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Aquaria/BBGE/ScriptObject.h
fgenesis 4320b8296b Add a safe pointer model to ScriptInterface, additional bug/crash fixes.
This commit introduces pointer checks to various functions;
so that entity_* will no longer crash or produce weird results
if passed a Node pointer, etc.
The checks are disabled by default, but can be enabled in
ScriptInterface.cpp.

Fixed possible crashes in a few more functions due to missing NULL-checks.

There was a "feature" in the single Lua state that it would keep globals
intact until the game was quit. That made any globals from mods "leak"
into the game or other mods. Now it resets the Lua state when a mod
is loaded or closed.
2012-01-03 04:38:28 +01:00

74 lines
1.9 KiB
C++

/*
Copyright (C) 2007, 2012 - Bit-Blot
This file is part of Aquaria.
Aquaria is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
#pragma once
enum ScriptObjectType
{
SCO_NONE = 0x0000,
// If you change this enum, do not forget to adjust the string array in the cpp,
// and to add additional compile time assertions to ScriptInterface.cpp as necessary!
SCO_ENTITY = 0x0001,
SCO_INGREDIENT = 0x0002,
SCO_COLLIDE_ENTITY = 0x0004,
SCO_SCRIPTED_ENTITY = 0x0008,
SCO_BEAM = 0x0010,
SCO_SHOT = 0x0020,
SCO_WEB = 0x0040,
SCO_BONE = 0x0080,
SCO_PATH = 0x0100,
SCO_PAUSEQUAD = 0x0200,
SCO_FORCE_32BIT = 0xFFFFFFFF
};
class ScriptObject
{
public:
ScriptObject()
: _objtype(SCO_NONE)
{
}
virtual ~ScriptObject() {}
inline void addType(ScriptObjectType ty)
{
_objtype = ScriptObjectType(int(ty) | int(_objtype)); // prevent the compiler from crying
}
inline bool isType(ScriptObjectType bt) const
{
return (_objtype & bt) != 0;
}
inline std::string getTypeString() const
{
return getTypeString(_objtype);
}
static std::string getTypeString(unsigned int ty);
// public to allow the static compile check in ScriptInterface.cpp to work
ScriptObjectType _objtype;
};