- fix a bunch of msvc warnings (mostly assigning double constants to float variables)
[supertux.git] / src / object / particlesystem.cpp
index de22820..4db97d3 100644 (file)
@@ -1,7 +1,7 @@
 //  $Id$
-// 
+//
 //  SuperTux
-//  Copyright (C) 2004 Matthias Braun <matze@braunis.de>
+//  Copyright (C) 2006 Matthias Braun <matze@braunis.de>
 //
 //  This program is free software; you can redistribute it and/or
 //  modify it under the terms of the GNU General Public License
 //  but WITHOUT ANY WARRANTY; without even the implied warranty of
 //  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 //  GNU General Public License for more details.
-// 
+//
 //  You should have received a copy of the GNU General Public License
 //  along with this program; if not, write to the Free Software
 //  Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
+
 #include <config.h>
 
 #include <iostream>
 #include "lisp/writer.hpp"
 #include "resources.hpp"
 #include "main.hpp"
+#include "object/camera.hpp"
+#include "random_generator.hpp"
 
-ParticleSystem::ParticleSystem()
+ParticleSystem::ParticleSystem(float max_particle_size)
+       : max_particle_size(max_particle_size)
 {
-    virtual_width = SCREEN_WIDTH;
-    virtual_height = SCREEN_HEIGHT;
-    layer = LAYER_BACKGROUND1;
+  virtual_width = SCREEN_WIDTH + max_particle_size * 2;
+  virtual_height = SCREEN_HEIGHT + max_particle_size *2;
+  z_pos = LAYER_BACKGROUND1;
 }
 
 ParticleSystem::~ParticleSystem()
 {
-    std::vector<Particle*>::iterator i;
-    for(i = particles.begin(); i != particles.end(); ++i) {
-        delete *i;
-    }
+  std::vector<Particle*>::iterator i;
+  for(i = particles.begin(); i != particles.end(); ++i) {
+    delete *i;
+  }
 }
 
 void ParticleSystem::draw(DrawingContext& context)
@@ -50,63 +54,71 @@ void ParticleSystem::draw(DrawingContext& context)
   float scrolly = context.get_translation().y;
 
   context.push_transform();
-  context.set_translation(Vector(0,0));
-  
-    std::vector<Particle*>::iterator i;
-    for(i = particles.begin(); i != particles.end(); ++i) {
-        Particle* particle = *i;
-
-        // remap x,y coordinates onto screencoordinates
-        Vector pos;
-        pos.x = fmodf(particle->pos.x - scrollx, virtual_width);
-        if(pos.x < 0) pos.x += virtual_width;
-        pos.y = fmodf(particle->pos.y - scrolly, virtual_height);
-        if(pos.y < 0) pos.y += virtual_height;
-
-        if(pos.x > SCREEN_WIDTH) pos.x -= virtual_width;
-        if(pos.y > SCREEN_HEIGHT) pos.y -= virtual_height;
-        context.draw_surface(particle->texture, pos, layer);
-    }
+  context.set_translation(Vector(max_particle_size,max_particle_size));
+
+  std::vector<Particle*>::iterator i;
+  for(i = particles.begin(); i != particles.end(); ++i) {
+    Particle* particle = *i;
+
+    // remap x,y coordinates onto screencoordinates
+    Vector pos;
 
-    context.pop_transform();
+    pos.x = fmodf(particle->pos.x - scrollx, virtual_width);
+    if(pos.x < 0) pos.x += virtual_width;
+
+    pos.y = fmodf(particle->pos.y - scrolly, virtual_height);
+    if(pos.y < 0) pos.y += virtual_height;
+
+
+    //if(pos.x > virtual_width) pos.x -= virtual_width;
+    //if(pos.y > virtual_height) pos.y -= virtual_height;
+
+    context.draw_surface(particle->texture, pos, z_pos);
+  }
+
+  context.pop_transform();
 }
 
