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authorBjørn Lindeijer <bjorn@lindeijer.nl>2008-12-14 20:34:42 +0100
committerIra Rice <irarice@gmail.com>2008-12-14 15:10:53 -0700
commit8e86b8c4d0f3d9be979b53689d35f8f0b1381060 (patch)
tree070de5d44f865302db6a1303aa595f21128e052e
parent1f2869dd6fad7e53165a20c085ccdb18af360a7f (diff)
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Code reformatting to conform to line length
(cherry picked from mainline) Conflicts: src/game.cpp
-rw-r--r--src/game.cpp311
1 files changed, 160 insertions, 151 deletions
diff --git a/src/game.cpp b/src/game.cpp
index 0957dbe8..a108b9e0 100644
--- a/src/game.cpp
+++ b/src/game.cpp
@@ -342,10 +342,12 @@ Game::~Game()
joystick = NULL;
}
-bool saveScreenshot(SDL_Surface *screenshot)
+static bool saveScreenshot()
{
static unsigned int screenshotCount = 0;
+ SDL_Surface *screenshot = graphics->getScreenshot();
+
// Search for an unused screenshot name
std::stringstream filenameSuffix;
std::stringstream filename;
@@ -364,24 +366,28 @@ bool saveScreenshot(SDL_Surface *screenshot)
#endif
filenameSuffix << "Ae_Screenshot_" << screenshotCount << ".png";
filename << filenameSuffix.str();
- std::cerr << "Trying `" << filename.str() << "' from `" << filenameSuffix.str() << "'\n";
testExists.open(filename.str().c_str(), std::ios::in);
found = !testExists.is_open();
testExists.close();
} while (!found);
- if (ImageWriter::writePNG(screenshot, filename.str()))
+ const bool success = ImageWriter::writePNG(screenshot, filename.str());
+
+ if (success)
{
std::stringstream chatlogentry;
- chatlogentry << "Screenshot saved to ~/" << filenameSuffix.str().c_str();
+ chatlogentry << "Screenshot saved to ~/" << filenameSuffix.str();
chatWindow->chatLog(chatlogentry.str(), BY_SERVER);
- return true;
}
else
{
chatWindow->chatLog("Saving screenshot failed!", BY_SERVER);
- return false;
+ logger->log("Error: could not save screenshot.");
}
+
+ SDL_FreeSurface(screenshot);
+
+ return success;
}
void Game::optionChanged(const std::string &name)
@@ -404,69 +410,67 @@ void Game::logic()
while (!done)
{
- // Handle all necessary game logic
- while (get_elapsed_time(gameTime) > 0)
- {
- handleInput();
- engine->logic();
- gameTime++;
- }
+ // Handle all necessary game logic
+ while (get_elapsed_time(gameTime) > 0)
+ {
+ handleInput();
+ engine->logic();
+ gameTime++;
+ }
- // This is done because at some point tick_time will wrap.
- gameTime = tick_time;
+ // This is done because at some point tick_time will wrap.
+ gameTime = tick_time;
- // Update the screen when application is active, delay otherwise.
- if (SDL_GetAppState() & SDL_APPACTIVE)
- {
- // Draw a frame if either frames are not limited or enough time has
- // passed since the last frame.
- if (!mMinFrameTime ||
- get_elapsed_time(mDrawTime / 10) > mMinFrameTime)
+ // Update the screen when application is active, delay otherwise.
+ if (SDL_GetAppState() & SDL_APPACTIVE)
{
- frame++;
- gui->draw();
- graphics->updateScreen();
- mDrawTime += mMinFrameTime;
-
- // Make sure to wrap mDrawTime, since tick_time will wrap.
- if (mDrawTime > MAX_TIME * 10)
- mDrawTime -= MAX_TIME * 10;
+ // Draw a frame if either frames are not limited or enough time has
+ // passed since the last frame.
+ if (!mMinFrameTime ||
+ get_elapsed_time(mDrawTime / 10) > mMinFrameTime)
+ {
+ frame++;
+ gui->draw();
+ graphics->updateScreen();
+ mDrawTime += mMinFrameTime;
+
+ // Make sure to wrap mDrawTime, since tick_time will wrap.
