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author | Andrei Karas <akaras@inbox.ru> | 2012-04-08 16:48:15 +0300 |
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committer | Andrei Karas <akaras@inbox.ru> | 2012-04-08 16:48:15 +0300 |
commit | 25a6eae7f4fb561bbf930be28ee09510b40ebc80 (patch) | |
tree | b6ba46e819293992216c6740c482b491c6f8d0eb /src/game.cpp | |
parent | ad0fcc99678c13c6f6ebacead6ba2d573294163d (diff) | |
download | mv-25a6eae7f4fb561bbf930be28ee09510b40ebc80.tar.gz mv-25a6eae7f4fb561bbf930be28ee09510b40ebc80.tar.bz2 mv-25a6eae7f4fb561bbf930be28ee09510b40ebc80.tar.xz mv-25a6eae7f4fb561bbf930be28ee09510b40ebc80.zip |
Move enums from keyboardconfig.h to keydata.h.
Diffstat (limited to 'src/game.cpp')
-rw-r--r-- | src/game.cpp | 52 |
1 files changed, 26 insertions, 26 deletions
diff --git a/src/game.cpp b/src/game.cpp index 786b72e6f..eda5fd638 100644 --- a/src/game.cpp +++ b/src/game.cpp @@ -722,8 +722,8 @@ void Game::handleMoveAndAttack() // Ignore input if either "ignore" key is pressed // Stops the character moving about if the user's window manager // uses "ignore+arrow key" to switch virtual desktops. - if (keyboard.isActionActive(keyboard.KEY_IGNORE_INPUT_1) || - keyboard.isActionActive(keyboard.KEY_IGNORE_INPUT_2)) + if (keyboard.isActionActive(Input::KEY_IGNORE_INPUT_1) || + keyboard.isActionActive(Input::KEY_IGNORE_INPUT_2)) { return; } @@ -731,14 +731,14 @@ void Game::handleMoveAndAttack() unsigned char direction = 0; // Translate pressed keys to movement and direction - if (keyboard.isActionActive(keyboard.KEY_MOVE_UP) || + if (keyboard.isActionActive(Input::KEY_MOVE_UP) || (joystick && joystick->isUp())) { direction |= Being::UP; setValidSpeed(); player_node->cancelFollow(); } - else if (keyboard.isActionActive(keyboard.KEY_MOVE_DOWN) || + else if (keyboard.isActionActive(Input::KEY_MOVE_DOWN) || (joystick && joystick->isDown())) { direction |= Being::DOWN; @@ -746,14 +746,14 @@ void Game::handleMoveAndAttack() player_node->cancelFollow(); } - if (keyboard.isActionActive(keyboard.KEY_MOVE_LEFT) || + if (keyboard.isActionActive(Input::KEY_MOVE_LEFT) || (joystick && joystick->isLeft())) { direction |= Being::LEFT; setValidSpeed(); player_node->cancelFollow(); } - else if (keyboard.isActionActive(keyboard.KEY_MOVE_RIGHT) || + else if (keyboard.isActionActive(Input::KEY_MOVE_RIGHT) || (joystick && joystick->isRight())) { direction |= Being::RIGHT; @@ -761,7 +761,7 @@ void Game::handleMoveAndAttack() player_node->cancelFollow(); } - if (!keyboard.isActionActive(keyboard.KEY_EMOTE) || direction == 0) + if (!keyboard.isActionActive(Input::KEY_EMOTE) || direction == 0) { if (!viewport->getCameraMode()) { @@ -791,20 +791,20 @@ void Game::handleMoveAndAttack() if ((player_node->getFollow().empty() || joyAttack) && mValidSpeed) { // Attacking monsters - if (keyboard.isActionActive(keyboard.KEY_ATTACK)) + if (keyboard.isActionActive(Input::KEY_ATTACK)) { if (player_node->getTarget()) player_node->attack(player_node->getTarget(), true); } - if ((keyboard.isActionActive(keyboard.KEY_TARGET_ATTACK) + if ((keyboard.isActionActive(Input::KEY_TARGET_ATTACK) || joyAttack) - /*&& !keyboard.isActionActive(keyboard.KEY_MOVE_TO_TARGET)*/ + /*&& !keyboard.isActionActive(Input::KEY_MOVE_TO_TARGET)*/ ) { Being *target = nullptr; - bool newTarget = !keyboard.isActionActive(keyboard.KEY_TARGET); + bool newTarget = !keyboard.isActionActive(Input::KEY_TARGET); // A set target has highest priority if (!player_node->getTarget()) { @@ -821,27 +821,27 @@ void Game::handleMoveAndAttack() } } - if (!keyboard.isActionActive(keyboard.KEY_EMOTE)) + if (!keyboard.isActionActive(Input::KEY_EMOTE)) { // Target the nearest player/monster/npc - if ((keyboard.isActionActive(keyboard.KEY_TARGET_PLAYER) || - keyboard.isActionActive(keyboard.KEY_TARGET_CLOSEST) || - keyboard.isActionActive(keyboard.KEY_TARGET_NPC) || + if ((keyboard.isActionActive(Input::KEY_TARGET_PLAYER) || + keyboard.isActionActive(Input::KEY_TARGET_CLOSEST) || + keyboard.isActionActive(Input::KEY_TARGET_NPC) || (joystick && joystick->buttonPressed(3))) && - !keyboard.isActionActive(keyboard.KEY_TARGET) && - !keyboard.isActionActive(keyboard.KEY_UNTARGET)) + !keyboard.isActionActive(Input::KEY_TARGET) && + !keyboard.isActionActive(Input::KEY_UNTARGET)) { ActorSprite::Type currentTarget = ActorSprite::UNKNOWN; - if (keyboard.isActionActive(keyboard.KEY_TARGET_CLOSEST) || + if (keyboard.isActionActive(Input::KEY_TARGET_CLOSEST) || (joystick && joystick->buttonPressed(3))) { currentTarget = ActorSprite::MONSTER; } - else if (keyboard.isActionActive(keyboard.KEY_TARGET_PLAYER)) + else if (keyboard.isActionActive(Input::KEY_TARGET_PLAYER)) { currentTarget = ActorSprite::PLAYER; } - else if (keyboard.isActionActive(keyboard.KEY_TARGET_NPC)) + else if (keyboard.isActionActive(Input::KEY_TARGET_NPC)) { currentTarget = ActorSprite::NPC; } @@ -863,15 +863,15 @@ void Game::handleMoveAndAttack() } // Stop attacking if the right key is pressed - if (!keyboard.isActionActive(keyboard.KEY_ATTACK) - && !keyboard.isActionActive(keyboard.KEY_EMOTE)) + if (!keyboard.isActionActive(Input::KEY_ATTACK) + && !keyboard.isActionActive(Input::KEY_EMOTE)) { - if (keyboard.isActionActive(keyboard.KEY_TARGET) + if (keyboard.isActionActive(Input::KEY_TARGET) || (joystick && joystick->buttonPressed(4))) { player_node->stopAttack(); } - else if (keyboard.isActionActive(keyboard.KEY_UNTARGET)) + else if (keyboard.isActionActive(Input::KEY_UNTARGET)) { player_node->untarget(); } @@ -982,8 +982,8 @@ void Game::handleInput() return; // If pressed outfits keys, stop processing keys. - if (keyboard.isActionActive(keyboard.KEY_WEAR_OUTFIT) - || keyboard.isActionActive(keyboard.KEY_COPY_OUTFIT) + if (keyboard.isActionActive(Input::KEY_WEAR_OUTFIT) + || keyboard.isActionActive(Input::KEY_COPY_OUTFIT) || (setupWindow && setupWindow->isVisible())) { return; |