stk-code_catmod/src/items/bowling.hpp

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//
// SuperTuxKart - a fun racing game with go-kart
// Copyright (C) 2007 Joerg Henrichs, Marianne Gagnon
//
// 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_BOWLING_HPP
#define HEADER_BOWLING_HPP
namespace irr
{
namespace scene { class IMesh; }
}
#include <irrString.h>
using namespace irr;
#include "items/flyable.hpp"
class XMLNode;
/**
* \ingroup items
*/
class Bowling : public Flyable
{
private:
static float m_st_max_distance; // maximum distance for a bowling ball to be attracted
static float m_st_max_distance_squared;
static float m_st_force_to_target;
/** If a bowling ball has hit something, this flag is set to indicate
* if a kart was hit or not. The sound effect is only played if a
* kart was hit. */
bool m_has_hit_kart;
public:
Bowling(AbstractKart* kart);
static void init(const XMLNode &node, scene::IMesh *bowling);
virtual bool updateAndDelete(float dt);
virtual const core::stringw getHitString(const AbstractKart *kart) const;
virtual bool hit(AbstractKart* kart, PhysicalObject* obj=NULL);
virtual HitEffect *getHitEffect() const;
}; // Bowling
#endif