/* * The ManaPlus Client * Copyright (C) 2004-2009 The Mana World Development Team * Copyright (C) 2009-2010 The Mana Developers * Copyright (C) 2011 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 <http://www.gnu.org/licenses/>. */ #include "game.h" #include "gui/npcdialog.h" #include "actorspritemanager.h" #include "actorsprite.h" #include "being.h" #include "channelmanager.h" #include "client.h" #include "commandhandler.h" #include "configuration.h" #include "effectmanager.h" #include "event.h" #include "spellmanager.h" #include "emoteshortcut.h" #include "graphics.h" #include "itemshortcut.h" #include "dropshortcut.h" #include "spellshortcut.h" #include "joystick.h" #include "keyboardconfig.h" #include "localplayer.h" #include "log.h" #include "map.h" #include "particle.h" #include "playerrelations.h" #include "sound.h" #include "gui/botcheckerwindow.h" #include "gui/buyselldialog.h" #include "gui/chatwindow.h" #include "gui/confirmdialog.h" #include "gui/debugwindow.h" #include "gui/didyouknowwindow.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/ministatus.h" #include "gui/npcpostdialog.h" #include "gui/okdialog.h" #include "gui/outfitwindow.h" #include "gui/sdlinput.h" #include "gui/setup.h" #include "gui/shopwindow.h" #include "gui/shortcutwindow.h" #include "gui/socialwindow.h" #include "gui/specialswindow.h" #include "gui/skilldialog.h" #include "gui/statuswindow.h" #include "gui/quitdialog.h" #include "gui/textdialog.h" #include "gui/tradewindow.h" #include "gui/viewport.h" #include "gui/windowmenu.h" #include "gui/whoisonline.h" #include "gui/widgets/battletab.h" #include "gui/widgets/chattab.h" #include "gui/widgets/dropshortcutcontainer.h" #include "gui/widgets/emoteshortcutcontainer.h" #include "gui/widgets/itemshortcutcontainer.h" #include "gui/widgets/spellshortcutcontainer.h" #include "gui/widgets/tradetab.h" #include "net/gamehandler.h" #include "net/generalhandler.h" #include "net/net.h" #include "net/packetcounters.h" #include "net/playerhandler.h" #include "resources/imagewriter.h" #include "resources/mapdb.h" #include "resources/mapreader.h" #include "resources/resourcemanager.h" #include "utils/dtor.h" #include "utils/gettext.h" #include "utils/mkdir.h" #include <guichan/exception.hpp> #include <guichan/focushandler.hpp> #include <physfs.h> #include <fstream> #include <sstream> #include <string> #include "mumblemanager.h" #include "debug.h" Joystick *joystick = NULL; OkDialog *weightNotice = NULL; int weightNoticeTime = 0; OkDialog *deathNotice = NULL; QuitDialog *quitDialog = NULL; OkDialog *disconnectedDialog = NULL; ChatWindow *chatWindow = NULL; StatusWindow *statusWindow = NULL; MiniStatusWindow *miniStatusWindow = NULL; InventoryWindow *inventoryWindow = NULL; ShopWindow *shopWindow = NULL; SkillDialog *skillDialog = NULL; Minimap *minimap = NULL; EquipmentWindow *equipmentWindow = NULL; EquipmentWindow *beingEquipmentWindow = NULL; TradeWindow *tradeWindow = NULL; HelpWindow *helpWindow = NULL; DebugWindow *debugWindow = NULL; ShortcutWindow *itemShortcutWindow = NULL; ShortcutWindow *emoteShortcutWindow = NULL; OutfitWindow *outfitWindow = NULL; SpecialsWindow *specialsWindow = NULL; ShortcutWindow *dropShortcutWindow = NULL; ShortcutWindow *spellShortcutWindow = NULL; WhoIsOnline *whoIsOnline = NULL; DidYouKnowWindow *didYouKnowWindow = NULL; KillStats *killStats = NULL; BotCheckerWindow *botCheckerWindow = NULL; SocialWindow *socialWindow = NULL; WindowMenu *windowMenu = NULL; ActorSpriteManager *actorSpriteManager = NULL; ChannelManager *channelManager = NULL; CommandHandler *commandHandler = NULL; MumbleManager *mumbleManager = NULL; Particle *particleEngine = NULL; EffectManager *effectManager = NULL; SpellManager *spellManager = NULL; Viewport *viewport = NULL; /**< Viewport on the map. */ ChatTab *localChatTab = NULL; ChatTab *debugChatTab = NULL; TradeTab *tradeChatTab = NULL; BattleTab *battleChatTab = NULL; /** * Initialize every game sub-engines in the right order */ static void