fix cr/lfs and remove trailing whitespaces...
[supertux.git] / src / object / particlesystem_interactive.cpp
index d411f89..2d4a3c2 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>
 #include <cmath>
 
-#include "particlesystem_interactive.h"
-#include "video/drawing_context.h"
-#include "lisp/parser.h"
-#include "lisp/lisp.h"
-#include "lisp/writer.h"
-#include "resources.h"
-#include "main.h"
-
-#include "tile.h"
-#include "tilemap.h"
-#include "math/aatriangle.h"
-#include "collision.h"
-#include "collision_hit.h"
-#include "object/camera.h"
-#include "object/rainsplash.h"
-#include "badguy/bomb.h"
-
-//TODO: Dynamically create splashes at collision spots
-//      Find a way to make rain collide with objects like bonus blocks
+#include "particlesystem_interactive.hpp"
+#include "video/drawing_context.hpp"
+#include "lisp/parser.hpp"
+#include "lisp/lisp.hpp"
+#include "lisp/writer.hpp"
+#include "resources.hpp"
+#include "main.hpp"
+
+#include "tile.hpp"
+#include "tilemap.hpp"
+#include "math/aatriangle.hpp"
+#include "collision.hpp"
+#include "collision_hit.hpp"
+#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
+//      Fix rain being "respawned" over solid tiles
 ParticleSystem_Interactive::ParticleSystem_Interactive()
 {
     virtual_width = SCREEN_WIDTH;
     virtual_height = SCREEN_HEIGHT;
-    layer = LAYER_TILES;
+    z_pos = 0;
 }
 
 ParticleSystem_Interactive::~ParticleSystem_Interactive()
@@ -59,20 +61,21 @@ ParticleSystem_Interactive::~ParticleSystem_Interactive()
 void ParticleSystem_Interactive::draw(DrawingContext& context)
 {
   context.push_transform();
-  
+
     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();
 }
 
-bool
+int
 ParticleSystem_Interactive::collision(Particle* object, Vector movement)
 {
-  TileMap* solids = Sector::current()->solids;
+  using namespace collision;
+
   // calculate rectangle where the object will move
   float x1, x2;
   float y1, y2;
@@ -80,57 +83,76 @@ 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;
   int starttiley = int(y1-1) / 32;
   int max_x = int(x2+1);
   int max_y = int(y2+1);
-  
-  CollisionHit temphit, hit;
+
   Rect dest = Rect(x1, y1, x2, y2);
   dest.move(movement);
-  hit.time = -1; // represents an invalid value
-  for(int x = starttilex; x*32 < max_x; ++x) {
-    for(int y = starttiley; y*32 < max_y; ++y) {
-      const Tile* tile = solids->get_tile(x, y);
-      if(!tile)
-        continue;
-      // skip non-solid tiles
-      if(!(tile->getAttributes() & Tile::SOLID))
-        continue;
-
-      if(tile->getAttributes() & Tile::SLOPE) { // slope tile
-        AATriangle triangle;
-        Vector p1(x*32, y*32);
-        Vector p2((x+1)*32, (y+1)*32);
-        triangle = AATriangle(p1, p2, tile->getData());
-
-        if(Collision::rectangle_aatriangle(temphit, dest, movement,
-              triangle)) {
-          if(temphit.time > hit.time)
-            hit = temphit;
-        }
-      } else { // normal rectangular tile
-        Rect rect(x*32, y*32, (x+1)*32, (y+1)*32);
-        if(Collision::rectangle_rectangle(temphit, dest,
-              movement, rect)) {
-          if(temphit.time > hit.time)
-            hit = temphit;
-        }
+  Constraints constraints;
+
+  for(std::list<TileMap*>::const_iterator i = Sector::current()->solid_tilemaps.begin(); i != Sector::current()->solid_tilemaps.end(); i++) {
+    TileMap* solids = *i;
+    for(int x = starttilex; x*32 < max_x; ++x) {
+      for(int y = starttiley; y*32 < max_y; ++y) {
+       const Tile* tile = solids->get_tile(x, y);
+       if(!tile)
+         continue;
+       // skip non-solid tiles, except water
+       if(! (tile->getAttributes() & (Tile::WATER | Tile::SOLID)))
+         continue;
+
+       if(tile->getAttributes() & Tile::SLOPE) { // slope tile
+         AATriangle triangle;
+         Vector p1(x*32, y*32);
+         Vector p2((x+1)*32, (y+1)*32);
+         triangle = AATriangle(p1, p2, tile->getData());
+
+         if(rectangle_aatriangle(&constraints, dest, triangle)) {
+           if(tile->getAttributes() & Tile::WATER)
+             water = true;
+         }
+       } else { // normal rectangular tile
+         Rect rect(x*32, y*32, (x+1)*32, (y+1)*32);
+         if(intersects(dest, rect)) {
+           if(tile->getAttributes() & Tile::WATER)
+             water = true;
+           set_rectangle_rectangle_constraints(&constraints, dest, rect);
+         }
+       }
       }
     }
   }
-  
+
+
+  // TODO don't use magic numbers here...
+
   // did we collide at all?
-  if(hit.time < 0)
-    return false; else return true;
+  if(!constraints.has_constraints())
+    return -1;
+
+  const CollisionHit& hit = constraints.hit;
+  if (water) {
+    return 0; //collision with water tile - don't draw splash
+  } else {
+    if (hit.right || hit.left) {
+      return 2; //collision from right
+    } else {
+      return 1; //collision from above
+    }
+  }
+
+  return 0;
 }
 
 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;
 
@@ -138,12 +160,12 @@ 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
 
@@ -154,14 +176,14 @@ 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");
 }
 
@@ -182,23 +204,25 @@ void RainParticleSystem::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)))) {
+        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){
-              //TODO: Find out at which side of the tile the collision happens
-              bool vertical = false;
+            if ((particle->pos.y <= SCREEN_HEIGHT + abs_y) && (col >= 1)){
+              bool vertical = (col == 2);
               int splash_x, splash_y;
-              if (vertical) {
-                splash_x = int(particle->pos.x) - (int(particle->pos.x) % 32) + 32;
-                splash_y = int(particle->pos.y);                
-              }
-              else {
+              if (!vertical) { //check if collision happened from above
                 splash_x = int(particle->pos.x);
                 splash_y = int(particle->pos.y) - (int(particle->pos.y) % 32) + 32;
+                Sector::current()->add_object(new RainSplash(Vector(splash_x, splash_y),vertical));
               }
-              Sector::current()->add_object(new RainSplash(Vector(splash_x, splash_y),vertical));
+              // Uncomment the following to display vertical splashes, too
+              /* else {
+                splash_x = int(particle->pos.x) - (int(particle->pos.x) % 32) + 32;
+                splash_y = int(particle->pos.y);
+                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;
@@ -209,8 +233,8 @@ 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;
 
@@ -218,12 +242,12 @@ 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
 
@@ -234,14 +258,14 @@ 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");
 }
 
@@ -253,6 +277,8 @@ CometParticleSystem::~CometParticleSystem()
 
 void CometParticleSystem::update(float elapsed_time)
 {
+  (void) elapsed_time;
+#if 0
     std::vector<Particle*>::iterator i;
     for(
         i = particles.begin(); i != particles.end(); ++i) {
@@ -262,15 +288,17 @@ 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)))) {
-            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;
             particle->pos.y = new_y;
         }
     }
+#endif
 }