#ifdef PRECOMPILEDHEADERS
	#include "Tactical All.h"
#else
	#include "items.h"
	#include "handle Items.h"
	#include "overhead.h"
	#include "weapons.h"
	#include "tiledef.h"
	#include "worlddef.h"
	#include "interface.h"
	#include "renderworld.h"
	#include "Animation Control.h"
	#include "font control.h"
	#include "World items.h"
	#include "debug.h"
	#include "Isometric utils.h"
	#include "sys globals.h"
	#include "Tactical Save.h"
	#include "strategicmap.h"
	#include "Campaign Types.h"
	#include "random.h"
	#include "Action Items.h"
	#include "pits.h"
	#include "GameSettings.h"
	#include "Quests.h"
	#include "Soldier Profile.h"
	#include "message.h"
	#include "map screen interface map inventory.h"	// added by Flugente
#include "connect.h"
#endif
#ifdef JA2EDITOR//dnl ch84 290114
#include "Item Statistics.h"
#endif

//Global dynamic array of all of the items in a loaded map.
std::vector<WORLDITEM> gWorldItems;//dnl ch75 261013
UINT32				guiNumWorldItems = 0;

WORLDBOMB *		gWorldBombs = NULL;
UINT32				guiNumWorldBombs = 0;

void DeleteWorldItemsBelongingToTerroristsWhoAreNotThere( void );
void DeleteWorldItemsBelongingToQueenIfThere( void );

//extern UINT16 StandardGunListAmmoReplacement( UINT16 usAmmo );
extern UINT8 GetDealerItemCategoryNumber( UINT16 usItemIndex );

//dnl ch33 120909
OLD_WORLDITEM_101& OLD_WORLDITEM_101::operator=(WORLDITEM& src)
{
	if((void*)this != (void*)&src)
	{
		memset(this, 0, sizeof(OLD_WORLDITEM_101));
		this->fExists = src.fExists;
		this->sGridNo = src.sGridNo;
		this->ubLevel = src.ubLevel;
		this->usFlags = src.usFlags;
		this->bRenderZHeightAboveLevel = src.bRenderZHeightAboveLevel;
		this->bVisible = src.bVisible;
		this->ubNonExistChance = src.ubNonExistChance;
		this->oldObject = src.object;
	}
	return(*this);
}

bool WORLDITEM::operator<(WORLDITEM& compare)
{
	if ( this->fExists == false || this->object.exists() == false) {
		return false;
	}
	if ( compare.fExists == false || compare.object.exists() == false) {
		return true;
	}


	UINT8		ubItem1Category = GetDealerItemCategoryNumber( this->object.usItem );
	UINT8		ubItem2Category = GetDealerItemCategoryNumber( compare.object.usItem );
	// lower category first
	if ( ubItem1Category < ubItem2Category ) {
		return( true );
	}
	else if ( ubItem1Category > ubItem2Category ) {
		return false;
	}


	// the same category
	//Madd: sort by name (for now at least):
	int retVal = _wcsicmp(Item[this->object.usItem].szBRName,Item[compare.object.usItem].szBRName);
	if ( retVal < 0 ) {
		return true;
	}
	else if ( retVal > 0 ) {
		return false;
	}


	if (this->object.ubNumberOfObjects > compare.object.ubNumberOfObjects) {
		return true;
	}
	else if (this->object.ubNumberOfObjects < compare.object.ubNumberOfObjects) {
		return false;
	}

/*
	if (this->object[0]->attachments.size() > compare.object[0]->attachments.size()) {
		return true;
	}
	else if (this->object[0]->attachments.size() < compare.object[0]->attachments.size()) {
		return false;
	}
*/

	// higher quality first
	if ( this->object[0]->data.objectStatus > compare.object[0]->data.objectStatus ) {
		return( true );
	}
	else {
		// identical items!
		return( false );
	}
	return false;
}

void WORLDITEM::initialize()
{
	this->fExists = 0;
	this->sGridNo = 0;
	this->ubLevel = 0;
	this->usFlags = 0;
	this->bRenderZHeightAboveLevel = 0;
	this->bVisible = 0;
	this->ubNonExistChance = 0;
	this->soldierID = -1;
	this->object.initialize();
}

WORLDITEM& WORLDITEM::operator=(OLD_WORLDITEM_101& src)
{
	//the first conversion is simple enough that it can be done here
	this->fExists = src.fExists;
	this->sGridNo = src.sGridNo;
	this->ubLevel = src.ubLevel;
	this->usFlags = src.usFlags;
	this->bRenderZHeightAboveLevel = src.bRenderZHeightAboveLevel;
	this->bVisible = src.bVisible;
	this->ubNonExistChance = src.ubNonExistChance;
	this->soldierID = -1;

