RubberBall::RubberBall(AbstractKart *kart) : Flyable(kart, PowerupManager::POWERUP_RUBBERBALL, 0.0f /* mass */), TrackSector() { // For debugging purpose: pre-fix each debugging line with the id of // the ball so that it's easy to collect all debug output for one // particular ball only. m_next_id++; m_id = m_next_id; // Don't let Flyable update the terrain information, since this object // has to do it earlier than that. setDoTerrainInfo(false); float forw_offset = 0.5f*kart->getKartLength() + m_extend.getZ()*0.5f+5.0f; createPhysics(forw_offset, btVector3(0.0f, 0.0f, m_speed*2), new btSphereShape(0.5f*m_extend.getY()), -70.0f /*gravity*/, true /*rotates*/); // Do not adjust the up velocity setAdjustUpVelocity(false); m_max_lifespan = 9999; m_target = NULL; m_aiming_at_target = false; m_fast_ping = false; // At the start the ball aims at quads till it gets close enough to the // target: m_height_timer = 0.0f; m_interval = m_st_interval; m_current_max_height = m_max_height; m_ping_sfx = sfx_manager->createSoundSource("ball_bounce"); // Just init the previoux coordinates with some value that's not getXYZ() m_previous_xyz = m_owner->getXYZ(); m_previous_height = 2.0f; // // A negative value indicates that the timer is not active m_delete_timer = -1.0f; m_tunnel_count = 0; LinearWorld *world = dynamic_cast<LinearWorld*>(World::getWorld()); // FIXME: what does the rubber ball do in case of battle mode?? if(!world) return; computeTarget(); // initialises the current graph node TrackSector::update(getXYZ()); TerrainInfo::update(getXYZ()); initializeControlPoints(m_owner->getXYZ()); } // RubberBall
Cake::Cake (AbstractKart *kart) : Flyable(kart, PowerupManager::POWERUP_CAKE) { m_target = NULL; setDoTerrainInfo(false); btVector3 gravity_vector; btQuaternion q = kart->getTrans().getRotation(); gravity_vector = Vec3(0, -1, 0).rotate(q.getAxis(), q.getAngle()); gravity_vector = gravity_vector.normalize() * m_gravity; // A bit of a hack: the mass of this kinematic object is still 1.0 // (see flyable), which enables collisions. I tried setting // collisionFilterGroup/mask, but still couldn't get this object to // collide with the track. By setting the mass to 1, collisions happen. // (if bullet is compiled with _DEBUG, a warning will be printed the first // time a homing-track collision happens). float forward_offset=kart->getKartLength()/2.0f + m_extend.getZ()/2.0f; float up_velocity = m_speed/7.0f; // give a speed proportional to kart speed. m_speed is defined in flyable m_speed *= kart->getSpeed() / 23.0f; //when going backwards, decrease speed of cake by less if (kart->getSpeed() < 0) m_speed /= 3.6f; m_speed += 16.0f; if (m_speed < 1.0f) m_speed = 1.0f; btTransform trans = kart->getTrans(); float heading=kart->getHeading(); float pitch = kart->getTerrainPitch(heading); // Find closest kart in front of the current one const bool backwards = kart->getControls().getLookBack(); const AbstractKart *closest_kart=NULL; Vec3 direction; float kart_dist_squared; getClosestKart(&closest_kart, &kart_dist_squared, &direction, kart /* search in front of this kart */, backwards); // aim at this kart if 1) it's not too far, 2) if the aimed kart's speed // allows the projectile to catch up with it // // this code finds the correct angle and upwards velocity to hit an opponents' // vehicle if they were to continue travelling in the same direction and same speed // (barring any obstacles in the way of course) if(closest_kart != NULL && kart_dist_squared < m_st_max_distance_squared && m_speed>closest_kart->getSpeed()) { m_target = (AbstractKart*)closest_kart; float fire_angle = 0.0f; getLinearKartItemIntersection (kart->getXYZ(), closest_kart, m_speed, m_gravity, forward_offset, &fire_angle, &up_velocity); // apply transformation to the bullet object (without pitch) btQuaternion q; q = trans.getRotation() * btQuaternion(btVector3(0, 1, 0), fire_angle); trans.setRotation(q); m_initial_velocity = Vec3(0.0f, up_velocity, m_speed); createPhysics(forward_offset, m_initial_velocity, new btCylinderShape(0.5f*m_extend), 0.5f /* restitution */, gravity_vector, true /* rotation */, false /* backwards */, &trans); } else { m_target = NULL; // kart is too far to be hit. so throw the projectile in a generic way, // straight ahead, without trying to hit anything in particular trans = kart->getAlignedTransform(pitch); m_initial_velocity = Vec3(0.0f, up_velocity, m_speed); createPhysics(forward_offset, m_initial_velocity, new btCylinderShape(0.5f*m_extend), 0.5f /* restitution */, gravity_vector, true /* rotation */, backwards, &trans); } //do not adjust height according to terrain setAdjustUpVelocity(false); m_body->setActivationState(DISABLE_DEACTIVATION); m_body->applyTorque( btVector3(5,-3,7) ); } // Cake