/*
* The ManaPlus Client
* Copyright (C) 2004-2009 The Mana World Development Team
* Copyright (C) 2009-2010 The Mana Developers
* Copyright (C) 2011-2013 The ManaPlus Developers
*
* This file is part of The ManaPlus Client.
*
* 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
* 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, see .
*/
#include "game.h"
#include "main.h"
#include "actorspritemanager.h"
#include "auctionmanager.h"
#include "animatedsprite.h"
#include "client.h"
#include "commandhandler.h"
#include "configuration.h"
#include "effectmanager.h"
#include "emoteshortcut.h"
#include "guildmanager.h"
#include "itemshortcut.h"
#include "soundmanager.h"
#include "spellshortcut.h"
#include "touchmanager.h"
#include "being/localplayer.h"
#include "being/playerinfo.h"
#include "particle/particle.h"
#include "input/inputmanager.h"
#include "input/joystick.h"
#include "input/keyboardconfig.h"
#include "gui/botcheckerwindow.h"
#include "gui/debugwindow.h"
#include "gui/didyouknowwindow.h"
#include "gui/emotewindow.h"
#include "gui/equipmentwindow.h"
#include "gui/gui.h"
#include "gui/helpwindow.h"
#include "gui/inventorywindow.h"
#include "gui/killstats.h"
#include "gui/minimap.h"
#include "gui/ministatuswindow.h"
#include "gui/okdialog.h"
#include "gui/outfitwindow.h"
#include "gui/setup.h"
#include "gui/shopwindow.h"
#include "gui/shortcutwindow.h"
#include "gui/socialwindow.h"
#ifdef MANASERV_SUPPORT
#include "gui/specialswindow.h"
#endif
#include "gui/skilldialog.h"
#include "gui/statuswindow.h"
#include "gui/tradewindow.h"
#include "gui/viewport.h"
#include "gui/questswindow.h"
#include "gui/windowmenu.h"
#include "gui/whoisonline.h"
#include "gui/widgets/battletab.h"
#include "gui/widgets/dropshortcutcontainer.h"
#include "gui/widgets/emoteshortcutcontainer.h"
#include "gui/widgets/gmtab.h"
#include "gui/widgets/itemshortcutcontainer.h"
#include "gui/widgets/langtab.h"
#include "gui/widgets/spellshortcutcontainer.h"
#include "gui/widgets/tradetab.h"
#include "net/generalhandler.h"
#include "net/gamehandler.h"
#include "net/net.h"
#include "net/packetcounters.h"
#include "resources/imagewriter.h"
#include "resources/mapdb.h"
#include "resources/mapreader.h"
#include "resources/resourcemanager.h"
#include "utils/gettext.h"
#include "utils/langs.h"
#include "utils/mkdir.h"
#include "utils/physfstools.h"
#include "utils/process.h"
#include "utils/sdlcheckutils.h"
#include
#include
#include "mumblemanager.h"
#include "debug.h"
Joystick *joystick = nullptr;
OkDialog *weightNotice = nullptr;
int weightNoticeTime = 0;
OkDialog *deathNotice = nullptr;
QuitDialog *quitDialog = nullptr;
Window *disconnectedDialog = nullptr;
ChatWindow *chatWindow = nullptr;
EmoteWindow *emoteWindow = nullptr;
StatusWindow *statusWindow = nullptr;
MiniStatusWindow *miniStatusWindow = nullptr;
InventoryWindow *inventoryWindow = nullptr;
ShopWindow *shopWindow = nullptr;
SkillDialog *skillDialog = nullptr;
Minimap *minimap = nullptr;
EquipmentWindow *equipmentWindow = nullptr;
EquipmentWindow *beingEquipmentWindow = nullptr;
TradeWindow *tradeWindow = nullptr;
HelpWindow *helpWindow = nullptr;
DebugWindow *debugWindow = nullptr;
ShortcutWindow *itemShortcutWindow = nullptr;
ShortcutWindow *emoteShortcutWindow = nullptr;
OutfitWindow *outfitWindow = nullptr;
#ifdef MANASERV_SUPPORT
SpecialsWindow *specialsWindow = nullptr;
#endif
ShortcutWindow *dropShortcutWindow = nullptr;
ShortcutWindow *spellShortcutWindow = nullptr;
WhoIsOnline *whoIsOnline = nullptr;
DidYouKnowWindow *didYouKnowWindow = nullptr;
