Пример #1
0
/** Makes a new roll for RandomLvl perso attributes
  *
  * This class is static to get access to thegsCreatePerso::getHandlerList()
  * function.
  *
  * The tThis pointer get access to the current erCreatePerso instance but 
  * none test is done, so if this pointer is NULL, this cause a segfault.
  *
  * \param root The root IGUIElement pointer
  * \param tThis A pointer to the current erCreatePerso instance
  */
void RainbruRPG::Events::erCreatePerso::roll(IGUIElement* root,
					     erCreatePerso* tThis){
  LOGI("Rolling new perso");

  IGUIElement* guiE;
  stringw win;

  int lGet=0;
  int lAvail=0;
  int ran=0;

  AttrbHandlerList* handlerList=gsCreatePerso::getHandlerList();

  AttrbHandlerList::const_iterator iter;
    // Iterate through list and output each element.
    for (iter=handlerList->begin(); iter != handlerList->end(); iter++){
      ran=getRandomInteger(RANDOM_LVL_MIN,RANDOM_LVL_MAX );
      win=StringConv::getSingleton().itow(ran);
      lGet+=ran;
      lAvail+=10;

      if (  (*iter)->type== AT_RANDOM_LVL){
	guiE=root->getElementFromId((*iter)->irrId, true);
	if (guiE)
	  guiE->setText(win.c_str());
	else
	  LOGE("Cannot change AT_RANDOM_LVL text");
      }

    }

  tThis->setLevelGet(lGet);
  tThis->setLevelAvail(lAvail);
  // Get the level get/total static text
  guiE=root->getElementFromId(10000, true);

  ostringstream oss;
  oss << "Levels (get/total available) : ";
  oss << lGet;
  oss << "/";
  oss << lAvail;

  stringw wi=StringConv::getSingleton().stow(oss.str());
  guiE->setText(wi.c_str());
}
Пример #2
0
int run(IrrlichtDevice *device)
{
    while (device->run())
        if (device->isWindowActive()) {
            device->getVideoDriver()->beginScene(true, true, SColor(0, 100, 100, 100));
            device->getSceneManager()->drawAll();
            device->getGUIEnvironment()->drawAll();
            device->getVideoDriver()->endScene();

            IGUIElement *stat = device->getGUIEnvironment()->getRootGUIElement()->getElementFromId(
                    100);
            if (stat) {
                stringw str = L"FPS: ";
                str += (s32) device->getVideoDriver()->getFPS();

                stat->setText(str.c_str());
            }
        }

    device->drop();
    return 0;
}
Пример #3
0
bool Universe::Run()
{
	bool continueFlag; //Continue game or not
	char inPacket[256]; //Holds the input packet
	char outPacket[256]; //Holds the output packet
	int iResult; //The result of 'Receive' and 'Send'

	continueFlag = true;

	connectSocket = new ClientSocket(serverAddress, serverPort);
	printf("Connected to the server\n");
	CreatePacket(outPacket, LogIn, "%s%s", login, password);
	connectSocket->Send(outPacket);

	game = NULL;
	currentCharacter = NULL;
	
	ClientGUIInit();

	//variables for camera
	cameraY = 50.0f;
	ISceneNode* camPos=render->smgr->addEmptySceneNode();
	camPos->setPosition(vector3df(50.0f,cameraY,10.0f));
	camera=render->smgr->addCameraSceneNode(NULL, vector3df(50.0f, 50.0f, 10.0f), vector3df(50.0f, 0.0f, 40.0f));

	scene::ISceneNode* lnode; 
	lnode = render->smgr->addLightSceneNode(NULL, camPos->getPosition(), video::SColorf(1.0f, 1.0f, 1.0f, 1.0f), 800.0f);
	render->smgr->setAmbientLight(video::SColor(0, 60, 60, 60));
	
	state = Continue;

	int lastUpdate = render->device->getTimer()->getTime();