 SnowParticleSystem::SnowParticleSystem()
 {
-    snowimages[0] = new Surface("images/objects/particles/snow0.png");
-    snowimages[1] = new Surface("images/objects/particles/snow1.png");
-    snowimages[2] = new Surface("images/objects/particles/snow2.png");
-
-    virtual_width = SCREEN_WIDTH * 2;
-
-    // create some random snowflakes
-    size_t snowflakecount = size_t(virtual_width/10.0);
-    for(size_t i=0; i<snowflakecount; ++i) {
-        SnowParticle* particle = new SnowParticle;
-        particle->pos.x = fmodf(rand(), virtual_width);
-        particle->pos.y = fmodf(rand(), SCREEN_HEIGHT);
-        int snowsize = rand() % 3;
-        particle->texture = snowimages[snowsize];
-        do {
-            particle->speed = snowsize*.2 + (float(rand()%10)*.4);
-        } while(particle->speed < 1);
-        particle->speed *= 10; // gravity
-
-        particles.push_back(particle);
-    }
+  snowimages[0] = new Surface("images/objects/particles/snow2.png");
+  snowimages[1] = new Surface("images/objects/particles/snow1.png");
+  snowimages[2] = new Surface("images/objects/particles/snow0.png");
+
+  virtual_width = SCREEN_WIDTH * 2;
+
+  // create some random snowflakes
+  size_t snowflakecount = size_t(virtual_width/10.0);
+  for(size_t i=0; i<snowflakecount; ++i) {
+    SnowParticle* particle = new SnowParticle;
+    int snowsize = systemRandom.rand(3);
+
+    particle->pos.x = systemRandom.randf(virtual_width);
+    particle->pos.y = systemRandom.randf(SCREEN_HEIGHT);
+    particle->anchorx = particle->pos.x + (systemRandom.randf(-0.5, 0.5) * 16);
+    particle->drift_speed = systemRandom.randf(-0.5, 0.5) * 0.3;
+    particle->wobble = 0.0;
+
+    particle->texture = snowimages[snowsize];
+
+    particle->speed = 1 + (2 - snowsize)/2 + systemRandom.randf(1.8);
+    particle->speed *= 20; // gravity
+
+    particles.push_back(particle);
+  }
 }
 
 void
 SnowParticleSystem::parse(const lisp::Lisp& reader)
 {
-  reader.get("layer", layer);
+  reader.get("z-pos", z_pos);
 }
 
 void
 SnowParticleSystem::write(lisp::Writer& writer)
 {
   writer.start_list("particles-snow");
-  writer.write_int("layer", layer);
+  writer.write_int("z-pos", z_pos);
   writer.end_list("particles-snow");
 }
 
@@ -118,53 +130,58 @@ SnowParticleSystem::~SnowParticleSystem()
 
 void SnowParticleSystem::update(float elapsed_time)
 {
-    std::vector<Particle*>::iterator i;
-    for(i = particles.begin(); i != particles.end(); ++i) {
-        SnowParticle* particle = (SnowParticle*) *i;
-        particle->pos.y += particle->speed * elapsed_time;
-        if(particle->pos.y > SCREEN_HEIGHT) {
-            particle->pos.y = fmodf(particle->pos.y , virtual_height);
-            particle->pos.x = rand() % int(virtual_width);
-        }
-    }
+  std::vector<Particle*>::iterator i;
+
+  for(i = particles.begin(); i != particles.end(); ++i) {
+    SnowParticle* particle = (SnowParticle*) *i;
+    float anchor_delta;
+
+    particle->pos.y += particle->speed * elapsed_time;
+    particle->pos.x += particle->wobble * elapsed_time /* * particle->speed * 0.125*/;
+
+    anchor_delta = (particle->anchorx - particle->pos.x);
+    particle->wobble += (4 * anchor_delta * 0.05) + systemRandom.randf(-0.5, 0.5);
+    particle->wobble *= 0.99f;
+    particle->anchorx += particle->drift_speed * elapsed_time;
+  }
 }
 
 //FIXME: Sometimes both ghosts have the same image
 //       Ghosts don't change their movement pattern - not random
 GhostParticleSystem::GhostParticleSystem()
 {
-    ghosts[0] = new Surface("images/objects/particles/ghost0.png");
-    ghosts[1] = new Surface("images/objects/particles/ghost1.png");
-
-    virtual_width = SCREEN_WIDTH * 2;
-
-    // create two ghosts
-    size_t ghostcount = 2;
-    for(size_t i=0; i<ghostcount; ++i) {
-        GhostParticle* particle = new GhostParticle;
-        particle->pos.x = fmodf(rand(), virtual_width);
-        particle->pos.y = fmodf(rand(), SCREEN_HEIGHT);
-        int size = rand() % 2;
-        particle->texture = ghosts[size];
-        do {
-            particle->speed = size*.2 + (float(rand()%10)*.4);
-        } while(particle->speed < 1);
-        particle->speed *= 50;
-        particles.push_back(particle);
-    }
+  ghosts[0] = new Surface("images/objects/particles/ghost0.png");
+  ghosts[1] = new Surface("images/objects/particles/ghost1.png");
+
+  virtual_width = SCREEN_WIDTH * 2;
+
+  // create two ghosts
+  size_t ghostcount = 2;
+  for(size_t i=0; i<ghostcount; ++i) {
+    GhostParticle* particle = new GhostParticle;
+    particle->pos.x = systemRandom.randf(virtual_width);
+    particle->pos.y = systemRandom.randf(SCREEN_HEIGHT);
+    int size = systemRandom.rand(2);
+    particle->texture = ghosts[size];
+    do {
+      particle->speed = size*.2 + systemRandom.randf(3.6);
+    } while(particle->speed < 1);
+    particle->speed *= 50;
+    particles.push_back(particle);
+  }
 }
 