KillStats *killStats = nullptr;
BotCheckerWindow *botCheckerWindow = nullptr;
SocialWindow *socialWindow = nullptr;
QuestsWindow *questsWindow = nullptr;
WindowMenu *windowMenu = nullptr;
ActorSpriteManager *actorSpriteManager = nullptr;
CommandHandler *commandHandler = nullptr;
#ifdef USE_MUMBLE
MumbleManager *mumbleManager = nullptr;
#endif
Particle *particleEngine = nullptr;
EffectManager *effectManager = nullptr;
SpellManager *spellManager = nullptr;
Viewport *viewport = nullptr; /**< Viewport on the map. */
GuildManager *guildManager = nullptr;
AuctionManager *auctionManager = nullptr;
ChatTab *localChatTab = nullptr;
ChatTab *debugChatTab = nullptr;
TradeTab *tradeChatTab = nullptr;
BattleTab *battleChatTab = nullptr;
GmTab *gmChatTab = nullptr;
LangTab *langChatTab = nullptr;
const unsigned adjustDelay = 10;
/**
* Initialize every game sub-engines in the right order
*/
static void initEngines()
{
actorSpriteManager = new ActorSpriteManager;
commandHandler = new CommandHandler;
effectManager = new EffectManager;
AuctionManager::init();
GuildManager::init();
particleEngine = new Particle(nullptr);
particleEngine->setupEngine();
BeingInfo::init();
Net::getGameHandler()->initEngines();
keyboard.update();
if (joystick)
joystick->update();
}
/**
* Create all the various globally accessible gui windows
*/
static void createGuiWindows()
{
if (setupWindow)
setupWindow->clearWindowsForReset();
if (emoteShortcut)
emoteShortcut->load();
// Create dialogs
emoteWindow = new EmoteWindow;
chatWindow = new ChatWindow;
chatWindow->updateVisibility();
tradeWindow = new TradeWindow;
equipmentWindow = new EquipmentWindow(PlayerInfo::getEquipment(),
player_node);
beingEquipmentWindow = new EquipmentWindow(nullptr, nullptr, true);
beingEquipmentWindow->setVisible(false);
statusWindow = new StatusWindow;
miniStatusWindow = new MiniStatusWindow;
inventoryWindow = new InventoryWindow(PlayerInfo::getInventory());
shopWindow = new ShopWindow;
skillDialog = new SkillDialog;
minimap = new Minimap;
debugWindow = new DebugWindow;
itemShortcutWindow = new ShortcutWindow(
"ItemShortcut", "items.xml", 83, 460);
for (unsigned f = 0; f < SHORTCUT_TABS; f ++)
{
itemShortcutWindow->addTab(toString(f + 1),
new ItemShortcutContainer(f));
}
if (config.getBoolValue("showDidYouKnow"))
{
didYouKnowWindow->setVisible(true);
didYouKnowWindow->loadData();
}
emoteShortcutWindow = new ShortcutWindow("EmoteShortcut",
new EmoteShortcutContainer, "emotes.xml", 130, 480);
outfitWindow = new OutfitWindow();
#ifdef MANASERV_SUPPORT
specialsWindow = new SpecialsWindow();
#endif
dropShortcutWindow = new ShortcutWindow("DropShortcut",
new DropShortcutContainer, "drops.xml");
spellShortcutWindow = new ShortcutWindow("SpellShortcut", "spells.xml",
265, 328);
for (unsigned f = 0; f < SPELL_SHORTCUT_TABS; f ++)
{
spellShortcutWindow->addTab(toString(f + 1),
new SpellShortcutContainer(f));
}
botCheckerWindow = new BotCheckerWindow;
whoIsOnline = new WhoIsOnline;
killStats = new KillStats;
socialWindow = new SocialWindow;
if (serverVersion >= 6)
questsWindow = new QuestsWindow;
// TRANSLATORS: chat tab header
localChatTab = new ChatTab(chatWindow, _("General"), GENERAL_CHANNEL);
localChatTab->setAllowHighlight(false);
if (config.getBoolValue("showChatHistory"))
localChatTab->loadFromLogFile("#General");
if (serverVersion >= 8 && serverConfig.getValue("enableLangTab", 1))
{
const std::string lang = getLangShort();
if (lang.size() == 2)
{
langChatTab = new LangTab(chatWindow, lang);
langChatTab->setAllowHighlight(false);
}
}
// TRANSLATORS: chat tab header
