/* * The ManaPlus Client * Copyright (C) 2004-2009 The Mana World Development Team * Copyright (C) 2009-2010 The Mana Developers * Copyright (C) 2011-2013 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 "main.h" #include "actorspritemanager.h" #include "auctionmanager.h" #include "animatedsprite.h" #include "client.h" #include "commandhandler.h" #include "effectmanager.h" #include "emoteshortcut.h" #include "guildmanager.h" #include "inputmanager.h" #include "itemshortcut.h" #include "joystick.h" #include "keyboardconfig.h" #include "localplayer.h" #include "particle.h" #include "playerinfo.h" #include "soundmanager.h" #include "spellshortcut.h" #include "touchmanager.h" #include "gui/botcheckerwindow.h" #include "gui/debugwindow.h" #include "gui/didyouknowwindow.h" #include "gui/equipmentwindow.h" #include "gui/gui.h" #include "gui/helpwindow.h" #include "gui/inventorywindow.h" #include "gui/killstats.h" #include "gui/minimap.h" #include "gui/ministatuswindow.h" #include "gui/okdialog.h" #include "gui/outfitwindow.h" #include "gui/setup.h" #include "gui/shopwindow.h" #include "gui/shortcutwindow.h" #include "gui/socialwindow.h" #ifdef MANASERV_SUPPORT #include "gui/specialswindow.h" #endif #include "gui/skilldialog.h" #include "gui/statuswindow.h" #include "gui/textdialog.h" #include "gui/tradewindow.h" #include "gui/viewport.h" #include "gui/questswindow.h" #include "gui/windowmenu.h" #include "gui/whoisonline.h" #include "gui/widgets/battletab.h" #include "gui/widgets/dropshortcutcontainer.h" #include "gui/widgets/emoteshortcutcontainer.h" #include "gui/widgets/gmtab.h" #include "gui/widgets/itemshortcutcontainer.h" #include "gui/widgets/langtab.h" #include "gui/widgets/spellshortcutcontainer.h" #include "gui/widgets/tradetab.h" #include "net/generalhandler.h" #include "net/gamehandler.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/langs.h" #include "utils/mkdir.h" #include "utils/physfstools.h" #include "utils/process.h" #include <guichan/exception.hpp> #include <guichan/focushandler.hpp> #include <fstream> #include <sstream> #include <string> #include "mumblemanager.h" #include "debug.h" Joystick *joystick = nullptr; OkDialog *weightNotice = nullptr; int weightNoticeTime = 0; OkDialog *deathNotice = nullptr; QuitDialog *quitDialog = nullptr; OkDialog *disconnectedDialog = nullptr; ChatWindow *chatWindow = nullptr; StatusWindow *statusWindow = nullptr; MiniStatusWindow *miniStatusWindow = nullptr; InventoryWindow *inventoryWindow = nullptr; ShopWindow *shopWindow = nullptr; SkillDialog *skillDialog = nullptr; Minimap *minimap = nullptr; EquipmentWindow *equipmentWindow = nullptr; EquipmentWindow *beingEquipmentWindow = nullptr; TradeWindow *tradeWindow = nullptr; HelpWindow *helpWindow = nullptr; DebugWindow *debugWindow = nullptr; ShortcutWindow *itemShortcutWindow = nullptr; ShortcutWindow *emoteShortcutWindow = nullptr; OutfitWindow *outfitWindow = nullptr; #ifdef MANASERV_SUPPORT SpecialsWindow *specialsWindow = nullptr; #endif ShortcutWindow *dropShortcutWindow = nullptr; ShortcutWindow *spellShortcutWindow = nullptr; WhoIsOnline *whoIsOnline = nullptr; DidYouKnowWindow *didYouKnowWindow = nullptr; KillStats *killStats = nullptr; BotCheckerWindow *botCheckerWindow = nullptr; SocialWindow *socialWindow = nullptr; QuestsWindow *questsWindow = nullptr; WindowMenu *windowMenu = nullptr; ActorSpriteManager *actorSpriteManager = nullptr; CommandHandler *commandHandler = nullptr; #ifdef USE_MUMBLE