Added hit effect that only plays a sfx. Simplified

projectile manager of special effects somewhat (now
no more calls from a hit effect to the projectile
manager are necessary).


git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@9617 178a84e3-b1eb-0310-8ba1-8eac791a3b58
This commit is contained in:
hikerstk 2011-08-24 06:48:05 +00:00
parent 8b0a7f0b2e
commit 3161c79196
13 changed files with 184 additions and 95 deletions

View File

@ -68,6 +68,8 @@ supertuxkart_SOURCES = \
graphics/hardware_skinning.cpp \
graphics/hardware_skinning.hpp \
graphics/hit_effect.hpp \
graphics/hit_sfx.cpp \
graphics/hit_sfx.hpp \
graphics/irr_driver.cpp \
graphics/irr_driver.hpp \
graphics/lod_node.cpp \

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@ -33,14 +33,12 @@
const float burst_time = 0.1f;
/** Creates an explosion effect. */
Explosion::Explosion(const Vec3& coord, const char* explosion_sound,
bool player_kart_hit)
: HitEffect(coord, explosion_sound, player_kart_hit)
{
Explosion::Explosion(const Vec3& coord, const char* explosion_sound)
: HitSFX(coord, explosion_sound)
{
// short emision time, explosion, not constant flame
m_remaining_time = burst_time;
m_node = irr_driver->addParticleNode();
m_player_kart_hit = player_kart_hit;
#ifdef DEBUG
m_node->setName("explosion");
@ -73,17 +71,6 @@ Explosion::Explosion(const Vec3& coord, const char* explosion_sound,
m_node->createScaleParticleAffector(core::dimension2df(3.0f, 3.0f));
m_node->addAffector(scale_affector); // same goes for the affector
scale_affector->drop();
m_explode_sound = sfx_manager->createSoundSource( explosion_sound );
m_explode_sound->position(coord);
// in multiplayer mode, sounds are NOT positional (because we have multiple listeners)
// so the sounds of all AIs are constantly heard. So reduce volume of sounds.
if (race_manager->getNumLocalPlayers() > 1)
m_explode_sound->volume(m_player_kart_hit ? 1.0f : 0.5f);
else
m_explode_sound->volume(1.0f);
m_explode_sound->play();
} // Explosion
//-----------------------------------------------------------------------------
@ -91,12 +78,6 @@ Explosion::Explosion(const Vec3& coord, const char* explosion_sound,
*/
Explosion::~Explosion()
{
if (m_explode_sound->getStatus() == SFXManager::SFX_PLAYING)
{
m_explode_sound->stop();
}
sfx_manager->deleteSFX(m_explode_sound);
} // ~Explosion
//-----------------------------------------------------------------------------
@ -106,6 +87,10 @@ Explosion::~Explosion()
*/
bool Explosion::update(float dt)
{
// The explosion sfx is shorter than the particle effect,
// so no need to save the result of the update call.
HitSFX::update(dt);
m_remaining_time -= dt;
if (m_remaining_time < 0.0f && m_remaining_time >= -explosion_time)
@ -133,11 +118,6 @@ bool Explosion::update(float dt)
// Otherwise check that the sfx has finished, otherwise the
// sfx will get aborted 'in the middle' when this explosion
// object is removed.
//if (m_explode_sound->getStatus() == SFXManager::SFX_PLAYING)
//{
// m_remaining_time = 0;
//}
//else
if (m_remaining_time > -explosion_time)
{
// Stop the emitter and wait a little while for all particles to have time to fade out

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@ -20,7 +20,7 @@
#ifndef HEADER_EXPLOSION_HPP
#define HEADER_EXPLOSION_HPP
#include "graphics/hit_effect.hpp"
#include "graphics/hit_sfx.hpp"
#include "utils/no_copy.hpp"
namespace irr
@ -37,16 +37,14 @@ const float explosion_time = 1.5f;
/**
* \ingroup graphics
*/
class Explosion : public HitEffect
class Explosion : public HitSFX
{
private:
SFXBase* m_explode_sound;
float m_remaining_time;
bool m_player_kart_hit;
scene::IParticleSystemSceneNode *m_node;
public:
Explosion(const Vec3& coord, const char* explosion_sound, bool player_hit);
Explosion(const Vec3& coord, const char* explosion_sound);
~Explosion();
bool update (float delta_t);
bool hasEnded () { return m_remaining_time <= -explosion_time; }

