Game end works this way now:
[crack-attack.git] / src / Garbage.h
blobfa81a4d0b828f381403f5fdf36a27e4a3224540d
1 /*
2 * Garbage.h
3 * Daniel Nelson - 8/24/0
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
26 #ifndef GARBAGE_H
27 #define GARBAGE_H
29 #include <GL/glut.h>
31 #include "glext.h"
33 using namespace std;
35 // flavor of garbage
36 #define GF_NORMAL (0)
37 #define GF_GRAY (1) // hard to destroy
38 #define GF_BLACK (2) // very hard to destroy
39 #define GF_WHITE (3) // crazy lights
40 #define GF_COLOR_1 (4) // sprinkling of 1x1's
41 #define GF_COLOR_2 (5) // shatters to normal garbage
42 #define GF_COLOR_3 (6) // invisible swapper
43 #define GF_COLOR_4 (7) // reverse controls
44 #define GF_COLOR_5 (8) // tall garbage
45 #define GF_NUMBER (9)
47 // flavor effects
48 #define GF_SHATTER_TO_NORMAL_GARBAGE (GF_COLOR_2)
49 #define GF_REVERSE_CONTROLS (GF_COLOR_4)
50 #define GF_INVISIBLE_SWAPPER (GF_COLOR_3)
51 #define GF_CRAZY_LIGHTS (GF_WHITE)
53 // states of garbage
54 #define GS_STATIC (1 << 0)
55 #define GS_FALLING (1 << 1)
56 #define GS_AWAKING (1 << 2)
57 #define GS_SHATTERING (1 << 3)
59 class ComboTabulator;
61 class Garbage {
62 public:
63 void initializeStatic ( int _x, int _y, int _height, int _width,
64 int _flavor );
65 void initializeFalling ( int _x, int _y, int _height, int _width,
66 int _flavor );
67 void initializeAwaking ( int _x, int _y, int _height, int pop_delay,
68 int awake_delay, ComboTabulator *combo, int _pop_color );
69 void timeStep ( int &l_x, int &l_y );
70 void startFalling ( ComboTabulator *combo = NULL, bool no_hang = false,
71 bool self_call = false );
72 void startShattering ( int &s_x, int s_y, int &pop_delay, int awake_delay,
73 ComboTabulator *combo );
75 bool considerShattering ( Garbage *due_to )
76 /*
77 * The grid is asking us if we should shatter due to the fact that our
78 * neighbor - due_to - is shattering. If due_to is null, we are shattering
79 * because of a neighboring elimination. Parts of the black garbage
80 * algorithm are handled in Grid.cxx
81 */
83 if (!due_to) return true;
84 if (flavor == GF_GRAY)
85 if (due_to->flavor == GF_GRAY)
86 return true;
87 else
88 return false;
89 if (flavor == GF_BLACK)
90 if (due_to->flavor == GF_BLACK)
91 return true;
92 else
93 return false;
94 if (due_to->flavor == GF_GRAY)
95 return false;
96 else
97 return true;
100 // free store id
101 int id;
103 // block type
104 int flavor;
106 // grid position
107 int x, y;
109 // garbage dimensions
110 int height, width;
112 // find position control; GC_STEPS_PER_GRID number of increments per grid
113 int f_y;
115 // garbage state
116 int state;
118 // time until awakening
119 int alarm;
121 // number of sections popped in awaking garbage
122 int sections_popped;
124 // true if we're in an initial fall
125 bool initial_fall;
127 // next direction of rotation upon popping
128 int pop_direction;
130 // time until pop
131 int pop_alarm;
133 // the block color before popping
134 int pop_color;
136 private:
137 // combo to pass on upon awakening
138 ComboTabulator *awaking_combo;
141 #endif