/* * The Mana World * Copyright (C) 2004 The Mana World Development Team * * This file is part of The Mana World. * * 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, write to the Free Software * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA */ #include #include #include #include #include #include "beingmanager.h" #include "configuration.h" #include "effectmanager.h" #include "emoteshortcut.h" #include "engine.h" #include "flooritemmanager.h" #include "game.h" #include "graphics.h" #include "itemshortcut.h" #include "joystick.h" #include "keyboardconfig.h" #include "localplayer.h" #include "log.h" #include "npc.h" #include "particle.h" #include "player_relations.h" #include "gui/buy.h" #include "gui/buysell.h" #include "gui/chat.h" #include "gui/confirm_dialog.h" #include "gui/debugwindow.h" #include "gui/emoteshortcutcontainer.h" #include "gui/emotewindow.h" #include "gui/equipmentwindow.h" #include "gui/gui.h" #include "gui/help.h" #include "gui/inventorywindow.h" #include "gui/shortcutwindow.h" #include "gui/itemshortcutcontainer.h" #include "gui/menuwindow.h" #include "gui/minimap.h" #include "gui/ministatus.h" #include "gui/npcintegerdialog.h" #include "gui/npclistdialog.h" #include "gui/npcstringdialog.h" #include "gui/npc_text.h" #include "gui/ok_dialog.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/equipmenthandler.h" #include "net/inventoryhandler.h" #include "net/itemhandler.h" #include "net/messageout.h" #include "net/network.h" #include "net/npchandler.h" #include "net/playerhandler.h" #include "net/protocol.h" #include "net/skillhandler.h" #include "net/tradehandler.h" #include "resources/imagewriter.h" #include "utils/gettext.h" 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; EmoteWindow *emoteWindow; NpcIntegerDialog *npcIntegerDialog; NpcListDialog *npcListDialog; NpcTextDialog *npcTextDialog; NpcStringDialog *npcStringDialog; SkillDialog *skillDialog; Setup* setupWindow; Minimap *minimap; EquipmentWindow *equipmentWindow; TradeWindow *tradeWindow; HelpWindow *helpWindow; DebugWindow *debugWindow; ShortcutWindow *itemShortcutWindow; ShortcutWindow *emoteShortcutWindow; BeingManager *beingManager = NULL; FloorItemManager *floorItemManager = NULL; Particle* particleEngine = NULL; EffectManager *effectManager = NULL; const int MAX_TIME = 10000; /** * Listener used for exiting handling. */ namespace { struct ExitListener : public gcn::ActionListener { void action(const gcn::ActionEvent &event) { if (event.getId() == "yes" || event.getId() == "ok") done = true; exitConfirm = NULL; disconnectedDialog = NULL; } } exitListener; } /** * Advances game logic counter. */ Uint32 nextTick(Uint32 interval, void *param) { tick_time++; if (tick_time == MAX_TIME) tick_time = 0; return interval; } /** * Updates fps. */ Uint32 nextSecond(Uint32 interval, void *param) { fps = frame; frame = 0; return interval; } int get_elapsed_time(int start_time) { if (start_time <= tick_time) return (tick_time - start_time) * 10; else return (tick_time + (MAX_TIME - start_time)) * 10; } /** * Create all the various globally accessible gui windows */ void createGuiWindows(Network *network) { // Create dialogs chatWindow = new ChatWindow(network); menuWindow = new MenuWindow; statusWindow = new StatusWindow(player_node); miniStatusWindow = new MiniStatusWindow; buyDialog = new BuyDialog(network); sellDialog = new SellDialog(network); buySellDialog = new BuySellDialog(network); inventoryWindow = new InventoryWindow; emoteWindow = new EmoteWindow; npcTextDialog = new NpcTextDialog(network); npcIntegerDialog = new NpcIntegerDialog(network); npcListDialog = new