/*
* The Mana World
* Copyright 2004 The Mana World Development Team
*
* This file is part of The Mana World.
*
* The Mana World is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* any later version.
*
* The Mana World is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with The Mana World; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*
* $Id$
*/
#include "engine.h"
#include <list>
#include <sstream>
#include "being.h"
#include "floor_item.h"
#include "game.h"
#include "graphics.h"
#include "log.h"
#include "main.h"
#include "map.h"
#include "sound.h"
#include "graphic/spriteset.h"
#include "gui/gui.h"
#include "gui/minimap.h"
#include "resources/itemmanager.h"
#include "resources/mapreader.h"
#include "resources/resourcemanager.h"
extern Minimap *minimap;
char itemCurrenyQ[10] = "0";
int camera_x, camera_y;
std::map<int, Spriteset*> monsterset;
ItemManager *itemDb; /**< Item database object */
Spriteset *itemset;
Spriteset *emotionset;
Spriteset *npcset;
Spriteset *weaponset;
Engine::Engine():
mShowDebugPath(false),
mCurrentMap(NULL)
{
// Load the sprite sets
ResourceManager *resman = ResourceManager::getInstance();
npcset = resman->createSpriteset("graphics/sprites/npcs.png", 50, 80);
emotionset = resman->createSpriteset("graphics/sprites/emotions.png",
30, 32);
weaponset = resman->createSpriteset("graphics/sprites/weapons.png",
160, 120);
itemset = resman->createSpriteset("graphics/sprites/items.png", 32, 32);
if (!npcset) logger->error("Unable to load NPC spriteset!");
if (!emotionset) logger->error("Unable to load emotions spriteset!");
if (!weaponset) logger->error("Unable to load weapon spriteset!");
if (!itemset) logger->error("Unable to load item spriteset!");
// Initialize item manager
itemDb = new ItemManager();
}
Engine::~Engine()
{
// Delete sprite sets
std::map<int, Spriteset*>::iterator i;
for (i = monsterset.begin(); i != monsterset.end(); i++)
{
delete (*i).second;
}
monsterset.clear();
delete npcset;
delete emotionset;
delete weaponset;
delete itemset;
delete itemDb;
}
Map *Engine::getCurrentMap()
{
return mCurrentMap;
}
void Engine::changeMap(const std::string &mapPath)
{
// Clean up floor items
empty_floor_items();
// Remove the local player, so it is not deleted
if (player_node != NULL)
{
beings.remove(player_node);
}
// Delete all beings (except the local player)
std::list<Being*>::iterator i;
for (i = beings.begin(); i != beings.end(); i++)
{
delete (*i);
}
beings.clear();
// Attempt to load the new map
Map *newMap = MapReader::readMap(mapPath);
if (!newMap) {
logger->error("Could not find map file");
}
// Re-add the local player node and transfer him to the newly loaded map
if (player_node != NULL)
{
beings.push_back(player_node);
player_node->setMap(newMap);
}
// Start playing new music file when necessary
std::string oldMusic = "";
if (mCurrentMap) {
oldMusic = mCurrentMap->getProperty("music");
delete mCurrentMap;
}
std::string newMusic = newMap->getProperty("music");
if (newMusic != oldMusic) {
newMusic = std::string(TMW_DATADIR) + "data/music/" + newMusic;
sound.playMusic(newMusic.c_str(), -1);
}
mCurrentMap = newMap;
// Notify the minimap about the map change
minimap->setMap(mCurrentMap);
}
void Engine::logic()
{
// Update beings
std::list<Being*>::iterator beingIterator = beings.begin();
while (beingIterator != beings.end())
{
Being *being = (*beingIterator);
being->logic();
if (being->action == Being::MONSTER_DEAD && being->mFrame >= 20)
{
delete being;
beingIterator = beings.erase(beingIterator);
}
else {
beingIterator++;
}
}
gui->logic();
}
void Engine::draw(Graphics *graphics)
{
int midTileX = graphics->getWidth() / 32 / 2;
int midTileY = graphics->getHeight() / 32 / 2;
int map_x = (player_node->x - midTileX) * 32 + player_node->getXOffset();
int map_y = (player_node->y - midTileY) * 32 + player_node->getYOffset();
if (mCurrentMap) {
if (map_x < 0) {
map_x = 0;
}
if (map_y < 0) {
map_y = 0;
}
if (map_x > (mCurrentMap->getWidth() - midTileX) * 32) {
map_x = (mCurrentMap->getWidth() - midTileX) * 32;
}
if (map_y > (mCurrentMap->getHeight() - midTileY) * 32) {
map_y = (mCurrentMap->getHeight() - midTileY) * 32;
}
}
camera_x = map_x / 32;
camera_y = map_y / 32;
// Draw tiles and sprites
if (mCurrentMap != NULL)
{
mCurrentMap->draw(graphics, map_x, map_y, 0);
mCurrentMap->draw(graphics, map_x, map_y, 1);
mCurrentMap->draw(graphics, map_x, map_y, 2);
}
// Find a path from the player to the mouse, and draw it. This is for debug
// purposes.
if (mShowDebugPath && mCurrentMap != NULL)
{
// Get the current mouse position
int mouseX, mouseY;
SDL_GetMouseState(&mouseX, &mouseY);
int mouseTileX = mouseX / 32 + camera_x;
int mouseTileY = mouseY / 32 + camera_y;
std::list<PATH_NODE> debugPath = mCurrentMap->findPath(
player_node->x, player_node->y,
mouseTileX, mouseTileY);
while (!debugPath.empty())
{
PATH_NODE node = debugPath.front();
debugPath.pop_front();
int squareX = node.x * 32 - map_x + 12;
int squareY = node.y * 32 - map_y + 12;
graphics->setColor(gcn::Color(255, 0, 0));
graphics->fillRectangle(gcn::Rectangle(squareX, squareY, 8, 8));
MetaTile *tile = mCurrentMap->getMetaTile(node.x, node.y);
std::stringstream cost;
cost << tile->Gcost;
graphics->drawText(cost.str(), squareX + 4, squareY + 12,
gcn::Graphics::CENTER);
}
}
// Draw player speech
for (std::list<Being*>::iterator i = beings.begin(); i != beings.end(); i++)
{
(*i)->drawSpeech(graphics, -map_x, -map_y);
}
gui->draw();
}