mirror of
https://github.com/AquariaOSE/Aquaria.git
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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.
168 lines
3.1 KiB
C++
168 lines
3.1 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 "Web.h"
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#include "DSQ.h"
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#include "Game.h"
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#include "Avatar.h"
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Web::Webs Web::webs;
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Web::Web() : RenderObject()
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{
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addType(SCO_WEB);
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webs.push_back(this);
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cull = false;
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parentEntity = 0;
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existence = 0;
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}
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void Web::setParentEntity(Entity *e)
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{
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parentEntity = e;
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}
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void Web::killAllWebs()
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{
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std::queue<Web*>shotDeleteQueue;
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for (Webs::iterator i = webs.begin(); i != webs.end(); i++)
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{
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shotDeleteQueue.push(*i);
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}
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Web *s = 0;
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while (!shotDeleteQueue.empty())
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{
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s = shotDeleteQueue.front();
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if (s)
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{
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s->safeKill();
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}
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shotDeleteQueue.pop();
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}
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webs.clear();
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}
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void Web::onEndOfLife()
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{
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RenderObject::onEndOfLife();
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webs.remove(this);
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}
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void Web::setExistence(float t)
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{
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existence = t;
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}
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int Web::addPoint(const Vector &point)
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{
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points.push_back(point);
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return points.size()-1;
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}
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void Web::setPoint(int pt, const Vector &v)
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{
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if (pt < 0 || pt >= points.size()) return;
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points[pt] = v;
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}
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int Web::getNumPoints()
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{
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return points.size();
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}
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void Web::onUpdate(float dt)
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{
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RenderObject::onUpdate(dt);
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if (!dsq->game->isPaused())
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{
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if (existence > 0)
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{
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existence -= dt;
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if (existence <= 0)
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{
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existence = 0;
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setLife(1);
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setDecayRate(1);
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fadeAlphaWithLife = 1;
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dsq->sound->playSfx("spiderweb");
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}
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}
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if (dsq->game->avatar && dsq->game->avatar->isInputEnabled())
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{
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FOR_ENTITIES(i)
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{
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bool hit = false;
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Entity *e = (*i);
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if ((e->getEntityType() == ET_ENEMY || e->getEntityType() == ET_AVATAR) && e->isDamageTarget(DT_ENEMY_WEB))
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{
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if (parentEntity != e)
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{
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for (int j = 0; j < points.size()-1; j++)
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{
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if (game->collideCircleVsLine(e, points[j], points[j+1], 4))
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{
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hit = true;
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break;
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}
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}
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}
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}
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if (hit)
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{
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/*
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if (!e->vel.isZero())
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{
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Vector n = e->vel;
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n.setLength2D(e->getv(EV_WEBSLOW)*dt);
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e->vel -= n;
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}
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*/
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e->vel /= float(e->getv(EV_WEBSLOW)) * dt;
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}
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}
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}
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}
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}
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void Web::onRender()
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{
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#ifdef BBGE_BUILD_OPENGL
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glBindTexture(GL_TEXTURE_2D, 0);
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//glDisable(GL_BLEND);
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glLineWidth(4);
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glDisable(GL_CULL_FACE);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glBegin(GL_LINES);
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for (int i = 0; i < points.size()-1; i++)
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{
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glColor4f(1, 1, 1, 0.5f*alpha.x);
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glVertex3f(points[i].x, points[i].y, 0);
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glColor4f(1, 1, 1, 0.5f*alpha.x);
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glVertex3f(points[i+1].x, points[i+1].y, 0);
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}
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glEnd();
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#endif
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}
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