Files
fs2open.github.com/code/scripting/api/libs/ui.cpp
T
MjnMixael eddda373d3 Allow API to optionally not start the next mission. (#4679)
* Allow API to optionally not start the next mission.

* false -> true
2022-09-21 08:16:04 +09:00

1203 lines
34 KiB
C++

//
//
#include "ui.h"
#include "freespace.h"
#include "globalincs/alphacolors.h"
#include "cmdline/cmdline.h"
#include "cutscene/cutscenes.h"
#include "gamesnd/eventmusic.h"
#include "gamesequence/gamesequence.h"
#include "menuui/barracks.h"
#include "menuui/credits.h"
#include "menuui/mainhallmenu.h"
#include "menuui/optionsmenu.h"
#include "menuui/playermenu.h"
#include "menuui/readyroom.h"
#include "mission/missionmessage.h"
#include "mission/missiongoals.h"
#include "mission/missionbriefcommon.h"
#include "mission/missionparse.h"
#include "missionui/fictionviewer.h"
#include "missionui/missionbrief.h"
#include "mission/missioncampaign.h"
#include "missionui/missionscreencommon.h"
#include "missionui/missiondebrief.h"
#include "mission/missiongoals.h"
#include "mission/missioncampaign.h"
#include "missionui/redalert.h"
#include "network/multi.h"
#include "playerman/managepilot.h"
#include "radar/radarsetup.h"
#include "scpui/SoundPlugin.h"
#include "scpui/rocket_ui.h"
#include "scripting/api/objs/techroom.h"
#include "scripting/api/objs/loop_brief.h"
#include "scripting/api/objs/redalert.h"
#include "scripting/api/objs/fictionviewer.h"
#include "scripting/api/objs/cmd_brief.h"
#include "scripting/api/objs/briefing.h"
#include "scripting/api/objs/debriefing.h"
#include "scripting/api/objs/color.h"
#include "scripting/api/objs/enums.h"
#include "scripting/api/objs/player.h"
#include "scripting/lua/LuaTable.h"
#include "stats/medals.h"
#include "stats/stats.h"
// Our Assert conflicts with the definitions inside libRocket
#pragma push_macro("Assert")
#undef Assert
#include <Rocket/Core/Lua/LuaType.h>
#pragma pop_macro("Assert")
namespace scripting {
namespace api {
//*************************Testing stuff*************************
// This section is for stuff that's considered experimental.
ADE_LIB(l_UserInterface, "UserInterface", "ui", "Functions for managing the \"scpui\" user interface system.");
ADE_FUNC(setOffset, l_UserInterface, "number x, number y",
"Sets the offset from the top left corner at which <b>all</b> rocket contexts will be rendered", "boolean",
"true if the operation was successful, false otherwise")
{
float x;
float y;
if (!ade_get_args(L, "ff", &x, &y)) {
return ADE_RETURN_FALSE;
}
scpui::setOffset(x, y);
return ADE_RETURN_TRUE;
}
ADE_FUNC(enableInput,
l_UserInterface,
"any context /* A libRocket Context value */",
"Enables input for the specified libRocket context",
"boolean",
"true if successfull")
{
using namespace Rocket::Core;
// Check parameter number
if (!ade_get_args(L, "*")) {
return ADE_RETURN_FALSE;
}
auto ctx = Lua::LuaType<Context>::check(L, 1);
if (ctx == nullptr) {
LuaError(L, "Parameter 1 is not a valid context handle!");
return ADE_RETURN_FALSE;
}
scpui::enableInput(ctx);
return ADE_RETURN_TRUE;
}
ADE_FUNC(disableInput, l_UserInterface, "", "Disables UI input", "boolean", "true if successfull")
{
scpui::disableInput();
return ADE_RETURN_TRUE;
}
ADE_VIRTVAR(ColorTags,
l_UserInterface,
nullptr,
"The available tagged colors",
"{ string => color ... }",
"A mapping from tag string to color value")
{
using namespace luacpp;
LuaTable mapping = LuaTable::create(L);
for (const auto& tagged : Tagged_Colors) {
SCP_string tag;
tag.resize(1, tagged.first);
mapping.addValue(tag, l_Color.Set(*tagged.second));
}
return ade_set_args(L, "t", mapping);
}
ADE_FUNC(DefaultTextColorTag,
l_UserInterface,
"number UiScreen",
"Gets the default color tag string for the specified state. 1 for Briefing, 2 for CBriefing, 3 for Debriefing, "
"4 for Fiction Viewer, 5 for Red Alert, 6 for Loop Briefing, 7 for Recommendation text. Defaults to 1. Index into ColorTags.",
"string",
"The default color tag")
{
int UiScreen;
if (!ade_get_args(L, "i", &UiScreen)) {
UiScreen = 1;
}
SCP_string tagStr;
char defaultColor = default_briefing_color;
switch (UiScreen) {
case 1:
defaultColor = default_briefing_color;
break;
case 2:
defaultColor = default_command_briefing_color;
break;
