/*
* The Mana Client
* Copyright (C) 2004-2009 The Mana World Development Team
* Copyright (C) 2009-2010 The Mana Developers
*
* This file is part of The Mana Client.
*
* This program 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.
*
* This program 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 this program. If not, see <http://www.gnu.org/licenses/>.
*/
#include "game.h"
#include "actorspritemanager.h"
#include "actorsprite.h"
#include "channelmanager.h"
#include "client.h"
#include "commandhandler.h"
#include "configuration.h"
#include "effectmanager.h"
#include "event.h"
#include "emoteshortcut.h"
#include "graphics.h"
#include "itemshortcut.h"
#include "joystick.h"
#include "keyboardconfig.h"
#include "localplayer.h"
#include "log.h"
#include "map.h"
#include "particle.h"
#include "playerrelations.h"
#include "sound.h"
#include "gui/chat.h"
#include "gui/confirmdialog.h"
#include "gui/debugwindow.h"
#include "gui/equipmentwindow.h"
#include "gui/gui.h"
#include "gui/help.h"
#include "gui/inventorywindow.h"
#include "gui/shortcutwindow.h"
#include "gui/minimap.h"
#include "gui/ministatus.h"
#include "gui/npcdialog.h"
#include "gui/okdialog.h"
#include "gui/outfitwindow.h"
#include "gui/quitdialog.h"
#include "gui/sdlinput.h"
#include "gui/setup.h"
#include "gui/socialwindow.h"
#include "gui/specialswindow.h"
#include "gui/skilldialog.h"
#include "gui/statuswindow.h"
#include "gui/textdialog.h"
#include "gui/trade.h"
#include "gui/viewport.h"
#include "gui/windowmenu.h"
#include "gui/widgets/chattab.h"
#include "gui/widgets/emoteshortcutcontainer.h"
#include "gui/widgets/itemshortcutcontainer.h"
#include "net/gamehandler.h"
#include "net/generalhandler.h"
#include "net/net.h"
#include "net/playerhandler.h"
#include "resources/imagewriter.h"
#include "resources/mapreader.h"
#include "resources/resourcemanager.h"
#include "utils/gettext.h"
#include "utils/mkdir.h"
#include <guichan/exception.hpp>
#include <guichan/focushandler.hpp>
#include <physfs.h>
#include <fstream>
#include <sstream>
#include <string>
Joystick *joystick = NULL;
OkDialog *weightNotice = NULL;
OkDialog *deathNotice = NULL;
QuitDialog *quitDialog = NULL;
ChatWindow *chatWindow;
StatusWindow *statusWindow;
MiniStatusWindow *miniStatusWindow;
InventoryWindow *inventoryWindow;
SkillDialog *skillDialog;
Minimap *minimap;
EquipmentWindow *equipmentWindow;
TradeWindow *tradeWindow;
HelpWindow *helpWindow;
DebugWindow *debugWindow;
ShortcutWindow *itemShortcutWindow;
ShortcutWindow *emoteShortcutWindow;
OutfitWindow *outfitWindow;
SpecialsWindow *specialsWindow;
SocialWindow *socialWindow;
ActorSpriteManager *actorSpriteManager = NULL;
ChannelManager *channelManager = NULL;
CommandHandler *commandHandler = NULL;
Particle *particleEngine = NULL;
EffectManager *effectManager = NULL;
Viewport *viewport = NULL; /**< Viewport on the map. */
ChatTab *localChatTab = NULL;
/**
* Initialize every game sub-engines in the right order
*/
static void initEngines()
{
Event::trigger(Event::GameChannel, Event::EnginesInitializing);
actorSpriteManager = new ActorSpriteManager;
commandHandler = new CommandHandler;
channelManager = new ChannelManager;
effectManager = new EffectManager;
particleEngine = new Particle(NULL);
particleEngine->setupEngine();
Event::trigger(Event::GameChannel, Event::EnginesInitialized);
}
/**
* Create all the various globally accessible gui windows
*/
static void createGuiWindows()
{
Event::trigger(Event::GameChannel, Event::GuiWindowsLoading);
setupWindow->clearWindowsForReset();
// Create dialogs
miniStatusWindow = new MiniStatusWindow;
minimap = new Minimap;
chatWindow = new ChatWindow;
tradeWindow = new TradeWindow;
switch (Net::getNetworkType())
{
case ServerInfo::TMWATHENA:
case ServerInfo::MANASERV:
default:
equipmentWindow =
new TmwAthena::TaEquipmentWindow(PlayerInfo::getEquipment());
break;
}
statusWindow = new StatusWindow;
inventoryWindow = new InventoryWindow(PlayerInfo::getInventory());
skillDialog = new SkillDialog;
helpWindow = new HelpWindow;
debugWindow = new DebugWindow;
itemShortcutWindow = new ShortcutWindow("ItemShortcut",
new ItemShortcutContainer);
emoteShortcutWindow = new ShortcutWindow("EmoteShortcut",
