// // #include "enums.h" #include "mc_info.h" #include "model.h" #include "modelinstance.h" #include "object.h" #include "physics_info.h" #include "shields.h" #include "sound.h" #include "subsystem.h" #include "vecmath.h" #include "asteroid/asteroid.h" #include "debris/debris.h" #include "object/objcollide.h" #include "object/objectshield.h" #include "object/objectsnd.h" #include "scripting/api/LuaEventCallback.h" #include "scripting/api/objs/color.h" #include "scripting/lua/LuaFunction.h" #include "ship/ship.h" #include "weapon/weapon.h" #include "network/multi.h" #include "network/multimsgs.h" #include "network/multiutil.h" void scripting::internal::ade_serializable_external::serialize(lua_State* /*L*/, const scripting::ade_table_entry& /*tableEntry*/, const luacpp::LuaValue& luaValue, ubyte* data, int& packet_size) { object_h obj; luaValue.getValue(scripting::api::l_Object.Get(&obj)); const ushort& netsig = obj.isValid() ? obj.objp()->net_signature : 0; ADD_USHORT(netsig); } void scripting::internal::ade_serializable_external::deserialize(lua_State* /*L*/, const scripting::ade_table_entry& /*tableEntry*/, char* data_ptr, ubyte* data, int& offset) { // NOLINT ushort net_signature; GET_USHORT(net_signature); new(data_ptr) object_h(multi_get_network_object(net_signature)); } namespace scripting { namespace api { //**********HANDLE: Object ADE_OBJ(l_Object, object_h, "object", "Object handle"); //Helper function //Returns 1 if object sig stored in idx exists, and stores Objects[] index in idx //Returns 0 if object sig does not exist, and does not change idx ADE_FUNC(__eq, l_Object, "object, object", "Checks whether two object handles are for the same object", "boolean", "True if equal, false if not or a handle is invalid") { object_h *o1, *o2; if(!ade_get_args(L, "oo", l_Object.GetPtr(&o1), l_Object.GetPtr(&o2))) return ADE_RETURN_FALSE; if(!o1->isValid() || !o2->isValid()) return ADE_RETURN_FALSE; return ade_set_args(L, "b", o1->sig == o2->sig); } ADE_FUNC(__tostring, l_Object, NULL, "Returns name of object (if any)", "string", "Object name, or empty string if handle is invalid") { object_h *objh; if(!ade_get_args(L, "o", l_Object.GetPtr(&objh))) return ade_set_error(L, "s", ""); if(!objh->isValid()) return ade_set_error(L, "s", ""); char buf[512]; switch(objh->objp()->type) { case OBJ_SHIP: sprintf(buf, "%s", Ships[objh->objp()->instance].ship_name); break; case OBJ_WEAPON: sprintf(buf, "%s projectile", Weapon_info[Weapons[objh->objp()->instance].weapon_info_index].get_display_name()); break; default: sprintf(buf, "Object %d [%d]", objh->objnum, objh->sig); } return ade_set_args(L, "s", buf); } ADE_VIRTVAR(Parent, l_Object, "object", "Parent of the object. Value may also be a deriviative of the 'object' class, such as 'ship'.", "object", "Parent handle, or invalid handle if object is invalid") { object_h *objh; object_h *newparenth = NULL; if(!ade_get_args(L, "o|o", l_Object.GetPtr(&objh), l_Object.GetPtr(&newparenth))) return ade_set_error(L, "o", l_Object.Set(object_h())); if(!objh->isValid()) return ade_set_error(L, "o", l_Object.Set(object_h())); if(ADE_SETTING_VAR) { if(newparenth != NULL && newparenth->isValid()) { objh->objp()->parent = newparenth->objnum; objh->objp()->parent_sig = newparenth->sig; } else { objh->objp()->parent = -1; objh->objp()->parent_sig = 0; } } if(objh->objp()->parent > -1) return ade_set_object_with_breed(L, objh->objp()->parent); else return ade_set_args(L, "o", l_Object.Set(object_h())); } ADE_VIRTVAR(Radius, l_Object, "number", "Radius of an object", "number", "Radius, or 0 if handle is invalid") { object_h* objh = nullptr; float f = -1.0f; if (!ade_get_args(L, "o|f", l_Object.GetPtr(&objh), &f)) return ade_set_error(L, "f", 0.0f); if (!objh->isValid()) return ade_set_error(L, "f", 0.0f); if (ADE_SETTING_VAR) { objh->objp()->radius = f; } return ade_set_args(L, "f", objh->objp()->radius); } ADE_VIRTVAR(Position, l_Object, "vector", "Object world position (World vector)", "vector", "World position, or null vector if handle is invalid") { object_h *objh; vec3d *v3=NULL; if(!ade_get_args(L, "o|o", l_Object.GetPtr(&objh), l_Vector.GetPtr(&v3))) return ade_set_error(L, "o", l_Vector.Set(vmd_zero_vector)); if(!objh->isValid()) return ade_set_error(L, "o", l_Vector.Set(vmd_zero_vector)); if(ADE_SETTING_VAR && v3 != NULL) { objh->objp()->pos = *v3; if (objh->objp()->type == OBJ_WAYPOINT) { waypoint *wpt = find_waypoint_with_objnum(objh->objnum); wpt->set_pos(v3); } if (objh->objp()->flags[Object::Object_Flags::Collides]) obj_collide_obj_cache_stale(objh->objp()); } return ade_set_args(L, "o", l_Vector.Set(objh->objp()->pos)); } ADE_VIRTVAR(LastPosition, l_Object, "vector", "Object world position as of last frame (World vector)", "vector", "World position, or null vector if handle is invalid") { object_h *objh; vec3d *v3=NULL; if(!ade_get_args(L, "o|o", l_Object.GetPtr(&objh), l_Vector.GetPtr(&v3))) return ade_set_error(L, "o", l_Vector.Set(vmd_zero_vector)); if(!objh->isValid()) return ade_set_error(L, "o", l_Vector.Set(vmd_zero_vector)); if(ADE_SETTING_VAR && v3 != NULL) { objh->objp()->last_pos = *v3; } return ade_set_args(L, "o", l_Vector.Set(objh->objp()->last_pos)); } ADE_VIRTVAR(Orientation, l_Object, "orientation", "Object world orientation (World orientation)", "orientation", "Orientation, or null orientation if handle is invalid") { object_h *objh; matrix_h *mh=NULL; if(!ade_get_args(L, "o|o", l_Object.GetPtr(&objh), l_Matrix.GetPtr(&mh))) return ade_set_error(L, "o", l_Matrix.Set(matrix_h(&vmd_identity_matrix))); if(!objh->isValid()) return ade_set_error(L, "o", l_Matrix.Set(matrix_h(&vmd_identity_matrix))); if(ADE_SETTING_VAR && mh != NULL) { objh->objp()->orient = *mh->GetMatrix(); if (objh->objp()->flags[Object::Object_Flags::Collides]) obj_collide_obj_cache_stale(objh->objp()); } return ade_set_args(L, "o", l_Matrix.Set(matrix_h(&objh->objp()->orient))); } ADE_VIRTVAR(LastOrientation, l_Object, "orientation", "Object world orientation as of last frame (World orientation)", "orientation", "Orientation, or null orientation if handle is invalid") { object_h *objh; matrix_h *mh=NULL; if(!ade_get_args(L, "o|o", l_Object.GetPtr(&objh), l_Matrix.GetPtr(&mh))) return ade_set_error(L, "o", l_Matrix.Set(matrix_h(&vmd_identity_matrix))); if(!objh->isValid()) return ade_set_error(L, "o", l_Matrix.Set(matrix_h(&vmd_identity_matrix))); if(ADE_SETTING_VAR && mh != NULL) { objh->objp()->last_orient = *mh->GetMatrix(); } return ade_set_args(L, "o", l_Matrix.Set(matrix_h(&objh->objp()->last_orient))); } ADE_VIRTVAR(ModelInstance, l_Object, nullptr, "model instance used by this object", "model_instance", "Model instance, nil if this object does not have one, or invalid model instance handle if object handle is invalid") { object_h* objh; if (!ade_get_args(L, "o", l_Object.GetPtr(&objh))) return ade_set_error(L, "o", l_ModelInstance.Set(modelinstance_h())); if (!objh->isValid()) return ade_set_error(L, "o", l_ModelInstance.Set(modelinstance_h())); if (ADE_SETTING_VAR) LuaError(L, "Assigning model instances is not implemented"); int id = object_get_model_instance(objh->objp()); if (id < 0) return ADE_RETURN_NIL; return ade_set_args(L, "o", l_ModelInstance.Set(modelinstance_h(id))); } ADE_VIRTVAR(Physics, l_Object, "physics", "Physics data used to move ship between frames", "physics", "Physics