	while (render->device->run() && state == Continue)
	{
		//Receving packet from the server
		iResult = connectSocket->Receive(inPacket);
		if (iResult)
		{
			if (iResult > 0)
			{ //Packet received
				switch (GetPacketType(inPacket))
				{
					case LoggedIn:
						char gameName[256];
						int locationId;
						ScanPacket(inPacket, "%s%i", gameName, &locationId);
						game = new Game(gameName, Client);
						printf("Game %s initialized\n", game->name);
						currentLocation = game->data->GetLocation(locationId);
						DrawScene();
						break;
					case NPCSpawned:
						currentLocation->SpawnNPC(new CurrentNPC(inPacket));
						break;
					case StaticSpawned:
					{
						CurrentStatic* currentStatic = new CurrentStatic(inPacket);
						currentLocation->SpawnStatic(currentStatic);
						break;
					}
					case ItemSpawned:
						char spawnType; //TODO: SpawnType as char
						ScanPacket(inPacket, "%i%i%f%f%b", NULL, NULL, NULL, NULL, &spawnType);
						switch(spawnType)
						{
							case Ground:
								currentLocation->SpawnItem(new CurrentItem(inPacket));
								break;
							case Inventory:
								currentCharacter->SpawnItem(new CurrentItem(inPacket));
								break;
						}
						break;
					case CharacterSpawned:
						if (!currentCharacter)
						{
							currentCharacter = new CurrentCharacter(inPacket);
							currentLocation->SpawnCharacter(currentCharacter);
						}
						else
						{
							currentLocation->SpawnCharacter(new CurrentCharacter(inPacket));
						}
						break;
					case SkillSpawned:
						currentCharacter->SpawnSkill(new CurrentSkill(inPacket));
						break;
					case NPCUnspawned:
						currentLocation->UnSpawnNPC(currentLocation->GetNPC(PacketGetInt(inPacket, 1)));
						break;
					case StaticUnspawned:
						currentLocation->UnSpawnStatic(currentLocation->GetStatic(PacketGetInt(inPacket, 1)));
						break;
					case ItemUnspawned:
						switch(PacketGetByte(inPacket, 5))
						{
							case Ground:
								currentLocation->UnSpawnItem(currentLocation->GetItem(PacketGetInt(inPacket, 1)));
								break;
							case Inventory:
								//currentCharacter->UnSpawnItem(currentCharacter->GetItem(PacketGetInt(inPacket, 1)));
								break;
						}
						break;
					case CharacterUnspawned:
						currentLocation->UnSpawnCharacter(currentLocation->GetCharacter(PacketGetInt(inPacket, 1)));
						break;
					case Say:
					{
						IGUIElement* eb = guienv->getRootGUIElement()->getElementFromId(ChatBox)->getElementFromId(ChatEditBox);
						char messageType; //TODO: MessageType as char
						int senderCurrentCharacterId;
						wchar_t messageText[CHAT_MESSAGE_MAX_LENGTH];
						ScanPacket(inPacket, "%b%i%ws", &messageType, &senderCurrentCharacterId, messageText);
						CurrentCharacter* sender = game->data->GetCharacter(senderCurrentCharacterId);
						
						wchar_t wLogin[64];
						mbstowcs(wLogin, sender->login, 63);
						
						int offset = wcslen(eb->getText()) + wcslen(wLogin) + wcslen(messageText) + 3 - (CHAT_MAX_LENGTH - 1);
						if (offset < 0)
							offset = 0;
						else if (offset >= CHAT_MAX_LENGTH)
							offset = CHAT_MAX_LENGTH - 1;

						wchar_t wstr[CHAT_MAX_LENGTH];
						swprintf(wstr, L"%ls\n%ls: %ls", eb->getText() + offset, wLogin, messageText);
						eb->setText(wstr);
						//delete wstr;
						break;
					}
					case CharacterMoving:
					{
						int currentCharacterId;
						f32 x, y;
						ScanPacket(inPacket, "%i%f%f", &currentCharacterId, &x, &y);
						CurrentCharacter* movingCurrentCharacter = currentLocation->GetCharacter(currentCharacterId);
						movingCurrentCharacter->setAnimation(EMAT_RUN);
						render->moveNode(movingCurrentCharacter->node, vector3df(x * CELL_SIZE, 0, y * CELL_SIZE), movingCurrentCharacter->base->speed);
						//TEST
						movingCurrentCharacter->x = x;
						movingCurrentCharacter->y = y;
						break;
					}
					case HpChanged:
					{
						int characterId, changedHp;
						CurrentCharacter *character;
						ScanPacket(inPacket, "%i%i", &characterId, &changedHp);

						if (character = currentLocation->GetCharacter(characterId))
							character->hp = changedHp;
						
						break;

