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//
//
#include "subsystem.h"
#include "model_path.h"
#include "object.h"
#include "ship.h"
#include "ship_bank.h"
#include "vecmath.h"
#include "hud/hudtarget.h"
#include "ship/shiphit.h"
#include "network/multi.h"
#include "network/multimsgs.h"
#include "network/multiutil.h"
void sexp_beam_or_turret_free_one(ship_subsys *turret, bool is_beam, bool free);
bool turret_fire_weapon(int weapon_num, ship_subsys *turret, int parent_objnum, const vec3d *orig_firing_pos, const vec3d *orig_firing_vec, const vec3d *predicted_pos = nullptr, float flak_range_override = 100.0f, bool play_sound = true);
namespace scripting {
namespace api {
ship_subsys_h::ship_subsys_h() : objh(), ss(nullptr) {}
ship_subsys_h::ship_subsys_h(object* objp_in, ship_subsys* sub) : objh(objp_in), ss(sub) {}
bool ship_subsys_h::isValid() const { return objh.isValid() && objh.objp()->type == OBJ_SHIP && ss != nullptr; }
void ship_subsys_h::serialize(lua_State* /*L*/, const scripting::ade_table_entry& /*tableEntry*/, const luacpp::LuaValue& value, ubyte* data, int& packet_size) {
ship_subsys_h subsys;
value.getValue(l_Subsystem.Get(&subsys));
const ushort& netsig = subsys.objh.isValid() ? subsys.objh.objp()->net_signature : 0;
const int& subsys_index = subsys.isValid() ? ship_get_subsys_index(subsys.ss) : -1;
ADD_USHORT(netsig);
ADD_INT(subsys_index);
}
void ship_subsys_h::deserialize(lua_State* /*L*/, const scripting::ade_table_entry& /*tableEntry*/, char* data_ptr, ubyte* data, int& offset) {
ushort net_signature;
int subsys;
GET_USHORT(net_signature);
GET_INT(subsys);
object* obj = multi_get_network_object(net_signature);
new(data_ptr) ship_subsys_h(obj, obj == nullptr || obj->type != OBJ_SHIP || subsys == -1 ? nullptr : ship_get_indexed_subsys(&Ships[obj->instance], subsys));
}
//**********HANDLE: Subsystem
ADE_OBJ(l_Subsystem, ship_subsys_h, "subsystem", "Ship subsystem handle");
ADE_FUNC(__tostring, l_Subsystem, NULL, "Returns name of subsystem", "string", "Subsystem name, or empty string if handle is invalid")
{
ship_subsys_h *sso;
if(!ade_get_args(L, "o", l_Subsystem.GetPtr(&sso)))
return ade_set_error(L, "s", "");
if (!sso->isValid())
return ade_set_error(L, "s", "");
return ade_set_args(L, "s", ship_subsys_get_name(sso->ss));
}
ADE_VIRTVAR(ArmorClass, l_Subsystem, "string", "Current Armor class", "string", "Armor class name, or empty string if none is set")
{
ship_subsys_h *sso;
const char* s = nullptr;
const char *name = nullptr;
if(!ade_get_args(L, "o|s", l_Subsystem.GetPtr(&sso), &s))
return ade_set_error(L, "s", "");
if (!sso->isValid())
return ade_set_error(L, "s", "");
ship_subsys *ssys = sso->ss;
int atindex;
if (ADE_SETTING_VAR && s != nullptr) {
atindex = armor_type_get_idx(s);
ssys->armor_type_idx = atindex;
} else {
atindex = ssys->armor_type_idx;
}
if (atindex != -1)
name = Armor_types[atindex].GetNamePtr();
else
name = "";
return ade_set_args(L, "s", name);
}
ADE_VIRTVAR(AWACSIntensity, l_Subsystem, "number", "Subsystem AWACS intensity", "number", "AWACS intensity, or 0 if handle is invalid")
{
ship_subsys_h *sso;
float f = -1.0f;
if(!ade_get_args(L, "o|f", l_Subsystem.GetPtr(&sso), &f))
return ade_set_error(L, "f", 0.0f);
if (!sso->isValid())
return ade_set_error(L, "f", 0.0f);
if(ADE_SETTING_VAR && f >= 0.0f)
sso->ss->awacs_intensity = f;
return ade_set_args(L, "f", sso->ss->awacs_intensity);
}
ADE_VIRTVAR(AWACSRadius, l_Subsystem, "number", "Subsystem AWACS radius", "number", "AWACS radius, or 0 if handle is invalid")
{
ship_subsys_h *sso;
float f = -1.0f;
if(!ade_get_args(L, "o|f", l_Subsystem.GetPtr(&sso), &f))
return ade_set_error(L, "f", 0.0f);
if (!sso->isValid())
return ade_set_error(L, "f", 0.0f);
if(ADE_SETTING_VAR && f >= 0.0f)
sso->ss->awacs_radius = f;
return ade_set_args(L, "f", sso->ss->awacs_radius);
}
ADE_VIRTVAR(Orientation, l_Subsystem, "orientation", "Orientation of subobject or turret base", "orientation", "Subsystem orientation, or identity orientation if handle is invalid")
{
ship_subsys_h *sso;
matrix_h *mh = nullptr;
if (!ade_get_args(L, "o|o", l_Subsystem.GetPtr(&sso), l_Matrix.GetPtr(&mh)))
return ade_set_error(L, "o", l_Matrix.Set(matrix_h()));
if (!sso->isValid())
