/* * 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 #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 "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"; int camera_x, camera_y; Spriteset *emotionset; Spriteset *npcset; std::vector weaponset; Engine::Engine(Network *network): mShowDebugPath(false), 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); // 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) { static int lastTick = tick_time; // Avoid freaking out when tick_time overflows if (tick_time < lastTick) { lastTick = tick_time; } // calculate viewpoint int midTileX = graphics->getWidth() / 32 / 2; int midTileY = graphics->getHeight() / 32 / 2; int player_x = (player_node->mX - midTileX) * 32 + player_node->getXOffset(); int player_y = (player_node->mY - midTileY) * 32 + player_node->getYOffset(); scrollLaziness = (int)config.getValue("ScrollLaziness", 32); scrollRadius = (int)config.getValue("ScrollRadius", 32); if (scrollLaziness < 1) scrollLaziness = 1; //avoids division by zero //apply lazy scrolling while (lastTick < tick_time) { if (player_x > view_x + scrollRadius) { view_x += (player_x - view_x - scrollRadius) / scrollLaziness; } if (player_x < view_x - scrollRadius) { view_x += (player_x - view_x + scrollRadius) / scrollLaziness; } if (player_y > view_y + scrollRadius) { view_y += (player_y - view_y - scrollRadius) / scrollLaziness; } if (player_y < view_y - scrollRadius) { view_y += (player_y - view_y + scrollRadius) / scrollLaziness; } lastTick++; } //auto center when player is off screen if ( player_x - view_x > graphics->getWidth() / 2 || view_x - player_x > graphics->getWidth() / 2 || view_y - player_y > graphics->getHeight() / 2 || player_y - view_y > graphics->getHeight() / 2 ) { view_x = player_x; view_y = player_y; }; if (mCurrentMap) { if (view_x < 0) { view_x = 0; } if (view_y < 0) { view_y = 0; } if (view_x > (mCurrentMap->getWidth() - midTileX) * 32) { view_x = (mCurrentMap->getWidth() - midTileX) * 32; } if (view_y > (mCurrentMap->getHeight() - midTileY) * 32) { view_y = (mCurrentMap->getHeight() - midTileY) * 32; } } camera_x = int(view_x + 16) / 32; camera_y = int(view_y + 16) / 32; // Draw tiles and sprites if (mCurrentMap != NULL) { mCurrentMap->draw(graphics, (int)view_x, (int)view_y, 0); mCurrentMap->draw(graphics, (int)view_x, (int)view_y, 1); mCurrentMap->draw(graphics, (int)view_x, (int)view_y, 2); mCurrentMap->drawOverlay( graphics, view_x, view_y, (int)config.getValue("OverlayDetail", 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); graphics->setColor(gcn::Color(255, 0, 0)); for (PathIterator i = debugPath.begin(); i != debugPath.end(); i++) { int squareX = i->x * 32 - int(view_x) + 12; int squareY = i->y * 32 - int(view_y) + 12; graphics->fillRectangle(gcn::Rectangle(squareX, squareY, 8, 8)); graphics->drawText( toString(mCurrentMap->getMetaTile(i->x, i->y)->Gcost), 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, -(int)view_x, -(int)view_y); (*i)->drawName(graphics, -(int)view_x, -(int)view_y); (*i)->drawEmotion(graphics, -(int)view_x, -(int)view_y); } // Draw target marker if needed Being *target; if ((target = player_node->getTarget())) { graphics->setFont(speechFont); graphics->setColor(gcn::Color(255, 32, 32)); int dy = (target->getType() == Being::PLAYER) ? 80 : 42; std::string mobName = ""; if (target->mJob >= 1002 ) { int mobId = target->mJob - 1002; mobName = MonsterDB::get(mobId).getName(); } graphics->drawText(mobName, target->getPixelX() - (int)view_x + 15, target->getPixelY() - (int)view_y - dy, gcn::Graphics::CENTER); } gui->draw(); }