stk-code_catmod/src/items/flyable.hpp

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//
// SuperTuxKart - a fun racing game with go-kart
2015-03-29 20:31:42 -04:00
// Copyright (C) 2007-2015 Joerg Henrichs
//
// Linear item-kart intersection function written by
2015-03-29 20:31:42 -04:00
// Copyright (C) 2009-2015 David Mikos.
//
// 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_FLYABLE_HPP
#define HEADER_FLYABLE_HPP
namespace irr
{
namespace scene { class IMesh; }
}
#include <irrString.h>
using namespace irr;
#include "items/powerup_manager.hpp"
#include "karts/moveable.hpp"
#include "tracks/terrain_info.hpp"
class AbstractKart;
class AbstractKartAnimation;
class HitEffect;
class PhysicalObject;
class XMLNode;
/**
* \ingroup items
*/
class Flyable : public Moveable, public TerrainInfo
{
public:
private:
bool m_has_hit_something;
/** If this flag is set, the up velocity of the kart will not be
* adjusted in case that the objects is too high or too low above the
* terrain. Otherwise gravity will not work correctly on this object. */
bool m_adjust_up_velocity;
/** An offset that is added when doing the raycast for terrain. This
* is useful in case that the position of the object is just under
* the terrain (perhaps due to floating point errors), and would
* otherwise result in an invalid terrain. */
Vec3 m_position_offset;
/** If this variable is set to true (which is the default) flyable
* will update the height of terrain when its updateAndDelete
* function is called. If it's necessary to update the height of
* terrain yourself (e.g. order of operations is important)
* set this to false with a call do setDoTerrainInfo(). */
bool m_do_terrain_info;
/** If the flyable is in a cannon, this is the pointer to the cannon
* animation. NULL otherwise. */
AbstractKartAnimation *m_animation;
protected:
/** Kart which shot this flyable. */
AbstractKart* m_owner;
/** Type of the powerup. */
PowerupManager::PowerupType
m_type;
/** Collision shape of this Flyable. */
btCollisionShape *m_shape;
/** Maximum height above terrain. */
float m_max_height;
/** Minimum height above terrain. */
float m_min_height;
/** Average of average of m_{min,ax}_height. */
float m_average_height;
/** Force pushing the Flyable up. */
float m_force_updown;
/** Speed of this Flyable. */
float m_speed;
/** Mass of this Flyable. */
float m_mass;
/** Size of this flyable. */
Vec3 m_extend;
// The flyable class stores the values for each flyable type, e.g.
// speed, min_height, max_height. These variables must be static,
// so we need arrays of these variables to have different values
// for bowling balls, missiles, ...
/** Speed of the projectile. */
static float m_st_speed[PowerupManager::POWERUP_MAX];
/** The mesh of this Flyable. */
static scene::IMesh *m_st_model[PowerupManager::POWERUP_MAX];
/** Minimum height above track. */
static float m_st_min_height[PowerupManager::POWERUP_MAX];
/**Max height above track. */
static float m_st_max_height[PowerupManager::POWERUP_MAX];
/** Force pushing up/down. */
static float m_st_force_updown[PowerupManager::POWERUP_MAX];
/** Size of the model. */
static Vec3 m_st_extend[PowerupManager::POWERUP_MAX];
/** Time since thrown. used so a kart can't hit himself when trying
* something, and also to put some time limit to some collectibles */
float m_time_since_thrown;
/** Set to something > -1 if this flyable should auto-destrcut after
* a while. */
float m_max_lifespan;
/** If set to true, the kart that throwns this flyable can't collide
* with it for a short time. */
bool m_owner_has_temporary_immunity;
void getClosestKart(const AbstractKart **minKart,
float *minDistSquared,
Vec3 *minDelta,
const AbstractKart* inFrontOf=NULL,
const bool backwards=false) const;
void getLinearKartItemIntersection(const Vec3 &origin,
const AbstractKart *target_kart,
float item_XY_velocity, float gravity,
float forw_offset,
float *fire_angle, float *up_velocity);
/** init bullet for moving objects like projectiles */
void createPhysics(float y_offset,
const Vec3 &velocity,
btCollisionShape *shape,
float restitution,
const btVector3& gravity=btVector3(0.0f,0.0f,0.0f),
const bool rotates=false,
const bool turn_around=false,
const btTransform* customDirection=NULL);
public:
Flyable (AbstractKart* kart,
PowerupManager::PowerupType type,
float mass=1.0f);
virtual ~Flyable ();
static void init (const XMLNode &node, scene::IMesh *model,
PowerupManager::PowerupType type);
virtual bool updateAndDelete(float);
virtual void setAnimation(AbstractKartAnimation *animation);
virtual HitEffect* getHitEffect() const;
bool isOwnerImmunity(const AbstractKart *kart_hit) const;
virtual bool hit(AbstractKart* kart, PhysicalObject* obj=NULL);
void explode(AbstractKart* kart, PhysicalObject* obj=NULL,
bool secondary_hits=true);
unsigned int getOwnerId();
// ------------------------------------------------------------------------
/** Returns if this flyable has an animation playing (e.g. cannon). */
bool hasAnimation() const { return m_animation != NULL; }
// ------------------------------------------------------------------------
/** If true the up velocity of the flyable will be adjust so that the
* flyable stays at a height close to the average height.
* \param f True if the up velocity should be adjusted. */
void setAdjustUpVelocity(bool f) { m_adjust_up_velocity = f; }
// ------------------------------------------------------------------------
/** Sets the offset to be used when determining the terrain under the
* flyable. This needs to be used in case that an object might be just
* under the actual terrain (e.g. rubber ball on a steep uphill slope). */
void setPositionOffset(const Vec3 &o) {m_position_offset = o; }
// ------------------------------------------------------------------------
/** Called when this flyable hits the track. */
virtual void hitTrack () {};
// ------------------------------------------------------------------------
/** Enables/disables adjusting ov velocity depending on height above
* terrain. Missiles can 'follow the terrain' with this adjustment,
* but gravity will basically be disabled. */
bool hasHit () { return m_has_hit_something; }
// ------------------------------------------------------------------------
/** Indicates that something was hit and that this object must
* be removed. */
void setHasHit () { m_has_hit_something = true; }
// ------------------------------------------------------------------------
/** Resets this flyable. */
void reset () { Moveable::reset(); }
// ------------------------------------------------------------------------
/** Returns the type of flyable. */
PowerupManager::PowerupType getType() const {return m_type;}
// ------------------------------------------------------------------------
/** Sets wether Flyable should update TerrainInfo as part of its update
* call, or if the inheriting object will update TerrainInfo itself
* (or perhaps not at all if it is not needed). */
void setDoTerrainInfo(bool d) { m_do_terrain_info = d; }
// ------------------------------------------------------------------------
/** Returns the size (extend) of the mesh. */
const Vec3 &getExtend() const { return m_extend; }
// ------------------------------------------------------------------------
}; // Flyable
#endif