stk-code_catmod/src/items/rubber_ball.hpp

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// $Id$
//
// SuperTuxKart - a fun racing game with go-kart
// Copyright (C) 2011 Joerg Henrichs
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License
// as published by the Free Software Foundation; either version 3
// of the License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// 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.
#ifndef HEADER_RUBBER_BALL_HPP
#define HEADER_RUBBER_BALL_HPP
#include "items/flyable.hpp"
class Kart;
class QuadGraph;
/**
* \ingroup items
*/
class RubberBall: public Flyable
{
private:
/** A pointer to the target kart. */
const Kart *m_target;
/** The current quad this ball is on. */
int m_current_graph_node;
/** The current quad this ball is aiming at. */
int m_aimed_graph_node;
/** The previous distance to the graph node we are aiming
* at atm. If the distance increases, we have passed the
* point we aimed at and have to aim at the next point. */
float m_distance_along_track;
/** Since the distance between target and ball can vary a bit,
* using it to determine height on a formula is not smooth (e.g.
* ball can actually go up a bit during one frame while actually
* going down). Therefore we use a weighted average of previous
* height newly determined height. */
float m_previous_height;
float m_height;
float m_timer;
/** True if the ball just crossed the start line, i.e. its
* distance changed from close to length of track in the
* previous time step to a bit over zero now. */
bool m_wrapped_around;
/** Once the ball is close enough, it will aim for the kart. If the
* kart should be able to then increase the distance to the ball,
* the ball will be removed and the kart escapes. This boolean is
* used to keep track of the state of this ball. */
bool m_aiming_at_target;
/** For convenience keep a pointer to the quad graph. */
QuadGraph *m_quad_graph;
void computeTarget();
void determineTargetCoordinates(float dt, Vec3 *aim_xyz);
public:
RubberBall (Kart* kart);
static void init(const XMLNode &node, scene::IMesh *bowling);
virtual void update (float dt);
}; // RubberBall
#endif