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Brief: //dnl ch75
- More map editor fixes and map inventory pool performance improvement for big maps. Details: - Fix not showing expected messagebox on exit (ALT+x) which also throw exception and goes to improper mapeditor exit. - Fix second annoying sticky message which shouldn't popup during map loading and performing RemoveProhibitedAttachments. - Fix CTD when delete all enemies or civilians or all of them in map. - Fix some std exception when reporting for missing optional xml file. - Fix memory and map corruption in old mapeditors if loaded old map has item with invalid attachment and we try to attach something else. - As years ago pInventoryPoolList had migrated from WORLDITEM* array to std::vector<WORLDITEM> it was time to do that with gWorldItems too, all necessary functions which need to be adopted to gWorldItems std::vector type are also changed. - Resize code for gWorldItems is changed hoping will lead into less corruption problems as now could occur in mapeditor and game when code automatically doing attachment changes. - Change code for handling map inventory which now should be fast enough to support AIMNAS project which will probably deal with thousands of items per map. git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6554 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -2162,6 +2162,7 @@ void EnemyCapturesPlayerSoldier( SOLDIERTYPE *pSoldier )
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RemoveCharacterFromSquads( pSoldier );
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WORLDITEM WorldItem;
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std::vector<WORLDITEM> pWorldItem(1);//dnl ch75 271013
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// Is this the first one..?
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if ( gubQuest[ QUEST_HELD_IN_ALMA ] == QUESTNOTSTARTED )
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@@ -2186,9 +2187,9 @@ void EnemyCapturesPlayerSoldier( SOLDIERTYPE *pSoldier )
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WorldItem.bVisible = FALSE;
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WorldItem.bRenderZHeightAboveLevel = 0;
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pSoldier->inv[ i ].MoveThisObjectTo(WorldItem.object);
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AddWorldItemsToUnLoadedSector( gModSettings.ubInitialPOWSectorX, gModSettings.ubInitialPOWSectorY, 0,
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gModSettings.iInitialPOWItemGridNo[ gStrategicStatus.ubNumCapturedForRescue ], 1, &WorldItem, FALSE );
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//dnl ch75 271013
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pWorldItem[0] = WorldItem;
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AddWorldItemsToUnLoadedSector( gModSettings.ubInitialPOWSectorX, gModSettings.ubInitialPOWSectorY, 0, gModSettings.iInitialPOWItemGridNo[ gStrategicStatus.ubNumCapturedForRescue ], 1, pWorldItem, FALSE );
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}
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}
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@@ -2219,9 +2220,9 @@ void EnemyCapturesPlayerSoldier( SOLDIERTYPE *pSoldier )
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WorldItem.bVisible = FALSE;
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WorldItem.bRenderZHeightAboveLevel = 0;
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pSoldier->inv[ i ].MoveThisObjectTo(WorldItem.object);
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AddWorldItemsToUnLoadedSector( gModSettings.ubMeanwhileInterrogatePOWSectorX, gModSettings.ubMeanwhileInterrogatePOWSectorY, 0,
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gModSettings.iMeanwhileInterrogatePOWItemGridNo[ gStrategicStatus.ubNumCapturedForRescue ], 1, &WorldItem, FALSE );
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//dnl ch75 271013
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pWorldItem[0] = WorldItem;
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AddWorldItemsToUnLoadedSector( gModSettings.ubMeanwhileInterrogatePOWSectorX, gModSettings.ubMeanwhileInterrogatePOWSectorY, 0, gModSettings.iMeanwhileInterrogatePOWItemGridNo[ gStrategicStatus.ubNumCapturedForRescue ], 1, pWorldItem, FALSE );
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}
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}
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