MumbleManager *mumbleManager = nullptr; #endif Particle *particleEngine = nullptr; EffectManager *effectManager = nullptr; SpellManager *spellManager = nullptr; Viewport *viewport = nullptr; /**< Viewport on the map. */ GuildManager *guildManager = nullptr; AuctionManager *auctionManager = nullptr; ChatTab *localChatTab = nullptr; ChatTab *debugChatTab = nullptr; TradeTab *tradeChatTab = nullptr; BattleTab *battleChatTab = nullptr; GmTab *gmChatTab = nullptr; LangTab *langChatTab = nullptr; const unsigned adjustDelay = 10; /** * Initialize every game sub-engines in the right order */ static void initEngines() { actorSpriteManager = new ActorSpriteManager; commandHandler = new CommandHandler; effectManager = new EffectManager; AuctionManager::init(); GuildManager::init(); particleEngine = new Particle(nullptr); particleEngine->setupEngine(); BeingInfo::init(); Net::getGameHandler()->initEngines(); keyboard.update(); if (joystick) joystick->update(); } /** * Create all the various globally accessible gui windows */ static void createGuiWindows() { if (setupWindow) setupWindow->clearWindowsForReset(); if (emoteShortcut) emoteShortcut->load(); // Create dialogs chatWindow = new ChatWindow; chatWindow->updateVisibility(); tradeWindow = new TradeWindow; equipmentWindow = new EquipmentWindow(PlayerInfo::getEquipment(), player_node); beingEquipmentWindow = new EquipmentWindow(nullptr, nullptr, true); beingEquipmentWindow->setVisible(false); statusWindow = new StatusWindow; miniStatusWindow = new MiniStatusWindow; inventoryWindow = new InventoryWindow(PlayerInfo::getInventory()); shopWindow = new ShopWindow; skillDialog = new SkillDialog; minimap = new Minimap; helpWindow = new HelpWindow; debugWindow = new DebugWindow; itemShortcutWindow = new ShortcutWindow( "ItemShortcut", "items.xml", 83, 460); for (unsigned f = 0; f < SHORTCUT_TABS; f ++) { itemShortcutWindow->addTab(toString(f + 1), new ItemShortcutContainer(f)); } didYouKnowWindow = new DidYouKnowWindow; if (config.getBoolValue("showDidYouKnow")) { didYouKnowWindow->setVisible(true); didYouKnowWindow->loadData(); } emoteShortcutWindow = new ShortcutWindow("EmoteShortcut", new EmoteShortcutContainer, "emotes.xml", 130, 480); outfitWindow = new OutfitWindow(); #ifdef MANASERV_SUPPORT specialsWindow = new SpecialsWindow(); #endif dropShortcutWindow = new ShortcutWindow("DropShortcut", new DropShortcutContainer, "drops.xml"); spellShortcutWindow = new ShortcutWindow("SpellShortcut", "spells.xml", 265, 328); for (unsigned 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; if (serverVersion >= 6) questsWindow = new QuestsWindow; localChatTab = new ChatTab(chatWindow, _("General"), GENERAL_CHANNEL); localChatTab->setAllowHighlight(false); if (config.getBoolValue("showChatHistory")) localChatTab->loadFromLogFile("#General"); if (serverVersion >= 8 && serverConfig.getValue("enableLangTab", 1)) { const std::string lang = getLangShort(); if (lang.size() == 2) { langChatTab = new LangTab(chatWindow, lang); langChatTab->setAllowHighlight(false); } } debugChatTab = new ChatTab(chatWindow, _("Debug"), ""); debugChatTab->setAllowHighlight(false); if (config.getBoolValue("enableTradeTab")) { tradeChatTab = new TradeTab(chatWindow); tradeChatTab->setAllowHighlight(false); } else { tradeChatTab = nullptr; } if (config.getBoolValue("enableBattleTab")) { battleChatTab = new BattleTab(chatWindow); battleChatTab->setAllowHighlight(false); } else { battleChatTab = nullptr; } if (player_node && !gmChatTab && config.getBoolValue("enableGmTab") && player_node->getGMLevel() > 0) { gmChatTab = new GmTab(chatWindow); } if (config.getBoolValue("logToChat")) logger->setChatWindow(chatWindow); if (!isSafeMode && chatWindow) chatWindow->loadState(); if (setupWindow) setupWindow->externalUpdate(); if (player_node) player_node->updateStatus(); Net::getGeneralHandler()->gameStarted(); } #define del_0(X) { delete X; X = nullptr; } /** * Destroy all the globally accessible gui windows */ static void destroyGuiWindows() { Net::getGeneralHandler()->gameEnded(); logger->setChatWindow(nullptr); if (whoIsOnline) whoIsOnline->setAllowUpdate(false); if (auctionManager) auctionManager->clear(); if (guildManager) guildManager->clear(); del_0(windowMenu); del_0(localChatTab) // Need to do this first, so it can remove itself del_0(debugChatTab) del_0(tradeChatTab) del_0(battleChatTab) del_0(gmChatTab); 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) #ifdef MANASERV_SUPPORT del_0(specialsWindow) #endif del_0(socialWindow) del_0(dropShortcutWindow); del_0(spellShortcutWindow); del_0(botCheckerWindow); del_0(questsWindow); del_0(whoIsOnline); del_0(killStats); del_0(didYouKnowWindow); if (auctionManager && AuctionManager::getEnableAuctionBot()) auctionManager->reload(); if (guildManager && GuildManager::getEnableGuildBot()) guildManager->reload(); } Game *Game::mInstance = nullptr; Game::Game(): mLastTarget(ActorSprite::UNKNOWN), mCurrentMap(nullptr), mMapName(""), mValidSpeed(true), mLastAction(0), mNextAdjustTime(cur_time + adjustDelay), mAdjustLevel(0), mAdjustPerfomance(config.getBoolValue("adjustPerfomance")), mLowerCounter(0), mPing(0), mLogInput(config.getBoolValue("logInput")) { touchManager.setInGame(true); spellManager = new SpellManager; spellShortcut = new SpellShortcut; assert(!mInstance); mInstance = this; config.incValue("gamecount"); disconnectedDialog = nullptr; // Create the viewport viewport = new Viewport; viewport->setSize(mainGraphics->mWidth, mainGraphics->mHeight); PlayerInfo::clear(); gcn::Container *const top = static_cast<gcn::Container*>(gui->getTop()); if (top) top->add(viewport); viewport->requestMoveToBottom(); AnimatedSprite::setEnableCache(mainGraphics->getOpenGL() && config.getBoolValue("enableDelayedAnimations")); CompoundSprite::setEnableDelay( config.getBoolValue("enableCompoundSpriteDelay")); createGuiWindows(); windowMenu = new WindowMenu(nullptr); if (windowContainer) windowContainer->add(windowMenu); initEngines(); // Initialize beings if (actorSpriteManager) actorSpriteManager->setPlayer(player_node); Net::getGameHandler()->ping(tick_time); if (setupWindow) setupWindow->setInGame(true); clearKeysArray(); if (guildManager && GuildManager::getEnableGuildBot()) guildManager->requestGuildInfo(); } Game::~Game() { touchManager.setInGame(false); config.write(); serverConfig.write(); resetAdjustLevel(); destroyGuiWindows(); AnimatedSprite::setEnableCache(false); del_0(actorSpriteManager) if (Client::getState() != STATE_CHANGE_MAP) del_0(player_node) del_0(commandHandler) del_0(effectManager) del_0(particleEngine) del_0(viewport) del_0(mCurrentMap) del_0(spellManager) del_0(spellShortcut) del_0(auctionManager) del_0(guildManager) #ifdef USE_MUMBLE del_0(mumbleManager) #endif Being::clearCache(); mInstance = nullptr; PlayerInfo::gameDestroyed(); } bool Game::createScreenshot() { SDL_Surface *screenshot = nullptr; if (!config.getBoolValue("showip")) { mainGraphics->setSecure(true); mainGraphics->prepareScreenshot(); gui->draw(); screenshot = mainGraphics->getScreenshot(); mainGraphics->setSecure(false); } else { screenshot = mainGraphics->getScreenshot(); } if (!screenshot) return false; return saveScreenshot(screenshot); } bool Game::saveScreenshot(SDL_Surface *const screenshot) { std::string screenshotDirectory = Client::getScreenshotDirectory(); 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()); } // Search for an unused screenshot name std::stringstream filenameSuffix; std::stringstream filename; std::fstream testExists; bool found = false; static unsigned int screenshotCount = 0; do { screenshotCount++; filenameSuffix.str(""); filename.str(""); filename << screenshotDirectory << "/"; filenameSuffix << branding.getValue("appName", "ManaPlus") << "_Screenshot_" << screenshotCount << ".png"; filename << filenameSuffix.str(); testExists.open(filename.str().c_str(), std::ios::in); found = !testExists.is_open(); testExists.close(); } while (!found); const bool success = ImageWriter::writePNG(screenshot, filename.str()); if (success) { std::stringstream chatlogentry; // TODO: Make it one complete gettext string below chatlogentry << _("Screenshot saved as ") << filenameSuffix.str(); if (localChatTab) localChatTab->chatLog(chatlogentry.str(), BY_SERVER); } else { if (localChatTab) { localChatTab->chatLog(_("Saving screenshot failed!"), BY_SERVER); } logger->log1("Error: could not save screenshot."); } SDL_FreeSurface(screenshot); return success; } void Game::logic() { BLOCK_START("Game::logic") handleInput(); // Handle all necessary game logic ActorSprite::actorLogic(); if (actorSpriteManager) actorSpriteManager->logic(); if (particleEngine) particleEngine->update(); if (mCurrentMap) mCurrentMap->update(); cur_time = static_cast<int>(time(nullptr)); BLOCK_END("Game::logic") } void Game::slowLogic() { BLOCK_START("Game::slowLogic") if (player_node) player_node->slowLogic(); if (botCheckerWindow) botCheckerWindow->slowLogic(); if (debugWindow) debugWindow->slowLogic(); if (killStats) killStats->update(); if (socialWindow) socialWindow->slowLogic(); if (whoIsOnline) whoIsOnline->slowLogic(); Being::reReadConfig(); if (killStats) killStats->recalcStats(); if (shopWindow) shopWindow->updateTimes(); if (mainGraphics->getOpenGL()) ResourceManager::delayedLoad(); if (guildManager) guildManager->slowLogic(); PacketCounters::update(); // Handle network stuff if (!Net::getGameHandler()->isConnected()) { if (Client::getState() == STATE_CHANGE_MAP) return; // Not a problem here if (Client::getState() != STATE_ERROR) { if (!disconnectedDialog) { errorMessage = _("The connection to the server was lost."); disconnectedDialog = new OkDialog(_("Network Error"), errorMessage, DIALOG_ERROR, false); disconnectedDialog->addActionListener(&errorListener); disconnectedDialog->requestMoveToTop(); } } if (viewport && !errorMessage.empty()) { const Map *const map = viewport->getCurrentMap(); if (map) { logger->log("state: %d", Client::getState()); map->saveExtraLayer(); } } closeDialogs(); Client::setFramerate(config.getIntValue("fpslimit")); mNextAdjustTime = cur_time + adjustDelay; if (Client::getState() != STATE_ERROR) errorMessage.clear(); } else { if (Net::getGameHandler()->mustPing() && get_elapsed_time1(mPing) > 3000) { mPing = tick_time; Net::getGameHandler()->ping(tick_time); } if (mAdjustPerfomance) adjustPerfomance(); if (disconnectedDialog) { disconnectedDialog->scheduleDelete(); disconnectedDialog = nullptr; } } BLOCK_END("Game::slowLogic") } void Game::adjustPerfomance() { FUNC_BLOCK("Game::adjustPerfomance", 1) const int time = cur_time; if (mNextAdjustTime <= adjustDelay) { mNextAdjustTime = time + adjustDelay; } else if (mNextAdjustTime < static_cast<unsigned>(time)) { mNextAdjustTime = time + adjustDelay; if (mAdjustLevel > 3 || !player_node || player_node->getHalfAway() || player_node->getAway()) { return; } int maxFps = Client::getFramerate(); if (maxFps != config.getIntValue("fpslimit")) return; if (!maxFps) maxFps = 30; else if (maxFps < 10) return; if (fps < maxFps - 10) { if (mLowerCounter < 2) { mLowerCounter ++; mNextAdjustTime = cur_time + 1; return; } mLowerCounter = 0; mAdjustLevel ++; switch (mAdjustLevel) { case 1: { if (config.getBoolValue("beingopacity")) { config.setValue("beingopacity", false); config.setSilent("beingopacity", true); if (localChatTab) { localChatTab->chatLog("Auto disable Show " "beings transparency", BY_SERVER); } } else { mNextAdjustTime = time + 1; mLowerCounter = 2; } break; } case 2: if (Particle::emitterSkip < 4) { Particle::emitterSkip = 4; if (localChatTab) { localChatTab->chatLog("Auto lower Particle " "effects", BY_SERVER); } } else { mNextAdjustTime = time + 1; mLowerCounter = 2; } break; case 3: if (!config.getBoolValue("alphaCache")) { config.setValue("alphaCache", true); config.setSilent("alphaCache", false); if (localChatTab) { localChatTab->chatLog("Auto enable opacity cache", BY_SERVER); } } break; default: break; } } } } void Game::resetAdjustLevel() { if (!mAdjustPerfomance) return; mNextAdjustTime = cur_time + adjustDelay; switch (mAdjustLevel) { case 1: config.setValue("beingopacity", config.getBoolValue("beingopacity")); break; case 2: config.setValue("beingopacity", config.getBoolValue("beingopacity")); Particle::emitterSkip = config.getIntValue( "particleEmitterSkip") + 1; break; default: case 3: config.setValue("beingopacity", config.getBoolValue("beingopacity")); Particle::emitterSkip = config.getIntValue( "particleEmitterSkip") + 1; config.setValue("alphaCache", config.getBoolValue("alphaCache")); break; } mAdjustLevel = 0; } void Game::handleMove() { if (!player_node) return; // Moving player around if (player_node->isAlive() && !PlayerInfo::isTalking() && chatWindow && !chatWindow->isInputFocused() && !InventoryWindow::isAnyInputFocused() && !quitDialog) { // Get the state of the keyboard keys keyboard.refreshActiveKeys(); // Ignore input if either "ignore" key is pressed // Stops the character moving about if the user's window manager // uses "ignore+arrow key" to switch virtual desktops. if (inputManager.isActionActive(Input::KEY_IGNORE_INPUT_1) || inputManager.isActionActive(Input::KEY_IGNORE_INPUT_2)) { return; } unsigned char direction = 0; // Translate pressed keys to movement and direction if (inputManager.isActionActive(Input::KEY_MOVE_UP) || (joystick && joystick->isUp())) { direction |= Being::UP; setValidSpeed(); player_node->cancelFollow(); } else if (inputManager.isActionActive(Input::KEY_MOVE_DOWN) || (joystick && joystick->isDown())) { direction |= Being::DOWN; setValidSpeed(); player_node->cancelFollow(); } if (inputManager.isActionActive(Input::KEY_MOVE_LEFT) || (joystick && joystick->isLeft())) { direction |= Being::LEFT; setValidSpeed(); player_node->cancelFollow(); } else if (inputManager.isActionActive(Input::KEY_MOVE_RIGHT) || (joystick && joystick->isRight())) { direction |= Being::RIGHT; setValidSpeed(); player_node->cancelFollow(); } if (!inputManager.isActionActive(Input::KEY_EMOTE) || direction == 0) moveInDirection(direction); } } void Game::moveInDirection(const unsigned char direction) { if (!viewport) return; if (!viewport->getCameraMode()) { if (player_node) 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); } } void Game::handleActive(const SDL_Event &event) { // logger->log("SDL_ACTIVEEVENT"); // logger->log("state: %d", (int)event.active.state); // logger->log("gain: %d", (int)event.active.gain); int fpsLimit = 0; if (event.active.state & SDL_APPACTIVE) { if (event.active.gain) { // window restore Client::setIsMinimized(false); if (player_node) { if (!player_node->getAway()) fpsLimit = config.getIntValue("fpslimit"); player_node->setHalfAway(false); } setPriority(true); } else { // window minimization #ifdef ANDROID Client::setState(STATE_EXIT); #else Client::setIsMinimized(true); if (player_node && !player_node->getAway()) { fpsLimit = config.getIntValue("altfpslimit"); player_node->setHalfAway(true); } setPriority(false); #endif } if (player_node) player_node->updateStatus(); } if (player_node) player_node->updateName(); if (event.active.state & SDL_APPINPUTFOCUS) Client::setInputFocused(event.active.gain); if (event.active.state & SDL_APPMOUSEFOCUS) Client::setMouseFocused(event.active.gain); if (!fpsLimit) { if (player_node && player_node->getAway()) { if (Client::getInputFocused() || Client::getMouseFocused()) fpsLimit = config.getIntValue("fpslimit"); else fpsLimit = config.getIntValue("altfpslimit"); } else { fpsLimit = config.getIntValue("fpslimit"); } } Client::setFramerate(fpsLimit); mNextAdjustTime = cur_time + adjustDelay; } /** * The huge input handling method. */ void Game::handleInput() { BLOCK_START("Game::handleInput 1") if (joystick) joystick->logic(); // Events SDL_Event event; while (SDL_PollEvent(&event)) { BLOCK_START("Game::handleInput 2") if (mLogInput) Client::logEvent(event); if (event.type == SDL_KEYDOWN || event.type == SDL_KEYUP) updateHistory(event); checkKeys(); if (inputManager.handleEvent(event)) { BLOCK_END("Game::handleInput 2") BLOCK_END("Game::handleInput 1") return; } switch (event.type) { case SDL_VIDEORESIZE: // Let the client deal with this one (it'll // pass down from there) Client::resize(event.resize.w, event.resize.h); break; // Active event case SDL_ACTIVEEVENT: handleActive(event); break; // Quit event case SDL_QUIT: Client::setState(STATE_EXIT); break; #ifdef ANDROID case SDL_KEYBOARDSHOW: Client::updateScreenKeyboard(event.user.code); break; #endif default: break; } BLOCK_END("Game::handleInput 2") } // End while // If the user is configuring the keys then don't respond. if (!player_node || !keyboard.isEnabled() || player_node->getAway()) { BLOCK_END("Game::handleInput 1") return; } // If pressed outfits keys, stop processing keys. if (inputManager.isActionActive(Input::KEY_WEAR_OUTFIT) || inputManager.isActionActive(Input::KEY_COPY_OUTFIT) || (setupWindow && setupWindow->isVisible())) { BLOCK_END("Game::handleInput 1") return; } handleMove(); inputManager.handleRepeat(); BLOCK_END("Game::handleInput 1") } /** * Changes the currently active map. Should only be called while the game is * running. */ void Game::changeMap(const std::string &mapPath) { resetAdjustLevel(); if (viewport) viewport->clearPopup(); // Clean up floor items, beings and particles if (actorSpriteManager) actorSpriteManager->clear(); // Close the popup menu on map change so that invalid options can't be // executed. if (viewport) { viewport->closePopupMenu(); viewport->cleanHoverItems(); } // Unset the map of the player so that its particles are cleared before // being deleted in the next step if (player_node) player_node->setMap(nullptr); if (particleEngine) particleEngine->clear(); mMapName = mapPath; std::string fullMap = paths.getValue("maps", "maps/").append( mMapName).append(".tmx"); std::string realFullMap = paths.getValue("maps", "maps/").append( MapDB::getMapName(mMapName)).append(".tmx"); const ResourceManager *const resman = ResourceManager::getInstance(); if (!resman->exists(realFullMap)) realFullMap.append(".gz"); // Attempt to load the new map Map *const newMap = MapReader::readMap(fullMap, realFullMap); if (mCurrentMap) mCurrentMap->saveExtraLayer(); if (newMap) newMap->addExtraLayer(); if (socialWindow) socialWindow->setMap(newMap); // Notify the minimap and actorSpriteManager about the map change if (minimap) minimap->setMap(newMap); if (actorSpriteManager) actorSpriteManager->setMap(newMap); if (particleEngine) particleEngine->setMap(newMap); if (viewport) viewport->setMap(newMap); // Initialize map-based particle effects if (newMap) newMap->initializeParticleEffects(particleEngine); // Start playing new music file when necessary const std::string oldMusic = mCurrentMap ? mCurrentMap->getMusicFile() : ""; const std::string newMusic = newMap ? newMap->getMusicFile() : ""; if (newMusic != oldMusic) { if (newMusic.empty()) soundManager.fadeOutMusic(); else soundManager.fadeOutAndPlayMusic(newMusic); } if (mCurrentMap) mCurrentMap->saveExtraLayer(); delete mCurrentMap; mCurrentMap = newMap; if (questsWindow) questsWindow->setMap(mCurrentMap); #ifdef USE_MUMBLE if (mumbleManager) mumbleManager->setMap(mapPath); #endif Net::getGameHandler()->mapLoadedEvent(); } void Game::updateHistory(const SDL_Event &event) { if (!player_node || !player_node->getAttackType()) return; if (event.key.keysym.sym != -1) { bool old = false; const int key = keyboard.getKeyIndex(event); const int time = cur_time; int idx = -1; for (int f = 0; f < MAX_LASTKEYS; f ++) { LastKey &lastKey = mLastKeys[f]; if (lastKey.key == key) { idx = f; old = true; break; } else if (idx >= 0 && lastKey.time < mLastKeys[idx].time) { idx = f; } } if (idx < 0) { idx = 0; for (int f = 0; f < MAX_LASTKEYS; f ++) { LastKey &lastKey = mLastKeys[f]; if (lastKey.key == -1 || lastKey.time < mLastKeys[idx].time) idx = f; } } if (idx < 0) idx = 0; LastKey &keyIdx = mLastKeys[idx]; if (!old) { keyIdx.time = time; keyIdx.key = key; keyIdx.cnt = 0; } else { keyIdx.cnt++; } } } void Game::checkKeys() { const int timeRange = 120; const int cntInTime = 130; if (!player_node || !player_node->getAttackType()) return; const int time = cur_time; for (int f = 0; f < MAX_LASTKEYS; f ++) { LastKey &lastKey = mLastKeys[f]; if (lastKey.key != -1) { if (lastKey.time + timeRange < time) { if (lastKey.cnt > cntInTime) mValidSpeed = false; lastKey.key = -1; } } } } void Game::setValidSpeed() { clearKeysArray(); mValidSpeed = true; } void Game::clearKeysArray() { for (int f = 0; f < MAX_LASTKEYS; f ++) { mLastKeys[f].time = 0; mLastKeys[f].key = -1; mLastKeys[f].cnt = 0; } } void Game::closeDialogs() { Client::closeDialogs(); if (deathNotice) { deathNotice->scheduleDelete(); deathNotice = nullptr; } } void Game::videoResized(const int width, const int height) const { if (viewport) viewport->setSize(width, height); if (windowMenu) windowMenu->setPosition(width - windowMenu->getWidth(), 0); }