Tiny tweaks: renamed AI methods scanFor{Nearest|Random}Merchantmen to ...Merchantman (with compatibility aliases). Removed all Light 0 stuff from shaders. Belatedly bumped cache format version for changed dust shader.
git-svn-id: http://svn.berlios.de/svnroot/repos/oolite-linux/trunk@3314 127b21dd-08f5-0310-b4b7-95ae10353056
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@ -162,7 +162,7 @@
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"ODDS_GOOD" = (groupAttackTarget);
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"CARGO_SCOOPED" = ("setStateTo: CHECK_CARGO");
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RESTARTED = ("setStateTo: LURK");
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UPDATE = (scanForRandomMerchantmen, "pauseAI: 10.0");
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UPDATE = (scanForRandomMerchantman, "pauseAI: 10.0");
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};
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LURK = {
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ENTER = ("setSpeedTo: 0.0", performIdle);
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@ -177,7 +177,7 @@
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"ODDS_LEVEL" = (groupAttackTarget);
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"GROUP_ATTACK_TARGET" = (setTargetToFoundTarget, "setStateTo: ATTACK_SHIP");
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"ENTER WORMHOLE" = ("setStateTo: ENTER_WORMHOLE");
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UPDATE = (scanForRandomMerchantmen, "pauseAI: 5.0");
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UPDATE = (scanForRandomMerchantman, "pauseAI: 5.0");
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};
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"SCAN_FOR_LOOT" = {
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ENTER = ("setSpeedTo: 0.0", performIdle);
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@ -197,7 +197,7 @@
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"setSpeedFactorTo: 0.75",
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performFlyToRangeFromDestination
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);
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"DESIRED_RANGE_ACHIEVED" = (scanForRandomMerchantmen);
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"DESIRED_RANGE_ACHIEVED" = (scanForRandomMerchantman);
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"NOTHING_FOUND" = ("setStateTo: TRAVEL_TO_LURK_AREA");
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"TARGET_FOUND" = (groupAttackTarget);
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"GROUP_ATTACK_TARGET" = (setTargetToFoundTarget, "setStateTo: ATTACK_SHIP");
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@ -1,7 +1,7 @@
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/* List of roles pirates will attack.
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Ships whose primary role is among those listed can be located with the AI
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methods scanForNearestMerchantmen and scanForRandomMerchantmen. They can
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methods scanForNearestMerchantman and scanForRandomMerchantman. They can
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also be identified with the JavaScript property isPirateVictim.
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*/
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@ -98,8 +98,8 @@
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"performHold",
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"setTargetToPrimaryAggressor",
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"performAttack",
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"scanForNearestMerchantmen",
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"scanForRandomMerchantmen",
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"scanForNearestMerchantman",
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"scanForRandomMerchantman",
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"scanForLoot",
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"scanForRandomLoot",
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"setTargetToFoundTarget",
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@ -438,5 +438,7 @@
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"setStateMachine:" = "setAITo:";
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"launchTrader" = ("launchIndependentShip:", "trader");
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"launchIndependentShipWithRole:" = "launchIndependentShip:";
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"scanForNearestMerchantmen" = "scanForNearestMerchantman";
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"scanForRandomMerchantmen" = "scanForRandomMerchantman";
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};
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}
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@ -78,10 +78,6 @@
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#define OOSTD_EMISSION_AND_ILLUMINATION_MAP 0
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#endif
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#ifndef OO_LIGHT_0_FIX
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#define OO_LIGHT_0_FIX 0
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#endif
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#if OOSTD_EMISSION_AND_ILLUMINATION_MAP && !OOSTD_EMISSION_MAP
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#undef OOSTD_EMISSION_MAP
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@ -116,10 +112,6 @@ varying vec3 vEyeVector;
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varying vec2 vTexCoord;
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#if OO_LIGHT_0_FIX
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varying vec3 vLight0Vector;
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#endif
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varying vec3 vLight1Vector;
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#if OOSTD_DIFFUSE_MAP && !OOSTD_DIFFUSE_MAP_IS_CUBE_MAP
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@ -253,10 +245,7 @@ void main(void)
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#endif
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// Get light vectors
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#if OO_LIGHT_0_FIX
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vec3 light0Vector = normalize(vLight0Vector);
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#endif
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vec3 light1Vector = normalize(vLight1Vector);
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vec3 lightVector = normalize(vLight1Vector);
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// Get ambient colour
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vec4 ambientLight = gl_LightModel.ambient;
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@ -290,10 +279,7 @@ void main(void)
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#endif