debugChatTab = new ChatTab(chatWindow, _("Debug"), "");
debugChatTab->setAllowHighlight(false);
if (config.getBoolValue("enableTradeTab"))
{
tradeChatTab = new TradeTab(chatWindow);
tradeChatTab->setAllowHighlight(false);
}
else
{
tradeChatTab = nullptr;
}
if (config.getBoolValue("enableBattleTab"))
{
battleChatTab = new BattleTab(chatWindow);
battleChatTab->setAllowHighlight(false);
}
else
{
battleChatTab = nullptr;
}
if (player_node && !gmChatTab && config.getBoolValue("enableGmTab")
&& player_node->getGMLevel() > 0)
{
gmChatTab = new GmTab(chatWindow);
}
if (config.getBoolValue("logToChat"))
logger->setChatWindow(chatWindow);
if (!isSafeMode && chatWindow)
chatWindow->loadState();
if (setupWindow)
setupWindow->externalUpdate();
if (player_node)
player_node->updateStatus();
Net::getGeneralHandler()->gameStarted();
}
#define del_0(X) { delete X; X = nullptr; }
/**
* Destroy all the globally accessible gui windows
*/
static void destroyGuiWindows()
{
Net::getGeneralHandler()->gameEnded();
logger->setChatWindow(nullptr);
if (whoIsOnline)
whoIsOnline->setAllowUpdate(false);
if (auctionManager)
auctionManager->clear();
if (guildManager)
guildManager->clear();
del_0(windowMenu);
del_0(localChatTab) // Need to do this first, so it can remove itself
del_0(debugChatTab)
del_0(tradeChatTab)
del_0(battleChatTab)
del_0(langChatTab)
del_0(gmChatTab);
logger->log("start deleting");
del_0(emoteWindow);
del_0(chatWindow)
logger->log("end deleting");
del_0(statusWindow)
del_0(miniStatusWindow)
del_0(inventoryWindow)
del_0(shopWindow)
del_0(skillDialog)
del_0(minimap)
del_0(equipmentWindow)
del_0(beingEquipmentWindow)
del_0(tradeWindow)
del_0(debugWindow)
del_0(itemShortcutWindow)
del_0(emoteShortcutWindow)
del_0(outfitWindow)
#ifdef MANASERV_SUPPORT
del_0(specialsWindow)
#endif
del_0(socialWindow)
del_0(dropShortcutWindow);
del_0(spellShortcutWindow);
del_0(botCheckerWindow);
del_0(questsWindow);
del_0(whoIsOnline);
del_0(killStats);
if (auctionManager && AuctionManager::getEnableAuctionBot())
auctionManager->reload();
if (guildManager && GuildManager::getEnableGuildBot())
guildManager->reload();
}
Game *Game::mInstance = nullptr;
Game::Game():
mCurrentMap(nullptr),
mMapName(""),
mValidSpeed(true),
mNextAdjustTime(cur_time + adjustDelay),
mAdjustLevel(0),
mAdjustPerfomance(config.getBoolValue("adjustPerfomance")),
mLowerCounter(0),
mPing(0),
mLogInput(config.getBoolValue("logInput")),
mTime(cur_time + 1)
{
touchManager.setInGame(true);
spellManager = new SpellManager;
spellShortcut = new SpellShortcut;
// assert(!mInstance);
if (mInstance)
logger->log("error: double game creation");
mInstance = this;
config.incValue("gamecount");
disconnectedDialog = nullptr;
// Create the viewport
viewport = new Viewport;
viewport->setSize(mainGraphics->mWidth, mainGraphics->mHeight);
PlayerInfo::clear();
gcn::Container *const top = static_cast(gui->getTop());
if (top)
top->add(viewport);
viewport->requestMoveToBottom();
AnimatedSprite::setEnableCache(mainGraphics->getOpenGL()
&& config.getBoolValue("enableDelayedAnimations"));
CompoundSprite::setEnableDelay(
config.getBoolValue("enableCompoundSpriteDelay"));
createGuiWindows();
windowMenu = new WindowMenu(nullptr);
if (windowContainer)
windowContainer->add(windowMenu);
initEngines();
// Initialize beings
if (actorSpriteManager)
actorSpriteManager->setPlayer(player_node);
Net::getGameHandler()->ping(tick_time);
if (setupWindow)
setupWindow->setInGame(true);
clearKeysArray();
if (guildManager && GuildManager::getEnableGuildBot())
guildManager->requestGuildInfo();
if (player_node)
player_node->updatePets();
