2011-08-03 20:05:33 +00:00
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-- Copyright (C) 2007, 2010 - Bit-Blot
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--
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-- This file is part of Aquaria.
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--
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-- Aquaria 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 2
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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.
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--
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-- See the 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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if not v then v = {} end
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if not AQUARIA_VERSION then dofile("scripts/entities/entityinclude.lua") end
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-- ================================================================================================
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-- L E A C H
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-- ================================================================================================
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-- entity specific
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local STATE_ATTACHED = 1000
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local STATE_FLYOFF = 1001
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-- ================================================================================================
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-- L O C A L V A R I A B L E S
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-- ================================================================================================
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v.attachOffsetX = 0
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v.attachOffsetY = 0
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v.attachBone = 0
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v.rollTime = 0
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-- ================================================================================================
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-- FUNCTIONS
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-- ================================================================================================
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function init(me)
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v.maxRollTime = math.random(10)/10.0 + 0.5
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setupBasicEntity(
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me,
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"Leach", -- texture
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3, -- health
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0, -- manaballamount
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1, -- exp
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0, -- money
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16, -- collideRadius (only used if hit entities is on)
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STATE_IDLE, -- initState
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64, -- sprite width
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64, -- sprite height
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0, -- particle "explosion" type, maps to particleEffects.txt -1 = none
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0, -- 0/1 hit other entities off/on (uses collideRadius)
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5000, -- updateCull -1: disabled, default: 4000
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1
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)
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entity_setDeathParticleEffect(me, "LeachExplode")
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end
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function update(me, dt)
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if entity_getState(me)==STATE_IDLE then
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if not entity_hasTarget(me) then
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entity_findTarget(me, 550)
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else
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if entity_isTargetInRange(me, 32) then
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if not isForm(FORM_FISH) then
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entity_setState(me, STATE_ATTACHED)
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end
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elseif entity_isTargetInRange(me, 300) then
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entity_setMaxSpeed(me, 800)
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entity_moveTowardsTarget(me, dt, 2100)
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else
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entity_moveTowardsTarget(me, dt, 200)
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end
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entity_doCollisionAvoidance(me, dt, 5, 1)
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end
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elseif entity_getState(me)==STATE_ATTACHED then
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if isForm(FORM_FISH) then
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entity_setState(me, STATE_FLYOFF, 2)
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return
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end
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entity_rotate(me, bone_getWorldRotation(v.attachBone))
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entity_setPosition(me, bone_getWorldPosition(v.attachBone))
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if avatar_isRolling() then
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v.rollTime = v.rollTime + dt
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if v.rollTime > v.maxRollTime then
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entity_setState(me, STATE_FLYOFF, 2)
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end
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end
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end
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if not(entity_isState(me, STATE_ATTACHED)) then
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entity_updateMovement(me, dt)
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entity_rotateToVel(me, 0.1)
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entity_handleShotCollisions(me)
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end
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end
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function enterState(me)
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if entity_getState(me)==STATE_IDLE then
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entity_setEntityType(me, ET_ENEMY)
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entity_setMaxSpeed(me, 400)
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elseif entity_getState(me)==STATE_ATTACHED then
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entity_setEntityType(me, ET_NEUTRAL)
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entity_setMaxSpeed(me, 0)
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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.
2011-09-18 21:12:02 +00:00
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avatar_incrLeaches()
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2011-08-03 20:05:33 +00:00
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entity_sound(me, "Leach")
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v.attachBone = entity_getNearestBoneToPosition(entity_getTarget(me), entity_getPosition(me))
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--[[
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v.attachOffsetX = entity_x(me) - entity_getTargetPositionX(me)
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v.attachOffsetY = entity_y(me) - entity_getTargetPositionY(me)
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]]--
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elseif entity_isState(me, STATE_FLYOFF) then
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entity_setEntityType(me, ET_ENEMY)
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v.rollTime = 0
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entity_setMaxSpeed(me, 800)
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entity_addRandomVel(me, 1000)
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end
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end
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function exitState(me)
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if entity_getState(me)==STATE_ATTACHED then
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-- entity_setState(STATE_IDLE)
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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.
2011-09-18 21:12:02 +00:00
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avatar_decrLeaches()
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2011-08-03 20:05:33 +00:00
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elseif entity_isState(me, STATE_FLYOFF) then
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entity_setState(me, STATE_IDLE)
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end
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end
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function hitSurface(me)
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end
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function damage(me, attacker, bone, damageType, dmg)
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if damageType == DT_AVATAR_BITE then
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entity_setHealth(me, 0)
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end
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return true
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end
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