	//convert the OBJECTTYPE
	this->object = src.oldObject;
	return *this;
}

WORLDITEM& WORLDITEM::operator=(_OLD_WORLDITEM& src)//dnl ch42 280909
{
	if((void*)this != (void*)&src)
	{
		fExists = src.fExists;
		sGridNo = src.sGridNo;
		ubLevel = src.ubLevel;
		usFlags = src.usFlags;
		bRenderZHeightAboveLevel = src.bRenderZHeightAboveLevel;
		bVisible = src.bVisible;
		ubNonExistChance = src.ubNonExistChance;
		soldierID = -1;
		object = src.object;
	}
	return(*this);
}

WORLDITEM& WORLDITEM::operator=(const WORLDITEM& src)
{
	this->fExists = src.fExists;
	this->sGridNo = src.sGridNo;
	this->ubLevel = src.ubLevel;
	this->usFlags = src.usFlags;
	this->bRenderZHeightAboveLevel = src.bRenderZHeightAboveLevel;
	this->bVisible = src.bVisible;
	this->ubNonExistChance = src.ubNonExistChance;
	this->soldierID = src.soldierID;
	this->object = src.object;
	return *this;
}


INT32 GetFreeWorldBombIndex( void )
{
	UINT32 uiCount;
	WORLDBOMB *newWorldBombs;
	UINT32	uiOldNumWorldBombs;

	for(uiCount=0; uiCount < guiNumWorldBombs; uiCount++)
	{
		if ( gWorldBombs[ uiCount ].fExists == FALSE )
			return( (INT32)uiCount );
	}

	uiOldNumWorldBombs = guiNumWorldBombs;
	guiNumWorldBombs += 10;
	//Allocate new table with max+10 items.
	newWorldBombs = (WORLDBOMB*)MemRealloc( gWorldBombs, sizeof( WORLDBOMB ) * guiNumWorldBombs );
	if (newWorldBombs == NULL)
	{
		return( -1 );
	}

	//Clear the rest of the new array
	memset( &newWorldBombs[ uiOldNumWorldBombs ], 0,
		sizeof( WORLDBOMB ) * ( guiNumWorldBombs - uiOldNumWorldBombs ) );
	gWorldBombs = newWorldBombs;

	// Return uiCount.....
	return( uiCount );
}


UINT32 GetNumUsedWorldBombs( void )
{
	UINT32 uiCount, uiNumItems;
	uiNumItems = 0;

	if ( guiNumWorldBombs == 0 )
	{
		return( 0 );
	}

	for( uiCount = 0; uiCount < guiNumWorldBombs; uiCount++ )
	{
		if( gWorldBombs[ uiCount ].fExists )
		{
			uiNumItems++;
		}
	}

	return( uiNumItems );
}



INT32 AddBombToWorld( INT32 iItemIndex )
{
	UINT32	iBombIndex;

	iBombIndex = GetFreeWorldBombIndex( );

	//Add the new world item to the table.
	gWorldBombs[ iBombIndex ].fExists										= TRUE;
	gWorldBombs[ iBombIndex ].iItemIndex								= iItemIndex;

	return ( iBombIndex );
}

void RemoveBombFromWorld( INT32 iBombIndex )
{
	//Remove the world bomb from the table.
	gWorldBombs[ iBombIndex ].fExists										= FALSE;
}

void RemoveBombFromWorldByItemIndex( INT32 iItemIndex )
{
	// Find the world bomb which corresponds with a particular world item, then
	// remove the world bomb from the table.
	UINT32	uiBombIndex;

	for (uiBombIndex = 0; uiBombIndex < guiNumWorldBombs; uiBombIndex++)
	{
		if (gWorldBombs[ uiBombIndex ].fExists && gWorldBombs[ uiBombIndex].iItemIndex == iItemIndex )
		{
			RemoveBombFromWorld( uiBombIndex );
			return;
		}
	}
}

INT32 FindWorldItemForBombInGridNo( INT32 sGridNo, INT8 bLevel )
{
	UINT32					uiBombIndex;

	for (uiBombIndex = 0; uiBombIndex < guiNumWorldBombs; uiBombIndex++)
	{
		if (gWorldBombs[ uiBombIndex ].fExists && gWorldItems[ gWorldBombs[ uiBombIndex ].iItemIndex ].sGridNo == sGridNo && gWorldItems[ gWorldBombs[ uiBombIndex ].iItemIndex ].ubLevel == bLevel )
		{
			return( gWorldBombs[ uiBombIndex ].iItemIndex );
		}
	}
	return( -1 );
}