}
Game::~Game()
{
touchManager.setInGame(false);
config.write();
serverConfig.write();
resetAdjustLevel();
destroyGuiWindows();
AnimatedSprite::setEnableCache(false);
del_0(actorSpriteManager)
if (client->getState() != STATE_CHANGE_MAP)
del_0(player_node)
del_0(commandHandler)
del_0(effectManager)
del_0(particleEngine)
del_0(viewport)
del_0(mCurrentMap)
del_0(spellManager)
del_0(spellShortcut)
del_0(auctionManager)
del_0(guildManager)
#ifdef USE_MUMBLE
del_0(mumbleManager)
#endif
Being::clearCache();
mInstance = nullptr;
PlayerInfo::gameDestroyed();
}
bool Game::createScreenshot()
{
SDL_Surface *screenshot = nullptr;
if (!config.getBoolValue("showip"))
{
mainGraphics->setSecure(true);
mainGraphics->prepareScreenshot();
gui->draw();
screenshot = mainGraphics->getScreenshot();
mainGraphics->setSecure(false);
}
else
{
screenshot = mainGraphics->getScreenshot();
}
if (!screenshot)
return false;
return saveScreenshot(screenshot);
}
bool Game::saveScreenshot(SDL_Surface *const screenshot)
{
std::string screenshotDirectory = client->getScreenshotDirectory();
if (mkdir_r(screenshotDirectory.c_str()) != 0)
{
logger->log("Directory %s doesn't exist and can't be created! "
"Setting screenshot directory to home.",
screenshotDirectory.c_str());
screenshotDirectory = std::string(PhysFs::getUserDir());
}
// Search for an unused screenshot name
std::stringstream filenameSuffix;
std::stringstream filename;
std::fstream testExists;
bool found = false;
static unsigned int screenshotCount = 0;
do
{
screenshotCount++;
filenameSuffix.str("");
filename.str("");
filename << screenshotDirectory << "/";
filenameSuffix << branding.getValue("appName", "ManaPlus")
<< "_Screenshot_" << screenshotCount << ".png";
filename << filenameSuffix.str();
testExists.open(filename.str().c_str(), std::ios::in);
found = !testExists.is_open();
testExists.close();
}
while (!found);
const bool success = ImageWriter::writePNG(screenshot, filename.str());
if (success)
{
std::stringstream chatlogentry;
// TRANSLATORS: save file message
chatlogentry << strprintf(_("Screenshot saved as %s"),
filenameSuffix.str().c_str());
if (localChatTab)
localChatTab->chatLog(chatlogentry.str(), BY_SERVER);
}
else
{
if (localChatTab)
{
// TRANSLATORS: save file message
localChatTab->chatLog(_("Saving screenshot failed!"),
BY_SERVER);
}
logger->log1("Error: could not save screenshot.");
}
MSDL_FreeSurface(screenshot);
return success;
}
void Game::logic()
{
BLOCK_START("Game::logic")
handleInput();
// Handle all necessary game logic
ActorSprite::actorLogic();
if (actorSpriteManager)
actorSpriteManager->logic();
if (particleEngine)
particleEngine->update();
if (mCurrentMap)
mCurrentMap->update();
cur_time = static_cast(time(nullptr));
BLOCK_END("Game::logic")
}
void Game::slowLogic()
{
BLOCK_START("Game::slowLogic")
if (player_node)
player_node->slowLogic();
const int time = cur_time;
if (mTime <= time)
{
mTime = time + 1;
if (botCheckerWindow)
botCheckerWindow->slowLogic();
if (debugWindow)
debugWindow->slowLogic();
if (killStats)
killStats->update();
if (socialWindow)
socialWindow->slowLogic();
if (whoIsOnline)
whoIsOnline->slowLogic();
Being::reReadConfig();
if (killStats)
killStats->recalcStats();
}
if (shopWindow)
shopWindow->updateTimes();
if (mainGraphics->getOpenGL())
ResourceManager::delayedLoad();
if (guildManager)
guildManager->slowLogic();
PacketCounters::update();
// Handle network stuff
if (!Net::getGameHandler()->isConnected())
{
if (client->getState() == STATE_CHANGE_MAP)
return; // Not a problem here
if (client->getState() != STATE_ERROR)
{