data, or invalid physics handle if object handle is invalid") { object_h *objh; physics_info_h *pih = nullptr; if(!ade_get_args(L, "o|o", l_Object.GetPtr(&objh), l_Physics.GetPtr(&pih))) return ade_set_error(L, "o", l_Physics.Set(physics_info_h())); if(!objh->isValid()) return ade_set_error(L, "o", l_Physics.Set(physics_info_h())); if(ADE_SETTING_VAR && pih && pih->isValid()) { objh->objp()->phys_info = *pih->pi; } return ade_set_args(L, "o", l_Physics.Set(physics_info_h(objh->objp()))); } ADE_VIRTVAR(HitpointsLeft, l_Object, "number", "Hitpoints an object has left", "number", "Hitpoints left, or 0 if handle is invalid") { object_h *objh = nullptr; float f = -1.0f; if(!ade_get_args(L, "o|f", l_Object.GetPtr(&objh), &f)) return ade_set_error(L, "f", 0.0f); if(!objh->isValid()) return ade_set_error(L, "f", 0.0f); //Set hull strength. if(ADE_SETTING_VAR) { objh->objp()->hull_strength = f; } return ade_set_args(L, "f", objh->objp()->hull_strength); } ADE_VIRTVAR(SimHitpointsLeft, l_Object, "number", "Simulated hitpoints an object has left", "number", "Simulated hitpoints left, or 0 if handle is invalid") { object_h *objh = nullptr; float f = -1.0f; if (!ade_get_args(L, "o|f", l_Object.GetPtr(&objh), &f)) return ade_set_error(L, "f", 0.0f); if (!objh->isValid()) return ade_set_error(L, "f", 0.0f); //Set sim hull strength. if (ADE_SETTING_VAR) { objh->objp()->sim_hull_strength = f; } return ade_set_args(L, "f", objh->objp()->sim_hull_strength); } ADE_VIRTVAR(Shields, l_Object, "shields", "Shields", "shields", "Shields handle, or invalid shields handle if object handle is invalid") { object_h *objh; object_h *sobjh = nullptr; if(!ade_get_args(L, "o|o", l_Object.GetPtr(&objh), l_Shields.GetPtr(&sobjh))) return ade_set_error(L, "o", l_Shields.Set(object_h())); if(!objh->isValid()) return ade_set_error(L, "o", l_Shields.Set(object_h())); //WMC - copy shields if(ADE_SETTING_VAR && sobjh && sobjh->isValid()) { for(int i = 0; i < objh->objp()->n_quadrants; i++) shield_set_quad(objh->objp(), i, shield_get_quad(sobjh->objp(), i)); } return ade_set_args(L, "o", l_Shields.Set(*objh)); } ADE_FUNC(getSignature, l_Object, NULL, "Gets the object's unique signature", "number", "Returns the object's unique numeric signature, or -1 if invalid. Useful for creating a metadata system") { object_h *oh; if(!ade_get_args(L, "o", l_Object.GetPtr(&oh))) return ade_set_error(L, "i", -1); if(!oh->isValid()) return ade_set_error(L, "i", -1); return ade_set_args(L, "i", oh->sig); } ADE_FUNC(isValid, l_Object, NULL, "Detects whether handle is valid", "boolean", "true if handle is valid, false if handle is invalid, nil if a syntax/type error occurs") { object_h *oh; if(!ade_get_args(L, "o", l_Object.GetPtr(&oh))) return ADE_RETURN_FALSE; return ade_set_args(L, "b", oh->isValid()); } ADE_FUNC(isExpiring, l_Object, nullptr, "Checks whether the object has the should-be-dead flag set, which will cause it to be deleted within one frame", "boolean", "true or false according to the flag, or nil if a syntax/type error occurs") { object_h* oh; if (!ade_get_args(L, "o", l_Object.GetPtr(&oh))) return ADE_RETURN_NIL; if (!oh->isValid()) return ADE_RETURN_NIL; return ade_set_args(L, "b", oh->objp()->flags[Object::Object_Flags::Should_be_dead]); } ADE_FUNC(getBreedName, l_Object, nullptr, "Gets the FreeSpace type name", "string", "FreeSpace type name ('Ship', 'Weapon', etc.), or empty string if handle is invalid") { object_h *objh; if(!ade_get_args(L, "o", l_Object.GetPtr(&objh))) return ade_set_error(L, "s", ""); if(!objh->isValid()) return ade_set_error(L, "s", ""); return ade_set_args(L, "s", Object_type_names[objh->objp()->type]); } ADE_VIRTVAR(CollisionGroups, l_Object, "number", "Collision