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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]>
118 lines
3.5 KiB
C++
118 lines
3.5 KiB
C++
//
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//
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#include "fireballclass.h"
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#include "model.h"
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#include "fireball/fireballs.h"
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namespace scripting {
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namespace api {
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//**********HANDLE: Fireballclass
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ADE_OBJ(l_Fireballclass, int, "fireballclass", "Fireball class handle");
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ADE_OBJ_VALIDATOR(l_Fireballclass, idx, Fireball_info.in_bounds(idx));
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ADE_FUNC(__tostring, l_Fireballclass, NULL, "Fireball class name", "string", "Fireball class unique id, or an empty string if handle is invalid")
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{
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int idx;
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if(!ade_get_args(L, "o", l_Fireballclass.Get(&idx)))
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return ade_set_error(L, "s", "");
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if (!SCP_vector_inbounds(Fireball_info, idx))
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return ade_set_error(L, "s", "");
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return ade_set_args(L, "s", Fireball_info[idx].unique_id);
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}
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ADE_FUNC(__eq, l_Fireballclass, "fireballclass, fireballclass", "Checks if the two classes are equal", "boolean", "true if equal, false otherwise")
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{
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int idx1,idx2;
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if(!ade_get_args(L, "oo", l_Fireballclass.Get(&idx1), l_Fireballclass.Get(&idx2)))
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return ade_set_error(L, "b", false);
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if (!SCP_vector_inbounds(Fireball_info, idx1))
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return ade_set_error(L, "b", false);
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if (!SCP_vector_inbounds(Fireball_info, idx2))
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return ade_set_error(L, "b", false);
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return ade_set_args(L, "b", idx1 == idx2);
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}
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ADE_VIRTVAR(UniqueID, l_Fireballclass, "string", "Fireball class name", "string", "Fireball class unique id, or empty string if handle is invalid")
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{
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int idx;
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if(!ade_get_args(L, "o", l_Fireballclass.Get(&idx)))
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return ade_set_error(L, "s", "");
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if (!SCP_vector_inbounds(Fireball_info, idx))
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return ade_set_error(L, "s", "");
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if (ADE_SETTING_VAR)
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LuaError(L, "This property is read-only");
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return ade_set_args(L, "s", Fireball_info[idx].unique_id);
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}
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ADE_VIRTVAR(Filename, l_Fireballclass, NULL, "Fireball class animation filename (LOD 0)", "string", "Filename, or empty string if handle is invalid")
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{
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int idx;
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if(!ade_get_args(L, "o", l_Fireballclass.Get(&idx)))
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return ade_set_error(L, "s", "");
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if (!SCP_vector_inbounds(Fireball_info, idx))
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return ade_set_error(L, "s", "");
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//Currently not settable as the bitmaps are only loaded once at level start
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if (ADE_SETTING_VAR)
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LuaError(L, "This property is read-only");
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return ade_set_args(L, "s", Fireball_info[idx].lod[0].filename);
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}
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ADE_VIRTVAR(NumberFrames, l_Fireballclass, NULL, "Amount of frames the animation has (LOD 0)", "number", "Amount of frames, or -1 if handle is invalid")
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{
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int idx;
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if(!ade_get_args(L, "o", l_Fireballclass.Get(&idx)))
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return ade_set_error(L, "i", -1);
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if (!SCP_vector_inbounds(Fireball_info, idx))
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return ade_set_error(L, "i", -1);
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if (ADE_SETTING_VAR)
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LuaError(L, "This property is read-only");
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return ade_set_args(L, "i", Fireball_info[idx].lod[0].num_frames);
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}
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ADE_VIRTVAR(FPS, l_Fireballclass, NULL, "The FPS with which this fireball's animation is played (LOD 0)", "number", "FPS, or -1 if handle is invalid")
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{
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int idx;
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if (!ade_get_args(L, "o", l_Fireballclass.Get(&idx)))
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return ade_set_error(L, "i", -1);
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if (!SCP_vector_inbounds(Fireball_info, idx))
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return ade_set_error(L, "i", -1);
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if (ADE_SETTING_VAR)
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LuaError(L, "This property is read-only");
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return ade_set_args(L, "i", Fireball_info[idx].lod[0].fps);
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}
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ADE_FUNC(getTableIndex, l_Fireballclass, NULL, "Gets the index value of the fireball class", "number", "index value of the fireball class")
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{
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int idx;
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if(!ade_get_args(L, "o", l_Fireballclass.Get(&idx)))
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return ade_set_args(L, "i", -1);
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if (!SCP_vector_inbounds(Fireball_info, idx))
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return ade_set_args(L, "i", -1);
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return ade_set_args(L, "i", idx + 1);
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}
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}
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}
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