示例#1
0
Being *BeingManager::findNearestLivingBeing(Being *aroundBeing, int maxdist,
                                            Being::Type type) const
{
    Being *closestBeing = NULL;
    int dist = 0;
    int x = aroundBeing->mX;
    int y = aroundBeing->mY;

    for (Beings::const_iterator i = mBeings.begin(), i_end = mBeings.end();
         i != i_end; ++i)
    {
        Being *being = (*i);
        int d = std::max(abs(being->mX - x), abs(being->mY - y));

        if ((being->getType() == type || type == Being::UNKNOWN)
                && (d < dist || closestBeing == NULL)   // it is closer
                && being->mAction != Being::DEAD        // no dead beings
                && being != aroundBeing)
        {
            dist = d;
            closestBeing = being;
        }
    }

    return (maxdist >= dist) ? closestBeing : NULL;
}
示例#2
0
Being *BeingManager::findNearestLivingBeing(int x, int y, int maxdist,
                                            Being::Type type) const
{
    Being *closestBeing = NULL;
    int dist = 0;

    Beings::const_iterator itr = mBeings.begin();
    Beings::const_iterator itr_end = mBeings.end();

    for (; itr != itr_end; ++itr)
    {
        Being *being = (*itr);
        int d = std::max(abs(being->mX - x), abs(being->mY - y));

        if ((being->getType() == type || (type == Being::UNKNOWN &&
             being->getType() != Being::WARP))
                && (d < dist || closestBeing == NULL)   // it is closer
                && being->mAction != Being::DEAD        // no dead beings
                && being != player_node)                // it is not you
        {
            dist = d;
            closestBeing = being;
        }
    }

    return (maxdist >= dist) ? closestBeing : NULL;
}
示例#3
0
Being *BeingManager::findNearestLivingBeing(int x, int y,
                                            int maxTileDist,
                                            Being::Type type) const
{
    Being *closestBeing = 0;
    int dist = 0;

    const int maxDist = maxTileDist * 32;

    Beings::const_iterator itr = mBeings.begin();
    Beings::const_iterator itr_end = mBeings.end();

    for (; itr != itr_end; ++itr)
    {
        Being *being = (*itr);
        const Vector &pos = being->getPosition();
        int d = abs(((int) pos.x) - x) + abs(((int) pos.y) - y);

        if ((being->getType() == type || type == Being::UNKNOWN)
                && (d < dist || !closestBeing)          // it is closer
                && being->isAlive())       // no dead beings
        {
            dist = d;
            closestBeing = being;
        }
    }

    return (maxDist >= dist) ? closestBeing : 0;
}
示例#4
0
        bool operator() (ActorSprite *actor)
        {
            if (actor->getType() == ActorSprite::FLOOR_ITEM)
                return false;
            Game *game = Game::instance();
            if (!game)
                return false;

            Being* b = static_cast<Being*>(actor);

            uint16_t other_y = y + ((b->getType() == ActorSprite::NPC) ? 1 : 0);
            const Vector &pos = b->getPosition();
            return ((int) pos.x / game->getCurrentTileWidth() == x &&
                    ((int) pos.y / game->getCurrentTileHeight() == y
                    || (int) pos.y / game->getCurrentTileHeight() == other_y) &&
                    b->isAlive() &&
                    (type == ActorSprite::UNKNOWN || b->getType() == type));
        }
示例#5
0
void BeingManager::getPlayerNames(std::vector<std::string> &names,
                                  bool npcNames)
{
    Beings::iterator i = mBeings.begin();
    names.clear();

    while (i != mBeings.end())
    {
        Being *being = (*i);
        if ((being->getType() == Being::PLAYER
             || (being->getType() == Being::NPC && npcNames))
            && being->getName() != "")
        {
            names.push_back(being->getName());
        }
        ++i;
    }
}
示例#6
0
void BeingManager::updatePlayerNames()
{
    Beings::iterator i = mBeings.begin();

    while (i != mBeings.end())
    {
        Being *being = (*i);
        if (being->getType() == Being::PLAYER && being->getName() != "")
            being->updateName();
        ++i;
    }
}
示例#7
0
void GameHandler::handleAttack(GameClient &client, MessageIn &message)
{
    int id = message.readInt16();
    LOG_DEBUG("Character " << client.character->getPublicID()
              << " attacked being " << id);

    Being *being = findBeingNear(client.character, id);
    if (being && being->getType() != OBJECT_NPC)
    {
        client.character->setTarget(being);
        client.character->setAction(ATTACK);
    }
}
示例#8
0
void Monster::forgetTarget(Entity *t)
{
    Being *b = static_cast< Being * >(t);
    mAnger.erase(b);
    b->removeListener(&mTargetListener);

    if (b->getType() == OBJECT_CHARACTER)
    {
        Character *c = static_cast< Character * >(b);
        mExpReceivers.erase(c);
        mLegalExpReceivers.erase(c);
    }
}
示例#9
0
Being *BeingManager::findBeingByName(const std::string &name,
                                     Being::Type type) const
{
    for (Beings::const_iterator i = mBeings.begin(), i_end = mBeings.end();
         i != i_end; ++i)
    {
        Being *being = (*i);
        if (being->getName() == name &&
           (type == Being::UNKNOWN || type == being->getType()))
            return being;
    }
    return NULL;
}
示例#10
0
void BeingHandler::handleBeingLooksChangeMessage(Net::MessageIn &msg)
{
    Being *being = actorSpriteManager->findBeing(msg.readInt16());
    if (!being || being->getType() != ActorSprite::PLAYER)
        return;
    handleLooks(being, msg);
    if (msg.getUnreadLength())
    {
        int style = msg.readInt16();
        int color = msg.readInt16();
        being->setSprite(SPRITE_HAIR, style * -1, ColorDB::get(color));
    }
}
示例#11
0
void BuySellHandler::handleMessage(Net::MessageIn &msg)
{
    Being *being = actorSpriteManager->findBeing(msg.readInt16());
    if (!being || being->getType() != ActorSprite::NPC)
    {
        return;
    }

    int npcId = being->getId();

    switch (msg.getId())
    {
        case GPMSG_NPC_BUY:
        {
            BuyDialog* dialog = new BuyDialog(npcId);

            dialog->reset();
            dialog->setMoney(PlayerInfo::getAttribute(MONEY));