group data", "number", "Current set of collision groups. NOTE: This is a bitfield, NOT a normal number.") { object_h *objh = NULL; int id = 0; if(!ade_get_args(L, "o|i", l_Object.GetPtr(&objh), &id)) return ade_set_error(L, "i", 0); if(!objh->isValid()) return ade_set_error(L, "i", 0); //Set collision group data if(ADE_SETTING_VAR) { objh->objp()->collision_group_id = id; } return ade_set_args(L, "i", objh->objp()->collision_group_id); } ADE_FUNC(addToCollisionGroup, l_Object, "number group", "Adds this object to the specified collision group. The group must be between 0 and 31, inclusive.", nullptr, "Returns nothing") { object_h *objh = nullptr; int group; if (!ade_get_args(L, "oi", l_Object.GetPtr(&objh), &group)) return ADE_RETURN_NIL; if (!objh->isValid()) return ADE_RETURN_NIL; if (group >= 0 && group <= 31) objh->objp()->collision_group_id |= (1 << group); else Warning(LOCATION, "In addToCollisionGroup, group %d must be between 0 and 31, inclusive", group); return ADE_RETURN_NIL; } ADE_FUNC(removeFromCollisionGroup, l_Object, "number group", "Removes this object from the specified collision group. The group must be between 0 and 31, inclusive.", nullptr, "Returns nothing") { object_h *objh = nullptr; int group; if (!ade_get_args(L, "oi", l_Object.GetPtr(&objh), &group)) return ADE_RETURN_NIL; if (!objh->isValid()) return ADE_RETURN_NIL; if (group >= 0 && group <= 31) objh->objp()->collision_group_id &= ~(1 << group); else Warning(LOCATION, "In removeFromCollisionGroup, group %d must be between 0 and 31, inclusive", group); return ADE_RETURN_NIL; } ADE_FUNC(getfvec, l_Object, "[boolean normalize]", "Returns the objects' current fvec.", "vector", "Objects' forward vector, or nil if invalid. If called with a true argument, vector will be normalized.") { object_h *objh = NULL; object *obj = NULL; bool normalize = false; if (!ade_get_args(L, "o|b", l_Object.GetPtr(&objh), &normalize)) { return ADE_RETURN_NIL; } if(!objh->isValid()) return ADE_RETURN_NIL; obj = objh->objp(); vec3d v1 = obj->orient.vec.fvec; if (normalize) vm_vec_normalize(&v1); return ade_set_args(L, "o", l_Vector.Set(v1)); } ADE_FUNC(getuvec, l_Object, "[boolean normalize]", "Returns the objects' current uvec.", "vector", "Objects' up vector, or nil if invalid. If called with a true argument, vector will be normalized.") { object_h *objh = NULL; object *obj = NULL; bool normalize = false; if (!ade_get_args(L, "o|b", l_Object.GetPtr(&objh), &normalize)) { return ADE_RETURN_NIL; } if(!objh->isValid()) return ADE_RETURN_NIL; obj = objh->objp(); vec3d v1 = obj->orient.vec.uvec; if (normalize) vm_vec_normalize(&v1); return ade_set_args(L, "o", l_Vector.Set(v1)); } ADE_FUNC(getrvec, l_Object, "[boolean normalize]", "Returns the objects' current rvec.", "vector", "Objects' rvec, or nil if invalid. If called with a true argument, vector will be normalized.") { object_h *objh = NULL; object *obj = NULL; bool normalize = false; if (!ade_get_args(L, "o|b", l_Object.GetPtr(&objh), &normalize)) { return ADE_RETURN_NIL; } if(!objh->isValid()) return ADE_RETURN_NIL; obj = objh->objp(); vec3d v1 = obj->orient.vec.rvec; if (normalize) vm_vec_normalize(&v1); return ade_set_args(L, "o", l_Vector.Set(v1)); } ADE_FUNC( checkRayCollision, l_Object, "vector StartPoint, vector EndPoint, [boolean Local=false, submodel submodel=nil, boolean checkSubmodelChildren=false]", "Checks the collisions between the polygons of the current object and a ray. Start and end vectors are in world coordinates. If a submodel is " "specified, collision is restricted to that submodel if checkSubmodelChildren is false, or to that submodel and its