/*
* The ManaPlus Client
* Copyright (C) 2011-2020 The ManaPlus Developers
* Copyright (C) 2020-2023 The ManaVerse Developers
*
* This file is part of The ManaPlus Client.
*
* This program 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.
*
* This program 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 this program. If not, see <http://www.gnu.org/licenses/>.
*/
#include "gamemodifiers.h"
#include "configuration.h"
#include "game.h"
#include "settings.h"
#include "soundmanager.h"
#include "being/localplayer.h"
#include "gui/viewport.h"
#include "gui/windows/chatwindow.h"
#include "gui/windows/okdialog.h"
#include "gui/windows/outfitwindow.h"
#include "gui/widgets/createwidget.h"
#include "gui/widgets/tabs/chat/chattab.h"
#include "listeners/gamemodifierlistener.h"
#include "resources/map/map.h"
#include "listeners/awaylistener.h"
#include "listeners/updatestatuslistener.h"
#include "utils/gettext.h"
#include "debug.h"
#define addModifier(name1, name2, sz, ...) \
const unsigned GameModifiers::m##name1##Size = sz; \
const char *const GameModifiers::m##name1##Strings[] = \
__VA_ARGS__; \
std::string GameModifiers::get##name1##String() \
{ \
return gettext(getVarItem(&m##name1##Strings[0], \
CAST_U32(settings.name2), m##name1##Size)); \
}
#define addModifier2(name1, name2, str, sz, ...) \
const unsigned GameModifiers::m##name1##Size = sz; \
const char *const GameModifiers::m##name1##Strings[] = \
__VA_ARGS__; \
void GameModifiers::change##name1(const bool forward) \
{ \
changeMode(&settings.name2, m##name1##Size, str, \
&GameModifiers::get##name1##String, 0, true, forward); \
} \
std::string GameModifiers::get##name1##String() \
{ \
return gettext(getVarItem(&m##name1##Strings[0], \
settings.name2, m##name1##Size)); \
}
#define changeMethod(name1, name2, str) \
void GameModifiers::change##name1(const bool forward) \
{ \
changeMode(&settings.name2, m##name1##Size, str, \
&GameModifiers::get##name1##String, 0, true, forward); \
}
void GameModifiers::init()
{
settings.crazyMoveType = config.getIntValue("crazyMoveType");
settings.moveToTargetType = config.getIntValue("moveToTargetType");
settings.followMode = config.getIntValue("followMode");
settings.attackWeaponType = config.getIntValue("attackWeaponType");
settings.attackType = config.getIntValue("attackType");
settings.targetingType = config.getIntValue("targetingType");
settings.quickDropCounter = config.getIntValue("quickDropCounter");
settings.pickUpType = config.getIntValue("pickUpType");
settings.magicAttackType = config.getIntValue("magicAttackType");
settings.pvpAttackType = config.getIntValue("pvpAttackType");
settings.imitationMode = config.getIntValue("imitationMode");
settings.disableGameModifiers = config.getBoolValue(
"disableGameModifiers");
settings.awayMode = false;
settings.mapDrawType = MapType::NORMAL;
// UpdateStatusListener::distributeEvent();
}
void GameModifiers::changeMode(unsigned *restrict const var,
const unsigned limit,
const char *restrict const conf,
std::string (*const func)(),
const unsigned def,
const bool save,
const bool forward)
{
if (var == nullptr)
return;
if (forward)
{
(*var) ++;
if (*var >= limit)
*var = def;
}
else
{
if (*var == 0U)
*var = limit - 1;
else
(*var) --;
}
if (save)
config.setValue(conf, *var);
UpdateStatusListener::distributeEvent();
GameModifierListener::distributeEvent();
const std::string str = (*func)();
if (str.size() > 4)
debugMsg(str.substr(4))
}
const char *GameModifiers::getVarItem(const char *const *const arr,
const unsigned index,
const unsigned sz)
{
if (index < sz)
return arr[index];
return arr[sz];
}
addModifier(MoveType, moveType, 5,
{
// TRANSLATORS: move type in status bar
N_("(D) default moves"),
// TRANSLATORS: move type in status bar