					}
					case CharacterDied:
					{
						//okay	
						break;
					}
					case CharacterMoved:
					{
						int characterId;
						f32 whereX, whereY;

						ScanPacket(inPacket, "%i%f%f", &characterId, &whereX, &whereY);

						printf("CLIENT CHAR ID: %d\n", characterId);
						printf("CLIENT WHERE X: %.f\n", whereX);
						printf("CLIENT WHERE Y: %.f\n", whereY);
						CurrentCharacter *character = currentLocation->GetCharacter(characterId);

						if (character)
						{
							printf("CLIENT TEST 1\n");
							
							//character->node->setPosition(vector3df(whereX * CELL_SIZE, character->node->getPosition().Y, whereY * CELL_SIZE)); //TODO: Why setPosition is not working?!!
							render->moveNode(character->node, vector3df(whereX * CELL_SIZE, character->node->getPosition().Y, whereY * CELL_SIZE), 1000000.0f);

							printf("CLIENT TEST 2\n");
							character->x = whereX;
							character->y = whereY;
						}

						break;
					}
					case DialogOpened:
					{
						char title[256];
						char text[4096];
						wchar_t wstr[512];

						//npcID = PacketGetInt(inPacket, 1);
						//strcpy(title, PacketGetString(inPacket, 5));
						sprintf(title, "[%d] %s", PacketGetInt(inPacket, 1), PacketGetString(inPacket, 5));
						strcpy(text, PacketGetString(inPacket, strlen(PacketGetString(inPacket, 5)) + 5 + 1));

						mbstowcs(wstr, title, 255);
						IGUIWindow* wnd = guienv->addWindow(rect<s32>(256, 128, 256 + 256, 128 + 320), false, wstr, NULL, -1);
						
						char patterns[][256] = {
							"<p\\s+rect\\s*=\\s*\\\"(.*?);(.*?);(.*?);(.*?)\\\">(.*?)</p>",
							"<button\\s+rect\\s*=\\s*\\\"(.*?);(.*?);(.*?);(.*?)\\\"\\s+onclick\\s*=\\s*\\\"(.*?)\\\">(.*?)</button>",
							/*
							"<p>(.*?)</p>",
							"<p>(.*?)</p>",
							"<p>(.*?)</p>",*/
							};
						char** result;
						int patternsCount = 2;
						const char *error;
						int erroffset;
						int count;
						int ovector[30];
						
						const unsigned char *tables = NULL;
						tables = pcre_maketables();

						for (int i = 0; i < patternsCount; i++)
						{
							pcre *re = pcre_compile ((char*)patterns[i], 0, &error, &erroffset, NULL);
							count = pcre_exec(re, NULL, (char*)text, strlen(text), 0, NULL, ovector, 30);
							if (count > 0)
							{
								result = new char*[count];
								for (int c = 0; c < 2 * count; c += 2)
								{
									if (ovector[c] >= 0)
									{
										result[c / 2] = new char[ovector[c + 1] - ovector[c] + 1];
										memcpy(result[c / 2], text + ovector[c], ovector[c + 1] - ovector[c]);
										result[c / 2][ovector[c + 1] - ovector[c]] = '\0';
										//printf("%d, %d\n", ovector[c], ovector[c + 1]);
										//printf("%s\n", result[c / 2]);
									}
									else
									{
										result[c / 2] = NULL;
									}
								}

								switch (i)
								{
									case 0: //p
									{
										wchar_t wstr[1024];
										mbstowcs(wstr, result[5], 1023);
										guienv->addStaticText(wstr, rect<s32>(atoi(result[1]), atoi(result[2]), atoi(result[1]) + atoi(result[3]), atoi(result[2]) + atoi(result[4])), false, true, wnd, DialogElement, false);
										break;
									}
									case 1: //button
									{
										wchar_t wstr[256];
										mbstowcs(wstr, result[6], 255);
										guienv->addButton(rect<s32>(atoi(result[1]), atoi(result[2]), atoi(result[1]) + atoi(result[3]), atoi(result[2]) + atoi(result[4])), wnd, DialogElement + atoi(result[5]), wstr, NULL);
										break;
									}
								}
								
