/*
* The Mana World
* Copyright (C) 2004-2010 The Mana World Development Team
*
* This file is part of The Mana World.
*
* 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, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#include "game.h"
#include "beingmanager.h"
#include "channelmanager.h"
#include "commandhandler.h"
#include "configuration.h"
#include "effectmanager.h"
#include "emoteshortcut.h"
#include "flooritemmanager.h"
#include "graphics.h"
#include "itemshortcut.h"
#include "joystick.h"
#include "keyboardconfig.h"
#include "localplayer.h"
#include "log.h"
#include "main.h"
#include "map.h"
#include "npc.h"
#include "particle.h"
#include "playerrelations.h"
#include "sound.h"
#include "gui/buy.h"
#include "gui/buysell.h"
#include "gui/chat.h"
#include "gui/confirmdialog.h"
#include "gui/debugwindow.h"
#include "gui/equipmentwindow.h"
#include "gui/gui.h"
#include "gui/help.h"
#include "gui/inventorywindow.h"
#include "gui/shortcutwindow.h"
#include "gui/minimap.h"
#include "gui/ministatus.h"
#include "gui/npcdialog.h"
#include "gui/okdialog.h"
#include "gui/outfitwindow.h"
#include "gui/sdlinput.h"
#include "gui/sell.h"
#include "gui/setup.h"
#include "gui/skilldialog.h"
#include "gui/statuswindow.h"
#include "gui/textdialog.h"
#include "gui/trade.h"
#include "gui/viewport.h"
#include "gui/windowmenu.h"
#include "gui/partywindow.h"
#include "gui/guildwindow.h"
#include "gui/npcpostdialog.h"
#include "gui/quitdialog.h"
#include "gui/specialswindow.h"
#include "gui/storagewindow.h"
#include "gui/widgets/chattab.h"
#include "gui/widgets/emoteshortcutcontainer.h"
#include "gui/widgets/itemshortcutcontainer.h"
#include "net/gamehandler.h"
#include "net/generalhandler.h"
#include "net/net.h"
#include "net/playerhandler.h"
#include "resources/imagewriter.h"
#include "resources/mapreader.h"
#include "resources/resourcemanager.h"
#include "utils/gettext.h"
#include <guichan/exception.hpp>
#include <guichan/focushandler.hpp>
#include <physfs.h>
#include <sys/stat.h>
#include <fstream>
#include <sstream>
#include <string>
std::string map_path;
volatile int tick_time;
volatile int fps = 0, frame = 0;
Joystick *joystick = NULL;
OkDialog *weightNotice = NULL;
OkDialog *deathNotice = NULL;
QuitDialog *quitDialog = NULL;
OkDialog *disconnectedDialog = NULL;
ChatWindow *chatWindow;
StatusWindow *statusWindow;
MiniStatusWindow *miniStatusWindow;
BuyDialog *buyDialog;
SellDialog *sellDialog;
BuySellDialog *buySellDialog;
InventoryWindow *inventoryWindow;
SkillDialog *skillDialog;
PartyWindow *partyWindow;
GuildWindow *guildWindow;
NpcDialog *npcDialog;
NpcPostDialog *npcPostDialog;
StorageWindow *storageWindow;
Minimap *minimap;
EquipmentWindow *equipmentWindow;
TradeWindow *tradeWindow;
HelpWindow *helpWindow;
DebugWindow *debugWindow;
ShortcutWindow *itemShortcutWindow;
ShortcutWindow *emoteShortcutWindow;
OutfitWindow *outfitWindow;
SpecialsWindow *specialsWindow;
BeingManager *beingManager = NULL;
FloorItemManager *floorItemManager = NULL;
ChannelManager *channelManager = NULL;
CommandHandler *commandHandler = NULL;
Particle *particleEngine = NULL;
EffectManager *effectManager = NULL;
ChatTab *localChatTab = NULL;
std::string screenshotDir = "";
/**
* Tells the max tick value,
* setting it back to zero (and start again).
*/
const int MAX_TICK_VALUE = 10000;
/**
* Set the milliseconds value of a tick time.
