Files
fs2open.github.com/code/scripting/api/libs/mission.cpp
T
asarium 367564733e Add parser for scripting argument documentation
This adds a simple parser that takes the existing argument
documentations and parses them so that better documentation can be
generated from that information. This should be sufficient for providing
proper documentation generation for the most common and simple cases of
argument lists (type, name, possible default value, and optional
groups).
2020-06-06 14:02:33 +02:00

1311 lines
39 KiB
C++

//
//
#include "mission.h"
#include "freespace.h"
#include "asteroid/asteroid.h"
#include "debris/debris.h"
#include "gamesequence/gamesequence.h"
#include "globalincs/linklist.h"
#include "hud/hudescort.h"
#include "iff_defs/iff_defs.h"
#include "mission/missioncampaign.h"
#include "mission/missiongoals.h"
#include "mission/missionload.h"
#include "mission/missionlog.h"
#include "mission/missionmessage.h"
#include "mission/missiontraining.h"
#include "parse/parselo.h"
#include "parse/sexp.h"
#include "parse/sexp/DynamicSEXP.h"
#include "parse/sexp/LuaSEXP.h"
#include "parse/sexp/sexp_lookup.h"
#include "scripting/api/objs/LuaSEXP.h"
#include "scripting/api/objs/asteroid.h"
#include "scripting/api/objs/background_element.h"
#include "scripting/api/objs/beam.h"
#include "scripting/api/objs/debris.h"
#include "scripting/api/objs/enums.h"
#include "scripting/api/objs/event.h"
#include "scripting/api/objs/message.h"
#include "scripting/api/objs/object.h"
#include "scripting/api/objs/parse_object.h"
#include "scripting/api/objs/sexpvar.h"
#include "scripting/api/objs/ship.h"
#include "scripting/api/objs/shipclass.h"
#include "scripting/api/objs/team.h"
#include "scripting/api/objs/vecmath.h"
#include "scripting/api/objs/waypoint.h"
#include "scripting/api/objs/weapon.h"
#include "scripting/api/objs/weaponclass.h"
#include "scripting/api/objs/wing.h"
#include "scripting/lua/LuaFunction.h"
#include "scripting/lua/LuaTable.h"
#include "scripting/scripting.h"
#include "ship/ship.h"
#include "ship/shipfx.h"
#include "starfield/starfield.h"
#include "weapon/beam.h"
#include "weapon/weapon.h"
extern int ships_inited;
namespace scripting {
namespace api {
//**********LIBRARY: Mission
ADE_LIB(l_Mission, "Mission", "mn", "Mission library");
// for use in creating faster metadata systems, use in conjunction with getSignature()
ADE_FUNC(getObjectFromSignature, l_Mission, "number Signature", "Gets a handle of an object from its signature", "object", "Handle of object with signaure, invalid handle if signature is not in use")
{
int sig = -1;
int objnum;
if(!ade_get_args(L, "i", &sig))
return ade_set_error(L, "o", l_Object.Set(object_h()));
if (sig == -1) {
return ade_set_error(L, "o", l_Object.Set(object_h()));
}
objnum = obj_get_by_signature(sig);
return ade_set_object_with_breed(L, objnum);
}
ADE_FUNC(evaluateSEXP, l_Mission, "string", "Runs the defined SEXP script", "boolean", "if the operation was successful")
{
const char* s;
int r_val;
if(!ade_get_args(L, "s", &s))
return ADE_RETURN_FALSE;
r_val = run_sexp(s);
if (r_val == SEXP_TRUE)
return ADE_RETURN_TRUE;
else
return ADE_RETURN_FALSE;
}
ADE_FUNC(runSEXP, l_Mission, "string", "Runs the defined SEXP script", "boolean", "if the operation was successful")
{
const char* s;
int r_val;
char buf[8192];
if(!ade_get_args(L, "s", &s))
return ADE_RETURN_FALSE;
while (is_white_space(*s))
s++;
if (*s != '(')
{
static bool Warned_about_runSEXP_parentheses = false;
if (!Warned_about_runSEXP_parentheses)
{
Warned_about_runSEXP_parentheses = true;
Warning(LOCATION, "Invalid SEXP syntax: SEXPs must be surrounded by parentheses. For backwards compatibility, the string has been enclosed in parentheses. This may not be correct in all use cases.");
}
// this is the old sexp handling method, which is incorrect
snprintf(buf, 8191, "( when ( true ) ( %s ) )", s);
}
else
{
// this is correct usage
snprintf(buf, 8191, "( when ( true ) %s )", s);
}
r_val = run_sexp(buf);
if (r_val == SEXP_TRUE)
return ADE_RETURN_TRUE;
else
return ADE_RETURN_FALSE;
}
//****SUBLIBRARY: Mission/Asteroids
ADE_LIB_DERIV(l_Mission_Asteroids, "Asteroids", NULL, "Asteroids in the mission", l_Mission);
ADE_INDEXER(l_Mission_Asteroids, "number Index", "Gets asteroid", "asteroid", "Asteroid handle, or invalid handle if invalid index specified")
{
int idx = -1;
if( !ade_get_args(L, "*i", &idx) ) {
return ade_set_error( L, "o", l_Asteroid.Set( object_h() ) );
}
if( idx > -1 && idx < asteroid_count() ) {
idx--; //Convert from Lua to C, as lua indices start from 1, not 0
