/* * 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 * * By ElvenProgrammer aka Eugenio Favalli (umperio@users.sourceforge.net) */ #include "graphic.h" #include "2xsai.h" #include "../gui/gui.h" #include "../gui/stats.h" #include "../gui/textfield.h" #define TILESET_W 480 #define TILESET_H 320 #ifdef WIN32 #pragma warning (disable:4312) #endif BITMAP *vbuffer, *vpage[2], *vtileset, *temp, *vnpcset, *vplayerset, *vmonsterset; int page_num = 0; bool page_flipping; BITMAP *buffer, *chat_background; DATAFILE *tileset; char itemCurrenyQ[10] = "0"; //char page_num; int map_x, map_y, camera_x, camera_y; DIALOG_PLAYER *npc_player, *skill_player, *buy_sell_player, *sell_player, *skill_list_player, *npc_list_player; char npc_text[1000] = ""; char statsString2[255] = "n/a"; char skill_points[10] = ""; TmwInventory inventory; Chat chatlog("./docs/chatlog.txt", 20); int show_npc_dialog = 0; bool show_skill_dialog = false; bool show_skill_list_dialog = false; char npc_button[10] = "Close"; gcn::TextField *chatInput; StatsDialog *statsDialog; BuyDialog *buyDialog; void ChatListener::action(const std::string& eventId) { if (eventId == "chatinput") { std::string message = chatInput->getText(); if (message.length() > 0) { chatlog.chat_send(char_info[0].name, message.c_str()); chatInput->setText(""); } } } Spriteset *new_tileset, *new_playerset, *new_npcset, *new_emotionset; Spriteset *new_monsterset; DIALOG npc_dialog[] = { /* (dialog proc) (x) (y) (w) (h) (fg) (bg) (key) (flags) (d1) (d2) (dp) (dp2) (dp3) */ { tmw_dialog_proc, 300, 200, 260, 150, 0, 0, 0, 0, 0, 0, (char *)"NPC", NULL, NULL }, { tmw_button_proc, 508, 326, 50, 20, 255, 0, 'c', D_EXIT, 0, 0, (char *)npc_button, NULL, NULL }, { tmw_textbox_proc, 304, 224, 252, 100, 0, 0, 0, 0, 0, 0, npc_text, NULL, NULL }, { NULL, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, NULL, NULL, NULL } }; DIALOG buy_sell_dialog[] = { /* (dialog proc) (x) (y) (w) (h) (fg) (bg) (key) (flags) (d1) (d2) (dp) (dp2) (dp3) */ { tmw_dialog_proc, 350, 200, 100, 105, 0, 0, 0, 0, 0, 0, (char *)"Shop", NULL, NULL }, { tmw_button_proc, 360, 225, 80, 20, 255, 0, 0, D_EXIT, 0, 0, (char *)"&Buy", NULL, NULL }, { tmw_button_proc, 360, 250, 80, 20, 255, 0, 0, D_EXIT, 0, 0, (char *)"&Sell", NULL, NULL }, { tmw_button_proc, 360, 275, 80, 20, 255, 0, 0, D_EXIT, 0, 0, (char *)"&Cancel",NULL, NULL }, { NULL, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, NULL, NULL, NULL } }; DIALOG sell_dialog[] = { /* (dialog proc) (x) (y) (w) (h) (fg) (bg) (key) (flags) (d1) (d2) (dp) (dp2) (dp3) */ { tmw_dialog_proc, 300, 200, 260, 200, 0, 0, 0, 0, 0, 0, (char *)"Sell", NULL, NULL }, { tmw_button_proc, 450, 376, 50, 20, 255, 0, 'o', D_EXIT, 0, 0, (char *)"&Ok", NULL, NULL }, { tmw_button_proc, 508, 376, 50, 20, 255, 0, 'c', D_EXIT, 0, 0, (char *)"&Cancel", NULL, NULL }, { tmw_slider_proc, 304, 326, 200, 20, 255, 0, 0, 0, 10, 0, NULL, (void *)changeQ, NULL }, { tmw_list_proc, 304, 224, 252, 100, 0, 0, 0, 0, 0, 0, (char *)shop_list, NULL, NULL }, { tmw_text_proc, 514, 326, 40, 20, 0, 0, 0, 0, 0, 0, (char *)itemCurrenyQ, NULL, NULL }, { NULL, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, NULL, NULL, NULL } }; DIALOG skill_list_dialog[] = { /* (dialog proc) (x) (y) (w) (h) (fg) (bg) (key) (flags) (d1) (d2) (dp) (dp2) (dp3) */ { tmw_dialog_proc, 300, 200, 260, 200, 0, 0, 0, 0, 0, 0, (char *)"Stats", NULL, NULL }, { tmw_button_proc, 450, 376, 50, 20, 255, 0, 'u', D_EXIT, 0, 0, (char *)"&Up", NULL, NULL }, { tmw_button_proc, 508, 376, 50, 20, 255, 0, 'c', D_EXIT, 0, 0, (char *)"&Close", NULL, NULL }, { tmw_list_proc, 304, 224, 252, 100, 0, 0, 0, 0, 0, 0, (char *)skill_list, NULL, NULL }, { tmw_text_proc, 304, 326, 40, 20, 0, 0, 0, 0, 0, 0, (char *)skill_points, NULL, NULL }, { NULL, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, NULL, NULL, NULL } }; DIALOG npc_list_dialog[] = { /* (dialog proc) (x) (y) (w) (h) (fg) (bg) (key) (flags) (d1) (d2) (dp) (dp2) (dp3) */ { tmw_dialog_proc, 300, 200, 260, 200, 0, 0, 0, 0, 0, 0, (char *)"NPC", NULL, NULL }, { tmw_button_proc, 450, 376, 50, 20, 255, 0, 'o', D_EXIT, 0, 0, (char *)"&Ok", NULL, NULL }, { tmw_button_proc, 508, 376, 50, 20, 255, 0, 'c', D_EXIT, 0, 0, (char *)"&Cancel", NULL, NULL }, { tmw_list_proc, 304, 224, 252, 100, 0, 0, 0, 0, 0, 0, (char *)item_list, NULL, NULL }, { NULL, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, NULL, NULL, NULL } }; char hairtable[14][4][2] = { // S(x,y) W(x,y) N(x,y) E(x,y) { { 0, 0}, {-1, 2}, {-1, 2}, {0, 2} }, // STAND { { 0, 2}, {-2, 3}, {-1, 2}, {1, 3} }, // WALK 1st frame { { 0, 3}, {-2, 4}, {-1, 3}, {1, 4} }, // WALK 2nd frame { { 0, 1}, {-2, 2}, {-1, 2}, {1, 2} }, // WALK 3rd frame { { 0, 2}, {-2, 3}, {-1, 2}, {1, 3} }, // WALK 4th frame { { 0, 1}, {1, 2}, {-1, 3}, {-2, 2} }, // ATTACK 1st frame { { 0, 1}, {-1, 2}, {-1, 3}, {0, 2} }, // ATTACK 2nd frame { { 0, 2}, {-4, 3}, {0, 4}, {3, 3} }, // ATTACK 3rd frame { { 0, 2}, {-4, 3}, {0, 4}, {3, 3} }, // ATTACK 4th frame { { 0, 0}, {-1, 2}, {-1, 2}, {-1, 2} }, // BOW_ATTACK 1st frame { { 0, 0}, {-1, 2}, {-1, 2}, {-1, 2} }, // BOW_ATTACK 2nd frame { { 0, 0}, {-1, 2}, {-1, 2}, {-1, 2} }, // BOW_ATTACK 3rd frame { { 0, 0}, {-1, 2}, {-1, 2}, {-1, 2} }, // BOW_ATTACK 4th frame { { 0, 4}, {-1, 6}, {-1, 6}, {0, 6} } // SIT }; int get_x_offset(NODE *node) { int offset = 0; char direction = get_direction(node->coordinates); if (node->action == WALK) { if (direction!=NORTH && direction!=SOUTH) { offset = node->frame + 1; if (offset==5)offset = 0; offset *= 4; if (direction == WEST || direction == NW || direction == SW) { offset = -offset; offset += 16; } else offset -= 16; } } return offset; } int get_y_offset(NODE *node) { int offset = 0; char direction = get_direction(node->coordinates); if (node->action == WALK) { if (direction != EAST && direction != WEST) { offset = node->frame + 1; if (offset == 5) offset = 0; offset *= 4; if (direction == NORTH || direction == NW || direction == NE) { offset = -offset; offset += 16; } else { offset -= 16; } } } return offset; } void init_graphic() { clear_bitmap(screen); chat_background = create_bitmap(592, 100); clear_to_color(chat_background, makecol(0, 0, 0)); // Initialize gui // Create chat input field chatInput = new TextField(); chatInput->setPosition( chatInput->getBorderSize(), SCREEN_H - chatInput->getHeight() - chatInput->getBorderSize() -1); chatInput->setWidth(592 - 2 * chatInput->getBorderSize()); ChatListener *chatListener = new ChatListener(); chatInput->setEventId("chatinput"); chatInput->addActionListener(chatListener); guiTop->add(chatInput); chatInput->requestFocus(); // Create stats dialog statsDialog = new StatsDialog(guiTop); statsDialog->setPosition(SCREEN_W - statsDialog->getWidth() - 10, 10); // Create buy dialog buyDialog = new BuyDialog(guiTop); buyDialog->setVisible(false); npc_player = init_dialog(npc_dialog, -1); position_dialog(npc_dialog, 300, 200); skill_player = init_dialog(skill_dialog, -1); buy_sell_player = init_dialog(buy_sell_dialog, -1); sell_player = init_dialog(sell_dialog, -1); skill_list_player = init_dialog(skill_list_dialog, -1); npc_list_player = init_dialog(npc_list_dialog, -1); inventory.create(100, 100); vpage[0] = NULL; vpage[1] = NULL; page_flipping = false; // Try to set up two video bitmaps for high performance drawing when // simple stretching is used and hardware vram blit is possible. if ((gfx_capabilities & GFX_HW_VRAM_BLIT) && stretch_mode == 0) { vpage[0] = create_video_bitmap(SCREEN_W, SCREEN_H); vpage[1] = create_video_bitmap(SCREEN_W, SCREEN_H); if (!vpage[0] || !vpage[1]) { warning("Not enough video memory for page flipping"); if (vpage[0]) { destroy_bitmap(vpage[0]); vpage[0] = NULL; } if (vpage[1]) { destroy_bitmap(vpage[1]); vpage[1] = NULL; } } else { page_flipping = true; } } // No videobitmap pages were created, so create a normal bitmap that'll // be used as buffer. if (!page_flipping) { vpage[0] = create_bitmap(SCREEN_W, SCREEN_H); vpage[1] = vpage[0]; if (!vpage[0]) error("Not enough memory for screen buffer"); } // Create a buffer to draw the low resolution map on vbuffer = create_bitmap(SCREEN_W / 2, SCREEN_H / 2); if (!vbuffer) error("Not enough memory for map buffer"); // Initialize the gui bitmap to the page that will be drawn first gui_bitmap = vpage[page_num]; new_emotionset = new Spriteset("./data/graphic/emotionset.dat"); new_tileset = new Spriteset("./data/graphic/desert.dat"); new_npcset = new Spriteset("./data/graphic/npcset.dat"); new_playerset = new Spriteset("./data/graphic/playerset.dat"); new_monsterset = new Spriteset("./data/graphic/monsterset.dat"); } void do_graphic(void) { map_x = (get_x(player_node->coordinates) - 13) * 16 + get_x_offset(player_node); map_y = (get_y(player_node->coordinates) - 9) * 16 + get_y_offset(player_node); camera_x = map_x >> 4; camera_y = map_y >> 4; int offset_x = map_x & 15; int offset_y = map_y & 15; sort(); frame++; acquire_bitmap(vbuffer); new_tileset->spriteset[0]->draw(vbuffer, 0, 0); // Draw tiles below nodes for (int j = 0; j < 20; j++) { for (int i = 0; i < 26; i++) { unsigned short tile0 = get_tile(i + camera_x, j + camera_y, 0); unsigned short tile1 = get_tile(i + camera_x, j + camera_y, 1); if (tile0 < 600) { new_tileset->spriteset[tile0]->draw( vbuffer, i * 16 - offset_x, j * 16 - offset_y); } if (tile1 > 0) { //&& tile1 < 600 new_tileset->spriteset[tile1]->draw( vbuffer, i * 16 - offset_x, j * 16 - offset_y); } } } // Draw nodes NODE *node = get_head(); while (node) { unsigned