Ejemplo n.º 1
0
/** Virtual function called when the plunger hits something.
 *  The plunger is special in that it is not deleted when hitting an object.
 *  Instead it stays around (though not as a graphical or physical object)
 *  till the rubber band expires.
 *  \param kart Pointer to the kart hit (NULL if not a kart).
 *  \param obj  Pointer to PhysicalObject object if hit (NULL otherwise).
 */
void Plunger::hit(Kart *kart, PhysicalObject *obj)
{
    if(isOwnerImmunity(kart)) return;

    RaceGUIBase* gui = World::getWorld()->getRaceGUI();
    irr::core::stringw hit_message;

    // pulling back makes no sense in battle mode, since this mode is not a race.
    // so in battle mode, always hide view
    if( m_reverse_mode || race_manager->isBattleMode() )
    {
        if(kart)
        {
            kart->blockViewWithPlunger();

            hit_message += StringUtils::insertValues(getPlungerInFaceString(),
                                                     kart->getName().c_str(),
                                                     m_owner->getName().c_str()
                                                    ).c_str();
            gui->addMessage(hit_message, NULL, 3.0f, 40, video::SColor(255, 255, 255, 255), false);
        }

        m_keep_alive = 0;
        // Make this object invisible by placing it faaar down. Note that if this
        // objects is simply removed from the scene graph, it might be auto-deleted
        // because the ref count reaches zero.
        getNode()->setVisible(false);
        World::getWorld()->getPhysics()->removeBody(getBody());
    }
    else
    {
        m_keep_alive = m_owner->getKartProperties()->getRubberBandDuration();

        // Make this object invisible by placing it faaar down. Not that if this
        // objects is simply removed from the scene graph, it might be auto-deleted
        // because the ref count reaches zero.
        scene::ISceneNode *node = getNode();
        if(node)
        {
            node->setVisible(false);
        }
        World::getWorld()->getPhysics()->removeBody(getBody());

        if(kart)
        {
            m_rubber_band->hit(kart);
            return;
        }
        else if(obj)
        {
            Vec3 pos(obj->getBody()->getWorldTransform().getOrigin());
            m_rubber_band->hit(NULL, &pos);
        }
        else
        {
            m_rubber_band->hit(NULL, &(getXYZ()));
        }
    }
}   // hit
Ejemplo n.º 2
0
/** Callback from the physics in case that a kart or physical object is hit.
 *  \param kart The kart hit (NULL if no kart was hit).
 *  \param object The object that was hit (NULL if none).
 *  \return True if there was actually a hit (i.e. not owner, and target is
 *          not immune), false otherwise.
 */
bool Flyable::hit(AbstractKart *kart_hit, PhysicalObject* object)
{
    // the owner of this flyable should not be hit by his own flyable
    if(isOwnerImmunity(kart_hit)) return false;
    m_has_hit_something=true;

    return true;

}   // hit
Ejemplo n.º 3
0
/** Virtual function called when the plunger hits something.
 *  The plunger is special in that it is not deleted when hitting an object.
 *  Instead it stays around (though not as a graphical or physical object)
 *  till the rubber band expires.
 *  \param kart Pointer to the kart hit (NULL if not a kart).
 *  \param obj  Pointer to PhysicalObject object if hit (NULL otherwise).
 *  \returns True if there was actually a hit (i.e. not owner, and target is
 *           not immune), false otherwise.
 */
bool Plunger::hit(AbstractKart *kart, PhysicalObject *obj)
{
    if(isOwnerImmunity(kart)) return false;

    // pulling back makes no sense in battle mode, since this mode is not a race.
    // so in battle mode, always hide view
    if( m_reverse_mode || race_manager->isBattleMode() )
    {
        if(kart)
        {
            kart->blockViewWithPlunger();
            if (kart->getController()->isPlayerController())
                SFXManager::get()->quickSound("plunger");
        }

        m_keep_alive = 0;
        // Make this object invisible.
        getNode()->setVisible(false);
        World::getWorld()->getPhysics()->removeBody(getBody());
    }
    else
    {
        m_keep_alive = m_owner->getKartProperties()->getRubberBandDuration() *
                       m_owner->getPlayerDifficulty()->getRubberBandDuration();

        // Make this object invisible by placing it faaar down. Not that if this
        // objects is simply removed from the scene graph, it might be auto-deleted
        // because the ref count reaches zero.
        scene::ISceneNode *node = getNode();
        if(node)
        {
            node->setVisible(false);
        }
        World::getWorld()->getPhysics()->removeBody(getBody());

        if(kart)
        {
            m_rubber_band->hit(kart);
            return false;
        }
        else if(obj)
        {
            Vec3 pos(obj->getBody()->getWorldTransform().getOrigin());
            m_rubber_band->hit(NULL, &pos);
        }
        else
        {
            m_rubber_band->hit(NULL, &(getXYZ()));
        }
    }

    // Rubber band attached.
    return false;
}   // hit