new EmoteShortcutContainer);
outfitWindow = new OutfitWindow();
specialsWindow = new SpecialsWindow();
socialWindow = new SocialWindow();
localChatTab = new ChatTab(_("General"));
NpcDialog::setup();
Event::trigger(Event::GameChannel, Event::GuiWindowsLoaded);
}
#define del_0(X) { delete X; X = 0; }
/**
* Destroy all the globally accessible gui windows
*/
static void destroyGuiWindows()
{
Event::trigger(Event::GameChannel, Event::GuiWindowsUnloading);
del_0(localChatTab) // Need to do this first, so it can remove itself
del_0(chatWindow)
del_0(statusWindow)
del_0(miniStatusWindow)
del_0(inventoryWindow)
del_0(skillDialog)
del_0(minimap)
del_0(equipmentWindow)
del_0(tradeWindow)
del_0(helpWindow)
del_0(debugWindow)
del_0(itemShortcutWindow)
del_0(emoteShortcutWindow)
del_0(outfitWindow)
del_0(specialsWindow)
del_0(socialWindow)
Event::trigger(Event::NpcChannel, Event::CloseAll); // Cleanup remaining NPC dialogs
Event::trigger(Event::GameChannel, Event::GuiWindowsUnloaded);
}
Game *Game::mInstance = 0;
Game::Game():
mLastTarget(ActorSprite::UNKNOWN),
mDisconnected(false),
mCurrentMap(0)
{
assert(!mInstance);
mInstance = this;
// Create the viewport
viewport = new Viewport;
viewport->setDimension(gcn::Rectangle(0, 0, graphics->getWidth(),
graphics->getHeight()));
gcn::Container *top = static_cast<gcn::Container*>(gui->getTop());
top->add(viewport);
viewport->requestMoveToBottom();
createGuiWindows();
mWindowMenu = new WindowMenu;
windowContainer->add(mWindowMenu);
initEngines();
// Initialize beings
actorSpriteManager->setPlayer(player_node);
/*
* To prevent the server from sending data before the client
* has initialized, I've modified it to wait for a "ping"
* from the client to complete its initialization
*
* Note: This only affects the latest eAthena version. This
* packet is handled by the older version, but its response
* is ignored by the client
*/
Net::getGameHandler()->ping(tick_time);
Joystick::init();
// TODO: The user should be able to choose which one to use
// Open the first device
if (Joystick::getNumberOfJoysticks() > 0)
joystick = new Joystick(0);
setupWindow->setInGame(true);
Event::trigger(Event::GameChannel, Event::Constructed);
}
Game::~Game()
{
Event::trigger(Event::GameChannel, Event::Destructing);
delete mWindowMenu;
destroyGuiWindows();
del_0(actorSpriteManager)
if (Client::getState() != STATE_CHANGE_MAP)
del_0(player_node)
del_0(channelManager)
del_0(commandHandler)
del_0(joystick)
del_0(particleEngine)
del_0(viewport)
del_0(mCurrentMap)
mInstance = 0;
Event::trigger(Event::GameChannel, Event::Destructed);
}
static bool saveScreenshot()
{
static unsigned int screenshotCount = 0;
// We don't want to show IP addresses in screenshots
const bool showip = player_node->getShowIp();
if (showip)
{
player_node->setShowIp(false);
actorSpriteManager->updatePlayerNames();
gui->draw();
}
SDL_Surface *screenshot = graphics->getScreenshot();
if (showip)
{
player_node->setShowIp(true);
actorSpriteManager->updatePlayerNames();
}
// Search for an unused screenshot name
std::stringstream filenameSuffix;
std::stringstream filename;
std::fstream testExists;
std::string screenshotDirectory = Client::getScreenshotDirectory();
bool found = false;
if (mkdir_r(screenshotDirectory.c_str()) != 0)
{
logger->log("Directory %s doesn't exist and can't be created! "
"Setting screenshot directory to home.",
screenshotDirectory.c_str());
screenshotDirectory = std::string(PHYSFS_getUserDir());
}
do
{
screenshotCount++;
filenameSuffix.str("");
filename.str("");
filename << screenshotDirectory << "/";
filenameSuffix << branding.getValue("appShort", "Mana")
<< "_Screenshot_" << screenshotCount << ".png";
filename << filenameSuffix.str();
testExists.open(filename.str().c_str(), std::ios::in);
found = !testExists.is_open();
testExists.close();
}
while (!found);
const bool success = ImageWriter::writePNG(screenshot, filename.str());
if (success)
{
std::stringstream chatlogentry;
// TODO: Make it one complete gettext string below
chatlogentry << _("Screenshot saved as ") << filenameSuffix.str();
SERVER_NOTICE(chatlogentry.str())
}
else
{
SERVER_NOTICE(_("Saving screenshot failed!"))
