stk-code_catmod/src/items/powerup_manager.cpp
hikerstk 78346e3ddf Added support for multiple powerups to be collected with one item
box. Weights for these are set in powerup.xml. ATM a 'multi item'
gives three items (hardcoded, I'll change that to be configurable
later).


git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@6079 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2010-09-20 14:48:05 +00:00

324 lines
12 KiB
C++

// $Id$
//
// 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 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.
#include "items/powerup_manager.hpp"
#include <iostream>
#include <stdexcept>
#include <sstream>
#include "graphics/irr_driver.hpp"
#include "graphics/material.hpp"
#include "graphics/material_manager.hpp"
#include "io/file_manager.hpp"
#include "io/xml_node.hpp"
#include "items/bowling.hpp"
#include "items/cake.hpp"
#include "items/plunger.hpp"
#include "modes/world.hpp"
#include "utils/constants.hpp"
#include "utils/string_utils.hpp"
PowerupManager* powerup_manager=0;
//-----------------------------------------------------------------------------
/** The constructor initialises everything to zero. */
PowerupManager::PowerupManager()
{
for(int i=0; i<POWERUP_MAX; i++)
{
m_all_meshes[i] = NULL;
m_all_icons[i] = (Material*)NULL;
}
} // PowerupManager
//-----------------------------------------------------------------------------
/** Destructor, frees all meshes. */
PowerupManager::~PowerupManager()
{
for(unsigned int i=POWERUP_FIRST; i<=POWERUP_LAST; i++)
{
if(m_all_meshes[(PowerupType)i])
m_all_meshes[(PowerupType)i]->drop();
}
} // ~PowerupManager
//-----------------------------------------------------------------------------
/** Removes any textures so that they can be reloaded. FIXME: missing atm.
*/
void PowerupManager::unloadPowerups()
{
for(unsigned int i=POWERUP_FIRST; i<=POWERUP_LAST; i++)
{
if(m_all_meshes[(PowerupType)i])
m_all_meshes[(PowerupType)i]->drop();
//FIXME: I'm not sure if this is OK or if I need to ->drop(), or delete them, or...
m_all_icons[i] = (Material*)NULL;
}
} // removeTextures
//-----------------------------------------------------------------------------
/** Determines the powerup type for a given name.
* \param name Name of the powerup to look up.
* \return The type, or POWERUP_NOTHING if the name is not found
*/
PowerupManager::PowerupType
PowerupManager::getPowerupType(const std::string &name) const
{
// Must match the order of PowerupType in powerup_manager.hpp!!
static std::string powerup_names[] = {
"", /* Nothing */
"bubblegum", "cake", "bowling", "zipper", "plunger", "switch",
"parachute", "anchor"
};
for(unsigned int i=POWERUP_FIRST; i<=POWERUP_LAST; i++)
{
if(powerup_names[i]==name) return(PowerupType)i;
}
return POWERUP_NOTHING;
} // getPowerupType
//-----------------------------------------------------------------------------
/** Loads all powerups from the powerup.xml file.
*/
void PowerupManager::loadAllPowerups()
{
const std::string file_name = file_manager->getConfigFile("powerup.xml");
XMLNode *root = file_manager->createXMLTree(file_name);
for(unsigned int i=0; i<root->getNumNodes(); i++)
{
const XMLNode *node=root->getNode(i);
std::string name;
node->get("name", &name);
PowerupType type = getPowerupType(name);
// The weight nodes will be also included in this list, so ignore those
if(type!=POWERUP_NOTHING)
LoadPowerup(type, *node);
}
loadWeights(*root, "first", POSITION_FIRST );
loadWeights(*root, "top33", POSITION_TOP33 );
loadWeights(*root, "mid33", POSITION_MID33 );
loadWeights(*root, "end33", POSITION_END33 );
loadWeights(*root, "last" , POSITION_LAST );
loadWeights(*root, "battle" , POSITION_BATTLE_MODE);
} // loadAllPowerups
//-----------------------------------------------------------------------------
/** Loads the data for one particular powerup. For bowling ball, plunger, and
* cake static members in the appropriate classes are called to store
* additional information for those objects.
* \param type The type of the powerup.
* \param node The XML node with the data for this powerup.
*/
void PowerupManager::LoadPowerup(PowerupType type, const XMLNode &node)
{
std::string icon_file("");
node.get("icon", &icon_file);
m_all_icons[type] = material_manager->getMaterial(icon_file,
/* full_path */ false,
/*make_permanent */ true);
assert(m_all_icons[type] != NULL);
assert(m_all_icons[type]->getTexture() != NULL);
std::string model("");
node.get("model", &model);
if(model.size()>0)
{
// FIXME LEAK: not freed (unimportant, since the models have to exist
// for the whole game anyway).
std::string full_path = file_manager->getModelFile(model);
m_all_meshes[type] = irr_driver->getMesh(full_path);
if(!m_all_meshes[type])
{
std::ostringstream o;
o<<"Can't load model '"<<model<<"' for powerup type '"<<type<<"', aborting.";
throw std::runtime_error(o.str());
}
m_all_meshes[type]->grab();
}
else
{
m_all_meshes[type] = 0;
m_all_extends[type] = btVector3(0.0f,0.0f,0.0f);
}
// Load special attributes for certain powerups
switch (type) {
case POWERUP_BOWLING:
Bowling::init(node, m_all_meshes[type]); break;
case POWERUP_PLUNGER:
Plunger::init(node, m_all_meshes[type]); break;
case POWERUP_CAKE:
