Files
fs2open.github.com/code/scripting/api/objs/techroom.cpp
T
Goober5000andClaude Fable 5.1 37b0b6ea82 Standardize isValid across the Lua API by making the types auto-generate it (#7761)
* 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]>
2026-09-08 10:50:53 -04:00

229 lines
5.9 KiB
C++

#include "techroom.h"
#include "pilotfile/pilotfile.h"
namespace scripting {
namespace api {
sim_mission_h::sim_mission_h() : missionIdx(-1), isCMission(false) {}
sim_mission_h::sim_mission_h(int index, bool cmission) : missionIdx(index), isCMission(cmission) {}
bool sim_mission_h::isValid() const
{
return missionIdx >= 0;
}
sim_mission* sim_mission_h::getStage() const
{
if (isCMission)
return &Sim_CMissions[missionIdx];
else
return &Sim_Missions[missionIdx];
};
cutscene_info_h::cutscene_info_h() : cutscene(-1) {}
cutscene_info_h::cutscene_info_h(int scene) : cutscene(scene) {}
bool cutscene_info_h::isValid() const
{
return SCP_vector_inbounds(Cutscenes, cutscene);
}
cutscene_info* cutscene_info_h::getScene() const
{
return &Cutscenes[cutscene];
}
//**********HANDLE: tech missions
ADE_OBJ(l_TechRoomMission, sim_mission_h, "sim_mission", "Tech Room mission handle");
ADE_VIRTVAR(Name, l_TechRoomMission, nullptr, "The name of the mission", "string", "The name")
{
sim_mission_h current;
if (!ade_get_args(L, "o", l_TechRoomMission.Get(&current))) {
return ADE_RETURN_NIL;
}
if (ADE_SETTING_VAR) {
LuaError(L, "This property is read only.");
}
return ade_set_args(L, "s", current.getStage()->name);
}
ADE_VIRTVAR(Filename, l_TechRoomMission, nullptr, "The filename of the mission", "string", "The filename")
{
sim_mission_h current;
if (!ade_get_args(L, "o", l_TechRoomMission.Get(&current))) {
return ADE_RETURN_NIL;
}
if (ADE_SETTING_VAR) {
LuaError(L, "This property is read only.");
}
return ade_set_args(L, "s", current.getStage()->filename);
}
ADE_VIRTVAR(Description, l_TechRoomMission, nullptr, "The mission description", "string", "The description")
{
sim_mission_h current;
if (!ade_get_args(L, "o", l_TechRoomMission.Get(&current))) {
return ADE_RETURN_NIL;
}
if (ADE_SETTING_VAR) {
LuaError(L, "This property is read only.");
}
return ade_set_args(L, "s", current.getStage()->mission_desc);
}
ADE_VIRTVAR(Author, l_TechRoomMission, nullptr, "The mission author", "string", "The author")
{
sim_mission_h current;
if (!ade_get_args(L, "o", l_TechRoomMission.Get(&current))) {
return ADE_RETURN_NIL;
}
if (ADE_SETTING_VAR) {
LuaError(L, "This property is read only.");
}
return ade_set_args(L, "s", current.getStage()->author);
}
ADE_VIRTVAR(isVisible, l_TechRoomMission, nullptr, "If the mission should be visible by default", "boolean", "true if visible, false if not visible")
{
sim_mission_h current;
if (!ade_get_args(L, "o", l_TechRoomMission.Get(&current))) {
return ADE_RETURN_NIL;
}
if (ADE_SETTING_VAR) {
LuaError(L, "This property is read only.");
}
return ade_set_args(L, "b", !(current.getStage()->visible == 0));
}
ADE_VIRTVAR(isCampaignMission, l_TechRoomMission, nullptr, "If the mission is campaign or single", "boolean", "true if campaign, false if single")
{
sim_mission_h current;
if (!ade_get_args(L, "o", l_TechRoomMission.Get(&current))) {
return ADE_RETURN_NIL;
}
if (ADE_SETTING_VAR) {
LuaError(L, "This property is read only.");
}
return ade_set_args(L, "b", current.isCMission);
}
//**********HANDLE: tech cutscenes
ADE_OBJ(l_TechRoomCutscene, cutscene_info_h, "cutscene_info", "Tech Room cutscene handle");
ADE_VIRTVAR(Name, l_TechRoomCutscene, nullptr, "The name of the cutscene", "string", "The cutscene name")
{
cutscene_info_h current;
if (!ade_get_args(L, "o", l_TechRoomCutscene.Get(&current))) {
return ADE_RETURN_NIL;
}
if (ADE_SETTING_VAR) {
LuaError(L, "This property is read only.");
}
return ade_set_args(L, "s", current.getScene()->name);
}
ADE_VIRTVAR(Filename, l_TechRoomCutscene, nullptr, "The filename of the cutscene", "string", "The cutscene filename")
{
cutscene_info_h current;
if (!ade_get_args(L, "o", l_TechRoomCutscene.Get(&current))) {
return ADE_RETURN_NIL;
}
if (ADE_SETTING_VAR) {
LuaError(L, "This property is read only.");
}
return ade_set_args(L, "s", current.getScene()->filename);
}
ADE_VIRTVAR(Description, l_TechRoomCutscene, nullptr, "The cutscene description", "string", "The cutscene description")
{
cutscene_info_h current;
if (!ade_get_args(L, "o", l_TechRoomCutscene.Get(&current))) {
return ADE_RETURN_NIL;
}
if (ADE_SETTING_VAR) {
LuaError(L, "This property is read only.");
}
return ade_set_args(L, "s", current.getScene()->description);
}
ADE_VIRTVAR(isVisible,
l_TechRoomCutscene,
"boolean",
"If the cutscene should be visible by default",
"boolean",
"true if visible, false if not visible")
{
cutscene_info_h current;
bool visible;
if (!ade_get_args(L, "o|b", l_TechRoomCutscene.Get(&current), &visible)) {
return ADE_RETURN_NIL;
}
if (ADE_SETTING_VAR) {
current.getScene()->flags.set(Cutscene::Cutscene_Flags::Viewable, visible);
Pilot.save_savefile();
}
if (current.getScene()->flags.any_of(Cutscene::Cutscene_Flags::Viewable,
Cutscene::Cutscene_Flags::Always_viewable) &&
!current.getScene()->flags[Cutscene::Cutscene_Flags::Never_viewable])
{
return ade_set_args(L, "b", true);
} else {
return ade_set_args(L, "b", false);
}
}
ADE_VIRTVAR(CustomData, l_TechRoomCutscene, nullptr, "Gets the custom data table for this cutscene", "table", "The cutscene's custom data table")
{
cutscene_info_h current;
if (!ade_get_args(L, "o", l_TechRoomCutscene.Get(&current))) {
return ADE_RETURN_NIL;
}
if (ADE_SETTING_VAR) {
LuaError(L, "This property is read only.");
}
auto table = luacpp::LuaTable::create(L);
for (const auto& pair : current.getScene()->custom_data)
{
table.addValue(pair.first, pair.second);
}
return ade_set_args(L, "t", &table);
}
ADE_FUNC(hasCustomData, l_TechRoomCutscene, nullptr, "Detects whether the cutscene has any custom data", "boolean", "true if the cutscene's custom_data is not empty, false otherwise")
{
cutscene_info_h current;
if (!ade_get_args(L, "o", l_TechRoomCutscene.Get(&current))) {
return ADE_RETURN_NIL;
}
bool result = !current.getScene()->custom_data.empty();
return ade_set_args(L, "b", result);
}
} // namespace api
} // namespace scripting