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void Game::handleInput (  )

The huge input handling method.

Definition at line 383 of file game.cpp.

References NpcDialog::action(), Setup::action(), KeyboardConfig::callbackNewKey(), ChatTab::chatLog(), BeingManager::findNearestLivingBeing(), NpcDialog::getActive(), PlayerRelationsManager::getDefault(), Being::getDirection(), KeyboardConfig::getKeyEmoteOffset(), KeyboardConfig::getKeyIndex(), KeyboardConfig::getNewKeyIndex(), Being::getSpriteDirection(), LocalPlayer::getTarget(), Being::getTileX(), Being::getTileY(), Being::getType(), NpcPostDialog::isActive(), Being::isAlive(), KeyboardConfig::isEnabled(), ChatWindow::isInputFocused(), KeyboardConfig::isKeyActive(), HelpWindow::loadHelp(), Logger::log(), ChatWindow::nextTab(), ChatWindow::prevTab(), SDLInput::pushInput(), KeyboardConfig::refreshActiveKeys(), ChatWindow::requestChatFocus(), ChatWindow::scroll(), PlayerRelationsManager::setDefault(), Being::setDirection(), KeyboardConfig::setNewKey(), KeyboardConfig::setNewKeyIndex(), LocalPlayer::setTarget(), Window::setVisible(), LocalPlayer::setWalkingDir(), Minimap::toggle(), Viewport::toggleDebugPath(), Joystick::update(), EmoteShortcut::useEmote(), and ItemShortcut::useItem().

Referenced by logic().

{
    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;
            }

            // send straight to gui for certain windows
            if (quitDialog || TextDialog::isActive() ||
                NpcPostDialog::isActive())
            {
                try
                {
                    guiInput->pushInput(event);
                }
                catch (gcn::Exception e)
                {
                    const char* err = e.getMessage().c_str();
                    logger->log("Warning: guichan input exception: %s", err);
                }
                return;
            }

            // 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;
                }
            }

            if (!chatWindow->isInputFocused()
                && !gui->getFocusHandler()->getModalFocused())
            {
                NpcDialog *dialog = NpcDialog::getActive();
                if (keyboard.isKeyActive(keyboard.KEY_OK)
                    && (!dialog || !dialog->isTextInputFocused()))
                {
                    // Close the Browser if opened
                    if (helpWindow->isVisible())
                        helpWindow->setVisible(false);
                    // Close the config window, cancelling changes if opened
                    else if (setupWindow->isVisible())
                        setupWindow->action(gcn::ActionEvent(NULL, "cancel"));
                    else if (dialog)
                        dialog->action(gcn::ActionEvent(NULL, "ok"));
                }
                if (keyboard.isKeyActive(keyboard.KEY_TOGGLE_CHAT))
                {
                    if (chatWindow->requestChatFocus())
                        used = true;
                }
                if (dialog)
                {
                    if (keyboard.isKeyActive(keyboard.KEY_MOVE_UP))
                        dialog->move(1);
                    else if (keyboard.isKeyActive(keyboard.KEY_MOVE_DOWN))
                        dialog->move(-1);
                }
            }


            if (!chatWindow->isInputFocused() || (event.key.keysym.mod & KMOD_ALT))
            {
                if (keyboard.isKeyActive(keyboard.KEY_PREV_CHAT_TAB))
                {
                    chatWindow->prevTab();
                    return;
                }
                else if (keyboard.isKeyActive(keyboard.KEY_NEXT_CHAT_TAB))
                {
                    chatWindow->nextTab();
                    return;
                }
            }

            if (!chatWindow->isInputFocused())
            {
                bool wearOutfit = false;
                bool copyOutfit = false;

                if (keyboard.isKeyActive(keyboard.KEY_WEAR_OUTFIT))
                    wearOutfit = true;

                if (keyboard.isKeyActive(keyboard.KEY_COPY_OUTFIT))
                    copyOutfit = true;

                if (wearOutfit || copyOutfit)
                {
                    int outfitNum = -1;
                    switch (event.key.keysym.sym)
                    {
                        case SDLK_1:
                        case SDLK_2:
                        case SDLK_3:
                        case SDLK_4:
                        case SDLK_5:
                        case SDLK_6:
                        case SDLK_7:
                        case SDLK_8:
                        case SDLK_9:
                            outfitNum = event.key.keysym.sym - SDLK_1;
                            break;

                        case SDLK_0:
                            outfitNum = 9;
                            break;

                        case SDLK_MINUS:
                            outfitNum = 10;
                            break;

                        case SDLK_EQUALS:
                            outfitNum = 11;
                            break;

