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authorBjørn Lindeijer <bjorn@lindeijer.nl>2009-01-30 01:34:16 +0100
committerBjørn Lindeijer <bjorn@lindeijer.nl>2009-02-09 20:00:07 +0100
commit1b1050da1c7b84cc72b7efbb2229294975be9e10 (patch)
tree68d15ccb015d58aeb5797ffd06efca3e55997c24 /src/game.cpp
parent0d4142a891cd228da24ee3aa3bbd7dc622da5b75 (diff)
parent955a7613d1fe116fe5e1da07a222b6849b3c885c (diff)
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Merged with Aethyra master as of 2009-01-27
Conflicts: Almost everywhere.
Diffstat (limited to 'src/game.cpp')
-rw-r--r--src/game.cpp330
1 files changed, 174 insertions, 156 deletions
diff --git a/src/game.cpp b/src/game.cpp
index 1c4bb538..3b943f6b 100644
--- a/src/game.cpp
+++ b/src/game.cpp
@@ -19,19 +19,20 @@
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
-#include "game.h"
-
#include <fstream>
#include <physfs.h>
#include <sstream>
#include <string>
#include <guichan/exception.hpp>
+#include <guichan/sdl/sdlinput.hpp>
#include "beingmanager.h"
-#include "configuration.h"
+#include "effectmanager.h"
+#include "emoteshortcut.h"
#include "engine.h"
#include "flooritemmanager.h"
+#include "game.h"
#include "graphics.h"
#include "itemshortcut.h"
#include "joystick.h"
@@ -47,11 +48,15 @@
#include "gui/chat.h"
#include "gui/confirm_dialog.h"
#include "gui/debugwindow.h"
+#include "gui/emoteshortcutcontainer.h"
+#include "gui/emotewindow.h"
#include "gui/equipmentwindow.h"
#include "gui/gui.h"
#include "gui/help.h"
#include "gui/inventorywindow.h"
-#include "gui/itemshortcutwindow.h"
+#include "gui/shortcutwindow.h"
+#include "gui/shortcutcontainer.h"
+#include "gui/itemshortcutcontainer.h"
#include "gui/menuwindow.h"
#include "gui/minimap.h"
#include "gui/ministatus.h"
@@ -75,15 +80,19 @@
#include "net/equipmenthandler.h"
#include "net/inventoryhandler.h"
#include "net/itemhandler.h"
+#include "net/messageout.h"
#include "net/network.h"
#include "net/npchandler.h"
#include "net/playerhandler.h"
+#include "net/protocol.h"
#include "net/skillhandler.h"
#include "net/tradehandler.h"
#include "net/messageout.h"
#include "resources/imagewriter.h"
+#include "utils/gettext.h"
+
extern Graphics *graphics;
class Map;
@@ -93,6 +102,7 @@ std::string map_path;
bool done = false;
volatile int tick_time;
volatile int fps = 0, frame = 0;
+
Engine *engine = NULL;
Joystick *joystick = NULL;
@@ -109,6 +119,7 @@ BuyDialog *buyDialog;
SellDialog *sellDialog;
BuySellDialog *buySellDialog;
InventoryWindow *inventoryWindow;
+EmoteWindow *emoteWindow;
NpcIntegerDialog *npcIntegerDialog;
NpcListDialog *npcListDialog;
NpcTextDialog *npcTextDialog;
@@ -118,19 +129,20 @@ Setup* setupWindow;
Minimap *minimap;
EquipmentWindow *equipmentWindow;
TradeWindow *tradeWindow;
-//BuddyWindow *buddyWindow;
HelpWindow *helpWindow;
DebugWindow *debugWindow;
-ItemShortcutWindow *itemShortcutWindow;
+ShortcutWindow *itemShortcutWindow;
+ShortcutWindow *emoteShortcutWindow;
BeingManager *beingManager = NULL;
FloorItemManager *floorItemManager = NULL;
Particle* particleEngine = NULL;
+EffectManager *effectManager = NULL;
const int MAX_TIME = 10000;
/**
- * Listener used for exitting handling.
