Resolved an inadvertent memory leak I put into the code while fixing a previous CTD.

Cleaned up the cursor graphics so that the cursor is properly updated when reloading stacks of weapons from the stack popup screen.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@2058 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
ChrisL
2008-04-21 06:39:01 +00:00
parent c9264b6101
commit ece7ec25bb
6 changed files with 40 additions and 35 deletions
+4 -4
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@@ -13,12 +13,12 @@
#ifdef JA2EDITOR #ifdef JA2EDITOR
//MAP EDITOR BUILD VERSION //MAP EDITOR BUILD VERSION
CHAR16 zVersionLabel[256] = { L"Map Editor v1.13.20469" }; CHAR16 zVersionLabel[256] = { L"Map Editor v1.13.2058" };
#elif defined JA2BETAVERSION #elif defined JA2BETAVERSION
//BETA/TEST BUILD VERSION //BETA/TEST BUILD VERSION
CHAR16 zVersionLabel[256] = { L"Debug v1.13.2046" }; CHAR16 zVersionLabel[256] = { L"Debug v1.13.2058" };
#elif defined CRIPPLED_VERSION #elif defined CRIPPLED_VERSION
@@ -28,11 +28,11 @@ CHAR16 zVersionLabel[256] = { L"Beta v. 0.98" };
#else #else
//RELEASE BUILD VERSION //RELEASE BUILD VERSION
CHAR16 zVersionLabel[256] = { L"Release v1.13.2046" }; CHAR16 zVersionLabel[256] = { L"Release v1.13.2058" };
#endif #endif
CHAR8 czVersionNumber[16] = { "Build 08.04.18" }; //YY.MM.DD CHAR8 czVersionNumber[16] = { "Build 08.04.20" }; //YY.MM.DD
CHAR16 zTrackingNumber[16] = { L"Z" }; CHAR16 zTrackingNumber[16] = { L"Z" };
@@ -826,16 +826,16 @@ void MapInvenPoolSlots(MOUSE_REGION * pRegion, INT32 iReason )
{ {
//CHRISL: Make it possible to right click and pull up stack popup and/or item description boxes //CHRISL: Make it possible to right click and pull up stack popup and/or item description boxes
WORLDITEM * twItem = &(pInventoryPoolList[ ( iCurrentInventoryPoolPage * MAP_INVENTORY_POOL_SLOT_COUNT ) + iCounter ]); WORLDITEM * twItem = &(pInventoryPoolList[ ( iCurrentInventoryPoolPage * MAP_INVENTORY_POOL_SLOT_COUNT ) + iCounter ]);
if ( !InSectorStackPopup( ) && !InItemStackPopup( ) && !InItemDescriptionBox( ) && !InKeyRingPopup( ) && twItem->object.exists() == true) if ( !InSectorStackPopup( ) && !InItemStackPopup( ) && !InItemDescriptionBox( ) && !InKeyRingPopup( ) && twItem->object.exists() == true && (bSelectedInfoChar != -1 && gCharactersList[bSelectedInfoChar].fValid))
{ {
if(ItemSlotLimit( &twItem->object, STACK_SIZE_LIMIT ) == 1) if(ItemSlotLimit( &twItem->object, STACK_SIZE_LIMIT ) == 1)
{ {
fShowInventoryFlag = TRUE; fShowInventoryFlag = TRUE;
MAPInternalInitItemDescriptionBox( &twItem->object, 0, 0 ); MAPInternalInitItemDescriptionBox( &twItem->object, 0, MercPtrs[gCharactersList[bSelectedInfoChar].usSolID] );
} }