+ if (mDrawTime > MAX_TIME * 10)
+ mDrawTime -= MAX_TIME * 10;
+ }
+ else
+ {
+ SDL_Delay(10);
+ }
}
else
{
SDL_Delay(10);
+ mDrawTime = tick_time * 10;
}
- }
- else
- {
- SDL_Delay(10);
- mDrawTime = tick_time * 10;
- }
- // Handle network stuff
- mNetwork->flush();
- mNetwork->dispatchMessages();
+ // Handle network stuff
+ mNetwork->flush();
+ mNetwork->dispatchMessages();
- if (!mNetwork->isConnected())
- {
- if (!disconnectedDialog)
+ if (!mNetwork->isConnected())
{
- disconnectedDialog = new
- OkDialog("Network Error",
- "The connection to the server was lost, the program will now quit");
- disconnectedDialog->addActionListener(&exitListener);
- disconnectedDialog->requestMoveToTop();
+ if (!disconnectedDialog)
+ {
+ disconnectedDialog = new OkDialog("Network Error",
+ "The connection to the server was lost, "
+ "the program will now quit");
+ disconnectedDialog->addActionListener(&exitListener);
+ disconnectedDialog->requestMoveToTop();
+ }
}
}
- }
}
void Game::handleInput()
{
- if (joystick != NULL)
- {
+ if (joystick)
joystick->update();
- }
// Events
SDL_Event event;
@@ -499,14 +503,7 @@ void Game::handleInput()
{
case SDLK_p:
// Screenshot (picture, hence the p)
- {
- SDL_Surface *screenshot = graphics->getScreenshot();
- if (!saveScreenshot(screenshot))
- {
- logger->log("Error: could not save Screenshot.");
- }
- SDL_FreeSurface(screenshot);
- }
+ saveScreenshot();
used = true;
break;
@@ -524,10 +521,14 @@ void Game::handleInput()
{
unsigned int deflt = player_relations.getDefault();
if (deflt & PlayerRelation::TRADE) {
- chatWindow->chatLog("Ignoring incoming trade requests", BY_SERVER);
+ chatWindow->chatLog(
+ "Ignoring incoming trade requests",
+ BY_SERVER);
deflt &= ~PlayerRelation::TRADE;
} else {
- chatWindow->chatLog("Accepting incoming trade requests", BY_SERVER);
+ chatWindow->chatLog(
+ "Accepting incoming trade requests",
+ BY_SERVER);
deflt |= PlayerRelation::TRADE;
}
@@ -656,97 +657,102 @@ void Game::handleInput()
default:
break;
- }
- if (keyboard.isEnabled() && !chatWindow->isInputFocused())
- {
- const int tKey = keyboard.getKeyIndex(event.key.keysym.sym);
-
- // Do not activate shortcuts if tradewindow is visible
- if (!tradeWindow->isVisible())
+ }
+ if (keyboard.isEnabled() && !chatWindow->isInputFocused())
{
- // Checks if any item shortcut is pressed.
- for (int i = KeyboardConfig::KEY_SHORTCUT_0;
- i <= KeyboardConfig::KEY_SHORTCUT_9;
- i++)
+ const int tKey = keyboard.getKeyIndex(event.key.keysym.sym);
+ // Do not activate shortcuts if tradewindow is visible
+ if (!tradeWindow->isVisible())
{
- if (tKey == i && !used) {
- itemShortcut->useItem(i - KeyboardConfig::KEY_SHORTCUT_0);
- break;
+ // Checks if any item shortcut is pressed.
