* Automatically generate the isValid() Lua API function for handle types
If an ADE object's stored type has an isValid() member, ade_obj now registers an isValid function for it automatically. An explicit ADE_FUNC(isValid, ...) declared after the ADE_OBJ replaces the generated one, so types with special semantics (e.g. sound) keep their own. The 67 hand-written functions that merely delegated to the member are removed, and 26 types that previously exposed no isValid() gain one.
Co-Authored-By: Claude Fable 5.1 <[email protected]>
* Add ADE_OBJ_VALIDATOR for index-based Lua handles
Int-index handles (shipclass, weaponclass, team, etc.) can now declare their validity predicate with a single ADE_OBJ_VALIDATOR or ADE_OBJ_VALIDATOR_RANGE line after the ADE_OBJ. The registered validator drives the generated isValid() function and is also honored by ade_set_args when the mod table asks for nil instead of invalid objects, which previously never applied to these handles. The 19 hand-written range-check functions are replaced, and loadout_ship, default_primary, default_secondary, and support_rearm_pool_team gain isValid(). Add a validator to HudGauge while we're at it.
Also fully qualify the scripting namespace in LuaConvert.h so its templates can be instantiated from the unit tests.
Co-Authored-By: Claude Fable 5.1 <[email protected]>
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Co-authored-by: Claude Fable 5.1 <[email protected]>
This refactors the object_h struct to store objects as indexes rather than pointers. This is a prerequisite for making the collection of objects dynamic in the future. See also #6100.
Follow-up to #5800 and #5829.
Adds gravity! Applies on a per-mission basis, and weapons, ships, debris, and asteroids now have a configurable "gravity const" which multiplies the effect of gravity on them, by default everything except debris is 0 (meaning no effect even when the mission has gravity). AI and the lead indicator will also lead for ballistic trajectories as well, given a gravity-affected weapon. No FRED support or gravity direction control yet, to come in later PRs.
Properly whacks all ships that are docked together when any are whacked, makes everything more consistent by calling ship_apply_whack instead of physics_apply_whack, whacking in general now unrotates its hit pos to get a world pos like physics whack was expecting and adds a few matrix helper functions.
Many physics values are exposed to scripting, including rotational damp. This PR exposes the linear damp to scripting. Note that in the code the linear damp is called `side_slip_time_const`.