* 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]>
As requested by Event Horizon, this removes the limit on fireball types. The fixed array has been replaced with a vector and the relevant code updated accordingly. There is also a new version of `stuff_int_list()` to parse ints into a vector.
This also adds bounds checking for explosion animations that are parsed for ship classes, ship types, and asteroids, since previously there was no guarantee that the indexes would be in range.