Files
fs2open.github.com/code/scripting/api/objs/particle.cpp
T
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

209 lines
5.2 KiB
C++

//
//
#include "particle.h"
#include "vecmath.h"
#include "object.h"
namespace scripting {
namespace api {
particle_h::particle_h() {
}
particle_h::particle_h(const particle::WeakParticlePtr& part_p) {
this->part = part_p;
}
particle::WeakParticlePtr particle_h::Get() {
return this->part;
}
bool particle_h::isValid() {
return !part.expired();
}
//**********HANDLE: Particle
ADE_OBJ(l_Particle, particle_h*, "particle", "Handle to a particle");
ADE_FUNC(__gc, l_Particle, NULL, "Removes the allocated reference of this handle", NULL, NULL)
{
particle_h *ph = NULL;
if (!ade_get_args(L, "o", l_Particle.Get(&ph)))
return ADE_RETURN_NIL;
if (ph == NULL)
return ADE_RETURN_NIL;
if (!ph->isValid()) {
return ADE_RETURN_NIL;
}
// Clean up the pointer
delete ph;
return ADE_RETURN_NIL;
}
ADE_VIRTVAR(Position, l_Particle, "vector", "The current position of the particle (world vector)", "vector", "The current position")
{
particle_h *ph = NULL;
vec3d newVec = vmd_zero_vector;
if (!ade_get_args(L, "o|o", l_Particle.Get(&ph), l_Vector.Get(&newVec)))
return ade_set_error(L, "o", l_Vector.Set(vmd_zero_vector));
if (ph == NULL)
return ade_set_error(L, "o", l_Vector.Set(vmd_zero_vector));
if (!ph->isValid())
return ade_set_error(L, "o", l_Vector.Set(vmd_zero_vector));
if (ADE_SETTING_VAR)
{
ph->Get().lock()->pos = newVec;
}
return ade_set_args(L, "o", l_Vector.Set(ph->Get().lock()->pos));
}
ADE_VIRTVAR(Velocity, l_Particle, "vector", "The current velocity of the particle (world vector)", "vector", "The current velocity")
{
particle_h *ph = NULL;
vec3d newVec = vmd_zero_vector;
if (!ade_get_args(L, "o|o", l_Particle.Get(&ph), l_Vector.Get(&newVec)))
return ade_set_error(L, "o", l_Vector.Set(vmd_zero_vector));
if (ph == NULL)
return ade_set_error(L, "o", l_Vector.Set(vmd_zero_vector));
if (!ph->isValid())
return ade_set_error(L, "o", l_Vector.Set(vmd_zero_vector));
if (ADE_SETTING_VAR)
{
ph->Get().lock()->velocity = newVec;
}
return ade_set_args(L, "o", l_Vector.Set(ph->Get().lock()->velocity));
}
ADE_VIRTVAR(Age, l_Particle, "number", "The time this particle already lives", "number", "The current age or -1 on error")
{
particle_h *ph = NULL;
float newAge = -1.0f;
if (!ade_get_args(L, "o|f", l_Particle.Get(&ph), &newAge))
return ade_set_error(L, "f", -1.0f);
if (ph == NULL)
return ade_set_error(L, "f", -1.0f);
if (!ph->isValid())
return ade_set_error(L, "f", -1.0f);
if (ADE_SETTING_VAR)
{
if (newAge >= 0)
ph->Get().lock()->age = newAge;
}
return ade_set_args(L, "f", ph->Get().lock()->age);
}
ADE_VIRTVAR(MaximumLife, l_Particle, "number", "The time this particle can live", "number", "The maximal life or -1 on error")
{
particle_h *ph = NULL;
float newLife = -1.0f;
if (!ade_get_args(L, "o|f", l_Particle.Get(&ph), &newLife))
return ade_set_error(L, "f", -1.0f);
if (ph == NULL)
return ade_set_error(L, "f", -1.0f);
if (!ph->isValid())
return ade_set_error(L, "f", -1.0f);
if (ADE_SETTING_VAR)
{
if (newLife >= 0)
ph->Get().lock()->max_life = newLife;
}
return ade_set_args(L, "f", ph->Get().lock()->max_life);
}
ADE_VIRTVAR(Radius, l_Particle, "number", "The radius of the particle", "number", "The radius or -1 on error")
{
particle_h *ph = NULL;
float newRadius = -1.0f;
if (!ade_get_args(L, "o|f", l_Particle.Get(&ph), &newRadius))
return ade_set_error(L, "f", -1.0f);
if (ph == NULL)
return ade_set_error(L, "f", -1.0f);
if (!ph->isValid())
return ade_set_error(L, "f", -1.0f);
if (ADE_SETTING_VAR)
{
if (newRadius >= 0)
ph->Get().lock()->radius = newRadius;
}
return ade_set_args(L, "f", ph->Get().lock()->radius);
}
ADE_VIRTVAR(TracerLength, l_Particle, "number", "The tracer legth of the particle", "number", "The radius or -1 on error")
{
particle_h *ph = NULL;
float newTracer = -1.0f;
if (!ade_get_args(L, "o|f", l_Particle.Get(&ph), &newTracer))
return ade_set_error(L, "f", -1.0f);
if (ph == NULL)
return ade_set_error(L, "f", -1.0f);
if (!ph->isValid())
return ade_set_error(L, "f", -1.0f);
// tracer_length has been deprecated
return ade_set_args(L, "f", -1.0f);
}
ADE_VIRTVAR(AttachedObject, l_Particle, "object", "The object this particle is attached to. If valid the position will be relativ to this object and the velocity will be ignored.", "object", "Attached object or invalid object handle on error")
{
particle_h *ph = NULL;
object_h *newObj = nullptr;
if (!ade_get_args(L, "o|o", l_Particle.Get(&ph), l_Object.GetPtr(&newObj)))
return ade_set_error(L, "o", l_Object.Set(object_h()));
if (ph == NULL)
return ade_set_error(L, "o", l_Object.Set(object_h()));
if (!ph->isValid())
return ade_set_error(L, "o", l_Object.Set(object_h()));
if (ADE_SETTING_VAR)
{
if (newObj->IsValid())
ph->Get().lock()->attached_objnum = newObj->objp->signature;
}
return ade_set_args(L, "o", l_Object.Set(object_h(&Objects[ph->Get().lock()->attached_objnum])));
}
ADE_FUNC(isValid, l_Particle, NULL, "Detects whether this handle is valid", "boolean", "true if valid false if not")
{
particle_h *ph = NULL;
if (!ade_get_args(L, "o", l_Particle.Get(&ph)))
return ADE_RETURN_FALSE;
if (ph == NULL)
return ADE_RETURN_FALSE;
return ade_set_args(L, "b", ph->isValid());
}
}
}