logger->log("Error: could not save screenshot.");
}
SDL_FreeSurface(screenshot);
return success;
}
void Game::logic()
{
handleInput();
// Handle all necessary game logic
ActorSprite::actorLogic();
actorSpriteManager->logic();
particleEngine->update();
if (mCurrentMap)
mCurrentMap->update();
cur_time = time(NULL);
// Handle network stuff
if (!Net::getGameHandler()->isConnected() && !mDisconnected)
{
if (Client::getState() == STATE_CHANGE_MAP)
return; // Not a problem here
if (Client::getState() == STATE_ERROR)
return; // Disconnect gets handled by STATE_ERROR
errorMessage = _("The connection to the server was lost.");
Client::instance()->showOkDialog(_("Network Error"),
errorMessage,
STATE_CHOOSE_SERVER);
mDisconnected = true;
}
}
/**
* handle item pick up case.
*/
static void handleItemPickUp()
{
int x = player_node->getTileX();
int y = player_node->getTileY();
// Let's look for items around until you find one.
bool found = false;
for (int xX = x - 1; xX < x + 2; ++xX)
{
for (int yY = y - 1; yY < y + 2; ++yY)
{
FloorItem *item = actorSpriteManager->findItem(xX, yY);
if (item)
{
found = true;
player_node->pickUp(item);
// We found it, so set the player
// direction accordingly,
player_node->lookAt(
player_node->getMap()->getTileCenter(xX, yY));
// Get out of the loops
break;
}
}
if (found)
break;
}
}
/**
* The huge input handling method.
*/
void Game::handleInput()
{
if (joystick)
joystick->update();
// Events
SDL_Event event;
while (SDL_PollEvent(&event))
{
bool used = false;
// Keyboard events (for discontinuous keys)
if (event.type == SDL_KEYDOWN)
{
gcn::Window *requestedWindow = NULL;
if (setupWindow->isVisible() &&
keyboard.getNewKeyIndex() > keyboard.KEY_NO_VALUE)
{
keyboard.setNewKey((int) event.key.keysym.sym);
keyboard.callbackNewKey();
keyboard.setNewKeyIndex(keyboard.KEY_NO_VALUE);
return;
}
// send straight to gui for certain windows
if (quitDialog || TextDialog::isActive() ||
PlayerInfo::getNPCPostCount() > 0)
{
try
{
guiInput->pushInput(event);
}
catch (gcn::Exception e)
{
const char* err = e.getMessage().c_str();
logger->log("Warning: guichan input exception: %s", err);
}
return;
}
// Mode switch to emotes
if (keyboard.isKeyActive(keyboard.KEY_EMOTE))
{
// Emotions
int emotion = keyboard.getKeyEmoteOffset(event.key.keysym.sym);
if (emotion)
{
emoteShortcut->useEmote(emotion);
used = true;
return;
}
}
if (!chatWindow->isInputFocused()
&& !gui->getFocusHandler()->getModalFocused())
{
NpcDialog *dialog = NpcDialog::getActive();
if (keyboard.isKeyActive(keyboard.KEY_OK)
&& (!dialog || !dialog->isTextInputFocused()))
{
// Close the Browser if opened
if (helpWindow->isVisible())
helpWindow->setVisible(false);