            while (msg.getUnreadLength())
            {
                int itemId = msg.readInt16();
                int amount = msg.readInt16();
                int value = msg.readInt16();
                dialog->addItem(itemId, amount, value);
            }
            break;
        }

        case GPMSG_NPC_SELL:
        {
            SellDialog* dialog = new SellDialog(npcId);

            dialog->reset();
            dialog->setMoney(PlayerInfo::getAttribute(MONEY));

            while (msg.getUnreadLength())
            {
                int itemId = msg.readInt16();
                int amount = msg.readInt16();
                int value = msg.readInt16();
                dialog->addItem(new Item(itemId, amount, false), value);
            }
            break;
        }
    }
}
示例#12
0
void PartyHandler::processPartyLeave(Net::MessageIn &msg)
{
    int id = msg.readInt32();
    std::string nick = msg.readString(24);
    msg.readInt8();     // fail
    if (!player_node)
        return;

    if (id == player_node->getId())
    {
        if (Ea::taParty)
        {
            Ea::taParty->removeFromMembers();
            Ea::taParty->clearMembers();
        }
        SERVER_NOTICE(_("You have left the party."))
        delete Ea::partyTab;
        Ea::partyTab = nullptr;

        if (socialWindow && Ea::taParty)
            socialWindow->removeTab(Ea::taParty);
        player_node->setPartyName("");
    }
    else
    {
        if (Ea::partyTab)
        {
            Ea::partyTab->chatLog(strprintf(
                _("%s has left your party."),
                nick.c_str()), BY_SERVER);
        }
        if (actorSpriteManager)
        {
            Being *b = actorSpriteManager->findBeing(id);
            if (b && b->getType() == Being::PLAYER)
            {
                b->setParty(nullptr);
                b->setPartyName("");
            }
        }
        if (Ea::taParty)
            Ea::taParty->removeMember(id);
    }
}
示例#13
0
void PartyHandler::processPartyInvited(Net::MessageIn &msg)
{
    int id = msg.readInt32();
    std::string partyName = msg.readString(24);
    std::string nick("");
    Being *being;

    if (actorSpriteManager)
    {
        if ((being = actorSpriteManager->findBeing(id)))
        {
            if (being && being->getType() == Being::PLAYER)
                nick = being->getName();
        }
    }

    if (socialWindow)
        socialWindow->showPartyInvite(partyName, nick);
}
示例#14
0
void BuySellHandler::handleMessage(MessageIn &msg)
{
    Being *being = beingManager->findBeing(msg.readInt16());
    if (!being || being->getType() != Being::NPC)
    {
        return;
    }

    current_npc = being->getId();

    switch (msg.getId())
    {
        case GPMSG_NPC_BUY:
            buyDialog->reset();
            buyDialog->setMoney(player_node->getMoney());
            buyDialog->setVisible(true);

            while (msg.getUnreadLength())
            {
                int itemId = msg.readInt16();
                int amount = msg.readInt16();
                int value = msg.readInt16();
                buyDialog->addItem(itemId, amount, value);
            }
            break;

        case GPMSG_NPC_SELL:
            sellDialog->setMoney(player_node->getMoney());
            sellDialog->reset();
            sellDialog->setVisible(true);

            while (msg.getUnreadLength())
            {
                int itemId = msg.readInt16();
                int amount = msg.readInt16();
                int value = msg.readInt16();
                sellDialog->addItem(new Item(itemId, amount, false), value);
            }
            break;
    }
}
示例#15
0
void InputManager::handleJoystickInput(const SDL_Event &event)
{
    if (joystick)
        joystick->update();
    else
        return;

    if (!stateManager->isInGame())
        return;

    if (event.type == SDL_JOYBUTTONUP && !joystick->buttonPressed(3))
    {
        targetKeyHeld = false; // Stop protecting the target key
    }
    else if (player_node && player_node->mAction != Being::DEAD)
    {
        const Uint16 x = player_node->mX;
        const Uint16 y = player_node->mY;

        if (!keyboard.isKeyActive(keyboard.KEY_CLEAR_TARGET))
        {
            Being *target = player_node->getTarget();

            // Target the nearest monster
            if (joystick->buttonPressed(3) && !targetKeyHeld)
            {
                target = beingManager->findNearestLivingBeing(x, y, 20,
                                                              Being::MONSTER);
                player_node->setTarget(target);
                targetKeyHeld = true;
            }

            if (joystick->buttonPressed(0) && target &&
                target->getType() != Being::NPC)
            {
                player_node->attack(target, true);
            }
        }

        if (joystick->buttonPressed(1))
        {
            FloorItem *item = floorItemManager->findByCoordinates(x, y);

            if (item)
                player_node->pickUp(item);
        }

        if (joystick->buttonPressed(2))
            player_node->toggleSit();

        unsigned char direction = 0;

        // Translate pressed keys to movement and direction
        if (joystick->isUp())
            direction |= Being::UP;
        else if (joystick->isDown())
            direction |= Being::DOWN;

        if (joystick->isLeft())
            direction |= Being::LEFT;
        else if (joystick->isRight())
            direction |= Being::RIGHT;

        player_node->setWalkingDir(direction);
    }
}
示例#16
0
void PopupMenu::handleLink(const std::string &link)
{
    Being *being = beingManager->findBeing(mBeingId);

    // Talk To actiondar :
    if (link == "talk" &&
        being &&
        being->getType() == Being::NPC &&
        current_npc == 0)
    {
        dynamic_cast<NPC*>(being)->talk();
    }

    // Trade action
    else if (link == "trade" &&
             being &&
             being->getType() == Being::PLAYER)
    {
        Net::getTradeHandler()->request(being);
        tradePartnerName = being->getName();
    }
    // Attack action
    else if (link == "attack" && being)
    {
        player_node->attack(being, true);
    }
    else if (link == "unignore" &&
             being &&
             being->getType() == Being::PLAYER)
    {
        player_relations.setRelation(being->getName(), PlayerRelation::NEUTRAL);
    }

    else if (link == "ignore" &&
             being &&
             being->getType() == Being::PLAYER)
    {
        player_relations.setRelation(being->getName(), PlayerRelation::IGNORED);
    }

    else if (link == "disregard" &&
             being &&
             being->getType() == Being::PLAYER)
    {
        player_relations.setRelation(being->getName(), PlayerRelation::DISREGARDED);
    }

    else if (link == "friend" &&
             being &&
             being->getType() == Being::PLAYER)
    {
        player_relations.setRelation(being->getName(), PlayerRelation::FRIEND);
    }
#ifdef TMWSERV_SUPPORT
    // Guild action
    else if (link == "guild" &&
             being != NULL &&
             being->getType() == Being::PLAYER)
    {
        player_node->inviteToGuild(being);
    }
#endif
    /*
    // Follow Player action
    else if (link == "follow")
    {
    }*/