else if(gpItemPointer == NULL || gpItemPointer->usItem == twItem->object.usItem || ValidAttachment(gpItemPointer->usItem, twItem->object.usItem) == TRUE || ValidAmmoType(twItem->object.usItem, gpItemPointer->usItem) == TRUE) else if(gpItemPointer == NULL || gpItemPointer->usItem == twItem->object.usItem || ValidAttachment(gpItemPointer->usItem, twItem->object.usItem) == TRUE || ValidAmmoType(twItem->object.usItem, gpItemPointer->usItem) == TRUE)
{ {
InitSectorStackPopup( twItem, iCounter, 0, INV_REGION_Y, 261, ( SCREEN_HEIGHT - PLAYER_INFO_Y ) ); InitSectorStackPopup( MercPtrs[gCharactersList[bSelectedInfoChar].usSolID], twItem, iCounter, 0, INV_REGION_Y, 261, ( SCREEN_HEIGHT - PLAYER_INFO_Y ) );
fTeamPanelDirty=TRUE; fTeamPanelDirty=TRUE;
fInterfacePanelDirty = DIRTYLEVEL2; fInterfacePanelDirty = DIRTYLEVEL2;
} }
+30 -20
View File
@@ -6163,7 +6163,7 @@ BOOLEAN InKeyRingPopup( )
return( gfInKeyRingPopup ); return( gfInKeyRingPopup );
} }
BOOLEAN InitSectorStackPopup( WORLDITEM *pInventoryPoolList, INT32 ubPosition, INT16 sInvX, INT16 sInvY, INT16 sInvWidth, INT16 sInvHeight ) BOOLEAN InitSectorStackPopup( SOLDIERTYPE *pSoldier, WORLDITEM *pInventoryPoolList, INT32 ubPosition, INT16 sInvX, INT16 sInvY, INT16 sInvWidth, INT16 sInvHeight )
{ {
VOBJECT_DESC VObjectDesc; VOBJECT_DESC VObjectDesc;
SGPRect aRect; SGPRect aRect;
@@ -6184,6 +6184,8 @@ BOOLEAN InitSectorStackPopup( WORLDITEM *pInventoryPoolList, INT32 ubPosition, I
gsItemPopupInvY = sInvY; gsItemPopupInvY = sInvY;
gsItemPopupInvWidth = sInvWidth; gsItemPopupInvWidth = sInvWidth;
gsItemPopupInvHeight = sInvHeight; gsItemPopupInvHeight = sInvHeight;
// Set soldier
gpItemPopupSoldier = pSoldier;
// Determine # of items // Determine # of items
gpItemPopupObject = &(pInventoryPoolList->object ); gpItemPopupObject = &(pInventoryPoolList->object );
gubNumItemPopups = ItemSlotLimit( gpItemPopupObject, STACK_SIZE_LIMIT ); gubNumItemPopups = ItemSlotLimit( gpItemPopupObject, STACK_SIZE_LIMIT );
@@ -6225,10 +6227,10 @@ BOOLEAN InitSectorStackPopup( WORLDITEM *pInventoryPoolList, INT32 ubPosition, I
MSYS_SetRegionUserData( &gItemPopupRegions[cnt], 0, cnt ); MSYS_SetRegionUserData( &gItemPopupRegions[cnt], 0, cnt );
//CHRISL: Include the pockets capacity as UserData 1 //CHRISL: Include the pockets capacity as UserData 1
MSYS_SetRegionUserData( &gItemPopupRegions[cnt], 1, gubNumItemPopups ); MSYS_SetRegionUserData( &gItemPopupRegions[cnt], 1, gubNumItemPopups );
//CHRISL: Let's also include the ubID for this merc as UserData so we can find the merc again if needed
MSYS_SetRegionUserData( &gItemPopupRegions[cnt], 2, pSoldier->ubID);
// Flag this as a sectory item // Flag this as a sectory item
MSYS_SetRegionUserData( &gItemPopupRegions[cnt], 2, -1); MSYS_SetRegionUserData( &gItemPopupRegions[cnt], 3, -1);
//CHRISL: Include the pocket we're looking at so we can display the right graphic
MSYS_SetRegionUserData( &gItemPopupRegions[cnt], 3, ubPosition);
//OK, for each item, set dirty text if applicable! //OK, for each item, set dirty text if applicable!
