void Map_Scene::load_map() { int Map_id; Map_id= myteam->actual_map; actual_map=Map_id; myteam->view.x = 0; myteam->view.y = 0; std::string system_string; system_string.append("CharSet/"); system_string.append(myteam->data2.heros[0].strGraphicfile); system_string.append(".png"); Actor.init_Chara(); Actor.setimg((char *)system_string.c_str(), myteam->data2.heros[0].intGraphicindex); system_string.clear(); system_string.append("Map"); if (Map_id<1000) system_string.append("0"); if (Map_id<100) system_string.append("0"); if (Map_id<10) system_string.append("0"); std::stringstream ss; ss << Map_id; system_string.append(ss.str()); system_string.append(".lmu"); // ===[ LOADING MAP DATA ]============================================== Map.Load((char *)system_string.c_str(), &data); Map.ShowInformation(&data); system_string.clear(); system_string.append("ChipSet/"); system_string.append(myteam->data2.Tilesets[(unsigned int) data.ChipsetID - 1].strGraphic); system_string.append(".png"); pre_chip.GenerateFromFile((char *) system_string.c_str()); chip.init(pre_chip.ChipsetSurface, &data, &myteam->data2.Tilesets[(unsigned int) data.ChipsetID - 1] ); Events = &data.vcEvents; init_npc(); Actor.setposXY(myteam->actual_x_map,myteam->actual_y_map, &chip,&Charas_nps,NScene,myteam); Actor.set_dir(myteam->actual_dir); myaudio->load("Music/Town.mid"); myaudio->play(-1); Control::set_delay(0); Control::set_in_delay(0); Control::in_map = true; Ev_management.init(myaudio,NScene,myteam,Events,&Charas_nps,&Actor,&data,&chip); Mov_management.init(&Charas_nps,&Actor,&data,&chip); }
game NewGame() { game g = CreateGame(); if( g == NULL ) return NULL; RandomMap(g->gameMap); g->pc = CreateCharacter(g); wrefresh(g->win); init_pc(g->pc); box(g->arena, 0, 0); wrefresh(g->arena); int nzombies = NumZombies(g->arena); g->ZombieListHead = CreateCreature(g); init_npc(g->ZombieListHead->Character); wrefresh(g->arena); int n = 1; while( n < nzombies ) { wrefresh(g->arena); creature Z = CreateCreature(g); init_npc(Z->Character); InsertCreatureNode( g->ZombieListHead, Z ); ++n; } return g; }