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|
/*
* The Mana World
* Copyright 2004 The Mana World Development Team
*
* This file is part of The Mana World.
*
* The Mana World 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.
*
* The Mana World 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 The Mana World; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#include "game.h"
#include <fstream>
#include <physfs.h>
#include <sstream>
#include <string>
#include <guichan/exception.hpp>
#include <guichan/sdl/sdlinput.hpp>
#include "beingmanager.h"
#include "configuration.h"
#include "effectmanager.h"
#include "engine.h"
#include "flooritemmanager.h"
#include "graphics.h"
#include "itemshortcut.h"
#include "joystick.h"
#include "keyboardconfig.h"
#include "localplayer.h"
#include "log.h"
#include "npc.h"
#include "particle.h"
#include "player_relations.h"
#include "gui/buy.h"
#include "gui/buysell.h"
#include "gui/chat.h"
#include "gui/confirm_dialog.h"
#include "gui/debugwindow.h"
#include "gui/equipmentwindow.h"
#include "gui/gui.h"
#include "gui/help.h"
#include "gui/inventorywindow.h"
#include "gui/itemshortcutwindow.h"
#include "gui/menuwindow.h"
#include "gui/minimap.h"
#include "gui/ministatus.h"
#include "gui/npclistdialog.h"
#include "gui/npc_text.h"
#include "gui/ok_dialog.h"
#include "gui/sell.h"
#include "gui/setup.h"
#include "gui/skill.h"
#include "gui/status.h"
#include "gui/trade.h"
#include "gui/viewport.h"
#include "net/protocol.h"
#include "net/beinghandler.h"
#include "net/buysellhandler.h"
#include "net/chathandler.h"
#include "net/equipmenthandler.h"
#include "net/inventoryhandler.h"
#include "net/itemhandler.h"
#include "net/messageout.h"
#include "net/network.h"
#include "net/npchandler.h"
#include "net/playerhandler.h"
#include "net/protocol.h"
#include "net/skillhandler.h"
#include "net/tradehandler.h"
#include "net/messageout.h"
#include "resources/imagewriter.h"
extern Graphics *graphics;
extern gcn::SDLInput *guiInput;
class Map;
std::string map_path;
bool done = false;
volatile int tick_time;
volatile int fps = 0, frame = 0;
Engine *engine = NULL;
Joystick *joystick = NULL;
extern Window *weightNotice;
extern Window *deathNotice;
ConfirmDialog *exitConfirm = NULL;
OkDialog *disconnectedDialog = NULL;
ChatWindow *chatWindow;
MenuWindow *menuWindow;
StatusWindow *statusWindow;
MiniStatusWindow *miniStatusWindow;
BuyDialog *buyDialog;
SellDialog *sellDialog;
BuySellDialog *buySellDialog;
InventoryWindow *inventoryWindow;
NpcListDialog *npcListDialog;
NpcTextDialog *npcTextDialog;
SkillDialog *skillDialog;
Setup* setupWindow;
Minimap *minimap;
EquipmentWindow *equipmentWindow;
TradeWindow *tradeWindow;
//BuddyWindow *buddyWindow;
HelpWindow *helpWindow;
DebugWindow *debugWindow;
ItemShortcutWindow *itemShortcutWindow;
BeingManager *beingManager = NULL;
FloorItemManager *floorItemManager = NULL;
Particle* particleEngine = NULL;
EffectManager *effectManager = NULL;
const int MAX_TIME = 10000;
/**
* Listener used for exiting handling.
*/
namespace {
struct ExitListener : public gcn::ActionListener
{
void action(const gcn::ActionEvent &event)
{
if (event.getId() == "yes" || event.getId() == "ok") {
done = true;
}
exitConfirm = NULL;
disconnectedDialog = NULL;
}
} exitListener;
}
/**
* Advances game logic counter.
*/
Uint32 nextTick(Uint32 interval, void *param)
{
tick_time++;
if (tick_time == MAX_TIME) tick_time = 0;
return interval;
}
/**
* Updates fps.