return ade_set_args(L, "o", l_Asteroid.Set(object_h(&Objects[Asteroids[idx].objnum])));
}
return ade_set_error(L, "o", l_Asteroid.Set( object_h() ) );
}
ADE_FUNC(__len, l_Mission_Asteroids, NULL,
"Number of asteroids in mission. Note that the value returned is only good until an asteroid is destroyed, and so cannot be relied on for more than one frame.",
"number",
"Number of asteroids in the mission, or 0 if asteroids are not enabled")
{
if(Asteroids_enabled) {
return ade_set_args(L, "i", asteroid_count());
}
return ade_set_args(L, "i", 0);
}
//****SUBLIBRARY: Mission/Debris
ADE_LIB_DERIV(l_Mission_Debris, "Debris", NULL, "debris in the mission", l_Mission);
ADE_INDEXER(l_Mission_Debris, "number Index", "Array of debris in the current mission", "debris", "Debris handle, or invalid debris handle if index wasn't valid")
{
int idx = -1;
if( !ade_get_args( L, "*i", &idx ) ) {
return ade_set_error(L, "o", l_Debris.Set(object_h()));
}
if( idx > -1 && idx < Num_debris_pieces ) {
idx--; // Lua -> C
if (Debris[idx].objnum == -1) //Somehow accessed an invalid debris piece
return ade_set_error(L, "o", l_Debris.Set(object_h()));
return ade_set_args(L, "o", l_Debris.Set(object_h(&Objects[Debris[idx].objnum])));
}
return ade_set_error(L, "o", l_Debris.Set(object_h()));
}
ADE_FUNC(__len, l_Mission_Debris, NULL,
"Number of debris pieces in the mission. "
"Note that the value returned is only good until a piece of debris is destroyed, and so cannot be relied on for more than one frame.",
"number",
"Current number of debris particles")
{
return ade_set_args(L, "i", Num_debris_pieces);
}
//****SUBLIBRARY: Mission/EscortShips
ADE_LIB_DERIV(l_Mission_EscortShips, "EscortShips", NULL, NULL, l_Mission);
ADE_INDEXER(l_Mission_EscortShips, "number Index", "Gets escort ship at specified index on escort list", "ship", "Specified ship, or invalid ship handle if invalid index")
{
int idx;
if(!ade_get_args(L, "*i", &idx))
return ade_set_error(L, "o", l_Ship.Set(object_h()));
if(idx < 1 || idx > hud_escort_num_ships_on_list())
return ade_set_error(L, "o", l_Ship.Set(object_h()));
//Lua->FS2
idx--;
idx = hud_escort_return_objnum(idx);
if(idx < 0)
return ade_set_error(L, "o", l_Ship.Set(object_h()));
return ade_set_args(L, "o", l_Ship.Set(object_h(&Objects[idx])));
}
ADE_FUNC(__len, l_Mission_EscortShips, NULL, "Current number of escort ships", "number", "Current number of escort ships")
{
return ade_set_args(L, "i", hud_escort_num_ships_on_list());
}
//****SUBLIBRARY: Mission/Events
ADE_LIB_DERIV(l_Mission_Events, "Events", NULL, "Events", l_Mission);
ADE_INDEXER(l_Mission_Events, "number Index/string Name", "Indexes events list", "event", "Event handle, or invalid event handle if index was invalid")
{
const char* s;
if(!ade_get_args(L, "*s", &s))
return ade_set_error(L, "o", l_Event.Set(-1));
int i;
for(i = 0; i < Num_mission_events; i++)
{
if(!stricmp(Mission_events[i].name, s))
return ade_set_args(L, "o", l_Event.Set(i));
}
//Now try as a number
i = atoi(s);
if(i < 1 || i > Num_mission_events)
return ade_set_error(L, "o", l_Event.Set(-1));
//Lua-->FS2
i--;
return ade_set_args(L, "o", l_Event.Set(i));
}
ADE_FUNC(__len, l_Mission_Events, NULL, "Number of events in mission", "number", "Number of events in mission")
{
return ade_set_args(L, "i", Num_mission_events);
}
//****SUBLIBRARY: Mission/SEXPVariables
ADE_LIB_DERIV(l_Mission_SEXPVariables, "SEXPVariables", NULL, "SEXP Variables", l_Mission);
ADE_INDEXER(l_Mission_SEXPVariables, "number Index/string Name", "Array of SEXP variables. Note that you can set a sexp variable using the array, eg \'SEXPVariables[\"newvariable\"] = \"newvalue\"\'", "sexpvariable", "Handle to SEXP variable, or invalid sexpvariable handle if index was invalid")
{
const char* name = nullptr;
const char* newval = nullptr;
if(!ade_get_args(L, "*s|s", &name, &newval))
return ade_set_error(L, "o", l_SEXPVariable.Set(sexpvar_h()));
int idx = get_index_sexp_variable_name(name);
if(idx < 0)
{
idx = atoi(name);
//Lua-->FS2
idx--;
}
if(idx < 0 || idx >= MAX_SEXP_VARIABLES)
{
if(ADE_SETTING_VAR && newval != NULL)
{
idx = sexp_add_variable(newval, name, lua_type(L, 2) == LUA_TNUMBER ? SEXP_VARIABLE_NUMBER : SEXP_VARIABLE_STRING);
}
//We have failed.
if(idx < 0)
{
return ade_set_error(L, "o", l_SEXPVariable.Set(sexpvar_h()));
}
}
else
{
if(ADE_SETTING_VAR && newval != NULL)
{
sexp_modify_variable(newval, idx, false);
}
}
return ade_set_args(L, "o", l_SEXPVariable.Set(sexpvar_h(idx)));
}
ADE_FUNC(__len, l_Mission_SEXPVariables, NULL, "Current number of SEXP variables", "number", "Counts number of loaded SEXP Variables. May be slow.")
