Files
stk-code_catmod/src/items/bowling.cpp

240 lines
8.0 KiB
C++

//
// SuperTuxKart - a fun racing game with go-kart
// Copyright (C) 2007-2015 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 "items/bowling.hpp"
#include "audio/sfx_base.hpp"
#include "audio/sfx_manager.hpp"
#include "graphics/hit_sfx.hpp"
#include "graphics/material.hpp"
#include "io/xml_node.hpp"
#include "karts/abstract_kart.hpp"
#include "modes/linear_world.hpp"
#include "utils/log.hpp" //TODO: remove after debugging is done
float Bowling::m_st_max_distance; // maximum distance for a bowling ball to be attracted
float Bowling::m_st_max_distance_squared;
float Bowling::m_st_force_to_target;
// -----------------------------------------------------------------------------
Bowling::Bowling(AbstractKart *kart)
: Flyable(kart, PowerupManager::POWERUP_BOWLING, 50.0f /* mass */)
{
m_has_hit_kart = false;
m_roll_sfx = SFXManager::get()->createSoundSource("bowling_roll");
fixSFXSplitscreen(m_roll_sfx);
m_roll_sfx->play();
m_roll_sfx->setLoop(true);
} // Bowling
// ----------------------------------------------------------------------------
/** Destructor, removes any playing sfx.
*/
Bowling::~Bowling()
{
// This will stop the sfx and delete the object.
removeRollSfx();
} // ~RubberBall
// -----------------------------------------------------------------------------
/** Initialises this object with data from the power.xml file.
* \param node XML Node
* \param bowling The bowling ball mesh
*/
void Bowling::init(const XMLNode &node, scene::IMesh *bowling)
{
Flyable::init(node, bowling, PowerupManager::POWERUP_BOWLING);
m_st_max_distance = 20.0f;
m_st_max_distance_squared = 20.0f * 20.0f;
m_st_force_to_target = 10.0f;
node.get("max-distance", &m_st_max_distance );
m_st_max_distance_squared = m_st_max_distance*m_st_max_distance;
node.get("force-to-target", &m_st_force_to_target);
} // init
// ----------------------------------------------------------------------------
/** Updates the bowling ball ineach frame. If this function returns true, the
* object will be removed by the projectile manager.
* \param dt Time step size.
* \returns True of this object should be removed.
*/
bool Bowling::updateAndDelete(int ticks)
{
bool can_be_deleted = Flyable::updateAndDelete(ticks);
if (can_be_deleted)
{
removeRollSfx();
return true;
}
const AbstractKart *kart=0;
Vec3 direction;
float minDistance;
getClosestKart(&kart, &minDistance, &direction);
if(kart && minDistance<m_st_max_distance_squared) // move bowling towards kart
{
// limit angle, so that the bowling ball does not turn
// around to hit a kart behind
if(fabs(m_body->getLinearVelocity().angle(direction)) < 1.3)
{
direction*=1/direction.length()*m_st_force_to_target;
m_body->applyCentralForce(direction);
}
}
// Bowling balls lose energy (e.g. when hitting the track), so increase
// the speed if the ball is too slow, but only if it's not too high (if
// the ball is too high, it is 'pushed down', which can reduce the
// speed, which causes the speed to increase, which in turn causes
// the ball to fly higher and higher.
//btTransform trans = getTrans();
float hat = (getXYZ() - getHitPoint()).length();
if(hat-0.5f*m_extend.getY()<0.01f)
{
const Material *material = getMaterial();
if(!material || material->isDriveReset())
{
hit(NULL);
removeRollSfx();
return true;
}
}
btVector3 v = m_body->getLinearVelocity();
float vlen = v.length2();
if (hat<= m_max_height)
{
if(vlen<0.8*m_speed*m_speed)
{ // bowling lost energy (less than 80%), i.e. it's too slow - speed it up:
if(vlen==0.0f) {
v = btVector3(.5f, .0, 0.5f); // avoid 0 div.
}
// m_body->setLinearVelocity(v*(m_speed/sqrt(vlen)));
} // vlen < 0.8*m_speed*m_speed
} // hat< m_max_height
if(vlen<0.1)
{
hit(NULL);
removeRollSfx();
return true;
}
if (m_roll_sfx && m_roll_sfx->getStatus()==SFXBase::SFX_PLAYING)
m_roll_sfx->setPosition(getXYZ());
return false;
} // updateAndDelete
// -----------------------------------------------------------------------------
/** Callback from the physics in case that a kart or physical object is hit.
* The bowling ball triggers an explosion when hit.
* \param kart The kart hit (NULL if no kart was hit).
* \param object The object that was hit (NULL if none).
* \returns True if there was actually a hit (i.e. not owner, and target is
* not immune), false otherwise.
*/
bool Bowling::hit(AbstractKart* kart, PhysicalObject* obj)
{
bool was_real_hit = Flyable::hit(kart, obj);
if(was_real_hit)
{
if(kart && kart->isShielded())
{
kart->decreaseShieldTime();
return true;
}
else
{
m_has_hit_kart = kart != NULL;
explode(kart, obj, /*hit_secondary*/false);
}
}
return was_real_hit;
} // hit
// ----------------------------------------------------------------------------
void Bowling::removeRollSfx()
{
if (m_roll_sfx)
{
m_roll_sfx->deleteSFX();
m_roll_sfx = NULL;
}
} // removeRollSfx
// ----------------------------------------------------------------------------
/** 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* Bowling::getHitEffect() const
{
if (GUIEngine::isNoGraphics())
return NULL;
if (m_deleted_once)
return NULL;
if(m_has_hit_kart)
return new HitSFX(getXYZ(), "strike");
else
return new HitSFX(getXYZ(), "crash");
} // getHitEffect
// ----------------------------------------------------------------------------
void Bowling::onFireFlyable()
{
Flyable::onFireFlyable();
m_has_hit_kart = false;
float y_offset = 0.5f*m_owner->getKartLength() + m_extend.getZ()*0.5f;
// if the kart is looking backwards, release from the back
if( m_owner->getControls().getLookBack())
{
y_offset = -y_offset;
m_speed = -m_speed*2;
}
else
{
float min_speed = m_speed*4.0f;
/* make it go faster when throwing forward
so the player doesn't catch up with the ball
and explode by touching it */
m_speed = m_owner->getSpeed() + m_speed;
if(m_speed < min_speed) m_speed = min_speed;
}
const Vec3& normal = m_owner->getNormal();
createPhysics(y_offset, btVector3(0.0f, 0.0f, m_speed*2),
new btSphereShape(0.5f*m_extend.getY()),
0.4f /*restitution*/,
-70.0f*normal /*gravity*/,
true /*rotates*/);
// Even if the ball is fired backwards, m_speed must be positive,
// otherwise the ball can start to vibrate when energy is added.
m_speed = fabsf(m_speed);
// Do not adjust the up velociy depending on height above terrain, since
// this would disable gravity.
setAdjustUpVelocity(false);
// should not live forever, auto-destruct after 20 seconds
m_max_lifespan = stk_config->time2Ticks(20);
} // onFireFlyable