/*
* The ManaPlus Client
* Copyright (C) 2012-2014 The ManaPlus 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 .
*/
#include "actions/actions.h"
#include "actormanager.h"
#include "dropshortcut.h"
#include "emoteshortcut.h"
#include "game.h"
#include "itemshortcut.h"
#include "soundmanager.h"
#include "actions/actiondef.h"
#include "being/attributes.h"
#include "being/localplayer.h"
#include "being/playerinfo.h"
#include "being/playerrelations.h"
#include "gui/dialogsmanager.h"
#include "gui/gui.h"
#include "gui/popupmanager.h"
#include "gui/sdlinput.h"
#include "gui/viewport.h"
#include "gui/popups/popupmenu.h"
#include "gui/windows/skilldialog.h"
#include "gui/windows/socialwindow.h"
#include "gui/windows/statuswindow.h"
#include "gui/windows/tradewindow.h"
#include "gui/windows/questswindow.h"
#include "gui/windows/quitdialog.h"
#include "gui/windows/whoisonline.h"
#include "gui/windows/botcheckerwindow.h"
#include "gui/windows/buyselldialog.h"
#include "gui/windows/chatwindow.h"
#include "gui/windows/debugwindow.h"
#include "gui/windows/didyouknowwindow.h"
#include "gui/windows/equipmentwindow.h"
#include "gui/windows/helpwindow.h"
#include "gui/windows/inventorywindow.h"
#include "gui/windows/killstats.h"
#include "gui/windows/minimap.h"
#include "gui/windows/npcdialog.h"
#include "gui/windows/outfitwindow.h"
#include "gui/windows/setupwindow.h"
#include "gui/windows/shopwindow.h"
#include "gui/windows/shortcutwindow.h"
#include "gui/windows/updaterwindow.h"
#include "gui/widgets/tabs/chattab.h"
#include "render/graphics.h"
#include "net/net.h"
#include "net/playerhandler.h"
#include "net/tradehandler.h"
#include "listeners/updatestatuslistener.h"
#include "resources/map/map.h"
#include "utils/gettext.h"
#ifdef ANDROID
#ifndef USE_SDL2
#include
#endif
#endif
#include "debug.h"
extern ShortcutWindow *spellShortcutWindow;
extern std::string tradePartnerName;
extern QuitDialog *quitDialog;
namespace Actions
{
impHandler(emote)
{
const int emotion = 1 + event.action - InputAction::EMOTE_1;
if (emotion > 0)
{
if (emoteShortcut)
emoteShortcut->useEmote(emotion);
if (Game::instance())
Game::instance()->setValidSpeed();
return true;
}
return false;
}
impHandler(outfit)
{
if (inputManager.isActionActive(InputAction::WEAR_OUTFIT))
{
const int num = event.action - InputAction::OUTFIT_1;
if (outfitWindow && num >= 0)
{
outfitWindow->wearOutfit(num);
if (Game::instance())
Game::instance()->setValidSpeed();
return true;
}
}
else if (inputManager.isActionActive(InputAction::COPY_OUTFIT))
{
const int num = event.action - InputAction::OUTFIT_1;
if (outfitWindow && num >= 0)
{
outfitWindow->copyOutfit(num);
if (Game::instance())
Game::instance()->setValidSpeed();
return true;
}
}
return false;
}
impHandler0(mouseClick)
{
if (!guiInput || !gui)
return false;
int mouseX, mouseY;
Gui::getMouseState(&mouseX, &mouseY);
guiInput->simulateMouseClick(mouseX, mouseY, MouseButton::RIGHT);
return true;
}
impHandler0(ok)
{
// Close the Browser if opened
if (helpWindow && helpWindow->isWindowVisible())
{
helpWindow->setVisible(false);
return true;
}
// Close the config window, cancelling changes if opened
else if (setupWindow && setupWindow->isWindowVisible())
{
setupWindow->action(ActionEvent(nullptr, "cancel"));
return true;
}
else if (NpcDialog *const dialog = NpcDialog::getActive())
{
dialog->action(ActionEvent(nullptr, "ok"));
return true;
}
return false;
}
impHandler(shortcut)
{
if (itemShortcutWindow)
{
const int num = itemShortcutWindow->getTabIndex();
if (num >= 0 && num < static_cast(SHORTCUT_TABS))
{
if (itemShortcut[num])
{
itemShortcut[num]->useItem(event.action
- InputAction::SHORTCUT_1);
}
}
return true;
}
return false;
}
impHandler0(quit)
{
if (!Game::instance())
return false;
if (popupManager && popupManager->isPopupMenuVisible())
{
popupManager->closePopupMenu();
return true;
}
else if (!quitDialog)
{
quitDialog = new QuitDialog(&quitDialog);
quitDialog->postInit();
quitDialog->requestMoveToTop();
return true;
}
return false;
}
impHandler0(dropItem0)
{
if (dropShortcut)
{
dropShortcut->dropFirst();
return true;
}
return false;
}
impHandler0(dropItem)