//CHRISL: //CHRISL:
@@ -6458,7 +6460,8 @@ void RenderItemStackPopup( BOOLEAN fFullRender )
UINT32 cnt; UINT32 cnt;
INT16 sX, sY, sNewX, sNewY; INT16 sX, sY, sNewX, sNewY;
INT16 sItemWidth = 0, sOffSetY = 0, sWidth = 29; INT16 sItemWidth = 0, sOffSetY = 0, sWidth = 29;
UINT8 ubPosition, image = 0; INT8 ubPosition;
UINT8 image = 0;
int sID; int sID;
// CHRISL: Setup witdh and offset to layer inventory boxes if necessary // CHRISL: Setup witdh and offset to layer inventory boxes if necessary
@@ -6498,9 +6501,9 @@ void RenderItemStackPopup( BOOLEAN fFullRender )
usWidth = (UINT32)pTrav->usWidth; usWidth = (UINT32)pTrav->usWidth;
//CHRISL: resize usPopupWidth based on popup stack location //CHRISL: resize usPopupWidth based on popup stack location
if(UsingNewInventorySystem() == true || sID == -1) if(UsingNewInventorySystem() == true || ubPosition == -1)
{ {
if(sID == -1 || (ubPosition >=BIGPOCKSTART && ubPosition < BIGPOCKFINAL) || (gGameExternalOptions.fVehicleInventory && (MercPtrs[sID]->flags.uiStatusFlags & SOLDIER_VEHICLE))) if(ubPosition == -1 || (ubPosition >=BIGPOCKSTART && ubPosition < BIGPOCKFINAL) || (gGameExternalOptions.fVehicleInventory && (MercPtrs[sID]->flags.uiStatusFlags & SOLDIER_VEHICLE)))
{ {
if(guiCurrentScreen != MAP_SCREEN) if(guiCurrentScreen != MAP_SCREEN)
sItemWidth -= 2; sItemWidth -= 2;
@@ -7074,7 +7077,7 @@ void ItemPopupRegionCallback( MOUSE_REGION * pRegion, INT32 iReason )
//If one in our hand, place it //If one in our hand, place it
if ( gpItemPointer != NULL ) if ( gpItemPointer != NULL )
{ {
if ( !PlaceObjectAtObjectIndex( gpItemPointer, gpItemPopupObject, (UINT8)uiItemPos, iItemCap ) ) if ( !PlaceObjectAtObjectIndex( gpItemPointer, gpItemPopupObject, (UINT8)uiItemPos, iItemCap ) || gpItemPointer->ubNumberOfObjects == 0 )
{ {
if ( (guiTacticalInterfaceFlags & INTERFACE_MAPSCREEN ) ) if ( (guiTacticalInterfaceFlags & INTERFACE_MAPSCREEN ) )
{ {
@@ -7096,6 +7099,23 @@ void ItemPopupRegionCallback( MOUSE_REGION * pRegion, INT32 iReason )
// re-evaluate repairs // re-evaluate repairs
gfReEvaluateEveryonesNothingToDo = TRUE; gfReEvaluateEveryonesNothingToDo = TRUE;
} }
else
{
guiExternVo = GetInterfaceGraphicForItem( &(Item[ gpItemPointer->usItem ]) );
gusExternVoSubIndex = Item[ gpItemPointer->usItem ].ubGraphicNum;
MSYS_ChangeRegionCursor( &gMPanelRegion , EXTERN_CURSOR );
MSYS_SetCurrentCursor( EXTERN_CURSOR );
fMapInventoryItem=TRUE;
fTeamPanelDirty=TRUE;
// remember which gridno the object came from
sObjectSourceGridNo = MercPtrs[ubID]->sGridNo;
// and who owned it last
gpItemPointerSoldier = MercPtrs[ubID];
ReevaluateItemHatches( MercPtrs[ubID], FALSE );
}
//Dirty interface //Dirty interface
//fInterfacePanelDirty = DIRTYLEVEL2; //fInterfacePanelDirty = DIRTYLEVEL2;
@@ -7111,18 +7131,8 @@ void ItemPopupRegionCallback( MOUSE_REGION * pRegion, INT32 iReason )
if ( (guiTacticalInterfaceFlags & INTERFACE_MAPSCREEN ) ) if ( (guiTacticalInterfaceFlags & INTERFACE_MAPSCREEN ) )
{ {
// pick it up // pick it up