NpcListDialog(network); npcStringDialog = new NpcStringDialog(network); skillDialog = new SkillDialog; setupWindow = new Setup; minimap = new Minimap; equipmentWindow = new EquipmentWindow; tradeWindow = new TradeWindow(network); helpWindow = new HelpWindow; debugWindow = new DebugWindow; itemShortcutWindow = new ShortcutWindow("ItemShortcut", new ItemShortcutContainer); emoteShortcutWindow = new ShortcutWindow("emoteShortcut", new EmoteShortcutContainer); // Set initial window visibility chatWindow->setVisible((bool) config.getValue( chatWindow->getWindowName() + "Visible", true)); miniStatusWindow->setVisible((bool) config.getValue( miniStatusWindow->getWindowName() + "Visible", true)); buyDialog->setVisible(false); sellDialog->setVisible(false); minimap->setVisible((bool) config.getValue( minimap->getWindowName() + "Visible", true)); tradeWindow->setVisible(false); menuWindow->setVisible((bool) config.getValue( menuWindow->getWindowName() + "Visible", true)); itemShortcutWindow->setVisible((bool) config.getValue( itemShortcutWindow->getWindowName() + "Visible", true)); emoteShortcutWindow->setVisible((bool) config.getValue( emoteShortcutWindow->getWindowName() + "Visible", true)); minimap->setVisible((bool) config.getValue( minimap->getWindowName() + "Visible", true)); } /** * Destroy all the globally accessible gui windows */ void destroyGuiWindows() { logger->setChatWindow(NULL); delete chatWindow; delete statusWindow; delete miniStatusWindow; delete menuWindow; delete buyDialog; delete sellDialog; delete buySellDialog; delete inventoryWindow; delete emoteWindow; delete npcIntegerDialog; delete npcListDialog; delete npcTextDialog; delete npcStringDialog; delete skillDialog; delete setupWindow; delete minimap; delete equipmentWindow; delete tradeWindow; delete helpWindow; delete debugWindow; delete itemShortcutWindow; delete emoteShortcutWindow; } Game::Game(Network *network): mNetwork(network), mBeingHandler(new BeingHandler(config.getValue("EnableSync", 0) == 1)), mBuySellHandler(new BuySellHandler), mChatHandler(new ChatHandler), mEquipmentHandler(new EquipmentHandler), mInventoryHandler(new InventoryHandler), mItemHandler(new ItemHandler), mNpcHandler(new NPCHandler), mPlayerHandler(new PlayerHandler), mSkillHandler(new SkillHandler), mTradeHandler(new TradeHandler), mLastTarget(Being::UNKNOWN) { createGuiWindows(network); engine = new Engine(network); beingManager = new BeingManager(network); floorItemManager = new FloorItemManager; effectManager = new EffectManager; particleEngine = new Particle(NULL); particleEngine->setupEngine(); // Initialize timers tick_time = 0; SDL_AddTimer(10, nextTick, NULL); // Logic counter SDL_AddTimer(1000, nextSecond, NULL); // Seconds counter // Initialize frame limiting config.addListener("fpslimit", this); optionChanged("fpslimit"); // Initialize beings beingManager->setPlayer(player_node); player_node->setNetwork(network); Joystick::init(); // TODO: The user should be able to choose which one to use // Open the first device if (Joystick::getNumberOfJoysticks() > 0) joystick = new Joystick(0); network->registerHandler(mBeingHandler.get()); network->registerHandler(mBuySellHandler.get()); network->registerHandler(mChatHandler.get()); network->registerHandler(mEquipmentHandler.get()); network->registerHandler(mInventoryHandler.get()); network->registerHandler(mItemHandler.get()); network->registerHandler(mNpcHandler.get()); network->registerHandler(mPlayerHandler.get()); network->registerHandler(mSkillHandler.get()); network->registerHandler(mTradeHandler.get()); /* * To prevent the server from sending data before the client * has