{
return ade_set_args(L, "i", sexp_variable_count());
}
//****SUBLIBRARY: Mission/Ships
ADE_LIB_DERIV(l_Mission_Ships, "Ships", NULL, "Ships in the mission", l_Mission);
ADE_INDEXER(l_Mission_Ships, "number Index/string Name", "Gets ship", "ship", "Ship handle, or invalid ship handle if index was invalid")
{
const char* name;
if(!ade_get_args(L, "*s", &name))
return ade_set_error(L, "o", l_Ship.Set(object_h()));
int idx = ship_name_lookup(name);
if(idx > -1)
{
return ade_set_args(L, "o", l_Ship.Set(object_h(&Objects[Ships[idx].objnum])));
}
else
{
idx = atoi(name);
if(idx > 0)
{
int count=1;
for(int i = 0; i < MAX_SHIPS; i++)
{
if (Ships[i].objnum < 0 || Objects[Ships[i].objnum].type != OBJ_SHIP)
continue;
if(count == idx) {
return ade_set_args(L, "o", l_Ship.Set(object_h(&Objects[Ships[i].objnum])));
}
count++;
}
}
}
return ade_set_error(L, "o", l_Ship.Set(object_h()));
}
ADE_FUNC(__len, l_Mission_Ships, NULL,
"Number of ships in the mission. "
"This function is somewhat slow, and should be set to a variable for use in looping situations. "
"Note that the value returned is only good until a ship is destroyed, and so cannot be relied on for more than one frame.",
"number",
"Number of ships in the mission, or 0 if ships haven't been initialized yet")
{
if(ships_inited)
return ade_set_args(L, "i", ship_get_num_ships());
else
return ade_set_args(L, "i", 0);
}
//****SUBLIBRARY: Mission/Waypoints
ADE_LIB_DERIV(l_Mission_Waypoints, "Waypoints", NULL, NULL, l_Mission);
ADE_INDEXER(l_Mission_Waypoints, "number Index", "Array of waypoints in the current mission", "waypoint", "Waypoint handle, or invalid waypoint handle if index was invalid")
{
int idx;
if(!ade_get_args(L, "*i", &idx))
return ade_set_error(L, "o", l_Waypoint.Set(object_h()));
//Remember, Lua indices start at 0.
int count=0;
object *ptr = GET_FIRST(&obj_used_list);
while (ptr != END_OF_LIST(&obj_used_list))
{
if (ptr->type == OBJ_WAYPOINT)
count++;
if(count == idx) {
return ade_set_args(L, "o", l_Waypoint.Set(object_h(ptr)));
}
ptr = GET_NEXT(ptr);
}
return ade_set_error(L, "o", l_Waypoint.Set(object_h()));
}
ADE_FUNC(__len, l_Mission_Waypoints, NULL, "Gets number of waypoints in mission. Note that this is only accurate for one frame.", "number", "Number of waypoints in the mission")
{
uint count=0;
for(uint i = 0; i < MAX_OBJECTS; i++)
{
if (Objects[i].type == OBJ_WAYPOINT)
count++;
}
return ade_set_args(L, "i", count);
}
//****SUBLIBRARY: Mission/WaypointLists
ADE_LIB_DERIV(l_Mission_WaypointLists, "WaypointLists", NULL, NULL, l_Mission);
ADE_INDEXER(l_Mission_WaypointLists, "number Index/string WaypointListName", "Array of waypoint lists", "waypointlist", "Gets waypointlist handle")
{
waypointlist_h wpl;
const char* name;
if(!ade_get_args(L, "*s", &name))
return ade_set_error(L, "o", l_WaypointList.Set(waypointlist_h()));
wpl = waypointlist_h(name);
if (!wpl.IsValid()) {
char* end_ptr;
auto idx = (int)strtol(name, &end_ptr, 10);
if (end_ptr != name && idx >= 1) {
// The string is a valid number and the number has a valid value
wpl = waypointlist_h(find_waypoint_list_at_index(idx - 1));
}
}
if (wpl.IsValid()) {
return ade_set_args(L, "o", l_WaypointList.Set(wpl));
}
return ade_set_error(L, "o", l_WaypointList.Set(waypointlist_h()));
}
ADE_FUNC(__len, l_Mission_WaypointLists, NULL, "Number of waypoint lists in mission. Note that this is only accurate for one frame.", "number", "Number of waypoint lists in the mission")
{
return ade_set_args(L, "i", Waypoint_lists.size());
}
//****SUBLIBRARY: Mission/Weapons
ADE_LIB_DERIV(l_Mission_Weapons, "Weapons", NULL, NULL, l_Mission);
ADE_INDEXER(l_Mission_Weapons, "number Index", "Gets handle to a weapon object in the mission.", "weapon", "Weapon handle, or invalid weapon handle if index is invalid")
{
int idx;
if(!ade_get_args(L, "*i", &idx))
return ade_set_error(L, "o", l_Weapon.Set(object_h()));
//Remember, Lua indices start at 0.
int count=1;
for(int i = 0; i < MAX_WEAPONS; i++)
{
if (Weapons[i].weapon_info_index < 0 || Weapons[i].objnum < 0 || Objects[Weapons[i].objnum].type != OBJ_WEAPON)
continue;
if(count == idx) {
return ade_set_args(L, "o", l_Weapon.Set(object_h(&Objects[Weapons[i].objnum])));
}
count++;
}
return ade_set_error(L, "o", l_Weapon.Set(object_h()));
}
ADE_FUNC(__len, l_Mission_Weapons, NULL, "Number of weapon objects in mission. Note that this is only accurate for one frame.", "number", "Number of weapon objects in mission")
{
return ade_set_args(L, "i", Num_weapons);
}
//****SUBLIBRARY: Mission/Beams
ADE_LIB_DERIV(l_Mission_Beams, "Beams", NULL, NULL, l_Mission);
ADE_INDEXER(l_Mission_Beams, "number Index", "Gets handle to a beam object in the mission.", "beam", "Beam handle, or invalid beam handle if index is invalid")
{
int idx;
if(!ade_get_args(L, "*i", &idx))
return ade_set_error(L, "o", l_Beam.Set(object_h()));
//Remember, Lua indices start at 0.
