Brief: //dnl ch75

- More map editor fixes and map inventory pool performance improvement for big maps.
Details:
- Fix not showing expected messagebox on exit (ALT+x) which also throw exception and goes to improper mapeditor exit.
- Fix second annoying sticky message which shouldn't popup during map loading and performing RemoveProhibitedAttachments.
- Fix CTD when delete all enemies or civilians or all of them in map.
- Fix some std exception when reporting for missing optional xml file.
- Fix memory and map corruption in old mapeditors if loaded old map has item with invalid attachment and we try to attach something else.
- As years ago pInventoryPoolList had migrated from WORLDITEM* array to std::vector<WORLDITEM> it was time to do that with gWorldItems too, all necessary functions which need to be adopted to gWorldItems std::vector type are also changed.
- Resize code for gWorldItems is changed hoping will lead into less corruption problems as now could occur in mapeditor and game when code automatically doing attachment changes.
- Change code for handling map inventory which now should be fast enough to support AIMNAS project which will probably deal with thousands of items per map.


git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6554 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Kriplo
2013-11-03 16:26:30 +00:00
parent 0c82c1845f
commit b91bc7b209
24 changed files with 593 additions and 711 deletions
+16 -18
View File
@@ -3671,7 +3671,7 @@ UINT32 ItemFitness_WithAmmo( OBJECTTYPE* pObj, UINT8 idx, UINT32 uiBullets )
}
// retreives the next free slot in pWorldItem (we want to keep it short and not add too many items)
UINT32 GetNextFreeIndex( WORLDITEM* pWorldItem, UINT32 uiMaxCount, UINT32 uiCount )
UINT32 GetNextFreeIndex( std::vector<WORLDITEM>& pWorldItem, UINT32 uiMaxCount, UINT32 uiCount )//dnl ch75 271013
{
for( ; uiCount < uiMaxCount; ++uiCount )
{
@@ -3711,10 +3711,10 @@ struct ItemSearchStruct {
};
// evaluate an object an remember it if it is the best so far
void EvaluateObjForItem( WORLDITEM* pWorldItem, OBJECTTYPE* pObj, UINT32 uiCount, ItemSearchStruct* pSi )
void EvaluateObjForItem( std::vector<WORLDITEM>& pWorldItem, OBJECTTYPE* pObj, UINT32 uiCount, ItemSearchStruct* pSi )//dnl ch75 271013
{
// safety first
if ( !pWorldItem || !pObj || !pSi )
if ( pWorldItem.empty() || !pObj || !pSi )
// THIS SHOULDN'T HAPPEN!
return;
@@ -3732,10 +3732,10 @@ void EvaluateObjForItem( WORLDITEM* pWorldItem, OBJECTTYPE* pObj, UINT32 uiCount
}
// special version of EvaluateObjForItem(): we take the existing ammo count into consideration
void EvaluateObjForItem_WithAmmo( WORLDITEM* pWorldItem, OBJECTTYPE* pObj, UINT32 uiCount, ItemSearchStruct* pSi, UINT32 uiBullets )
void EvaluateObjForItem_WithAmmo( std::vector<WORLDITEM>& pWorldItem, OBJECTTYPE* pObj, UINT32 uiCount, ItemSearchStruct* pSi, UINT32 uiBullets )//dnl ch75 271013
{
// safety first
if ( !pWorldItem || !pObj || !pSi )
if ( pWorldItem.empty() || !pObj || !pSi )
// THIS SHOULDN'T HAPPEN!