if (!disconnectedDialog)
{
// TRANSLATORS: error message text
errorMessage = _("The connection to the server was lost.");
disconnectedDialog = client->openErrorDialog(
// TRANSLATORS: error message header
_("Network Error"), errorMessage, false);
disconnectedDialog->addActionListener(&errorListener);
disconnectedDialog->requestMoveToTop();
}
}
if (viewport && !errorMessage.empty())
{
const Map *const map = viewport->getCurrentMap();
if (map)
{
logger->log("state: %d", client->getState());
map->saveExtraLayer();
}
}
closeDialogs();
client->setFramerate(config.getIntValue("fpslimit"));
mNextAdjustTime = cur_time + adjustDelay;
if (client->getState() != STATE_ERROR)
errorMessage.clear();
}
else
{
if (Net::getGameHandler()->mustPing()
&& get_elapsed_time1(mPing) > 3000)
{
mPing = tick_time;
Net::getGameHandler()->ping(tick_time);
}
if (mAdjustPerfomance)
adjustPerfomance();
if (disconnectedDialog)
{
disconnectedDialog->scheduleDelete();
disconnectedDialog = nullptr;
}
}
BLOCK_END("Game::slowLogic")
}
void Game::adjustPerfomance()
{
FUNC_BLOCK("Game::adjustPerfomance", 1)
const int time = cur_time;
if (mNextAdjustTime <= adjustDelay)
{
mNextAdjustTime = time + adjustDelay;
}
else if (mNextAdjustTime < static_cast(time))
{
mNextAdjustTime = time + adjustDelay;
if (mAdjustLevel > 3 || !player_node || player_node->getHalfAway()
|| player_node->getAway())
{
return;
}
int maxFps = client->getFramerate();
if (maxFps != config.getIntValue("fpslimit"))
return;
if (!maxFps)
maxFps = 30;
else if (maxFps < 10)
return;
if (fps < maxFps - 10)
{
if (mLowerCounter < 2)
{
mLowerCounter ++;
mNextAdjustTime = cur_time + 1;
return;
}
mLowerCounter = 0;
mAdjustLevel ++;
switch (mAdjustLevel)
{
case 1:
{
if (config.getBoolValue("beingopacity"))
{
config.setValue("beingopacity", false);
config.setSilent("beingopacity", true);
if (localChatTab)
{
localChatTab->chatLog("Auto disable Show "
"beings transparency", BY_SERVER);
}
}
else
{
mNextAdjustTime = time + 1;
mLowerCounter = 2;
}
break;
}
case 2:
if (Particle::emitterSkip < 4)
{
Particle::emitterSkip = 4;
if (localChatTab)
{
localChatTab->chatLog("Auto lower Particle "
"effects", BY_SERVER);
}
}
else
{
mNextAdjustTime = time + 1;
mLowerCounter = 2;
}
break;
case 3:
if (!config.getBoolValue("alphaCache"))
{
config.setValue("alphaCache", true);
config.setSilent("alphaCache", false);
if (localChatTab)
{
localChatTab->chatLog("Auto enable opacity cache",
BY_SERVER);
}
}
break;
default:
break;
}
}
}
}
void Game::resetAdjustLevel()
{
if (!mAdjustPerfomance)
return;
mNextAdjustTime = cur_time + adjustDelay;
switch (mAdjustLevel)
{
case 1:
config.setValue("beingopacity",
config.getBoolValue("beingopacity"));
break;
case 2:
config.setValue("beingopacity",
config.getBoolValue("beingopacity"));
Particle::emitterSkip = config.getIntValue(
"particleEmitterSkip") + 1;
break;
default:
case 3:
config.setValue("beingopacity",
config.getBoolValue("beingopacity"));
Particle::emitterSkip = config.getIntValue(
"particleEmitterSkip") + 1;
config.setValue("alphaCache",
config.getBoolValue("alphaCache"));
break;
}
mAdjustLevel = 0;
}
void Game::handleMove()
{
if (!player_node)
return;
// Moving player around
if (player_node->isAlive() && !PlayerInfo::isTalking()
&& chatWindow && !chatWindow->isInputFocused()
&& !InventoryWindow::isAnyInputFocused() && !quitDialog)
{
// Get the state of the keyboard keys
keyboard.refreshActiveKeys();
// Ignore input if either "ignore" key is pressed
// Stops the character moving about if the user's window manager
// uses "ignore+arrow key" to switch virtual desktops.
