1b75ed9b4c
the cannon.
221 lines
9.3 KiB
C++
221 lines
9.3 KiB
C++
//
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// SuperTuxKart - a fun racing game with go-kart
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// Copyright (C) 2007-2015 Joerg Henrichs
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//
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// Linear item-kart intersection function written by
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// Copyright (C) 2009-2015 David Mikos.
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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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#ifndef HEADER_FLYABLE_HPP
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#define HEADER_FLYABLE_HPP
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namespace irr
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{
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namespace scene { class IMesh; }
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}
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#include <irrString.h>
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using namespace irr;
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#include "items/powerup_manager.hpp"
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#include "karts/moveable.hpp"
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#include "tracks/terrain_info.hpp"
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class AbstractKart;
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class AbstractKartAnimation;
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class HitEffect;
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class PhysicalObject;
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class XMLNode;
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/**
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* \ingroup items
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*/
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class Flyable : public Moveable, public TerrainInfo
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{
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public:
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private:
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bool m_has_hit_something;
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/** If this flag is set, the up velocity of the kart will not be
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* adjusted in case that the objects is too high or too low above the
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* terrain. Otherwise gravity will not work correctly on this object. */
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bool m_adjust_up_velocity;
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/** An offset that is added when doing the raycast for terrain. This
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* is useful in case that the position of the object is just under
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* the terrain (perhaps due to floating point errors), and would
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* otherwise result in an invalid terrain. */
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Vec3 m_position_offset;
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/** If this variable is set to true (which is the default) flyable
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* will update the height of terrain when its updateAndDelete
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* function is called. If it's necessary to update the height of
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* terrain yourself (e.g. order of operations is important)
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* set this to false with a call do setDoTerrainInfo(). */
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bool m_do_terrain_info;
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/** If the flyable is in a cannon, this is the pointer to the cannon
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* animation. NULL otherwise. */
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AbstractKartAnimation *m_animation;
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protected:
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/** Kart which shot this flyable. */
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AbstractKart* m_owner;
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/** Type of the powerup. */
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PowerupManager::PowerupType
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m_type;
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/** Collision shape of this Flyable. */
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btCollisionShape *m_shape;
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/** Maximum height above terrain. */
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float m_max_height;
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/** Minimum height above terrain. */
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float m_min_height;
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/** Average of average of m_{min,ax}_height. */
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float m_average_height;
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/** Force pushing the Flyable up. */
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float m_force_updown;
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/** Speed of this Flyable. */
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float m_speed;
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/** Mass of this Flyable. */
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float m_mass;
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/** Size of this flyable. */
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Vec3 m_extend;
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// The flyable class stores the values for each flyable type, e.g.
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// speed, min_height, max_height. These variables must be static,
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// so we need arrays of these variables to have different values
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// for bowling balls, missiles, ...
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/** Speed of the projectile. */
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static float m_st_speed[PowerupManager::POWERUP_MAX];
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/** The mesh of this Flyable. */
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static scene::IMesh *m_st_model[PowerupManager::POWERUP_MAX];
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/** Minimum height above track. */
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static float m_st_min_height[PowerupManager::POWERUP_MAX];
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/**Max height above track. */
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static float m_st_max_height[PowerupManager::POWERUP_MAX];
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/** Force pushing up/down. */
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static float m_st_force_updown[PowerupManager::POWERUP_MAX];
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/** Size of the model. */
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static Vec3 m_st_extend[PowerupManager::POWERUP_MAX];
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/** Time since thrown. used so a kart can't hit himself when trying
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* something, and also to put some time limit to some collectibles */
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float m_time_since_thrown;
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/** Set to something > -1 if this flyable should auto-destrcut after
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* a while. */
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float m_max_lifespan;
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/** If set to true, the kart that throwns this flyable can't collide
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* with it for a short time. */
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bool m_owner_has_temporary_immunity;
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void getClosestKart(const AbstractKart **minKart,
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float *minDistSquared,
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Vec3 *minDelta,
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const AbstractKart* inFrontOf=NULL,
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const bool backwards=false) const;
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void getLinearKartItemIntersection(const Vec3 &origin,
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const AbstractKart *target_kart,
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float item_XY_velocity, float gravity,
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float forw_offset,
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float *fire_angle, float *up_velocity);
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/** init bullet for moving objects like projectiles */
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void createPhysics(float y_offset,
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const Vec3 &velocity,
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btCollisionShape *shape,
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float restitution,
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const btVector3& gravity=btVector3(0.0f,0.0f,0.0f),
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const bool rotates=false,
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const bool turn_around=false,
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const btTransform* customDirection=NULL);
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public:
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Flyable (AbstractKart* kart,
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PowerupManager::PowerupType type,
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float mass=1.0f);
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virtual ~Flyable ();
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static void init (const XMLNode &node, scene::IMesh *model,
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PowerupManager::PowerupType type);
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virtual bool updateAndDelete(float);
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virtual void setAnimation(AbstractKartAnimation *animation);
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virtual HitEffect* getHitEffect() const;
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bool isOwnerImmunity(const AbstractKart *kart_hit) const;
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virtual bool hit(AbstractKart* kart, PhysicalObject* obj=NULL);
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void explode(AbstractKart* kart, PhysicalObject* obj=NULL,
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bool secondary_hits=true);
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unsigned int getOwnerId();
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// ------------------------------------------------------------------------
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/** Returns if this flyable has an animation playing (e.g. cannon). */
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bool hasAnimation() const { return m_animation != NULL; }
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// ------------------------------------------------------------------------
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/** If true the up velocity of the flyable will be adjust so that the
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* flyable stays at a height close to the average height.
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* \param f True if the up velocity should be adjusted. */
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void setAdjustUpVelocity(bool f) { m_adjust_up_velocity = f; }
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// ------------------------------------------------------------------------
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/** Sets the offset to be used when determining the terrain under the
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* flyable. This needs to be used in case that an object might be just
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* under the actual terrain (e.g. rubber ball on a steep uphill slope). */
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void setPositionOffset(const Vec3 &o) {m_position_offset = o; }
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// ------------------------------------------------------------------------
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/** Called when this flyable hits the track. */
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virtual void hitTrack () {};
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// ------------------------------------------------------------------------
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/** Enables/disables adjusting ov velocity depending on height above
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* terrain. Missiles can 'follow the terrain' with this adjustment,
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* but gravity will basically be disabled. */
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bool hasHit () { return m_has_hit_something; }
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// ------------------------------------------------------------------------
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/** Indicates that something was hit and that this object must
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* be removed. */
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void setHasHit () { m_has_hit_something = true; }
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// ------------------------------------------------------------------------
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/** Resets this flyable. */
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void reset () { Moveable::reset(); }
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// ------------------------------------------------------------------------
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/** Returns the type of flyable. */
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PowerupManager::PowerupType getType() const {return m_type;}
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// ------------------------------------------------------------------------
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/** Sets wether Flyable should update TerrainInfo as part of its update
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* call, or if the inheriting object will update TerrainInfo itself
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* (or perhaps not at all if it is not needed). */
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void setDoTerrainInfo(bool d) { m_do_terrain_info = d; }
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// ------------------------------------------------------------------------
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/** Returns the size (extend) of the mesh. */
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const Vec3 &getExtend() const { return m_extend; }
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// ------------------------------------------------------------------------
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}; // Flyable
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#endif
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