case 3:
defaultColor = default_debriefing_color;
break;
case 4:
defaultColor = default_fiction_viewer_color;
break;
case 5:
defaultColor = default_redalert_briefing_color;
break;
case 6:
defaultColor = default_loop_briefing_color;
break;
case 7:
defaultColor = default_recommendation_color;
break;
}
if (defaultColor == '\0' || !brief_verify_color_tag(defaultColor)) {
defaultColor = Color_Tags[0];
}
tagStr.resize(1, defaultColor);
return ade_set_args(L, "s", tagStr);
}
ADE_FUNC(playElementSound,
l_UserInterface,
"any element /* A libRocket element */, string event, string state = \"\"",
"Plays an element specific sound with an optional state for differentiating different UI states.",
"boolean",
"true if a sound was played, false otherwise")
{
using namespace Rocket::Core;
const char* event;
const char* state = "";
if (!ade_get_args(L, "*s|s", &event, &state)) {
return ADE_RETURN_FALSE;
}
auto el = Lua::LuaType<Element>::check(L, 1);
if (el == nullptr) {
return ADE_RETURN_FALSE;
}
return ade_set_args(L, "b", scpui::SoundPlugin::instance()->PlayElementSound(el, event, state));
}
ADE_FUNC(maybePlayCutscene, l_UserInterface, "enumeration MovieType, boolean RestartMusic, number ScoreIndex", "Plays a cutscene, if one exists, for the appropriate state transition. If RestartMusic is true, then the music score at ScoreIndex will be started after the cutscene plays.", nullptr, "Returns nothing")
{
enum_h movie_type;
bool restart_music = false;
int score_index = 0;
if (!ade_get_args(L, "obi", l_Enum.Get(&movie_type), &restart_music, &score_index))
return ADE_RETURN_NIL;
if (!movie_type.IsValid() || movie_type.index < LE_MOVIE_PRE_FICTION || movie_type.index > LE_MOVIE_END_CAMPAIGN)
{
Warning(LOCATION, "Invalid movie type index %d", movie_type.index);
return ADE_RETURN_NIL;
}
common_maybe_play_cutscene(movie_type.index - LE_MOVIE_PRE_FICTION, restart_music, score_index);
return ADE_RETURN_NIL;
}
ADE_FUNC(playCutscene, l_UserInterface, "string Filename, boolean RestartMusic, number ScoreIndex", "Plays a cutscene. If RestartMusic is true, then the music score at ScoreIndex will be started after the cutscene plays.", nullptr, "Returns nothing")
{
const char* filename;
bool restart_music = false;
int score_index = 0;
if (!ade_get_args(L, "sbi", &filename, &restart_music, &score_index))
return ADE_RETURN_NIL;
common_play_cutscene(filename, restart_music, score_index);
return ADE_RETURN_NIL;
}
//**********SUBLIBRARY: UserInterface/PilotSelect
ADE_LIB_DERIV(l_UserInterface_PilotSelect, "PilotSelect", nullptr,
"API for accessing values specific to the pilot select screen.<br><b>Warning:</b> This is an internal "
"API for the new UI system. This should not be used by other code and may be removed in the future!",
l_UserInterface);
ADE_VIRTVAR(MAX_PILOTS, l_UserInterface_PilotSelect, nullptr, "Gets the maximum number of possible pilots.", "number",
"The maximum number of pilots")
{
return ade_set_args(L, "i", MAX_PILOTS);
}
ADE_VIRTVAR(WarningCount, l_UserInterface_PilotSelect, nullptr, "The amount of warnings caused by the mod while loading.", "number",
"The maximum number of pilots")
{
return ade_set_args(L, "i", Global_warning_count);
}
ADE_VIRTVAR(ErrorCount, l_UserInterface_PilotSelect, nullptr, "The amount of errors caused by the mod while loading.", "number",
"The maximum number of pilots")
{
return ade_set_args(L, "i", Global_error_count);
}
ADE_FUNC(enumeratePilots, l_UserInterface_PilotSelect, nullptr,
"Lists all pilots available for the pilot selection<br>", "string[]",
"A table containing the pilots (without a file extension) or nil on error")
{
using namespace luacpp;
auto table = LuaTable::create(L);
auto pilots = player_select_enumerate_pilots();
for (size_t i = 0; i < pilots.size(); ++i) {
table.addValue(i + 1, pilots[i]);
}
return ade_set_args(L, "t", &table);
}
ADE_FUNC(getLastPilot, l_UserInterface_PilotSelect, nullptr,
"Reads the last active pilot from the config file and returns some information about it. callsign is the name "
"of the player and is_multi indicates whether the pilot was last active as a multiplayer pilot.",
"string", "The pilot name or nil if there was no last pilot")
{
using namespace luacpp;
auto callsign = player_get_last_player();
