From 8e86b8c4d0f3d9be979b53689d35f8f0b1381060 Mon Sep 17 00:00:00 2001 From: Bjørn Lindeijer Date: Sun, 14 Dec 2008 20:34:42 +0100 Subject: Code reformatting to conform to line length (cherry picked from mainline) Conflicts: src/game.cpp --- src/game.cpp | 311 ++++++++++++++++++++++++++++++----------------------------- 1 file changed, 160 insertions(+), 151 deletions(-) (limited to 'src/game.cpp') diff --git a/src/game.cpp b/src/game.cpp index 0957dbe8..a108b9e0 100644 --- a/src/game.cpp +++ b/src/game.cpp @@ -342,10 +342,12 @@ Game::~Game() joystick = NULL; } -bool saveScreenshot(SDL_Surface *screenshot) +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; @@ -364,24 +366,28 @@ bool saveScreenshot(SDL_Surface *screenshot) #endif filenameSuffix << "Ae_Screenshot_" << screenshotCount << ".png"; filename << filenameSuffix.str(); - std::cerr << "Trying `" << filename.str() << "' from `" << filenameSuffix.str() << "'\n"; testExists.open(filename.str().c_str(), std::ios::in); found = !testExists.is_open(); testExists.close(); } while (!found); - if (ImageWriter::writePNG(screenshot, filename.str())) + const bool success = ImageWriter::writePNG(screenshot, filename.str()); + + if (success) { std::stringstream chatlogentry; - chatlogentry << "Screenshot saved to ~/" << filenameSuffix.str().c_str(); + chatlogentry << "Screenshot saved to ~/" << filenameSuffix.str(); chatWindow->chatLog(chatlogentry.str(), BY_SERVER); - return true; } else { chatWindow->chatLog("Saving screenshot failed!", BY_SERVER); - return false; + logger->log("Error: could not save screenshot."); } + + SDL_FreeSurface(screenshot); + + return success; } void Game::optionChanged(const std::string &name) @@ -404,69 +410,67 @@ void Game::logic() while (!done) { - // Handle all necessary game logic - while (get_elapsed_time(gameTime) > 0) - { - handleInput(); - engine->logic(); - 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; + // 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) + // Update the screen when application is active, delay otherwise. + if (SDL_GetAppState() & SDL_APPACTIVE) { - 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; + // 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; } - } - else - { - SDL_Delay(10); - mDrawTime = tick_time * 10; - } - // Handle network stuff - mNetwork->flush(); - mNetwork->dispatchMessages(); + // Handle network stuff + mNetwork->flush(); + mNetwork->dispatchMessages(); - if (!mNetwork->isConnected()) - { - if (!disconnectedDialog) + if (!mNetwork->isConnected()) { - disconnectedDialog = new - OkDialog("Network Error", - "The connection to the server was lost, the program will now quit"); - disconnectedDialog->addActionListener(&exitListener); - disconnectedDialog->requestMoveToTop(); + 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 != NULL) - { + if (joystick) joystick->update(); - } // Events SDL_Event event; @@ -499,14 +503,7 @@ void Game::handleInput() { case SDLK_p: // Screenshot (picture, hence the p) - { - SDL_Surface *screenshot = graphics->getScreenshot(); - if (!saveScreenshot(screenshot)) - { - logger->log("Error: could not save Screenshot."); - } - SDL_FreeSurface(screenshot); - } + saveScreenshot(); used = true; break; @@ -524,10 +521,14 @@ void Game::handleInput() { unsigned int deflt = player_relations.getDefault(); if (deflt & PlayerRelation::TRADE) { - chatWindow->chatLog("Ignoring incoming trade requests", BY_SERVER); + chatWindow->chatLog( + "Ignoring incoming trade requests", + BY_SERVER); deflt &= ~PlayerRelation::TRADE; } else { - chatWindow->chatLog("Accepting incoming trade requests", BY_SERVER); + chatWindow->chatLog( + "Accepting incoming trade requests", + BY_SERVER); deflt |= PlayerRelation::TRADE; } @@ -656,97 +657,102 @@ void Game::handleInput() 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()) + } + if (keyboard.isEnabled() && !chatWindow->isInputFocused()) { - // Checks if any item shortcut is pressed. - for (int i = KeyboardConfig::KEY_SHORTCUT_0; - i <= KeyboardConfig::KEY_SHORTCUT_9; - i++) + const int tKey = keyboard.getKeyIndex(event.key.keysym.sym); + // Do not activate shortcuts if tradewindow is visible + if (!tradeWindow->isVisible()) { - if (tKey == i && !used) { - itemShortcut->useItem(i - KeyboardConfig::KEY_SHORTCUT_0); - break; + // 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; - switch (player_node->getSpriteDirection()) + 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()) { - case DIRECTION_UP : --y; break; - case DIRECTION_DOWN : ++y; break; - case DIRECTION_LEFT : --x; break; - case DIRECTION_RIGHT: ++x; break; - default: break; + statusWindow->setVisible(false); + inventoryWindow->setVisible(false); + skillDialog->setVisible(false); + setupWindow->setVisible(false); + equipmentWindow->setVisible(false); + helpWindow->setVisible(false); + debugWindow->setVisible(false); } - item = floorItemManager->findByCoordinates(x, y); - } + break; - 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; + 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; } } @@ -782,11 +788,11 @@ void Game::handleInput() } } } // End while + // If the user is configuring the keys then don't respond. if (!keyboard.isEnabled()) - { - return; - } + return; + // Moving player around if (player_node->mAction != Being::DEAD && current_npc == 0 && @@ -868,7 +874,8 @@ void Game::handleInput() (joystick && joystick->buttonPressed(3))) && !keyboard.isKeyActive(keyboard.KEY_TARGET)) { - Being *target = beingManager->findNearestLivingBeing(x, y, 20, Being::MONSTER); + Being *target = beingManager->findNearestLivingBeing( + x, y, 20, Being::MONSTER); player_node->setTarget(target); } @@ -877,7 +884,8 @@ void Game::handleInput() if ( keyboard.isKeyActive(keyboard.KEY_TARGET_NPC) && !keyboard.isKeyActive(keyboard.KEY_TARGET) ) { - Being *target = beingManager->findNearestLivingBeing(x, y, 20, Being::NPC); + Being *target = beingManager->findNearestLivingBeing( + x, y, 20, Being::NPC); player_node->setTarget(target); } @@ -891,7 +899,8 @@ void Game::handleInput() if (!target) { - target = beingManager->findNearestLivingBeing(x, y, 20, Being::NPC); + target = beingManager->findNearestLivingBeing( + x, y, 20, Being::NPC); } if (target) -- cgit v1.2.3-60-g2f50