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Aquaria open source, forked from icculus.org due to inactivity. Has many enhancements compared to the official repo. http://bit-blot.com/aquaria
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fgenesis c78d4d7a11 Fixed some script interface functions, error handling & code cleanups
== 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.
2011-09-18 23:12:02 +02:00
Aquaria Fixed some script interface functions, error handling & code cleanups 2011-09-18 23:12:02 +02:00
BBGE Revert "Revert "move around some files to keep the size of the next commit down"" 2011-09-15 20:17:23 +02:00
ExternalLibs Revert "Revert "move around some files to keep the size of the next commit down"" 2011-09-15 20:17:23 +02:00
game_scripts Fixed some script interface functions, error handling & code cleanups 2011-09-18 23:12:02 +02:00
.gitignore some repo cleanup 2011-08-08 03:57:06 +02:00
CMakeLists.txt Revert "Revert "move around some files to keep the size of the next commit down"" 2011-09-15 20:17:23 +02:00
CONTENT-LICENSE.txt initial commit. This is icculus version 5542b94cae02a6333845854bbbd1abe0a259f1a4 2011-08-03 22:05:33 +02:00
COPYING.txt initial commit. This is icculus version 5542b94cae02a6333845854bbbd1abe0a259f1a4 2011-08-03 22:05:33 +02:00
README.txt initial commit. This is icculus version 5542b94cae02a6333845854bbbd1abe0a259f1a4 2011-08-03 22:05:33 +02:00

This folder contains all Aquaria sources and necessary build scripts.
However, it does *not* contain any graphical file nor sound. If you
want to play the game, you first need to buy the original
full-featured version (http://www.bit-blot.com/aquaria/) and install
it. Once you have done that, you need to build the files in this
folder (see below for how to do that) and copy the resulting files to
the place where you installed the original full-featured version.

BUILDING
--------

Follow these steps to build Aquaria. 

1- Install required dependencies first. This includes a C++ compiler
  and a handful of libraries. Here is a list of the Debian names for
  some of these dependencies:

build-essential cmake liblua5.1-0-dev libogg-dev libvorbis-dev
libopenal-dev libsdl1.2-dev

2- Create a sub-directory 'cmake-build' and move into it

$ mkdir cmake-build
$ cd cmake-build

3- run cmake

$ cmake ..

4- If you miss some dependencies, install them and run cmake again.

5- run make

$ make

6- Copy necessary files to where you installed the original
  full-featured version of Aquaria (e.g., ~/aquaria which is the
  default)

$ cp aquaria ~/aquaria/
$ cp -r ../games_scripts/* ~/aquaria

You should *not* remove any file from the aquaria installation, just
replace some of them with the versions included in this folder.

MODS
----

If you plan to use any of the Aquaria mods, you'll also need to update
the copies in your personal data directory:

cp -a ~/aquaria/_mods ~/.Aquaria/

LINUX RUMBLE SUPPORT
--------------------

SDL 1.2 does not support rumble features, even though Linux does. This
feature will be added in SDL 1.3, which is still a long time coming.

In the meantime there is a hackish rumble implementation for Linux that
needs environment variables to be set that map joysticks via their indices
to event devices. E.g. to map the first joystick to the event device
"/dev/input/event6" you need to run aquaria like this:

$ export AQUARIA_EVENT_JOYSTICK0=/dev/input/event6
$ aquaria

Because aquaria is a single player game you never need to map another joystick
than the first one. Also keep in mind that your joystick event device has
another path. E.g. I use this command to run aquaria:

$ export AQUARIA_EVENT_JOYSTICK0=/dev/input/by-id/usb-©Microsoft_Corporation_Controller_0709960-event-joystick
$ aquaria