khanat-opennel-code/code/ryzom/client/src/motion/user_controls.cpp

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2010-05-06 00:08:41 +00:00
// 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"
//////////////
// Includes //
//////////////
// 3D Interface.
#include "nel/3d/u_driver.h"
#include "nel/3d/u_scene.h"
#include "nel/3d/u_camera.h"
#include "nel/3d/u_transform.h"
// GAME SHARE
#include "game_share/bot_chat_types.h"
// Client.
#include "user_controls.h"
#include "../actions_client.h"
#include "../user_entity.h"
#include "../cursor_functions.h"
#include "../time_client.h"
#include "../interface_v3/interface_manager.h"
#include "../entities.h"
#include "../view.h"
#include "../input.h"
// Misc
#include "nel/misc/mouse_device.h"
// Std
#include <vector>
//
#include "../r2/editor.h"
///////////
// Using //
///////////
using namespace std;
using namespace NLMISC;
using namespace NL3D;
/////////////
// Externs //
/////////////
extern UDriver *Driver;
extern UScene *Scene;
extern CEventsListener EventsListener; // Inputs Manager
/////////////
// Globals //
/////////////
// User Controls (mouse, keyboard, interfaces, ...)
CUserControls UserControls;
// Hierachical timer
H_AUTO_DECL ( RZ_Client_User_Controls_Update )
// ----------------------------------------------------------------------------
static bool isSwimming()
{
if (UserEntity != NULL)
return (UserEntity->mode() == MBEHAV::SWIM || UserEntity->mode() == MBEHAV::MOUNT_SWIM);
else
return false;
}
static bool isSit()
{
if (UserEntity)
return UserEntity->isSit();
else
return false;
}
static bool isRiding()
{
if (UserEntity)
return UserEntity->isRiding();
else
return false;
}
///////////////
// Functions //
///////////////
//---------------------------------------------------
// CUserControls :
// Constructor.
//---------------------------------------------------
CUserControls::CUserControls()
{
init();
}// CUserControls //
//---------------------------------------------------
// init :
// Initialize all the components.
//---------------------------------------------------
void CUserControls::init()
{
// Default Mode is Interface Mode.
_LastMode = _Mode = InterfaceMode;
_LeftClickStart = 0;
_LeftClickEnd = 0;
_RightClickStart = 0;
_RightClickEnd = 0;
_TimeBeforeMouseSlide = 50;
_TimeLongClick = 200;
_TransSpeed = 1.f;
_UpdateView = false;
_ZOscil = 0;
_Acc = 0;
_T0 = 0;
_T = 0;
_V0 = _TransSpeed;
_T0View = 0;
_TView = 0;
_TurnBack = false;
_ClickMove = false;
_Start = CVector(0,0,0);
_Destination = _Start;
_Dist = -1;
_DirectionMove = none;
_Locked = false; // Move is not locked.
_FreeLook = false;
_InternalView = true;
_LastFrameBackward = false;
_LastFrameForward = false;
_LastFrameAutowalk = false;
_LastFrameStrafeLeft = false;
_LastFrameStrafeRight = false;
_LastFrameTurnLeft = false;
_LastFrameTurnRight = false;
_LastFrameLeftButtonDown= false;
_LastFrameMousePosX = 0.f;
_LastFrameMousePosY = 0.f;
_CameraAuto = false;
_UserCameraDeltaYaw = 0;
_ResetSmoothCameraDeltaYaw= ResetCDYOff;
_CurrentFrameFreeLookCalled= false;
_RotateUserLRVelocity= 0.f;
_RotateUserUDVelocity= 0.f;
_RotateCameraLRVelocity= 0.f;
_MouseCaptured = false;
_NeedReleaseForward = false;
_NextForwardCancelMoveTo = false;
}// init //
//-----------------------------------------------
// needReleaseForward :
//-----------------------------------------------
void CUserControls::needReleaseForward()
{
if( Actions.valide("forward") )
{
_NeedReleaseForward = true;
}
}
//-----------------------------------------------
// autowalkState :
//-----------------------------------------------
void CUserControls::autowalkState(bool enable)
{
if(enable)
{
_DirectionMove |= autowalk;
// If not backward, default is forward.
if(!(_DirectionMove & backward))
_DirectionMove |= forward;
}
else
_DirectionMove &= ~(autowalk|forward|backward);
}// autowalkState //
//-----------------------------------------------
// update :
// Main function of the Class -> Call it each frame.
