/*
* 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
*
* By ElvenProgrammer aka Eugenio Favalli (umperio@users.sourceforge.net)
*/
#include "graphic.h"
#include "2xsai.h"
#include "../gui/gui.h"
#include "../gui/stats.h"
#include "../gui/textfield.h"
#define TILESET_W 480
#define TILESET_H 320
#ifdef WIN32
#pragma warning (disable:4312)
#endif
BITMAP *vbuffer, *vpage[2], *vtileset, *temp, *vnpcset, *vplayerset, *vmonsterset;
int page_num = 0;
bool page_flipping;
BITMAP *buffer, *chat_background;
DATAFILE *tileset;
char itemCurrenyQ[10] = "0";
//char page_num;
int map_x, map_y, camera_x, camera_y;
DIALOG_PLAYER *npc_player, *skill_player, *buy_sell_player, *sell_player, *skill_list_player, *npc_list_player;
char npc_text[1000] = "";
char statsString2[255] = "n/a";
char skill_points[10] = "";
TmwInventory inventory;
Chat chatlog("./docs/chatlog.txt", 20);
int show_npc_dialog = 0;
bool show_skill_dialog = false;
bool show_skill_list_dialog = false;
char npc_button[10] = "Close";
gcn::TextField *chatInput;
StatsDialog *statsDialog;
BuyDialog *buyDialog;
void ChatListener::action(const std::string& eventId)
{
if (eventId == "chatinput") {
std::string message = chatInput->getText();
if (message.length() > 0) {
chatlog.chat_send(char_info[0].name, message.c_str());
chatInput->setText("");
}
}
}
Spriteset *new_tileset, *new_playerset, *new_npcset, *new_emotionset;
Spriteset *new_monsterset;
DIALOG npc_dialog[] = {
/* (dialog proc) (x) (y) (w) (h) (fg) (bg) (key) (flags) (d1) (d2) (dp) (dp2) (dp3) */
{ tmw_dialog_proc, 300, 200, 260, 150, 0, 0, 0, 0, 0, 0, (char *)"NPC", NULL, NULL },
{ tmw_button_proc, 508, 326, 50, 20, 255, 0, 'c', D_EXIT, 0, 0, (char *)npc_button, NULL, NULL },
{ tmw_textbox_proc, 304, 224, 252, 100, 0, 0, 0, 0, 0, 0, npc_text, NULL, NULL },
{ NULL, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, NULL, NULL, NULL }
};
DIALOG buy_sell_dialog[] = {
/* (dialog proc) (x) (y) (w) (h) (fg) (bg) (key) (flags) (d1) (d2) (dp) (dp2) (dp3) */
{ tmw_dialog_proc, 350, 200, 100, 105, 0, 0, 0, 0, 0, 0, (char *)"Shop", NULL, NULL },
{ tmw_button_proc, 360, 225, 80, 20, 255, 0, 0, D_EXIT, 0, 0, (char *)"&Buy", NULL, NULL },
{ tmw_button_proc, 360, 250, 80, 20, 255, 0, 0, D_EXIT, 0, 0, (char *)"&Sell", NULL, NULL },
{ tmw_button_proc, 360, 275, 80, 20, 255, 0, 0, D_EXIT, 0, 0, (char *)"&Cancel",NULL, NULL },
{ NULL, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, NULL, NULL, NULL }
};
DIALOG sell_dialog[] = {
/* (dialog proc) (x) (y) (w) (h) (fg) (bg) (key) (flags) (d1) (d2) (dp) (dp2) (dp3) */
{ tmw_dialog_proc, 300, 200, 260, 200, 0, 0, 0, 0, 0, 0, (char *)"Sell", NULL, NULL },
{ tmw_button_proc, 450, 376, 50, 20, 255, 0, 'o', D_EXIT, 0, 0, (char *)"&Ok", NULL, NULL },
{ tmw_button_proc, 508, 376, 50, 20, 255, 0, 'c', D_EXIT, 0, 0, (char *)"&Cancel", NULL, NULL },
{ tmw_slider_proc, 304, 326, 200, 20, 255, 0, 0, 0, 10, 0, NULL, (void *)changeQ, NULL },
{ tmw_list_proc, 304, 224, 252, 100, 0, 0, 0, 0, 0, 0, (char *)shop_list, NULL, NULL },
{ tmw_text_proc, 514, 326, 40, 20, 0, 0, 0, 0, 0, 0, (char *)itemCurrenyQ, NULL, NULL },
{ NULL, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, NULL, NULL, NULL }
