/* * 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 * * $Id$ */ #include "game.h" #include #include #include #include #include #include #include "beingmanager.h" #include "configuration.h" #include "engine.h" #include "flooritemmanager.h" #include "graphics.h" #include "localplayer.h" #include "log.h" #include "npc.h" #include "gui/buy.h" #include "gui/buysell.h" #include "gui/chargedialog.h" #include "gui/chat.h" #include "gui/confirm_dialog.h" #include "gui/equipmentwindow.h" #include "gui/help.h" #include "gui/inventorywindow.h" #include "gui/minimap.h" #include "gui/npclistdialog.h" #include "gui/npc_text.h" #include "gui/sell.h" #include "gui/setup.h" #include "gui/skill.h" #include "gui/menuwindow.h" #include "gui/status.h" #include "gui/ministatus.h" #include "gui/trade.h" #include "gui/debugwindow.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/network.h" #include "net/npchandler.h" #include "net/playerhandler.h" #include "net/skillhandler.h" #include "net/tradehandler.h" #include "resources/imagewriter.h" enum { JOY_UP, JOY_DOWN, JOY_LEFT, JOY_RIGHT, JOY_BTN0, JOY_BTN1, JOY_BTN2, JOY_BTN3, JOY_BTN4, JOY_BTN5, JOY_BTN6, JOY_BTN7, JOY_BTN8, JOY_BTN9, JOY_BTN10, JOY_BTN11 }; extern Graphics *graphics; extern gcn::SDLInput *guiInput; class Map; std::string map_path; bool done = false; volatile int tick_time; volatile bool action_time = false; volatile int fps = 0, frame = 0; Engine *engine = NULL; SDL_Joystick *joypad = NULL; /**< Joypad object */ extern Window *weightNotice; extern Window *deathNotice; ConfirmDialog *exitConfirm = NULL; ChatWindow *chatWindow; MenuWindow *menuWindow; StatusWindow *statusWindow; MiniStatusWindow *miniStatusWindow; BuyDialog *buyDialog; SellDialog *sellDialog; BuySellDialog *buySellDialog; InventoryWindow *inventoryWindow; NpcListDialog *npcListDialog; NpcTextDialog *npcTextDialog; SkillDialog *skillDialog; //NewSkillDialog *newSkillWindow; Setup* setupWindow; Minimap *minimap; EquipmentWindow *equipmentWindow; ChargeDialog *chargeDialog; TradeWindow *tradeWindow; //BuddyWindow *buddyWindow; HelpWindow *helpWindow; DebugWindow *debugWindow; BeingManager *beingManager = NULL; FloorItemManager *floorItemManager = NULL; const int MAX_TIME = 10000; /** * Listener used for exitting handling. */ class ExitListener : public gcn::ActionListener { void action(const std::string &eventId) { if (eventId == "yes") { done = true; } exitConfirm = NULL; } } exitListener; /** * Advances game logic counter. */ Uint32 nextTick(Uint32 interval, void *param) { tick_time++; if (tick_time == MAX_TIME) tick_time = 0; return interval; } /** * Lets u only trigger an action every other second * tmp. counts fps */ Uint32 nextSecond(Uint32 interval, void *param) { action_time = true; 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( config.getValue("homeDir", "") + std::string("/chatlog.txt"), network); menuWindow = new MenuWindow(); statusWindow = new StatusWindow(player_node); miniStatusWindow = new MiniStatusWindow(); buyDialog = new BuyDialog(network); sellDialog = new SellDialog(network); buySellDialog = new BuySellDialog(); inventoryWindow = new InventoryWindow(); npcTextDialog = new NpcTextDialog(); npcListDialog = new NpcListDialog(); skillDialog = new SkillDialog(); //newSkillWindow = new NewSkillDialog(); setupWindow = new Setup(); minimap = new Minimap(); equipmentWindow = new EquipmentWindow(player_node->mEquipment); chargeDialog = new ChargeDialog(); tradeWindow = new TradeWindow(network); //buddyWindow = new BuddyWindow(); helpWindow = new HelpWindow(); debugWindow = new DebugWindow(); // Initialize window positions int screenW = graphics->getWidth(); int screenH = graphics->getHeight(); chargeDialog->setPosition( screenW - 5 - chargeDialog->getWidth(), screenH - chargeDialog->getHeight() - 15); tradeWindow->setPosition(screenW - statusWindow->getWidth() - tradeWindow->getWidth() - 10, inventoryWindow->getY() + inventoryWindow->getHeight()); /*buddyWindow->setPosition(10, minimap->getHeight() + 30);*/ // Set initial window visibility