+ for (int i = KeyboardConfig::KEY_SHORTCUT_0;
+ i <= KeyboardConfig::KEY_SHORTCUT_9;
+ i++)
+ {
+ if (tKey == i && !used) {
+ itemShortcut->useItem(
+ i - KeyboardConfig::KEY_SHORTCUT_0);
+ break;
+ }
}
}
- }
- switch (tKey) {
- case KeyboardConfig::KEY_PICKUP:
- {
- FloorItem *item = floorItemManager->findByCoordinates(
- player_node->mX, player_node->mY);
-
- // If none below the player, try the tile in front
- // of the player
- if (!item) {
- Uint16 x = player_node->mX;
- Uint16 y = player_node->mY;
- switch (player_node->getSpriteDirection())
+ switch (tKey) {
+ case KeyboardConfig::KEY_PICKUP:
+ {
+ FloorItem *item =
+ floorItemManager->findByCoordinates(
+ player_node->mX, player_node->mY);
+
+ // If none below the player, try the tile in front
+ // of the player
+ if (!item) {
+ Uint16 x = player_node->mX;
+ Uint16 y = player_node->mY;
+ if (player_node->getDirection() & Being::UP)
+ y--;
+ if (player_node->getDirection() & Being::DOWN)
+ y++;
+ if (player_node->getDirection() & Being::LEFT)
+ x--;
+ if (player_node->getDirection() & Being::RIGHT)
+ x++;
+
+ item = floorItemManager->findByCoordinates(
+ x, y);
+ }
+
+ if (item)
+ player_node->pickUp(item);
+
+ used = true;
+ }
+ break;
+ case KeyboardConfig::KEY_SIT:
+ // Player sit action
+ player_node->toggleSit();
+ used = true;
+ break;
+ case KeyboardConfig::KEY_HIDE_WINDOWS:
+ // Hide certain windows
+ if (!chatWindow->isInputFocused())
{
- case DIRECTION_UP : --y; break;
- case DIRECTION_DOWN : ++y; break;
- case DIRECTION_LEFT : --x; break;
- case DIRECTION_RIGHT: ++x; break;
- default: break;
+ statusWindow->setVisible(false);
+ inventoryWindow->setVisible(false);
+ skillDialog->setVisible(false);
+ setupWindow->setVisible(false);
+ equipmentWindow->setVisible(false);
+ helpWindow->setVisible(false);
+ debugWindow->setVisible(false);
}
- item = floorItemManager->findByCoordinates(x, y);
- }
+ break;
- if (item)
- player_node->pickUp(item);
- used = true;
- }
- break;
- case KeyboardConfig::KEY_SIT:
- // Player sit action
- player_node->toggleSit();
- used = true;
- break;
- case KeyboardConfig::KEY_HIDE_WINDOWS:
- // Hide certain windows
- if (!chatWindow->isInputFocused())
- {
- statusWindow->setVisible(false);
- inventoryWindow->setVisible(false);
- skillDialog->setVisible(false);
- setupWindow->setVisible(false);
- equipmentWindow->setVisible(false);
- helpWindow->setVisible(false);
- debugWindow->setVisible(false);
- }
- 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:
- requestedWindow = minimap;
- break;
- case KeyboardConfig::KEY_WINDOW_CHAT:
- requestedWindow = chatWindow;
- break;
- case KeyboardConfig::KEY_WINDOW_SHORTCUT:
- requestedWindow = itemShortcutWindow;
- break;
- case KeyboardConfig::KEY_WINDOW_SETUP:
- requestedWindow = setupWindow;
- break;
- case KeyboardConfig::KEY_WINDOW_DEBUG:
- requestedWindow = debugWindow;
- 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:
+ requestedWindow = minimap;
+ break;
+ case KeyboardConfig::KEY_WINDOW_CHAT:
+ requestedWindow = chatWindow;
+ break;
+ case KeyboardConfig::KEY_WINDOW_SHORTCUT:
+ requestedWindow = itemShortcutWindow;
+ break;
+ case KeyboardConfig::KEY_WINDOW_SETUP:
+ requestedWindow = setupWindow;
+ break;
+ case KeyboardConfig::KEY_WINDOW_DEBUG:
+ requestedWindow = debugWindow;
+ break;
}
}
@@ -782,11 +788,11 @@ void Game::handleInput()
}
}
} // End while
+
// If the user is configuring the keys then don't respond.
if (!keyboard.isEnabled())
- {
- return;
- }
+ return;
+
// Moving player around
if (player_node->mAction != Being::DEAD &&
current_npc == 0 &&
@@ -868,7 +874,8 @@ void Game::handleInput()
(joystick && joystick->buttonPressed(3))) &&
!keyboard.isKeyActive(keyboard.KEY_TARGET))
{
- Being *target = beingManager->findNearestLivingBeing(x, y, 20, Being::MONSTER);
+ Being *target = beingManager->findNearestLivingBeing(
+ x, y, 20, Being::MONSTER);
player_node->setTarget(target);
}
@@ -877,7 +884,8 @@ void Game::handleInput()
if ( keyboard.isKeyActive(keyboard.KEY_TARGET_NPC) &&
!keyboard.isKeyActive(keyboard.KEY_TARGET) )
{
- Being *target = beingManager->findNearestLivingBeing(x, y, 20, Being::NPC);
+ Being *target = beingManager->findNearestLivingBeing(
+ x, y, 20, Being::NPC);
player_node->setTarget(target);
}
@@ -891,7 +899,8 @@ void Game::handleInput()
if (!target)
{
- target = beingManager->findNearestLivingBeing(x, y, 20, Being::NPC);
+ target = beingManager->findNearestLivingBeing(
+ x, y, 20, Being::NPC);
}
if (target)