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Aquaria/Aquaria/Avatar.h

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/*
Copyright (C) 2007, 2010 - Bit-Blot
This file is part of Aquaria.
Aquaria is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
#ifndef AVATAR_H
#define AVATAR_H
#include "../BBGE/Particles.h"
#include "DSQ.h"
#include "Hair.h"
#include "Entity.h"
#include "Web.h"
class TileVector;
class SongIcon;
struct Target
{
public:
Target() { e = 0; targetPt = -1; }
Entity *e;
Vector pos;
int targetPt;
Vector getWorldPosition();
};
enum BurstType
{
BURST_NONE = 0,
BURST_NORMAL = 1,
BURST_WALL = 2
};
enum EnableInputType
{
AVATARINPUT_DEFAULT = 0,
AVATARINPUT_NOCURSOR = 1,
AVATARINPUT_MAX
};
enum AvatarAnimLayers
{
ANIMLAYER_FLOURISH = 3,
ANIMLAYER_OVERRIDE = 4,
ANIMLAYER_ARMOVERRIDE = 5,
ANIMLAYER_UPPERBODYIDLE = 6,
ANIMLAYER_HEADOVERRIDE = 7,
ANIMLAYER_MAX
};
enum SeeMapMode
{
SEE_MAP_NEVER = 0,
SEE_MAP_DEFAULT = 1,
SEE_MAP_ALWAYS = 2,
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};
class SongIconParticle : public Quad
{
public:
SongIconParticle(Vector color, Vector pos, int note);
int note;
SongIcon *toIcon;
protected:
void onUpdate(float dt);
};
class SongIcon : public Quad
{
public:
SongIcon(int note);
void destroy();
int note;
void openNote();
void closeNote();
void openInterface();
void closeInterface();
static int notesOpen;
Vector noteColor;
bool open;
protected:
Quad *glow;
float rippleTimer;
float len;
float ptimer;
void spawnParticles(float dt);
void *channel;
float delay, counter, minTime;
bool cursorIsIn;
void onUpdate(float dt);
};
class AvatarState
{
public:
AvatarState();
Timer blindTimer;
float abilityDelay;
bool blind;
bool wasUnderWater;
float shotDelay;
//Timer shockTimer;
Timer useItemDelay;
Timer lockToWallDelay;
float spellCharge;
bool lockedToWall;
float leachTimer;
bool nearWall;
float swimTimer, rollTimer;
float updateLookAtTime;
float blinkTimer;
Entity *lookAtEntity;
Vector outOfWaterVel;
float outOfWaterTimer;
bool backFlip;
};
class Avatar : public Entity, public ActionMapper
{
public:
Avatar();
void postInit();
virtual ~Avatar();
void destroy();
void action(int actionID, int state);
AvatarState state;
float burst, burstTimer;
float burstDelay;
bool bursting;
BurstType lastBurstType;
//void damage(int amount);
bool isCharging();
void setBlind(float time);
void revive();
bool canWarp;
void entityDied(Entity *e);
void onCollide(Entity *e);
bool zoomOverriden;
void clampPosition();
bool isMiniMapCursorOkay();
void splash(bool down);
InterpolatedVector myZoom;
Entity *entityToActivate;
Path *pathToActivate;
void applyWorldEffects(WorldType type);
void toggleMovement(bool on);
Vector getFacing();
void refreshModel(std::string file, const std::string &skin, bool forceIdle=false);
void refreshDualFormModel();
void switchDualFormMode();
void enableInput();
void disableInput();
void clearTargets();
bool singing;
void doBounce();
Vector getKeyDir();
void startBurstCommon();
void updateJoystick(float dt);
int getNotesOpen();
int getLastNote();
int lastNote;
void openSingingInterface();
void closeSingingInterface();
void updateSingingInterface(float dt);
void playHitSound();
void changeForm(FormType form, bool effects=true, bool onInit=false, FormType lastForm=FORM_NONE);
void singNote(int note);
std::vector<SongIcon*> songIcons;
Song currentSong;
int currentSongIdx;
Entity *pullTarget;
void setNearestPullTarget();
void formAbility(int ability);
bool isMouseInputEnabled();
void startCharge(int ability);
int currentMaxSpeed;
Vector getFakeCursorPosition();
Vector getVectorToCursor(bool trueMouse=false);
Vector getVectorToCursorFromScreenCentre();
bool canDie;
Vector warpInLocal;
float biteDelay, urchinDelay, jellyDelay;
bool movingOn;
void render();
void activateAura(AuraType aura);
void stopAura();
void setHeadTexture(const std::string &name, float t=0);
float headTextureTimer;
void updateDamageVisualEffects();
int chargeLevelAttained;
void chargeVisualEffect(const std::string &tex);
void updateFormVisualEffects(float dt);
bool isSinging();
bool isLockable();
int getCursorQuadrant();
void onWarp();
int getBurstDistance();
int getStopDistance();
int looking;
std::string getIdleAnimName();
bool isRolling() { return rolling; }
int rollDir;
std::string getBurstAnimName();
std::string getRollAnimName();
void updateDualFormChargeEffects();
TileVector wallLockTile;
Vector wallNormal;
void fallOffWall();
float fireDelay;
int getSingingInterfaceRadius();
int getOpenSingingInterfaceRadius();
AuraType activeAura;
float auraTimer;
bool fireAtNearestValidEntity(const std::string &shot);
void checkNearWall();
Vector getAim();
Vector getForwardAim();
void setWasUnderWater();
