Fixes (by The_Bob):

- Fixed random freeze on win8/10
- Fixed crash on mercs entering sector
- Fixed crash when using cover display (del/end)
- Fixed attachment popup showing incompatible attachments (crash/freeze/confusion on clicking the option)
- Fixed attachment popup positioning
- Fixed LBE contents corruption/deletion
- Fixed access violation (out of array bounds) in interrupt code
- Fixed a bunch of random old stuff
- Got the project to build on VS2015
- Improved popup class handling of grayed out options
- Improved performance of get item assignment check (added by Flugente)
- Added Ctrl+Space bind for testing/fixing broken LBE contents


git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8399 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
silversurfer
2017-04-12 08:09:12 +00:00
parent 5d02ca8894
commit fef0722178
22 changed files with 303 additions and 110 deletions
+109 -7
View File
@@ -6,6 +6,9 @@
#include "screenids.h"
#include "Action Items.h" // added by Flugente for the ACTION_ITEM_BLOW_UP value
#include "Random.h" // added by Flugente
#include "Message.h" // added by BOB for missing LBE info messages
#include "overhead.h" // added by BOB for missing LBE info messages
#include "Map Screen Interface.h" // added by BOB for missing LBE info messages
int BODYPOSFINAL = GUNSLINGPOCKPOS;//RESET in initInventory
@@ -24,6 +27,83 @@ extern UINT32 guiCurrentItemDescriptionScreen;
extern BOOLEAN fShowMapInventoryPool;
//extern BOOLEAN AutoPlaceObjectInInventoryStash( OBJECTTYPE *pItemPtr, INT32 sGridNo );
bool checkObjectLBEIntegrity(OBJECTTYPE * object) {
bool integrityCheck = TRUE;
for (int i = 0; i < object->ubNumberOfObjects; i++)
{
if ((*object)[i]->data.lbe.bLBE == -1 && object->GetLBEPointer(i) == NULL) {
integrityCheck = false;
}
}
return integrityCheck;
}
bool checkLBEArrayIntegrity(bool verbose) {
bool integrityCheck = TRUE;
int itemCnt = 0;
ScreenMsg(FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"LBENODE integrity check start: checking soldier items...");
for (int i = 0; i < CODE_MAXIMUM_NUMBER_OF_PLAYER_SLOTS; i++) {
if (!gCharactersList[i].fValid || gCharactersList[i].usSolID < 0) continue;
int id = gCharactersList[i].usSolID;
SOLDIERTYPE soldier = Menptr[id];
if (verbose)ScreenMsg(FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"LBENODE integrity check start: checking soldier items (%s)...", soldier.name);
for (int j = 0; j < soldier.inv.size(); j++) {
OBJECTTYPE * object = &(soldier.inv[j]);
if (object->HasAnyActiveLBEs()) {
if (!checkObjectLBEIntegrity(object)) {
ScreenMsg(FONT_MCOLOR_LTRED, MSG_INTERFACE, L"> LBENODE missing: %s -> %s!", soldier.name, Item[object->usItem].szItemName);
integrityCheck = false;
}
else {
if (verbose)ScreenMsg(FONT_MCOLOR_LTGREEN, MSG_INTERFACE, L"> OK: %s -> %s", soldier.name, Item[object->usItem].szItemName);
}
}
else {
if (verbose)ScreenMsg(FONT_MCOLOR_LTGRAY, MSG_INTERFACE, L"> SKIP: %s -> %s", soldier.name, Item[object->usItem].szItemName);
}
}
}
ScreenMsg(FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"LBENODE integrity check start: checking around %i world items", gWorldItems.size());
for (std::vector<WORLDITEM>::iterator worldItem = gWorldItems.begin(); worldItem != gWorldItems.end(); ++worldItem)
{
OBJECTTYPE* object = &(worldItem->object);
if (object->HasAnyActiveLBEs()) {
if (!checkObjectLBEIntegrity(object)) {
