Update inventory arrays to be vectors. Add class for inventory. Change some structs that use inventories to classes to provide constructors, destructors, etc. Note that with this update all file operations should still be compatible with previous files.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@971 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
SpaceViking
2007-06-15 03:00:15 +00:00
parent 1ff6f798c3
commit 2b59950880
21 changed files with 1006 additions and 105 deletions
+18 -6
View File
@@ -72,9 +72,11 @@ UINT16 FindGridNoFromSweetSpot( SOLDIERTYPE *pSoldier, INT16 sSweetGridNo, INT8
gubNPCAPBudget = 0;
gubNPCDistLimit = ubRadius;
// WDS - Clean up inventory handling
//create dummy soldier, and use the pathing to determine which nearby slots are
//reachable.
memset( &soldier, 0, sizeof( SOLDIERTYPE ) );
//memset( &soldier, 0, SIZEOF_SOLDIERTYPE );
soldier.initialize();
soldier.bLevel = 0;
soldier.bTeam = 1;
soldier.sGridNo = sSweetGridNo;
@@ -174,9 +176,11 @@ UINT16 FindGridNoFromSweetSpotThroughPeople( SOLDIERTYPE *pSoldier, INT16 sSweet
gubNPCAPBudget = 0;
gubNPCDistLimit = ubRadius;
// WDS - Clean up inventory handling
//create dummy soldier, and use the pathing to determine which nearby slots are
//reachable.
memset( &soldier, 0, sizeof( SOLDIERTYPE ) );
//memset( &soldier, 0, SIZEOF_SOLDIERTYPE );
soldier.initialize();
soldier.bLevel = 0;
soldier.bTeam = pSoldier->bTeam;
soldier.sGridNo = sSweetGridNo;
@@ -275,9 +279,11 @@ UINT16 FindGridNoFromSweetSpotWithStructData( SOLDIERTYPE *pSoldier, UINT16 usAn
gubNPCAPBudget = 0;
gubNPCDistLimit = ubRadius;
// WDS - Clean up inventory handling
//create dummy soldier, and use the pathing to determine which nearby slots are
//reachable.
memset( &soldier, 0, sizeof( SOLDIERTYPE ) );
//memset( &soldier, 0, SIZEOF_SOLDIERTYPE );
soldier.initialize();
soldier.bLevel = 0;
soldier.bTeam = 1;
soldier.sGridNo = sSweetGridNo;
@@ -438,9 +444,11 @@ UINT16 FindGridNoFromSweetSpotWithStructDataUsingGivenDirectionFirst( SOLDIERTYP
gubNPCAPBudget = 0;
gubNPCDistLimit = ubRadius;
// WDS - Clean up inventory handling
//create dummy soldier, and use the pathing to determine which nearby slots are
//reachable.
memset( &soldier, 0, sizeof( SOLDIERTYPE ) );
//memset( &soldier, 0, SIZEOF_SOLDIERTYPE );
soldier.initialize();
soldier.bLevel = 0;
soldier.bTeam = 1;
soldier.sGridNo = sSweetGridNo;
@@ -617,9 +625,11 @@ UINT16 FindGridNoFromSweetSpotWithStructDataFromSoldier( SOLDIERTYPE *pSoldier,
gubNPCAPBudget = 0;
gubNPCDistLimit = ubRadius;
// WDS - Clean up inventory handling
//create dummy soldier, and use the pathing to determine which nearby slots are
//reachable.
memset( &soldier, 0, sizeof( SOLDIERTYPE ) );
//memset( &soldier, 0, SIZEOF_SOLDIERTYPE );
soldier.initialize();
soldier.bLevel = 0;
soldier.bTeam = 1;
soldier.sGridNo = sSweetGridNo;
@@ -948,9 +958,11 @@ UINT16 FindRandomGridNoFromSweetSpot( SOLDIERTYPE *pSoldier, INT16 sSweetGridNo,
gubNPCAPBudget = 0;
gubNPCDistLimit = ubRadius;
// WDS - Clean up inventory handling
//create dummy soldier, and use the pathing to determine which nearby slots are
//reachable.
memset( &soldier, 0, sizeof( SOLDIERTYPE ) );
//memset( &soldier, 0, SIZEOF_SOLDIERTYPE );
soldier.initialize();
soldier.bLevel = 0;
soldier.bTeam = 1;
soldier.sGridNo = sSweetGridNo;