N_("(I) invert moves"),
// TRANSLATORS: move type in status bar
N_("(c) moves with some crazy moves"),
// TRANSLATORS: move type in status bar
N_("(C) moves with crazy moves"),
// TRANSLATORS: move type in status bar
N_("(d) double normal + crazy"),
// TRANSLATORS: move type in status bar
N_("(?) unknown move")
})
void GameModifiers::changeMoveType(const bool forward)
{
localPlayer->setMoveState(0);
changeMode(&settings.moveType, mMoveTypeSize, "invertMoveDirection",
&GameModifiers::getMoveTypeString, 0, false, forward);
}
const unsigned GameModifiers::mCrazyMoveTypeSize = 11;
void GameModifiers::changeCrazyMoveType(const bool forward)
{
settings.crazyMoveState = 0U;
changeMode(&settings.crazyMoveType, mCrazyMoveTypeSize, "crazyMoveType",
&GameModifiers::getCrazyMoveTypeString, 1, true, forward);
}
std::string GameModifiers::getCrazyMoveTypeString()
{
const unsigned int crazyMoveType = settings.crazyMoveType;
if (crazyMoveType < mCrazyMoveTypeSize - 1)
{
// TRANSLATORS: crazy move type in status bar
return strprintf(_("(%u) crazy move number %u"),
crazyMoveType, crazyMoveType);
}
else if (crazyMoveType == mCrazyMoveTypeSize - 1)
{
// TRANSLATORS: crazy move type in status bar
return _("(a) custom crazy move");
}
else
{
// TRANSLATORS: crazy move type in status bar
return _("(?) crazy move");
}
}
addModifier2(MoveToTargetType, moveToTargetType, "moveToTargetType", 13,
{
// TRANSLATORS: move to target type in status bar
N_("(0) default moves to target"), // 0
// TRANSLATORS: move to target type in status bar
N_("(1) moves to target in distance 1"), // 1
// TRANSLATORS: move to target type in status bar
N_("(2) moves to target in distance 2"), // 2
// TRANSLATORS: move to target type in status bar
N_("(3) moves to target in distance 3"), // 3
// TRANSLATORS: move to target type in status bar
N_("(4) moves to target in distance 4"), // 4
// TRANSLATORS: move to target type in status bar
N_("(5) moves to target in distance 5"), // 5
// TRANSLATORS: move to target type in status bar
N_("(6) moves to target in distance 6"), // 6
// TRANSLATORS: move to target type in status bar
N_("(7) moves to target in distance 7"), // 7
// TRANSLATORS: move to target type in status bar
N_("(8) moves to target in distance 8"), // 8
// TRANSLATORS: move to target type in status bar
N_("(9) moves to target in distance 9"), // 9
// TRANSLATORS: move to target type in status bar
N_("(A) moves to target in attack range"), // 10
// TRANSLATORS: move to target type in status bar
N_("(a) archer attack range"), // 11
// TRANSLATORS: move to target type in status bar
N_("(B) moves to target in attack range - 1"), // 12
// TRANSLATORS: move to target type in status bar
N_("(?) move to target") // 13
})
addModifier2(FollowMode, followMode, "followMode", 4,
{
// TRANSLATORS: folow mode in status bar
N_("(D) default follow"),
// TRANSLATORS: folow mode in status bar
N_("(R) relative follow"),
// TRANSLATORS: folow mode in status bar
N_("(M) mirror follow"),
// TRANSLATORS: folow mode in status bar
N_("(P) pet follow"),
// TRANSLATORS: folow mode in status bar
N_("(?) unknown follow")
})
addModifier2(AttackWeaponType, attackWeaponType, "attackWeaponType", 4,
{
// TRANSLATORS: switch attack type in status bar
N_("(?) attack"),
// TRANSLATORS: switch attack type in status bar
N_("(D) default attack"),
// TRANSLATORS: switch attack type in status bar
N_("(s) switch attack without shield"),
// TRANSLATORS: switch attack type in status bar
N_("(S) switch attack with shield"),
// TRANSLATORS: switch attack type in status bar
N_("(?) attack")
})
addModifier2(AttackType, attackType, "attackType", 4,
{
// TRANSLATORS: attack type in status bar
N_("(D) default attack"),
