127 lines
3.9 KiB
C++
127 lines
3.9 KiB
C++
//
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// SuperTuxKart - a fun racing game with go-kart
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// Copyright (C) 2011-2015 Joerg Henrichs
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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_SWATTER_HPP
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#define HEADER_SWATTER_HPP
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#include "config/stk_config.hpp"
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#include "items/attachment_plugin.hpp"
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#include "utils/cpp2011.hpp"
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#include "utils/no_copy.hpp"
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#include <limits>
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#include <set>
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#include <vector3d.h>
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namespace irr
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{
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namespace scene
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{
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class IAnimatedMeshSceneNode;
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}
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}
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using namespace irr;
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class Attachment;
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class AbstractKart;
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class Item;
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class Moveable;
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class SFXBase;
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/**
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* \ingroup items
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*/
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class Swatter : public NoCopy, public AttachmentPlugin
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{
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private:
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/** State of the animation, the swatter is successively:
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* - aiming (default state) => it's turning to the nearest target
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* - going down to the target
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* - going up from the target
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*/
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enum AnimationPhase : uint8_t
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{
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SWATTER_AIMING = 0,
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SWATTER_TO_TARGET = 1,
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SWATTER_FROM_TARGET = 2
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};
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AnimationPhase m_animation_phase;
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/** The kart the swatter is aiming at. */
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AbstractKart *m_closest_kart;
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SFXBase *m_swat_sound;
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/** Set the end ticks to complete the removing an attached bomb animation. */
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/** The scene node of the attachment. */
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scene::IAnimatedMeshSceneNode *m_scene_node;
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/** The scene node where a bomb is saved (in case that the swatter
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* replaces a bomb. */
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scene::IAnimatedMeshSceneNode *m_bomb_scene_node;
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int m_discard_ticks;
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int m_swatter_duration;
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/** Set the bomb remaing ticks so we can set the timer on the removing
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* bomb animation. */
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int16_t m_bomb_remaining;
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int16_t m_swatter_animation_ticks;
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/** True if the swatter will be discarded now. */
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bool m_discard_now;
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/** True if the swatter animation has been played. */
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bool m_played_swatter_animation;
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public:
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Swatter(AbstractKart *kart, int16_t bomb_ticks, int ticks,
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Attachment* attachment);
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virtual ~Swatter();
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void updateGraphics(float dt) OVERRIDE;
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bool updateAndTestFinished() OVERRIDE;
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// ------------------------------------------------------------------------
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/** Returns if the swatter is currently aiming, i.e. can be used to
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* swat an incoming projectile. */
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bool isSwatterReady() const
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{
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return m_animation_phase == SWATTER_AIMING;
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} // isSwatterReady
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// ------------------------------------------------------------------------
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virtual void restoreState(BareNetworkString *buffer) OVERRIDE;
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// ------------------------------------------------------------------------
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virtual void saveState(BareNetworkString *buffer) const OVERRIDE;
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private:
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/** Determine the nearest kart or item and update the current target accordingly */
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void chooseTarget();
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/** If there is a current target, point to it, otherwise adopt the default position */
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void pointToTarget();
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/** Squash karts or items that are around the end position (determined using a joint) of the swatter */
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void squashThingsAround();
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}; // Swatter
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#endif
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