Ship_info is already an SCP_vector but MAX_SHIP_CLASSES (500) is held in
place by fixed-size structures throughout the engine and editors. This
converts the seven file-format-adjacent arrays whose persistence touches
the .csg campaign save and .plr pilot file formats:
campaign::ships_allowed [MAX_SHIP_CLASSES] -> SCP_vector<ubyte>
campaign::weapons_allowed [MAX_WEAPON_TYPES] -> SCP_vector<ubyte>
loadout_data::ship_pool [MAX_SHIP_CLASSES] -> SCP_vector<int>
loadout_data::weapon_pool [MAX_WEAPON_TYPES] -> SCP_vector<int>
scoring_struct::kills [MAX_SHIP_CLASSES] -> SCP_vector<int>
scoring_struct::m_kills [MAX_SHIP_CLASSES] -> SCP_vector<int>
scoring_struct::m_okKills [MAX_SHIP_CLASSES] -> SCP_vector<int>
The CSG and PLR file formats already store explicit counts and key by
ship/weapon names, so no on-disk format change is needed. Existing
read/write loops already iterated by ship_info_size() / weapon_info_size()
and just compile through against the new vector types.
Vectors are sized to ship_info_size() / weapon_info_size() in
scoring_struct::init(), mission_campaign_clear(), player_loadout_init(),
and the campaign-pool reset paths in csg.cpp and multi_campaign.cpp.
All of these run after weapon_init() / ship_init(), so the sizing
invariant holds. scoring_struct globals constructed at static-init time
start with empty vectors; first index access is always post-table-parse.
Multiplayer stats sync (multimsgs.cpp) now derives offsets and counts
from the vector size; added USHRT_MAX assertions on the sender side
since the wire protocol packs offset/count as USHORT. The FSTracker
sync (multi_fstracker.cpp) clamps vmt->num_ships down to the local
mod's kills.size() before transmission and guards the receive-side
write so a tracker payload with more ship slots than this mod has won't
overrun the vector.
The MAX_SHIP_CLASSES cap itself stays in place at ship.cpp:2327; this
is one prerequisite toward lifting it. The other ~25 fixed-size
ship-class-indexed structures (team_data, Ss_pool_teams, Wl_ships,
FRED2 editor arrays, qtFRED Editor::_ship_usage, etc.) remain to be
addressed in follow-up PRs.
Co-Authored-By: Claude Opus 4.7 (1M context) <[email protected]>
* Modular medals table
* Remove Num_medals completely
* Handle badges out of order and allow setting of masks to handle mask indecies out of order
* const const const
* qtFRED
* address feedback
Bombs can give points for being shot down. This was being handled by a full-blown pair of damage_ship/damage_ship_id arrays, just like ships have for scoring purposes. This is ridiculous overkill when most bombs are shot down with a single pull of the trigger and means we were storing a couple hundred bytes of data that would be completely unused for the vast majority of projectiles. Now, whoever shoots down a bomb gets the points for it; period. Simple, and we can remove all scoring data from the weapon struct.
This makes it so that getting enough kills to cross the threshold for more than one badge simultaneously grants all of them (with the debriefing showing only the last one) and backs out all of them if the scoring is backed out.
git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@11198 387891d4-d844-0410-90c0-e4c51a9137d3
Get-Damage-Caused SEXP and a couple of functions for counting the number of variables of a certain type.
Commit the new team loadout code and FRED changes to support it.