    /*
    // Add Buddy action
    else if ((link == "buddy") && being && being->isPlayer())
    {
        if (!buddyWindow->isVisible())
            buddyWindow->setVisible(true);

        buddyWindow->addBuddy(being->getName());
    }*/

    // Pick Up Floor Item action
    else if ((link == "pickup") && mFloorItem)
    {
        player_node->pickUp(mFloorItem);
    }

    // Look To action
    else if (link == "look")
    {
    }

    else if (link == "use")
    {
        assert(mItem);
        if (mItem->isEquipment())
        {
            if (mItem->isEquipped())
                Net::getInventoryHandler()->unequipItem(mItem);
            else
                Net::getInventoryHandler()->equipItem(mItem);
        }
        else
        {
            Net::getInventoryHandler()->useItem(mItem);
        }
    }

    else if (link == "chat")
    {
        chatWindow->addItemText(mItem->getInfo().getName());
    }

    else if (link == "split")
    {
        ItemAmountWindow::showWindow(ItemAmountWindow::ItemSplit,
                             inventoryWindow, mItem);
    }

    else if (link == "drop")
    {
        ItemAmountWindow::showWindow(ItemAmountWindow::ItemDrop,
                             inventoryWindow, mItem);
    }

    else if (link == "store")
    {
        ItemAmountWindow::showWindow(ItemAmountWindow::StoreAdd,
                             inventoryWindow, mItem);
    }

    else if (link == "retrieve")
    {
        ItemAmountWindow::showWindow(ItemAmountWindow::StoreRemove,
                             storageWindow, mItem);
    }

    else if (link == "party" && being && being->getType() == Being::PLAYER)
    {
        Net::getPartyHandler()->invite(dynamic_cast<Player*>(being));
    }

    else if (link == "name" && being)
    {
        const std::string &name = being->getName();
        chatWindow->addInputText("/w "+name);
    }

    else if (link == "admin-kick" &&
             being &&
             (being->getType() == Being::PLAYER ||
              being->getType() == Being::MONSTER))
    {
        Net::getAdminHandler()->kick(being->getId());
    }

    // Unknown actions
    else if (link != "cancel")
    {
        logger->log("PopupMenu: Warning, unknown action '%s'", link.c_str());
    }

    setVisible(false);

    mBeingId = 0;
    mFloorItem = NULL;
    mItem = NULL;
}
示例#17
0
bool InputManager::handleKeyboardInput(const SDL_Event &event)
{
    bool used = false;
    bool metaKeyHeld = false;

    // Key press events
    if (event.type == SDL_KEYDOWN)
    {
        if (setupWindow->isVisible() &&
            keyboard.getNewKeyIndex() > keyboard.KEY_NO_VALUE)
        {
            keyboard.setNewKey((int) event.key.keysym.sym);
            keyboard.callbackNewKey();
            keyboard.setNewKeyIndex(keyboard.KEY_NO_VALUE);
            return false;
        }

        // If the user is configuring the keys then don't respond.
        if (!keyboard.isEnabled())
            return false;

        const int tKey = keyboard.getKeyIndex(event.key.keysym.sym);

        // Ignore input if either "ignore" key is pressed
        // Stops the character moving about if the user's window manager
        // uses "ignore+arrow key" to switch virtual desktops.
        if (keyboard.isKeyActive(keyboard.KEY_IGNORE_INPUT_1) ||
            keyboard.isKeyActive(keyboard.KEY_IGNORE_INPUT_2))
        {
            return false;
        }

        if (keyboard.isKeyLocked(event.key.keysym.sym))
            return false;

        gcn::Window *requestedWindow = NULL;

        switch (tKey)
        {
            // In-game Help
            case KeyboardConfig::KEY_WINDOW_HELP:
                requestedWindow = helpDialog;
                break;
            // Quitting confirmation dialog
            case KeyboardConfig::KEY_QUIT:
                stateManager->promptForQuit();
                used = true;
                break;
            case KeyboardConfig::KEY_WINDOW_DEBUG:
                requestedWindow = debugWindow;
                break;
            case KeyboardConfig::KEY_WINDOW_SETUP:
                requestedWindow = setupWindow;
                break;
            // Screenshot (picture, hence the p)
            case KeyboardConfig::KEY_SCREENSHOT:
                saveScreenshot();
                used = true;
                break;
        }

        if (stateManager->isInGame())
        {
            switch (tKey)
            {
                case KeyboardConfig::KEY_SCROLL_CHAT_UP:
                    if (chatWindow && chatWindow->isVisible())
                    {
                        chatWindow->scroll(-DEFAULT_CHAT_WINDOW_SCROLL);
                        used = true;
                    }
                    break;
                case KeyboardConfig::KEY_SCROLL_CHAT_DOWN:
                    if (chatWindow && chatWindow->isVisible())
                    {
                        chatWindow->scroll(DEFAULT_CHAT_WINDOW_SCROLL);
                        used = true;
                    }
                    break;
                case KeyboardConfig::KEY_WINDOW_STATUS:
                    requestedWindow = statusWindow;
                    break;
                case KeyboardConfig::KEY_WINDOW_INVENTORY:
                    requestedWindow = inventoryWindow;
                    break;
                case KeyboardConfig::KEY_WINDOW_EQUIPMENT:
                    requestedWindow = equipmentWindow;
                    break;
                case KeyboardConfig::KEY_WINDOW_SKILL:
                    requestedWindow = skillDialog;
                    break;
                case KeyboardConfig::KEY_WINDOW_MINIMAP:
                    minimap->toggle();
                    break;
                case KeyboardConfig::KEY_WINDOW_CHAT:
                    requestedWindow = chatWindow;
                    break;
                case KeyboardConfig::KEY_WINDOW_EMOTE:
                    requestedWindow = emoteWindow;
                    break;
                case KeyboardConfig::KEY_WINDOW_ITEM_SHORTCUT:
                    requestedWindow = itemShortcutWindow;
                    break;
                case KeyboardConfig::KEY_WINDOW_EMOTE_SHORTCUT:
                    requestedWindow = emoteShortcutWindow;
                    break;
                // Hide certain windows
                case KeyboardConfig::KEY_HIDE_WINDOWS:
                    statusWindow->hide();
                    inventoryWindow->hide();
                    equipmentWindow->hide();
                    skillDialog->hide();
                    chatWindow->hide();
                    itemShortcutWindow->hide();
                    setupWindow->hide();
                    debugWindow->hide();
                    emoteWindow->hide();
                    helpDialog->hide();
                    emoteShortcutWindow->hide();
                    minimap->hide();
                    used = true;
                    break;
                // Find path to mouse (debug purpose)
                case KeyboardConfig::KEY_PATHFIND:
                    viewport->toggleDebugPath();
                    used = true;
                    break;
                default:
                    break;
            }