if(ubID != -1) gpItemPopupObject->RemoveObjectAtIndex( uiItemPos, &gItemPointer );
{ InternalMAPBeginItemPointer( gpItemPopupSoldier );
gpItemPopupObject->RemoveObjectAtIndex( uiItemPos, &gItemPointer );
InternalMAPBeginItemPointer( gpItemPopupSoldier );
}
else
{
OBJECTTYPE tSectorItem;
gpItemPopupObject->RemoveObjectAtIndex( uiItemPos, &tSectorItem );
BeginInventoryPoolPtr(&tSectorItem);
guiCurrentItemDescriptionScreen = MAP_SCREEN;
}
} }
else else
{ {
+1 -1
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@@ -141,7 +141,7 @@ void DeleteItemDescriptionBox( );
BOOLEAN InItemStackPopup( ); BOOLEAN InItemStackPopup( );
BOOLEAN InitItemStackPopup( SOLDIERTYPE *pSoldier, UINT8 ubPosition, INT16 sInvX, INT16 sInvY, INT16 sInvWidth, INT16 sInvHeight ); BOOLEAN InitItemStackPopup( SOLDIERTYPE *pSoldier, UINT8 ubPosition, INT16 sInvX, INT16 sInvY, INT16 sInvWidth, INT16 sInvHeight );
BOOLEAN InSectorStackPopup( ); BOOLEAN InSectorStackPopup( );
BOOLEAN InitSectorStackPopup( WORLDITEM *pInventoryPoolList, INT32 ubPosition, INT16 sInvX, INT16 sInvY, INT16 sInvWidth, INT16 sInvHeight ); BOOLEAN InitSectorStackPopup( SOLDIERTYPE *pSoldier, WORLDITEM *pInventoryPoolList, INT32 ubPosition, INT16 sInvX, INT16 sInvY, INT16 sInvWidth, INT16 sInvHeight );
void RenderItemStackPopup( BOOLEAN fFullRender ); void RenderItemStackPopup( BOOLEAN fFullRender );
void HandleItemStackPopup( ); void HandleItemStackPopup( );
void DeleteItemStackPopup( ); void DeleteItemStackPopup( );
-5
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@@ -2850,11 +2850,6 @@ BOOLEAN ReloadGun( SOLDIERTYPE * pSoldier, OBJECTTYPE * pGun, OBJECTTYPE * pAmmo
bAPs = 0; bAPs = 0;
//CHRISL: If we enter here from the sector inventory panel, we won't have soldier info. So setup a blank soldier to
// avoid a crash later in the code.
if(pSoldier == NULL)
pSoldier = new SOLDIERTYPE;
if ( (gTacticalStatus.uiFlags & TURNBASED) && (gTacticalStatus.uiFlags & INCOMBAT) ) if ( (gTacticalStatus.uiFlags & TURNBASED) && (gTacticalStatus.uiFlags & INCOMBAT) )
{ {
//CHRISL: Alter this so we treat clip fed weapons differently from weapons that load with loose rounds //CHRISL: Alter this so we treat clip fed weapons differently from weapons that load with loose rounds
+2 -2
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@@ -66,7 +66,7 @@
<Tool <Tool
Name="VCLinkerTool" Name="VCLinkerTool"
AdditionalDependencies="Winmm.lib" AdditionalDependencies="Winmm.lib"
OutputFile="$(OutDir)\ja2_deb_en_2046.exe" OutputFile="$(OutDir)\ja2_deb_en_2058.exe"
LinkIncremental="2" LinkIncremental="2"
GenerateDebugInformation="true" GenerateDebugInformation="true"
SubSystem="2" SubSystem="2"
@@ -145,7 +145,7 @@
<Tool <Tool
Name="VCLinkerTool" Name="VCLinkerTool"
AdditionalDependencies="Winmm.lib" AdditionalDependencies="Winmm.lib"
OutputFile="$(OutDir)\ja2_rel_en_2046.exe" OutputFile="$(OutDir)\ja2_rel_en_2058.exe"
LinkIncremental="1" LinkIncremental="1"
GenerateDebugInformation="true" GenerateDebugInformation="true"
GenerateMapFile="true" GenerateMapFile="true"