1 | // |
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2 | // Monsterz |
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3 | // |
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4 | // Copyright: (c) 2005-2011 Sam Hocevar <sam@hocevar.net> |
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5 | // This program is free software; you can redistribute it and/or |
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6 | // modify it under the terms of the Do What The Fuck You Want To |
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7 | // Public License, Version 2, as published by Sam Hocevar. See |
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8 | // http://sam.zoy.org/projects/COPYING.WTFPL for more details. |
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9 | // |
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10 | |
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11 | #if defined HAVE_CONFIG_H |
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12 | # include "config.h" |
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13 | #endif |
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14 | |
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15 | #include <cstdio> |
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16 | #include <cstdlib> |
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17 | #include <cmath> |
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18 | |
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19 | #include "core.h" |
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20 | #include "mash.h" |
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21 | #include "monsterz.h" |
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22 | |
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23 | /* |
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24 | * Mash implementation class |
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25 | */ |
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26 | |
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27 | class MashData |
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28 | { |
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29 | friend class Mash; |
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30 | |
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31 | private: |
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32 | Game *game; |
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33 | int duh, pop; |
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34 | Piece *pieces[8 * 8]; |
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35 | int2 cells[8 * 8]; |
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36 | int npieces; |
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37 | float timer; |
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38 | |
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39 | enum |
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40 | { |
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41 | WAIT, |
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42 | DUH, |
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43 | POP, |
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44 | DEAD, |
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45 | } |
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46 | state; |
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47 | }; |
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48 | |
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49 | /* |
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50 | * Public Mash class |
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51 | */ |
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52 | |
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53 | Mash::Mash(Game *game) |
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54 | : data(new MashData()), |
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55 | nextmash(NULL) |
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56 | { |
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57 | data->game = game; |
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58 | Ticker::Ref(game); |
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59 | data->duh = Sampler::Register(WAV_DUH); |
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60 | data->pop = Sampler::Register(WAV_POP); |
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61 | data->npieces = 0; |
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62 | data->state = MashData::WAIT; |
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63 | } |
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64 | |
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65 | void Mash::AddPiece(Piece *piece) |
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66 | { |
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67 | data->pieces[data->npieces] = piece; |
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68 | data->cells[data->npieces] = piece->GetCell(); |
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69 | data->npieces++; |
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70 | } |
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71 | |
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72 | int Mash::IsDead() const |
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73 | { |
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74 | return data->state == MashData::DEAD; |
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75 | } |
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76 | |
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77 | void Mash::TickGame(float deltams) |
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78 | { |
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79 | Entity::TickGame(deltams); |
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80 | |
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81 | switch (data->state) |
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82 | { |
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83 | case MashData::WAIT: |
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84 | { |
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85 | int allready = 1; |
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86 | for (int n = 0; n < data->npieces && allready; n++) |
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87 | { |
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88 | int2 dest = data->pieces[n]->GetCell() * 48; |
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89 | int2 cur = data->pieces[n]->GetPos(); |
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90 | |
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91 | /* If piece is still too high, don't start the animation */ |
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92 | if (cur.y - dest.y > 2 || abs(cur.x - dest.x) > 2) |
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93 | allready = 0; |
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94 | } |
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95 | |
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96 | if (allready) |
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97 | { |
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98 | Sampler::PlaySample(data->duh); |
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99 | for (int n = 0; n < data->npieces; n++) |
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100 | data->pieces[n]->Pop(); |
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101 | data->timer = DELAY_DUH; |
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102 | data->state = MashData::DUH; |
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103 | } |
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104 | break; |
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105 | } |
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106 | case MashData::DUH: |
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107 | if ((data->timer -= deltams) < 0.0f) |
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108 | { |
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109 | Sampler::PlaySample(data->pop); |
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110 | data->state = MashData::POP; |
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111 | } |
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112 | break; |
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113 | case MashData::POP: |
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114 | { |
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115 | int alldead = 1; |
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116 | for (int n = 0; n < data->npieces && alldead; n++) |
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117 | if (!data->pieces[n]->IsDead()) |
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118 | alldead = 0; |
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119 | if (alldead) |
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120 | { |
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121 | for (int n = 0; n < data->npieces; n++) |
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122 | { |
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123 | /* Remove links for this piece */ |
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124 | Piece *above = data->pieces[n]->GetAbove(); |
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125 | Piece *below = data->pieces[n]->GetBelow(); |
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126 | data->pieces[n]->SetAbove(NULL); |
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127 | data->pieces[n]->SetBelow(NULL); |
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128 | /* If there is a new link to create, create it */ |
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129 | if (above && below) |
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130 | above->SetBelow(below); |
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131 | /* Give away references to this piece */ |
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132 | Ticker::Unref(data->pieces[n]); |
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133 | } |
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134 | data->npieces = 0; |
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135 | data->state = MashData::DEAD; |
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136 | } |
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137 | break; |
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138 | } |
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139 | case MashData::DEAD: |
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140 | break; |
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141 | } |
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142 | } |
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143 | |
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144 | void Mash::TickDraw(float deltams) |
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145 | { |
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146 | Entity::TickDraw(deltams); |
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147 | } |
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148 | |
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149 | Mash::~Mash() |
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150 | { |
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151 | for (int n = 0; n < data->npieces; n++) |
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152 | { |
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153 | data->pieces[n]->SetBelow(NULL); |
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154 | Ticker::Unref(data->pieces[n]); |
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155 | } |
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156 | Sampler::Deregister(data->duh); |
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157 | Sampler::Deregister(data->pop); |
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158 | Ticker::Unref(data->game); |
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159 | delete data; |
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160 | } |
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161 | |
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