/* * The Mana Client * Copyright (C) 2004-2009 The Mana World Development Team * Copyright (C) 2009-2012 The Mana Developers * * This file is part of The Mana 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 . */ #include "game.h" #include "actorspritemanager.h" #include "actorsprite.h" #include "channelmanager.h" #include "client.h" #include "commandhandler.h" #include "configuration.h" #include "effectmanager.h" #include "event.h" #include "emoteshortcut.h" #include "graphics.h" #include "itemshortcut.h" #include "joystick.h" #include "keyboardconfig.h" #include "localplayer.h" #include "log.h" #include "map.h" #include "particle.h" #include "playerrelations.h" #include "sound.h" #include "gui/chatwindow.h" #include "gui/confirmdialog.h" #include "gui/debugwindow.h" #include "gui/equipmentwindow.h" #include "gui/gui.h" #include "gui/helpwindow.h" #include "gui/inventorywindow.h" #include "gui/shortcutwindow.h" #include "gui/minimapwindow.h" #include "gui/ministatuswindow.h" #include "gui/npcdialog.h" #include "gui/okdialog.h" #include "gui/outfitwindow.h" #include "gui/quitdialog.h" #include "gui/sdlinput.h" #include "gui/setup.h" #include "gui/socialwindow.h" #include "gui/specialswindow.h" #include "gui/skilldialog.h" #include "gui/statuswindow.h" #include "gui/textdialog.h" #include "gui/tradewindow.h" #include "gui/viewport.h" #include "gui/windowmenu.h" #include "gui/widgets/chattab.h" #include "gui/widgets/emoteshortcutcontainer.h" #include "gui/widgets/itemshortcutcontainer.h" #include "gui/widgets/layout.h" #include "net/gamehandler.h" #include "net/generalhandler.h" #include "net/net.h" #include "net/playerhandler.h" #include "resources/imagewriter.h" #include "resources/mapreader.h" #include "resources/resourcemanager.h" #include "utils/gettext.h" #include "utils/mkdir.h" #include #include #include #include #include #include Joystick *joystick = NULL; OkDialog *weightNotice = NULL; OkDialog *deathNotice = NULL; QuitDialog *quitDialog = NULL; ChatWindow *chatWindow; StatusWindow *statusWindow; InventoryWindow *inventoryWindow; SkillDialog *skillDialog; EquipmentWindow *equipmentWindow; TradeWindow *tradeWindow; HelpWindow *helpWindow; DebugWindow *debugWindow; ShortcutWindow *itemShortcutWindow; OutfitWindow *outfitWindow; SpecialsWindow *specialsWindow; SocialWindow *socialWindow; ActorSpriteManager *actorSpriteManager = NULL; ChannelManager *channelManager = NULL; CommandHandler *commandHandler = NULL; Particle *particleEngine = NULL; EffectManager *effectManager = NULL; Viewport *viewport = NULL; /**< Viewport on the map. */ ChatTab *localChatTab = NULL; /** * Initialize every game sub-engines in the right order */ static void initEngines() { Event::trigger(Event::GameChannel, Event::EnginesInitializing); actorSpriteManager = new ActorSpriteManager; commandHandler = new CommandHandler; channelManager = new ChannelManager; effectManager = new EffectManager; particleEngine = new Particle(NULL); particleEngine->setupEngine(); Event::trigger(Event::GameChannel, Event::EnginesInitialized); } /** * Create all the various globally accessible gui windows */ static void createGuiWindows() { Event::trigger(Event::GameChannel, Event::GuiWindowsLoading); setupWindow->clearWindowsForReset(); // Create dialogs chatWindow = new ChatWindow; tradeWindow = new TradeWindow; equipmentWindow = new EquipmentWindow(PlayerInfo::getEquipment()); statusWindow = new StatusWindow; inventoryWindow = new InventoryWindow(PlayerInfo::getInventory()); skillDialog = new SkillDialog; helpWindow = new HelpWindow; debugWindow = new DebugWindow; itemShortcutWindow = new ShortcutWindow("ItemShortcut", new ItemShortcutContainer); outfitWindow = new OutfitWindow; specialsWindow = new SpecialsWindow; socialWindow = new SocialWindow; localChatTab = new ChatTab(_("General")); NpcDialog::setup(); Event::trigger(Event::GameChannel, Event::GuiWindowsLoaded); } #define del_0(X) { delete X; X = 0; } /** * Destroy all the globally accessible gui windows */ static void destroyGuiWindows() { Event::trigger(Event::GameChannel, Event::GuiWindowsUnloading); del_0(localChatTab) // Need to do this first, so it can remove itself