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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
 *
 *  $Id: game.cpp 4237 2008-05-14 18:57:32Z b_lindeijer $
 */

#include "game.h"

#include <fstream>
#include <physfs.h>
#include <sstream>
#include <string>

#include <guichan/sdl/sdlinput.hpp>
#include <guichan/exception.hpp>

#include "beingmanager.h"
#include "configuration.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/chargedialog.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/network.h"
#include "net/npchandler.h"
#include "net/playerhandler.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;
//NewSkillDialog *newSkillWindow;
Setup* setupWindow;
Minimap *minimap;
EquipmentWindow *equipmentWindow;
//ChargeDialog *chargeDialog;
TradeWindow *tradeWindow;
//BuddyWindow *buddyWindow;
HelpWindow *helpWindow;
DebugWindow *debugWindow;
ItemShortcutWindow *itemShortcutWindow;

BeingManager *beingManager = NULL;
FloorItemManager *floorItemManager = NULL;
Particle* particleEngine = NULL;

const int MAX_TIME = 10000;

/**
 * Listener used for exitting 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();
    //newSkillWindow = new NewSkillDialog();
    setupWindow = new Setup();
    minimap = new Minimap();
    equipmentWindow = new EquipmentWindow(player_node->mEquipment.get());
    //chargeDialog = new ChargeDialog();
    tradeWindow = new TradeWindow(network);
    //buddyWindow = new BuddyWindow();
    helpWindow = new HelpWindow();
    debugWindow = new DebugWindow();
    itemShortcutWindow = new ItemShortcutWindow();

    // Initialize window positions
    //chargeDialog->setPosition(
    //        graphics->getWidth() - 5 - chargeDialog->getWidth(),
    //        graphics->getHeight() - chargeDialog->getHeight() - 15);

    //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));
    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 chargeDialog;
    //delete newSkillWindow;
    delete tradeWindow;
    //delete buddyWindow;
    delete helpWindow;
    delete debugWindow;
    delete itemShortcutWindow;
}

Game::Game(Network *network):
    mNetwork(network),
    mBeingHandler(new BeingHandler()),
    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();
    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;
}

bool saveScreenshot(SDL_Surface *screenshot)
{
    static unsigned int screenshotCount = 0;

    // Search for an unused screenshot name
    std::stringstream filename;
    std::fstream testExists;
    bool found = false;

    do {
    screenshotCount++;
    filename.str("");
#if (defined __USE_UNIX98 || defined __FreeBSD__)
    filename << PHYSFS_getUserDir() << ".aethyra/";
#elif defined __APPLE__
    filename << PHYSFS_getUserDir() << "Desktop/";
#endif
    filename << "Ae_Screenshot_" << screenshotCount << ".png";
    testExists.open(filename.str().c_str(), std::ios::in);
    found = !testExists.is_open();
    testExists.close();
    } while (!found);

    if (ImageWriter::writePNG(screenshot, filename.str()))
    {
    std::stringstream chatlogentry;
    chatlogentry << "Screenshot saved to " << filename.str().c_str();
    chatWindow->chatLog(chatlogentry.str(), BY_SERVER);
    return true;
    }
    else
    {
    chatWindow->chatLog("Saving screenshot failed!", BY_SERVER);
    return false;
    }
}

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 != NULL)
    {
    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_ALT)
        #else
        if (event.key.keysym.mod & KMOD_LMETA)
        #endif
        {
        switch (event.key.keysym.sym)
        {
            case SDLK_p:
            // Screenshot (picture, hence the p)
            {
                SDL_Surface *screenshot =
                                graphics->getScreenshot();
                if (!saveScreenshot(screenshot))
                {
                logger->
                                    log("Error: could not save Screenshot.");
                }
                SDL_FreeSurface(screenshot);
            }
            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;
        }

        // Emotions
        Uint8 emotion;
        switch (event.key.keysym.sym)
        {
            case SDLK_1: emotion = 1; break;
            case SDLK_2: emotion = 2; break;
            case SDLK_3: emotion = 3; break;
            case SDLK_4: emotion = 4; break;
            case SDLK_5: emotion = 5; break;
            case SDLK_6: emotion = 6; break;
            case SDLK_7: emotion = 7; break;
            case SDLK_8: emotion = 8; break;
            case SDLK_9: emotion = 9; break;
            case SDLK_0: emotion = 10; break;
            case SDLK_MINUS: emotion = 11; break;
            case SDLK_EQUALS: 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;
            }
            break;

        case SDLK_F1:
            // In-game Help
            if (helpWindow->isVisible())
            {
            helpWindow->setVisible(false);
            }
            else
            {
            helpWindow->loadHelp("index");
            helpWindow->requestMoveToTop();
            }
            used = true;
            break;

        case SDLK_F2: requestedWindow = statusWindow; break;
        case SDLK_F3: requestedWindow = inventoryWindow; break;
        case SDLK_F4: requestedWindow = equipmentWindow; break;
        case SDLK_F5: requestedWindow = skillDialog; break;
        case SDLK_F6: requestedWindow = minimap; break;
        case SDLK_F7: requestedWindow = chatWindow; break;
        case SDLK_F8: requestedWindow = itemShortcutWindow; break;
        case SDLK_F9: requestedWindow = setupWindow; break;
        case SDLK_F10: requestedWindow = debugWindow; break;
        //case SDLK_F11: requestedWindow = newSkillWindow; 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"));
            }
            // 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);
        // 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;
        }
        }

        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 = NULL;
        bool newTarget = keyboard.isKeyActive(keyboard.KEY_TARGET);
        // A set target has highest priority
        if (newTarget || !player_node->getTarget())
        {
        Uint16 targetX = x, targetY = y;

        if (player_node->getDirection() & Being::UP)
            targetY--;
        if (player_node->getDirection() & Being::DOWN)
            targetY++;
        if (player_node->getDirection() & Being::LEFT)
            targetX--;
        if (player_node->getDirection() & Being::RIGHT)
            targetX++;

        // 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) )
    //if (keys[SDLK_q])
    {
        Being *target =
        beingManager->
                    findNearestLivingBeing(player_node, 20, Being::PLAYER);

        if (target)
        {
        player_node->setTarget(target);
        }
    }

    // Target the nearest monster if 'a' pressed
    if ( keyboard.isKeyActive(keyboard.KEY_TARGET_CLOSEST) )
    //if (keys[SDLK_a])
    {
        Being *target =
        beingManager->findNearestLivingBeing(x, y, 20, Being::MONSTER);

        if (target)
        {
        player_node->setTarget(target);
        }
    }

    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();
        }
    }
    }
}