From 3fc86553b132ca91e1270ff381e06154b0b78936 Mon Sep 17 00:00:00 2001 From: José Ávila Date: Sat, 18 Jun 2005 19:06:38 +0000 Subject: add default actions to left mouse click and a clean up in the do_input() method --- src/game.cpp | 341 ++++++++++++++++++++++++++++++++++++----------------------- 1 file changed, 207 insertions(+), 134 deletions(-) (limited to 'src/game.cpp') diff --git a/src/game.cpp b/src/game.cpp index c64cd69e..aeb37cd4 100644 --- a/src/game.cpp +++ b/src/game.cpp @@ -225,11 +225,13 @@ void do_input() while (SDL_PollEvent(&event)) { bool used = false; - // For discontinuous keys + + // Keyboard events (for discontinuous keys) if (event.type == SDL_KEYDOWN) { SDL_keysym keysym = event.key.keysym; + // In-game Help if (keysym.sym == SDLK_F1) { if (helpWindow->isVisible()) @@ -243,16 +245,8 @@ void do_input() used = true; } - if (keysym.sym == SDLK_RETURN) - { - if (!chatWindow->isFocused()) - { - chatWindow->requestChatFocus(); - used = true; - } - } - - if ((keysym.sym == SDLK_F5) && action_time) + // Player sit action + else if ((keysym.sym == SDLK_F5) && action_time) { if (player_node->action == STAND) action(2, 0); @@ -260,142 +254,245 @@ void do_input() action(3, 0); action_time = false; } + + // Display path to mouse (debug purpose) else if ((keysym.sym == SDLK_F6)) { displayPathToMouse = !displayPathToMouse; } + + // Play sound (debug purpose) else if ((keysym.sym == SDLK_F7)) { sound.playSfx("sfx/fist-swish.ogg"); } - - // Emotions, Skill dialog - if (keysym.mod & KMOD_ALT && action_time) + + // Input chat window + else if ((keysym.sym == SDLK_RETURN) && !chatWindow->isFocused()) { - if (player_node->emotion == 0) - { - unsigned char emotion = 0; - if (keysym.sym == SDLK_1) emotion = 1; - else if (keysym.sym == SDLK_2) emotion = 2; - else if (keysym.sym == SDLK_3) emotion = 3; - else if (keysym.sym == SDLK_4) emotion = 4; - else if (keysym.sym == SDLK_5) emotion = 5; - else if (keysym.sym == SDLK_6) emotion = 6; - else if (keysym.sym == SDLK_7) emotion = 7; - else if (keysym.sym == SDLK_8) emotion = 8; - else if (keysym.sym == SDLK_9) emotion = 9; - else if (keysym.sym == SDLK_0) emotion = 10; - if (emotion != 0) { - WFIFOW(0) = net_w_value(0x00bf); - WFIFOB(2) = emotion; - WFIFOSET(3); - action_time = false; - used = true; - } - } - + chatWindow->requestChatFocus(); + used = true; } - - if (keysym.mod & KMOD_ALT) { - if (keysym.sym == SDLK_i) { + + // Emotions and some internal gui windows + else if (keysym.mod & KMOD_ALT) + { + // Inventory window + if (keysym.sym == SDLK_i) + { inventoryWindow->setVisible(!inventoryWindow->isVisible()); used = true; } - else if (keysym.sym == SDLK_s) { + // Statistics window + else if (keysym.sym == SDLK_s) + { statsWindow->setVisible(!statsWindow->isVisible()); used = true; } - else if (keysym.sym == SDLK_n) { + // New skills window + else if (keysym.sym == SDLK_n) + { newSkillWindow->setVisible(!newSkillWindow->isVisible()); used = true; } - else if (keysym.sym == SDLK_k) { + // Skill window + else if (keysym.sym == SDLK_k) + { skillDialog->setVisible(!skillDialog->isVisible()); used = true; - } - else if (keysym.sym == SDLK_c) { + } + // Setup window + else if (keysym.sym == SDLK_c) + { setupWindow->setVisible(true); used = true; - } - else if (keysym.sym == SDLK_e) { + } + // Equipment window + else if (keysym.sym == SDLK_e) + { equipmentWindow->setVisible(!equipmentWindow->isVisible()); used = true; } - else if (keysym.sym == SDLK_b) { + // Buddy window + else if (keysym.sym == SDLK_b) + { buddyWindow->setVisible(!buddyWindow->isVisible()); used = true; } - } - - if (event.key.keysym.sym == SDLK_ESCAPE) - { - // Spawn confirm dialog for quitting - if (!exitConfirm) + + // Emotions + else if (action_time && (player_node->emotion == 0)) { - exitConfirm = new ConfirmDialog( - "Quit", "Are you sure you want to quit?", - (gcn::ActionListener*)&exitListener); - } + unsigned char emotion = 0; + if (keysym.sym == SDLK_1) emotion = 1; + else if (keysym.sym == SDLK_2) emotion = 2; + else if (keysym.sym == SDLK_3) emotion = 3; + else if (keysym.sym == SDLK_4) emotion = 4; + else if (keysym.sym == SDLK_5) emotion = 5; + else if (keysym.sym == SDLK_6) emotion = 6; + else if (keysym.sym == SDLK_7) emotion = 7; + else if (keysym.sym == SDLK_8) emotion = 8; + else if (keysym.sym == SDLK_9) emotion = 9; + else if (keysym.sym == SDLK_0) emotion = 10; + if (emotion != 0) + { + WFIFOW(0) = net_w_value(0x00bf); + WFIFOB(2) = emotion; + WFIFOSET(3); + action_time = false; + used = true; + } + } } - if ((keysym.sym == SDLK_g || keysym.sym == SDLK_z) && + // Picking up items on the floor + else if ((keysym.sym == SDLK_g || keysym.sym == SDLK_z) && !chatWindow->isFocused()) { - // Get the item code - used = true; - int id = 0; - id = find_floor_item_by_cor(player_node->x, player_node->y); + unsigned short x = player_node->x; + unsigned short y = player_node->y; + int id = find_floor_item_by_cor(x, y); + if (id != 0) { WFIFOW(0) = net_w_value(0x009f); WFIFOL(2) = net_l_value(id); WFIFOSET(6); } - else { - switch (player_node->direction) { + else + { + switch (player_node->direction) + { case NORTH: - id = find_floor_item_by_cor(player_node->x, player_node->y-1); + y--; break; case SOUTH: - id = find_floor_item_by_cor(player_node->x, player_node->y+1); + y++; break; case WEST: - id = find_floor_item_by_cor(player_node->x-1, player_node->y); + x--; break; case EAST: - id = find_floor_item_by_cor(player_node->x+1, player_node->y); + x++; break; case NW: - id = find_floor_item_by_cor(player_node->x-1, player_node->y-1); + x--; + y--; break; case NE: - id = find_floor_item_by_cor(player_node->x+1, player_node->y-1); + x++; + y--; break; case SW: - id = find_floor_item_by_cor(player_node->x-1, player_node->y+1); + x--; + y++; break; case SE: - id = find_floor_item_by_cor(player_node->x+1, player_node->y+1); - break; - default: + x++; + y++; break; } + id = find_floor_item_by_cor(x, y); WFIFOW(0) = net_w_value(0x009f); WFIFOL(2) = net_l_value(id); WFIFOSET(6); } + used = true; + } + + // Quitting confirmation dialog + else if ((keysym.sym == SDLK_ESCAPE) && (!exitConfirm)) + { + exitConfirm = new ConfirmDialog( + "Quit", "Are you sure you want to quit?", + (gcn::ActionListener*)&exitListener); } - } // End key down + } + + // Mouse events else if (event.type == SDL_MOUSEBUTTONDOWN) { int mx = event.button.x / 32 + camera_x; int my = event.button.y / 32 + camera_y; - if (event.button.button == 3) + // Mouse button left + if (event.button.button == SDL_BUTTON_LEFT) + { + // Check for default actions for NPC/Monster/Players + Being *target = findNode(mx, my); + unsigned int floorItemId = find_floor_item_by_cor(mx, my); + + if (target) + { + // NPC default: talk + if ((target->isNpc()) && (current_npc == 0)) + { + WFIFOW(0) = net_w_value(0x0090); + WFIFOL(2) = net_l_value(target->id); + WFIFOB(6) = 0; + WFIFOSET(7); + current_npc = target->id; + } + // Monster default: attack + else if (target->isMonster()) + { + /** + * TODO: Move player to mouse click position before + * attack the monster (maybe using follow mode). + */ + if ((keys[SDLK_LSHIFT]) && + (target->action != MONSTER_DEAD)) + autoTarget = target; + attack(target); + } + // Player default: trade + else if (target->isPlayer()) + { + WFIFOW(0) = net_w_value(0x00e4); + WFIFOL(2) = net_l_value(target->id); + WFIFOSET(6); + } + } + // Check for default action to items on the floor + else if (floorItemId != 0) + { + /** + * TODO: Move player to mouse click position before + * pick up the items on the floor. + * + * Provisory: pick up only items near of player. + */ + int dx = mx - player_node->x; + int dy = my - player_node->y; + if (sqrt(dx*dx + dy*dy) < 2) + { + WFIFOW(0) = net_w_value(0x009f); + WFIFOL(2) = net_l_value(floorItemId); + WFIFOSET(6); + } + } + + // Just cancel the popup menu if shown + //popupMenu->setVisible(false); + } + + // Mouse button middle + else if (event.button.button == SDL_BUTTON_MIDDLE) + { + /** + * Some people haven't a mouse with three buttons, + * right Usiu??? ;-) + */ + } + + // Mouse button right + else if (event.button.button == SDL_BUTTON_RIGHT) { popupMenu->showPopup(mx, my); } } + + // Quit event else if (event.type == SDL_QUIT) { state = EXIT; @@ -408,115 +505,91 @@ void do_input() } // End while - int xDirection = 0; - int yDirection = 0; - int Direction = DIR_NONE; - - if (player_node->action != DEAD && current_npc == 0 && + // Moving player around + if ((player_node->action != DEAD) && (current_npc == 0) && !chatWindow->isFocused()) { int x = player_node->x; int y = player_node->y; + int xDirection = 0; + int yDirection = 0; + int Direction = DIR_NONE; - // Translate pressed keys to movement + // Translate pressed keys to movement and direction if (keys[SDLK_UP] || keys[SDLK_KP8]) { yDirection = -1; + if (player_node->action != WALK) + Direction = NORTH; } if (keys[SDLK_DOWN] || keys[SDLK_KP2]) { yDirection = 1; + if (player_node->action != WALK) + Direction = SOUTH; } if (keys[SDLK_LEFT] || keys[SDLK_KP4]) { xDirection = -1; + if (player_node->action != WALK) + Direction = WEST; } if (keys[SDLK_RIGHT] || keys[SDLK_KP6]) { xDirection = 1; + if (player_node->action != WALK) + Direction = EAST; } if (keys[SDLK_KP1]) // Bottom Left { xDirection = -1; yDirection = 1; + if (player_node->action != WALK) + Direction = SW; } if (keys[SDLK_KP3]) // Bottom Right { xDirection = 1; yDirection = 1; + if (player_node->action != WALK) + Direction = SE; } if (keys[SDLK_KP7]) // Top Left { xDirection = -1; yDirection = -1; + if (player_node->action != WALK) + Direction = NW; } if (keys[SDLK_KP9]) // Top Right { xDirection = 1; yDirection = -1; + if (player_node->action != WALK) + Direction = NE; } // Allow keyboard control to interrupt an existing path - if ((xDirection != 0 || yDirection != 0) && - player_node->action == WALK) - { - player_node->setDestination(player_node->x, player_node->y); - } + if ((xDirection != 0 || yDirection != 0) && player_node->action == WALK) + player_node->setDestination(x, y); + + Map *tiledMap = engine->getCurrentMap(); if (player_node->action != WALK) { - // Translate movement to direction - if (xDirection == 1 && yDirection == 0) // Right - { - Direction = EAST; - } - if (xDirection == -1 && yDirection == 0) // Left - { - Direction = WEST; - } - if (xDirection == 0 && yDirection == -1) // Up - { - Direction = NORTH; - } - if (xDirection == 0 && yDirection == 1) // Down - { - Direction = SOUTH; - } - if (xDirection == 1 && yDirection == 1) // Bottom-Right - { - Direction = SE; - } - if (xDirection == -1 && yDirection == -1) // Top-left - { - Direction = NW; - } - if (xDirection == 1 && yDirection == -1) // Top-Right - { - Direction = NE; - } - if (xDirection == -1 && yDirection == 1) // Bottom-Left - { - Direction = SW; - } - - Map *tiledMap = engine->getCurrentMap(); - // Prevent skipping corners over colliding tiles - if (xDirection != 0 && tiledMap->tileCollides(x + xDirection, y)) { + if ((xDirection != 0) && tiledMap->tileCollides(x + xDirection, y)) xDirection = 0; - } - if (yDirection != 0 && tiledMap->tileCollides(x, y + yDirection)) { + if ((yDirection != 0) && tiledMap->tileCollides(x, y + yDirection)) yDirection = 0; - } // Choose a straight direction when diagonal target is blocked - if (yDirection != 0 && xDirection != 0 && - !tiledMap->getWalk(x + xDirection, y + yDirection)) { + if ((yDirection != 0) && (xDirection != 0) && + !tiledMap->getWalk(x + xDirection, y + yDirection)) xDirection = 0; - } // Walk to where the player can actually go - if ((xDirection != 0 || yDirection != 0) && + if (((xDirection != 0) || (yDirection != 0)) && tiledMap->getWalk(x + xDirection, y + yDirection)) { walk(x + xDirection, y + yDirection, Direction); @@ -529,14 +602,14 @@ void do_input() player_node->direction = Direction; } } - + + // Attacking monsters if (player_node->action == STAND) { if (keys[SDLK_LCTRL]) { player_node->action = ATTACK; - Being *monster = attack(player_node->x, - player_node->y, player_node->direction); + Being *monster = attack(x, y, player_node->direction); if (keys[SDLK_LSHIFT]) { autoTarget = monster; } -- cgit v1.2.3-70-g09d2