An Errorneous script could cause a node script instance leaking,
preventing the leaked inctances from unloading, and thus
locking the whole file, preventing it from re-loading when relaoding
the map, until the mod was exited.
Also init nodes properly when cloned or changed.
This commit introduces pointer checks to various functions;
so that entity_* will no longer crash or produce weird results
if passed a Node pointer, etc.
The checks are disabled by default, but can be enabled in
ScriptInterface.cpp.
Fixed possible crashes in a few more functions due to missing NULL-checks.
There was a "feature" in the single Lua state that it would keep globals
intact until the game was quit. That made any globals from mods "leak"
into the game or other mods. Now it resets the Lua state when a mod
is loaded or closed.
== 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.