/*
* The ManaPlus Client
* Copyright (C) 2004-2009 The Mana World Development Team
* Copyright (C) 2009-2010 The Mana Developers
* Copyright (C) 2011-2016 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 "actormanager.h"
#include "client.h"
#include "configuration.h"
#include "effectmanager.h"
#include "eventsmanager.h"
#include "gamemodifiers.h"
#include "soundmanager.h"
#include "settings.h"
#include "being/crazymoves.h"
#include "being/localplayer.h"
#include "being/playerinfo.h"
#include "const/spells.h"
#include "const/gui/chat.h"
#include "enums/being/beingdirection.h"
#include "particle/particle.h"
#include "input/inputmanager.h"
#include "input/joystick.h"
#include "input/keyboardconfig.h"
#include "input/touch/touchmanager.h"
#include "gui/dialogsmanager.h"
#include "gui/gui.h"
#include "gui/popupmanager.h"
#include "gui/viewport.h"
#include "gui/windowmanager.h"
#include "gui/windowmenu.h"
#include "gui/fonts/font.h"
#include "gui/shortcut/dropshortcut.h"
#include "gui/shortcut/emoteshortcut.h"
#include "gui/shortcut/itemshortcut.h"
#include "gui/popups/popupmenu.h"
#ifdef EATHENA_SUPPORT
#include "gui/windows/bankwindow.h"
#include "gui/windows/cutinwindow.h"
#include "gui/windows/mailwindow.h"
#endif
#include "gui/windows/chatwindow.h"
#include "gui/windows/debugwindow.h"
#include "gui/windows/didyouknowwindow.h"
#include "gui/windows/emotewindow.h"
#include "gui/windows/equipmentwindow.h"
#include "gui/windows/inventorywindow.h"
#include "gui/windows/killstats.h"
#include "gui/windows/minimap.h"
#include "gui/windows/ministatuswindow.h"
#include "gui/windows/npcdialog.h"
#include "gui/windows/outfitwindow.h"
#include "gui/windows/setupwindow.h"
#include "gui/windows/shopwindow.h"
#include "gui/windows/shortcutwindow.h"
#include "gui/windows/skilldialog.h"
#include "gui/windows/socialwindow.h"
#include "gui/windows/statuswindow.h"
#include "gui/windows/tradewindow.h"
#include "gui/windows/questswindow.h"
#include "gui/windows/whoisonline.h"
#include "gui/widgets/tabs/chat/battletab.h"
#include "gui/widgets/createwidget.h"
#include "gui/widgets/emoteshortcutcontainer.h"
#include "gui/widgets/itemshortcutcontainer.h"
#include "gui/widgets/spellshortcutcontainer.h"
#include "gui/widgets/virtshortcutcontainer.h"
#include "gui/widgets/tabs/chat/gmtab.h"
#include "gui/widgets/tabs/chat/langtab.h"
#include "gui/widgets/tabs/chat/tradetab.h"
#include "net/generalhandler.h"
#include "net/gamehandler.h"
#include "net/packetcounters.h"
#include "net/serverfeatures.h"
#include "resources/delayedmanager.h"
#include "resources/imagewriter.h"
#include "resources/mapreader.h"
#include "resources/resourcemanager.h"
#include "resources/screenshothelper.h"
#include "resources/db/mapdb.h"
#include "resources/map/map.h"
#include "resources/sprite/animatedsprite.h"
#include "utils/delete2.h"
#include "utils/gettext.h"
#include "utils/mkdir.h"
#include "utils/physfstools.h"
#include "utils/sdlcheckutils.h"
#include "utils/timer.h"
#ifdef __native_client__
#include "utils/naclmessages.h"
#endif // __native_client__
#include "listeners/errorlistener.h"
#ifdef TMWA_SUPPORT
#include "net/tmwa/guildmanager.h"
#endif
#ifdef USE_MUMBLE
#include "mumblemanager.h"
#endif
#ifdef WIN32
#include <sys/time.h>
#undef ERROR
#endif
#include "debug.h"
QuitDialog *quitDialog = nullptr;
Window *disconnectedDialog = nullptr;
bool mStatsReUpdated = false;
const unsigned adjustDelay = 10;
/**
