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author | Ira Rice <irarice@gmail.com> | 2009-01-19 15:03:13 -0700 |
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committer | Ira Rice <irarice@gmail.com> | 2009-01-19 15:03:13 -0700 |
commit | d1b38ab0264bf922fc5e12e9328eea49cee132c3 (patch) | |
tree | 6b8e1767b23f9bfc1a0ca06e6a08359f5fc17526 /src | |
parent | 36e7572e2c395161594287768ed86a92f0291fda (diff) | |
download | mana-client-d1b38ab0264bf922fc5e12e9328eea49cee132c3.tar.gz mana-client-d1b38ab0264bf922fc5e12e9328eea49cee132c3.tar.bz2 mana-client-d1b38ab0264bf922fc5e12e9328eea49cee132c3.tar.xz mana-client-d1b38ab0264bf922fc5e12e9328eea49cee132c3.zip |
Didn't know that one set of brackets I used was needed for compiling for
GNU. Fixed that, as well as found why we were indented as many lines as
we were in the first place.
Signed-off-by: Ira Rice <irarice@gmail.com>
Diffstat (limited to 'src')
-rw-r--r-- | src/game.cpp | 578 |
1 files changed, 281 insertions, 297 deletions
diff --git a/src/game.cpp b/src/game.cpp index 4c912827..1d09ebe2 100644 --- a/src/game.cpp +++ b/src/game.cpp @@ -510,194 +510,182 @@ void Game::handleInput() #ifndef __APPLE__ if (event.key.keysym.mod & KMOD_LALT) #else - if (event.key.keysym.mod & KMOD_LMETA) + 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; - } - } - - // 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; - } - } + { switch (event.key.keysym.sym) { - case SDLK_PAGEUP: - if (chatWindow->isVisible()) - { - chatWindow->scroll(-DEFAULT_CHAT_WINDOW_SCROLL); - used = true; - } + case SDLK_p: + // Screenshot (picture, hence the p) + saveScreenshot(); + used = true; break; - case SDLK_PAGEDOWN: - if (chatWindow->isVisible()) - { - chatWindow->scroll(DEFAULT_CHAT_WINDOW_SCROLL); - used = true; - return; - } + default: break; - case SDLK_F1: - // In-game Help - if (helpWindow->isVisible()) - { - helpWindow->setVisible(false); - } - else - { - helpWindow->loadHelp("index"); - helpWindow->requestMoveToTop(); - } + case SDLK_f: + // Find path to mouse (debug purpose) + viewport->toggleDebugPath(); 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()) + case SDLK_t: + // Toggle accepting of incoming trade requests + unsigned int deflt = player_relations.getDefault(); + if (deflt & PlayerRelation::TRADE) { - setupWindow->action(gcn::ActionEvent(NULL, "cancel")); - } - // Submits the text and proceeds to the next dialog - else if (npcStringDialog->isVisible()) - { - npcStringDialog->action(gcn::ActionEvent(NULL, "ok")); - } - // 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")); - } - // Submits the text and proceeds to the next dialog - else if (npcIntegerDialog->isVisible()) - { - npcIntegerDialog->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(); + chatWindow->chatLog( + _("Ignoring incoming trade requests"), + BY_SERVER); + deflt &= ~PlayerRelation::TRADE; } else { - exitConfirm->action(gcn::ActionEvent(NULL, _("no"))); + chatWindow->chatLog( + _("Accepting incoming trade requests"), + BY_SERVER); + deflt |= PlayerRelation::TRADE; } + + player_relations.setDefault(deflt); + + used = true; break; + } + } - default: + // 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; + } + } + 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; - } - if (keyboard.isEnabled() && !chatWindow->isInputFocused() - && !npcStringDialog->isInputFocused()) + } + + // 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")); + // Submits the text and proceeds to the next dialog + else if (npcStringDialog->isVisible()) + npcStringDialog->action(gcn::ActionEvent(NULL, "ok")); + // 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")); + // Submits the text and proceeds to the next dialog + else if (npcIntegerDialog->isVisible()) + npcIntegerDialog->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() + && !npcStringDialog->isInputFocused()) + { + const int tKey = keyboard.getKeyIndex(event.key.keysym.sym); + + // Do not activate shortcuts if tradewindow is visible + if (!tradeWindow->isVisible()) { - 