*/
Uint32 nextSecond(Uint32 interval, void *param)
{
fps = frame;
frame = 0;
return interval;
}
int get_elapsed_time(int start_time)
{
if (start_time <= tick_time)
{
return (tick_time - start_time) * 10;
}
else
{
return (tick_time + (MAX_TIME - start_time)) * 10;
}
}
/**
* Create all the various globally accessible gui windows
*/
void createGuiWindows(Network *network)
{
// Create dialogs
chatWindow = new ChatWindow(network);
menuWindow = new MenuWindow();
statusWindow = new StatusWindow(player_node);
miniStatusWindow = new MiniStatusWindow();
buyDialog = new BuyDialog(network);
sellDialog = new SellDialog(network);
buySellDialog = new BuySellDialog();
inventoryWindow = new InventoryWindow();
npcTextDialog = new NpcTextDialog();
npcListDialog = new NpcListDialog();
skillDialog = new SkillDialog();
setupWindow = new Setup();
minimap = new Minimap();
equipmentWindow = new EquipmentWindow(player_node->mEquipment.get());
tradeWindow = new TradeWindow(network);
//buddyWindow = new BuddyWindow();
helpWindow = new HelpWindow();
debugWindow = new DebugWindow();
itemShortcutWindow = new ItemShortcutWindow();
// Initialize window positions
//buddyWindow->setPosition(10, minimap->getHeight() + 30);
// Set initial window visibility
chatWindow->setVisible((bool) config.getValue(
chatWindow->getWindowName() + "Visible", true));
miniStatusWindow->setVisible((bool) config.getValue(
miniStatusWindow->getWindowName() + "Visible", true));
buyDialog->setVisible(false);
sellDialog->setVisible(false);
minimap->setVisible((bool) config.getValue(
minimap->getWindowName() + "Visible", true));
tradeWindow->setVisible(false);
menuWindow->setVisible((bool) config.getValue(
menuWindow->getWindowName() + "Visible", true));
itemShortcutWindow->setVisible((bool) config.getValue(
itemShortcutWindow->getWindowName() + "Visible", true));
if (config.getValue("logToChat", 0))
{
logger->setChatWindow(chatWindow);
}
}
/**
* Destroy all the globally accessible gui windows
*/
void destroyGuiWindows()
{
delete chatWindow;
delete statusWindow;
delete miniStatusWindow;
delete menuWindow;
delete buyDialog;
delete sellDialog;
delete buySellDialog;
delete inventoryWindow;
delete npcListDialog;
delete npcTextDialog;
delete skillDialog;
delete setupWindow;
delete minimap;
delete equipmentWindow;
delete tradeWindow;
//delete buddyWindow;
delete helpWindow;
delete debugWindow;
delete itemShortcutWindow;
}
Game::Game(Network *network):
mNetwork(network),
mBeingHandler(new BeingHandler(config.getValue("EnableSync", 0) == 1)),
mBuySellHandler(new BuySellHandler()),
mChatHandler(new ChatHandler()),
mEquipmentHandler(new EquipmentHandler()),
mInventoryHandler(new InventoryHandler()),
mItemHandler(new ItemHandler()),
mNpcHandler(new NPCHandler()),
mPlayerHandler(new PlayerHandler()),
mSkillHandler(new SkillHandler()),
mTradeHandler(new TradeHandler())
{
createGuiWindows(network);
engine = new Engine(network);
beingManager = new BeingManager(network);
floorItemManager = new FloorItemManager();
effectManager = new EffectManager();
particleEngine = new Particle(NULL);
particleEngine->setupEngine();
// Initialize timers
tick_time = 0;
SDL_AddTimer(10, nextTick, NULL); // Logic counter
SDL_AddTimer(1000, nextSecond, NULL); // Seconds counter
// Initialize frame limiting
config.addListener("fpslimit", this);
optionChanged("fpslimit");
// Initialize beings
beingManager->setPlayer(player_node);
player_node->setNetwork(network);
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);
network->registerHandler(mBeingHandler.get());
network->registerHandler(mBuySellHandler.get());
network->registerHandler(mChatHandler.get());
network->registerHandler(mEquipmentHandler.get());
network->registerHandler(mInventoryHandler.get());
