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/*
* The Mana World
* Copyright (C) 2004 The Mana World Development Team
*
* This file is part of The Mana World.
*
* This program 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.
*
* This program 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 this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#include "beingmanager.h"
#include "engine.h"
#include "flooritemmanager.h"
#include "game.h"
#include "localplayer.h"
#include "log.h"
#include "map.h"
#include "particle.h"
#include "sound.h"
#include "gui/gui.h"
#include "gui/minimap.h"
#include "gui/okdialog.h"
#include "gui/viewport.h"
#include "net/gamehandler.h"
#include "net/net.h"
#include "resources/mapreader.h"
#include "resources/monsterdb.h"
#include "resources/resourcemanager.h"
#include "utils/gettext.h"
#include "utils/stringutils.h"
#include <assert.h>
Engine::Engine():
mCurrentMap(0)
{
}
Engine::~Engine()
{
delete mCurrentMap;
}
bool Engine::changeMap(const std::string &mapPath)
{
// Clean up floor items, beings and particles
floorItemManager->clear();
beingManager->clear();
// Close the popup menu on map change so that invalid options can't be
// executed.
viewport->closePopupMenu();
// Unset the map of the player so that its particles are cleared before
// being deleted in the next step
if (player_node)
player_node->setMap(0);
particleEngine->clear();
mMapName = mapPath;
// Store full map path in global var
map_path = "maps/" + mapPath + ".tmx";
ResourceManager *resman = ResourceManager::getInstance();
if (!resman->exists(map_path))
map_path += ".gz";
// Attempt to load the new map
Map *newMap = MapReader::readMap(map_path);
if (!newMap)
{
logger->log("Error while loading %s", map_path.c_str());
new OkDialog(_("Could Not Load Map"),
strprintf(_("Error while loading %s"), map_path.c_str()));
}
// Notify the minimap and beingManager about the map change
minimap->setMap(newMap);
beingManager->setMap(newMap);
particleEngine->setMap(newMap);
viewport->setMap(newMap);
// Initialize map-based particle effects
if (newMap)
newMap->initializeParticleEffects(particleEngine);
// Start playing new music file when necessary
std::string oldMusic = mCurrentMap ? mCurrentMap->getMusicFile() : "";
std::string newMusic = newMap ? newMap->getMusicFile() : "";
if (newMusic != oldMusic)
sound.playMusic(newMusic);
delete mCurrentMap;
mCurrentMap = newMap;
Net::getGameHandler()->mapLoaded(mapPath);
return true;
}
void Engine::logic()
{
beingManager->logic();
particleEngine->update();
gui->logic();
}
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