*/
const int MILLISECONDS_IN_A_TICK = 10;
/**
* Advances game logic counter.
* Called every 10 milliseconds by SDL_AddTimer()
* @see MILLISECONDS_IN_A_TICK value
*/
Uint32 nextTick(Uint32 interval, void *param)
{
tick_time++;
if (tick_time == MAX_TICK_VALUE) tick_time = 0;
return interval;
}
/**
* Updates fps.
* Called every seconds by SDL_AddTimer()
*/
Uint32 nextSecond(Uint32 interval, void *param)
{
fps = frame;
frame = 0;
return interval;
}
/**
* @return the elapsed time in milliseconds
* between two tick values.
*/
int get_elapsed_time(int start_time)
{
if (start_time <= tick_time)
return (tick_time - start_time) * MILLISECONDS_IN_A_TICK;
else
return (tick_time + (MAX_TICK_VALUE - start_time))
* MILLISECONDS_IN_A_TICK;
}
/**
* Initialize every game sub-engines in the right order
*/
static void initEngines()
{
beingManager = new BeingManager;
commandHandler = new CommandHandler;
floorItemManager = new FloorItemManager;
channelManager = new ChannelManager;
effectManager = new EffectManager;
particleEngine = new Particle(NULL);
particleEngine->setupEngine();
}
/**
* Create all the various globally accessible gui windows
*/
static void createGuiWindows()
{
setupWindow->clearWindowsForReset();
// Create dialogs
chatWindow = new ChatWindow;
buyDialog = new BuyDialog;
sellDialog = new SellDialog;
tradeWindow = new TradeWindow;
partyWindow = new PartyWindow;
guildWindow = new GuildWindow;
buySellDialog = new BuySellDialog;
equipmentWindow = new EquipmentWindow(player_node->mEquipment.get());
npcDialog = new NpcDialog;
npcPostDialog = new NpcPostDialog;
storageWindow = new StorageWindow;
statusWindow = new StatusWindow;
miniStatusWindow = new MiniStatusWindow;
inventoryWindow = new InventoryWindow;
skillDialog = new SkillDialog;
minimap = new Minimap;
helpWindow = new HelpWindow;
debugWindow = new DebugWindow;
itemShortcutWindow = new ShortcutWindow("ItemShortcut",
new ItemShortcutContainer);
emoteShortcutWindow = new ShortcutWindow("EmoteShortcut",
new EmoteShortcutContainer);
outfitWindow = new OutfitWindow();
specialsWindow = new SpecialsWindow();
localChatTab = new ChatTab(_("General"));
if (config.getValue("logToChat", 0))
{
logger->setChatWindow(chatWindow);
}
Net::getGeneralHandler()->guiWindowsLoaded();
}
#define del_0(X) { delete X; X = 0; }
/**
* Destroy all the globally accessible gui windows
*/
static void destroyGuiWindows()
{
Net::getGeneralHandler()->guiWindowsUnloaded();
logger->setChatWindow(NULL);
del_0(localChatTab); // Need to do this first, so it can remove itself
del_0(chatWindow);
del_0(statusWindow);
del_0(miniStatusWindow);
del_0(buyDialog);
del_0(sellDialog);
del_0(buySellDialog);
del_0(inventoryWindow);
del_0(partyWindow);
del_0(npcDialog);
del_0(npcPostDialog);
del_0(guildWindow);
del_0(skillDialog);
del_0(minimap);
del_0(equipmentWindow);
del_0(tradeWindow);
del_0(helpWindow);
del_0(debugWindow);
del_0(itemShortcutWindow);
del_0(emoteShortcutWindow);
del_0(storageWindow);
del_0(outfitWindow);
del_0(specialsWindow);
}
Game *Game::mInstance = 0;
Game::Game():
mLastTarget(Being::UNKNOWN),
mLogicCounterId(0), mSecondsCounterId(0),
mCurrentMap(0), mMapName("")
{
assert(!mInstance);
mInstance = this;
disconnectedDialog = NULL;
createGuiWindows();
mWindowMenu = new WindowMenu;
windowContainer->add(mWindowMenu);
initEngines();
// Initialize logic and seconds counters
tick_time = 0;
mLogicCounterId = SDL_AddTimer(MILLISECONDS_IN_A_TICK, nextTick, NULL);
mSecondsCounterId = SDL_AddTimer(1000, nextSecond, NULL);
// This part is eAthena specific
// For Manaserv, the map is obtained
// with the GPMSG_PLAYER_MAP_CHANGE flag.