            metaKeyHeld = keyboard.isKeyActive(keyboard.KEY_METAKEY);

            for (int i = 0; i <= SHORTCUTS; i++)
            {
                ShortcutHandler *shortcut = metaKeyHeld ? (ShortcutHandler *) emoteShortcut :
                                                          (ShortcutHandler *) itemShortcut;
                const int offset = metaKeyHeld ? KeyboardConfig::KEY_EMOTE_SHORTCUT_1 :
                                                 KeyboardConfig::KEY_ITEM_SHORTCUT_1;

                if (keyboard.isKeyActive(i + offset))
                {
                    shortcut->useShortcut(i);
                    used = true;
                    break;
                }
            }

            if (keyboard.isKeyActive(keyboard.KEY_TOGGLE_CHAT) && chatWindow)
            {
                chatWindow->requestChatFocus();
                used = true;
            }

            // Player actions
            if (player_node && player_node->mAction != Being::DEAD)
            {
                Being *target = player_node->getTarget();
                const Uint16 x = player_node->mX;
                const Uint16 y = player_node->mY;

                if (!keyboard.isKeyActive(keyboard.KEY_CLEAR_TARGET))
                {
                    Being::Type type = Being::INVALID;

                    // Target the nearest monster
                    if (keyboard.isKeyActive(keyboard.KEY_TARGET_MONSTER))
                        type = Being::MONSTER;
                    // Target the nearest player
                    else if (keyboard.isKeyActive(keyboard.KEY_TARGET_PLAYER))
                        type = Being::PLAYER;
                    // Target the nearest npc
                    else if (keyboard.isKeyActive(keyboard.KEY_TARGET_NPC))
                        type = Being::NPC;

                    target = beingManager->findNearestLivingBeing(x, y, 20,
                                           type != Being::INVALID ? type :
                                                   Being::UNKNOWN);

                    if (type != Being::INVALID && !targetKeyHeld)
                    {
                        player_node->setTarget(target);
                        targetKeyHeld = true;
                        used = true;
                    }
                    else if (player_node->isAttacking())
                        target = NULL;

                    if (keyboard.isKeyActive(keyboard.KEY_ATTACK) && target)
                    {
                        player_node->attack(player_node->getTarget() ?
                                            player_node->getTarget() : target,
                                            target->getType() != Being::NPC);
                        used = true;
                    }
                }
                // Stop attacking
                else if (keyboard.isKeyActive(keyboard.KEY_CLEAR_TARGET))
                {
                    player_node->stopAttack();
                    targetKeyHeld = false;
                }

                if (keyboard.isKeyActive(keyboard.KEY_BEING_MENU))
                {
                    target = player_node->getTarget();

                    if (!target)
                        target = beingManager->findNearestLivingBeing(x, y, 20);

                    if (target)
                    {
                        Map *map = viewport->getMap();
                        viewport->showPopup(target->mX * map->getTileWidth() -
                                            viewport->getCameraX() +
                                           (map->getTileWidth() / 2),
                                            target->mY * map->getTileHeight() -
                                            viewport->getCameraY(), target);
                    }
                    used = true;
                }

                switch (tKey)
                {
                    case KeyboardConfig::KEY_PICKUP:
                        {
                            Uint16 x = player_node->mX;
                            Uint16 y = player_node->mY;
                            FloorItem *item = floorItemManager->
                                                  findNearestItem(x, y);

                            if (item)
                                player_node->pickUp(item);

                            used = true;
                        }
                        break;
                    // Player sit action
                    case KeyboardConfig::KEY_SIT:
                        player_node->toggleSit();
                        used = true;
                        break;
                    // Toggle accepting of incoming trade requests
                    case KeyboardConfig::KEY_TRADE:
                        {
                            unsigned int deflt = player_relations.getDefault();
                            if (deflt & PlayerRelation::TRADE)
                            {
                                chatWindow->chatLog(_("Ignoring incoming "
                                                      "trade requests"),
                                                      Palette::SYSTEM);
                                deflt &= ~PlayerRelation::TRADE;
                            }
                            else
                            {
                                chatWindow->chatLog(_("Accepting incoming "
                                                      "trade requests"),
                                                      Palette::SYSTEM);
                                deflt |= PlayerRelation::TRADE;
                            }

                            player_relations.setDefault(deflt);
                            used = true;
                        }
                        break;
               }
            }
        }

        if (requestedWindow)
        {
            requestedWindow->setVisible(!requestedWindow->isVisible());
            used = true;
        }
    }
    else if (event.type == SDL_KEYUP)
    {
        const int tKey = keyboard.getKeyIndex(event.key.keysym.sym);

        // Stop protecting the target keys
        if (tKey == KeyboardConfig::KEY_TARGET_MONSTER ||
            tKey == KeyboardConfig::KEY_TARGET_PLAYER || 
            tKey == KeyboardConfig::KEY_TARGET_NPC)
        {
            targetKeyHeld = false;
        }
    }

    // At the moment, this is the only bit of logic left not assigned to a
    // specific SDL input poll, because it was causing continuous walking
    // without stopping. It would be better in the long run if this would get
    // fixed and then moved to one of them (in case we ever use other input
    // libraries. If everything is already grouped together, it'd be easier to
    // adapt to a new library, instead of having to rely on special cases)
    if (stateManager->isInGame() && player_node->mAction != Being::DEAD && !used)
    {
        unsigned char direction = 0;

