#include
#include
#include
#include
#include
#include
#include
#include "background.h"
CBackground::CBackground() : CMapLayers(CMapLayers::TYPE_BACKGROUND_FORCE)
{
m_pLayers = new CLayers;
m_pBackgroundLayers = m_pLayers;
m_pImages = new CMapImages;
m_pBackgroundImages = m_pImages;
m_pMap = CreateEngineMap();
m_pBackgroundMap = m_pMap;
m_Loaded = false;
m_aMapName[0] = '\0';
m_LastLoad = 0;
}
CBackground::~CBackground()
{
delete m_pBackgroundLayers;
delete m_pBackgroundImages;
}
void CBackground::OnInit()
{
m_pImages->m_pClient = GameClient();
Kernel()->ReregisterInterface(m_pMap);
if(g_Config.m_ClBackgroundEntities[0] != '\0' && str_comp(g_Config.m_ClBackgroundEntities, CURRENT))
LoadBackground();
}
void CBackground::LoadBackground()
{
if(time_get()-m_LastLoad < 10*time_freq())
return;
if(m_Loaded && m_pMap == m_pBackgroundMap)
m_pMap->Unload();
m_Loaded = false;
m_pMap = m_pBackgroundMap;
m_pLayers = m_pBackgroundLayers;
m_pImages = m_pBackgroundImages;
str_copy(m_aMapName, g_Config.m_ClBackgroundEntities, sizeof(m_aMapName));
char aBuf[128];
str_format(aBuf, sizeof(aBuf), "maps/%s", g_Config.m_ClBackgroundEntities);
if(m_pMap->Load(aBuf))
{
m_pLayers->InitBackground(m_pMap);
m_pImages->LoadBackground(m_pMap);
RenderTools()->RenderTilemapGenerateSkip(m_pLayers);
m_Loaded = true;
}
else if(str_comp(g_Config.m_ClBackgroundEntities, CURRENT) == 0)
{
m_pMap = Kernel()->RequestInterface();
if(m_pMap->IsLoaded())
{
m_pLayers = GameClient()->Layers();
m_pImages = GameClient()->m_pMapimages;
m_Loaded = true;
}
}
if(m_Loaded)
CMapLayers::OnMapLoad();
m_LastLoad = time_get();
}
void CBackground::OnMapLoad()
{
if(str_comp(g_Config.m_ClBackgroundEntities, CURRENT) == 0 || str_comp(g_Config.m_ClBackgroundEntities, m_aMapName))
{
m_LastLoad = 0;
LoadBackground();
}
}
void CBackground::OnRender()
{
//probably not the best place for this
if(g_Config.m_ClBackgroundEntities[0] != '\0' && str_comp(g_Config.m_ClBackgroundEntities, m_aMapName))
LoadBackground();
if(!m_Loaded)
return;
if(Client()->State() != IClient::STATE_ONLINE && Client()->State() != IClient::STATE_DEMOPLAYBACK)
return;
if(g_Config.m_ClOverlayEntities != 100)
return;
CMapLayers::OnRender();
}