ScreenMsg(FONT_MCOLOR_LTRED, MSG_INTERFACE, L"> LBENODE missing: loaded sector -> %s!", Item[object->usItem].szItemName);
integrityCheck = false;
}
else {
if (verbose)ScreenMsg(FONT_MCOLOR_LTGREEN, MSG_INTERFACE, L"> OK: loaded sector -> %s", Item[object->usItem].szItemName);
}
}
else {
if (verbose)ScreenMsg(FONT_MCOLOR_LTGRAY, MSG_INTERFACE, L"> SKIP: loaded sector -> %s", Item[object->usItem].szItemName);
}
itemCnt++;
}
if (integrityCheck) {
ScreenMsg(FONT_MCOLOR_LTGREEN, MSG_INTERFACE, L"LBENODE integrity check passed!");
}
else {
ScreenMsg(FONT_MCOLOR_LTRED, MSG_INTERFACE, L"Missing LBENODE(s) detected! Restart the game and check last save for corruption.");
}
return integrityCheck;
}
bool IsSlotAnLBESlot(int slot)
{
switch(slot) {
@@ -179,13 +259,15 @@ void MoveItemsInSlotsToLBE( SOLDIERTYPE *pSoldier, std::vector<INT8>& LBESlots,
// CHRISL: New function to move items from default pockets to usable pockets
BOOLEAN MoveItemsToActivePockets( SOLDIERTYPE *pSoldier, std::vector<INT8>& LBESlots, UINT32 uiHandPos, OBJECTTYPE *pObj )
{
BOOLEAN flag=FALSE;
BOOLEAN flag= FALSE;
if(pObj->IsActiveLBE(0) == false) {
CreateLBE(pObj, pSoldier->ubID, LBESlots.size());
}
LBENODE* pLBE = pObj->GetLBEPointer(0);
if (!pLBE) return FALSE;
MoveItemsInSlotsToLBE(pSoldier, LBESlots, pLBE, pObj);
DestroyLBEIfEmpty(pObj);
@@ -327,7 +409,7 @@ BOOLEAN MoveItemToLBEItem( SOLDIERTYPE *pSoldier, UINT32 uiHandPos )
CreateLBE(&(pSoldier->inv[uiHandPos]), pSoldier->ubID, LBESlots.size());
LBENODE* pLBE = pSoldier->inv[uiHandPos].GetLBEPointer(0);
for(unsigned int i=0; i<LBESlots.size(); i++)
for(unsigned int i=0; pLBE && i<LBESlots.size(); i++)
{
// Is there an item in this pocket?
if(pSoldier->inv[LBESlots[i]].exists() == true)
@@ -359,7 +441,7 @@ BOOLEAN MoveItemFromLBEItem( SOLDIERTYPE *pSoldier, UINT32 uiHandPos, OBJECTTYPE
}
LBENODE* pLBE = pObj->GetLBEPointer(0);
for(unsigned int i=0; i<LBESlots.size(); i++)
for(unsigned int i=0; pLBE && i<LBESlots.size(); i++)
{
// Is there an item in this LBE pocket?
if(pLBE->inv[i].exists() == true)
@@ -480,18 +562,38 @@ bool OBJECTTYPE::HasAnyActiveLBEs(SOLDIERTYPE * pSoldier, UINT8 iter)
LBENODE* OBJECTTYPE::GetLBEPointer(unsigned int index)
{
CHAR16 msgTemp[150];
if (LBEArray.empty() == false) {
int uniqueID = (*this)[index]->data.lbe.uniqueID;
for (std::list<LBENODE>::iterator iter = LBEArray.begin(); iter != LBEArray.end(); ++iter) {
if (iter->uniqueID == uniqueID) {
return &(*iter);
}
}
//BOB: if we got here somehow it means we're missing LBE data for this uniqueID
{
swprintf(msgTemp, L"> Missing LBENODE for %s!", Item[this->usItem].szItemName);
ScreenMsg(FONT_MCOLOR_LTRED, MSG_INTERFACE, msgTemp);
// mark as no longer active LBE
(*this)[index]->data.lbe.bLBE = 0;
}
return NULL;
}
//CHRISL: if the LBEArray is empty, we probably need to force the creation of an entry so that future functions don't crash.
//return NULL;
LBEArray.resize(1);
return &(*LBEArray.begin());
else //BOB: only do this if the LBEArray was actually empty! Otherwise this would create a cascading clusterfuck of missing LBE data.
{
//CHRISL: if the LBEArray is empty, we probably need to force the creation of an entry so that future functions don't crash.
swprintf(msgTemp, L"Reinit LBEArray!");
ScreenMsg(FONT_MCOLOR_LTRED, MSG_INTERFACE, msgTemp);
LBEArray.resize(1);
return &(*LBEArray.begin());
}
}
bool OBJECTTYPE::exists()