// Close the config window, cancelling changes if opened
else if (setupWindow->isVisible())
setupWindow->action(gcn::ActionEvent(NULL, "cancel"));
else if (dialog)
dialog->action(gcn::ActionEvent(NULL, "ok"));
}
if (keyboard.isKeyActive(keyboard.KEY_TOGGLE_CHAT))
{
if (chatWindow->requestChatFocus())
used = true;
}
if (dialog)
{
if (keyboard.isKeyActive(keyboard.KEY_MOVE_UP))
dialog->move(1);
else if (keyboard.isKeyActive(keyboard.KEY_MOVE_DOWN))
dialog->move(-1);
}
}
if (!chatWindow->isInputFocused() || (event.key.keysym.mod &
KMOD_ALT))
{
if (keyboard.isKeyActive(keyboard.KEY_PREV_CHAT_TAB))
{
chatWindow->prevTab();
return;
}
else if (keyboard.isKeyActive(keyboard.KEY_NEXT_CHAT_TAB))
{
chatWindow->nextTab();
return;
}
}
if (!chatWindow->isInputFocused())
{
bool wearOutfit = false;
bool copyOutfit = false;
if (keyboard.isKeyActive(keyboard.KEY_WEAR_OUTFIT))
wearOutfit = true;
if (keyboard.isKeyActive(keyboard.KEY_COPY_OUTFIT))
copyOutfit = true;
if (wearOutfit || copyOutfit)
{
int outfitNum = -1;
switch (event.key.keysym.sym)
{
case SDLK_1:
case SDLK_2:
case SDLK_3:
case SDLK_4:
case SDLK_5:
case SDLK_6:
case SDLK_7:
case SDLK_8:
case SDLK_9:
outfitNum = event.key.keysym.sym - SDLK_1;
break;
case SDLK_0:
outfitNum = 9;
break;
case SDLK_MINUS:
outfitNum = 10;
break;
case SDLK_EQUALS:
outfitNum = 11;
break;
case SDLK_BACKSPACE:
outfitNum = 12;
break;
case SDLK_INSERT:
outfitNum = 13;
break;
case SDLK_HOME:
outfitNum = 14;
break;
default:
break;
}
if (outfitNum >= 0)
{
used = true;
if (wearOutfit)
outfitWindow->wearOutfit(outfitNum);
else if (copyOutfit)
outfitWindow->copyOutfit(outfitNum);
}
}
}
const int tKey = keyboard.getKeyIndex(event.key.keysym.sym);
switch (tKey)
{
case KeyboardConfig::KEY_SCROLL_CHAT_UP:
if (chatWindow->isVisible())
{
chatWindow->scroll(-DEFAULT_CHAT_WINDOW_SCROLL);
used = true;
}
break;
case KeyboardConfig::KEY_SCROLL_CHAT_DOWN:
if (chatWindow->isVisible())
{
chatWindow->scroll(DEFAULT_CHAT_WINDOW_SCROLL);
used = true;
return;
}
break;
case KeyboardConfig::KEY_WINDOW_HELP:
// In-game Help
if (helpWindow->isVisible())
helpWindow->setVisible(false);
else
{
helpWindow->loadHelp("index");
helpWindow->requestMoveToTop();
}
used = true;
break;
// Quitting confirmation dialog
case KeyboardConfig::KEY_QUIT:
quitDialog = new QuitDialog(&quitDialog);
quitDialog->requestMoveToTop();
return;
default:
break;
}
if (keyboard.isEnabled() && !chatWindow->isInputFocused() &&
!NpcDialog::isAnyInputFocused() && !InventoryWindow::isAnyInputFocused())
{
const int tKey = keyboard.getKeyIndex(event.key.keysym.sym);
// Do not activate shortcuts if tradewindow is visible
if (!tradeWindow->isVisible() && !setupWindow->isVisible())
{
// Checks if any item shortcut is pressed.
