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fs2open.github.com/code/scripting/api/objs/techroom.cpp
T

235 lines
6.1 KiB
C++

#include "techroom.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,
nullptr,
"If the cutscene should be visible by default",
"boolean",
"true if visible, false if not visible")
{
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.");
}
if (current.getScene()->flags[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);
}
ADE_FUNC(isValid, l_TechRoomCutscene, NULL, "Detects whether cutscene is valid", "boolean", "true if valid, false if handle is invalid, nil if a syntax/type error occurs")
{
cutscene_info_h current;
if (!ade_get_args(L, "o", l_TechRoomCutscene.Get(&current))) {
return ADE_RETURN_NIL;
}
return ade_set_args(L, "b", current.IsValid());
}
} // namespace api
} // namespace scripting