								for (int j = 0; j < count; j++)
									if (result[j])
										delete result[j];
								delete result;
							}
						}
						break;
					}
					case PlayEffect:
					{
						CurrentMapObject<MapObject>* currentMapObject;
						int currentMapObjectId = PacketGetInt(inPacket, 2);
						int skillId = PacketGetInt(inPacket, 6);
						switch (PacketGetByte(inPacket, 1))
						{
							case 0: //NPC
								currentMapObject = (CurrentMapObject<MapObject>*)currentLocation->GetNPC(currentMapObjectId);
								break;
							case 3: //Character
								currentMapObject = (CurrentMapObject<MapObject>*)currentLocation->GetCharacter(currentMapObjectId);
								break;
						}
						render->PlayEffect(currentMapObject->node, game->resources->GetSkill(skillId)->effectTextures);
						break;
					}
					case PlayAdvancedEffect:
						int skillId = PacketGetInt(inPacket, 1);
						f32 xStart = PacketGetInt(inPacket, 5) * CELL_SIZE;
						f32 yStart = PacketGetInt(inPacket, 9) * CELL_SIZE;
						f32 xEnd = PacketGetInt(inPacket, 13) * CELL_SIZE;
						f32 yEnd = PacketGetInt(inPacket, 17) * CELL_SIZE;
						render->Effect2(vector3df(xStart, 5.0f, yStart), vector3df(xEnd, 5.0f, yEnd)); //TEST
						break;
				}
			}
			else if (iResult == -1)
			{ //Disconnected from the server
				printf("Disconnected from the server\n");
				delete Universe::instance->login;
				delete Universe::instance->password;
				Universe::instance->login = NULL;
				Universe::instance->password = NULL;
				Universe::instance->state = NextLevel;
			}
			else
			{ //Wrong packet from the client
				printf("Warning! Wrong packet from server. Error code: %d\n", iResult);
			}
		}

		//Drawing

		if ((render->device->getTimer()->getTime() - lastUpdate) > 30)
		{
			lastUpdate = render->device->getTimer()->getTime();
			if (game)
			{
				if (currentCharacter)
				{
					render->Km = camPos->getPosition();
					render->Kt = camera->getTarget();
					//Kt.X = currentCharacter->x * CELL_SIZE;
					//Kt.Z = currentCharacter->y * CELL_SIZE;
					vector3df pos = currentCharacter->node->getPosition();
					render->Kt.X = pos.X;
					render->Kt.Z = pos.Z;
					render->Km.X = render->Kt.X;
					render->Km.Z = render->Kt.Z - 30;
					render->Km.Y = cameraY;

					camera->setPosition(render->Km);
					camera->setTarget(render->Kt);

					//vector3df lPos = camera->getPosition();
					vector3df lPos = currentCharacter->node->getPosition();
					lPos.Y = 15;
					//lPos.Z += 20;
					lnode->setPosition(lPos);
				}
				
				

				render->driver->beginScene(true, true, SColor(255,100,101,140));
					render->smgr->drawAll();
					guienv->drawAll();
				render->driver->endScene();
			}
		}
	}

	ClientGUIDestroy();

	delete connectSocket;
	if (game)
	{
		delete game;
		render->smgr->clear();
	}

	if (state == NextLevel)
		return false;
	return true;
}
Пример #4
0
bool ClientEventReceiver::OnEvent(const SEvent& event)
{
	if (event.EventType == irr::EET_KEY_INPUT_EVENT)
	{
		KeyIsDown[event.KeyInput.Key] = event.KeyInput.PressedDown;
		if (event.KeyInput.Key >= KEY_KEY_1 && event.KeyInput.Key <= KEY_KEY_9)
		{
			if (Universe::instance->guienv->getFocus() != Universe::instance->guienv->getRootGUIElement()->getElementFromId(ChatBox)->getElementFromId(ChatInputEditBox))
			{
				IGUIElement* hkb = Universe::instance->guienv->getRootGUIElement()->getElementFromId(HotkeyBar);
				CGUIButton* btn = ((IGUIIconTable*)hkb)->getButtonAt(event.KeyInput.Key - KEY_KEY_1);
				if (btn)
				{
					SEvent clickEvent;
					clickEvent.EventType = EET_GUI_EVENT;
					clickEvent.GUIEvent.EventType = EGET_BUTTON_CLICKED;
					clickEvent.GUIEvent.Caller = btn;
					Universe::instance->render->device->postEventFromUser(clickEvent);
				}
			}
		}
		else if (KeyIsDown[KEY_ESCAPE])
		{ //Return to the main menu
			delete Universe::instance->login;
			delete Universe::instance->password;
			Universe::instance->login = NULL;
			Universe::instance->password = NULL;
			Universe::instance->state = NextLevel;
		}
		else if (KeyIsDown[KEY_RETURN])
		{
			Universe::instance->guienv->setFocus(Universe::instance->guienv->getRootGUIElement()->getElementFromId(ChatBox)->getElementFromId(ChatInputEditBox));
		}
	}
	else if(event.EventType == irr::EET_MOUSE_INPUT_EVENT)
	{
		for (s32 i = 0; i < EMIE_COUNT; ++i)
            Mouse[i] = i == event.MouseInput.Event;
		IGUIElement* guiElement = Universe::instance->guienv->getRootGUIElement()->getElementFromPoint(vector2di(event.MouseInput.X, event.MouseInput.Y));
		if (guiElement != NULL)
		{ //Mouse is in a window area
			if (guiElement->getID() != 0) //Mouse is on GUI element
				return false;
		}
		else //Mouse is not in a window area
			return false;
		if (Mouse[EMIE_LMOUSE_PRESSED_DOWN])
		{
			CurrentMapObject<MapObject>* targetCurrentMapObject;

