449 lines
13 KiB
C++
449 lines
13 KiB
C++
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
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// Copyright (C) 2010 Winch Gate Property Limited
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#include "stdpch.h"
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using namespace std;
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using namespace NLMISC;
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#include "nel/gui/action_handler.h"
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#include "../motion/user_controls.h"
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#include "../view.h"
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#include "../misc.h"
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#include "../input.h"
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#include "../client_cfg.h"
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#include "../actions_client.h"
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#include "../entities.h"
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#include "interface_manager.h"
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#include "action_handler_tools.h"
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#include "nel/gui/ctrl_base_button.h"
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////////////
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// GLOBAL //
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////////////
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extern sint CompassMode;
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extern class CView View;
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extern CUserControls UserControls;
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extern bool ShowInterface;
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/**********************************************************************************************************
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* *
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* debug handlers actions *
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* *
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***********************************************************************************************************/
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// ------------------------------------------------------------------------------------------------
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class CAHChangeCompassMode : public IActionHandler
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{
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virtual void execute (CCtrlBase * /* pCaller */, const string &/* Params */)
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{
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CompassMode = CompassMode ? 0:1;
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}
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};
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REGISTER_ACTION_HANDLER (CAHChangeCompassMode, "change_compass_mode");
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// ------------------------------------------------------------------------------------------------
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class CAHSetPos : public IActionHandler
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{
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virtual void execute (CCtrlBase * /* pCaller */, const string &/* Params */)
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{
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UserEntity->pacsPos(View.viewPos());
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UserEntity->front(View.view());
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UserEntity->dir(View.view());
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}
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};
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REGISTER_ACTION_HANDLER (CAHSetPos, "set_pos");
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// ----------------------------------------------
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class CAHFrontSelection : public IActionHandler
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{
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public:
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virtual void execute (CCtrlBase * /* pCaller */, const string &Params)
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{
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if(!UserEntity)
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return;
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// select Enemy or enemy? Never select user
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uint flags;
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if(Params=="friend")
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// for friend: select both dead and alive (for heal). But Select only Players (not bot)
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flags= CEntityFilterFlag::NotUser | CEntityFilterFlag::Player | CEntityFilterFlag::Friend;
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else
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// for enemy: interesting to select only Alive entities (to chain-nuke)
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// select both NonPlayer and Player (for PVP)
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flags= CEntityFilterFlag::NotUser | CEntityFilterFlag::Enemy | CEntityFilterFlag::Alive;
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// If there is an entity selected -> Set as the Target. Cycle with last target
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CEntityCL *entity = EntitiesMngr.getEntityInCamera(flags, ClientCfg.SpaceSelectionDist, UserEntity->targetSlot());
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if(entity)
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{
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// Select this entity.
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UserEntity->selection(entity->slot());
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// Yoyo: not interesting: commonly Fight (use shortcut instead)
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// Launch Context Menu.
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/*CInterfaceManager *IM = CInterfaceManager::getInstance();
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IM->launchContextMenuInGame("ui:interface:game_context_menu");*/
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}
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}
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};
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REGISTER_ACTION_HANDLER (CAHFrontSelection, "front_selection");
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// ------------------------------------------------------------------------------------------------
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class CAHMove : public IActionHandler
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{
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public:
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virtual void execute (CCtrlBase * /* pCaller */, const string &/* Params */)
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{
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// Moving Break the Follow Mode
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UserEntity->disableFollow();
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UserEntity->moveTo(CLFECOMMON::INVALID_SLOT, 0.0, CUserEntity::None);
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}
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};
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// ------------------------------------------------------------------------------------------------
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class CAHTurnLeft : public CAHMove
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{
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};
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REGISTER_ACTION_HANDLER (CAHTurnLeft, "turn_left");
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// ------------------------------------------------------------------------------------------------
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class CAHTurnRight : public CAHMove
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{
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};
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REGISTER_ACTION_HANDLER (CAHTurnRight, "turn_right");
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// ------------------------------------------------------------------------------------------------
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class CAHStrafeLeft : public CAHMove
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{
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};
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REGISTER_ACTION_HANDLER (CAHStrafeLeft, "strafe_left");
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// ------------------------------------------------------------------------------------------------
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class CAHStrafeRight : public CAHMove
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{
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};
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REGISTER_ACTION_HANDLER (CAHStrafeRight, "strafe_right");
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// ------------------------------------------------------------------------------------------------
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class CAHForward : public CAHMove
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{
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};
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REGISTER_ACTION_HANDLER (CAHForward, "forward");
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// ------------------------------------------------------------------------------------------------
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class CAHBackward : public CAHMove
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{
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};
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REGISTER_ACTION_HANDLER (CAHBackward, "backward");
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// ------------------------------------------------------------------------------------------------