if (callsign.empty()) {
return ADE_RETURN_NIL;
}
return ade_set_args(L, "s", callsign.c_str());
}
ADE_FUNC(checkPilotLanguage, l_UserInterface_PilotSelect, "string callsign",
"Checks if the pilot with the specified callsign has the right language.", "boolean",
"true if pilot is valid, false otherwise")
{
const char* callsign;
if (!ade_get_args(L, "s", &callsign)) {
return ADE_RETURN_FALSE;
}
return ade_set_args(L, "b", valid_pilot(callsign, true));
}
ADE_FUNC(selectPilot, l_UserInterface_PilotSelect, "string callsign, boolean is_multi",
"Selects the pilot with the specified callsign and advances the game to the main menu.", nullptr, "nothing")
{
const char* callsign;
bool is_multi;
if (!ade_get_args(L, "sb", &callsign, &is_multi)) {
return ADE_RETURN_NIL;
}
player_finish_select(callsign, is_multi);
return ADE_RETURN_NIL;
}
ADE_FUNC(deletePilot, l_UserInterface_PilotSelect, "string callsign",
"Deletes the pilot with the specified callsign. This is not reversible!", "boolean",
"true on success, false otherwise")
{
const char* callsign;
if (!ade_get_args(L, "s", &callsign)) {
return ADE_RETURN_NIL;
}
return ade_set_args(L, "b", delete_pilot_file(callsign));
}
ADE_FUNC(
createPilot, l_UserInterface_PilotSelect, "string callsign, boolean is_multi, [string copy_from]",
"Creates a new pilot in either single or multiplayer mode and optionally copies settings from an existing pilot.",
"boolean", "true on success, false otherwise")
{
const char* callsign;
bool is_multi;
const char* copy_from = nullptr;
if (!ade_get_args(L, "sb|s", &callsign, &is_multi, &copy_from)) {
return ADE_RETURN_NIL;
}
return ade_set_args(L, "b", player_create_new_pilot(callsign, is_multi, copy_from));
}
ADE_FUNC(isAutoselect, l_UserInterface_PilotSelect, nullptr,
"Determines if the pilot selection screen should automatically select the default user.", "boolean",
"true if autoselect is enabled, false otherwise")
{
return ade_set_args(L, "b", Cmdline_benchmark_mode || Cmdline_pilot);
}
ADE_VIRTVAR(CmdlinePilot, l_UserInterface_PilotSelect, nullptr,
"The pilot chosen from commandline, if any.", "string",
"The name if specified, nil otherwise")
{
if (Cmdline_pilot)
return ade_set_args(L, "s", Cmdline_pilot);
else
return ADE_RETURN_NIL;
}
//**********SUBLIBRARY: UserInterface/MainHall
ADE_LIB_DERIV(l_UserInterface_MainHall, "MainHall", nullptr,
"API for accessing values specific to the main hall screen.<br><b>Warning:</b> This is an internal "
"API for the new UI system. This should not be used by other code and may be removed in the future!",
l_UserInterface);
ADE_FUNC(startAmbientSound, l_UserInterface_MainHall, nullptr, "Starts the ambient mainhall sound.", nullptr, "nothing")
{
SCP_UNUSED(L);
main_hall_start_ambient();
return ADE_RETURN_NIL;
}
ADE_FUNC(stopAmbientSound, l_UserInterface_MainHall, nullptr, "Stops the ambient mainhall sound.", nullptr, "nothing")
{
SCP_UNUSED(L);
main_hall_stop_ambient();
return ADE_RETURN_NIL;
}
ADE_FUNC(startMusic, l_UserInterface_MainHall, nullptr, "Starts the mainhall music.", nullptr, "nothing")
{
SCP_UNUSED(L);
main_hall_start_music();
return ADE_RETURN_NIL;
}
//**********SUBLIBRARY: UserInterface/Barracks
ADE_LIB_DERIV(l_UserInterface_Barracks, "Barracks", nullptr,
"API for accessing values specific to the barracks screen.<br><b>Warning:</b> This is an internal "
"API for the new UI system. This should not be used by other code and may be removed in the future!",
l_UserInterface);
ADE_FUNC(listPilotImages, l_UserInterface_Barracks, nullptr, "Lists the names of the available pilot images.",
"string[]", "The list of pilot filenames or nil on error")
{
pilot_load_pic_list();
using namespace luacpp;
LuaTable out = LuaTable::create(L);
for (auto i = 0; i < Num_pilot_images; ++i) {
out.addValue(i + 1, Pilot_image_names[i]);
}
return ade_set_args(L, "t", &out);
}
ADE_FUNC(listSquadImages, l_UserInterface_Barracks, nullptr, "Lists the names of the available squad images.",
"string[]", "The list of squad filenames or nil on error")
{
pilot_load_squad_pic_list();
using namespace luacpp;
LuaTable out = LuaTable::create(L);
for (auto i = 0; i < Num_pilot_squad_images; ++i) {
out.addValue(i + 1, Pilot_squad_image_names[i]);
}