			CGUIButton* leftMouseBind = ((IGUIIconTable*)Universe::instance->guienv->getRootGUIElement()->getElementFromId(HotkeyBar))->selectedButton;
			if (leftMouseBind)
			{
				int targetType;
				char outPacket[256];
				
				if (targetCurrentMapObject = (CurrentMapObject<MapObject>*)Universe::instance->render->GetCurrentMapObjectUnderCursor<CurrentNPC>(Universe::instance->currentLocation->currentNPCs, Universe::instance->currentLocation->currentNPCsCount))
				{
					targetType = 0;
				}
				else if (targetCurrentMapObject = (CurrentMapObject<MapObject>*)Universe::instance->render->GetCurrentMapObjectUnderCursor<CurrentCharacter>(Universe::instance->currentLocation->currentCharacters, Universe::instance->currentLocation->currentCharactersCount))
				{
					targetType = 3;
				}
				else
					targetType = -1;

				CreatePacket(outPacket, SkillUse, "%i%b%i", leftMouseBind->currentGameObject->id, targetType, targetCurrentMapObject ? targetCurrentMapObject->id : 0);
				Universe::instance->connectSocket->Send(outPacket);
			}
		}
		else if (Mouse[EMIE_RMOUSE_PRESSED_DOWN])
		{
			CurrentMapObject<MapObject>* targetCurrentMapObject;
			if (targetCurrentMapObject = (CurrentMapObject<MapObject>*)Universe::instance->render->GetCurrentMapObjectUnderCursor<CurrentNPC>(Universe::instance->currentLocation->currentNPCs, Universe::instance->currentLocation->currentNPCsCount))
			{
				char outPacket[256];

				CreatePacket(outPacket, DialogOpen, "%i%i", targetCurrentMapObject->id, 0);
				Universe::instance->connectSocket->Send(outPacket);
			}
			else if (targetCurrentMapObject = (CurrentMapObject<MapObject>*)Universe::instance->render->GetCurrentMapObjectUnderCursor<CurrentItem>(Universe::instance->currentLocation->currentItems, Universe::instance->currentLocation->currentItemsCount))
			{
				char outPacket[256];

				f32 distance = vector2d<f32>(targetCurrentMapObject->x, targetCurrentMapObject->y).getDistanceFrom(vector2d<f32>(Universe::instance->currentCharacter->x, Universe::instance->currentCharacter->y));
				if (distance < 3.0f)
				{
					CreatePacket(outPacket, ItemPickUp, "%i", targetCurrentMapObject->id);
				}
				else
				{ //Emulate character's move request to this item
					double targetX, targetY;
					//TODO: other angles
					targetX = targetCurrentMapObject->x + (targetCurrentMapObject->x < Universe::instance->currentCharacter->x ? 1.0f : -1.0f);
					targetY = targetCurrentMapObject->y + (targetCurrentMapObject->y < Universe::instance->currentCharacter->y ? 1.0f : -1.0f);
					CreatePacket(outPacket, Move, "%f%f", targetX, targetY);
				}