return ade_set_error(L, "o", l_Matrix.Set(matrix_h()));
auto smi = sso->ss->submodel_instance_1;
if (smi == nullptr)
return ade_set_error(L, "o", l_Matrix.Set(matrix_h()));
if (ADE_SETTING_VAR && mh != nullptr)
{
auto pm = model_get(sso->ss->system_info->model_num);
auto sm = &pm->submodel[sso->ss->system_info->subobj_num];
smi->canonical_prev_orient = smi->canonical_orient;
smi->canonical_orient = *mh->GetMatrix();
float angle = 0.0f;
vm_closest_angle_to_matrix(&smi->canonical_orient, &sm->rotation_axis, &angle);
smi->cur_angle = angle;
smi->turret_idle_angle = angle;
}
return ade_set_args(L, "o", l_Matrix.Set(matrix_h(&smi->canonical_orient)));
}
ADE_VIRTVAR(GunOrientation, l_Subsystem, "orientation", "Orientation of turret gun", "orientation", "Gun orientation, or null orientation if handle is invalid")
{
ship_subsys_h *sso;
matrix_h *mh = nullptr;
if(!ade_get_args(L, "o|o", l_Subsystem.GetPtr(&sso), l_Matrix.GetPtr(&mh)))
return ade_set_error(L, "o", l_Matrix.Set(matrix_h()));
if (!sso->isValid())
return ade_set_error(L, "o", l_Matrix.Set(matrix_h()));
auto smi = sso->ss->submodel_instance_2;
if (smi == nullptr)
return ade_set_error(L, "o", l_Matrix.Set(matrix_h()));
if(ADE_SETTING_VAR && mh)
{
smi->canonical_prev_orient = smi->canonical_orient;
smi->canonical_orient = *mh->GetMatrix();
}
return ade_set_args(L, "o", l_Matrix.Set(matrix_h(&smi->canonical_orient)));
}
ADE_VIRTVAR(TranslationOffset,
l_Subsystem,
"vector",
"Gets or sets the translated submodel instance offset of the subsystem or turret base. This is relative to the existing submodel offset to its parent; a non-translated submodel will have a TranslationOffset of zero.",
"vector",
"Offset, or zero vector if handle is not valid")
{
ship_subsys_h *sso;
vec3d *vec = nullptr;
if (!ade_get_args(L, "o|o", l_Subsystem.GetPtr(&sso), l_Vector.GetPtr(&vec)))
return ade_set_error(L, "o", l_Vector.Set(vmd_zero_vector));
if (!sso->isValid())
return ade_set_error(L, "o", l_Vector.Set(vmd_zero_vector));
auto smi = sso->ss->submodel_instance_1;
if (smi == nullptr)
return ade_set_error(L, "o", l_Vector.Set(vmd_zero_vector));
if (ADE_SETTING_VAR && vec != nullptr)
{
smi->canonical_prev_offset = smi->canonical_offset;
smi->canonical_offset = *vec;
smi->cur_offset = vm_vec_mag(vec);
}
return ade_set_args(L, "o", l_Vector.Set(smi->canonical_offset));
}
ADE_VIRTVAR(HitpointsLeft, l_Subsystem, "number", "Subsystem hitpoints left", "number", "Hitpoints left, or 0 if handle is invalid. Setting a value of 0 will disable it - set a value of -1 or lower to actually blow it up.")
{
ship_subsys_h *sso;
float f = -1.0f;
if(!ade_get_args(L, "o|f", l_Subsystem.GetPtr(&sso), &f))
return ade_set_error(L, "f", 0.0f);
if (!sso->isValid())
return ade_set_error(L, "f", 0.0f);
if(ADE_SETTING_VAR)
{
//Only go down to 0 hits
sso->ss->current_hits = MAX(0.0f, f);
ship *shipp = &Ships[sso->objh.objp()->instance];
if (f <= -1.0f && sso->ss->current_hits <= 0.0f) {
do_subobj_destroyed_stuff(shipp, sso->ss, NULL);
}
ship_recalc_subsys_strength(shipp);
}
return ade_set_args(L, "f", sso->ss->current_hits);
}
ADE_VIRTVAR(HitpointsMax, l_Subsystem, "number", "Subsystem hitpoints max", "number", "Max hitpoints, or 0 if handle is invalid")
{
ship_subsys_h *sso;
float f = -1.0f;
if(!ade_get_args(L, "o|f", l_Subsystem.GetPtr(&sso), &f))
return ade_set_error(L, "f", 0.0f);
if (!sso->isValid())
return ade_set_error(L, "f", 0.0f);
if(ADE_SETTING_VAR)
{
sso->ss->max_hits = MIN(0.0f, f);
ship_recalc_subsys_strength(&Ships[sso->objh.objp()->instance]);
}
return ade_set_args(L, "f", sso->ss->max_hits);
}
ADE_VIRTVAR(Position, l_Subsystem, "vector", "Subsystem position with regards to main ship (Local Vector)", "vector", "Subsystem position, or null vector if subsystem handle is invalid")
{
ship_subsys_h *sso;
vec3d *v = NULL;
if(!ade_get_args(L, "o|o", l_Subsystem.GetPtr(&sso), l_Vector.GetPtr(&v)))
return ade_set_error(L, "o", l_Vector.Set(vmd_zero_vector));
if (!sso->isValid())
return ade_set_error(L, "o", l_Vector.Set(vmd_zero_vector));
if(ADE_SETTING_VAR && v != NULL)
{
sso->ss->system_info->pnt = *v;
}
return ade_set_args(L, "o", l_Vector.Set(sso->ss->system_info->pnt));
}
ADE_VIRTVAR(WorldPosition, l_Subsystem, "vector",