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@ -32,15 +32,28 @@ class Vec3;
*/
class HitEffect: public NoCopy
{
private:
/** True if this effect affected a player kart. Used to play certain SFX
* less loud if only an AI is hit. */
bool m_player_kart_hit;
public:
/** Constructor for a hit effect. */
HitEffect(const Vec3& coord, const char* explosion_sound,
bool player_hit) {};
virtual ~HitEffect() {};
/** Constructor for a hit effect. */
HitEffect() {m_player_kart_hit = false; }
virtual ~HitEffect() {}
/** Updates a hit effect. Called once per frame.
* \param dt Time step size.
* \return True if the hit effect is finished and can be removed. */
virtual bool update (float dt) = 0;
// ------------------------------------------------------------------------
/** Sets that this SFX affects a player kart, which can be used to
* make certain sfx louder/less loud. Default is that the affect
* does not affect a player kart. */
virtual void setPlayerKartHit() { m_player_kart_hit = true; }
// ------------------------------------------------------------------------
/** Returns if this effect affects a player kart. */
bool getPlayerKartHit() const { return m_player_kart_hit; }
}; // HitEffect
#endif

71
src/graphics/hit_sfx.cpp Normal file
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@ -0,0 +1,71 @@
// $Id$
//
// 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.
#include "graphics/hit_sfx.hpp"
#include "audio/sfx_base.hpp"
#include "audio/sfx_manager.hpp"
#include "race/race_manager.hpp"
/** Creates a sound effect when something was hit. */
HitSFX::HitSFX(const Vec3& coord, const char* explosion_sound)
: HitEffect()
{
m_sfx = sfx_manager->createSoundSource( explosion_sound );
m_sfx->position(coord);
// in multiplayer mode, sounds are NOT positional (because we have
// multiple listeners) so the sounds of all AIs are constantly heard.
// Therefore reduce volume of sounds.
float vol = race_manager->getNumLocalPlayers() > 1 ? 0.5f : 1.0f;
m_sfx->volume(vol);
m_sfx->play();
} // HitSFX
//-----------------------------------------------------------------------------
/** Destructor stops the explosion sfx from being played and frees its memory.
*/
HitSFX::~HitSFX()
{
if (m_sfx->getStatus() == SFXManager::SFX_PLAYING)
m_sfx->stop();
sfx_manager->deleteSFX(m_sfx);
} // ~HitEffect
//-----------------------------------------------------------------------------
/** Called if this hit effect is for a player kart (in which case it might be
* played louder than for a non-player kart if split screen is used).
* If this sfx is for a player kart in split screen, make it louder again.
*/
void HitSFX::setPlayerKartHit()
{
if(race_manager->getNumLocalPlayers())
m_sfx->volume(1.0f);
} // setPlayerKartHit
//-----------------------------------------------------------------------------
/** Updates the hit sfx, called one per time step.
* \param dt Time step size.
* \return true If the explosion is finished.
*/
bool HitSFX::update(float dt)
{
return m_sfx->getStatus() != SFXManager::SFX_PLAYING;
} // update

46
src/graphics/hit_sfx.hpp Normal file
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@ -0,0 +1,46 @@
// $Id$
//
// 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_HIT_SFX_HPP
#define HEADER_HIT_SFX_HPP
#include "graphics/hit_effect.hpp"
class SFXBase;
/**
* \ingroup graphics
*/
class HitSFX : public HitEffect
{
private:
/** The sfx to play. */
SFXBase* m_sfx;
public:
HitSFX(const Vec3& coord, const char* explosion_sound);
~HitSFX();
virtual bool update (float dt);
virtual void setPlayerKartHit();
}; // HitSFX
#endif
/* EOF */

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@ -702,6 +702,10 @@
RelativePath="..\..\graphics\hardware_skinning.cpp"
>
</File>
<File
RelativePath="..\..\graphics\hit_sfx.cpp"
>
</File>
<File
RelativePath="..\..\graphics\irr_driver.cpp"
>
@ -1788,6 +1792,10 @@
RelativePath="..\..\graphics\hit_effect.hpp"
>
</File>
<File
RelativePath="..\..\graphics\hit_sfx.hpp"
>
</File>
<File
RelativePath="..\..\graphics\irr_driver.hpp"
>

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@ -23,6 +23,7 @@
#include "audio/sfx_base.hpp"
#include "config/stk_config.hpp"
#include "config/user_config.hpp"
#include "graphics/explosion.hpp"
#include "graphics/irr_driver.hpp"
#include "items/attachment_manager.hpp"
#include "items/projectile_manager.hpp"
@ -179,8 +180,11 @@ void Attachment::hitBanana(Item *item, int new_attachment)
case ATTACH_BOMB:
{
add_a_new_item = false;
projectile_manager->newHitEffect(m_kart->getXYZ(), "explosion",
m_kart->getController()->isPlayerController());
HitEffect *he = new Explosion(m_kart->getXYZ(), "explosion");
if(m_kart->getController()->isPlayerController())
he->setPlayerKartHit();
projectile_manager->addHitEffect(he);
m_kart->handleExplosion(m_kart->getXYZ(), /*direct_hit*/ true);
clear();
if(new_attachment==-1)
@ -313,8 +317,10 @@ void Attachment::update(float dt)
}
if(m_time_left<=0.0)
{
projectile_manager->newHitEffect(m_kart->getXYZ(), "explosion",
m_kart->getController()->isPlayerController());
HitEffect *he = new Explosion(m_kart->getXYZ(), "explosion");
if(m_kart->getController()->isPlayerController())
he->setPlayerKartHit();
projectile_manager->addHitEffect(he);
m_kart->handleExplosion(m_kart->getXYZ(),
/*direct_hit*/ true);

