/* * The ManaPlus Client * Copyright (C) 2004-2009 The Mana World Development Team * Copyright (C) 2009-2010 The Mana Developers * Copyright (C) 2011-2014 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 . */ #include "game.h" #include "main.h" #include "actormanager.h" #include "auctionmanager.h" #include "animatedsprite.h" #include "client.h" #include "commandhandler.h" #include "configuration.h" #include "effectmanager.h" #include "emoteshortcut.h" #include "eventsmanager.h" #include "gamemodifiers.h" #include "guildmanager.h" #include "itemshortcut.h" #include "soundmanager.h" #include "settings.h" #include "spellshortcut.h" #include "touchmanager.h" #include "being/localplayer.h" #include "being/playerinfo.h" #include "particle/particle.h" #include "input/inputmanager.h" #include "input/joystick.h" #include "input/keyboardconfig.h" #include "gui/chatconsts.h" #include "gui/dialogsmanager.h" #include "gui/gui.h" #include "gui/viewport.h" #include "gui/windowmanager.h" #include "gui/windowmenu.h" #include "gui/fonts/font.h" #include "gui/windows/botcheckerwindow.h" #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/battletab.h" #include "gui/widgets/dropshortcutcontainer.h" #include "gui/widgets/emoteshortcutcontainer.h" #include "gui/widgets/itemshortcutcontainer.h" #include "gui/widgets/spellshortcutcontainer.h" #include "gui/widgets/tabs/gmtab.h" #include "gui/widgets/tabs/langtab.h" #include "gui/widgets/tabs/tradetab.h" #include "net/generalhandler.h" #include "net/gamehandler.h" #include "net/net.h" #include "net/packetcounters.h" #include "resources/delayedmanager.h" #include "resources/imagewriter.h" #include "resources/mapreader.h" #include "resources/resourcemanager.h" #include "resources/db/mapdb.h" #include "resources/map/map.h" #include "utils/delete2.h" #include "utils/gettext.h" #include "utils/langs.h" #include "utils/mkdir.h" #include "utils/physfstools.h" #include "utils/sdlcheckutils.h" #include "utils/timer.h" #include "listeners/errorlistener.h" #include #include #ifdef USE_MUMBLE #include "mumblemanager.h" #endif #include "debug.h" QuitDialog *quitDialog = nullptr; Window *disconnectedDialog = nullptr; int weightNoticeTime = 0; bool mStatsReUpdated = false; const unsigned adjustDelay = 10; /** * Initialize every game sub-engines in the right order */ static void initEngines() { actorManager = new ActorManager; commandHandler = new CommandHandler; effectManager = new EffectManager; modifiers = new GameModifiers; AuctionManager::init(); GuildManager::init(); particleEngine = new Particle(); particleEngine->setMap(nullptr); particleEngine->setupEngine(); BeingInfo::init(); Net::getGameHandler()->initEngines(); keyboard.update(); if (joystick) joystick->update(); } /** * Create all the various globally accessible gui windows */ static void createGuiWindows() { if (setupWindow) setupWindow->clearWindowsForReset(); if (emoteShortcut) emoteShortcut->load(); // Create dialogs emoteWindow = new EmoteWindow; emoteWindow->postInit(); chatWindow = new ChatWindow; chatWindow->postInit(); tradeWindow = new TradeWindow; equipmentWindow = new EquipmentWindow(PlayerInfo::getEquipment(), player_node); equipmentWindow->postInit(); beingEquipmentWindow = new EquipmentWindow(nullptr, nullptr, true); beingEquipmentWindow->postInit(); beingEquipmentWindow->setVisible(false); statusWindow = new StatusWindow; miniStatusWindow = new MiniStatusWindow; inventoryWindow = new InventoryWindow(PlayerInfo::getInventory()); inventoryWindow->postInit(); shopWindow = new ShopWindow; shopWindow->postInit(); skillDialog = new SkillDialog; skillDialog->postInit(); minimap = new Minimap; debugWindow = new DebugWindow; debugWindow->postInit(); itemShortcutWindow = new 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(true); didYouKnowWindow->loadData(); } emoteShortcutWindow = new ShortcutWindow("EmoteShortcut", new EmoteShortcutContainer(nullptr), "emotes.xml", 130, 480); outfitWindow = new OutfitWindow(); dropShortcutWindow = new ShortcutWindow("DropShortcut", new DropShortcutContainer(nullptr), "drops.xml"); spellShortcutWindow = new ShortcutWindow("SpellShortcut", "spells.xml", 265, 328); for (unsigned f = 0; f < SPELL_SHORTCUT_TABS; f ++) { spellShortcutWindow->addTab(toString(f + 1), new SpellShortcutContainer(nullptr, f)); } botCheckerWindow = new BotCheckerWindow; whoIsOnline = new WhoIsOnline; whoIsOnline->postInit(); killStats = new KillStats; socialWindow = new SocialWindow; socialWindow->postInit(); questsWindow = new QuestsWindow; // TRANSLATORS: chat tab header localChatTab = new ChatTab(chatWindow, _("General"), GENERAL_CHANNEL); localChatTab->setAllowHighlight(false); if (config.getBoolValue("showChatHistory")) localChatTab->loadFromLogFile("#General"); if (serverVersion >= 8 && serverConfig.getValue("enableLangTab", 1)) { const std::string lang = getLangShort(); if (lang.size() == 2) { langChatTab = new LangTab(chatWindow, lang); langChatTab->setAllowHighlight(false); } } // TRANSLATORS: chat tab header debugChatTab = new ChatTab(chatWindow, _("Debug"), ""); debugChatTab->setAllowHighlight(false); if (config.getBoolValue("enableTradeTab")) { tradeChatTab = new TradeTab(chatWindow); tradeChatTab->setAllowHighlight(false); } else { tradeChatTab = nullptr; } if (config.getBoolValue("enableBattleTab")) { battleChatTab = new BattleTab(chatWindow); battleChatTab->setAllowHighlight(false); } else { battleChatTab = nullptr; } if (player_node && !gmChatTab && config.getBoolValue("enableGmTab") && player_node->getGMLevel() > 0) { gmChatTab = new GmTab(chatWindow); } if (!isSafeMode && chatWindow) chatWindow->loadState(); if (setupWindow) setupWindow->externalUpdate(); if (player_node) player_node->updateStatus(); Net::getGeneralHandler()->gameStarted(); } /** * Destroy all the globally accessible gui windows */ static void destroyGuiWindows() { Net::getGeneralHandler()->gameEnded(); if (whoIsOnline) whoIsOnline->setAllowUpdate(false); if (auctionManager) auctionManager->clear(); if (guildManager) guildManager->clear(); delete2(windowMenu); delete2(localChatTab) // Need to do this first, so it can remove itself delete2(debugChatTab) delete2(tradeChatTab) delete2(battleChatTab) delete2(langChatTab) delete2(gmChatTab); logger->log("start deleting"); delete2(emoteWindow); delete2(chatWindow) logger->log("end deleting"); delete2(statusWindow) delete2(miniStatusWindow) delete2(inventoryWindow) 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); delete2(botCheckerWindow); delete2(questsWindow); delete2(whoIsOnline); delete2(killStats); if (auctionManager && AuctionManager::getEnableAuctionBot()) auctionManager->reload(); if (guildManager && GuildManager::getEnableGuildBot()) guildManager->reload(); } 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); spellManager = new SpellManager; spellShortcut = new SpellShortcut; // 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(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(); // Initialize beings if (actorManager) actorManager->setPlayer(player_node); Net::getGameHandler()->ping(tick_time); if (setupWindow) setupWindow->setInGame(true); clearKeysArray(); if (guildManager && GuildManager::getEnableGuildBot()) guildManager->requestGuildInfo(); if (player_node) player_node->updatePets(); } Game::~Game() { touchManager.setInGame(false); config.write(); serverConfig.write(); resetAdjustLevel(); destroyGuiWindows(); AnimatedSprite::setEnableCache(false); delete2(modifiers); delete2(actorManager) if (client->getState() != STATE_CHANGE_MAP) delete2(player_node) delete2(commandHandler) delete2(effectManager) delete2(particleEngine) delete2(viewport) delete2(mCurrentMap) delete2(spellManager) delete2(spellShortcut) delete2(auctionManager) delete2(guildManager) #ifdef USE_MUMBLE delete2(mumbleManager) #endif Being::clearCache(); mInstance = nullptr; PlayerInfo::gameDestroyed(); } void Game::addWatermark() { if (!boldFont || !config.getBoolValue("addwatermark")) return; mainGraphics->setColorAll(theme->getColor(Theme::TEXT, 255), theme->getColor(Theme::TEXT_OUTLINE, 255)); boldFont->drawString(mainGraphics, settings.serverName, 100, 50); } bool Game::createScreenshot() { if (!mainGraphics) return false; SDL_Surface *screenshot = nullptr; if (!config.getBoolValue("showip") && gui) { mainGraphics->setSecure(true); mainGraphics->prepareScreenshot(); gui->draw(); addWatermark(); screenshot = mainGraphics->getScreenshot(); mainGraphics->setSecure(false); } else { addWatermark(); screenshot = mainGraphics->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); 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 ActorSprite::actorLogic(); if (actorManager) actorManager->logic(); if (particleEngine) particleEngine->update(); if (mCurrentMap) mCurrentMap->update(); BLOCK_END("Game::logic") } void Game::slowLogic() { BLOCK_START("Game::slowLogic") if (player_node) player_node->slowLogic(); const int time = cur_time; if (mTime != time) { if (valTest(Updated)) mValidSpeed = false; mTime = time + 1; if (botCheckerWindow) botCheckerWindow->slowLogic(); if (debugWindow) debugWindow->slowLogic(); if (killStats) killStats->update(); if (socialWindow) socialWindow->slowLogic(); if (whoIsOnline) whoIsOnline->slowLogic(); Being::reReadConfig(); if (killStats) killStats->recalcStats(); if (time > mTime2 || mTime2 - time > 10) { mTime2 = time + 10; config.writeUpdated(); serverConfig.writeUpdated(); } } if (shopWindow) shopWindow->updateTimes(); if (mainGraphics->getOpenGL()) DelayedManager::delayedLoad(); if (guildManager) guildManager->slowLogic(); PacketCounters::update(); // Handle network stuff if (!Net::getGameHandler()->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, false); disconnectedDialog->addActionListener(&errorListener); disconnectedDialog->requestMoveToTop(); } } if (viewport && !errorMessage.empty()) { const Map *const map = viewport->getMap(); if (map) { logger->log("state: %d", client->getState()); map->saveExtraLayer(); } } DialogsManager::closeDialogs(); WindowManager::setFramerate(config.getIntValue("fpslimit")); mNextAdjustTime = cur_time + adjustDelay; if (client->getState() != STATE_ERROR) errorMessage.clear(); } else { if (Net::getGameHandler()->mustPing() && get_elapsed_time1(mPing) > 3000) { mPing = tick_time; Net::getGameHandler()->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(time)) { mNextAdjustTime = time + adjustDelay; if (mAdjustLevel > 3 || !player_node || player_node->getHalfAway() || player_node->getAway()) { 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 (!player_node) { BLOCK_END("Game::handleMove") return; } // Moving player around if (player_node->isAlive() && chatWindow && !chatWindow->isInputFocused() && !InventoryWindow::isAnyInputFocused() && !quitDialog) { 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(); player_node->cancelFollow(); } else if (inputManager.isActionActive(InputAction::MOVE_DOWN) || (joystick && joystick->isDown())) { direction |= BeingDirection::DOWN; setValidSpeed(); player_node->cancelFollow(); } if (inputManager.isActionActive(InputAction::MOVE_LEFT) || (joystick && joystick->isLeft())) { direction |= BeingDirection::LEFT; setValidSpeed(); player_node->cancelFollow(); } else if (inputManager.isActionActive(InputAction::MOVE_RIGHT) || (joystick && joystick->isRight())) { direction |= BeingDirection::RIGHT; setValidSpeed(); player_node->cancelFollow(); } else if (inputManager.isActionActive(InputAction::MOVE_FORWARD)) { direction = player_node->getDirection(); setValidSpeed(); player_node->cancelFollow(); } if (!inputManager.isActionActive(InputAction::EMOTE) || direction == 0) moveInDirection(direction); } BLOCK_END("Game::handleMove") } void Game::moveInDirection(const unsigned char direction) { if (!viewport) return; if (!viewport->getCameraMode()) { if (player_node) player_node->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 (player_node && player_node->getAway()) { 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 (!player_node || !keyboard.isEnabled() || player_node->getAway()) { 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 *const resman = ResourceManager::getInstance(); resman->cleanProtected(); if (viewport) viewport->clearPopup(); // 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->closePopupMenu(); viewport->cleanHoverItems(); } // Unset the map of the player so that its particles are cleared before // being deleted in the next step if (player_node) player_node->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 (player_node) player_node->recreateItemParticles(); Net::getGameHandler()->mapLoadedEvent(); BLOCK_END("Game::changeMap") } void Game::updateHistory(const SDL_Event &event) { if (!player_node || !settings.attackType) return; if (static_cast(event.key.keysym.sym) != -1) { bool old = false; const int 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 == -1 || 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 (!player_node || !settings.attackType) return; const int time = cur_time; for (int f = 0; f < MAX_LASTKEYS; f ++) { LastKey &lastKey = mLastKeys[f]; if (lastKey.key != -1) { if (lastKey.time + timeRange < time) { if (lastKey.cnt > cntInTime) mValidSpeed = false; lastKey.key = -1; } } } } void Game::setValidSpeed() { clearKeysArray(); mValidSpeed = true; } void Game::clearKeysArray() { for (int f = 0; f < MAX_LASTKEYS; f ++) { mLastKeys[f].time = 0; mLastKeys[f].key = -1; 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); }