Refactor selection screen data storage to remove fixed arrays - #7739
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Refactor selection screen data storage to remove fixed arrays#7739Goober5000 wants to merge 4 commits into
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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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Convert the mission ship/weapon select screens' per-class UI state from dense MAX_SHIP_CLASSES / MAX_WEAPON_TYPES arrays to sparse containers keyed by loadout-pool membership, matching the Ss_pool / Wl_pool maps they shadow: ss_icon_info Ss_icons_teams[][MAX_SHIP_CLASSES] -> SCP_map<int, ss_icon_info>[] wl_icon_info Wl_icons_teams[][MAX_WEAPON_TYPES] -> SCP_map<int, wl_icon_info>[] wl_ship_class_info Wl_ships[MAX_SHIP_CLASSES] -> SCP_map<int, wl_ship_class_info> int Plist[] / Slist[] + manual size counters -> SCP_vector<int> The ship-select active list is replaced outright by a vector of ship classes rebuilt on each interface sync, plus the existing scroll offset. active_list_remove() was dead code and is deleted. Behavior fixes required by the conversion: * wl_set_disabled_weapons now computes usability flags for the pool weapons plus every weapon currently in a slot's banks, instead of all weapon classes. (Bank weapons are not guaranteed pool members.) * The two mouse-region handlers that read Plist[Plist_start+index] for raw indices 0..3 now bounds-check against the list size (as does ss_get_ship_class_from_list). * wl_unload_icons and the ss unloaders early-return on a null team pointer instead of asserting and dereferencing. The ship side loads icons for every pool class including exhausted 0-count entries while the weapon side loads only positive counts, preserving the existing asymmetry. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Fix bitmap and model handle leakage in the ship/weapon select screens, and make release symmetric with load: * Initialize each team only once in `ship_select_common_init` * Unload every team's map in `ss_unload_team_icons`, not just the active one. * Add a per-team unload helper and use it in the load-all functions Also drop the stray per-icon Cur_Anim unload, and call `wl_free_ship_class_data` before loading in `wl_init_ship_class_data`. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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Convert the mission ship/weapon select screens' per-class UI state from dense MAX_SHIP_CLASSES / MAX_WEAPON_TYPES arrays to sparse containers keyed by loadout-pool membership, matching the Ss_pool / Wl_pool maps they shadow:
ss_icon_info Ss_icons_teams[][MAX_SHIP_CLASSES] -> SCP_map<int, ss_icon_info>[]
wl_icon_info Wl_icons_teams[][MAX_WEAPON_TYPES] -> SCP_map<int, wl_icon_info>[]
wl_ship_class_info Wl_ships[MAX_SHIP_CLASSES] -> SCP_map<int, wl_ship_class_info>
int Plist[] / Slist[] + manual size counters -> SCP_vector
The ship-select active list is replaced outright by a vector of ship classes rebuilt on each interface sync, plus the existing scroll offset. active_list_remove() was dead code and is deleted.
Behavior fixes required by the conversion:
wl_set_disabled_weapons now computes usability flags for the pool
weapons plus every weapon currently in a slot's banks, instead of all
weapon classes. (Bank weapons are not guaranteed pool members.)
The two mouse-region handlers that read Plist[Plist_start+index] for
raw indices 0..3 now bounds-check against the list size (as does
ss_get_ship_class_from_list).
wl_unload_icons and the ss unloaders early-return on a null team
pointer instead of asserting and dereferencing.
The ship side loads icons for every pool class including exhausted 0-count entries while the weapon side loads only positive counts, preserving the existing asymmetry.
Also:
Fix bitmap and model handle leakage in the ship/weapon select screens, and make release symmetric with load:
ship_select_common_initss_unload_team_icons, not just the active one.Also drop the stray per-icon Cur_Anim unload, and call
wl_free_ship_class_databefore loading inwl_init_ship_class_data.In draft as it depends on #7737.