        // Get the state of the keyboard keys
        keyboard.refreshActiveKeys();

        // Translate pressed keys to movement and direction
        if (keyboard.isKeyActive(keyboard.KEY_MOVE_UP))
            direction |= Being::UP;
        else if (keyboard.isKeyActive(keyboard.KEY_MOVE_DOWN))
            direction |= Being::DOWN;

        if (keyboard.isKeyActive(keyboard.KEY_MOVE_LEFT))
            direction |= Being::LEFT;
        else if (keyboard.isKeyActive(keyboard.KEY_MOVE_RIGHT))
            direction |= Being::RIGHT;

        if (metaKeyHeld && direction != 0)
            player_node->setDirection(direction);
        else
            player_node->setWalkingDir(direction);
    }

    return used;
}
示例#18
0
void PopupMenu::handleLink(const std::string &link)
{
    Being *being = actorSpriteManager->findBeing(mBeingId);

    // Talk To action
    if (link == "talk" && being && being->canTalk())
    {
        being->talkTo();
    }

    // Trade action
    else if (link == "trade" && being &&
             being->getType() == ActorSprite::PLAYER)
    {
        Net::getTradeHandler()->request(being);
        tradePartnerName = being->getName();
    }
    // Attack action
    else if (link == "attack" && being)
    {
        player_node->attack(being, true);
    }
    else if (link == "whisper" && being)
    {
        chatWindow->addInputText("/w \"" + being->getName() + "\" ");
    }
    else if (link == "unignore" && being &&
             being->getType() == ActorSprite::PLAYER)
    {
        player_relations.setRelation(being->getName(), PlayerRelation::NEUTRAL);
    }

    else if (link == "ignore" && being &&
             being->getType() == ActorSprite::PLAYER)
    {
        player_relations.setRelation(being->getName(), PlayerRelation::IGNORED);
    }

    else if (link == "disregard" && being &&
             being->getType() == ActorSprite::PLAYER)
    {
        player_relations.setRelation(being->getName(), PlayerRelation::DISREGARDED);
    }

    else if (link == "friend" && being &&
             being->getType() == ActorSprite::PLAYER)
    {
        player_relations.setRelation(being->getName(), PlayerRelation::FRIEND);
    }
    // Guild action
    else if (link == "guild" && being &&
             being->getType() == ActorSprite::PLAYER)
    {
        player_node->inviteToGuild(being);
    }

    // Follow Player action
    else if (link == "follow" && being)
    {
        player_node->setFollow(being->getName());
    }

    // Pick Up Floor Item action
    else if ((link == "pickup") && mFloorItem)
    {
        player_node->pickUp(mFloorItem);
    }

    // Look To action
    else if (link == "look")
    {
    }

    else if (link == "use")
    {
        assert(mItem);
        if (mItem->isEquipment())
        {
            if (mItem->isEquipped())
                Net::getInventoryHandler()->unequipItem(mItem);
            else
                Net::getInventoryHandler()->equipItem(mItem);
        }
        else
        {
            Net::getInventoryHandler()->useItem(mItem);
        }
    }

    else if (link == "chat")
    {
        if (mItem)
            chatWindow->addItemText(mItem->getInfo().getName());
        else if (mFloorItem)
            chatWindow->addItemText(mFloorItem->getInfo().getName());
    }

    else if (link == "split")
    {
        ItemAmountWindow::showWindow(ItemAmountWindow::ItemSplit,
                                     inventoryWindow, mItem);
    }

    else if (link == "drop")
    {
        ItemAmountWindow::showWindow(ItemAmountWindow::ItemDrop,
                                     inventoryWindow, mItem);
    }

    else if (link == "store")
    {
        ItemAmountWindow::showWindow(ItemAmountWindow::StoreAdd,
                                     inventoryWindow, mItem);
    }

    else if (link == "retrieve")
    {
        ItemAmountWindow::showWindow(ItemAmountWindow::StoreRemove, mWindow,
                                     mItem);
    }

    else if (link == "party" && being &&
             being->getType() == ActorSprite::PLAYER)
    {
        Net::getPartyHandler()->invite(being);
    }

    else if (link == "name" && being)
    {
        const std::string &name = being->getName();
        chatWindow->addInputText(name);
    }

    else if (link == "admin-kick" &&
             being &&
             (being->getType() == ActorSprite::PLAYER ||
              being->getType() == ActorSprite::MONSTER))
    {
        Net::getAdminHandler()->kick(being->getId());
    }

    // Unknown actions
    else if (link != "cancel")
    {
        logger->log("PopupMenu: Warning, unknown action '%s'", link.c_str());
    }

    setVisible(false);

    mBeingId = 0;
    mFloorItem = NULL;
    mItem = NULL;
}
示例#19
0
void PartyHandler::handleMessage(MessageIn *msg)
{
    switch (msg->getId())
    {
        case SMSG_PARTY_CREATE:
            mParty->createResponse(msg->readInt8());
            break;
        case SMSG_PARTY_INFO:
            break;
        case SMSG_PARTY_INVITE:
            {
                std::string nick = msg->readString(24);
                int status = msg->readInt8();
                mParty->inviteResponse(nick, status);
                break;
            }
        case SMSG_PARTY_INVITED:
            {
                int id = msg->readInt32();
                Being *being = beingManager->findBeing(id);
                if (!being)
                {
                    break;
                }
                std::string nick;
                int gender = 0;
                std::string partyName = "";
                if (being->getType() != Being::PLAYER)
                {
                    nick = "";
                }
                else
                {
                    nick = being->getName();
                    gender = being->getGender();
                    partyName = msg->readString(24);
                }
                mParty->invitedAsk(nick, gender, partyName);
                break;
            }
        case SMSG_PARTY_SETTINGS:
            break;
        case SMSG_PARTY_MEMBER_INFO:
            break;
        case SMSG_PARTY_LEAVE:
            {
                /*int id = */msg->readInt32();
                std::string nick = msg->readString(24);
                /*int fail = */msg->readInt8();
                mParty->leftResponse(nick);
                break;
            }
        case SMSG_PARTY_UPDATE_HP:
            break;
        case SMSG_PARTY_UPDATE_COORDS:
            break;
        case SMSG_PARTY_MESSAGE:
            { // new block to enable local variables
                int msgLength = msg->readInt16() - 8;
                if (msgLength <= 0)
                    return;