return;
@@ -3754,10 +3754,10 @@ void EvaluateObjForItem_WithAmmo( WORLDITEM* pWorldItem, OBJECTTYPE* pObj, UINT3
// forward declaration for default parameter
// if pSi has an entry, move gun from pWorldItem into pp
void SearchItemRetrieval( WORLDITEM* pWorldItem, ItemSearchStruct* pSi, SOLDIERCREATE_STRUCT *pp, UINT8 usTake = 1 );
void SearchItemRetrieval( std::vector<WORLDITEM>& pWorldItem, ItemSearchStruct* pSi, SOLDIERCREATE_STRUCT *pp, UINT8 usTake = 1 );//dnl ch75 271013
// if pSi has an entry, move gun from pWorldItem into pp
void SearchItemRetrieval( WORLDITEM* pWorldItem, ItemSearchStruct* pSi, SOLDIERCREATE_STRUCT *pp, UINT8 usTake )
void SearchItemRetrieval( std::vector<WORLDITEM>& pWorldItem, ItemSearchStruct* pSi, SOLDIERCREATE_STRUCT *pp, UINT8 usTake )//dnl ch75 271013
{
if ( pSi->found && !pSi->done )
{
@@ -3869,7 +3869,7 @@ void MoveOneMilitiaEquipmentSet(INT16 sSourceX, INT16 sSourceY, INT16 sTargetX,
BOOLEAN fReturn = FALSE;
UINT32 uiTotalNumberOfRealItems = 0;
UINT32 uiNumOriginalItems = 0;
WORLDITEM* pWorldItem = NULL;
std::vector<WORLDITEM> pWorldItem;//dnl ch75 271013
SOLDIERCREATE_STRUCT tmp;
UINT32 uiCount = 0;
INT32 dummygridno = NOWHERE;
@@ -3895,8 +3895,8 @@ void MoveOneMilitiaEquipmentSet(INT16 sSourceX, INT16 sSourceY, INT16 sTargetX,
if( uiTotalNumberOfRealItems > 0 )
{
// allocate space for the list
pWorldItem = new WORLDITEM[ uiTotalNumberOfRealItems ];
pWorldItem.resize(uiTotalNumberOfRealItems);//dnl ch75 271013
// now load into mem
LoadWorldItemsFromTempItemFile( sTargetX, sTargetY, 0, pWorldItem );
}
@@ -3939,8 +3939,8 @@ void MoveOneMilitiaEquipmentSet(INT16 sSourceX, INT16 sSourceY, INT16 sTargetX,
UINT32 uiNewInvSize = max(uiTotalNumberOfRealItems, existingitemsfound + numnewitems);
// create a bigger inventory wit big enough size
WORLDITEM* pWorldItem_tmp = new WORLDITEM[ uiNewInvSize ];
std::vector<WORLDITEM> pWorldItem_tmp(uiNewInvSize);//dnl ch75 271013
// copy over old inventory
for( uiCount = 0; uiCount < uiTotalNumberOfRealItems; ++uiCount )
{
@@ -3976,7 +3976,6 @@ void MoveOneMilitiaEquipmentSet(INT16 sSourceX, INT16 sSourceY, INT16 sTargetX,
// use the new map
uiTotalNumberOfRealItems = uiNewInvSize;
delete[] pWorldItem;
pWorldItem = pWorldItem_tmp;
/////////////////////////////// ADD ITEMS FROM STRUCT TO SECTOR /////////////////////////////////////////////////////
@@ -4053,7 +4052,7 @@ void TakeMilitiaEquipmentfromSector( INT16 sMapX, INT16 sMapY, INT8 sMapZ, SOLDI
{
BOOLEAN fReturn = FALSE;
UINT32 uiTotalNumberOfRealItems = 0;
WORLDITEM* pWorldItem = NULL;
std::vector<WORLDITEM> pWorldItem;//dnl ch75 271013
UINT32 uiCount = 0;
INT32 dummygridno = NOWHERE; // this gridno will be the new position of items we create (ammo crates)
BOOLEAN fNightTime = NightTime();
@@ -4105,7 +4104,7 @@ void TakeMilitiaEquipmentfromSector( INT16 sMapX, INT16 sMapY, INT8 sMapZ, SOLDI
if( uiTotalNumberOfRealItems > 0 )
{
// allocate space for the list
pWorldItem = new WORLDITEM[ uiTotalNumberOfRealItems ];
pWorldItem.resize(uiTotalNumberOfRealItems);//dnl ch75 271013
if ( !uiTotalNumberOfRealItems )
return;
@@ -4629,7 +4628,7 @@ void TakeMilitiaEquipmentfromSector( INT16 sMapX, INT16 sMapY, INT8 sMapZ, SOLDI
for(INT16 i = 0; i < pObj->ubNumberOfObjects; ++i)
newammo += (*pObj)[i]->data.ubShotsLeft;
UINT32 addammo = min(usSelectedGunBulletsNeeded - usSelectedGunBulletCount, newammo);
UINT32 addammo = min((UINT32)(usSelectedGunBulletsNeeded - usSelectedGunBulletCount), newammo);//dnl ch75 271013
SpawnFittingAmmo( pp, &(pp->Inv[ HANDPOS ]), ammotype, addammo );
@@ -4726,7 +4725,7 @@ void TakeMilitiaEquipmentfromSector( INT16 sMapX, INT16 sMapY, INT8 sMapZ, SOLDI
UINT32 uiNewInvSize = uiTotalNumberOfRealItems + 1;
// create a bigger inventory wit big enough size
WORLDITEM* pWorldItem_tmp = new WORLDITEM[ uiNewInvSize ];
std::vector<WORLDITEM> pWorldItem_tmp(uiNewInvSize);//dnl ch75 271013
// copy over old inventory
for( uiCount = 0; uiCount < uiTotalNumberOfRealItems; ++uiCount )
@@ -4747,7 +4746,6 @@ void TakeMilitiaEquipmentfromSector( INT16 sMapX, INT16 sMapY, INT8 sMapZ, SOLDI
// use the new map
uiTotalNumberOfRealItems = uiNewInvSize;
delete[] pWorldItem;
pWorldItem = pWorldItem_tmp;
}
///////////////////////////////// 3rd loop afterwork /////////////////////////////////////////////////////////