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class CAHToggleAutoWalk: public IActionHandler
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{
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public:
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virtual void execute (CCtrlBase * /* pCaller */, const string &/* Params */)
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{
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}
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};
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REGISTER_ACTION_HANDLER (CAHToggleAutoWalk, "toggle_auto_walk");
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// ------------------------------------------------------------------------------------------------
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class CAHToggleLight: public IActionHandler
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{
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virtual void execute (CCtrlBase * /* pCaller */, const string &/* Params */)
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{
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UserEntity->light();
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}
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};
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REGISTER_ACTION_HANDLER (CAHToggleLight, "toggle_light");
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// ------------------------------------------------------------------------------------------------
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class CAHFreeMouse : public IActionHandler
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{
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virtual void execute (CCtrlBase * /* pCaller */, const string &/* Params */)
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{
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InitMouseWithCursor (!IsMouseCursorHardware ());
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ClientCfg.HardwareCursor = IsMouseCursorHardware();
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// if the game config window is opened, keep in sync
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bool written = false;
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CInterfaceManager *im = CInterfaceManager::getInstance();
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if (im)
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{
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CInterfaceGroup *ig = dynamic_cast<CInterfaceGroup *>(CWidgetManager::getInstance()->getElementFromId("ui:interface:game_config"));
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if (ig && ig->getActive())
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{
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CInterfaceGroup *igHard = dynamic_cast<CInterfaceGroup *>(ig->getGroup("hard"));
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if (igHard)
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{
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CCtrlBaseButton *cbb = dynamic_cast<CCtrlBaseButton *>(igHard->getCtrl("c"));
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if (cbb)
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{
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if(cbb->getPushed() != IsMouseCursorHardware())
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{
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cbb->setPushed(IsMouseCursorHardware());
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cbb->runLeftClickAction();
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written = true;
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}
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}
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}
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}
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}
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if (!written)
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{
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ClientCfg.writeBool("HardwareCursor", IsMouseCursorHardware());
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}
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}
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};
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REGISTER_ACTION_HANDLER (CAHFreeMouse, "free_mouse");
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// ------------------------------------------------------------------------------------------------
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class CAHToggleCamera : public IActionHandler
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{
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virtual void execute (CCtrlBase * /* pCaller */, const string &/* Params */)
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{
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// Change the camera view
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UserEntity->toggleCamera();
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}
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};
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REGISTER_ACTION_HANDLER (CAHToggleCamera, "toggle_camera");
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// ------------------------------------------------------------------------------------------------
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class CAHToggleNames : public IActionHandler
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{
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public:
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CAHToggleNames()
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{
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_Count = 0;
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}
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virtual void execute (CCtrlBase * /* pCaller */, const string &Params)
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{
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CActionsManager *pAM = &Actions;
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// Key Up
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if(!pAM->valide(CAction::CName("toggle_names", Params.c_str())))
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{
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// Toggles Names back.
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if(_Count > 1)
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ClientCfg.Names = !ClientCfg.Names;
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_Count = 0;
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}
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// Key Down
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else
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{
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// First Time
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if(_Count == 0)
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ClientCfg.Names = !ClientCfg.Names;
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_Count++;
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}
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}
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private:
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uint32 _Count;
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};
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REGISTER_ACTION_HANDLER (CAHToggleNames, "toggle_names");
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// ------------------------------------------------------------------------------------------------
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class CAHRearView : public IActionHandler
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{
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virtual void execute (CCtrlBase * /* pCaller */, const string &Params)
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{
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static bool PreviousShowInterface = true;
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CActionsManager *pAM = &Actions;
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// Key Down
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if(pAM->valide(CAction::CName("rear_view", Params.c_str())))
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{
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PreviousShowInterface = ShowInterface; // save previous show interface value
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ShowInterface = false;
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View.rearView(true);
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}
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// Key Up
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else
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{
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ShowInterface = PreviousShowInterface; // restore previous show interface value
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View.rearView(false);
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}
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}
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};
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REGISTER_ACTION_HANDLER (CAHRearView, "rear_view");
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// ------------------------------------------------------------------------------------------------
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class CAHCameraUp : public IActionHandler
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{
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public:
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virtual void execute (CCtrlBase * /* pCaller */, const string &/* Params */)
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{
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}
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};
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REGISTER_ACTION_HANDLER (CAHCameraUp, "camera_up");
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class CAHCameraDown : public IActionHandler
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{
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public:
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virtual void execute (CCtrlBase * /* pCaller */, const string &/* Params */)
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{