return ade_set_args(L, "t", &out);
}
ADE_FUNC(acceptPilot, l_UserInterface_Barracks, "player selection", "Accept the given player as the current player",
"boolean", "true on sucess, false otherwise")
{
player_h* plh;
if (!ade_get_args(L, "o", l_Player.GetPtr(&plh))) {
return ADE_RETURN_FALSE;
}
barracks_accept_pilot(plh->get());
return ADE_RETURN_TRUE;
}
//**********SUBLIBRARY: UserInterface/OptionsMenu
// This needs a slightly different name since there is already a type called "Options"
ADE_LIB_DERIV(l_UserInterface_Options,
"OptionsMenu",
nullptr,
"API for accessing values specific to the options screen.<br><b>Warning:</b> This is an internal "
"API for the new UI system. This should not be used by other code and may be removed in the future!",
l_UserInterface);
ADE_FUNC(playVoiceClip,
l_UserInterface_Options,
nullptr,
"Plays the example voice clip used for checking the voice volume",
"boolean",
"true on sucess, false otherwise")
{
options_play_voice_clip();
return ADE_RETURN_TRUE;
}
//**********SUBLIBRARY: UserInterface/CampaignMenu
ADE_LIB_DERIV(l_UserInterface_Campaign,
"CampaignMenu",
nullptr,
"API for accessing data related to the campaign UI.<br><b>Warning:</b> This is an internal "
"API for the new UI system. This should not be used by other code and may be removed in the future!",
l_UserInterface);
ADE_FUNC(loadCampaignList,
l_UserInterface_Campaign,
nullptr,
"Loads the list of available campaigns",
"boolean",
// ade_type_info({ade_type_array("string"), ade_type_array("string")}),
"false if something failed while loading the list, true otherwise")
{
return ade_set_args(L, "b", !campaign_build_campaign_list());
}
ADE_FUNC(getCampaignList,
l_UserInterface_Campaign,
nullptr,
"Get the campaign name and description lists",
"string[], string[], string[]",
"Three tables with the names, file names, and descriptions of the campaigns")
{
luacpp::LuaTable nameTable = luacpp::LuaTable::create(L);
luacpp::LuaTable fileNameTable = luacpp::LuaTable::create(L);
luacpp::LuaTable descriptionTable = luacpp::LuaTable::create(L);
for (int i = 0; i < Num_campaigns; ++i) {
nameTable.addValue(i + 1, Campaign_names[i]);
fileNameTable.addValue(i + 1, Campaign_file_names[i]);
auto description = Campaign_descs[i];
descriptionTable.addValue(i + 1, description ? description : "");
}
// We actually do not need this anymore now so free it immediately
mission_campaign_free_list();
return ade_set_args(L, "ttt", nameTable, fileNameTable, descriptionTable);
}
ADE_FUNC(selectCampaign,
l_UserInterface_Campaign,
"string campaign_file",
"Selects the specified campaign file name",
"boolean",
"true if successful, false otherwise")
{
const char* filename = nullptr;
if (!ade_get_args(L, "s", &filename)) {
return ADE_RETURN_FALSE;
}
campaign_select_campaign(filename);
return ADE_RETURN_TRUE;
}
ADE_FUNC(resetCampaign,
l_UserInterface_Campaign,
"string campaign_file",
"Resets the campaign with the specified file name",
"boolean",
"true if successful, false otherwise")
{
const char* filename = nullptr;
if (!ade_get_args(L, "s", &filename)) {
return ADE_RETURN_FALSE;
}
campaign_reset(filename);
return ADE_RETURN_TRUE;
}
//**********SUBLIBRARY: UserInterface/Briefing
ADE_LIB_DERIV(l_UserInterface_Brief,
"Briefing",
nullptr,
"API for accessing data related to the briefing UI.<br><b>Warning:</b> This is an internal "
"API for the new UI system. This should not be used by other code and may be removed in the future!",
l_UserInterface);
ADE_FUNC(getBriefingMusicName,
l_UserInterface_Brief,
nullptr,
"Gets the file name of the music file to play for the briefing.",
"string",
"The file name or empty if no music")
{
return ade_set_args(L, "s", common_music_get_filename(SCORE_BRIEFING).c_str());
}
ADE_FUNC(runBriefingStageHook,
l_UserInterface_Brief,
"number oldStage, number newStage",
"Run $On Briefing Stage: hooks.",
nullptr,
nullptr)
{
int oldStage = -1, newStage = -1;
if (ade_get_args(L, "ii", &oldStage, &newStage) == 2) {
// Subtract 1 to convert from Lua conventions to C conventions
common_fire_stage_script_hook(oldStage - 1, newStage - 1);
} else {
LuaError(L, "Bad arguments given to ui.runBriefingStageHook!");
}
return ADE_RETURN_NIL;
}
ADE_FUNC(initBriefing,
