Turned on Abends so they appear rather then having the program simply CTD.

Setup a failsafe in the pathfinding system that will force an abend should the system fall into an infinite loop.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@2194 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
ChrisL
2008-05-21 16:55:38 +00:00
parent 73acf25c7a
commit 51d541f29c
4 changed files with 26 additions and 10 deletions
+7 -8
View File
@@ -3081,12 +3081,13 @@ BOOLEAN GetItemPoolFromGround( INT16 sMapPos, ITEM_POOL **ppItemPool )
//if we know the level, we can avoid an if, and this function is called alot
LEVELNODE *pObject = gpWorldLevelData[ sMapPos ].pStructHead;
//ADB: let's not make 51200 calls to FileWrite ok?
#ifdef JA2BETAVERSION
if ( pObject )
{
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("gpWorldLevelData, %d %d %d", pObject, sMapPos, (&gpWorldLevelData[25600-1]) + sizeof(MAP_ELEMENT) ) );
}
#endif
//#ifdef JA2BETAVERSION
// if ( pObject )
// {
// DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("gpWorldLevelData, %d %d %d", pObject, sMapPos, (&gpWorldLevelData[25600-1]) + sizeof(MAP_ELEMENT) ) );
// }
//#endif
(*ppItemPool) = NULL;
// LOOP THORUGH OBJECT LAYER
while( pObject != NULL )
@@ -3105,8 +3106,6 @@ BOOLEAN GetItemPoolFromGround( INT16 sMapPos, ITEM_POOL **ppItemPool )
pObject = pObject->pNext;
}
(*ppItemPool) = NULL;
return( FALSE );
}