/*
* The Mana World
* Copyright (C) 2004 The Mana World Development Team
*
* This file is part of The Mana World.
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#include <fstream>
#include <physfs.h>
#include <sstream>
#include <string>
#include <guichan/exception.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"
#include "keyboardconfig.h"
#include "localplayer.h"
#include "log.h"
#include "npc.h"
#include "particle.h"
#include "player_relations.h"
#include "gui/buy.h"
#include "gui/buysell.h"
#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/shortcutwindow.h"
#include "gui/itemshortcutcontainer.h"
#include "gui/menuwindow.h"
#include "gui/minimap.h"
#include "gui/ministatus.h"
#include "gui/npcintegerdialog.h"
#include "gui/npclistdialog.h"
#include "gui/npcstringdialog.h"
#include "gui/npc_text.h"
#include "gui/ok_dialog.h"
#include "gui/sdlinput.h"
#include "gui/sell.h"
#include "gui/setup.h"
#include "gui/skill.h"
#include "gui/status.h"
#include "gui/trade.h"
#include "gui/viewport.h"
#include "net/beinghandler.h"
#include "net/buysellhandler.h"
#include "net/chathandler.h"
#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 "resources/imagewriter.h"
#include "utils/gettext.h"
class Map;
std::string map_path;
bool done = false;
volatile int tick_time;
volatile int fps = 0, frame = 0;
Engine *engine = NULL;
Joystick *joystick = NULL;
extern Window *weightNotice;
extern Window *deathNotice;
ConfirmDialog *exitConfirm = NULL;
OkDialog *disconnectedDialog = NULL;
ChatWindow *chatWindow;
MenuWindow *menuWindow;
StatusWindow *statusWindow;
MiniStatusWindow *miniStatusWindow;
BuyDialog *buyDialog;
SellDialog *sellDialog;
BuySellDialog *buySellDialog;
InventoryWindow *inventoryWindow;
EmoteWindow *emoteWindow;
NpcIntegerDialog *npcIntegerDialog;
NpcListDialog *npcListDialog;
NpcTextDialog *npcTextDialog;
NpcStringDialog *npcStringDialog;
SkillDialog *skillDialog;
Setup* setupWindow;
Minimap *minimap;
EquipmentWindow *equipmentWindow;
TradeWindow *tradeWindow;
HelpWindow *helpWindow;
DebugWindow *debugWindow;
ShortcutWindow *itemShortcutWindow;
ShortcutWindow *emoteShortcutWindow;
BeingManager *beingManager = NULL;
FloorItemManager *floorItemManager = NULL;
Particle* particleEngine = NULL;
EffectManager *effectManager = NULL;
const int MAX_TIME = 10000;
/**
* Listener used for exiting handling.
*/
namespace {
struct ExitListener : public gcn::ActionListener
{
void action(const gcn::ActionEvent &event)
{
if (event.getId() == "yes" || event.getId() == "ok")
done = true;
exitConfirm = NULL;
disconnectedDialog = NULL;
}
} exitListener;
}
/**
* Advances game logic counter.
*/
Uint32 nextTick(Uint32 interval, void *param)
{
tick_time++;
if (tick_time == MAX_TIME) tick_time = 0;
return interval;
}
/**
* Updates fps.
