40552b3fa0
Also change reset-button.spm to swatter_anim.spm, reset button was replaced by thunderbird long time ago
105 lines
4.7 KiB
C++
105 lines
4.7 KiB
C++
//
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// SuperTuxKart - a fun racing game with go-kart
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// Copyright (C) 2006-2015 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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#include "items/attachment_manager.hpp"
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#include "graphics/irr_driver.hpp"
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#include "graphics/material.hpp"
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#include "graphics/material_manager.hpp"
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#include "graphics/sp/sp_base.hpp"
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#include "io/file_manager.hpp"
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AttachmentManager *attachment_manager = 0;
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struct initAttachmentType {Attachment::AttachmentType attachment;
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const char *file;
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const char *icon_file;};
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/* Some explanations to the attachments:
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Parachute: This will increase the air friction, reducing the maximum speed.
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It will not have too much of an effect on slow speeds, since air
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friction only becomes important at higher speeds.
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Anvil: It increases the weight of the kart.But this will NOT have any
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effect on karts already driving at highest speed: the accelerating
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force is independent of the mass, so it is 0 at highest speed
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(engine force = air- plus system-force) and only this value gets
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divided by the mass later --> at highest speed there would be no
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effect when the mass is changed, only at lower speeds the acting
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acceleration will be lower.Reducing the power slows the kart down,
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but doesn't give the feeling of a sudden weight increase.
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Therefore the anvil will reduce by a certain factor (see physics
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parameters) once when it is attached. Together with the mass
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increase (lower acceleration) it's sufficient negative.
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*/
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static const initAttachmentType iat[]=
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{
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{Attachment::ATTACH_PARACHUTE, "parachute.spm", "parachute-attach-icon.png" },
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{Attachment::ATTACH_BOMB, "bomb.spm", "bomb-attach-icon.png" },
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{Attachment::ATTACH_ANVIL, "anchor.spm", "anchor-attach-icon.png" },
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{Attachment::ATTACH_SWATTER, "swatter.spm", "swatter-icon.png" },
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{Attachment::ATTACH_NOLOKS_SWATTER, "swatter_nolok.spm", "swatter-icon.png" },
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{Attachment::ATTACH_SWATTER_ANIM, "swatter_anim.spm", "swatter-icon.png" },
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{Attachment::ATTACH_BUBBLEGUM_SHIELD, "bubblegum_shield.spm", "shield-icon.png" },
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{Attachment::ATTACH_NOLOK_BUBBLEGUM_SHIELD, "bubblegum_shield_nolok.spm", "shield-icon.png" },
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{Attachment::ATTACH_MAX, "", "" },
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};
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//-----------------------------------------------------------------------------
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AttachmentManager::~AttachmentManager()
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{
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for(int i=0; iat[i].attachment!=Attachment::ATTACH_MAX; i++)
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{
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scene::IMesh *mesh = m_attachments[iat[i].attachment];
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mesh->drop();
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// If the count is 1, the only reference is in the
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// irrlicht mesh cache, so the mesh can be removed
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// from the cache.
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// Note that this test is necessary, since some meshes
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// are also used in powerup_manager!!!
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if(mesh->getReferenceCount()==1)
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irr_driver->removeMeshFromCache(mesh);
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}
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} // ~AttachmentManager
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//-----------------------------------------------------------------------------
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void AttachmentManager::loadModels()
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{
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for(int i=0; iat[i].attachment!=Attachment::ATTACH_MAX; i++)
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{
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std::string full_path = file_manager->getAsset(FileManager::MODEL,iat[i].file);
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scene::IAnimatedMesh* mesh = irr_driver->getAnimatedMesh(full_path);
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mesh->grab();
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#ifndef SERVER_ONLY
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SP::uploadSPM(mesh);
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#endif
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m_attachments[iat[i].attachment] = mesh;
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if(iat[i].icon_file)
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{
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std::string full_icon_path =
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file_manager->getAsset(FileManager::MODEL, iat[i].icon_file);
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m_all_icons[iat[i].attachment] =
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material_manager->getMaterial(full_icon_path,
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/* full_path */ true,
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/*make_permanent */ true);
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}
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} // for
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} // reInit
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