                int id = msg->readInt32();
                Being *being = beingManager->findBeing(id);
                std::string chatMsg = msg->readString(msgLength);
                mParty->receiveChat(being, chatMsg);
            }
            break;
    }
}
示例#20
0
void ChatHandler::handleMessage(MessageIn &msg)
{
    Being *being;
    std::string chatMsg;
    std::string nick;
    int chatMsgLength;

    switch (msg.getId())
    {
        case SMSG_WHISPER_RESPONSE:
            if (mSentWhispers.empty())
                nick = "user";
            else
            {
                nick = mSentWhispers.front();
                mSentWhispers.pop();
            }

            switch (msg.readInt8())
            {
                case 0x00:
                    // Success (don't need to report)
                    break;
                case 0x01:
                    {
                        Event event(Event::WhisperError);
                        event.setString("nick", nick);
                        event.setString("error", strprintf(_("Whisper could "
                                  "not be sent, %s is offline."), nick.c_str()));
                        event.trigger(Event::ChatChannel);
                    }
                    break;
                case 0x02:
                    {
                        Event event(Event::WhisperError);
                        event.setString("nick", nick);
                        event.setString("error", strprintf(_("Whisper could "
                                 "not be sent, ignored by %s."), nick.c_str()));
                        event.Event::trigger(Event::ChatChannel);
                    }
                    break;
            }
            break;

        // Received whisper
        case SMSG_WHISPER:
            chatMsgLength = msg.readInt16() - 28;
            nick = msg.readString(24);

            if (chatMsgLength <= 0)
                break;

            chatMsg = msg.readString(chatMsgLength);

            // This is a sure sign of some special command, none of which are
            // supported at the moment.
            if (chatMsg.compare(0, 3, "\302\202!") == 0)
                return;

            if (nick != "Server")
            {
                // Ignore the shop commands since this client doesn't support
                // them at the moment.
                if (chatMsg.find("!selllist ") == 0 ||
                        chatMsg.find("!buylist ") == 0 ||
                        chatMsg.find("!buyitem ") == 0 ||
                        chatMsg.find("!sellitem ") == 0)
                    return;

                if (player_relations.hasPermission(nick, PlayerRelation::WHISPER))
                {
                    Event event(Event::Whisper);
                    event.setString("nick", nick);
                    event.setString("message", chatMsg);
                    event.trigger(Event::ChatChannel);
                }
            }
            else
            {
                SERVER_NOTICE(chatMsg)
            }

            break;

        // Received speech from being
        case SMSG_BEING_CHAT:
        {
            chatMsgLength = msg.readInt16() - 8;
            int beingId = msg.readInt32();
            being = actorSpriteManager->findBeing(beingId);

            if (!being || chatMsgLength <= 0)
                break;

            chatMsg = msg.readString(chatMsgLength);

            std::string::size_type pos = chatMsg.find(" : ", 0);
            std::string sender_name = ((pos == std::string::npos)
                                       ? "" : chatMsg.substr(0, pos));

            if (sender_name != being->getName()
                && being->getType() == Being::PLAYER)
            {
                if (!being->getName().empty())
                    sender_name = being->getName();
            }
            else
            {
                chatMsg.erase(0, pos + 3);
            }

            int perms;

            if (being->getType() == Being::PLAYER)
            {
                perms = player_relations.checkPermissionSilently(sender_name,
                    PlayerRelation::SPEECH_LOG | PlayerRelation::SPEECH_FLOAT);
            }
            else
            {
                perms = player_relations.getDefault()
                        & (PlayerRelation::SPEECH_LOG
                           | PlayerRelation::SPEECH_FLOAT);
            }

            trim(chatMsg);

            std::string reducedMessage = chatMsg;
            chatMsg = removeColors(sender_name) + " : " + reducedMessage;

            Event event(Event::Being);
            event.setString("message", chatMsg);
            event.setString("text", reducedMessage);
            event.setString("nick", sender_name);
            event.setInt("beingId", beingId);
            event.setInt("permissions", perms);
            event.trigger(Event::ChatChannel);

            break;
        }

        case SMSG_PLAYER_CHAT:
        case SMSG_GM_CHAT:
        {
            chatMsgLength = msg.readInt16() - 4;

            if (chatMsgLength <= 0)
                break;

            chatMsg = msg.readString(chatMsgLength);

            if (msg.getId() == SMSG_PLAYER_CHAT)
            {
                std::string::size_type pos = chatMsg.find(" : ", 0);
                std::string mes = chatMsg;

                if (pos != std::string::npos)
                    chatMsg.erase(0, pos + 3);

                trim(chatMsg);

                Event event(Event::Player);
                event.setString("message", mes);
                event.setString("text", chatMsg);
                event.setString("nick", local_player->getName());
                event.setInt("beingId", local_player->getId());
                event.setInt("permissions", player_relations.getDefault()
                             & (PlayerRelation::SPEECH_LOG
                                | PlayerRelation::SPEECH_FLOAT));
                event.trigger(Event::ChatChannel);
            }
            else
            {
                Event event(Event::Announcement);
                event.setString("message", chatMsg);
                event.trigger(Event::ChatChannel);
            }
            break;
        }

        case SMSG_MVP:
            // Display MVP player
            msg.readInt32(); // id
            SERVER_NOTICE(_("MVP player."))
            break;
    }
}
示例#21
0
/**
 * Informs a player of what happened around the character.
 */
static void informPlayer(MapComposite *map, Character *p)
{
    MessageOut moveMsg(GPMSG_BEINGS_MOVE);
    MessageOut damageMsg(GPMSG_BEINGS_DAMAGE);
    const Point &pold = p->getOldPosition(), ppos = p->getPosition();
    int pid = p->getPublicID(), pflags = p->getUpdateFlags();
    int visualRange = Configuration::getValue("game_visualRange", 448);

    // Inform client about activities of other beings near its character
    for (BeingIterator it(map->getAroundBeingIterator(p, visualRange));
         it; ++it)
    {
        Being *o = *it;

        const Point &oold = o->getOldPosition(), opos = o->getPosition();
        int otype = o->getType();
        int oid = o->getPublicID(), oflags = o->getUpdateFlags();
        int flags = 0;