*/
Uint32 nextSecond(Uint32 interval, void *param)
{
fps = frame;
frame = 0;
return interval;
}
int get_elapsed_time(int start_time)
{
if (start_time <= tick_time)
return (tick_time - start_time) * 10;
else
return (tick_time + (MAX_TIME - start_time)) * 10;
}
/**
* Create all the various globally accessible gui windows
*/
void createGuiWindows(Network *network)
{
// Create dialogs
chatWindow = new ChatWindow(network);
menuWindow = new MenuWindow;
statusWindow = new StatusWindow(player_node);
miniStatusWindow = new MiniStatusWindow;
buyDialog = new BuyDialog(network);
sellDialog = new SellDialog(network);
buySellDialog = new BuySellDialog(network);
inventoryWindow = new InventoryWindow;
emoteWindow = new EmoteWindow;
npcTextDialog = new NpcTextDialog(network);
npcIntegerDialog = new NpcIntegerDialog(network);
npcListDialog = new NpcListDialog(network);
npcStringDialog = new NpcStringDialog(network);
skillDialog = new SkillDialog;
setupWindow = new Setup;
minimap = new Minimap;
equipmentWindow = new EquipmentWindow;
tradeWindow = new TradeWindow(network);
helpWindow = new HelpWindow;
debugWindow = new DebugWindow;
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));
buyDialog->setVisible(false);
sellDialog->setVisible(false);
minimap->setVisible((bool) config.getValue(
minimap->getWindowName() + "Visible", true));
tradeWindow->setVisible(false);
menuWindow->setVisible((bool) config.getValue(
menuWindow->getWindowName() + "Visible", true));
itemShortcutWindow->setVisible((bool) config.getValue(
itemShortcutWindow->getWindowName() + "Visible", true));
emoteShortcutWindow->setVisible((bool) config.getValue(
emoteShortcutWindow->getWindowName() + "Visible", true));
minimap->setVisible((bool) config.getValue(
minimap->getWindowName() + "Visible", true));
}
/**
* Destroy all the globally accessible gui windows
*/
void destroyGuiWindows()
{
logger->setChatWindow(NULL);
delete chatWindow;
delete statusWindow;
delete miniStatusWindow;
delete menuWindow;
delete buyDialog;
delete sellDialog;
delete buySellDialog;
delete inventoryWindow;
delete emoteWindow;
delete npcIntegerDialog;
delete npcListDialog;
delete npcTextDialog;
delete npcStringDialog;
delete skillDialog;
delete setupWindow;
delete minimap;
delete equipmentWindow;
delete tradeWindow;
delete helpWindow;
delete debugWindow;
delete itemShortcutWindow;
delete emoteShortcutWindow;
}
Game::Game(Network *network):
mNetwork(network),
mBeingHandler(new BeingHandler(config.getValue("EnableSync", 0) == 1)),
mBuySellHandler(new BuySellHandler),
mChatHandler(new ChatHandler),
mEquipmentHandler(new EquipmentHandler),
mInventoryHandler(new InventoryHandler),
mItemHandler(new ItemHandler),
mNpcHandler(new NPCHandler),
mPlayerHandler(new PlayerHandler),
mSkillHandler(new SkillHandler),
mTradeHandler(new TradeHandler),
mLastTarget(Being::UNKNOWN)
{
createGuiWindows(network);
engine = new Engine(network);
beingManager = new BeingManager(network);
floorItemManager = new FloorItemManager;
effectManager = new EffectManager;
particleEngine = new Particle(NULL);
particleEngine->setupEngine();
// Initialize timers
tick_time = 0;
SDL_AddTimer(10, nextTick, NULL); // Logic counter
SDL_AddTimer(1000, nextSecond, NULL); // Seconds counter
// Initialize frame limiting
config.addListener("fpslimit", this);
optionChanged("fpslimit");
// Initialize beings
beingManager->setPlayer(player_node);
player_node->setNetwork(network);
Joystick::init();
// TODO: The user should be able to choose which one to use
// Open the first device
if (Joystick::getNumberOfJoysticks() > 0)
joystick = new Joystick(0);
network->registerHandler(mBeingHandler.get());
network->registerHandler(mBuySellHandler.get());
network->registerHandler(mChatHandler.get());
network->registerHandler(mEquipmentHandler.get());
network->registerHandler(mInventoryHandler.get());
network->registerHandler(mItemHandler.get());
network->registerHandler(mNpcHandler.get());
network->registerHandler(mPlayerHandler.get());
network->registerHandler(mSkillHandler.get());
network->registerHandler(mTradeHandler.get());
/*
* 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
*
* 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);
msg.writeInt32(tick_time);
engine->changeMap(map_path);
}
Game::~Game()
{
delete player_node;
destroyGuiWindows();
delete beingManager;
delete floorItemManager;
delete joystick;
delete particleEngine;
delete engine;
beingManager = NULL;
floorItemManager = NULL;
joystick = NULL;
}
static bool saveScreenshot()
{
static unsigned int screenshotCount = 0;
SDL_Surface *screenshot = graphics->getScreenshot();
// Search for an unused screenshot name
std::stringstream filenameSuffix;
std::stringstream filename;
std::fstream testExists;
bool found = false;
do {
screenshotCount++;
filename.str("");
filenameSuffix.str("");
filename << PHYSFS_getUserDir();
#if (defined __USE_UNIX98 || defined __FreeBSD__)
filenameSuffix << ".tmw/";
#elif defined __APPLE__
filenameSuffix << "Desktop/";
#endif
filenameSuffix << "TMW_Screenshot_" << screenshotCount << ".png";
filename << filenameSuffix.str();
testExists.open(filename.str().c_str(), std::ios::in);
found = !testExists.is_open();
testExists.close();
} while (!found);
const bool success = ImageWriter::writePNG(screenshot, filename.str());
if (success)
{
std::stringstream chatlogentry;
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.");
}
SDL_FreeSurface(screenshot);
return success;
}
void Game::optionChanged(const std::string &name)
{
int fpsLimit = (int) config.getValue("fpslimit", 0);
// Calculate new minimum frame time
mMinFrameTime = fpsLimit ? 1000 / fpsLimit : 0;
// Reset draw time to current time
mDrawTime = tick_time * 10;
}
void Game::logic()
{
// mDrawTime has a higher granularity than gameTime in order to be able to
// work with minimum frame durations in milliseconds.
