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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]>
474 lines
15 KiB
C++
474 lines
15 KiB
C++
//
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//
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#include "ship_bank.h"
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#include "weaponclass.h"
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#include "weapon/weapon.h"
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namespace scripting {
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namespace api {
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ship_banktype_h::ship_banktype_h() : objh(), sw(nullptr), type(SWH_NONE) {}
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ship_banktype_h::ship_banktype_h(object* objp_in, ship_weapon* wpn, int in_type) : objh(objp_in), sw(wpn), type(in_type) {}
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bool ship_banktype_h::isValid() const
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{
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return objh.isValid() && sw != nullptr && (type == SWH_PRIMARY || type == SWH_SECONDARY || type == SWH_TERTIARY);
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}
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//**********HANDLE: Weaponbanktype
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ADE_OBJ_NO_MULTI(l_WeaponBankType, ship_banktype_h, "weaponbanktype", "Ship/subsystem weapons bank type handle");
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ADE_INDEXER(l_WeaponBankType, "number Index", "Array of weapon banks", "weaponbank", "Weapon bank, or invalid handle on failure")
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{
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ship_banktype_h *sb=NULL;
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int idx = -1;
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ship_bank_h *newbank = nullptr;
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if(!ade_get_args(L, "oi|o", l_WeaponBankType.GetPtr(&sb), &idx, l_WeaponBank.GetPtr(&newbank)))
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return ade_set_error(L, "o", l_WeaponBank.Set(ship_bank_h()));
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if(!sb->isValid())
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return ade_set_error(L, "o", l_WeaponBank.Set(ship_bank_h()));
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switch(sb->type)
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{
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case SWH_PRIMARY:
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if(idx < 1 || idx > sb->sw->num_primary_banks)
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return ade_set_error(L, "o", l_WeaponBank.Set(ship_bank_h()));
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idx--; //Lua->FS2
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if(ADE_SETTING_VAR && newbank && newbank->isValid()) {
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sb->sw->primary_bank_weapons[idx] = newbank->typeh.sw->primary_bank_weapons[idx];
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sb->sw->next_primary_fire_stamp[idx] = timestamp(0);
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sb->sw->primary_bank_ammo[idx] = newbank->typeh.sw->primary_bank_ammo[idx];
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sb->sw->primary_bank_start_ammo[idx] = newbank->typeh.sw->primary_bank_start_ammo[idx];
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sb->sw->primary_bank_capacity[idx] = newbank->typeh.sw->primary_bank_capacity[idx];
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sb->sw->primary_bank_rearm_time[idx] = timestamp(0);
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}
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break;
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case SWH_SECONDARY:
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if(idx < 1 || idx > sb->sw->num_secondary_banks)
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return ade_set_error(L, "o", l_WeaponBank.Set(ship_bank_h()));
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idx--; //Lua->FS2
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if(ADE_SETTING_VAR && newbank && newbank->isValid()) {
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sb->sw->secondary_bank_weapons[idx] = newbank->typeh.sw->secondary_bank_weapons[idx];
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sb->sw->next_secondary_fire_stamp[idx] = timestamp(0);
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sb->sw->secondary_bank_ammo[idx] = newbank->typeh.sw->secondary_bank_ammo[idx];
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sb->sw->secondary_bank_start_ammo[idx] = newbank->typeh.sw->secondary_bank_start_ammo[idx];
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sb->sw->secondary_bank_capacity[idx] = newbank->typeh.sw->secondary_bank_capacity[idx];
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sb->sw->secondary_bank_rearm_time[idx] = timestamp(0);
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}
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break;
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case SWH_TERTIARY:
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if(idx < 1 || idx > sb->sw->num_tertiary_banks)
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return ade_set_error(L, "o", l_WeaponBank.Set(ship_bank_h()));
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idx--; //Lua->FS2
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if(ADE_SETTING_VAR && newbank && newbank->isValid()) {
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Error(LOCATION, "Tertiary bank support is still in progress");
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//WMC: TODO
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}
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break;
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default:
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return ade_set_error(L, "o", l_WeaponBank.Set(ship_bank_h())); //Invalid type
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}
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return ade_set_args(L, "o", l_WeaponBank.Set(ship_bank_h(sb->objh.objp(), sb->sw, sb->type, idx)));