};
DIALOG skill_list_dialog[] = {
/* (dialog proc) (x) (y) (w) (h) (fg) (bg) (key) (flags) (d1) (d2) (dp) (dp2) (dp3) */
{ tmw_dialog_proc, 300, 200, 260, 200, 0, 0, 0, 0, 0, 0, (char *)"Stats", NULL, NULL },
{ tmw_button_proc, 450, 376, 50, 20, 255, 0, 'u', D_EXIT, 0, 0, (char *)"&Up", NULL, NULL },
{ tmw_button_proc, 508, 376, 50, 20, 255, 0, 'c', D_EXIT, 0, 0, (char *)"&Close", NULL, NULL },
{ tmw_list_proc, 304, 224, 252, 100, 0, 0, 0, 0, 0, 0, (char *)skill_list, NULL, NULL },
{ tmw_text_proc, 304, 326, 40, 20, 0, 0, 0, 0, 0, 0, (char *)skill_points, NULL, NULL },
{ NULL, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, NULL, NULL, NULL }
};
DIALOG npc_list_dialog[] = {
/* (dialog proc) (x) (y) (w) (h) (fg) (bg) (key) (flags) (d1) (d2) (dp) (dp2) (dp3) */
{ tmw_dialog_proc, 300, 200, 260, 200, 0, 0, 0, 0, 0, 0, (char *)"NPC", NULL, NULL },
{ tmw_button_proc, 450, 376, 50, 20, 255, 0, 'o', D_EXIT, 0, 0, (char *)"&Ok", NULL, NULL },
{ tmw_button_proc, 508, 376, 50, 20, 255, 0, 'c', D_EXIT, 0, 0, (char *)"&Cancel", NULL, NULL },
{ tmw_list_proc, 304, 224, 252, 100, 0, 0, 0, 0, 0, 0, (char *)item_list, NULL, NULL },
{ NULL, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, NULL, NULL, NULL }
};
char hairtable[14][4][2] = {
// S(x,y) W(x,y) N(x,y) E(x,y)
{ { 0, 0}, {-1, 2}, {-1, 2}, {0, 2} }, // STAND
{ { 0, 2}, {-2, 3}, {-1, 2}, {1, 3} }, // WALK 1st frame
{ { 0, 3}, {-2, 4}, {-1, 3}, {1, 4} }, // WALK 2nd frame
{ { 0, 1}, {-2, 2}, {-1, 2}, {1, 2} }, // WALK 3rd frame
{ { 0, 2}, {-2, 3}, {-1, 2}, {1, 3} }, // WALK 4th frame
{ { 0, 1}, {1, 2}, {-1, 3}, {-2, 2} }, // ATTACK 1st frame
{ { 0, 1}, {-1, 2}, {-1, 3}, {0, 2} }, // ATTACK 2nd frame
{ { 0, 2}, {-4, 3}, {0, 4}, {3, 3} }, // ATTACK 3rd frame
{ { 0, 2}, {-4, 3}, {0, 4}, {3, 3} }, // ATTACK 4th frame
{ { 0, 0}, {-1, 2}, {-1, 2}, {-1, 2} }, // BOW_ATTACK 1st frame
{ { 0, 0}, {-1, 2}, {-1, 2}, {-1, 2} }, // BOW_ATTACK 2nd frame
{ { 0, 0}, {-1, 2}, {-1, 2}, {-1, 2} }, // BOW_ATTACK 3rd frame
{ { 0, 0}, {-1, 2}, {-1, 2}, {-1, 2} }, // BOW_ATTACK 4th frame
{ { 0, 4}, {-1, 6}, {-1, 6}, {0, 6} } // SIT
};
int get_x_offset(NODE *node) {
int offset = 0;
char direction = get_direction(node->coordinates);
if (node->action == WALK) {
if (direction!=NORTH && direction!=SOUTH) {
offset = node->frame + 1;
if (offset==5)offset = 0;
offset *= 4;
if (direction == WEST || direction == NW || direction == SW) {
offset = -offset;
offset += 16;
} else offset -= 16;
}
}
return offset;
}
int get_y_offset(NODE *node) {
int offset = 0;
char direction = get_direction(node->coordinates);
if (node->action == WALK) {
if (direction != EAST && direction != WEST) {
offset = node->frame + 1;
if (offset == 5) offset = 0;
offset *= 4;
if (direction == NORTH || direction == NW || direction == NE) {
offset = -offset;
offset += 16;
}
else {
offset -= 16;
}
}
}
return offset;
}
void init_graphic() {
clear_bitmap(screen);
chat_background = create_bitmap(592, 100);
clear_to_color(chat_background, makecol(0, 0, 0));
// Initialize gui
// Create chat input field
chatInput = new TextField();
chatInput->setPosition(
chatInput->getBorderSize(),
