/* * The ManaPlus Client * Copyright (C) 2012-2013 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 <http://www.gnu.org/licenses/>. */ #include "actionmanager.h" #include "actormanager.h" #include "dropshortcut.h" #include "emoteshortcut.h" #include "game.h" #include "itemshortcut.h" #include "soundmanager.h" #include "being/localplayer.h" #include "being/playerinfo.h" #include "being/playerrelations.h" #include "input/inputevent.h" #include "input/inputmanager.h" #include "gui/sdlinput.h" #include "gui/viewport.h" #include "gui/windows/skilldialog.h" #include "gui/windows/socialwindow.h" #include "gui/windows/statuswindow.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/ministatuswindow.h" #include "gui/windows/npcdialog.h" #include "gui/windows/outfitwindow.h" #include "gui/windows/setup.h" #include "gui/windows/shopwindow.h" #include "gui/windows/shortcutwindow.h" #include "gui/widgets/tabs/chattab.h" #include "render/graphics.h" #include "net/net.h" #include "net/playerhandler.h" #include "utils/gettext.h" #ifdef ANDROID #ifndef USE_SDL2 #include <SDL_screenkeyboard.h> #endif #endif #include "debug.h" #define impHandler(name) bool name(const InputEvent &event) #define impHandler0(name) bool name(const InputEvent &event A_UNUSED) extern ShortcutWindow *spellShortcutWindow; extern QuitDialog *quitDialog; namespace ActionManager { impHandler(moveUp) { if (NpcDialog *const dialog = NpcDialog::getActive()) { dialog->refocus(); return false; } if (inputManager.isActionActive(Input::KEY_EMOTE)) return directUp(event); return false; } impHandler(moveDown) { if (NpcDialog *const dialog = NpcDialog::getActive()) { dialog->refocus(); return false; } if (inputManager.isActionActive(Input::KEY_EMOTE)) return directDown(event); return false; } impHandler(moveLeft) { if (outfitWindow && inputManager.isActionActive(Input::KEY_WEAR_OUTFIT)) { outfitWindow->wearPreviousOutfit(); if (Game::instance()) Game::instance()->setValidSpeed(); return true; } if (inputManager.isActionActive(Input::KEY_EMOTE)) return directLeft(event); return false; } impHandler(moveRight) { if (outfitWindow && inputManager.isActionActive(Input::KEY_WEAR_OUTFIT)) { outfitWindow->wearNextOutfit(); if (Game::instance()) Game::instance()->setValidSpeed(); return true; } if (inputManager.isActionActive(Input::KEY_EMOTE)) return directRight(event); return false; } impHandler(moveForward) { if (inputManager.isActionActive(Input::KEY_EMOTE)) return directRight(event); return false; } impHandler(emote) { const int emotion = 1 + event.action - Input::KEY_EMOTE_1; if (emotion > 0) { if (emoteShortcut) emoteShortcut->useEmote(emotion); if (Game::instance()) Game::instance()->setValidSpeed(); return true; } return false; } impHandler(moveToPoint) { const int num = event.action - Input::KEY_MOVE_TO_POINT_1; if (socialWindow && num >= 0) { socialWindow->selectPortal(num); return true; } return false; } impHandler(outfit) { if (inputManager.isActionActive(Input::KEY_WEAR_OUTFIT)) { const int num = event.action - Input::KEY_OUTFIT_1; if (outfitWindow && num >= 0) { outfitWindow->wearOutfit(num); if (Game::instance()) Game::instance()->setValidSpeed(); return true; } } else if (inputManager.isActionActive(Input::KEY_COPY_OUTFIT)) { const int num = event.action - Input::KEY_OUTFIT_1; if (outfitWindow && num >= 0) { outfitWindow->copyOutfit(num); if (Game::instance()) Game::instance()->setValidSpeed(); return true; } } return false; } impHandler0(mouseClick) { if (!guiInput) return false; int mouseX, mouseY; SDL_GetMouseState(&mouseX, &mouseY); guiInput->simulateMouseClick(mouseX, mouseY, gcn::MouseEvent::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(gcn::ActionEvent(nullptr, "cancel")); return true; } else if (NpcDialog *const dialog = NpcDialog::getActive()) { dialog->action(gcn::ActionEvent(nullptr, "ok")); return true; } return false; } impHandler(shortcut) { if (itemShortcutWindow) { const int num = itemShortcutWindow->getTabIndex(); if (num >= 0 && num < static_cast<int>(SHORTCUT_TABS)) { if (itemShortcut[num]) { itemShortcut[num]->useItem(event.action - Input::KEY_SHORTCUT_1); } } return true; } return