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}
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ADE_VIRTVAR(Linked, l_WeaponBankType, "boolean", "Whether bank is in linked or unlinked fire mode (Primary-only)", "boolean", "Link status, or false if handle is invalid")
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{
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ship_banktype_h *bth;
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bool newlink = false;
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int numargs = ade_get_args(L, "o|b", l_WeaponBankType.GetPtr(&bth), &newlink);
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if(!numargs)
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return ade_set_error(L, "b", false);
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if(!bth->isValid())
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return ade_set_error(L, "b", false);
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switch(bth->type)
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{
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case SWH_PRIMARY:
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if(ADE_SETTING_VAR && numargs > 1) {
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Ships[bth->objh.objp()->instance].flags.set(Ship::Ship_Flags::Primary_linked, newlink);
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}
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return ade_set_args(L, "b", (Ships[bth->objh.objp()->instance].flags[Ship::Ship_Flags::Primary_linked]));
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case SWH_SECONDARY:
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case SWH_TERTIARY:
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return ADE_RETURN_FALSE;
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}
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return ade_set_error(L, "b", false);
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}
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ADE_VIRTVAR(DualFire, l_WeaponBankType, "boolean", "Whether bank is in dual fire mode (Secondary-only)", "boolean", "Dual fire status, or false if handle is invalid")
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{
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ship_banktype_h *bth;
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bool newfire = false;
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int numargs = ade_get_args(L, "o|b", l_WeaponBankType.GetPtr(&bth), &newfire);
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if(!numargs)
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return ade_set_error(L, "b", false);
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if(!bth->isValid())
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return ade_set_error(L, "b", false);
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switch(bth->type)
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{
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case SWH_SECONDARY:
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if(ADE_SETTING_VAR && numargs > 1) {
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Ships[bth->objh.objp()->instance].flags.set(Ship::Ship_Flags::Secondary_dual_fire, newfire);
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}
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return ade_set_args(L, "b", (Ships[bth->objh.objp()->instance].flags[Ship::Ship_Flags::Secondary_dual_fire]));
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case SWH_PRIMARY:
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case SWH_TERTIARY:
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return ADE_RETURN_FALSE;
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}
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return ade_set_error(L, "b", false);
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}
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ADE_FUNC(__len, l_WeaponBankType, NULL, "Number of weapons in the mounted bank", "number", "Number of bank weapons, or 0 if handle is invalid")
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{
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ship_banktype_h *sb=NULL;
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if(!ade_get_args(L, "o", l_WeaponBankType.GetPtr(&sb)))
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return ade_set_error(L, "i", 0);
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if(!sb->isValid())
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return ade_set_error(L, "i", 0);
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switch(sb->type)
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{
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case SWH_PRIMARY:
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return ade_set_args(L, "i", sb->sw->num_primary_banks);
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case SWH_SECONDARY:
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return ade_set_args(L, "i", sb->sw->num_secondary_banks);
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case SWH_TERTIARY:
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return ade_set_args(L, "i", sb->sw->num_tertiary_banks);
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default:
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return ade_set_error(L, "i", 0); //Invalid type
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}
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}
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//**********HANDLE: Weaponbank
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ADE_OBJ_NO_MULTI(l_WeaponBank, ship_bank_h, "weaponbank", "Ship/subystem weapons bank handle");
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ship_bank_h::ship_bank_h() : typeh(), bank(-1) {}
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ship_bank_h::ship_bank_h(object* objp_in, ship_weapon* wpn, int in_type, int in_bank) : typeh(objp_in, wpn, in_type), bank(in_bank) {}
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bool ship_bank_h::isValid() const
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{
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if(!typeh.isValid())
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return false;