Quad *lightFormGlow, *lightFormGlowCone;
void setBlockSinging(bool v);
Vector headPosition;
void updatePosition();
float quickSongCastDelay;
void onAnimationKeyPassed(int key);
bool isSwimming();
bool isBlockSinging() { return blockSinging; }
float songInterfaceTimer;
void removeEatData(int idx);
//std::list<Entity*>bittenEntities;
typedef std::list<Entity*> BittenEntities;
BittenEntities bittenEntities;
void updateHeartbeatSfx(float t = 0);
Target getNearestTarget(const Vector &checkPos, const Vector &distPos, Entity *source, DamageType dt, bool override=false, std::vector<Target> *ignore=0, EntityList *entityList=0);
void toggleCape(bool on);
void updateLookAt(float dt);
void updateFoodParticleEffects();
void endOfGameState();
bool canQuickSong();
bool canActivateStuff();
void setCanActivateStuff(bool on);
bool hasThingToActivate();
float biteTimer;
Timer flourishTimer;
Timer flourishPowerTimer;
Timer stillTimer;
void refreshNormalForm();
bool canChangeForm;
void bindInput();
Vector getHeadPosition();
Bone *boneRightFoot, *boneLeftFoot, *boneRightArm, *boneLeftArm, *boneFish2, *bone_head;
Bone *boneLeftHand, *boneRightHand;
void startFlourish();
void applyTripEffects();
void removeTripEffects();
void stopBurst();
void createWeb();
void clearWeb();
Web *web;
float rollDelay;
void loseTargets();
bool canSetBoneLock();
void revert();
void doBindSong();
void doShieldSong();
Fixed some script interface functions, error handling & code cleanups == Script interface changes: == Removed entity_setClampOnSwitchDir(), which was a no-op. Added entity_getFlag() function, for fairness, as nodes already have one. Added node_getLabel() function, which does not return the _full_ node string, but only the first part before parameters. dofile() supports relative paths now, and it is no longer necessary to use appendUserDataPath() + full path from a mod. entity_color() does now support all interpolation functions that similar vector-manipulation functions support (loop, ping-pong, ease). added entity_getVel() function (an entity_setVel() can be emulated with entity_clearVel(), followed by entity_addVel()). *_getNearestNode() and *_getNearestEntity() allow an optional ignore parameter. node_getNearestNode() allowed to specify a node to exclude from the search, the others not -- now the interface is more consistent. Deprecated entity_[incr/decr]TargetLeaches(entity) - the attached leach amount was never handled by any entity other than Naija. Replaced them with avatar_[incr/decr]Leaches(), but kept the old ames for now, too. Should be removed in a while. == Script interface & related fixes: == Added bool loudScriptErrors to control displaying script syntax error and global variable usage warnings. So far, syntax errors always went do debugLog(), but it is less time consuming when writing scripts to have them displayed right away. *_getNearestNode now scan by label, and not full name. This allows searching for nodes but ignoring its parameters. The original game scripts never search for nodes that have parameters, so this does not break anything, but allows modding without an exploding amount of specialized node scripts. entity_setBoneLock() failed for certain entites with throwLuaErrors=true, allowing to burst through them (gears, grouper, big mithalas jelly, probably more). Removed unnecessary int-casts in entity_setHealth(), entity_changeHealth(), and a few others, which truncated float fractional parts. Fixed possible crashes in many functions due to missing NULL-pointer checks, if wrong data were passed to Lua. Optimized entity_getNearestEntity() a little - do nocasecmp() after checking all other params UPPERCASE global variables as used in mod include files are now tolerated, even with all warnings on. This makes sense because it was impossible to include a custom flags definition file (which _must_ have globals, otherwise the including scripts won't see them) in a mod without beeing buried in spam. They won't change, or clobber any states, and UPPERCASE sort of implies a constant/#define, imho. Added better control over warnings about not-existing files. map_*.lua and premap_*.lua files are optional, and no warning should be given if they do not exist. Missing Entity scripts and mod-init.lua must be warned about, however. Fixed a crash in global variable access warning (NULL pushed into std::ostringstream) Fixed 2 random warnings i found in scrips == Misc stuff: == Related to the changes above, cleaned out unused variables from the Entity class, and removed the code that had to do with them somehow. Some parts of the removed code were still in use, although totally unnecessary. Saves a few bytes of memory per entity, and less code that can cause headache.
