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authorJosé Ávila <linux@javila.net>2005-06-18 19:06:38 +0000
committerJosé Ávila <linux@javila.net>2005-06-18 19:06:38 +0000
commit3fc86553b132ca91e1270ff381e06154b0b78936 (patch)
treeba71097e14f1ed4ec69eeeab6f6762daec53385e /src
parent9c58f82dc6baddadecec2db477bb67a61894f7c2 (diff)
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add default actions to left mouse click and a clean up in the do_input() method
Diffstat (limited to 'src')
-rw-r--r--src/game.cpp341
1 files changed, 207 insertions, 134 deletions
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;
}