1 // $Id: particlesystem.cpp 2470 2005-05-11 14:49:28Z wansti $
4 // Copyright (C) 2004 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.
24 #include "particlesystem_interactive.h"
25 #include "video/drawing_context.h"
26 #include "lisp/parser.h"
27 #include "lisp/lisp.h"
28 #include "lisp/writer.h"
29 #include "resources.h"
34 #include "math/aatriangle.h"
35 #include "collision.h"
36 #include "collision_hit.h"
37 #include "object/camera.h"
38 #include "badguy/bomb.h"
40 //TODO: Dynamically create splashes at collision spots
41 // Find a way to make rain collide with objects like bonus blocks
42 // Add an option to set rain strength
43 ParticleSystem_Interactive::ParticleSystem_Interactive()
45 virtual_width = SCREEN_WIDTH;
46 virtual_height = SCREEN_HEIGHT;
50 ParticleSystem_Interactive::~ParticleSystem_Interactive()
52 std::vector<Particle*>::iterator i;
53 for(i = particles.begin(); i != particles.end(); ++i) {
58 void ParticleSystem_Interactive::draw(DrawingContext& context)
60 context.push_transform();
62 std::vector<Particle*>::iterator i;
63 for(i = particles.begin(); i != particles.end(); ++i) {
64 Particle* particle = *i;
65 context.draw_surface(particle->texture, particle->pos, layer);
68 context.pop_transform();
72 ParticleSystem_Interactive::collision(Particle* object, Vector movement)
74 TileMap* solids = Sector::current()->solids;
75 // calculate rectangle where the object will move
79 x2 = x1 + 32 + movement.x;
81 y2 = y1 + 32 + movement.y;
83 // test with all tiles in this rectangle
84 int starttilex = int(x1-1) / 32;
85 int starttiley = int(y1-1) / 32;
86 int max_x = int(x2+1);
87 int max_y = int(y2+1);
89 CollisionHit temphit, hit;
90 Rect dest = Rect(x1, y1, x2, y2);
92 hit.time = -1; // represents an invalid value
93 for(int x = starttilex; x*32 < max_x; ++x) {
94 for(int y = starttiley; y*32 < max_y; ++y) {
95 const Tile* tile = solids->get_tile(x, y);
98 // skip non-solid tiles
99 if(!(tile->getAttributes() & Tile::SOLID))
102 if(tile->getAttributes() & Tile::SLOPE) { // slope tile
104 Vector p1(x*32, y*32);
105 Vector p2((x+1)*32, (y+1)*32);
106 triangle = AATriangle(p1, p2, tile->getData());
108 if(Collision::rectangle_aatriangle(temphit, dest, movement,
110 if(temphit.time > hit.time)
113 } else { // normal rectangular tile
114 Rect rect(x*32, y*32, (x+1)*32, (y+1)*32);
115 if(Collision::rectangle_rectangle(temphit, dest,
117 if(temphit.time > hit.time)
124 // did we collide at all?
126 return false; else return true;
129 RainParticleSystem::RainParticleSystem()
131 rainimages[0] = new Surface(datadir+"/images/objects/particles/rain0.png", true);
132 rainimages[1] = new Surface(datadir+"/images/objects/particles/rain1.png", true);
134 virtual_width = SCREEN_WIDTH * 2;
136 // create some random raindrops
137 size_t raindropcount = size_t(virtual_width/6.0);
138 for(size_t i=0; i<raindropcount; ++i) {
139 RainParticle* particle = new RainParticle;
140 particle->pos.x = rand() % int(virtual_width);
141 particle->pos.y = rand() % int(virtual_height);
142 int rainsize = rand() % 2;
143 particle->texture = rainimages[rainsize];
145 particle->speed = (rainsize+1)*45 + (float(rand()%10)*.4);
146 } while(particle->speed < 1);
147 particle->speed *= 10; // gravity
149 particles.push_back(particle);
154 RainParticleSystem::parse(const lisp::Lisp& reader)
156 reader.get("layer", layer);
160 RainParticleSystem::write(lisp::Writer& writer)
162 writer.start_list("particles-rain");
163 writer.write_int("layer", layer);
164 writer.end_list("particles-rain");
167 RainParticleSystem::~RainParticleSystem()
170 delete rainimages[i];
173 void RainParticleSystem::update(float elapsed_time)
175 std::vector<Particle*>::iterator i;
177 i = particles.begin(); i != particles.end(); ++i) {
178 RainParticle* particle = (RainParticle*) *i;
179 float movement = particle->speed * elapsed_time;
180 float abs_x = Sector::current()->camera->get_translation().x;
181 float abs_y = Sector::current()->camera->get_translation().y;
182 particle->pos.y += movement;
183 particle->pos.x -= movement;
184 if ((particle->pos.y > SCREEN_HEIGHT + abs_y) || (collision(particle, Vector(-movement, movement)))) {
185 int new_x = (rand() % int(virtual_width)) + int(abs_x);
187 //FIXME: Don't move particles over solid tiles
188 particle->pos.x = new_x;
189 particle->pos.y = new_y;
194 CometParticleSystem::CometParticleSystem()
196 cometimages[0] = new Surface(datadir+"/images/creatures/mr_bomb/exploding-left-0.png", true);
197 cometimages[1] = new Surface(datadir+"/images/creatures/mr_bomb/exploding-left-0.png", true);
199 virtual_width = SCREEN_WIDTH * 2;
201 // create some random comets
202 size_t cometcount = 2;
203 for(size_t i=0; i<cometcount; ++i) {
204 CometParticle* particle = new CometParticle;
205 particle->pos.x = rand() % int(virtual_width);
206 particle->pos.y = rand() % int(virtual_height);
207 int cometsize = rand() % 2;
208 particle->texture = cometimages[cometsize];
210 particle->speed = (cometsize+1)*30 + (float(rand()%10)*.4);
211 } while(particle->speed < 1);
212 particle->speed *= 10; // gravity
214 particles.push_back(particle);
219 CometParticleSystem::parse(const lisp::Lisp& reader)
221 reader.get("layer", layer);
225 CometParticleSystem::write(lisp::Writer& writer)
227 writer.start_list("particles-comets");
228 writer.write_int("layer", layer);
229 writer.end_list("particles-comets");
232 CometParticleSystem::~CometParticleSystem()
235 delete cometimages[i];
238 void CometParticleSystem::update(float elapsed_time)
240 std::vector<Particle*>::iterator i;
242 i = particles.begin(); i != particles.end(); ++i) {
243 CometParticle* particle = (CometParticle*) *i;
244 float movement = particle->speed * elapsed_time;
245 float abs_x = Sector::current()->camera->get_translation().x;
246 float abs_y = Sector::current()->camera->get_translation().y;
247 particle->pos.y += movement;
248 particle->pos.x -= movement;
249 if ((particle->pos.y > SCREEN_HEIGHT + abs_y) || (collision(particle, Vector(-movement, movement)))) {
250 if (particle->pos.y <= SCREEN_HEIGHT + abs_y) {
251 Sector::current()->add_object(new Bomb(particle->pos, LEFT));
253 int new_x = (rand() % int(virtual_width)) + int(abs_x);
255 //FIXME: Don't move particles over solid tiles
256 particle->pos.x = new_x;
257 particle->pos.y = new_y;