//
//
#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