diff options
author | Bjørn Lindeijer <bjorn@lindeijer.nl> | 2009-01-30 01:34:16 +0100 |
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committer | Bjørn Lindeijer <bjorn@lindeijer.nl> | 2009-02-09 20:00:07 +0100 |
commit | 1b1050da1c7b84cc72b7efbb2229294975be9e10 (patch) | |
tree | 68d15ccb015d58aeb5797ffd06efca3e55997c24 /src/game.cpp | |
parent | 0d4142a891cd228da24ee3aa3bbd7dc622da5b75 (diff) | |
parent | 955a7613d1fe116fe5e1da07a222b6849b3c885c (diff) | |
download | mana-client-1b1050da1c7b84cc72b7efbb2229294975be9e10.tar.gz mana-client-1b1050da1c7b84cc72b7efbb2229294975be9e10.tar.bz2 mana-client-1b1050da1c7b84cc72b7efbb2229294975be9e10.tar.xz mana-client-1b1050da1c7b84cc72b7efbb2229294975be9e10.zip |
Merged with Aethyra master as of 2009-01-27
Conflicts:
Almost everywhere.
Diffstat (limited to 'src/game.cpp')
-rw-r--r-- | src/game.cpp | 330 |
1 files changed, 174 insertions, 156 deletions
diff --git a/src/game.cpp b/src/game.cpp index 1c4bb538..3b943f6b 100644 --- a/src/game.cpp +++ b/src/game.cpp @@ -19,19 +19,20 @@ * 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 <guichan/sdl/sdlinput.hpp> #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" @@ -47,11 +48,15 @@ #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/itemshortcutwindow.h" +#include "gui/shortcutwindow.h" +#include "gui/shortcutcontainer.h" +#include "gui/itemshortcutcontainer.h" #include "gui/menuwindow.h" #include "gui/minimap.h" #include "gui/ministatus.h" @@ -75,15 +80,19 @@ #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 "net/messageout.h" #include "resources/imagewriter.h" +#include "utils/gettext.h" + extern Graphics *graphics; class Map; @@ -93,6 +102,7 @@ std::string map_path; bool done = false; volatile int tick_time; volatile int fps = 0, frame = 0; + Engine *engine = NULL; Joystick *joystick = NULL; @@ -109,6 +119,7 @@ BuyDialog *buyDialog; SellDialog *sellDialog; BuySellDialog *buySellDialog; InventoryWindow *inventoryWindow; +EmoteWindow *emoteWindow; NpcIntegerDialog *npcIntegerDialog; NpcListDialog *npcListDialog; NpcTextDialog *npcTextDialog; @@ -118,19 +129,20 @@ Setup* setupWindow; Minimap *minimap; EquipmentWindow *equipmentWindow; TradeWindow *tradeWindow; -//BuddyWindow *buddyWindow; HelpWindow *helpWindow; DebugWindow *debugWindow; -ItemShortcutWindow *itemShortcutWindow; +ShortcutWindow *itemShortcutWindow; +ShortcutWindow *emoteShortcutWindow; BeingManager *beingManager = NULL; FloorItemManager *floorItemManager = NULL; Particle* particleEngine = NULL; +EffectManager *effectManager = NULL; const int MAX_TIME = 10000; /** - * Listener used for exitting handling. + * Listener used for exiting handling. */ namespace { struct ExitListener : public gcn::ActionListener @@ -163,15 +175,18 @@ Uint32 nextSecond(Uint32 interval, void *param) { fps = frame; frame = 0; + return interval; } int get_elapsed_time(int start_time) { - if (start_time <= tick_time) { + if (start_time <= tick_time) + { return (tick_time - start_time) * 10; } - else { + else + { return (tick_time + (MAX_TIME - start_time)) * 10; } } @@ -190,6 +205,7 @@ void createGuiWindows(Network *network) sellDialog = new SellDialog(network); buySellDialog = new BuySellDialog(); inventoryWindow = new InventoryWindow(); + emoteWindow = new EmoteWindow(); npcTextDialog = new NpcTextDialog(); npcIntegerDialog = new NpcIntegerDialog(); npcListDialog = new NpcListDialog(); @@ -199,20 +215,16 @@ void createGuiWindows(Network *network) minimap = new Minimap(); equipmentWindow = new EquipmentWindow(player_node->mEquipment.get()); tradeWindow = new TradeWindow(network); - //buddyWindow = new BuddyWindow(); helpWindow = new HelpWindow(); debugWindow = new DebugWindow(); - itemShortcutWindow = new ItemShortcutWindow(); - - // Initialize window positions - //buddyWindow->setPosition(10, minimap->getHeight() + 30); + 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)); + miniStatusWindow->getWindowName() + "Visible", true)); buyDialog->setVisible(false); sellDialog->setVisible(false); minimap->setVisible((bool) config.getValue( @@ -222,11 +234,10 @@ void createGuiWindows(Network *network) menuWindow->getWindowName() + "Visible", true)); itemShortcutWindow->setVisible((bool) config.getValue( itemShortcutWindow->getWindowName() + "Visible", true)); - - if (config.getValue("logToChat", 0)) - { - logger->setChatWindow(chatWindow); - } + emoteShortcutWindow->setVisible((bool) config.getValue( + emoteShortcutWindow->getWindowName() + "Visible", true)); + minimap->setVisible((bool) config.getValue( + minimap->getWindowName() + "Visible", true)); } /** @@ -243,6 +254,7 @@ void destroyGuiWindows() delete sellDialog; delete buySellDialog; delete inventoryWindow; + delete emoteWindow; delete npcIntegerDialog; delete npcListDialog; delete npcTextDialog; @@ -252,10 +264,10 @@ void destroyGuiWindows() delete minimap; delete equipmentWindow; delete tradeWindow; - //delete buddyWindow; delete helpWindow; delete debugWindow; delete itemShortcutWindow; + delete emoteShortcutWindow; } Game::Game(Network *network): @@ -276,6 +288,8 @@ Game::Game(Network *network): beingManager = new BeingManager(network); floorItemManager = new FloorItemManager(); + effectManager = new EffectManager(); + particleEngine = new Particle(NULL); particleEngine->setupEngine(); @@ -310,17 +324,13 @@ Game::Game(Network *network): network->registerHandler(mTradeHandler.get()); /* - * THIS IS A TEMPORARY WORKAROUND! + * 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 * - * To prevent the server from sending data before the client has - * initialized, it's been modified to wait for a "ping" from the client to - * complete its initialization. - * - * The real fix is to make sure we are not throwing away messages in the - * network buffer due to not having registered the handlers above straight - * after receiving a login success from the map server. - * - * The response from eAthena on this packet is ignored by the client. + * 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); @@ -379,13 +389,13 @@ static bool saveScreenshot() if (success) { std::stringstream chatlogentry; - chatlogentry << "Screenshot saved to ~/" << filenameSuffix.str(); + 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."); + chatWindow->chatLog(_("Saving screenshot failed!"), BY_SERVER); + logger->log(_("Error: could not save screenshot.")); } SDL_FreeSurface(screenshot); @@ -430,7 +440,7 @@ void Game::logic() // 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) + get_elapsed_time(mDrawTime / 10) > mMinFrameTime) { frame++; gui->draw(); @@ -460,9 +470,9 @@ void Game::logic() { if (!disconnectedDialog) { - disconnectedDialog = new OkDialog("Network Error", - "The connection to the server was lost, " - "the program will now quit"); + disconnectedDialog = new OkDialog(_("Network Error"), + _("The connection to the server was lost, " + "the program will now quit")); disconnectedDialog->addActionListener(&exitListener); disconnectedDialog->requestMoveToTop(); } @@ -486,8 +496,8 @@ void Game::handleInput() { gcn::Window *requestedWindow = NULL; - if (setupWindow->isVisible() && - keyboard.getNewKeyIndex() > keyboard.KEY_NO_VALUE) + if (setupWindow->isVisible() && + keyboard.getNewKeyIndex() > keyboard.KEY_NO_VALUE) { keyboard.setNewKey((int) event.key.keysym.sym); keyboard.callbackNewKey(); @@ -496,11 +506,11 @@ void Game::handleInput() } // Keys pressed together with Alt/Meta // Emotions and some internal gui windows - #ifndef __APPLE__ +#ifndef __APPLE__ if (event.key.keysym.mod & KMOD_LALT) - #else +#else if (event.key.keysym.mod & KMOD_LMETA) - #endif +#endif { switch (event.key.keysym.sym) { @@ -521,52 +531,37 @@ void Game::handleInput() case SDLK_t: // Toggle accepting of incoming trade requests + unsigned int deflt = player_relations.getDefault(); + if (deflt & PlayerRelation::TRADE) { - 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); + 