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author | Forge <jgrimbert@free.fr> | 2009-01-02 21:31:39 +0100 |
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committer | Forge <jgrimbert@free.fr> | 2009-01-02 21:31:39 +0100 |
commit | 402ac13b30d9bcd3c0f67184c9886a2d46516d2f (patch) | |
tree | d4ce0b544585ae8f9aed3936987e73d5e92c70bb /src/game.cpp | |
parent | da857b4386d53bed713871f31f1b4e6b0851373f (diff) | |
download | mana-402ac13b30d9bcd3c0f67184c9886a2d46516d2f.tar.gz mana-402ac13b30d9bcd3c0f67184c9886a2d46516d2f.tar.bz2 mana-402ac13b30d9bcd3c0f67184c9886a2d46516d2f.tar.xz mana-402ac13b30d9bcd3c0f67184c9886a2d46516d2f.zip |
Step 1.5 of smiley update: allow usage of same key for smiley and
different purpose (as smiley are requiring a special key press, that's
not a problem to assign the same key to differents purpose)
The function of game.cpp get reindented in the process, but the actual
change is minor.
The keyboardconfig get a new function, returning directly the emoticon
offset from the key pressed. (later, that function will return the index
of the smiley shortcut/array that has been selected... later)
Signed-off-by: Forge <jgrimbert@free.fr>
Diffstat (limited to 'src/game.cpp')
-rw-r--r-- | src/game.cpp | 886 |
1 files changed, 426 insertions, 460 deletions
diff --git a/src/game.cpp b/src/game.cpp index 1b84833c..f886f859 100644 --- a/src/game.cpp +++ b/src/game.cpp @@ -470,488 +470,454 @@ void Game::logic() void Game::handleInput() { if (joystick) - joystick->update(); + joystick->update(); // Events SDL_Event event; while (SDL_PollEvent(&event)) { - bool used = false; - - // Keyboard events (for discontinuous keys) - if (event.type == SDL_KEYDOWN) - { - gcn::Window *requestedWindow = NULL; - - 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; - } - // Keys pressed together with Alt/Meta - // Emotions and some internal gui windows - #ifndef __APPLE__ - if (event.key.keysym.mod & KMOD_LALT) - #else - if (event.key.keysym.mod & KMOD_LMETA) - #endif - { - switch (event.key.keysym.sym) - { - case SDLK_p: - // Screenshot (picture, hence the p) - saveScreenshot(); - used = true; - break; - - default: - break; - - case SDLK_f: - // Find path to mouse (debug purpose) - viewport->toggleDebugPath(); - used = true; - break; - - case SDLK_t: - // Toggle accepting of incoming trade requests - { - unsigned int deflt = player_relations.getDefault(); - if (deflt & PlayerRelation::TRADE) { - chatWindow->chatLog( - "Ignoring incoming trade requests", - BY_SERVER); - deflt &= ~PlayerRelation::TRADE; - } else { - chatWindow->chatLog( - "Accepting incoming trade requests", - BY_SERVER); - deflt |= PlayerRelation::TRADE; - } - - player_relations.setDefault(deflt); - } - used = true; - break; - } - } + bool used = false; + + // Keyboard events (for discontinuous keys) + if (event.type == SDL_KEYDOWN) + { + gcn::Window *requestedWindow = NULL; + + 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; + } + // Keys pressed together with Alt/Meta + // Emotions and some internal gui windows +#ifndef __APPLE__ + if (event.key.keysym.mod & KMOD_LALT) +#else + if (event.key.keysym.mod & KMOD_LMETA) +#endif + { + switch (event.key.keysym.sym) + { + case SDLK_p: + // Screenshot (picture, hence the p) + saveScreenshot(); + used = true; + break; + + default: + break; + + case SDLK_f: + // Find path to mouse (debug purpose) + viewport->toggleDebugPath(); + used = true; + break; + + case SDLK_t: + // Toggle accepting of incoming trade requests + { + unsigned int deflt = player_relations.getDefault(); + if (deflt & PlayerRelation::TRADE) { + chatWindow->chatLog( + "Ignoring incoming trade requests", + BY_SERVER); + deflt &= ~PlayerRelation::TRADE; + } else { + chatWindow->chatLog( + "Accepting incoming trade requests", + BY_SERVER); + deflt |= PlayerRelation::TRADE; + } + + player_relations.setDefault(deflt); + } + used = true; + break; + } + } - // Smilie - if (keyboard.isKeyActive(keyboard.KEY_SMILIE)) + // Smilie + if (keyboard.isKeyActive(keyboard.KEY_SMILIE)) + { + // Emotions + Uint8 emotion=keyboard.getKeySmilieOffset(event.key.keysym.sym); + /** + * Later here: increase the size of emotion, + * and get the entry from the smiley + * shortcut object + */ + if (emotion) { - // Emotions - Uint8 emotion; - /** - * - * Might be simpler to perform as follow - * emotion=0; - * const int tKey = keyboard.getKeyIndex(event.key.keysym.sym); - * if ((tKey <=KeyboardConfig::KEY_SMILEY_12) - * &&(tKey >=KeyboardConfig::KEY_SMILEY_1) - * ) - * { - * emotion= 1+tKey-KeyboardConfig::KEY_SMILEY_1; - * } - * - * But this add constraints over KEY_SMILEY_* allocation - * (ordering, consecutive positive values) - * Old story... compiler optimisation - * or code complexity for update, which one is better ? - * I won't rely on enum allocation, let's keep the switch, - * it does not add such undocumented constraints on that enum. - * - * Speed consideration ? not even sure! - */ - const int tKey = keyboard.getKeyIndex(event.key.keysym.sym); - switch (tKey) + player_node->emote(emotion); + used = true; + } + } + switch (event.key.keysym.sym) + { + case SDLK_PAGEUP: + if (chatWindow->isVisible()) + { + chatWindow->scroll(-DEFAULT_CHAT_WINDOW_SCROLL); + used = true; + } + break; + + case SDLK_PAGEDOWN: + if (chatWindow->isVisible()) + { + chatWindow->scroll(DEFAULT_CHAT_WINDOW_SCROLL); + used = true; + return; + } + break; + + case SDLK_F1: + // In-game Help + if (helpWindow->isVisible()) + { + helpWindow->setVisible(false); + } + else + { + helpWindow->loadHelp("index"); + helpWindow->requestMoveToTop(); + } + used = true; + break; + + case SDLK_RETURN: + // Input chat window + if (chatWindow->isInputFocused() || + deathNotice != NULL || + weightNotice != NULL) + { + break; + } + + // Quit by pressing Enter if the exit confirm is there + if (exitConfirm) + { + done = true; + } + // Close the Browser if opened + else if (helpWindow->isVisible()) + { + helpWindow->setVisible(false); + } + // Close the config window, cancelling changes if opened + else if (setupWindow->isVisible()) + { + setupWindow->action(gcn::ActionEvent(NULL, "cancel")); + } + // Proceed to the next dialog option, or close the window + else if (npcTextDialog->isVisible()) + { + npcTextDialog->action(gcn::ActionEvent(NULL, "ok")); + } + // Choose the currently highlighted dialogue option + else if (npcListDialog->isVisible()) + { + npcListDialog->action(gcn::ActionEvent(NULL, "ok")); + } + // Else, open the chat edit box + else + { + chatWindow->requestChatFocus(); + used = true; + } + break; + // Quitting confirmation dialog + case SDLK_ESCAPE: + if (!exitConfirm) { + exitConfirm = new ConfirmDialog( + "Quit", "Are you sure you want to quit?"); + exitConfirm->addActionListener(&exitListener); + exitConfirm->requestMoveToTop(); + } + else + { + exitConfirm->action(gcn::ActionEvent(NULL, "no")); + } + break; + + 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()) + { + // 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: { - case KeyboardConfig::KEY_SMILEY_1: emotion = 1; break; - case KeyboardConfig::KEY_SMILEY_2: emotion = 2; break; - case KeyboardConfig::KEY_SMILEY_3: emotion = 3; break; - case