7ed846ca3e
Parameters for rockets etc. can for now be set in data/*.projectile 2) Fixed bugs causing rockets not to explode (and potentialy start rotating) 3) Added (somewhat temporarily) some cheats to get rockets, homing missiles and sparks as F1/2/3 4) Fixed several memory leaks. 5) Fixed (very rare) occurring crash when deleting phsyics. 6) Started to remove non-bullet physics code 7) Bullet physics is now the default, and it can not be disabled anymore!! Important note: From this revision on, non-bullet physics is NOT supported anymore, and will (most likely) not compile. For now a -DBULLET is still necessary (it is added as default), but the code will be cleaned up in the near future. git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/trunk/supertuxkart@1325 178a84e3-b1eb-0310-8ba1-8eac791a3b58
73 lines
2.8 KiB
C++
73 lines
2.8 KiB
C++
// $Id$
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//
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// SuperTuxKart - a fun racing game with go-kart
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// Copyright (C) 2006 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 2
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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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#ifndef HEADER_COLLECTABLEMANAGER_H
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#define HEADER_COLLECTABLEMANAGER_H
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#include "lisp/parser.hpp"
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#include "lisp/lisp.hpp"
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#ifdef BULLET
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#include "btBulletDynamicsCommon.h"
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#endif
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class Material;
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class ssgEntity;
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// The anvil and parachute must be at the end of the enum, and the
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// zipper just before them (see collectable::hitRedHerring).
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enum CollectableType {COLLECT_NOTHING,
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COLLECT_MISSILE, COLLECT_HOMING,
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COLLECT_SPARK, COLLECT_ZIPPER,
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COLLECT_PARACHUTE, COLLECT_ANVIL,
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#ifdef USE_MAGNETS
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COLLECT_MAGNET,
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#endif
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COLLECT_MAX};
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class CollectableManager
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{
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protected:
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Material* m_all_icons [COLLECT_MAX];
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float m_all_max_distance[COLLECT_MAX]; // if a target is closer than this
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float m_all_force_to_target[COLLECT_MAX]; // apply this force to move towards
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// the target
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float m_all_max_turn_angle[COLLECT_MAX]; // maximum turn angle for homing
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ssgEntity* m_all_models[COLLECT_MAX];
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btVector3 m_all_extends[COLLECT_MAX];
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void LoadNode (const lisp::Lisp* lisp, int collectType);
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public:
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CollectableManager ();
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void loadCollectables();
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void removeTextures ();
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void Load (int collectType, const char* filename);
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Material* getIcon (int type) const {return m_all_icons [type]; }
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ssgEntity* getModel (int type) const {return m_all_models[type]; }
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float getForceToTarget(int type) const {return m_all_force_to_target[type]; }
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float getMaxDistance (int type) const {return m_all_max_distance[type];}
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float getMaxTurnAngle (int type) const {return m_all_max_turn_angle[type];}
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#ifdef BULLET
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const btVector3& getExtend (int type) const {return m_all_extends[type]; }
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#endif
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};
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extern CollectableManager* collectable_manager;
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#endif
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