git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@11740 178a84e3-b1eb-0310-8ba1-8eac791a3b58
253 lines
8.8 KiB
C++
253 lines
8.8 KiB
C++
//
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// SuperTuxKart - a fun racing game with go-kart
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// Copyright (C) 2007 Joerg Henrichs
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//
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// Physics improvements and linear intersection algorithm by
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// by David Mikos. Copyright (C) 2009.
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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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#include "items/plunger.hpp"
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#include "graphics/irr_driver.hpp"
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#include "io/xml_node.hpp"
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#include "items/rubber_band.hpp"
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#include "items/projectile_manager.hpp"
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#include "karts/abstract_kart.hpp"
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#include "karts/kart_properties.hpp"
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#include "modes/world.hpp"
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#include "physics/physical_object.hpp"
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#include "physics/physics.hpp"
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#include "tracks/track.hpp"
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#include "utils/constants.hpp"
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#include "utils/string_utils.hpp"
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// -----------------------------------------------------------------------------
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Plunger::Plunger(AbstractKart *kart)
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: Flyable(kart, PowerupManager::POWERUP_PLUNGER)
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{
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const float gravity = 0.0f;
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float forward_offset = 0.5f*kart->getKartLength()+0.5f*m_extend.getZ();
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float up_velocity = 0.0f;
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float plunger_speed = 2 * m_speed;
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// if the kart is looking backwards, release from the back
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m_reverse_mode = kart->getControls().m_look_back;
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// find closest kart in front of the current one
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const AbstractKart *closest_kart=0;
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Vec3 direction;
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float kart_dist_2;
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getClosestKart(&closest_kart, &kart_dist_2, &direction,
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kart /* search in front of this kart */, m_reverse_mode);
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btTransform kart_transform = kart->getAlignedTransform();
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btMatrix3x3 kart_rotation = kart_transform.getBasis();
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// The current forward vector is rotation*(0,0,1), or:
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btVector3 forward(kart_rotation.getColumn(2));
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float heading =kart->getHeading();
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float pitch = kart->getTerrainPitch(heading);
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// aim at this kart if it's not too far
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if(closest_kart != NULL && kart_dist_2 < 30*30)
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{
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float fire_angle = 0.0f;
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getLinearKartItemIntersection (kart->getXYZ(), closest_kart,
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plunger_speed, gravity, forward_offset,
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&fire_angle, &up_velocity);
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btTransform trans = kart->getTrans();
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trans.setRotation(btQuaternion(btVector3(0, 1, 0), fire_angle));
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m_initial_velocity = btVector3(0.0f, up_velocity, plunger_speed);
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createPhysics(forward_offset, m_initial_velocity,
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new btCylinderShape(0.5f*m_extend),
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0.5f /* restitution */ , gravity,
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/* rotates */false , /*turn around*/false, &trans);
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}
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else
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{
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createPhysics(forward_offset, btVector3(pitch, 0.0f, plunger_speed),
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new btCylinderShape(0.5f*m_extend),
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0.5f /* restitution */, gravity,
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false /* rotates */, m_reverse_mode, &kart_transform);
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}
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//adjust height according to terrain
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setAdjustUpVelocity(false);
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// pulling back makes no sense in battle mode, since this mode is not a race.
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// so in battle mode, always hide view
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if( m_reverse_mode || race_manager->isBattleMode() )
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m_rubber_band = NULL;
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else
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{
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m_rubber_band = new RubberBand(this, kart);
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}
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m_keep_alive = -1;
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} // Plunger
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// ----------------------------------------------------------------------------
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Plunger::~Plunger()
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{
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if(m_rubber_band)
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delete m_rubber_band;
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} // ~Plunger
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// ----------------------------------------------------------------------------
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void Plunger::init(const XMLNode &node, scene::IMesh *plunger_model)
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{
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Flyable::init(node, plunger_model, PowerupManager::POWERUP_PLUNGER);
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} // init
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// ----------------------------------------------------------------------------
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/** Picks a random message to be displayed when a kart is hit by a plunger.
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* \param The kart that was hit (ignored here).
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* \returns The string to display.
