diff options
author | Bjørn Lindeijer <bjorn@lindeijer.nl> | 2005-01-17 20:56:23 +0000 |
---|---|---|
committer | Bjørn Lindeijer <bjorn@lindeijer.nl> | 2005-01-17 20:56:23 +0000 |
commit | d6047de8171b3a6c2afd2197dc460e954057494d (patch) | |
tree | acd81f7944bfba53f91d479a5bbfab666042e50c /src | |
parent | 1cf3f44e6930621ae4af014089a30648b2a38475 (diff) | |
download | mana-d6047de8171b3a6c2afd2197dc460e954057494d.tar.gz mana-d6047de8171b3a6c2afd2197dc460e954057494d.tar.bz2 mana-d6047de8171b3a6c2afd2197dc460e954057494d.tar.xz mana-d6047de8171b3a6c2afd2197dc460e954057494d.zip |
ESC works again for quit and Ctrl+F switched windowed/fullscreen in X11
Diffstat (limited to 'src')
-rw-r--r-- | src/game.cpp | 338 | ||||
-rw-r--r-- | src/main.cpp | 6 |
2 files changed, 175 insertions, 169 deletions
diff --git a/src/game.cpp b/src/game.cpp index 14043d9b..af7e592b 100644 --- a/src/game.cpp +++ b/src/game.cpp @@ -100,10 +100,10 @@ Uint32 second(Uint32 interval, void *param) short get_elapsed_time(short start_time) { if (start_time <= tick_time) { - return tick_time - start_time; + return (tick_time - start_time) * 10; } else { - return tick_time + (MAX_TIME - start_time); + return (tick_time + (MAX_TIME - start_time)) * 10; } } @@ -111,21 +111,8 @@ void game() { do_init(); Engine *engine = new Engine(); - SDL_Event event; - while (state != EXIT) { - // Handle SDL events - while (SDL_PollEvent(&event)) { - switch (event.type) { - case SDL_QUIT: - state = EXIT; - break; - } - - guiInput->pushInput(event); - } - do_input(); engine->draw(); gui->logic(); @@ -175,157 +162,176 @@ void do_init() { void do_exit() { } -void do_input() { - - - - // Get the state of the keyboard keys - Uint8* keys; - keys = SDL_GetKeyState(NULL); - - if (walk_status == 0 && player_node->action != DEAD) - { - int x = player_node->x; - int y = player_node->y; - - - if ( keys[SDLK_UP] || keys[SDLK_KP8] ) - { - // UP - if (get_walk(x, y - 1) != 0) - { - walk(x, y-1, NORTH); - walk_status = 1; - src_x = x; - src_y = y; - player_node->action = WALK; - player_node->tick_time = tick_time; - player_node->y = y - 1; - player_node->direction = NORTH; - } else player_node->direction = NORTH; - } - else if ( keys[SDLK_DOWN] || keys[SDLK_KP2] ) - { - // Down - if (get_walk(x, y + 1) != 0) - { - walk(x, y + 1, SOUTH); - walk_status = 1; - src_x = x; - src_y = y; - player_node->action = WALK; - player_node->tick_time = tick_time; - player_node->y = y + 1; - player_node->direction = SOUTH; - } else player_node->direction = SOUTH; - } - else if ( keys[SDLK_LEFT] || keys[SDLK_KP4] ) - { - if (get_walk(x - 1, y) != 0) { - walk(x - 1, y, WEST); - walk_status = 1; - src_x = x; - src_y = y; - player_node->action = WALK; - player_node->tick_time = tick_time; - player_node->x = x - 1; - player_node->direction = WEST; - } else player_node->direction = WEST; - } - else if ( keys[SDLK_RIGHT] || keys[SDLK_KP6] ) - { - if (get_walk(x + 1, y) != 0) { - walk(x + 1, y, EAST); - walk_status = 1; - src_x = x; - src_y = y; - player_node->action = WALK; - player_node->tick_time = tick_time; - player_node->x = x + 1; - player_node->direction = EAST; - } else