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authorThorbjørn Lindeijer <thorbjorn@lindeijer.nl>2010-02-05 22:15:43 +0100
committerThorbjørn Lindeijer <thorbjorn@lindeijer.nl>2010-02-06 21:25:37 +0100
commit242e3bb8d92def67d5c30f2f2fd974cfb117ec04 (patch)
tree7f247e04e238a0edc0281ec8ed85539b2be81137 /src/game.cpp
parent51e14c9d7aab75fe60f68d4943759eef66eafe9a (diff)
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Merged the Engine class into the Game class
There was little point in keeping the Engine class separate. It wasn't an engine at all, but only kept track of the currently active map, a job more suitable for the Game class anyway.
Diffstat (limited to 'src/game.cpp')
-rw-r--r--src/game.cpp104
1 files changed, 90 insertions, 14 deletions
diff --git a/src/game.cpp b/src/game.cpp
index 83b4708b..1df03d55 100644
--- a/src/game.cpp
+++ b/src/game.cpp
@@ -1,6 +1,6 @@
/*
* The Mana World
- * Copyright (C) 2004 The Mana World Development Team
+ * Copyright (C) 2004-2010 The Mana World Development Team
*
* This file is part of The Mana World.
*
@@ -27,7 +27,6 @@
#include "configuration.h"
#include "effectmanager.h"
#include "emoteshortcut.h"
-#include "engine.h"
#include "flooritemmanager.h"
#include "graphics.h"
#include "itemshortcut.h"
@@ -83,6 +82,8 @@
#include "net/playerhandler.h"
#include "resources/imagewriter.h"
+#include "resources/mapreader.h"
+#include "resources/resourcemanager.h"
#include "utils/gettext.h"
@@ -102,7 +103,6 @@ std::string map_path;
volatile int tick_time;
volatile int fps = 0, frame = 0;
-Engine *engine = NULL;
Joystick *joystick = NULL;
OkDialog *weightNotice = NULL;
@@ -196,8 +196,6 @@ int get_elapsed_time(int start_time)
*/
static void initEngines()
{
- engine = new Engine;
-
beingManager = new BeingManager;
commandHandler = new CommandHandler;
floorItemManager = new FloorItemManager;
@@ -285,10 +283,16 @@ static void destroyGuiWindows()
del_0(specialsWindow);
}
+Game *Game::mInstance = 0;
+
Game::Game():
mLastTarget(Being::UNKNOWN),
- mLogicCounterId(0), mSecondsCounterId(0)
+ mLogicCounterId(0), mSecondsCounterId(0),
+ mCurrentMap(0), mMapName("")
{
+ assert(!mInstance);
+ mInstance = this;
+
disconnectedDialog = NULL;
createGuiWindows();
@@ -308,7 +312,7 @@ Game::Game():
// with the GPMSG_PLAYER_MAP_CHANGE flag.
map_path = map_path.substr(0, map_path.rfind("."));
if (!map_path.empty())
- engine->changeMap(map_path);
+ changeMap(map_path);
// Initialize beings
beingManager->setPlayer(player_node);
@@ -350,9 +354,12 @@ Game::~Game()
delete commandHandler;
delete joystick;
delete particleEngine;
- delete engine;
viewport->setMap(NULL);
+
+ delete mCurrentMap;
+ map_path = "";
+
player_node = NULL;
beingManager = NULL;
floorItemManager = NULL;
@@ -360,6 +367,8 @@ Game::~Game()
SDL_RemoveTimer(mLogicCounterId);
SDL_RemoveTimer(mSecondsCounterId);
+
+ mInstance = 0;
}
void setScreenshotDir(const std::string &dir)
@@ -422,15 +431,15 @@ static bool saveScreenshot()
void Game::optionChanged(const std::string &name)
{
- int fpsLimit = (int) config.getValue("fpslimit", 60);
-
+ // Calculate the new minimum time per frame based on the FPS limit
+ const int fpsLimit = (int) config.getValue("fpslimit", 60);
mMinFrameTime = fpsLimit ? 1000 / fpsLimit : 0;
// Reset draw time to current time
mDrawTime = tick_time * MILLISECONDS_IN_A_TICK;
}
-void Game::logic()
+void Game::exec()
{
// mDrawTime has a higher granularity than gameTime in order to be able to
// work with minimum frame durations in milliseconds.
@@ -439,14 +448,17 @@ void Game::logic()
while (state == STATE_GAME)
{
- if (Map *map = engine->getCurrentMap())
- map->update(get_elapsed_time(gameTime));
+ if (mCurrentMap)
+ mCurrentMap->update(get_elapsed_time(gameTime));
// Handle all necessary game logic
while (get_elapsed_time(gameTime) > 0)
{
handleInput();
- engine->logic();
+ beingManager->logic();
+ particleEngine->update();
+ gui->logic();
+
gameTime++;
}
@@ -500,6 +512,9 @@ void Game::logic()
}
}
+/**
+ * The MONSTER input handling method.
+ */
void Game::handleInput()
{
if (joystick)
@@ -1058,3 +1073,64 @@ void Game::handleInput()
}
}
}
+
+/**
+ * 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
+ floorItemManager->clear();
+ beingManager->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;
+
+ // Store full map path in global var
+ map_path = "maps/" + mapPath + ".tmx";
+ ResourceManager *resman = ResourceManager::getInstance();
+ if (!resman->exists(map_path))
+ map_path += ".gz";
+
+ // Attempt to load the new map
+ Map *newMap = MapReader::readMap(map_path);
+
+ if (!newMap)
+ {
+ logger->log("Error while loading %s", map_path.c_str());
+ new OkDialog(_("Could Not Load Map"),
+ strprintf(_("Error while loading %s"), map_path.c_str()));
+ }
+
+ // Notify the minimap and beingManager about the map change
+ minimap->setMap(newMap);
+ beingManager->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)
+ sound.playMusic(newMusic);
+
+ delete mCurrentMap;
+ mCurrentMap = newMap;
+
+ Net::getGameHandler()->mapLoaded(mapPath);
+}