// TRANSLATORS: attack type in status bar
N_("(G) go and attack"),
// TRANSLATORS: attack type in status bar
N_("(A) go, attack, pickup"),
// TRANSLATORS: attack type in status bar
N_("(d) without auto attack"),
// TRANSLATORS: attack type in status bar
N_("(?) attack")
})
addModifier2(TargetingType, targetingType, "targetingType", 2,
{
// TRANSLATORS: targeting type in status bar
N_("(D) don't switch target"),
// TRANSLATORS: targeting type in status bar
N_("(C) always attack closest"),
// TRANSLATORS: targeting type in status bar
N_("(?) targeting")
})
const unsigned GameModifiers::mQuickDropCounterSize = 31;
changeMethod(QuickDropCounter, quickDropCounter, "quickDropCounter")
std::string GameModifiers::getQuickDropCounterString()
{
const unsigned int cnt = settings.quickDropCounter;
if (cnt > 9)
{
return strprintf("(%c) drop counter %u", CAST_S8(
'a' + cnt - 10), cnt);
}
return strprintf("(%u) drop counter %u", cnt, cnt);
}
void GameModifiers::setQuickDropCounter(const int n)
{
if (n < 1 || n >= CAST_S32(mQuickDropCounterSize))
return;
settings.quickDropCounter = n;
config.setValue("quickDropCounter", n);
UpdateStatusListener::distributeEvent();
GameModifierListener::distributeEvent();
}
addModifier2(PickUpType, pickUpType, "pickUpType", 7,
{
// TRANSLATORS: pickup size in status bar
N_("(S) small pick up 1x1 cells"),
// TRANSLATORS: pickup size in status bar
N_("(D) default pick up 2x1 cells"),
// TRANSLATORS: pickup size in status bar
N_("(F) forward pick up 2x3 cells"),
// TRANSLATORS: pickup size in status bar
N_("(3) pick up 3x3 cells"),
// TRANSLATORS: pickup size in status bar
N_("(g) go and pick up in distance 4"),
// TRANSLATORS: pickup size in status bar
N_("(G) go and pick up in distance 8"),
// TRANSLATORS: pickup size in status bar
N_("(A) go and pick up in max distance"),
// TRANSLATORS: pickup size in status bar
N_("(?) pick up")
})
addModifier2(MagicAttackType, magicAttackType, "magicAttackType", 5,
{
// TRANSLATORS: magic attack in status bar
N_("(f) use #flar for magic attack"),
// TRANSLATORS: magic attack in status bar
N_("(c) use #chiza for magic attack"),
// TRANSLATORS: magic attack in status bar
N_("(I) use #ingrav for magic attack"),
// TRANSLATORS: magic attack in status bar
N_("(F) use #frillyar for magic attack"),
// TRANSLATORS: magic attack in status bar
N_("(U) use #upmarmu for magic attack"),
// TRANSLATORS: magic attack in status bar
N_("(?) magic attack")
})
addModifier2(PvpAttackType, pvpAttackType, "pvpAttackType", 4,
{
// TRANSLATORS: player attack type in status bar
N_("(a) attack all players"),
// TRANSLATORS: player attack type in status bar
N_("(f) attack all except friends"),
// TRANSLATORS: player attack type in status bar
N_("(b) attack bad relations"),
// TRANSLATORS: player attack type in status bar
N_("(d) don't attack players"),
// TRANSLATORS: player attack type in status bar
N_("(?) pvp attack")
})
addModifier2(ImitationMode, imitationMode, "imitationMode", 2,
{
// TRANSLATORS: imitation type in status bar
N_("(D) default imitation"),
// TRANSLATORS: imitation type in status bar
N_("(O) outfits imitation"),
// TRANSLATORS: imitation type in status bar
N_("(?) imitation")
})
addModifier(GameModifiers, disableGameModifiers, 2,
{
// TRANSLATORS: game modifiers state in status bar
N_("Game modifiers are enabled"),
// TRANSLATORS: game modifiers state in status bar
N_("Game modifiers are disabled"),
// TRANSLATORS: game modifiers state in status bar
N_("Game modifiers are unknown")
})
void GameModifiers::changeGameModifiers(const bool forward A_UNUSED)
{
settings.disableGameModifiers = !settings.disableGameModifiers;
config.setValue("disableGameModifiers", settings.disableGameModifiers);
UpdateStatusListener::distributeEvent();
