// $Id: TarStabEffect.cpp 9019 2008-05-14 16:13:07Z trick $

/* ***** BEGIN LICENSE BLOCK *****
 * Version: MPL 1.1
 *
 * The contents of this file are subject to the Mozilla Public License Version
 * 1.1 (the "License"); you may not use this file except in compliance with
 * the License. You may obtain a copy of the License at
 * http://www.mozilla.org/MPL/
 *
 * Software distributed under the License is distributed on an "AS IS" basis,
 * WITHOUT WARRANTY OF ANY KIND, either express or implied. See the License
 * for the specific language governing rights and limitations under the
 * License.
 *
 * The Original Code is Deadly Rooms of Death.
 *
 * The Initial Developer of the Original Code is
 * Caravel Software.
 * Portions created by the Initial Developer are Copyright (C) 2002, 2005
 * Caravel Software. All Rights Reserved.
 *
 * Contributor(s): mrimer
 *
 * ***** END LICENSE BLOCK ***** */

#include "TarStabEffect.h"
#include "TileImageConstants.h"
#include "DrodBitmapManager.h"
#include "../DRODLib/GameConstants.h"
#include <BackEndLib/Assert.h>

//********************************************************************************
CTarStabEffect::CTarStabEffect(
//Constructor.
//
//Params:
	CWidget *pSetWidget,       //(in)   Should be a room widget.
	const CMoveCoord &MoveCoord,  //(in)   Location of debris and direction of its movement.
	const UINT wParticleMinDuration,
	const UINT baseSpeed)
	: CParticleExplosionEffect(pSetWidget, MoveCoord, 8, 8, 2, PARTICLES_PER_EXPLOSION,
			wParticleMinDuration, baseSpeed)
{
}

//********************************************************************************
bool CTarStabEffect::Draw(SDL_Surface* pDestSurface)
//Draw the effect.
//
//Returns:
//True if effect should continue, or false if effect is done.
{
	if (!MoveParticles())
		return false;

	if (!pDestSurface)
		pDestSurface = GetDestSurface();

	for (int nIndex=wParticleCount; nIndex--; )
		//If particle is still active, plot to display.
		if (parrParticles[nIndex].bActive)
		{
			if (parrParticles[nIndex].type)
				g_pTheBM->BlitTileImagePart(TI_TARBLOOD_2, ROUND(parrParticles[nIndex].x),
						ROUND(parrParticles[nIndex].y), 0, 0, 8, 8, pDestSurface, true);
			else
				g_pTheBM->BlitTileImagePart(TI_TARBLOOD_1, ROUND(parrParticles[nIndex].x),
						ROUND(parrParticles[nIndex].y), 0, 0, 6, 6, pDestSurface, true);
		}

	return true;
}

//********************************************************************************
CMudStabEffect::CMudStabEffect(
//Constructor.
//
//Params:
	CWidget *pSetWidget,       //(in)   Should be a room widget.
	const CMoveCoord &MoveCoord,  //(in)   Location of debris and direction of its movement.
	const UINT wParticleMinDuration,
	const UINT baseSpeed)
	: CParticleExplosionEffect(pSetWidget, MoveCoord, 8, 8, 2, PARTICLES_PER_EXPLOSION,
			wParticleMinDuration, baseSpeed)
{
}

//********************************************************************************
bool CMudStabEffect::Draw(SDL_Surface* pDestSurface)
//Draw the effect.
//
//Returns:
//True if effect should continue, or false if effect is done.
{
	if (!MoveParticles())
		return false;

	if (!pDestSurface)
		pDestSurface = GetDestSurface();

	for (int nIndex=wParticleCount; nIndex--; )
		//If particle is still active, plot to display.
		if (parrParticles[nIndex].bActive)
		{
			if (parrParticles[nIndex].type)
				g_pTheBM->BlitTileImagePart(TI_MUDBLOOD_2, ROUND(parrParticles[nIndex].x),
						ROUND(parrParticles[nIndex].y), 0, 0, 8, 8, pDestSurface, true);
			else
				g_pTheBM->BlitTileImagePart(TI_MUDBLOOD_1, ROUND(parrParticles[nIndex].x),
						ROUND(parrParticles[nIndex].y), 0, 0, 6, 6, pDestSurface, true);
		}

	return true;
}

//********************************************************************************
CGelStabEffect::CGelStabEffect(
//Constructor.
//
//Params:
	CWidget *pSetWidget,       //(in)   Should be a room widget.
	const CMoveCoord &MoveCoord,  //(in)   Location of debris and direction of its movement.
	const UINT wParticleMinDuration,
	const UINT baseSpeed)
	: CParticleExplosionEffect(pSetWidget, MoveCoord, 8, 8, 2, PARTICLES_PER_EXPLOSION,
			wParticleMinDuration, baseSpeed)
{
}

//********************************************************************************
bool CGelStabEffect::Draw(SDL_Surface* pDestSurface)
//Draw the effect.
//
//Returns:
//True if effect should continue, or false if effect is done.
{
	if (!MoveParticles())
		return false;

	if (!pDestSurface)
		pDestSurface = GetDestSurface();

	for (int nIndex=wParticleCount; nIndex--; )
		//If particle is still active, plot to display.
		if (parrParticles[nIndex].bActive)
		{
			if (parrParticles[nIndex].type)
				g_pTheBM->BlitTileImagePart(TI_GELBLOOD_2, ROUND(parrParticles[nIndex].x),
						ROUND(parrParticles[nIndex].y), 0, 0, 8, 8, pDestSurface, true);
			else
				g_pTheBM->BlitTileImagePart(TI_GELBLOOD_1, ROUND(parrParticles[nIndex].x),
						ROUND(parrParticles[nIndex].y), 0, 0, 6, 6, pDestSurface, true);
		}

	return true;
}