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}
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};
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REGISTER_ACTION_HANDLER (CAHCameraDown, "camera_down");
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// ------------------------------------------------------------------------------------------------
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class CAHCameraTurnLeft : public IActionHandler
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{
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public:
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virtual void execute (CCtrlBase * /* pCaller */, const string &/* Params */)
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{
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}
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};
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REGISTER_ACTION_HANDLER (CAHCameraTurnLeft, "camera_turn_left");
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class CAHCameraTurnRight : public IActionHandler
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{
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public:
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virtual void execute (CCtrlBase * /* pCaller */, const string &/* Params */)
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{
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}
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};
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REGISTER_ACTION_HANDLER (CAHCameraTurnRight, "camera_turn_right");
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class CAHCameraTurnCenter : public IActionHandler
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{
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public:
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virtual void execute (CCtrlBase * /* pCaller */, const string &/* Params */)
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{
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UserControls.resetSmoothCameraDeltaYaw();
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}
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};
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REGISTER_ACTION_HANDLER (CAHCameraTurnCenter, "camera_turn_center");
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// ------------------------------------------------------------------------------------------------
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// Toggle Sit / Stand, but don't change speed
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class CAHToggleSitStand: public IActionHandler
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{
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void execute (CCtrlBase * /* pCaller */, const std::string &/* sParams */)
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{
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UserEntity->sit(!UserEntity->isSit());
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}
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};
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REGISTER_ACTION_HANDLER (CAHToggleSitStand, "toggle_sit_stand");
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// Force sit, but don't change speed
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class CAHForceSit: public IActionHandler
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{
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void execute (CCtrlBase * /* pCaller */, const std::string &/* sParams */)
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{
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if(!UserEntity->isSit())
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{
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// disable afk mode
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UserEntity->setAFK(false);
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UserEntity->sit(true);
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}
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}
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};
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REGISTER_ACTION_HANDLER (CAHForceSit, "force_sit");
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// Force stand, but don't change speed
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class CAHForceStand: public IActionHandler
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{
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void execute (CCtrlBase * /* pCaller */, const std::string &/* sParams */)
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{
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if(UserEntity->isSit())
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UserEntity->sit(false);
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}
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};
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REGISTER_ACTION_HANDLER (CAHForceStand, "force_stand");
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// ------------------------------------------------------------------------------------------------
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// Toggle run/walk, but don't unsit
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class CAHToggleRunWalk : public IActionHandler
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{
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virtual void execute (CCtrlBase * /* pCaller */, const string &/* Params */)
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{
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UserEntity->switchVelocity();
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}
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};
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REGISTER_ACTION_HANDLER (CAHToggleRunWalk, "toggle_run_walk");
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// force walk mode, and leave sit() mode if any
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class CAHForceWalk : public IActionHandler
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{
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virtual void execute (CCtrlBase * /* pCaller */, const string &/* Params */)
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{
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// swith velocity?
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if(UserEntity->running())
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UserEntity->switchVelocity();
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// unsit?
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if(UserEntity->isSit())
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UserEntity->sit(false);
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// leave afk mode?
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if(UserEntity->isAFK())
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UserEntity->setAFK(false);
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}
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};
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REGISTER_ACTION_HANDLER (CAHForceWalk, "force_walk");
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// force run mode, and leave sit() mode if any
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class CAHForceRun : public IActionHandler
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{
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virtual void execute (CCtrlBase * /* pCaller */, const string &/* Params */)
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{
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// swith velocity?
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if(!UserEntity->running())
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UserEntity->switchVelocity();
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// unsit?
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if(UserEntity->isSit())
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UserEntity->sit(false);
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// leave afk mode?
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if(UserEntity->isAFK())
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UserEntity->setAFK(false);
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}
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};
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REGISTER_ACTION_HANDLER (CAHForceRun, "force_run");
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// ------------------------------------------------------------------------------------------------
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class CAHToggleDodgeParry : public IActionHandler
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{
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virtual void execute (CCtrlBase * /* pCaller */, const string &/* Params */)
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{
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CInterfaceManager *pIM = CInterfaceManager::getInstance();
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ucstring msg;
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// 0 - dodge mode
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// 1 - parry mode
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if (NLGUI::CDBManager::getInstance()->getDbProp("SERVER:DEFENSE:DEFENSE_MODE")->getValue32() == 0)
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{
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sendMsgToServer("COMBAT:PARRY");
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msg = CI18N::get("msgUserModeParry");
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}
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else
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{
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sendMsgToServer("COMBAT:DODGE");
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msg = CI18N::get("msgUserModeDodge");
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}
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// display dodge/parry mode message
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string cat = getStringCategory(msg, msg);
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pIM->displaySystemInfo(msg, cat);
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}
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};
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REGISTER_ACTION_HANDLER (CAHToggleDodgeParry, "toggle_dodge_parry");
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