INT32 FindWorldItemForBuriedBombInGridNo( INT32 sGridNo, INT8 bLevel )
{
        UINT32                                  uiBombIndex;
        OBJECTTYPE* pObj = NULL;

        for (uiBombIndex = 0; uiBombIndex < guiNumWorldBombs; uiBombIndex++)
        {
                if (gWorldBombs[ uiBombIndex ].fExists &&
                        gWorldItems[ gWorldBombs[ uiBombIndex ].iItemIndex ].sGridNo == sGridNo &&
                        gWorldItems[ gWorldBombs[ uiBombIndex ].iItemIndex ].ubLevel == bLevel )
                {
                        pObj=&gWorldItems[ gWorldBombs[ uiBombIndex ].iItemIndex ].object;
                        if( pObj && pObj->exists() )
								//if ( ( (*pObj)[0]->data.misc.bDetonatorType != BOMB_TIMED ) && ( (*pObj)[0]->data.misc.bDetonatorType != BOMB_REMOTE ) ) 
                                if( !HasAttachmentOfClass( pObj, AC_REMOTEDET | AC_DETONATOR ) )								
                                        return( gWorldBombs[ uiBombIndex ].iItemIndex );
                }
        }
        return( -1 );		
}

// Flugente: is there a planted tripwire at this gridno? fKnown = TRUE: only return true if we know of that one already
INT32 FindWorldItemForTripwireInGridNo( INT32 sGridNo, INT8 bLevel, BOOLEAN fKnown )
{
	UINT32			uiBombIndex;
	OBJECTTYPE*		pObj = NULL;

	for (uiBombIndex = 0; uiBombIndex < guiNumWorldBombs; uiBombIndex++)
	{
		if (gWorldBombs[ uiBombIndex ].fExists && gWorldItems[ gWorldBombs[ uiBombIndex ].iItemIndex ].sGridNo == sGridNo && gWorldItems[ gWorldBombs[ uiBombIndex ].iItemIndex ].ubLevel == bLevel )
		{
			pObj = &( gWorldItems[ gWorldBombs[ uiBombIndex ].iItemIndex ].object );

			if ( pObj && Item[pObj->usItem].tripwire )
			{
				if ( !fKnown )
					return( gWorldBombs[ uiBombIndex ].iItemIndex );

				// owned by the player team - we know of this thing
				if ( (*pObj)[0]->data.ubWireNetworkFlag & TRIPWIRE_NETWORK_OWNER_PLAYER )					
					return( gWorldBombs[ uiBombIndex ].iItemIndex );

				// something is here, as a blue flag is planted
				if ( gpWorldLevelData[sGridNo].uiFlags & MAPELEMENT_PLAYER_MINE_PRESENT )
					return( gWorldBombs[ uiBombIndex ].iItemIndex );
			}
		}
	}
	return( -1 );
}


void FindPanicBombsAndTriggers( void )
{
	// This function searches the bomb table to find panic-trigger-tuned bombs and triggers

	UINT32			uiBombIndex;
	OBJECTTYPE *	pObj;
	STRUCTURE *		pSwitch;
	INT32 sGridNo = NOWHERE;
	INT8			bPanicIndex;
	for (uiBombIndex = 0; uiBombIndex < guiNumWorldBombs; uiBombIndex++)
	{
		if (gWorldBombs[ uiBombIndex ].fExists)
		{
			pObj = &(gWorldItems[ gWorldBombs[ uiBombIndex ].iItemIndex ].object);
			if ((*pObj)[0]->data.misc.bFrequency == PANIC_FREQUENCY || (*pObj)[0]->data.misc.bFrequency == PANIC_FREQUENCY_2 || (*pObj)[0]->data.misc.bFrequency == PANIC_FREQUENCY_3 )
			{
				if (pObj->usItem == SWITCH)
				{
					sGridNo = gWorldItems[ gWorldBombs[ uiBombIndex ].iItemIndex ].sGridNo;
					switch( (*pObj)[0]->data.misc.bFrequency )
					{
						case PANIC_FREQUENCY:
							bPanicIndex = 0;
							break;

						case PANIC_FREQUENCY_2:
							bPanicIndex = 1;
							break;

						case PANIC_FREQUENCY_3:
							bPanicIndex = 2;
							break;