//-----------------------------------------------
void CUserControls::update()
{
H_AUTO_USE ( RZ_Client_User_Controls_Update );
View.update();
// Reset the moving direction.
_DirectionMove &= ~(left | right);
// if not locked, move
if(!_Locked)
{
// What is the current _Mode ?
switch(_Mode)
{
// Interface Mode.
case InterfaceMode:
interfaceMode();
break;
// AI Mode
case AIMode:
aiMode();
break;
// Death Mode
case DeathMode:
deathMode();
break;
// Mount Mode
case MountMode:
mountMode();
break;
// Third Person View Mode
case ThirdMode:
thirdMode();
break;
}
_LastFrameForward = Actions.valide("forward") && !_NeedReleaseForward;
if( UserEntity->mode() != MBEHAV::MOUNT_SWIM )
{
_LastFrameBackward = Actions.valide("backward");
}
_LastFrameAutowalk = Actions.valide("toggle_auto_walk");
if( isSit() || UserEntity->isAFK() )
{
if( _LastFrameForward || _LastFrameBackward )
{
UserEntity->sit(false);
UserEntity->setAFK(false);
}
}
if (isSwimming() || isRiding())
{
_LastFrameStrafeLeft = false;
_LastFrameStrafeRight = false;
}
else
{
_LastFrameStrafeLeft = Actions.valide("strafe_left");
_LastFrameStrafeRight = Actions.valide("strafe_right");
}
_LastFrameTurnLeft = Actions.valide("turn_left");
_LastFrameTurnRight = Actions.valide("turn_right");
_LastFrameLeftButtonDown= EventsListener.isMouseButtonDown(leftButton);
_LastFrameMousePosX = EventsListener.getMousePosX();
_LastFrameMousePosY = EventsListener.getMousePosY();
}
// update the refinePos (for landscape refining...)
// In fly mode, take the view pos.
if(_Mode == AIMode)
View.refinePos(View.viewPos());
// Else take the entity pos (for less update if 3rd personn)
else
View.refinePos(UserEntity->pos());
// update camera collision once per frame
View.updateCameraCollision();
CInterfaceManager::getInstance()->getDbProp("UI:VARIABLES:MK_MOVE")->setValue32(autowalkState());
}// update //
//-----------------------------------------------
// Acceleration helper
//-----------------------------------------------
void CUserControls::updateVelocity (float deltaTime, float acceleration, float brake, float speedMax, float &speed)
{
speed += acceleration * deltaTime;
// No acclereration, brake
if (acceleration == 0)
{
brake *= deltaTime;
if (speed < 0)
{
if (speed > -brake)
speed = 0;
else
speed += brake;
}
else
{
if (speed < brake)
speed = 0;
else
speed -= brake;
}
}
// Clamp the speed
clamp (speed, -speedMax, speedMax);
}// updateVelocity //
//-----------------------------------------------
// keyboardRotation :
// Manage keyboard rotation
//-----------------------------------------------
void CUserControls::keyboardRotationLR (bool left, bool right)
{
if (left || right)
{
float accel = 0;
if (left)
{
accel += ClientCfg.RotAccel;
_RotateUserLRVelocity = std::max (_RotateUserLRVelocity, ClientCfg.RotKeySpeedMin);
}
if (right)
{
accel -= ClientCfg.RotAccel;
_RotateUserLRVelocity = std::min (_RotateUserLRVelocity, -ClientCfg.RotKeySpeedMin);
}
updateVelocity (DT, accel, ClientCfg.RotAccel, ClientCfg.RotKeySpeedMax, _RotateUserLRVelocity);
// Rotate the body.
