mirror of
https://github.com/AquariaOSE/Aquaria.git
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c78d4d7a11
== 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.
644 lines
13 KiB
C++
644 lines
13 KiB
C++
/*
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Copyright (C) 2007, 2010 - Bit-Blot
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This file is part of Aquaria.
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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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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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See the GNU General Public License for more details.
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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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*/
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#include "SchoolFish.h"
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#include "Game.h"
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#include "Avatar.h"
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#include "../BBGE/AfterEffect.h"
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float strengthSeparation = 1;
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float strengthAlignment = 0.8;
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float strengthAvoidance = 1;
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float strengthCohesion = 0.5;
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float avoidanceDistance = 128;
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float separationDistance = 128;
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float minUrgency = 5;//0.05;
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float maxUrgency = 10;//0.1;
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float maxSpeed = 400; // 1
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float maxChange = maxSpeed*maxUrgency;
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float velocityScale = 1;
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SchoolFish::SchoolFish(const std::string &texname) : FlockEntity()
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{
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burstDelay = 0;
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naijaReaction = "smile";
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rippleTimer = 0;
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oldFlockID = -1;
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respawnTimer = 0;
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dodgeAbility = (rand()%900)/1000.0f + 0.1f;
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float randScale = float(rand()%200)/1000.0f;
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scale = Vector(0.6f-randScale, 0.6f-randScale);
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/*
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float randColor = float(rand()%250)/1000.0f;
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color = Vector(1-randColor, 1-randColor, 1-randColor);
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*/
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//color.interpolateTo(Vector(0.5, 0.5, 0.5), 2, -1, 1);
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color.ensureData();
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color.data->path.addPathNode(Vector(1,1,1), 0);
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color.data->path.addPathNode(Vector(1,1,1), 0.5);
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color.data->path.addPathNode(Vector(0.8, 0.8, 0.8), 0.7);
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color.data->path.addPathNode(Vector(1,1,1), 1.0);
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color.startPath(2);
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color.data->loopType = -1;
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color.update((rand()%1000)/1000.0f);
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flipDelay = 0;
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swimSound = "SchoolFishSwim";
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soundDelay = (rand()%300)/100.0f;
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range = 0;
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setEntityType(ET_ENEMY);
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canBeTargetedByAvatar = true;
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health = maxHealth = 1;
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//scale = Vector(0.5, 0.5);
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avoidTime=0;
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vel = Vector(-minUrgency, 0);
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setTexture(texname);
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flockType = FLOCK_FISH;
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//updateCull = -1;
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updateCull = 4000;
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collideRadius = 20;
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//2 32 0.1 0.1 -0.03 0 4 0
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setSegs(8, 2, 0.1, 0.9, 0, -0.03, 8, 0);
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/*
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setDamageTarget(DT_AVATAR_SPORECHILD, false);
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setDamageTarget(DT_AVATAR_ENERGYBLAST, false);
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*/
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//setAllDamageTargets(true);
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setDamageTarget(DT_AVATAR_LIZAP, false);
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/*
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setDamageTarget(DT_AVATAR_ENERGYBLAST, false);
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setDamageTarget(DT_AVATAR_SHOCK, false);
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*/
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//setDamageTarget(DT_AVATAR_BITE, true);
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// updateCull = 10248;
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targetPriority = -1;
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setEatType(EAT_FILE, "SchoolFish");
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this->deathSound = "";
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this->targetPriority = -1;
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setDamageTarget(DT_AVATAR_PET, false);
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}
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void SchoolFish::onEnterState(int action)
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{
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Entity::onEnterState(action);
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if (action == STATE_DEAD)
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{
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//rotation.interpolateTo(Vector(0,0,180), 2);
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vel.setLength2D(vel.getLength2D()*-1);
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oldFlockID = flock ? flock->flockID : -1;
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removeFromFlock();
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doDeathEffects(0, false);
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/*
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alpha = 0;
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alphaMod = 0;
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*/
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respawnTimer = 20 + rand()%20;
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alphaMod = 0;
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/*
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this->setLife(2);
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this->setDecayRate(1);
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this->fadeAlphaWithLife = true;
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*/
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/*
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dsq->game->spawnIngredient("FishOil", position, 10);
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dsq->game->spawnIngredient("FishMeat", position, 10);
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dsq->game->spawnIngredient("SmallEgg", position, 10);
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dsq->game->spawnIngredient("PlantLeaf", position, 60);
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*/
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if (!isGoingToBeEaten())
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{
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if (dsq->game->firstSchoolFish)
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{
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if (chance(50))
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dsq->game->spawnIngredient("FishOil", position, 1);
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else
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dsq->game->spawnIngredient("FishMeat", position, 1);
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dsq->game->firstSchoolFish = false;
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}
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else
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{
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if (chance(8))
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dsq->game->spawnIngredient("FishOil", position, 1);
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if (chance(5))
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dsq->game->spawnIngredient("FishMeat", position, 1);
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}
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}
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}
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else if (action == STATE_IDLE)
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{
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revive(3000);
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alpha.interpolateTo(1, 1);
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alphaMod = 1;
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if (oldFlockID != -1)
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addToFlock(oldFlockID);
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}
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}
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void SchoolFish::updateVelocity(Vector &accumulator)
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{
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// Ok, now limit speeds