* Initialize every game sub-engines in the right order
*/
static void initEngines()
{
actorManager = new ActorManager;
effectManager = new EffectManager;
#ifdef TMWA_SUPPORT
GuildManager::init();
#endif
crazyMoves = new CrazyMoves;
particleEngine = new Particle;
particleEngine->setMap(nullptr);
particleEngine->setupEngine();
BeingInfo::init();
if (gameHandler)
gameHandler->initEngines();
keyboard.update();
if (joystick)
joystick->update();
UpdateStatusListener::distributeEvent();
}
/**
* Create all the various globally accessible gui windows
*/
static void createGuiWindows()
{
if (setupWindow)
setupWindow->clearWindowsForReset();
if (emoteShortcut)
emoteShortcut->load();
GameModifiers::init();
// Create dialogs
CREATEWIDGETV0(emoteWindow, EmoteWindow);
CREATEWIDGETV0(chatWindow, ChatWindow);
CREATEWIDGETV0(tradeWindow, TradeWindow);
CREATEWIDGETV(equipmentWindow, EquipmentWindow,
PlayerInfo::getEquipment(),
localPlayer);
CREATEWIDGETV(beingEquipmentWindow, EquipmentWindow,
nullptr, nullptr, true);
beingEquipmentWindow->setVisible(Visible_false);
CREATEWIDGETV0(statusWindow, StatusWindow);
CREATEWIDGETV0(miniStatusWindow, MiniStatusWindow);
CREATEWIDGETV(inventoryWindow, InventoryWindow,
PlayerInfo::getInventory());
#ifdef EATHENA_SUPPORT
if (serverFeatures && serverFeatures->haveCart())
{
CREATEWIDGETV(cartWindow, InventoryWindow,
PlayerInfo::getCartInventory());
}
CREATEWIDGETV0(cutInWindow, CutInWindow);
#endif
CREATEWIDGETV0(shopWindow, ShopWindow);
CREATEWIDGETV0(skillDialog, SkillDialog);
CREATEWIDGETV0(minimap, Minimap);
CREATEWIDGETV0(debugWindow, DebugWindow);
CREATEWIDGETV(itemShortcutWindow, ShortcutWindow,
"ItemShortcut", "items.xml", 83, 460);
for (unsigned f = 0; f < SHORTCUT_TABS; f ++)
{
itemShortcutWindow->addTab(toString(f + 1),
new ItemShortcutContainer(nullptr, f));
}
if (config.getBoolValue("showDidYouKnow"))
{
didYouKnowWindow->setVisible(Visible_true);
didYouKnowWindow->loadData();
}
CREATEWIDGETV(emoteShortcutWindow, ShortcutWindow,
"EmoteShortcut",
new EmoteShortcutContainer(nullptr),
"emotes.xml",
130, 480);
CREATEWIDGETV0(outfitWindow, OutfitWindow);
CREATEWIDGETV(dropShortcutWindow, ShortcutWindow,
"DropShortcut",
new VirtShortcutContainer(nullptr, dropShortcut),
"drops.xml");
CREATEWIDGETV(spellShortcutWindow, ShortcutWindow,
"SpellShortcut",
"spells.xml",
265, 328);
for (unsigned f = 0; f < SPELL_SHORTCUT_TABS; f ++)
{
spellShortcutWindow->addTab(toString(f + 1),
new SpellShortcutContainer(nullptr, f));
}
#ifdef EATHENA_SUPPORT
CREATEWIDGETV0(bankWindow, BankWindow);
CREATEWIDGETV0(mailWindow, MailWindow);
#endif
CREATEWIDGETV0(whoIsOnline, WhoIsOnline);
CREATEWIDGETV0(killStats, KillStats);
CREATEWIDGETV0(socialWindow, SocialWindow);
CREATEWIDGETV0(questsWindow, QuestsWindow);
// TRANSLATORS: chat tab header
localChatTab = new ChatTab(chatWindow, _("General"),
GENERAL_CHANNEL, "#General", ChatTabType::INPUT);
localChatTab->setAllowHighlight(false);
if (config.getBoolValue("showChatHistory"))
localChatTab->loadFromLogFile("#General");
// TRANSLATORS: chat tab header
debugChatTab = new ChatTab(chatWindow, _("Debug"), "",
"#Debug", ChatTabType::DEBUG);
debugChatTab->setAllowHighlight(false);
if (config.getBoolValue("enableTradeTab"))
chatWindow->addSpecialChannelTab(TRADE_CHANNEL, false);
else
tradeChatTab = nullptr;
if (config.getBoolValue("enableBattleTab"))
{
battleChatTab = new BattleTab(chatWindow);
battleChatTab->setAllowHighlight(false);
}
else
{
battleChatTab = nullptr;