SCREEN_H - chatInput->getHeight() - chatInput->getBorderSize() -1);
chatInput->setWidth(592 - 2 * chatInput->getBorderSize());
ChatListener *chatListener = new ChatListener();
chatInput->setEventId("chatinput");
chatInput->addActionListener(chatListener);
guiTop->add(chatInput);
chatInput->requestFocus();
// Create stats dialog
statsDialog = new StatsDialog(guiTop);
statsDialog->setPosition(SCREEN_W - statsDialog->getWidth() - 10, 10);
// Create buy dialog
buyDialog = new BuyDialog(guiTop);
buyDialog->setVisible(false);
npc_player = init_dialog(npc_dialog, -1);
position_dialog(npc_dialog, 300, 200);
skill_player = init_dialog(skill_dialog, -1);
buy_sell_player = init_dialog(buy_sell_dialog, -1);
sell_player = init_dialog(sell_dialog, -1);
skill_list_player = init_dialog(skill_list_dialog, -1);
npc_list_player = init_dialog(npc_list_dialog, -1);
inventory.create(100, 100);
vpage[0] = NULL;
vpage[1] = NULL;
page_flipping = false;
// Try to set up two video bitmaps for high performance drawing when
// simple stretching is used and hardware vram blit is possible.
if ((gfx_capabilities & GFX_HW_VRAM_BLIT) && stretch_mode == 0)
{
vpage[0] = create_video_bitmap(SCREEN_W, SCREEN_H);
vpage[1] = create_video_bitmap(SCREEN_W, SCREEN_H);
if (!vpage[0] || !vpage[1])
{
warning("Not enough video memory for page flipping");
if (vpage[0]) {
destroy_bitmap(vpage[0]);
vpage[0] = NULL;
}
if (vpage[1]) {
destroy_bitmap(vpage[1]);
vpage[1] = NULL;
}
}
else {
page_flipping = true;
}
}
// No videobitmap pages were created, so create a normal bitmap that'll
// be used as buffer.
if (!page_flipping) {
vpage[0] = create_bitmap(SCREEN_W, SCREEN_H);
vpage[1] = vpage[0];
if (!vpage[0]) error("Not enough memory for screen buffer");
}
// Create a buffer to draw the low resolution map on
vbuffer = create_bitmap(SCREEN_W / 2, SCREEN_H / 2);
if (!vbuffer) error("Not enough memory for map buffer");
// Initialize the gui bitmap to the page that will be drawn first
gui_bitmap = vpage[page_num];
new_emotionset = new Spriteset("./data/graphic/emotionset.dat");
new_tileset = new Spriteset("./data/graphic/desert.dat");
new_npcset = new Spriteset("./data/graphic/npcset.dat");
new_playerset = new Spriteset("./data/graphic/playerset.dat");
new_monsterset = new Spriteset("./data/graphic/monsterset.dat");
}
void do_graphic(void) {
map_x = (get_x(player_node->coordinates) - 13) * 16 +
get_x_offset(player_node);
map_y = (get_y(player_node->coordinates) - 9) * 16 +
get_y_offset(player_node);
camera_x = map_x >> 4;
camera_y = map_y >> 4;
int offset_x = map_x & 15;
int offset_y = map_y & 15;
sort();
frame++;
acquire_bitmap(vbuffer);
new_tileset->spriteset[0]->draw(vbuffer, 0, 0);
// Draw tiles below nodes
for (int j = 0; j < 20; j++) {
for (int i = 0; i < 26; i++) {
unsigned short tile0 = get_tile(i + camera_x, j + camera_y, 0);
unsigned short tile1 = get_tile(i + camera_x, j + camera_y, 1);
if (tile0 < 600) {
new_tileset->spriteset[tile0]->draw(
vbuffer, i * 16 - offset_x, j * 16 - offset_y);
}
if (tile1 > 0) { //&& tile1 < 600
new_tileset->spriteset[tile1]->draw(
vbuffer, i * 16 - offset_x, j * 16 - offset_y);
}
}
}
// Draw nodes
NODE *node = get_head();
while (node) {