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; } } - // Smilie - if (keyboard.isKeyActive(keyboard.KEY_SMILIE)) + // Mode switch to emotes + if (keyboard.isKeyActive(keyboard.KEY_EMOTE)) { // 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; - } - + int emotion = keyboard.getKeyEmoteOffset(event.key.keysym.sym); if (emotion) { - player_node->emote(emotion); + emoteShortcut->useEmote(emotion); used = true; return; } @@ -580,21 +575,18 @@ void Game::handleInput() used = true; } break; - case SDLK_PAGEDOWN: if (chatWindow->isVisible()) { chatWindow->scroll(DEFAULT_CHAT_WINDOW_SCROLL); used = true; + return; } break; - case SDLK_F1: // In-game Help if (helpWindow->isVisible()) - { helpWindow->setVisible(false); - } else { helpWindow->loadHelp("index"); @@ -606,47 +598,33 @@ void Game::handleInput() case SDLK_RETURN: // Input chat window if (chatWindow->isInputFocused() || - deathNotice != NULL || - weightNotice != NULL) + deathNotice != NULL || + weightNotice != NULL) { break; } // Quit by pressing Enter if the exit confirm is there if (exitConfirm) - { - done = true; - } + 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")); - } // Submits the text and proceeds to the next dialog else if (npcStringDialog->isVisible()) - { npcStringDialog->action(gcn::ActionEvent(NULL, "ok")); - } // Proceed to the next dialog option, or close the window else if (npcTextDialog->isVisible()) - { npcTextDialog->action(gcn::ActionEvent(NULL, "ok")); - } // Choose the currently highlighted dialogue option else if (npcListDialog->isVisible()) - { npcListDialog->action(gcn::ActionEvent(NULL, "ok")); - } // Submits the text and proceeds to the next dialog else if (npcIntegerDialog->isVisible()) - { npcIntegerDialog->action(gcn::ActionEvent(NULL, "ok")); - } // Else, open the chat edit box else { @@ -654,17 +632,19 @@ void Game::handleInput() used = true; } break; - // Quitting confirmation dialog - case SDLK_ESCAPE: - if (!exitConfirm) { - exitConfirm = new ConfirmDialog( - "Quit", "Are you sure you want to quit?"); + // 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")); + exitConfirm->action(gcn::ActionEvent(NULL, _("no"))); } break; @@ -672,25 +652,29 @@ void Game::handleInput() break; } if (keyboard.isEnabled() && !chatWindow->isInputFocused() - && !npcStringDialog->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_0; - i <= KeyboardConfig::KEY_SHORTCUT_9; - i++) + for (int i = KeyboardConfig::KEY_SHORTCUT_1; + i <= KeyboardConfig::KEY_SHORTCUT_12; + i++) { - if (tKey == i && !used) { + if (tKey == i && !used) + { itemShortcut->useItem( - i - KeyboardConfig::KEY_SHORTCUT_0); + i - KeyboardConfig::KEY_SHORTCUT_1); break; } } } - switch (tKey) { + + switch (tKey) + { case KeyboardConfig::KEY_PICKUP: { FloorItem *item = @@ -699,7 +683,8 @@ void Game::handleInput() // If none below the player, try the tile in front // of the player - if (!item) { + if (!item) + { Uint16 x = player_node->mX; Uint16 y = player_node->mY; if (player_node->getDirection() & Being::UP) @@ -727,11 +712,12 @@ void Game::handleInput() used = true; break; case KeyboardConfig::KEY_HIDE_WINDOWS: - // Hide certain 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); @@ -739,7 +725,6 @@ void Game::handleInput() debugWindow->setVisible(false); } break; - case KeyboardConfig::KEY_WINDOW_STATUS: requestedWindow = statusWindow; break; @@ -753,6 +738,7 @@ void Game::handleInput() requestedWindow = skillDialog; break; case KeyboardConfig::KEY_WINDOW_MINIMAP: + minimap->toggle(); requestedWindow = minimap; break; case KeyboardConfig::KEY_WINDOW_CHAT: @@ -767,6 +753,12 @@ void Game::handleInput() 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; } } @@ -774,14 +766,10 @@ void Game::handleInput() { requestedWindow->setVisible(!requestedWindow->isVisible()); if (requestedWindow->isVisible()) - { requestedWindow->requestMoveToTop(); - } used = true; } - } - // Quit event else if (event.type == SDL_QUIT) { @@ -798,10 +786,9 @@ void Game::handleInput() catch (gcn::Exception e) { const char* err = e.getMessage().c_str(); - logger->log("Warning: guichan input exception: %s", err); + logger->log(_("Warning: guichan input exception: %s"), err); } } - } // End while // If the user is configuring the keys then don't respond. @@ -810,8 +797,7 @@ void Game::handleInput() // Moving player around if (player_node->mAction != Being::DEAD && - current_npc == 0 && - !chatWindow->isInputFocused()) + current_npc == 0 && !chatWindow->isInputFocused()) { // Get the state of the keyboard keys keyboard.refreshActiveKeys(); @@ -822,23 +808,23 @@ void Game::handleInput() // Translate pressed keys to movement and direction if (keyboard.isKeyActive(keyboard.KEY_MOVE_UP) || - (joystick && joystick->isUp())) + (joystick && joystick->isUp())) { direction |= Being::UP; } else if (keyboard.isKeyActive(keyboard.KEY_MOVE_DOWN) || - (joystick && joystick->isDown())) + (joystick && joystick->isDown())) { direction |= Being::DOWN; } if (keyboard.isKeyActive(keyboard.KEY_MOVE_LEFT) || - (joystick && joystick->isLeft())) + (joystick && joystick->isLeft())) { direction |= Being::LEFT; } else if (keyboard.isKeyActive(keyboard.KEY_MOVE_RIGHT) || - (joystick && joystick->isRight())) + (joystick && joystick->isRight())) { direction |= Being::RIGHT; } @@ -847,60 +833,92 @@ void Game::handleInput() // Attacking monsters if (keyboard.isKeyActive(keyboard.KEY_ATTACK) || - (joystick && joystick->buttonPressed(0))) + (joystick && joystick->buttonPressed(0))) { - Being *target = NULL; - bool newTarget = keyboard.isKeyActive(keyboard.KEY_TARGET); + Being *target = beingManager->findNearestLivingBeing(x, y, 20, + Being::MONSTER); + + 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++; + 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); + target = beingManager->findBeing(targetX, targetY, Being::MONSTER); if (!target) - target = beingManager->findBeing( - targetX, targetY, Being::PLAYER); + target = beingManager->findBeing(targetX, targetY, Being::PLAYER); } player_node->attack(target, newTarget); } - // Target the nearest player - if (keyboard.isKeyActive(keyboard.KEY_TARGET_PLAYER)) + // Target the nearest player if 'q' is pressed + if ( keyboard.isKeyActive(keyboard.KEY_TARGET_PLAYER) && + !keyboard.isKeyActive(keyboard.KEY_TARGET) ) { - Being *target = beingManager->findNearestLivingBeing( - player_node, 20, Being::PLAYER); + Being *target = beingManager->findNearestLivingBeing(player_node, 20, Being::PLAYER); - if (target) - { - player_node->setTarget(target); - } + player_node->setTarget(target); } - // Target the nearest monster - if (keyboard.isKeyActive(keyboard.KEY_TARGET_CLOSEST) - || (joystick && joystick->buttonPressed(3))) + // Target the nearest monster if 'a' pressed + if ((keyboard.isKeyActive(keyboard.KEY_TARGET_CLOSEST) || + (joystick && joystick->buttonPressed(3))) && + !keyboard.isKeyActive(keyboard.KEY_TARGET)) { Being *target = beingManager->findNearestLivingBeing( x, y, 20, Being::MONSTER); - if (target) + player_node->setTarget(target); + } + + // Target the nearest npc if 'n' pressed + if ( keyboard.isKeyActive(keyboard.KEY_TARGET_NPC) && + !keyboard.isKeyActive(keyboard.KEY_TARGET) ) + { + Being *target = beingManager->findNearestLivingBeing( + x, y, 20, Being::NPC); + + player_node->setTarget(target); + } + + // Talk to the nearest NPC if 't' pressed + if ( keyboard.isKeyActive(keyboard.KEY_TALK) ) + { + if (!npcTextDialog->isVisible() && !npcListDialog->isVisible()) { - player_node->setTarget(target); + Being *target = player_node->getTarget(); + + if (!target) + { + target = beingManager->findNearestLivingBeing( + x, y, 20, Being::NPC); + } + + if (target) + { + if (target->getType() == Being::NPC) + dynamic_cast<NPC*>(target)->talk(); + } } } + // Stop attacking if shift is pressed + if (keyboard.isKeyActive(keyboard.KEY_TARGET)) + { + player_node->stopAttack(); + } + if (joystick) { if (joystick->buttonPressed(1)) |