int count=1;
for(int i = 0; i < MAX_BEAMS; i++)
{
if (Beams[i].weapon_info_index < 0 || Beams[i].objnum < 0 || Objects[Beams[i].objnum].type != OBJ_BEAM)
continue;
if(count == idx) {
return ade_set_args(L, "o", l_Beam.Set(object_h(&Objects[Beams[i].objnum])));
}
count++;
}
return ade_set_error(L, "o", l_Beam.Set(object_h()));
}
ADE_FUNC(__len, l_Mission_Beams, NULL, "Number of beam objects in mission. Note that this is only accurate for one frame.", "number", "Number of beam objects in mission")
{
return ade_set_args(L, "i", Beam_count);
}
//****SUBLIBRARY: Mission/Wings
ADE_LIB_DERIV(l_Mission_Wings, "Wings", NULL, NULL, l_Mission);
ADE_INDEXER(l_Mission_Wings, "number Index/string WingName", "Wings in the mission", "wing", "Wing handle, or invalid wing handle if index or name was invalid")
{
const char* name;
if(!ade_get_args(L, "*s", &name))
return ade_set_error(L, "o", l_Wing.Set(-1));
//MageKing17 - Make the count-ignoring version of the lookup and leave checking if the wing has any ships to the scripter
int idx = wing_lookup(name);
if(idx < 0)
{
idx = atoi(name);
if(idx < 1 || idx > Num_wings)
return ade_set_error(L, "o", l_Wing.Set(-1));
idx--; //Lua->FS2
}
return ade_set_args(L, "o", l_Wing.Set(idx));
}
ADE_FUNC(__len, l_Mission_Wings, NULL, "Number of wings in mission", "number", "Number of wings in mission")
{
return ade_set_args(L, "i", Num_wings);
}
//****SUBLIBRARY: Mission/Teams
ADE_LIB_DERIV(l_Mission_Teams, "Teams", NULL, NULL, l_Mission);
ADE_INDEXER(l_Mission_Teams, "number Index/string TeamName", "Teams in the mission", "team", "Team handle or invalid team handle if the requested team could not be found")
{
const char* name;
if(!ade_get_args(L, "*s", &name))
return ade_set_error(L, "o", l_Team.Set(-1));
int idx = iff_lookup(name);
if(idx < 0)
{
idx = atoi(name);
idx--; //Lua->FS2
}
if(idx < 0 || idx >= Num_iffs)
return ade_set_error(L, "o", l_Team.Set(-1));
return ade_set_args(L, "o", l_Team.Set(idx));
}
ADE_FUNC(__len, l_Mission_Teams, NULL, "Number of teams in mission", "number", "Number of teams in mission")
{
return ade_set_args(L, "i", Num_iffs);
}
//****SUBLIBRARY: Mission/Messages
ADE_LIB_DERIV(l_Mission_Messages, "Messages", NULL, NULL, l_Mission);
ADE_INDEXER(l_Mission_Messages, "number Index/string messageName", "Messages of the mission", "message", "Message handle or invalid handle on error")
{
int idx = -1;
if (lua_isnumber(L, 2))
{
if (!ade_get_args(L, "*i", &idx))
return ade_set_args(L, "o", l_Message.Set(-1));
idx--; // Lua --> FS2
idx += Num_builtin_messages;
}
else
{
const char* name = nullptr;
if (!ade_get_args(L, "*s", &name))
return ade_set_args(L, "o", l_Message.Set(-1));
if (name == NULL)
return ade_set_args(L, "o", l_Message.Set(-1));
for (int i = Num_builtin_messages; i < (int) Messages.size(); i++)
{
if (!stricmp(Messages[i].name, name))
{
idx = i;
break;
}
}
}
if (idx < Num_builtin_messages || idx >= (int) Messages.size())
return ade_set_args(L, "o", l_Message.Set(-1));
else
return ade_set_args(L, "o", l_Message.Set(idx));
}
ADE_FUNC(__len, l_Mission_Messages, NULL, "Number of messages in the mission", "number", "Number of messages in mission")
{
return ade_set_args(L, "i", (int) Messages.size() - Num_builtin_messages);
}
//****SUBLIBRARY: Mission/BuiltinMessages
ADE_LIB_DERIV(l_Mission_BuiltinMessages, "BuiltinMessages", NULL, NULL, l_Mission);
ADE_INDEXER(l_Mission_BuiltinMessages, "number Index/string messageName", "Built-in messages of the mission", "message", "Message handle or invalid handle on error")
{
int idx = -1;
if (lua_isnumber(L, 2))
{
if (!ade_get_args(L, "*i", &idx))
return ade_set_args(L, "o", l_Message.Set(-1));
idx--; // Lua --> FS2
}
else
{
const char* name = nullptr;
if (!ade_get_args(L, "*s", &name))
return ade_set_args(L, "o", l_Message.Set(-1));
if (name == NULL)
return ade_set_args(L, "o", l_Message.Set(-1));
for (int i = 0; i < Num_builtin_messages; i++)
{
if (!stricmp(Messages[i].name, name))
{
idx = i;
break;
}
}
}
if (idx < 0 || idx >= Num_builtin_messages)
return ade_set_args(L, "o", l_Message.Set(-1));
else
return ade_set_args(L, "o", l_Message.Set(idx));
}
ADE_FUNC(__len, l_Mission_BuiltinMessages, NULL, "Number of built-in messages in the mission", "number", "Number of messages in mission")
{
return ade_set_args(L, "i", Num_builtin_messages);
}
//****SUBLIBRARY: Mission/Personas
ADE_LIB_DERIV(l_Mission_Personas, "Personas", NULL, NULL, l_Mission);
ADE_INDEXER(l_Mission_Personas, "number Index/string name", "Personas of the mission", "persona", "Persona handle or invalid handle on error")
{
int idx = -1;
if (lua_isnumber(L, 2))
{
if (!ade_get_args(L, "*i", &idx))
return ade_set_args(L, "o", l_Persona.Set(-1));
idx--; // Lua --> FS2
}
else
{
const char* name = nullptr;
if (!ade_get_args(L, "*s", &name))
return ade_set_args(L, "o", l_Persona.Set(-1));
if (name == NULL)
