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A rework of #4980, adding a wing formation type and a way to access them via `tb.WingFormations`.
129 lines
3.7 KiB
C++
129 lines
3.7 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_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(idx < 0 || idx >= Num_fireball_types)
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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(idx1 < 0 || idx1 >= Num_fireball_types)
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return ade_set_error(L, "b", false);
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if(idx2 < 0 || idx2 >= Num_fireball_types)
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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(idx < 0 || idx >= Num_fireball_types)
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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(idx < 0 || idx >= Num_fireball_types)
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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(idx < 0 || idx >= Num_fireball_types)
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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 (idx < 0 || idx >= Num_fireball_types)
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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(isValid, l_Fireballclass, NULL, "Detects whether handle is valid", "boolean", "true if valid, false if handle is invalid, nil if a syntax/type error occurs")
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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_RETURN_NIL;
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if(idx < 0 || idx >= Num_fireball_types)
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return ADE_RETURN_FALSE;
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return ADE_RETURN_TRUE;
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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(idx < 0 || idx >= Num_fireball_types)
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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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