[cppcheck] Part 2: Some further style fixes etc.
[supertux.git] / src / object / rain_particle_system.cpp
index 4a6500f..0457cf2 100644 (file)
@@ -32,12 +32,12 @@ RainParticleSystem::RainParticleSystem()
   size_t raindropcount = size_t(virtual_width/6.0);
   for(size_t i=0; i<raindropcount; ++i) {
     RainParticle* particle = new RainParticle;
-    particle->pos.x = systemRandom.rand(int(virtual_width));
-    particle->pos.y = systemRandom.rand(int(virtual_height));
-    int rainsize = systemRandom.rand(2);
+    particle->pos.x = graphicsRandom.rand(int(virtual_width));
+    particle->pos.y = graphicsRandom.rand(int(virtual_height));
+    int rainsize = graphicsRandom.rand(2);
     particle->texture = rainimages[rainsize];
     do {
-      particle->speed = (rainsize+1)*45 + systemRandom.randf(3.6);
+      particle->speed = (rainsize+1)*45 + graphicsRandom.randf(3.6);
     } while(particle->speed < 1);
     particle->speed *= 10; // gravity
 
@@ -48,7 +48,7 @@ RainParticleSystem::RainParticleSystem()
 void
 RainParticleSystem::parse(const Reader& reader)
 {
-  reader.get("z-pos", z_pos);
+  z_pos = reader_get_layer (reader, /* default = */ LAYER_BACKGROUND1);
 }
 
 RainParticleSystem::~RainParticleSystem()
@@ -71,11 +71,12 @@ void RainParticleSystem::update(float elapsed_time)
       //Create rainsplash
       if ((particle->pos.y <= SCREEN_HEIGHT + abs_y) && (col >= 1)){
         bool vertical = (col == 2);
-        int splash_x, splash_y;
         if (!vertical) { //check if collision happened from above
+          int splash_x, splash_y; // move outside if statement when
+                                  // uncommenting the else statement below.
           splash_x = int(particle->pos.x);
           splash_y = int(particle->pos.y) - (int(particle->pos.y) % 32) + 32;
-          Sector::current()->add_object(new RainSplash(Vector(splash_x, splash_y),vertical));
+          Sector::current()->add_object(std::make_shared<RainSplash>(Vector(splash_x, splash_y),vertical));
         }
         // Uncomment the following to display vertical splashes, too
         /* else {
@@ -84,7 +85,7 @@ void RainParticleSystem::update(float elapsed_time)
            Sector::current()->add_object(new RainSplash(Vector(splash_x, splash_y),vertical));
            } */
       }
-      int new_x = systemRandom.rand(int(virtual_width)) + int(abs_x);
+      int new_x = graphicsRandom.rand(int(virtual_width)) + int(abs_x);
       int new_y = 0;
       //FIXME: Don't move particles over solid tiles
       particle->pos.x = new_x;