refactor team loadout data structures in preparation for lifting the ship class limit - #7737
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team_data was the last persistence-adjacent structure sized by MAX_SHIP_CLASSES: four parallel ship arrays plus four parallel weapon arrays (one slot per mission-file loadout line, holding a class or a sexp variable name, and a count or a sexp variable name) with manual num_*_choices counters, plus a dense per-class weapon_required flag array. Convert all of it to the sparse-container family:
ship_list / ship_list_variables / ship_count / ship_count_variables
-> SCP_vector<loadout_entry> ship_choices
weaponry_pool / weaponry_count / weaponry_pool_variable /
weaponry_amount_variable
-> SCP_vector<loadout_entry> weapon_choices
bool weapon_required[MAX_WEAPON_TYPES]
-> SCP_set<int> required_weapons
where loadout_entry is {class_index, count, class_variable, count_variable}, with empty variable strings meaning the value was given literally. num_ship_choices / num_weapon_choices become .size().
Intentional behavior fixes, all previously latent memory errors or
data bugs:
* is_ship_assignable stored an alt ship CLASS in a variable used as a
loadout list INDEX when default_to_this_class was false, then
swapped to ship_list[class] - garbage for any mission where the two
domains diverge. It now swaps to the alt class itself, per the
evident intent.
* The default-ship fallback read ship_list[0] even when a team had
zero ship choices; it now leaves default_ship at -1, and
ss_fixup_team_data guards its append of the default ship accordingly.
* FRED2's dumpstats indexed Ships[] with a ship class when printing
loadout entries; it now prints the entry's class or variable name
directly.
* Team parse now clears the previous mission's entries explicitly
rather than relying on overwrite-in-place.
This clears the largest remaining cluster of MAX_SHIP_CLASSES references on the way to lifting the ship class limit.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
FRED2, qtFRED, and the shared mission save code each carried their own copy of the loadout usage builders. The weaponry pair already had shared versions in missioneditor/common; this converts those to the SCP_map<int,int> signature the editors now use, adds the missing ship builder alongside them, and deletes both editors' private copies. FRED2's playerstarteditor/freddoc and qtFRED's Editor/ErrorChecker all call the shared functions now, following the update_custom_wing_indexes consolidation precedent. missionsave's used_pool becomes a map as well, which removes its MAX_WEAPON_TYPES stack array. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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team_data was the last persistence-adjacent structure sized by MAX_SHIP_CLASSES: four parallel ship arrays plus four parallel weapon arrays (one slot per mission-file loadout line, holding a class or a sexp variable name, and a count or a sexp variable name) with manual num_*_choices counters, plus a dense per-class weapon_required flag array. Convert all of it to the sparse-container family:
ship_list / ship_list_variables / ship_count / ship_count_variables
-> SCP_vector<loadout_entry> ship_choices
weaponry_pool / weaponry_count / weaponry_pool_variable /
weaponry_amount_variable
-> SCP_vector<loadout_entry> weapon_choices
bool weapon_required[MAX_WEAPON_TYPES]
-> SCP_set required_weapons
where loadout_entry is {class_index, count, class_variable, count_variable}, with empty variable strings meaning the value was given literally. num_ship_choices / num_weapon_choices become .size().
Intentional behavior fixes, all previously latent memory errors or
data bugs:
is_ship_assignable stored an alt ship CLASS in a variable used as a
loadout list INDEX when default_to_this_class was false, then
swapped to ship_list[class] - garbage for any mission where the two
domains diverge. It now swaps to the alt class itself, per the
evident intent.
The default-ship fallback read ship_list[0] even when a team had
zero ship choices; it now leaves default_ship at -1, and
ss_fixup_team_data guards its append of the default ship accordingly.
FRED2's dumpstats indexed Ships[] with a ship class when printing
loadout entries; it now prints the entry's class or variable name
directly.
Team parse now clears the previous mission's entries explicitly
rather than relying on overwrite-in-place.
This clears the largest remaining cluster of MAX_SHIP_CLASSES references on the way to lifting the ship class limit.