unsigned short x = get_x(node->coordinates);
unsigned short y = get_y(node->coordinates);
unsigned char dir = get_direction(node->coordinates) / 2;
int sx = x - camera_x;
int sy = y - camera_y;
if ((node->job >= 100) && (node->job <= 110)) { // Draw a NPC
new_npcset->spriteset[4 * (node->job - 100) + dir]->draw(vbuffer,
sx * 16 - 4 - offset_x,
sy * 16 - 24 - offset_y);
}
else if (node->job < 10) { // Draw a player
node->text_x = sx * 16 - 34 + get_x_offset(node) - offset_x;
node->text_y = sy * 16 - 36 + get_y_offset(node) - offset_y;
if (node->action == SIT) node->frame = 0;
if (node->action == ATTACK) {
int pf = node->frame + node->action + 4 * node->weapon;
int wf = 16 * node->weapon + 4 * node->frame;
new_playerset->spriteset[4 * pf + dir]->draw(vbuffer,
node->text_x, node->text_y);
draw_rle_sprite(vbuffer, (RLE_SPRITE*)weaponset[wf + dir].dat,
node->text_x, node->text_y);
masked_blit(hairset, vbuffer,
20 * (node->hair_color - 1),
20 * (dir + 4 * (node->hair_style - 1)),
node->text_x + 31 + hairtable[pf][dir][0],
node->text_y + 15 + hairtable[pf][dir][1],
20, 20);
}
else {
int pf = node->frame + node->action;
new_playerset->spriteset[4 * pf + dir]->draw(vbuffer,
node->text_x, node->text_y);
masked_blit(hairset, vbuffer,
20 * (node->hair_color - 1),
20 * (dir + 4 * (node->hair_style - 1)),
node->text_x + 31 + hairtable[pf][dir][0],
node->text_y + 15 + hairtable[pf][dir][1],
20, 20);
}
if (node->emotion != 0) {
new_emotionset->spriteset[node->emotion - 1]->draw(vbuffer,
sx * 16 - 5 + get_x_offset(node) - offset_x,
sy * 16 - 45 + get_y_offset(node) - offset_y);
node->emotion_time--;
if (node->emotion_time == 0) {
node->emotion = 0;
}
}
if (node->action != STAND && node->action != SIT) {
node->frame =
(get_elapsed_time(node->tick_time) * 4) / (node->speed);
if (node->frame >= 4) {
node->frame = 0;
node->action = STAND;
if (node->id == player_node->id) {
walk_status = 0;
}
}
}
}
else if (node->job == 45) { // Draw a warp
} else { // Draw a monster
if (node->frame >= 4)
node->frame = 3;
node->text_x = sx * 16 - 22 + get_x_offset(node) - offset_x;
node->text_y = sy * 16 - 25 + get_y_offset(node) - offset_y;
int sprnum = dir + 4 * (node->job - 1002);
int mf = node->frame + node->action;
if (node->action == MONSTER_DEAD) {
new_monsterset->spriteset[sprnum + 8 * MONSTER_DEAD]->draw(
vbuffer, node->text_x, node->text_y);
}
else {
new_monsterset->spriteset[sprnum + 8 * mf]->draw(vbuffer,
node->text_x, node->text_y);
}
if (node->action != STAND) {
node->frame =
(get_elapsed_time(node->tick_time) * 4) / (node->speed);
if (node->frame >= 4) {
if (node->action != MONSTER_DEAD && node->path) {
if (node->path->next) {
int old_x, old_y, new_x, new_y;
old_x = node->path->x;
old_y = node->path->y;
node->path = node->path->next;
new_x = node->path->x;
new_y = node->path->y;
direction = 0;
if (new_x > old_x) {
if (new_y > old_y) direction = SE;
else if (new_y < old_y) direction = NE;
else direction = EAST;
}
else if (new_x < old_x) {
if (new_y > old_y) direction = SW;
else if (new_y < old_y) direction = NW;
else direction = WEST;
}
else {
if (new_y > old_y) direction = SOUTH;
else if (new_y < old_y) direction = NORTH;
}