if (inputManager.isActionActive(Input::KEY_IGNORE_INPUT_1) ||
inputManager.isActionActive(Input::KEY_IGNORE_INPUT_2))
{
return;
}
unsigned char direction = 0;
// Translate pressed keys to movement and direction
if (inputManager.isActionActive(Input::KEY_MOVE_UP) ||
(joystick && joystick->isUp()))
{
direction |= Being::UP;
setValidSpeed();
player_node->cancelFollow();
}
else if (inputManager.isActionActive(Input::KEY_MOVE_DOWN) ||
(joystick && joystick->isDown()))
{
direction |= Being::DOWN;
setValidSpeed();
player_node->cancelFollow();
}
if (inputManager.isActionActive(Input::KEY_MOVE_LEFT) ||
(joystick && joystick->isLeft()))
{
direction |= Being::LEFT;
setValidSpeed();
player_node->cancelFollow();
}
else if (inputManager.isActionActive(Input::KEY_MOVE_RIGHT) ||
(joystick && joystick->isRight()))
{
direction |= Being::RIGHT;
setValidSpeed();
player_node->cancelFollow();
}
if (!inputManager.isActionActive(Input::KEY_EMOTE) || direction == 0)
moveInDirection(direction);
}
}
void Game::moveInDirection(const unsigned char direction)
{
if (!viewport)
return;
if (!viewport->getCameraMode())
{
if (player_node)
player_node->specialMove(direction);
}
else
{
int dx = 0;
int dy = 0;
if (direction & Being::LEFT)
dx = -5;
else if (direction & Being::RIGHT)
dx = 5;
if (direction & Being::UP)
dy = -5;
else if (direction & Being::DOWN)
dy = 5;
viewport->moveCamera(dx, dy);
}
}
#ifdef USE_SDL2
void Game::handleSDL2WindowEvent(const SDL_Event &event)
{
int fpsLimit = 0;
const int eventType = event.window.event;
switch (eventType)
{
case SDL_WINDOWEVENT_RESIZED:
client->resizeVideo(event.window.data1, event.window.data2, false);
break;
case SDL_WINDOWEVENT_ENTER:
client->setMouseFocused(true);
break;
case SDL_WINDOWEVENT_LEAVE:
client->setMouseFocused(false);
break;
case SDL_WINDOWEVENT_FOCUS_GAINED:
client->setInputFocused(true);
break;
case SDL_WINDOWEVENT_FOCUS_LOST:
client->setInputFocused(false);
break;
case SDL_WINDOWEVENT_MINIMIZED:
#ifdef ANDROID
client->setState(STATE_EXIT);
#else
client->setIsMinimized(true);
if (player_node && !player_node->getAway())
{
fpsLimit = config.getIntValue("altfpslimit");
player_node->setHalfAway(true);
}
setPriority(false);
#endif
break;
case SDL_WINDOWEVENT_RESTORED:
case SDL_WINDOWEVENT_MAXIMIZED:
client->setIsMinimized(false);
if (player_node)
{
if (!player_node->getAway())
fpsLimit = config.getIntValue("fpslimit");
player_node->setHalfAway(false);
}
setPriority(true);
break;
default:
break;
}
if (eventType == SDL_WINDOWEVENT_MINIMIZED
|| eventType == SDL_WINDOWEVENT_RESTORED
|| eventType == SDL_WINDOWEVENT_MAXIMIZED)
{
if (player_node)
{
player_node->updateStatus();
player_node->updateName();
}
updateFrameRate(fpsLimit);
}
}
#else
void Game::handleActive(const SDL_Event &event)
{
int fpsLimit = 0;
if (event.active.state & SDL_APPACTIVE)
{
if (event.active.gain)
{ // window restore