"Subsystem position in world space. This handles subsystem attached to a rotating submodel properly.",
"vector", "Subsystem position, or null vector if subsystem handle is invalid")
{
ship_subsys_h* sso;
vec3d* v = nullptr;
if (!ade_get_args(L, "o|o", l_Subsystem.GetPtr(&sso), l_Vector.GetPtr(&v)))
return ade_set_error(L, "o", l_Vector.Set(vmd_zero_vector));
if (!sso->isValid())
return ade_set_error(L, "o", l_Vector.Set(vmd_zero_vector));
vec3d world_pos;
get_subsystem_world_pos(sso->objh.objp(), sso->ss, &world_pos);
return ade_set_args(L, "o", l_Vector.Set(world_pos));
}
ADE_VIRTVAR(GunPosition, l_Subsystem, "vector", "Subsystem gun position with regards to main ship (Local vector)", "vector", "Gun position, or null vector if subsystem handle is invalid")
{
ship_subsys_h *sso;
vec3d *v = NULL;
if(!ade_get_args(L, "o|o", l_Subsystem.GetPtr(&sso), l_Vector.GetPtr(&v)))
return ade_set_error(L, "o", l_Vector.Set(vmd_zero_vector));
if (!sso->isValid())
return ade_set_error(L, "o", l_Vector.Set(vmd_zero_vector));
polymodel *pm = model_get(Ship_info[Ships[sso->objh.objp()->instance].ship_info_index].model_num);
Assert(pm != NULL);
if(sso->ss->system_info->turret_gun_sobj < 0)
return ade_set_error(L, "o", l_Vector.Set(vmd_zero_vector));
bsp_info *sm = &pm->submodel[sso->ss->system_info->turret_gun_sobj];
if(ADE_SETTING_VAR && v != NULL)
sm->offset = *v;
return ade_set_args(L, "o", l_Vector.Set(sm->offset));
}
ADE_VIRTVAR(Name, l_Subsystem, "string", "Subsystem name", "string", "Subsystem name, or an empty string if handle is invalid")
{
ship_subsys_h *sso;
const char* s = nullptr;
if(!ade_get_args(L, "o|s", l_Subsystem.GetPtr(&sso), &s))
return ade_set_error(L, "s", "");
if (!sso->isValid())
return ade_set_error(L, "s", "");
if(ADE_SETTING_VAR && s != NULL && strlen(s))
{
ship_subsys_set_name(sso->ss, s);
}
return ade_set_args(L, "s", ship_subsys_get_name(sso->ss));
}
ADE_VIRTVAR(NumFirePoints, l_Subsystem, "number", "Number of firepoints", "number", "Number of fire points, or 0 if handle is invalid")
{
ship_subsys_h* sso;
if (!ade_get_args(L, "o", l_Subsystem.GetPtr(&sso)))
return ade_set_error(L, "i", 0);
if (!sso->isValid())
return ade_set_error(L, "i", 0);
if (ADE_SETTING_VAR)
{
LuaError(L, "Setting the number of fire points for subsystems is not allowed!");
}
return ade_set_args(L, "i", sso->ss->system_info->turret_num_firing_points);
}
ADE_VIRTVAR(FireRateMultiplier, l_Subsystem, "number", "Factor by which turret's rate of fire is multiplied. This can also be set with the turret-set-rate-of-fire SEXP. As with the SEXP, assigning a negative value will cause this to be reset to default.", "number", "Firing rate multiplier, or 0 if handle is invalid")
{
ship_subsys_h* sso;
float multiplier;
if (!ade_get_args(L, "o|f", l_Subsystem.GetPtr(&sso), &multiplier))
return ade_set_error(L, "f", 0.0f);
if (!sso->isValid())
return ade_set_error(L, "f", 0.0f);
if (ADE_SETTING_VAR)
{
// set the rate
if (multiplier < 0.0f)
sso->ss->rof_scaler = sso->ss->system_info->turret_rof_scaler;
else
sso->ss->rof_scaler = multiplier;
}
return ade_set_args(L, "f", sso->ss->rof_scaler);
}
ADE_FUNC(getModelName, l_Subsystem, NULL, "Returns the original name of the subsystem in the model file", "string", "name or empty string on error")
{
ship_subsys_h *sso;
if(!ade_get_args(L, "o", l_Subsystem.GetPtr(&sso)))
return ade_set_error(L, "s", "");
if (!sso->isValid())
return ade_set_error(L, "s", "");
return ade_set_args(L, "s", sso->ss->system_info->subobj_name);
}
ADE_VIRTVAR(PrimaryBanks, l_Subsystem, "weaponbanktype", "Array of primary weapon banks", "weaponbanktype", "Primary banks, or invalid weaponbanktype handle if subsystem handle is invalid")
{
ship_subsys_h *sso, *sso2 = nullptr;
if(!ade_get_args(L, "o|o", l_Subsystem.GetPtr(&sso), l_Subsystem.GetPtr(&sso2)))
return ade_set_error(L, "o", l_WeaponBankType.Set(ship_banktype_h()));
if (!sso->isValid())
return ade_set_error(L, "o", l_WeaponBankType.Set(ship_banktype_h()));
ship_weapon *dst = &sso->ss->weapons;
if (ADE_SETTING_VAR && sso2 && sso2->isValid()) {
ship_weapon *src = &sso2->ss->weapons;
dst->current_primary_bank = src->current_primary_bank;
dst->num_primary_banks = src->num_primary_banks;
