#include "shipwepselect.h" #include "ship/ship.h" namespace scripting { namespace api { ss_wing_info_h::ss_wing_info_h() : ss_wing(-1) {} ss_wing_info_h::ss_wing_info_h(int l_wing) : ss_wing(l_wing) {} bool ss_wing_info_h::IsValid() const { return ss_wing >= 0; } ss_wing_info* ss_wing_info_h::getWing() const { return &Ss_wings[ss_wing]; } ss_slot_info_h::ss_slot_info_h() {} ss_slot_info_h::ss_slot_info_h(ss_slot_info* l_slots, int l_idx) : ss_slots(l_slots), ss_idx(l_idx) {} bool ss_slot_info_h::IsValid() const { return ss_slots != nullptr; } ss_slot_info* ss_slot_info_h::getSlot() const { return &ss_slots[ss_idx]; } wss_unit_wep_h::wss_unit_wep_h() : ss_unit(-1) {} wss_unit_wep_h::wss_unit_wep_h(int l_unit) : ss_unit(l_unit) {} bool wss_unit_wep_h::IsValid() const { return ss_unit >= 0; // return ((ss_unit >= 0) && ((ss_bank >= 0) && (ss_bank <= 6))); } wss_unit* wss_unit_wep_h::getBank() const { return &Wss_slots[ss_unit]; } wss_unit_count_h::wss_unit_count_h() : ss_unit(-1) {} wss_unit_count_h::wss_unit_count_h(int l_unit) : ss_unit(l_unit) {} bool wss_unit_count_h::IsValid() const { return ss_unit >= 0; // return ((ss_unit >= 0) && ((ss_bank >= 0) && (ss_bank <= 6))); } wss_unit* wss_unit_count_h::getBank() const { return &Wss_slots[ss_unit]; } // HERE BE MY NOTES SIR! // create_wings() in missionshipchoice.cpp seems to be what we want to finally use on Commit, maybe //**********HANDLE: loadout wing ADE_OBJ(l_Loadout_Wing_Slot, ss_slot_info_h, "loadout_wing_slot", "Loadout wing slot handle"); ADE_VIRTVAR(isShipLocked, l_Loadout_Wing_Slot, nullptr, "If the slot's ship is locked", "boolean", "The slot ship status") { ss_slot_info_h current; if (!ade_get_args(L, "o", l_Loadout_Wing_Slot.Get(¤t))) { return ADE_RETURN_NIL; } if (ADE_SETTING_VAR) { LuaError(L, "This property is read only."); } return ade_set_args(L, "b", (current.getSlot()->status & WING_SLOT_SHIPS_DISABLED) != 0); } ADE_VIRTVAR(isWeaponLocked, l_Loadout_Wing_Slot, nullptr, "If the slot's weapons are locked", "string", "The slot weapon status") { ss_slot_info_h current; if (!ade_get_args(L, "o", l_Loadout_Wing_Slot.Get(¤t))) { return ADE_RETURN_NIL; } if (ADE_SETTING_VAR) { LuaError(L, "This property is read only."); } return ade_set_args(L, "b", (current.getSlot()->status & WING_SLOT_WEAPONS_DISABLED) != 0); } ADE_VIRTVAR(isDisabled, l_Loadout_Wing_Slot, nullptr, "If the slot is disabled", "string", "The slot disabled status") { ss_slot_info_h current; if (!ade_get_args(L, "o", l_Loadout_Wing_Slot.Get(¤t))) { return ADE_RETURN_NIL; } if (ADE_SETTING_VAR) { LuaError(L, "This property is read only."); } //Player ships are marked as disabled for some reason, but scpui needs to assume they aren't bool result = false; if (!((current.getSlot()->status & WING_SLOT_IS_PLAYER) != 0)) { result = !((current.getSlot()->status & WING_SLOT_DISABLED) != 0); }; return ade_set_args(L, "b", result); } ADE_VIRTVAR(isPlayer, l_Loadout_Wing_Slot, nullptr, "If the slot is a player ship", "string", "The slot player status") { ss_slot_info_h current; if (!ade_get_args(L, "o", l_Loadout_Wing_Slot.Get(¤t))) { return ADE_RETURN_NIL; } if (ADE_SETTING_VAR) { LuaError(L, "This property is read only."); } return ade_set_args(L, "b", (current.getSlot()->status & WING_SLOT_IS_PLAYER) != 0); } // Probably don't need this one! ADE_VIRTVAR(ShipClassIndex, l_Loadout_Wing_Slot, nullptr, "The index of the ship class assigned to the slot", "number", "The ship class index") { ss_slot_info_h current; if (!ade_get_args(L, "o", l_Loadout_Wing_Slot.Get(¤t))) { return ADE_RETURN_NIL; } if (ADE_SETTING_VAR) { LuaError(L, "This property is read only."); } return ade_set_args(L, "i", (current.getSlot()->original_ship_class + 1)); } //**********HANDLE: loadout amount ADE_OBJ(l_Loadout_Amount, wss_unit_count_h, "loadout_amount", "Loadout handle"); ADE_INDEXER(l_Loadout_Amount, "number idx", "Array of ship bank weapons. 1-3 are Primary weapons. 