network->registerHandler(mItemHandler.get());
network->registerHandler(mNpcHandler.get());
network->registerHandler(mPlayerHandler.get());
network->registerHandler(mSkillHandler.get());
network->registerHandler(mTradeHandler.get());
/*
* 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
*/
MessageOut msg(mNetwork);
msg.writeInt16(CMSG_CLIENT_PING);
msg.writeInt32(tick_time);
engine->changeMap(map_path);
}
Game::~Game()
{
delete player_node;
destroyGuiWindows();
delete beingManager;
delete floorItemManager;
delete joystick;
delete particleEngine;
delete engine;
beingManager = NULL;
floorItemManager = NULL;
joystick = NULL;
}
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++;
filename.str("");
filenameSuffix.str("");
filename << PHYSFS_getUserDir();
#if (defined __USE_UNIX98 || defined __FreeBSD__)
filenameSuffix << ".aethyra/";
#elif defined __APPLE__
filenameSuffix << "Desktop/";
#endif
filenameSuffix << "Ae_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;
chatlogentry << "Screenshot saved to ~/" << filenameSuffix.str();
chatWindow->chatLog(chatlogentry.str(), BY_SERVER);
}
else
{
chatWindow->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)
{
int fpsLimit = (int) config.getValue("fpslimit", 0);
// Calculate new minimum frame time
mMinFrameTime = fpsLimit ? 1000 / fpsLimit : 0;
// Reset draw time to current time
mDrawTime = tick_time * 10;
}
void Game::logic()
{
// 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 * 10;
while (!done)
{
// Handle all necessary game logic
while (get_elapsed_time(gameTime) > 0)
{
handleInput();
engine->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_TIME * 10)
mDrawTime -= MAX_TIME * 10;
}
else
{
SDL_Delay(10);
}
}
else
{
SDL_Delay(10);
mDrawTime = tick_time * 10;
}
// Handle network stuff
mNetwork->flush();
mNetwork->dispatchMessages();
if (!mNetwork->isConnected())
{
if (!disconnectedDialog)
{
disconnectedDialog = new OkDialog("Network Error",
"The connection to the server was lost, "
"the program will now quit");
disconnectedDialog->addActionListener(&exitListener);
disconnectedDialog->requestMoveToTop();
}
}
}
}
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;
}
// Keys pressed together with Alt/Meta
// Emotions and some internal gui windows
#ifndef __APPLE__
if (event.key.keysym.mod & KMOD_LALT)
#else
if (event.key.keysym.mod & KMOD_LMETA)
#endif
{
switch (event.key.keysym.sym)
{
case SDLK_p:
// Screenshot (picture, hence the p)
saveScreenshot();
used = true;
break;
default:
break;
case SDLK_f:
// Find path to mouse (debug purpose)
viewport->toggleDebugPath();
used = true;
break;
case SDLK_t:
// Toggle accepting of incoming trade requests
{
unsigned int deflt = player_relations.getDefault();
if (deflt & PlayerRelation::TRADE) {
chatWindow->chatLog(
"Ignoring incoming trade requests",
BY_SERVER);
deflt &= ~PlayerRelation::TRADE;
} else {
chatWindow->chatLog(
"Accepting incoming trade requests",
BY_SERVER);
deflt |= PlayerRelation::TRADE;
}
player_relations.setDefault(deflt);
}
used = true;
break;
}
}
// Smilie
if (keyboard.isKeyActive(keyboard.KEY_SMILIE))
{
// Emotions
Uint8 emotion;
/**
*
* Might be simpler to perform as follow
* emotion=0;
* const int tKey = keyboard.getKeyIndex(event.key.keysym.sym);
* if ((tKey <=KeyboardConfig::KEY_SMILEY_12)
* &&(tKey >=KeyboardConfig::KEY_SMILEY_1)
* )
* {
* emotion= 1+tKey-KeyboardConfig::KEY_SMILEY_1;
* }
*
* But this add constraints over KEY_SMILEY_* allocation
* (ordering, consecutive positive values)
* Old story... compiler optimisation
* or code complexity for update, which one is better ?
* I won't rely on enum allocation, let's keep the switch,
* it does not add such undocumented constraints on that enum.
*
* Speed consideration ? not even sure!