memcpy(dst->next_primary_fire_stamp, src->next_primary_fire_stamp, sizeof(dst->next_primary_fire_stamp));
memcpy(dst->primary_animation_done_time, src->primary_animation_done_time, sizeof(dst->primary_animation_done_time));
memcpy(dst->primary_animation_position, src->primary_animation_position, sizeof(dst->primary_animation_position));
memcpy(dst->primary_bank_ammo, src->primary_bank_ammo, sizeof(dst->primary_bank_ammo));
memcpy(dst->primary_bank_capacity, src->primary_bank_capacity, sizeof(dst->primary_bank_capacity));
memcpy(dst->primary_bank_rearm_time, src->primary_bank_rearm_time, sizeof(dst->primary_bank_rearm_time));
memcpy(dst->primary_bank_start_ammo, src->primary_bank_start_ammo, sizeof(dst->primary_bank_start_ammo));
memcpy(dst->primary_bank_weapons, src->primary_bank_weapons, sizeof(dst->primary_bank_weapons));
}
return ade_set_args(L, "o", l_WeaponBankType.Set(ship_banktype_h(sso->objh.objp(), dst, SWH_PRIMARY)));
}
ADE_VIRTVAR(SecondaryBanks, l_Subsystem, "weaponbanktype", "Array of secondary weapon banks", "weaponbanktype", "Secondary banks, or invalid weaponbanktype handle if subsystem handle is invalid")
{
ship_subsys_h *sso, *sso2 = nullptr;
if(!ade_get_args(L, "o|o", l_Subsystem.GetPtr(&sso), l_Subsystem.GetPtr(&sso2)))
return ade_set_error(L, "o", l_WeaponBankType.Set(ship_banktype_h()));
if (!sso->isValid())
return ade_set_error(L, "o", l_WeaponBankType.Set(ship_banktype_h()));
ship_weapon *dst = &sso->ss->weapons;
if (ADE_SETTING_VAR && sso2 && sso2->isValid()) {
ship_weapon *src = &sso2->ss->weapons;
dst->current_secondary_bank = src->current_secondary_bank;
dst->num_secondary_banks = src->num_secondary_banks;
memcpy(dst->next_secondary_fire_stamp, src->next_secondary_fire_stamp, sizeof(dst->next_secondary_fire_stamp));
memcpy(dst->secondary_animation_done_time, src->secondary_animation_done_time, sizeof(dst->secondary_animation_done_time));
memcpy(dst->secondary_animation_position, src->secondary_animation_position, sizeof(dst->secondary_animation_position));
memcpy(dst->secondary_bank_ammo, src->secondary_bank_ammo, sizeof(dst->secondary_bank_ammo));
memcpy(dst->secondary_bank_capacity, src->secondary_bank_capacity, sizeof(dst->secondary_bank_capacity));
memcpy(dst->secondary_bank_rearm_time, src->secondary_bank_rearm_time, sizeof(dst->secondary_bank_rearm_time));
memcpy(dst->secondary_bank_start_ammo, src->secondary_bank_start_ammo, sizeof(dst->secondary_bank_start_ammo));
memcpy(dst->secondary_bank_weapons, src->secondary_bank_weapons, sizeof(dst->secondary_bank_weapons));
memcpy(dst->secondary_next_slot, src->secondary_next_slot, sizeof(dst->secondary_next_slot));
}
return ade_set_args(L, "o", l_WeaponBankType.Set(ship_banktype_h(sso->objh.objp(), dst, SWH_SECONDARY)));
}
ADE_VIRTVAR(Target, l_Subsystem, "object", "Object targeted by this subsystem. If used to set a new target or clear it, AI targeting will be switched off.", "object", "Targeted object, or invalid object handle if subsystem handle is invalid")
{
ship_subsys_h *sso;
object_h *objh = nullptr;
if(!ade_get_args(L, "o|o", l_Subsystem.GetPtr(&sso), l_Object.GetPtr(&objh)))
return ade_set_error(L, "o", l_Object.Set(object_h()));
if (!sso->isValid())
return ade_set_error(L, "o", l_Object.Set(object_h()));
ship_subsys *ss = sso->ss;
if(ADE_SETTING_VAR) {
if (objh && objh->isValid()) {
ss->turret_enemy_objnum = objh->objnum;
ss->turret_enemy_sig = objh->sig;
ss->targeted_subsys = nullptr;
ss->scripting_target_override = true;
} else if (lua_isnil(L, 2)) {
ss->turret_enemy_objnum = -1;
ss->turret_enemy_sig = -1;
ss->targeted_subsys = nullptr;
ss->scripting_target_override = true;
}
}
return ade_set_object_with_breed(L, ss->turret_enemy_objnum);
}
ADE_VIRTVAR(TurretResets, l_Subsystem, "boolean", "Specifies whether this turrets resets after a certain time of inactivity", "boolean", "true if turret resets, false otherwise")
{
ship_subsys_h *sso;
bool newVal = false;
if (!ade_get_args(L, "o|b", l_Subsystem.GetPtr(&sso), &newVal))
return ADE_RETURN_FALSE;
if (!sso->isValid())
return ADE_RETURN_FALSE;
if(ADE_SETTING_VAR)
{
sso->ss->system_info->flags.set(Model::Subsystem_Flags::Turret_reset_idle, newVal);
}
