/*
* 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 <fstream>
#include <physfs.h>
#include <sstream>
#include <string>
#include <guichan/exception.hpp>
#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/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/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;
//NewSkillDialog *newSkillWindow;
Setup* setupWindow;
Minimap *minimap;
EquipmentWindow *equipmentWindow;
//ChargeDialog *chargeDialog;
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();
//newSkillWindow = new NewSkillDialog();
setupWindow = new Setup();
minimap = new Minimap();
equipmentWindow = new EquipmentWindow(player_node->mEquipment.get());
//chargeDialog = new ChargeDialog();
tradeWindow = new TradeWindow;
buddyWindow = new BuddyWindow();
guildWindow = new GuildWindow();
helpWindow = new HelpWindow();
debugWindow = new DebugWindow();
itemShortcutWindow = new ItemShortcutWindow();
partyWindow = new PartyWindow();
// 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(true);
miniStatusWindow->setVisible(true);
menuWindow->setVisible(true);
itemShortcutWindow->setVisible(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 chargeDialog;
//delete newSkillWindow;
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);
}
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() << ".tmw/";
#elif defined __APPLE__
filename << PHYSFS_getUserDir() << "Desktop/";
#endif
filename << "TMW_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
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 != 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;
}
// 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_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;
}
// 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);
// Checks if any item shortcut is pressed.
for (int i = KeyboardConfig::KEY_SHORTCUT_0;
i <= KeyboardConfig::KEY_SHORTCUT_9;
i++)
{
if (tKey == i) {
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;
}
}
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)
{
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
{
TradeHandler *th = static_cast<TradeHandler*>(
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();
}
}
}
}