initialized, I've modified it to wait for a "ping" * from the client to complete its initialization * * Note: This only affects the latest eAthena version. This * packet is handled by the older version, but its response * is ignored by the client */ MessageOut msg(mNetwork); msg.writeInt16(CMSG_CLIENT_PING); msg.writeInt32(tick_time); engine->changeMap(map_path); } Game::~Game() { delete player_node; destroyGuiWindows(); delete beingManager; delete floorItemManager; delete joystick; delete particleEngine; delete engine; beingManager = NULL; floorItemManager = NULL; joystick = NULL; } static bool saveScreenshot() { static unsigned int screenshotCount = 0; SDL_Surface *screenshot = graphics->getScreenshot(); // Search for an unused screenshot name std::stringstream filenameSuffix; std::stringstream filename; std::fstream testExists; bool found = false; do { screenshotCount++; filename.str(""); filenameSuffix.str(""); filename << PHYSFS_getUserDir(); #if (defined __USE_UNIX98 || defined __FreeBSD__) filenameSuffix << ".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 mNetwork->flush(); mNetwork->dispatchMessages(); if (!mNetwork->isConnected()) { if (!disconnectedDialog) { disconnectedDialog = new OkDialog(_("Network Error"), _("The connection to the " "server was lost, the " "program will now quit")); disconnectedDialog->addActionListener(&exitListener); disconnectedDialog->requestMoveToTop(); } } } } void Game::handleInput() { if (joystick) joystick->update(); // Events SDL_Event event; while (SDL_PollEvent(&event)) { bool used = false; // Keyboard events (for discontinuous keys) if (event.type == SDL_KEYDOWN) { gcn::Window *requestedWindow = NULL; if (setupWindow->isVisible() && keyboard.getNewKeyIndex() > keyboard.KEY_NO_VALUE) { keyboard.setNewKey((int) event.key.keysym.sym); keyboard.callbackNewKey(); keyboard.setNewKeyIndex(keyboard.KEY_NO_VALUE); return; } // Mode switch to emotes if (keyboard.isKeyActive(keyboard.KEY_EMOTE)) { // Emotions int emotion = keyboard.getKeyEmoteOffset(event.key.keysym.sym); if (emotion) { emoteShortcut->useEmote(emotion); used = true; return; } } if (!(chatWindow->isInputFocused() || deathNotice || weightNotice)) if (keyboard.isKeyActive(keyboard.KEY_OK)) { if (exitConfirm && keyboard.isKeyActive(keyboard.KEY_TOGGLE_CHAT)) done = true; // Close the Browser if opened else if (helpWindow->isVisible() && keyboard.isKeyActive(keyboard.KEY_OK)) helpWindow->setVisible(false); // Close the config window, cancelling changes if opened else if (setupWindow->isVisible() && keyboard.isKeyActive(keyboard.KEY_OK)) setupWindow->action(gcn::ActionEvent(NULL, "cancel")); // Submits the text and proceeds to the next dialog else if (npcStringDialog->isVisible() && keyboard.isKeyActive(keyboard.KEY_OK)) npcStringDialog->action(gcn::ActionEvent(NULL, "ok")); // Proceed to the next dialog option, or close the window else if (npcTextDialog->isVisible() && keyboard.isKeyActive(keyboard.KEY_OK)) npcTextDialog->action(gcn::ActionEvent(NULL, "ok")); // Choose the currently highlighted dialogue option else if (npcListDialog->isVisible() && keyboard.isKeyActive(keyboard.KEY_OK)) npcListDialog->action(gcn::ActionEvent(NULL, "ok")); // Submits the text and proceeds to the next dialog else if (npcIntegerDialog->isVisible() && keyboard.isKeyActive(keyboard.KEY_OK)) npcIntegerDialog->action(gcn::ActionEvent(NULL, "ok")); } if (keyboard.isKeyActive(keyboard.KEY_TOGGLE_CHAT)) { if (chatWindow->requestChatFocus()) used = true; } 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 (!