						default:
							// augh!!!
							continue;
					}

					pSwitch = FindStructure( sGridNo, STRUCTURE_SWITCH );
					if (pSwitch)
					{
						switch( pSwitch->ubWallOrientation )
						{
							case INSIDE_TOP_LEFT:
							case OUTSIDE_TOP_LEFT:
								sGridNo += DirectionInc( SOUTH );
								break;
							case INSIDE_TOP_RIGHT:
							case OUTSIDE_TOP_RIGHT:
								sGridNo += DirectionInc( EAST );
								break;
							default:
								break;
						}
					}

					gTacticalStatus.sPanicTriggerGridNo[ bPanicIndex ] = sGridNo;
					gTacticalStatus.ubPanicTolerance[ bPanicIndex ] = (*pObj)[0]->data.misc.ubTolerance;
					if ((*pObj).fFlags & OBJECT_ALARM_TRIGGER)
					{
						gTacticalStatus.bPanicTriggerIsAlarm[ bPanicIndex ] = TRUE;
					}
					gTacticalStatus.fPanicFlags |= PANIC_TRIGGERS_HERE;
					bPanicIndex++;
					if (bPanicIndex == NUM_PANIC_TRIGGERS)
					{
						return;
					}
				}
				else
				{
					gTacticalStatus.fPanicFlags |= PANIC_BOMBS_HERE;
				}
			}
		}
	}
}

UINT32 GetFreeWorldItemIndex(void)//dnl ch75 271013
{
	UINT32 uiCount;
	for(uiCount=0; uiCount<gWorldItems.size(); uiCount++)
		if(gWorldItems[uiCount].fExists == FALSE)
			return(uiCount);
	ResizeWorldItems();
	return(uiCount);
}

UINT32 GetNumUsedWorldItems( void )
{
	UINT32 uiCount, uiNumItems;
	uiNumItems = 0;

	for( uiCount = 0; uiCount < guiNumWorldItems; uiCount++ )
	{
		if( gWorldItems[ uiCount ].fExists )
		{
			uiNumItems++;
		}
	}

	return( uiNumItems );
}

void ResizeWorldItems(void)//dnl ch75 271013
{
#ifdef INVFIX_Moa
	// grow by 3/2 as a better strategy, minimum 10
	guiNumWorldItems = max(10, guiNumWorldItems * 3 / 2);
	//Allocate new table with max+10 items.
	gWorldItems.resize(guiNumWorldItems);
#else
	guiNumWorldItems = gWorldItems.size();
	if(guiNumWorldItems - GetNumUsedWorldItems() < 50)
	{
#ifdef JA2EDITOR//dnl ch84 290114
		WORLDITEM *pwi, *pwinew;
		if(!gWorldItems.empty())
			pwi = &gWorldItems.front();
#endif
		gWorldItems.resize(guiNumWorldItems + 100);
		guiNumWorldItems = gWorldItems.size();
#ifdef JA2EDITOR//dnl ch84 290114
		if(gpItem)
		{
			pwinew = &gWorldItems.front();
			if(pwi != pwinew)
				gpItem = (OBJECTTYPE *)((PSTR)pwinew + ((PSTR)gpItem - (PSTR)pwi));
		}
#endif
	}
#endif
}

INT32 AddItemToWorld( INT32 sGridNo, OBJECTTYPE *pObject, UINT8 ubLevel, UINT16 usFlags, INT8 bRenderZHeightAboveLevel, INT8 bVisible, INT16 soldierID )
{
	UINT32	iItemIndex;
	INT32		iReturn;

	// ATE: Check if the gridno is OK	
	if ( TileIsOutOfBounds(sGridNo))
	{
		// Display warning.....
		#ifdef JA2BETAVERSION
			ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_BETAVERSION, L"Error: Item %d was given invalid grid location %d. Please report", pObject->usItem, sGridNo);
		#endif
		return( -1 );
	}

	iItemIndex = GetFreeWorldItemIndex( );

	//Add the new world item to the table.
	gWorldItems[ iItemIndex ].fExists										= TRUE;
	gWorldItems[ iItemIndex ].sGridNo										= sGridNo;
	gWorldItems[ iItemIndex ].ubLevel										= ubLevel;
	gWorldItems[ iItemIndex ].usFlags										= usFlags;
	gWorldItems[ iItemIndex ].bVisible									= bVisible;
	gWorldItems[ iItemIndex ].bRenderZHeightAboveLevel	= bRenderZHeightAboveLevel;
	gWorldItems[ iItemIndex ].soldierID										= soldierID;

	gWorldItems[ iItemIndex ].object = *pObject;

