329 lines
12 KiB
C++
329 lines
12 KiB
C++
//
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// SuperTuxKart - a fun racing game with go-kart
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// Copyright (C) 2004-2015 Steve Baker <sjbaker1@airmail.net>
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// Copyright (C) 2006-2015 Joerg Henrichs, Steve Baker
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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 "karts/controller/local_player_controller.hpp"
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#include "audio/sfx_base.hpp"
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#include "config/player_manager.hpp"
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#include "config/stk_config.hpp"
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#include "config/user_config.hpp"
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#include "graphics/camera.hpp"
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#include "graphics/irr_driver.hpp"
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#include "graphics/post_processing.hpp"
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#include "input/input_manager.hpp"
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#include "items/attachment.hpp"
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#include "items/item.hpp"
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#include "items/powerup.hpp"
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#include "karts/abstract_kart.hpp"
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#include "karts/controller/player_controller.hpp"
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#include "karts/kart_properties.hpp"
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#include "karts/skidding.hpp"
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#include "karts/rescue_animation.hpp"
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#include "modes/world.hpp"
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#include "network/network_config.hpp"
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#include "network/race_event_manager.hpp"
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#include "race/history.hpp"
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#include "states_screens/race_gui_base.hpp"
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#include "utils/constants.hpp"
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#include "utils/log.hpp"
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#include "utils/translation.hpp"
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/** The constructor for a loca player kart, i.e. a player that is playing
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* on this machine (non-local player would be network clients).
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* \param kart_name Name of the kart.
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* \param position The starting position (1 to n).
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* \param player The player to which this kart belongs.
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* \param init_pos The start coordinates and heading of the kart.
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*/
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LocalPlayerController::LocalPlayerController(AbstractKart *kart,
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StateManager::ActivePlayer *player)
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: PlayerController(kart)
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{
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m_player = player;
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if(player)
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player->setKart(kart);
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// Keep a pointer to the camera to remove the need to search for
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// the right camera once per frame later.
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m_camera = Camera::createCamera(kart);
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m_bzzt_sound = SFXManager::get()->createSoundSource("bzzt");
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m_wee_sound = SFXManager::get()->createSoundSource("wee");
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m_ugh_sound = SFXManager::get()->createSoundSource("ugh");
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m_grab_sound = SFXManager::get()->createSoundSource("grab_collectable");
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m_full_sound = SFXManager::get()->createSoundSource("energy_bar_full");
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} // LocalPlayerController
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//-----------------------------------------------------------------------------
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/** Destructor for a player kart.
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*/
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LocalPlayerController::~LocalPlayerController()
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{
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m_bzzt_sound->deleteSFX();
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m_wee_sound ->deleteSFX();
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m_ugh_sound ->deleteSFX();
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m_grab_sound->deleteSFX();
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m_full_sound->deleteSFX();
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} // ~LocalPlayerController
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//-----------------------------------------------------------------------------
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/** Resets the player kart for a new or restarted race.
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*/
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void LocalPlayerController::reset()
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{
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PlayerController::reset();
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m_sound_schedule = false;
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} // reset
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// ----------------------------------------------------------------------------
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/** Resets the state of control keys. This is used after the in-game menu to
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* avoid that any keys pressed at the time the menu is opened are still
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* considered to be pressed.
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*/
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void LocalPlayerController::resetInputState()
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{
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PlayerController::resetInputState();
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m_sound_schedule = false;
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} // resetInputState
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// ----------------------------------------------------------------------------
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/** This function interprets a kart action and value, and set the corresponding
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* entries in the kart control data structure. This function handles esp.
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* cases like 'press left, press right, release right' - in this case after
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* releasing right, the steering must switch to left again. Similarly it
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* handles 'press left, press right, release left' (in which case still
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* right must be selected). Similarly for braking and acceleration.
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* \param action The action to be executed.
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* \param value If 32768, it indicates a digital value of 'fully set'
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* if between 1 and 32767, it indicates an analog value,
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* and if it's 0 it indicates that the corresponding button
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* was released.
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*/
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void LocalPlayerController::action(PlayerAction action, int value)
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{
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PlayerController::action(action, value);
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// If this is a client, send the action to the server
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if (World::getWorld()->isNetworkWorld() &&
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NetworkConfig::get()->isClient() &&
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RaceEventManager::getInstance()->isRunning() )
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{
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RaceEventManager::getInstance()->controllerAction(this, action, value);
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}
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} // action
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//-----------------------------------------------------------------------------
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/** Handles steering for a player kart.
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*/
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void LocalPlayerController::steer(float dt, int steer_val)
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{
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if(UserConfigParams::m_gamepad_debug)
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{
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Log::debug("LocalPlayerController", "steering: steer_val %d ", steer_val);
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RaceGUIBase* gui_base = World::getWorld()->getRaceGUI();
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gui_base->clearAllMessages();
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gui_base->addMessage(StringUtils::insertValues(L"steer_val %i", steer_val),
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m_kart, 1.0f,
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video::SColor(255, 255, 0, 255), false);
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}
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PlayerController::steer(dt, steer_val);
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if(UserConfigParams::m_gamepad_debug)
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{
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Log::debug("LocalPlayerController", " set to: %f\n", m_controls->m_steer);
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}
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} // steer
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//-----------------------------------------------------------------------------
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/** Updates the player kart, called once each timestep.
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*/
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void LocalPlayerController::update(float dt)
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{
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if (UserConfigParams::m_gamepad_debug)
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{
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// Print a dividing line so that it's easier to see which events
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// get received in which order in the one frame.