}
chatWindow->showGMTab();
if (!isSafeMode)
chatWindow->loadState();
if (setupWindow)
setupWindow->externalUpdate();
if (localPlayer)
localPlayer->updateStatus();
if (generalHandler)
generalHandler->gameStarted();
}
/**
* Destroy all the globally accessible gui windows
*/
static void destroyGuiWindows()
{
if (generalHandler)
generalHandler->gameEnded();
if (whoIsOnline)
whoIsOnline->setAllowUpdate(false);
#ifdef TMWA_SUPPORT
if (guildManager)
guildManager->clear();
#endif
delete2(windowMenu);
delete2(localChatTab) // Need to do this first, so it can remove itself
delete2(debugChatTab)
delete2(tradeChatTab)
delete2(battleChatTab)
delete2(langChatTab)
delete2(gmChatTab);
#ifdef TMWA_SUPPORT
if (guildManager && GuildManager::getEnableGuildBot())
guildManager->reload();
#endif
logger->log("start deleting");
delete2(emoteWindow);
delete2(chatWindow)
logger->log("end deleting");
delete2(statusWindow)
delete2(miniStatusWindow)
delete2(inventoryWindow)
#ifdef EATHENA_SUPPORT
delete2(cartWindow)
#endif
delete2(shopWindow)
delete2(skillDialog)
delete2(minimap)
delete2(equipmentWindow)
delete2(beingEquipmentWindow)
delete2(tradeWindow)
delete2(debugWindow)
delete2(itemShortcutWindow)
delete2(emoteShortcutWindow)
delete2(outfitWindow)
delete2(socialWindow)
delete2(dropShortcutWindow);
delete2(spellShortcutWindow);
#ifdef EATHENA_SUPPORT
delete2(bankWindow);
delete2(cutInWindow);
delete2(mailWindow);
#endif
delete2(questsWindow);
delete2(whoIsOnline);
delete2(killStats);
}
Game *Game::mInstance = nullptr;
Game::Game() :
mCurrentMap(nullptr),
mMapName(""),
mValidSpeed(true),
mNextAdjustTime(cur_time + adjustDelay),
mAdjustLevel(0),
mAdjustPerfomance(config.getBoolValue("adjustPerfomance")),
mLowerCounter(0),
mPing(0),
mTime(cur_time + 1),
mTime2(cur_time + 10)
{
touchManager.setInGame(true);
// assert(!mInstance);
if (mInstance)
logger->log("error: double game creation");
mInstance = this;
config.incValue("gamecount");
disconnectedDialog = nullptr;
// Create the viewport
viewport = new Viewport;
viewport->setSize(mainGraphics->mWidth, mainGraphics->mHeight);
PlayerInfo::clear();
BasicContainer2 *const top = static_cast<BasicContainer2*>(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();
chatWindow->postConnection();
#ifdef EATHENA_SUPPORT
mailWindow->postConnection();
#endif
// Initialize beings
if (actorManager)
actorManager->setPlayer(localPlayer);
gameHandler->ping(tick_time);
if (setupWindow)
setupWindow->setInGame(true);
clearKeysArray();
#ifdef TMWA_SUPPORT
if (guildManager && GuildManager::getEnableGuildBot())
guildManager->requestGuildInfo();
#endif
if (localPlayer)
localPlayer->updatePets();
settings.disableLoggingInGame = config.getBoolValue(
"disableLoggingInGame");
}
Game::~Game()
{
settings.disableLoggingInGame = false;
touchManager.setInGame(false);
config.write();
serverConfig.write();
resetAdjustLevel();
destroyGuiWindows();
AnimatedSprite::setEnableCache(false);
delete2(actorManager)
if (client->getState() != State::CHANGE_MAP)
delete2(localPlayer)
if (effectManager)
effectManager->clear();
delete2(effectManager)
delete2(particleEngine)
delete2(viewport)
delete2(mCurrentMap)
#ifdef TMWA_SUPPORT
delete2(guildManager)
#endif
#ifdef USE_MUMBLE
delete2(mumbleManager)
#endif
delete2(crazyMoves);
Being::clearCache();
mInstance = nullptr;
PlayerInfo::gameDestroyed();
}
void Game::addWatermark()
{
if (!boldFont || !config.getBoolValue("addwatermark"))
return;