if (sso->ss->system_info->flags[Model::Subsystem_Flags::Turret_reset_idle])
return ADE_RETURN_TRUE;
else
return ADE_RETURN_FALSE;
}
ADE_VIRTVAR(TurretResetDelay, l_Subsystem, "number", "The time (in milliseconds) after that the turret resets itself", "number", "Reset delay")
{
ship_subsys_h *sso;
int newVal = -1;
if (!ade_get_args(L, "o|i", l_Subsystem.GetPtr(&sso), &newVal))
return ade_set_error(L, "i", -1);
if (!sso->isValid())
return ade_set_error(L, "i", -1);
if (!(sso->ss->system_info->flags[Model::Subsystem_Flags::Turret_reset_idle]))
return ade_set_error(L, "i", -1);
if(ADE_SETTING_VAR)
{
if ((sso->ss->system_info->flags[Model::Subsystem_Flags::Turret_reset_idle]))
sso->ss->system_info->turret_reset_delay = newVal;
}
return ade_set_args(L, "i", sso->ss->system_info->turret_reset_delay);
}
ADE_VIRTVAR(TurnRate, l_Subsystem, "number", "The turn rate", "number", "Turnrate or -1 on error")
{
ship_subsys_h *sso;
float newVal = -1.0f;
if (!ade_get_args(L, "o|f", l_Subsystem.GetPtr(&sso), &newVal))
return ade_set_error(L, "f", -1.0f);
if (!sso->isValid())
return ade_set_error(L, "f", -1.0f);
if(ADE_SETTING_VAR)
{
sso->ss->system_info->turret_turning_rate = newVal;
}
return ade_set_args(L, "f", sso->ss->system_info->turret_turning_rate);
}
ADE_VIRTVAR(Targetable, l_Subsystem, "boolean", "Targetability of this subsystem", "boolean", "true if targetable, false otherwise or on error")
{
ship_subsys_h *sso;
bool newVal = false;
if (!ade_get_args(L, "o|b", l_Subsystem.GetPtr(&sso), &newVal))
return ade_set_error(L, "b", false);
if (!sso->isValid())
return ade_set_error(L, "b", false);
if(ADE_SETTING_VAR)
{
sso->ss->flags.set(Ship::Subsystem_Flags::Untargetable, newVal);
}
return ade_set_args(L, "b", !(sso->ss->flags[Ship::Subsystem_Flags::Untargetable]));
}
ADE_VIRTVAR(Radius, l_Subsystem, "number", "The radius of this subsystem", "number", "The radius or 0 on error")
{
ship_subsys_h *sso;
if (!ade_get_args(L, "o", l_Subsystem.GetPtr(&sso)))
return ade_set_error(L, "f", 0.0f);
if (!sso->isValid())
return ade_set_error(L, "f", 0.0f);
if(ADE_SETTING_VAR)
{
LuaError(L, "Setting radius for subsystems is not allowed!");
}
return ade_set_args(L, "f", sso->ss->system_info->radius);
}
ADE_VIRTVAR(TurretLocked, l_Subsystem, "boolean", "Whether the turret is locked. Setting to true locks the turret; setting to false frees it.", "boolean", "True if turret is locked, false otherwise")
{
ship_subsys_h *sso;
bool newVal = false;
if (!ade_get_args(L, "o|b", l_Subsystem.GetPtr(&sso), &newVal))
return ade_set_error(L, "b", false);
if (!sso->isValid())
return ade_set_error(L, "b", false);
if(ADE_SETTING_VAR)
{
sso->ss->weapons.flags.set(Ship::Weapon_Flags::Turret_Lock, newVal);
}
return ade_set_args(L, "b", (sso->ss->weapons.flags[Ship::Weapon_Flags::Turret_Lock]));
}
ADE_VIRTVAR(TurretLockedWithTimestamp, l_Subsystem, "boolean", "Behaves like TurretLocked, but when the turret is freed, there will be a short random delay (between 50 and 4000 milliseconds) before firing, to be consistent with SEXP behavior.", "boolean", "True if turret is locked, false otherwise")
{
ship_subsys_h *sso;
bool newVal = false;
if (!ade_get_args(L, "o|b", l_Subsystem.GetPtr(&sso), &newVal))
return ade_set_error(L, "b", false);
if (!sso->isValid())
return ade_set_error(L, "b", false);
if(ADE_SETTING_VAR)
{
sexp_beam_or_turret_free_one(sso->ss, false, !newVal);
}
return ade_set_args(L, "b", (sso->ss->weapons.flags[Ship::Weapon_Flags::Turret_Lock]));
}
ADE_VIRTVAR(BeamFree, l_Subsystem, "boolean", "Whether the turret is beam-freed. Setting to true beam-frees the turret; setting to false beam-locks it.", "boolean", "True if turret is beam-freed, false otherwise")
{
ship_subsys_h *sso;
bool newVal = false;
if (!ade_get_args(L, "o|b", l_Subsystem.GetPtr(&sso), &newVal))
return ade_set_error(L, "b", false);
if (!sso->isValid())
return ade_set_error(L, "b", false);
if(ADE_SETTING_VAR)
{
sso->ss->weapons.flags.set(Ship::Weapon_Flags::Beam_Free, newVal);
}
return ade_set_args(L, "b", (sso->ss->weapons.flags[Ship::Weapon_Flags::Beam_Free]));
}
ADE_VIRTVAR(BeamFreeWithTimestamp, l_Subsystem, "boolean", "Behaves like BeamFree, but when the turret is freed, there will be a short random delay (between 50 and 4000 milliseconds) before firing, to be consistent with SEXP behavior.", "boolean", "True if turret is beam-freed, false otherwise")