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Log::debug("LocalPlayerController", "irr_driver", "-------------------------------------");
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}
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PlayerController::update(dt);
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// look backward when the player requests or
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// if automatic reverse camera is active
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if (m_camera->getMode() != Camera::CM_FINAL)
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{
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if (m_controls->m_look_back || (UserConfigParams::m_reverse_look_threshold > 0 &&
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m_kart->getSpeed() < -UserConfigParams::m_reverse_look_threshold))
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{
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m_camera->setMode(Camera::CM_REVERSE);
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}
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else
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{
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if (m_camera->getMode() == Camera::CM_REVERSE)
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m_camera->setMode(Camera::CM_NORMAL);
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}
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}
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if (m_kart->getKartAnimation() && m_sound_schedule == false &&
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m_kart->getAttachment()->getType() != Attachment::ATTACH_TINYTUX)
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{
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m_sound_schedule = true;
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}
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else if (!m_kart->getKartAnimation() && m_sound_schedule == true)
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{
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m_sound_schedule = false;
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m_bzzt_sound->play();
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}
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} // update
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//-----------------------------------------------------------------------------
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/** Displays a penalty warning for player controlled karts. Called from
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* LocalPlayerKart::update() if necessary.
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*/
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void LocalPlayerController::displayPenaltyWarning()
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{
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RaceGUIBase* m=World::getWorld()->getRaceGUI();
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if (m)
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{
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m->addMessage(_("Penalty time!!"), m_kart, 2.0f,
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GUIEngine::getSkin()->getColor("font::top"));
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m->addMessage(_("Don't accelerate before go"), m_kart, 2.0f,
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GUIEngine::getSkin()->getColor("font::normal"));
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}
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m_bzzt_sound->play();
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} // displayPenaltyWarning
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//-----------------------------------------------------------------------------
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/** Called just before the kart position is changed. It checks if the kart was
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* overtaken, and if so plays a sound from the overtaking kart.
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*/
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void LocalPlayerController::setPosition(int p)
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{
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PlayerController::setPosition(p);
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if(m_kart->getPosition()<p)
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{
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World *world = World::getWorld();
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//have the kart that did the passing beep.
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//I'm not sure if this method of finding the passing kart is fail-safe.
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for(unsigned int i = 0 ; i < world->getNumKarts(); i++ )
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{
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AbstractKart *kart = world->getKart(i);
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if(kart->getPosition() == p + 1)
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{
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kart->beep();
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break;
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}
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}
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}
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} // setPosition
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//-----------------------------------------------------------------------------
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/** Called when a kart finishes race.
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* /param time Finishing time for this kart.
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d*/
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void LocalPlayerController::finishedRace(float time)
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{
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// This will implicitely trigger setting the first end camera to be active
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m_camera->setMode(Camera::CM_FINAL);
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} // finishedRace
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//-----------------------------------------------------------------------------
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/** Called when a kart hits or uses a zipper.
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*/
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void LocalPlayerController::handleZipper(bool play_sound)
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{
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PlayerController::handleZipper(play_sound);
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// Only play a zipper sound if it's not already playing, and
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// if the material has changed (to avoid machine gun effect
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// on conveyor belt zippers).
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if (play_sound || (m_wee_sound->getStatus() != SFXBase::SFX_PLAYING &&
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m_kart->getMaterial()!=m_kart->getLastMaterial() ) )
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{
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m_wee_sound->play();
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}
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// Apply the motion blur according to the speed of the kart
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irr_driver->getPostProcessing()->giveBoost(m_camera->getIndex());
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} // handleZipper
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//-----------------------------------------------------------------------------
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/** Called when a kart hits an item. It plays certain sfx (e.g. nitro full,
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* or item specific sounds).
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* \param item Item that was collected.
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* \param add_info Additional info to be used then handling the item. If
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* this is -1 (default), the item type is selected
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* randomly. Otherwise it contains the powerup or
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* attachment for the kart. This is used in network mode to
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* let the server determine the powerup/attachment for
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* the clients.
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* \param old_energy The previous energy value
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*/
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void LocalPlayerController::collectedItem(const Item &item, int add_info,
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float old_energy)
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{
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if (old_energy < m_kart->getKartProperties()->getNitroMax() &&
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m_kart->getEnergy() == m_kart->getKartProperties()->getNitroMax())
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{
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m_full_sound->play();
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}
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else if (race_manager->getCoinTarget() > 0 &&
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old_energy < race_manager->getCoinTarget() &&
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m_kart->getEnergy() == race_manager->getCoinTarget())
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{
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m_full_sound->play();
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}
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else
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{
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switch(item.getType())
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{
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case Item::ITEM_BANANA:
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m_ugh_sound->play();
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break;
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case Item::ITEM_BUBBLEGUM:
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//More sounds are played by the kart class
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//See Kart::collectedItem()
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m_ugh_sound->play();
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break;
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case Item::ITEM_TRIGGER:
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// no default sound for triggers
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break;
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default:
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m_grab_sound->play();
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break;
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}
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}
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} // collectedItem
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// ----------------------------------------------------------------------------
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/** Returns true if the player of this controller can collect achievements.
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* At the moment only the current player can collect them.
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* TODO: check this, possible all local players should be able to
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* collect achievements - synching to online account will happen
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* next time the account gets online.
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*/
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bool LocalPlayerController::canGetAchievements() const
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{
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return m_player->getConstProfile() == PlayerManager::getCurrentPlayer();
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} // canGetAchievements
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