Synch attachments of bananas between client and server, some
code cleanup.
This commit is contained in:
parent
9108934c18
commit
227572809a
54
src/items/attachment.cpp
Normal file → Executable file
54
src/items/attachment.cpp
Normal file → Executable file
@ -61,7 +61,7 @@ Attachment::Attachment(AbstractKart* kart)
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// If we attach a NULL mesh, we get a NULL scene node back. So we
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// If we attach a NULL mesh, we get a NULL scene node back. So we
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// have to attach some kind of mesh, but make it invisible.
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// have to attach some kind of mesh, but make it invisible.
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m_node = irr_driver->addAnimatedMesh(
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m_node = irr_driver->addAnimatedMesh(
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attachment_manager->getMesh(Attachment::ATTACH_BOMB), "bomb");
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attachment_manager->getMesh(Attachment::ATTACH_BOMB), "bomb");
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#ifdef DEBUG
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#ifdef DEBUG
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std::string debug_name = kart->getIdent()+" (attachment)";
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std::string debug_name = kart->getIdent()+" (attachment)";
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m_node->setName(debug_name.c_str());
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m_node->setName(debug_name.c_str());
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@ -313,15 +313,19 @@ void Attachment::rewind(BareNetworkString *buffer)
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} // rewind
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} // rewind
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// -----------------------------------------------------------------------------
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// -----------------------------------------------------------------------------
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/** Randomly selects the new attachment. For a server process, the
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/** Selects the new attachment. In order to simplify synchronisation with the
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* attachment can be passed into this function.
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* server, the new item is based on the current world time.
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* \param item The item that was collected.
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* \param item The item that was collected.
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*/
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*/
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void Attachment::hitBanana(Item *item)
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void Attachment::hitBanana(Item *item)
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{
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{
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if(m_kart->getController()->canGetAchievements())
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// Don't keep on getting achievements due to rewind!
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if (m_kart->getController()->canGetAchievements() &&
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!RewindManager::get()->isRewinding())
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{
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PlayerManager::increaseAchievement(AchievementInfo::ACHIEVE_BANANA,
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PlayerManager::increaseAchievement(AchievementInfo::ACHIEVE_BANANA,
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"banana",1 );
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"banana", 1);
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}
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//Bubble gum shield effect:
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//Bubble gum shield effect:
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if(m_type == ATTACH_BUBBLEGUM_SHIELD ||
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if(m_type == ATTACH_BUBBLEGUM_SHIELD ||
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m_type == ATTACH_NOLOK_BUBBLEGUM_SHIELD)
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m_type == ATTACH_NOLOK_BUBBLEGUM_SHIELD)
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@ -341,37 +345,43 @@ void Attachment::hitBanana(Item *item)
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return;
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return;
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}
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}
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int new_attachment = -1;
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AttachmentType new_attachment = ATTACH_NOTHING;
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const KartProperties *kp = m_kart->getKartProperties();
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const KartProperties *kp = m_kart->getKartProperties();
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// Use this as a basic random number to make sync with server easier.
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// Divide by 16 to increase probablity to have same time as server in
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// case of a few physics frames different between client and server.
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int ticks = World::getWorld()->getTimeTicks() / 16;
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switch(getType()) // If there already is an attachment, make it worse :)
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switch(getType()) // If there already is an attachment, make it worse :)
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{
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{
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case ATTACH_BOMB:
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case ATTACH_BOMB:
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{
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{
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add_a_new_item = false;
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add_a_new_item = false;
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HitEffect *he = new Explosion(m_kart->getXYZ(), "explosion", "explosion_bomb.xml");
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HitEffect *he = new Explosion(m_kart->getXYZ(), "explosion",
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"explosion_bomb.xml" );
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if(m_kart->getController()->isLocalPlayerController())
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if(m_kart->getController()->isLocalPlayerController())
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he->setLocalPlayerKartHit();
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he->setLocalPlayerKartHit();
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projectile_manager->addHitEffect(he);
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projectile_manager->addHitEffect(he);
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ExplosionAnimation::create(m_kart);
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ExplosionAnimation::create(m_kart);
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clear();
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clear();
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new_attachment = m_random.get(3);
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new_attachment = AttachmentType(ticks % 3);
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// Disable the banana on which the kart just is for more than the
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// Disable the banana on which the kart just is for more than the
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// default time. This is necessary to avoid that a kart lands on the
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// default time. This is necessary to avoid that a kart lands on the
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// same banana again once the explosion animation is finished, giving
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// same banana again once the explosion animation is finished, giving
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// the kart the same penalty twice.
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// the kart the same penalty twice.
