/* * 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/ipc.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; } impHandler0(ipcToggle) { if (ipc) { IPC::stop(); if (!ipc) debugChatTab->chatLog("IPC service stopped."); else debugChatTab->chatLog("Unable to stop IPC service."); } else { IPC::start(); if (ipc) { debugChatTab->chatLog(strprintf("IPC service available on port %d", ipc->getPort())); } else { debugChatTab->chatLog("Unable to start IPC service"); } } return true; } } // namespace Actions