* 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]>
Add several API features to improve scripting support for subsystems.
1. A `CanonicalName` virtvar to provide a clear way to get subsystem names for indexing and referencing
2. `Submodel` and `SubmodelInstance` virtvars to get the submodel information associated with the subsystem, if it exists
3. A `getSubsystemList()` function to provide a subsystem iterator
Most places in the code that use `vm_vector_2_matrix` do so on already-normalized vectors. Changing these to `vm_vector_2_matrix_norm` avoids redundant normalization.
* coverity - using `std::move` instead of copying, and change some parameters from value to reference
* coverity - fix or mark potential copy-paste mistakes
* coverity - various checking of parameter and return values
* coverity - miscellaneous fixes, and change some 'intentional' markers to 'false positive' markers
* add API for glow point banks
Previously, a model API existed for glow points mounted on thrusters, but not glow points mounted on glow point banks. This adds glow point bank support. Also, this refactors and cleans up the implementation of the model API a bit.
* NULL -> nullptr
Indexes are a more robust way than pointers to manage model and submodel handles, and in the event that models are made dynamic in the future, indexes will be necessary anyway.
* Add the submodel that was hit to the On Ship Collision scripting hook. (This will only be non-nil if the ship was the "heavy object".)
* Add a `getModel()` function to the scripted submodel object.
* Fix some incorrect documentation in `OnShipCollision`.
* Expose NoCollide and NoCollideThisOnly as virtual variables for submodels
* Allow submodels to be optionally specified in object:checkRayCollision
* Be sure to calculate ship-to-ship hit position before the override collision hook is called, in case the hook needs this value. (The other collision hooks already calculate the hit position before the override hook.)
Several handle types in the scripting API used inheritance where composition would be more appropriate. This refactors those types, as well as removing the various handle types that were just aliases for `model_h`. These are just the C++-side types; all the Lua types remain as-is.
This also refactors `sound_h` to move the previous `isSoundValid` to `isValid` so that `ade_set_args` will work properly for sounds with the `Lua_API_returns_nil_instead_of_invalid_object` flag. The subclassing from `sound_entry_h` was removed and the "full validity check" was moved to `isValidWithEntry`. The Lua side remains unaffected, but additional documentation was added to clarify the usage.
Follow-up to #6009 and prerequisite to #6006 due to the `isValid` refactor for `sound_h`.
* Add global to local for matrices
* Add lua integration
* Get Submodel from Submodel instance
* Add submodel functions
* Add model instance from submodel instance
* Fix index
* Fix copy paste error
See title. There were some cascade effects, but the changes are mostly contained to the model code. The calls to `gr_render_model` and `g3_render_primitives` use `const_cast` because constifying that API would require a whole other PR.
1) Add the "no-thrusters" ship flag to the list of flag that can be used by alter-ship-flag or the ship's setFlag function
2) Add a `FireRateMultiplier` virtvar to control the firing rate of turrets (fulfills #4300)
3) Add a `setGlowPointBankActive` function to do the same thing as `activate-glow-point-bank`/`deactivate-glow-point-bank`
Allow scripts to reference submodels, submodel instances, and model instances. Currently just a few properties (like Orientation and Radius) can be accessed, but this can be easily expanded in the future.
Also add relevant functions to calculate real-world positions and orientations of rotated submodels.
This introduces type parsing for all types used within the scripting
documentation. This improves the generated JSON output and also
validates new code via the unit test.
1) Upgrade the pilot file code to correctly save flags whether entries are added *or* removed
2) Make the tech-db/tech-db-multi ship flag handling consistent
3) Add scripting support for intel entries
4) Add scripting support for adding and removing entries from the tech room
5) Minor cleanup
This adds JSON as an additional scripting documentation output format.
This can be used by external tools to examine the scripting
documentation and generate interface declarations or documentation for
any language. The existing documentation code is left largely in place.
These were all cases where the parameter was the new value when setting
a variable. The variables should always be initialized when that code is
reached but it is still better to check the pointers before using them.
These were found by @niffiwan.
This will automatically call the destructor of a type of Lua calls the
garbage collector for an object of that type. This is the last step
towards fully supporting non-trivial objects in the Lua API and all
previous workarounds have been removed.
This maintains the type information which can be used for enforce
const-correctness and also for implementing more advanced ways of
handling the type information.