rainsplashes are now automatically generated by the particle system
[supertux.git] / src / object / particlesystem_interactive.cpp
1 //  $Id: particlesystem.cpp 2470 2005-05-11 14:49:28Z wansti $
2 // 
3 //  SuperTux
4 //  Copyright (C) 2004 Matthias Braun <matze@braunis.de>
5 //
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.
10 //
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.
15 // 
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.
19 #include <config.h>
20
21 #include <iostream>
22 #include <cmath>
23
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"
30 #include "main.h"
31
32 #include "tile.h"
33 #include "tilemap.h"
34 #include "math/aatriangle.h"
35 #include "collision.h"
36 #include "collision_hit.h"
37 #include "object/camera.h"
38 #include "object/rainsplash.h"
39 #include "badguy/bomb.h"
40
41 //TODO: Dynamically create splashes at collision spots
42 //      Find a way to make rain collide with objects like bonus blocks
43 //      Add an option to set rain strength
44 ParticleSystem_Interactive::ParticleSystem_Interactive()
45 {
46     virtual_width = SCREEN_WIDTH;
47     virtual_height = SCREEN_HEIGHT;
48     layer = LAYER_TILES;
49 }
50
51 ParticleSystem_Interactive::~ParticleSystem_Interactive()
52 {
53     std::vector<Particle*>::iterator i;
54     for(i = particles.begin(); i != particles.end(); ++i) {
55         delete *i;
56     }
57 }
58
59 void ParticleSystem_Interactive::draw(DrawingContext& context)
60 {
61   context.push_transform();
62   
63     std::vector<Particle*>::iterator i;
64     for(i = particles.begin(); i != particles.end(); ++i) {
65         Particle* particle = *i;
66         context.draw_surface(particle->texture, particle->pos, layer);
67     }
68
69     context.pop_transform();
70 }
71
72 bool
73 ParticleSystem_Interactive::collision(Particle* object, Vector movement)
74 {
75   TileMap* solids = Sector::current()->solids;
76   // calculate rectangle where the object will move
77   float x1, x2;
78   float y1, y2;
79   x1 = object->pos.x;
80   x2 = x1 + 32 + movement.x;
81   y1 = object->pos.y;
82   y2 = y1 + 32 + movement.y;
83   
84   // test with all tiles in this rectangle
85   int starttilex = int(x1-1) / 32;
86   int starttiley = int(y1-1) / 32;
87   int max_x = int(x2+1);
88   int max_y = int(y2+1);
89   
90   CollisionHit temphit, hit;
91   Rect dest = Rect(x1, y1, x2, y2);
92   dest.move(movement);
93   hit.time = -1; // represents an invalid value
94   for(int x = starttilex; x*32 < max_x; ++x) {
95     for(int y = starttiley; y*32 < max_y; ++y) {
96       const Tile* tile = solids->get_tile(x, y);
97       if(!tile)
98         continue;
99       // skip non-solid tiles
100       if(!(tile->getAttributes() & Tile::SOLID))
101         continue;
102
103       if(tile->getAttributes() & Tile::SLOPE) { // slope tile
104         AATriangle triangle;
105         Vector p1(x*32, y*32);
106         Vector p2((x+1)*32, (y+1)*32);
107         triangle = AATriangle(p1, p2, tile->getData());
108
109         if(Collision::rectangle_aatriangle(temphit, dest, movement,
110               triangle)) {
111           if(temphit.time > hit.time)
112             hit = temphit;
113         }
114       } else { // normal rectangular tile
115         Rect rect(x*32, y*32, (x+1)*32, (y+1)*32);
116         if(Collision::rectangle_rectangle(temphit, dest,
117               movement, rect)) {
118           if(temphit.time > hit.time)
119             hit = temphit;
120         }
121       }
122     }
123   }
124   
125   // did we collide at all?
