Files
fs2open.github.com/code/scripting/api/objs/multi_objects.cpp
T
Mike Nelson 9bba53c3e8 Multi Join API (#6059)
* methods required for the multi join ui api

* Move color setting because the API doesn't need it either
2024-04-02 12:19:20 -04:00

369 lines
8.8 KiB
C++

#include "multi_objects.h"
#include "network/multi_pxo.h"
#include "network/multiui.h"
namespace scripting {
namespace api {
channel_h::channel_h() : channel(-1) {}
channel_h::channel_h(int l_channel) : channel(l_channel) {}
pxo_channel* channel_h::getChannel() const
{
if (!isValid())
return nullptr;
return &Multi_pxo_channels[channel];
}
bool channel_h::isCurrent() const
{
return !stricmp(Multi_pxo_channels[channel].name, Multi_pxo_channel_current.name);
}
bool channel_h::isValid() const
{
return channel >= 0 && channel < static_cast<int>(Multi_pxo_channels.size());
}
active_game_h::active_game_h() : game(-1) {}
active_game_h::active_game_h(int l_game) : game(l_game) {}
active_game* active_game_h::getGame() const
{
if (!isValid())
return nullptr;
auto it = Active_games.begin();
std::advance(it, game);
return &(*it);
}
bool active_game_h::isValid() const
{
return game >= 0 && game < static_cast<int>(Active_games.size());
}
//**********HANDLE: channel section
ADE_OBJ(l_Channel, channel_h, "pxo_channel", "Channel Section handle");
ADE_FUNC(isValid,
l_Channel,
nullptr,
"Detects whether handle is valid",
"boolean",
"true if valid, false if handle is invalid, nil if a syntax/type error occurs")
{
channel_h current;
if (!ade_get_args(L, "o", l_Channel.Get(&current)))
return ADE_RETURN_NIL;
return ade_set_args(L, "b", current.isValid());
}
ADE_VIRTVAR(Name, l_Channel, nullptr, "The name of the channel", "string", "The name")
{
channel_h current;
if (!ade_get_args(L, "o", l_Channel.Get(&current))) {
return ADE_RETURN_NIL;
}
if (!current.isValid()) {
return ade_set_error(L, "s", "");
}
if (ADE_SETTING_VAR) {
LuaError(L, "This property is read only.");
}
return ade_set_args(L, "s", current.getChannel()->name);
}
ADE_VIRTVAR(Description, l_Channel, nullptr, "The description of the channel", "string", "The description")
{
channel_h current;
if (!ade_get_args(L, "o", l_Channel.Get(&current))) {
return ADE_RETURN_NIL;
}
if (!current.isValid()) {
return ade_set_error(L, "s", "");
}
if (ADE_SETTING_VAR) {
LuaError(L, "This property is read only.");
}
return ade_set_args(L, "s", current.getChannel()->desc);
}
ADE_VIRTVAR(NumPlayers, l_Channel, nullptr, "The number of players in the channel", "string", "The number of players")
{
channel_h current;
if (!ade_get_args(L, "o", l_Channel.Get(&current))) {
return ADE_RETURN_NIL;
}
if (!current.isValid()) {
return ade_set_error(L, "s", "");
}
if (ADE_SETTING_VAR) {
LuaError(L, "This property is read only.");
}
return ade_set_args(L, "i", static_cast<int>(current.getChannel()->num_users));
}
ADE_VIRTVAR(NumGames, l_Channel, nullptr, "The number of games the channel", "string", "The number of games")
{
channel_h current;
if (!ade_get_args(L, "o", l_Channel.Get(&current))) {
return ADE_RETURN_NIL;
}
if (!current.isValid()) {
return ade_set_error(L, "s", "");
}
if (ADE_SETTING_VAR) {
LuaError(L, "This property is read only.");
}
return ade_set_args(L, "i", static_cast<int>(current.getChannel()->num_servers));
}
ADE_FUNC(isCurrent, l_Channel, nullptr, "Returns whether this is the current channel", "boolean", "true for current, false otherwise. Nil if invalid.")
{
channel_h current;
if (!ade_get_args(L, "o", l_Channel.Get(&current)))
return ADE_RETURN_NIL;
return ade_set_args(L, "b", current.isCurrent());
}
ADE_FUNC(joinChannel, l_Channel, nullptr, "Joins the specified channel", nullptr, nullptr)
{
channel_h current;
if (!ade_get_args(L, "o", l_Channel.Get(&current)))
return ADE_RETURN_NIL;
multi_pxo_maybe_join_channel(current.getChannel());
return ADE_RETURN_NIL;
}
//**********HANDLE: channel section
ADE_OBJ(l_Active_Game, active_game_h, "active_game", "Active Game handle");
ADE_FUNC(isValid,
l_Active_Game,
nullptr,
"Detects whether handle is valid",
"boolean",
"true if valid, false if handle is invalid, nil if a syntax/type error occurs")
{
active_game_h current;
if (!ade_get_args(L, "o", l_Active_Game.Get(&current)))
return ADE_RETURN_NIL;
return ade_set_args(L, "b", current.isValid());
}
ADE_VIRTVAR(Status, l_Active_Game, nullptr, "The status of the game", "string", "The status")
{
active_game_h current;
if (!ade_get_args(L, "o", l_Active_Game.Get(&current))) {
return ADE_RETURN_NIL;
