Commit Graph
12 Commits
Author SHA1 Message Date
BMagnu 2f2e8b2e14 Remove particle_effect and ParticleType 2024-09-24 17:23:00 +02:00
Birk Magnussen 7d10ed44fa Removal of effects, pt. 1 2024-09-24 17:22:59 +02:00
Goober5000 d5e387479e replace pointers with indexes in object_h
This refactors the object_h struct to store objects as indexes rather than pointers.  This is a prerequisite for making the collection of objects dynamic in the future.  See also #6100.

Follow-up to #5800 and #5829.
2024-06-09 02:06:22 -04:00
Goober5000 ec241fcab3 standardize on isValid() and make validity member functions const 2024-02-26 15:56:41 -05:00
Goober5000 e2dbfca1c3 allow customizing of debug particle color 2022-09-26 18:45:19 -04:00
Goober5000 4fe11d8449 a few scripting bugfixes
When returning objects, be sure to use `ade_set_object_with_breed`, per the documentation on that function.  This ensures that all relevant subclass information can be used.

Also fix the return value of streaminganim's isValid() function.
2022-02-13 23:31:16 -05:00
asarium 4eb0e41142 Check optional scripting parameters before using them
These were all cases where the parameter was the new value when setting
a variable. The variables should always be initialized when that code is
reached but it is still better to check the pointers before using them.

These were found by @niffiwan.
2018-11-26 18:50:12 +01:00
asarium 9b7c32d0c1 Fix merge issue 2018-11-18 12:43:39 +01:00
asarium 00b0a80ad9 Call scripting handle destructor when Lua collects garbage
This will automatically call the destructor of a type of Lua calls the
garbage collector for an object of that type. This is the last step
towards fully supporting non-trivial objects in the Lua API and all
previous workarounds have been removed.
2018-11-18 12:43:39 +01:00
asarium ea73ea33ca Add support for looping particles
This introduces support for keeping particles around forever and letting
them be controlled by a Lua script.
2018-09-17 09:26:20 +02:00
asarium 772a02f56f Disallow to use non-trivial types as scripting handles
As described in #1278, the current scripting system has issues with
handling non-trivial C++ types. Since fixing that deficiency is too much
work, especially since we are in a feature freeze, I decided to simply
enforce the usage of trivial types for scripting handles. Fortunately,
only two handles used non-trivial types so it was relatively easy to fix
those instances by dynamically allocating those and only storing the
pointers in the lua memory.

This fixes a bug in JAD-XA where the game would crash at the last boss.

Also, I noticed that the HudGauge handle used a copy of the hud gauge
rather than a pointer to the actual instance so I'm pretty sure that any
scripting changes to a custom HUD gauge simply didn't work before.
2017-03-04 16:16:22 +01:00
asarium c17dcb1835 Move source files into category directories 2016-12-30 19:13:39 +01:00