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Nothing was left in it but the include of profiler.h, and 132 translation units were including it for that alone. Fifteen files were leaning on profiler.h to drag in <set>, <vector> and <ostream> for them; those now include what they use. This is the commit that moves line numbers. Removing an include line shifts __LINE__ by one for everything below it, and __LINE__ is an immediate operand in every Assert() and DebugMsg() call, so the four game executables differ from their predecessors by roughly a thousand 32-bit constants each. Every one of those is accounted for: each is a single immediate that moved by -1 where the builddefines.h include went away, or +1 where a <set>/<vector> include was added. Nothing else in .text, .rdata or .data moves, no object file's section sizes change, and symbolize_crash and Ja2Export stay bit-identical. The one non-immediate difference is that the 24 Editor translation units of the non-editor apps stop emitting __Avx2WmemEnabledWeakValue, a 4-byte weak COMDAT they only ever instantiated through profiler.h's <vector>. It is a UCRT weak default that other translation units still provide. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
65 lines
2.4 KiB
C
65 lines
2.4 KiB
C
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#ifdef JA2EDITOR
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#ifndef __EDITORITEMS_H
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#define __EDITORITEMS_H
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typedef struct{
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BOOLEAN fGameInit; //Used for initializing save variables the first time.
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BOOLEAN fActive; //currently active
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UINT16 *pusItemIndex; //a dynamic array of Item indices
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UINT32 uiItemType; //Weapons, ammo, armour, explosives, equipment
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INT16 sNumItems; //total number of items in the current class of item.
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INT16 sSelItemIndex; //currently selected item index.
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INT16 sHilitedItemIndex;
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INT16 sScrollIndex; //current scroll index (0 is far left, 1 is next tile to the right, ...)
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INT16 sSaveSelWeaponsIndex, sSaveSelAmmoIndex, sSaveSelArmourIndex, sSaveSelLBEIndex, sSaveSelExplosivesIndex,
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sSaveSelEquipment1Index, sSaveSelEquipment2Index, sSaveSelEquipment3Index,
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sSaveSelTriggersIndex, sSaveSelKeysIndex, sSaveSelRandomItemIndex;
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INT16 sSaveWeaponsScrollIndex, sSaveAmmoScrollIndex, sSaveArmourScrollIndex, sSaveLBEScrollIndex,
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sSaveExplosivesScrollIndex, sSaveEquipment1ScrollIndex, sSaveEquipment2ScrollIndex,
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sSaveEquipment3ScrollIndex, sSaveTriggersScrollIndex, sSaveKeysScrollIndex, sSaveRandomItemScrollIndex;
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INT16 sNumWeapons, sNumAmmo, sNumArmour, sLBEGear, sNumExplosives, sNumEquipment1, sNumEquipment2, sNumEquipment3,
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sNumTriggers, sNumKeys, sNumRandomItems;
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}EditorItemsInfo;
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extern EditorItemsInfo eInfo;
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void InitEditorItemsToolbar();
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void EntryInitEditorItemsInfo();
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void InitEditorItemsInfo(UINT32 uiItemType);
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void RenderEditorItemsInfo();
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void ClearEditorItemsInfo();
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void DisplayItemStatistics();
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void DetermineItemsScrolling();
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void ScrollEditorItemsInfo(BOOLEAN fForward);//dnl ch80 011213
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//User actions
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void AddSelectedItemToWorld( INT32 sGridNo );
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void HandleRightClickOnItem( INT32 sGridNo );
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void DeleteSelectedItem();
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void ShowSelectedItem();
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void HideSelectedItem();
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void SelectNextItemPool();
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void SelectNextItemInPool();
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void SelectPrevItemInPool();
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void KillItemPoolList();
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void BuildItemPoolList();
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void HideItemCursor( INT32 iMapIndex );
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void ShowItemCursor( INT32 iMapIndex );
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void SetEditorItemsTaskbarMode( UINT16 usNewMode );
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void HandleItemsPanel( UINT16 usScreenX, UINT16 usScreenY, INT8 bEvent );
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extern INT32 giDefaultExistChance;
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//dnl ch86 120214
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typedef struct TAG_ITEM_POOL ITEM_POOL;
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BOOLEAN ItemPoolListMove(INT32 iOldGridNo, INT32 iNewGridNo, ITEM_POOL *pItemPool);
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BOOLEAN DeleteItemNode(INT32 iMapIndex);
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#endif
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#endif
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