short x = get_x(node->coordinates); unsigned short y = get_y(node->coordinates); unsigned char dir = get_direction(node->coordinates) / 2; int sx = x - camera_x; int sy = y - camera_y; if ((node->job >= 100) && (node->job <= 110)) { // Draw a NPC new_npcset->spriteset[4 * (node->job - 100) + dir]->draw(vbuffer, sx * 16 - 4 - offset_x, sy * 16 - 24 - offset_y); } else if (node->job < 10) { // Draw a player node->text_x = sx * 16 - 34 + get_x_offset(node) - offset_x; node->text_y = sy * 16 - 36 + get_y_offset(node) - offset_y; if (node->action == SIT) node->frame = 0; if (node->action == ATTACK) { int pf = node->frame + node->action + 4 * node->weapon; int wf = 16 * node->weapon + 4 * node->frame; new_playerset->spriteset[4 * pf + dir]->draw(vbuffer, node->text_x, node->text_y); draw_rle_sprite(vbuffer, (RLE_SPRITE*)weaponset[wf + dir].dat, node->text_x, node->text_y); masked_blit(hairset, vbuffer, 20 * (node->hair_color - 1), 20 * (dir + 4 * (node->hair_style - 1)), node->text_x + 31 + hairtable[pf][dir][0], node->text_y + 15 + hairtable[pf][dir][1], 20, 20); } else { int pf = node->frame + node->action; new_playerset->spriteset[4 * pf + dir]->draw(vbuffer, node->text_x, node->text_y); masked_blit(hairset, vbuffer, 20 * (node->hair_color - 1), 20 * (dir + 4 * (node->hair_style - 1)), node->text_x + 31 + hairtable[pf][dir][0], node->text_y + 15 + hairtable[pf][dir][1], 20, 20); } if (node->emotion != 0) { new_emotionset->spriteset[node->emotion - 1]->draw(vbuffer, sx * 16 - 5 + get_x_offset(node) - offset_x, sy * 16 - 45 + get_y_offset(node) - offset_y); node->emotion_time--; if (node->emotion_time == 0) { node->emotion = 0; } } if (node->action != STAND && node->action != SIT) { node->frame = (get_elapsed_time(node->tick_time) * 4) / (node->speed); if (node->frame >= 4) { node->frame = 0; node->action = STAND; if (node->id == player_node->id) { walk_status = 0; } } } } else if (node->job == 45) { // Draw a warp } else { // Draw a monster if (node->frame >= 4) node->frame = 3; node->text_x = sx * 16 - 22 + get_x_offset(node) - offset_x; node->text_y = sy * 16 - 25 + get_y_offset(node) - offset_y; int sprnum = dir + 4 * (node->job - 1002); int mf = node->frame + node->action; if (node->action == MONSTER_DEAD) { new_monsterset->spriteset[sprnum + 8 * MONSTER_DEAD]->draw( vbuffer, node->text_x, node->text_y); } else { new_monsterset->spriteset[sprnum + 8 * mf]->draw(vbuffer, node->text_x, node->text_y); } if (node->action != STAND) { node->frame = (get_elapsed_time(node->tick_time) * 4) / (node->speed); if (node->frame >= 4) { if (node->action != MONSTER_DEAD && node->path) { if (node->path->next) { int old_x, old_y, new_x, new_y; old_x = node->path->x; old_y = node->path->y; node->path = node->path->next; new_x = node->path->x; new_y = node->path->y; direction = 0; if (new_x > old_x) { if (new_y > old_y) direction = SE; else if (new_y < old_y) direction = NE; else direction = EAST; } else if (new_x < old_x) { if (new_y > old_y) direction = SW; else if (new_y < old_y) direction = NW; else direction = WEST; } else { if (new_y > old_y) direction = SOUTH; else if (new_y < old_y) direction = NORTH; } set_coordinates(node->coordinates, node->path->x, node->path->y, direction); } else { node->action = STAND; } if (node->action != MONSTER_DEAD) { node->frame = 0; } node->tick_time = tick_time; //node->frame = 0; } } } } if (node->action == MONSTER_DEAD && node->frame >= 20) { NODE *temp = node; node = node->next; remove_node(temp->id); } else { node = node->next; } // nodes are ordered so if the next node y is > then the // last drawed for fringe layer, draw the missing lines } // Draw tiles above nodes for (int j = 0; j < 20; j++) { for (int i = 0; i < 26; i++) { unsigned short tile = get_tile(i + camera_x, j + camera_y, 2); if (tile > 0 && tile < 600) { new_tileset->spriteset[tile]->draw( vbuffer, i * 16 - offset_x, j * 16 - offset_y); } } } release_bitmap(vbuffer); acquire_bitmap(vpage[page_num]); // Stretch the map buffer onto the screen if (stretch_mode == 0) { stretch_blit(vbuffer, vpage[page_num], 0, 0, 400, 300, 0, 0, 800, 600); } else if (stretch_mode == 1) { Super2xSaI(vbuffer, vpage[page_num], 0, 0, 0, 0, 400, 300); } else if (stretch_mode == 2) { SuperEagle(vbuffer, vpage[page_num], 0, 0, 0, 0, 400, 300); } textprintf_ex(vpage[page_num], font, 0, 0, makecol(255, 255, 255), -1, "[%i fps]", fps); // Draw player speech node = get_head(); while (node) { if (node->speech != NULL) { if (node->speech_color == makecol(255, 255, 255)) { textprintf_centre_ex(vpage[page_num], font, node->text_x * 2 + 90, node->text_y * 2, node->speech_color, -1, "%s", node->speech); } else { textprintf_centre_ex(vpage[page_num], font, node->text_x * 2 + 60, node->text_y * 2, node->speech_color, -1, "%s", node->speech); } node->speech_time--; if (node->speech_time == 0) { free(node->speech); node->speech = NULL; } } node = node->next; } // Update character status display statsDialog->update(); // Update GUI guiGraphics->setTarget(vpage[page_num]); gui_update(NULL); inventory.draw(vpage[page_num]); set_trans_blender(0, 0, 0, 110); draw_trans_sprite(vpage[page_num], chat_background, 0, SCREEN_H - 125); chatlog.chat_draw(vpage[page_num], 8, font); switch (show_npc_dialog) { case 1: dialog_message(npc_dialog, MSG_DRAW, 0, 0); if (!(show_npc_dialog = gui_update(npc_player))) { strcpy(npc_text, ""); WFIFOW(0) = net_w_value(0x00b9); //alert("","","","","",0,0); WFIFOL(2) = net_l_value(current_npc); WFIFOSET(6); } break; case 2: dialog_message(buy_sell_dialog, MSG_DRAW, 0, 0); if (!gui_update(buy_sell_player)) { show_npc_dialog = shutdown_dialog(buy_sell_player); if (show_npc_dialog == 1 || show_npc_dialog == 2) { WFIFOW(0) = net_w_value(0x00c5); WFIFOL(2) = net_l_value(current_npc); WFIFOB(6) = net_b_value(show_npc_dialog-1); WFIFOSET(7); } show_npc_dialog = 0; buy_sell_player = init_dialog(buy_sell_dialog, -1); } break; case 3: /* char money[20]; sprintf(money, "%i gp", char_info->gp); buy_dialog[4].dp = &money; buy_dialog[5].d1 = (int)(char_info->gp / get_item_price(buy_dialog[3].d1)); if (buy_dialog[5].d2 > buy_dialog[5].d1) dialog_message(buy_dialog, MSG_DRAW, 0, 0); if (!gui_update(buy_player)) { show_npc_dialog = shutdown_dialog(buy_player); buy_dialog[5].d1 = 0; if (show_npc_dialog == 