Fix saving items/creatures in town

This commit is contained in:
2025-06-03 11:52:42 -05:00
parent 2cfe42b477
commit b18fe700fc

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@@ -855,10 +855,11 @@ void writeTownToXml(ticpp::Printer&& data, cTown& town) {
}
data.CloseElement("wandering");
}
// The vector may contain empty slots, but don't save them
size_t i = 0;
for(cTown::cItem item : town.preset_items) {
if(item.code < 0) continue;
// The vector may contain empty slots at the end for undo/redo purposes, but don't save them.
size_t last_item = town.preset_items.size() - 1;
while(last_item >= 0 && town.preset_items[last_item].code < 0) --last_item;
for(size_t i = 0; i <= last_item; ++i) {
const cTown::cItem& item = town.preset_items[i];
data.OpenElement("item");
data.PushAttribute("id", i);
data.PushElement("type", item.code);
@@ -873,9 +874,11 @@ void writeTownToXml(ticpp::Printer&& data, cTown& town) {
if(item.contained)
data.PushElement("contained", true);
data.CloseElement("item");
++i;
}
for(size_t i = 0; i < town.creatures.size(); i++) {
// The vector may contain empty slots at the end for undo/redo purposes, but don't save them.
size_t last_creature = town.creatures.size() - 1;
while(last_item >= 0 && town.creatures[last_creature].number <= 0) --last_creature;
for(size_t i = 0; i <= last_creature; ++i) {
data.OpenElement("creature");
data.PushAttribute("id", i);
cTownperson& preset = town.creatures[i];