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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 "configuration.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/equipmentwindow.h"
#include "gui/gui.h"
#include "gui/help.h"
#include "gui/inventorywindow.h"
#include "gui/itemshortcutwindow.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/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"

extern Graphics *graphics;
extern gcn::SDLInput *guiInput;

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;
NpcListDialog *npcListDialog;
NpcTextDialog *npcTextDialog;
SkillDialog *skillDialog;
Setup* setupWindow;
Minimap *minimap;
EquipmentWindow *equipmentWindow;
TradeWindow *tradeWindow;
//BuddyWindow *buddyWindow;
HelpWindow *helpWindow;
DebugWindow *debugWindow;
ItemShortcutWindow *itemShortcutWindow;

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();
    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);
    //buddyWindow = new BuddyWindow();
    helpWindow = new HelpWindow();
    debugWindow = new DebugWindow();
    itemShortcutWindow = new ItemShortcutWindow();

    // Initialize window positions
    //buddyWindow->setPosition(10, minimap->getHeight() + 30);

    // 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));

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

/**
 * Destroy all the globally accessible gui windows
 */
void destroyGuiWindows()
{
    delete chatWindow;
    delete statusWindow;
    delete miniStatusWindow;
    delete menuWindow;
    delete buyDialog;
    delete sellDialog;
    delete buySellDialog;
    delete inventoryWindow;
    delete npcListDialog;
    delete npcTextDialog;
    delete skillDialog;
    delete setupWindow;
    delete minimap;
    delete equipmentWindow;
    delete tradeWindow;
    //delete buddyWindow;
    delete helpWindow;
    delete debugWindow;
    delete itemShortcutWindow;
}

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;
            }
        }

        // Smilie
        if (keyboard.isKeyActive(keyboard.KEY_SMILIE))
		{
			// Emotions
			Uint8 emotion;
			/** 
			 *
			 * Might be simpler to perform as follow
			 * emotion=0;
			 * const int tKey = keyboard.getKeyIndex(event.key.keysym.sym);
			 * if ((tKey <=KeyboardConfig::KEY_SMILEY_12)
			 *     &&(tKey >=KeyboardConfig::KEY_SMILEY_1)
			 *     )
			 * {
			 *    emotion= 1+tKey-KeyboardConfig::KEY_SMILEY_1;
			 * }
			 *
			 * But this add constraints over KEY_SMILEY_* allocation 
			 * (ordering, consecutive positive values)
			 * Old story... compiler optimisation 
			 * or code complexity for update, which one is better ?
			 * I won't rely on enum allocation, let's keep the switch, 
			 * it does not add such undocumented constraints on that enum.
			 *
			 * Speed consideration ? not even sure!
			 */
			const int tKey = keyboard.getKeyIndex(event.key.keysym.sym);
			switch (tKey)
			{
				case KeyboardConfig::KEY_SMILEY_1: emotion = 1; break;
				case KeyboardConfig::KEY_SMILEY_2: emotion = 2; break;
				case KeyboardConfig::KEY_SMILEY_3: emotion = 3; break;
				case KeyboardConfig::KEY_SMILEY_4: emotion = 4; break;
				case KeyboardConfig::KEY_SMILEY_5: emotion = 5; break;
				case KeyboardConfig::KEY_SMILEY_6: emotion = 6; break;
				case KeyboardConfig::KEY_SMILEY_7: emotion = 7; break;
				case KeyboardConfig::KEY_SMILEY_8: emotion = 8; break;
				case KeyboardConfig::KEY_SMILEY_9: emotion = 9; break;
				case KeyboardConfig::KEY_SMILEY_10: emotion = 10; break;
				case KeyboardConfig::KEY_SMILEY_11: emotion = 11; break;
				case KeyboardConfig::KEY_SMILEY_12: emotion = 12; break;
				default: emotion = 0; break;
			}

			if (emotion)
			{
				player_node->emote(emotion);
				used = true;
			}
		}
        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_0;
                        i <= KeyboardConfig::KEY_SHORTCUT_9;
                        i++)
                    {
                        if (tKey == i && !used) {
                            itemShortcut->useItem(
                                    i - KeyboardConfig::KEY_SHORTCUT_0);
                            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);
                            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:
                        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;
                }
            }

            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();
            }
        }
    }
}