initEngines() { Mana::Event::trigger(CHANNEL_GAME, Mana::Event(EVENT_ENGINESINITALIZING)); actorSpriteManager = new ActorSpriteManager; commandHandler = new CommandHandler; channelManager = new ChannelManager; effectManager = new EffectManager; particleEngine = new Particle(NULL); particleEngine->setupEngine(); Mana::Event::trigger(CHANNEL_GAME, Mana::Event(EVENT_ENGINESINITALIZED)); } /** * Create all the various globally accessible gui windows */ static void createGuiWindows() { Mana::Event::trigger(CHANNEL_GAME, Mana::Event(EVENT_GUIWINDOWSLOADING)); if (setupWindow) setupWindow->clearWindowsForReset(); if (emoteShortcut) emoteShortcut->load(); // Create dialogs chatWindow = new ChatWindow; tradeWindow = new TradeWindow; equipmentWindow = new EquipmentWindow(PlayerInfo::getEquipment(), player_node); beingEquipmentWindow = new EquipmentWindow(0, 0, true); beingEquipmentWindow->setVisible(false); statusWindow = new StatusWindow; miniStatusWindow = new MiniStatusWindow; inventoryWindow = new InventoryWindow(PlayerInfo::getInventory()); shopWindow = new ShopWindow; skillDialog = new SkillDialog; minimap = new Minimap; helpWindow = new HelpWindow; debugWindow = new DebugWindow; itemShortcutWindow = new ShortcutWindow("ItemShortcut"); for (int f = 0; f < SHORTCUT_TABS; f ++) { itemShortcutWindow->addTab(toString(f + 1), new ItemShortcutContainer(f)); } didYouKnowWindow = new DidYouKnowWindow; if (config.getBoolValue("showDidYouKnow")) { didYouKnowWindow->setVisible(true); didYouKnowWindow->loadData(); } emoteShortcutWindow = new ShortcutWindow("EmoteShortcut", new EmoteShortcutContainer); outfitWindow = new OutfitWindow(); specialsWindow = new SpecialsWindow(); dropShortcutWindow = new ShortcutWindow("DropShortcut", new DropShortcutContainer); spellShortcutWindow = new ShortcutWindow("SpellShortcut", 265, 328); for (int 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(); localChatTab = new ChatTab(_("General")); localChatTab->setAllowHighlight(false); localChatTab->loadFromLogFile("#General"); debugChatTab = new ChatTab(_("Debug")); debugChatTab->setAllowHighlight(false); if (config.getBoolValue("enableTradeTab")) { tradeChatTab = new TradeTab; tradeChatTab->setAllowHighlight(false); } else { tradeChatTab = 0; } if (config.getBoolValue("enableBattleTab")) { battleChatTab = new BattleTab; battleChatTab->setAllowHighlight(false); } else { battleChatTab = 0; } if (config.getBoolValue("logToChat")) logger->setChatWindow(chatWindow); if (!isSafeMode && chatWindow) chatWindow->loadState(); if (setupWindow) setupWindow->externalUpdate(); Mana::Event::trigger(CHANNEL_GAME, Mana::Event(EVENT_GUIWINDOWSLOADED)); } #define del_0(X) { delete X; X = 0; } /** * Destroy all the globally accessible gui windows */ static void destroyGuiWindows() { Mana::Event::trigger(CHANNEL_GAME, Mana::Event(EVENT_GUIWINDOWSUNLOADING)); logger->setChatWindow(NULL); if (whoIsOnline) whoIsOnline->setAllowUpdate(false); 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) logger->log("start deleting"); 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(helpWindow) del_0(debugWindow) del_0(itemShortcutWindow) del_0(emoteShortcutWindow) del_0(outfitWindow) del_0(specialsWindow) del_0(socialWindow) del_0(dropShortcutWindow); del_0(spellShortcutWindow); del_0(botCheckerWindow); del_0(whoIsOnline); del_0(killStats); del_0(didYouKnowWindow); Mana::Event::trigger(CHANNEL_GAME, Mana::Event(EVENT_GUIWINDOWSUNLOADED)); } Game *Game::mInstance = 0; Game::Game(): mLastTarget(ActorSprite::UNKNOWN), mCurrentMap(0), mMapName(""), mValidSpeed(true), mLastAction(0) { spellManager = new SpellManager; spellShortcut = new SpellShortcut; assert(!mInstance); mInstance = this; disconnectedDialog = NULL; // Create the viewport viewport = new Viewport; viewport->setDimension(gcn::Rectangle(0, 0, graphics->mWidth, graphics->mHeight)); gcn::Container *top = static_cast<gcn::Container*>(gui->getTop()); top->add(viewport); viewport->requestMoveToBottom(); createGuiWindows(); windowMenu = new WindowMenu; // mWindowMenu = windowMenu; windowContainer->add(windowMenu); initEngines(); // Initialize