Fix #3578
- If there is 2 or 3 karts in the GP, karts in 2nd and (if any) 3rd place display a sad animation - If there is 4 karts in the GP, the kart in 3rd displays a sad animation - If there is 5 karts or more in the GP, all karts on the podium display a happy animation The first kart in the GP always displays a happy animation even if alone.
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@ -985,6 +985,7 @@ void RaceManager::exitRace(bool delete_world)
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StateManager::get()->enterGameState();
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setMinorMode(RaceManager::MINOR_MODE_CUTSCENE);
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int num_gp_karts = m_num_karts;
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setNumKarts(0);
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setNumPlayers(0);
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@ -995,6 +996,7 @@ void RaceManager::exitRace(bool delete_world)
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raceWasStartedFromOverworld());
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GrandPrixWin* scene = GrandPrixWin::getInstance();
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scene->push();
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scene->setNumGPKarts(num_gp_karts); // This must be set before we set karts
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scene->setKarts(winners);
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scene->setPlayerWon(some_human_player_won);
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std::set<std::string> karts;
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@ -1024,6 +1026,7 @@ void RaceManager::exitRace(bool delete_world)
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scene->setKarts(karts);
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}
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}
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kart_properties_manager->onDemandLoadKartTextures(used_karts);
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}
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@ -1118,6 +1121,7 @@ void RaceManager::startGP(const GrandPrixData &gp, bool from_overworld,
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* \param trackIdent Internal name of the track to race on
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* \param num_laps Number of laps to race, or -1 if number of laps is
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* not relevant in current mode
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* \param from_overworld If it was started from the Story Mode overworld
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*/
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void RaceManager::startSingleRace(const std::string &track_ident,
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const int num_laps,
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@ -119,6 +119,7 @@ GrandPrixWin::GrandPrixWin() : GrandPrixCutscene("grand_prix_win.stkgui")
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m_podium_steps[i] = NULL;
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}
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m_player_won = false;
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m_num_gp_karts = 0;
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} // GrandPrixWin
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// -------------------------------------------------------------------------------------
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@ -329,6 +330,13 @@ void GrandPrixWin::onUpdate(float dt)
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} // onUpdate
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// -------------------------------------------------------------------------------------
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void GrandPrixWin::setNumGPKarts(int num_gp_karts)
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{
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m_num_gp_karts = num_gp_karts;
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}
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// -------------------------------------------------------------------------------------
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void GrandPrixWin::setKarts(const std::pair<std::string, float> idents_arg[3])
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@ -356,6 +364,28 @@ void GrandPrixWin::setKarts(const std::pair<std::string, float> idents_arg[3])
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// Lod node has to be animated
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auto* a_node = static_cast<scene::IAnimatedMeshSceneNode*>
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(lnode->getAllNodes()[0]);
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// If the kart is not 1st (after the reorder, the id of the winner is 1, not 0)
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// and there are very few karts in the GP, display a sad animation rather than
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// a happy animation
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if ((i == 0 && m_num_gp_karts <= 3) ||
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(i == 2 && m_num_gp_karts <= 4))
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{
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const unsigned start_frame =
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kart_model->getFrame(KartModel::AF_LOSE_LOOP_START) > -1 ?
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kart_model->getFrame(KartModel::AF_LOSE_LOOP_START) :
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kart_model->getFrame(KartModel::AF_LOSE_START) > -1 ?
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kart_model->getFrame(KartModel::AF_LOSE_START) :
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kart_model->getFrame(KartModel::AF_STRAIGHT);
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const unsigned end_frame =
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kart_model->getFrame(KartModel::AF_LOSE_END) > -1 ?
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kart_model->getFrame(KartModel::AF_LOSE_END) :
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kart_model->getFrame(KartModel::AF_STRAIGHT);
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a_node->setLoopMode(true);
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a_node->setFrameLoop(start_frame, end_frame);
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}
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else // Standard happy animations
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{
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const unsigned start_frame =
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kart_model->getFrame(KartModel::AF_WIN_LOOP_START) > -1 ?
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kart_model->getFrame(KartModel::AF_WIN_LOOP_START) :
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@ -369,6 +399,7 @@ void GrandPrixWin::setKarts(const std::pair<std::string, float> idents_arg[3])
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a_node->setLoopMode(true);
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a_node->setFrameLoop(start_frame, end_frame);
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}
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}
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m_kart_x[i] = KARTS_INITIAL_X[i];
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m_kart_y[i] = KARTS_INITIAL_Y[i];
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@ -58,6 +58,9 @@ class GrandPrixWin :
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int m_phase;
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/** Used to pick the happy/sad animations of karts */
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int m_num_gp_karts;
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float m_kart_x[3], m_kart_y[3], m_kart_z[3];
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float m_kart_rotation[3];
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@ -75,6 +78,7 @@ public:
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MusicInformation* getInGameMenuMusic() const OVERRIDE;
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/** \pre must be called after pushing the screen, but before onUpdate had the chance to be invoked */
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void setNumGPKarts(int num_gp_karts);
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void setKarts(const std::pair<std::string, float> karts[3]);
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void setPlayerWon(bool some_player_won) { m_player_won = some_player_won; }
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};
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