Committing RandomGenerator patch from Allen King, with a few small changes
[supertux.git] / src / object / particlesystem_interactive.cpp
index b3da734..0a9228a 100644 (file)
@@ -1,7 +1,7 @@
-//  $Id: particlesystem.cpp 2470 2005-05-11 14:49:28Z wansti $
-// 
+//  $Id$
+//
 //  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>
@@ -37,6 +38,7 @@
 #include "object/camera.hpp"
 #include "object/rainsplash.hpp"
 #include "badguy/bomb.hpp"
+#include "random_generator.hpp"
 
 //TODO: Find a way to make rain collide with objects like bonus blocks
 //      Add an option to set rain strength
@@ -45,7 +47,7 @@ ParticleSystem_Interactive::ParticleSystem_Interactive()
 {
     virtual_width = SCREEN_WIDTH;
     virtual_height = SCREEN_HEIGHT;
-    layer = LAYER_TILES;
+    z_pos = 0;
 }
 
 ParticleSystem_Interactive::~ParticleSystem_Interactive()
@@ -63,7 +65,7 @@ void ParticleSystem_Interactive::draw(DrawingContext& context)
     std::vector<Particle*>::iterator i;
     for(i = particles.begin(); i != particles.end(); ++i) {
         Particle* particle = *i;
-        context.draw_surface(particle->texture, particle->pos, layer);
+        context.draw_surface(particle->texture, particle->pos, z_pos);
     }
 
     context.pop_transform();
@@ -80,6 +82,7 @@ ParticleSystem_Interactive::collision(Particle* object, Vector movement)
   x2 = x1 + 32 + movement.x;
   y1 = object->pos.y;
   y2 = y1 + 32 + movement.y;
+  bool water = false;
   
   // test with all tiles in this rectangle
   int starttilex = int(x1-1) / 32;
@@ -96,8 +99,10 @@ ParticleSystem_Interactive::collision(Particle* object, Vector movement)
       const Tile* tile = solids->get_tile(x, y);
       if(!tile)
         continue;
-      // skip non-solid tiles
-      if(!(tile->getAttributes() & Tile::SOLID))
+      // skip non-solid tiles, except water
+      if (tile->getAttributes() & Tile::WATER)
+        water = true;
+      if(!water && !(tile->getAttributes() & Tile::SOLID))
         continue;
 
       if(tile->getAttributes() & Tile::SLOPE) { // slope tile
@@ -127,16 +132,20 @@ ParticleSystem_Interactive::collision(Particle* object, Vector movement)
     return -1; //no collision
   }
   else {
-    if ((hit.normal.x == 1) && (hit.normal.y == 0))
-      return 1; //collision from right
-    else return 0; //collision from above
+    if (water)
+      return 0; //collision with water tile - don't draw splash
+    else {
+      if ((hit.normal.x == 1) && (hit.normal.y == 0))
+        return 2; //collision from right
+      else return 1; //collision from above
+    }
   }
 }
 
 RainParticleSystem::RainParticleSystem()
 {
-    rainimages[0] = new Surface("images/objects/particles/rain0.png", true);
-    rainimages[1] = new Surface("images/objects/particles/rain1.png", true);
+    rainimages[0] = new Surface("images/objects/particles/rain0.png");
+    rainimages[1] = new Surface("images/objects/particles/rain1.png");
 
     virtual_width = SCREEN_WIDTH * 2;
 
@@ -144,12 +153,12 @@ RainParticleSystem::RainParticleSystem()
     size_t raindropcount = size_t(virtual_width/6.0);
     for(size_t i=0; i<raindropcount; ++i) {
         RainParticle* particle = new RainParticle;
-        particle->pos.x = rand() % int(virtual_width);
-        particle->pos.y = rand() % int(virtual_height);
-        int rainsize = rand() % 2;
+        particle->pos.x = systemRandom.rand(int(virtual_width));
+        particle->pos.y = systemRandom.rand(int(virtual_height));
+        int rainsize = systemRandom.rand(2);
         particle->texture = rainimages[rainsize];
         do {
-            particle->speed = (rainsize+1)*45 + (float(rand()%10)*.4);
+            particle->speed = (rainsize+1)*45 + systemRandom.randf(3.6);
         } while(particle->speed < 1);
         particle->speed *= 10; // gravity
 