return ade_set_args(L, "o", l_Persona.Set(-1));
idx = message_persona_name_lookup(name);
}
if (idx < 0 || idx >= Num_personas)
return ade_set_args(L, "o", l_Persona.Set(-1));
else
return ade_set_args(L, "o", l_Persona.Set(idx));
}
ADE_FUNC(__len, l_Mission_Personas, NULL, "Number of personas in the mission", "number", "Number of messages in mission")
{
return ade_set_args(L, "i", Num_personas);
}
ADE_FUNC(addMessage, l_Mission, "string name, string text[, persona persona]", "Adds a message", "message", "The new message or invalid handle on error")
{
const char* name = nullptr;
const char* text = nullptr;
int personaIdx = -1;
if (!ade_get_args(L, "ss|o", &name, &text, l_Persona.Get(&personaIdx)))
return ade_set_error(L, "o", l_Message.Set(-1));
if (name == NULL || text == NULL)
return ade_set_error(L, "o", l_Message.Set(-1));
if (personaIdx < 0 || personaIdx >= Num_personas)
personaIdx = -1;
add_message(name, text, personaIdx, 0);
return ade_set_error(L, "o", l_Message.Set((int) Messages.size() - 1));
}
ADE_FUNC(sendMessage, l_Mission, "string sender, message message[, number delay=0.0[, enumeration priority = MESSAGE_PRIORITY_NORMAL[, boolean fromCommand = false]]]",
"Sends a message from the given source (not from a ship!) with the given priority or optionally sends it from the missions command source.<br>"
"If delay is specified the message will be delayed by the specified time in seconds<br>"
"If you pass <i>nil</i> as the sender then the message will not have a sender.",
"boolean", "true if successfull, false otherwise")
{
const char* sender = nullptr;
int messageIdx = -1;
int priority = MESSAGE_PRIORITY_NORMAL;
bool fromCommand = false;
int messageSource = MESSAGE_SOURCE_SPECIAL;
float delay = 0.0f;
enum_h* ehp = NULL;
// if first is nil then use no source
if (lua_isnil(L, 1))
{
if (!ade_get_args(L, "*o|fob", l_Message.Get(&messageIdx), &delay, l_Enum.GetPtr(&ehp), &fromCommand))
return ADE_RETURN_FALSE;
messageSource = MESSAGE_SOURCE_NONE;
}
else
{
if (!ade_get_args(L, "so|fob", &sender, l_Message.Get(&messageIdx), &delay, l_Enum.GetPtr(&ehp), &fromCommand))
return ADE_RETURN_FALSE;
if (sender == NULL)
return ADE_RETURN_FALSE;
}
if (fromCommand)
messageSource = MESSAGE_SOURCE_COMMAND;
if (messageIdx < 0 || messageIdx >= (int) Messages.size())
return ADE_RETURN_FALSE;
if (messageIdx < Num_builtin_messages)
{
LuaError(L, "Cannot send built-in messages!");
return ADE_RETURN_FALSE;
}
if (delay < 0.0f)
{
LuaError(L, "Invalid negative delay of %f!", delay);
return ADE_RETURN_FALSE;
}
if (ehp != NULL)
{
switch(ehp->index)
{
case LE_MESSAGE_PRIORITY_HIGH:
priority = MESSAGE_PRIORITY_HIGH;
break;
case LE_MESSAGE_PRIORITY_NORMAL:
priority = MESSAGE_PRIORITY_NORMAL;
break;
case LE_MESSAGE_PRIORITY_LOW:
priority = MESSAGE_PRIORITY_LOW;
break;
default:
LuaError(L, "Invalid enumeration used! Must be one of MESSAGE_PRIORITY_*.");
return ADE_RETURN_FALSE;
}
}
if (messageSource == MESSAGE_SOURCE_NONE)
message_send_unique_to_player(Messages[messageIdx].name, NULL, MESSAGE_SOURCE_NONE, priority, 0, fl2i(delay * 1000.0f));
else
message_send_unique_to_player(Messages[messageIdx].name, (void*) sender, messageSource, priority, 0, fl2i(delay * 1000.0f));
return ADE_RETURN_TRUE;
}
ADE_FUNC(sendTrainingMessage, l_Mission, "message message, number time[, number delay=0.0]",
"Sends a training message to the player. <i>time</i> is the amount in seconds to display the message, only whole seconds are used!",
"boolean", "true if successfull, false otherwise")
{
int messageIdx = -1;
float delay = 0.0f;
int time = -1;
if (!ade_get_args(L, "oi|f", l_Message.Get(&messageIdx), &time, &delay))
return ADE_RETURN_FALSE;
if (messageIdx < 0 || messageIdx >= (int) Messages.size())
return ADE_RETURN_FALSE;
if (delay < 0.0f)
{
LuaError(L, "Got invalid delay of %f seconds!", delay);
return ADE_RETURN_FALSE;
}
if (time < 0)
{
LuaError(L, "Got invalid time of %d seconds!", time);
return ADE_RETURN_FALSE;
}
message_training_queue(Messages[messageIdx].name, timestamp(fl2i(delay * 1000.0f)), time);
return ADE_RETURN_TRUE;
}
ADE_FUNC(createShip, l_Mission, "[string Name, shipclass Class=Shipclass[1], orientation Orientation=null, vector Position={0,0,0}]", "Creates a ship and returns a handle to it using the specified name, class, world orientation, and world position", "ship", "Ship handle, or invalid ship handle if ship couldn't be created")
{
const char* name = nullptr;
int sclass = -1;
matrix_h *orient = NULL;
vec3d pos = vmd_zero_vector;
ade_get_args(L, "|sooo", &name, l_Shipclass.Get(&sclass), l_Matrix.GetPtr(&orient), l_Vector.Get(&pos));
matrix *real_orient = &vmd_identity_matrix;
if(orient != NULL)
{
real_orient = orient->GetMatrix();
}
if (sclass == -1) {
return ade_set_error(L, "o", l_Ship.Set(object_h()));
}
int obj_idx = ship_create(real_orient, &pos, sclass, name);
if(obj_idx >= 0) {