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vec4 diffuseLight = vec4(0);
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#if OO_LIGHT_0_FIX
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diffuseLight += CalcDiffuseLight(light0Vector, normal, gl_LightSource[0].diffuse);
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#endif
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diffuseLight += CalcDiffuseLight(light1Vector, normal, gl_LightSource[1].diffuse);
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diffuseLight += CalcDiffuseLight(lightVector, normal, gl_LightSource[1].diffuse);
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#if HAVE_ILLUMINATION
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diffuseLight += illuminationMapLight;
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@ -310,17 +296,11 @@ void main(void)
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#endif
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// Calculate specular light
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#if OOSTD_SPECULAR && OO_LIGHT_0_FIX
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#define SPECULAR_LIGHT_0 specularLight += CalcSpecularLight(light0Vector, eyeVector, exponent, normal, gl_LightSource[0].specular)
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#else
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#define SPECULAR_LIGHT_0
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#endif
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#if OOSTD_SPECULAR
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vec4 specularLight = vec4(0);
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float exponent = gl_FrontMaterial.shininess;
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APPLY_MAPPED_EXPONENT;
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SPECULAR_LIGHT_0;
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specularLight += CalcSpecularLight(light1Vector, eyeVector, exponent, normal, gl_LightSource[1].specular);
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specularLight += CalcSpecularLight(lightVector, eyeVector, exponent, normal, gl_LightSource[1].specular);
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specularLight.a = 1.0;
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#endif
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@ -26,17 +26,9 @@
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attribute vec3 tangent;
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#ifndef OO_LIGHT_0_FIX
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#define OO_LIGHT_0_FIX 0
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#endif
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// No vNormal, because normal is always 0,0,1 in tangent space.
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varying vec3 vEyeVector;
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varying vec2 vTexCoord;
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#if OO_LIGHT_0_FIX
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varying vec3 vLight0Vector;
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#endif
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varying vec3 vLight1Vector;
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#ifndef OOSTD_DIFFUSE_MAP_IS_CUBE_MAP
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@ -60,13 +52,8 @@ void main(void)
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vec3 eyeVector = -vec3(gl_ModelViewMatrix * gl_Vertex);
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vEyeVector = eyeVector * TBN;
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#if OO_LIGHT_0_FIX
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vec3 light0Vector = gl_LightSource[0].position.xyz + eyeVector;
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vLight0Vector = light0Vector * TBN;
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#endif
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vec3 light1Vector = gl_LightSource[1].position.xyz + eyeVector;
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vLight1Vector = light1Vector * TBN;
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vec3 lightVector = gl_LightSource[1].position.xyz + eyeVector;
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vLight1Vector = lightVector * TBN;
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vTexCoord = gl_MultiTexCoord0.st;
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@ -100,8 +100,8 @@ MA 02110-1301, USA.
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- (void) performAttack;
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- (void) scanForNearestMerchantmen;
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- (void) scanForRandomMerchantmen;
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- (void) scanForNearestMerchantman;
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- (void) scanForRandomMerchantman;
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- (void) scanForLoot;
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@ -486,7 +486,7 @@ MA 02110-1301, USA.
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}
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- (void) scanForNearestMerchantmen
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- (void) scanForNearestMerchantman
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{
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float d2, found_d2;
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unsigned i;
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@ -521,7 +521,7 @@ MA 02110-1301, USA.
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}
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- (void) scanForRandomMerchantmen
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- (void) scanForRandomMerchantman
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{
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unsigned n_found, i;
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@ -75,7 +75,7 @@ static NSString * const kCacheKeyCaches = @"caches";
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enum
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{
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kEndianTagValue = 0x0123456789ABCDEFULL,
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kFormatVersionValue = 37
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kFormatVersionValue = 38
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};
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@ -118,6 +118,7 @@ void InitOOJSMission(JSContext *context, JSObject *global)
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OO_AddJSGCRoot(context, &sCallbackThis, "Pending mission callback this");
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}
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void MissionRunCallback()
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{
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// don't do anything if we don't have a function.
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