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if(bank < 0)
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return false;
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if(typeh.type == SWH_PRIMARY && bank >= typeh.sw->num_primary_banks)
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return false;
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if(typeh.type == SWH_SECONDARY && bank >= typeh.sw->num_secondary_banks)
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return false;
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if(typeh.type == SWH_TERTIARY && bank >= typeh.sw->num_tertiary_banks)
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return false;
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return true;
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}
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ADE_VIRTVAR(WeaponClass, l_WeaponBank, "weaponclass", "Class of weapon mounted in the bank. As of FSO 21.0, also changes the maximum ammo to its proper value, which is what the support ship will rearm the ship to.", "weaponclass", "Weapon class, or an invalid weaponclass handle if bank handle is invalid")
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{
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ship_bank_h *bh = NULL;
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int weaponclass=-1;
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if(!ade_get_args(L, "o|o", l_WeaponBank.GetPtr(&bh), l_Weaponclass.Get(&weaponclass)))
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return ade_set_error(L, "o", l_Weaponclass.Set(-1));
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if(!bh->isValid())
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return ade_set_error(L, "o", l_Weaponclass.Set(-1));
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switch(bh->typeh.type)
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{
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case SWH_PRIMARY:
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if(ADE_SETTING_VAR && weaponclass > -1) {
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bh->typeh.sw->primary_bank_weapons[bh->bank] = weaponclass;
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if (Weapon_info[weaponclass].wi_flags[Weapon::Info_Flags::Ballistic]) {
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bh->typeh.sw->primary_bank_start_ammo[bh->bank] = (int)std::lround(bh->typeh.sw->primary_bank_capacity[bh->bank] / Weapon_info[weaponclass].cargo_size);
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}
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}
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return ade_set_args(L, "o", l_Weaponclass.Set(bh->typeh.sw->primary_bank_weapons[bh->bank]));
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case SWH_SECONDARY:
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if(ADE_SETTING_VAR && weaponclass > -1) {
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bh->typeh.sw->secondary_bank_weapons[bh->bank] = weaponclass;
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bh->typeh.sw->secondary_bank_start_ammo[bh->bank] = (int)std::lround(bh->typeh.sw->secondary_bank_capacity[bh->bank] / Weapon_info[weaponclass].cargo_size);
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}
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return ade_set_args(L, "o", l_Weaponclass.Set(bh->typeh.sw->secondary_bank_weapons[bh->bank]));
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case SWH_TERTIARY:
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if(ADE_SETTING_VAR && weaponclass > -1) {
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//bh->typeh.sw->tertiary_bank_weapons[bh->bank] = weaponclass;
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}
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// return ade_set_args(L, "o", l_Weaponclass.Set(bh->typeh.sw->tertiary_bank_weapons[bh->bank]));
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// Error(LOCATION, "Tertiary bank support is still in progress");
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// WMC: TODO
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return ADE_RETURN_FALSE;
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}
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return ade_set_error(L, "o", l_Weaponclass.Set(-1));
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}
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ADE_VIRTVAR(AmmoLeft, l_WeaponBank, "number", "Ammo left for the current bank", "number", "Ammo left, or 0 if handle is invalid")
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{
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ship_bank_h *bh = NULL;
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int ammo;
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if(!ade_get_args(L, "o|i", l_WeaponBank.GetPtr(&bh), &ammo))
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return ade_set_error(L, "i", 0);
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if(!bh->isValid())
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return ade_set_error(L, "i", 0);
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switch(bh->typeh.type)
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{
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case SWH_PRIMARY:
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if(ADE_SETTING_VAR && ammo > -1) {
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bh->typeh.sw->primary_bank_ammo[bh->bank] = ammo;
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}
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return ade_set_args(L, "i", bh->typeh.sw->primary_bank_ammo[bh->bank]);
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case SWH_SECONDARY:
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if(ADE_SETTING_VAR && ammo > -1) {
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bh->typeh.sw->secondary_bank_ammo[bh->bank] = ammo;
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}
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return ade_set_args(L, "i", bh->typeh.sw->secondary_bank_ammo[bh->bank]);
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case SWH_TERTIARY:
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if(ADE_SETTING_VAR && ammo > -1) {