                        case SDLK_BACKSPACE:
                            outfitNum = 12;
                            break;

                        case SDLK_INSERT:
                            outfitNum = 13;
                            break;

                        case SDLK_HOME:
                            outfitNum = 14;
                            break;

                        default:
                            break;
                    }
                    if (outfitNum >= 0)
                    {
                        used = true;
                        if (wearOutfit)
                            outfitWindow->wearOutfit(outfitNum);
                        else if (copyOutfit)
                            outfitWindow->copyOutfit(outfitNum);
                    }
                }
            }

            const int tKey = keyboard.getKeyIndex(event.key.keysym.sym);
            switch (tKey)
            {
                case KeyboardConfig::KEY_SCROLL_CHAT_UP:
                    if (chatWindow->isVisible())
                    {
                        chatWindow->scroll(-DEFAULT_CHAT_WINDOW_SCROLL);
                        used = true;
                    }
                    break;
                case KeyboardConfig::KEY_SCROLL_CHAT_DOWN:
                    if (chatWindow->isVisible())
                    {
                        chatWindow->scroll(DEFAULT_CHAT_WINDOW_SCROLL);
                        used = true;
                        return;
                    }
                    break;
                case KeyboardConfig::KEY_WINDOW_HELP:
                    // In-game Help
                    if (helpWindow->isVisible())
                        helpWindow->setVisible(false);
                    else
                    {
                        helpWindow->loadHelp("index");
                        helpWindow->requestMoveToTop();
                    }
                    used = true;
                    break;
               // Quitting confirmation dialog
               case KeyboardConfig::KEY_QUIT:
                    quitDialog = new QuitDialog(&quitDialog);
                    quitDialog->requestMoveToTop();
                    return;
                default:
                    break;
            }
            if (keyboard.isEnabled() && !chatWindow->isInputFocused() &&
                !NpcDialog::isAnyInputFocused())
            {
                const int tKey = keyboard.getKeyIndex(event.key.keysym.sym);

                // Do not activate shortcuts if tradewindow is visible
                if (!tradeWindow->isVisible() && !setupWindow->isVisible())
                {
                    // Checks if any item shortcut is pressed.
                    for (int i = KeyboardConfig::KEY_SHORTCUT_1;
                             i <= KeyboardConfig::KEY_SHORTCUT_12;
                             i++)
                    {
                        if (tKey == i && !used)
                        {
                            itemShortcut->useItem(
                                          i - KeyboardConfig::KEY_SHORTCUT_1);
                            break;
                        }
                    }
                }

                switch (tKey)
                {
                    case KeyboardConfig::KEY_PICKUP:
                        {
                            int x = player_node->getTileX();
                            int y = player_node->getTileY();

                            FloorItem *item =
                                floorItemManager->findByCoordinates(x, y);

                            // If none below the player, try the tile in front
                            // of the player
                            if (!item)
                            {
                                // Temporary until tile-based picking is
                                // removed.
                                switch (player_node->getSpriteDirection())
                                {
                                    case DIRECTION_UP   : --y; break;
                                    case DIRECTION_DOWN : ++y; break;
                                    case DIRECTION_LEFT : --x; break;
                                    case DIRECTION_RIGHT: ++x; break;
                                    default: break;
                                }

                                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);
                            socialWindow->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();
                        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_SOCIAL:
                        requestedWindow = socialWindow;
                        break;
                    case KeyboardConfig::KEY_WINDOW_EMOTE_SHORTCUT:
                        requestedWindow = emoteShortcutWindow;
                        break;
                    case KeyboardConfig::KEY_WINDOW_OUTFIT:
                        requestedWindow = outfitWindow;
                        break;
                    case KeyboardConfig::KEY_SCREENSHOT:
                        // Screenshot (picture, hence the p)
                        saveScreenshot();
                        used = true;
                        break;
                    case KeyboardConfig::KEY_PATHFIND:
                        // Find path to mouse (debug purpose)
                        viewport->toggleDebugPath();
                        used = true;
                        break;
                    case KeyboardConfig::KEY_TRADE:
                        // Toggle accepting of incoming trade requests
                        unsigned int deflt = player_relations.getDefault();
                        if (deflt & PlayerRelation::TRADE)
                        {
                            localChatTab->chatLog(
                                        _("Ignoring incoming trade requests"),
                                        BY_SERVER);
                            deflt &= ~PlayerRelation::TRADE;
                        }
                        else
                        {
                            localChatTab->chatLog(
                                        _("Accepting incoming trade requests"),
                                        BY_SERVER);
                            deflt |= PlayerRelation::TRADE;
                        }