l_UserInterface_Brief,
nullptr,
"Initializes the briefing. Handles various non-UI housekeeping tasks and compacts the stages to remove those that should not be shown.",
nullptr,
"nothing")
{
SCP_UNUSED(L);
// TODO: probably call brief_api_init()
return ADE_RETURN_NIL;
}
ADE_FUNC(getBriefing,
l_UserInterface_Brief,
nullptr,
"Get the briefing",
"briefing",
"The briefing data")
{
// get a pointer to the appropriate briefing structure
if (MULTI_TEAM) {
return ade_set_args(L, "o", l_Brief.Set(Net_player->p_info.team));
} else {
return ade_set_args(L, "o", l_Brief.Set(0));
}
}
ADE_FUNC(exitLoop,
l_UserInterface_Brief,
nullptr,
"Skips the current mission, exits the campaign loop, and loads the next non-loop mission in a campaign. Returns to the main hall if the player is not in a campaign.",
nullptr,
"nothing")
{
SCP_UNUSED(L);
if (!(Game_mode & GM_CAMPAIGN_MODE)) {
gameseq_post_event(GS_EVENT_MAIN_MENU);
}
mission_campaign_exit_loop();
return ADE_RETURN_NIL;
}
ADE_FUNC(skipMission,
l_UserInterface_Brief,
nullptr,
"Skips the current mission, and loads the next mission in a campaign. Returns to the main hall if the player is not in a campaign.",
nullptr,
"nothing")
{
SCP_UNUSED(L);
if (!(Game_mode & GM_CAMPAIGN_MODE)) {
gameseq_post_event(GS_EVENT_MAIN_MENU);
}
mission_campaign_skip_to_next();
return ADE_RETURN_NIL;
}
ADE_FUNC(skipTraining,
l_UserInterface_Brief,
nullptr,
"Skips the current training mission, and loads the next mission in a campaign. Returns to the main hall if the player is not in a campaign.",
nullptr,
"nothing")
{
SCP_UNUSED(L);
if (!(Game_mode & GM_CAMPAIGN_MODE)) {
gameseq_post_event(GS_EVENT_MAIN_MENU);
}
// tricky part. Need to move to the next mission in the campaign.
mission_goal_mark_objectives_complete();
mission_goal_fail_incomplete();
mission_campaign_store_goals_and_events_and_variables();
mission_campaign_eval_next_mission();
mission_campaign_mission_over();
if (Campaign.next_mission == -1 || (The_mission.flags[Mission::Mission_Flags::End_to_mainhall])) {
gameseq_post_event(GS_EVENT_MAIN_MENU);
} else {
gameseq_post_event(GS_EVENT_START_GAME);
}
return ADE_RETURN_NIL;
}
ADE_FUNC(startBriefingMap,
l_UserInterface_Brief,
nullptr,
"Starts the briefing map for the current mission. Doesn't currently do anything.",
nullptr,
"nothing")
{
SCP_UNUSED(L);
return ADE_RETURN_NIL;
}
ADE_LIB_DERIV(l_Briefing_Goals, "Objectives", nullptr, nullptr, l_UserInterface_Brief);
ADE_INDEXER(l_Briefing_Goals,
"number Index",
"Array of goals",
"mission_goal",
"goal handle, or invalid handle if index is invalid")
{
int idx;
if (!ade_get_args(L, "*i", &idx))
return ade_set_error(L, "s", "");
return ade_set_args(L, "o", l_Goals.Set(idx));
}
ADE_FUNC(__len, l_Briefing_Goals, nullptr, "The number of goals in the mission", "number", "The number of goals.")
{
return ade_set_args(L, "i", Num_goals);
}
//**********SUBLIBRARY: UserInterface/CommandBriefing
ADE_LIB_DERIV(l_UserInterface_CmdBrief,
"CommandBriefing",
nullptr,
"API for accessing data related to the command briefing UI.<br><b>Warning:</b> This is an internal "
"API for the new UI system. This should not be used by other code and may be removed in the future!",
l_UserInterface);
ADE_FUNC(getCmdBriefing,
l_UserInterface_CmdBrief,
nullptr,
"Get the command briefing.",
"cmd_briefing",
"The briefing data")
{
// The cmd briefing code has support for specifying the team but only sets the index to 0
return ade_set_args(L, "o", l_CmdBrief.Set(0));
}
//**********SUBLIBRARY: UserInterface/Debriefing
ADE_LIB_DERIV(l_UserInterface_Debrief,
"Debriefing",
nullptr,
"API for accessing data related to the debriefing UI.<br><b>Warning:</b> This is an internal "
"API for the new UI system. This should not be used by other code and may be removed in the future!",
l_UserInterface);
ADE_FUNC(initDebriefing,
l_UserInterface_Debrief,
nullptr,
"Builds the debriefing, the stats, sets the next campaign mission, and makes all relevant data accessible",
"number",
"Returns true when completed")
{
//This is used to skip some UI preloading in debrief init
API_Access = true;
// stop all looping mission sounds
game_stop_looped_sounds();
// fail all incomplete goals before entering debriefing
mission_goal_fail_incomplete();