const Color &color1 = theme->getColor(ThemeColorId::TEXT, 255);
const Color &color2 = theme->getColor(ThemeColorId::TEXT_OUTLINE, 255);
boldFont->drawString(mainGraphics,
color1,
color2,
settings.serverName,
100, 50);
}
bool Game::createScreenshot()
{
if (!mainGraphics || !screenshortHelper)
return false;
SDL_Surface *screenshot = nullptr;
if (!config.getBoolValue("showip") && gui)
{
mainGraphics->setSecure(true);
screenshortHelper->prepare();
gui->draw();
addWatermark();
screenshot = screenshortHelper->getScreenshot();
mainGraphics->setSecure(false);
}
else
{
addWatermark();
screenshot = screenshortHelper->getScreenshot();
}
if (!screenshot)
return false;
return saveScreenshot(screenshot);
}
bool Game::saveScreenshot(SDL_Surface *const screenshot)
{
std::string screenshotDirectory = settings.screenshotDir;
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 filename;
std::fstream testExists;
bool found = false;
static unsigned int screenshotCount = 0;
time_t rawtime;
char buffer [100];
time(&rawtime);
struct tm *const timeinfo = localtime(&rawtime);
strftime(buffer, 99, "%Y-%m-%d_%H-%M-%S", timeinfo);
const std::string serverName = settings.serverName;
std::string screenShortStr;
if (serverName.empty())
{
screenShortStr = strprintf("%s_Screenshot_%s_",
branding.getValue("appName", "ManaPlus").c_str(),
buffer);
}
else
{
screenShortStr = strprintf("%s_Screenshot_%s_%s_",
branding.getValue("appName", "ManaPlus").c_str(),
serverName.c_str(), buffer);
}
do
{
screenshotCount++;
filename.str("");
filename << screenshotDirectory << "/";
filename << screenShortStr << screenshotCount << ".png";
testExists.open(filename.str().c_str(), std::ios::in);
found = !testExists.is_open();
testExists.close();
}
while (!found);
const std::string fileNameStr = filename.str();
const bool success = ImageWriter::writePNG(screenshot, fileNameStr);
#ifdef __native_client__
std::string nacScreenshotlDir = fileNameStr;
cutFirst(nacScreenshotlDir, "/persistent");
naclPostMessage("copy-from-persistent", nacScreenshotlDir);
logger->log("nacl screenshot path: " + nacScreenshotlDir);
#endif
if (success)
{
if (localChatTab)
{
// TRANSLATORS: save file message
std::string str = strprintf(_("Screenshot saved as %s"),
fileNameStr.c_str());
localChatTab->chatLog(str, ChatMsgType::BY_SERVER);
}
}
else
{
if (localChatTab)
{
// TRANSLATORS: save file message
localChatTab->chatLog(_("Saving screenshot failed!"),
ChatMsgType::BY_SERVER);
}
logger->log1("Error: could not save screenshot.");
}
MSDL_FreeSurface(screenshot);
return success;
}
void Game::logic()
{
BLOCK_START("Game::logic")
handleInput();
// Handle all necessary game logic
if (actorManager)
actorManager->logic();
if (particleEngine)
particleEngine->update();
if (mCurrentMap)
mCurrentMap->update();
BLOCK_END("Game::logic")
}
void Game::slowLogic()
{
BLOCK_START("Game::slowLogic")
if (localPlayer)
localPlayer->slowLogic();
const int time = cur_time;
if (mTime != time)
{
if (valTest(Updated))
mValidSpeed = false;
mTime = time + 1;
if (debugWindow)
debugWindow->slowLogic();
if (killStats)
killStats->update();
if (socialWindow)
socialWindow->slowLogic();
if (whoIsOnline)
whoIsOnline->slowLogic();
Being::reReadConfig();
if (killStats)
cilk_spawn killStats->recalcStats();
if (time > mTime2 || mTime2 - time > 10)
{
mTime2 = time + 10;
config.writeUpdated();
serverConfig.writeUpdated();
}
if (effectManager)
effectManager->logic();
}
if (mainGraphics->getOpenGL())
DelayedManager::delayedLoad();