+ * Listener used for exiting handling.
*/
namespace {
struct ExitListener : public gcn::ActionListener
@@ -163,15 +175,18 @@ Uint32 nextSecond(Uint32 interval, void *param)
{
fps = frame;
frame = 0;
+
return interval;
}
int get_elapsed_time(int start_time)
{
- if (start_time <= tick_time) {
+ if (start_time <= tick_time)
+ {
return (tick_time - start_time) * 10;
}
- else {
+ else
+ {
return (tick_time + (MAX_TIME - start_time)) * 10;
}
}
@@ -190,6 +205,7 @@ void createGuiWindows(Network *network)
sellDialog = new SellDialog(network);
buySellDialog = new BuySellDialog();
inventoryWindow = new InventoryWindow();
+ emoteWindow = new EmoteWindow();
npcTextDialog = new NpcTextDialog();
npcIntegerDialog = new NpcIntegerDialog();
npcListDialog = new NpcListDialog();
@@ -199,20 +215,16 @@ void createGuiWindows(Network *network)
minimap = new Minimap();
equipmentWindow = new EquipmentWindow(player_node->mEquipment.get());
tradeWindow = new TradeWindow(network);
- //buddyWindow = new BuddyWindow();
helpWindow = new HelpWindow();
debugWindow = new DebugWindow();
- itemShortcutWindow = new ItemShortcutWindow();
-
- // Initialize window positions
- //buddyWindow->setPosition(10, minimap->getHeight() + 30);
+ itemShortcutWindow = new ShortcutWindow("ItemShortcut",new ItemShortcutContainer);
+ emoteShortcutWindow = new ShortcutWindow("emoteShortcut",new EmoteShortcutContainer);
// Set initial window visibility
chatWindow->setVisible((bool) config.getValue(
chatWindow->getWindowName() + "Visible", true));
miniStatusWindow->setVisible((bool) config.getValue(
- miniStatusWindow->getWindowName() + "Visible",
- true));
+ miniStatusWindow->getWindowName() + "Visible", true));
buyDialog->setVisible(false);
sellDialog->setVisible(false);
minimap->setVisible((bool) config.getValue(
@@ -222,11 +234,10 @@ void createGuiWindows(Network *network)
menuWindow->getWindowName() + "Visible", true));
itemShortcutWindow->setVisible((bool) config.getValue(
itemShortcutWindow->getWindowName() + "Visible", true));
-
- if (config.getValue("logToChat", 0))
- {
- logger->setChatWindow(chatWindow);
- }
+ emoteShortcutWindow->setVisible((bool) config.getValue(
+ emoteShortcutWindow->getWindowName() + "Visible", true));
+ minimap->setVisible((bool) config.getValue(
+ minimap->getWindowName() + "Visible", true));
}
/**
@@ -243,6 +254,7 @@ void destroyGuiWindows()
delete sellDialog;
delete buySellDialog;
delete inventoryWindow;
+ delete emoteWindow;
delete npcIntegerDialog;
delete npcListDialog;
delete npcTextDialog;
@@ -252,10 +264,10 @@ void destroyGuiWindows()
delete minimap;
delete equipmentWindow;
delete tradeWindow;
- //delete buddyWindow;
delete helpWindow;
delete debugWindow;
delete itemShortcutWindow;
+ delete emoteShortcutWindow;
}
Game::Game(Network *network):
@@ -276,6 +288,8 @@ Game::Game(Network *network):
beingManager = new BeingManager(network);
floorItemManager = new FloorItemManager();
+ effectManager = new EffectManager();
+
particleEngine = new Particle(NULL);
particleEngine->setupEngine();
@@ -310,17 +324,13 @@ Game::Game(Network *network):
network->registerHandler(mTradeHandler.get());
/*
- * THIS IS A TEMPORARY WORKAROUND!
