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 using namespace collision;
79 // calculate rectangle where the object will move
83 x2 = x1 + 32 + movement.x;
85 y2 = y1 + 32 + movement.y;
88 // test with all tiles in this rectangle
89 int starttilex = int(x1-1) / 32;
90 int starttiley = int(y1-1) / 32;
91 int max_x = int(x2+1);
92 int max_y = int(y2+1);
94 Rect dest = Rect(x1, y1, x2, y2);
96 Constraints constraints;
98 for(std::list<TileMap*>::const_iterator i = Sector::current()->solid_tilemaps.begin(); i != Sector::current()->solid_tilemaps.end(); i++) {
101 for(int x = starttilex; x*32 < max_x; ++x) {
102 for(int y = starttiley; y*32 < max_y; ++y) {
103 const Tile* tile = solids->get_tile(x, y);
106 // skip non-solid tiles, except water
107 if(! (tile->getAttributes() & (Tile::WATER | Tile::SOLID)))
110 if(tile->getAttributes() & Tile::SLOPE) { // slope tile
112 Vector p1(x*32, y*32);
113 Vector p2((x+1)*32, (y+1)*32);
114 triangle = AATriangle(p1, p2, tile->getData());
116 if(rectangle_aatriangle(&constraints, dest, triangle)) {
117 if(tile->getAttributes() & Tile::WATER)
120 } else { // normal rectangular tile
121 Rect rect(x*32, y*32, (x+1)*32, (y+1)*32);
122 if(intersects(dest, rect)) {
123 if(tile->getAttributes() & Tile::WATER)
125 set_rectangle_rectangle_constraints(&constraints, dest, rect);
133 // TODO don't use magic numbers here...
135 // did we collide at all?
136 if(!constraints.has_constraints())
139 const CollisionHit& hit = constraints.hit;
141 return 0; //collision with water tile - don't draw splash
143 if (hit.right || hit.left) {
144 return 2; //collision from right
146 return 1; //collision from above
153 RainParticleSystem::RainParticleSystem()
155 rainimages[0] = new Surface("images/objects/particles/rain0.png");
156 rainimages[1] = new Surface("images/objects/particles/rain1.png");
158 virtual_width = SCREEN_WIDTH * 2;
160 // create some random raindrops
161 size_t raindropcount = size_t(virtual_width/6.0);
162 for(size_t i=0; i<raindropcount; ++i) {
163 RainParticle* particle = new RainParticle;
164 particle->pos.x = systemRandom.rand(int(virtual_width));
165 particle->pos.y = systemRandom.rand(int(virtual_height));
166 int rainsize = systemRandom.rand(2);
167 particle->texture = rainimages[rainsize];
169 particle->speed = (rainsize+1)*45 + systemRandom.randf(3.6);
170 } while(particle->speed < 1);
171 particle->speed *= 10; // gravity
173 particles.push_back(particle);
178 RainParticleSystem::parse(const lisp::Lisp& reader)
180 reader.get("z-pos", z_pos);
184 RainParticleSystem::write(lisp::Writer& writer)
186 writer.start_list("particles-rain");
187 writer.write_int("z-pos", z_pos);
188 writer.end_list("particles-rain");
191 RainParticleSystem::~RainParticleSystem()
194 delete rainimages[i];
197 void RainParticleSystem::update(float elapsed_time)
199 std::vector<Particle*>::iterator i;
201 i = particles.begin(); i != particles.end(); ++i) {
202 RainParticle* particle = (RainParticle*) *i;
203 float movement = particle->speed * elapsed_time;
204 float abs_x = Sector::current()->camera->get_translation().x;
205 float abs_y = Sector::current()->camera->get_translation().y;
206 particle->pos.y += movement;
207 particle->pos.x -= movement;
208 int col = collision(particle, Vector(-movement, movement));
209 if ((particle->pos.y > SCREEN_HEIGHT + abs_y) || (col >= 0)) {
211 if ((particle->pos.y <= SCREEN_HEIGHT + abs_y) && (col >= 1)){
212 bool vertical = (col == 2);
213 int splash_x, splash_y;
214 if (!vertical) { //check if collision happened from above
215 splash_x = int(particle->pos.x);
216 splash_y = int(particle->pos.y) - (int(particle->pos.y) % 32) + 32;
217 Sector::current()->add_object(new RainSplash(Vector(splash_x, splash_y),vertical));
219 // Uncomment the following to display vertical splashes, too
221 splash_x = int(particle->pos.x) - (int(particle->pos.x) % 32) + 32;
222 splash_y = int(particle->pos.y);
223 Sector::current()->add_object(new RainSplash(Vector(splash_x, splash_y),vertical));
226 int new_x = systemRandom.rand(int(virtual_width)) + int(abs_x);
228 //FIXME: Don't move particles over solid tiles
229 particle->pos.x = new_x;
230 particle->pos.y = new_y;
235 CometParticleSystem::CometParticleSystem()
237 cometimages[0] = new Surface("images/creatures/mr_bomb/exploding-left-0.png");
238 cometimages[1] = new Surface("images/creatures/mr_bomb/exploding-left-0.png");
240 virtual_width = SCREEN_WIDTH * 2;
242 // create some random comets
243 size_t cometcount = 2;
244 for(size_t i=0; i<cometcount; ++i) {
245 CometParticle* particle = new CometParticle;
246 particle->pos.x = systemRandom.rand(int(virtual_width));
247 particle->pos.y = systemRandom.rand(int(virtual_height));
248 int cometsize = systemRandom.rand(2);
249 particle->texture = cometimages[cometsize];
251 particle->speed = (cometsize+1)*30 + systemRandom.randf(3.6);
252 } while(particle->speed < 1);
253 particle->speed *= 10; // gravity
255 particles.push_back(particle);
260 CometParticleSystem::parse(const lisp::Lisp& reader)
262 reader.get("z-pos", z_pos);
266 CometParticleSystem::write(lisp::Writer& writer)
268 writer.start_list("particles-comets");
269 writer.write_int("z-pos", z_pos);
270 writer.end_list("particles-comets");
273 CometParticleSystem::~CometParticleSystem()
276 delete cometimages[i];
279 void CometParticleSystem::update(float elapsed_time)
283 std::vector<Particle*>::iterator i;
285 i = particles.begin(); i != particles.end(); ++i) {
286 CometParticle* particle = (CometParticle*) *i;
287 float movement = particle->speed * elapsed_time;
288 float abs_x = Sector::current()->camera->get_translation().x;
289 float abs_y = Sector::current()->camera->get_translation().y;
290 particle->pos.y += movement;
291 particle->pos.x -= movement;
292 int col = collision(particle, Vector(-movement, movement));
293 if ((particle->pos.y > SCREEN_HEIGHT + abs_y) || (col >= 0)) {
294 if ((particle->pos.y <= SCREEN_HEIGHT + abs_y) && (col >= 1)) {
295 Sector::current()->add_object(new Bomb(particle->pos, LEFT));
297 int new_x = systemRandom.rand(int(virtual_width)) + int(abs_x);
299 //FIXME: Don't move particles over solid tiles
300 particle->pos.x = new_x;
301 particle->pos.y = new_y;