	// Add a bomb reference if needed
	// Flugente: we can arm bombs in our inventory and then throw them out, which will cause them to be added to the world. Only way to identify those items is via a check for their bDetonatorType
	if (usFlags & WORLD_ITEM_ARMED_BOMB || ( (Item[pObject->usItem].usItemClass & (IC_BOMB)) && ( ( (*pObject)[0]->data.misc.bDetonatorType == BOMB_TIMED ) || ( (*pObject)[0]->data.misc.bDetonatorType == BOMB_REMOTE ) ) ) )
	{
		// sevenfm: added flag WORLD_ITEM_ARMED_BOMB
		// this fixes bug with remote explosives not being removed after activation, if they were armed in inventory and thrown afterwards
		gWorldItems[ iItemIndex ].usFlags |= WORLD_ITEM_ARMED_BOMB;
	
		iReturn = AddBombToWorld( iItemIndex );
		if (iReturn == -1)
		{
			return( -1 );
		}
		else
		{
			// OJW - 20091002 - Explosives
			if (is_networked && is_client)
			{
				SOLDIERTYPE* pSoldier = NULL;

				if (soldierID == -1)
				{
					if (gWorldItems[ iItemIndex ].object[0]->data.usOwner > 1)
					{
						soldierID = gWorldItems[ iItemIndex ].object[0]->data.usOwner - 2; // undo the hack
						pSoldier = MercPtrs[ soldierID ];
					}
				}
				
				if (pSoldier != NULL)
				{
					// if soldier is on our team, or is AI and we are the server
					if (pSoldier->bTeam == 0 || (pSoldier->bTeam == 1 && is_server))
					{
						// this is a local bomb, so init it that way
						gWorldBombs[iReturn].iMPWorldItemIndex = 0;
						gWorldBombs[iReturn].ubMPTeamIndex = pSoldier->bTeam;
						gWorldBombs[iReturn].bIsFromRemotePlayer = false;
						// <TODO> the 99 is a hack..though probably doesnt matter
						send_plant_explosive((UINT16)soldierID , pObject->usItem , 99 , usFlags , sGridNo , ubLevel , iItemIndex );
					}
				}
			}
		}
	}

	return ( iItemIndex );
}

void RemoveItemFromWorld( INT32 iItemIndex )
{
	// Ensure the item still exists, then if it's a bomb,
	// remove the appropriate entry from the bomb table
	if (gWorldItems[ iItemIndex ].fExists)
	{
		if (gWorldItems[ iItemIndex ].usFlags & WORLD_ITEM_ARMED_BOMB)
		{
			RemoveBombFromWorldByItemIndex( iItemIndex );
		}
		gWorldItems[ iItemIndex ].fExists = FALSE;
	}
}

void TrashWorldItems()
{
	UINT32 i;
	if( !gWorldItems.empty() )//dnl ch75 271013
	{
		for( i = 0; i < guiNumWorldItems; i++ )
		{
			if( gWorldItems[ i ].fExists )
			{
				RemoveItemFromPool( gWorldItems[ i ].sGridNo, i, gWorldItems[ i ].ubLevel );
			}
		}
#ifdef INVFIX_Moa//dnl ch75 311013
		gWorldItems.clear();
#endif
	}
	if ( gWorldBombs )
	{
		MemFree( gWorldBombs );
		gWorldBombs = NULL;
		guiNumWorldBombs = 0;
	}
}

//dnl ch33 150909 //dnl ch74 191013
void SaveWorldItemsToMap(HWFILE fp, float dMajorMapVersion, UINT8 ubMinorMapVersion)
{
	UINT32 i, uiBytesWritten, uiActualNumWorldItems=0;
	OLD_WORLDITEM_101 oldWorldItem;

	for(i=0; i<guiNumWorldItems; i++)
	{
		if(gWorldItems[i].fExists)
		{
			if(dMajorMapVersion == VANILLA_MAJOR_MAP_VERSION && ubMinorMapVersion == VANILLA_MINOR_MAP_VERSION && gWorldItems[i].object.usItem >= OLD_MAXITEMS)
				continue;
			uiActualNumWorldItems++;
		}
	}
	FileWrite(fp, &uiActualNumWorldItems, sizeof(UINT32), &uiBytesWritten);
	for(i=0; i<guiNumWorldItems; i++)
	{
		if(gWorldItems[i].fExists)
		{
			if(dMajorMapVersion == VANILLA_MAJOR_MAP_VERSION && ubMinorMapVersion == VANILLA_MINOR_MAP_VERSION)
			{
				if(gWorldItems[i].object.usItem >= OLD_MAXITEMS)
					continue;
				oldWorldItem = gWorldItems[i];
				FileWrite(fp, &oldWorldItem, sizeof(OLD_WORLDITEM_101), &uiBytesWritten);
			}
			else
				gWorldItems[i].Save(fp, TRUE);
		}
	}
}

// WANNE - BMP: DONE!
void LoadWorldItemsFromMap( INT8 **hBuffer, float dMajorMapVersion, int ubMinorMapVersion )
{
	// Start loading itmes...

