/*
* The ManaPlus Client
* Copyright (C) 2004-2009 The Mana World Development Team
* Copyright (C) 2009-2010 The Mana Developers
* Copyright (C) 2011-2012 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 "auctionmanager.h"
#include "channelmanager.h"
#include "commandhandler.h"
#include "effectmanager.h"
#include "emoteshortcut.h"
#include "guildmanager.h"
#include "inputmanager.h"
#include "itemshortcut.h"
#include "joystick.h"
#include "keyboardconfig.h"
#include "localplayer.h"
#include "logger.h"
#include "particle.h"
#include "sound.h"
#include "spellshortcut.h"
#include "gui/botcheckerwindow.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/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"
#include "gui/specialswindow.h"
#include "gui/skilldialog.h"
#include "gui/statuswindow.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/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 "utils/translation/translationmanager.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 = nullptr;
OkDialog *weightNotice = nullptr;
int weightNoticeTime = 0;
OkDialog *deathNotice = nullptr;
QuitDialog *quitDialog = nullptr;
OkDialog *disconnectedDialog = nullptr;
ChatWindow *chatWindow = 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;
SpecialsWindow *specialsWindow = nullptr;
ShortcutWindow *dropShortcutWindow = nullptr;
ShortcutWindow *spellShortcutWindow = nullptr;
WhoIsOnline *whoIsOnline = nullptr;
DidYouKnowWindow *didYouKnowWindow = nullptr;
KillStats *killStats = nullptr;
BotCheckerWindow *botCheckerWindow = nullptr;
SocialWindow *socialWindow = nullptr;
WindowMenu *windowMenu = nullptr;
ActorSpriteManager *actorSpriteManager = nullptr;
ChannelManager *channelManager = nullptr;
CommandHandler *commandHandler = nullptr;
MumbleManager *mumbleManager = nullptr;
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;
const unsigned adjustDelay = 10;
/**
* Initialize every game sub-engines in the right order
*/
static void initEngines()
{
DepricatedEvent::trigger(CHANNEL_GAME,
DepricatedEvent(EVENT_ENGINESINITALIZING));
actorSpriteManager = new ActorSpriteManager;
commandHandler = new CommandHandler;
channelManager = new ChannelManager;
effectManager = new EffectManager;
AuctionManager::init();
GuildManager::init();
particleEngine = new Particle(nullptr);
particleEngine->setupEngine();
DepricatedEvent::trigger(CHANNEL_GAME,
DepricatedEvent(EVENT_ENGINESINITALIZED));
}
/**
* Create all the various globally accessible gui windows
*/
static void createGuiWindows()
{
DepricatedEvent::trigger(CHANNEL_GAME,
DepricatedEvent(EVENT_GUIWINDOWSLOADING));
if (setupWindow)
setupWindow->clearWindowsForReset();
if (emoteShortcut)
emoteShortcut->load();
// Create dialogs
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;
helpWindow = new HelpWindow;
debugWindow = new DebugWindow;
itemShortcutWindow = new ShortcutWindow(
"ItemShortcut", "items.xml", 83, 460);
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, "emotes.xml");
outfitWindow = new OutfitWindow();
specialsWindow = new SpecialsWindow();
dropShortcutWindow = new ShortcutWindow("DropShortcut",
new DropShortcutContainer, "drops.xml");
spellShortcutWindow = new ShortcutWindow("SpellShortcut", "spells.xml",
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 = nullptr;
}
if (config.getBoolValue("enableBattleTab"))
{
battleChatTab = new BattleTab;
battleChatTab->setAllowHighlight(false);
}
else
{
battleChatTab = nullptr;
}
if (config.getBoolValue("logToChat"))
logger->setChatWindow(chatWindow);
if (!isSafeMode && chatWindow)
chatWindow->loadState();
if (setupWindow)
setupWindow->externalUpdate();
if (player_node)
player_node->updateStatus();
DepricatedEvent::trigger(CHANNEL_GAME,
DepricatedEvent(EVENT_GUIWINDOWSLOADED));
}
#define del_0(X) { delete X; X = nullptr; }
/**
* Destroy all the globally accessible gui windows
*/
static void destroyGuiWindows()
{
DepricatedEvent::trigger(CHANNEL_GAME,
DepricatedEvent(EVENT_GUIWINDOWSUNLOADING));
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)
