stk-code_catmod/src/items/item_manager.hpp
hikerstk 8be9c3397a Added first version of switch collectable.
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@4635 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2010-02-04 22:53:24 +00:00

85 lines
2.9 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.
#ifndef HEADER_ITEMMANAGER_HPP
#define HEADER_ITEMMANAGER_HPP
#include <vector>
#include <map>
#include "items/item.hpp"
#include "lisp/lisp.hpp"
class Kart;
class ItemManager
{
private:
/** The vector of all items of the current track. */
typedef std::vector<Item*> AllItemTypes;
AllItemTypes m_all_items;
/** This stores all item models. */
scene::IMesh *m_item_mesh[Item::ITEM_LAST-Item::ITEM_FIRST+1];
/** Stores all meshes for all items. */
std::map<std::string,scene::IMesh*> m_all_meshes;
std::string m_user_filename;
/** Remaining time that items should remain switched. */
float m_switch_time;
/** What item is item is switched to. */
std::vector<Item::ItemType> m_switch_to;
void setDefaultItemStyle();
void setItem(const lisp::Lisp *item_node, const char *colour,
Item::ItemType type);
void loadItemStyle (const std::string filename);
public:
ItemManager();
~ItemManager();
void loadDefaultItems();
Item* newItem (Item::ItemType type, const Vec3& xyz,
const Vec3 &normal, Kart* parent=NULL);
void update (float delta);
void hitItem (Kart* kart);
void cleanup ();
void reset ();
void removeTextures ();
void setUserFilename (char *s) {m_user_filename=s;}
void collectedItem (int item_id, Kart *kart,
int add_info=-1);
void switchItems ();
void setSwitchItems(const std::vector<int> &switch_items);
void setStyle ();
scene::IMesh* getItemModel (Item::ItemType type)
{return m_item_mesh[type];}
scene::IMesh* getOtherModel (const std::string modelName)
{assert(m_all_meshes.count(modelName) == 1);
return m_all_meshes[modelName];}
};
extern ItemManager* item_manager;
#endif