	UINT32			i;
	WORLDITEM		dummyItem;
	INT32				iItemIndex;
	UINT32			uiNumWorldItems;
	//If any world items exist, we must delete them now.
	TrashWorldItems();

	//Read the number of items that were saved in the map.
	LOADDATA( &uiNumWorldItems, *hBuffer, 4 );

	if( gTacticalStatus.uiFlags & LOADING_SAVED_GAME && !gfEditMode )
	{ //The sector has already been visited.	The items are saved in a different format that will be
		//loaded later on.	So, all we need to do is skip the data entirely.
		if (dMajorMapVersion >= 6.0 && ubMinorMapVersion > 26 ) {
			for (unsigned int x = 0; x < uiNumWorldItems; ++x)
			{
				//ADB WORLDITEM's size on disk is unknown
				dummyItem.Load(hBuffer, dMajorMapVersion, ubMinorMapVersion);
			}
		}
		else 
		{
			*hBuffer += sizeof ( OLD_WORLDITEM_101 ) * uiNumWorldItems;
		}
		return;
	}
	else for ( i = 0; i < uiNumWorldItems; i++ )
	{	//Add all of the items to the world indirectly through AddItemToPool, but only if the chance
		//associated with them succeed.
		dummyItem.Load(hBuffer, dMajorMapVersion, ubMinorMapVersion);
		gMapTrn.GetTrnCnt(dummyItem.sGridNo);//dnl ch44 270909 WORLDITEM translation

		if( dummyItem.object.usItem == OWNERSHIP )
		{
			dummyItem.ubNonExistChance = 0;
		}
		if( gfEditMode || dummyItem.ubNonExistChance <= PreRandom( 100 ) || 
			(gGameExternalOptions.ubMapItemChanceOverride > 0 && (gGameExternalOptions.ubMapItemChanceOverride >= PreRandom(100)) ) ) //Madd: map item chance override, note this calc is done in reverse
		{
			if( !gfEditMode )
			{
				//check for matching item existance modes and only add if there is a match!
				//if we are in platinum mode, REALISTIC items are allowed, but not SCIFI items
				if( dummyItem.usFlags & WORLD_ITEM_SCIFI_ONLY && !(gGameOptions.ubGameStyle == STYLE_SCIFI) ||
					dummyItem.usFlags & WORLD_ITEM_REALISTIC_ONLY && (gGameOptions.ubGameStyle == STYLE_SCIFI) )
				{ //no match, so don't add item to world
					continue;
				}
/*
				if ( !gGameOptions.fGunNut )
				{
					UINT16	usReplacement;

					// do replacements?
					if ( Item[ dummyItem.object.usItem ].usItemClass == IC_GUN )
					{
						INT8		bAmmo, bNewAmmo;

						usReplacement = StandardGunListReplacement( dummyItem.object.usItem );
						if ( usReplacement )
						{
							// everything else can be the same? no.
							bAmmo = dummyItem.object[0]->data.gun.ubGunShotsLeft;
							bNewAmmo = (Weapon[ usReplacement ].ubMagSize * bAmmo) / Weapon[ dummyItem.object.usItem ].ubMagSize;
							if ( bAmmo > 0 && bNewAmmo == 0 )
							{
								bNewAmmo = 1;
							}

							dummyItem.object.usItem = usReplacement;
							dummyItem.object[0]->data.gun.ubGunShotsLeft = bNewAmmo;
						}
					}
					if ( Item[ dummyItem.object.usItem ].usItemClass == IC_AMMO )
					{
						usReplacement = StandardGunListAmmoReplacement( dummyItem.object.usItem );
						if ( usReplacement )
						{
							UINT8 ubLoop;

