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📄 worldmapdata.java

📁 Vyger offers a D & D and Rogue-like environment in a graphical online roleplay game.
💻 JAVA
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/*
 * Light And Shadow. A Persistent Universe based on Robert Jordan's Wheel of Time Books.
 * Copyright (C) 2001-2002 WOTLAS Team
 *
 * This program 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 (at your option) any later version.
 *
 * This program 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 this program; if not, write to the Free Software
 * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 */

package wotlas.client;

import wotlas.client.screen.JClientScreen;

import wotlas.common.message.description.*;
import wotlas.common.message.movement.*;
import wotlas.common.universe.*;
import wotlas.common.*;

import wotlas.libs.graphics2D.*;
import wotlas.libs.graphics2D.drawable.*;

import wotlas.libs.pathfinding.AStarDouble;

import wotlas.libs.sound.SoundLibrary;

import wotlas.utils.Debug;
import wotlas.utils.ScreenPoint;
import wotlas.utils.ScreenRectangle;

import java.awt.image.BufferedImage;
import java.awt.Rectangle;
import java.awt.*;

import java.io.File;
import java.io.IOException;

import java.util.Hashtable;

/** A WorldMapData
 *
 * @author Petrus?, Aldiss?, Diego
 */
public class WorldMapData implements MapData {

 /*------------------------------------------------------------------------------------*/

  /** True if we show debug informations
   */
  public static boolean SHOW_DEBUG = false;

  /** if true, the player can change its MapData
   * otherwise, the server didn't send a message to do so => player stay where he is
   */
  public boolean canChangeMap;

  /** Our default dataManager
   */
  private DataManager dataManager;

  /** tells if the player is going to another map
   */
  private boolean isNotMovingToAnotherMap = true;
  
  /** previous location
   */
  private int currentWorldMapID = -1;

 /*------------------------------------------------------------------------------------*/

  /** Set to true to show debug information
   */
  public void showDebug(boolean value) {
    SHOW_DEBUG = value;
  }

 /*------------------------------------------------------------------------------------*/

  /** To set isNotMovingToAnotherMap
   */
  public void setIsNotMovingToAnotherMap(boolean value) {
    isNotMovingToAnotherMap = value;
  }

 /*------------------------------------------------------------------------------------*/

  /** To init the display<br>
   * - load background and mask images<br>
   * - init the AStar algorithm
   * - init the Graphics Director
   * - show the other images (shadows, buildings, towns...)
   */
  public void initDisplay(PlayerImpl myPlayer, DataManager dataManager ) {

    if (DataManager.SHOW_DEBUG)
      System.out.println("-- initDisplay in WorldMapData --");

    this.dataManager = dataManager;

    ImageIdentifier backgroundImageID = null;   // background image identifier
    Drawable background = null;                 // background image

    GraphicsDirector gDirector = dataManager.getGraphicsDirector();

    // 0 - some inits...
    myPlayer.init();

    // 1 - We load the WorldMap
    WotlasLocation location = myPlayer.getLocation();

    currentWorldMapID = location.getWorldMapID();

    WorldMap worldMap = dataManager.getWorldManager().getWorldMap(location);

      if (SHOW_DEBUG) {
         System.out.println("WorldMap");
         System.out.println("\tfullName = "  + worldMap.getFullName());
         System.out.println("\tshortName = " + worldMap.getShortName());
      }

    dataManager.getClientScreen().getChatPanel().changeMainJChatRoom(worldMap.getShortName());

    dataManager.addPlayer(myPlayer);

    // 2 - We set player's position if his position is incorrect

    // 3 - We load the image
    backgroundImageID = worldMap.getWorldImage();
    gDirector.getImageLibrary().loadImage( backgroundImageID );

    if (SHOW_DEBUG)
      System.out.println("\tImageIdentifier = " + backgroundImageID);

    background = (Drawable) new MotionlessSprite( 0,                        // ground x=0
                                                  0,                        // ground y=0
                                                  backgroundImageID,        // image
                                                  ImageLibRef.MAP_PRIORITY  // priority
                                                 );

    // 4 - We load the mask
    BufferedImage bufIm = null;

    try {
       ImageIdentifier mapMaskID = gDirector.getImageLibrary().getImageIdentifier( backgroundImageID, "mask" );

       if(mapMaskID!=null) {
          String maskFile = gDirector.getImageLibrary().getImageFile( mapMaskID );
          
          if(maskFile!=null)
             bufIm = gDirector.getImageLibrary().loadBufferedImage( maskFile, BufferedImage.TYPE_INT_ARGB );
       }

       if(bufIm==null) {
          Debug.signal( Debug.CRITICAL, this, "Mask not found" );
          Debug.exit();
       }
    }
    catch( ImageLibraryException e ) {
      Debug.signal( Debug.CRITICAL, this, "Image Library Corrupted: "+e );
      Debug.exit();
    }

    // 5 - We initialize the AStar algo
    myPlayer.getMovementComposer().setMovementMask( BinaryMask.create( bufIm ), 5, 1 );
    myPlayer.getMovementComposer().resetMovement();
    bufIm.flush(); // free image resource

    // 6 - We init the GraphicsDirector
    gDirector.init( background,               // background drawable
                    myPlayer.getDrawable(),   // reference for screen movements
                    new Dimension( JClientScreen.leftWidth, JClientScreen.mapHeight )   // screen default dimension
                   );

