1 | /* |
1 | /* |
2 | * static char *rcsid_map_c = |
2 | * static char *rcsid_map_c = |
3 | * "$Id: map.C,v 1.23 2006/09/04 15:51:24 root Exp $"; |
3 | * "$Id: map.C,v 1.24 2006/09/04 16:46:32 root Exp $"; |
4 | */ |
4 | */ |
5 | |
5 | |
6 | /* |
6 | /* |
7 | CrossFire, A Multiplayer game for X-windows |
7 | CrossFire, A Multiplayer game for X-windows |
8 | |
8 | |
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494 | insert_ob_in_map(op, op->map, tmp,INS_NO_MERGE|INS_ABOVE_FLOOR_ONLY|INS_NO_WALK_ON); |
494 | insert_ob_in_map(op, op->map, tmp,INS_NO_MERGE|INS_ABOVE_FLOOR_ONLY|INS_NO_WALK_ON); |
495 | } /* for at = tmp->arch->more */ |
495 | } /* for at = tmp->arch->more */ |
496 | } /* for objects on this space */ |
496 | } /* for objects on this space */ |
497 | } |
497 | } |
498 | |
498 | |
499 | |
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500 | |
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501 | /* |
499 | /* |
502 | * Loads (ands parses) the objects into a given map from the specified |
500 | * Loads (ands parses) the objects into a given map from the specified |
503 | * file pointer. |
501 | * file pointer. |
504 | * mapflags is the same as we get with load_original_map |
502 | * mapflags is the same as we get with load_original_map |
505 | */ |
503 | */ |
506 | |
504 | void |
507 | void load_objects (mapstruct *m, object_thawer &fp, int mapflags) { |
505 | load_objects (mapstruct *m, object_thawer &fp, int mapflags) |
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506 | { |
508 | int i,j; |
507 | int i, j; |
509 | int unique; |
508 | int unique; |
510 | object *op, *prev=NULL,*last_more=NULL, *otmp; |
509 | object *op, *prev = NULL, *last_more = NULL, *otmp; |
511 | |
510 | |
512 | op=get_object(); |
511 | op = get_object (); |
513 | op->map = m; /* To handle buttons correctly */ |
512 | op->map = m; /* To handle buttons correctly */ |
514 | |
513 | |
515 | while((i = load_object (fp, op, mapflags))) { |
514 | while ((i = load_object (fp, op, mapflags))) |
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515 | { |
516 | /* if the archetype for the object is null, means that we |
516 | /* if the archetype for the object is null, means that we |
517 | * got an invalid object. Don't do anything with it - the game |
517 | * got an invalid object. Don't do anything with it - the game |
518 | * or editor will not be able to do anything with it either. |
518 | * or editor will not be able to do anything with it either. |
519 | */ |
519 | */ |
520 | if (op->arch==NULL) { |
520 | if (op->arch == NULL) |
521 | LOG(llevDebug,"Discarding object without arch: %s\n", op->name?(const char *)op->name:"(null)"); |
521 | { |
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522 | LOG (llevDebug, "Discarding object without arch: %s\n", |
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523 | op->name ? (const char *) op->name : "(null)"); |
522 | continue; |
524 | continue; |
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525 | } |
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526 | |
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527 | |
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528 | switch (i) |
523 | } |
529 | { |
524 | |
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525 | |
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526 | switch(i) { |
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527 | case LL_NORMAL: |
530 | case LL_NORMAL: |
528 | /* if we are loading an overlay, put the floors on the bottom */ |
531 | /* if we are loading an overlay, put the floors on the bottom */ |
529 | if ((QUERY_FLAG(op, FLAG_IS_FLOOR) || |
532 | if ((QUERY_FLAG (op, FLAG_IS_FLOOR) || |
530 | QUERY_FLAG(op, FLAG_OVERLAY_FLOOR)) && mapflags & MAP_OVERLAY) |
533 | QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)) && mapflags & MAP_OVERLAY) |
531 | insert_ob_in_map(op,m,op,INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY | INS_MAP_LOAD); |
534 | insert_ob_in_map (op, m, op, |
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535 | INS_NO_MERGE | INS_NO_WALK_ON | |
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536 | INS_ABOVE_FLOOR_ONLY | INS_MAP_LOAD); |
532 | else |
537 | else |