							// go through status values and scale up/down
							for ( ubLoop = 0; ubLoop < dummyItem.object.ubNumberOfObjects; ubLoop++ )
							{
								dummyItem.object.status.bStatus[ ubLoop ] = dummyItem.object.status.bStatus[ ubLoop ] * Magazine[ Item[ usReplacement ].ubClassIndex ].ubMagSize / Magazine[ Item[ dummyItem.object.usItem ].ubClassIndex ].ubMagSize;
							}

							// then replace item #
							dummyItem.object.usItem = usReplacement;
						}
					}
				}

*/
			}
			if( dummyItem.object.usItem == ACTION_ITEM && gfLoadPitsWithoutArming )
			{ //if we are loading a pit, they are typically loaded without being armed.
				if( dummyItem.object[0]->data.misc.bActionValue == ACTION_ITEM_SMALL_PIT || dummyItem.object[0]->data.misc.bActionValue == ACTION_ITEM_LARGE_PIT )
				{
					dummyItem.usFlags &= ~WORLD_ITEM_ARMED_BOMB;
					dummyItem.bVisible = BURIED;
					dummyItem.object[0]->data.misc.bDetonatorType = 0;
				}
			}

			else if ( dummyItem.bVisible == HIDDEN_ITEM && dummyItem.object[0]->data.bTrap > 0 && ( Item[dummyItem.object.usItem].mine || dummyItem.object.usItem == TRIP_FLARE || dummyItem.object.usItem == TRIP_KLAXON) )
			{
				ArmBomb( &dummyItem.object, BOMB_PRESSURE );
				dummyItem.usFlags |= WORLD_ITEM_ARMED_BOMB;
				// this is coming from the map so the enemy must know about it.
				gpWorldLevelData[ dummyItem.sGridNo ].uiFlags |= MAPELEMENT_ENEMY_MINE_PRESENT;

			}

			if ( dummyItem.usFlags & WORLD_ITEM_ARMED_BOMB )
			{ //all armed bombs are buried
				dummyItem.bVisible = BURIED;
			}
#if 0//dnl ch74 201013 this is already done in OBJECTTYPE::Load()
			//Madd: ok, so this drives me nuts -- why bother with default attachments if the map isn't going to load them for you?  
			//this should fix that...
			for(UINT8 cnt = 0; cnt < MAX_DEFAULT_ATTACHMENTS; cnt++)
			{
				if(Item [ dummyItem.object.usItem ].defaultattachments[cnt] == 0)
					break;

				OBJECTTYPE defaultAttachment;
				CreateItem(Item [ dummyItem.object.usItem ].defaultattachments[cnt],100,&defaultAttachment);
				dummyItem.object.AttachObject(NULL,&defaultAttachment, FALSE);
			}
#endif
			// sevenfm: don't allow max repair threshold less than current object status
			dummyItem.object[0]->data.sRepairThreshold = __max(dummyItem.object[0]->data.sRepairThreshold, dummyItem.object[0]->data.objectStatus);
			AddItemToPoolAndGetIndex( dummyItem.sGridNo, &dummyItem.object, dummyItem.bVisible, dummyItem.ubLevel, dummyItem.usFlags, dummyItem.bRenderZHeightAboveLevel, dummyItem.soldierID, &iItemIndex );
			gWorldItems[ iItemIndex ].ubNonExistChance = dummyItem.ubNonExistChance;
		}
	}

	if ( !gfEditMode )
	{
		DeleteWorldItemsBelongingToTerroristsWhoAreNotThere();
		if ( gWorldSectorX == 3 && gWorldSectorY == MAP_ROW_P && gbWorldSectorZ == 1 )
		{
			DeleteWorldItemsBelongingToQueenIfThere();
		}
	}
}

void DeleteWorldItemsBelongingToTerroristsWhoAreNotThere( void )
{
	UINT32	uiLoop;
	UINT32	uiLoop2;
	INT32 sGridNo;
	UINT8		ubLevel;

	// only do this after Carmen has talked to player and terrorists have been placed
	//if ( CheckFact( FACT_CARMEN_EXPLAINED_DEAL, 0 ) == TRUE )
	{

