World items patch (by Asdow).

Adds timing logs to savegame function, similar to how we already had in loading a save file. 
Uses a global struct for unloaded sectors' inventory instead of using map item temp files every time unloaded inventory is accessed.
From timing loading and saving functions with a save that has dozens of sectors with hundreds of items each, saving is a little bit slower than before, because map item temp files have to be written to disk just before the save, when that wasn't the case before (from ~0.3 s -> ~0.5s). It is offset by a decrease in loading a game (from ~1.1s -> 0.745s), once an older save is saved at least once. Any unloaded sector inventory access during gameplay is considerably faster and for example the autoresolve lag when militia is using sector equipment is completely gone for me.
Preserves save game compatibility

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@9277 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Sevenfm
2022-01-26 01:02:30 +00:00
parent be14552e32
commit 0fdaba84f6
13 changed files with 590 additions and 599 deletions
+16 -32
View File
@@ -55,6 +55,7 @@ void HourlyFactoryUpdate(); // Flugente: update factories
void HourlySnitchUpdate(); // anv: decreasing cooldown after exposition
extern SECTOR_EXT_DATA SectorExternalData[256][4];
extern WorldItems gAllWorldItems;
extern INT32 GetCurrentBalance( void );
extern void PayOffSkyriderDebtIfAny( );
@@ -841,37 +842,30 @@ void HourlyStealUpdate()
BOOLEAN RemoveItemInSector( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ, UINT16 usItem, UINT32 usNumToRemove )
{
// open sector inv
UINT32 uiTotalNumberOfRealItems = 0;
std::vector<WORLDITEM> pWorldItem;//dnl ch75 271013
BOOLEAN fReturn = FALSE;
// open sector inventory
if ( ( gWorldSectorX == sSectorX ) && ( gWorldSectorY == sSectorY ) && ( gbWorldSectorZ == bSectorZ ) )
{
uiTotalNumberOfRealItems = guiNumWorldItems;
pWorldItem = gWorldItems;
}
else
{
// not loaded, load
// get total number, visable and invisible
fReturn = GetNumberOfWorldItemsFromTempItemFile( sSectorX, sSectorY, bSectorZ, &( uiTotalNumberOfRealItems ), FALSE );
Assert( fReturn );
if ( uiTotalNumberOfRealItems > 0 )
// Check for unloaded sector
const auto i = FindWorldItemSector( sSectorX, sSectorY, bSectorZ);
if (i != -1)
{
// allocate space for the list
pWorldItem.resize( uiTotalNumberOfRealItems );//dnl ch75 271013
// now load into mem
LoadWorldItemsFromTempItemFile( sSectorX, sSectorY, bSectorZ, pWorldItem );
uiTotalNumberOfRealItems = gAllWorldItems.NumItems[i];
pWorldItem = gAllWorldItems.Items[i];
}
}
if ( !uiTotalNumberOfRealItems )
return FALSE;
BOOLEAN removedsth = FALSE;
OBJECTTYPE* pObj = NULL;
for ( UINT32 uiCount = 0; uiCount < uiTotalNumberOfRealItems && usNumToRemove > 0; ++uiCount ) // ... for all items in the world ...
@@ -906,7 +900,6 @@ BOOLEAN RemoveItemInSector( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ, UINT1
if ( removedsth )
{
// save the changed inventory
// open sector inv
if ( ( gWorldSectorX == sSectorX ) && ( gWorldSectorY == sSectorY ) && ( gbWorldSectorZ == bSectorZ ) )
{
guiNumWorldItems = uiTotalNumberOfRealItems;
@@ -914,8 +907,7 @@ BOOLEAN RemoveItemInSector( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ, UINT1
}
else
{
//Save the Items to the the file
SaveWorldItemsToTempItemFile( sSectorX, sSectorY, bSectorZ, uiTotalNumberOfRealItems, pWorldItem );
UpdateWorldItems(sSectorX, sSectorY, bSectorZ, uiTotalNumberOfRealItems, pWorldItem);
}
return TRUE;
@@ -927,35 +919,27 @@ BOOLEAN RemoveItemInSector( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ, UINT1
UINT32 CountAccessibleItemsInSector( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ, UINT16 usItem )
{
UINT32 numfound = 0;
// open sector inv
UINT32 uiTotalNumberOfRealItems = 0;
std::vector<WORLDITEM> pWorldItem;//dnl ch75 271013
BOOLEAN fReturn = FALSE;
// open sector inv
if ( ( gWorldSectorX == sSectorX ) && ( gWorldSectorY == sSectorY ) && ( gbWorldSectorZ == bSectorZ ) )
{
uiTotalNumberOfRealItems = guiNumWorldItems;
pWorldItem = gWorldItems;
}
else
{
// not loaded, load
// get total number, visable and invisible
fReturn = GetNumberOfWorldItemsFromTempItemFile( sSectorX, sSectorY, bSectorZ, &( uiTotalNumberOfRealItems ), FALSE );
Assert( fReturn );
if ( uiTotalNumberOfRealItems > 0 )
// Check for unloaded sector
const auto i = FindWorldItemSector(sSectorX, sSectorY, bSectorZ);
if (i != -1)
{
// allocate space for the list
pWorldItem.resize( uiTotalNumberOfRealItems );//dnl ch75 271013
// now load into mem
LoadWorldItemsFromTempItemFile( sSectorX, sSectorY, bSectorZ, pWorldItem );
uiTotalNumberOfRealItems = gAllWorldItems.NumItems[i];
pWorldItem = gAllWorldItems.Items[i];
}
}
OBJECTTYPE* pObj = NULL;
for ( UINT32 uiCount = 0; uiCount < uiTotalNumberOfRealItems; ++uiCount ) // ... for all items in the world ...
{