*/
const int tKey = keyboard.getKeyIndex(event.key.keysym.sym);
switch (tKey)
{
case KeyboardConfig::KEY_SMILEY_1: emotion = 1; break;
case KeyboardConfig::KEY_SMILEY_2: emotion = 2; break;
case KeyboardConfig::KEY_SMILEY_3: emotion = 3; break;
case KeyboardConfig::KEY_SMILEY_4: emotion = 4; break;
case KeyboardConfig::KEY_SMILEY_5: emotion = 5; break;
case KeyboardConfig::KEY_SMILEY_6: emotion = 6; break;
case KeyboardConfig::KEY_SMILEY_7: emotion = 7; break;
case KeyboardConfig::KEY_SMILEY_8: emotion = 8; break;
case KeyboardConfig::KEY_SMILEY_9: emotion = 9; break;
case KeyboardConfig::KEY_SMILEY_10: emotion = 10; break;
case KeyboardConfig::KEY_SMILEY_11: emotion = 11; break;
case KeyboardConfig::KEY_SMILEY_12: emotion = 12; break;
default: emotion = 0; break;
}
if (emotion)
{
player_node->emote(emotion);
used = true;
}
}
switch (event.key.keysym.sym)
{
case SDLK_PAGEUP:
if (chatWindow->isVisible())
{
chatWindow->scroll(-DEFAULT_CHAT_WINDOW_SCROLL);
used = true;
}
break;
case SDLK_PAGEDOWN:
if (chatWindow->isVisible())
{
chatWindow->scroll(DEFAULT_CHAT_WINDOW_SCROLL);
used = true;
return;
}
break;
case SDLK_F1:
// In-game Help
if (helpWindow->isVisible())
{
helpWindow->setVisible(false);
}
else
{
helpWindow->loadHelp("index");
helpWindow->requestMoveToTop();
}
used = true;
break;
case SDLK_RETURN:
// Input chat window
if (chatWindow->isInputFocused() ||
deathNotice != NULL ||
weightNotice != NULL)
{
break;
}
// Quit by pressing Enter if the exit confirm is there
if (exitConfirm)
{
done = true;
}
// Close the Browser if opened
else if (helpWindow->isVisible())
{
helpWindow->setVisible(false);
}
// Close the config window, cancelling changes if opened
else if (setupWindow->isVisible())
{
setupWindow->action(gcn::ActionEvent(NULL, "cancel"));
}
// Proceed to the next dialog option, or close the window
else if (npcTextDialog->isVisible())
{
npcTextDialog->action(gcn::ActionEvent(NULL, "ok"));
}
// Choose the currently highlighted dialogue option
else if (npcListDialog->isVisible())
{
npcListDialog->action(gcn::ActionEvent(NULL, "ok"));
}
// Else, open the chat edit box
else
{
chatWindow->requestChatFocus();
used = true;
}
break;
// Quitting confirmation dialog
case SDLK_ESCAPE:
if (!exitConfirm) {
exitConfirm = new ConfirmDialog(
"Quit", "Are you sure you want to quit?");
exitConfirm->addActionListener(&exitListener);
exitConfirm->requestMoveToTop();
}
else
{
exitConfirm->action(gcn::ActionEvent(NULL, "no"));
}
break;
default:
break;
}
if (keyboard.isEnabled() && !chatWindow->isInputFocused())
{
const int tKey = keyboard.getKeyIndex(event.key.keysym.sym);
// Do not activate shortcuts if tradewindow is visible
if (!tradeWindow->isVisible())
{
// Checks if any item shortcut is pressed.
