/* * 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 "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; Spriteset *npcset; std::vector weaponset; Engine::Engine(): mCurrentMap(NULL) { // 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; // 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(); } void Engine::draw(Graphics *graphics) { gui->draw(); }