/* * 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/move.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" #include "debug.h" extern ShortcutWindow *spellShortcutWindow; extern std::string tradePartnerName; extern QuitDialog *quitDialog; namespace Actions { static bool closeMoveNpcDialog(bool focus) { NpcDialog *const dialog = NpcDialog::getActive(); if (dialog) { if (dialog->isCloseState()) { dialog->closeDialog(); return true; } else if (focus) { dialog->refocus(); } } return false; } impHandler(moveUp) { if (inputManager.isActionActive(InputAction::EMOTE)) return directUp(event); return closeMoveNpcDialog(false); } impHandler(moveDown) { if (inputManager.isActionActive(InputAction::EMOTE)) return directDown(event); return closeMoveNpcDialog(false); } impHandler(moveLeft) { if (outfitWindow && inputManager.isActionActive(InputAction::WEAR_OUTFIT)) { outfitWindow->wearPreviousOutfit(); if (Game::instance()) Game::instance()->setValidSpeed(); return true; } if (inputManager.isActionActive(InputAction::EMOTE)) return directLeft(event); return closeMoveNpcDialog(false); } impHandler(moveRight) { if (outfitWindow && inputManager.isActionActive(InputAction::WEAR_OUTFIT)) { outfitWindow->wearNextOutfit(); if (Game::instance()) Game::instance()->setValidSpeed(); return true; } if (inputManager.isActionActive(InputAction::EMOTE)) return directRight(event); return closeMoveNpcDialog(false); } impHandler(moveForward) { if (inputManager.isActionActive(InputAction::EMOTE)) return directRight(event); return closeMoveNpcDialog(false); } impHandler(moveToPoint) { const int num = event.action - InputAction::MOVE_TO_POINT_1; if (socialWindow && num >= 0) { socialWindow->selectPortal(num); return true; } return false; } impHandler0(crazyMoves) { if (localPlayer) { localPlayer->crazyMove(); return true; } return false; } impHandler0(moveToTarget) { if (localPlayer && !inputManager.isActionActive(InputAction::TARGET_ATTACK) && !inputManager.isActionActive(InputAction::ATTACK)) { localPlayer->moveToTarget(); return true; } return false; } impHandler0(moveToHome) { if (localPlayer && !inputManager.isActionActive(InputAction::TARGET_ATTACK) && !inputManager.isActionActive(InputAction::ATTACK)) { localPlayer->moveToHome(); if (Game::instance()) Game::instance()->setValidSpeed(); return true; } return false; } impHandler0(directUp) { if (localPlayer) { if (localPlayer->getDirection() != BeingDirection::UP) { // if (PacketLimiter::limitPackets(PACKET_DIRECTION)) { localPlayer->setDirection(BeingDirection::UP); if (Net::getPlayerHandler()) Net::getPlayerHandler()->setDirection(BeingDirection::UP); } } return true; } return false; } impHandler0(directDown) { if (localPlayer) { if (localPlayer->getDirection() != BeingDirection::DOWN) { // if (PacketLimiter::limitPackets(PACKET_DIRECTION)) { localPlayer->setDirection(BeingDirection::DOWN); if (Net::getPlayerHandler()) { Net::getPlayerHandler()->setDirection( BeingDirection::DOWN); } } } return true; } return false; } impHandler0(directLeft) { if (localPlayer) { if (localPlayer->getDirection() != BeingDirection::LEFT) { // if (PacketLimiter::limitPackets(PACKET_DIRECTION)) { localPlayer->setDirection(BeingDirection::LEFT); if (Net::getPlayerHandler()) { Net::getPlayerHandler()->setDirection( BeingDirection::LEFT); } } } return true; } return false; } impHandler0(directRight) { if (localPlayer) { if (localPlayer->getDirection() != BeingDirection::RIGHT) { // if (PacketLimiter::limitPackets(PACKET_DIRECTION)) { localPlayer->setDirection(BeingDirection::RIGHT); if (Net::getPlayerHandler()) { Net::getPlayerHandler()->setDirection( BeingDirection::RIGHT); } } } return true; } return false; } } // namespace Actions