}
if (!current.isValid()) {
return ade_set_error(L, "s", "");
}
if (ADE_SETTING_VAR) {
LuaError(L, "This property is read only.");
}
SCP_string status_text;
multi_join_game_set_status_text(current.getGame(), status_text);
return ade_set_args(L, "s", status_text.c_str());
}
ADE_VIRTVAR(Type, l_Active_Game, nullptr, "The type of the game", "string", "The type")
{
active_game_h current;
if (!ade_get_args(L, "o", l_Active_Game.Get(&current))) {
return ADE_RETURN_NIL;
}
if (!current.isValid()) {
return ade_set_error(L, "s", "");
}
if (ADE_SETTING_VAR) {
LuaError(L, "This property is read only.");
}
SCP_string game_type;
switch (current.getGame()->flags & AG_FLAG_TYPE_MASK) {
case AG_FLAG_COOP:
game_type = "coop";
break;
case AG_FLAG_TEAMS:
game_type = "team";
break;
case AG_FLAG_DOGFIGHT:
game_type = "dogfight";
break;
default:
game_type = "";
break;
}
return ade_set_args(L, "s", game_type.c_str());
}
ADE_VIRTVAR(Speed, l_Active_Game, nullptr, "The speed of the game", "string", "The speed")
{
active_game_h current;
if (!ade_get_args(L, "o", l_Active_Game.Get(&current))) {
return ADE_RETURN_NIL;
}
if (!current.isValid()) {
return ade_set_error(L, "s", "");
}
if (ADE_SETTING_VAR) {
LuaError(L, "This property is read only.");
}
SCP_string speed_text;
int con_type;
multi_join_game_set_speed_text(current.getGame(), con_type, speed_text);
return ade_set_args(L, "s", speed_text.c_str());
}
ADE_VIRTVAR(Standalone, l_Active_Game, nullptr, "Whether or not the game is standalone", "boolean", "True for standalone, false otherwise")
{
active_game_h current;
if (!ade_get_args(L, "o", l_Active_Game.Get(&current))) {
return ADE_RETURN_NIL;
}
if (!current.isValid()) {
return ade_set_error(L, "s", "");
}
if (ADE_SETTING_VAR) {
LuaError(L, "This property is read only.");
}
bool standalone = false;
if (current.getGame()->flags & AG_FLAG_STANDALONE) {
standalone = true;
}
return ade_set_args(L, "b", standalone);
}
ADE_VIRTVAR(Campaign, l_Active_Game, nullptr, "Whether or not the game is campaign", "boolean", "True for campaign, false otherwise")
{
active_game_h current;
if (!ade_get_args(L, "o", l_Active_Game.Get(&current))) {
return ADE_RETURN_NIL;
}
if (!current.isValid()) {
return ade_set_error(L, "s", "");
}
if (ADE_SETTING_VAR) {
LuaError(L, "This property is read only.");
}
bool campaign = false;
if (current.getGame()->flags & AG_FLAG_CAMPAIGN) {
campaign = true;
}
return ade_set_args(L, "b", campaign);
}
ADE_VIRTVAR(Server, l_Active_Game, nullptr, "The server name of the game", "string", "The server")
{
active_game_h current;
if (!ade_get_args(L, "o", l_Active_Game.Get(&current))) {
return ADE_RETURN_NIL;
}
if (!current.isValid()) {
return ade_set_error(L, "s", "");
}
if (ADE_SETTING_VAR) {
LuaError(L, "This property is read only.");
}
return ade_set_args(L, "s", current.getGame()->name);
}
ADE_VIRTVAR(Mission, l_Active_Game, nullptr, "The mission name of the game", "string", "The mission")
{
active_game_h current;
if (!ade_get_args(L, "o", l_Active_Game.Get(&current))) {
return ADE_RETURN_NIL;
}
if (!current.isValid()) {
return ade_set_error(L, "s", "");
}
if (ADE_SETTING_VAR) {
LuaError(L, "This property is read only.");
}
return ade_set_args(L, "s", current.getGame()->mission_name);
}
ADE_VIRTVAR(Ping, l_Active_Game, nullptr, "The ping average of the game", "number", "The ping")
{
active_game_h current;
if (!ade_get_args(L, "o", l_Active_Game.Get(&current))) {
return ADE_RETURN_NIL;
}
if (!current.isValid()) {
return ade_set_error(L, "s", "");
}
if (ADE_SETTING_VAR) {
LuaError(L, "This property is read only.");
}
return ade_set_args(L, "i", current.getGame()->ping.ping_avg);
}
ADE_VIRTVAR(Players, l_Active_Game, nullptr, "The number of players in the game", "number", "The number of players")
{
active_game_h current;
if (!ade_get_args(L, "o", l_Active_Game.Get(&current))) {
return ADE_RETURN_NIL;
}
if (!current.isValid()) {
return ade_set_error(L, "s", "");
}
if (ADE_SETTING_VAR) {
LuaError(L, "This property is read only.");
}
return ade_set_args(L, "i", current.getGame()->num_players);
}
ADE_FUNC(setSelected, l_Active_Game, nullptr, "Sets the specified game as the selected game to possibly join. Must be used before sendJoinRequest will work.", nullptr, nullptr)
{
active_game_h current;
if (!ade_get_args(L, "o", l_Active_Game.Get(&current)))
return ADE_RETURN_NIL;
Multi_join_selected_item = current.getGame();
return ADE_RETURN_NIL;
}
} // namespace api
} // namespace scripting