children if it is true.", "vector, collision_info", "Returns collision point in world coordinates (local coordinates if Local is true) and the specific collision info; returns nil if no collisions") { object_h *objh = nullptr; submodel_h *smh = nullptr; int model_num = -1, model_instance_num = -1, submodel_num = -1, temp = 0; vec3d *v3a, *v3b; bool local = false, checkSubmodelChildren = false; if(!ade_get_args(L, "ooo|bob", l_Object.GetPtr(&objh), l_Vector.GetPtr(&v3a), l_Vector.GetPtr(&v3b), &local, l_Submodel.GetPtr(&smh), &checkSubmodelChildren)) return ADE_RETURN_NIL; if(!objh->isValid()) return ADE_RETURN_NIL; auto obj = objh->objp(); int flags = 0; switch(obj->type) { case OBJ_SHIP: model_num = Ship_info[Ships[obj->instance].ship_info_index].model_num; flags = (MC_CHECK_MODEL | MC_CHECK_RAY); break; case OBJ_WEAPON: model_num = Weapon_info[Weapons[obj->instance].weapon_info_index].model_num; flags = (MC_CHECK_MODEL | MC_CHECK_RAY); break; case OBJ_DEBRIS: model_num = Debris[obj->instance].model_num; flags = (MC_CHECK_MODEL | MC_CHECK_RAY | MC_SUBMODEL); submodel_num = Debris[obj->instance].submodel_num; break; case OBJ_ASTEROID: temp = Asteroids[obj->instance].asteroid_subtype; model_num = Asteroid_info[Asteroids[obj->instance].asteroid_type].subtypes[temp].model_number; flags = (MC_CHECK_MODEL | MC_CHECK_RAY); break; default: return ADE_RETURN_NIL; } if (model_num < 0) return ADE_RETURN_NIL; // we might want to check a specific submodel if (smh != nullptr) { if (!smh->isValid() || smh->GetModelID() != model_num) return ADE_RETURN_NIL; submodel_num = smh->GetSubmodelIndex(); if (checkSubmodelChildren) { flags &= ~MC_SUBMODEL; // in case this was debris flags |= MC_SUBMODEL_INSTANCE; } else flags |= MC_SUBMODEL; } if (obj->type == OBJ_SHIP) { model_instance_num = Ships[obj->instance].model_instance_num; } else if (obj->type == OBJ_WEAPON) { model_instance_num = Weapons[obj->instance].model_instance_num; } else if (obj->type == OBJ_ASTEROID) { model_instance_num = Asteroids[obj->instance].model_instance_num; } mc_info hull_check; hull_check.model_num = model_num; hull_check.model_instance_num = model_instance_num; hull_check.submodel_num = submodel_num; hull_check.orient = &obj->orient; hull_check.pos = &obj->pos; hull_check.p0 = v3a; hull_check.p1 = v3b; hull_check.flags = flags; if ( !model_collide(&hull_check) ) { return ADE_RETURN_NIL; } if (local) return ade_set_args(L, "oo", l_Vector.Set(hull_check.hit_point), l_ColInfo.Set(mc_info_h(hull_check))); else return ade_set_args(L, "oo", l_Vector.Set(hull_check.hit_point_world), l_ColInfo.Set(mc_info_h(hull_check))); } ADE_FUNC(addPreMoveHook, l_Object, "function(object object) => void callback", "Registers a callback on this object which is called every time before the physics rules are applied " "to the object. The callback is attached to this specific object and will not be called anymore once the " "object is deleted. The parameter of the function is the object that is being moved.", nullptr, "Returns nothing.") { object_h* objh = nullptr; luacpp::LuaFunction callback; if (!ade_get_args(L, "ou", l_Object.GetPtr(&objh), &callback)) { return ADE_RETURN_NIL; } if (!callback.isValid()) { return ADE_RETURN_NIL; } if (!objh->isValid()) return ADE_RETURN_NIL; objh->objp()->pre_move_event.add(make_lua_callback(callback)); return ADE_RETURN_NIL; } ADE_FUNC(addPostMoveHook, l_Object, "function(object object) => void callback", "Registers a callback on this object which is called every time after the physics rules are applied " "to the object. The callback is attached to this specific object and will not be called anymore once the " "object is deleted. The