    // 7 - We add towns' images
    TownMap towns[] = worldMap.getTownMaps();

    if (towns!=null) {

      if (SHOW_DEBUG)
        System.out.println("\tDrawing Towns");

      ImageIdentifier townImageID = null;   // town image identifier
      Drawable townImage = null;            // town image

      for (int i=0; i<towns.length; i++) {        
        townImageID = towns[i].getSmallTownImage();
        Rectangle position = towns[i].toRectangle();
        townImage = (Drawable) new MotionlessSprite( position.x,
                                                     position.y,
                                                     townImageID,              // image
                                                     ImageLibRef.MAP_PRIORITY  // priority
                                                    );
        gDirector.addDrawable(townImage);
      }
    }

    // 8 - We add tileMaps' images
    TileMap tileMaps[] = worldMap.getTileMaps();

    if (tileMaps!=null) {

      if (SHOW_DEBUG)
        System.out.println("\tDrawing TileMaps");

      ImageIdentifier tileMapImageID = null;   // tileMap image identifier
      Drawable tileMapImage = null;            // tileMap image

      for (int i=0; i<tileMaps.length; i++) {        
        tileMapImageID = tileMaps[i].getSmallTileMapImage();
        Rectangle position = tileMaps[i].toRectangle();
        tileMapImage = (Drawable) new MotionlessSprite( position.x,
                                                     position.y,
                                                     tileMapImageID,              // image
                                                     ImageLibRef.MAP_PRIORITY  // priority
                                                    );
        gDirector.addDrawable(tileMapImage);
      }
    }

    // 9 - We show some informations on the screen
    gDirector.addDrawable(myPlayer.getGameScreenFullPlayerName());

    String[] strTemp2 = { worldMap.getFullName() };
    MultiLineText mltLocationName = new MultiLineText(strTemp2, 10, 10, Color.black, 15.0f, "Lucida Blackletter", ImageLibRef.TEXT_PRIORITY, MultiLineText.RIGHT_ALIGNMENT);
    gDirector.addDrawable(mltLocationName);

    // 10 - We play music
    String midiFile = worldMap.getMusicName();

    if (midiFile != null)
      SoundLibrary.getMusicPlayer().playMusic( midiFile );

    // 11 - We retrieve eventual remaining data...
       dataManager.sendMessage(new AllDataLeftPleaseMessage());
  }

 /*------------------------------------------------------------------------------------*/

  /** To update the location<br>
   * - test if player is intersecting a screenZone<br>
   * - test if player is entering a new WotlasLocation<br>
   * - change the current MapData
   */
  public void locationUpdate(PlayerImpl myPlayer) {

    if(dataManager==null)
       return;

    // Has the currentLocation changed ?

    if ( (currentWorldMapID != myPlayer.getLocation().getWorldMapID())
          || (myPlayer.getLocation().getTownMapID()>-1)  
          || (myPlayer.getLocation().getTileMapID()>-1) ) {
      Debug.signal( Debug.NOTICE, null, "LOCATION HAS CHANGED in WorldMapData");

      dataManager.getPlayers().clear();
      dataManager.cleanInteriorMapData(); // suppress drawables, shadows, data
      dataManager.getClientScreen().getChatPanel().reset();
      
      //myPlayer.setPosition( new ScreenPoint(myPlayer.getX(), myPlayer.getY()) );
      
      dataManager.changeMapData();
      return;
    }

    WorldMap worldMap = dataManager.getWorldManager().getWorldMap( myPlayer.getLocation() );

    // I - INTERSECTION UPDATE ( is the player entering a town/tilemap? )
    Point destination = myPlayer.getEndPosition();
    // I - TOWN INTERSECTION UPDATE ( is the player entering a town ? )
    TileMap tileMap = worldMap.isEnteringTileMap( destination.x,
                                               destination.y,
                                               myPlayer.getCurrentRectangle() );
    TownMap townMap = worldMap.isEnteringTown( destination.x,
                                               destination.y,
                                               myPlayer.getCurrentRectangle() );

    if( tileMap != null ) {
      // intersection with a TileMap, which MapExit are we using ?
      if (SHOW_DEBUG)
        System.out.println("We are entering a tileMap...");

      myPlayer.getMovementComposer().resetMovement();

      if (isNotMovingToAnotherMap) {
         isNotMovingToAnotherMap = false;

      // New Position
         // diego:buttare:robaccia solo per farlo partire  :(
         myPlayer.sendMessage( new CanLeaveWorldMapMessage(myPlayer.getPrimaryKey(),
                                  tileMap.getLocation(),
                                  20, 20, 1 ) );
      }
    }
    else if( townMap != null ) {
      // intersection with a TownMap, which MapExit are we using ?
      if (SHOW_DEBUG)
        System.out.println("We are entering a town...");

      myPlayer.getMovementComposer().resetMovement();

      MapExit mapExit = townMap.findTownMapExit( myPlayer.getCurrentRectangle() );

      if (isNotMovingToAnotherMap) {
        isNotMovingToAnotherMap = false;

      // New Position
         ScreenPoint newPos = mapExit.getInsertionPoint();

         myPlayer.sendMessage( new CanLeaveWorldMapMessage(myPlayer.getPrimaryKey(),
                                  mapExit.getMapExitLocation(),
                                  newPos.x, newPos.y, mapExit.getLocalOrientation() ) );
      }
    }
  }

 /*------------------------------------------------------------------------------------*/

} 

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