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synced 2026-07-22 13:40:22 +02:00
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@973 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -59,8 +59,10 @@ BUILDING * GenerateBuilding( INT16 sDesiredSpot )
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return( NULL );
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}
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// WDS - Clean up inventory handling
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// set up fake soldier for location testing
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memset( &FakeSoldier, 0, sizeof( SOLDIERTYPE ) );
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// memset( &FakeSoldier, 0, SIZEOF_SOLDIERTYPE );
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FakeSoldier.initialize();
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FakeSoldier.sGridNo = sDesiredSpot;
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FakeSoldier.bLevel = 1;
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FakeSoldier.bTeam = 1;
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@@ -256,9 +256,11 @@ UINT16 FindGridNoFromSweetSpotCloseToExitGrid( SOLDIERTYPE *pSoldier, INT16 sSwe
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gubNPCAPBudget = 0;
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gubNPCDistLimit = ubRadius;
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// WDS - Clean up inventory handling
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//create dummy soldier, and use the pathing to determine which nearby slots are
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//reachable.
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memset( &soldier, 0, sizeof( SOLDIERTYPE ) );
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// memset( &soldier, 0, SIZEOF_SOLDIERTYPE );
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soldier.initialize();
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soldier.bLevel = 0;
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soldier.bTeam = 1;
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soldier.sGridNo = pSoldier->sGridNo;
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@@ -123,7 +123,9 @@ void ValidateEdgepoints()
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UINT16 usValidEdgepoints;
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SOLDIERTYPE Soldier;
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memset( &Soldier, 0, sizeof( SOLDIERTYPE ) );
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// WDS - Clean up inventory handling
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// memset( &Soldier, 0, SIZEOF_SOLDIERTYPE );
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Soldier.initialize();
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Soldier.bTeam = 1;
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//north
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@@ -435,7 +437,9 @@ void ClassifyEdgepoints()
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SOLDIERTYPE Soldier;
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INT16 sGridNo = -1;
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memset( &Soldier, 0, sizeof( SOLDIERTYPE ) );
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// WDS - Clean up inventory handling
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// memset( &Soldier, 0, SIZEOF_SOLDIERTYPE );
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Soldier.initialize();
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Soldier.bTeam = 1;
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//north
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@@ -1636,7 +1640,9 @@ UINT8 CalcMapEdgepointClassInsertionCode( INT16 sGridNo )
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INT16 sClosestSpot2 = NOWHERE, sClosestDist2 = 0x7FFF;
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BOOLEAN fPrimaryValid = FALSE, fSecondaryValid = FALSE;
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memset( &Soldier, 0, sizeof( SOLDIERTYPE ) );
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// WDS - Clean up inventory handling
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// memset( &Soldier, 0, SIZEOF_SOLDIERTYPE );
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Soldier.initialize();
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Soldier.bTeam = 1;
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Soldier.sGridNo = sGridNo;
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@@ -1695,8 +1695,9 @@ BOOLEAN SaveWorld( const STR8 puiFilename )
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// Write tileset ID
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FileWrite( hfile, &giCurrentTilesetID, sizeof( INT32 ), &uiBytesWritten );
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// WDS - Clean up inventory handling
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// Write SOLDIER CONTROL SIZE
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uiSoldierSize = sizeof( SOLDIERTYPE );
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uiSoldierSize = SIZEOF_SOLDIERTYPE_POD; //SIZEOF_SOLDIERTYPE;
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FileWrite( hfile, &uiSoldierSize, sizeof( INT32 ), &uiBytesWritten );
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@@ -2477,7 +2478,9 @@ BOOLEAN EvaluateWorld( STR8 pSector, UINT8 ubLevel )
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}
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if( basic.fDetailedPlacement )
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{ //skip static priority placement
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LOADDATA( &priority, pBuffer, sizeof( SOLDIERCREATE_STRUCT ) );
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// WDS - Clean up inventory handling
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LOADDATA( &priority, pBuffer, SIZEOF_SOLDIERCREATE_STRUCT_POD); //SIZEOF_SOLDIERCREATE_STRUCT );
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priority.CopyOldDataToNew();
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if( priority.ubProfile != NO_PROFILE )
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pTeam->ubProfile++;
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else
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@@ -104,9 +104,10 @@
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#define ANY_SMOKE_EFFECT ( MAPELEMENT_EXT_CREATUREGAS | MAPELEMENT_EXT_SMOKE | MAPELEMENT_EXT_TEARGAS | MAPELEMENT_EXT_MUSTARDGAS | MAPELEMENT_EXT_BURNABLEGAS )
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typedef struct TAG_level_node
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// WDS - Clean up inventory handling
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struct LEVELNODE
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{
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struct TAG_level_node *pNext;
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struct LEVELNODE *pNext;
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UINT32 uiFlags; // flags struct
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UINT8 ubSumLights; // LIGHTING INFO
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@@ -114,7 +115,7 @@ typedef struct TAG_level_node
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union
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{
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struct TAG_level_node *pPrevNode; // FOR LAND, GOING BACKWARDS POINTER
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struct LEVELNODE *pPrevNode; // FOR LAND, GOING BACKWARDS POINTER
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STRUCTURE *pStructureData; // STRUCTURE DATA
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INT32 iPhysicsObjectID; // ID FOR PHYSICS ITEM
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INT32 uiAPCost; // FOR AP DISPLAY
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@@ -173,7 +174,7 @@ typedef struct TAG_level_node
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UINT8 ubNaturalShadeLevel; // LIGHTING INFO
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UINT8 ubFakeShadeLevel; // LIGHTING INFO
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} LEVELNODE;
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}; // LEVELNODE;
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#define LAND_START_INDEX 1
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