#include "comm_order.h" #include "hud/hudsquadmsg.h" namespace scripting::api { //**********HANDLE: mission goals ADE_OBJ_NO_MULTI(l_Comm_Item, int, "comm_item", "Comm Item handle"); ADE_OBJ_VALIDATOR(l_Comm_Item, idx, MsgItems.in_bounds(idx)); ADE_VIRTVAR(Name, l_Comm_Item, nullptr, "The name of the comm item", "string", "The comm item name") { int current; if (!ade_get_args(L, "o", l_Comm_Item.Get(¤t))) { return ADE_RETURN_NIL; } if (ADE_SETTING_VAR) { LuaError(L, "This property is read only."); } SCP_string message = "Invalid comm item!"; if (MsgItems.in_bounds(current)) { message = MsgItems[current].text; } return ade_set_args(L, "s", message.c_str()); } ADE_VIRTVAR(Active, l_Comm_Item, nullptr, "Whether or not the item is active", "boolean", "The active status") { int current; if (!ade_get_args(L, "o", l_Comm_Item.Get(¤t))) { return ADE_RETURN_NIL; } if (ADE_SETTING_VAR) { LuaError(L, "This property is read only."); } if (MsgItems.in_bounds(current) && MsgItems[current].active > 0) { return ADE_RETURN_TRUE; } return ADE_RETURN_FALSE; } // Yes, it's a little silly to get this this way. Adding a getter to the mission library was an option but for that I'd // have to be sure the title is always set which is fine but mostly it just felt out of place. Having this here keeps all // comm menu code neat and tidy right here. I also thought about adding it as a parameter of the On HUD Comm Menu Open hook // but that method wouldn't update as the player moves through the menu since the hook only runs once. ADE_FUNC(getMenuTitle, l_Comm_Item, nullptr, "Gets the current title of the menu. Will be the same for all currently valid comm items.", "string", "The menu title") { int current = -1; if (!ade_get_args(L, "o", l_Comm_Item.Get(¤t))) return ADE_RETURN_FALSE; return ade_set_args(L, "s", Squad_msg_title); } ADE_FUNC(selectItem, l_Comm_Item, nullptr, "Selects the item and either proceeds to the next menu or issues the order", "boolean", "Returns true if successful, false otherwise") { int current = -1; if (!ade_get_args(L, "o", l_Comm_Item.Get(¤t))) return ADE_RETURN_FALSE; if (!MsgItems.in_bounds(current)) { LuaError(L, "Lua tried to select squad message that is not valid!"); return ADE_RETURN_FALSE; } Hud_set_lua_key(current); return ADE_RETURN_TRUE; } } // namespace scripting::api