del_0(chatWindow) del_0(statusWindow) del_0(inventoryWindow) del_0(skillDialog) del_0(equipmentWindow) del_0(tradeWindow) del_0(helpWindow) del_0(debugWindow) del_0(itemShortcutWindow) del_0(outfitWindow) del_0(specialsWindow) del_0(socialWindow) Event::trigger(Event::NpcChannel, Event::CloseAll); // Cleanup remaining NPC dialogs Event::trigger(Event::GameChannel, Event::GuiWindowsUnloaded); } Game *Game::mInstance = 0; Game::Game(): mLastTarget(ActorSprite::UNKNOWN), mDisconnected(false), mCurrentMap(0) { assert(!mInstance); mInstance = this; // Create the viewport viewport = new Viewport; viewport->setSize(graphics->getWidth(), graphics->getHeight()); WindowContainer *top = static_cast(gui->getTop()); top->add(viewport); viewport->requestMoveToBottom(); mWindowMenu = new WindowMenu; mMinimapWindow = new MinimapWindow; mMiniStatusWindow = new MiniStatusWindow; top->place(0, 0, mMinimapWindow); top->place(1, 0, mMiniStatusWindow).setVAlign(Layout::LEFT); top->place(3, 0, mWindowMenu) .setHAlign(Layout::RIGHT) .setVAlign(Layout::LEFT); top->updateLayout(); createGuiWindows(); initEngines(); // Initialize beings actorSpriteManager->setPlayer(local_player); 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); setupWindow->setInGame(true); Event::trigger(Event::GameChannel, Event::Constructed); } Game::~Game() { Event::trigger(Event::GameChannel, Event::Destructing); delete mWindowMenu; delete mMinimapWindow; delete mMiniStatusWindow; WindowContainer *top = static_cast(gui->getTop()); top->clearLayout(); destroyGuiWindows(); del_0(actorSpriteManager) if (Client::getState() != STATE_CHANGE_MAP) del_0(local_player) del_0(channelManager) del_0(commandHandler) del_0(joystick) del_0(particleEngine) del_0(viewport) del_0(mCurrentMap) mInstance = 0; Event::trigger(Event::GameChannel, Event::Destructed); } static bool saveScreenshot() { static unsigned int screenshotCount = 0; // We don't want to show IP addresses in screenshots const bool showip = local_player->getShowIp(); if (showip) { local_player->setShowIp(false); actorSpriteManager->updatePlayerNames(); gui->draw(); } SDL_Surface *screenshot = graphics->getScreenshot(); if (showip) { local_player->setShowIp(true); actorSpriteManager->updatePlayerNames(); } // Search for an unused screenshot name std::stringstream filenameSuffix; std::stringstream filename; std::fstream testExists; std::string screenshotDirectory = Client::getScreenshotDirectory(); bool found = false; 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()); } do { screenshotCount++; filenameSuffix.str(""); filename.str(""); filename << screenshotDirectory << "/"; filenameSuffix << branding.getValue("appShort", "Mana") << "_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(); SERVER_NOTICE(chatlogentry.str()) } else { SERVER_NOTICE(_("Saving screenshot failed!")) logger->log("Error: could not save screenshot."); } SDL_FreeSurface(screenshot); return success; } void Game::logic() { handleInput(); // Handle all necessary game logic ActorSprite::actorLogic(); actorSpriteManager->logic(); particleEngine->update(); if (mCurrentMap) mCurrentMap->update(); cur_time = time(NULL); // Handle network stuff if (!Net::getGameHandler()->isConnected() && !mDisconnected) { if (Client::getState() == STATE_CHANGE_MAP) return; // Not a problem here if (Client::getState() == STATE_ERROR) return; // Disconnect gets handled by STATE_ERROR errorMessage = _("The connection to the server was lost."); Client::instance()->showOkDialog(_("Network Error"), errorMessage, STATE_CHOOSE_SERVER); mDisconnected = true; } } /** * handle item pick up case. */ static void handleItemPickUp() { int x = local_player->getTileX(); int y = local_player->getTileY(); // Let's look for items around until you find one. FloorItem *item = actorSpriteManager->findItem(x, y, 1); if (!item) return; local_player->pickUp(item); } /** * The huge input handling method. */ void Game::handleInput() { if (joystick) joystick->update(); // Events SDL_Event event; while (SDL_PollEvent(&event)) { bool used = false; if (event.type == SDL_VIDEORESIZE) { // Let the client deal with this one (it'll pass down from there) Client::instance()->handleVideoResize(event.resize.w, event.resize.h); } // Keyboard events (for discontinuous keys) else 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 (quitDialog || TextDialog::isActive() || PlayerInfo::getNPCPostCount() > 0) { try { guiInput->pushInput(event); } catch (gcn::Exception e) { const char* err = e.getMessage().c_str(); logger->log("Warning: guichan input exception: %s", err); } 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() && !gui->getFocusHandler()->getModalFocused()) { NpcDialog *dialog = NpcDialog::getActive(); if (keyboard.isKeyActive(keyboard.KEY_OK) && (!dialog || !dialog->isTextInputFocused())) { // 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 (dialog) dialog->action(gcn::ActionEvent(NULL, "ok")); } if (keyboard.isKeyActive(keyboard.KEY_TOGGLE_CHAT)) { if (chatWindow->requestChatFocus()) used = true; } if (dialog) { if (keyboard.isKeyActive(keyboard.KEY_MOVE_UP)) dialog->move(1); else if (keyboard.isKeyActive(keyboard.KEY_MOVE_DOWN)) dialog->move(-1); } } if (!chatWindow->isInputFocused() || (event.key.keysym.mod & KMOD_ALT)) { if (keyboard.isKeyActive(keyboard.KEY_PREV_CHAT_TAB)) { chatWindow->prevTab(); return; } else if (keyboard.isKeyActive(keyboard.KEY_NEXT_CHAT_TAB)) { chatWindow->nextTab(); return; } } if (!chatWindow->isInputFocused()) { bool wearOutfit = false; bool copyOutfit = false; if (keyboard.isKeyActive(keyboard.KEY_WEAR_OUTFIT)) wearOutfit = true; if (keyboard.isKeyActive(keyboard.KEY_COPY_OUTFIT)) copyOutfit = true; if (wearOutfit || copyOutfit) { int outfitNum = -1; switch (event.key.keysym.sym) { case SDLK_1: case SDLK_2: case SDLK_3: case SDLK_4: case SDLK_5: case SDLK_6: case SDLK_7: case SDLK_8: case SDLK_9: outfitNum = event.key.keysym.sym - SDLK_1; break; case SDLK_0: outfitNum = 9; break; case SDLK_MINUS: outfitNum = 10; break; case SDLK_EQUALS: outfitNum = 11; break; case SDLK_BACKSPACE: outfitNum = 12; break; case SDLK_INSERT: outfitNum = 13; break; case SDLK_HOME: outfitNum = 14; break; default: break; } if (outfitNum >= 0) { used = true; if (wearOutfit) outfitWindow->wearOutfit(outfitNum); else if (copyOutfit) outfitWindow->copyOutfit(outfitNum); } } } 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; case KeyboardConfig::KEY_QUIT: { // Close possible stuck NPC dialogs. NpcDialog *npcDialog = NpcDialog::getActive(); if (npcDialog && npcDialog->isWaitingForTheServer()) { npcDialog->close(); return; } // Otherwise, show the quit confirmation dialog. quitDialog = new QuitDialog(&quitDialog); quitDialog->requestMoveToTop(); return; } default: break; } if (keyboard.isEnabled() && !chatWindow->isInputFocused() && !NpcDialog::isAnyInputFocused() && !InventoryWindow::isAnyInputFocused()) { const int tKey = keyboard.getKeyIndex(event.key.keysym.sym); // Do not activate shortcuts if tradewindow is visible if (!tradeWindow->isVisible() && !setupWindow->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: { handleItemPickUp(); used = true; } break; case KeyboardConfig::KEY_SIT: // Player sit action local_player->toggleSit(); used = true; break; case KeyboardConfig::KEY_HIDE_WINDOWS: // Hide certain windows if (!chatWindow->isInputFocused()) { statusWindow->setVisible(false); inventoryWindow->setVisible(false); skillDialog->setVisible(false); setupWindow->setVisible(false); equipmentWindow->setVisible(false); helpWindow->setVisible(false); debugWindow->setVisible(false); socialWindow->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_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_SOCIAL: requestedWindow = socialWindow; break; case KeyboardConfig::KEY_WINDOW_OUTFIT: requestedWindow = outfitWindow; break; case KeyboardConfig::KEY_SCREENSHOT: // Screenshot (picture, hence the p) saveScreenshot(); used = true; break; case KeyboardConfig::KEY_TRADE: // Toggle accepting of incoming trade requests unsigned int deflt = player_relations.getDefault(); if (deflt & PlayerRelation::TRADE) { SERVER_NOTICE(_("Ignoring incoming trade requests")) deflt &= ~PlayerRelation::TRADE; } else { SERVER_NOTICE(_("Accepting incoming trade requests")) 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) { Client::setState(STATE_EXIT); } // 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 (local_player->isAlive() && !PlayerInfo::isTalking() && !chatWindow->isInputFocused() && !quitDialog && !TextDialog::isActive()) { // 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; } 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; } if (keyboard.isKeyActive(keyboard.KEY_EMOTE) && direction != 0) { if (local_player->getDirection() != direction) { local_player->setDirection(direction); Net::getPlayerHandler()->setDirection(direction); } direction = 0; } else { local_player->setWalkingDir(direction); } // Attacking monsters if (keyboard.isKeyActive(keyboard.KEY_ATTACK) || (joystick && joystick->buttonPressed(0))) { if (local_player->getTarget()) local_player->attack(local_player->getTarget(), true); } if (keyboard.isKeyActive(keyboard.KEY_TARGET_ATTACK)) { Being *target = local_player->getTarget(); bool newTarget = !keyboard.isKeyActive(keyboard.KEY_TARGET); // A set target has highest priority if (!target) { // Only auto target Monsters target = actorSpriteManager->findNearestLivingBeing(local_player, 20, ActorSprite::MONSTER); } local_player->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)) { ActorSprite::Type currentTarget = ActorSprite::UNKNOWN; if (keyboard.isKeyActive(keyboard.KEY_TARGET_CLOSEST) || (joystick && joystick->buttonPressed(3))) currentTarget = ActorSprite::MONSTER; else if (keyboard.isKeyActive(keyboard.KEY_TARGET_PLAYER)) currentTarget = ActorSprite::PLAYER; else if (keyboard.isKeyActive(keyboard.KEY_TARGET_NPC)) currentTarget = ActorSprite::NPC; Being *target = actorSpriteManager->findNearestLivingBeing(local_player, 20, currentTarget); if (target && (target != local_player->getTarget() || currentTarget != mLastTarget)) { local_player->setTarget(target); mLastTarget = currentTarget; } } else { mLastTarget = ActorSprite::UNKNOWN; // Reset last target } // Talk to the nearest NPC if 't' pressed if (event.type == SDL_KEYDOWN && keyboard.getKeyIndex(event.key.keysym.sym) == KeyboardConfig::KEY_TALK) { Being *target = local_player->getTarget(); if (target) { if (target->canTalk()) target->talkTo(); } } // Stop attacking if the right key is pressed if (!keyboard.isKeyActive(keyboard.KEY_ATTACK) && keyboard.isKeyActive(keyboard.KEY_TARGET)) { local_player->stopAttack(); } if (joystick) { if (joystick->buttonPressed(1)) { const int x = local_player->getTileX(); const int y = local_player->getTileY(); FloorItem *item = actorSpriteManager->findItem(x, y); if (item) local_player->pickUp(item); } else if (joystick->buttonPressed(2)) { local_player->toggleSit(); } } } } /** * Changes the currently active map. Should only be called while the game is * running. */ void Game::changeMap(const std::string &mapPath) { // Clean up floor items, beings and particles actorSpriteManager->clear(); // Close the popup menu on map change so that invalid options can't be // executed. viewport->closePopupMenu(); // Unset the map of the player so that its particles are cleared before // being deleted in the next step if (local_player) local_player->setMap(0); particleEngine->clear(); mMapName = mapPath; std::string fullMap = paths.getValue("maps", "maps/") + mMapName + ".tmx"; ResourceManager *resman = ResourceManager::getInstance(); if (!resman->exists(fullMap)) fullMap += ".gz"; // Attempt to load the new map Map *newMap = MapReader::readMap(fullMap); if (!newMap) { logger->log("Error while loading %s", fullMap.c_str()); new OkDialog(_("Could Not Load Map"), strprintf(_("Error while loading %s"), fullMap.c_str())); } // Notify the minimap and beingManager about the map change mMinimapWindow->setMap(newMap); actorSpriteManager->setMap(newMap); particleEngine->setMap(newMap); viewport->setMap(newMap); // Initialize map-based particle effects if (newMap) newMap->initializeParticleEffects(particleEngine); // Start playing new music file when necessary std::string oldMusic = mCurrentMap ? mCurrentMap->getMusicFile() : ""; std::string newMusic = newMap ? newMap->getMusicFile() : ""; if (newMusic != oldMusic) { if (newMusic.empty()) sound.fadeOutMusic(); else sound.fadeOutAndPlayMusic(newMusic); } delete mCurrentMap; mCurrentMap = newMap; Event event(Event::MapLoaded); event.setString("mapPath", mapPath); event.trigger(Event::GameChannel); } int Game::getCurrentTileWidth() const { if (mCurrentMap) return mCurrentMap->getTileWidth(); return DEFAULT_TILE_LENGTH; } int Game::getCurrentTileHeight() const { if (mCurrentMap) return mCurrentMap->getTileHeight(); return DEFAULT_TILE_LENGTH; } void Game::updateWindowMenuCaptions() { mWindowMenu->updatePopUpCaptions(); } void Game::videoResized(int width, int height) { viewport->setSize(width, height); }