1) { WFIFOW(0) = net_w_value(0x00c8); WFIFOW(2) = net_w_value(8); WFIFOW(4) = net_w_value(buy_dialog[5].d2); WFIFOW(6) = net_w_value(get_item_id(buy_dialog[3].d1)); WFIFOSET(8); } show_npc_dialog = 0; buy_player = init_dialog(buy_dialog, -1); close_shop(); } */ break; case 4: //alert("","","","","",0,0); //char ds[20]; sell_dialog[3].d1 = get_item_quantity(sell_dialog[4].d1); //sprintf(ds, "%i", sell_dialog[3].d1); //ok(ds,""); //alfont_textprintf(vpage[page_num], font, 0, 10, MAKECOL_WHITE, "%i", sell_dialog[3].d1); dialog_message(sell_dialog, MSG_DRAW, 0, 0); if (!gui_update(sell_player)) { show_npc_dialog = shutdown_dialog(sell_player); sell_dialog[3].d1 = 0; if (show_npc_dialog == 1) { WFIFOW(0) = net_w_value(0x00c9); WFIFOW(2) = net_w_value(8); WFIFOW(4) = net_w_value(get_item_index(sell_dialog[4].d1)); WFIFOW(6) = net_w_value(sell_dialog[3].d2); WFIFOSET(8); } show_npc_dialog = 0; sell_dialog[3].d2 = 0; sprintf((char *)sell_dialog[5].dp, "%i", 0); sell_player = init_dialog(sell_dialog, -1); close_shop(); } break; case 5: dialog_message(npc_list_dialog, MSG_DRAW, 0, 0); if (!gui_update(npc_list_player)) { show_npc_dialog = shutdown_dialog(npc_list_player); if (show_npc_dialog == 1) { WFIFOW(0) = net_w_value(0x00b8); WFIFOL(2) = net_l_value(current_npc); WFIFOB(6) = net_b_value(npc_list_dialog[3].d1+1); WFIFOSET(7); } show_npc_dialog = 0; npc_list_player = init_dialog(npc_list_dialog, -1); remove_all_items(); } break; } if (show_skill_dialog) { update_skill_dialog(); if (gui_update(skill_player) == 0) { show_skill_dialog = false; } } if (show_skill_list_dialog) { if (gui_update(skill_list_player) == 0) { int ret = shutdown_dialog(skill_list_player); if (ret == 1) { if (char_info->skill_point > 0) { WFIFOW(0) = net_w_value(0x0112); WFIFOW(2) = net_w_value( get_skill_id(skill_list_dialog[3].d1)); WFIFOSET(4); } } else if(ret == 2) { show_skill_list_dialog = false; } skill_list_player = init_dialog(skill_list_dialog, -1); } } draw_sprite(vpage[page_num], mouse_sprite, mouse_x, mouse_y); release_bitmap(vpage[page_num]); if (page_flipping) { show_video_bitmap(vpage[page_num]); } else { blit(vpage[page_num], screen, 0, 0, 0, 0, 800, 600); } page_num = 1 - page_num; gui_bitmap = vpage[page_num]; } void exit_graphic() { delete statsDialog; delete buyDialog; shutdown_dialog(npc_player); shutdown_dialog(skill_player); } GraphicEngine::GraphicEngine() { tileset = new Spriteset("./data/graphic/tileset.dat"); if (gfx_capabilities & GFX_HW_VRAM_BLIT) { BITMAP *page1 = create_video_bitmap(SCREEN_W, SCREEN_H); BITMAP *page2 = create_video_bitmap(SCREEN_W, SCREEN_H); if (page1 && page2) { surface = new VideoSurface(page1, page2); } else { if (page1)destroy_bitmap(page1); if (page2)destroy_bitmap(page2); BITMAP *buffer = create_bitmap(SCREEN_W, SCREEN_H); if (!buffer) { error("Not enough memory to create primary surface"); } else { warning("Not enough video memory to create primary surface"); } surface = new MemorySurface(buffer); } } else { BITMAP *buffer = create_bitmap(SCREEN_W, SCREEN_H); if (!buffer) { error("Not enough memory to create primary surface"); } surface = new MemorySurface(buffer); } } GraphicEngine::~GraphicEngine() { delete tileset; }