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authorBjørn Lindeijer <bjorn@lindeijer.nl>2006-12-11 15:47:35 +0000
committerBjørn Lindeijer <bjorn@lindeijer.nl>2006-12-11 15:47:35 +0000
commit8da32105732949b4b0273c718d118bcfae70a1c9 (patch)
tree0a354974d48268cfaafcdb1e06b498fa26a59c1e /src/game.cpp
parentf9ce4e302cb3ed203d89a7a18e10b7ad4f11519c (diff)
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Merged 0.0 changes from revision 2825 to 2898 to trunk.
Diffstat (limited to 'src/game.cpp')
-rw-r--r--src/game.cpp94
1 files changed, 41 insertions, 53 deletions
diff --git a/src/game.cpp b/src/game.cpp
index 5052f2ce..15298ec6 100644
--- a/src/game.cpp
+++ b/src/game.cpp
@@ -29,6 +29,7 @@
#include <string>
#include <guichan/sdl/sdlinput.hpp>
+#include <guichan/exception.hpp>
#include "beingmanager.h"
#include "configuration.h"
@@ -42,23 +43,25 @@
#include "gui/buy.h"
#include "gui/buysell.h"
-#include "gui/chargedialog.h"
+//#include "gui/chargedialog.h"
#include "gui/chat.h"
#include "gui/confirm_dialog.h"
+#include "gui/debugwindow.h"
#include "gui/equipmentwindow.h"
+#include "gui/gui.h"
#include "gui/help.h"
#include "gui/inventorywindow.h"
+#include "gui/menuwindow.h"
#include "gui/minimap.h"
+#include "gui/ministatus.h"
#include "gui/npclistdialog.h"
#include "gui/npc_text.h"
#include "gui/sell.h"
#include "gui/setup.h"
#include "gui/skill.h"
-#include "gui/menuwindow.h"
#include "gui/status.h"
-#include "gui/ministatus.h"
#include "gui/trade.h"
-#include "gui/debugwindow.h"
+#include "gui/viewport.h"
#include "net/beinghandler.h"
#include "net/buysellhandler.h"
@@ -85,7 +88,7 @@ bool done = false;
volatile int tick_time;
volatile int fps = 0, frame = 0;
Engine *engine = NULL;
-Joystick *joystick;
+Joystick *joystick = NULL;
extern Window *weightNotice;
extern Window *deathNotice;
@@ -106,7 +109,7 @@ SkillDialog *skillDialog;
Setup* setupWindow;
Minimap *minimap;
EquipmentWindow *equipmentWindow;
-ChargeDialog *chargeDialog;
+//ChargeDialog *chargeDialog;
TradeWindow *tradeWindow;
//BuddyWindow *buddyWindow;
HelpWindow *helpWindow;
@@ -182,47 +185,23 @@ void createGuiWindows()
setupWindow = new Setup();
minimap = new Minimap();
equipmentWindow = new EquipmentWindow(player_node->mEquipment.get());
- chargeDialog = new ChargeDialog();
+ //chargeDialog = new ChargeDialog();
tradeWindow = new TradeWindow;
//buddyWindow = new BuddyWindow();
helpWindow = new HelpWindow();
debugWindow = new DebugWindow();
// Initialize window positions
- int screenW = graphics->getWidth();
- int screenH = graphics->getHeight();
-
- chargeDialog->setPosition(
- screenW - 5 - chargeDialog->getWidth(),
- screenH - chargeDialog->getHeight() - 15);
+ //chargeDialog->setPosition(
+ // graphics->getWidth() - 5 - chargeDialog->getWidth(),
+ // graphics->getHeight() - chargeDialog->getHeight() - 15);
- /*buddyWindow->setPosition(10,
- minimap->getHeight() + 30);*/
+ //buddyWindow->setPosition(10, minimap->getHeight() + 30);
// Set initial window visibility
-// chatWindow->setSticky(true);
-// miniStatusWindow->setSticky(true);
-// menuWindow->setSticky(true);
-
chatWindow->setVisible(true);
miniStatusWindow->setVisible(true);
- statusWindow->setVisible(false);
menuWindow->setVisible(true);
- buyDialog->setVisible(false);
