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authorBjørn Lindeijer <bjorn@lindeijer.nl>2005-04-26 00:04:45 +0000
committerBjørn Lindeijer <bjorn@lindeijer.nl>2005-04-26 00:04:45 +0000
commit8b0e30d3798cd5bdce2c3a34a3c384e90dceac99 (patch)
tree3fdca13a0cc138ed65b72de8cd3747cc79916818 /src/engine.cpp
parenta31ba215a3043ebd62d415a7d855a531239fb630 (diff)
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Changed keyboard control to integrate better with mouse walk, changed location
of packet.list and chatlog.txt and removed name from player chat "balloon".
Diffstat (limited to 'src/engine.cpp')
-rw-r--r--src/engine.cpp14
1 files changed, 7 insertions, 7 deletions
diff --git a/src/engine.cpp b/src/engine.cpp
index bed0b1d1..e013041f 100644
--- a/src/engine.cpp
+++ b/src/engine.cpp
@@ -145,7 +145,7 @@ Engine::Engine()
guiTop->add(debugInfo);
// Create dialogs
- chatWindow = new ChatWindow("./docs/chatlog.txt", 20);
+ chatWindow = new ChatWindow("chatlog.txt", 20);
statusWindow = new StatusWindow();
buyDialog = new BuyDialog();
sellDialog = new SellDialog();
@@ -183,7 +183,7 @@ Engine::Engine()
requestTradeDialog->setPosition(screen->w - statusWindow->getWidth() -
requestTradeDialog->getWidth() - 10,
chatWindow->getHeight() + 15);
-
+
// Set initial window visibility
chatWindow->setVisible(true);
statusWindow->setVisible(true);
@@ -204,7 +204,7 @@ Engine::Engine()
requestTradeDialog->setVisible(false);
// Do not focus any text field
gui->focusNone();
-
+
// Load the sprite sets
ResourceManager *resman = ResourceManager::getInstance();
Image *npcbmp = resman->getImage(
@@ -225,7 +225,7 @@ Engine::Engine()
emotionset = new Spriteset(emotionbmp, 19, 19);
weaponset = new Spriteset(weaponbitmap, 160, 120);
itemset = new Spriteset(itembitmap, 20, 20);
-
+
// Loads all the monsters
for (int i = 0; i < MONSTERS_NUMBER; i++)
{
@@ -289,7 +289,7 @@ void Engine::logic()
break;
}
}
-
+
if (get_elapsed_time(being->speech_time) > 5000)
being->showSpeech = false;
if (get_elapsed_time(being->damage_time) > 3000)
@@ -427,7 +427,7 @@ void Engine::draw()
being->text_y = sy * 32 - 65 + get_y_offset(being) - offset_y;
int mf = being->frame + being->action;
-
+
if (being->action == MONSTER_DEAD) {
monsterset[being->job - 1002]->spriteset[dir + 4 * MONSTER_DEAD]->draw(screen,
being->text_x + 30, being->text_y + 40);
@@ -446,7 +446,7 @@ void Engine::draw()
}
}
}
-
+
beingIterator++;
// nodes are ordered so if the next being y is > then the