Beispiel #1
0
/** Determine the nearest kart or item and update the current target 
 *  accordingly.
 */
void Swatter::chooseTarget()
{
    // TODO: for the moment, only handle karts...
    const World *world         = World::getWorld();
    Kart        *closest_kart  = NULL;
    float       min_dist2      = FLT_MAX;

    for(unsigned int i=0; i<world->getNumKarts(); i++)
    {
        Kart *kart = world->getKart(i);
        // TODO: isSwatterReady(), isSquashable()?
        if(kart->isEliminated() || kart==m_kart)
            continue;
        // don't squash an already hurt kart
        if (kart->isInvulnerable() || kart->isSquashed())
            continue;
        
        float dist2 = (kart->getXYZ()-m_kart->getXYZ()).length2();
        if(dist2<min_dist2)
        {
            min_dist2 = dist2;
            closest_kart = kart;
        }
    }
    m_target = closest_kart;    // may be NULL
}
Beispiel #2
0
/** Squash karts or items that are around the end position (determined using 
 *  a joint) of the swatter.
 */
void Swatter::squashThingsAround()
{
    const KartProperties*  kp           = m_kart->getKartProperties();
    // Square of the minimum distance
    float                  min_dist2    = kp->getSwatterDistance2();
    const World*           world        = World::getWorld();

    // Get the node corresponding to the joint at the center of the swatter
    // (by swatter, I mean the thing hold in the hand, not the whole thing)
    scene::ISceneNode* swatter_node = m_scene_node->getJointNode("Swatter");
    assert(swatter_node);
    Vec3 swatter_pos = swatter_node->getAbsolutePosition();

    m_swat_sound->position(swatter_pos);
    m_swat_sound->play();
    
    // Squash karts around
    for(unsigned int i=0; i<world->getNumKarts(); i++)
    {
        Kart *kart = world->getKart(i);
        // TODO: isSwatterReady()
        if(kart->isEliminated() || kart==m_kart)
            continue;
        // don't swat an already hurt kart
        if (kart->isInvulnerable() || kart->isSquashed())
            continue;
        
        float dist2 = (kart->getXYZ()-swatter_pos).length2();

        if(dist2 >= min_dist2) continue;   // too far away, ignore this kart

        kart->setSquash(kp->getSquashDuration(), kp->getSquashSlowdown());
        if (kart->getAttachment()->getType()==Attachment::ATTACH_BOMB)
        {   // make bomb explode
            kart->getAttachment()->update(10000);
            HitEffect *he = new Explosion(m_kart->getXYZ(),  "explosion");
            if(m_kart->getController()->isPlayerController())
                he->setPlayerKartHit();
            projectile_manager->addHitEffect(he);
            m_kart->handleExplosion(m_kart->getXYZ(),  /*direct_hit*/ true);
        }   // if kart has bomb attached
        World::getWorld()->kartHit(kart->getWorldKartId());
    }   // for i < num_kartrs

    // TODO: squash items
}
Beispiel #3
0
/** General update function called once per frame. This updates the kart
 *  sectors, which are then used to determine the kart positions.
 *  \param dt Time step size.
 */
void LinearWorld::update(float delta)
{
    // run generic parent stuff that applies to all modes. It
    // especially updates the kart positions.
    WorldWithRank::update(delta);
    
    if (m_last_lap_sfx_playing && m_last_lap_sfx->getStatus() != SFXManager::SFX_PLAYING)
    {
        music_manager->getCurrentMusic()->resetTemporaryVolume();
        m_last_lap_sfx_playing = false;
    }
    
    const unsigned int kart_amount = getNumKarts();

    // Do stuff specific to this subtype of race.
    // ------------------------------------------
    for(unsigned int n=0; n<kart_amount; n++)
    {
        KartInfo& kart_info = m_kart_info[n];
        Kart* kart = m_karts[n];

        // Nothing to do for karts that are currently being rescued or eliminated
        if(kart->playingEmergencyAnimation()) continue;

        // ---------- deal with sector data ---------

        // update sector variables
        int prev_sector = kart_info.m_track_sector;
        m_track->getQuadGraph().findRoadSector(kart->getXYZ(),
                                               &kart_info.m_track_sector);

        kart_info.m_on_road = kart_info.m_track_sector != QuadGraph::UNKNOWN_SECTOR;
        if(kart_info.m_on_road)
        {
            kart_info.m_last_valid_sector   = kart_info.m_track_sector;
            kart_info.m_last_valid_race_lap = kart_info.m_race_lap;
        }
        else
        {
            // Kart off road. Find the closest sector instead.
            kart_info.m_track_sector =
                m_track->getQuadGraph().findOutOfRoadSector(kart->getXYZ(), prev_sector );
        }

        // Update track coords (=progression)
        m_track->getQuadGraph().spatialToTrack(&kart_info.m_curr_track_coords,
                                               kart->getXYZ(),
                                               kart_info.m_track_sector    );

    }   // for n

    // Update all positions. This must be done after _all_ karts have
    // updated their position and laps etc, otherwise inconsistencies
    // (like two karts at same position) can occur.
    // ---------------------------------------------------------------
    
    updateRacePosition();
    
    for (unsigned int i=0; i<kart_amount; i++)
    {
        // ---------- update rank ------
        if (m_karts[i]->hasFinishedRace() || m_karts[i]->isEliminated()) continue;

        // During the last lap update the estimated finish time.
        // This is used to play the faster music, and by the AI
        if (m_kart_info[i].m_race_lap == race_manager->getNumLaps()-1)
        {
            m_kart_info[i].m_estimated_finish = estimateFinishTimeForKart(m_karts[i]);
        }
        checkForWrongDirection(i);
    }
    
#ifdef DEBUG
    // FIXME: Debug output in case that the double position error occurs again.
    std::vector<int> pos_used;
    pos_used.resize(kart_amount+1, -99);
    for(unsigned int i=0; i<kart_amount; i++)
    {
        if(pos_used[m_karts[i]->getPosition()]!=-99)
        {
            for(unsigned int j =0; j<kart_amount; j++)
            {
                printf("kart id=%d, position=%d, finished=%d, laps=%d, distanceDownTrack=%f %s\n",
                    j, m_karts[j]->getPosition(),
                    m_karts[j]->hasFinishedRace(),
                    m_kart_info[j].m_race_lap,
                    getDistanceDownTrackForKart(m_karts[j]->getWorldKartId()),
                    (m_karts[j]->getPosition() == m_karts[i]->getPosition() ? "<--- !!!" : ""));
            }
        }
        pos_used[m_karts[i]->getPosition()]=i;
    }
#endif
}   // update