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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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@@ -1111,7 +1111,7 @@ void RemoveRandomItemsInSector( INT16 sSectorX, INT16 sSectorY, INT16 sSectorZ,
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{
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// remove random items in sector
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UINT32 uiNumberOfItems = 0, iCounter = 0;
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WORLDITEM *pItemList;
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std::vector<WORLDITEM> pItemList;//dnl ch75 271013
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UINT32 uiNewTotal = 0;
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CHAR16 wSectorName[ 128 ];
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@@ -1138,7 +1138,7 @@ void RemoveRandomItemsInSector( INT16 sSectorX, INT16 sSectorY, INT16 sSectorZ,
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return;
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}
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pItemList = new WORLDITEM[ uiNumberOfItems ];
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pItemList.resize(uiNumberOfItems);//dnl ch75 271013
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// now load items
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LoadWorldItemsFromTempItemFile( sSectorX, sSectorY, ( UINT8 )sSectorZ, pItemList );
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@@ -1167,9 +1167,6 @@ void RemoveRandomItemsInSector( INT16 sSectorX, INT16 sSectorY, INT16 sSectorZ,
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{
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AddWorldItemsToUnLoadedSector( sSectorX, sSectorY, ( UINT8 )sSectorZ, 0, uiNumberOfItems, pItemList, TRUE );
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}
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// mem free
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delete[]( pItemList );
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}
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else // handle a loaded sector
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{
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