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bool canBurst() const { return _canBurst; }
void setCanBurst(bool b) { _canBurst = b; }
bool canLockToWall() const { return _canLockToWall; }
void setCanLockToWall(bool b) { _canLockToWall = b; }
bool canSwimAgainstCurrents() const { return _canSwimAgainstCurrents; }
void setCanSwimAgainstCurrents(bool b) { _canSwimAgainstCurrents = b; }
bool canCollideWithShots() const { return _canCollideWithShots; }
void setCollideWithShots(bool b) { _canCollideWithShots = b; }
void setCollisionAvoidanceData(int range, float mod);
void setSeeMapMode(SeeMapMode mode) { _seeMapMode = mode; }
SeeMapMode getSeeMapMode() const { return _seeMapMode; }
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int leaches;
float shieldPoints;
float elementEffectMult;
bool blockBackFlip;
protected:
void setSongIconPositions();
Timer webBitTimer;
int curWebPoint;
void checkUpgradeForShot(Shot *s);
int getNumShots();
void lockToWallCommon();
void onSetBoneLock();
void onUpdateBoneLock();
void adjustHeadRot();
std::string lastHeadTexture;
void updateDualFormGlow(float dt);
Vector getTendrilAimVector(int i, int max);
void applyRidingPosition();
void stopWallJump();
void updateWallJump(float dt);
float wallBurstTimer;
float targetUpdateDelay;
std::vector<Target> targets;
void updateTargets(float dt, bool override);
void updateTargetQuads(float dt);
Vector bodyOffset;
bool flourish;
bool blockSinging;
int spiritEnergyAbsorbed;
float formAbilityDelay;
Vector bodyPosition;
bool joystickMove;
bool ripples;
float rippleDelay, tripDelay;
float formTimer;
float fallGravityTimer;
Vector fallGravity;
int lastOutOfWaterMaxSpeed;
void onIdle();
void onHeal(int type);
ParticleEffect biteLeftEmitter, biteRightEmitter, swimEmitter, auraHitEmitter;
ParticleEffect auraEmitter, auraLowEmitter, wakeEmitter, healEmitter, hitEmitter, rollLeftEmitter, rollRightEmitter, spiritBeaconEmitter, plungeEmitter;
ParticleEffect speedEmitter, defenseEmitter, invincibleEmitter, regenEmitter;
ParticleEffect *leftHandEmitter, *rightHandEmitter;
ParticleEffect *chargingEmitter, *chargeEmitter;
void updateCursor(float dt);
bool rolling;
int rollDidOne;
void startRoll(int dir);
void stopRoll();
int getQuadrantDirection(int lastQuad, int quad);
void updateRoll(float dt);
int lastQuad, lastQuadDir;
void onDamage(DamageData &d);
void updateHair(float dt);
void lostTarget(int i, Entity *e);
Vector shieldPosition;
void updateAura(float dt);
void onHealthChange(float change);
void startWallBurst(bool useCursor=true);
void startBurst();
void startBackFlip();
void stopBackFlip();
void clampVelocity();
bool canCharge(int ability);
void formAbilityUpdate(float dt);
float revertTimer;
void endCharge();
Entity *activateEntity;
bool canMove;
void onEnterState(int action);
void onExitState(int action);
std::vector<ParticleEffect*>targetQuads;
Quad *blinder, *fader, *tripper;
void applyBlindEffects();
void removeBlindEffects();
float zoomVel;
// implement "bobbing" in a lower class
int getBeamWidth();
Vector getWallNormal(TileVector t);
bool checkWarpAreas();
void toggleZoom();
float splashDelay;
//Hair *hair;
//Item *currentItem;
void onUpdate(float dt);
void onRender();
Quad *glow;
bool swimming;
void lmbd();
void lmbu();
void rmbd();
void rmbu();
bool charging;
float pushingOffWallEffect;
float lockToWallFallTimer;
Vector wallPushVec;
void lockToWall();
void doShock(const std::string &shotName);
bool _canActivateStuff;
bool _canBurst;
bool _canLockToWall;
bool _canSwimAgainstCurrents;
bool _canCollideWithShots;
SeeMapMode _seeMapMode;
int _collisionAvoidRange;
float _collisionAvoidMod;
};
#endif