player_node->direction = EAST; - } - - if (player_node->action == STAND) - { - if ( keys[SDLK_LCTRL]) - { - player_node->action = ATTACK; - attack(player_node->x, - player_node->y, - player_node->direction); - player_node->tick_time = tick_time; - } - } - // Events - SDL_Event event; - while ( SDL_PollEvent(&event) ) - { - - // For discontinuous keys - if ( event.type == SDL_KEYDOWN ) - { - - if ( (event.key.keysym.sym == SDLK_F5) && action_time) - { - if (player_node->action == STAND) - action(2, 0); - else if (player_node->action == SIT) - action(3, 0); - action_time = false; - } - - // Emotions, Skill dialog - if ( event.key.keysym.mod == KMOD_ALT && action_time == true) - { - if (player_node->emotion == 0) - { - unsigned char emotion = 0; - if (event.key.keysym.sym == SDLK_1) emotion = 1; - else if (event.key.keysym.sym == SDLK_2) emotion = 2; - else if (event.key.keysym.sym == SDLK_3) emotion = 3; - else if (event.key.keysym.sym == SDLK_4) emotion = 4; - else if (event.key.keysym.sym == SDLK_5) emotion = 5; - else if (event.key.keysym.sym == SDLK_6) emotion = 6; - else if (event.key.keysym.sym == SDLK_7) emotion = 7; - else if (event.key.keysym.sym == SDLK_8) emotion = 8; - else if (event.key.keysym.sym == SDLK_9) emotion = 9; - else if (event.key.keysym.sym == SDLK_0) emotion = 10; - if (emotion != 0) { - WFIFOW(0) = net_w_value(0x00bf); - WFIFOB(2) = emotion; - WFIFOSET(3); - action_time = false; - } - } - } - } // End key down - - if ( event.button.type == SDL_MOUSEBUTTONDOWN ) - { - if ( event.button.button == 3 ) - { - // We click the right button - // NPC Call - int npc_x = event.motion.x / 32 + camera_x; - int npc_y = event.motion.y / 32 + camera_y; - int id = find_npc(npc_x, npc_y); - if (id != 0) - { - WFIFOW(0) = net_w_value(0x0090); - WFIFOL(2) = net_l_value(id); - WFIFOB(6) = 0; - WFIFOSET(7); - } - - } - - } - - } // End while - - } // End if alive - +void do_input() +{ + // Get the state of the keyboard keys + Uint8* keys; + keys = SDL_GetKeyState(NULL); + + // Events + SDL_Event event; + while (SDL_PollEvent(&event)) + { + // For discontinuous keys + if ( event.type == SDL_KEYDOWN ) + { + + if ( (event.key.keysym.sym == SDLK_F5) && action_time) + { + if (player_node->action == STAND) + action(2, 0); + else if (player_node->action == SIT) + action(3, 0); + action_time = false; + } + + // Emotions, Skill dialog + if ( event.key.keysym.mod == KMOD_ALT && action_time) + { + if (player_node->emotion == 0) + { + unsigned char emotion = 0; + if (event.key.keysym.sym == SDLK_1) emotion = 1; + else if (event.key.keysym.sym == SDLK_2) emotion = 2; + else if (event.key.keysym.sym == SDLK_3) emotion = 3; + else if (event.key.keysym.sym == SDLK_4) emotion = 4; + else if (event.key.keysym.sym == SDLK_5) emotion = 5; + else if (event.key.keysym.sym == SDLK_6) emotion = 6; + else if (event.key.keysym.sym == SDLK_7) emotion = 7; + else if (event.key.keysym.sym == SDLK_8) emotion = 8; + else if (event.key.keysym.sym == SDLK_9) emotion = 9; + else if (event.key.keysym.sym == SDLK_0) emotion = 10; + if (emotion != 0) { + WFIFOW(0) = net_w_value(0x00bf); + WFIFOB(2) = emotion; + WFIFOSET(3); + action_time = false; + } + } + } + + if (event.key.keysym.sym == SDLK_ESCAPE) + { + state = EXIT; + } + + if (event.key.keysym.sym == SDLK_f) + { + if (event.key.keysym.mod & KMOD_CTRL) + { + // Works with X11 only? + SDL_WM_ToggleFullScreen(screen); + } + } + } // End key down + + if ( event.button.type == SDL_MOUSEBUTTONDOWN ) + { + if ( event.button.button == 3 ) + { + // We click the right button + // NPC Call + int npc_x = event.motion.x / 32 + camera_x; + int npc_y = event.motion.y / 32 + camera_y; + int id = find_npc(npc_x, npc_y); + if (id != 0) + { + WFIFOW(0) = net_w_value(0x0090); + WFIFOL(2) = net_l_value(id); + WFIFOB(6) = 0; + WFIFOSET(7); + } + + } + + } + + // Push input to GUI + guiInput->pushInput(event); + + } // End while + + + if (walk_status == 0 && player_node->action != DEAD) + { + int x = player_node->x; + int y = player_node->y; + + if ( keys[SDLK_UP] || keys[SDLK_KP8] ) + { + // UP + if (get_walk(x, y - 1) != 0) + { + walk(x, y-1, NORTH); + walk_status = 1; + src_x = x; + src_y = y; + player_node->action = WALK; + player_node->tick_time = tick_time; + player_node->y = y - 1; + player_node->direction = NORTH; + } + else player_node->direction = NORTH; + } + else if ( keys[SDLK_DOWN] || keys[SDLK_KP2] ) + { + // Down + if (get_walk(x, y + 1) != 0) + { + walk(x, y + 1, SOUTH); + walk_status = 1; + src_x = x; + src_y = y; + player_node->action = WALK; + player_node->tick_time = tick_time; + player_node->y = y + 1; + player_node->direction = SOUTH; + } + else player_node->direction = SOUTH; + } + else if ( keys[SDLK_LEFT] || keys[SDLK_KP4] ) + { + if (get_walk(x - 1, y) != 0) { + walk(x - 1, y, WEST); + walk_status = 1; + src_x = x; + src_y = y; + player_node->action = WALK; + player_node->tick_time = tick_time; + player_node->x = x - 1; + player_node->direction = WEST; + } + else player_node->direction = WEST; + } + else if ( keys[SDLK_RIGHT] || keys[SDLK_KP6] ) + { + if (get_walk(x + 1, y) != 0) { + walk(x + 1, y, EAST); + walk_status = 1; + src_x = x; + src_y = y; + player_node->action = WALK; + player_node->tick_time = tick_time; + player_node->x = x + 1; + player_node->direction = EAST; + } + else player_node->direction = EAST; + } + + if (player_node->action == STAND) + { + if ( keys[SDLK_LCTRL]) + { + player_node->action = ATTACK; + attack(player_node->x, + player_node->y, + player_node->direction); + player_node->tick_time = tick_time; + } + } + + } // End if alive + // Old version /* diff --git a/src/main.cpp b/src/main.cpp index 4d6651b6..e15ae0e1 100644 --- a/src/main.cpp +++ b/src/main.cpp @@ -217,9 +217,9 @@ void init_engine() { Image *hairImg = resman->getImage( "core/graphics/sprites/player_male_hair.png"); - if (!login_wallpaper) error("Couldn't load login.bmp"); - if (!playerImg) error("Couldn't load playerset.png"); - if (!hairImg) error("Couldn't load hairset.bmp"); + if (!login_wallpaper) error("Couldn't load login_wallpaper.png"); + if (!playerImg) error("Couldn't load player_male_base.png"); + if (!hairImg) error("Couldn't load player_male_hair.png"); playerset = new Spriteset(playerImg, 160, 120); hairset = new Spriteset(hairImg, 40, 40); |