		for ( uiLoop = 0; uiLoop < guiNumWorldItems; uiLoop++ )
		{
			// loop through all items, look for ownership
			if ( gWorldItems[ uiLoop ].fExists && gWorldItems[ uiLoop ].object.usItem == OWNERSHIP )
			{
				// if owner is a terrorist
				if ( IsProfileATerrorist( (UINT8) gWorldItems[ uiLoop ].object[0]->data.owner.ubOwnerProfile ) )
				{
					// and they were not set in the current sector
					if ( gMercProfiles[ gWorldItems[ uiLoop ].object[0]->data.owner.ubOwnerProfile ].sSectorX != gWorldSectorX ||
						gMercProfiles[ gWorldItems[ uiLoop ].object[0]->data.owner.ubOwnerProfile ].sSectorY != gWorldSectorY )
					{
						// then all items in this location should be deleted
						sGridNo = gWorldItems[ uiLoop ].sGridNo;
						ubLevel = gWorldItems[ uiLoop ].ubLevel;
						for ( uiLoop2 = 0; uiLoop2 < guiNumWorldItems; uiLoop2++ )
						{
							// loop through all items, look for ownership
							if ( gWorldItems[ uiLoop2 ].fExists && gWorldItems[ uiLoop2 ].sGridNo == sGridNo && gWorldItems[ uiLoop2 ].ubLevel == ubLevel )
							{
								RemoveItemFromPool( sGridNo, uiLoop2, ubLevel );
							}
						}
					}
				}
			}
		}
	}
	// else the terrorists haven't been placed yet!
}

void DeleteWorldItemsBelongingToQueenIfThere( void )
{
	UINT32	uiLoop;
	UINT32	uiLoop2;
	INT32 sGridNo;
	UINT8		ubLevel;
	INT8		bSlot;

	if ( gMercProfiles[ QUEEN ].sSectorX == gWorldSectorX &&
		gMercProfiles[ QUEEN ].sSectorY == gWorldSectorY &&
		gMercProfiles[ QUEEN ].bSectorZ == gbWorldSectorZ )
	{

		for ( uiLoop = 0; uiLoop < guiNumWorldItems; uiLoop++ )
		{
			// loop through all items, look for ownership
			if ( gWorldItems[ uiLoop ].fExists && gWorldItems[ uiLoop ].object.usItem == OWNERSHIP )
			{
				// if owner is the Queen
				if ( gWorldItems[ uiLoop ].object[0]->data.owner.ubOwnerProfile == QUEEN )
				{
					// then all items in this location should be deleted
					sGridNo = gWorldItems[ uiLoop ].sGridNo;
					ubLevel = gWorldItems[ uiLoop ].ubLevel;
					for ( uiLoop2 = 0; uiLoop2 < guiNumWorldItems; uiLoop2++ )
					{
						// loop through all items, look for those in same tile
						if ( gWorldItems[ uiLoop2 ].fExists && gWorldItems[ uiLoop2 ].sGridNo == sGridNo && gWorldItems[ uiLoop2 ].ubLevel == ubLevel )
						{
							// upgrade equipment
							switch ( gWorldItems[ uiLoop2 ].object.usItem )
							{
								case AUTO_ROCKET_RIFLE:
									bSlot = FindObjectInSoldierProfile( QUEEN, ROCKET_RIFLE );
									if ( bSlot != NO_SLOT )
									{
										// give her auto rifle
										gMercProfiles[ QUEEN ].inv[ bSlot ] = AUTO_ROCKET_RIFLE;
									}
									break;
								case SPECTRA_HELMET_18:
									gMercProfiles[ QUEEN ].inv[ HELMETPOS ] = SPECTRA_HELMET_18;
									break;
								case SPECTRA_VEST_18:
									gMercProfiles[ QUEEN ].inv[ VESTPOS ] = SPECTRA_VEST_18;
									break;
								case SPECTRA_LEGGINGS_18:
									gMercProfiles[ QUEEN ].inv[ LEGPOS ] = SPECTRA_LEGGINGS_18;
									break;
								default:
									break;
							}
							RemoveItemFromPool( sGridNo, uiLoop2, ubLevel );
						}
					}
				}
			}
		}
	}
}


// Refresh item pools
void RefreshWorldItemsIntoItemPools( std::vector<WORLDITEM>& pItemList, INT32 iNumberOfItems )//dnl ch75 271013
{
	INT32			i;

	for ( i = 0; i < iNumberOfItems; i++ )
	{
		if( pItemList[ i ].fExists )
		{
			WORLDITEM& dummyItem = pItemList[ i ];

			AddItemToPool( dummyItem.sGridNo, &dummyItem.object, dummyItem.bVisible, dummyItem.ubLevel, dummyItem.usFlags, dummyItem.bRenderZHeightAboveLevel, dummyItem.soldierID );
		}
	}

}


// Flugente: Cool/decay down all items in this sector
void CoolDownWorldItems()
{
	HandleSectorCooldownFunctions( gWorldSectorX, gWorldSectorY, gbWorldSectorZ, gWorldItems, guiNumWorldItems, FALSE );
}