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@ -30,6 +30,7 @@
#include <IMeshManipulator.h>
#include <IMeshSceneNode.h>
#include "graphics/explosion.hpp"
#include "graphics/irr_driver.hpp"
#include "graphics/mesh_tools.hpp"
#include "graphics/stars.hpp"
@ -539,5 +540,13 @@ void Flyable::hit(Kart *kart_hit, PhysicalObject* object)
}
world->getTrack()->handleExplosion(getXYZ(), object);
} // hit
// ----------------------------------------------------------------------------
/** Returns the hit effect object to use when this objects hits something.
* \returns The hit effect object, or NULL if no hit effect should be played.
*/
HitEffect* Flyable::getHitEffect() const
{
return new Explosion(getXYZ(), "explosion");
} // getHitEffect
/* EOF */

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@ -35,6 +35,7 @@ using namespace irr;
#include "tracks/terrain_info.hpp"
class FlyableInfo;
class HitEffect;
class Kart;
class PhysicalObject;
class XMLNode;
@ -155,6 +156,7 @@ public:
PowerupManager::PowerupType type);
virtual void update (float);
void updateFromServer(const FlyableInfo &f, float dt);
HitEffect *getHitEffect() const;
bool isOwnerImmunity(const Kart *kart_hit) const;
// ------------------------------------------------------------------------

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@ -85,8 +85,8 @@ void ProjectileManager::update(float dt)
if(! (*p)->hasHit()) { p++; continue; }
if((*p)->needsExplosion())
{
newHitEffect((*p)->getXYZ(), (*p)->getExplosionSound(),
/*player_kart_hit*/ false );
HitEffect *he = (*p)->getHitEffect();
addHitEffect(he);
}
Flyable *f=*p;
Projectiles::iterator pNext=m_active_projectiles.erase(p); // returns the next element
@ -176,47 +176,3 @@ Flyable *ProjectileManager::newProjectile(Kart *kart,
m_active_projectiles.push_back(f);
return f;
} // newProjectile
// -----------------------------------------------------------------------------
/** Creates a new hit effect.
* \param coord The coordinates where the hit effect (i.e. sound, graphics)
* should be placed).
* \param sfx The name of the sound effect to be played.
* \param player_kart_hit True of a player kart was hit.
*/
HitEffect* ProjectileManager::newHitEffect(const Vec3& coord,
const char *sfx,
bool player_kart_hit)
{
HitEffect *he = new Explosion(coord, sfx, player_kart_hit);
m_active_hit_effects.push_back(he);
return he;
} // newHitEffect
// =============================================================================
/** A general function which is only needed here, but
* it's not really a method, so I'll leave it here.
*/
/*
static ssgSelector *find_selector ( ssgBranch *b )
{
if ( b == NULL )
return NULL ;
if ( ! b -> isAKindOf ( ssgTypeBranch () ) )
return NULL ;
if ( b -> isAKindOf ( ssgTypeSelector () ) )
return (ssgSelector *) b ;
for ( int i = 0 ; i < b -> getNumKids() ; i++ )
{
ssgSelector *res = find_selector ( (ssgBranch *)(b ->getKid(i)) ) ;
if ( res != NULL )
return res ;
}
return NULL ;
} // find_selector
*/

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@ -53,8 +53,6 @@ private:
* being shown or have a sfx playing. */
HitEffects m_active_hit_effects;
scene::IMesh *m_explosion_model;
bool m_something_was_hit;
void updateClient(float dt);
void updateServer(float dt);
@ -63,20 +61,18 @@ public:
~ProjectileManager() {}
/** Notifies the projectile manager that something needs to be removed. */
void notifyRemove () {m_something_was_hit=true; }
scene::IMesh *getExplosionModel()
{
return m_explosion_model;
}
void loadData ();
void cleanup ();
void update (float dt);
Flyable* newProjectile (Kart *kart,
PowerupManager::PowerupType type);
HitEffect* newHitEffect (const Vec3& coord,
const char* explosion_sound="explosion",
bool is_player_kart_hit = false);
void Deactivate (Flyable *p) {}
void removeTextures ();
// ------------------------------------------------------------------------
/** Adds a special hit effect to be shown.
* \param hit_effect The hit effect to be added. */
void addHitEffect(HitEffect *hit_effect)
{ m_active_hit_effects.push_back(hit_effect); }
};
extern ProjectileManager *projectile_manager;

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@ -423,7 +423,9 @@ void RubberBall::hit(Kart* kart, PhysicalObject* object)
{
// If the object is not the main target, only flatten the kart
if(kart!=m_target)
{
kart->setSquash(m_st_squash_duration, m_st_squash_slowdown);
}
else
{
// Else trigger the full explosion animation