+ * To prevent the server from sending data before the client
+ * has initialized, I've modified it to wait for a "ping"
+ * from the client to complete its initialization
*
- * To prevent the server from sending data before the client has
- * initialized, it's been modified to wait for a "ping" from the client to
- * complete its initialization.
- *
- * The real fix is to make sure we are not throwing away messages in the
- * network buffer due to not having registered the handlers above straight
- * after receiving a login success from the map server.
- *
- * The response from eAthena on this packet is ignored by the client.
+ * Note: This only affects the latest eAthena version. This
+ * packet is handled by the older version, but its response
+ * is ignored by the client
*/
MessageOut msg(mNetwork);
msg.writeInt16(CMSG_CLIENT_PING);
@@ -379,13 +389,13 @@ static bool saveScreenshot()
if (success)
{
std::stringstream chatlogentry;
- chatlogentry << "Screenshot saved to ~/" << filenameSuffix.str();
+ chatlogentry << _("Screenshot saved to ~/") << filenameSuffix.str();
chatWindow->chatLog(chatlogentry.str(), BY_SERVER);
}
else
{
- chatWindow->chatLog("Saving screenshot failed!", BY_SERVER);
- logger->log("Error: could not save screenshot.");
+ chatWindow->chatLog(_("Saving screenshot failed!"), BY_SERVER);
+ logger->log(_("Error: could not save screenshot."));
}
SDL_FreeSurface(screenshot);
@@ -430,7 +440,7 @@ void Game::logic()
// 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)
+ get_elapsed_time(mDrawTime / 10) > mMinFrameTime)
{
frame++;
gui->draw();
@@ -460,9 +470,9 @@ void Game::logic()
{
if (!disconnectedDialog)
{
- disconnectedDialog = new OkDialog("Network Error",
- "The connection to the server was lost, "
- "the program will now quit");
+ disconnectedDialog = new OkDialog(_("Network Error"),
+ _("The connection to the server was lost, "
+ "the program will now quit"));
disconnectedDialog->addActionListener(&exitListener);
disconnectedDialog->requestMoveToTop();
}
@@ -486,8 +496,8 @@ void Game::handleInput()
{
gcn::Window *requestedWindow = NULL;
- if (setupWindow->isVisible() &&
- keyboard.getNewKeyIndex() > keyboard.KEY_NO_VALUE)
+ if (setupWindow->isVisible() &&
+ keyboard.getNewKeyIndex() > keyboard.KEY_NO_VALUE)
{
keyboard.setNewKey((int) event.key.keysym.sym);
keyboard.callbackNewKey();
@@ -496,11 +506,11 @@ void Game::handleInput()
}
// Keys pressed together with Alt/Meta
// Emotions and some internal gui windows
- #ifndef __APPLE__
+#ifndef __APPLE__
if (event.key.keysym.mod & KMOD_LALT)
- #else
+#else
if (event.key.keysym.mod & KMOD_LMETA)
- #endif
+#endif
{
switch (event.key.keysym.sym)
{
@@ -521,52 +531,37 @@ void Game::handleInput()
case SDLK_t:
// Toggle accepting of incoming trade requests
+ unsigned int deflt = player_relations.getDefault();
+ if (deflt & PlayerRelation::TRADE)
{
- 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);
+ 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))
+ // Mode switch to emotes
+ if (keyboard.isKeyActive(keyboard.KEY_EMOTE))
{
// Emotions
- Uint8 emotion;
- switch (event.key.keysym.sym)
- {
- case SDLK_1: emotion = 1; break;
- case SDLK_2: emotion = 2; break;
- case SDLK_3: emotion = 3; break;
- case SDLK_4: emotion = 4; break;
- case SDLK_5: emotion = 5; break;
- case SDLK_6: emotion = 6; break;
- case SDLK_7: emotion = 7; break;
- case SDLK_8: emotion = 8; break;
- case SDLK_9: emotion = 9; break;
- case SDLK_0: emotion = 10; break;
- case SDLK_MINUS: emotion = 11; break;
- case SDLK_EQUALS: emotion = 12; break;
- default: emotion = 0; break;
- }
-
+ int emotion = keyboard.getKeyEmoteOffset(event.key.keysym.sym);
if (emotion)
{
- player_node->emote(emotion);
+ emoteShortcut->useEmote(emotion);
used = true;
return;
}