int gameTime = tick_time;
mDrawTime = tick_time * 10;
while (!done)
{
// Handle all necessary game logic
while (get_elapsed_time(gameTime) > 0)
{
handleInput();
engine->logic();
gameTime++;
}
// This is done because at some point tick_time will wrap.
gameTime = tick_time;
// Update the screen when application is active, delay otherwise.
if (SDL_GetAppState() & SDL_APPACTIVE)
{
// 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)
{
frame++;
gui->draw();
graphics->updateScreen();
mDrawTime += mMinFrameTime;
// Make sure to wrap mDrawTime, since tick_time will wrap.
if (mDrawTime > MAX_TIME * 10)
mDrawTime -= MAX_TIME * 10;
}
else
{
SDL_Delay(10);
}
}
else
{
SDL_Delay(10);
mDrawTime = tick_time * 10;
}
// Handle network stuff
mNetwork->flush();
mNetwork->dispatchMessages();
if (!mNetwork->isConnected())
{
if (!disconnectedDialog)
{
disconnectedDialog = new OkDialog(_("Network Error"),
_("The connection to the "
"server was lost, the "
"program will now quit"));
disconnectedDialog->addActionListener(&exitListener);
disconnectedDialog->requestMoveToTop();
}
}
}
}
void Game::handleInput()
{
if (joystick)
joystick->update();
// Events
SDL_Event event;
while (SDL_PollEvent(&event))
{
bool used = false;
// Keyboard events (for discontinuous keys)
if (event.type == SDL_KEYDOWN)
{
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;
}
// Mode switch to emotes
if (keyboard.isKeyActive(keyboard.KEY_EMOTE))
{
// Emotions
int emotion = keyboard.getKeyEmoteOffset(event.key.keysym.sym);
if (emotion)
{
emoteShortcut->useEmote(emotion);
used = true;
return;
}
}
if (keyboard.isKeyActive(keyboard.KEY_TOGGLE_CHAT) ||
keyboard.isKeyActive(keyboard.KEY_OK))
{
// Input chat window
if (!(chatWindow->isInputFocused() ||
deathNotice ||
weightNotice))
{
// Quit by pressing Enter if the exit confirm is there
if (exitConfirm &&
keyboard.isKeyActive(keyboard.KEY_TOGGLE_CHAT))
done = true;
// Close the Browser if opened
else if (helpWindow->isVisible() &&
keyboard.isKeyActive(keyboard.KEY_OK))
helpWindow->setVisible(false);
// Close the config window, cancelling changes if opened
else if (setupWindow->isVisible() &&
keyboard.isKeyActive(keyboard.KEY_OK))
setupWindow->action(gcn::ActionEvent(NULL, "cancel"));
// Submits the text and proceeds to the next dialog
else if (npcStringDialog->isVisible() &&
keyboard.isKeyActive(keyboard.KEY_OK))
npcStringDialog->action(gcn::ActionEvent(NULL, "ok"));
// Proceed to the next dialog option, or close the window
else if (npcTextDialog->isVisible() &&
keyboard.isKeyActive(keyboard.KEY_OK))
npcTextDialog->action(gcn::ActionEvent(NULL, "ok"));
// Choose the currently highlighted dialogue option
else if (npcListDialog->isVisible() &&
keyboard.isKeyActive(keyboard.KEY_OK))
npcListDialog->action(gcn::ActionEvent(NULL, "ok"));
// Submits the text and proceeds to the next dialog
else if (npcIntegerDialog->isVisible() &&
keyboard.isKeyActive(keyboard.KEY_OK))
npcIntegerDialog->action(gcn::ActionEvent(NULL, "ok"));
else if (!(keyboard.getKeyValue(
KeyboardConfig::KEY_TOGGLE_CHAT) ==
keyboard.getKeyValue(
KeyboardConfig::KEY_OK) &&
(helpWindow->isVisible() ||
setupWindow->isVisible() ||
npcStringDialog->isVisible() ||