#ifdef TMWA_SUPPORT
if (shopWindow)
cilk_spawn shopWindow->updateTimes();
#endif
#ifdef TMWA_SUPPORT
if (guildManager)
guildManager->slowLogic();
#endif
if (skillDialog)
cilk_spawn skillDialog->slowLogic();
cilk_spawn PacketCounters::update();
// Handle network stuff
if (!gameHandler->isConnected())
{
if (client->getState() == State::CHANGE_MAP)
return; // Not a problem here
if (client->getState() != State::ERROR)
{
if (!disconnectedDialog)
{
// TRANSLATORS: error message text
errorMessage = _("The connection to the server was lost.");
disconnectedDialog = DialogsManager::openErrorDialog(
// TRANSLATORS: error message header
_("Network Error"),
errorMessage,
Modal_false);
disconnectedDialog->addActionListener(&errorListener);
disconnectedDialog->requestMoveToTop();
}
}
if (viewport && !errorMessage.empty())
{
const Map *const map = viewport->getMap();
if (map)
map->saveExtraLayer();
}
DialogsManager::closeDialogs();
WindowManager::setFramerate(config.getIntValue("fpslimit"));
mNextAdjustTime = cur_time + adjustDelay;
if (client->getState() != State::ERROR)
errorMessage.clear();
}
else
{
if (gameHandler->mustPing()
&& get_elapsed_time1(mPing) > 3000)
{
mPing = tick_time;
gameHandler->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 || !localPlayer || localPlayer->getHalfAway()
|| settings.awayMode)
{
return;
}
int maxFps = WindowManager::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", ChatMsgType::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", ChatMsgType::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",
ChatMsgType::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()
{
BLOCK_START("Game::handleMove")
if (!localPlayer)
{
BLOCK_END("Game::handleMove")
return;
}
// Moving player around
if (localPlayer->isAlive()
&& chatWindow
&& !chatWindow->isInputFocused()
&& !InventoryWindow::isAnyInputFocused()
&& !quitDialog
&& !popupMenu->isPopupVisible())
{
NpcDialog *const dialog = NpcDialog::getActive();
if (dialog)
{
BLOCK_END("Game::handleMove")
return;
}
// 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(InputAction::IGNORE_INPUT_1) ||
inputManager.isActionActive(InputAction::IGNORE_INPUT_2))
{
BLOCK_END("Game::handleMove")
return;
}
unsigned char direction = 0;
// Translate pressed keys to movement and direction
if (inputManager.isActionActive(InputAction::MOVE_UP) ||
(joystick && joystick->isUp()))
{
direction |= BeingDirection::UP;
setValidSpeed();
localPlayer->cancelFollow();
}
else if (inputManager.isActionActive(InputAction::MOVE_DOWN) ||
(joystick && joystick->isDown()))
{
direction |= BeingDirection::DOWN;
setValidSpeed();
localPlayer->cancelFollow();
}
if (inputManager.isActionActive(InputAction::MOVE_LEFT) ||
(joystick && joystick->isLeft()))
{
direction |= BeingDirection::LEFT;
setValidSpeed();
localPlayer->cancelFollow();
}
else if (inputManager.isActionActive(InputAction::MOVE_RIGHT) ||
(joystick && joystick->isRight()))
{
direction |= BeingDirection::RIGHT;
setValidSpeed();
localPlayer->cancelFollow();
}
else if (inputManager.isActionActive(InputAction::MOVE_FORWARD))
{
direction = localPlayer->getDirection();
setValidSpeed();
localPlayer->cancelFollow();
}
if ((!inputManager.isActionActive(InputAction::EMOTE)
&& !inputManager.isActionActive(InputAction::PET_EMOTE)
&& !inputManager.isActionActive(InputAction::HOMUN_EMOTE)
&& !inputManager.isActionActive(InputAction::STOP_ATTACK))
|| direction == 0)
{
moveInDirection(direction);
}