{
if (dropShortcut)
{
dropShortcut->dropItems();
return true;
}
return false;
}
impHandler0(heal)
{
if (actorManager)
{
if (inputManager.isActionActive(InputAction::STOP_ATTACK))
{
Being *target = localPlayer->getTarget();
if (!target || target->getType() != ActorType::PLAYER)
{
target = actorManager->findNearestLivingBeing(
localPlayer, 10, ActorType::PLAYER, true);
if (target)
localPlayer->setTarget(target);
}
}
actorManager->healTarget();
if (Game::instance())
Game::instance()->setValidSpeed();
return true;
}
return false;
}
impHandler0(itenplz)
{
if (actorManager)
{
if (Net::getPlayerHandler() && Net::getPlayerHandler()->canUseMagic()
&& PlayerInfo::getAttribute(Attributes::MP) >= 3)
{
actorManager->itenplz();
}
return true;
}
return false;
}
impHandler0(setHome)
{
if (localPlayer)
{
localPlayer->setHome();
return true;
}
return false;
}
impHandler0(magicAttack)
{
if (localPlayer)
{
localPlayer->magicAttack();
return true;
}
return false;
}
impHandler0(copyEquippedToOutfit)
{
if (outfitWindow)
{
outfitWindow->copyFromEquiped();
return true;
}
return false;
}
impHandler0(pickup)
{
if (localPlayer)
{
localPlayer->pickUpItems();
return true;
}
return false;
}
static void doSit()
{
if (inputManager.isActionActive(InputAction::EMOTE))
localPlayer->updateSit();
else
localPlayer->toggleSit();
}
impHandler0(sit)
{
if (localPlayer)
{
doSit();
return true;
}
return false;
}
impHandler0(screenshot)
{
Game::createScreenshot();
return true;
}
impHandler0(ignoreInput)
{
return true;
}
impHandler0(talk)
{
if (localPlayer)
{
Being *target = localPlayer->getTarget();
if (!target && actorManager)
{
target = actorManager->findNearestLivingBeing(
localPlayer, 1, ActorType::NPC, true);
// ignore closest target if distance in each direction more than 1
if (target)
{
if (abs(target->getTileX() - localPlayer->getTileX()) > 1
|| abs(target->getTileY() - localPlayer->getTileY()) > 1)
{
return true;
}
}
}
if (target)
{
if (target->canTalk())
target->talkTo();
else if (target->getType() == ActorType::PLAYER)
new BuySellDialog(target->getName());
}
return true;
}
return false;
}
impHandler0(stopAttack)
{
if (localPlayer)
{
localPlayer->stopAttack();
// not consume if target attack key pressed
if (inputManager.isActionActive(InputAction::TARGET_ATTACK))
return false;
return true;
}
return false;
}
impHandler0(untarget)
{
if (localPlayer)
{
localPlayer->untarget();
return true;
}
return false;
}
impHandler0(attack)
{
if (localPlayer)
{
Being *const target = localPlayer->getTarget();
if (target)
localPlayer->attack(target, true);
return true;
}
return false;
}
impHandler0(targetAttack)
{
if (localPlayer && actorManager)
{
Being *target = nullptr;
const bool newTarget = !inputManager.isActionActive(
InputAction::STOP_ATTACK);
// A set target has highest priority
if (!localPlayer->getTarget())
{
// Only auto target Monsters
target = actorManager->findNearestLivingBeing(
localPlayer, 90, ActorType::MONSTER, true);
}
else
{
target = localPlayer->getTarget();
}
localPlayer->attack2(target, newTarget);
return true;
}
return false;
}
impHandler0(safeVideoMode)
{
if (mainGraphics)
mainGraphics->setFullscreen(false);
return true;
}
impHandler0(stopSit)
{
if (localPlayer)
{
localPlayer->stopAttack();
// not consume if target attack key pressed
if (inputManager.isActionActive(InputAction::TARGET_ATTACK))
return false;
if (!localPlayer->getTarget())
{
doSit();
return true;
}
return true;
}
return false;
}
impHandler0(showKeyboard)
{
#ifdef ANDROID
#ifdef USE_SDL2
if (SDL_IsTextInputActive())
SDL_StopTextInput();
else
SDL_StartTextInput();
#else
SDL_ANDROID_ToggleScreenKeyboardTextInput(nullptr);
#endif
return true;
#else
return false;
#endif
}
impHandler0(showWindows)
{
if (popupMenu)
{
popupMenu->showWindowsPopup(viewport->mMouseX,
viewport->mMouseY);
return true;
}
return false;
}
impHandler0(openTrade)
{
const Being *const being = localPlayer->getTarget();
if (being && being->getType() == ActorType::PLAYER)
{
Net::getTradeHandler()->request(being);
tradePartnerName = being->getName();
if (tradeWindow)
tradeWindow->clear();
return true;
}
return false;
}
} // namespace Actions