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bh->typeh.sw->tertiary_bank_ammo = ammo;
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}
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return ade_set_args(L, "i", bh->typeh.sw->tertiary_bank_ammo);
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}
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return ade_set_error(L, "i", 0);
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}
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ADE_VIRTVAR(AmmoMax, l_WeaponBank, "number", "Maximum ammo for the current bank<br>"
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"<b>Note:</b> Setting this value actually sets the <i>capacity</i> of the weapon bank. To set the actual maximum ammunition use <tt>AmmoMax = <amount> * class.CargoSize</tt>", "number", "Ammo capacity, or 0 if handle is invalid")
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{
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ship_bank_h *bh = NULL;
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int ammomax;
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if(!ade_get_args(L, "o|i", l_WeaponBank.GetPtr(&bh), &ammomax))
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return ade_set_error(L, "i", 0);
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if(!bh->isValid())
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return ade_set_error(L, "i", 0);
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switch(bh->typeh.type)
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{
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case SWH_PRIMARY:
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{
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if(ADE_SETTING_VAR && ammomax > -1) {
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bh->typeh.sw->primary_bank_capacity[bh->bank] = ammomax;
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}
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int weapon_class = bh->typeh.sw->primary_bank_weapons[bh->bank];
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Assert(bh->typeh.objh.objp()->type == OBJ_SHIP);
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return ade_set_args(L, "i", get_max_ammo_count_for_primary_bank(Ships[bh->typeh.objh.objp()->instance].ship_info_index, bh->bank, weapon_class));
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}
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case SWH_SECONDARY:
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{
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if(ADE_SETTING_VAR && ammomax > -1) {
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bh->typeh.sw->secondary_bank_capacity[bh->bank] = ammomax;
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}
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int weapon_class = bh->typeh.sw->secondary_bank_weapons[bh->bank];
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Assert(bh->typeh.objh.objp()->type == OBJ_SHIP);
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return ade_set_args(L, "i", get_max_ammo_count_for_bank(Ships[bh->typeh.objh.objp()->instance].ship_info_index, bh->bank, weapon_class));
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}
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case SWH_TERTIARY:
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if(ADE_SETTING_VAR && ammomax > -1) {
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bh->typeh.sw->tertiary_bank_capacity = ammomax;
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}
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return ade_set_args(L, "i", bh->typeh.sw->tertiary_bank_capacity);
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}
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return ade_set_error(L, "i", 0);
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}
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ADE_VIRTVAR(Armed, l_WeaponBank, "boolean", "Weapon armed status. Does not take linking into account.", "boolean", "True if armed, false if unarmed or handle is invalid")
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{
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ship_bank_h *bh = NULL;
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bool armthis=false;
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if(!ade_get_args(L, "o|b", l_WeaponBank.GetPtr(&bh), &armthis))
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return ade_set_error(L, "b", false);
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if(!bh->isValid())
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return ade_set_error(L, "b", false);
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int new_armed_bank = -1;
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if(armthis)
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new_armed_bank = bh->bank;
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switch(bh->typeh.type)
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{
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case SWH_PRIMARY:
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if(ADE_SETTING_VAR) {
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bh->typeh.sw->current_primary_bank = new_armed_bank;
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}
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return ade_set_args(L, "b", bh->typeh.sw->current_primary_bank == bh->bank);
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case SWH_SECONDARY:
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if(ADE_SETTING_VAR) {
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bh->typeh.sw->current_secondary_bank = new_armed_bank;
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}
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return ade_set_args(L, "b", bh->typeh.sw->current_secondary_bank == bh->bank);
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case SWH_TERTIARY:
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if(ADE_SETTING_VAR) {
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bh->typeh.sw->current_tertiary_bank = new_armed_bank;
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}
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return ade_set_args(L, "b", bh->typeh.sw->current_tertiary_bank == bh->bank);