model_page_in_textures(Ship_info[sclass].model_num, sclass);
ship_set_warp_effects(&Objects[obj_idx]);
if (Ship_info[sclass].flags[Ship::Info_Flags::Intrinsic_no_shields]) {
Objects[obj_idx].flags.set(Object::Object_Flags::No_shields);
}
mission_log_add_entry(LOG_SHIP_ARRIVED, Ships[Objects[obj_idx].instance].ship_name, nullptr);
Script_system.SetHookObjects(2, "Ship", &Objects[obj_idx], "Parent", NULL);
Script_system.RunCondition(CHA_ONSHIPARRIVE, &Objects[obj_idx]);
Script_system.RemHookVars(2, "Ship", "Parent");
return ade_set_args(L, "o", l_Ship.Set(object_h(&Objects[obj_idx])));
} else
return ade_set_error(L, "o", l_Ship.Set(object_h()));
}
ADE_FUNC(createWaypoint, l_Mission, "[vector Position, waypointlist List]",
"Creates a waypoint",
"waypoint",
"Waypoint handle, or invalid waypoint handle if waypoint couldn't be created")
{
vec3d *v3 = NULL;
waypointlist_h *wlh = NULL;
if(!ade_get_args(L, "|oo", l_Vector.GetPtr(&v3), l_WaypointList.GetPtr(&wlh)))
return ade_set_error(L, "o", l_Waypoint.Set(object_h()));
// determine where we need to create it - it looks like we were given a waypoint list but not a waypoint itself
int waypoint_instance = -1;
if (wlh && wlh->IsValid())
{
int wp_list_index = find_index_of_waypoint_list(wlh->wlp);
int wp_index = (int) wlh->wlp->get_waypoints().size() - 1;
waypoint_instance = calc_waypoint_instance(wp_list_index, wp_index);
}
int obj_idx = waypoint_add(v3 != NULL ? v3 : &vmd_zero_vector, waypoint_instance);
if(obj_idx >= 0)
return ade_set_args(L, "o", l_Waypoint.Set(object_h(&Objects[obj_idx])));
else
return ade_set_args(L, "o", l_Waypoint.Set(object_h()));
}
ADE_FUNC(createWeapon, l_Mission, "[weaponclass Class=WeaponClass[1], orientation Orientation=null, world vector Position={0,0,0}, object Parent = nil, number Group = -1",
"Creates a weapon and returns a handle to it. 'Group' is used for lighting grouping purposes;"
" for example, quad lasers would only need to act as one light source.",
"weapon",
"Weapon handle, or invalid weapon handle if weapon couldn't be created.")
{
int wclass = -1;
object_h *parent = NULL;
int group = -1;
matrix_h *orient = NULL;
vec3d pos = vmd_zero_vector;
ade_get_args(L, "|ooooi", l_Weaponclass.Get(&wclass), l_Matrix.GetPtr(&orient), l_Vector.Get(&pos), l_Object.GetPtr(&parent), &group);
matrix *real_orient = &vmd_identity_matrix;
if(orient != NULL)
{
real_orient = orient->GetMatrix();
}
int parent_idx = (parent && parent->IsValid()) ? OBJ_INDEX(parent->objp) : -1;
int obj_idx = weapon_create(&pos, real_orient, wclass, parent_idx, group);
if(obj_idx > -1)
return ade_set_args(L, "o", l_Weapon.Set(object_h(&Objects[obj_idx])));
else
return ade_set_error(L, "o", l_Weapon.Set(object_h()));
}
ADE_FUNC(getMissionFilename, l_Mission, NULL, "Gets mission filename", "string", "Mission filename, or empty string if game is not in a mission")
{
char temp[MAX_FILENAME_LEN];
// per Axem, mn.getMissionFilename() sometimes returns the filename with the .fs2 extension, and sometimes not
// depending if you are in a campaign or tech room
strcpy_s(temp, Game_current_mission_filename);
drop_extension(temp);
return ade_set_args(L, "s", temp);
}
ADE_FUNC(startMission, l_Mission, "[Filename or MISSION_* enumeration, Briefing = true]", "Starts the defined mission", "boolean", "True, or false if the function fails")
{
bool b = true;
char s[MAX_FILENAME_LEN];
const char* str = s;
if(lua_isstring(L, 1))
{
if (!ade_get_args(L, "s|b", &str, &b))
return ade_set_args(L, "b", false);
} else {
enum_h *e = NULL;
if (!ade_get_args(L, "o|b", l_Enum.GetPtr(&e), &b))
return ade_set_args(L, "b", false);
if (e->index == LE_MISSION_REPEAT) {
if (Num_recent_missions > 0) {
strncpy( s, Recent_missions[0], MAX_FILENAME_LEN );
} else {
return ade_set_args(L, "b", false);
}
} else {
return ade_set_args(L, "b", false);
}
}
// no filename... bail
if (str == NULL)
return ade_set_args(L, "b", false);
char name_copy[MAX_FILENAME_LEN];
strcpy_s(name_copy, str);
// if mission name has extension... it needs to be removed...
auto file_ext = strrchr(name_copy, '.');
if (file_ext)
*file_ext = 0;
// game is in MP mode... or if the file does not exist... bail
if ((Game_mode & GM_MULTIPLAYER) || (cf_exists_full(name_copy, CF_TYPE_MISSIONS) != 0))
return ade_set_args(L, "b", false);
// mission is already running...
if (Game_mode & GM_IN_MISSION) {
// TO DO... All the things needed if this function is called in any state of the game while mission is running.
// most likely all require 'stricmp(str, Game_current_mission_filename)' to make sure missions arent mixed
// but after that it might be possible to imprement method for jumping directly into already running
// missions.
return ade_set_args(L, "b", false);
// if mission is not running
} else {
// due safety checks of the game_start_mission() function allow only main menu for now.