533 | insert_ob_in_map(op,m,op,INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD); |
538 | insert_ob_in_map (op, m, op, |
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539 | INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | |
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540 | INS_MAP_LOAD); |
534 | |
541 | |
535 | if (op->inv) |
542 | if (op->inv) |
536 | sum_weight(op); |
543 | sum_weight (op); |
537 | |
544 | |
538 | prev=op,last_more=op; |
545 | prev = op, last_more = op; |
539 | break; |
546 | break; |
540 | |
547 | |
541 | case LL_MORE: |
548 | case LL_MORE: |
542 | insert_ob_in_map(op,m, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY); |
549 | insert_ob_in_map (op, m, op, |
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550 | INS_NO_MERGE | INS_NO_WALK_ON | |
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551 | INS_ABOVE_FLOOR_ONLY); |
543 | op->head=prev,last_more->more=op,last_more=op; |
552 | op->head = prev, last_more->more = op, last_more = op; |
544 | break; |
553 | break; |
545 | } |
554 | } |
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555 | |
546 | if (mapflags & MAP_STYLE) { |
556 | if (mapflags & MAP_STYLE) |
547 | remove_from_active_list(op); |
557 | remove_from_active_list (op); |
548 | } |
558 | |
549 | op=get_object(); |
559 | op = get_object (); |
550 | op->map = m; |
560 | op->map = m; |
551 | } |
561 | } |
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562 | |
552 | for (i=0;i<m->width;i++){ |
563 | for (i = 0; i < m->width; i++) |
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564 | { |
553 | for (j=0;j<m->height;j++){ |
565 | for (j = 0; j < m->height; j++) |
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566 | { |
554 | unique =0; |
567 | unique = 0; |
555 | /* check for unique items, or unique squares */ |
568 | /* check for unique items, or unique squares */ |
556 | for (otmp = get_map_ob(m, i, j); otmp; otmp = otmp->above) { |
569 | for (otmp = get_map_ob (m, i, j); otmp; otmp = otmp->above) |
557 | if (QUERY_FLAG(otmp, FLAG_UNIQUE) || QUERY_FLAG(otmp, FLAG_OBJ_SAVE_ON_OVL)) |
570 | { |
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571 | if (QUERY_FLAG (otmp, FLAG_UNIQUE) |
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572 | || QUERY_FLAG (otmp, FLAG_OBJ_SAVE_ON_OVL)) |
558 | unique = 1; |
573 | unique = 1; |
559 | if (!(mapflags & (MAP_OVERLAY|MAP_PLAYER_UNIQUE) || unique)) |
574 | if (!(mapflags & (MAP_OVERLAY | MAP_PLAYER_UNIQUE) || unique)) |
560 | SET_FLAG(otmp, FLAG_OBJ_ORIGINAL); |
575 | SET_FLAG (otmp, FLAG_OBJ_ORIGINAL); |
561 | } |
576 | } |
562 | } |
577 | } |
563 | } |
578 | } |
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579 | |
564 | free_object(op); |
580 | free_object (op); |
565 | link_multipart_objects(m); |
581 | link_multipart_objects (m); |
566 | } |
582 | } |
567 | |
583 | |
568 | /* This saves all the objects on the map in a non destructive fashion. |
584 | /* This saves all the objects on the map in a non destructive fashion. |
569 | * Modified by MSW 2001-07-01 to do in a single pass - reduces code, |
585 | * Modified by MSW 2001-07-01 to do in a single pass - reduces code, |
570 | * and we only save the head of multi part objects - this is needed |
586 | * and we only save the head of multi part objects - this is needed |
… | |
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1533 | fix_auto_apply(m); /* Chests which open as default */ |
1549 | fix_auto_apply(m); /* Chests which open as default */ |
1534 | |
1550 | |
1535 | /* If a player unique map, no extra unique object file to load. |
1551 | /* If a player unique map, no extra unique object file to load. |
1536 | * if from the editor, likewise. |
1552 | * if from the editor, likewise. |
1537 | */ |
1553 | */ |
1538 | if (! (flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE))) |
1554 | if (!(flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE))) |
1539 | load_unique_objects(m); |
1555 | load_unique_objects(m); |
1540 | |
1556 | |
1541 | if (! (flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE|MAP_OVERLAY))) { |
1557 | if (! (flags & (MAP_FLUSH|MAP_PLAYER_UNIQUE|MAP_OVERLAY))) { |
1542 | m=load_overlay_map(name, m); |
1558 | m=load_overlay_map(name, m); |
1543 | if (m==NULL) |
1559 | if (m==NULL) |