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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]>
149 lines
3.3 KiB
C++
149 lines
3.3 KiB
C++
#include "medals.h"
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#include "stats/medals.h"
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namespace scripting {
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namespace api {
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medal_h::medal_h() : medal(-1) {}
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medal_h::medal_h(int l_medal) : medal(l_medal) {}
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medal_stuff* medal_h::getMedal() const
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{
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if (!isValid())
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return nullptr;
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return &Medals[medal];
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}
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bool medal_h::isValid() const
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{
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return SCP_vector_inbounds(Medals, medal);
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}
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bool medal_h::isRank() const
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{
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return medal == Rank_medal_index;
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}
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//**********HANDLE: medal
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ADE_OBJ(l_Medal, medal_h, "medal", "Medal handle");
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ADE_VIRTVAR(Name, l_Medal, nullptr, "The name of the medal", "string", "The name")
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{
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medal_h current;
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if (!ade_get_args(L, "o", l_Medal.Get(¤t))) {
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return ADE_RETURN_NIL;
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}
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if (!current.isValid()) {
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return ade_set_error(L, "s", "");
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}
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if (ADE_SETTING_VAR) {
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LuaError(L, "This property is read only.");
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}
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return ade_set_args(L, "s", current.getMedal()->name);
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}
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ADE_VIRTVAR(DisplayName, l_Medal, nullptr, "The display name of the medal", "string", "The display name")
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{
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medal_h current;
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if (!ade_get_args(L, "o", l_Medal.Get(¤t))) {
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return ADE_RETURN_NIL;
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}
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if (!current.isValid()) {
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return ade_set_error(L, "s", "");
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}
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if (ADE_SETTING_VAR) {
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LuaError(L, "This property is read only.");
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}
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return ade_set_args(L, "s", current.getMedal()->get_display_name());
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}
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ADE_VIRTVAR(Bitmap, l_Medal, nullptr, "The bitmap of the medal", "string", "The bitmap")
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{
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medal_h current;
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if (!ade_get_args(L, "o", l_Medal.Get(¤t))) {
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return ADE_RETURN_NIL;
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}
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if (!current.isValid()) {
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return ade_set_error(L, "s", "");
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}
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if (ADE_SETTING_VAR) {
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LuaError(L, "This property is read only.");
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}
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return ade_set_args(L, "s", current.getMedal()->bitmap);
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}
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ADE_VIRTVAR(NumMods, l_Medal, nullptr, "The number of mods of the medal", "number", "The number of mods")
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{
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medal_h current;
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if (!ade_get_args(L, "o", l_Medal.Get(¤t))) {
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return ADE_RETURN_NIL;
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}
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if (!current.isValid()) {
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return ade_set_error(L, "i", 0);
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}
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if (ADE_SETTING_VAR) {
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LuaError(L, "This property is read only.");
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}
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return ade_set_args(L, "i", current.getMedal()->num_versions);
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}
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ADE_VIRTVAR(FirstMod, l_Medal, nullptr, "The first mod of the medal. Some start at 1, some start at 0", "number", "The first mod")
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{
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medal_h current;
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if (!ade_get_args(L, "o", l_Medal.Get(¤t))) {
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return ADE_RETURN_NIL;
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}
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if (!current.isValid()) {
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return ade_set_error(L, "i", 0);
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}
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if (ADE_SETTING_VAR) {
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LuaError(L, "This property is read only.");
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}
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int start = 0;
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if (current.getMedal()->version_starts_at_1)
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start = 1;
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return ade_set_args(L, "i", start);
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}
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ADE_VIRTVAR(KillsNeeded, l_Medal, nullptr, "The number of kills needed to earn this badge. If not a badge, then returns 0", "number", "The number of kills needed")
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{
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medal_h current;
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if (!ade_get_args(L, "o", l_Medal.Get(¤t))) {
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return ADE_RETURN_NIL;
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}
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if (!current.isValid()) {
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return ade_set_error(L, "i", 0);
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}
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if (ADE_SETTING_VAR) {
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LuaError(L, "This property is read only.");
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}
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return ade_set_args(L, "i", current.getMedal()->kills_needed);
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}
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ADE_FUNC(isRank, l_Medal, nullptr, "Detects whether medal is the rank medal", "boolean", "true if yes, false if not, nil if a syntax/type error occurs")
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{
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medal_h current;
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if (!ade_get_args(L, "o", l_Medal.Get(¤t)))
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return ADE_RETURN_NIL;
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return ade_set_args(L, "b", current.isRank());
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}
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} // namespace api
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} // namespace scripting
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