chatWindow->setVisible(true); miniStatusWindow->setVisible(true); statusWindow->setVisible(false); menuWindow->setVisible(true); buyDialog->setVisible(false); sellDialog->setVisible(false); buySellDialog->setVisible(false); inventoryWindow->setVisible(false); npcTextDialog->setVisible(false); npcListDialog->setVisible(false); skillDialog->setVisible(false); //newSkillWindow->setVisible(false); setupWindow->setVisible(false); equipmentWindow->setVisible(false); chargeDialog->setVisible(false); tradeWindow->setVisible(false); //buddyWindow->setVisible(false); helpWindow->setVisible(false); debugWindow->setVisible(false); } /** * 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 skillDialog; delete setupWindow; delete minimap; delete equipmentWindow; delete chargeDialog; //delete newSkillWindow; delete tradeWindow; //delete buddyWindow; delete helpWindow; delete debugWindow; } Game::Game(Network *network): mNetwork(network) { createGuiWindows(network); engine = new Engine(network); beingManager = new BeingManager(network); floorItemManager = new FloorItemManager(); // Initialize timers tick_time = 0; SDL_AddTimer(10, nextTick, NULL); // Logic counter SDL_AddTimer(1000, nextSecond, NULL); // Seconds counter // Initialize beings beingManager->setPlayer(player_node); player_node->setNetwork(network); engine->changeMap(map_path); // Initialize joypad SDL_InitSubSystem(SDL_INIT_JOYSTICK); //SDL_JoystickEventState(SDL_ENABLE); int num_joy = SDL_NumJoysticks(); logger->log("%i joysticks/gamepads found", num_joy); for (int i = 0; i < num_joy; i++) logger->log("- %s", SDL_JoystickName(i)); // TODO: The user should be able to choose which one to use // Open the first device if (num_joy > 0) { joypad = SDL_JoystickOpen(0); if (joypad == NULL) { logger->log("Couldn't open joystick: %s", SDL_GetError()); } else { logger->log("Axes: %i ", SDL_JoystickNumAxes(joypad)); logger->log("Balls: %i", SDL_JoystickNumBalls(joypad)); logger->log("Hats: %i", SDL_JoystickNumHats(joypad)); logger->log("Buttons: %i", SDL_JoystickNumButtons(joypad)); } } mBeingHandler = new BeingHandler(); 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(); network->registerHandler(mBeingHandler); network->registerHandler(mBuySellHandler); network->registerHandler(mChatHandler); network->registerHandler(mEquipmentHandler); network->registerHandler(mInventoryHandler); network->registerHandler(mItemHandler); network->registerHandler(mNpcHandler); network->registerHandler(mPlayerHandler); network->registerHandler(mSkillHandler); network->registerHandler(mTradeHandler); } Game::~Game() { delete mBeingHandler; delete mBuySellHandler; delete mChatHandler; delete mEquipmentHandler; delete mInventoryHandler; delete mItemHandler; delete mNpcHandler; delete mPlayerHandler; delete mSkillHandler; delete mTradeHandler; delete engine; delete player_node; destroyGuiWindows(); delete beingManager; delete floorItemManager; beingManager = NULL; floorItemManager = NULL; if (joypad != NULL) { SDL_JoystickClose(joypad); } } 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() << "/"; #endif filename << "TMW_Screenshot_" << screenshotCount << ".png"; testExists.open(filename.str().c_str(), std::ios::in); found = !testExists.is_open(); testExists.close(); } while (!found); return ImageWriter::writePNG(screenshot, filename.str()); } void Game::logic() { int gameTime = tick_time; while (!done) { // Handle all necessary game logic while (get_elapsed_time(gameTime) > 0) { handleInput(); engine->logic(); gameTime++; } gameTime = tick_time; // Update the screen when application is active, delay otherwise if (SDL_GetAppState() & SDL_APPACTIVE) { frame++; engine->draw(graphics); graphics->updateScreen(); } else { SDL_Delay(10); } // Handle network stuff mNetwork->flush(); mNetwork->dispatchMessages(); } } void Game::handleInput() { // Get the state of the keyboard keys Uint8* keys; keys = SDL_GetKeyState(NULL); // TODO: Only <= 6 buttons joypads are allowed bool joy[10]; memset(joy, 0, 10 * sizeof(bool)); // Get the state of the joypad axis/buttons if (joypad != NULL) { int lowerTolerance = (int)config.getValue("leftTolerance", -100); int upperTolerance = (int)config.getValue("rightTolerance", 100); SDL_JoystickUpdate(); int position = SDL_JoystickGetAxis(joypad, 0); if (position >= upperTolerance) { joy[JOY_RIGHT] = true; } else if (position <= lowerTolerance) { joy[JOY_LEFT] = true; } lowerTolerance = (int)config.getValue("upTolerance", -100); upperTolerance = (int)config.getValue("downTolerance", 100); position = SDL_JoystickGetAxis(joypad, 1); if (position <= lowerTolerance) { joy[JOY_UP] = true; } else if (position >= upperTolerance) { joy[JOY_DOWN] = true; } for (int i=0; i<6; i++) { if (SDL_JoystickGetButton(joypad, i) == 1) { joy[JOY_BTN0 + i] = true; } } } // 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; 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 = buddyWindow; 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->isFocused() || deathNotice != NULL || weightNotice != NULL) { break; } // Quit by pressing Enter if the exit confirm is there if (exitConfirm) { 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("cancel"); } // Else, open the chat edit box else { chatWindow->requestChatFocus(); used = true; } break; // Picking up items on the floor case SDLK_g: case SDLK_z: if (!chatWindow->isFocused()) { FloorItem *item = floorItemManager->findByCoordinates( player_node->x, player_node->y); // If none below the player, try the tile in front of // the player if (!item) { Uint16 x = player_node->x; Uint16 y = player_node->y; switch (player_node->direction) { case Being::NORTH: y--; break; case Being::SOUTH: y++; break; case Being::WEST: x--; break; case Being::EAST: x++; break; case Being::NW: x--; y--; break; case Being::NE: x++; y--; break; case Being::SW: x--; y++; break; case Being::SE: x++; y++; break; default: break; } item = floorItemManager->findByCoordinates(x, y); } if (item) player_node->pickUp(item); used = true; } break; // Quitting confirmation dialog case SDLK_ESCAPE: if (!exitConfirm) { exitConfirm = new ConfirmDialog( "Quit", "Are you sure you want to quit?"); exitConfirm->addActionListener(&exitListener); } exitConfirm->requestMoveToTop(); break; default: 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 if (event.key.keysym.mod & KMOD_ALT) { switch (event.key.keysym.sym) { case SDLK_s: // Player sit action if (!action_time) { break; } player_node->toggleSit(); used = true; break; 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) engine->toggleDebugPath(); used = true; break; } // Emotions if (action_time && !player_node->emotion) { Uint8 emotion = 0; 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; default: break; } if (emotion) { player_node->emote(emotion); action_time = false; used = true; } } } } // Quit event else if (event.type == SDL_QUIT) { done = true; } // Push input to GUI when not used if (!used) { guiInput->pushInput(event); } } // End while // Moving player around if (player_node->action != Being::DEAD && current_npc == 0 && !chatWindow->isFocused()) { Uint16 x = player_node->x; Uint16 y = player_node->y; Being::Direction Direction = Being::DIR_NONE; // Translate pressed keys to movement and direction if (keys[SDLK_UP] || keys[SDLK_KP8] || joy[JOY_UP]) { Direction = Being::NORTH; } if (keys[SDLK_DOWN] || keys[SDLK_KP2] || joy[JOY_DOWN]) { Direction = Being::SOUTH; } if (keys[SDLK_LEFT] || keys[SDLK_KP4] || joy[JOY_LEFT]) { // Allow diagonal walking // TODO: Make this nicer, once we got a bitfield for directions if (Direction == Being::NORTH) Direction = Being::NW; else if (Direction == Being::SOUTH) Direction = Being::SW; else Direction = Being::WEST; } if (keys[SDLK_RIGHT] || keys[SDLK_KP6] || joy[JOY_RIGHT]) { // Allow diagonal walking // TODO: Make this nicer, once we got a bitfield for directions if (Direction == Being::NORTH) Direction = Being::NE; else if (Direction == Being::SOUTH) Direction = Being::SE; else Direction = Being::EAST; } if (keys[SDLK_KP1]) // Bottom Left { Direction = Being::SW; } if (keys[SDLK_KP3]) // Bottom Right { Direction = Being::SE; } if (keys[SDLK_KP7]) // Top Left { Direction = Being::NW; } if (keys[SDLK_KP9]) // Top Right { Direction = Being::NE; } player_node->walk(Direction); // Attacking monsters if (keys[SDLK_LCTRL] || keys[SDLK_RCTRL] || joy[JOY_BTN0]) { Being *target = NULL; bool newTarget = keys[SDLK_LSHIFT] || keys[SDLK_RSHIFT]; // A set target has highest priority if (newTarget || !player_node->getTarget()) { Uint16 targetX = x, targetY = y; switch (player_node->direction) { case Being::SOUTH: targetY++; break; case Being::WEST: targetX--; break; case Being::NORTH: targetY--; break; case Being::EAST: targetX++; 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); } if (joy[JOY_BTN1]) { FloorItem *item = floorItemManager->findByCoordinates( player_node->x, player_node->y); if (item) player_node->pickUp(item); } else if (joy[JOY_BTN2] && action_time) { player_node->toggleSit(); action_time = false; } } }