hud_config_as_player();
debrief_init();
API_Access = false;
return ade_set_args(L, "b", true);
}
ADE_FUNC(getDebriefingMusicName,
l_UserInterface_Debrief,
nullptr,
"Gets the file name of the music file to play for the debriefing.",
"string",
"The file name or empty if no music")
{
return ade_set_args(L, "s", common_music_get_filename(debrief_select_music()).c_str());
}
ADE_FUNC(getDebriefing, l_UserInterface_Debrief, nullptr, "Get the debriefing", "debriefing", "The debriefing data")
{
// get a pointer to the appropriate debriefing structure
if (MULTI_TEAM) {
return ade_set_args(L, "o", l_Debrief.Set(Net_player->p_info.team));
} else {
return ade_set_args(L, "o", l_Debrief.Set(0));
}
}
ADE_FUNC(getEarnedMedal,
l_UserInterface_Debrief,
nullptr,
"Get the earned medal name and bitmap",
"string, string",
"The name and bitmap or NIL if not earned")
{
char filename[80];
SCP_string displayname;
if (Player->stats.m_medal_earned != -1) {
debrief_choose_medal_variant(filename,
Player->stats.m_medal_earned,
Player->stats.medal_counts[Player->stats.m_medal_earned] - 1);
displayname = Medals[Player->stats.m_medal_earned].get_display_name();
return ade_set_args(L, "ss", displayname, filename);
} else {
return ADE_RETURN_NIL;
}
}
ADE_FUNC(getEarnedPromotion,
l_UserInterface_Debrief,
nullptr,
"Get the earned promotion stage, name, and bitmap",
"debriefing_stage, string, string",
"The promotion stage, name and bitmap or NIL if not earned")
{
char filename[80];
SCP_string displayname;
if (Player->stats.m_promotion_earned != -1) {
Promoted = Player->stats.m_promotion_earned;
debrief_choose_medal_variant(filename, Rank_medal_index, Promoted);
displayname = Ranks[Promoted].name;
return ade_set_args(L, "oss", l_DebriefStage.Set(debrief_stage_h(&Promotion_stage)), displayname, filename);
} else {
return ADE_RETURN_NIL;
}
}
ADE_FUNC(getEarnedBadge,
l_UserInterface_Debrief,
nullptr,
"Get the earned badge stage, name, and bitmap",
"debriefing_stage, string, string",
"The badge stage, name and bitmap or NIL if not earned")
{
char filename[80];
SCP_string displayname;
if (Player->stats.m_badge_earned.size()) {
debrief_choose_medal_variant(filename,
Player->stats.m_badge_earned.back(),
Player->stats.medal_counts[Player->stats.m_badge_earned.back()] - 1);
displayname = Ranks[Promoted].name;
return ade_set_args(L, "oss", l_DebriefStage.Set(debrief_stage_h(&Badge_stage)), displayname, filename);
} else {
return ADE_RETURN_NIL;
}
}
ADE_FUNC(clearMissionStats,
l_UserInterface_Debrief,
nullptr,
"Clears out the player's mission stats.",
nullptr,
nullptr)
{
SCP_UNUSED(L); // unused parameter
Player->flags &= ~PLAYER_FLAGS_PROMOTED;
scoring_level_init(&Player->stats);
return ADE_RETURN_NIL;
}
ADE_FUNC(getTraitor,
l_UserInterface_Debrief,
nullptr,
"Get the traitor stage",
"debriefing_stage",
"The traitor stage or nil if the player is not traitor. Should be coupled with clearMissionStats if true")
{
if (Turned_traitor) {
return ade_set_args(L, "o", l_DebriefStage.Set(debrief_stage_h(&Traitor_debriefing.stages[0])));
} else {
return ADE_RETURN_NIL;
}
}
ADE_FUNC(mustReplay,
l_UserInterface_Debrief,
nullptr,
"Gets whether or not the player must replay the mission. Should be coupled with clearMissionStats if true",
"boolean",
"true if must replay, false otherwise")
{
if (Must_replay_mission) {
return ade_set_args(L, "b", true);
} else {
return ade_set_args(L, "b", false);
}
}
ADE_FUNC(canSkip,
l_UserInterface_Debrief,
nullptr,
"Gets whether or not the player has failed enough times to trigger a skip dialog",
"boolean",
"true if can skip, false otherwise")
{
if (Player->failures_this_session >= PLAYER_MISSION_FAILURE_LIMIT) {
return ade_set_args(L, "b", true);
} else {
return ade_set_args(L, "b", false);
}
}
ADE_FUNC(replayMission,
l_UserInterface_Debrief,
"[boolean restart = true]",
"Resets the mission outcome, and optionally restarts the mission at the briefing; "
"true to restart the mission, false to stay at current UI. Defaults to true.",
nullptr,
nullptr)
{
bool restart = true;
ade_get_args(L, "|b", &restart);
// This is used to skip some UI preloading in debrief init
API_Access = true;
debrief_close();
if (restart) {
gameseq_post_event(GS_EVENT_START_GAME);
}
API_Access = false;
