Example #1
0
File: Game.cpp Project: dhewg/gemrb
int Game::DelMap(unsigned int index, int forced)
{
//this function should archive the area, and remove it only if the area
//contains no active actors (combat, partymembers, etc)
	if (index >= Maps.size()) {
		return -1;
	}
	Map *map = Maps[index];

	if (MapIndex==(int) index) { //can't remove current map in any case
		const char *name = map->GetScriptName();
		memcpy(AnotherArea, name, sizeof(AnotherArea) );
		return -1;
	}


	if (!map) { //this shouldn't happen, i guess
		printMessage("Game","Erased NULL Map\n",YELLOW);
		Maps.erase( Maps.begin()+index);
		if (MapIndex>(int) index) {
			MapIndex--;
		}
		return 1;
	}

	if (forced || (Maps.size()>MAX_MAPS_LOADED) )
	{
		//keep at least one master
		const char *name = map->GetScriptName();
		if (MasterArea(name)) {
			if(!AnotherArea[0]) {
				memcpy(AnotherArea, name, sizeof(AnotherArea));
				if (!forced) {
					return -1;
				}
			}
		}
		//this check must be the last, because
		//after PurgeActors you cannot keep the
		//area in memory
		//Or the queues should be regenerated!
		if (!map->CanFree())
		{
			return 1;
		}
		//remove map from memory
		core->SwapoutArea(Maps[index]);
		delete( Maps[index] );
		Maps.erase( Maps.begin()+index);
		//current map will be decreased
		if (MapIndex>(int) index) {
			MapIndex--;
		}
		return 1;
	}
	//didn't remove the map
	return 0;
}
Example #2
0
int Game::DelMap(unsigned int index, int forced)
{
//this function should archive the area, and remove it only if the area
//contains no active actors (combat, partymembers, etc)
	if (index >= Maps.size()) {
		return -1;
	}
	Map *map = Maps[index];

	if (MapIndex==(int) index) { //can't remove current map in any case
		const char *name = map->GetScriptName();
		memcpy(AnotherArea, name, sizeof(AnotherArea) );
		return -1;
	}


	if (!map) { //this shouldn't happen, i guess
		Log(WARNING, "Game", "Erased NULL Map");
		Maps.erase( Maps.begin()+index);
		if (MapIndex>(int) index) {
			MapIndex--;
		}
		return 1;
	}

	if (forced || (Maps.size()>MAX_MAPS_LOADED) )
	{
		//keep at least one master
		const char *name = map->GetScriptName();
		if (MasterArea(name)) {
			if(!AnotherArea[0]) {
				memcpy(AnotherArea, name, sizeof(AnotherArea));
				if (!forced) {
					return -1;
				}
			}
		}
		//this check must be the last, because
		//after PurgeActors you cannot keep the
		//area in memory
		//Or the queues should be regenerated!
		if (!map->CanFree())
		{
			return 1;
		}
		//if there are still selected actors on the map (e.g. summons)
		//unselect them now before they get axed
		std::vector< Actor*>::iterator m;
		for (m = selected.begin(); m != selected.end();) {
			if (!(*m)->InParty && !stricmp(Maps[index]->GetScriptName(), (*m)->Area)) {
				m = selected.erase(m);
			} else {
				++m;
			}
		}

		//remove map from memory
		core->SwapoutArea(Maps[index]);
		delete( Maps[index] );
		Maps.erase( Maps.begin()+index);
		//current map will be decreased
		if (MapIndex>(int) index) {
			MapIndex--;
		}
		return 1;
	}
	//didn't remove the map
	return 0;
}