| 1 | // SuperTux |
| 2 | // Copyright (C) 2006 Matthias Braun <matze@braunis.de> |
| 3 | // |
| 4 | // This program is free software: you can redistribute it and/or modify |
| 5 | // it under the terms of the GNU General Public License as published by |
| 6 | // the Free Software Foundation, either version 3 of the License, or |
| 7 | // (at your option) any later version. |
| 8 | // |
| 9 | // This program is distributed in the hope that it will be useful, |
| 10 | // but WITHOUT ANY WARRANTY; without even the implied warranty of |
| 11 | // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
| 12 | // GNU General Public License for more details. |
| 13 | // |
| 14 | // You should have received a copy of the GNU General Public License |
| 15 | // along with this program. If not, see <http://www.gnu.org/licenses/>. |
| 16 | |
| 17 | #include "object/particlesystem_interactive.hpp" |
| 18 | |
| 19 | #include "collision/collision.hpp" |
| 20 | #include "editor/editor.hpp" |
| 21 | #include "math/aatriangle.hpp" |
| 22 | #include "object/tilemap.hpp" |
| 23 | #include "supertux/globals.hpp" |
| 24 | #include "supertux/sector.hpp" |
| 25 | #include "supertux/tile.hpp" |
| 26 | #include "video/drawing_context.hpp" |
| 27 | #include "video/surface_batch.hpp" |
| 28 | #include "video/video_system.hpp" |
| 29 | #include "video/viewport.hpp" |
| 30 | |
| 31 | //TODO: Find a way to make rain collide with objects like bonus blocks |
| 32 | // Add an option to set rain strength |
| 33 | // Fix rain being "respawned" over solid tiles |
| 34 | ParticleSystem_Interactive::ParticleSystem_Interactive() : |
| 35 | ParticleSystem() |
| 36 | { |
| 37 | virtual_width = static_cast<float>(SCREEN_WIDTH); |
| 38 | virtual_height = static_cast<float>(SCREEN_HEIGHT); |
| 39 | if (!Editor::is_active()) { |
| 40 | z_pos = 0; |
| 41 | } |
| 42 | } |
| 43 | |
| 44 | ParticleSystem_Interactive::ParticleSystem_Interactive(const ReaderMapping& mapping) : |
| 45 | ParticleSystem(mapping) |
| 46 | { |
| 47 | virtual_width = static_cast<float>(SCREEN_WIDTH); |
| 48 | virtual_height = static_cast<float>(SCREEN_HEIGHT); |
| 49 | if (!Editor::is_active()) { |
| 50 | z_pos = 0; |
| 51 | } |
| 52 | } |
| 53 | |
| 54 | ParticleSystem_Interactive::~ParticleSystem_Interactive() |
| 55 | { |
| 56 | } |
| 57 | |
| 58 | void |
| 59 | ParticleSystem_Interactive::draw(DrawingContext& context) |
| 60 | { |
| 61 | if (!enabled) |
| 62 | return; |
| 63 | |
| 64 | context.push_transform(); |
| 65 | |
| 66 | std::unordered_map<SurfacePtr, SurfaceBatch> batches; |
| 67 | for (const auto& particle : particles) { |
| 68 | auto it = batches.find(particle->texture); |
| 69 | if (it == batches.end()) { |
| 70 | const auto& batch_it = batches.emplace(particle->texture, |
| 71 | SurfaceBatch(particle->texture)); |
| 72 | batch_it.first->second.draw(particle->pos); |
| 73 | } else { |
| 74 | it->second.draw(particle->pos); |
| 75 | } |
| 76 | } |
| 77 | |
| 78 | for(auto& it : batches) { |
| 79 | auto& surface = it.first; |
| 80 | auto& batch = it.second; |
| 81 | // FIXME: What is the colour used for? |
| 82 | context.color().draw_surface_batch(surface, batch.move_srcrects(), |
| 83 | batch.move_dstrects(), Color::WHITE, z_pos); |
| 84 | } |
| 85 | |
| 86 | context.pop_transform(); |
| 87 | } |
| 88 | |
| 89 | int |
| 90 | ParticleSystem_Interactive::collision(Particle* object, const Vector& movement) |
| 91 | { |
| 92 | using namespace collision; |
| 93 | |
| 94 | // calculate rectangle where the object will move |
| 95 | float x1, x2; |
| 96 | float y1, y2; |
| 97 | |
| 98 | x1 = object->pos.x; |
| 99 | x2 = x1 + 32 + movement.x; |
| 100 | if (x2 < x1) { |
| 101 | x1 = x2; |
| 102 | x2 = object->pos.x; |
| 103 | } |
| 104 | |
| 105 | y1 = object->pos.y; |
| 106 | y2 = y1 + 32 + movement.y; |
| 107 | if (y2 < y1) { |
| 108 | y1 = y2; |
| 109 | y2 = object->pos.y; |
| 110 | } |
| 111 | bool water = false; |
| 112 | |
| 113 | // test with all tiles in this rectangle |
| 114 | int starttilex = int(x1-1) / 32; |
| 115 | int starttiley = int(y1-1) / 32; |
| 116 | int max_x = int(x2+1); |
| 117 | int max_y = int(y2+1); |
| 118 | |
| 119 | Rectf dest(x1, y1, x2, y2); |
| 120 | dest.move(movement); |
| 121 | Constraints constraints; |
| 122 | |
| 123 | for (const auto& solids : Sector::get().get_solid_tilemaps()) { |
| 124 | // FIXME Handle a nonzero tilemap offset |
| 125 | for (int x = starttilex; x*32 < max_x; ++x) { |
| 126 | for (int y = starttiley; y*32 < max_y; ++y) { |
| 127 | const Tile& tile = solids->get_tile(x, y); |
| 128 | |
| 129 | // skip non-solid tiles, except water |
| 130 | if (! (tile.get_attributes() & (Tile::WATER | Tile::SOLID))) |
| 131 | continue; |
| 132 | |
| 133 | Rectf rect = solids->get_tile_bbox(x, y); |
| 134 | if (tile.is_slope ()) { // slope tile |
| 135 | AATriangle triangle = AATriangle(rect, tile.get_data()); |
| 136 | |
| 137 | if (rectangle_aatriangle(&constraints, dest, triangle)) { |
| 138 | if (tile.get_attributes() & Tile::WATER) |
| 139 | water = true; |
| 140 | } |
| 141 | } else { // normal rectangular tile |
| 142 | if (intersects(dest, rect)) { |
| 143 | if (tile.get_attributes() & Tile::WATER) |
| 144 | water = true; |
| 145 | set_rectangle_rectangle_constraints(&constraints, dest, rect); |
| 146 | } |
| 147 | } |
| 148 | } |
| 149 | } |
| 150 | } |
| 151 | |
| 152 | // TODO don't use magic numbers here... |
| 153 | |
| 154 | // did we collide at all? |
| 155 | if (!constraints.has_constraints()) |
| 156 | return -1; |
| 157 | |
| 158 | const CollisionHit& hit = constraints.hit; |
| 159 | if (water) { |
| 160 | return 0; //collision with water tile - don't draw splash |
| 161 | } else { |
| 162 | if (hit.right || hit.left) { |
| 163 | return 2; //collision from right |
| 164 | } else { |
| 165 | return 1; //collision from above |
| 166 | } |
| 167 | } |
| 168 | } |
| 169 | |
| 170 | /* EOF */ |
| 171 | |