map_path = map_path.substr(0, map_path.rfind("."));
if (!map_path.empty())
changeMap(map_path);
// Initialize beings
beingManager->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);
// Initialize frame limiting
config.addListener("fpslimit", this);
optionChanged("fpslimit");
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);
setupWindow->setInGame(true);
}
Game::~Game()
{
delete mWindowMenu;
destroyGuiWindows();
delete beingManager;
delete player_node;
delete floorItemManager;
delete channelManager;
delete commandHandler;
delete joystick;
delete particleEngine;
viewport->setMap(NULL);
delete mCurrentMap;
map_path = "";
player_node = NULL;
beingManager = NULL;
floorItemManager = NULL;
joystick = NULL;
SDL_RemoveTimer(mLogicCounterId);
SDL_RemoveTimer(mSecondsCounterId);
mInstance = 0;
}
void setScreenshotDir(const std::string &dir)
{
if (dir.empty())
{
screenshotDir = std::string(PHYSFS_getUserDir()) + "Desktop";
// If ~/Desktop does not exist, we save screenshots in the user's home.
struct stat statbuf;
if (stat(screenshotDir.c_str(), &statbuf))
screenshotDir = std::string(PHYSFS_getUserDir());
}
else
screenshotDir = dir;
}
static bool saveScreenshot()
{
static unsigned int screenshotCount = 0;
SDL_Surface *screenshot = graphics->getScreenshot();
// Search for an unused screenshot name
std::stringstream filenameSuffix;
std::stringstream filename;
std::fstream testExists;
bool found = false;
do {
screenshotCount++;
filenameSuffix.str("");
filename.str("");
filename << screenshotDir << "/";
filenameSuffix << "Mana_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();
localChatTab->chatLog(chatlogentry.str(), BY_SERVER);
}
else
{
localChatTab->chatLog(_("Saving screenshot failed!"), BY_SERVER);
logger->log("Error: could not save screenshot.");
}
SDL_FreeSurface(screenshot);
return success;
}
void Game::optionChanged(const std::string &name)
{
// Calculate the new minimum time per frame based on the FPS limit
const int fpsLimit = (int) config.getValue("fpslimit", 60);
mMinFrameTime = fpsLimit ? 1000 / fpsLimit : 0;
// Reset draw time to current time
mDrawTime = tick_time * MILLISECONDS_IN_A_TICK;
}
void Game::exec()
{
// mDrawTime has a higher granularity than gameTime in order to be able to
// work with minimum frame durations in milliseconds.
int gameTime = tick_time;
mDrawTime = tick_time * MILLISECONDS_IN_A_TICK;
while (state == STATE_GAME)
{
if (mCurrentMap)
mCurrentMap->update(get_elapsed_time(gameTime));
// Handle all necessary game logic
while (get_elapsed_time(gameTime) > 0)
{
handleInput();
beingManager->logic();
particleEngine->update();
gui->logic();
gameTime++;
}
// This is done because at some point tick_time will wrap.
gameTime = tick_time;
// Update the screen when application is active, delay otherwise.
if (SDL_GetAppState() & SDL_APPACTIVE)
{
// Draw a frame if either frames are not limited or enough time has
// passed since the last frame.
if (!mMinFrameTime ||
get_elapsed_time(mDrawTime / 10) > mMinFrameTime)
{
frame++;
gui->draw();
graphics->updateScreen();
mDrawTime += mMinFrameTime;
// Make sure to wrap mDrawTime, since tick_time will wrap.