client->setIsMinimized(false);
if (player_node)
{
if (!player_node->getAway())
fpsLimit = config.getIntValue("fpslimit");
player_node->setHalfAway(false);
}
setPriority(true);
}
else
{ // window minimization
#ifdef ANDROID
client->setState(STATE_EXIT);
#else
client->setIsMinimized(true);
if (player_node && !player_node->getAway())
{
fpsLimit = config.getIntValue("altfpslimit");
player_node->setHalfAway(true);
}
setPriority(false);
#endif
}
if (player_node)
player_node->updateStatus();
}
if (player_node)
player_node->updateName();
if (event.active.state & SDL_APPINPUTFOCUS)
client->setInputFocused(event.active.gain);
if (event.active.state & SDL_APPMOUSEFOCUS)
client->setMouseFocused(event.active.gain);
updateFrameRate(fpsLimit);
}
#endif
void Game::updateFrameRate(int fpsLimit)
{
if (!fpsLimit)
{
if (player_node && player_node->getAway())
{
if (client->getInputFocused() || client->getMouseFocused())
fpsLimit = config.getIntValue("fpslimit");
else
fpsLimit = config.getIntValue("altfpslimit");
}
else
{
fpsLimit = config.getIntValue("fpslimit");
}
}
client->setFramerate(fpsLimit);
mNextAdjustTime = cur_time + adjustDelay;
}
/**
* The huge input handling method.
*/
void Game::handleInput()
{
BLOCK_START("Game::handleInput 1")
if (joystick)
joystick->logic();
// Events
SDL_Event event;
#ifdef USE_SDL2
while (SDL_WaitEventTimeout(&event, 0))
#else
while (SDL_PollEvent(&event))
#endif
{
BLOCK_START("Game::handleInput 2")
if (mLogInput)
Client::logEvent(event);
if (event.type == SDL_KEYDOWN || event.type == SDL_KEYUP)
updateHistory(event);
checkKeys();
if (inputManager.handleEvent(event))
{
BLOCK_END("Game::handleInput 2")
BLOCK_END("Game::handleInput 1")
return;
}
switch (event.type)
{
#ifdef USE_SDL2
case SDL_WINDOWEVENT:
{
handleSDL2WindowEvent(event);
break;
}
#else
case SDL_VIDEORESIZE:
client->resizeVideo(event.resize.w, event.resize.h);
break;
// Active event
case SDL_ACTIVEEVENT:
handleActive(event);
break;
#endif
// Quit event
case SDL_QUIT:
client->setState(STATE_EXIT);
break;
#ifdef ANDROID
#ifdef USE_SDL2
// +++ probably need add support
#else
case SDL_KEYBOARDSHOW:
client->updateScreenKeyboard(event.user.code);
break;
#endif
#endif
default:
break;
}
BLOCK_END("Game::handleInput 2")
} // End while
// If the user is configuring the keys then don't respond.
if (!player_node || !keyboard.isEnabled() || player_node->getAway())
{
BLOCK_END("Game::handleInput 1")
return;
}
// If pressed outfits keys, stop processing keys.
if (inputManager.isActionActive(Input::KEY_WEAR_OUTFIT)
|| inputManager.isActionActive(Input::KEY_COPY_OUTFIT)
|| (setupWindow && setupWindow->isWindowVisible()))
{
BLOCK_END("Game::handleInput 1")
return;
}
handleMove();
inputManager.handleRepeat();
BLOCK_END("Game::handleInput 1")
}
/**
* Changes the currently active map. Should only be called while the game is
* running.
