mirror of
https://github.com/scp-fs2open/fs2open.github.com.git
synced 2026-11-09 04:49:39 -10:00
The current scripting hook is pretty simple and straight forward but it makes a couple of scripting applications harder to implement than needed. For example, a lot of scripts need to do some work every frame for all or some objects. The script needs to manage an internal list of all the objects that are affected by that list which includes removing invalid objects to conserve resources. This effectively mirrors what the engine already does and adds unnecessary overhead. In these changes I added a generic event system which can be used by any part of the code for providing callbacks when a specific event occurs. As an example, I added hooks for the pre- and post-move events to the object class which are called before and after physics are applied to an object. I integrated that feature into the scripting system so now a script can simply register a function as a callback which will be called whenever the target event is executed.
462 lines
14 KiB
C++
462 lines
14 KiB
C++
//
|
|
//
|
|
|
|
#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]", "Checks the collisions between the polygons of the current object and a ray", "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(new mc_info(hull_check))));
|
|
else
|
|
return ade_set_args(L, "oo", l_Vector.Set(hull_check.hit_point_world), l_ColInfo.Set(mc_info_h(new mc_info(hull_check))));
|
|
}
|
|
|
|
ADE_FUNC(addPreMoveHook, l_Object, "function(object) callback",
|
|
"Registers a callback on this object which is called every time <i>before</i> 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.",
|
|
"nothing", "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<void, object*>(callback));
|
|
|
|
return ADE_RETURN_NIL;
|
|
}
|
|
|
|
ADE_FUNC(addPostMoveHook, l_Object, "function(object) callback",
|
|
"Registers a callback on this object which is called every time <i>after</i> 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.",
|
|
"nothing", "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<void, object*>(callback));
|
|
|
|
return ADE_RETURN_NIL;
|
|
}
|
|
|
|
} // namespace api
|
|
} // namespace scripting
|