/* * The Mana World * Copyright 2004 The Mana World Development Team * * This file is part of The Mana World. * * The Mana World is free software; you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation; either version 2 of the License, or * any later version. * * The Mana World is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with The Mana World; if not, write to the Free Software * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA */ #include "game.h" #include #include #include #include #include #include "beingmanager.h" #include "channelmanager.h" #include "commandhandler.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 "effectmanager.h" #include "gui/buddywindow.h" #include "gui/buy.h" #include "gui/buysell.h" #include "gui/chat.h" #include "gui/confirm_dialog.h" #include "gui/debugwindow.h" #include "gui/equipmentwindow.h" #include "gui/gui.h" #include "gui/guildwindow.h" #include "gui/help.h" #include "gui/inventorywindow.h" #include "gui/itemshortcutwindow.h" #include "gui/magic.h" #include "gui/menuwindow.h" #include "gui/minimap.h" #include "gui/ministatus.h" #include "gui/npclistdialog.h" #include "gui/npcpostdialog.h" #include "gui/npc_text.h" #include "gui/ok_dialog.h" #include "gui/partywindow.h" #include "gui/quitdialog.h" #include "gui/sdlinput.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/beinghandler.h" #include "net/buysellhandler.h" #include "net/chathandler.h" #include "net/guildhandler.h" #include "net/inventoryhandler.h" #include "net/itemhandler.h" #include "net/network.h" #include "net/npchandler.h" #include "net/partyhandler.h" #include "net/playerhandler.h" #include "net/tradehandler.h" #include "net/effecthandler.h" #include "resources/imagewriter.h" extern Graphics *graphics; 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; QuitDialog *quitDialog = NULL; OkDialog *disconnectedDialog = NULL; ChatWindow *chatWindow; MenuWindow *menuWindow; StatusWindow *statusWindow; MiniStatusWindow *miniStatusWindow; BuyDialog *buyDialog; SellDialog *sellDialog; BuySellDialog *buySellDialog; InventoryWindow *inventoryWindow; NpcListDialog *npcListDialog; NpcTextDialog *npcTextDialog; NpcPostDialog *npcPostDialog; SkillDialog *skillDialog; MagicDialog *magicDialog; Setup* setupWindow; Minimap *minimap; EquipmentWindow *equipmentWindow; TradeWindow *tradeWindow; BuddyWindow *buddyWindow; GuildWindow *guildWindow; HelpWindow *helpWindow; DebugWindow *debugWindow; ItemShortcutWindow *itemShortcutWindow; PartyWindow *partyWindow; BeingManager *beingManager = NULL; FloorItemManager *floorItemManager = NULL; ChannelManager *channelManager = NULL; CommandHandler *commandHandler = NULL; EffectManager *effectManager = 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; } 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() { // Create dialogs chatWindow = new ChatWindow; menuWindow = new MenuWindow(); statusWindow = new StatusWindow(player_node); miniStatusWindow = new MiniStatusWindow(); buyDialog = new BuyDialog; sellDialog = new SellDialog; buySellDialog = new BuySellDialog(); inventoryWindow = new InventoryWindow(); npcTextDialog = new NpcTextDialog(); npcListDialog = new NpcListDialog(); npcPostDialog = new NpcPostDialog(); skillDialog = new SkillDialog(); magicDialog = new MagicDialog(); setupWindow = new Setup(); minimap = new Minimap(); equipmentWindow = new EquipmentWindow(player_node->mEquipment.get()); tradeWindow = new TradeWindow; buddyWindow = new BuddyWindow(); guildWindow = new GuildWindow(); helpWindow = new HelpWindow(); debugWindow = new DebugWindow(); itemShortcutWindow = new ItemShortcutWindow(); partyWindow = new PartyWindow(); // Initialize window positions //buddyWindow->setPosition(10, minimap->getHeight() + 30); // Set initial window visibility