@@ -160,14 +169,14 @@ RainParticleSystem::RainParticleSystem()
 void
 RainParticleSystem::parse(const lisp::Lisp& reader)
 {
-  reader.get("layer", layer);
+  reader.get("z-pos", z_pos);
 }
 
 void
 RainParticleSystem::write(lisp::Writer& writer)
 {
   writer.start_list("particles-rain");
-  writer.write_int("layer", layer);
+  writer.write_int("z-pos", z_pos);
   writer.end_list("particles-rain");
 }
 
@@ -191,8 +200,8 @@ void RainParticleSystem::update(float elapsed_time)
         int col = collision(particle, Vector(-movement, movement));
         if ((particle->pos.y > SCREEN_HEIGHT + abs_y) || (col >= 0)) {
             //Create rainsplash
-            if (particle->pos.y <= SCREEN_HEIGHT + abs_y){
-              bool vertical = (col == 1);
+            if ((particle->pos.y <= SCREEN_HEIGHT + abs_y) && (col >= 1)){
+              bool vertical = (col == 2);
               int splash_x, splash_y;
               if (!vertical) { //check if collision happened from above
                 splash_x = int(particle->pos.x);
@@ -206,7 +215,7 @@ void RainParticleSystem::update(float elapsed_time)
                 Sector::current()->add_object(new RainSplash(Vector(splash_x, splash_y),vertical));
               } */
             }
-            int new_x = (rand() % int(virtual_width)) + int(abs_x);
+            int new_x = systemRandom.rand(int(virtual_width)) + int(abs_x);
             int new_y = 0;
             //FIXME: Don't move particles over solid tiles
             particle->pos.x = new_x;
@@ -217,8 +226,8 @@ void RainParticleSystem::update(float elapsed_time)
 
 CometParticleSystem::CometParticleSystem()
 {
-    cometimages[0] = new Surface("images/creatures/mr_bomb/exploding-left-0.png", true);
-    cometimages[1] = new Surface("images/creatures/mr_bomb/exploding-left-0.png", true);
+    cometimages[0] = new Surface("images/creatures/mr_bomb/exploding-left-0.png");
+    cometimages[1] = new Surface("images/creatures/mr_bomb/exploding-left-0.png");
 
     virtual_width = SCREEN_WIDTH * 2;
 
@@ -226,12 +235,12 @@ CometParticleSystem::CometParticleSystem()
     size_t cometcount = 2;
     for(size_t i=0; i<cometcount; ++i) {
         CometParticle* particle = new CometParticle;
-        particle->pos.x = rand() % int(virtual_width);
-        particle->pos.y = rand() % int(virtual_height);
-        int cometsize = rand() % 2;
+        particle->pos.x = systemRandom.rand(int(virtual_width));
+        particle->pos.y = systemRandom.rand(int(virtual_height));
+        int cometsize = systemRandom.rand(2);
         particle->texture = cometimages[cometsize];
         do {
-            particle->speed = (cometsize+1)*30 + (float(rand()%10)*.4);
+            particle->speed = (cometsize+1)*30 + systemRandom.randf(3.6);
         } while(particle->speed < 1);
         particle->speed *= 10; // gravity
 
@@ -242,14 +251,14 @@ CometParticleSystem::CometParticleSystem()
 void
 CometParticleSystem::parse(const lisp::Lisp& reader)
 {
-  reader.get("layer", layer);
+  reader.get("z-pos", z_pos);
 }
 
 void
 CometParticleSystem::write(lisp::Writer& writer)
 {
   writer.start_list("particles-comets");
-  writer.write_int("layer", layer);
+  writer.write_int("z-pos", z_pos);
   writer.end_list("particles-comets");
 }
 
@@ -270,11 +279,12 @@ void CometParticleSystem::update(float elapsed_time)
         float abs_y = Sector::current()->camera->get_translation().y;
         particle->pos.y += movement;
         particle->pos.x -= movement;
-        if ((particle->pos.y > SCREEN_HEIGHT + abs_y) || (collision(particle, Vector(-movement, movement)) >= 0)) {
-            if (particle->pos.y <= SCREEN_HEIGHT + abs_y) {
+        int col = collision(particle, Vector(-movement, movement));
+        if ((particle->pos.y > SCREEN_HEIGHT + abs_y) || (col >= 0)) {
+            if ((particle->pos.y <= SCREEN_HEIGHT + abs_y) && (col >= 1)) {
               Sector::current()->add_object(new Bomb(particle->pos, LEFT));
             }
-            int new_x = (rand() % int(virtual_width)) + int(abs_x);
+            int new_x = systemRandom.rand(int(virtual_width)) + int(abs_x);
             int new_y = 0;
             //FIXME: Don't move particles over solid tiles
             particle->pos.x = new_x;