return ADE_RETURN_NIL;
}
ADE_FUNC(acceptMission,
l_UserInterface_Debrief,
"[boolean start = true]",
"Accepts the mission outcome, saves the stats, and optionally begins the next mission if in campaign; "
"true to start the next mission, false to stay at current UI. Defaults to true.",
nullptr,
nullptr)
{
bool start = true;
ade_get_args(L, "|b", &start);
// This is used to skip some UI preloading in debrief init
API_Access = true;
if (start) {
debrief_accept(1);
} else {
debrief_accept(0);
};
debrief_close();
API_Access = false;
return ADE_RETURN_NIL;
}
//**********SUBLIBRARY: UserInterface/LoopBrief
ADE_LIB_DERIV(l_UserInterface_LoopBrief,
"LoopBrief",
nullptr,
"API for accessing data related to the loop brief UI.<br><b>Warning:</b> This is an internal "
"API for the new UI system. This should not be used by other code and may be removed in the future!",
l_UserInterface);
ADE_FUNC(getLoopBrief,
l_UserInterface_LoopBrief,
nullptr,
"Get the loop brief.",
"loop_brief_stage",
"The loop brief data")
{
return ade_set_args(L, "o", l_LoopBriefStage.Set(cmission_h(Campaign.current_mission)));
}
ADE_FUNC(setLoopChoice, l_UserInterface_LoopBrief, "boolean", "Accepts mission outcome and then True to go to loop, False to skip", nullptr, nullptr)
{
bool choice = false;
ade_get_args(L, "|b", &choice);
if (choice) {
// select the loop mission
Campaign.loop_enabled = 1;
Campaign.loop_reentry = Campaign.next_mission; // save reentry pt, so we can break out of loop
Campaign.next_mission = Campaign.loop_mission;
mission_campaign_mission_over();
} else {
mission_campaign_mission_over();
}
return ADE_RETURN_NIL;
}
//**********SUBLIBRARY: UserInterface/RedAlert
ADE_LIB_DERIV(l_UserInterface_RedAlert,
"RedAlert",
nullptr,
"API for accessing data related to the Red Alert UI.<br><b>Warning:</b> This is an internal "
"API for the new UI system. This should not be used by other code and may be removed in the future!",
l_UserInterface);
ADE_FUNC(getRedAlert,
l_UserInterface_RedAlert,
nullptr,
"Get the red alert brief.",
"red_alert_stage",
"The red-alert data")
{
if (Briefings[0].num_stages) {
return ade_set_args(L, "o", l_RedAlertStage.Set(redalert_stage_h(0,0)));
} else {
return ADE_RETURN_NIL;
}
}
ADE_FUNC(replayPreviousMission,
l_UserInterface_RedAlert,
nullptr,
"Loads the previous mission of the campaign, does nothing if not in campaign",
"boolean",
"Returns true if the operation was successful, false otherwise")
{
if (!mission_campaign_previous_mission()) {
return ADE_RETURN_FALSE;
} else {
return ADE_RETURN_TRUE;
}
}
//**********SUBLIBRARY: UserInterface/FictionViewer
ADE_LIB_DERIV(l_UserInterface_FictionViewer,
"FictionViewer",
nullptr,
"API for accessing data related to the fiction viewer UI.<br><b>Warning:</b> This is an internal "
"API for the new UI system. This should not be used by other code and may be removed in the future!",
l_UserInterface);
ADE_FUNC(getFiction, l_UserInterface_FictionViewer, nullptr, "Get the fiction.", "fiction_viewer_stage", "The fiction data")
{
if (Fiction_viewer_active_stage >= 0) {
return ade_set_args(L, "o", l_FictionViewerStage.Set(fiction_viewer_stage_h(Fiction_viewer_active_stage)));
} else {
return ADE_RETURN_NIL;
}
}
ADE_FUNC(getFictionMusicName, l_UserInterface_FictionViewer, nullptr,
"Gets the file name of the music file to play for the fiction viewer.",
"string",
"The file name or empty if no music")
{
return ade_set_args(L, "s", common_music_get_filename(SCORE_FICTION_VIEWER).c_str());
}
//**********SUBLIBRARY: UserInterface/TechRoom
ADE_LIB_DERIV(l_UserInterface_TechRoom,
"TechRoom",
nullptr,
"API for accessing data related to the tech room UI.<br><b>Warning:</b> This is an internal "
"API for the new UI system. This should not be used by other code and may be removed in the future!",
l_UserInterface);
ADE_FUNC(buildMissionList,
l_UserInterface_TechRoom,
nullptr,
"Builds the mission list for display. Must be called before the sim_mission handle will have data",
"number",
"Returns 1 when completed")
{
Sim_Missions.clear();
Sim_CMissions.clear();
api_sim_room_build_mission_list(true);
mprintf(("Building mission lists for scripting API is complete!\n"));
return ade_set_args(L, "i", 1);
}
ADE_FUNC(buildCredits,
