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authorPhilipp Sehmisch <tmw@crushnet.org>2006-12-27 20:39:21 +0000
committerPhilipp Sehmisch <tmw@crushnet.org>2006-12-27 20:39:21 +0000
commitb2ef30efb59c8aa4df3bbaab376d46c583a40d98 (patch)
treebfa5f4b4dbb937b4413e79427bf1bbab8522dbdb /src/game.cpp
parent8da32105732949b4b0273c718d118bcfae70a1c9 (diff)
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Client-sided implementation of attacks
Diffstat (limited to 'src/game.cpp')
-rw-r--r--src/game.cpp43
1 files changed, 11 insertions, 32 deletions
diff --git a/src/game.cpp b/src/game.cpp
index 15298ec6..21b6008e 100644
--- a/src/game.cpp
+++ b/src/game.cpp
@@ -509,6 +509,17 @@ void Game::handleInput()
}
break;
+ // attacking
+ // TODO: Reimplement attacking with joystick buttons
+ // (old code allowed permanent attacking and not 1 attack
+ // with each button push)
+ // I would like to do this but i don't own a joystick.
+ case SDLK_LCTRL:
+ case SDLK_RCTRL:
+ player_node->attack();
+ used = true;
+ break;
+
// Quitting confirmation dialog
case SDLK_ESCAPE:
if (!exitConfirm) {
@@ -651,38 +662,6 @@ void Game::handleInput()
player_node->walk(direction);
- // Attacking monsters
- if (keys[SDLK_LCTRL] || keys[SDLK_RCTRL] ||
- joystick && joystick->buttonPressed(0))
- {
- Being *target = NULL;
- bool newTarget = keys[SDLK_LSHIFT] || keys[SDLK_RSHIFT];
-
- // 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++;
-
- // Attack priority 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 monster if 'a' pressed
if (keys[SDLK_a])
{