if (mDrawTime > MAX_TICK_VALUE * MILLISECONDS_IN_A_TICK)
mDrawTime -= MAX_TICK_VALUE * MILLISECONDS_IN_A_TICK;
}
else
{
SDL_Delay(MILLISECONDS_IN_A_TICK);
}
}
else
{
SDL_Delay(MILLISECONDS_IN_A_TICK);
mDrawTime = tick_time * MILLISECONDS_IN_A_TICK;
}
// Handle network stuff
Net::getGeneralHandler()->flushNetwork();
if (!Net::getGameHandler()->isConnected())
{
if (state != STATE_ERROR)
{
errorMessage = _("The connection to the server was lost.");
}
if (!disconnectedDialog)
{
disconnectedDialog = new OkDialog(_("Network Error"), errorMessage);
disconnectedDialog->addActionListener(&errorListener);
disconnectedDialog->requestMoveToTop();
}
}
}
}
/**
* The MONSTER input handling method.
*/
void Game::handleInput()
{
if (joystick)
joystick->update();
// Events
SDL_Event event;
while (SDL_PollEvent(&event))
{
bool used = false;
// Keyboard events (for discontinuous keys)
if (event.type == SDL_KEYDOWN)
{
gcn::Window *requestedWindow = NULL;
if (setupWindow->isVisible() &&
keyboard.getNewKeyIndex() > keyboard.KEY_NO_VALUE)
{
keyboard.setNewKey((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->isVisible())
{
try
{
guiInput->pushInput(event);
}
catch (gcn::Exception e)
{
const char* err = e.getMessage().c_str();
logger->log("Warning: guichan input exception: %s", err);
}
return;
}
// Mode switch to emotes
if (keyboard.isKeyActive(keyboard.KEY_EMOTE))
{
// Emotions
int emotion = keyboard.getKeyEmoteOffset(event.key.keysym.sym);
if (emotion)
{
emoteShortcut->useEmote(emotion);
used = true;
return;
}
}
if (!chatWindow->isInputFocused()
&& !gui->getFocusHandler()->getModalFocused())
{
if (keyboard.isKeyActive(keyboard.KEY_OK))
{
// Close the Browser if opened
if (helpWindow->isVisible() &&
keyboard.isKeyActive(keyboard.KEY_OK))
helpWindow->setVisible(false);
// Close the config window, cancelling changes if opened
else if (setupWindow->isVisible() &&
keyboard.isKeyActive(keyboard.KEY_OK))
setupWindow->action(gcn::ActionEvent(NULL, "cancel"));
else if (npcDialog->isVisible() &&
keyboard.isKeyActive(keyboard.KEY_OK))
npcDialog->action(gcn::ActionEvent(NULL, "ok"));
/*
else if (guildWindow->isVisible())
{
// TODO: Check if a dialog is open and close it if so
}
*/
}
if (keyboard.isKeyActive(keyboard.KEY_TOGGLE_CHAT))
{
if (chatWindow->requestChatFocus())
used = true;
}
if (npcDialog->isVisible())
{
if (keyboard.isKeyActive(keyboard.KEY_MOVE_UP))
npcDialog->move(1);
else if (keyboard.isKeyActive(keyboard.KEY_MOVE_DOWN))
npcDialog->move(-1);
}
}
if (!chatWindow->isInputFocused() || (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;
}
}
if ((event.key.keysym.mod & KMOD_RCTRL || event.key.keysym.mod & KMOD_LCTRL)
&& !chatWindow->isInputFocused())
{
int outfitNum = -1;
switch (event.key.keysym.sym)
{
case SDLK_1:
outfitNum = 0;
break;
case SDLK_2:
outfitNum = 1;
break;
case SDLK_3:
outfitNum = 2;
break;
case SDLK_4:
outfitNum = 3;
break;
case SDLK_5:
outfitNum = 4;
break;
case SDLK_6:
outfitNum = 5;
break;
case SDLK_7:
outfitNum = 6;
break;
case SDLK_8:
outfitNum = 7;
break;
case SDLK_9:
outfitNum = 8;
break;
case SDLK_0:
outfitNum = 9;
break;
case SDLK_MINUS:
outfitNum = 10;
break;
case SDLK_EQUALS:
outfitNum = 11;
break;
case SDLK_BACKSPACE:
outfitNum = 12;
break;
case SDLK_INSERT:
outfitNum = 13;
break;
case SDLK_HOME:
outfitNum = 14;
break;
default:
break;
}
if (outfitNum >= 0)
{
used = true;
if (event.key.keysym.mod & KMOD_RCTRL)
outfitWindow->wearOutfit(outfitNum);
else if (event.key.keysym.mod & KMOD_LCTRL)
outfitWindow->copyOutfit(outfitNum);
}
}
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:
quitDialog = new QuitDialog(&quitDialog);
quitDialog->requestMoveToTop();
return;
default:
break;
}
if (keyboard.isEnabled() &&
!chatWindow->isInputFocused() && !npcDialog->isInputFocused())
{
const int tKey = keyboard.getKeyIndex(event.key.keysym.sym);
// Do not activate shortcuts if tradewindow is visible
if (!tradeWindow->isVisible() && !setupWindow->isVisible())
{
// Checks if any item shortcut is pressed.
