/* * 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 #include "being.h" #include "floor_item.h" #include "game.h" #include "graphics.h" #include "log.h" #include "main.h" #include "map.h" #include "sound.h" #include "graphic/spriteset.h" #include "gui/gui.h" #include "gui/minimap.h" #include "resources/itemmanager.h" #include "resources/mapreader.h" #include "resources/resourcemanager.h" extern Minimap *minimap; char itemCurrenyQ[10] = "0"; int camera_x, camera_y; std::map monsterset; ItemManager *itemDb; /**< Item database object */ Spriteset *itemset; Spriteset *emotionset; Spriteset *npcset; Spriteset *weaponset; Engine::Engine(): mShowDebugPath(false), mCurrentMap(NULL) { // Load the sprite sets ResourceManager *resman = ResourceManager::getInstance(); npcset = resman->createSpriteset("graphics/sprites/npcs.png", 50, 80); emotionset = resman->createSpriteset("graphics/sprites/emotions.png", 30, 32); weaponset = resman->createSpriteset("graphics/sprites/weapons.png", 160, 120); itemset = resman->createSpriteset("graphics/sprites/items.png", 32, 32); if (!npcset) logger->error("Unable to load NPC spriteset!"); if (!emotionset) logger->error("Unable to load emotions spriteset!"); if (!weaponset) logger->error("Unable to load weapon spriteset!"); if (!itemset) logger->error("Unable to load item spriteset!"); // Initialize item manager itemDb = new ItemManager(); } Engine::~Engine() { // Delete sprite sets std::map::iterator i; for (i = monsterset.begin(); i != monsterset.end(); i++) { delete (*i).second; } monsterset.clear(); delete npcset; delete emotionset; delete weaponset; delete itemset; delete itemDb; } Map *Engine::getCurrentMap() { return mCurrentMap; } void Engine::changeMap(const std::string &mapPath) { // Clean up floor items empty_floor_items(); // Remove the local player, so it is not deleted if (player_node != NULL) { beings.remove(player_node); } // Delete all beings (except the local player) std::list::iterator i; for (i = beings.begin(); i != beings.end(); i++) { delete (*i); } beings.clear(); // Attempt to load the new map Map *newMap = MapReader::readMap(mapPath); if (!newMap) { logger->error("Could not find map file"); } // Re-add the local player node and transfer him to the newly loaded map if (player_node != NULL) { beings.push_back(player_node); player_node->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; // Notify the minimap about the map change minimap->setMap(mCurrentMap); } void Engine::logic() { // Update beings std::list::iterator beingIterator = beings.begin(); while (beingIterator != beings.end()) { Being *being = (*beingIterator); being->logic(); if (being->action == Being::MONSTER_DEAD && being->mFrame >= 20) { delete being; beingIterator = beings.erase(beingIterator); } else { beingIterator++; } } gui->logic(); } void Engine::draw(Graphics *graphics) { int midTileX = graphics->getWidth() / 32 / 2; int midTileY = graphics->getHeight() / 32 / 2; int map_x = (player_node->x - midTileX) * 32 + player_node->getXOffset(); int map_y = (player_node->y - midTileY) * 32 + player_node->getYOffset(); if (mCurrentMap) { if (map_x < 0) { map_x = 0; } if (map_y < 0) { map_y = 0; } if (map_x > (mCurrentMap->getWidth() - midTileX) * 32) { map_x = (mCurrentMap->getWidth() - midTileX) * 32; } if (map_y > (mCurrentMap->getHeight() - midTileY) * 32) { map_y = (mCurrentMap->getHeight() - midTileY) * 32; } } camera_x = map_x / 32; camera_y = map_y / 32; // Draw tiles and sprites if (mCurrentMap != NULL) { mCurrentMap->draw(graphics, map_x, map_y, 0); mCurrentMap->draw(graphics, map_x, map_y, 1); mCurrentMap->draw(graphics, map_x, map_y, 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; std::list debugPath = mCurrentMap->findPath( player_node->x, player_node->y, mouseTileX, mouseTileY); while (!debugPath.empty()) { PATH_NODE node = debugPath.front(); debugPath.pop_front(); int squareX = node.x * 32 - map_x + 12; int squareY = node.y * 32 - map_y + 12; graphics->setColor(gcn::Color(255, 0, 0)); graphics->fillRectangle(gcn::Rectangle(squareX, squareY, 8, 8)); MetaTile *tile = mCurrentMap->getMetaTile(node.x, node.y); std::stringstream cost; cost << tile->Gcost; graphics->drawText(cost.str(), squareX + 4, squareY + 12, gcn::Graphics::CENTER); } } // Draw player speech for (std::list::iterator i = beings.begin(); i != beings.end(); i++) { (*i)->drawSpeech(graphics, -map_x, -map_y); } gui->draw(); }