khanat-opennel-code/code/ryzom/client/src/interface_v3/action_handler_move.cpp

449 lines
13 KiB
C++

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