summaryrefslogblamecommitdiff
path: root/src/game.cpp
blob: 82a77c0bb4cadd1568e77183f890f2d83ea06f25 (plain) (tree)
1
2
3
4
5
6
7
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
1093
1094
1095
1096
1097
1098
1099
1100
1101
1102
1103
1104
1105
1106
1107
1108
1109
  
                       

                                                            
                                               
  
                                             










































                                                                         

                              



                                
                           
















                                
                            


















                                               
                            



















                                      
                         



                                    







                                          
                                             













                                           
















































                                                                              



                                                                     




















                                                                         
 
                                                             






                                                       







































































                                                                               
                               








































































































































































































                                                                              






                                                     

                                        
                                                                 
                                                                   



                                                                  







                                                 


























                                                                  
                                                                           












                                                               
                                               































































































































































































































































































































































































































































































































































                                                                               
                                           




































































                                                                         
                                                           
         
                                                             
             
                                                             
                 




                                                                         

                 
                                                                    
             
                                                               
                 




                                                                           

                 
                                                                    
             
                                                               
                 




                                                                           

                 
                                                                     
             
                                                                
                 




                                                                            












































































































































































                                                                              


                                                                     
                                                             

                                     

                                  
                                                           







                                                                              


                                      



















                                                                          





                                                







































































































                                                                         
/*
 *  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 "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/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/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"

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;
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));
    }

    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);

    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->getWidth(),
                                          graphics->getHeight()));

    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);

    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;
    }
}