beings actorSpriteManager->setPlayer(player_node); /* * To prevent the server from sending data before the client * has initialized, I've modified it to wait for a "ping" * from the client to complete its initialization * * Note: This only affects the latest eAthena version. This * packet is handled by the older version, but its response * is ignored by the client */ Net::getGameHandler()->ping(tick_time); Joystick::init(); // TODO: The user should be able to choose which one to use // Open the first device if (Joystick::getNumberOfJoysticks() > 0) joystick = new Joystick(0); if (setupWindow) setupWindow->setInGame(true); clearKeysArray(); Mana::Event::trigger(CHANNEL_GAME, Mana::Event(EVENT_CONSTRUCTED)); } Game::~Game() { config.write(); serverConfig.write(); // delete mWindowMenu; // mWindowMenu = 0; destroyGuiWindows(); del_0(actorSpriteManager) if (Client::getState() != STATE_CHANGE_MAP) del_0(player_node) del_0(channelManager) del_0(commandHandler) del_0(effectManager); del_0(joystick) del_0(particleEngine) del_0(viewport) del_0(mCurrentMap) del_0(spellManager); del_0(spellShortcut); del_0(mumbleManager); Being::clearCache(); mInstance = 0; Mana::Event::trigger(CHANNEL_GAME, Mana::Event(EVENT_DESTRUCTED)); } static bool saveScreenshot() { static unsigned int screenshotCount = 0; SDL_Surface *screenshot = graphics->getScreenshot(); if (!screenshot) return false; // Search for an unused screenshot name std::stringstream filenameSuffix; std::stringstream filename; std::fstream testExists; std::string screenshotDirectory = Client::getScreenshotDirectory(); bool found = false; 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()); } do { screenshotCount++; filenameSuffix.str(""); filename.str(""); filename << screenshotDirectory << "/"; filenameSuffix << branding.getValue("appShort", "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; // TODO: Make it one complete gettext string below chatlogentry << _("Screenshot saved as ") << filenameSuffix.str(); if (localChatTab) localChatTab->chatLog(chatlogentry.str(), BY_SERVER); } else { if (localChatTab) { localChatTab->chatLog(_("Saving screenshot failed!"), BY_SERVER); } logger->log1("Error: could not save screenshot."); } SDL_FreeSurface(screenshot); return success; } void 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<int>(time(0)); Being::reReadConfig(); if (killStats) killStats->recalcStats(); if (shopWindow) shopWindow->updateTimes(); 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) errorMessage = _("The connection to the server was lost."); if (!disconnectedDialog) { if (viewport) { Map *map = viewport->getCurrentMap(); if (map) map->saveExtraLayer(); } Client::closeDialogs(); if (chatWindow) chatWindow->saveState(); disconnectedDialog = new OkDialog(_("Network Error"), errorMessage, false); disconnectedDialog->addActionListener(&errorListener); disconnectedDialog->requestMoveToTop(); } } else { if (disconnectedDialog) { disconnectedDialog->scheduleDelete(); disconnectedDialog = 0; } } } /** * The huge input handling method. */ void Game::handleInput() { if (joystick) joystick->update(); // Events SDL_Event event; while (SDL_PollEvent(&event)) { bool used = false; updateHistory(event); checkKeys(); // Keyboard events (for discontinuous keys) if (event.type == SDL_KEYDOWN) { gcn::Window *requestedWindow = NULL; if (setupWindow && setupWindow->isVisible() && keyboard.getNewKeyIndex() > keyboard.KEY_NO_VALUE) { keyboard.setNewKey(static_cast<int>(event.key.keysym.sym)); keyboard.callbackNewKey(); keyboard.setNewKeyIndex(keyboard.KEY_NO_VALUE); return; } // send straight to gui for certain windows if (quitDialog || TextDialog::isActive() || NpcPostDialog::isActive()) { try { guiInput->pushInput(event); } catch (const gcn::Exception &e) { const char* err = e.getMessage().c_str(); logger->log("Warning: guichan input exception: %s", err); } return; } if (chatWindow && !chatWindow->isInputFocused() && keyboard.isKeyActive(keyboard.KEY_RIGHT_CLICK)) { int mouseX, mouseY; SDL_GetMouseState(&mouseX, &mouseY); gcn::MouseEvent