        // Check if the character p and the moving object o are around.
        bool wereInRange = pold.inRangeOf(oold, visualRange) &&
                           !((pflags | oflags) & UPDATEFLAG_NEW_ON_MAP);
        bool willBeInRange = ppos.inRangeOf(opos, visualRange);

        if (!wereInRange && !willBeInRange)
        {
            // Nothing to report: o and p are far away from each other.
            continue;
        }


        if (wereInRange && willBeInRange)
        {
            // Send attack messages.
            if ((oflags & UPDATEFLAG_ATTACK) && oid != pid)
            {
                MessageOut AttackMsg(GPMSG_BEING_ATTACK);
                AttackMsg.writeInt16(oid);
                AttackMsg.writeInt8(o->getDirection());
                AttackMsg.writeInt8(static_cast< Being * >(o)->getAttackId());
                gameHandler->sendTo(p, AttackMsg);
            }

            // Send action change messages.
            if ((oflags & UPDATEFLAG_ACTIONCHANGE))
            {
                MessageOut ActionMsg(GPMSG_BEING_ACTION_CHANGE);
                ActionMsg.writeInt16(oid);
                ActionMsg.writeInt8(static_cast< Being * >(o)->getAction());
                gameHandler->sendTo(p, ActionMsg);
            }

            // Send looks change messages.
            if (oflags & UPDATEFLAG_LOOKSCHANGE)
            {
                MessageOut LooksMsg(GPMSG_BEING_LOOKS_CHANGE);
                LooksMsg.writeInt16(oid);
                Character * c = static_cast<Character * >(o);
                serializeLooks(c, LooksMsg);
                LooksMsg.writeInt16(c->getHairStyle());
                LooksMsg.writeInt16(c->getHairColor());
                LooksMsg.writeInt16(c->getGender());
                gameHandler->sendTo(p, LooksMsg);
            }

            // Send emote messages.
            if (oflags & UPDATEFLAG_EMOTE)
            {
                int emoteId = o->getLastEmote();
                if (emoteId > -1)
                {
                    MessageOut EmoteMsg(GPMSG_BEING_EMOTE);
                    EmoteMsg.writeInt16(oid);
                    EmoteMsg.writeInt16(emoteId);
                    gameHandler->sendTo(p, EmoteMsg);
                }
            }

            // Send direction change messages.
            if (oflags & UPDATEFLAG_DIRCHANGE)
            {
                MessageOut DirMsg(GPMSG_BEING_DIR_CHANGE);
                DirMsg.writeInt16(oid);
                DirMsg.writeInt8(o->getDirection());
                gameHandler->sendTo(p, DirMsg);
            }

            // Send damage messages.
            if (o->canFight())
            {
                Being *victim = static_cast< Being * >(o);
                const Hits &hits = victim->getHitsTaken();
                for (Hits::const_iterator j = hits.begin(),
                     j_end = hits.end(); j != j_end; ++j)
                {
                    damageMsg.writeInt16(oid);
                    damageMsg.writeInt16(*j);
                }
            }

            if (oold == opos)
            {
                // o does not move, nothing more to report.
                continue;
            }
        }

        if (!willBeInRange)
        {
            // o is no longer visible from p. Send leave message.
            MessageOut leaveMsg(GPMSG_BEING_LEAVE);
            leaveMsg.writeInt16(oid);
            gameHandler->sendTo(p, leaveMsg);
            continue;
        }

        if (!wereInRange)
        {
            // o is now visible by p. Send enter message.
            MessageOut enterMsg(GPMSG_BEING_ENTER);
            enterMsg.writeInt8(otype);
            enterMsg.writeInt16(oid);
            enterMsg.writeInt8(static_cast< Being *>(o)->getAction());
            enterMsg.writeInt16(opos.x);
            enterMsg.writeInt16(opos.y);
            enterMsg.writeInt8(o->getDirection());
            enterMsg.writeInt8(o->getGender());
            switch (otype)
            {
                case OBJECT_CHARACTER:
                {
                    Character *q = static_cast< Character * >(o);
                    enterMsg.writeString(q->getName());
                    enterMsg.writeInt8(q->getHairStyle());
                    enterMsg.writeInt8(q->getHairColor());
                    serializeLooks(q, enterMsg);
                } break;

                case OBJECT_MONSTER:
                {
                    Monster *q = static_cast< Monster * >(o);
                    enterMsg.writeInt16(q->getSpecy()->getId());
                    enterMsg.writeString(q->getName());
                } break;

                case OBJECT_NPC:
                {
                    NpcComponent *npcComponent = o->getComponent<NpcComponent>();
                    enterMsg.writeInt16(npcComponent->getNpcId());
                    enterMsg.writeString(o->getName());
                } break;

                default:
                    assert(false); // TODO
                    break;
            }
            gameHandler->sendTo(p, enterMsg);
        }

        if (opos != oold)
        {
            // Add position check coords every 5 seconds.
            if (currentTick % 50 == 0)
                flags |= MOVING_POSITION;

            flags |= MOVING_DESTINATION;
        }

        // Send move messages.
        moveMsg.writeInt16(oid);
        moveMsg.writeInt8(flags);
        if (flags & MOVING_POSITION)
        {
            moveMsg.writeInt16(oold.x);
            moveMsg.writeInt16(oold.y);
        }

        if (flags & MOVING_DESTINATION)
        {
            moveMsg.writeInt16(opos.x);
            moveMsg.writeInt16(opos.y);
            // We multiply the sent speed (in tiles per second) by ten
            // to get it within a byte with decimal precision.
            // For instance, a value of 4.5 will be sent as 45.
            moveMsg.writeInt8((unsigned short)
                (o->getModifiedAttribute(ATTR_MOVE_SPEED_TPS) * 10));
        }
    }

    // Do not send a packet if nothing happened in p's range.
    if (moveMsg.getLength() > 2)
        gameHandler->sendTo(p, moveMsg);

    if (damageMsg.getLength() > 2)
        gameHandler->sendTo(p, damageMsg);

    // Inform client about status change.
    p->sendStatus();

    // Inform client about health change of party members
    for (CharacterIterator i(map->getWholeMapIterator()); i; ++i)
    {
        Character *c = *i;