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accumulator.capLength2D(maxChange);
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// Save old speed
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lastSpeed = vel.getLength2D();
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// Calculate new velocity and constrain it
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vel += accumulator;
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vel.capLength2D(getMaxSpeed() * maxSpeedLerp.x);
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vel.z = 0;
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if (fabsf(vel.y) > fabsf(vel.x))
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{
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/*
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float sign = vel.y / fabsf(vel.y);
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vel.y = fabsf(vel.x) * sign;
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*/
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//std::swap(vel.x, vel.y);
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// going up
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/*
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float len = vel.getLength2D();
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if (vel.y < 0)
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{
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if (vel.x < 0)
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vel.y = vel.x;
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else
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vel.y = -vel.x;
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}
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else
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{
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if (vel.x < 0)
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vel.y = -vel.x;
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else
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vel.y = vel.x;
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}
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vel.setLength2D(len);
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*/
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}
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}
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inline
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void SchoolFish::avoid(Vector &accumulator, Vector pos, bool inv)
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{
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//accumulator = Vector(0,0,0);
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Vector change;
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if (inv)
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change = pos - this->position;
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else
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change = this->position - pos;
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//change = position;
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//change -= this->position;
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change.setLength2D(maxUrgency);
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//change |= maxUrgency;
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//change = Vector(100,0);
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//avoidTime = 2;
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/*
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std::ostringstream os;
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os << "change(" << change.x << ", " << change.y << ")";
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debugLog (os.str());
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*/
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accumulator += change;
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}
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void SchoolFish::applyLayer(int layer)
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{
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switch (layer)
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{
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case -3:
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setv(EV_LOOKAT, 0);
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break;
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}
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}
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inline
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void SchoolFish::applyAvoidance(Vector &accumulator)
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{
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// only avoid the player if not in the background
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if (this->layer < LR_ELEMENTS10)
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{
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if ((dsq->game->avatar->position - this->position).isLength2DIn(128))
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{
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avoid(accumulator, dsq->game->avatar->position);
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}
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}
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//return;
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if (avoidTime>0) return;
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const int range = 10;
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const int step = 1;
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int radius = range*TILE_SIZE;
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int obsSumX = 0, obsSumY = 0; // Not a Vector (avoid using floats)
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int obsCount = 0;
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const TileVector t0(position);
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TileVector t;
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for (t.x = t0.x-range; t.x <= t0.x+range; t.x += step)
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{
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for (t.y = t0.y-range; t.y <= t0.y+range; t.y += step)
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{
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if (dsq->game->isObstructed(t))
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{
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obsSumX += t0.x - t.x;
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obsSumY += t0.y - t.y;
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obsCount++;
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}
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}
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}
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if (obsCount > 0)
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{
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const float tileMult = (float)TILE_SIZE / (float)obsCount;
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Vector change(obsSumX*tileMult, obsSumY*tileMult);
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change += position - t0.worldVector();
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//change |= 200;
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float dist = change.getLength2D();
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float ratio = dist / radius;
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if (ratio < minUrgency) ratio = minUrgency;
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else if (ratio > maxUrgency) ratio = maxUrgency;
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change *= (ratio + lastSpeed*0.1f) / dist;
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accumulator += change;
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}
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if (this->range!=0)
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{
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if (!((position - startPos).isLength2DIn(this->range)))
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{
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Vector diff = startPos - position;
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diff.setLength2D(lastSpeed);
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accumulator += diff;
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}
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}
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}
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inline
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void SchoolFish::applyAlignment(Vector &accumulator, const Vector &flockHeading)
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{
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if (strengthAlignment <= 0) return;
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Vector change;
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// Flocking Rule: Alignment
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// Try to align boid's heading with its flockmates
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// Copy the heading of the flock
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change = getFlockHeading();
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// normalize change to look more natural
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//change |= (minUrgency * strengthAlignment );
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change.setLength2D(minUrgency*strengthAlignment);
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// Add Change to Accumulator
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accumulator += change;
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}
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inline
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void SchoolFish::applyCohesion(Vector &accumulator)
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{
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if (strengthCohesion<=0) return;
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Vector change;
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// Flocking Rule: Cohesion
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// Try to go toward where all the flockmates are (the flock's center point)
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// Copy the position of center of flock
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change = getFlockCenter();
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// Average with our position
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change -= position;
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// normalize change to look more natural
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if (!change.isZero())
