Removed traffic jam noise (played when a certain number of
collisions happend in a short time). git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/trunk/supertuxkart@1373 178a84e3-b1eb-0310-8ba1-8eac791a3b58
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src/kart.cpp
27
src/kart.cpp
@ -474,32 +474,6 @@ void Kart::doLapCounting ()
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}
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} // doLapCounting
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//-----------------------------------------------------------------------------
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void Kart::doObjectInteractions ()
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{
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int i;
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// FIXME: a lot of work for the 'traffic jam' sound - perhaps just remove it?
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for ( i = 0 ; i < m_grid_position ; i++ )
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{
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sgVec3 xyz ;
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Kart *other_kart = world->getKart(i);
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sgSubVec3(xyz, getCoord()->xyz, other_kart->getCoord()->xyz );
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//FIXME
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// the dist calculation is very very basic, and 1.1f is far too low
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// must be from 2.4f to 3.0f
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float dist = sgLengthSquaredVec3(xyz);
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if ( dist < 1.1f )
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{
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// Avoid division by zero
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if(dist>0.00001) sgNormalizeVec2(xyz) ;
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world->addCollisions(m_grid_position, 1);
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world->addCollisions(i, 1);
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} // if sgLengthSquaredVec2(xy)<1.0
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} // for i
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} // doObjectInteractions
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//-----------------------------------------------------------------------------
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void Kart::collectedHerring(Herring* herring)
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{
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@ -657,7 +631,6 @@ void Kart::update (float dt)
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} // for i<getNumWheels
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} // if there is terrain and it's not a reset material
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doObjectInteractions();
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// Check if any herring was hit.
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herring_manager->hitHerring(this);
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@ -244,7 +244,6 @@ public:
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virtual void crashed () {};
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virtual void doLapCounting ();
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virtual void update (float dt );
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virtual void doObjectInteractions();
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};
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class TrafficDriver : public Kart
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@ -257,7 +256,6 @@ public:
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sgCopyVec3 ( m_reset_pos.xyz, _pos ) ;
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reset () ;
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}
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virtual void doObjectInteractions () ;
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virtual void doLapCounting () ;
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virtual void doZipperProcessing () ;
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virtual void update (float delta) ;
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@ -101,7 +101,6 @@ SoundManager::SoundManager()
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sfx = new SFXImpl("wavs/tintagel/pre_start_race.wav"); m_sfxs[SOUND_PRESTART] = sfx;
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sfx = new SFXImpl("wavs/tintagel/start_race.wav"); m_sfxs[SOUND_START] = sfx;
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sfx = new SFXImpl("wavs/radio/radarping.wav"); m_sfxs[SOUND_MISSILE_LOCK] = sfx;
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sfx = new SFXImpl("wavs/radio/trafficjam.wav"); m_sfxs[SOUND_TRAFFIC_JAM] = sfx;
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}
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}
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@ -31,7 +31,7 @@ enum enumSFX {SOUND_UGH, SOUND_WINNER, SOUND_CRASH, SOUND_GRAB,
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SOUND_BACK_MENU, SOUND_USE_ANVIL, SOUND_USE_PARACHUTE,
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SOUND_SELECT_MENU, SOUND_MOVE_MENU, SOUND_FULL,
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SOUND_PRESTART, SOUND_START, SOUND_MISSILE_LOCK,
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SOUND_TRAFFIC_JAM, NUM_SOUNDS};
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NUM_SOUNDS};
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class SoundManager
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{
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@ -49,8 +49,6 @@ void TrafficDriver::update (float dt)
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Kart::update (dt) ;
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}
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//-----------------------------------------------------------------------------
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void TrafficDriver::doObjectInteractions () {}
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//-----------------------------------------------------------------------------
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void TrafficDriver::doLapCounting () {}
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//-----------------------------------------------------------------------------
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@ -145,8 +145,6 @@ World::World(const RaceSetup& raceSetup_) : m_race_setup(raceSetup_)
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} // for i
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resetAllKarts();
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m_number_collisions = new int[m_race_setup.getNumKarts()];
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for(unsigned int i=0; i<m_race_setup.getNumKarts(); i++) m_number_collisions[i]=0;
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#ifdef SSG_BACKFACE_COLLISIONS_SUPPORTED
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//ssgSetBackFaceCollisions ( m_race_setup.mirror ) ;
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@ -206,7 +204,6 @@ World::~World()
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m_kart.clear();
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projectile_manager->cleanup();
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delete [] m_number_collisions;
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delete m_physics;
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sound_manager -> stopMusic();
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@ -273,16 +270,6 @@ void World::update(float dt)
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// replay-recording
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m_clock += dt;
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// Count the number of collision in the next 'FRAMES_FOR_TRAFFIC_JAM' frames.
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// If a kart has more than one hit, play 'traffic jam' noise.
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static int nCount=0;
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const int FRAMES_FOR_TRAFFIC_JAM=20;
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nCount++;
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if(nCount==FRAMES_FOR_TRAFFIC_JAM)
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{
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for(unsigned int i=0; i<m_race_setup.getNumKarts(); i++) m_number_collisions[i]=0;
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nCount=0;
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}
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if( getPhase() == FINISH_PHASE )
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{
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// Add times to highscore list. First compute the order of karts,
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@ -344,18 +331,6 @@ void World::update(float dt)
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/* Routine stuff we do even when paused */
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callback_manager->update(dt);
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// Check for traffic jam. The sound is played even if it's
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// not a player kart - a traffic jam happens rarely anyway.
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for(unsigned int i=0; i<m_race_setup.getNumKarts(); i++)
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{
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if(m_number_collisions[i]>1)
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{
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sound_manager->playSfx(SOUND_TRAFFIC_JAM);
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nCount = FRAMES_FOR_TRAFFIC_JAM-1; // sets all fields to zero in next frame
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break;
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}
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}
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#ifdef HAVE_GHOST_REPLAY
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// we start recording after START_PHASE, since during start-phase m_clock is incremented
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// normally, but after switching to RACE_PHASE m_clock is set back to 0.0
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@ -92,7 +92,6 @@ public:
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return m_kart[kartId];
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}
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unsigned int getNumKarts() const {return (int)m_kart.size(); }
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void addCollisions(int kartNumber, int n) {m_number_collisions[kartNumber]+=n; }
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/** Returns the phase of the game */
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Phase getPhase() const { return m_phase; }
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@ -109,7 +108,6 @@ public:
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private:
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Karts m_kart;
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float m_finish_delay_start_time;
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int* m_number_collisions;
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Physics* m_physics;
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float m_fastest_lap;
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Kart* m_fastest_kart;
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