pop_delay
,
96 int awake_delay
, ComboTabulator
*combo
, int _pop_color
)
101 width
= GC_PLAY_WIDTH
;
106 Sound::play( GC_SOUND_GARBAGE_SHATTERING, this-> width * this->height );
111 alarm
= Game::time_step
+ awake_delay
;
112 pop_alarm
= Game::time_step
+ pop_delay
;
114 pop_direction
= BlockManager::generatePopDirection(height
* width
);
115 pop_color
= _pop_color
;
116 initial_fall
= false;
118 // Although garbage does not participate in combos as such, this is needed
119 // so that the garbage can pass the combo on to blocks above it if it falls
120 // when it awakes. Note that this never happens because garbage currently
121 // only awakes as the second row of a three row or taller shattering
122 // garbage. Thus, all blocks above it will be BS_AWAKING when the garbage
123 // calls their startFalling().
124 awaking_combo
= combo
;
126 // change the game state
127 Game::awaking_count
++;
129 // add ourselves to the grid
130 for (int h
= height
; h
--; )
131 for (int w
= width
; w
--; )
132 Grid::addGarbage(x
+ w
, y
+ h
, this, GR_IMMUTABLE
);
135 void Garbage::timeStep ( int &l_x
, int &l_y
)
137 // We must advance l_x and l_y based on our size.
139 // normal garbage dimensions
140 if (height
== 1 || width
== GC_PLAY_WIDTH
) {
144 // special garbage dimensions
147 // if it's not our top row, don't time step
148 if (l_y
!= y
+ height
- 1) return;
151 // First, the states that may change do to falling.
153 if (state
& GS_STATIC
) {
154 // We may have to fall.
157 for (int w
= width
; w
--; )
158 if (!(Grid::stateAt(x
+ w
, y
- 1) & GR_EMPTY
)) {
165 } else if (state
& GS_AWAKING
) {
166 // The alarm has been set to go off when we're done awaking. When the pop
167 // alarm goes off, we have to pop one more of our sections. If that's the
168 // last section, we don't reset the pop timer. In about a million places,
169 // we assume that awaking garbage is as wide as the grid.
171 if (sections_popped
< width
* height
)
172 if (pop_alarm
== Game::time_step
) {
174 if (sections_popped
< width
* height
) {
175 if (pop_direction
& (1 << 3))
176 pop_direction
= (1 << 0);
179 pop_alarm
= Game::time_step
+ GC_INTERNAL_POP_DELAY
;
183 if (alarm
== Game::time_step
) {
185 // change the game state
186 Game::awaking_count
--;
188 // if we're going to fall
190 for (int w
= width
; w
--; )
191 if (!(Grid::stateAt(x
+ w
, y
- 1) & GR_EMPTY
)) {
197 startFalling(awaking_combo
, true, true);
205 for (int h
= height
; h
--; )
206 for (int w
= width
; w
--; )
207 Grid::changeState(x
+ w
, y
+ h
, this, GR_GARBAGE
);
212 // Deal with all other states.
214 if (state
& GS_FALLING
) {
215 // We are assured that the timeStep() of any blocks below us has already
216 // been called. Note that to start a fall, all we have to do is set our
217 // state to GS_FALLING. This code will deal with the rest.
219 if (alarm
== Game::time_step
)
220 // hang alarm goes off
223 // if the hang alarm has gone off
226 // if we're at the bottom of a grid element
229 // if we're still going to fall
231 for (int w
= width
; w
--; )
232 if (!(Grid::stateAt(x
+ w
, y
- 1) & GR_EMPTY
)) {
238 // shift our grid position down to the next row
240 f_y
= GC_STEPS_PER_GRID
;
243 for (int h
= height
; h
--; )
244 for (int w
= width
; w
--; )
245 Grid::remove(x
+ w
, y
+ h
+ 1, this);
246 for (int h
= height
; h
--; )
247 for (int w
= width
; w
--; )
248 Grid::addGarbage(x
+ w
, y
+ h
, this, GR_FALLING
);
256 Sound::play( GC_SOUND_GARBAGE_FALLEN
, this->width
* this->height
);
259 // if this is the end of our initial fall
261 initial_fall
= false;
262 if (!(MetaState::mode
& CM_REALLY_LOW_GRAPHICS
))
263 Spring::notifyImpact(height
, width
);
264 Grid::notifyImpact(y
, height
);
266 X::notifyImpact(*this);
270 for (int h
= height
; h
--; )
271 for (int w
= width
; w
--; )
272 Grid::changeState(x
+ w
, y
+ h
, this, GR_GARBAGE
);
276 // if we still are, fall
277 if (state
& GS_FALLING
)
278 f_y
-= GC_FALL_VELOCITY
;
283 void Garbage::startFalling ( ComboTabulator
*combo
, bool no_hang
,
286 * While garbage doesn't have a current combo and doesn't have to deal with
287 * such things, it does need to pass combo falls along to it's upward neighbors.