set_coordinates(node->coordinates,
node->path->x, node->path->y, direction);
} else {
node->action = STAND;
}
if (node->action != MONSTER_DEAD) {
node->frame = 0;
}
node->tick_time = tick_time;
//node->frame = 0;
}
}
}
}
if (node->action == MONSTER_DEAD && node->frame >= 20) {
NODE *temp = node;
node = node->next;
remove_node(temp->id);
}
else {
node = node->next;
}
// nodes are ordered so if the next node y is > then the
// last drawed for fringe layer, draw the missing lines
}
// Draw tiles above nodes
for (int j = 0; j < 20; j++) {
for (int i = 0; i < 26; i++) {
unsigned short tile = get_tile(i + camera_x, j + camera_y, 2);
if (tile > 0 && tile < 600) {
new_tileset->spriteset[tile]->draw(
vbuffer, i * 16 - offset_x, j * 16 - offset_y);
}
}
}
release_bitmap(vbuffer);
acquire_bitmap(vpage[page_num]);
// Stretch the map buffer onto the screen
if (stretch_mode == 0) {
stretch_blit(vbuffer, vpage[page_num], 0, 0, 400, 300, 0, 0, 800, 600);
}
else if (stretch_mode == 1) {
Super2xSaI(vbuffer, vpage[page_num], 0, 0, 0, 0, 400, 300);
}
else if (stretch_mode == 2) {
SuperEagle(vbuffer, vpage[page_num], 0, 0, 0, 0, 400, 300);
}
textprintf_ex(vpage[page_num], font, 0, 0, makecol(255, 255, 255), -1,
"[%i fps]", fps);
// Draw player speech
node = get_head();
while (node) {
if (node->speech != NULL) {
if (node->speech_color == makecol(255, 255, 255)) {
textprintf_centre_ex(vpage[page_num], font,
node->text_x * 2 + 90,
node->text_y * 2,
node->speech_color, -1,
"%s", node->speech);
}
else {
textprintf_centre_ex(vpage[page_num], font,
node->text_x * 2 + 60,
node->text_y * 2,
node->speech_color, -1,
"%s", node->speech);
}
node->speech_time--;
if (node->speech_time == 0) {
free(node->speech);
node->speech = NULL;
}
}
node = node->next;
}
// Update character status display
statsDialog->update();
// Update GUI
guiGraphics->setTarget(vpage[page_num]);
gui_update(NULL);
inventory.draw(vpage[page_num]);
set_trans_blender(0, 0, 0, 110);
draw_trans_sprite(vpage[page_num], chat_background, 0, SCREEN_H - 125);
chatlog.chat_draw(vpage[page_num], 8, font);
switch (show_npc_dialog) {
case 1:
dialog_message(npc_dialog, MSG_DRAW, 0, 0);
if (!(show_npc_dialog = gui_update(npc_player))) {
strcpy(npc_text, "");
WFIFOW(0) = net_w_value(0x00b9);
//alert("","","","","",0,0);
WFIFOL(2) = net_l_value(current_npc);
WFIFOSET(6);
}
break;
case 2:
dialog_message(buy_sell_dialog, MSG_DRAW, 0, 0);
if (!gui_update(buy_sell_player)) {
show_npc_dialog = shutdown_dialog(buy_sell_player);
if (show_npc_dialog == 1 || show_npc_dialog == 2) {
WFIFOW(0) = net_w_value(0x00c5);
WFIFOL(2) = net_l_value(current_npc);
WFIFOB(6) = net_b_value(show_npc_dialog-1);
WFIFOSET(7);
}
show_npc_dialog = 0;
buy_sell_player = init_dialog(buy_sell_dialog, -1);
}
break;
case 3:
/*
char money[20];
sprintf(money, "%i gp", char_info->gp);
buy_dialog[4].dp = &money;
buy_dialog[5].d1 =
(int)(char_info->gp / get_item_price(buy_dialog[3].d1));
if (buy_dialog[5].d2 > buy_dialog[5].d1)
dialog_message(buy_dialog, MSG_DRAW, 0, 0);
if (!gui_update(buy_player)) {
show_npc_dialog = shutdown_dialog(buy_player);
buy_dialog[5].d1 = 0;
if (show_npc_dialog == 1) {
WFIFOW(0) = net_w_value(0x00c8);
