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`support_ship_info::rearm_weapon_pool` was a dense per-weapon-class array where -1 = unlimited (the default), 0 = not rearmable, and >0 = remaining stockpile. Convert it to a sparse per-team map: `std::array<SCP_map<int, int>, MAX_TVT_TEAMS> rearm_weapon_pool;` `int rearm_pool_default() const; // -1, or 0 under rearm_pool_from_loadout` Mission-file format and save output are unchanged. Also tightens the two weapon-class bounds checks in ship.cpp. This removes another `MAX_WEAPON_TYPES` sized structure on the way to lifting the weapon class limit. Co-authored-by: Claude Opus 4.7 (1M context) <[email protected]>
85 lines
2.2 KiB
C++
85 lines
2.2 KiB
C++
//
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//
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#include "support_rearm_pool.h"
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#include "mission/missionparse.h"
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#include "scripting/api/objs/weaponclass.h"
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#include "weapon/weapon.h"
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namespace scripting::api {
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//****HANDLE: support_rearm_pool_team
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ADE_OBJ(l_SupportRearmPoolTeam, int, "support_rearm_pool_team", "Support rearm pool team handle");
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ADE_INDEXER(l_SupportRearmPoolTeam,
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"number/weaponclass IndexOrClass, number amount",
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"Gets/sets support rearm pool value for a weapon class on this team.\n"
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"Values: -1 = unlimited, 0 = unavailable, >0 = limited amount.\n"
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"If a weapon has $Disallow Support Rearm, this always returns 0 and ignores writes.",
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"number",
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"Current pool value for the weapon class.")
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{
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int team_idx = -1;
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int idx = -1;
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int amount;
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if (lua_isnumber(L, 2)) {
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if (!ade_get_args(L, "oi|i", l_SupportRearmPoolTeam.Get(&team_idx), &idx, &amount)) {
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return ADE_RETURN_NIL;
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}
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if (idx < 1 || idx > weapon_info_size()) {
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return ADE_RETURN_NIL;
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}
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idx--; // Lua to C++ index
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} else {
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if (!ade_get_args(L, "oo|i", l_SupportRearmPoolTeam.Get(&team_idx), l_Weaponclass.Get(&idx), &amount)) {
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return ADE_RETURN_NIL;
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}
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if (idx < 0 || idx >= weapon_info_size()) {
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return ADE_RETURN_NIL;
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}
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}
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if (team_idx < 0 || team_idx >= Num_teams || team_idx >= MAX_TVT_TEAMS) {
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return ADE_RETURN_NIL;
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}
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auto &team_pool = The_mission.support_ships.rearm_weapon_pool[team_idx];
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int pool_default = The_mission.support_ships.rearm_pool_default();
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if (ADE_SETTING_VAR) {
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// disallow_rearm weapons always read as 0, so there is nothing to store for them
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if (!Weapon_info[idx].disallow_rearm) {
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int new_value = (amount < 0) ? -1 : amount;
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// don't store the default value; absence means the default
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if (new_value == pool_default) {
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team_pool.erase(idx);
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} else {
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team_pool[idx] = new_value;
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}
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}
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}
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if (Weapon_info[idx].disallow_rearm) {
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return ade_set_args(L, "i", 0);
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}
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return ade_set_args(L, "i", team_pool.value_or(idx, pool_default));
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}
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ADE_FUNC(__len,
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l_SupportRearmPoolTeam,
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nullptr,
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"The number of weapon classes in this support rearm pool.",
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"number",
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"The number of weapon classes.")
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{
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return ade_set_args(L, "i", weapon_info_size());
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}
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} // namespace scripting::api
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