for (int i = KeyboardConfig::KEY_SHORTCUT_1;
i <= KeyboardConfig::KEY_SHORTCUT_12;
i++)
{
if (tKey == i && !used)
{
itemShortcut->useItem(
i - KeyboardConfig::KEY_SHORTCUT_1);
break;
}
}
}
switch (tKey)
{
case KeyboardConfig::KEY_PICKUP:
{
const Vector &pos = player_node->getPosition();
Uint16 x = (int) pos.x / 32;
Uint16 y = (int) pos.y / 32;
FloorItem *item =
floorItemManager->findByCoordinates(x, y);
// If none below the player, try the tile in front
// of the player
if (!item)
{
// Temporary until tile-based picking is
// removed.
switch (player_node->getSpriteDirection())
{
case DIRECTION_UP : --y; break;
case DIRECTION_DOWN : ++y; break;
case DIRECTION_LEFT : --x; break;
case DIRECTION_RIGHT: ++x; break;
default: break;
}
item = floorItemManager->findByCoordinates(
x, y);
}
if (item)
player_node->pickUp(item);
used = true;
}
break;
case KeyboardConfig::KEY_SIT:
// Player sit action
player_node->toggleSit();
used = true;
break;
case KeyboardConfig::KEY_HIDE_WINDOWS:
// Hide certain windows
if (!chatWindow->isInputFocused())
{
statusWindow->setVisible(false);
inventoryWindow->setVisible(false);
skillDialog->setVisible(false);
setupWindow->setVisible(false);
equipmentWindow->setVisible(false);
helpWindow->setVisible(false);
debugWindow->setVisible(false);
guildWindow->setVisible(false);
}
break;
case KeyboardConfig::KEY_WINDOW_STATUS:
requestedWindow = statusWindow;
break;
case KeyboardConfig::KEY_WINDOW_INVENTORY:
requestedWindow = inventoryWindow;
break;
case KeyboardConfig::KEY_WINDOW_EQUIPMENT:
requestedWindow = equipmentWindow;
break;
case KeyboardConfig::KEY_WINDOW_SKILL:
requestedWindow = skillDialog;
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_PARTY:
requestedWindow = partyWindow;
break;
case KeyboardConfig::KEY_WINDOW_EMOTE_SHORTCUT:
requestedWindow = emoteShortcutWindow;
break;
case KeyboardConfig::KEY_WINDOW_OUTFIT:
requestedWindow = outfitWindow;
break;
case KeyboardConfig::KEY_SCREENSHOT:
// Screenshot (picture, hence the p)
saveScreenshot();
used = true;
break;
case KeyboardConfig::KEY_PATHFIND:
// Find path to mouse (debug purpose)
viewport->toggleDebugPath();
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;
}
}
if (requestedWindow)
{
requestedWindow->setVisible(!requestedWindow->isVisible());
if (requestedWindow->isVisible())
requestedWindow->requestMoveToTop();
used = true;
}
}
// Quit event
else if (event.type == SDL_QUIT)
{
state = STATE_EXIT;
}
// Push input to GUI when not used
if (!used)
{
try
{
guiInput->pushInput(event);
}
catch (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())
return;
// Moving player around
if (player_node->isAlive() && current_npc == 0 &&
!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;
}
const Vector &pos = player_node->getPosition();
const Uint16 x = (int) pos.x / 32;
const Uint16 y = (int) pos.y / 32;
unsigned char direction = 0;
// Translate pressed keys to movement and direction
if (keyboard.isKeyActive(keyboard.KEY_MOVE_UP) ||
(joystick && joystick->isUp()))
{
direction |= Being::UP;
player_node->cancelFollow();
}
else if (keyboard.isKeyActive(keyboard.KEY_MOVE_DOWN) ||
(joystick && joystick->isDown()))
