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"
40 void Garbage::initializeStatic ( int _x
, int _y
, int _height
, int _width
,
57 // add ourselves to the grid
58 for (int h
= height
; h
--; )
59 for (int w
= width
; w
--; )
60 Grid::addGarbage(x
+ w
, y
+ h
, this, GR_GARBAGE
);
63 void Garbage::initializeFalling ( int _x
, int _y
, int _height
, int _width
,
74 alarm
= Game::time_step
+ GC_HANG_DELAY
;
80 // add ourselves to the grid
81 for (int h
= height
; h
--; )
82 for (int w
= width
; w
--; )
83 Grid::addGarbage(x
+ w
, y
+ h
, this, GR_FALLING
);
86 void Garbage::initializeAwaking ( int _x
, int _y
, int _height
, int pop_delay
,
87 int awake_delay
, ComboTabulator
*combo
, int _pop_color
)
92 width
= GC_PLAY_WIDTH
;
97 alarm
= Game::time_step
+ awake_delay
;
98 pop_alarm
= Game::time_step
+ pop_delay
;
100 pop_direction
= BlockManager::generatePopDirection(height
* width
);
101 pop_color
= _pop_color
;
102 initial_fall
= false;
104 // Although garbage does not participate in combos as such, this is needed
105 // so that the garbage can pass the combo on to blocks above it if it falls
106 // when it awakes. Note that this never happens because garbage currently
107 // only awakes as the second row of a three row or taller shattering
108 // garbage. Thus, all blocks above it will be BS_AWAKING when the garbage
109 // calls their startFalling().
110 awaking_combo
= combo
;
112 // change the game state
113 Game::awaking_count
++;
115 // add ourselves to the grid
116 for (int h
= height
; h
--; )
117 for (int w
= width
; w
--; )
118 Grid::addGarbage(x
+ w
, y
+ h
, this, GR_IMMUTABLE
);
121 void Garbage::timeStep ( int &l_x
, int &l_y
)
123 // We must advance l_x and l_y based on our size.
125 // normal garbage dimensions
126 if (height
== 1 || width
== GC_PLAY_WIDTH
) {
130 // special garbage dimensions
133 // if it's not our top row, don't time step
134 if (l_y
!= y
+ height
- 1) return;
137 // First, the states that may change do to falling.
139 if (state
& GS_STATIC
) {
140 // We may have to fall.
143 for (int w
= width
; w
--; )
144 if (!(Grid::stateAt(x
+ w
, y
- 1) & GR_EMPTY
)) {
151 } else if (state
& GS_AWAKING
) {
152 // The alarm has been set to go off when we're done awaking. When the pop
153 // alarm goes off, we have to pop one more of our sections. If that's the
154 // last section, we don't reset the pop timer. In about a million places,
155 // we assume that awaking garbage is as wide as the grid.
157 if (sections_popped
< width
* height
)
158 if (pop_alarm
== Game::time_step
) {
160 if (sections_popped
< width
* height
) {
161 if (pop_direction
& (1 << 3))
162 pop_direction
= (1 << 0);
165 pop_alarm
= Game::time_step
+ GC_INTERNAL_POP_DELAY
;
169 if (alarm
== Game::time_step
) {
171 // change the game state
172 Game::awaking_count
--;
174 // if we're going to fall
176 for (int w
= width
; w
--; )
177 if (!(Grid::stateAt(x
+ w
, y
- 1) & GR_EMPTY
)) {
183 startFalling(awaking_combo
, true, true);
191 for (int h
= height
; h
--; )
192 for (int w
= width
; w
--; )
193 Grid::changeState(x
+ w
, y
+ h
, this, GR_GARBAGE
);
198 // Deal with all other states.
200 if (state
& GS_FALLING
) {
201 // We are assured that the timeStep() of any blocks below us has already
202 // been called. Note that to start a fall, all we have to do is set our
203 // state to GS_FALLING. This code will deal with the rest.