				Universe::instance->connectSocket->Send(outPacket);
			}
			else
			{ //Move
				char outPacket[256];
				vector2d<f32> clickPos = Universe::instance->render->MouseCoordToWorldCoord();
				if (clickPos.X > 0 && clickPos.X < Universe::instance->currentLocation->width && clickPos.Y > 0 && clickPos.Y < Universe::instance->currentLocation->height)
					if (Universe::instance->currentLocation->mask[(int)clickPos.Y][(int)clickPos.X] == Free) //TODO: see 'void Location::SpawnStatic(CurrentStatic* currentStatic)'
					{
						CreatePacket(outPacket, Move, "%f%f", clickPos.X, clickPos.Y);
						Universe::instance->connectSocket->Send(outPacket);
					}
			}
		}
		else if (Mouse[EMIE_MOUSE_WHEEL])
		{
			f32 cameraNextY = Universe::instance->cameraY + event.MouseInput.Wheel * 5.0f;
			if (cameraNextY > 5.0f && cameraNextY < 200.0f)
				Universe::instance->cameraY = cameraNextY;
		}
	}
	else if (event.EventType == EET_GUI_EVENT)
	{
		s32 eventCallerId = event.GUIEvent.Caller->getID();
		IGUIElement* eventCaller = event.GUIEvent.Caller;

		switch(event.GUIEvent.EventType)
		{
			case RPGATOR_EET_ELEMENT_DRAGGED:
				if (event.GUIEvent.Element)
				{ //Element dragged to an GUI element
					if (event.GUIEvent.Element->getParent())
					{ //Element dragged to an GUI element that has parent (IGUIIconTableContainer)
						if (event.GUIEvent.Element->getParent()->getID() == HotkeyBar)
						{ //Empty cell
							CGUIButton* hotkeyButton = new CGUIButton(*((CGUIButton*)event.GUIEvent.Caller));
							((IGUIIconTable::IGUIIconTableContainer*)event.GUIEvent.Element)->setButton(hotkeyButton);
						}
						else if (event.GUIEvent.Element->getParent()->getParent())
						{ //Element dragged to an GUI element that has parent (IGUIIconTable)
							if (event.GUIEvent.Element->getParent()->getParent()->getID() == HotkeyBar)
							{ //Existing cell
								CGUIButton* hotkeyButton = new CGUIButton(*((CGUIButton*)event.GUIEvent.Caller));
								((IGUIIconTable::IGUIIconTableContainer*)event.GUIEvent.Element->getParent())->setButton(hotkeyButton);
							}
						}
					}
				}
				break;
			case EGET_EDITBOX_ENTER:
				switch (eventCallerId)
				{
					case ChatInputEditBox:
						IGUIElement* eb = Universe::instance->guienv->getRootGUIElement()->getElementFromId(ChatBox)->getElementFromId(ChatInputEditBox);
						if (wcslen(eb->getText()) > 0)
						{
							char outPacket[256];
							CreatePacket(outPacket, Say, "%b%ws", Public, eb->getText());
							Universe::instance->connectSocket->Send(outPacket);
							eb->setText(NULL);
						}
						break;
				}
				break;
			case EGDT_WINDOW_CLOSE:
				switch (eventCallerId)
				{
					case InventoryWindow:
						((IGUIButton*)Universe::instance->guienv->getRootGUIElement()->getElementFromId(InventoryToggleButton))->setPressed(false);
						break;
					case SkillsWindow:
						((IGUIButton*)Universe::instance->guienv->getRootGUIElement()->getElementFromId(SkillsToggleButton))->setPressed(false);
						break;
				}
				break;
			case EGET_BUTTON_CLICKED:
				switch (eventCallerId)
				{
					case IconTableItemButton:
					{
						char outPacket[256];
						CreatePacket(outPacket, ItemUse, "%i", ((CGUIButton*)eventCaller)->currentGameObject->id);
						Universe::instance->connectSocket->Send(outPacket);
						break;
					}
					case IconTableSkillButton:
					{
						((IGUIIconTable*)eventCaller->getParent()->getParent())->selectedButton = (CGUIButton*)eventCaller;
						