for (int i = KeyboardConfig::KEY_SHORTCUT_1;
i <= KeyboardConfig::KEY_SHORTCUT_12;
i++)
{
if (tKey == i && !used)
{
itemShortcut->useItem(
i - KeyboardConfig::KEY_SHORTCUT_1);
break;
}
}
}
switch (tKey)
{
case KeyboardConfig::KEY_PICKUP:
{
handleItemPickUp();
used = true;
}
break;
case KeyboardConfig::KEY_SIT:
// Player sit action
player_node->toggleSit();
used = true;
break;
case KeyboardConfig::KEY_HIDE_WINDOWS:
// Hide certain windows
if (!chatWindow->isInputFocused())
{
statusWindow->setVisible(false);
inventoryWindow->setVisible(false);
skillDialog->setVisible(false);
setupWindow->setVisible(false);
equipmentWindow->setVisible(false);
helpWindow->setVisible(false);
debugWindow->setVisible(false);
socialWindow->setVisible(false);
}
break;
case KeyboardConfig::KEY_WINDOW_STATUS:
requestedWindow = statusWindow;
break;
case KeyboardConfig::KEY_WINDOW_INVENTORY:
requestedWindow = inventoryWindow;
break;
case KeyboardConfig::KEY_WINDOW_EQUIPMENT:
requestedWindow = equipmentWindow;
break;
case KeyboardConfig::KEY_WINDOW_SKILL:
requestedWindow = skillDialog;
break;
case KeyboardConfig::KEY_WINDOW_MINIMAP:
minimap->toggle();
break;
case KeyboardConfig::KEY_WINDOW_CHAT:
requestedWindow = chatWindow;
break;
case KeyboardConfig::KEY_WINDOW_SHORTCUT:
requestedWindow = itemShortcutWindow;
break;
case KeyboardConfig::KEY_WINDOW_SETUP:
requestedWindow = setupWindow;
break;
case KeyboardConfig::KEY_WINDOW_DEBUG:
requestedWindow = debugWindow;
break;
case KeyboardConfig::KEY_WINDOW_SOCIAL:
requestedWindow = socialWindow;
break;
case KeyboardConfig::KEY_WINDOW_EMOTE_SHORTCUT:
requestedWindow = emoteShortcutWindow;
break;
case KeyboardConfig::KEY_WINDOW_OUTFIT:
requestedWindow = outfitWindow;
break;
case KeyboardConfig::KEY_SCREENSHOT:
// Screenshot (picture, hence the p)
saveScreenshot();
used = true;
break;
case KeyboardConfig::KEY_TRADE:
// Toggle accepting of incoming trade requests
unsigned int deflt = player_relations.getDefault();
if (deflt & PlayerRelation::TRADE)
{
SERVER_NOTICE(_("Ignoring incoming trade requests"))
deflt &= ~PlayerRelation::TRADE;
}
else
{
SERVER_NOTICE(_("Accepting incoming trade requests"))
deflt |= PlayerRelation::TRADE;
}
player_relations.setDefault(deflt);
used = true;
break;
}
}
if (requestedWindow)
{
requestedWindow->setVisible(!requestedWindow->isVisible());
if (requestedWindow->isVisible())
requestedWindow->requestMoveToTop();
used = true;
}
}
// Quit event
else if (event.type == SDL_QUIT)
{
Client::setState(STATE_EXIT);
}
// Push input to GUI when not used
if (!used)
{
try
{
guiInput->pushInput(event);
}
catch (gcn::Exception e)
{
const char *err = e.getMessage().c_str();
logger->log("Warning: guichan input exception: %s", err);
}
}
} // End while
// If the user is configuring the keys then don't respond.
if (!keyboard.isEnabled())
return;
// Moving player around
if (player_node->isAlive() && !PlayerInfo::isTalking() &&
!chatWindow->isInputFocused() && !quitDialog && !TextDialog::isActive())
{
// Get the state of the keyboard keys
keyboard.refreshActiveKeys();
// Ignore input if either "ignore" key is pressed
// Stops the character moving about if the user's window manager
// uses "ignore+arrow key" to switch virtual desktops.
if (keyboard.isKeyActive(keyboard.KEY_IGNORE_INPUT_1) ||
keyboard.isKeyActive(keyboard.KEY_IGNORE_INPUT_2))
{
return;
}
unsigned char direction = 0;
// Translate pressed keys to movement and direction
if (keyboard.isKeyActive(keyboard.KEY_MOVE_UP) ||
(joystick && joystick->isUp()))
{
direction |= Being::UP;
}
else if (keyboard.isKeyActive(keyboard.KEY_MOVE_DOWN) ||
(joystick && joystick->isDown()))
{
direction |= Being::DOWN;
}
if (keyboard.isKeyActive(keyboard.KEY_MOVE_LEFT) ||
(joystick && joystick->isLeft()))
{
direction |= Being::LEFT;
}
else if (keyboard.isKeyActive(keyboard.KEY_MOVE_RIGHT) ||
(joystick && joystick->isRight()))
{
direction |= Being::RIGHT;
}
if (keyboard.isKeyActive(keyboard.KEY_EMOTE) && direction != 0)
{
if (player_node->getDirection() != direction)
{
player_node->setDirection(direction);
