/*
* 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 "beingmanager.h"
#include "flooritemmanager.h"
#include "game.h"
#include "graphics.h"
#include "main.h"
#include "localplayer.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 "net/messageout.h"
#include "net/protocol.h"
#include "resources/itemmanager.h"
#include "resources/mapreader.h"
#include "resources/resourcemanager.h"
#include "utils/dtor.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;
std::vector<Spriteset *> weaponset;
Engine::Engine(Network *network):
mShowDebugPath(false),
mCurrentMap(NULL),
mNetwork(network)
{
// 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);
for (int i = 0; i < 2; i++)
{
std::stringstream filename;
filename << "graphics/sprites/weapon" << i << ".png";
printf("hairstyle: %s\n", filename.str().c_str());
Spriteset *tmp = ResourceManager::getInstance()->createSpriteset(
filename.str(), 64, 64);
if (!tmp) {
logger->error("Unable to load weaponset");
} else {
weaponset.push_back(tmp);
}
}
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
for_each(monsterset.begin(), monsterset.end(), make_dtor(monsterset));
monsterset.clear();
delete npcset;
delete emotionset;
for_each(weaponset.begin(), weaponset.end(), make_dtor(weaponset));
weaponset.clear();
delete itemset;
delete itemDb;
}
void Engine::changeMap(std::string mapPath)
{
// Clean up floor items
floorItemManager->clear();
beingManager->clear();
// Generate full map path
mapPath = "maps/" + mapPath;
mapPath = mapPath.substr(0, mapPath.rfind(".")) + ".tmx.gz";
// Store in global var
map_path = mapPath;
// Attempt to load the new map
Map *newMap = MapReader::readMap(mapPath);
if (!newMap) {
logger->error("Could not find map file");
}
// Notify the minimap and beingManager about the map change
Image *mapImage = NULL;
if (newMap->hasProperty("minimap")) {
ResourceManager *resman = ResourceManager::getInstance();
mapImage = resman->getImage(newMap->getProperty("minimap"));
}
minimap->setMapImage(mapImage);
beingManager->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;
// Send "map loaded"
MessageOut outMsg(mNetwork);
outMsg.writeInt16(CMSG_MAP_LOADED);
}
void Engine::logic()
{
beingManager->logic();
gui->logic();
}
void Engine::draw(Graphics *graphics)
{
int midTileX = graphics->getWidth() / 32 / 2;
int midTileY = graphics->getHeight() / 32 / 2;
int map_x = (player_node->mX - midTileX) * 32 + player_node->getXOffset();
int map_y = (player_node->mY - 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;
Path debugPath = mCurrentMap->findPath(
player_node->mX, player_node->mY,
mouseTileX, mouseTileY);
for (PathIterator i = debugPath.begin(); i != debugPath.end(); i++)
{
int squareX = i->x * 32 - map_x + 12;
int squareY = i->y * 32 - map_y + 12;
graphics->setColor(gcn::Color(255, 0, 0));
graphics->fillRectangle(gcn::Rectangle(squareX, squareY, 8, 8));
MetaTile *tile = mCurrentMap->getMetaTile(i->x, i->y);
std::stringstream cost;
cost << tile->Gcost;
graphics->drawText(cost.str(), squareX + 4, squareY + 12,
gcn::Graphics::CENTER);
}
}
// Draw player nickname, speech, and emotion sprite as needed
Beings *beings = beingManager->getAll();
for (BeingIterator i = beings->begin(); i != beings->end(); i++)
{
(*i)->drawSpeech(graphics, -map_x, -map_y);
(*i)->drawName(graphics, -map_x, -map_y);
(*i)->drawEmotion(graphics, -map_x, -map_y);
}
// Draw target marker if needed
Being *target;
if ((target = player_node->getTarget()))
{
graphics->setFont(speechFont);
int dy = (target->getType() == Being::PLAYER) ? 90 : 52;
graphics->drawText("[TARGET]", target->getPixelX() - map_x + 15,
target->getPixelY() - map_y - dy, gcn::Graphics::CENTER);
}
gui->draw();
}