blob: d2ce6d6fc7c7b87e1faba81d253316c3bb324043 (
plain) (
blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
|
/*
* 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 "map.h"
#include "sound.h"
#include "gui/gui.h"
#include "gui/minimap.h"
#include "gui/viewport.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;
Engine::Engine():
mCurrentMap(NULL)
{
// Load the emotion set
ResourceManager *resman = ResourceManager::getInstance();
emotionset = resman->getSpriteset("graphics/sprites/emotions.png", 30, 32);
if (!emotionset) logger->error("Unable to load emotions spriteset!");
}
Engine::~Engine()
{
emotionset->decRef();
}
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;
// 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;
}
void Engine::logic()
{
beingManager->logic();
gui->logic();
}
|