event2(viewport, false, false, false, false, 0, gcn::MouseEvent::RIGHT, mouseX, mouseY, 1); if (viewport) viewport->mousePressed(event2); continue; } // Mode switch to emotes if (keyboard.isKeyActive(keyboard.KEY_EMOTE)) { // Emotions int emotion = keyboard.getKeyEmoteOffset(event.key.keysym.sym); if (emotion) { if (emoteShortcut) emoteShortcut->useEmote(emotion); used = true; setValidSpeed(); return; } } if (keyboard.isEnabled() && !chatWindow->isInputFocused() && !setupWindow->isVisible() && !player_node->getAwayMode() && !NpcDialog::isAnyInputFocused()) { bool wearOutfit = false; bool copyOutfit = false; if (keyboard.isKeyActive(keyboard.KEY_WEAR_OUTFIT)) wearOutfit = true; if (keyboard.isKeyActive(keyboard.KEY_COPY_OUTFIT)) copyOutfit = true; if (wearOutfit || copyOutfit) { int outfitNum = outfitWindow->keyToNumber( event.key.keysym.sym); if (outfitNum >= 0) { used = true; if (wearOutfit) outfitWindow->wearOutfit(outfitNum); else if (copyOutfit) outfitWindow->copyOutfit(outfitNum); } else { if (keyboard.isKeyActive(keyboard.KEY_MOVE_RIGHT)) outfitWindow->wearNextOutfit(); else if (keyboard.isKeyActive(keyboard.KEY_MOVE_LEFT)) outfitWindow->wearPreviousOutfit(); } setValidSpeed(); continue; } else if (keyboard.isKeyActive(keyboard.KEY_MOVE_TO_POINT)) { int num = outfitWindow->keyToNumber( event.key.keysym.sym); if (socialWindow && num >= 0) { socialWindow->selectPortal(num); continue; } } } if (!chatWindow->isInputFocused() && !gui->getFocusHandler()->getModalFocused() && !player_node->getAwayMode()) { NpcDialog *dialog = NpcDialog::getActive(); if (keyboard.isKeyActive(keyboard.KEY_OK) && (!dialog || !dialog->isTextInputFocused())) { // Close the Browser if opened if (helpWindow->isVisible()) helpWindow->setVisible(false); // Close the config window, cancelling changes if opened else if (setupWindow->isVisible()) setupWindow->action(gcn::ActionEvent(NULL, "cancel")); else if (dialog) dialog->action(gcn::ActionEvent(NULL, "ok")); } if (keyboard.isKeyActive(keyboard.KEY_TOGGLE_CHAT)) { if (chatWindow->requestChatFocus()) used = true; } if (dialog) { if (keyboard.isKeyActive(keyboard.KEY_MOVE_UP)) dialog->move(1); else if (keyboard.isKeyActive(keyboard.KEY_MOVE_DOWN)) dialog->move(-1); } } if ((!chatWindow->isInputFocused() && !NpcDialog::isAnyInputFocused()) || (event.key.keysym.mod & KMOD_ALT)) { if (keyboard.isKeyActive(keyboard.KEY_PREV_CHAT_TAB)) { chatWindow->prevTab(); return; } else if (keyboard.isKeyActive(keyboard.KEY_NEXT_CHAT_TAB)) { chatWindow->nextTab(); return; } else if (keyboard.isKeyActive(keyboard.KEY_PREV_SOCIAL_TAB)) { socialWindow->prevTab(); return; } else if (keyboard.isKeyActive(keyboard.KEY_NEXT_SOCIAL_TAB)) { socialWindow->nextTab(); return; } } const int tKey = keyboard.getKeyIndex(event.key.keysym.sym); switch (tKey) { case KeyboardConfig::KEY_SCROLL_CHAT_UP: if (chatWindow->isVisible()) { chatWindow->scroll(-DEFAULT_CHAT_WINDOW_SCROLL); used = true; } break; case KeyboardConfig::KEY_SCROLL_CHAT_DOWN: if (chatWindow->isVisible()) { chatWindow->scroll(DEFAULT_CHAT_WINDOW_SCROLL); used = true; return; } break; case KeyboardConfig::KEY_WINDOW_HELP: // In-game Help if (helpWindow->isVisible()) helpWindow->setVisible(false); else { helpWindow->loadHelp("index"); helpWindow->requestMoveToTop(); } used = true; break; // Quitting confirmation dialog case KeyboardConfig::KEY_QUIT: if (!chatWindow->isInputFocused()) { quitDialog = new QuitDialog(&quitDialog); quitDialog->requestMoveToTop(); return; } break; default: break; } if (keyboard.isEnabled() && !chatWindow->isInputFocused() && !gui->getFocusHandler()->getModalFocused() && mValidSpeed && !setupWindow->isVisible() && !player_node->getAwayMode() && !NpcDialog::isAnyInputFocused()) { switch (tKey) { case KeyboardConfig::KEY_QUICK_DROP: dropShortcut->dropFirst(); break; case KeyboardConfig::KEY_QUICK_DROPN: dropShortcut->dropItems(); break; case KeyboardConfig::KEY_SWITCH_QUICK_DROP: if (!player_node->getDisableGameModifiers()) player_node->changeQuickDropCounter(); break; case