GameStatePlay::GameStatePlay() : GameState() , enemy(NULL) , loading(new WidgetLabel()) , loading_bg(NULL) // Load the loading screen image (we currently use the confirm dialog background): , npc_id(-1) , eventDialogOngoing(false) , eventPendingDialog(false) , color_normal(font->getColor("menu_normal")) , nearest_npc(-1) , game_slot(0) { Image *graphics; hasMusic = true; has_background = false; // GameEngine scope variables graphics = render_device->loadImage("images/menus/confirm_bg.png"); if (graphics) { loading_bg = graphics->createSprite(); graphics->unref(); } if (items == NULL) items = new ItemManager(); loot = new LootManager(); powers = new PowerManager(loot); camp = new CampaignManager(); mapr = new MapRenderer(); pc = new Avatar(); enemies = new EnemyManager(); enemyg = new EnemyGroupManager(); hazards = new HazardManager(); menu = new MenuManager(&pc->stats); npcs = new NPCManager(&pc->stats); quests = new QuestLog(menu->questlog); // LootManager needs hero StatBlock loot->hero = &pc->stats; // assign some object pointers after object creation, based on dependency order camp->carried_items = &menu->inv->inventory[CARRIED]; camp->currency = &menu->inv->currency; camp->hero = &pc->stats; loading->set(0, 0, JUSTIFY_CENTER, VALIGN_CENTER, msg->get("Loading..."), color_normal); // load the config file for character titles loadTitles(); refreshWidgets(); }
GameStatePlay::GameStatePlay() : GameState() , enemy(NULL) , loading(new WidgetLabel()) , loading_bg(NULL) // Load the loading screen image (we currently use the confirm dialog background): , npc_id(-1) , npc_from_map(true) , color_normal(font->getColor("menu_normal")) , nearest_npc(-1) , menu_enemy_timeout(MAX_FRAMES_PER_SEC*10) { Image *graphics; hasMusic = true; has_background = false; // GameEngine scope variables graphics = render_device->loadImage("images/menus/confirm_bg.png"); if (graphics) { loading_bg = graphics->createSprite(); graphics->unref(); } if (items == NULL) items = new ItemManager(); loot = new LootManager(); powers = new PowerManager(); camp = new CampaignManager(); mapr = new MapRenderer(); pc = new Avatar(); enemies = new EnemyManager(); enemyg = new EnemyGroupManager(); hazards = new HazardManager(); menu = new MenuManager(&pc->stats); npcs = new NPCManager(&pc->stats); quests = new QuestLog(menu->questlog); // LootManager needs hero StatBlock loot->hero = &pc->stats; loading->set(0, 0, JUSTIFY_CENTER, VALIGN_CENTER, msg->get("Loading..."), color_normal); // load the config file for character titles loadTitles(); refreshWidgets(); }