UserEntity->rotate(DT*_RotateUserLRVelocity);
}
else
_RotateUserLRVelocity = 0;
}// keyboardRotation //
//-----------------------------------------------
// keyboardRotationUD :
//-----------------------------------------------
void CUserControls::keyboardRotationUD (bool up, bool down)
{
if (up || down)
{
float accel = 0;
if (up)
{
accel += ClientCfg.RotAccel;
_RotateUserUDVelocity = std::max (_RotateUserUDVelocity, ClientCfg.RotKeySpeedMin);
}
if (down)
{
accel -= ClientCfg.RotAccel;
_RotateUserUDVelocity = std::min (_RotateUserUDVelocity, -ClientCfg.RotKeySpeedMin);
}
updateVelocity (DT, accel, ClientCfg.RotAccel, ClientCfg.RotKeySpeedMax, _RotateUserUDVelocity);
UserEntity->rotHeadVertically(DT*_RotateUserUDVelocity);
UserEntity->stopForceHeadPitchInFollow();
}
else
_RotateUserUDVelocity = 0;
}// keyboardRotationUD //
//-----------------------------------------------
// keyboardRotationCameraLR :
//-----------------------------------------------
void CUserControls::keyboardRotationCameraLR (bool left, bool right)
{
if (left || right)
{
float accel = 0;
if (left)
{
accel += ClientCfg.RotAccel;
_RotateCameraLRVelocity = std::max (_RotateCameraLRVelocity, ClientCfg.RotKeySpeedMin);
}
if (right)
{
accel -= ClientCfg.RotAccel;
_RotateCameraLRVelocity = std::min (_RotateCameraLRVelocity, -ClientCfg.RotKeySpeedMin);
}
updateVelocity (DT, accel, ClientCfg.RotAccel, ClientCfg.RotKeySpeedMax, _RotateCameraLRVelocity);
// Rotate the camera
appendCameraDeltaYaw(DT*_RotateCameraLRVelocity);
}
else
_RotateCameraLRVelocity = 0;
}
//-----------------------------------------------
// getMouseAngleMove
//-----------------------------------------------
void CUserControls::getMouseAngleMove(float &dx, float &dy)
{
dx = 0.0f;
dy = 0.0f;
// The mouse may still "StandardMove" ie through a CEventMouseMove
// This can happens cause DirectInputDisabled, or because of the "Rotation Anti-Lag system"
// which start to rotate before the mouse is hid and message mode passed to RawMode
extern IMouseDevice *MouseDevice;
if (MouseDevice)
{
if( EventsListener.getMousePosX() != _LastFrameMousePosX ||
EventsListener.getMousePosY() != _LastFrameMousePosY )
{
float dmpx= EventsListener.getMousePosX() - _LastFrameMousePosX;
float dmpy= EventsListener.getMousePosY() - _LastFrameMousePosY;
// simulate mickeys mode
MouseDevice->convertStdMouseMoveInMickeys(dmpx, dmpy);
if(ClientCfg.FreeLookInverted) dmpy = -dmpy;
// update free look
EventsListener.updateFreeLookPos(dmpx, dmpy);
}
}
// If the mouse move on the axis X, with a CGDMouseMove
if(EventsListener.isMouseAngleX())
dx = -EventsListener.getMouseAngleX ();
// If the mouse move on the axis Y, with a CGDMouseMove
if(EventsListener.isMouseAngleY())
dy = EventsListener.getMouseAngleY ();
}
//-----------------------------------------------
// freeLook :
// Manage a free look.