{
ship_subsys_h *sso;
bool newVal = false;
if (!ade_get_args(L, "o|b", l_Subsystem.GetPtr(&sso), &newVal))
return ade_set_error(L, "b", false);
if (!sso->isValid())
return ade_set_error(L, "b", false);
if(ADE_SETTING_VAR)
{
sexp_beam_or_turret_free_one(sso->ss, true, newVal);
}
return ade_set_args(L, "b", (sso->ss->weapons.flags[Ship::Weapon_Flags::Beam_Free]));
}
ADE_VIRTVAR(NextFireTimestamp, l_Subsystem, "number", "The next time the turret may attempt to fire", "number", "Mission time (seconds) or -1 on error")
{
ship_subsys_h *sso;
float newVal = -1.0f;
if (!ade_get_args(L, "o|f", l_Subsystem.GetPtr(&sso), &newVal))
return ade_set_error(L, "f", -1.0f);
if (!sso->isValid())
return ade_set_error(L, "f", -1.0f);
float currentTime = f2fl(Missiontime);
if (ADE_SETTING_VAR)
{
float delta = newVal - currentTime;
if (delta < 0.0f)
{
mprintf(("NextFireTimestamp: Specified value is in the past; setting to the current time\n"));
delta = 0.0f;
}
sso->ss->turret_next_fire_stamp = timestamp(fl2i(delta * MILLISECONDS_PER_SECOND));
}
return ade_set_args(L, "f", currentTime + timestamp_until(sso->ss->turret_next_fire_stamp) / i2fl(MILLISECONDS_PER_SECOND));
}
ADE_VIRTVAR(ModelPath, l_Subsystem, "modelpath", "The model path points belonging to this subsystem", "modelpath",
"The model path of this subsystem")
{
ship_subsys_h* sso;
if (!ade_get_args(L, "o", l_Subsystem.GetPtr(&sso)))
return ade_set_error(L, "o", l_ModelPath.Set(model_path_h()));
if (!sso->isValid())
return ade_set_error(L, "o", l_ModelPath.Set(model_path_h()));
if (ADE_SETTING_VAR) {
LuaError(L, "Setting ModelPath is not supported yet!");
}
auto model = model_get(sso->ss->system_info->model_num);
auto path_idx = sso->ss->system_info->path_num;
if (path_idx < 0) {
// No model path for this subsystem
return ade_set_args(L, "o", l_ModelPath.Set(model_path_h()));
}
Assertion(path_idx >= 0 && path_idx < model->n_paths, "Path index %d is invalid!", path_idx);
return ade_set_args(L, "o", l_ModelPath.Set(model_path_h(*sso, model->paths[path_idx])));
}
ADE_FUNC(targetingOverride, l_Subsystem, "boolean", "If set to true, AI targeting for this turret is switched off. If set to false, the AI will take over again.", "boolean", "Returns true if successful, false otherwise")
{
bool targetOverride = false;
ship_subsys_h *sso;
if(!ade_get_args(L, "ob", l_Subsystem.GetPtr(&sso), &targetOverride))
return ADE_RETURN_FALSE;
if (!sso->isValid())
return ADE_RETURN_FALSE;
ship_subsys *ss = sso->ss;
ss->scripting_target_override = targetOverride;
return ADE_RETURN_TRUE;
}
ADE_FUNC(getModelFlag,
l_Subsystem,
"string flag_name",
"Checks whether one or more <a href=\"https://wiki.hard-light.net/index.php/Subsystem#.24Flags:\">model subsystem flags</a> are set - this function can accept an arbitrary number of flag arguments. The flag names can be any string that the alter-ship-flag SEXP operator supports.",
"boolean",
"Returns whether all flags are set, or nil if the subsystem is not valid")
{
ship_subsys_h* sso;
const char* flag_name;
if (!ade_get_args(L, "os", l_Subsystem.GetPtr(&sso), &flag_name))
return ADE_RETURN_NIL;
int skip_args = 1; // not 2 because there will be one more below
if (!sso->isValid())
return ADE_RETURN_NIL;
do {
auto subsys_flag = Model::Subsystem_Flags::NUM_VALUES;
for (size_t i = 0; i < (size_t)Num_subsystem_flags; i++) {
if (!stricmp(Subsystem_flags[i].name, flag_name)) {
subsys_flag = Subsystem_flags[i].def;
break;
}
}
if (subsys_flag == Model::Subsystem_Flags::NUM_VALUES) {
Warning(LOCATION, "Subsystem flag '%s' not found!", flag_name);
return ADE_RETURN_FALSE;
} else {
if (!(sso->ss->system_info->flags[subsys_flag]))
return ADE_RETURN_FALSE;
}
// read the next flag
internal::Ade_get_args_skip = ++skip_args;
} while (ade_get_args(L, "|s", &flag_name) > 0);
// if we're still here, all the flags we were looking for were present
return ADE_RETURN_TRUE;
}
ADE_FUNC(hasFired, l_Subsystem, NULL, "Determine if a subsystem has fired", "boolean", "true if if fired, false if not fired, or nil if invalid. resets fired flag when called.")