npcTextDialog->isVisible() ||
npcListDialog->isVisible() ||
npcIntegerDialog->isVisible())))
{
chatWindow->requestChatFocus();
used = true;
}
}
}
const int tKey = keyboard.getKeyIndex(event.key.keysym.sym);
switch (tKey)
{
case KeyboardConfig::KEY_SCROLL_CHAT_UP:
if (chatWindow->isVisible())
{
chatWindow->scroll(-DEFAULT_CHAT_WINDOW_SCROLL);
used = true;
}
break;
case KeyboardConfig::KEY_SCROLL_CHAT_DOWN:
if (chatWindow->isVisible())
{
chatWindow->scroll(DEFAULT_CHAT_WINDOW_SCROLL);
used = true;
return;
}
break;
case KeyboardConfig::KEY_WINDOW_HELP:
// In-game Help
if (helpWindow->isVisible())
helpWindow->setVisible(false);
else
{
helpWindow->loadHelp("index");
helpWindow->requestMoveToTop();
}
used = true;
break;
// Quitting confirmation dialog
case KeyboardConfig::KEY_QUIT:
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")));
}
break;
default:
break;
}
if (keyboard.isEnabled() && !chatWindow->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_1;
i <= KeyboardConfig::KEY_SHORTCUT_12;
i++)
{
if (tKey == i && !used)
{
itemShortcut->useItem(
i - KeyboardConfig::KEY_SHORTCUT_1);
break;
}
}
}
switch (tKey)
{
case KeyboardConfig::KEY_PICKUP:
{
FloorItem *item =
floorItemManager->findByCoordinates(
player_node->mX, player_node->mY);
// If none below the player, try the tile in front
// of the player
if (!item)
{
Uint16 x = player_node->mX;
Uint16 y = player_node->mY;
if (player_node->getDirection() & Being::UP)
y--;
if (player_node->getDirection() & Being::DOWN)
y++;
if (player_node->getDirection() & Being::LEFT)
x--;
if (player_node->getDirection() & Being::RIGHT)
x++;
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->isInputFocused())
{
statusWindow->setVisible(false);
inventoryWindow->setVisible(false);
emoteWindow->setVisible(false);
skillDialog->setVisible(false);
setupWindow->setVisible(false);
equipmentWindow->setVisible(false);
helpWindow->setVisible(false);
debugWindow->setVisible(false);
}
break;
case KeyboardConfig::KEY_WINDOW_STATUS:
requestedWindow = statusWindow;
break;
case KeyboardConfig::KEY_WINDOW_INVENTORY:
requestedWindow = inventoryWindow;
break;
case KeyboardConfig::KEY_WINDOW_EQUIPMENT:
requestedWindow = equipmentWindow;
break;
case KeyboardConfig::KEY_WINDOW_SKILL:
requestedWindow = skillDialog;
break;
case KeyboardConfig::KEY_WINDOW_MINIMAP:
minimap->toggle();
requestedWindow = minimap;
break;
case KeyboardConfig::KEY_WINDOW_CHAT:
requestedWindow = chatWindow;
break;
case KeyboardConfig::KEY_WINDOW_SHORTCUT:
requestedWindow = itemShortcutWindow;
break;
case KeyboardConfig::KEY_WINDOW_SETUP:
requestedWindow = setupWindow;
break;
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;
case KeyboardConfig::KEY_SCREENSHOT:
// Screenshot (picture, hence the p)
saveScreenshot();
used = true;
break;
case KeyboardConfig::KEY_PATHFIND:
// Find path to mouse (debug purpose)
viewport->toggleDebugPath();
used = true;
break;
case KeyboardConfig::KEY_TRADE:
// Toggle accepting of incoming trade requests
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);
used = true;
break;
}
}
if (requestedWindow)
{
requestedWindow->setVisible(!requestedWindow->isVisible());
if (requestedWindow->isVisible())