//-----------------------------------------------
void CUserControls::freeLook(bool fullMode)
{
static bool leftButtonDownInFullMode = false;
EventsListener.enableMouseSmoothing(true);
// **** Mouse rotation => apply to user
float dx,dy;
getMouseAngleMove(dx,dy);
// apply
if(dx != 0.f)
{
if( UserEntity->canChangeFront() )
{
UserEntity->rotate(dx);
}
else
{
appendCameraDeltaYaw(dx);
}
}
if(dy != 0.f)
{
UserEntity->rotHeadVertically(dy);
UserEntity->stopForceHeadPitchInFollow();
}
// **** Only in fullMode (longClick for instance)
if(fullMode)
{
_CurrentFrameFreeLookCalled= true;
CInterfaceManager *IM = CInterfaceManager::getInstance ();
// FREE LOOK : Hide the cursor
// disable interface mouse handling.
IM->enableMouseHandling(false);
// Get the cursor instance
CViewPointer *cursor = IM->getPointer();
if(cursor)
{
// Hide the Cursor.
SetMouseFreeLook();
}
// **** special actions keys while in free look
if (isSwimming() || isRiding())
keyboardRotationLR (false, false);
else
keyboardRotationLR (Actions.valide("strafe_left"), Actions.valide("strafe_right"));
// Strafe Left
if(Actions.valide("turn_left"))
_DirectionMove |= left;
// Strafe Right
if(Actions.valide("turn_right"))
_DirectionMove |= right;
// **** Left mouse click while in freelook: forward
// NB: in commonMove() the case "rightButtonDown+leftButtonDown" is managed.
// but still important to test it here, in case of FreeLook mode (no right button down needed)
if(EventsListener.isMouseButtonDown (leftButton))
{
// Forward.
_DirectionMove |= forward;
_DirectionMove &= ~backward;
// Quit autowalk if first frame in this mode
if( !leftButtonDownInFullMode )
_DirectionMove &= ~autowalk;
// Moving Break any Follow Mode
UserEntity->disableFollow();
UserEntity->moveTo(CLFECOMMON::INVALID_SLOT, 0.0, CUserEntity::None);
leftButtonDownInFullMode = true;
}
else
{
leftButtonDownInFullMode = false;
}
if( UserEntity->canChangeFront() )
{
// **** reset delta camera
applyCameraDeltaYawToUser();
}
}
}// freeLook //
//-----------------------------------------------
// cameraLook :
// Manage the camera look.
//-----------------------------------------------
void CUserControls::cameraLook(bool fullMode)
{
EventsListener.enableMouseSmoothing(true);
// **** Mouse rotation => apply X to camera, Y to user
float dx,dy;
getMouseAngleMove(dx,dy);
// apply
if(dx != 0.f)
appendCameraDeltaYaw(dx);
// If the mouse move on the axis Y, cahnge the actual user pitch (not the delta camera)
if(dy != 0.f)
{
UserEntity->rotHeadVertically(dy);
UserEntity->stopForceHeadPitchInFollow();
}
// **** Only in fullMode (longClick for instance)
if(fullMode)
{
CInterfaceManager *IM = CInterfaceManager::getInstance ();
// CAMERA LOOK : Hide the cursor
// disable interface mouse handling.
IM->enableMouseHandling(false);
// Get the cursor instance
CViewPointer *cursor = IM->getPointer();
if(cursor)
{
// Hide the Cursor.
SetMouseFreeLook();
}
}
}// cameraLook //
//-----------------------------------------------
// commonMove :
// Manage some common actions.
// \todo GUIGUI : manage control before entities update, but view only after move
2010-05-06 00:08:41 +00:00
//-----------------------------------------------
void CUserControls::commonMove()
{
CInterfaceManager *IM = CInterfaceManager::getInstance ();
/////////////////
// RESET USER CAMERA YAW
testApplyCameraYawToUser();
/////////////////
// MOUSE WHEEL //
CEventsListener::TWheelState wheelState = EventsListener.getWheelState(); // Done all the time, to reset the state
View.changeCameraDist((wheelState == CEventsListener::foreward), (wheelState == CEventsListener::backward));
// Camera Up/Down.
