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* 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]> --------- Co-authored-by: Claude Fable 5.1 <[email protected]>
139 lines
3.5 KiB
C++
139 lines
3.5 KiB
C++
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#include "shields.h"
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#include "enums.h"
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#include "object/objectshield.h"
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namespace scripting {
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namespace api {
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//**********HANDLE: Shields
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ADE_OBJ(l_Shields, object_h, "shields", "Shields handle");
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ADE_FUNC(__len, l_Shields, nullptr, "Number of shield segments", "number", "Number of shield segments or -1 if handle is invalid")
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{
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object_h *objh;
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if(!ade_get_args(L, "o", l_Shields.GetPtr(&objh)))
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return ade_set_error(L, "i", -1);
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if(!objh->isValid())
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return ade_set_error(L, "i", -1);
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return ade_set_args(L, "i", static_cast<int>(objh->objp()->shield_quadrant.size()));
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}
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ADE_INDEXER(l_Shields, "enumeration/number", "Gets or sets shield segment strength. Use \"SHIELD_*\" enumerations (for standard 4-quadrant shields) or index of a specific segment, or SHIELD_NONE for the entire shield", "number", "Segment/shield strength, or 0 if handle is invalid")
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{
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object_h *objh;
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float nval = -1.0f;
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object *objp = NULL;
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int qdx = -1;
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if(lua_isstring(L, 2))
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{
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const char* qd = nullptr;
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if(!ade_get_args(L, "os|f", l_Shields.GetPtr(&objh), &qd, &nval))
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return ade_set_error(L, "f", 0.0f);
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if(!objh->isValid())
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return ade_set_error(L, "f", 0.0f);
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objp = objh->objp();
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//Which quadrant?
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int qdi;
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if(qd == NULL)
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qdx = -1;
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else if((qdi = atoi(qd)) > 0 && qdi <= static_cast<int>(objp->shield_quadrant.size()))
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qdx = qdi-1; //LUA->FS2
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else
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return ade_set_error(L, "f", 0.0f);
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} else {
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enum_h *qd = NULL;
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if(!ade_get_args(L, "oo|f", l_Shields.GetPtr(&objh), l_Enum.GetPtr(&qd), &nval))
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return 0;
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if(!objh->isValid())
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return ade_set_error(L, "f", 0.0f);
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objp = objh->objp();
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switch(qd->index)
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{
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case LE_NONE:
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qdx = -1;
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break;
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case LE_SHIELD_FRONT:
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qdx = FRONT_QUAD;
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break;
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case LE_SHIELD_LEFT:
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qdx = LEFT_QUAD;
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break;
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case LE_SHIELD_RIGHT:
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qdx = RIGHT_QUAD;
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break;
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case LE_SHIELD_BACK:
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qdx = REAR_QUAD;
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break;
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default:
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return ade_set_error(L, "f", 0.0f);
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}
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}
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//Set/get all quadrants
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if(qdx == -1) {
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if(ADE_SETTING_VAR && nval >= 0.0f)
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shield_set_strength(objp, nval);
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return ade_set_args(L, "f", shield_get_strength(objp));
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}
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//Set one quadrant?
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if(ADE_SETTING_VAR && nval >= 0.0f)
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shield_set_quad(objp, qdx, nval);
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//Get one quadrant
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return ade_set_args(L, "f", shield_get_quad(objp, qdx));
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}
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//WMC - Not sure if I want this to be a variable. It'd make more sense
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//as a function, since it modifies all quadrant variables
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//WMC - Ehh, screw it.
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ADE_VIRTVAR(CombinedLeft, l_Shields, "number", "Total shield hitpoints left (for all segments combined)", "number", "Combined shield strength, or 0 if handle is invalid")
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{
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object_h *objh;
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float nval = -1.0f;
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if(!ade_get_args(L, "o|f", l_Shields.GetPtr(&objh), &nval))
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return ade_set_error(L, "f", 0.0f);
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if(!objh->isValid())
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return ade_set_error(L, "f", 0.0f);
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if(ADE_SETTING_VAR && nval >= 0.0f) {
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shield_set_strength(objh->objp(), nval);
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}
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return ade_set_args(L, "f", shield_get_strength(objh->objp()));
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}
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ADE_VIRTVAR(CombinedMax, l_Shields, "number", "Maximum shield hitpoints (for all segments combined)", "number", "Combined maximum shield strength, or 0 if handle is invalid")
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{
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object_h *objh;
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float nval = -1.0f;
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if(!ade_get_args(L, "o|f", l_Shields.GetPtr(&objh), &nval))
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return 0;
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if(!objh->isValid())
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return ade_set_error(L, "f", 0.0f);
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if(ADE_SETTING_VAR && nval >= 0.0f) {
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shield_set_max_strength(objh->objp(), nval);
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}
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return ade_set_args(L, "f", shield_get_max_strength(objh->objp()));
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}
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}
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}
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