if (gameseq_get_state(gameseq_get_depth()) == GS_STATE_MAIN_MENU) {
strcpy_s(Game_current_mission_filename, name_copy);
if (b == true) {
// start mission - go via briefing screen
gameseq_post_event(GS_EVENT_START_GAME);
} else {
// start mission - enter the game directly
gameseq_post_event(GS_EVENT_START_GAME_QUICK);
}
return ade_set_args(L, "b", true);
}
}
return ade_set_args(L, "b", false);
}
ADE_FUNC(getMissionTime, l_Mission, NULL, "Game time in seconds since the mission was started; is affected by time compression", "number", "Mission time (seconds), or 0 if game is not in a mission")
{
if(!(Game_mode & GM_IN_MISSION))
return ade_set_error(L, "f", 0.0f);
return ade_set_args(L, "x", Missiontime);
}
//WMC - These are in freespace.cpp
ADE_FUNC(loadMission, l_Mission, "Mission name", "Loads a mission", "boolean", "True if mission was loaded, otherwise false")
{
const char* s;
if(!ade_get_args(L, "s", &s))
return ade_set_error(L, "b", false);
// clear post processing settings
gr_post_process_set_defaults();
//NOW do the loading stuff
game_stop_time();
get_mission_info(s, &The_mission, false);
game_level_init();
if(!mission_load(s))
return ADE_RETURN_FALSE;
game_post_level_init();
Game_mode |= GM_IN_MISSION;
return ADE_RETURN_TRUE;
}
ADE_FUNC(unloadMission, l_Mission, NULL, "Stops the current mission and unloads it", NULL, NULL)
{
(void)L; // unused parameter
if(Game_mode & GM_IN_MISSION)
{
game_level_close();
Game_mode &= ~GM_IN_MISSION;
strcpy_s(Game_current_mission_filename, "");
}
return ADE_RETURN_NIL;
}
ADE_FUNC(simulateFrame, l_Mission, NULL, "Simulates mission frame", NULL, NULL)
{
game_update_missiontime();
game_simulation_frame();
return ADE_RETURN_TRUE;
}
ADE_FUNC(renderFrame, l_Mission, NULL, "Renders mission frame, but does not move anything", NULL, NULL)
{
camid cid = game_render_frame_setup();
game_render_frame( cid );
game_render_post_frame();
return ADE_RETURN_TRUE;
}
ADE_FUNC(applyShudder, l_Mission, "number time, number intesity", "Applies a shudder effects to the camera. Time is in seconds. Intensity specifies the shudder effect strength, the Maxim has a value of 1440.", "boolean", "true if successfull, false otherwise")
{
float time = -1.0f;
float intensity = -1.0f;
if (!ade_get_args(L, "ff", &time, &intensity))
return ADE_RETURN_FALSE;
if (time < 0.0f || intensity < 0.0f)
{
LuaError(L, "Illegal shudder values given. Must be bigger than zero, got time of %f and intensity of %f.", time, intensity);
return ADE_RETURN_FALSE;
}
int int_time = fl2i(time * 1000.0f);
game_shudder_apply(int_time, intensity * 0.01f);
return ADE_RETURN_TRUE;
}
ADE_FUNC(isInCampaign, l_Mission, NULL, "Get whether or not the current mission being played in a campaign (as opposed to the tech room's simulator)", "boolean", "true if in campaign, false if not")
{
bool b = false;
if (Game_mode & GM_CAMPAIGN_MODE) {
b = true;
}
return ade_set_args(L, "b", b);
}
ADE_FUNC(getMissionTitle, l_Mission, NULL, "Get the title of the current mission", "string", "The mission title or an empty string if currently not in mission") {
return ade_set_args(L, "s", The_mission.name);
}
ADE_FUNC(addBackgroundBitmap, l_Mission,
"string name, orientation orientation = identity, float scaleX = 1.0, scale_y = 1.0, int div_x = 1.0, int "
"div_y = 1.0",
"Adds a background bitmap to the mission with the specified parameters.", "background_element",
"A handle to the background element, or invalid handle if the function failed.")
{
const char* filename = nullptr;
float scale_x = 1.0f;
float scale_y = 1.0f;
int div_x = 1;
int div_y = 1;
matrix_h orient(&vmd_identity_matrix);
if (!ade_get_args(L, "s|offii", &filename, l_Matrix.Get(&orient), &scale_x, &scale_y, &div_x, &div_y)) {
return ade_set_error(L, "o", l_BackgroundElement.Set(background_el_h()));
}
starfield_list_entry sle;
strcpy_s(sle.filename, filename);
// sanity checking
if (stars_find_bitmap(sle.filename) < 0) {
LuaError(L, "Background bitmap %s not found!", sle.filename);
return ade_set_error(L, "o", l_BackgroundElement.Set(background_el_h()));
}
sle.ang = *orient.GetAngles();
sle.scale_x = scale_x;
sle.scale_y = scale_y;
sle.div_x = div_x;
sle.div_y = div_y;
// restrict parameters (same code as used by FRED)
if (sle.scale_x > 18)
sle.scale_x = 18;
if (sle.scale_x < 0.1f)
sle.scale_x = 0.1f;
if (sle.scale_y > 18)
sle.scale_y = 18;
if (sle.scale_y < 0.1f)
sle.scale_y = 0.1f;
if (sle.div_x > 5)
sle.div_x = 5;
if (sle.div_x < 1)
sle.div_x = 1;
if (sle.div_y > 5)
sle.div_y = 5;
if (sle.div_y < 1)
sle.div_y = 1;
auto idx = stars_add_bitmap_entry(&sle);
return ade_set_args(L, "o", l_BackgroundElement.Set(background_el_h(BackgroundType::Bitmap, idx)));
}
ADE_FUNC(addSunBitmap, l_Mission, "string name, orientation orientation = identity, float scaleX = 1.0, scale_y = 1.0",
"Adds a sun bitmap to the mission with the specified parameters.", "background_element",
"A handle to the background element, or invalid handle if the function failed.")
