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Misc fixes and cleanups; fixed variadic Lua calls to self.
Script interface: - entity_msg() will no longer corrupt the Lua stack if sending messages to itself. - added more info to non-critical Lua errors ("attempt to call a nil value", etc) - replaced many lua_tostring() with getString(), which does never return NULL. This prevents possible crashes when a non-string parameter is passed to functions expecting a string. Misc: - Removed classes BoxElement, DFSprite, Datafile, and related references. They were essentially unused. - Removed unused Element class member variables. - Show more lines in the in-game console.
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15 changed files with 95 additions and 213 deletions
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@ -125,12 +125,10 @@ static void Linux_CopyTree(const char *src, const char *dst)
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#endif
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float titTimer = 0;
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const int saveSlotPageSize = 4;
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int maxPages = 15;
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#ifdef AQUARIA_BUILD_CONSOLE
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const int MAX_CONSOLELINES = 14;
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const int MAX_CONSOLELINES = 18;
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#endif
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DSQ *dsq = 0;
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@ -2476,7 +2474,7 @@ void DSQ::clickRingEffect(Vector pos, int type, Vector color, float ut)
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}
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}
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Entity *DSQ::getEntityByName(std::string name)
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Entity *DSQ::getEntityByName(const std::string& name)
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{
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Entity *e = 0;
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FOR_ENTITIES(i)
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@ -4737,61 +4735,6 @@ void DSQ::playVisualEffect(int vfx, Vector position, Entity *target)
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}
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}
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// get the closest, active, in range element to the vector
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/*
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Element *DSQ::getElementAtVector(const Vector &vec)
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{
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Element *returnElement = 0;
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int smallestDistance = 9999;
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for (int i = 0; i < elements.size(); i++)
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{
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if (elements[i]->isActive() && elements[i]->getTotalInteractions() > 0)
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{
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int distanceToElementI = elements[i]->getFakeDistanceFromCenterToVector(vec);
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if (elements[i]->isVectorInActivationRange(vec) && distanceToElementI < smallestDistance)
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{
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smallestDistance = distanceToElementI;
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returnElement = elements[i];
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}
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}
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}
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return returnElement;
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}
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*/
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Element *DSQ::getElementWithType(Element::Type type)
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{
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for (int i = 0; i < elements.size(); i++)
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{
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if (elements[i]->getElementType() == type)
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{
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return elements[i];
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}
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}
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return 0;
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}
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/*
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Element *DSQ::getClosestElementWithType(Element::Type type, Element *e)
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{
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Element *returnElement = 0;
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long smallestDistance = 999999;
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for (int i = 0; i < elements.size(); i++)
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{
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if (elements[i]->isActive() && elements[i]->getElementType() == type)
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{
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long distanceToElementI = elements[i]->getFakeDistanceFromCenterToVector(e->position);
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if (distanceToElementI < smallestDistance)
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{
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smallestDistance = distanceToElementI;
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returnElement = elements[i];
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}
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}
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}
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return returnElement;
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}
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*/
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void DSQ::addElement(Element *e)
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{
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elements.push_back(e);
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