*/
void Game::changeMap(const std::string &mapPath)
{
BLOCK_START("Game::changeMap")
resetAdjustLevel();
ResourceManager *const resman = ResourceManager::getInstance();
resman->cleanProtected();
if (viewport)
viewport->clearPopup();
// Clean up floor items, beings and particles
if (actorSpriteManager)
actorSpriteManager->clear();
// Close the popup menu on map change so that invalid options can't be
// executed.
if (viewport)
{
viewport->closePopupMenu();
viewport->cleanHoverItems();
}
// Unset the map of the player so that its particles are cleared before
// being deleted in the next step
if (player_node)
player_node->setMap(nullptr);
if (particleEngine)
particleEngine->clear();
mMapName = mapPath;
std::string fullMap = paths.getValue("maps", "maps/").append(
mMapName).append(".tmx");
std::string realFullMap = paths.getValue("maps", "maps/").append(
MapDB::getMapName(mMapName)).append(".tmx");
if (!resman->exists(realFullMap))
realFullMap.append(".gz");
// Attempt to load the new map
Map *const newMap = MapReader::readMap(fullMap, realFullMap);
if (mCurrentMap)
mCurrentMap->saveExtraLayer();
if (newMap)
newMap->addExtraLayer();
if (socialWindow)
socialWindow->setMap(newMap);
// Notify the minimap and actorSpriteManager about the map change
if (minimap)
minimap->setMap(newMap);
if (actorSpriteManager)
actorSpriteManager->setMap(newMap);
if (particleEngine)
particleEngine->setMap(newMap);
if (viewport)
viewport->setMap(newMap);
// Initialize map-based particle effects
if (newMap)
newMap->initializeParticleEffects(particleEngine);
// Start playing new music file when necessary
const std::string oldMusic = mCurrentMap
? mCurrentMap->getMusicFile() : "";
const std::string newMusic = newMap ? newMap->getMusicFile() : "";
if (newMusic != oldMusic)
{
if (newMusic.empty())
soundManager.fadeOutMusic();
else
soundManager.fadeOutAndPlayMusic(newMusic);
}
if (mCurrentMap)
mCurrentMap->saveExtraLayer();
delete mCurrentMap;
mCurrentMap = newMap;
if (questsWindow)
questsWindow->setMap(mCurrentMap);
#ifdef USE_MUMBLE
if (mumbleManager)
mumbleManager->setMap(mapPath);
#endif
Net::getGameHandler()->mapLoadedEvent();
BLOCK_END("Game::changeMap")
}
void Game::updateHistory(const SDL_Event &event)
{
if (!player_node || !player_node->getAttackType())
return;
if (event.key.keysym.sym != -1)
{
bool old = false;
const int key = keyboard.getKeyIndex(event);
const int time = cur_time;
int idx = -1;
for (int f = 0; f < MAX_LASTKEYS; f ++)
{
LastKey &lastKey = mLastKeys[f];
if (lastKey.key == key)
{
idx = f;
old = true;
break;
}
else if (idx >= 0 && lastKey.time < mLastKeys[idx].time)
{
idx = f;
}
}
if (idx < 0)
{
idx = 0;
for (int f = 0; f < MAX_LASTKEYS; f ++)
{
LastKey &lastKey = mLastKeys[f];
if (lastKey.key == -1 || lastKey.time < mLastKeys[idx].time)
idx = f;
}
}
if (idx < 0)
idx = 0;
LastKey &keyIdx = mLastKeys[idx];
if (!old)
{
keyIdx.time = time;
keyIdx.key = key;
keyIdx.cnt = 0;
}
else
{
keyIdx.cnt++;
}
}
}
void Game::checkKeys()
{
const int timeRange = 120;
const int cntInTime = 130;
if (!player_node || !player_node->getAttackType())
return;
const int time = cur_time;
for (int f = 0; f < MAX_LASTKEYS; f ++)
{
LastKey &lastKey = mLastKeys[f];
if (lastKey.key != -1)
{
if (lastKey.time + timeRange < time)
{
if (lastKey.cnt > cntInTime)
mValidSpeed = false;
lastKey.key = -1;
}
}
}
}
void Game::setValidSpeed()
{
clearKeysArray();
mValidSpeed = true;
}
void Game::clearKeysArray()
{
for (int f = 0; f < MAX_LASTKEYS; f ++)
{
mLastKeys[f].time = 0;
mLastKeys[f].key = -1;
mLastKeys[f].cnt = 0;
}
}
void Game::closeDialogs()
{
Client::closeDialogs();
if (deathNotice)
{
deathNotice->scheduleDelete();
deathNotice = nullptr;
}
}
void Game::videoResized(const int width, const int height) const
{
if (viewport)
viewport->setSize(width, height);
if (windowMenu)
windowMenu->setPosition(width - windowMenu->getWidth(), 0);
}