Files
stk-code_catmod/src/items/swatter.hpp
Alayan 491c3dee34 Fix updateAndTestFinished to use time2ticks
Also remove the useless function parameter
2023-11-10 19:45:03 +01:00

127 lines
3.9 KiB
C++

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