@@ -580,21 +575,18 @@ void Game::handleInput()
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");
@@ -606,47 +598,33 @@ void Game::handleInput()
case SDLK_RETURN:
// Input chat window
if (chatWindow->isInputFocused() ||
- deathNotice != NULL ||
- weightNotice != NULL)
+ deathNotice != NULL ||
+ weightNotice != NULL)
{
break;
}
// Quit by pressing Enter if the exit confirm is there
if (exitConfirm)
- {
- done = true;
- }
+ 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"));
- }
// Submits the text and proceeds to the next dialog
else if (npcStringDialog->isVisible())
- {
npcStringDialog->action(gcn::ActionEvent(NULL, "ok"));
- }
// 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"));
- }
// Submits the text and proceeds to the next dialog
else if (npcIntegerDialog->isVisible())
- {
npcIntegerDialog->action(gcn::ActionEvent(NULL, "ok"));
- }
// Else, open the chat edit box
else
{
@@ -654,17 +632,19 @@ void Game::handleInput()
used = true;
}
break;
- // Quitting confirmation dialog
- case SDLK_ESCAPE:
- if (!exitConfirm) {
- exitConfirm = new ConfirmDialog(
- "Quit", "Are you sure you want to quit?");
+ // 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"));
+ exitConfirm->action(gcn::ActionEvent(NULL, _("no")));
}
break;
@@ -672,25 +652,29 @@ void Game::handleInput()
break;
}
if (keyboard.isEnabled() && !chatWindow->isInputFocused()
- && !npcStringDialog->isInputFocused())
+ && !npcStringDialog->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++)
+ for (int i = KeyboardConfig::KEY_SHORTCUT_1;
+ i <= KeyboardConfig::KEY_SHORTCUT_12;
+ i++)
{
- if (tKey == i && !used) {
+ if (tKey == i && !used)
+ {
itemShortcut->useItem(
- i - KeyboardConfig::KEY_SHORTCUT_0);
+ i - KeyboardConfig::KEY_SHORTCUT_1);
break;
}
}
}
- switch (tKey) {
+
+ switch (tKey)
+ {
case KeyboardConfig::KEY_PICKUP:
{
FloorItem *item =
@@ -699,7 +683,8 @@ void Game::handleInput()
// If none below the player, try the tile in front
// of the player
- if (!item) {
+ if (!item)
+ {
Uint16 x = player_node->mX;
Uint16 y = player_node->mY;
if (player_node->getDirection() & Being::UP)
@@ -727,11 +712,12 @@ void Game::handleInput()
used = true;
break;
case KeyboardConfig::KEY_HIDE_WINDOWS:
- // Hide certain windows
+ // Hide certain windows
if (!chatWindow->isInputFocused())
{
statusWindow->setVisible(false);
inventoryWindow->setVisible(false);
+ emoteWindow->setVisible(false);
skillDialog->setVisible(false);
setupWindow->setVisible(false);
equipmentWindow->setVisible(false);
@@ -739,7 +725,6 @@ void Game::handleInput()
debugWindow->setVisible(false);
}
break;
-
case KeyboardConfig::KEY_WINDOW_STATUS:
requestedWindow = statusWindow;
break;
@@ -753,6 +738,7 @@ void Game::handleInput()
requestedWindow = skillDialog;
break;
case KeyboardConfig::KEY_WINDOW_MINIMAP:
+ minimap->toggle();
requestedWindow = minimap;
break;
case KeyboardConfig::KEY_WINDOW_CHAT:
@@ -767,6 +753,12 @@ void Game::handleInput()
case KeyboardConfig::KEY_WINDOW_DEBUG:
requestedWindow = debugWindow;
break;
+ case KeyboardConfig::KEY_WINDOW_EMOTE:
+ requestedWindow = emoteWindow;
+ break;
+ case KeyboardConfig::KEY_WINDOW_EMOTE_SHORTCUT:
+ requestedWindow = emoteShortcutWindow;
+ break;
}
}
@@ -774,14 +766,10 @@ void Game::handleInput()
{
requestedWindow->setVisible(!requestedWindow->isVisible());
if (requestedWindow->isVisible())
- {
requestedWindow->requestMoveToTop();
- }
used = true;
}
-
}
-
// Quit event
else if (event.type == SDL_QUIT)
{
@@ -798,10 +786,9 @@ void Game::handleInput()
catch (gcn::Exception e)
{
const char* err = e.getMessage().c_str();
- logger->log("Warning: guichan input exception: %s", err);
+ logger->log(_("Warning: guichan input exception: %s"), err);
}
}
-
} // End while
// If the user is configuring the keys then don't respond.