false; } impHandler0(toggleChat) { return chatWindow ? chatWindow->requestChatFocus() : false; } impHandler0(prevChatTab) { if (chatWindow) { chatWindow->prevTab(); return true; } return false; } impHandler0(nextChatTab) { if (chatWindow) { chatWindow->nextTab(); return true; } return false; } impHandler0(closeChatTab) { if (chatWindow) { chatWindow->closeTab(); return true; } return false; } impHandler0(prevSocialTab) { if (socialWindow) { socialWindow->prevTab(); return true; } return false; } impHandler0(nextSocialTab) { if (socialWindow) { socialWindow->nextTab(); return true; } return false; } impHandler0(scrollChatUp) { if (chatWindow && chatWindow->isWindowVisible()) { chatWindow->scroll(-DEFAULT_CHAT_WINDOW_SCROLL); return true; } return false; } impHandler0(scrollChatDown) { if (chatWindow && chatWindow->isWindowVisible()) { chatWindow->scroll(DEFAULT_CHAT_WINDOW_SCROLL); return true; } return false; } impHandler0(quit) { if (!Game::instance()) return false; if (viewport && viewport->isPopupMenuVisible()) { viewport->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(switchQuickDrop) { if (player_node && !player_node->getDisableGameModifiers()) { player_node->changeQuickDropCounter(); return true; } return false; } impHandler0(heal) { if (actorManager) { if (inputManager.isActionActive(Input::KEY_MOD)) { Being *target = player_node->getTarget(); if (!target || target->getType() != ActorSprite::PLAYER) { target = actorManager->findNearestLivingBeing( player_node, 10, ActorSprite::PLAYER); if (target) player_node->setTarget(target); } } actorManager->healTarget(); if (Game::instance()) Game::instance()->setValidSpeed(); return true; } return false; } impHandler0(crazyMoves) { if (player_node) { player_node->crazyMove(); return true; } return false; } impHandler0(itenplz) { if (actorManager) { if (Net::getPlayerHandler() && Net::getPlayerHandler()->canUseMagic() && PlayerInfo::getAttribute(PlayerInfo::MP) >= 3) { actorManager->itenplz(); } return true; } return false; } impHandler0(changeCrazyMove) { if (player_node) { player_node->changeCrazyMoveType(); return true; } return false; } impHandler0(changePickupType) { if (player_node) { player_node->changePickUpType(); return true; } return false; } impHandler0(moveToTarget) { if (player_node && !inputManager.isActionActive(Input::KEY_TARGET_ATTACK) && !inputManager.isActionActive(Input::KEY_ATTACK)) { player_node->moveToTarget(); return true; } return false; } impHandler0(moveToHome) { if (player_node && !inputManager.isActionActive(Input::KEY_TARGET_ATTACK) && !inputManager.isActionActive(Input::KEY_ATTACK)) { player_node->moveToHome(); if (Game::instance()) Game::instance()->setValidSpeed(); return true; } return false; } impHandler0(setHome) { if (player_node) { player_node->setHome(); return true; } return false; } impHandler0(changeMoveType) { if (player_node) { player_node->invertDirection(); return true; } return false; } impHandler0(changeAttackWeaponType) { if (player_node) { player_node->changeAttackWeaponType(); return true; } return false; } impHandler0(changeAttackType) { if (player_node) { player_node->changeAttackType(); return true; } return false; } impHandler0(changeFollowMode) { if (player_node) { player_node->changeFollowMode(); return true; } return false; } impHandler0(changeImitationMode) { if (player_node) { player_node->changeImitationMode(); return true; } return false; } impHandler0(magicAttack) { if (player_node) { player_node->magicAttack(); return true; } return false; } impHandler0(changeMagicAttack) { if (player_node) { player_node->switchMagicAttack(); return true; } return false; } impHandler0(changePvpMode) { if (player_node) { player_node->switchPvpAttack(); return true; } return false; } impHandler0(changeMoveToTarget) { if (player_node) { player_node->changeMoveToTargetType(); return true; } return false; } impHandler0(copyEquippedToOutfit) { if (outfitWindow) { outfitWindow->copyFromEquiped(); return true; } return false; } impHandler0(changeGameModifier) { if (player_node) { player_node->switchGameModifiers(); return true; } return false; } impHandler0(changeAudio) { soundManager.changeAudio(); return