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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]>
152 lines
3.7 KiB
C++
152 lines
3.7 KiB
C++
//
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//
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#include "mc_info.h"
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#include "model.h"
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#include "vecmath.h"
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namespace scripting {
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namespace api {
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mc_info_h::mc_info_h(const mc_info& val) : info(val), valid(true) {}
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mc_info_h::mc_info_h() = default;
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mc_info* mc_info_h::Get() { return &info; }
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bool mc_info_h::isValid() const { return valid; }
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//**********HANDLE: Collision info
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ADE_OBJ(l_ColInfo, mc_info_h, "collision_info", "Information about a collision");
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ADE_VIRTVAR(Model, l_ColInfo, "model", "The model this collision info is about", "model", "The model, or an invalid model if the handle is not valid")
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{
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mc_info_h* info;
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model_h * mh = nullptr;
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if(!ade_get_args(L, "o|o", l_ColInfo.GetPtr(&info), l_Model.GetPtr(&mh)))
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return ade_set_error(L, "o", l_Model.Set(model_h()));
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if (!info->isValid())
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return ade_set_error(L, "o", l_Model.Set(model_h()));
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mc_info *collide = info->Get();
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int modelNum = collide->model_num;
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if (ADE_SETTING_VAR && mh)
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{
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if (mh->isValid())
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{
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collide->model_num = mh->GetID();
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}
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}
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return ade_set_args(L, "o", l_Model.Set(model_h(modelNum)));
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}
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ADE_FUNC(getCollisionSubmodel, l_ColInfo, nullptr, "The submodel where the collision occurred, if applicable", "submodel", "The submodel, or nil if none or if the handle is not valid")
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{
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mc_info_h *info;
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submodel_h *sh = nullptr;
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if (!ade_get_args(L, "o|o", l_ColInfo.GetPtr(&info), l_Submodel.GetPtr(&sh)))
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return ADE_RETURN_NIL;
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if (!info->isValid())
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return ADE_RETURN_NIL;
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mc_info *collide = info->Get();
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if (collide->hit_submodel < 0)
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return ADE_RETURN_NIL;
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return ade_set_args(L, "o", l_Submodel.Set(submodel_h(collide->model_num, collide->hit_submodel)));
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}
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ADE_FUNC(getCollisionDistance, l_ColInfo, NULL, "The distance to the closest collision point", "number", "distance or -1 on error")
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{
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mc_info_h* info;
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if(!ade_get_args(L, "o", l_ColInfo.GetPtr(&info)))
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return ade_set_error(L, "f", -1.0f);
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if (!info->isValid())
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return ade_set_error(L, "f", -1.0f);
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mc_info *collide = info->Get();
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if (collide->num_hits <= 0)
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{
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return ade_set_args(L, "f", -1.0f);;
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}
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else
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{
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return ade_set_args(L, "f", collide->hit_dist);
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}
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}
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ADE_FUNC(getCollisionPoint, l_ColInfo, "[boolean local]", "The collision point of this information (local to the object if boolean is set to <i>true</i>)", "vector", "The collision point, or nil if none or if the handle is not valid")
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{
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mc_info_h* info;
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bool local = false;
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if(!ade_get_args(L, "o|b", l_ColInfo.GetPtr(&info), &local))
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return ADE_RETURN_NIL;
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if (!info->isValid())
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return ADE_RETURN_NIL;
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mc_info *collide = info->Get();
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if (collide->num_hits <= 0)
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{
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return ADE_RETURN_NIL;
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}
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else
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{
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if (local)
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return ade_set_args(L, "o", l_Vector.Set(collide->hit_point));
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else
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return ade_set_args(L, "o", l_Vector.Set(collide->hit_point_world));
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}
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}
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ADE_FUNC(getCollisionNormal, l_ColInfo, "[boolean local]", "The collision normal of this information (local to object if boolean is set to <i>true</i>)", "vector", "The collision normal, or nil if none or if the handle is not valid")
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{
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mc_info_h* info;
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bool local = false;
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if(!ade_get_args(L, "o|b", l_ColInfo.GetPtr(&info), &local))
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return ADE_RETURN_NIL;
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if (!info->isValid())
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return ADE_RETURN_NIL;
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mc_info *collide = info->Get();
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if (collide->num_hits <= 0)
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{
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return ADE_RETURN_NIL;
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}
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else
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{
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if (!local)
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{
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vec3d normal;
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auto pmi = model_get_instance(collide->model_instance_num);
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auto pm = model_get(pmi->model_num);
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model_instance_local_to_global_dir(&normal, &collide->hit_normal, pm, pmi, collide->hit_submodel, collide->orient);
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return ade_set_args(L, "o", l_Vector.Set(normal));
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}
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else
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{
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return ade_set_args(L, "o", l_Vector.Set(collide->hit_normal));
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}
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}
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}
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}
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}
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