						//rightMouseBind = eventCaller;
						/*
						char outPacket[256];
						CurrentMapObject<MapObject>* targetCurrentMapObject;
						int currentMapObjectId;
						int targetType;

						if (targetCurrentMapObject = (CurrentMapObject<MapObject>*)Universe::instance->render->GetCurrentMapObjectUnderCursor<CurrentNPC>(Universe::instance->currentLocation->currentNPCs, Universe::instance->currentLocation->currentNPCsCount))
						{
							currentMapObjectId = targetCurrentMapObject->id;
							targetType = 0;
						}
						else if (targetCurrentMapObject = (CurrentMapObject<MapObject>*)Universe::instance->render->GetCurrentMapObjectUnderCursor<CurrentCharacter>(Universe::instance->currentLocation->currentCharacters, Universe::instance->currentLocation->currentCharactersCount))
						{
							currentMapObjectId = targetCurrentMapObject->id;
							targetType = 3;
						}
						else
						{
							currentMapObjectId = 0;
							targetType = -1;
						}

						CreatePacket(outPacket, SkillUse, "%i%b%i", ((CGUIButton*)eventCaller)->currentGameObject->id, targetType, currentMapObjectId);
						Universe::instance->connectSocket->Send(outPacket);
						*/
						break;
					}
					case InventoryToggleButton:
					{
						IGUIWindow* wnd = (IGUIWindow*)Universe::instance->guienv->getRootGUIElement()->getElementFromId(InventoryWindow);
						if (wnd)
							wnd->remove();
						else
						{
							int btnsSize = 48;

							wnd = Universe::instance->guienv->addWindow(rect< s32 >(Universe::instance->render->screenWidth - btnsSize * 6 - (6 - 1) * 2 - 20, 150, Universe::instance->render->screenWidth, 150 + 100 + btnsSize * 6 + (6 - 1) * 2 + 10), false, L"Inventory", NULL, InventoryWindow);

							IGUIIconTable* tbl = new IGUIIconTable(Universe::instance->guienv, wnd, InventoryItemsIconTable, rect< s32 >(10, 100, 10 + btnsSize * 6 + (6 - 1) * 2, 100 + btnsSize * 6 + (6 - 1) * 2), 6, 6);
							tbl->buttonSize = btnsSize;
							wnd->addChild(tbl);
							for (int i = 0; i < Universe::instance->currentCharacter->currentItemsCount; i++)
							{
								tbl->addButton((CurrentGameObject<GameObject>*)Universe::instance->currentCharacter->currentItems[i], IconTableItemButton);
							}
						}
						break;
					}
					case SkillsToggleButton:
					{
						IGUIWindow* wnd = (IGUIWindow*)Universe::instance->guienv->getRootGUIElement()->getElementFromId(SkillsWindow);
						if (wnd)
							wnd->remove();
						else
						{
							int btnsSize = 48;

							wnd = Universe::instance->guienv->addWindow(rect< s32 >(Universe::instance->render->screenWidth - btnsSize * 6 - (6 - 1) * 2 - 20 - 400, 150, Universe::instance->render->screenWidth - 400, 150 + 100 + btnsSize * 6 + (6 - 1) * 2 + 10), false, L"Skills", NULL, SkillsWindow);

							IGUIIconTable* tbl = new IGUIIconTable(Universe::instance->guienv, wnd, SkillsIconTable, rect< s32 >(10, 100, 10 + btnsSize * 6 + (6 - 1) * 2, 100 + btnsSize * 6 + (6 - 1) * 2), 6, 6);
							tbl->buttonSize = btnsSize;
							wnd->addChild(tbl);
							for (int i = 0; i < Universe::instance->currentCharacter->currentSkillsCount; i++)
							{
								tbl->addButton((CurrentGameObject<GameObject>*)Universe::instance->currentCharacter->currentSkills[i], IconTableSkillButton);
							}
						}
						break;
					}
					case ChatInputEditBox:
						Universe::instance->guienv->getRootGUIElement()->getElementFromId(ChatInputEditBox)->setText(L"");
						break;
					default:
						if (eventCallerId > DialogElement) //Dialog button
						{
							char outPacket[256];
							int currentNPCId;

							swscanf(eventCaller->getParent()->getText(), L"[%d]", &currentNPCId);
							eventCaller->getParent()->remove();
							CreatePacket(outPacket, DialogOpen, "%i%i", currentNPCId, eventCallerId - DialogElement);
							Universe::instance->connectSocket->Send(outPacket);
						}
						break;
				}
				break;
			case EGET_COMBO_BOX_CHANGED:
				break;
			case EGET_TAB_CHANGED:
				break;
			case EGET_CHECKBOX_CHANGED:
				break;
		}
	}

	return false;
}