/* * 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 "game.h" #include "beingmanager.h" #include "channelmanager.h" #include "commandhandler.h" #include "configuration.h" #include "effectmanager.h" #include "emoteshortcut.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 "main.h" #include "map.h" #include "npc.h" #include "particle.h" #include "playerrelations.h" #include "sound.h" #include "gui/buy.h" #include "gui/buysell.h" #include "gui/chat.h" #include "gui/confirmdialog.h" #include "gui/debugwindow.h" #include "gui/equipmentwindow.h" #include "gui/gui.h" #include "gui/help.h" #include "gui/inventorywindow.h" #include "gui/shortcutwindow.h" #include "gui/minimap.h" #include "gui/ministatus.h" #include "gui/npcdialog.h" #include "gui/okdialog.h" #include "gui/outfitwindow.h" #include "gui/sdlinput.h" #include "gui/sell.h" #include "gui/setup.h" #include "gui/skilldialog.h" #include "gui/statuswindow.h" #include "gui/textdialog.h" #include "gui/trade.h" #include "gui/viewport.h" #include "gui/windowmenu.h" #include "gui/partywindow.h" #include "gui/guildwindow.h" #include "gui/npcpostdialog.h" #include "gui/quitdialog.h" #include "gui/specialswindow.h" #include "gui/storagewindow.h" #include "gui/widgets/chattab.h" #include "gui/widgets/emoteshortcutcontainer.h" #include "gui/widgets/itemshortcutcontainer.h" #include "net/gamehandler.h" #include "net/generalhandler.h" #include "net/net.h" #include "net/playerhandler.h" #include "resources/imagewriter.h" #include "utils/gettext.h" #include #include #include #include #include #include #include std::string map_path; volatile int tick_time; volatile int fps = 0, frame = 0; Engine *engine = NULL; Joystick *joystick = NULL; extern Window *weightNotice; extern Window *deathNotice; QuitDialog *quitDialog = NULL; OkDialog *disconnectedDialog = NULL; ChatWindow *chatWindow; StatusWindow *statusWindow; MiniStatusWindow *miniStatusWindow; BuyDialog *buyDialog; SellDialog *sellDialog; BuySellDialog *buySellDialog; InventoryWindow *inventoryWindow; SkillDialog *skillDialog; PartyWindow *partyWindow; GuildWindow *guildWindow; NpcDialog *npcDialog; NpcPostDialog *npcPostDialog; StorageWindow *storageWindow; Minimap *minimap; EquipmentWindow *equipmentWindow; TradeWindow *tradeWindow; HelpWindow *helpWindow; DebugWindow *debugWindow; ShortcutWindow *itemShortcutWindow; ShortcutWindow *emoteShortcutWindow; OutfitWindow *outfitWindow; SpecialsWindow *specialsWindow; BeingManager *beingManager = NULL; FloorItemManager *floorItemManager = NULL; ChannelManager *channelManager = NULL; CommandHandler *commandHandler = NULL; Particle *particleEngine = NULL; EffectManager *effectManager = NULL; ChatTab *localChatTab = NULL; std::string screenshotDir = ""; /** * Tells the max tick value, * setting it back to zero (and start again). */ const int MAX_TICK_VALUE = 10000; /** * Set the milliseconds value of a tick time. */ const int MILLISECONDS_IN_A_TICK = 10; /** * Advances game logic counter. * Called every 10 milliseconds by SDL_AddTimer() * @see MILLISECONDS_IN_A_TICK value */ Uint32 nextTick(Uint32 interval, void *param) { tick_time++; if (tick_time == MAX_TICK_VALUE) tick_time = 0; return interval; } /** * Updates fps. * Called every seconds by SDL_AddTimer() */ Uint32 nextSecond(Uint32 interval, void *param) { fps = frame; frame = 0; return interval; } /** * @return the elapsed time in milliseconds * between two tick values. */ int get_elapsed_time(int start_time) { if (start_time <= tick_time) return (tick_time - start_time) * MILLISECONDS_IN_A_TICK; else return (tick_time + (MAX_TICK_VALUE - start_time)) * MILLISECONDS_IN_A_TICK; } /** * Initialize every game sub-engines in the right order */ static void initEngines() { engine = new Engine; beingManager = new BeingManager; commandHandler = new CommandHandler; floorItemManager = new FloorItemManager; channelManager = new ChannelManager; effectManager = new EffectManager; particleEngine = new Particle(NULL); particleEngine->setupEngine(); } /** * Create all the various globally accessible gui windows */ static void createGuiWindows() { setupWindow->clearWindowsForReset(); // Create dialogs chatWindow = new ChatWindow; buyDialog = new BuyDialog; sellDialog = new SellDialog; tradeWindow = new TradeWindow; partyWindow = new PartyWindow; guildWindow = new GuildWindow; buySellDialog = new BuySellDialog; equipmentWindow = new EquipmentWindow(player_node->mEquipment.get()); npcDialog = new NpcDialog; npcPostDialog = new NpcPostDialog; storageWindow = new StorageWindow; statusWindow = new StatusWindow; miniStatusWindow = new MiniStatusWindow; inventoryWindow = new InventoryWindow; skillDialog = new SkillDialog; minimap = new Minimap; helpWindow = new HelpWindow; debugWindow = new DebugWindow; itemShortcutWindow = new ShortcutWindow("ItemShortcut", new ItemShortcutContainer); emoteShortcutWindow = new ShortcutWindow("EmoteShortcut", new EmoteShortcutContainer); outfitWindow = new OutfitWindow(); specialsWindow = new SpecialsWindow(); localChatTab = new ChatTab(_("General")); if (config.getValue("logToChat", 0)) { logger->setChatWindow(chatWindow); } Net::getGeneralHandler()->guiWindowsLoaded(); } #define del_0(X) { delete X; X = 0; } /** * Destroy all the globally accessible gui windows */ static void destroyGuiWindows() { Net::getGeneralHandler()->guiWindowsUnloaded(); logger->setChatWindow(NULL); del_0(localChatTab); // Need to do this first, so it can remove itself del_0(chatWindow); del_0(statusWindow); del_0(miniStatusWindow); del_0(buyDialog); del_0(sellDialog); del_0(buySellDialog); del_0(inventoryWindow); del_0(partyWindow); del_0(npcDialog); del_0(npcPostDialog); del_0(guildWindow); del_0(skillDialog); del_0(minimap); del_0(equipmentWindow); del_0(tradeWindow); del_0(helpWindow); del_0(debugWindow); del_0(itemShortcutWindow); del_0(emoteShortcutWindow); del_0(storageWindow); del_0(outfitWindow); del_0(specialsWindow); } Game::Game(): mLastTarget(Being::UNKNOWN), mLogicCounterId(0), mSecondsCounterId(0) { disconnectedDialog = NULL; createGuiWindows(); mWindowMenu = new WindowMenu; windowContainer->add(mWindowMenu); initEngines(); // Initialize logic and seconds counters tick_time = 0; mLogicCounterId = SDL_AddTimer(MILLISECONDS_IN_A_TICK, nextTick, NULL); mSecondsCounterId = SDL_AddTimer(1000, nextSecond, NULL); // This part is eAthena specific // For Manaserv, the map is obtained // with the GPMSG_PLAYER_MAP_CHANGE flag. map_path = map_path.substr(0, map_path.rfind(".")); if (!map_path.empty()) engine->changeMap(map_path); // Initialize beings beingManager->setPlayer(player_node); /* * 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 */ Net::getGameHandler()->ping(tick_time); // Initialize frame limiting config.addListener("fpslimit", this); optionChanged("fpslimit"); 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); setupWindow->setInGame(true); } Game::~Game() { delete mWindowMenu; destroyGuiWindows(); delete beingManager; delete player_node; delete floorItemManager; delete channelManager; delete commandHandler; delete joystick; delete particleEngine; delete engine; viewport->setMap(NULL); player_node = NULL; beingManager = NULL; floorItemManager = NULL; joystick = NULL; SDL_RemoveTimer(mLogicCounterId); SDL_RemoveTimer(mSecondsCounterId); } void setScreenshotDir(const std::string &dir) { if (dir.empty()) { screenshotDir = std::string(PHYSFS_getUserDir()) + "Desktop"; // If ~/Desktop does not exist, we save screenshots in the user's home. struct stat statbuf; if (stat(screenshotDir.c_str(), &statbuf)) screenshotDir = std::string(PHYSFS_getUserDir()); } else screenshotDir = dir; } 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++; filenameSuffix.str(""); filename.str(""); filename << screenshotDir << "/"; filenameSuffix << "Mana_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; // TODO: Make it one complete gettext string below chatlogentry << _("Screenshot saved as ") << filenameSuffix.str(); localChatTab->chatLog(chatlogentry.str(), BY_SERVER); } else { localChatTab->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", 60); mMinFrameTime = fpsLimit ? 