{
ship_subsys_h *sso;
if(!ade_get_args(L, "o", l_Subsystem.GetPtr(&sso)))
return ADE_RETURN_NIL;
if (!sso->isValid())
return ADE_RETURN_NIL;
if(sso->ss->flags[Ship::Subsystem_Flags::Has_fired]){
sso->ss->flags.remove(Ship::Subsystem_Flags::Has_fired);
return ADE_RETURN_TRUE;
}
else
return ADE_RETURN_FALSE;
}
ADE_FUNC(isTurret, l_Subsystem, NULL, "Determines if this subsystem is a turret", "boolean", "true if subsystem is turret, false otherwise or nil on error")
{
ship_subsys_h *sso;
if(!ade_get_args(L, "o", l_Subsystem.GetPtr(&sso)))
return ADE_RETURN_NIL;
if (!sso->isValid())
return ADE_RETURN_NIL;
return ade_set_args(L, "b", sso->ss->system_info->type == SUBSYSTEM_TURRET);
}
ADE_FUNC(isMultipartTurret, l_Subsystem, NULL, "Determines if this subsystem is a multi-part turret", "boolean", "true if subsystem is multi-part turret, false otherwise or nil on error")
{
ship_subsys_h* sso;
if (!ade_get_args(L, "o", l_Subsystem.GetPtr(&sso)))
return ADE_RETURN_NIL;
if (!sso->isValid())
return ADE_RETURN_NIL;
return ade_set_args(L, "b", sso->ss->system_info->type == SUBSYSTEM_TURRET && sso->ss->system_info->turret_gun_sobj != sso->ss->system_info->subobj_num);
}
ADE_FUNC(isTargetInFOV, l_Subsystem, "object Target", "Determines if the object is in the turrets FOV", "boolean", "true if in FOV, false if not, nil on error or if subsystem is not a turret ")
{
ship_subsys_h *sso;
object_h *newh = nullptr;
if(!ade_get_args(L, "o|o", l_Subsystem.GetPtr(&sso), l_Object.GetPtr(&newh)))
return ADE_RETURN_NIL;
if (!sso->isValid() || !newh || !newh->isValid() || !(sso->ss->system_info->type == SUBSYSTEM_TURRET))
return ADE_RETURN_NIL;
vec3d tpos,tvec;
ship_get_global_turret_info(sso->objh.objp(), sso->ss->system_info, &tpos, &tvec);
int in_fov = object_in_turret_fov(newh->objp(),sso->ss,&tvec,&tpos,vm_vec_dist(&newh->objp()->pos,&tpos));
if (in_fov)
return ADE_RETURN_TRUE;
else
return ADE_RETURN_FALSE;
}
ADE_FUNC(isPositionInFOV, l_Subsystem, "vector Target", "Determines if a position is in the turrets FOV", "boolean", "true if in FOV, false if not, nil on error or if subsystem is not a turret ")
{
ship_subsys_h* sso;
vec3d target = vmd_zero_vector;
if (!ade_get_args(L, "o|o", l_Subsystem.GetPtr(&sso), l_Vector.Get(&target)))
return ADE_RETURN_NIL;
if (!sso->isValid() || !(sso->ss->system_info->type == SUBSYSTEM_TURRET))
return ADE_RETURN_NIL;
vec3d tpos, tvec;
ship_get_global_turret_info(sso->objh.objp(), sso->ss->system_info, &tpos, &tvec);
vec3d v2e;
vm_vec_normalized_dir(&v2e, &target, &tpos);
bool in_fov = turret_fov_test(sso->ss, &tvec, &v2e);
if (in_fov)
return ADE_RETURN_TRUE;
else
return ADE_RETURN_FALSE;
}
ADE_FUNC(fireWeapon, l_Subsystem, "[number TurretWeaponIndex = 1, number FlakRange = 100, vector OverrideFiringVec]", "Fires weapon on turret", nullptr, nullptr)
{
ship_subsys_h *sso;
int wnum = 1;
float flak_range = 100.0f;
vec3d* override_gvec = nullptr;
if (!ade_get_args(L, "o|ifo", l_Subsystem.GetPtr(&sso), &wnum, &flak_range, l_Vector.GetPtr(&override_gvec)))
return ADE_RETURN_NIL;
if (!sso->isValid())
return ADE_RETURN_NIL;
// no place to fire a weapon; this may not actually be a turret
if (sso->ss->system_info->turret_num_firing_points <= 0)
{
return ADE_RETURN_NIL;
}
if (sso->ss->current_hits <= 0)
{
return ADE_RETURN_FALSE;
}
wnum--; //Lua->FS2
if (wnum < 0 || wnum >= MAX_SHIP_WEAPONS)
{
LuaError(L, "TurretWeaponIndex (%i) is invalid! Minimum is 1, maximum is %i", wnum+1, MAX_SHIP_WEAPONS+1);
return ADE_RETURN_NIL;
}
//Get default turret info
vec3d gpos, gvec;
ship_get_global_turret_gun_info(sso->objh.objp(), sso->ss, &gpos, false, &gvec, true, nullptr);
if (override_gvec != nullptr)
gvec = *override_gvec;
bool rtn = turret_fire_weapon(wnum, sso->ss, sso->objh.objnum, &gpos, &gvec, NULL, flak_range);
sso->ss->turret_next_fire_pos++;
return ade_set_args(L, "b", rtn);
}
ADE_FUNC(rotateTurret, l_Subsystem, "vector Pos, boolean reset=false", "Rotates the turret to face Pos or resets the turret to its original state", "boolean", "true on success false otherwise")
{
ship_subsys_h *sso;
vec3d pos = vmd_zero_vector;
bool reset = false;
if (!ade_get_args(L, "oo|b", l_Subsystem.GetPtr(&sso), l_Vector.Get(&pos), &reset))
return ADE_RETURN_NIL;
if (!sso->isValid())
return ADE_RETURN_NIL;
if (sso->ss->submodel_instance_1 == nullptr || sso->ss->submodel_instance_2 == nullptr)
return ADE_RETURN_NIL;
//Get default turret info
object *objp = sso->objh.objp();
auto pmi = model_get_instance(Ships[objp->instance].model_instance_num);
auto pm = model_get(pmi->model_num);
bool ret_val = model_rotate_gun(objp, pm, pmi, sso->ss, reset ? nullptr : &pos);
if (ret_val)
return ADE_RETURN_TRUE;
else
return ADE_RETURN_FALSE;
}
ADE_FUNC(getTurretHeading, l_Subsystem, NULL, "Returns the turrets forward vector", "vector", "Returns a normalized version of the forward vector in the ship's reference frame or null vector on error")
{
ship_subsys_h *sso;
if(!ade_get_args(L, "o", l_Subsystem.GetPtr(&sso)))
return ade_set_error(L, "o", l_Vector.Set(vmd_zero_vector));
if (!sso->isValid())
return ade_set_error(L, "o", l_Vector.Set(vmd_zero_vector));
vec3d gvec;
object *objp = sso->objh.objp();
auto pmi = model_get_instance(Ships[objp->instance].model_instance_num);
auto pm = model_get(pmi->model_num);
model_instance_local_to_global_dir(&gvec, &sso->ss->system_info->turret_norm, pm, pmi, sso->ss->system_info->turret_gun_sobj, &objp->orient);
vec3d out;
vm_vec_rotate(&out, &gvec, &objp->orient);
return ade_set_args(L, "o", l_Vector.Set(out));
}
ADE_FUNC(getFOVs, l_Subsystem, nullptr, "Returns current turrets FOVs", "number, number, number",
"Standard FOV, maximum barrel elevation, turret base fov.")
