Refactor selection screen data storage to remove fixed arrays - #7739
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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.