// // #include "object.h" #include "vecmath.h" #include "physics_info.h" #include "shields.h" #include "mc_info.h" #include "asteroid/asteroid.h" #include "debris/debris.h" #include "object/objectshield.h" #include "scripting/api/LuaEventCallback.h" #include "scripting/lua/LuaFunction.h" #include "ship/ship.h" #include "weapon/weapon.h" 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_string()); break; default: sprintf(buf, "Object %d [%d]", OBJ_INDEX(objh->objp), 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 = OBJ_INDEX(newparenth->objp); objh->objp->parent_sig = newparenth->sig; objh->objp->parent_type = newparenth->objp->type; } else { objh->objp->parent = -1; objh->objp->parent_sig = 0; objh->objp->parent_type = OBJ_NONE; } } 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(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(OBJ_INDEX(objh->objp)); wpt->set_pos(v3); } } 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(); } 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(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 = NULL; 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(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(object_h(objh->objp))); } 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(getBreedName, l_Object, NULL, "Gets object type", "string", "Object type 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", ""); return ade_set_args(L, "s", Object_type_names[objh->objp->type]); } ADE_VIRTVAR(CollisionGroups, l_Object, "number", "Collision group data", "number", "Current collision group signature. 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(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 Start Point, vector End Point[, boolean Local=false]", "Checks the collisions between the polygons of the current object and a ray. Start and end vectors are in world " "coordinates", ade_type_info({"vector", "collision_info"}), "World collision point (local if boolean is set to true) and the specific collsision info, nil if no collisions") { object_h *objh = NULL; object *obj = NULL; int model_num = -1, model_instance_num = -1, temp = 0; vec3d *v3a, *v3b; bool local = false; if(!ade_get_args(L, "ooo|b", l_Object.GetPtr(&objh), l_Vector.GetPtr(&v3a), l_Vector.GetPtr(&v3b), &local)) return ADE_RETURN_NIL; if(!objh->IsValid()) return ADE_RETURN_NIL; obj = objh->objp; int flags = 0; int submodel = -1; 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 = Debris[obj->instance].submodel_num; break; case OBJ_ASTEROID: temp = Asteroids[obj->instance].asteroid_subtype; model_num = Asteroid_info[Asteroids[obj->instance].asteroid_type].model_num[temp]; flags = (MC_CHECK_MODEL | MC_CHECK_RAY); break; default: return ADE_RETURN_NIL; } if (model_num < 0) return ADE_RETURN_NIL; 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; mc_info_init(&hull_check); hull_check.model_num = model_num; hull_check.model_instance_num = model_instance_num; hull_check.submodel_num = submodel; 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) 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) 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; } } // namespace api } // namespace scripting