Net::getPlayerHandler()->setDirection(direction);
}
direction = 0;
}
else
{
player_node->setWalkingDir(direction);
}
// Attacking monsters
if (keyboard.isKeyActive(keyboard.KEY_ATTACK) ||
(joystick && joystick->buttonPressed(0)))
{
if (player_node->getTarget())
player_node->attack(player_node->getTarget(), true);
}
if (keyboard.isKeyActive(keyboard.KEY_TARGET_ATTACK))
{
Being *target = 0;
bool newTarget = !keyboard.isKeyActive(keyboard.KEY_TARGET);
// A set target has highest priority
if (!player_node->getTarget())
{
// Only auto target Monsters
target = actorSpriteManager->findNearestLivingBeing(player_node,
20, ActorSprite::MONSTER);
}
player_node->attack(target, newTarget);
}
// Target the nearest player/monster/npc
if ((keyboard.isKeyActive(keyboard.KEY_TARGET_PLAYER) ||
keyboard.isKeyActive(keyboard.KEY_TARGET_CLOSEST) ||
keyboard.isKeyActive(keyboard.KEY_TARGET_NPC) ||
(joystick && joystick->buttonPressed(3))) &&
!keyboard.isKeyActive(keyboard.KEY_TARGET))
{
ActorSprite::Type currentTarget = ActorSprite::UNKNOWN;
if (keyboard.isKeyActive(keyboard.KEY_TARGET_CLOSEST) ||
(joystick && joystick->buttonPressed(3)))
currentTarget = ActorSprite::MONSTER;
else if (keyboard.isKeyActive(keyboard.KEY_TARGET_PLAYER))
currentTarget = ActorSprite::PLAYER;
else if (keyboard.isKeyActive(keyboard.KEY_TARGET_NPC))
currentTarget = ActorSprite::NPC;
Being *target = actorSpriteManager->findNearestLivingBeing(player_node,
20, currentTarget);
if (target && (target != player_node->getTarget() ||
currentTarget != mLastTarget))
{
player_node->setTarget(target);
mLastTarget = currentTarget;
}
}
else
{
mLastTarget = ActorSprite::UNKNOWN; // Reset last target
}
// Talk to the nearest NPC if 't' pressed
if (event.type == SDL_KEYDOWN &&
keyboard.getKeyIndex(event.key.keysym.sym) == KeyboardConfig::KEY_TALK)
{
Being *target = player_node->getTarget();
if (target)
{
if (target->canTalk())
target->talkTo();
}
}
// Stop attacking if the right key is pressed
if (!keyboard.isKeyActive(keyboard.KEY_ATTACK)
&& keyboard.isKeyActive(keyboard.KEY_TARGET))
{
player_node->stopAttack();
}
if (joystick)
{
if (joystick->buttonPressed(1))
{
const int x = player_node->getTileX();
const int y = player_node->getTileY();
FloorItem *item = actorSpriteManager->findItem(x, y);
if (item)
player_node->pickUp(item);
}
else if (joystick->buttonPressed(2))
{
player_node->toggleSit();
}
}
}
}
/**
* Changes the currently active map. Should only be called while the game is
* running.
*/
void Game::changeMap(const std::string &mapPath)
{
// Clean up floor items, beings and particles
actorSpriteManager->clear();
// Close the popup menu on map change so that invalid options can't be
// executed.
viewport->closePopupMenu();
// Unset the map of the player so that its particles are cleared before
// being deleted in the next step
if (player_node)
player_node->setMap(0);
particleEngine->clear();
mMapName = mapPath;
std::string fullMap = paths.getValue("maps", "maps/")
+ mMapName + ".tmx";
ResourceManager *resman = ResourceManager::getInstance();
if (!resman->exists(fullMap))
fullMap += ".gz";
// Attempt to load the new map
Map *newMap = MapReader::readMap(fullMap);
if (!newMap)
{
logger->log("Error while loading %s", fullMap.c_str());
new OkDialog(_("Could Not Load Map"),
strprintf(_("Error while loading %s"), fullMap.c_str()));
}
// Notify the minimap and beingManager about the map change
minimap->setMap(newMap);
actorSpriteManager->setMap(newMap);
particleEngine->setMap(newMap);
viewport->setMap(newMap);
// Initialize map-based particle effects
if (newMap)
newMap->initializeParticleEffects(particleEngine);
// Start playing new music file when necessary
std::string oldMusic = mCurrentMap ? mCurrentMap->getMusicFile() : "";
std::string newMusic = newMap ? newMap->getMusicFile() : "";
if (newMusic != oldMusic)
{
if (newMusic.empty())
sound.fadeOutMusic();
else
sound.fadeOutAndPlayMusic(newMusic);
}
delete mCurrentMap;
mCurrentMap = newMap;
Event event(Event::MapLoaded);
event.setString("mapPath", mapPath);
event.trigger(Event::GameChannel);
}