4 // Copyright (C) 2006 Matthias Braun <matze@braunis.de>
6 // This program is free software; you can redistribute it and/or
7 // modify it under the terms of the GNU General Public License
8 // as published by the Free Software Foundation; either version 2
9 // of the License, or (at your option) any later version.
11 // This program is distributed in the hope that it will be useful,
12 // but WITHOUT ANY WARRANTY; without even the implied warranty of
13 // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
14 // GNU General Public License for more details.
16 // You should have received a copy of the GNU General Public License
17 // along with this program; if not, write to the Free Software
18 // Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
25 #include "particlesystem_interactive.hpp"
26 #include "video/drawing_context.hpp"
27 #include "lisp/parser.hpp"
28 #include "lisp/lisp.hpp"
29 #include "lisp/writer.hpp"
30 #include "resources.hpp"
34 #include "tilemap.hpp"
35 #include "math/aatriangle.hpp"
36 #include "collision.hpp"
37 #include "collision_hit.hpp"
38 #include "object/camera.hpp"
39 #include "object/rainsplash.hpp"
40 #include "badguy/bomb.hpp"
41 #include "random_generator.hpp"
43 //TODO: Find a way to make rain collide with objects like bonus blocks
44 // Add an option to set rain strength
45 // Fix rain being "respawned" over solid tiles
46 ParticleSystem_Interactive::ParticleSystem_Interactive()
48 virtual_width = SCREEN_WIDTH;
49 virtual_height = SCREEN_HEIGHT;
53 ParticleSystem_Interactive::~ParticleSystem_Interactive()
55 std::vector<Particle*>::iterator i;
56 for(i = particles.begin(); i != particles.end(); ++i) {
61 void ParticleSystem_Interactive::draw(DrawingContext& context)
63 context.push_transform();
65 std::vector<Particle*>::iterator i;
66 for(i = particles.begin(); i != particles.end(); ++i) {
67 Particle* particle = *i;
68 context.draw_surface(particle->texture, particle->pos, z_pos);
71 context.pop_transform();
75 ParticleSystem_Interactive::collision(Particle* object, Vector movement)
77 TileMap* solids = Sector::current()->solids;
78 // calculate rectangle where the object will move
82 x2 = x1 + 32 + movement.x;
84 y2 = y1 + 32 + movement.y;
87 // test with all tiles in this rectangle
88 int starttilex = int(x1-1) / 32;
89 int starttiley = int(y1-1) / 32;
90 int max_x = int(x2+1);
91 int max_y = int(y2+1);
93 CollisionHit temphit, hit;
94 Rect dest = Rect(x1, y1, x2, y2);
96 hit.time = -1; // represents an invalid value
97 for(int x = starttilex; x*32 < max_x; ++x) {
98 for(int y = starttiley; y*32 < max_y; ++y) {
99 const Tile* tile = solids->get_tile(x, y);
102 // skip non-solid tiles, except water
103 if (tile->getAttributes() & Tile::WATER)
105 if(!water && !(tile->getAttributes() & Tile::SOLID))
108 if(tile->getAttributes() & Tile::SLOPE) { // slope tile
110 Vector p1(x*32, y*32);
111 Vector p2((x+1)*32, (y+1)*32);
112 triangle = AATriangle(p1, p2, tile->getData());
114 if(Collision::rectangle_aatriangle(temphit, dest, movement,
116 if(temphit.time > hit.time)
119 } else { // normal rectangular tile
120 Rect rect(x*32, y*32, (x+1)*32, (y+1)*32);
121 if(Collision::rectangle_rectangle(temphit, dest,
123 if(temphit.time > hit.time)
130 // did we collide at all?