View.changeCameraHeight(Actions.valide("camera_up"), Actions.valide("camera_down"));
//////////////////
// LOOK UP/DOWN //
keyboardRotationUD(Actions.valide("look_up"), Actions.valide("look_down"));
/////////////
// FORWARD //
// ON
if(Actions.valide("forward") && !_NeedReleaseForward)
{
// Forward
_DirectionMove |= forward;
_DirectionMove &= ~backward;
// Start Action
if(!_LastFrameForward)
{
// Start autowalk mode.
if(Actions.valide("toggle_auto_walk"))
_DirectionMove |= autowalk;
// Leave autowalk mode.
else
_DirectionMove &= ~autowalk;
}
if( _NextForwardCancelMoveTo )
{
_NextForwardCancelMoveTo = false;
UserEntity->moveTo(CLFECOMMON::INVALID_SLOT, 0.0, CUserEntity::None);
applyCameraDeltaYawToUser();
}
}
// OFF
else
{
if(_LastFrameForward)
if(!(_DirectionMove & autowalk))
_DirectionMove &= ~forward;
// since forward is released, forward is now enable again
if( !Actions.valide("forward") && _NeedReleaseForward)
{
_NeedReleaseForward = false;
_NextForwardCancelMoveTo = true;
}
}
//////////////
// BACKWARD //
// ON
if(Actions.valide("backward"))
{
if( UserEntity->mode()!=MBEHAV::MOUNT_SWIM )
{
// Backward
_DirectionMove |= backward;
_DirectionMove &= ~forward;
}
// Start Action
if(!_LastFrameBackward)
{
// Start autowalk mode.
if(Actions.valide("toggle_auto_walk"))
_DirectionMove |= autowalk;
// Leave autowalk mode.
else
_DirectionMove &= ~autowalk;
}
}
// OFF
else
{
if(_LastFrameBackward)
if(!(_DirectionMove & autowalk))
_DirectionMove &= ~backward;
}
// turn left or right will break the move-to, so forward is enable again here
if(Actions.valide("turn_left") || Actions.valide("turn_right"))
{
if( _NeedReleaseForward )
{
_NeedReleaseForward = false;
_NextForwardCancelMoveTo = false;
// if free cam mode reset the view because move if target turned around camera may be
if( !ClientCfg.AutomaticCamera )
{
resetSmoothCameraDeltaYaw();
}
}
}
//////////////
// AUTOWALK //
// Must be after forward and backward to know the autowalk direction
// ON
if(Actions.valide("toggle_auto_walk"))
{
// Action start
if(!_LastFrameAutowalk)
{
// Leave autowalk if forward and backward not pushed and only if autowalk just pushed.
if((_DirectionMove & autowalk) && !Actions.valide("forward") && !Actions.valide("backward"))
_DirectionMove &= ~(autowalk|forward|backward);
else
{
// Start Autowalk
_DirectionMove |= autowalk;
// If not backward, default is forward.