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change.setLength2D(minUrgency*strengthCohesion);
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accumulator += change;
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if (dsq->continuity.form == FORM_FISH)
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{
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if ((dsq->game->avatar->position - this->position).isLength2DIn(256))
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{
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change = dsq->game->avatar->position - position;
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change.setLength2D(maxUrgency*strengthCohesion);
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accumulator += change;
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//avoid(accumulator, dsq->game->avatar->position, true);
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}
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}
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}
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inline
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void SchoolFish::applySeparation(Vector &accumulator)
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{
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FlockEntity *e = getNearestFlockEntity();
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if (e)
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{
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const float dist = getNearestFlockEntityDist();
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if (dist < separationDistance)
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{
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float ratio = dist / separationDistance;
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if (ratio < minUrgency) ratio = minUrgency;
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else if (ratio > maxUrgency) ratio = maxUrgency;
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ratio *= strengthSeparation;
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Vector change(e->position - this->position);
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if (!change.isZero())
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{
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change.setLength2D(-ratio);
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accumulator += change;
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}
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}
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// Are we too far from nearest flockmate? Then Move Closer
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/*
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else if (dist > separationDistance)
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change |= ratio;
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*/
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}
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}
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void SchoolFish::onUpdate(float dt)
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{
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BBGE_PROF(SchoolFish_onUpdate);
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/*
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Quad::onUpdate(dt);
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return;
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*/
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/*
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if (dsq->continuity.form == FORM_BEAST)
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this->activationType = ACT_CLICK;
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else
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this->activationType = ACT_NONE;
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*/
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/*
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if (burstDelay == 0)
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{
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maxSpeedLerp = 2;
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Vector v = getNormal();
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vel = 0;
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v *= -5000;
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vel += v;
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//float t = (100 + rand()%100)/100.0f;
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float t = 2;
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maxSpeedLerp.interpolateTo(1, t);
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burstDelay = 10;// + (rand()%100)/100.0f;
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//rotateToVec(v, 0, 90);
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//rotation.interpolateTo(0, 1);
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if (v.x > 0 && !isfh())
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{
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flipHorizontal();
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flipDelay = 0.5;
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}
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if (v.x < 0 && isfh())
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{
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flipHorizontal();
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flipDelay = 0.5;
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}
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}
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else
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*/
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{
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burstDelay -= dt;
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if (burstDelay < 0)
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{
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burstDelay = 0;
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}
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}
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if (stickToNaijasHead && alpha.x < 0.1f)
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stickToNaijasHead = false;
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if (this->layer < LR_ENTITIES)
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{
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//debugLog("background fish!");
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/*
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setDamageTarget(DT_AVATAR_SHOCK, false);
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setDamageTarget(DT_AVATAR_BITE, false);
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setDamageTarget(DT_AVATAR_VOMIT, false);
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setDamageTarget(DT_AVATAR_ENERGYBLAST, false);
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*/
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setEntityType(ET_NEUTRAL);
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collideRadius = 0;
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}
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if (getState() == STATE_DEAD)
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{
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FlockEntity::onUpdate(dt);
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respawnTimer -= dt;
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if (!(dsq->game->avatar->position - this->position).isLength2DIn(2000))
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{
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if (respawnTimer < 0)
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{
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respawnTimer = 0;
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perform(STATE_IDLE);
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}
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}
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}
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else
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{
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/*
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if (layer == LR_ENTITIES || layer == LR_ENTITIES2)
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{
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rippleTimer -= dt;
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if (rippleTimer < 0)
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{
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if (core->afterEffectManager)
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core->afterEffectManager->addEffect(new ShockEffect(Vector(core->width/2, core->height/2),position,0.04,0.06,15,0.2f));
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rippleTimer = 0.5;
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}
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}
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*/
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FlockEntity::onUpdate(dt);
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if (dsq->game->isValidTarget(this, 0))
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dsq->game->handleShotCollisions(this);
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/*
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soundDelay -= dt;
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if (soundDelay <= 0)
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{
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//sound(swimSound, 1000 + rand()%100);
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soundDelay = 4+(rand()%50)/100.0f;
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}
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*/
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/*
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1. if distance_to(closest_boid) <= too_close then set direction away from closest_boid
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2. speed_of_neighbors := average(speed(x), for all x where distance_to(x) <= neighborhood_size)
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direction_of_neighbors := avg(direction(x), for all x where distance_to(x) <= neighborhood_size)
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if speed < speed_of_neighbors then increase speed
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if speed > speed_of_neighbors then decrease speed
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turn towards direction_of_neighbors
|
|
3. position_of_neighbors := avg(position(x), for all x where distance_to(x) <= neighborhood_size)
|
|
turn towards position_of_neighbors
|
|
*/
|
|
|
|
|
|
/*
|
|
FlockPiece flock;
|
|
getFlockInRange(160, &flock);
|
|
*/
|
|
// if flock in 160 ?