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_1; + i <= KeyboardConfig::KEY_SHORTCUT_12; + i++) { - // Checks if any item shortcut is pressed. - for (int i = KeyboardConfig::KEY_SHORTCUT_1; - i <= KeyboardConfig::KEY_SHORTCUT_12; - i++) + if (tKey == i && !used) { - if (tKey == i && !used) - { - itemShortcut->useItem( - i - KeyboardConfig::KEY_SHORTCUT_1); - break; - } + itemShortcut->useItem( + i - KeyboardConfig::KEY_SHORTCUT_1); + break; } } - switch (tKey) - { - case KeyboardConfig::KEY_PICKUP: - FloorItem *item = - floorItemManager->findByCoordinates( - player_node->mX, player_node->mY); + } + + 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) { + if (!item) + { Uint16 x = player_node->mX; Uint16 y = player_node->mY; if (player_node->getDirection() & Being::UP) @@ -708,164 +696,160 @@ void Game::handleInput() x--; if (player_node->getDirection() & Being::RIGHT) x++; - - item = floorItemManager->findByCoordinates( - x, y); + 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); - emoteWindow->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: - minimap->toggle(); - 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; - case KeyboardConfig::KEY_WINDOW_EMOTE: - requestedWindow = emoteWindow; - break; - case KeyboardConfig::KEY_WINDOW_EMOTE_SHORTCUT: - requestedWindow = emoteShortcutWindow; - break; - } - } - - if (requestedWindow) - { - requestedWindow->setVisible(!requestedWindow->isVisible()); - if (requestedWindow->isVisible()) - { - requestedWindow->requestMoveToTop(); - } - 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); + emoteWindow->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: + minimap->toggle(); + 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; + case KeyboardConfig::KEY_WINDOW_EMOTE: + requestedWindow = emoteWindow; + break; + case KeyboardConfig::KEY_WINDOW_EMOTE_SHORTCUT: + requestedWindow = emoteShortcutWindow; + break; } - - } - // Quit event - else if (event.type == SDL_QUIT) - { - done = true; } - // Push input to GUI when not used - if (!used) + if (requestedWindow) { - try - { - guiInput->pushInput(event); - } - catch (gcn::Exception e) - { - const char* err = e.getMessage().c_str(); - logger->log(_("Warning: guichan input exception: %s"), err); - } + requestedWindow->setVisible(!requestedWindow->isVisible()); + if (requestedWindow->isVisible()) + requestedWindow->requestMoveToTop(); + used = true; } - } // 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()) + } + // Quit event + else if (event.type == SDL_QUIT) { - // 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; + done = true; + } - // Translate pressed keys to movement and direction - if (keyboard.isKeyActive(keyboard.KEY_MOVE_UP) || - (joystick && joystick->isUp())) + // Push input to GUI when not used + if (!used) + { + try { - direction |= Being::UP; + guiInput->pushInput(event); } - else if (keyboard.isKeyActive(keyboard.KEY_MOVE_DOWN) || - (joystick && joystick->isDown())) + catch (gcn::Exception e) { - direction |= Being::DOWN; + const char* err = e.getMessage().c_str(); + logger->log(_("Warning: guichan input exception: %s"), err); } + } + } // End while - 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; - } + // If the user is configuring the keys then don't respond. + if (!keyboard.isEnabled()) + return; - player_node->setWalkingDir(direction); + // 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; - // Attacking monsters - if (keyboard.isKeyActive(keyboard.KEY_ATTACK) || - (joystick && joystick->buttonPressed(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()) { - Being *target = beingManager->findNearestLivingBeing(x, y, 20, - Being::MONSTER); + Uint16 targetX = x, targetY = y; - bool newTarget = !keyboard.isKeyActive(keyboard.KEY_TARGET); - // A set target has highest priority - if (newTarget || !player_node->getTarget()) + switch (player_node->getSpriteDirection()) { - 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; + 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 |