@@ -810,8 +797,7 @@ void Game::handleInput()
// 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();
@@ -822,23 +808,23 @@ void Game::handleInput()
// Translate pressed keys to movement and direction
if (keyboard.isKeyActive(keyboard.KEY_MOVE_UP) ||
- (joystick && joystick->isUp()))
+ (joystick && joystick->isUp()))
{
direction |= Being::UP;
}
else if (keyboard.isKeyActive(keyboard.KEY_MOVE_DOWN) ||
- (joystick && joystick->isDown()))
+ (joystick && joystick->isDown()))
{
direction |= Being::DOWN;
}
if (keyboard.isKeyActive(keyboard.KEY_MOVE_LEFT) ||
- (joystick && joystick->isLeft()))
+ (joystick && joystick->isLeft()))
{
direction |= Being::LEFT;
}
else if (keyboard.isKeyActive(keyboard.KEY_MOVE_RIGHT) ||
- (joystick && joystick->isRight()))
+ (joystick && joystick->isRight()))
{
direction |= Being::RIGHT;
}
@@ -847,60 +833,92 @@ void Game::handleInput()
// Attacking monsters
if (keyboard.isKeyActive(keyboard.KEY_ATTACK) ||
- (joystick && joystick->buttonPressed(0)))
+ (joystick && joystick->buttonPressed(0)))
{
- Being *target = NULL;
- bool newTarget = keyboard.isKeyActive(keyboard.KEY_TARGET);
+ 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;
- if (player_node->getDirection() & Being::UP)
- targetY--;
- if (player_node->getDirection() & Being::DOWN)
- targetY++;
- if (player_node->getDirection() & Being::LEFT)
- targetX--;
- if (player_node->getDirection() & Being::RIGHT)
- targetX++;
+ 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);
+ target = beingManager->findBeing(targetX, targetY, Being::MONSTER);
if (!target)
- target = beingManager->findBeing(
- targetX, targetY, Being::PLAYER);
+ target = beingManager->findBeing(targetX, targetY, Being::PLAYER);
}
player_node->attack(target, newTarget);
}
- // Target the nearest player
- if (keyboard.isKeyActive(keyboard.KEY_TARGET_PLAYER))
+ // 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);
+ Being *target = beingManager->findNearestLivingBeing(player_node, 20, Being::PLAYER);
- if (target)
- {
- player_node->setTarget(target);
- }
+ player_node->setTarget(target);
}
- // Target the nearest monster
- if (keyboard.isKeyActive(keyboard.KEY_TARGET_CLOSEST)
- || (joystick && joystick->buttonPressed(3)))
+ // 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);
- if (target)
+ 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())
{
- player_node->setTarget(target);
+ 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();
+ }
+
if (joystick)
{
if (joystick->buttonPressed(1))