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path: root/src/game.cpp
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/*
 *  The Mana World
 *  Copyright 2004 The Mana World Development Team
 *
 *  This file is part of The Mana World.
 *
 *  The Mana World 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.
 *
 *  The Mana World 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 The Mana World; if not, write to the Free Software
 *  Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA
 */

#include "game.h"

#include <fstream>
#include <physfs.h>
#include <sstream>
#include <string>

#include <guichan/exception.hpp>
#include <guichan/sdl/sdlinput.hpp>

#include "beingmanager.h"
#include "effectmanager.h"
#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"
#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/emoteshortcut.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/shortcutcontainer.h"
#include "gui/itemshortcutcontainer.h"
#include "gui/menuwindow.h"
#include "gui/minimap.h"
#include "gui/ministatus.h"
#include "gui/npclistdialog.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/protocol.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 "net/messageout.h"

#include "resources/imagewriter.h"

#include "utils/gettext.h"

extern Graphics *graphics;

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;
NpcListDialog *npcListDialog;
NpcTextDialog *npcTextDialog;
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();
    inventoryWindow = new InventoryWindow();
    emoteWindow = new EmoteWindow();
    npcTextDialog = new NpcTextDialog();
    npcListDialog = new NpcListDialog();
    skillDialog = new SkillDialog();
    setupWindow = new Setup();
    minimap = new Minimap();
    equipmentWindow = new EquipmentWindow(player_node->mEquipment.get());
    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);
    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));

    if (config.getValue("logToChat", 0))
    {
        logger->setChatWindow(chatWindow);
    }
}

/**
 * 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 npcListDialog;
    delete npcTextDialog;
    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())
{
    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 << ".aethyra/";
#elif defined __APPLE__
        filenameSuffix << "Desktop/";
#endif
        filenameSuffix << "Ae_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;
	    }
	    // Keys pressed together with Alt/Meta
	    // Emotions and some internal gui windows
#ifndef __APPLE__
	    if (event.key.keysym.mod & KMOD_LALT)
#else
		if (event.key.keysym.mod & KMOD_LMETA)
#endif
		{
		    switch (event.key.keysym.sym)
		    {
			case SDLK_p:
			    // Screenshot (picture, hence the p)
			    saveScreenshot();
			    used = true;
			    break;

			default:
			    break;

			case SDLK_f:
			    // Find path to mouse (debug purpose)
			    viewport->toggleDebugPath();
			    used = true;
			    break;

			case SDLK_t:
			    // 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;
		    }
		}

	    // 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;
		}
	    }
	    switch (event.key.keysym.sym)
	    {
		case SDLK_PAGEUP:
		    if (chatWindow->isVisible())
		    {
			chatWindow->scroll(-DEFAULT_CHAT_WINDOW_SCROLL);
			used = true;
		    }
		    break;

		case SDLK_PAGEDOWN:
		    if (chatWindow->isVisible())
		    {
			chatWindow->scroll(DEFAULT_CHAT_WINDOW_SCROLL);
			used = true;
			return;
		    }
		    break;

		case SDLK_F1:
		    // In-game Help
		    if (helpWindow->isVisible())
		    {
			helpWindow->setVisible(false);
		    }
		    else
		    {
			helpWindow->loadHelp("index");
			helpWindow->requestMoveToTop();
		    }
		    used = true;
		    break;

		case SDLK_RETURN:
		    // Input chat window
		    if (chatWindow->isInputFocused() ||
			    deathNotice != NULL ||
			    weightNotice != NULL)
		    {
			break;
		    }

		    // Quit by pressing Enter if the exit confirm is there
		    if (exitConfirm)
		    {
			done = true;
		    }
		    // Close the Browser if opened
		    else if (helpWindow->isVisible())
		    {
			helpWindow->setVisible(false);
		    }
		    // Close the config window, cancelling changes if opened
		    else if (setupWindow->isVisible())
		    {
			setupWindow->action(gcn::ActionEvent(NULL, "cancel"));
		    }
		    // Proceed to the next dialog option, or close the window
		    else if (npcTextDialog->isVisible())
		    {
			npcTextDialog->action(gcn::ActionEvent(NULL, "ok"));
		    }
		    // Choose the currently highlighted dialogue option
		    else if (npcListDialog->isVisible())
		    {
			npcListDialog->action(gcn::ActionEvent(NULL, "ok"));
		    }
		    // Else, open the chat edit box
		    else
		    {
			chatWindow->requestChatFocus();
			used = true;
		    }
		    break;
		    // Quitting confirmation dialog
		case SDLK_ESCAPE:
		    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())
	    {
		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;
		}
	    }

	    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();

	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 = beingManager->findNearestLivingBeing(x, y, 20, Being::MONSTER);

	    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 if 'q' is pressed
	if ( keyboard.isKeyActive(keyboard.KEY_TARGET_PLAYER) && 
		!keyboard.isKeyActive(keyboard.KEY_TARGET) )
	{
	    Being *target = beingManager->findNearestLivingBeing(player_node, 20, Being::PLAYER);

	    player_node->setTarget(target);
	}

	// Target the nearest monster if 'a' pressed
	if ((keyboard.isKeyActive(keyboard.KEY_TARGET_CLOSEST) || 
		    (joystick && joystick->buttonPressed(3))) && 
		!keyboard.isKeyActive(keyboard.KEY_TARGET))
	{
	    Being *target = beingManager->findNearestLivingBeing(
		    x, y, 20, Being::MONSTER);

	    player_node->setTarget(target);
	}

	// Target the nearest npc if 'n' pressed
	if ( keyboard.isKeyActive(keyboard.KEY_TARGET_NPC) && 
		!keyboard.isKeyActive(keyboard.KEY_TARGET) )
	{
	    Being *target = beingManager->findNearestLivingBeing(
		    x, y, 20, Being::NPC);

	    player_node->setTarget(target);
	}

	// Talk to the nearest NPC if 't' pressed
	if ( keyboard.isKeyActive(keyboard.KEY_TALK) )
	{
	    if (!npcTextDialog->isVisible() && !npcListDialog->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();
	    }
	}
    }
}