GameModifierListener::distributeEvent();
}
addModifier(MapDrawType, mapDrawType, 7,
{
// TRANSLATORS: map view type in status bar
N_("(N) normal map view"),
// TRANSLATORS: map view type in status bar
N_("(D) debug map view"),
// TRANSLATORS: map view type in status bar
N_("(u) ultra map view"),
// TRANSLATORS: map view type in status bar
N_("(U) ultra map view 2"),
// TRANSLATORS: map view type in status bar
N_("(e) empty map view with collision"),
// TRANSLATORS: map view type in status bar
N_("(E) empty map view"),
// TRANSLATORS: map view type in status bar
N_("(b) black & white map view"),
// TRANSLATORS: pickup size in status bar
N_("(?) map view")
})
void GameModifiers::changeMapDrawType(const bool forward A_UNUSED)
{
if (viewport != nullptr)
viewport->toggleMapDrawType();
}
addModifier(AwayMode, awayMode, 2,
{
// TRANSLATORS: away type in status bar
N_("(O) on keyboard"),
// TRANSLATORS: away type in status bar
N_("(A) away"),
// TRANSLATORS: away type in status bar
N_("(?) away")
})
void GameModifiers::changeAwayMode(const bool forward A_UNUSED)
{
if (localPlayer == nullptr)
return;
settings.awayMode = !settings.awayMode;
localPlayer->setAfkTime(0);
localPlayer->setHalfAway(false);
localPlayer->updateName();
Game::instance()->updateFrameRate(0);
UpdateStatusListener::distributeEvent();
GameModifierListener::distributeEvent();
if (settings.awayMode)
{
if (chatWindow != nullptr)
chatWindow->clearAwayLog();
localPlayer->cancelFollow();
localPlayer->navigateClean();
if (outfitWindow != nullptr)
outfitWindow->wearAwayOutfit();
OkDialog *const dialog = CREATEWIDGETR(OkDialog,
// TRANSLATORS: away message box header
_("Away"),
serverConfig.getValue("afkMessage", "I am away from keyboard."),
// TRANSLATORS: ok dialog button
_("OK"),
DialogType::SILENCE,
Modal_true,
ShowCenter_false,
nullptr,
260);
localPlayer->setAwayDialog(dialog);
dialog->addActionListener(localPlayer->getAwayListener());
soundManager.volumeOff();
localPlayer->addAfkEffect();
}
else
{
localPlayer->setAwayDialog(nullptr);
soundManager.volumeRestore();
if (chatWindow != nullptr)
{
chatWindow->displayAwayLog();
chatWindow->clearAwayLog();
}
localPlayer->removeAfkEffect();
}
}
addModifier(CameraMode, cameraMode, 2,
{
// TRANSLATORS: camera mode in status bar
N_("(G) game camera mode"),
// TRANSLATORS: camera mode in status bar
N_("(F) free camera mode"),
// TRANSLATORS: camera mode in status bar
N_("(?) away")
})
void GameModifiers::changeCameraMode(const bool forward A_UNUSED)
{
if (viewport != nullptr)
viewport->toggleCameraMode();
}
void GameModifiers::resetModifiers()
{
settings.moveType = 0;
settings.crazyMoveType = config.resetIntValue("crazyMoveType");
settings.moveToTargetType = config.resetIntValue("moveToTargetType");
settings.followMode = config.resetIntValue("followMode");
settings.attackWeaponType = config.resetIntValue("attackWeaponType");
settings.attackType = config.resetIntValue("attackType");
settings.magicAttackType = config.resetIntValue("magicAttackType");
settings.pvpAttackType = config.resetIntValue("pvpAttackType");
settings.quickDropCounter = config.resetIntValue("quickDropCounter");
settings.pickUpType = config.resetIntValue("pickUpType");
settings.targetingType = config.resetIntValue("targetingType");
settings.mapDrawType = MapType::NORMAL;
if (viewport != nullptr)
{
if (settings.cameraMode != 0U)
viewport->toggleCameraMode();
Map *const map = viewport->getMap();
if (map != nullptr)
map->setDrawLayersFlags(MapType::NORMAL);
}
settings.imitationMode = config.resetIntValue("imitationMode");
settings.disableGameModifiers = config.resetBoolValue(
"disableGameModifiers");
UpdateStatusListener::distributeEvent();
GameModifierListener::distributeEvent();
}