if(!(_DirectionMove & backward))
_DirectionMove |= forward;
}
}
}
//////////////
// MOUSE MANAGEMENT
//////////////
// Left Click and Dbl Click
bool dblClickLeft = false;
if(EventsListener.isMouseButtonPushed(leftButton))
{
_LeftClickStart = T1;
}
if( EventsListener.isMouseButtonReleased (leftButton) )
{
if(T1 <= _LeftClickEnd+IM->getUserDblClickDelay())
{
dblClickLeft = true;
}
_LeftClickEnd = T1;
}
// Right Click and Dbl Click
bool dblClickRight = false;
if(EventsListener.isMouseButtonPushed(rightButton))
{
_RightClickStart = T1;
}
if( EventsListener.isMouseButtonReleased (rightButton) )
{
if(T1 <= _RightClickEnd+IM->getUserDblClickDelay())
{
dblClickRight = true;
}
_RightClickEnd = T1;
}
_CurrentFrameFreeLookCalled= false;
if(_FreeLook)
{
if(EventsListener.isMouseButtonReleased (rightButton))
{
// stop FreeLook (and restore mouse/cursor)
stopFreeLook();
}
else
{
// if we are in follow mode, do a cameraLook instead
if(UserEntity->follow() || UserEntity->moveTo())
cameraLook(true);
else
freeLook(true);
}
}
else
{
if (!_MouseCaptured)
{
// if rightbutton release while left MouseButton UP
if ( EventsListener.isMouseButtonReleased (rightButton) && EventsListener.isMouseButtonUp (leftButton))
{
// Cursor mode.
SetMouseCursor ();
// Short Right Click -> Check Action
if((T1-_RightClickStart) <= _TimeLongClick)
{
if(ClientCfg.SelectWithRClick || R2::isEditionCurrent())
{
// nb : the ring editor also need that kind of events
execActionCursorPos(true,dblClickRight);
}
// Launch Context Menu
if (R2::getEditor().getMode() != R2::CEditor::EditionMode)
{
IM->launchContextMenuInGame("ui:interface:game_context_menu");
}
}
// Give back the mouse handling to the interface.
IM->enableMouseHandling(true);
EventsListener.enableMouseSmoothing(false);
}
// if leftbutton release while right MouseButton UP
if ( EventsListener.isMouseButtonReleased (leftButton) && EventsListener.isMouseButtonUp (rightButton))
{
// Cursor mode.
SetMouseCursor ();
// Short Left Click -> Check Action
if((T1-_LeftClickStart) <= _TimeLongClick)
{
execActionCursorPos(false, dblClickLeft);
}
// Give back the mouse handling to the interface.
IM->enableMouseHandling(true);
EventsListener.enableMouseSmoothing(false);
}
// if Right button down
if (EventsListener.isMouseButtonDown (rightButton))
{
// NB: start the freeLook sooner than a longclick
if((T1-_RightClickStart) > _TimeBeforeMouseSlide)
{
// if we are in follow mode, do a cameraLook on RightSlide, else do a freeLook
if(UserEntity->follow() || UserEntity->moveTo() || UserEntity->isSit() || UserEntity->isAFK())
// FullMode (hide mouse...) only if longClick
cameraLook(T1-_RightClickStart > _TimeLongClick);
else
{
// FullMode (hide mouse...) only if longClick
freeLook(T1-_RightClickStart > _TimeLongClick);
if( _NeedReleaseForward )
{
_NeedReleaseForward = false;
_NextForwardCancelMoveTo = false;
// if free cam mode reset the view because move if target turned around camera may be
if( !ClientCfg.AutomaticCamera )
{
resetSmoothCameraDeltaYaw();
}
}
}
}
}
// if Right Mouse button is up
else
{
// mouse camera look: when the user hold down the left button for a time, while the right button is up
if (EventsListener.isMouseButtonDown (leftButton))
{
// NB: start the freeLook sooner than a longclick
if((T1 -_LeftClickStart ) > _TimeBeforeMouseSlide)
// FullMode (hide mouse...) only if longClick
cameraLook(T1-_LeftClickStart > _TimeLongClick);
}
if ( ! (isSwimming() || isRiding()))
{
// Strafe Left
if(Actions.valide("strafe_left"))
_DirectionMove |= left;
// Strafe Right
if(Actions.valide("strafe_right"))
_DirectionMove |= right;
}
if( !UserEntity->isSit() && !UserEntity->isAFK() )
{
// Test rotation keys
if( UserEntity->canChangeFront() )
{
keyboardRotationLR (Actions.valide("turn_left"), Actions.valide("turn_right"));
}
else
{
keyboardRotationCameraLR (Actions.valide("turn_left"), Actions.valide("turn_right"));
}
}
}
}
}
if (!_MouseCaptured)
{
// If both button are pressed in any case (whatever the _TimeBeforeMouseSlide time), treat as "forward"
static bool bothButtonPressed = false;
if(EventsListener.isMouseButtonDown (leftButton) && EventsListener.isMouseButtonDown (rightButton))
{
// Forward.