for (int i = KeyboardConfig::KEY_SHORTCUT_0;
i <= KeyboardConfig::KEY_SHORTCUT_9;
i++)
{
if (tKey == i && !used) {
itemShortcut->useItem(
i - KeyboardConfig::KEY_SHORTCUT_0);
break;
}
}
}
switch (tKey) {
case KeyboardConfig::KEY_PICKUP:
{
FloorItem *item =
floorItemManager->findByCoordinates(
player_node->mX, player_node->mY);
// If none below the player, try the tile in front
// of the player
if (!item) {
Uint16 x = player_node->mX;
Uint16 y = player_node->mY;
if (player_node->getDirection() & Being::UP)
y--;
if (player_node->getDirection() & Being::DOWN)
y++;
if (player_node->getDirection() & Being::LEFT)
x--;
if (player_node->getDirection() & Being::RIGHT)
x++;
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);
}
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:
requestedWindow = minimap;
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;
}
}
if (requestedWindow)
{
requestedWindow->setVisible(!requestedWindow->isVisible());
if (requestedWindow->isVisible())
{
requestedWindow->requestMoveToTop();
}
used = true;
}
}
// Quit event
else if (event.type == SDL_QUIT)
{
done = true;
}
// 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->mAction != Being::DEAD &&
current_npc == 0 &&
!chatWindow->isInputFocused())
{
// Get the state of the keyboard keys
keyboard.refreshActiveKeys();
const Uint16 x = player_node->mX;
const Uint16 y = player_node->mY;
unsigned char direction = 0;
// Translate pressed keys to movement and direction
if (keyboard.isKeyActive(keyboard.KEY_MOVE_UP) ||
(joystick && joystick->isUp()))
{
direction |= Being::UP;
}
else if (keyboard.isKeyActive(keyboard.KEY_MOVE_DOWN) ||
(joystick && joystick->isDown()))
{
direction |= Being::DOWN;
}
if (keyboard.isKeyActive(keyboard.KEY_MOVE_LEFT) ||
(joystick && joystick->isLeft()))
{
direction |= Being::LEFT;
}
else if (keyboard.isKeyActive(keyboard.KEY_MOVE_RIGHT) ||
(joystick && joystick->isRight()))
{
direction |= Being::RIGHT;
}
player_node->setWalkingDir(direction);
// Attacking monsters
if (keyboard.isKeyActive(keyboard.KEY_ATTACK) ||
(joystick && joystick->buttonPressed(0)))
{
Being *target = beingManager->findNearestLivingBeing(x, y, 20, Being::MONSTER);
bool newTarget = !keyboard.isKeyActive(keyboard.KEY_TARGET);
// A set target has highest priority
if (newTarget || !player_node->getTarget())
{
Uint16 targetX = x, targetY = y;
switch (player_node->getSpriteDirection())
{
case DIRECTION_UP : --targetY; break;
case DIRECTION_DOWN : ++targetY; break;
case DIRECTION_LEFT : --targetX; break;
case DIRECTION_RIGHT: ++targetX; break;
default: break;
}
// Attack priorioty is: Monster, Player, auto target
target = beingManager->findBeing(targetX, targetY, Being::MONSTER);
if (!target)
target = beingManager->findBeing(targetX, targetY, Being::PLAYER);
}
player_node->attack(target, newTarget);
}
// Target the nearest player if 'q' is pressed
if ( keyboard.isKeyActive(keyboard.KEY_TARGET_PLAYER) &&
!keyboard.isKeyActive(keyboard.KEY_TARGET) )
{
Being *target = beingManager->findNearestLivingBeing(player_node, 20, Being::PLAYER);
player_node->setTarget(target);
}
// Target the nearest monster if 'a' pressed
if ((keyboard.isKeyActive(keyboard.KEY_TARGET_CLOSEST) ||
(joystick && joystick->buttonPressed(3))) &&
!keyboard.isKeyActive(keyboard.KEY_TARGET))
{
Being *target = beingManager->findNearestLivingBeing(
x, y, 20, Being::MONSTER);
player_node->setTarget(target);
}
// Target the nearest npc if 'n' pressed
if ( keyboard.isKeyActive(keyboard.KEY_TARGET_NPC) &&
!keyboard.isKeyActive(keyboard.KEY_TARGET) )
{
Being *target = beingManager->findNearestLivingBeing(
x, y, 20, Being::NPC);
player_node->setTarget(target);
}
// Talk to the nearest NPC if 't' pressed
if ( keyboard.isKeyActive(keyboard.KEY_TALK) )
{
if (!npcTextDialog->isVisible() && !npcListDialog->isVisible())
{
Being *target = player_node->getTarget();
if (!target)
{
target = beingManager->findNearestLivingBeing(
x, y, 20, Being::NPC);
}
if (target)
{
if (target->getType() == Being::NPC)
dynamic_cast<NPC*>(target)->talk();
}
}
}
// Stop attacking if shift is pressed
if (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();
}
}
}
}
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