KeyboardConfig::KEY_MAGIC_INMA1: actorSpriteManager->healTarget(player_node); setValidSpeed(); break; case KeyboardConfig::KEY_MAGIC_ITENPLZ: if (Net::getPlayerHandler()->canUseMagic() && PlayerInfo::getAttribute(MP) >= 3) { actorSpriteManager->itenplz(); } setValidSpeed(); break; case KeyboardConfig::KEY_CRAZY_MOVES: player_node->crazyMove(); break; case KeyboardConfig::KEY_CHANGE_CRAZY_MOVES_TYPE: if (!player_node->getDisableGameModifiers()) player_node->changeCrazyMoveType(); break; case KeyboardConfig::KEY_CHANGE_PICKUP_TYPE: if (!player_node->getDisableGameModifiers()) player_node->changePickUpType(); break; case KeyboardConfig::KEY_MOVE_TO_TARGET: if (!keyboard.isKeyActive(keyboard.KEY_TARGET_ATTACK) && !keyboard.isKeyActive(keyboard.KEY_ATTACK)) { player_node->moveToTarget(); } break; case KeyboardConfig::KEY_MOVE_TO_HOME: if (!keyboard.isKeyActive(keyboard.KEY_TARGET_ATTACK) && !keyboard.isKeyActive(keyboard.KEY_ATTACK)) { player_node->moveToHome(); } setValidSpeed(); break; case KeyboardConfig::KEY_SET_HOME: player_node->setHome(); break; case KeyboardConfig::KEY_INVERT_DIRECTION: if (!player_node->getDisableGameModifiers()) player_node->invertDirection(); break; case KeyboardConfig::KEY_CHANGE_ATTACK_WEAPON_TYPE: if (!player_node->getDisableGameModifiers()) player_node->changeAttackWeaponType(); break; case KeyboardConfig::KEY_CHANGE_ATTACK_TYPE: if (!player_node->getDisableGameModifiers()) player_node->changeAttackType(); break; case KeyboardConfig::KEY_CHANGE_FOLLOW_MODE: if (!player_node->getDisableGameModifiers()) player_node->changeFollowMode(); break; case KeyboardConfig::KEY_CHANGE_IMITATION_MODE: if (!player_node->getDisableGameModifiers()) player_node->changeImitationMode(); break; case KeyboardConfig::KEY_MAGIC_ATTACK: player_node->magicAttack(); break; case KeyboardConfig::KEY_SWITCH_MAGIC_ATTACK: if (!player_node->getDisableGameModifiers()) player_node->switchMagicAttack(); break; case KeyboardConfig::KEY_CHANGE_MOVE_TO_TARGET: if (!player_node->getDisableGameModifiers()) player_node->changeMoveToTargetType(); break; case KeyboardConfig::KEY_COPY_EQUIPED_OUTFIT: outfitWindow->copyFromEquiped(); break; case KeyboardConfig::KEY_DISABLE_GAME_MODIFIERS: player_node->switchGameModifiers(); break; case KeyboardConfig::KEY_CHANGE_AUDIO: sound.changeAudio(); break; case KeyboardConfig::KEY_AWAY: player_node->changeAwayMode(); setValidSpeed(); break; case KeyboardConfig::KEY_CAMERA: if (!player_node->getDisableGameModifiers()) viewport->toggleCameraMode(); setValidSpeed(); break; default: break; } } if (keyboard.isEnabled() && !chatWindow->isInputFocused() && !NpcDialog::isAnyInputFocused() && !setupWindow->isVisible() && !player_node->getAwayMode() && !keyboard.isKeyActive(keyboard.KEY_TARGET)) { const int tKey = keyboard.getKeyIndex(event.key.keysym.sym); // Do not activate shortcuts if tradewindow is visible if (itemShortcutWindow && !tradeWindow->isVisible() && !setupWindow->isVisible()) { int num = itemShortcutWindow->getTabIndex(); if (num >= 0 && num < SHORTCUT_TABS) { // Checks if any item shortcut is pressed. for (int i = KeyboardConfig::KEY_SHORTCUT_1; i <= KeyboardConfig::KEY_SHORTCUT_20; i++) { if (tKey == i && !used) { itemShortcut[num]->useItem( i - KeyboardConfig::KEY_SHORTCUT_1); break; } } } } switch (tKey) { case KeyboardConfig::KEY_PICKUP: player_node->pickUpItems(); used = true; break; case KeyboardConfig::KEY_SIT: // Player sit action if (keyboard.isKeyActive(keyboard.KEY_EMOTE)) player_node->updateSit(); else player_node->toggleSit(); used = true; break; case KeyboardConfig::KEY_HIDE_WINDOWS: // Hide certain windows if (!chatWindow->isInputFocused()) { statusWindow->setVisible(false); inventoryWindow->setVisible(false); shopWindow->setVisible(false); skillDialog->setVisible(false); setupWindow->setVisible(false); equipmentWindow->setVisible(false); helpWindow->setVisible(false); debugWindow->setVisible(false); outfitWindow->setVisible(false); dropShortcutWindow->setVisible(false); spellShortcutWindow->setVisible(false); botCheckerWindow->setVisible(false); socialWindow->setVisible(false); } break; case