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);
DepricatedEvent::trigger(CHANNEL_GAME,
DepricatedEvent(EVENT_GUIWINDOWSUNLOADED));
if (auctionManager && AuctionManager::getEnableAuctionBot())
auctionManager->reload();
if (guildManager && GuildManager::getEnableGuildBot())
guildManager->reload();
}
Game *Game::mInstance = nullptr;
Game::Game():
mLastTarget(ActorSprite::UNKNOWN),
mCurrentMap(nullptr),
mMapName(""),
mValidSpeed(true),
mLastAction(0),
mNextAdjustTime(cur_time + adjustDelay),
mAdjustLevel(0),
mLowerCounter(0)
{
spellManager = new SpellManager;
spellShortcut = new SpellShortcut;
assert(!mInstance);
mInstance = this;
disconnectedDialog = nullptr;
mAdjustPerfomance = config.getBoolValue("adjustPerfomance");
// Create the viewport
viewport = new Viewport;
viewport->setSize(mainGraphics->mWidth, mainGraphics->mHeight);
gcn::Container *top = static_cast<gcn::Container*>(gui->getTop());
top->add(viewport);
viewport->requestMoveToBottom();
createGuiWindows();
windowMenu = new WindowMenu;
// mWindowMenu = windowMenu;
if (windowContainer)
windowContainer->add(windowMenu);
initEngines();
// Initialize beings
if (actorSpriteManager)
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);
if (setupWindow)
setupWindow->setInGame(true);
clearKeysArray();
if (guildManager && GuildManager::getEnableGuildBot())
guildManager->requestGuildInfo();
DepricatedEvent::trigger(CHANNEL_GAME,
DepricatedEvent(EVENT_CONSTRUCTED));
}
Game::~Game()
{
config.write();
serverConfig.write();
resetAdjustLevel();
// 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(particleEngine)
del_0(viewport)
del_0(mCurrentMap)
del_0(spellManager)
del_0(spellShortcut)
del_0(auctionManager)
del_0(guildManager)
del_0(mumbleManager)
Being::clearCache();
mInstance = nullptr;
DepricatedEvent::trigger(CHANNEL_GAME,
DepricatedEvent(EVENT_DESTRUCTED));
}
bool Game::saveScreenshot()
{
static unsigned int screenshotCount = 0;
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;
// 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("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;
// 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(nullptr));
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)
{
if (!disconnectedDialog)
{
errorMessage = _("The connection to the server was lost.");
disconnectedDialog = new OkDialog(_("Network Error"),
errorMessage, DIALOG_ERROR, false);
disconnectedDialog->addActionListener(&errorListener);
disconnectedDialog->requestMoveToTop();
}
}
if (viewport && !errorMessage.empty())
{
Map *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 = "";
}
else
{
if (mAdjustPerfomance)
adjustPerfomance();
if (disconnectedDialog)
{
disconnectedDialog->scheduleDelete();
disconnectedDialog = nullptr;
}
}
}
void Game::adjustPerfomance()
{
if (mNextAdjustTime <= adjustDelay)
{
mNextAdjustTime = cur_time + adjustDelay;
}
else if (mNextAdjustTime < (unsigned)cur_time)
{
mNextAdjustTime = cur_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 = cur_time + 1;
mLowerCounter = 2;
}
break;
}
case 2:
if (Particle::emitterSkip < 4)
{
Particle::emitterSkip = 4;
// config.setValue("particleEmitterSkip", 3);
if (localChatTab)
{
localChatTab->chatLog("Auto lower Particle "
"effects", BY_SERVER);
}
}
else
{
mNextAdjustTime = cur_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::handleMoveAndAttack()
{
// Moving player around
if (player_node->isAlive() && !Being::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)
{
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);
}
}
bool joyAttack(false);
if (joystick && joystick->buttonPressed(0))
joyAttack = true;
if ((player_node->getFollow().empty() || joyAttack) && mValidSpeed)
{
// Attacking monsters
if (inputManager.isActionActive(Input::KEY_ATTACK))
{
if (player_node->getTarget())
player_node->attack(player_node->getTarget(), true);
}
if ((inputManager.isActionActive(Input::KEY_TARGET_ATTACK)
|| joyAttack)
/*&& !inputManager.isActionActive(Input::KEY_MOVE_TO_TARGET)*/
)
{
Being *target = nullptr;