parameter of the function is the object that is being moved.", nullptr, "Returns nothing.") { object_h* objh = nullptr; luacpp::LuaFunction callback; if (!ade_get_args(L, "ou", l_Object.GetPtr(&objh), &callback)) { return ADE_RETURN_NIL; } if (!callback.isValid()) { return ADE_RETURN_NIL; } if (!objh->isValid()) return ADE_RETURN_NIL; objh->objp()->post_move_event.add(make_lua_callback(callback)); return ADE_RETURN_NIL; } ADE_FUNC(assignSound, l_Object, "soundentry GameSnd, [vector Offset=nil, enumeration Flags=OS_NONE, subsystem Subsys=nil]", "Assigns a sound to this object, with optional offset, sound flags (OS_XXXX), and associated subsystem.", "number", "Returns the index of the sound on this object, or -1 if a sound could not be assigned.") { object_h* objh = nullptr; sound_entry_h *seh = nullptr; vec3d *offset = nullptr; enum_h enum_flags; int flags = 0; ship_subsys_h *tgsh = nullptr; if (!ade_get_args(L, "oo|ooo", l_Object.GetPtr(&objh), l_SoundEntry.GetPtr(&seh), l_Vector.GetPtr(&offset), l_Enum.Get(&enum_flags), l_Subsystem.GetPtr(&tgsh))) return ade_set_error(L, "i", -1); if (!objh->isValid() || !seh->isValid() || (tgsh && !tgsh->isValid())) return ade_set_error(L, "i", -1); auto gs_id = seh->idx; auto subsys = tgsh ? tgsh->ss : nullptr; if (!offset) offset = &vmd_zero_vector; if (enum_flags.value) flags = *enum_flags.value; int snd_idx = obj_snd_assign(objh->objnum, gs_id, offset, flags, subsys); return ade_set_args(L, "i", snd_idx); } ADE_FUNC(removeSoundByIndex, l_Object, "number index", "Removes an assigned sound from this object.", nullptr, "Returns nothing.") { object_h* objh = nullptr; int snd_idx; if (!ade_get_args(L, "oi", l_Object.GetPtr(&objh), &snd_idx)) return ADE_RETURN_NIL; auto objp = objh->objp(); snd_idx--; // Lua -> C++ if (snd_idx < 0 || snd_idx >= (int)objp->objsnd_num.size()) { LuaError(L, "Sound index is out of range for object %d!", OBJ_INDEX(objp)); return ADE_RETURN_NIL; } obj_snd_delete(objp, snd_idx); return ADE_RETURN_NIL; } ADE_FUNC(getNumAssignedSounds, l_Object, nullptr, "Returns the current number of sounds assigned to this object", "number", "the number of sounds") { object_h* objh = nullptr; if (!ade_get_args(L, "o", l_Object.GetPtr(&objh))) return ADE_RETURN_NIL; auto objp = objh->objp(); return ade_set_args(L, "i", static_cast(objp->objsnd_num.size())); } ADE_FUNC(removeSound, l_Object, "soundentry GameSnd, [subsystem Subsys=nil]", "Removes all sounds of the given type from the object or object's subsystem", nullptr, "Returns nothing.") { object_h* objh = nullptr; sound_entry_h *seh = nullptr; ship_subsys_h *tgsh = nullptr; if (!ade_get_args(L, "oo|o", l_Object.GetPtr(&objh), l_SoundEntry.GetPtr(&seh), l_Subsystem.GetPtr(&tgsh))) return ADE_RETURN_NIL; if (!objh->isValid() || !seh->isValid() || (tgsh && !tgsh->isValid())) return ADE_RETURN_NIL; auto gs_id = seh->idx; auto subsys = tgsh ? tgsh->ss : nullptr; obj_snd_delete_type(objh->objnum, gs_id, subsys); return ADE_RETURN_NIL; } ADE_FUNC(getIFFColor, l_Object, "boolean ReturnType", "Gets the IFF color of the object. False to return raw rgb, true to return color object. Defaults to false.", "number, number, number, number | color", "IFF rgb color of the object or nil if object invalid") { object_h* objh; bool rc = false; if (!ade_get_args(L, "o|b", l_Object.GetPtr(&objh), &rc)) return ADE_RETURN_NIL; if (!objh->isValid()) return ADE_RETURN_NIL; auto objp = objh->objp(); color* cur = hud_get_iff_color(objp); if (!rc) { return ade_set_args(L, "iiii", (int)cur->red, (int)cur->green, (int)cur->blue, (int)cur->alpha); } else { return ade_set_args(L, "o", l_Color.Set(*cur)); } } } // namespace api } // namespace scripting