chatWindow->setVisible((bool) config.getValue( chatWindow->getWindowName() + "Visible", true)); miniStatusWindow->setVisible((bool) config.getValue( miniStatusWindow->getWindowName() + "Visible", true)); buyDialog->setVisible(false); sellDialog->setVisible(false); tradeWindow->setVisible(false); menuWindow->setVisible((bool) config.getValue( menuWindow->getWindowName() + "Visible", true)); itemShortcutWindow->setVisible((bool) config.getValue( itemShortcutWindow->getWindowName() + "Visible", true)); if (config.getValue("logToChat", 0)) { logger->setChatWindow(chatWindow); } } /** * Destroy all the globally accessible gui windows */ void destroyGuiWindows() { delete chatWindow; delete statusWindow; delete miniStatusWindow; delete menuWindow; delete buyDialog; delete sellDialog; delete buySellDialog; delete inventoryWindow; delete npcListDialog; delete npcTextDialog; delete npcPostDialog; delete skillDialog; delete magicDialog; delete setupWindow; delete minimap; delete equipmentWindow; delete tradeWindow; delete buddyWindow; delete guildWindow; delete helpWindow; delete debugWindow; delete itemShortcutWindow; delete partyWindow; } Game::Game(): mBeingHandler(new BeingHandler()), mBuySellHandler(new BuySellHandler()), mChatHandler(new ChatHandler()), mGuildHandler(new GuildHandler()), mInventoryHandler(new InventoryHandler()), mItemHandler(new ItemHandler()), mNpcHandler(new NPCHandler()), mPartyHandler(new PartyHandler()), mPlayerHandler(new PlayerHandler()), mTradeHandler(new TradeHandler()), mEffectHandler(new EffectHandler()), mLogicCounterId(0), mSecondsCounterId(0) { done = false; createGuiWindows(); engine = new Engine; beingManager = new BeingManager; floorItemManager = new FloorItemManager(); channelManager = new ChannelManager(); commandHandler = new CommandHandler(); effectManager = new EffectManager(); particleEngine = new Particle(NULL); particleEngine->setupEngine(); // Initialize logic and seconds counters tick_time = 0; mLogicCounterId = SDL_AddTimer(10, nextTick, NULL); mSecondsCounterId = SDL_AddTimer(1000, nextSecond, NULL); // Initialize frame limiting config.addListener("fpslimit", this); optionChanged("fpslimit"); // Initialize beings beingManager->setPlayer(player_node); 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); Net::registerHandler(mBeingHandler.get()); Net::registerHandler(mBuySellHandler.get()); Net::registerHandler(mChatHandler.get()); Net::registerHandler(mGuildHandler.get()); Net::registerHandler(mInventoryHandler.get()); Net::registerHandler(mItemHandler.get()); Net::registerHandler(mNpcHandler.get()); Net::registerHandler(mPartyHandler.get()); Net::registerHandler(mPlayerHandler.get()); Net::registerHandler(mTradeHandler.get()); Net::registerHandler(mEffectHandler.get()); } Game::~Game() { Net::clearHandlers(); delete player_node; destroyGuiWindows(); delete beingManager; delete floorItemManager; delete channelManager; delete commandHandler; delete joystick; delete particleEngine; delete engine; viewport->setMap(NULL); player_node = NULL; beingManager = NULL; floorItemManager = NULL; joystick = NULL; SDL_RemoveTimer(mLogicCounterId); SDL_RemoveTimer(mSecondsCounterId); } static bool saveScreenshot() { static unsigned int screenshotCount = 0; SDL_Surface *screenshot = graphics->getScreenshot(); // Search for an unused screenshot name std::stringstream filenameSuffix; std::stringstream filename; std::fstream testExists; bool found = false; do { screenshotCount++; filename.str(""); filenameSuffix.str(""); filename << PHYSFS_getUserDir(); #if (defined __USE_UNIX98 || defined __FreeBSD__) filenameSuffix << ".tmw/"; #elif defined __APPLE__ filenameSuffix << "Desktop/"; #endif filenameSuffix << "TMW_Screenshot_" << screenshotCount << ".png"; filename << filenameSuffix.str(); testExists.open(filename.str().c_str(), std::ios::in); found = !testExists.is_open(); testExists.close(); } while (!found); const bool success = ImageWriter::writePNG(screenshot, filename.str()); if (success) { std::stringstream chatlogentry; chatlogentry << "Screenshot saved to ~/" << filenameSuffix.str(); chatWindow->chatLog(chatlogentry.str(), BY_SERVER); } else { chatWindow->chatLog("Saving screenshot failed!", BY_SERVER); logger->log("Error: could not save screenshot."); } SDL_FreeSurface(screenshot); return success; } void Game::optionChanged(const std::string &name) { int fpsLimit = (int) config.getValue("fpslimit", 0); // Calculate new minimum frame time mMinFrameTime = fpsLimit ? 