|
|
if (true)
|
|
{
|
|
VectorSet newDirection;
|
|
|
|
if (avoidTime>0)
|
|
{
|
|
avoidTime -= dt;
|
|
if (avoidTime<0)
|
|
avoidTime=0;
|
|
}
|
|
|
|
Vector dir = getFlockHeading();
|
|
|
|
Vector accumulator;
|
|
|
|
|
|
applyCohesion(accumulator);
|
|
applyAlignment(accumulator, dir);
|
|
// alignment
|
|
applySeparation(accumulator);
|
|
applyAvoidance(accumulator);
|
|
updateVelocity(accumulator);
|
|
|
|
/*
|
|
if (dsq->game->isValidTarget(this, 0))
|
|
doSpellAvoidance(dt, 96, dodgeAbility);
|
|
*/
|
|
|
|
|
|
Vector lastPosition = position;
|
|
position += (vel*velocityScale + vel2) * dt;
|
|
|
|
if (dsq->game->isObstructed(position))
|
|
{
|
|
position = lastPosition;
|
|
/*
|
|
Vector newPosition = position;
|
|
position = Vector(newPosition.x, lastPosition.y);
|
|
if (dsq->game->isObstructed(position))
|
|
{
|
|
position = Vector(lastPosition.x, newPosition.y);
|
|
if (dsq->game->isObstructed(position))
|
|
{
|
|
position = lastPosition;
|
|
}
|
|
}
|
|
*/
|
|
}
|
|
|
|
//updateCurrents(dt);
|
|
updateVel2(dt);
|
|
|
|
|
|
/*
|
|
if (flipDelay > 0)
|
|
{
|
|
flipDelay -= dt;
|
|
if (flipDelay < 0)
|
|
{
|
|
flipDelay = 0;
|
|
}
|
|
}
|
|
*/
|
|
|
|
flipDelay = 0;
|
|
|
|
//dir.normalize2D();
|
|
if (flipDelay <= 0)
|
|
{
|
|
const float amt = 0;
|
|
/*
|
|
|
|
if (fabsf(dir.x) > fabsf(dir.y))
|
|
{
|
|
if (dir.x > amt && !isfh())
|
|
{
|
|
flipHorizontal();
|
|
flipDelay = 0.5;
|
|
}
|
|
if (dir.x < -amt && isfh())
|
|
{
|
|
flipHorizontal();
|
|
flipDelay = 0.5;
|
|
}
|
|
}
|
|
*/
|
|
if (vel.x > amt && !isfh())
|
|
{
|
|
flipHorizontal();
|
|
}
|
|
if (vel.x < -amt && isfh())
|
|
{
|
|
flipHorizontal();
|
|
}
|
|
}
|
|
|
|
|
|
//rotateToVec(accumulator, 5, 90);
|
|
|
|
float angle = atan2f(dir.x<0 ? -dir.y : dir.y, fabsf(dir.x));
|
|
angle = ((angle*180)/PI);
|
|
|
|
if (angle > 45)
|
|
angle = 45;
|
|
if (angle < -45)
|
|
angle = -45;
|
|
|
|
|
|
rotation = Vector(0,0,angle);
|
|
|
|
//rotation.interpolateTo(Vector(0, 0, angle), 0);
|
|
}
|
|
|
|
}
|
|
}
|
|
|
|
void SchoolFish::onRender()
|
|
{
|
|
FlockEntity::onRender();
|
|
/*
|
|
glDisable(GL_BLEND);
|
|
glPointSize(12);
|
|
glDisable(GL_LIGHTING);
|
|
glColor3f(1,1,1);
|
|
glBegin(GL_POINTS);
|
|
|
|
glVertex3f(0,0,0);
|
|
glEnd();
|
|
glBegin(GL_LINES);
|
|
glVertex3f(0,0,0);
|
|
glVertex3f(vel.x*50, vel.y*50, 0);
|
|
glEnd();
|
|
*/
|
|
}
|
|
|