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*/
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const core::stringw Plunger::getHitString(const AbstractKart *kart) const
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{
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const int PLUNGER_IN_FACE_STRINGS_AMOUNT = 2;
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RandomGenerator r;
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switch (r.get(PLUNGER_IN_FACE_STRINGS_AMOUNT))
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{
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//I18N: shown when a player receives a plunger in his face
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case 0: return _LTR("%0 gets a fancy mask from %1");
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//I18N: shown when a player receives a plunger in his face
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case 1: return _LTR("%1 merges %0's face with a plunger");
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default:assert(false); return L""; // avoid compiler warning
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}
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} // getHitString
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// ----------------------------------------------------------------------------
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/** Updates the bowling ball ineach frame. If this function returns true, the
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* object will be removed by the projectile manager.
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* \param dt Time step size.
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* \returns True of this object should be removed.
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*/
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bool Plunger::updateAndDelete(float dt)
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{
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// In keep-alive mode, just update the rubber band
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if(m_keep_alive >= 0)
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{
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m_keep_alive -= dt;
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if(m_keep_alive<=0)
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{
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setHasHit();
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return true;
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}
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if(m_rubber_band != NULL) m_rubber_band->update(dt);
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return false;
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}
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// Else: update the flyable and rubber band
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bool ret = Flyable::updateAndDelete(dt);
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if(m_rubber_band != NULL) m_rubber_band->update(dt);
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return ret;
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} // updateAndDelete
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// -----------------------------------------------------------------------------
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/** Virtual function called when the plunger hits something.
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* The plunger is special in that it is not deleted when hitting an object.
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* Instead it stays around (though not as a graphical or physical object)
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* till the rubber band expires.
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* \param kart Pointer to the kart hit (NULL if not a kart).
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* \param obj Pointer to PhysicalObject object if hit (NULL otherwise).
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* \returns True if there was actually a hit (i.e. not owner, and target is
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* not immune), false otherwise.
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*/
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bool Plunger::hit(AbstractKart *kart, PhysicalObject *obj)
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{
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if(isOwnerImmunity(kart)) return false;
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RaceGUIBase* gui = World::getWorld()->getRaceGUI();
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irr::core::stringw hit_message;
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// pulling back makes no sense in battle mode, since this mode is not a race.
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// so in battle mode, always hide view
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if( m_reverse_mode || race_manager->isBattleMode() )
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{
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if(kart)
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{
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kart->blockViewWithPlunger();
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if (kart->getController()->isPlayerController())
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sfx_manager->quickSound("plunger");
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hit_message += StringUtils::insertValues(getHitString(kart),
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core::stringw(kart->getName()),
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core::stringw(m_owner->getName())
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).c_str();
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gui->addMessage(translations->fribidize(hit_message), NULL, 3.0f,
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video::SColor(255, 255, 255, 255), false);
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}
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m_keep_alive = 0;
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// Make this object invisible.
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getNode()->setVisible(false);
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World::getWorld()->getPhysics()->removeBody(getBody());
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}
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else
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{
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m_keep_alive = m_owner->getKartProperties()->getRubberBandDuration();
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// Make this object invisible by placing it faaar down. Not that if this
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// objects is simply removed from the scene graph, it might be auto-deleted
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// because the ref count reaches zero.
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scene::ISceneNode *node = getNode();
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if(node)
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{
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node->setVisible(false);
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}
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World::getWorld()->getPhysics()->removeBody(getBody());
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if(kart)
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{
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m_rubber_band->hit(kart);
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return false;
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}
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else if(obj)
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{
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Vec3 pos(obj->getBody()->getWorldTransform().getOrigin());
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m_rubber_band->hit(NULL, &pos);
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}
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else
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{
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m_rubber_band->hit(NULL, &(getXYZ()));
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}
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}
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// Rubber band attached.
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return false;
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} // hit
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// -----------------------------------------------------------------------------
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/** Called when the plunger hits the track. In this case, notify the rubber
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* band, and remove the plunger (but keep it alive).
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*/
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void Plunger::hitTrack()
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{
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hit(NULL, NULL);
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} // hitTrack
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// -----------------------------------------------------------------------------
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