1000 / fpsLimit : 0; // Reset draw time to current time mDrawTime = tick_time * MILLISECONDS_IN_A_TICK; } 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 * MILLISECONDS_IN_A_TICK; while (state == STATE_GAME) { if (Map *map = engine->getCurrentMap()) map->update(get_elapsed_time(gameTime)); // 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_TICK_VALUE * MILLISECONDS_IN_A_TICK) mDrawTime -= MAX_TICK_VALUE * MILLISECONDS_IN_A_TICK; } else { SDL_Delay(MILLISECONDS_IN_A_TICK); } } else { SDL_Delay(MILLISECONDS_IN_A_TICK); mDrawTime = tick_time * MILLISECONDS_IN_A_TICK; } // Handle network stuff Net::getGeneralHandler()->flushNetwork(); if (!Net::getGameHandler()->isConnected()) { if (state != STATE_ERROR) { errorMessage = _("The connection to the server was lost."); } if (!disconnectedDialog) { disconnectedDialog = new OkDialog(_("Network Error"), errorMessage); disconnectedDialog->addActionListener(&errorListener); 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; } // send straight to gui for certain windows if (quitDialog || TextDialog::isActive() || npcPostDialog->isVisible()) { try { guiInput->pushInput(event); } catch (gcn::Exception e) { const char* err = e.getMessage().c_str(); logger->log("Warning: guichan input exception: %s", err); } 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 (!chatWindow->isInputFocused() && !gui->getFocusHandler()->getModalFocused()) { if (keyboard.isKeyActive(keyboard.KEY_OK)) { // Close the Browser if opened 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")); else if (npcDialog->isVisible() && keyboard.isKeyActive(keyboard.KEY_OK)) npcDialog->action(gcn::ActionEvent(NULL, "ok")); /* else if (guildWindow->isVisible()) { // TODO: Check if a dialog is open and close it if so } */ } if (keyboard.isKeyActive(keyboard.KEY_TOGGLE_CHAT)) { if (chatWindow->requestChatFocus()) used = true; } if (npcDialog->isVisible()) { if (keyboard.isKeyActive(keyboard.KEY_MOVE_UP)) npcDialog->move(1); else if (keyboard.isKeyActive(keyboard.KEY_MOVE_DOWN)) npcDialog->move(-1); } } if (!chatWindow->isInputFocused() || (event.key.keysym.mod & KMOD_ALT)) { if (keyboard.isKeyActive(keyboard.KEY_PREV_CHAT_TAB)) { chatWindow->prevTab(); return; } else if (keyboard.isKeyActive(keyboard.KEY_NEXT_CHAT_TAB)) { chatWindow->nextTab(); return; } } if ((event.key.keysym.mod & KMOD_RCTRL || event.key.keysym.mod & KMOD_LCTRL) && !chatWindow->isInputFocused()) { int outfitNum = -1; switch (event.key.keysym.sym) { case SDLK_1: outfitNum = 0; break; case SDLK_2: outfitNum = 1; break; case SDLK_3: outfitNum = 2; break; case SDLK_4: outfitNum = 3; break; case SDLK_5: outfitNum = 4; break; case SDLK_6: outfitNum = 5; break; case SDLK_7: outfitNum = 6; break; case SDLK_8: outfitNum = 7; break; case SDLK_9: outfitNum = 8; break; case SDLK_0: outfitNum = 9; break; case SDLK_MINUS: outfitNum = 10; break; case SDLK_EQUALS: outfitNum = 11; break; case SDLK_BACKSPACE: outfitNum = 12; break; case SDLK_INSERT: outfitNum = 13; break; case SDLK_HOME: outfitNum = 14; break; default: break; } if (outfitNum >= 0) { used = true; if (event.key.keysym.mod & KMOD_RCTRL) outfitWindow->wearOutfit(outfitNum); else if (event.key.keysym.mod & KMOD_LCTRL) outfitWindow->copyOutfit(outfitNum); } } 