Cake::init(node, m_all_meshes[type]); break;
default:;
} // switch
} // LoadNode
// ----------------------------------------------------------------------------
/** Loads a weight list specified in powerup.xml. The different position
* classes must be loaded in the right order
* \param root The root node of powerup.xml
* \param class_name The name of the position class to load.
* \param position_class The class for which the weights are read.
*/
void PowerupManager::loadWeights(const XMLNode &root,
const std::string &class_name,
PositionClass position_class)
{
const XMLNode *node = root.getNode(class_name);
std::string s(""), s_multi("");
if(node) node->get("w", &s );
if(node) node->get("w-multi", &s_multi);
if(!node || s=="" || s_multi=="")
{
printf("No weights found for class '%s' - probabilities will be incorrect.\n",
class_name.c_str());
return;
}
std::vector<std::string> weight_list = StringUtils::split(s+" "+s_multi,' ');
std::vector<std::string>::iterator i=weight_list.begin();
while(i!=weight_list.end())
{
if(*i=="")
{
std::vector<std::string>::iterator next=weight_list.erase(i);
i=next;
}
else
i++;
}
// Fill missing entries with 0s
while(weight_list.size()<2*(int)POWERUP_LAST)
weight_list.push_back(0);
if(weight_list.size()!=2*(int)POWERUP_LAST)
{
printf("Incorrect number of weights found in class '%s':\n",
class_name.c_str());
printf("%d instead of %d - probabilities will be incorrect.\n",
(int)weight_list.size(), (int)POWERUP_LAST);
return;
}
for(unsigned int i=0; i<weight_list.size(); i++)
{
int w = atoi(weight_list[i].c_str());
m_weights[position_class].push_back(w);
}
} // loadWeights
// ----------------------------------------------------------------------------
/** This function set up various arrays for faster lookup later. It first
* determines which race position correspond to which position class, and
* then filters which powerups are available (not all powerups might be
* available in all races). It sets up two arrays: m_position_to_class
* which maps which race position corresponds to which position class
* \param num_kart Number of karts.
*/
void PowerupManager::updateWeightsForRace(unsigned int num_karts)
{
m_position_to_class.clear();
// In battle mode no positions exist, so use only position 1
unsigned int end_position = (race_manager->isBattleMode()) ? 1 : num_karts;
for(unsigned int position =1; position <= end_position; position++)
{
// Set up the mapping of position to position class:
// -------------------------------------------------
PositionClass pos_class = convertPositionToClass(num_karts, position);
m_position_to_class.push_back(pos_class);
// Then determine which items are available:
m_powerups_for_position[pos_class].clear();
for(unsigned int i= POWERUP_FIRST; i<=2*POWERUP_LAST; i++)
{
PowerupType type=(PowerupType)i;
unsigned int w =m_weights[pos_class][i-POWERUP_FIRST];
for(unsigned int j=0; j<w; j++)
m_powerups_for_position[pos_class].push_back(type);
} // for type in [POWERUP_FIRST, POWERUP_LAST]
}
} // updateWeightsForRace
// ----------------------------------------------------------------------------
/** Determines the position class for a given position. If the race is a
* battle mode (in which case we don't have a position), always return
* 'POSITION_BATTLE_MODE' (and in this case only position 1 will be used
* for all karts).
* \param num_karts Number of karts in the race.
* \param position The position for which to determine the position class.
*/
PowerupManager::PositionClass
PowerupManager::convertPositionToClass(unsigned int num_karts,
unsigned int position)
{
if(race_manager->isBattleMode()) return POSITION_BATTLE_MODE;
if(position==1) return POSITION_FIRST;
if(position==num_karts) return POSITION_LAST;
// Now num_karts must be >2, since position <=num_players
unsigned int third = (unsigned int)floor((float)(num_karts-1)/3.0f);
// 1 < Position <= 1+third is top33
if(position <= 1 + third) return POSITION_TOP33;
// num_players-third < position is end33
if(num_karts - third <= position) return POSITION_END33;
return POSITION_MID33;
} // convertPositionToClass
// ----------------------------------------------------------------------------
/** Returns a random powerup for a kart at a given position. If the race mode
* is a battle, the position is actually not used and a randomly selected
* item for POSITION_BATTLE_MODE is returned. This function takes the weights
* specified for all items into account by using a list which contains all
* items depending on the weights defined. See updateWeightsForRace()
* \param pos Position of the kart (1<=pos<=number of karts) - ignored in
* case of a battle mode.
* \param n Number of times this item is given to the kart
*/
PowerupManager::PowerupType PowerupManager::getRandomPowerup(unsigned int pos,
unsigned int *n)
{
// Positions start with 1, while the index starts with 0 - so subtract 1
PositionClass pos_class =
race_manager->isBattleMode() ? POSITION_BATTLE_MODE
: m_position_to_class[pos-1];
int random = rand()%m_powerups_for_position[pos_class].size();
int i=m_powerups_for_position[pos_class][random];
if(i>=POWERUP_MAX)
{
i -= POWERUP_MAX;
*n = 3;
}
else
*n=1;
return (PowerupType)i;
} // getRandomPowerup