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/*
* 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 "being.h"
#include "beingmanager.h"
#include "configuration.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 "gui/gui.h"
#include "gui/minimap.h"
#include "gui/viewport.h"
#include "net/messageout.h"
#include "net/protocol.h"
#include "resources/mapreader.h"
#include "resources/monsterdb.h"
#include "resources/resourcemanager.h"
#include "resources/spriteset.h"
#include "utils/dtor.h"
#include "utils/tostring.h"
extern Minimap *minimap;
char itemCurrenyQ[10] = "0";
Spriteset *emotionset;
Spriteset *npcset;
std::vector<Spriteset *> weaponset;
Engine::Engine(Network *network):
mCurrentMap(NULL),
mNetwork(network)
{
// Load the sprite sets
ResourceManager *resman = ResourceManager::getInstance();
npcset = resman->getSpriteset("graphics/sprites/npcs.png", 50, 80);
emotionset = resman->getSpriteset("graphics/sprites/emotions.png",
30, 32);
for (int i = 0; i < 2; i++)
{
Spriteset *tmp = ResourceManager::getInstance()->getSpriteset(
"graphics/sprites/weapon" + toString(i) + ".png", 64, 64);
if (!tmp) {
logger->error("Unable to load weaponset");
} else {
weaponset.push_back(tmp);
}
}
if (!npcset) logger->error("Unable to load NPC spriteset!");
if (!emotionset) logger->error("Unable to load emotions spriteset!");
}
Engine::~Engine()
{
// Delete sprite sets
npcset->decRef();
emotionset->decRef();
std::for_each(weaponset.begin(), weaponset.end(),
std::mem_fun(&Spriteset::decRef));
weaponset.clear();
}
void Engine::changeMap(const std::string &mapPath)
{
// Clean up floor items
floorItemManager->clear();
beingManager->clear();
// Store full map path in global var
map_path = "maps/" + mapPath.substr(0, mapPath.rfind(".")) + ".tmx.gz";
// Attempt to load the new map
Map *newMap = MapReader::readMap(map_path);
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);
viewport->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)
{
gui->draw();
}
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