{
const char* filename = nullptr;
float scale_x = 1.0f;
float scale_y = 1.0f;
matrix_h orient(&vmd_identity_matrix);
if (!ade_get_args(L, "s|off", &filename, l_Matrix.Get(&orient), &scale_x, &scale_y)) {
return ade_set_error(L, "o", l_BackgroundElement.Set(background_el_h()));
}
starfield_list_entry sle;
strcpy_s(sle.filename, filename);
// sanity checking
if (stars_find_sun(sle.filename) < 0) {
LuaError(L, "Background bitmap %s not found!", sle.filename);
return ade_set_error(L, "o", l_BackgroundElement.Set(background_el_h()));
}
sle.ang = *orient.GetAngles();
sle.scale_x = scale_x;
sle.scale_y = scale_y;
sle.div_x = 1;
sle.div_y = 1;
// restrict parameters (same code as used by FRED)
if (sle.scale_x > 18)
sle.scale_x = 18;
if (sle.scale_x < 0.1f)
sle.scale_x = 0.1f;
if (sle.scale_y > 18)
sle.scale_y = 18;
if (sle.scale_y < 0.1f)
sle.scale_y = 0.1f;
auto idx = stars_add_sun_entry(&sle);
return ade_set_args(L, "o", l_BackgroundElement.Set(background_el_h(BackgroundType::Sun, idx)));
}
ADE_FUNC(removeBackgroundElement, l_Mission, "background_element el",
"Removes the background element specified by the handle. The handle must have been returned by either "
"addBackgroundBitmap or addBackgroundSun. This handle will be invalidated by this function.",
"boolean", "true if successful")
{
background_el_h* el = nullptr;
if (!ade_get_args(L, "o", l_BackgroundElement.GetPtr(&el))) {
return ADE_RETURN_FALSE;
}
if (!el->isValid()) {
return ADE_RETURN_FALSE;
}
if (el->type == BackgroundType::Bitmap) {
int instances = stars_get_num_bitmaps();
if (instances > el->id) {
stars_mark_bitmap_unused(el->id);
} else {
LuaError(L, "Background slot %d does not exist. Slot must be less than %d.", el->id, instances);
return ADE_RETURN_FALSE;
}
return ADE_RETURN_TRUE;
} else if (el->type == BackgroundType::Sun) {
int instances = stars_get_num_suns();
if (instances > el->id) {
stars_mark_sun_unused(el->id);
} else {
LuaError(L, "Background slot %d does not exist. Slot must be less than %d.", el->id, instances);
return ADE_RETURN_FALSE;
}
return ADE_RETURN_TRUE;
} else {
return ADE_RETURN_FALSE;
}
}
ADE_LIB_DERIV(l_Mission_LuaSEXPs, "LuaSEXPs", NULL, "Lua SEXPs", l_Mission);
ADE_INDEXER(l_Mission_LuaSEXPs, "string Name", "Gets a handle of a Lua SEXP", "LuaSEXP", "Lua SEXP handle or invalid handle on error")
{
const char* name = nullptr;
if( !ade_get_args(L, "*s", &name) ) {
return ade_set_error( L, "o", l_LuaSEXP.Set( lua_sexp_h() ) );
}
if (name == nullptr) {
return ade_set_error(L, "o", l_LuaSEXP.Set(lua_sexp_h()));
}
if (ADE_SETTING_VAR) {
LuaError(L, "Setting of Lua SEXPs is not supported!");
}
auto op = get_operator_const(name);
if (op == 0) {
LuaError(L, "SEXP '%s' is not known to the SEXP system!", name);
return ade_set_args(L, "o", l_LuaSEXP.Set(lua_sexp_h()));
}
auto dynamicSEXP = sexp::get_dynamic_sexp(op);
if (dynamicSEXP == nullptr) {
return ade_set_args(L, "o", l_LuaSEXP.Set(lua_sexp_h()));
}
if (typeid(*dynamicSEXP) != typeid(sexp::LuaSEXP)) {
LuaError(L, "Specified dynamic SEXP name does not refer to a Lua SEXP!");
return ade_set_error(L, "o", l_LuaSEXP.Set(lua_sexp_h()));
}
return ade_set_args(L, "o", l_LuaSEXP.Set(lua_sexp_h(static_cast<sexp::LuaSEXP*>(dynamicSEXP))));
}
static int arrivalListIter(lua_State* L)
{
parse_object_h* poh = nullptr;
if (!ade_get_args(L, "*o", l_ParseObject.GetPtr(&poh))) {
return ADE_RETURN_NIL;
}
const auto next = GET_NEXT(poh->getObject());
if (next == END_OF_LIST(&Ship_arrival_list)) {
return ADE_RETURN_NIL;
}
return ade_set_args(L, "o", l_ParseObject.Set(parse_object_h(next)));
}
ADE_FUNC(getArrivalList,
l_Mission,
nullptr,
"Get the list of yet to arrive ships for this mission",
ade_type_iterator("parse_object"),
"An iterator across all the yet to arrive ships. Can be used in a for .. in loop")
{
return ade_set_args(L, "u*o", luacpp::LuaFunction::createFromCFunction(L, arrivalListIter),
l_ParseObject.Set(parse_object_h(&Ship_arrival_list)));
}
//****LIBRARY: Campaign
ADE_LIB(l_Campaign, "Campaign", "ca", "Campaign Library");
ADE_FUNC(getNextMissionFilename, l_Campaign, NULL, "Gets next mission filename", "string", "Next mission filename, or nil if the next mission is invalid")
{
if (Campaign.next_mission < 0 || Campaign.next_mission >= MAX_CAMPAIGN_MISSIONS) {
return ADE_RETURN_NIL;
}
return ade_set_args(L, "s", Campaign.missions[Campaign.next_mission].name);
}
ADE_FUNC(getPrevMissionFilename, l_Campaign, NULL, "Gets previous mission filename", "string", "Previous mission filename, or nil if the previous mission is invalid")
{
if (Campaign.prev_mission < 0 || Campaign.prev_mission >= MAX_CAMPAIGN_MISSIONS) {
return ADE_RETURN_NIL;
}
return ade_set_args(L, "s", Campaign.missions[Campaign.prev_mission].name);
}
// DahBlount - This jumps to a mission, the reason it accepts a boolean value is so that players can return to campaign maps
ADE_FUNC(jumpToMission, l_Campaign, "string filename, [boolean hub]", "Jumps to a mission based on the filename. Optionally, the player can be sent to a hub mission without setting missions to skipped.", "boolean", "Jumps to a mission, or returns nil.")
{
const char* filename = nullptr;
bool hub = false;
if (!ade_get_args(L, "s|b", &filename, &hub))
return ADE_RETURN_NIL;
mission_campaign_jump_to_mission(filename, hub);
return ADE_RETURN_TRUE;
}
// TODO: add a proper indexer type that returns a handle
// something like ca.Mission[filename/index]
}
}