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int ticks = std::max(item->getTicksTillReturn(),
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int ticks =
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stk_config->time2Ticks(kp->getExplosionDuration() + 2.0f));
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std::max(item->getTicksTillReturn(),
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stk_config->time2Ticks(kp->getExplosionDuration() + 2.0f));
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item->setTicksTillReturn(ticks);
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item->setTicksTillReturn(ticks);
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break;
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break;
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}
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}
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case ATTACH_ANVIL:
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case ATTACH_ANVIL:
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// if the kart already has an anvil, attach a new anvil,
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// if the kart already has an anvil, attach a new anvil,
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// and increase the overall time
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// and increase the overall time
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new_attachment = 1;
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new_attachment = ATTACH_ANVIL;
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leftover_ticks = m_ticks_left;
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leftover_ticks = m_ticks_left;
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break;
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break;
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case ATTACH_PARACHUTE:
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case ATTACH_PARACHUTE:
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new_attachment = 0;
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new_attachment = ATTACH_PARACHUTE;
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leftover_ticks = m_ticks_left;
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leftover_ticks = m_ticks_left;
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break;
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break;
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default:
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default:
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@ -380,16 +390,16 @@ void Attachment::hitBanana(Item *item)
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m_kart->playCustomSFX(SFXManager::CUSTOM_ATTACH);
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m_kart->playCustomSFX(SFXManager::CUSTOM_ATTACH);
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if (race_manager->getMinorMode() == RaceManager::MINOR_MODE_TIME_TRIAL)
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if (race_manager->getMinorMode() == RaceManager::MINOR_MODE_TIME_TRIAL)
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new_attachment = m_random.get(2);
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new_attachment = AttachmentType(ticks % 2);
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else
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else
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new_attachment = m_random.get(3);
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new_attachment = AttachmentType(ticks % 3);
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} // switch
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} // switch
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if (add_a_new_item)
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if (add_a_new_item)
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{
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{
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switch (new_attachment)
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switch (new_attachment)
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{
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{
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case 0:
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case ATTACH_PARACHUTE:
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set(ATTACH_PARACHUTE, kp->getParachuteDuration() + leftover_ticks);
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set(ATTACH_PARACHUTE, kp->getParachuteDuration() + leftover_ticks);
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m_initial_speed = m_kart->getSpeed();
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m_initial_speed = m_kart->getSpeed();
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@ -397,7 +407,7 @@ void Attachment::hitBanana(Item *item)
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// braking won't remove parachute
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// braking won't remove parachute
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if(m_initial_speed <= 1.5) m_initial_speed = 1.5;
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if(m_initial_speed <= 1.5) m_initial_speed = 1.5;
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break ;
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break ;
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case 1:
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case ATTACH_ANVIL:
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set(ATTACH_ANVIL, stk_config->time2Ticks(kp->getAnvilDuration())
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set(ATTACH_ANVIL, stk_config->time2Ticks(kp->getAnvilDuration())
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+ leftover_ticks );
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+ leftover_ticks );
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// if ( m_kart == m_kart[0] )
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// if ( m_kart == m_kart[0] )
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@ -407,7 +417,7 @@ void Attachment::hitBanana(Item *item)
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m_kart->adjustSpeed(kp->getAnvilSpeedFactor());
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m_kart->adjustSpeed(kp->getAnvilSpeedFactor());
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m_kart->updateWeight();
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m_kart->updateWeight();
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break ;
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break ;
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case 2:
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case ATTACH_BOMB:
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set( ATTACH_BOMB, stk_config->time2Ticks(stk_config->m_bomb_time)
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set( ATTACH_BOMB, stk_config->time2Ticks(stk_config->m_bomb_time)
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+ leftover_ticks );
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+ leftover_ticks );
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@ -443,7 +453,8 @@ void Attachment::handleCollisionWithKart(AbstractKart *other)
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else // only this kart has a bomb, move it to the other
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else // only this kart has a bomb, move it to the other
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{
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{
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// if there are only two karts, let them switch bomb from one to other
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// if there are only two karts, let them switch bomb from one to other
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if (getPreviousOwner() != other || World::getWorld()->getNumKarts() <= 2)
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if (getPreviousOwner() != other ||
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World::getWorld()->getNumKarts() <= 2)
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{
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{
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// Don't move if this bomb was from other kart originally
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// Don't move if this bomb was from other kart originally
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other->getAttachment()
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other->getAttachment()
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@ -457,7 +468,8 @@ void Attachment::handleCollisionWithKart(AbstractKart *other)
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}
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}
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} // type==BOMB
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} // type==BOMB
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else if(attachment_other->getType()==Attachment::ATTACH_BOMB &&
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else if(attachment_other->getType()==Attachment::ATTACH_BOMB &&
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(attachment_other->getPreviousOwner()!=m_kart || World::getWorld()->getNumKarts() <= 2))
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(attachment_other->getPreviousOwner()!=m_kart ||
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World::getWorld()->getNumKarts() <= 2 ) )
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{
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{
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// Don't attach a bomb when the kart is shielded
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// Don't attach a bomb when the kart is shielded
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if(m_kart->isShielded())
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if(m_kart->isShielded())
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8
src/items/attachment.hpp
Normal file → Executable file
8
src/items/attachment.hpp
Normal file → Executable file
@ -56,9 +56,13 @@ public:
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enum AttachmentType
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enum AttachmentType
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{
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{
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ATTACH_FIRST = 0,
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ATTACH_FIRST = 0,
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// It is importabt that parachute, bomb and anvil stay in this order,
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// since the attachment type is mapped to a random integer (and bomb
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// must be last, since a bomb will not be given in battle mode).
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ATTACH_PARACHUTE = 0,
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ATTACH_PARACHUTE = 0,
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ATTACH_BOMB,
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ATTACH_ANVIL = 1,
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ATTACH_ANVIL,
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ATTACH_BOMB = 2,
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// End of fixed order attachments, the rest can be changed.
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ATTACH_SWATTER,
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ATTACH_SWATTER,
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// Note that the next 2 symbols are only used as an index into the mesh
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// Note that the next 2 symbols are only used as an index into the mesh
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// array; it will NEVER be actually assigned as an attachment type
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// array; it will NEVER be actually assigned as an attachment type
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