290 // if we're calling our own startFalling() this has already been checked
293 if (!(state
& BS_STATIC
)) return;
295 // if we're not going to fall
296 for (int w
= width
; w
--; )
297 if (!(Grid::stateAt(x
+ w
, y
- 1) & (GR_EMPTY
| GR_FALLING
)))
304 // set the hang alarm and update the grid
307 for (int h
= height
; h
--; )
308 for (int w
= width
; w
--; )
309 Grid::changeState(x
+ w
, y
+ h
, this, GR_FALLING
);
312 alarm
= Game::time_step
+ GC_HANG_DELAY
;
313 for (int h
= height
; h
--; )
314 for (int w
= width
; w
--; )
315 Grid::changeState(x
+ w
, y
+ h
, this, GR_HANGING
| GR_FALLING
);
318 // tell our upward neighbors to start a combo fall
319 if (y
+ height
< GC_PLAY_HEIGHT
) {
320 for (int w
= width
; w
--; ) {
321 if (Grid::stateAt(x
+ w
, y
+ height
) & GR_BLOCK
)
322 Grid::blockAt(x
+ w
, y
+ height
).startFalling(combo
, no_hang
);
323 else if (Grid::stateAt(x
+ w
, y
+ height
) & GR_GARBAGE
)
324 Grid::garbageAt(x
+ w
, y
+ height
).startFalling(combo
, no_hang
);
329 void Garbage::startShattering ( int &s_x
, int s_y
, int &pop_delay
,
330 int awake_delay
, ComboTabulator
*combo
)
332 * This is called for each row we occupy, with s_x equal to our left most
333 * position and s_y indicating which row the call is for. We must convert
334 * ourselves to blocks or new garbage along that row. Additionally, we must
335 * advance s_x to our right side as well as pop_delay and delete ourselves if
336 * this is our top row.
338 * Note that we may want to change the block/garbage conversion behavior.
342 // otherwise assert will bite us
343 for (int w
= 0; w
< width
; w
++)
344 Grid::remove(s_x
+ w
, s_y
, this);
347 Sound::play( GC_SOUND_GARBAGE_SHATTERING
, this-> width
* this->height
);
350 // if it's an even row, perhaps shatter into new garbage
351 if ((width
== GC_PLAY_WIDTH
&& ((s_y
- y
) & (1 << 0))
352 && Random::chanceIn(GC_GARBAGE_TO_GARBAGE_SHATTER
))
353 || flavor
== GF_SHATTER_TO_NORMAL_GARBAGE
) {
354 GarbageManager::newAwakingGarbage(s_x
, s_y
, 1, pop_delay
, awake_delay
,
356 s_x
+= GC_PLAY_WIDTH
;
357 pop_delay
+= GC_PLAY_WIDTH
* GC_INTERNAL_POP_DELAY
;
359 // otherwise, shatter into blocks
361 for (int w
= 0; w
< width
; w
++) {
362 BlockManager::newAwakingBlock(s_x
, s_y
, pop_delay
, awake_delay
, combo
,
365 pop_delay
+= GC_INTERNAL_POP_DELAY
;
368 // If it's our top row, enter shatter state; we are no longer on the grid
369 // but we stay around a bit to animate our shattering; since we're not in the
370 // grid, our time step will never be called; that's OK! We'll be deleted by
371 // the display code, sloppy but fastest.
372 if (s_y
+ 1 == y
+ height
) {
375 state
= GS_SHATTERING
;
377 // set the deletion alarm
378 alarm
= Game::time_step
+ DC_SHATTER_TIME
;
380 // notify extreme effects of our demise
381 X::notifyShatter(*this);