KeyboardConfig::KEY_WINDOW_STATUS: requestedWindow = statusWindow; break; case KeyboardConfig::KEY_WINDOW_INVENTORY: requestedWindow = inventoryWindow; break; case KeyboardConfig::KEY_WINDOW_SHOP: requestedWindow = shopWindow; break; case KeyboardConfig::KEY_WINDOW_EQUIPMENT: requestedWindow = equipmentWindow; break; case KeyboardConfig::KEY_WINDOW_SKILL: requestedWindow = skillDialog; break; case KeyboardConfig::KEY_WINDOW_KILLS: requestedWindow = killStats; break; case KeyboardConfig::KEY_WINDOW_MINIMAP: minimap->toggle(); break; case KeyboardConfig::KEY_WINDOW_CHAT: requestedWindow = chatWindow; break; case KeyboardConfig::KEY_WINDOW_SHORTCUT: requestedWindow = itemShortcutWindow; break; case KeyboardConfig::KEY_WINDOW_SETUP: requestedWindow = setupWindow; break; case KeyboardConfig::KEY_WINDOW_DEBUG: requestedWindow = debugWindow; break; case KeyboardConfig::KEY_WINDOW_SOCIAL: requestedWindow = socialWindow; break; case KeyboardConfig::KEY_WINDOW_EMOTE_SHORTCUT: requestedWindow = emoteShortcutWindow; break; case KeyboardConfig::KEY_WINDOW_OUTFIT: requestedWindow = outfitWindow; break; case KeyboardConfig::KEY_WINDOW_DROP: requestedWindow = dropShortcutWindow; break; case KeyboardConfig::KEY_WINDOW_SPELLS: requestedWindow = spellShortcutWindow; break; case KeyboardConfig::KEY_WINDOW_BOT_CHECKER: requestedWindow = botCheckerWindow; break; case KeyboardConfig::KEY_WINDOW_ONLINE: requestedWindow = whoIsOnline; break; case KeyboardConfig::KEY_SCREENSHOT: // Screenshot (picture, hence the p) saveScreenshot(); used = true; break; case KeyboardConfig::KEY_PATHFIND: // Find path to mouse (debug purpose) if (!player_node->getDisableGameModifiers()) { viewport->toggleDebugPath(); miniStatusWindow->updateStatus(); used = true; } break; case KeyboardConfig::KEY_TRADE: { // Toggle accepting of incoming trade requests unsigned int deflt = player_relations.getDefault(); if (deflt & PlayerRelation::TRADE) { localChatTab->chatLog( _("Ignoring incoming trade requests"), BY_SERVER); deflt &= ~PlayerRelation::TRADE; } else { localChatTab->chatLog( _("Accepting incoming trade requests"), BY_SERVER); deflt |= PlayerRelation::TRADE; } player_relations.setDefault(deflt); used = true; } break; default: break; } } if (requestedWindow) { requestedWindow->setVisible(!requestedWindow->isVisible()); if (requestedWindow->isVisible()) requestedWindow->requestMoveToTop(); used = true; } } // Active event else if (event.type == SDL_ACTIVEEVENT) { // logger->log("SDL_ACTIVEEVENT"); // logger->log("state: %d", (int)event.active.state); // logger->log("gain: %d", (int)event.active.gain); int fpsLimit = 0; if (event.active.state & SDL_APPACTIVE) { if (event.active.gain) { // window restore Client::setIsMinimized(false); if (player_node && !player_node->getAwayMode()) fpsLimit = config.getIntValue("fpslimit"); } else { // window minimisation Client::setIsMinimized(true); if (player_node && !player_node->getAwayMode()) fpsLimit = config.getIntValue("altfpslimit"); } Client::setFramerate(fpsLimit); } if (event.active.state & SDL_APPINPUTFOCUS) Client::setInputFocused(event.active.gain); if (event.active.state & SDL_APPMOUSEFOCUS) Client::setMouseFocused(event.active.gain); if (player_node->getAwayMode()) { if (Client::getInputFocused() || Client::getMouseFocused()) fpsLimit = config.getIntValue("fpslimit"); else fpsLimit = config.getIntValue("altfpslimit"); Client::setFramerate(fpsLimit); } } // Quit event else if (event.type == SDL_QUIT) { Client::setState(STATE_EXIT); } // Push input to GUI when not used if (!used) { try { guiInput->pushInput(event); } catch (const gcn::Exception &e) { const char *err = e.getMessage().c_str(); logger->log("Warning: guichan input exception: %s", err); } } } // End while // If the user is configuring the keys then don't respond. if (!keyboard.isEnabled() || player_node->getAwayMode()) return; if (keyboard.isKeyActive(keyboard.KEY_WEAR_OUTFIT) || keyboard.isKeyActive(keyboard.KEY_COPY_OUTFIT) || setupWindow->isVisible()) { return; } // Moving player around if (player_node->isAlive() && (!Being::isTalking() || keyboard.getKeyIndex(event.key.keysym.sym) == KeyboardConfig::KEY_TALK) && !chatWindow->isInputFocused() && !