 void
 GhostParticleSystem::parse(const lisp::Lisp& reader)
 {
-  reader.get("layer", layer);
+  reader.get("z-pos", z_pos);
 }
 
 void
 GhostParticleSystem::write(lisp::Writer& writer)
 {
   writer.start_list("particles-ghosts");
-  writer.write_int("layer", layer);
+  writer.write_int("z-pos", z_pos);
   writer.end_list("particles-ghosts");
 }
 
@@ -176,47 +193,48 @@ GhostParticleSystem::~GhostParticleSystem()
 
 void GhostParticleSystem::update(float elapsed_time)
 {
-    std::vector<Particle*>::iterator i;
-    for(i = particles.begin(); i != particles.end(); ++i) {
-        GhostParticle* particle = (GhostParticle*) *i;
-        particle->pos.y -= particle->speed * elapsed_time;
-        particle->pos.x -= particle->speed * elapsed_time;
-        if(particle->pos.y > SCREEN_HEIGHT) {
-            particle->pos.y = fmodf(particle->pos.y , virtual_height);
-            particle->pos.x = rand() % int(virtual_width);
-        }
+  std::vector<Particle*>::iterator i;
+  for(i = particles.begin(); i != particles.end(); ++i) {
+    GhostParticle* particle = (GhostParticle*) *i;
+    particle->pos.y -= particle->speed * elapsed_time;
+    particle->pos.x -= particle->speed * elapsed_time;
+    if(particle->pos.y > SCREEN_HEIGHT) {
+      particle->pos.y = fmodf(particle->pos.y , virtual_height);
+      particle->pos.x = systemRandom.rand(static_cast<int>(virtual_width));
     }
+  }
 }
 
 CloudParticleSystem::CloudParticleSystem()
+       : ParticleSystem(128)
 {
-    cloudimage = new Surface("images/objects/particles/cloud.png");
+  cloudimage = new Surface("images/objects/particles/cloud.png");
 
-    virtual_width = 2000.0;
+  virtual_width = 2000.0;
 
-    // create some random clouds
-    for(size_t i=0; i<15; ++i) {
-        CloudParticle* particle = new CloudParticle;
-        particle->pos.x = rand() % int(virtual_width);
-        particle->pos.y = rand() % int(virtual_height);
-        particle->texture = cloudimage;
-        particle->speed = -float(25 + rand() % 30);
+  // create some random clouds
+  for(size_t i=0; i<15; ++i) {
+    CloudParticle* particle = new CloudParticle;
+    particle->pos.x = systemRandom.rand(static_cast<int>(virtual_width));
+    particle->pos.y = systemRandom.rand(static_cast<int>(virtual_height));
+    particle->texture = cloudimage;
+    particle->speed = -systemRandom.randf(25.0, 54.0);
 
-        particles.push_back(particle);
-    }
+    particles.push_back(particle);
+  }
 }
 
 void
 CloudParticleSystem::parse(const lisp::Lisp& reader)
 {
-  reader.get("layer", layer);
+  reader.get("z-pos", z_pos);
 }
 
 void
 CloudParticleSystem::write(lisp::Writer& writer)
 {
   writer.start_list("particles-clouds");
-  writer.write_int("layer", layer);
+  writer.write_int("z-pos", z_pos);
   writer.end_list("particles-clouds");
 }
 
@@ -227,9 +245,9 @@ CloudParticleSystem::~CloudParticleSystem()
 
 void CloudParticleSystem::update(float elapsed_time)
 {
-    std::vector<Particle*>::iterator i;
-    for(i = particles.begin(); i != particles.end(); ++i) {
-        CloudParticle* particle = (CloudParticle*) *i;
-        particle->pos.x += particle->speed * elapsed_time;
-    }
+  std::vector<Particle*>::iterator i;
+  for(i = particles.begin(); i != particles.end(); ++i) {
+    CloudParticle* particle = (CloudParticle*) *i;
+    particle->pos.x += particle->speed * elapsed_time;
+  }
 }