added empty initializers for strings

develop
doomchild 2010-04-08 13:16:41 -05:00
parent 4b70268840
commit e536374aa7
1 changed files with 69 additions and 63 deletions

@ -29,11 +29,10 @@ distribution.
#include "structmember.h"
#include "DF_Imports.cpp"
#include "DF_Helpers.cpp"
#include "modules/Creatures.h"
using namespace DFHack;
#include "modules/Creatures.h"
struct DF_Creature_Base
{
PyObject_HEAD
@ -117,23 +116,23 @@ static void DF_Creature_Base_dealloc(DF_Creature_Base* self)
{
if(self != NULL)
{
Py_CLEAR(self->position);
Py_CLEAR(self->flags1);
Py_CLEAR(self->flags2);
Py_XDECREF(self->position);
Py_XDECREF(self->flags1);
Py_XDECREF(self->flags2);
Py_CLEAR(self->custom_profession);
Py_CLEAR(self->name);
Py_CLEAR(self->squad_name);
Py_CLEAR(self->artifact_name);
Py_CLEAR(self->current_job);
Py_XDECREF(self->custom_profession);
Py_XDECREF(self->name);
Py_XDECREF(self->squad_name);
Py_XDECREF(self->artifact_name);
Py_XDECREF(self->current_job);
Py_CLEAR(self->flags1);
Py_CLEAR(self->flags2);
Py_XDECREF(self->flags1);
Py_XDECREF(self->flags2);
Py_CLEAR(self->labor_list);
Py_CLEAR(self->trait_list);
Py_CLEAR(self->skill_list);
Py_CLEAR(self->like_list);
Py_XDECREF(self->labor_list);
Py_XDECREF(self->trait_list);
Py_XDECREF(self->skill_list);
Py_XDECREF(self->like_list);
// if(self->labor_list != NULL)
// PyList_Clear(self->labor_list);
@ -222,55 +221,62 @@ static PyObject* BuildCreature(DFHack::t_creature& creature)
obj = (DF_Creature_Base*)PyObject_Call((PyObject*)&DF_Creature_Base_type, NULL, NULL);
obj->position = Py_BuildValue("III", creature.x, creature.y, creature.z);
obj->profession = creature.profession;
obj->c_type = creature.type;
obj->mood = creature.mood;
obj->happiness = creature.happiness;
obj->c_id = creature.id;
obj->agility = creature.agility;
obj->strength = creature.strength;
obj->toughness = creature.toughness;
obj->money = creature.money;
obj->squad_leader_id = creature.squad_leader_id;
obj->sex = creature.sex;
obj->pregnancy_timer = creature.pregnancy_timer;
obj->blood_max = creature.blood_max;
obj->blood_current = creature.blood_current;
obj->bleed_rate = creature.bleed_rate;
if(creature.custom_profession[0])
obj->custom_profession = PyString_FromString(creature.custom_profession);
obj->flags1 = PyObject_Call(CreatureFlags1_type, PyInt_FromLong(creature.flags1.whole), NULL);
obj->flags2 = PyObject_Call(CreatureFlags2_type, PyInt_FromLong(creature.flags2.whole), NULL);
obj->current_job = BuildJob(creature.current_job);
obj->name = BuildName(creature.name);
obj->squad_name = BuildName(creature.squad_name);
obj->artifact_name = BuildName(creature.artifact_name);
obj->skill_list = PyList_New(creature.numSkills);
for(int i = 0; i < creature.numSkills; i++)
PyList_SetItem(obj->skill_list, i, BuildSkill(creature.skills[i]));
obj->like_list = PyList_New(creature.numLikes);
for(int i = 0; i < creature.numLikes; i++)
PyList_SetItem(obj->like_list, i, BuildLike(creature.likes[i]));
obj->labor_list = PyList_New(NUM_CREATURE_LABORS);
for(int i = 0; i < NUM_CREATURE_LABORS; i++)
PyList_SetItem(obj->labor_list, i, PyInt_FromLong(creature.labors[i]));
obj->trait_list = PyList_New(NUM_CREATURE_TRAITS);
if(obj != NULL)
{
obj->position = Py_BuildValue("III", creature.x, creature.y, creature.z);
obj->profession = creature.profession;
obj->c_type = creature.type;
obj->mood = creature.mood;
obj->happiness = creature.happiness;
obj->c_id = creature.id;
obj->agility = creature.agility;
obj->strength = creature.strength;
obj->toughness = creature.toughness;
obj->money = creature.money;
obj->squad_leader_id = creature.squad_leader_id;
obj->sex = creature.sex;
obj->pregnancy_timer = creature.pregnancy_timer;
obj->blood_max = creature.blood_max;
obj->blood_current = creature.blood_current;
obj->bleed_rate = creature.bleed_rate;
if(creature.custom_profession[0])
obj->custom_profession = PyString_FromString(creature.custom_profession);
obj->flags1 = PyObject_Call(CreatureFlags1_type, PyInt_FromLong(creature.flags1.whole), NULL);
obj->flags2 = PyObject_Call(CreatureFlags2_type, PyInt_FromLong(creature.flags2.whole), NULL);
obj->current_job = BuildJob(creature.current_job);
obj->name = BuildName(creature.name);
obj->squad_name = BuildName(creature.squad_name);
obj->artifact_name = BuildName(creature.artifact_name);
obj->skill_list = PyList_New(creature.numSkills);
for(int i = 0; i < creature.numSkills; i++)
PyList_SetItem(obj->skill_list, i, BuildSkill(creature.skills[i]));
obj->like_list = PyList_New(creature.numLikes);
for(int i = 0; i < creature.numLikes; i++)
PyList_SetItem(obj->like_list, i, BuildLike(creature.likes[i]));
obj->labor_list = PyList_New(NUM_CREATURE_LABORS);
for(int i = 0; i < NUM_CREATURE_LABORS; i++)
PyList_SetItem(obj->labor_list, i, PyInt_FromLong(creature.labors[i]));
obj->trait_list = PyList_New(NUM_CREATURE_TRAITS);
for(int i = 0; i < NUM_CREATURE_TRAITS; i++)
PyList_SetItem(obj->trait_list, i, PyInt_FromLong(creature.traits[i]));
Py_INCREF((PyObject*)obj);
for(int i = 0; i < NUM_CREATURE_TRAITS; i++)
PyList_SetItem(obj->trait_list, i, PyInt_FromLong(creature.traits[i]));
return (PyObject*)obj;
}
return (PyObject*)obj;
Py_RETURN_NONE;
}
#endif