bool newTarget = !inputManager.isActionActive(Input::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 (!inputManager.isActionActive(Input::KEY_EMOTE))
{
// Target the nearest player/monster/npc
if ((inputManager.isActionActive(Input::KEY_TARGET_PLAYER) ||
inputManager.isActionActive(Input::KEY_TARGET_CLOSEST) ||
inputManager.isActionActive(Input::KEY_TARGET_NPC) ||
(joystick && joystick->buttonPressed(3))) &&
!inputManager.isActionActive(Input::KEY_TARGET) &&
!inputManager.isActionActive(Input::KEY_UNTARGET))
{
ActorSprite::Type currentTarget = ActorSprite::UNKNOWN;
if (inputManager.isActionActive(Input::KEY_TARGET_CLOSEST) ||
(joystick && joystick->buttonPressed(3)))
{
currentTarget = ActorSprite::MONSTER;
}
else if (inputManager.isActionActive(Input::KEY_TARGET_PLAYER))
{
currentTarget = ActorSprite::PLAYER;
}
else if (inputManager.isActionActive(Input::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
}
}
// Stop attacking if the right key is pressed
if (!inputManager.isActionActive(Input::KEY_ATTACK)
&& !inputManager.isActionActive(Input::KEY_EMOTE))
{
if (inputManager.isActionActive(Input::KEY_TARGET)
|| (joystick && joystick->buttonPressed(4)))
{
player_node->stopAttack();
}
else if (inputManager.isActionActive(Input::KEY_UNTARGET))
{
player_node->untarget();
}
}
if (joystick)
{
if (joystick->buttonPressed(1))
player_node->pickUpItems();
else if (joystick->buttonPressed(2))
player_node->toggleSit();
}
}
}
void Game::handleActive(SDL_Event &event)
{
// 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->getAway())
fpsLimit = config.getIntValue("fpslimit");
if (player_node)
player_node->setHalfAway(false);
}
else
{ // window minimisation
Client::setIsMinimized(true);
if (player_node && !player_node->getAway())
{
fpsLimit = config.getIntValue("altfpslimit");
player_node->setHalfAway(true);
}
}
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);
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()
{
if (joystick)
joystick->update();
// Events
SDL_Event event;
while (SDL_PollEvent(&event))
{
updateHistory(event);
checkKeys();
if (inputManager.handleEvent(event))
return;
if (event.type == SDL_VIDEORESIZE)
{
// Let the client deal with this one (it'll pass down from there)
Client::resize(event.resize.w, event.resize.h);
}
// Active event
else if (event.type == SDL_ACTIVEEVENT)
{
handleActive(event);
}
// Quit event
else if (event.type == SDL_QUIT)
{
Client::setState(STATE_EXIT);
}
} // End while
// If the user is configuring the keys then don't respond.
if (!player_node || !keyboard.isEnabled() || player_node->getAway())
return;
// If pressed outfits keys, stop processing keys.
if (inputManager.isActionActive(Input::KEY_WEAR_OUTFIT)
|| inputManager.isActionActive(Input::KEY_COPY_OUTFIT)
|| (setupWindow && setupWindow->isVisible()))
{
return;
}
handleMoveAndAttack();
}
/**
* Changes the currently active map. Should only be called while the game is
* running.
*/
void Game::changeMap(const std::string &mapPath)
{
resetAdjustLevel();
// 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/")
+ 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()),
DIALOG_ERROR, false);
}
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
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);
DepricatedEvent event(EVENT_MAPLOADED);
event.setString("mapPath", mapPath);
DepricatedEvent::trigger(CHANNEL_GAME, event);
}
void Game::updateHistory(SDL_Event &event)
{
if (!player_node || !player_node->getAttackType())
return;
bool old = false;
if (event.key.keysym.sym != -1)
{
int key = keyboard.getKeyIndex(event);
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 || !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;
}
}
void Game::closeDialogs()
{
Client::closeDialogs();
if (deathNotice)
{
deathNotice->scheduleDelete();
deathNotice = nullptr;
}
}
void Game::videoResized(int width, int height)
{
if (viewport)
viewport->setSize(width, height);
if (windowMenu)
windowMenu->setPosition(width - 3 - windowMenu->getWidth(), 3);
}