diff options
Diffstat (limited to 'src/game.cpp')
-rw-r--r-- | src/game.cpp | 179 |
1 files changed, 101 insertions, 78 deletions
diff --git a/src/game.cpp b/src/game.cpp index 495f9a8d..a40bfa28 100644 --- a/src/game.cpp +++ b/src/game.cpp @@ -37,7 +37,9 @@ #include "engine.h" #include "flooritemmanager.h" #include "graphics.h" +#include "itemshortcut.h" #include "joystick.h" +#include "keyboardconfig.h" #include "localplayer.h" #include "log.h" #include "npc.h" @@ -53,6 +55,7 @@ #include "gui/gui.h" #include "gui/help.h" #include "gui/inventorywindow.h" +#include "gui/itemshortcutwindow.h" #include "gui/menuwindow.h" #include "gui/minimap.h" #include "gui/ministatus.h" @@ -116,6 +119,7 @@ TradeWindow *tradeWindow; //BuddyWindow *buddyWindow; HelpWindow *helpWindow; DebugWindow *debugWindow; +ItemShortcutWindow *itemShortcutWindow; BeingManager *beingManager = NULL; FloorItemManager *floorItemManager = NULL; @@ -181,6 +185,7 @@ void createGuiWindows() //buddyWindow = new BuddyWindow(); helpWindow = new HelpWindow(); debugWindow = new DebugWindow(); + itemShortcutWindow = new ItemShortcutWindow(); // Initialize window positions //chargeDialog->setPosition( @@ -193,6 +198,7 @@ void createGuiWindows() chatWindow->setVisible(true); miniStatusWindow->setVisible(true); menuWindow->setVisible(true); + itemShortcutWindow->setVisible(true); } /** @@ -220,6 +226,7 @@ void destroyGuiWindows() //delete buddyWindow; delete helpWindow; delete debugWindow; + delete itemShortcutWindow; } Game::Game(): @@ -420,6 +427,14 @@ void Game::handleInput() { 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; + } switch (event.key.keysym.sym) { case SDLK_F1: @@ -473,65 +488,7 @@ void Game::handleInput() used = true; } break; - - // Hide certain windows - case SDLK_h: - if (!chatWindow->isFocused()) - { - statusWindow->setVisible(false); - inventoryWindow->setVisible(false); - skillDialog->setVisible(false); - setupWindow->setVisible(false); - equipmentWindow->setVisible(false); - helpWindow->setVisible(false); - debugWindow->setVisible(false); - } - break; - - // Picking up items on the floor - case SDLK_g: - case SDLK_z: - if (!chatWindow->isFocused()) - { - Uint16 x = player_node->mX / 32, y = player_node->mY / 32; - FloorItem *item = floorItemManager->findByCoordinates(x, y); - - // If none below the player, try the tile in front of - // the player - if (!item) - { - // Temporary until tile-based picking is removed. - switch (player_node->getSpriteDirection()) - { - case DIRECTION_UP : --y; break; - case DIRECTION_DOWN : ++y; break; - case DIRECTION_LEFT : --x; break; - case DIRECTION_RIGHT: ++x; break; - default: break; - } - - item = floorItemManager->findByCoordinates(x, y); - } - - if (item) - player_node->pickUp(item); - - used = true; - } - 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 + // Quitting confirmation dialog case SDLK_ESCAPE: if (!quitDialog) { @@ -547,6 +504,74 @@ void Game::handleInput() break; } + if (keyboard.isEnabled() && !chatWindow->isFocused()) + { + const int tKey = keyboard.getKeyIndex(event.key.keysym.sym); + // Checks if any item shortcut is pressed. + for (int i = KeyboardConfig::KEY_SHORTCUT_0; + i <= KeyboardConfig::KEY_SHORTCUT_9; + i++) + { + if (tKey == i) { + itemShortcut->useItem( + i - KeyboardConfig::KEY_SHORTCUT_0); + break; + } + } + switch (tKey) { + case KeyboardConfig::KEY_PICKUP: + { + Uint16 x = player_node->mX / 32; + Uint16 y = player_node->mY / 32; + FloorItem *item = + floorItemManager->findByCoordinates(x, y); + + // If none below the player, try the tile in front + // of the player + if (!item) + { + // Temporary until tile-based picking is + // removed. + switch (player_node->getSpriteDirection()) + { + case DIRECTION_UP : --y; break; + case DIRECTION_DOWN : ++y; break; + case DIRECTION_LEFT : --x; break; + case DIRECTION_RIGHT: ++x; break; + default: break; + } + + 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->isFocused()) + { + statusWindow->setVisible(false); + inventoryWindow->setVisible(false); + skillDialog->setVisible(false); + setupWindow->setVisible(false); + equipmentWindow->setVisible(false); + helpWindow->setVisible(false); + debugWindow->setVisible(false); + } + break; + } + } + if (requestedWindow) { requestedWindow->setVisible(!requestedWindow->isVisible()); @@ -563,19 +588,14 @@ void Game::handleInput() { switch (event.key.keysym.sym) { - case SDLK_s: - // Player sit action - player_node->toggleSit(); - used = true; - break; - case SDLK_p: // Screenshot (picture, hence the p) { SDL_Surface *screenshot = graphics->getScreenshot(); if (!saveScreenshot(screenshot)) { - logger->log("Error: could not save Screenshot."); + logger->log( + "Error: could not save Screenshot."); } SDL_FreeSurface(screenshot); } @@ -606,6 +626,8 @@ void Game::handleInput() 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; } @@ -638,41 +660,41 @@ void Game::handleInput() } } // End while - + // If the user is configuring the keys then don't respond. + if (!keyboard.isEnabled()) + { + return; + } // Moving player around if (player_node->mAction != Being::DEAD && current_npc == 0 && !chatWindow->isFocused()) { // Get the state of the keyboard keys - Uint8* keys; - keys = SDL_GetKeyState(NULL); + keyboard.refreshActiveKeys(); Uint16 x = player_node->mX / 32, y = player_node->mY / 32; unsigned char direction = 0; // Translate pressed keys to movement and direction - if (keys[SDLK_UP] || keys[SDLK_KP8] || - keys[SDLK_KP7] || keys[SDLK_KP9] || + if ( keyboard.isKeyActive(keyboard.KEY_MOVE_UP) || joystick && joystick->isUp()) { direction |= Being::UP; } - else if (keys[SDLK_DOWN] || keys[SDLK_KP2] || - keys[SDLK_KP1] || keys[SDLK_KP3] || + else if ( keyboard.isKeyActive(keyboard.KEY_MOVE_DOWN) || joystick && joystick->isDown()) { direction |= Being::DOWN; } - if (keys[SDLK_LEFT] || keys[SDLK_KP4] || - keys[SDLK_KP1] || keys[SDLK_KP7] || + + if ( keyboard.isKeyActive(keyboard.KEY_MOVE_LEFT) || joystick && joystick->isLeft()) { direction |= Being::LEFT; } - else if (keys[SDLK_RIGHT] || keys[SDLK_KP6] || - keys[SDLK_KP3] || keys[SDLK_KP9] || + else if ( keyboard.isKeyActive(keyboard.KEY_MOVE_RIGHT) || joystick && joystick->isRight()) { direction |= Being::RIGHT; @@ -681,7 +703,8 @@ void Game::handleInput() player_node->setWalkingDir(direction); // Target the nearest monster if 'a' pressed - if (keys[SDLK_a]) + if ( keyboard.isKeyActive(keyboard.KEY_TARGET_CLOSEST) ) + //if (keys[SDLK_a]) { Being *target = beingManager->findNearestLivingBeing(x, y, 20, Being::MONSTER); |