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() && !npcStringDialog->isInputFocused()) { const int tKey = keyboard.getKeyIndex(event.key.keysym.sym); // Do not activate shortcuts if tradewindow is visible if (!tradeWindow->isVisible()) { // Checks if any item shortcut is pressed. for (int i = KeyboardConfig::KEY_SHORTCUT_1; i <= KeyboardConfig::KEY_SHORTCUT_12; i++) { if (tKey == i && !used) { itemShortcut->useItem( i - KeyboardConfig::KEY_SHORTCUT_1); 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); emoteWindow->setVisible(false); skillDialog->setVisible(false); setupWindow->setVisible(false); equipmentWindow->setVisible(false); helpWindow->setVisible(false); debugWindow->setVisible(false); } break; case KeyboardConfig::KEY_WINDOW_STATUS: requestedWindow = statusWindow; break; case KeyboardConfig::KEY_WINDOW_INVENTORY: requestedWindow = inventoryWindow; break; case KeyboardConfig::KEY_WINDOW_EQUIPMENT: requestedWindow = equipmentWindow; break; case KeyboardConfig::KEY_WINDOW_SKILL: requestedWindow = skillDialog; break; case KeyboardConfig::KEY_WINDOW_MINIMAP: minimap->toggle(); 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; case KeyboardConfig::KEY_WINDOW_EMOTE: requestedWindow = emoteWindow; break; case KeyboardConfig::KEY_WINDOW_EMOTE_SHORTCUT: requestedWindow = emoteShortcutWindow; break; case KeyboardConfig::KEY_SCREENSHOT: // Screenshot (picture, hence the p) saveScreenshot(); used = true; break; case KeyboardConfig::KEY_PATHFIND: // Find path to mouse (debug purpose) viewport->toggleDebugPath(); used = true; break; case KeyboardConfig::KEY_TRADE: // 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; } } 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(); // 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; } 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; switch (player_node->getSpriteDirection()) { case DIRECTION_UP : --targetY; break; case DIRECTION_DOWN : ++targetY; break; case DIRECTION_LEFT : --targetX; break; case DIRECTION_RIGHT: ++targetX; break; default: break; } // Attack priorioty is: Monster, Player, auto target target = beingManager->findBeing(targetX, targetY, Being::MONSTER); if (!target) target = beingManager->findBeing(targetX, targetY, Being::PLAYER); } player_node->attack(target, newTarget); } // Target the nearest player/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)) { Being::Type currentTarget = Being::UNKNOWN; if (keyboard.isKeyActive(keyboard.KEY_TARGET_CLOSEST) || (joystick && joystick->buttonPressed(3))) currentTarget = Being::MONSTER; else if (keyboard.isKeyActive(keyboard.KEY_TARGET_PLAYER)) currentTarget = Being::PLAYER; else if (keyboard.isKeyActive(keyboard.KEY_TARGET_NPC)) currentTarget = Being::NPC; Being *target = beingManager->findNearestLivingBeing(player_node, 20, currentTarget); if (target && (target != player_node->getTarget() || currentTarget != mLastTarget)) { player_node->setTarget(target); mLastTarget = currentTarget; } } else mLastTarget = Being::UNKNOWN; // Reset last target // Talk to the nearest NPC if 't' pressed if ( keyboard.isKeyActive(keyboard.KEY_TALK) ) { if (!npcTextDialog->isVisible() && !npcListDialog->isVisible() && !npcStringDialog->isVisible() && !npcIntegerDialog->isVisible()) { Being *target = player_node->getTarget(); if (target) { if (target->getType() == Being::NPC) dynamic_cast(target)->talk(); } } } // Stop attacking if shift is pressed if (keyboard.isKeyActive(keyboard.KEY_TARGET)) { player_node->stopAttack(); } if (joystick) { if (joystick->buttonPressed(1)) { FloorItem *item = floorItemManager->findByCoordinates(x, y); if (item) player_node->pickUp(item); } else if (joystick->buttonPressed(2)) { player_node->toggleSit(); } } } }