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 (keyboard.isKeyActive(keyboard.KEY_IGNORE_INPUT_1) || keyboard.isKeyActive(keyboard.KEY_IGNORE_INPUT_2)) { return; } unsigned char direction = 0; // Translate pressed keys to movement and direction if (keyboard.isKeyActive(keyboard.KEY_MOVE_UP) || (joystick && joystick->isUp())) { direction |= Being::UP; setValidSpeed(); player_node->cancelFollow(); } else if (keyboard.isKeyActive(keyboard.KEY_MOVE_DOWN) || (joystick && joystick->isDown())) { direction |= Being::DOWN; setValidSpeed(); player_node->cancelFollow(); } if (keyboard.isKeyActive(keyboard.KEY_MOVE_LEFT) || (joystick && joystick->isLeft())) { direction |= Being::LEFT; setValidSpeed(); player_node->cancelFollow(); } else if (keyboard.isKeyActive(keyboard.KEY_MOVE_RIGHT) || (joystick && joystick->isRight())) { direction |= Being::RIGHT; setValidSpeed(); player_node->cancelFollow(); } else if (!keyboard.isKeyActive(keyboard.KEY_EMOTE)) { if (keyboard.isKeyActive(keyboard.KEY_DIRECT_UP)) { if (player_node->getDirection() != Being::UP) { if (Client::limitPackets(PACKET_DIRECTION)) { player_node->setDirection(Being::UP); Net::getPlayerHandler()->setDirection(Being::UP); } } } else if (keyboard.isKeyActive(keyboard.KEY_DIRECT_DOWN)) { if (player_node->getDirection() != Being::DOWN) { if (Client::limitPackets(PACKET_DIRECTION)) { player_node->setDirection(Being::DOWN); Net::getPlayerHandler()->setDirection(Being::DOWN); } } } else if (keyboard.isKeyActive(keyboard.KEY_DIRECT_LEFT)) { if (player_node->getDirection() != Being::LEFT) { if (Client::limitPackets(PACKET_DIRECTION)) { player_node->setDirection(Being::LEFT); Net::getPlayerHandler()->setDirection(Being::LEFT); } } } else if (keyboard.isKeyActive(keyboard.KEY_DIRECT_RIGHT)) { if (player_node->getDirection() != Being::RIGHT) { if (Client::limitPackets(PACKET_DIRECTION)) { player_node->setDirection(Being::RIGHT); Net::getPlayerHandler()->setDirection(Being::RIGHT); } } } } if (keyboard.isKeyActive(keyboard.KEY_EMOTE) && direction != 0) { if (player_node->getDirection() != direction) { if (Client::limitPackets(PACKET_DIRECTION)) { player_node->setDirection(direction); Net::getPlayerHandler()->setDirection(direction); } } direction = 0; } else { if (!viewport->getCameraMode()) { 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); } } if (((player_node->getAttackType() == 0 && player_node->getFollow().empty()) || event.type == SDL_KEYDOWN) && mValidSpeed) { // Attacking monsters if (keyboard.isKeyActive(keyboard.KEY_ATTACK) || (joystick && joystick->buttonPressed(0))) { if (player_node->getTarget()) player_node->attack(player_node->getTarget(), true); } if (keyboard.isKeyActive(keyboard.KEY_TARGET_ATTACK) && !keyboard.isKeyActive(keyboard.KEY_MOVE_TO_TARGET)) { Being *target = 0; bool newTarget = !keyboard.isKeyActive(keyboard.KEY_TARGET); // A set target has highest priority if (!player_node->getTarget()) { // Only auto target Monsters target = actorSpriteManager->findNearestLivingBeing( player_node, 90, ActorSprite::MONSTER); } else { target = player_node->getTarget(); } player_node->attack2(target, newTarget); } } if (!keyboard.isKeyActive(keyboard.KEY_EMOTE)) { // Target the nearest player/monster/npc if ((keyboard.isKeyActive(keyboard.KEY_TARGET_PLAYER) || keyboard.isKeyActive(keyboard.KEY_TARGET_CLOSEST) || keyboard.isKeyActive(keyboard.KEY_TARGET_NPC) || (joystick && joystick->buttonPressed(3))) && !keyboard.isKeyActive(keyboard.KEY_TARGET)) { ActorSprite::Type currentTarget = ActorSprite::UNKNOWN; if (keyboard.isKeyActive(keyboard.KEY_TARGET_CLOSEST) || (joystick && joystick->buttonPressed(3))) { currentTarget = ActorSprite::MONSTER; } else if (keyboard.isKeyActive(keyboard.KEY_TARGET_PLAYER)) { currentTarget = ActorSprite::PLAYER; } else if (keyboard.isKeyActive(keyboard.KEY_TARGET_NPC)) { currentTarget = ActorSprite::NPC; } Being *target = actorSpriteManager->findNearestLivingBeing( player_node, 20, currentTarget); if (target && (target != player_node->getTarget() || currentTarget != mLastTarget)) { player_node->setTarget(target); mLastTarget = currentTarget; } } else { mLastTarget = ActorSprite::UNKNOWN; // Reset last target } } // Talk to the nearest NPC if 't' pressed if (event.type == SDL_KEYDOWN && keyboard.getKeyIndex(event.key.keysym.sym) == KeyboardConfig::KEY_TALK && !keyboard.isKeyActive(keyboard.KEY_EMOTE)) { Being *target = player_node->getTarget(); if (target) { if (target->canTalk()) target->talkTo(); else if (target->getType() == Being::PLAYER) new BuySellDialog(target->getName()); } } // Stop attacking if the right key is pressed if (!keyboard.isKeyActive(keyboard.KEY_ATTACK) && keyboard.isKeyActive(keyboard.KEY_TARGET) && !keyboard.isKeyActive(keyboard.KEY_EMOTE)) { player_node->stopAttack(); } if (joystick) { if (joystick->buttonPressed(1)) player_node->pickUpItems(); else if (joystick->buttonPressed(2)) player_node->toggleSit(); } } } /** * Changes the currently active map. Should only be called while the game is * running. */ void Game::changeMap(const std::string &mapPath) { // Clean up floor items, beings and particles actorSpriteManager->clear(); // Close the popup menu on map change so that invalid options can't be // executed. 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(0); particleEngine->clear(); mMapName = mapPath; std::string fullMap = paths.getValue("maps", "maps/") + mMapName + ".tmx"; std::string realFullMap = paths.getValue("maps", "maps/") + MapDB::getMapName(mMapName) + ".tmx"; ResourceManager *resman = ResourceManager::getInstance(); if (!resman->exists(realFullMap)) realFullMap += ".gz"; // Attempt to load the new map Map *newMap = MapReader::readMap(fullMap, realFullMap); if (!newMap) { logger->log("Error while loading %s", fullMap.c_str()); new OkDialog(_("Could Not Load Map"), strprintf(_("Error while loading %s"), fullMap.c_str())); } if (mCurrentMap) mCurrentMap->saveExtraLayer(); if (newMap) newMap->addExtraLayer(); if (socialWindow) socialWindow->setMap(newMap); // Notify the minimap and actorSpriteManager about the map change minimap->setMap(newMap); actorSpriteManager->setMap(newMap); particleEngine->setMap(newMap); viewport->setMap(newMap); // Initialize map-based particle effects if (newMap) newMap->initializeParticleEffects(particleEngine); // Start playing new music file when necessary std::string oldMusic = mCurrentMap ? mCurrentMap->getMusicFile() : ""; std::string newMusic = newMap ? newMap->getMusicFile() : ""; if (newMusic != oldMusic) { if (newMusic.empty()) sound.fadeOutMusic(); else sound.fadeOutAndPlayMusic(newMusic); } if (mCurrentMap) mCurrentMap->saveExtraLayer(); delete mCurrentMap; mCurrentMap = newMap; // mCurrentMap = 0; if (mumbleManager) mumbleManager->setMap(mapPath); Mana::Event event(EVENT_MAPLOADED); event.setString("mapPath", mapPath); Mana::Event::trigger(CHANNEL_GAME, event); } void Game::updateHistory(SDL_Event &event) { if (!player_node->getAttackType()) return; bool old = false; if (event.key.keysym.sym != -1) { int key = keyboard.getKeyIndex(event.key.keysym.sym); int time = cur_time; int idx = -1; for (int f = 0; f < MAX_LASTKEYS; f ++) { if (mLastKeys[f].key == key) { idx = f; old = true; break; } else if (idx >= 0 && mLastKeys[f].time < mLastKeys[idx].time) idx = f; } if (idx < 0) { idx = 0; for (int f = 0; f < MAX_LASTKEYS; f ++) { if (mLastKeys[f].key == -1 || mLastKeys[f].time < mLastKeys[idx].time) { idx = f; } } } if (idx < 0) idx = 0; if (!old) { mLastKeys[idx].time = time; mLastKeys[idx].key = key; mLastKeys[idx].cnt = 0; } else { mLastKeys[idx].cnt++; } } } void Game::checkKeys() { const int timeRange = 120; const int cntInTime = 130; if (!player_node->getAttackType()) return; for (int f = 0; f < MAX_LASTKEYS; f ++) { if (mLastKeys[f].key != -1) { if (mLastKeys[f].time + timeRange < cur_time) { if (mLastKeys[f].cnt > cntInTime) mValidSpeed = false; mLastKeys[f].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; } }