true; } impHandler0(away) { if (player_node) { player_node->changeAwayMode(); player_node->updateStatus(); if (Game::instance()) Game::instance()->setValidSpeed(); return true; } return false; } impHandler0(camera) { if (viewport) { viewport->toggleCameraMode(); if (Game::instance()) Game::instance()->setValidSpeed(); return true; } return false; } impHandler0(setupWindowShow) { if (setupWindow) { if (setupWindow->isWindowVisible()) { setupWindow->doCancel(); } else { setupWindow->setVisible(true); setupWindow->requestMoveToTop(); } return true; } return false; } impHandler0(pickup) { if (player_node) { player_node->pickUpItems(); return true; } return false; } impHandler0(sit) { if (player_node) { if (inputManager.isActionActive(Input::KEY_EMOTE)) player_node->updateSit(); else player_node->toggleSit(); return true; } return false; } impHandler0(hideWindows) { if (statusWindow) statusWindow->setVisible(false); if (inventoryWindow) inventoryWindow->setVisible(false); if (shopWindow) shopWindow->setVisible(false); if (skillDialog) skillDialog->setVisible(false); if (setupWindow) setupWindow->setVisible(false); if (equipmentWindow) equipmentWindow->setVisible(false); if (helpWindow) helpWindow->setVisible(false); if (debugWindow) debugWindow->setVisible(false); if (outfitWindow) outfitWindow->setVisible(false); if (dropShortcutWindow) dropShortcutWindow->setVisible(false); if (spellShortcutWindow) spellShortcutWindow->setVisible(false); if (botCheckerWindow) botCheckerWindow->setVisible(false); if (socialWindow) socialWindow->setVisible(false); if (questsWindow) questsWindow->setVisible(false); return true; } impHandler0(helpWindowShow) { if (helpWindow) { if (helpWindow->isWindowVisible()) { helpWindow->setVisible(false); } else { helpWindow->loadHelp("index"); helpWindow->requestMoveToTop(); } return true; } return false; } static void showHideWindow(Window *const window) { if (window) { window->setVisible(!window->isWindowVisible()); if (window->isWindowVisible()) window->requestMoveToTop(); } } impHandler0(statusWindowShow) { showHideWindow(statusWindow); return true; } impHandler0(inventoryWindowShow) { showHideWindow(inventoryWindow); return true; } impHandler0(equipmentWindowShow) { showHideWindow(equipmentWindow); return true; } impHandler0(skillDialogShow) { showHideWindow(skillDialog); return true; } impHandler0(minimapWindowShow) { if (minimap) { minimap->toggle(); return true; } return false; } impHandler0(chatWindowShow) { showHideWindow(chatWindow); return true; } impHandler0(shortcutWindowShow) { showHideWindow(itemShortcutWindow); return true; } impHandler0(debugWindowShow) { showHideWindow(debugWindow); return true; } impHandler0(socialWindowShow) { showHideWindow(socialWindow); return true; } impHandler0(emoteShortcutWindowShow) { showHideWindow(emoteShortcutWindow); return true; } impHandler0(outfitWindowShow) { showHideWindow(outfitWindow); return true; } impHandler0(shopWindowShow) { showHideWindow(shopWindow); return true; } impHandler0(dropShortcutWindowShow) { showHideWindow(dropShortcutWindow); return true; } impHandler0(killStatsWindowShow) { showHideWindow(killStats); return true; } impHandler0(spellShortcutWindowShow) { showHideWindow(spellShortcutWindow); return true; } impHandler0(botcheckerWindowShow) { showHideWindow(botCheckerWindow); return true; } impHandler0(whoIsOnlineWindowShow) { showHideWindow(whoIsOnline); return true; } impHandler0(didYouKnowWindowShow) { showHideWindow(didYouKnowWindow); return true; } impHandler0(questsWindowShow) { showHideWindow(questsWindow); return true; } impHandler0(changeMapMode) { if (viewport) viewport->toggleDebugPath(); if (miniStatusWindow) miniStatusWindow->updateStatus(); if (Game::instance()) { if (Map *const map = Game::instance()->getCurrentMap()) map->redrawMap(); } return true; } impHandler0(changeTrade) { unsigned int deflt = player_relations.getDefault(); if (deflt & PlayerRelation::TRADE) { if (localChatTab) { // TRANSLATORS: disable trades message localChatTab->chatLog(_("Ignoring incoming trade requests"), BY_SERVER); } deflt &= ~PlayerRelation::TRADE; } else { if (localChatTab) { // TRANSLATORS: enable trades message localChatTab->chatLog(_("Accepting incoming trade requests"), BY_SERVER); } deflt |= PlayerRelation::TRADE; } player_relations.setDefault(deflt); return true; } impHandler0(screenshot) { Game::createScreenshot(); return true; } impHandler0(ignoreInput) { return true; } impHandler0(directUp) { if (player_node) { if (player_node->getDirection() != Being::UP) { // if (client->limitPackets(PACKET_DIRECTION)) { player_node->setDirection(Being::UP); if (Net::getPlayerHandler()) Net::getPlayerHandler()->setDirection(Being::UP); } } return true; } return false; } impHandler0(directDown) { if (player_node) { if (player_node->getDirection() != Being::DOWN) { // if (client->limitPackets(PACKET_DIRECTION)) { player_node->setDirection(Being::DOWN); if (Net::getPlayerHandler()) Net::getPlayerHandler()->setDirection(Being::DOWN); } } return true; } return false; } impHandler0(directLeft) { if (player_node) { if (player_node->getDirection() != Being::LEFT) { // if (client->limitPackets(PACKET_DIRECTION)) { player_node->setDirection(Being::LEFT); if (Net::getPlayerHandler()) Net::getPlayerHandler()->setDirection(Being::LEFT); } } return true; } return false; } impHandler0(directRight) { if (player_node) { if (player_node->getDirection() != Being::RIGHT) { // if (client->limitPackets(PACKET_DIRECTION)) { player_node->setDirection(Being::RIGHT); if (Net::getPlayerHandler()) Net::getPlayerHandler()->setDirection(Being::RIGHT); } } return true; } return false; } impHandler0(talk) { if (player_node) { Being *target = player_node->getTarget(); if (!target && actorManager) { target = actorManager->findNearestLivingBeing( player_node, 1, ActorSprite::NPC); // ignore closest target if distance in each direction more than 1 if (target) { if (abs(target->getTileX() - player_node->getTileX()) > 1 || abs(target->getTileY() - player_node->getTileY()) > 1) { return true; } } } if (target) { if (target->canTalk()) target->talkTo(); else if (target->getType() == Being::PLAYER) new BuySellDialog(target->getName()); } return true; } return false; } impHandler0(stopAttack) { if (player_node) { player_node->stopAttack(); // not consume if target attack key pressed if (inputManager.isActionActive(Input::KEY_TARGET_ATTACK)) return false; return true; } return false; } impHandler0(untarget) { if (player_node) { player_node->untarget(); return true; } return false; } impHandler0(attack) { if (player_node) { Being *const target = player_node->getTarget(); if (target) player_node->attack(target, true); return true; } return false; } impHandler0(targetAttack) { if (player_node && actorManager) { Being *target = nullptr; const bool newTarget = !inputManager.isActionActive( Input::KEY_STOP_ATTACK); // A set target has highest priority if (!player_node->getTarget()) { // Only auto target Monsters target = actorManager->findNearestLivingBeing( player_node, 90, ActorSprite::MONSTER); } else { target = player_node->getTarget(); } player_node->attack2(target, newTarget); return true; } return false; } static bool setTarget(const ActorSprite::Type type) { if (actorManager && player_node) { Being *const target = actorManager->findNearestLivingBeing( player_node, 20, type); if (target && target != player_node->getTarget()) player_node->setTarget(target); return true; } return false; } impHandler0(targetPlayer) { return setTarget(ActorSprite::PLAYER); } impHandler0(targetMonster) { return setTarget(ActorSprite::MONSTER); } impHandler0(targetNPC) { return setTarget(ActorSprite::NPC); } impHandler0(safeVideoMode) { if (mainGraphics) mainGraphics->setFullscreen(false); return true; } impHandler0(stopSit) { if (player_node) { player_node->stopAttack(); // not consume if target attack key pressed if (inputManager.isActionActive(Input::KEY_TARGET_ATTACK)) return false; if (!player_node->getTarget()) { if (inputManager.isActionActive(Input::KEY_EMOTE)) player_node->updateSit(); else player_node->toggleSit(); } 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 (viewport) { viewport->showWindowsPopup(); return true; } return false; } } // namespace ActionManager