l_UserInterface_TechRoom,
nullptr,
"Builds the credits for display. Must be called before the credits_info handle will have data",
"number",
"Returns 1 when completed")
{
credits_parse();
credits_scp_position();
size_t count = Credit_text_parts.size();
for (size_t i = 0; i < count; i++) {
credits_complete.append(Credit_text_parts[i]);
}
//Make sure we clean up after ourselves
Credit_text_parts.clear();
mprintf(("Building credits for scripting API is complete!\n"));
return ade_set_args(L, "i", 1);
}
ADE_LIB_DERIV(l_UserInterface_SingleMissions, "SingleMissions", nullptr, nullptr, l_UserInterface_TechRoom);
ADE_INDEXER(l_UserInterface_SingleMissions, "number Index", "Array of simulator missions", "sim_mission", "Mission handle, or invalid handle if index is invalid")
{
int idx;
if (!ade_get_args(L, "*i", &idx))
return ade_set_error(L, "s", "");
return ade_set_args(L, "o", l_TechRoomMission.Set(sim_mission_h(idx, false)));
}
ADE_FUNC(__len, l_UserInterface_SingleMissions, nullptr, "The number of single missions", "number", "The number of single missions")
{
return ade_set_args(L, "i", Sim_Missions.size());
}
ADE_LIB_DERIV(l_UserInterface_CampaignMissions, "CampaignMissions", nullptr, nullptr, l_UserInterface_TechRoom);
ADE_INDEXER(l_UserInterface_CampaignMissions, "number Index", "Array of campaign missions", "sim_mission", "Mission handle, or invalid handle if index is invalid")
{
int idx;
if (!ade_get_args(L, "*i", &idx))
return ade_set_error(L, "s", "");
return ade_set_args(L, "o", l_TechRoomMission.Set(sim_mission_h(idx, true)));
}
ADE_FUNC(__len, l_UserInterface_CampaignMissions, nullptr, "The number of campaign missions", "number", "The number of campaign missions")
{
return ade_set_args(L, "i", Sim_CMissions.size());
}
ADE_LIB_DERIV(l_UserInterface_Cutscenes, "Cutscenes", nullptr, nullptr, l_UserInterface_TechRoom);
ADE_INDEXER(l_UserInterface_Cutscenes,
"number Index",
"Array of cutscenes",
"custscene_info",
"Cutscene handle, or invalid handle if index is invalid")
{
int idx;
if (!ade_get_args(L, "*i", &idx))
return ade_set_error(L, "s", "");
return ade_set_args(L, "o", l_TechRoomCutscene.Set(cutscene_info_h(idx)));
}
ADE_FUNC(__len, l_UserInterface_Cutscenes, nullptr, "The number of cutscenes", "number", "The number of cutscenes")
{
return ade_set_args(L, "i", Cutscenes.size());
}
ADE_LIB_DERIV(l_UserInterface_Credits, "Credits", nullptr, nullptr, l_UserInterface_TechRoom);
ADE_VIRTVAR(Music, l_UserInterface_Credits, nullptr, "The credits music filename", "string", "The music filename")
{
if (ADE_SETTING_VAR) {
LuaError(L, "This property is read only.");
}
return ade_set_args(L, "s", credits_get_music_filename(Credits_music_name));
}
ADE_VIRTVAR(NumImages, l_UserInterface_Credits, nullptr, "The total number of credits images", "number", "The number of images")
{
if (ADE_SETTING_VAR) {
LuaError(L, "This property is read only.");
}
return ade_set_args(L, "i", Credits_num_images);
}
ADE_VIRTVAR(StartIndex, l_UserInterface_Credits, nullptr, "The image index to begin with", "number", "The index")
{
if (ADE_SETTING_VAR) {
LuaError(L, "This property is read only.");
}
return ade_set_args(L, "i", Credits_artwork_index);
}
ADE_VIRTVAR(DisplayTime, l_UserInterface_Credits, nullptr, "The display time for each image", "number", "The display time")
{
if (ADE_SETTING_VAR) {
LuaError(L, "This property is read only.");
}
return ade_set_args(L, "f", Credits_artwork_display_time);
}
ADE_VIRTVAR(FadeTime, l_UserInterface_Credits, nullptr, "The crossfade time for each image", "number", "The fade time")
{
if (ADE_SETTING_VAR) {
LuaError(L, "This property is read only.");
}
return ade_set_args(L, "f", Credits_artwork_fade_time);
}
ADE_VIRTVAR(ScrollRate, l_UserInterface_Credits, nullptr, "The scroll rate of the text", "number", "The scroll rate")
{
if (ADE_SETTING_VAR) {
LuaError(L, "This property is read only.");
}
return ade_set_args(L, "f", Credits_scroll_rate);
}
ADE_VIRTVAR(Complete, l_UserInterface_Credits, nullptr, "The complete credits string", "string", "The credits")
{
if (ADE_SETTING_VAR) {
LuaError(L, "This property is read only.");
}
return ade_set_args(L, "s", credits_complete);
}
} // namespace api
} // namespace scripting