4-7 are Secondary weapons. Note that banks " "that do not exist on the ship class are still valid here but should hold nil data. Also note that " "primary banks will also hold the value of 1 even if it is ballistic.", "number", "Amount of the currently loaded weapon, -1 if bank has no weapon, or nil if the ship or index is invalid") { wss_unit_count_h current; int idx = -1; if (!ade_get_args(L, "oi", l_Loadout_Amount.Get(¤t), &idx)) return ADE_RETURN_NIL; // Will eventually be writable so that Lua can manipulate the player loadout! // Note may need to do some checking that the bank is valid for the current ship // and that the amount-to-write is the correct size for the weapon/ship cargo size if (ADE_SETTING_VAR) { LuaError(L, "This property is read only."); } if (idx < 1 || idx > MAX_SHIP_WEAPONS) { return ADE_RETURN_NIL; }; idx--; // Convert to Lua's 1 based index system return ade_set_args(L, "i", current.getBank()->wep_count[idx]); } ADE_FUNC(__len, l_Loadout_Amount, nullptr, "The number of weapon banks in the slot", "number", "The number of banks.") { return ade_set_args(L, "i", MAX_SHIP_WEAPONS); } //**********HANDLE: loadout weapon ADE_OBJ(l_Loadout_Weapon, wss_unit_wep_h, "loadout_weapon", "Loadout handle"); ADE_INDEXER(l_Loadout_Weapon, "number idx", "Array of ship bank weapons. 1-3 are Primary weapons. 4-7 are Secondary weapons. Note that banks " "that do not exist on the ship class are still valid here as a loadout slot.", "number", "index into Weapon Classes, 0 if bank is empty, or nil if the ship or index is invalid") { wss_unit_wep_h current; int idx = -1; if (!ade_get_args(L, "oi", l_Loadout_Weapon.Get(¤t), &idx)) return ADE_RETURN_NIL; // Will eventually be writable so that Lua can manipulate the player loadout! // Note may need to do some checking that the bank is valid for the current ship if (ADE_SETTING_VAR) { LuaError(L, "This property is read only."); } if (idx < 1 || idx > MAX_SHIP_WEAPONS) { return ADE_RETURN_NIL; }; idx--; // Convert to Lua's 1 based index system return ade_set_args(L, "i", current.getBank()->wep[idx] + 1); } ADE_FUNC(__len, l_Loadout_Weapon, nullptr, "The number of weapon banks in the slot", "number", "The number of banks.") { return ade_set_args(L, "i", MAX_SHIP_WEAPONS); } //**********HANDLE: loadout ship ADE_OBJ(l_Loadout_Ship, int, "loadout_ship", "Loadout handle"); ADE_VIRTVAR(ShipClassIndex, l_Loadout_Ship, nullptr, "The index of the Ship Class", "number", "The index or nil if handle is invalid") { int current; if (!ade_get_args(L, "o", l_Loadout_Ship.Get(¤t))) { return ADE_RETURN_NIL; } // Will eventually be writable so that Lua can manipulate the player loadout! if (ADE_SETTING_VAR) { LuaError(L, "This property is read only."); } return ade_set_args(L, "i", (Wss_slots[current].ship_class + 1)); } ADE_VIRTVAR(Weapons, l_Loadout_Ship, nullptr, "Array of weapons in the loadout slot", "loadout_weapon", "The weapons array or nil if handle is invalid") { int current; if (!ade_get_args(L, "o", l_Loadout_Ship.Get(¤t))) { return ADE_RETURN_NIL; } if (ADE_SETTING_VAR) { LuaError(L, "This property is read only."); } return ade_set_args(L, "o", l_Loadout_Weapon.Set(wss_unit_wep_h(current))); } ADE_VIRTVAR(Amounts, l_Loadout_Ship, nullptr, "Array of weapon amounts in the loadout slot", "loadout_amount", "The weapon amounts array or nil if handle is invalid") { int current; if (!ade_get_args(L, "o", l_Loadout_Ship.Get(¤t))) { return ADE_RETURN_NIL; } if (ADE_SETTING_VAR) { LuaError(L, "This property is read only."); } return ade_set_args(L, "o", l_Loadout_Amount.Set(wss_unit_count_h(current))); } //**********HANDLE: loadout wing ADE_OBJ(l_Loadout_Wing, ss_wing_info_h, "loadout_wing", "Loadout handle"); ADE_INDEXER(l_Loadout_Wing, "number idx", "Array of loadout wing slot data", "loadout_wing_slot", "loadout slot handle, or invalid handle if index is invalid") { ss_wing_info_h current; int idx; if (!ade_get_args(L, "oi", l_Loadout_Wing.Get(¤t), &idx)) return ade_set_error(L, "s", ""); idx--; // Convert to Lua's 1 based index system return ade_set_args(L, "o", l_Loadout_Wing_Slot.Set(ss_slot_info_h(current.getWing()->ss_slots, idx))); } //This seems superfluous because the loadout wing slots is always max but not only is it something scripters may expect, //but also if max wings is ever expanded this will automatically reflect that ADE_FUNC(__len, l_Loadout_Wing, nullptr, "The number of slots in the wing", "number", "The number of slots.") { return ade_set_args(L, "i", MAX_WING_SLOTS); } ADE_VIRTVAR(Name, l_Loadout_Wing, nullptr, "The name of the wing", "string", "The wing") { ss_wing_info_h current; if (!ade_get_args(L, "o", l_Loadout_Wing.Get(¤t))) { return ADE_RETURN_NIL; } if (ADE_SETTING_VAR) { LuaError(L, "This property is read only."); } wing* wp; wp = &Wings[current.getWing()->wingnum]; return ade_set_args(L, "s", wp->name); } } // namespace api } // namespace scripting