_DirectionMove |= forward;
_DirectionMove &= ~backward;
// quit autowalk if entering both button pressed mode
if( !bothButtonPressed )
{
_DirectionMove &= ~autowalk;
}
// Moving Break any Follow Mode
UserEntity->disableFollow();
UserEntity->moveTo(CLFECOMMON::INVALID_SLOT, 0.0, CUserEntity::None);
// if sit, stand up
UserEntity->sit(false);
// and no more in afk mode
UserEntity->setAFK(false);
bothButtonPressed = true;
}
else
{
bothButtonPressed = false;
}
}
// Manage here the Release of Forward in any of third case (keyUP, leftButton in freeLook, and both buttons down)
if( (_DirectionMove & forward) && (_DirectionMove & autowalk)==0)
{
// freeLook() called and leftButton down => walk
bool walkInFreeLook= _CurrentFrameFreeLookCalled && EventsListener.isMouseButtonDown(leftButton);
// both button down => walk too
bool walkWithBothButton= (EventsListener.isMouseButtonDown (leftButton) && EventsListener.isMouseButtonDown (rightButton));
// if no forward action valid, quit forward
if(! (Actions.valide("forward") || walkInFreeLook || walkWithBothButton) )
_DirectionMove &= ~forward;
}
////////////////////
// CAMERA DELTA YAW ADDS
////////////////////
if (!_MouseCaptured)
{
// reset too if middle button clicked
if(EventsListener.isMouseButtonReleased(middleButton))
{
resetSmoothCameraDeltaYaw();
}
// Handle rotations with keys
bool cameraLeft,cameraRight;
if( UserEntity->isSit() || UserEntity->isAFK() )
{
cameraLeft = Actions.valide("camera_turn_left") || Actions.valide("turn_left");
cameraRight = Actions.valide("camera_turn_right") || Actions.valide("turn_right");
}
else
{
cameraLeft = Actions.valide("camera_turn_left");
cameraRight = Actions.valide("camera_turn_right");
}
keyboardRotationCameraLR (cameraLeft, cameraRight);
// reset over time
if(_ResetSmoothCameraDeltaYaw!=ResetCDYOff)
{
// normalize in -Pi/Pi
_UserCameraDeltaYaw = float(fmod(_UserCameraDeltaYaw, 2.0f*(float)Pi));
if(_UserCameraDeltaYaw>Pi)
_UserCameraDeltaYaw-= 2*float(Pi);
else if(_UserCameraDeltaYaw<-Pi)
_UserCameraDeltaYaw+= 2*float(Pi);
// reset over time
if(_UserCameraDeltaYaw<0)
{
_UserCameraDeltaYaw+= DT*ClientCfg.CameraResetSpeed;
if(_UserCameraDeltaYaw>=0)
{
_UserCameraDeltaYaw= 0;
_ResetSmoothCameraDeltaYaw= ResetCDYOff;
}
}
else
{
_UserCameraDeltaYaw-= DT*ClientCfg.CameraResetSpeed;
if(_UserCameraDeltaYaw<=0)
{
_UserCameraDeltaYaw= 0;
_ResetSmoothCameraDeltaYaw= ResetCDYOff;
}
}
}
}
////////////////////
// APPLY MOTION.
////////////////////
move();
}// commonMove //
//-----------------------------------------------
// move :
// Move the caracter according to the inputs.
