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authorYohann Ferreira <yohann_dot_ferreira_at_orange_dot_efer>2011-03-17 20:07:03 +0100
committerYohann Ferreira <yohann_dot_ferreira_at_orange_dot_efer>2011-03-17 20:07:03 +0100
commit3c8e99cdfeee6b4db1dc56941659b94445601618 (patch)
tree5bff0aeb5f033d5cd0c2580275182e826ecbfd67 /src/game.cpp
parent7e8d7f89c5d0aa07159e9b43ea39334907bcab1f (diff)
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Fixed pick up using keyboard for both servers.
The character picks up one item at a time (to remain kinda realistic) and turns to the item picked up.
Diffstat (limited to 'src/game.cpp')
-rw-r--r--src/game.cpp50
1 files changed, 30 insertions, 20 deletions
diff --git a/src/game.cpp b/src/game.cpp
index fd453434..206be6c5 100644
--- a/src/game.cpp
+++ b/src/game.cpp
@@ -631,31 +631,41 @@ void Game::handleInput()
{
int x = player_node->getTileX();
int y = player_node->getTileY();
-
- FloorItem *item =
- actorSpriteManager->findItem(x, y);
-
- // If none below the player, try the tile in front
- // of the player
- if (!item)
+ // Let's look for items around until you find one.
+ bool found = false;
+ for (int xX = x - 1; xX < x + 2; ++xX)
{
- // Temporary until tile-based picking is
- // removed.
- switch (player_node->getSpriteDirection())
+ for (int yY = y - 1; yY < y + 2; ++yY)
{
- case DIRECTION_UP : --y; break;
- case DIRECTION_DOWN : ++y; break;
- case DIRECTION_LEFT : --x; break;
- case DIRECTION_RIGHT: ++x; break;
- default: break;
+ FloorItem *item =
+ actorSpriteManager->findItem(xX, yY);
+ if (item)
+ {
+ found = true;
+ player_node->pickUp(item);
+ // We found it, so set the player
+ // direction accordingly,
+ Uint8 dir = 0;
+ if (xX < x)
+ dir |= Being::LEFT;
+ else if (xX > x)
+ dir |= Being::RIGHT;
+ if (yY < y)
+ dir |= Being::UP;
+ else if (yY > y)
+ dir |= Being::DOWN;
+
+ if (dir)
+ player_node->setDirection(dir);
+
+ // Get out of the loops
+ break;
+ }
}
-
- item = actorSpriteManager->findItem(x, y);
+ if (found)
+ break;
}
- if (item)
- player_node->pickUp(item);
-
used = true;
}
break;