{
ship_subsys_h *sso;
float fov, fov_e, fov_y;
if(!ade_get_args(L, "o", l_Subsystem.GetPtr(&sso)))
return ADE_RETURN_NIL;
if (!sso->isValid())
return ADE_RETURN_NIL;
model_subsystem *tp = sso->ss->system_info;
fov = tp->turret_fov;
fov_e = tp->turret_max_fov;
fov_y = tp->turret_base_fov;
return ade_set_args(L, "fff", fov, fov_e, fov_y);
}
ADE_FUNC(
getNextFiringPosition, l_Subsystem, nullptr,
"Retrieves the next position and firing normal this turret will fire from. This function returns a world position",
"vector, vector", "vector or null vector on error")
{
ship_subsys_h *sso;
if(!ade_get_args(L, "o", l_Subsystem.GetPtr(&sso)))
return ade_set_error(L, "oo", l_Vector.Set(vmd_zero_vector), l_Vector.Set(vmd_zero_vector));
if (!sso->isValid())
return ade_set_error(L, "oo", l_Vector.Set(vmd_zero_vector), l_Vector.Set(vmd_zero_vector));
vec3d gpos, gvec;
ship_get_global_turret_gun_info(sso->objh.objp(), sso->ss, &gpos, false, &gvec, true, nullptr);
return ade_set_args(L, "oo", l_Vector.Set(gpos), l_Vector.Set(gvec));
}
ADE_FUNC(getTurretMatrix, l_Subsystem, nullptr, "Returns current subsystems turret matrix", "orientation", "Turret matrix.")
{
ship_subsys_h *sso;
matrix m;
if(!ade_get_args(L, "o", l_Subsystem.GetPtr(&sso)))
return ADE_RETURN_NIL;
if (!sso->isValid())
return ADE_RETURN_NIL;
model_subsystem *tp = sso->ss->system_info;
// we have to fake a turret matrix because that field is no longer part of model_subsystem
vm_vector_2_matrix(&m, &tp->turret_norm, nullptr, nullptr);
return ade_set_args(L, "o", l_Matrix.Set(matrix_h(&m)));
}
ADE_FUNC(getParent, l_Subsystem, NULL, "The object parent of this subsystem, is of type ship", "object", "object handle or invalid handle on error")
{
ship_subsys_h *sso = NULL;
object_h *objhp = NULL;
if(!ade_get_args(L, "o|o", l_Subsystem.GetPtr(&sso), l_Ship.GetPtr(&objhp)))
return ade_set_error(L, "o", l_Object.Set(object_h()));
if (!sso->isValid())
return ade_set_error(L, "o", l_Object.Set(object_h()));
return ade_set_object_with_breed(L, sso->objh.objnum);
}
ADE_FUNC(isInViewFrom, l_Subsystem, "vector from",
"Checks if the subsystem is in view from the specified position. This only checks for occlusion by the parent "
"object, not by other objects in the mission.",
"boolean", "true if in view, false otherwise")
{
ship_subsys_h *sso = nullptr;
vec3d *from = nullptr;
if(!ade_get_args(L, "oo", l_Subsystem.GetPtr(&sso), l_Vector.GetPtr(&from)))
return ADE_RETURN_FALSE;
if (!sso->isValid())
return ADE_RETURN_FALSE;
vec3d world_pos;
get_subsystem_world_pos(sso->objh.objp(), sso->ss, &world_pos);
// Disable facing check since the HUD code does the same
bool in_sight = ship_subsystem_in_sight(sso->objh.objp(), sso->ss, from, &world_pos, false);
return ade_set_args(L, "b", in_sight);
}
ADE_FUNC(isValid, l_Subsystem, NULL, "Detects whether handle is valid", "boolean", "true if valid, false if handle is invalid, nil if a syntax/type error occurs")
{
ship_subsys_h *sso;
if(!ade_get_args(L, "o", l_Subsystem.GetPtr(&sso)))
return ADE_RETURN_NIL;
return ade_set_args(L, "b", sso->isValid());
}
}
}
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