1000 / fpsLimit : 0; // Reset draw time to current time mDrawTime = tick_time * 10; } void Game::logic() { // mDrawTime has a higher granularity than gameTime in order to be able to // work with minimum frame durations in milliseconds. int gameTime = tick_time; mDrawTime = tick_time * 10; while (!done) { // Handle all necessary game logic while (get_elapsed_time(gameTime) > 0) { handleInput(); engine->logic(); gameTime++; } // This is done because at some point tick_time will wrap. gameTime = tick_time; // Update the screen when application is active, delay otherwise. if (SDL_GetAppState() & SDL_APPACTIVE) { // Draw a frame if either frames are not limited or enough time has // passed since the last frame. if (!mMinFrameTime || get_elapsed_time(mDrawTime / 10) > mMinFrameTime) { frame++; gui->draw(); graphics->updateScreen(); mDrawTime += mMinFrameTime; // Make sure to wrap mDrawTime, since tick_time will wrap. if (mDrawTime > MAX_TIME * 10) mDrawTime -= MAX_TIME * 10; } else { SDL_Delay(10); } } else { SDL_Delay(10); mDrawTime = tick_time * 10; } // Handle network stuff Net::flush(); // TODO: Fix notification when the connection is lost if (false /*!mNetwork->isConnected() */) { if (!disconnectedDialog) { disconnectedDialog = new OkDialog("Network Error", "The connection to the server was lost, " "the program will now quit"); disconnectedDialog->addActionListener(&exitListener); disconnectedDialog->requestMoveToTop(); } } } } void Game::handleInput() { if (joystick) joystick->update(); // Events SDL_Event event; while (SDL_PollEvent(&event)) { bool used = false; // Keyboard events (for discontinuous keys) if (event.type == SDL_KEYDOWN) { gcn::Window *requestedWindow = NULL; if (setupWindow->isVisible() && keyboard.getNewKeyIndex() > keyboard.KEY_NO_VALUE) { keyboard.setNewKey((int) event.key.keysym.sym); keyboard.callbackNewKey(); keyboard.setNewKeyIndex(keyboard.KEY_NO_VALUE); return; } // send straight to gui for certain windows if (npcPostDialog->isVisible()) { try { guiInput->pushInput(event); } catch (gcn::Exception e) { const char* err = e.getMessage().c_str(); logger->log("Warning: guichan input exception: %s", err); } return; } switch (event.key.keysym.sym) { case SDLK_F1: // In-game Help if (helpWindow->isVisible()) { helpWindow->setVisible(false); } else { helpWindow->loadHelp("index"); helpWindow->requestMoveToTop(); } used = true; break; case SDLK_RETURN: // Input chat window if (chatWindow->isInputFocused() || deathNotice != NULL || weightNotice != NULL) { break; } // Don not focus chat input when quit dialog is active if(quitDialog != NULL && quitDialog->isVisible()) break; // 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 (guildWindow->isVisible()) { // TODO: Check if a dialog is open and close it if so } */ // Else, open the chat edit box else { chatWindow->requestChatFocus(); used = true; } break; // Quitting confirmation dialog case SDLK_ESCAPE: if (!quitDialog) { quitDialog = new QuitDialog(&done, &quitDialog); quitDialog->requestMoveToTop(); } else { quitDialog->action(gcn::ActionEvent(NULL, "cancel")); } break; default: break; } if (keyboard.isEnabled() && !chatWindow->isInputFocused() && !guildWindow->isWindowFocused()) { const int tKey = keyboard.getKeyIndex(event.key.keysym.sym); // Do not activate shortcuts if tradewindow is visible if (!tradeWindow->isVisible()) { // Checks if any item shortcut is pressed. for (int i = KeyboardConfig::KEY_SHORTCUT_0; i <= KeyboardConfig::KEY_SHORTCUT_9; i++) { if (tKey == i && !used) { itemShortcut->useItem( i - KeyboardConfig::KEY_SHORTCUT_0); break; } } } switch (tKey) { case KeyboardConfig::KEY_PICKUP: { const Vector &pos = player_node->getPosition(); Uint16 x = (int) pos.x / 32; Uint16 y = (int) pos.y / 32; FloorItem *item = floorItemManager->findByCoordinates(x, y); // If none below the player, try the tile in front // of the player if (!item) { // Temporary until tile-based picking is // removed. switch (player_node->getSpriteDirection()) { case DIRECTION_UP : --y; break; case DIRECTION_DOWN : ++y; break; case DIRECTION_LEFT : --x; break; case DIRECTION_RIGHT: ++x; break; default: break; } item = floorItemManager->findByCoordinates(x, y); } if (item) player_node->pickUp(item); used = true; } break; case KeyboardConfig::KEY_ATTACK: player_node->attack(); 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); magicDialog->setVisible(false); setupWindow->setVisible(false); equipmentWindow->setVisible(false); helpWindow->setVisible(false); debugWindow->setVisible(false); guildWindow->setVisible(false); buddyWindow->setVisible(false); } break; case KeyboardConfig::KEY_WINDOW_STATUS: requestedWindow = statusWindow; break; case KeyboardConfig::KEY_WINDOW_INVENTORY: requestedWindow = inventoryWindow; break; case KeyboardConfig::KEY_WINDOW_EQUIPMENT: requestedWindow = equipmentWindow; break; case KeyboardConfig::KEY_WINDOW_SKILL: requestedWindow = skillDialog; break; case KeyboardConfig::KEY_WINDOW_MINIMAP: requestedWindow = minimap; break; case KeyboardConfig::KEY_WINDOW_CHAT: requestedWindow = chatWindow; break; case KeyboardConfig::KEY_WINDOW_SHORTCUT: requestedWindow = itemShortcutWindow; break; case KeyboardConfig::KEY_WINDOW_SETUP: requestedWindow = setupWindow; break; case KeyboardConfig::KEY_WINDOW_DEBUG: requestedWindow = debugWindow; break; } } if (requestedWindow) { requestedWindow->setVisible(!requestedWindow->isVisible()); if (requestedWindow->isVisible()) { requestedWindow->requestMoveToTop(); } used = true; } // Keys pressed together with Alt/Meta // Emotions and some internal gui windows #ifndef __APPLE__ if (event.key.keysym.mod & KMOD_LALT) #else if (event.key.keysym.mod & KMOD_LMETA) #endif { switch (event.key.keysym.sym) { case SDLK_p: // Screenshot (picture, hence the p) saveScreenshot(); used = true; break; default: break; case SDLK_f: // Find path to mouse (debug purpose) viewport->toggleDebugPath(); used = true; break; case SDLK_t: // Toggle accepting of incoming trade requests { TradeHandler *th = static_cast( mTradeHandler.get()); th->setAcceptTradeRequests( !th->acceptTradeRequests()); } 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; } } } // 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 && !chatWindow->isInputFocused()) { // Get the state of the keyboard keys keyboard.refreshActiveKeys(); const Vector &pos = player_node->getPosition(); Uint16 x = (int) pos.x / 32; Uint16 y = (int) pos.y / 32; unsigned char direction = 0; // Translate pressed keys to movement and direction if (keyboard.isKeyActive(keyboard.KEY_MOVE_UP) || (joystick && joystick->isUp())) { direction |= Being::UP; } 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; } // First if player is pressing key for the direction he is already // going if (direction == player_node->getWalkingDir()) { player_node->setWalkingDir(direction); } // Else if he is pressing a key, and its different from what he has // been pressing, stop (do not send this stop to the server) and // start in the new direction else if (direction && direction != player_node->getWalkingDir()) { player_node->stopWalking(false); player_node->setWalkingDir(direction); } // Else, he is not pressing a key, stop (sending to server) else { player_node->stopWalking(true); } // Target the nearest player if 'q' is pressed if (keyboard.isKeyActive(keyboard.KEY_TARGET_PLAYER)) { 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)) { 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(); } } } }