                        player_relations.setDefault(deflt);

                        used = true;
                        break;
                }
            }

            if (requestedWindow)
            {
                requestedWindow->setVisible(!requestedWindow->isVisible());
                if (requestedWindow->isVisible())
                    requestedWindow->requestMoveToTop();
                used = true;
            }
        }
        // Quit event
        else if (event.type == SDL_QUIT)
        {
            Client::setState(STATE_EXIT);
        }

        // 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->isAlive() && !NPC::isTalking() &&
        !chatWindow->isInputFocused() && !quitDialog && !TextDialog::isActive())
    {
        // Get the state of the keyboard keys
        keyboard.refreshActiveKeys();

        // Ignore input if either "ignore" key is pressed
        // Stops the character moving about if the user's window manager
        // uses "ignore+arrow key" to switch virtual desktops.
        if (keyboard.isKeyActive(keyboard.KEY_IGNORE_INPUT_1) ||
            keyboard.isKeyActive(keyboard.KEY_IGNORE_INPUT_2))
        {
            return;
        }

        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;
        }

        if (keyboard.isKeyActive(keyboard.KEY_EMOTE) && direction != 0)
        {
            if (player_node->getDirection() != direction)
            {
                player_node->setDirection(direction);
                Net::getPlayerHandler()->setDirection(direction);
            }
            direction = 0;
        }
        else
        {
            player_node->setWalkingDir(direction);
        }

        // Attacking monsters
        if (keyboard.isKeyActive(keyboard.KEY_ATTACK) ||
           (joystick && joystick->buttonPressed(0)))
        {
            if (player_node->getTarget())
                player_node->attack(player_node->getTarget(), true);
        }

        if (keyboard.isKeyActive(keyboard.KEY_TARGET_ATTACK))
        {
            Being *target = 0;

            bool newTarget = !keyboard.isKeyActive(keyboard.KEY_TARGET);
            // A set target has highest priority
            if (!player_node->getTarget())
            {
                // Only auto target Monsters
                target = beingManager->findNearestLivingBeing(player_node,
                         20, Being::MONSTER);
            }
            player_node->attack(target, newTarget);
        }

        // Target the nearest player/monster/npc
        if ((keyboard.isKeyActive(keyboard.KEY_TARGET_PLAYER) ||
            keyboard.isKeyActive(keyboard.KEY_TARGET_CLOSEST) ||
            keyboard.isKeyActive(keyboard.KEY_TARGET_NPC) ||
                    (joystick && joystick->buttonPressed(3))) &&
                !keyboard.isKeyActive(keyboard.KEY_TARGET))
        {
            Being::Type currentTarget = Being::UNKNOWN;
            if (keyboard.isKeyActive(keyboard.KEY_TARGET_CLOSEST) ||
                    (joystick && joystick->buttonPressed(3)))
                currentTarget = Being::MONSTER;
            else if (keyboard.isKeyActive(keyboard.KEY_TARGET_PLAYER))
                currentTarget = Being::PLAYER;
            else if (keyboard.isKeyActive(keyboard.KEY_TARGET_NPC))
                currentTarget = Being::NPC;

            Being *target = beingManager->findNearestLivingBeing(player_node,
                                                    20, currentTarget);

            if (target && (target != player_node->getTarget() ||
                    currentTarget != mLastTarget))
            {
                player_node->setTarget(target);
                mLastTarget = currentTarget;
            }
        }
        else
        {
            mLastTarget = Being::UNKNOWN; // Reset last target
        }

        // Talk to the nearest NPC if 't' pressed
        if (event.type == SDL_KEYDOWN &&
            keyboard.getKeyIndex(event.key.keysym.sym) == KeyboardConfig::KEY_TALK)
        {
            Being *target = player_node->getTarget();

            if (target)
            {
                if (target->getType() == Being::NPC)
                    static_cast<NPC*>(target)->talk();
            }
        }

        // Stop attacking if the right key is pressed
        if (!keyboard.isKeyActive(keyboard.KEY_ATTACK)
            && keyboard.isKeyActive(keyboard.KEY_TARGET))
        {
            player_node->stopAttack();
        }

        if (joystick)
        {
            if (joystick->buttonPressed(1))
            {
                const int x = player_node->getTileX();
                const int y = player_node->getTileY();

                FloorItem *item = floorItemManager->findByCoordinates(x, y);

                if (item)
                    player_node->pickUp(item);
            }
            else if (joystick->buttonPressed(2))
            {
                player_node->toggleSit();
            }
        }
    }
}

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