Fixed memory leak in cMobFamilyCollecter.
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d8576a7953
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@ -6,32 +6,7 @@
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cMobFamilyCollecter::tMobFamilyList cMobFamilyCollecter::InitMobFamilyBeforeCx11(void)
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{
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std::set<cMonster::eFamily> toReturn;
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toReturn.insert(cMonster::mfHostile);
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toReturn.insert(cMonster::mfPassive);
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toReturn.insert(cMonster::mfAmbient);
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toReturn.insert(cMonster::mfWater);
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return toReturn;
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}
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cMobFamilyCollecter::tMobFamilyList & cMobFamilyCollecter::m_AllFamilies(void)
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{
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// TODO: This memory is leaked:
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static tMobFamilyList * AllFamilies = new tMobFamilyList(InitMobFamilyBeforeCx11());
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return *AllFamilies;
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}
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void cMobFamilyCollecter::CollectMob(cMonster& a_Monster)
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void cMobFamilyCollecter::CollectMob(cMonster & a_Monster)
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{
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cMonster::eFamily MobFamily = a_Monster.GetMobFamily();
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m_Mobs[MobFamily].insert(&a_Monster);
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@ -16,16 +16,12 @@ class cChunk;
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/** This class is used to collect, for each Mob, what is it's family. It was first
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being designed to check the caps of the mobs (no more than ... hostile mob in the world)
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as side effects : it also know what is the spawnrate of each family : MG TODO relocate
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/** This class is used to collect the list of mobs for each family
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*/
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class cMobFamilyCollecter
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{
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public :
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typedef const std::set<cMonster::eFamily> tMobFamilyList;
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typedef const std::map<cMonster::eFamily,int> tMobSpawRate;
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// collect a mob
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void CollectMob(cMonster & a_Monster);
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@ -33,15 +29,9 @@ public :
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// return the number of mobs for this family
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int GetNumberOfCollectedMobs(cMonster::eFamily a_Family);
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static tMobFamilyList & m_AllFamilies(void);
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static tMobSpawRate & m_SpawnRate(void);
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protected :
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std::map<cMonster::eFamily, std::set<cMonster*> > m_Mobs;
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std::map<cMonster::eFamily, std::set<cMonster *> > m_Mobs;
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static tMobFamilyList InitMobFamilyBeforeCx11(void);
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static tMobSpawRate InitMobSpawnRateBeforeCx11(void);
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} ;
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@ -736,38 +736,42 @@ void cWorld::TickWeather(float a_Dt)
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void cWorld::TickMobs(float a_Dt)
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{
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if (!m_bAnimals)
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{
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return;
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}
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// before every Mob action, we have to "counts" them depending on the distance to players, on their megatype ...
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// before every Mob action, we have to count them depending on the distance to players, on their family ...
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cMobCensus MobCensus;
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m_ChunkMap->CollectMobCensus(MobCensus);
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if (m_bAnimals)
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{
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for (cMobFamilyCollecter::tMobFamilyList::const_iterator itr = cMobFamilyCollecter::m_AllFamilies().begin(); itr != cMobFamilyCollecter::m_AllFamilies().end(); itr++)
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// Spawning is enabled, spawn now:
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static const cMonster::eFamily AllFamilies[] =
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{
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int spawnrate = cMonster::GetSpawnRate(*itr);
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cMonster::mfHostile,
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cMonster::mfPassive,
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cMonster::mfAmbient,
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cMonster::mfWater,
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} ;
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for (int i = 0; i < ARRAYCOUNT(AllFamilies); i++)
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{
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cMonster::eFamily Family = AllFamilies[i];
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int spawnrate = cMonster::GetSpawnRate(Family);
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if (
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(m_LastSpawnMonster[*itr] > m_WorldAge - spawnrate) || // Not reached the needed tiks before the next round
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MobCensus.IsCapped(*itr)
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(m_LastSpawnMonster[Family] > m_WorldAge - spawnrate) || // Not reached the needed tiks before the next round
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MobCensus.IsCapped(Family)
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)
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{
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continue;
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}
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m_LastSpawnMonster[*itr] = m_WorldAge;
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cMobSpawner Spawner(*itr, m_AllowedMobs);
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m_LastSpawnMonster[Family] = m_WorldAge;
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cMobSpawner Spawner(Family, m_AllowedMobs);
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if (Spawner.CanSpawnAnything())
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{
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m_ChunkMap->SpawnMobs(Spawner);
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// do the spawn
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for(cMobSpawner::tSpawnedContainer::const_iterator itr2 = Spawner.getSpawned().begin(); itr2 != Spawner.getSpawned().end(); itr2++)
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for (cMobSpawner::tSpawnedContainer::const_iterator itr2 = Spawner.getSpawned().begin(); itr2 != Spawner.getSpawned().end(); itr2++)
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{
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SpawnMobFinalize(*itr2);
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}
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}
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} // for itr - Families[]
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} // for i - AllFamilies[]
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} // if (Spawning enabled)
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// move close mobs
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