KeyboardConfig::KEY_SMILEY_4: emotion = 4; break; - case KeyboardConfig::KEY_SMILEY_5: emotion = 5; break; - case KeyboardConfig::KEY_SMILEY_6: emotion = 6; break; - case KeyboardConfig::KEY_SMILEY_7: emotion = 7; break; - case KeyboardConfig::KEY_SMILEY_8: emotion = 8; break; - case KeyboardConfig::KEY_SMILEY_9: emotion = 9; break; - case KeyboardConfig::KEY_SMILEY_10: emotion = 10; break; - case KeyboardConfig::KEY_SMILEY_11: emotion = 11; break; - case KeyboardConfig::KEY_SMILEY_12: emotion = 12; break; - default: emotion = 0; break; + 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; } - - if (emotion) + 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()) { - player_node->emote(emotion); - used = true; + 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; } - switch (event.key.keysym.sym) - { - case SDLK_PAGEUP: - if (chatWindow->isVisible()) - { - chatWindow->scroll(-DEFAULT_CHAT_WINDOW_SCROLL); - used = true; - } - break; - - case SDLK_PAGEDOWN: - if (chatWindow->isVisible()) - { - chatWindow->scroll(DEFAULT_CHAT_WINDOW_SCROLL); - used = true; - return; - } - break; - - case SDLK_F1: - // In-game Help - if (helpWindow->isVisible()) - { - helpWindow->setVisible(false); - } - else - { - helpWindow->loadHelp("index"); - helpWindow->requestMoveToTop(); - } - used = true; - break; - - case SDLK_RETURN: - // Input chat window - if (chatWindow->isInputFocused() || - deathNotice != NULL || - weightNotice != NULL) - { - break; - } - - // Quit by pressing Enter if the exit confirm is there - if (exitConfirm) - { - done = true; - } - // Close the Browser if opened - else if (helpWindow->isVisible()) - { - helpWindow->setVisible(false); - } - // Close the config window, cancelling changes if opened - else if (setupWindow->isVisible()) - { - setupWindow->action(gcn::ActionEvent(NULL, "cancel")); - } - // Proceed to the next dialog option, or close the window - else if (npcTextDialog->isVisible()) - { - npcTextDialog->action(gcn::ActionEvent(NULL, "ok")); - } - // Choose the currently highlighted dialogue option - else if (npcListDialog->isVisible()) - { - npcListDialog->action(gcn::ActionEvent(NULL, "ok")); - } - // Else, open the chat edit box - else - { - chatWindow->requestChatFocus(); - used = true; - } - break; - // Quitting confirmation dialog - case SDLK_ESCAPE: - if (!exitConfirm) { - exitConfirm = new ConfirmDialog( - "Quit", "Are you sure you want to quit?"); - exitConfirm->addActionListener(&exitListener); - exitConfirm->requestMoveToTop(); - } - else - { - exitConfirm->action(gcn::ActionEvent(NULL, "no")); - } - break; - - 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()) - { - // 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; - 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()) - { - 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; - } - } - - if (requestedWindow) - { - requestedWindow->setVisible(!requestedWindow->isVisible()); - if (requestedWindow->isVisible()) - { - requestedWindow->requestMoveToTop(); - } - used = true; - } - - } - - // Quit event - else if (event.type == SDL_QUIT) - { - done = true; - } + } - // Push input to GUI when not used - if (!used) - { - try - { - guiInput->pushInput(event); - } - catch (gcn::Exception e) - { - const char* err = e.getMessage().c_str(); - logger->log("Warning: guichan input exception: %s", err); - } - } + if (requestedWindow) + { + requestedWindow->setVisible(!requestedWindow->isVisible()); + if (requestedWindow->isVisible()) + { + requestedWindow->requestMoveToTop(); + } + used = true; + } + + } + + // Quit event + else if (event.type == SDL_QUIT) + { + done = true; + } + + // Push input to GUI when not used + if (!used) + { + try + { + guiInput->pushInput(event); + } + catch (gcn::Exception e) + { + const char* err = e.getMessage().c_str(); + logger->log("Warning: guichan input exception: %s", err); + } + } } // 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 && - !chatWindow->isInputFocused()) + current_npc == 0 && + !chatWindow->isInputFocused()) { - // Get the state of the keyboard keys - keyboard.refreshActiveKeys(); - - const Uint16 x = player_node->mX; - const Uint16 y = player_node->mY; - unsigned char direction = 0; - - // Translate pressed keys to movement and direction - if (keyboard.isKeyActive(keyboard.KEY_MOVE_UP) || - (joystick && joystick->isUp())) - { - direction |= Being::UP; - } - else if (keyboard.isKeyActive(keyboard.KEY_MOVE_DOWN) || - (joystick && joystick->isDown())) - { - direction |= Being::DOWN; - } - - if (keyboard.isKeyActive(keyboard.KEY_MOVE_LEFT) || - (joystick && joystick->isLeft())) - { - direction |= Being::LEFT; - } - else if (keyboard.isKeyActive(keyboard.KEY_MOVE_RIGHT) || - (joystick && joystick->isRight())) - { - direction |= Being::RIGHT; - } - - player_node->setWalkingDir(direction); - - // Attacking monsters - if (keyboard.isKeyActive(keyboard.KEY_ATTACK) || - (joystick && joystick->buttonPressed(0))) - { - Being *target = beingManager->findNearestLivingBeing(x, y, 20, Being::MONSTER); - - bool newTarget = !keyboard.isKeyActive(keyboard.KEY_TARGET); - // A set target has highest priority - if (newTarget || !player_node->getTarget()) - { - Uint16 targetX = x, targetY = y; - - switch (player_node->getSpriteDirection()) - { - case DIRECTION_UP : --targetY; break; - case DIRECTION_DOWN : ++targetY; break; - case DIRECTION_LEFT : --targetX; break; - case DIRECTION_RIGHT: ++targetX; break; - default: break; - } - - // Attack priorioty is: Monster, Player, auto target - target = beingManager->findBeing(targetX, targetY, Being::MONSTER); - if (!target) - target = beingManager->findBeing(targetX, targetY, Being::PLAYER); - } - - player_node->attack(target, newTarget); - } - - // Target the nearest player if 'q' is pressed - if ( keyboard.isKeyActive(keyboard.KEY_TARGET_PLAYER) && - !keyboard.isKeyActive(keyboard.KEY_TARGET) ) - { - Being *target = beingManager->findNearestLivingBeing(player_node, 20, Being::PLAYER); - - player_node->setTarget(target); - } - - // Target the nearest monster if 'a' pressed - if ((keyboard.isKeyActive(keyboard.KEY_TARGET_CLOSEST) || - (joystick && joystick->buttonPressed(3))) && - !keyboard.isKeyActive(keyboard.KEY_TARGET)) - { - Being *target = beingManager->findNearestLivingBeing( - x, y, 20, Being::MONSTER); - - player_node->setTarget(target); - } - - // Target the nearest npc if 'n' pressed - if ( keyboard.isKeyActive(keyboard.KEY_TARGET_NPC) && - !keyboard.isKeyActive(keyboard.KEY_TARGET) ) - { - Being *target = beingManager->findNearestLivingBeing( - x, y, 20, Being::NPC); - - player_node->setTarget(target); - } - - // Talk to the nearest NPC if 't' pressed - if ( keyboard.isKeyActive(keyboard.KEY_TALK) ) - { - if (!npcTextDialog->isVisible() && !npcListDialog->isVisible()) - { - Being *target = player_node->getTarget(); - - if (!target) - { - target = beingManager->findNearestLivingBeing( - x, y, 20, Being::NPC); - } - - if (target) - { - if (target->getType() == Being::NPC) - dynamic_cast<NPC*>(target)->talk(); - } - } - } - - // Stop attacking if shift is pressed - if (keyboard.isKeyActive(keyboard.KEY_TARGET)) - { - player_node->stopAttack(); - } + // Get the state of the keyboard