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}
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return ade_set_error(L, "b", false);
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}
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ADE_VIRTVAR(Capacity, l_WeaponBank, "number", "The actual capacity of a weapon bank as specified in the table", "number", "The capacity or -1 if handle is invalid")
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{
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ship_bank_h *bh = NULL;
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int newCapacity = -1;
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if(!ade_get_args(L, "o|i", l_WeaponBank.GetPtr(&bh), &newCapacity))
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return ade_set_error(L, "i", -1);
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if(!bh->isValid())
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return ade_set_error(L, "i", -1);
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switch(bh->typeh.type)
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{
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case SWH_PRIMARY:
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if(ADE_SETTING_VAR && newCapacity > 0) {
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bh->typeh.sw->primary_bank_capacity[bh->bank] = newCapacity;
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}
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return ade_set_args(L, "i", bh->typeh.sw->primary_bank_capacity[bh->bank]);
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case SWH_SECONDARY:
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if(ADE_SETTING_VAR && newCapacity > 0) {
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bh->typeh.sw->secondary_bank_capacity[bh->bank] = newCapacity;
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}
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return ade_set_args(L, "i", bh->typeh.sw->secondary_bank_capacity[bh->bank]);
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case SWH_TERTIARY:
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if(ADE_SETTING_VAR && newCapacity > 0) {
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bh->typeh.sw->tertiary_bank_capacity = newCapacity;
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}
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return ade_set_args(L, "i", bh->typeh.sw->tertiary_bank_capacity);
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}
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return ade_set_error(L, "i", -1);
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}
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ADE_VIRTVAR(FOFCooldown, l_WeaponBank, "number", "The FOF cooldown value. A value of 0 means the default weapon FOF is used. A value of 1 means that the max FOF will be used", "number", "The cooldown value or -1 if invalid")
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{
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ship_bank_h *bh = NULL;
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float newValue = -1.f;
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if(!ade_get_args(L, "o|f", l_WeaponBank.GetPtr(&bh), &newValue))
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return ade_set_error(L, "f", -1.f);
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if(!bh->isValid())
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return ade_set_error(L, "f", -1.f);
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switch(bh->typeh.type)
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{
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case SWH_PRIMARY:
|
|
{
|
|
if (ADE_SETTING_VAR) {
|
|
CLAMP(newValue, 0.0f, 1.0f);
|
|
bh->typeh.sw->primary_bank_fof_cooldown[bh->bank] = newValue;
|
|
}
|
|
|
|
return ade_set_args(L, "f", bh->typeh.sw->primary_bank_fof_cooldown[bh->bank]);
|
|
}
|
|
case SWH_SECONDARY:
|
|
case SWH_TERTIARY:
|
|
LuaError(L, "FOF cooldown is not valid for secondary or tertiary banks!");
|
|
return ade_set_args(L, "f", -1.f);
|
|
}
|
|
|
|
return ade_set_error(L, "f", -1.f);
|
|
}
|
|
|
|
ADE_VIRTVAR(BurstCounter, l_WeaponBank, "number", "The burst counter for this bank. Starts at 1, counting every shot up to and including the weapon class's burst shots value before resetting to 1.", "number", "The counter or -1 if handle is invalid")
|
|
{
|
|
ship_bank_h* bh = NULL;
|
|
int newCounter = -1;
|
|
if (!ade_get_args(L, "o|i", l_WeaponBank.GetPtr(&bh), &newCounter))
|
|
return ade_set_error(L, "i", -1);
|
|
|
|
if (!bh->isValid())
|
|
return ade_set_error(L, "i", -1);
|
|
|
|
switch (bh->typeh.type)
|
|
{
|
|
case SWH_PRIMARY:
|
|
if (ADE_SETTING_VAR) {
|
|
bh->typeh.sw->burst_counter[bh->bank] = newCounter - 1;
|
|
}
|
|
return ade_set_args(L, "i", bh->typeh.sw->burst_counter[bh->bank] + 1);
|
|
case SWH_SECONDARY:
|
|
if (ADE_SETTING_VAR) {
|
|
bh->typeh.sw->burst_counter[MAX_SHIP_PRIMARY_BANKS + bh->bank] = newCounter - 1;
|
|
}
|
|
return ade_set_args(L, "i", bh->typeh.sw->burst_counter[MAX_SHIP_PRIMARY_BANKS + bh->bank] + 1);
|
|
case SWH_TERTIARY:
|
|
LuaError(L, "Burst counter is not valid for tertiary banks!");
|
|
return ade_set_error(L, "i", -1);
|
|
}
|
|
|
|
return ade_set_error(L, "i", -1);
|
|
}
|
|
|
|
ADE_VIRTVAR(BurstSeed, l_WeaponBank, "number", "A random seed associated to the current burst. Changes only when a new burst starts.", "number", "The seed or -1 if handle is invalid")
|
|
{
|
|
ship_bank_h* bh = NULL;
|
|
int newSeed = -1;
|
|
if (!ade_get_args(L, "o|i", l_WeaponBank.GetPtr(&bh), &newSeed))
|
|
return ade_set_error(L, "i", -1);
|
|
|
|
if (!bh->isValid())
|
|
return ade_set_error(L, "i", -1);
|
|
|
|
switch (bh->typeh.type)
|
|
{
|
|
case SWH_PRIMARY:
|
|
if (ADE_SETTING_VAR) {
|
|
bh->typeh.sw->burst_seed[bh->bank] = newSeed;
|
|
}
|
|
return ade_set_args(L, "i", bh->typeh.sw->burst_seed[bh->bank]);
|
|
case SWH_SECONDARY:
|
|
if (ADE_SETTING_VAR) {
|
|
bh->typeh.sw->burst_seed[MAX_SHIP_PRIMARY_BANKS + bh->bank] = newSeed;
|
|
}
|
|
return ade_set_args(L, "i", bh->typeh.sw->burst_seed[MAX_SHIP_PRIMARY_BANKS + bh->bank]);
|
|
case SWH_TERTIARY:
|
|
LuaError(L, "Burst seed is not valid for tertiary banks!");
|
|
return ade_set_error(L, "i", -1);
|
|
}
|
|
|
|
return ade_set_error(L, "i", -1);
|
|
}
|
|
|
|
|
|
}
|
|
}
|
|
|