{
direction |= Being::DOWN;
player_node->cancelFollow();
}
if (keyboard.isKeyActive(keyboard.KEY_MOVE_LEFT) ||
(joystick && joystick->isLeft()))
{
direction |= Being::LEFT;
player_node->cancelFollow();
}
else if (keyboard.isKeyActive(keyboard.KEY_MOVE_RIGHT) ||
(joystick && joystick->isRight()))
{
direction |= Being::RIGHT;
player_node->cancelFollow();
}
if (keyboard.isKeyActive(keyboard.KEY_EMOTE) && direction != 0)
{
if (player_node->getDirection() != direction)
{
player_node->setDirection(direction);
Net::getPlayerHandler()->setDirection(direction);
}
direction = 0;
}
else
{
player_node->setWalkingDir(direction);
}
// 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))
{
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 = beingManager->findNearestLivingBeing(player_node,
20, Being::MONSTER);
}
player_node->attack(target, newTarget);
}
// 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))
{
Being::Type currentTarget = Being::UNKNOWN;
if (keyboard.isKeyActive(keyboard.KEY_TARGET_CLOSEST) ||
(joystick && joystick->buttonPressed(3)))
currentTarget = Being::MONSTER;
else if (keyboard.isKeyActive(keyboard.KEY_TARGET_PLAYER))
currentTarget = Being::PLAYER;
else if (keyboard.isKeyActive(keyboard.KEY_TARGET_NPC))
currentTarget = Being::NPC;
Being *target = beingManager->findNearestLivingBeing(player_node,
20, currentTarget);
if (target && (target != player_node->getTarget() ||
currentTarget != mLastTarget))
{
player_node->setTarget(target);
mLastTarget = currentTarget;
}
}
else
{
mLastTarget = Being::UNKNOWN; // Reset last target
}
// Talk to the nearest NPC if 't' pressed
if ( keyboard.isKeyActive(keyboard.KEY_TALK) )
{
if (!npcDialog->isVisible())
{
Being *target = player_node->getTarget();
if (target)
{
if (target->getType() == Being::NPC)
dynamic_cast<NPC*>(target)->talk();
}
}
}
// Stop attacking if the right key is pressed
if (!keyboard.isKeyActive(keyboard.KEY_ATTACK)
&& keyboard.isKeyActive(keyboard.KEY_TARGET))
{
player_node->stopAttack();
}
if (joystick)
{
if (joystick->buttonPressed(1))
{
FloorItem *item = floorItemManager->findByCoordinates(x, y);
if (item)
player_node->pickUp(item);
}
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
floorItemManager->clear();
beingManager->clear();
// Close the popup menu on map change so that invalid options can't be
// executed.
viewport->closePopupMenu();
// 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;
// Store full map path in global var
map_path = "maps/" + mapPath + ".tmx";
ResourceManager *resman = ResourceManager::getInstance();
if (!resman->exists(map_path))
map_path += ".gz";
// Attempt to load the new map
Map *newMap = MapReader::readMap(map_path);
if (!newMap)
{
logger->log("Error while loading %s", map_path.c_str());
new OkDialog(_("Could Not Load Map"),
strprintf(_("Error while loading %s"), map_path.c_str()));
}
// Notify the minimap and beingManager about the map change
minimap->setMap(newMap);
beingManager->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)
sound.playMusic(newMusic);
delete mCurrentMap;
mCurrentMap = newMap;
Net::getGameHandler()->mapLoaded(mapPath);
}