WFIFOW(2) = net_w_value(8);
WFIFOW(4) = net_w_value(buy_dialog[5].d2);
WFIFOW(6) = net_w_value(get_item_id(buy_dialog[3].d1));
WFIFOSET(8);
}
show_npc_dialog = 0;
buy_player = init_dialog(buy_dialog, -1);
close_shop();
}
*/
break;
case 4:
//alert("","","","","",0,0);
//char ds[20];
sell_dialog[3].d1 = get_item_quantity(sell_dialog[4].d1);
//sprintf(ds, "%i", sell_dialog[3].d1);
//ok(ds,"");
//alfont_textprintf(vpage[page_num], font, 0, 10, MAKECOL_WHITE, "%i", sell_dialog[3].d1);
dialog_message(sell_dialog, MSG_DRAW, 0, 0);
if (!gui_update(sell_player)) {
show_npc_dialog = shutdown_dialog(sell_player);
sell_dialog[3].d1 = 0;
if (show_npc_dialog == 1) {
WFIFOW(0) = net_w_value(0x00c9);
WFIFOW(2) = net_w_value(8);
WFIFOW(4) = net_w_value(get_item_index(sell_dialog[4].d1));
WFIFOW(6) = net_w_value(sell_dialog[3].d2);
WFIFOSET(8);
}
show_npc_dialog = 0;
sell_dialog[3].d2 = 0;
sprintf((char *)sell_dialog[5].dp, "%i", 0);
sell_player = init_dialog(sell_dialog, -1);
close_shop();
}
break;
case 5:
dialog_message(npc_list_dialog, MSG_DRAW, 0, 0);
if (!gui_update(npc_list_player)) {
show_npc_dialog = shutdown_dialog(npc_list_player);
if (show_npc_dialog == 1) {
WFIFOW(0) = net_w_value(0x00b8);
WFIFOL(2) = net_l_value(current_npc);
WFIFOB(6) = net_b_value(npc_list_dialog[3].d1+1);
WFIFOSET(7);
}
show_npc_dialog = 0;
npc_list_player = init_dialog(npc_list_dialog, -1);
remove_all_items();
}
break;
}
if (show_skill_dialog) {
update_skill_dialog();
if (gui_update(skill_player) == 0) {
show_skill_dialog = false;
}
}
if (show_skill_list_dialog) {
if (gui_update(skill_list_player) == 0) {
int ret = shutdown_dialog(skill_list_player);
if (ret == 1) {
if (char_info->skill_point > 0) {
WFIFOW(0) = net_w_value(0x0112);
WFIFOW(2) = net_w_value(
get_skill_id(skill_list_dialog[3].d1));
WFIFOSET(4);
}
} else if(ret == 2) {
show_skill_list_dialog = false;
}
skill_list_player = init_dialog(skill_list_dialog, -1);
}
}
draw_sprite(vpage[page_num], mouse_sprite, mouse_x, mouse_y);
release_bitmap(vpage[page_num]);
if (page_flipping) {
show_video_bitmap(vpage[page_num]);
} else {
blit(vpage[page_num], screen, 0, 0, 0, 0, 800, 600);
}
page_num = 1 - page_num;
gui_bitmap = vpage[page_num];
}
void exit_graphic() {
delete statsDialog;
delete buyDialog;
shutdown_dialog(npc_player);
shutdown_dialog(skill_player);
}
GraphicEngine::GraphicEngine() {
tileset = new Spriteset("./data/graphic/tileset.dat");
if (gfx_capabilities & GFX_HW_VRAM_BLIT) {
BITMAP *page1 = create_video_bitmap(SCREEN_W, SCREEN_H);
BITMAP *page2 = create_video_bitmap(SCREEN_W, SCREEN_H);
if (page1 && page2) {
surface = new VideoSurface(page1, page2);
} else {
if (page1)destroy_bitmap(page1);
if (page2)destroy_bitmap(page2);
BITMAP *buffer = create_bitmap(SCREEN_W, SCREEN_H);
if (!buffer) {
error("Not enough memory to create primary surface");
}
else {
warning("Not enough video memory to create primary surface");
}
surface = new MemorySurface(buffer);
}
}
else {
BITMAP *buffer = create_bitmap(SCREEN_W, SCREEN_H);
if (!buffer) {
error("Not enough memory to create primary surface");
}
surface = new MemorySurface(buffer);
}
}
GraphicEngine::~GraphicEngine() {
delete tileset;
}