stk-code_catmod/src/callback_manager.cpp
hikerstk a3094590d6 1) Improved handling of 'moving' or 'physical' objects (e.g. road cone).
You can now shoot them, and they will be pushed aside by a close-by
   explosions.
2) Bugfix: Physical objects are now reset to the correct starting location.
3) Physical objects have now angular friction defined, preventing them from
   rotating endlessly.
4) Karts have now some 'restitution', which adds a bit of bouncing to collisions.




git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/trunk/supertuxkart@1445 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2008-02-05 11:56:21 +00:00

137 lines
4.1 KiB
C++

// $Id: callback_manager.cpp 796 2006-09-27 07:06:34Z hiker $
//
// SuperTuxKart - a fun racing game with go-kart
// Copyright (C) 2006 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 2
// 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 "callback_manager.hpp"
#include "moving_physics.hpp"
CallbackManager *callback_manager=NULL;
CallbackManager::CallbackManager()
{
for(int i=0; i<CB_MAX; i++)
{
m_allCallbacks[i].clear();
}
} // CallbackManager
//-----------------------------------------------------------------------------
CallbackManager::~CallbackManager()
{
for(int i=0; i<CB_MAX; i++)
{
for(std::vector<Callback*>::const_iterator c = m_allCallbacks[i].begin();
c != m_allCallbacks[i].end(); c++)
{
MovingPhysics *mp = dynamic_cast<MovingPhysics*>(*c);
if(mp)
{
ssgDeRefDelete(mp);
}
else
{
delete *c;
}
m_allCallbacks[i].clear();
} // for c in m_allCallbacks[i]
} // for i <CB_MAX
} // ~CallbackManager
//-----------------------------------------------------------------------------
void CallbackManager::addCallback(Callback *c, CallbackType t)
{
m_allCallbacks[t].push_back(c);
MovingPhysics *mp = dynamic_cast<MovingPhysics*>(c);
if(mp)
{
mp->ref();
}
} // addCallback
//-----------------------------------------------------------------------------
void CallbackManager::clear(CallbackType cbType)
{
for(std::vector<Callback*>::const_iterator c = m_allCallbacks[cbType].begin();
c != m_allCallbacks[cbType].end(); c++)
{
MovingPhysics *mp = dynamic_cast<MovingPhysics*>(*c);
if(mp)
{
ssgDeRefDelete(mp);
}
else
{
delete *c;
}
}
m_allCallbacks[cbType].clear();
} // clear
//-----------------------------------------------------------------------------
void CallbackManager::update(float dt) const
{
for(int i=0; i<CB_MAX; i++)
{
for(std::vector<Callback*>::const_iterator c = m_allCallbacks[i].begin();
c != m_allCallbacks[i].end(); c++)
(*c)->update(dt);
} // for i
} // update
//-----------------------------------------------------------------------------
void CallbackManager::initAll() const
{
for(int i=0; i<CB_MAX; i++)
{
for(std::vector<Callback*>::const_iterator c = m_allCallbacks[i].begin();
c != m_allCallbacks[i].end(); c++)
(*c)->init();
} // for i
} // initAll
//-----------------------------------------------------------------------------
// Called when restarting a race
void CallbackManager::reset() const
{
for(int i=0; i<CB_MAX; i++)
{
for(std::vector<Callback*>::const_iterator c = m_allCallbacks[i].begin();
c != m_allCallbacks[i].end(); c++)
(*c)->reset();
} // for i
} // initAll
//-----------------------------------------------------------------------------
void CallbackManager::handleExplosion(const btVector3& pos,
const MovingPhysics* mp) const
{
for(int i=0; i<CB_MAX; i++)
{
for(std::vector<Callback*>::const_iterator c = m_allCallbacks[i].begin();
c != m_allCallbacks[i].end(); c++)
(*c)->handleExplosion(pos, mp==(*c));
} // for i
} // handleExplosion