- sellDialog->setVisible(false);
- buySellDialog->setVisible(false);
- inventoryWindow->setVisible(false);
- npcTextDialog->setVisible(false);
- npcListDialog->setVisible(false);
- skillDialog->setVisible(false);
- //newSkillWindow->setVisible(false);
- setupWindow->setVisible(false);
- equipmentWindow->setVisible(false);
- chargeDialog->setVisible(false);
- tradeWindow->setVisible(false);
- //buddyWindow->setVisible(false);
- helpWindow->setVisible(false);
- debugWindow->setVisible(false);
}
/**
@@ -244,7 +223,7 @@ void destroyGuiWindows()
delete setupWindow;
delete minimap;
delete equipmentWindow;
- delete chargeDialog;
+ //delete chargeDialog;
//delete newSkillWindow;
delete tradeWindow;
//delete buddyWindow;
@@ -511,13 +490,13 @@ void Game::handleInput()
// If none below the player, try the tile in front of
// the player
if (!item) {
- if (player_node->mDirection & Being::UP)
+ if (player_node->getDirection() & Being::UP)
y--;
- if (player_node->mDirection & Being::DOWN)
+ if (player_node->getDirection() & Being::DOWN)
y++;
- if (player_node->mDirection & Being::LEFT)
+ if (player_node->getDirection() & Being::LEFT)
x--;
- if (player_node->mDirection & Being::RIGHT)
+ if (player_node->getDirection() & Being::RIGHT)
x++;
item = floorItemManager->findByCoordinates(x, y);
@@ -584,7 +563,7 @@ void Game::handleInput()
case SDLK_f:
// Find path to mouse (debug purpose)
- engine->toggleDebugPath();
+ viewport->toggleDebugPath();
used = true;
break;
}
@@ -621,8 +600,17 @@ void Game::handleInput()
}
// Push input to GUI when not used
- if (!used) {
- guiInput->pushInput(event);
+ 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
@@ -633,35 +621,35 @@ void Game::handleInput()
!chatWindow->isFocused())
{
Uint16 x = player_node->mX / 32, y = player_node->mY / 32;
- unsigned char Direction = 0;
+ unsigned char direction = 0;
// Translate pressed keys to movement and direction
if (keys[SDLK_UP] || keys[SDLK_KP8] ||
keys[SDLK_KP7] || keys[SDLK_KP9] ||
joystick && joystick->isUp())
{
- Direction |= Being::UP;
+ direction |= Being::UP;
}
else if (keys[SDLK_DOWN] || keys[SDLK_KP2] ||
keys[SDLK_KP1] || keys[SDLK_KP3] ||
joystick && joystick->isDown())
{
- Direction |= Being::DOWN;
+ direction |= Being::DOWN;
}
if (keys[SDLK_LEFT] || keys[SDLK_KP4] ||
keys[SDLK_KP1] || keys[SDLK_KP7] ||
joystick && joystick->isLeft())
{
- Direction |= Being::LEFT;
+ direction |= Being::LEFT;
}
else if (keys[SDLK_RIGHT] || keys[SDLK_KP6] ||
keys[SDLK_KP3] || keys[SDLK_KP9] ||
joystick && joystick->isRight())
{
- Direction |= Being::RIGHT;
+ direction |= Being::RIGHT;
}
- player_node->walk(Direction);
+ player_node->walk(direction);
// Attacking monsters
if (keys[SDLK_LCTRL] || keys[SDLK_RCTRL] ||
@@ -675,13 +663,13 @@ void Game::handleInput()
{
Uint16 targetX = x, targetY = y;
- if (player_node->mDirection & Being::UP)
+ if (player_node->getDirection() & Being::UP)
targetY--;
- if (player_node->mDirection & Being::DOWN)
+ if (player_node->getDirection() & Being::DOWN)
targetY++;
- if (player_node->mDirection & Being::LEFT)
+ if (player_node->getDirection() & Being::LEFT)
targetX--;
- if (player_node->mDirection & Being::RIGHT)
+ if (player_node->getDirection() & Being::RIGHT)
targetX++;
// Attack priority is: Monster, Player, auto target