80 lines
2.8 KiB
C++
80 lines
2.8 KiB
C++
//
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// SuperTuxKart - a fun racing game with go-kart
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// Copyright (C) 2007-2015 Joerg Henrichs
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//
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// Physics improvements and linear intersection algorithm by
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// Copyright (C) 2009-2015 David Mikos.
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//
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// This program is free software; you can redistribute it and/or
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// modify it under the terms of the GNU General Public License
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// as published by the Free Software Foundation; either version 3
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// of the License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program; if not, write to the Free Software
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// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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#ifndef HEADER_CAKE_HPP
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#define HEADER_CAKE_HPP
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namespace irr
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{
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namespace scene { class IMesh; }
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}
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#include <irrString.h>
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#include "items/flyable.hpp"
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class XMLNode;
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/**
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* \ingroup items
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*/
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class Cake : public Flyable
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{
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private:
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/** Maximum distance for a missile to be attracted. */
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static float m_st_max_distance_squared;
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static float m_gravity;
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btVector3 m_initial_velocity;
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/** Which kart is targeted by this projectile (NULL if none). */
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Moveable* m_target;
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public:
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Cake (AbstractKart *kart);
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static void init (const XMLNode &node, scene::IMesh *cake_model);
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virtual bool hit(AbstractKart* kart, PhysicalObject* obj=NULL) OVERRIDE;
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// ------------------------------------------------------------------------
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virtual void hitTrack () OVERRIDE
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{
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if (!m_has_server_state)
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return;
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hit(NULL);
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}
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// ------------------------------------------------------------------------
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/** Kinematic objects are not allowed to have a velocity (assertion in
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* bullet), so we have to do our own velocity handling here. This
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* function returns the velocity of this object. */
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virtual const btVector3 &getVelocity() const OVERRIDE
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{ return m_initial_velocity; }
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// ------------------------------------------------------------------------
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/** Kinematic objects are not allowed to have a velocity (assertion in
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* bullet), so we have to do our own velocity handling here. This
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* function sets the velocity of this object.
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* \param v Linear velocity of this object.
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*/
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virtual void setVelocity(const btVector3& v) OVERRIDE
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{ m_initial_velocity = v; }
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// ------------------------------------------------------------------------
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virtual void onFireFlyable() OVERRIDE;
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}; // Cake
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#endif
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