126   if(hit.time < 0)
127     return false; else return true;
128 }
129
130 RainParticleSystem::RainParticleSystem()
131 {
132     rainimages[0] = new Surface(datadir+"/images/objects/particles/rain0.png", true);
133     rainimages[1] = new Surface(datadir+"/images/objects/particles/rain1.png", true);
134
135     virtual_width = SCREEN_WIDTH * 2;
136
137     // create some random raindrops
138     size_t raindropcount = size_t(virtual_width/6.0);
139     for(size_t i=0; i<raindropcount; ++i) {
140         RainParticle* particle = new RainParticle;
141         particle->pos.x = rand() % int(virtual_width);
142         particle->pos.y = rand() % int(virtual_height);
143         int rainsize = rand() % 2;
144         particle->texture = rainimages[rainsize];
145         do {
146             particle->speed = (rainsize+1)*45 + (float(rand()%10)*.4);
147         } while(particle->speed < 1);
148         particle->speed *= 10; // gravity
149
150         particles.push_back(particle);
151     }
152 }
153
154 void
155 RainParticleSystem::parse(const lisp::Lisp& reader)
156 {
157   reader.get("layer", layer);
158 }
159
160 void
161 RainParticleSystem::write(lisp::Writer& writer)
162 {
163   writer.start_list("particles-rain");
164   writer.write_int("layer", layer);
165   writer.end_list("particles-rain");
166 }
167
168 RainParticleSystem::~RainParticleSystem()
169 {
170   for(int i=0;i<2;++i)
171     delete rainimages[i];
172 }
173
174 void RainParticleSystem::update(float elapsed_time)
175 {
176     std::vector<Particle*>::iterator i;
177     for(
178         i = particles.begin(); i != particles.end(); ++i) {
179         RainParticle* particle = (RainParticle*) *i;
180         float movement = particle->speed * elapsed_time;
181         float abs_x = Sector::current()->camera->get_translation().x;
182         float abs_y = Sector::current()->camera->get_translation().y;
183         particle->pos.y += movement;
184         particle->pos.x -= movement;
185         if ((particle->pos.y > SCREEN_HEIGHT + abs_y) || (collision(particle, Vector(-movement, movement)))) {
186             //Create rainsplash
187             if (particle->pos.y <= SCREEN_HEIGHT + abs_y){
188               //TODO: Find out at which side of the tile the collision happens
189               bool vertical = false;
190               int splash_x, splash_y;
191               if (vertical) {
192                 splash_x = int(particle->pos.x) - (int(particle->pos.x) % 32) + 32;
193                 splash_y = int(particle->pos.y);                
194               }
195               else {
196                 splash_x = int(particle->pos.x);
197                 splash_y = int(particle->pos.y) - (int(particle->pos.y) % 32) + 32;
198               }
199               Sector::current()->add_object(new RainSplash(Vector(splash_x, splash_y),vertical));
200             }
201             int new_x = (rand() % int(virtual_width)) + int(abs_x);
202             int new_y = 0;
203             //FIXME: Don't move particles over solid tiles
204             particle->pos.x = new_x;
205             particle->pos.y = new_y;
206         }
207     }
208 }
209
210 CometParticleSystem::CometParticleSystem()
211 {
212     cometimages[0] = new Surface(datadir+"/images/creatures/mr_bomb/exploding-left-0.png", true);
213     cometimages[1] = new Surface(datadir+"/images/creatures/mr_bomb/exploding-left-0.png", true);
214
215     virtual_width = SCREEN_WIDTH * 2;
216
217     // create some random comets
218     size_t cometcount = 2;
219     for(size_t i=0; i<cometcount; ++i) {
220         CometParticle* particle = new CometParticle;
221         particle->pos.x = rand() % int(virtual_width);
222         particle->pos.y = rand() % int(virtual_height);
223         int cometsize = rand() % 2;
224         particle->texture = cometimages[cometsize];
225         do {
226             particle->speed = (cometsize+1)*30 + (float(rand()%10)*.4);
227         } while(particle->speed < 1);
228         particle->speed *= 10; // gravity
229
230         particles.push_back(particle);
231     }
232 }
233
234 void
235 CometParticleSystem::parse(const lisp::Lisp& reader)
236 {
237   reader.get("layer", layer);
238 }
239
240 void
241 CometParticleSystem::write(lisp::Writer& writer)
242 {
243   writer.start_list("particles-comets");
244   writer.write_int("layer", layer);
245   writer.end_list("particles-comets");
246 }
247
248 CometParticleSystem::~CometParticleSystem()
249 {
250   for(int i=0;i<2;++i)
251     delete cometimages[i];
252 }
253
254 void CometParticleSystem::update(float elapsed_time)
255 {
256     std::vector<Particle*>::iterator i;
257     for(
258         i = particles.begin(); i != particles.end(); ++i) {
259         CometParticle* particle = (CometParticle*) *i;
260         float movement = particle->speed * elapsed_time;
261         float abs_x = Sector::current()->camera->get_translation().x;
262         float abs_y = Sector::current()->camera->get_translation().y;
263         particle->pos.y += movement;
264         particle->pos.x -= movement;
265         if ((particle->pos.y > SCREEN_HEIGHT + abs_y) || (collision(particle, Vector(-movement, movement)))) {
266             if (particle->pos.y <= SCREEN_HEIGHT + abs_y) {
267               Sector::current()->add_object(new Bomb(particle->pos, LEFT));
268             }
269             int new_x = (rand() % int(virtual_width)) + int(abs_x);
270             int new_y = 0;
271             //FIXME: Don't move particles over solid tiles
272             particle->pos.x = new_x;
273             particle->pos.y = new_y;
274         }
275     }
276 }