keys + keyboard.refreshActiveKeys(); + + const Uint16 x = player_node->mX; + const Uint16 y = player_node->mY; + unsigned char direction = 0; + + // Translate pressed keys to movement and direction + if (keyboard.isKeyActive(keyboard.KEY_MOVE_UP) || + (joystick && joystick->isUp())) + { + direction |= Being::UP; + } + else if (keyboard.isKeyActive(keyboard.KEY_MOVE_DOWN) || + (joystick && joystick->isDown())) + { + direction |= Being::DOWN; + } + + if (keyboard.isKeyActive(keyboard.KEY_MOVE_LEFT) || + (joystick && joystick->isLeft())) + { + direction |= Being::LEFT; + } + else if (keyboard.isKeyActive(keyboard.KEY_MOVE_RIGHT) || + (joystick && joystick->isRight())) + { + direction |= Being::RIGHT; + } + + player_node->setWalkingDir(direction); + + // Attacking monsters + if (keyboard.isKeyActive(keyboard.KEY_ATTACK) || + (joystick && joystick->buttonPressed(0))) + { + Being *target = beingManager->findNearestLivingBeing(x, y, 20, Being::MONSTER); + + bool newTarget = !keyboard.isKeyActive(keyboard.KEY_TARGET); + // A set target has highest priority + if (newTarget || !player_node->getTarget()) + { + Uint16 targetX = x, targetY = y; + + switch (player_node->getSpriteDirection()) + { + case DIRECTION_UP : --targetY; break; + case DIRECTION_DOWN : ++targetY; break; + case DIRECTION_LEFT : --targetX; break; + case DIRECTION_RIGHT: ++targetX; break; + default: break; + } - if (joystick) - { - if (joystick->buttonPressed(1)) - { - FloorItem *item = floorItemManager->findByCoordinates(x, y); + // Attack priorioty is: Monster, Player, auto target + target = beingManager->findBeing(targetX, targetY, Being::MONSTER); + if (!target) + target = beingManager->findBeing(targetX, targetY, Being::PLAYER); + } + + player_node->attack(target, newTarget); + } + + // Target the nearest player if 'q' is pressed + if ( keyboard.isKeyActive(keyboard.KEY_TARGET_PLAYER) && + !keyboard.isKeyActive(keyboard.KEY_TARGET) ) + { + Being *target = beingManager->findNearestLivingBeing(player_node, 20, Being::PLAYER); + + player_node->setTarget(target); + } + + // Target the nearest monster if 'a' pressed + if ((keyboard.isKeyActive(keyboard.KEY_TARGET_CLOSEST) || + (joystick && joystick->buttonPressed(3))) && + !keyboard.isKeyActive(keyboard.KEY_TARGET)) + { + Being *target = beingManager->findNearestLivingBeing( + x, y, 20, Being::MONSTER); + + player_node->setTarget(target); + } + + // Target the nearest npc if 'n' pressed + if ( keyboard.isKeyActive(keyboard.KEY_TARGET_NPC) && + !keyboard.isKeyActive(keyboard.KEY_TARGET) ) + { + Being *target = beingManager->findNearestLivingBeing( + x, y, 20, Being::NPC); + + player_node->setTarget(target); + } + + // Talk to the nearest NPC if 't' pressed + if ( keyboard.isKeyActive(keyboard.KEY_TALK) ) + { + if (!npcTextDialog->isVisible() && !npcListDialog->isVisible()) + { + Being *target = player_node->getTarget(); + + if (!target) + { + target = beingManager->findNearestLivingBeing( + x, y, 20, Being::NPC); + } - if (item) - player_node->pickUp(item); - } - else if (joystick->buttonPressed(2)) - { - player_node->toggleSit(); - } - } + if (target) + { + if (target->getType() == Being::NPC) + dynamic_cast<NPC*>(target)->talk(); + } + } + } + + // Stop attacking if shift is pressed + if (keyboard.isKeyActive(keyboard.KEY_TARGET)) + { + player_node->stopAttack(); + } + + if (joystick) + { + if (joystick->buttonPressed(1)) + { + FloorItem *item = floorItemManager->findByCoordinates(x, y); + + if (item) + player_node->pickUp(item); + } + else if (joystick->buttonPressed(2)) + { + player_node->toggleSit(); + } + } } } |