3 * Daniel Nelson - 10/22/0
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 * Handles the win/loss record.
38 #include "WinRecord.h"
39 #include "Displayer.h"
42 int WinRecord::current_game
;
44 bool WinRecord::concession
;
45 int WinRecord::games_won
;
46 int WinRecord::games_lost
;
47 int WinRecord::record
[GC_GAMES_PER_MATCH
];
49 Star
WinRecord::stars
[GC_GAMES_PER_MATCH
];
50 int WinRecord::dynamic_star
;
51 int WinRecord::displaced_star
;
52 GLfloat
WinRecord::win_star_x
;
53 GLfloat
WinRecord::win_star_y
;
54 GLfloat
WinRecord::win_star_v_x
;
55 GLfloat
WinRecord::win_star_v_y
;
56 GLfloat
WinRecord::old_star_a
;
57 GLfloat
WinRecord::old_star_size
;
58 bool WinRecord::draw_old_star
;
60 void WinRecord::initialize ( )
62 for (int n
= GC_GAMES_PER_MATCH
; n
--; )
63 record
[n
] = GR_NOT_PLAYED
;
71 for (int n
= GC_GAMES_PER_MATCH
; n
--; )
75 void WinRecord::gameStart ( )
77 if (MetaState::mode
& CM_SOLO
)
82 record
[current_game
] = GR_BEING_PLAYED
;
85 void WinRecord::gameWon ( )
89 record
[current_game
] = GR_WON
;
91 // The star will disappear and pop into existance in the play area. After a
92 // few moments, it will fly to it's original location.
94 // record star's old location; for a time, two stars will be drawn, as one
95 // pops in and the other pops away
97 old_star_a
= stars
[current_game
].a
;
100 // displace the star into the play area and set it's starting parameters
101 displaced_star
= current_game
;
102 stars
[current_game
].a
= DC_STAR_WIN_MIN_ANGULAR_DEVIATION
103 + DC_STAR_WIN_SPREAD_ANGULAR_DEVIATION
* Random::number();
104 if (Random::chanceIn2(2))
105 stars
[current_game
].a
= -stars
[current_game
].a
;
106 stars
[current_game
].v_a
= 0.0f
;
107 stars
[current_game
].size
= 0.0f
;
108 stars
[current_game
].v_size
= 0.0f
;
109 win_star_x
= (-DC_LEFT_EXTERNAL_CENTER
+ DC_STAR_DISPLACEMENT
110 * (GC_GAMES_PER_MATCH
- 1) / 2.0f
+ DC_STAR_WIN_OFFSET_X
)
111 - DC_STAR_DISPLACEMENT
* current_game
;
113 if (MetaState::mode
& CM_SOLO
)
114 win_star_y
= -DC_STAR_OFFSET_Y
+ DC_STAR_WIN_SOLO_OFFSET_Y
;
116 win_star_y
= -DC_STAR_OFFSET_Y
+ DC_STAR_WIN_OFFSET_Y
;
118 // set the kick velocity; choice of two aesthetically pleasing preset values
119 // or, for variety, a random 270 degree arc
120 switch (Random::number(3)) {
122 win_star_v_x
= DC_STAR_WIN_PRESET_1_VELOCITY_X
;
123 win_star_v_y
= DC_STAR_WIN_PRESET_1_VELOCITY_Y
;
126 win_star_v_x
= DC_STAR_WIN_PRESET_2_VELOCITY_X
;
127 win_star_v_y
= DC_STAR_WIN_PRESET_2_VELOCITY_Y
;
130 // too infrequent to warrent a random direction table
131 float v
= DC_STAR_WIN_MIN_VELOCITY
132 + DC_STAR_WIN_SPREAD_VELOCITY
* Random::number();
133 float angle
= Random::number() * (3.0f
* PI
/ 2.0f
) - (PI
/ 2.0f
);
134 win_star_v_x
= v
* cos(angle
);
135 win_star_v_y
= v
* sin(angle
);
140 void WinRecord::gameLoss ( )
144 record
[current_game
] = GR_LOST
;
147 void WinRecord::timeStep ( )
149 for (int n
= GC_GAMES_PER_MATCH
; n
--; ) {
150 Star
&star
= stars
[n
];
155 case GR_BEING_PLAYED
:
156 if (Game::time_step
>= GC_START_PAUSE_DELAY
)
157 star
.a
+= DC_STAR_PLAY_ANGULAR_VELOCITY
;
159 star
.a
+= Game::time_step
160 * (DC_STAR_PLAY_ANGULAR_VELOCITY
/ (float) GC_START_PAUSE_DELAY
);
163 // game has been lost
165 if (current_game
== n
&& Game::time_step
< DC_CELEBRATION_TIME
)
166 star
.a
+= (DC_CELEBRATION_TIME
- Game::time_step
)
167 * (DC_STAR_PLAY_ANGULAR_VELOCITY
/ (float) DC_CELEBRATION_TIME
);
172 // wait for win message to hit before dynamics
173 if (current_game
!= n
|| Game::time_step
> DC_WIN_FADE_TIME
) {
175 star
.size
+= star
.v_size
;
176 if (star
.size
< 0.0f
) star
.size
= 0.0f
;
177 star
.v_size
+= -DC_STAR_WIN_SIZE_DRAG
* star
.v_size
178 - DC_STAR_WIN_SIZE_SPRING
* (star
.size
- DC_STAR_SIZE_EQUILIBRIUM
);
180 if (fabs(star
.v_size
) < DC_STAR_WIN_SIZE_EPSILON
181 && Random::chanceIn(DC_STAR_WIN_SIZE_PULSE_CHANCE_IN
))
182 star
.v_size
+= DC_STAR_WIN_SIZE_PULSE_VELOCITY
* Random::number();
184 star
.v_a
+= -DC_STAR_WIN_ANGULAR_SPRING
* star
.a
;
189 if (Game::time_step
== DC_WIN_FADE_TIME
+ DC_STAR_WIN_KICK_DELAY
190 && current_game
== n
) {
196 if (dynamic_star
== n
) {
197 win_star_x
+= win_star_v_x
;
198 win_star_y
+= win_star_v_y
;
200 win_star_v_x
+= -DC_STAR_WIN_SPRING
* win_star_x
201 - DC_STAR_WIN_DRAG
* win_star_v_x
;
202 win_star_v_y
+= -DC_STAR_WIN_SPRING
* win_star_y
203 - DC_STAR_WIN_DRAG
* win_star_v_y
;
205 // if we're there, stop being dynamic
206 if (fabs(win_star_v_x
) < DC_STAR_WIN_VELOCITY_EPSILON
207 && fabs(win_star_v_y
) < DC_STAR_WIN_VELOCITY_EPSILON
208 && fabs(win_star_x
) < DC_STAR_WIN_EPSILON
209 && fabs(win_star_y
) < DC_STAR_WIN_EPSILON
)
214 // shrink the old star as the new one apears
215 if (draw_old_star
&& current_game
== n
) {
216 if (star
.size
< DC_STAR_SIZE_EQUILIBRIUM
) {
217 old_star_size
= DC_STAR_SIZE_EQUILIBRIUM
- star
.size
;
218 old_star_a
+= DC_STAR_PLAY_ANGULAR_VELOCITY
;
220 draw_old_star
= false;