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: quitDialog = new QuitDialog(&quitDialog); quitDialog->requestMoveToTop(); return; default: break; } if (keyboard.isEnabled() && !chatWindow->isInputFocused() && !npcDialog->isInputFocused()) { const int tKey = keyboard.getKeyIndex(event.key.keysym.sym); // Do not activate shortcuts if tradewindow is visible if (!tradeWindow->isVisible() && !setupWindow->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: { #ifdef MANASERV_SUPPORT const Vector &pos = player_node->getPosition(); Uint16 x = (int) pos.x / 32; Uint16 y = (int) pos.y / 32; #else Uint16 x = player_node->getTileX(); Uint16 y = player_node->getTileY(); #endif 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->isInputFocused()) { statusWindow->setVisible(false); inventoryWindow->setVisible(false); skillDialog->setVisible(false); setupWindow->setVisible(false); equipmentWindow->setVisible(false); helpWindow->setVisible(false); debugWindow->setVisible(false); guildWindow->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(); 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_PARTY: requestedWindow = partyWindow; break; case KeyboardConfig::KEY_WINDOW_EMOTE_SHORTCUT: requestedWindow = emoteShortcutWindow; break; case KeyboardConfig::KEY_WINDOW_OUTFIT: requestedWindow = outfitWindow; 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) { localChatTab->chatLog( _("Ignoring incoming trade requests"), BY_SERVER); deflt &= ~PlayerRelation::TRADE; } else { localChatTab->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) { state = STATE_EXIT; } // 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() && !quitDialog) { // 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 Vector &pos = player_node->getPosition(); const Uint16 x = (int) pos.x / 32; const Uint16 y = (int) pos.y / 32; unsigned char direction = 0; // Translate pressed keys to movement and direction if (keyboard.isKeyActive(keyboard.KEY_MOVE_UP) || (joystick && joystick->isUp())) { direction |= Being::UP; player_node->cancelFollow(); } else if (keyboard.isKeyActive(keyboard.KEY_MOVE_DOWN) || (joystick && joystick->isDown())) { direction |= Being::DOWN; player_node->cancelFollow(); } if (keyboard.isKeyActive(keyboard.KEY_MOVE_LEFT) || (joystick && joystick->isLeft())) { direction |= Being::LEFT; player_node->cancelFollow(); } else if (keyboard.isKeyActive(keyboard.KEY_MOVE_RIGHT) || (joystick && joystick->isRight())) { direction |= Being::RIGHT; player_node->cancelFollow(); } if (keyboard.isKeyActive(keyboard.KEY_EMOTE) && direction != 0) { if (player_node->getDirection() != direction) { player_node->setDirection(direction); Net::getPlayerHandler()->setDirection(direction); } direction = 0; } else { player_node->setWalkingDir(direction); } // Attacking monsters if (keyboard.isKeyActive(keyboard.KEY_ATTACK) || (joystick && joystick->buttonPressed(0))) { if (player_node->getTarget()) player_node->attack(player_node->getTarget(), true); } if (keyboard.isKeyActive(keyboard.KEY_TARGET_ATTACK)) { Being *target = NULL; bool newTarget = !keyboard.isKeyActive(keyboard.KEY_TARGET); // A set target has highest priority if (!player_node->getTarget()) { #ifdef MANASERV_SUPPORT Uint16 targetX = x / 32, targetY = y / 32; #else Uint16 targetX = x, targetY = y; #endif // Only auto target Monsters target = beingManager->findNearestLivingBeing(targetX, targetY, 20, Being::MONSTER); } 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 (!npcDialog->isVisible()) { Being *target = player_node->getTarget(); if (target) { if (target->getType() == Being::NPC) dynamic_cast(target)->talk(); } } } // Stop attacking if the right key is pressed if (!keyboard.isKeyActive(keyboard.KEY_ATTACK) && 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(); } } } }