}
BLOCK_END("Game::handleMove")
}
void Game::moveInDirection(const unsigned char direction)
{
if (!viewport)
return;
if (!settings.cameraMode)
{
if (localPlayer)
localPlayer->specialMove(direction);
}
else
{
int dx = 0;
int dy = 0;
if (direction & BeingDirection::LEFT)
dx = -5;
else if (direction & BeingDirection::RIGHT)
dx = 5;
if (direction & BeingDirection::UP)
dy = -5;
else if (direction & BeingDirection::DOWN)
dy = 5;
viewport->moveCamera(dx, dy);
}
}
void Game::updateFrameRate(int fpsLimit)
{
if (!fpsLimit)
{
if (settings.awayMode)
{
if (settings.inputFocused || settings.mouseFocused)
fpsLimit = config.getIntValue("fpslimit");
else
fpsLimit = config.getIntValue("altfpslimit");
}
else
{
fpsLimit = config.getIntValue("fpslimit");
}
}
WindowManager::setFramerate(fpsLimit);
mNextAdjustTime = cur_time + adjustDelay;
}
/**
* The huge input handling method.
*/
void Game::handleInput()
{
BLOCK_START("Game::handleInput 1")
if (joystick)
joystick->logic();
eventsManager.handleGameEvents();
// If the user is configuring the keys then don't respond.
if (!keyboard.isEnabled() || settings.awayMode)
{
BLOCK_END("Game::handleInput 1")
return;
}
// If pressed outfits keys, stop processing keys.
if (inputManager.isActionActive(InputAction::WEAR_OUTFIT)
|| inputManager.isActionActive(InputAction::COPY_OUTFIT)
|| (setupWindow && setupWindow->isWindowVisible()))
{
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)
{
BLOCK_START("Game::changeMap")
resetAdjustLevel();
resourceManager->cleanProtected();
if (popupManager)
{
popupManager->clearPopup();
popupManager->closePopupMenu();
}
// Clean up floor items, beings and particles
if (actorManager)
actorManager->clear();
// Close the popup menu on map change so that invalid options can't be
// executed.
if (viewport)
viewport->cleanHoverItems();
// Unset the map of the player so that its particles are cleared before
// being deleted in the next step
if (localPlayer)
localPlayer->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");
if (!PhysFs::exists(realFullMap.c_str()))
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 actorManager about the map change
if (minimap)
minimap->setMap(newMap);
if (actorManager)
actorManager->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
if (localPlayer)
localPlayer->recreateItemParticles();
gameHandler->mapLoadedEvent();
BLOCK_END("Game::changeMap")
}
void Game::updateHistory(const SDL_Event &event)
{
if (!localPlayer || !settings.attackType)
return;
if (static_cast<int>(event.key.keysym.sym) != -1)
{
bool old = false;
const InputActionT 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 == InputAction::NO_VALUE ||
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 (!localPlayer || !settings.attackType)
return;
const int time = cur_time;
for (int f = 0; f < MAX_LASTKEYS; f ++)
{
LastKey &lastKey = mLastKeys[f];
if (lastKey.key != InputAction::NO_VALUE)
{
if (lastKey.time + timeRange < time)
{
if (lastKey.cnt > cntInTime)
mValidSpeed = false;
lastKey.key = InputAction::NO_VALUE;
}
}
}
}
void Game::setValidSpeed()
{
clearKeysArray();
mValidSpeed = true;
}
void Game::clearKeysArray()
{
for (int f = 0; f < MAX_LASTKEYS; f ++)
{
mLastKeys[f].time = 0;
mLastKeys[f].key = InputAction::NO_VALUE;
mLastKeys[f].cnt = 0;
}
}
void Game::videoResized(const int width, const int height)
{
if (viewport)
viewport->setSize(width, height);
if (windowMenu)
windowMenu->setPosition(width - windowMenu->getWidth(), 0);
}