        // Make sure its not the same character
        if (c == p)
            continue;

        // make sure they are in the same party
        if (c->getParty() == p->getParty())
        {
            int cflags = c->getUpdateFlags();
            if (cflags & UPDATEFLAG_HEALTHCHANGE)
            {
                MessageOut healthMsg(GPMSG_BEING_HEALTH_CHANGE);
                healthMsg.writeInt16(c->getPublicID());
                healthMsg.writeInt16(c->getModifiedAttribute(ATTR_HP));
                healthMsg.writeInt16(c->getModifiedAttribute(ATTR_MAX_HP));
                gameHandler->sendTo(p, healthMsg);
            }
        }
    }

    // Inform client about items on the ground around its character
    MessageOut itemMsg(GPMSG_ITEMS);
    for (FixedActorIterator it(map->getAroundBeingIterator(p, visualRange));
         it; ++it)
    {
        Actor *o = *it;

        assert(o->getType() == OBJECT_ITEM ||
               o->getType() == OBJECT_EFFECT);

        Point opos = o->getPosition();
        int oflags = o->getUpdateFlags();
        bool willBeInRange = ppos.inRangeOf(opos, visualRange);
        bool wereInRange = pold.inRangeOf(opos, visualRange) &&
                           !((pflags | oflags) & UPDATEFLAG_NEW_ON_MAP);

        if (willBeInRange ^ wereInRange)
        {
            switch (o->getType())
            {
                case OBJECT_ITEM:
                {
                    ItemComponent *item = o->getComponent<ItemComponent>();
                    ItemClass *itemClass = item->getItemClass();

                    if (oflags & UPDATEFLAG_NEW_ON_MAP)
                    {
                        /* Send a specific message to the client when an item appears
                           out of nowhere, so that a sound/animation can be performed. */
                        MessageOut appearMsg(GPMSG_ITEM_APPEAR);
                        appearMsg.writeInt16(itemClass->getDatabaseID());
                        appearMsg.writeInt16(opos.x);
                        appearMsg.writeInt16(opos.y);
                        gameHandler->sendTo(p, appearMsg);
                    }
                    else
                    {
                        itemMsg.writeInt16(willBeInRange ? itemClass->getDatabaseID() : 0);
                        itemMsg.writeInt16(opos.x);
                        itemMsg.writeInt16(opos.y);
                    }
                }
                break;
                case OBJECT_EFFECT:
                {
                    EffectComponent *e = o->getComponent<EffectComponent>();
                    e->setShown();
                    // Don't show old effects
                    if (!(oflags & UPDATEFLAG_NEW_ON_MAP))
                        break;

                    if (Being *b = e->getBeing())
                    {
                        MessageOut effectMsg(GPMSG_CREATE_EFFECT_BEING);
                        effectMsg.writeInt16(e->getEffectId());
                        effectMsg.writeInt16(b->getPublicID());
                        gameHandler->sendTo(p, effectMsg);
                    } else {
                        MessageOut effectMsg(GPMSG_CREATE_EFFECT_POS);
                        effectMsg.writeInt16(e->getEffectId());
                        effectMsg.writeInt16(opos.x);
                        effectMsg.writeInt16(opos.y);
                        gameHandler->sendTo(p, effectMsg);
                    }
                }
                break;
                default: break;
            } // Switch
        }
    }

    // Do not send a packet if nothing happened in p's range.
    if (itemMsg.getLength() > 2)
        gameHandler->sendTo(p, itemMsg);
}
示例#22
0
void Viewport::mousePressed(gcn::MouseEvent &event)
{
    if (event.getSource() != this)
        return;

    // Check if we are alive and kickin'
    if (!mCurrentMap || !player_node || player_node->mAction == Being::DEAD)
        return;

    mPlayerFollowMouse = false;

    const int tileWidth = mCurrentMap->getTileWidth();
    const int tileHeight = mCurrentMap->getTileHeight();
    const int tilex = event.getX() / tileWidth + mTileViewX;
    const int tiley = event.getY() / tileHeight + mTileViewY;
    const int x = (int)((float) event.getX() + mPixelViewX);
    const int y = (int)((float) event.getY() + mPixelViewY);

    // Right click might open a popup
    if (event.getButton() == gcn::MouseEvent::RIGHT)
    {
        Being *being;
        FloorItem *floorItem;

        if ((being = beingManager->findBeingByPixel(x, y)) &&
             being != player_node)
        {
            mPopupMenu->setType(BEING);
            showPopup(event.getX(), event.getY(), being);
            return;
        }
        else if ((floorItem = floorItemManager->findByCoordinates(tilex,
                                                                  tiley)))
        {
            mPopupMenu->setType(FLOOR_ITEM);
            mPopupMenu->setFloorItem(floorItem);
            mPopupMenu->showPopup(event.getX(), event.getY());
            return;
        }
    }

    // If a popup is active, just remove it
    if (mPopupMenu->isVisible())
    {
        mPopupMenu->setVisible(false);
        return;
    }

    // Left click can cause different actions
    if (event.getButton() == gcn::MouseEvent::LEFT)
    {
        Being *being;
        FloorItem *item;

        // Interact with some being
//        if ((being = beingManager->findBeing(tilex, tiley)))
        if ((being = beingManager->findBeingByPixel(x, y)) &&
             being->mAction != Being::DEAD)
        {
            if (being->getType() == Being::NPC && NPC::mTalking == false)
                static_cast<NPC*>(being)->talk();
            else if (player_node->withinAttackRange(being) &&
                     being->getType() != Being::NPC)
            {
                player_node->setGotoTarget(being);
                player_node->attack(being, true);
            }
            else
                player_node->setDestination(tilex, tiley);
        }
        // Pick up some item
        else if ((item = floorItemManager->findByCoordinates(tilex, tiley)))
            player_node->pickUp(item);
        else if (player_node->mAction == Being::SIT)
            return;
        // Just walk around
        else
        {
            player_node->stopAttack();
            player_node->setDestination(tilex, tiley);
            mPlayerFollowMouse = true;
        }
    }
    else if (event.getButton() == gcn::MouseEvent::MIDDLE)
    {
        // Find the being nearest to the clicked position
        Being *target = beingManager->findBeingByPixel(x, y);

        if (target)
             player_node->setTarget(target);
    }
}