/* * The ManaPlus Client * Copyright (C) 2012-2019 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 "game.h" #include "actions/actiondef.h" #include "actions/pets.h" #include "being/crazymoves.h" #include "being/localplayer.h" #include "enums/being/beingdirection.h" #include "gui/windows/socialwindow.h" #include "gui/windows/npcdialog.h" #include "gui/windows/outfitwindow.h" #include "gui/popups/popupmenu.h" #include "input/inputactionoperators.h" #include "net/playerhandler.h" #include "debug.h" namespace Actions { static bool closeMoveNpcDialog(bool focus) { NpcDialog *const dialog = NpcDialog::getActive(); if (dialog != nullptr) { if (dialog->isCloseState() != 0) { dialog->closeDialog(); return true; } else if (focus) { dialog->refocus(); } } return false; } impHandler(moveUp) { if (inputManager.isActionActive(InputAction::EMOTE)) return directUp(event); else if (inputManager.isActionActive(InputAction::PET_EMOTE)) return petDirectUp(event); else if (inputManager.isActionActive(InputAction::STOP_ATTACK)) return petMoveUp(event); else if (!localPlayer->canMove()) return directUp(event); if (popupMenu->isPopupVisible()) { popupMenu->moveUp(); return true; } return closeMoveNpcDialog(false); } impHandler(moveDown) { if (inputManager.isActionActive(InputAction::EMOTE)) return directDown(event); else if (inputManager.isActionActive(InputAction::PET_EMOTE)) return petDirectDown(event); else if (inputManager.isActionActive(InputAction::STOP_ATTACK)) return petMoveDown(event); else if (!localPlayer->canMove()) return directDown(event); if (popupMenu->isPopupVisible()) { popupMenu->moveDown(); return true; } return closeMoveNpcDialog(false); } impHandler(moveLeft) { if (outfitWindow != nullptr && inputManager.isActionActive(InputAction::WEAR_OUTFIT)) { outfitWindow->wearPreviousOutfit(false); if (Game::instance() != nullptr) Game::instance()->setValidSpeed(); return true; } if (inputManager.isActionActive(InputAction::EMOTE)) return directLeft(event); else if (inputManager.isActionActive(InputAction::PET_EMOTE)) return petDirectLeft(event); else if (inputManager.isActionActive(InputAction::STOP_ATTACK)) return petMoveLeft(event); else if (!localPlayer->canMove()) return directLeft(event); return closeMoveNpcDialog(false); } impHandler(moveRight) { if (outfitWindow != nullptr && inputManager.isActionActive(InputAction::WEAR_OUTFIT)) { outfitWindow->wearNextOutfit(false); if (Game::instance() != nullptr) Game::instance()->setValidSpeed(); return true; } if (inputManager.isActionActive(InputAction::EMOTE)) return directRight(event); else if (inputManager.isActionActive(InputAction::PET_EMOTE)) return petDirectRight(event); else if (inputManager.isActionActive(InputAction::STOP_ATTACK)) return petMoveRight(event); else if (!localPlayer->canMove()) 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 != nullptr) && num >= 0) { socialWindow->selectPortal(num); return true; } return false; } impHandler0(crazyMoves) { if (localPlayer != nullptr) { ::crazyMoves->crazyMove(); return true; } return false; } impHandler0(moveToTarget) { if (localPlayer != nullptr && !inputManager.isActionActive(InputAction::TARGET_ATTACK) && !inputManager.isActionActive(InputAction::ATTACK)) { localPlayer->moveToTarget(-1); return true; } return false; } impHandler0(moveToHome) { if (localPlayer != nullptr && !inputManager.isActionActive(InputAction::TARGET_ATTACK) && !inputManager.isActionActive(InputAction::ATTACK)) { localPlayer->moveToHome(); if (Game::instance() != nullptr) Game::instance()->setValidSpeed(); return true; } return false; } impHandler0(directUp) { if (localPlayer != nullptr) { if (localPlayer->getDirection() != BeingDirection::UP) { // if (PacketLimiter::limitPackets(PacketType::PACKET_DIRECTION)) { localPlayer->setDirection(BeingDirection::UP); if (playerHandler != nullptr) playerHandler->setDirection(BeingDirection::UP); } } return true; } return false; } impHandler0(directDown) { if (localPlayer != nullptr) { if (localPlayer->getDirection() != BeingDirection::DOWN) { // if (PacketLimiter::limitPackets(PacketType::PACKET_DIRECTION)) { localPlayer->setDirection(BeingDirection::DOWN); if (playerHandler != nullptr) { playerHandler->setDirection( BeingDirection::DOWN); } } } return true; } return false; } impHandler0(directLeft) { if (localPlayer != nullptr) { if (localPlayer->getDirection() != BeingDirection::LEFT) { // if (PacketLimiter::limitPackets(PacketType::PACKET_DIRECTION)) { localPlayer->setDirection(BeingDirection::LEFT); if (playerHandler != nullptr) { playerHandler->setDirection( BeingDirection::LEFT); } } } return true; } return false; } impHandler0(directRight) { if (localPlayer != nullptr) { if (localPlayer->getDirection() != BeingDirection::RIGHT) { // if (PacketLimiter::limitPackets(PacketType::PACKET_DIRECTION)) { localPlayer->setDirection(BeingDirection::RIGHT); if (playerHandler != nullptr) { playerHandler->setDirection( BeingDirection::RIGHT); } } } return true; } return false; } } // namespace Actions