205 if (alarm
== Game::time_step
)
206 // hang alarm goes off
209 // if the hang alarm has gone off
212 // if we're at the bottom of a grid element
215 // if we're still going to fall
217 for (int w
= width
; w
--; )
218 if (!(Grid::stateAt(x
+ w
, y
- 1) & GR_EMPTY
)) {
224 // shift our grid position down to the next row
226 f_y
= GC_STEPS_PER_GRID
;
229 for (int h
= height
; h
--; )
230 for (int w
= width
; w
--; )
231 Grid::remove(x
+ w
, y
+ h
+ 1, this);
232 for (int h
= height
; h
--; )
233 for (int w
= width
; w
--; )
234 Grid::addGarbage(x
+ w
, y
+ h
, this, GR_FALLING
);
242 // if this is the end of our initial fall
244 initial_fall
= false;
245 if (!(MetaState::mode
& CM_REALLY_LOW_GRAPHICS
))
246 Spring::notifyImpact(height
, width
);
247 Grid::notifyImpact(y
, height
);
249 X::notifyImpact(*this);
253 for (int h
= height
; h
--; )
254 for (int w
= width
; w
--; )
255 Grid::changeState(x
+ w
, y
+ h
, this, GR_GARBAGE
);
259 // if we still are, fall
260 if (state
& GS_FALLING
)
261 f_y
-= GC_FALL_VELOCITY
;
266 void Garbage::startFalling ( ComboTabulator
*combo
, bool no_hang
,
269 * While garbage doesn't have a current combo and doesn't have to deal with
270 * such things, it does need to pass combo falls along to it's upward neighbors.
273 // if we're calling our own startFalling() this has already been checked
276 if (!(state
& BS_STATIC
)) return;
278 // if we're not going to fall
279 for (int w
= width
; w
--; )
280 if (!(Grid::stateAt(x
+ w
, y
- 1) & (GR_EMPTY
| GR_FALLING
)))
287 // set the hang alarm and update the grid
290 for (int h
= height
; h
--; )
291 for (int w
= width
; w
--; )
292 Grid::changeState(x
+ w
, y
+ h
, this, GR_FALLING
);
295 alarm
= Game::time_step
+ GC_HANG_DELAY
;
296 for (int h
= height
; h
--; )
297 for (int w
= width
; w
--; )
298 Grid::changeState(x
+ w
, y
+ h
, this, GR_HANGING
| GR_FALLING
);
301 // tell our upward neighbors to start a combo fall
302 if (y
+ height
< GC_PLAY_HEIGHT
) {
303 for (int w
= width
; w
--; ) {
304 if (Grid::stateAt(x
+ w
, y
+ height
) & GR_BLOCK
)
305 Grid::blockAt(x
+ w
, y
+ height
).startFalling(combo
, no_hang
);
306 else if (Grid::stateAt(x
+ w
, y
+ height
) & GR_GARBAGE
)
307 Grid::garbageAt(x
+ w
, y
+ height
).startFalling(combo
, no_hang
);
312 void Garbage::startShattering ( int &s_x
, int s_y
, int &pop_delay
,
313 int awake_delay
, ComboTabulator
*combo
)
315 * This is called for each row we occupy, with s_x equal to our left most
316 * position and s_y indicating which row the call is for. We must convert
317 * ourselves to blocks or new garbage along that row. Additionally, we must
318 * advance s_x to our right side as well as pop_delay and delete ourselves if
319 * this is our top row.
321 * Note that we may want to change the block/garbage conversion behavior.
325 // otherwise assert will bite us
326 for (int w
= 0; w
< width
; w
++)
327 Grid::remove(s_x
+ w
, s_y
, this);
330 // if it's an even row, perhaps shatter into new garbage
331 if ((width
== GC_PLAY_WIDTH
&& ((s_y
- y
) & (1 << 0))
332 && Random::chanceIn(GC_GARBAGE_TO_GARBAGE_SHATTER
))
333 || flavor
== GF_SHATTER_TO_NORMAL_GARBAGE
) {
334 GarbageManager::newAwakingGarbage(s_x
, s_y
, 1, pop_delay
, awake_delay
,
336 s_x
+= GC_PLAY_WIDTH
;
337 pop_delay
+= GC_PLAY_WIDTH
* GC_INTERNAL_POP_DELAY
;
339 // otherwise, shatter into blocks
341 for (int w
= 0; w
< width
; w
++) {
342 BlockManager::newAwakingBlock(s_x
, s_y
, pop_delay
, awake_delay
, combo
,
345 pop_delay
+= GC_INTERNAL_POP_DELAY
;
348 // If it's our top row, enter shatter state; we are no longer on the grid
349 // but we stay around a bit to animate our shattering; since we're not in the
350 // grid, our time step will never be called; that's OK! We'll be deleted by
351 // the display code, sloppy but fastest.
352 if (s_y
+ 1 == y
+ height
) {
355 state
= GS_SHATTERING
;
357 // set the deletion alarm
358 alarm
= Game::time_step
+ DC_SHATTER_TIME
;
360 // notify extreme effects of our demise
361 X::notifyShatter(*this);