requestedWindow->requestMoveToTop();
used = true;
}
}
// Quit event
else if (event.type == SDL_QUIT)
{
done = true;
}
// Push input to GUI when not used
if (!used)
{
try
{
guiInput->pushInput(event);
}
catch (gcn::Exception e)
{
const char* err = e.getMessage().c_str();
logger->log("Warning: guichan input exception: %s", err);
}
}
} // 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->isInputFocused())
{
// Get the state of the keyboard keys
keyboard.refreshActiveKeys();
// 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.isKeyActive(keyboard.KEY_IGNORE_INPUT_1) ||
keyboard.isKeyActive(keyboard.KEY_IGNORE_INPUT_2))
{
return;
}
const Uint16 x = player_node->mX;
const Uint16 y = player_node->mY;
unsigned char direction = 0;
// Translate pressed keys to movement and direction
if (keyboard.isKeyActive(keyboard.KEY_MOVE_UP) ||
(joystick && joystick->isUp()))
{
direction |= Being::UP;
}
else if (keyboard.isKeyActive(keyboard.KEY_MOVE_DOWN) ||
(joystick && joystick->isDown()))
{
direction |= Being::DOWN;
}
if (keyboard.isKeyActive(keyboard.KEY_MOVE_LEFT) ||
(joystick && joystick->isLeft()))
{
direction |= Being::LEFT;
}
else if (keyboard.isKeyActive(keyboard.KEY_MOVE_RIGHT) ||
(joystick && joystick->isRight()))
{
direction |= Being::RIGHT;
}
player_node->setWalkingDir(direction);
// Attacking monsters
if (keyboard.isKeyActive(keyboard.KEY_ATTACK) ||
(joystick && joystick->buttonPressed(0)))
{
Being *target = NULL;
bool newTarget = !keyboard.isKeyActive(keyboard.KEY_TARGET);
// A set target has highest priority
if (newTarget || !player_node->getTarget())
{
Uint16 targetX = x, targetY = y;
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);
if (!target)
target = beingManager->findBeing(targetX, targetY,
Being::PLAYER);
}
player_node->attack(target, newTarget);
}
// Target the nearest player/monster/npc
if ((keyboard.isKeyActive(keyboard.KEY_TARGET_PLAYER) ||
keyboard.isKeyActive(keyboard.KEY_TARGET_CLOSEST) ||
keyboard.isKeyActive(keyboard.KEY_TARGET_NPC) ||
(joystick && joystick->buttonPressed(3))) &&
!keyboard.isKeyActive(keyboard.KEY_TARGET))
{
Being::Type currentTarget = Being::UNKNOWN;
if (keyboard.isKeyActive(keyboard.KEY_TARGET_CLOSEST) ||
(joystick && joystick->buttonPressed(3)))
currentTarget = Being::MONSTER;
else if (keyboard.isKeyActive(keyboard.KEY_TARGET_PLAYER))
currentTarget = Being::PLAYER;
else if (keyboard.isKeyActive(keyboard.KEY_TARGET_NPC))
currentTarget = Being::NPC;
Being *target = beingManager->findNearestLivingBeing(player_node,
20, currentTarget);
if (target && (target != player_node->getTarget() ||
currentTarget != mLastTarget))
{
player_node->setTarget(target);
mLastTarget = currentTarget;
}
} else mLastTarget = Being::UNKNOWN; // Reset last target
// Talk to the nearest NPC if 't' pressed
if ( keyboard.isKeyActive(keyboard.KEY_TALK) )
{
if (!npcTextDialog->isVisible() && !npcListDialog->isVisible() &&
!npcStringDialog->isVisible() && !npcIntegerDialog->isVisible())
{
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))
{
FloorItem *item = floorItemManager->findByCoordinates(x, y);
if (item)
player_node->pickUp(item);
}
else if (joystick->buttonPressed(2))
{
player_node->toggleSit();
}
}
}
}