132 return -1; //no collision
136 return 0; //collision with water tile - don't draw splash
138 if ((hit.normal.x == 1) && (hit.normal.y == 0))
139 return 2; //collision from right
140 else return 1; //collision from above
145 RainParticleSystem::RainParticleSystem()
147 rainimages[0] = new Surface("images/objects/particles/rain0.png");
148 rainimages[1] = new Surface("images/objects/particles/rain1.png");
150 virtual_width = SCREEN_WIDTH * 2;
152 // create some random raindrops
153 size_t raindropcount = size_t(virtual_width/6.0);
154 for(size_t i=0; i<raindropcount; ++i) {
155 RainParticle* particle = new RainParticle;
156 particle->pos.x = systemRandom.rand(int(virtual_width));
157 particle->pos.y = systemRandom.rand(int(virtual_height));
158 int rainsize = systemRandom.rand(2);
159 particle->texture = rainimages[rainsize];
161 particle->speed = (rainsize+1)*45 + systemRandom.randf(3.6);
162 } while(particle->speed < 1);
163 particle->speed *= 10; // gravity
165 particles.push_back(particle);
170 RainParticleSystem::parse(const lisp::Lisp& reader)
172 reader.get("z-pos", z_pos);
176 RainParticleSystem::write(lisp::Writer& writer)
178 writer.start_list("particles-rain");
179 writer.write_int("z-pos", z_pos);
180 writer.end_list("particles-rain");
183 RainParticleSystem::~RainParticleSystem()
186 delete rainimages[i];
189 void RainParticleSystem::update(float elapsed_time)
191 std::vector<Particle*>::iterator i;
193 i = particles.begin(); i != particles.end(); ++i) {
194 RainParticle* particle = (RainParticle*) *i;
195 float movement = particle->speed * elapsed_time;
196 float abs_x = Sector::current()->camera->get_translation().x;
197 float abs_y = Sector::current()->camera->get_translation().y;
198 particle->pos.y += movement;
199 particle->pos.x -= movement;
200 int col = collision(particle, Vector(-movement, movement));
201 if ((particle->pos.y > SCREEN_HEIGHT + abs_y) || (col >= 0)) {
203 if ((particle->pos.y <= SCREEN_HEIGHT + abs_y) && (col >= 1)){
204 bool vertical = (col == 2);
205 int splash_x, splash_y;
206 if (!vertical) { //check if collision happened from above
207 splash_x = int(particle->pos.x);
208 splash_y = int(particle->pos.y) - (int(particle->pos.y) % 32) + 32;
209 Sector::current()->add_object(new RainSplash(Vector(splash_x, splash_y),vertical));
211 // Uncomment the following to display vertical splashes, too
213 splash_x = int(particle->pos.x) - (int(particle->pos.x) % 32) + 32;
214 splash_y = int(particle->pos.y);
215 Sector::current()->add_object(new RainSplash(Vector(splash_x, splash_y),vertical));
218 int new_x = systemRandom.rand(int(virtual_width)) + int(abs_x);
220 //FIXME: Don't move particles over solid tiles
221 particle->pos.x = new_x;
222 particle->pos.y = new_y;
227 CometParticleSystem::CometParticleSystem()
229 cometimages[0] = new Surface("images/creatures/mr_bomb/exploding-left-0.png");
230 cometimages[1] = new Surface("images/creatures/mr_bomb/exploding-left-0.png");
232 virtual_width = SCREEN_WIDTH * 2;
234 // create some random comets
235 size_t cometcount = 2;
236 for(size_t i=0; i<cometcount; ++i) {
237 CometParticle* particle = new CometParticle;
238 particle->pos.x = systemRandom.rand(int(virtual_width));
239 particle->pos.y = systemRandom.rand(int(virtual_height));
240 int cometsize = systemRandom.rand(2);
241 particle->texture = cometimages[cometsize];
243 particle->speed = (cometsize+1)*30 + systemRandom.randf(3.6);
244 } while(particle->speed < 1);
245 particle->speed *= 10; // gravity
247 particles.push_back(particle);
252 CometParticleSystem::parse(const lisp::Lisp& reader)
254 reader.get("z-pos", z_pos);
258 CometParticleSystem::write(lisp::Writer& writer)
260 writer.start_list("particles-comets");
261 writer.write_int("z-pos", z_pos);
262 writer.end_list("particles-comets");
265 CometParticleSystem::~CometParticleSystem()
268 delete cometimages[i];
271 void CometParticleSystem::update(float elapsed_time)
273 std::vector<Particle*>::iterator i;
275 i = particles.begin(); i != particles.end(); ++i) {
276 CometParticle* particle = (CometParticle*) *i;
277 float movement = particle->speed * elapsed_time;
278 float abs_x = Sector::current()->camera->get_translation().x;
279 float abs_y = Sector::current()->camera->get_translation().y;
280 particle->pos.y += movement;
281 particle->pos.x -= movement;
282 int col = collision(particle, Vector(-movement, movement));
283 if ((particle->pos.y > SCREEN_HEIGHT + abs_y) || (col >= 0)) {
284 if ((particle->pos.y <= SCREEN_HEIGHT + abs_y) && (col >= 1)) {
285 Sector::current()->add_object(new Bomb(particle->pos, LEFT));
287 int new_x = systemRandom.rand(int(virtual_width)) + int(abs_x);
289 //FIXME: Don't move particles over solid tiles
290 particle->pos.x = new_x;
291 particle->pos.y = new_y;