//-----------------------------------------------
void CUserControls::move()
{
// If the user is sit(), remove any move
if( UserEntity->isSit() || UserEntity->isAFK() )
_DirectionMove= none;
if( _DirectionMove != none )
{
cancelActionsWhenMoving();
}
// Forward/backward motion.
float direction = 0;
if(_DirectionMove&forward)
direction += 1;
if( UserEntity->mode() != MBEHAV::MOUNT_SWIM )
{
if(_DirectionMove&backward)
direction -= 1;
}
// Changes the front velocity for the user.
UserEntity->frontVelocity(direction);
// Strafe motion.
float directionStrafe = 0;
if( ! (isSwimming() || isRiding()) )
{
if(_DirectionMove&left)
directionStrafe += 1;
if(_DirectionMove&right)
directionStrafe -= 1;
}
else if ( isRiding() )
{
// Check if the mount is able to run, and force walking mode if not, because the player can always switch the mode
UserEntity->checkMountAbleToRun();
}
// Changes the lateral velocity for the user.
UserEntity->lateralVelocity(directionStrafe);
}// move //
//-----------------------------------------------
// mode :
// Change the current Mode.
//-----------------------------------------------
void CUserControls::mode(const TMoveMode mode)
{
// Unlock the motion;
_Locked = false;
// If the mode didn't change -> return.
if(_Mode == mode)
return;
// Write that the last Mode end.
switch(_Mode)
{
case InterfaceMode:
interfaceModeStop();
break;
case AIMode:
aiModeStop();
break;
// Death Mode
case DeathMode:
deathModeStop();
break;
// Mount Mode
case MountMode:
mountModeStop();
break;
// Third Person View Mode
case ThirdMode:
thirdModeStop();
break;
}
// Backup the last Mode.
_LastMode = _Mode;
// Set the new mode.
_Mode = mode;
// Write that the new Mode Start.
switch(_Mode)
{
case InterfaceMode:
interfaceModeStart();
break;
// AI Mode
case AIMode:
aiModeStart();
break;
// Death Mode
case DeathMode:
deathModeStart();
break;
// Mount Mode
case MountMode:
mountModeStart();
break;
// Third Person View Mode
case ThirdMode:
thirdModeStart();
break;
}
}// mode //
//-----------------------------------------------
// modeStr :
// Return the string associated to the motion Mode.
//-----------------------------------------------
string CUserControls::modeStr() const
{
switch(mode())
{
// Interface Mode
case CUserControls::InterfaceMode:
return "InterfaceMode";
// Camera Mode
case CUserControls::AIMode:
return "AIMode";
// Death Mode
case CUserControls::DeathMode:
return "DeathMode";
// Mount Mode
case CUserControls::MountMode:
return "MountMode";
// Third Person View Mode
case CUserControls::ThirdMode:
return "Third Person View Mode";
// Unknown Mode
default:
return "Unknown Control Mode";
}
}// modeStr //
//-----------------------------------------------
//-----------------------------------------------
// execActionCursorPos :
// Execute action depending on the cursor position (left/right click).
//-----------------------------------------------
void CUserControls::execActionCursorPos(bool rightClick, bool dblClick)
{
// Check there is no interface under the cursor.
CInterfaceManager *IM = CInterfaceManager::getInstance();
if(IM->isMouseOverWindow())
return;
// Update the cursor.
ContextCur.check();
// Execute Action.
ContextCur.execute(rightClick,dblClick);
}// execActionCursorPos //
//-----------------------------------------------
// resetCameraDeltaYaw()
//-----------------------------------------------
void CUserControls::resetCameraDeltaYaw()
{
_UserCameraDeltaYaw= 0.f;
_ResetSmoothCameraDeltaYaw= ResetCDYOff;
}
//-----------------------------------------------
// appendCameraDeltaYaw()
//-----------------------------------------------
void CUserControls::appendCameraDeltaYaw(float dYaw)
{
_UserCameraDeltaYaw+= dYaw;
// Stop the smooth reset if any
_ResetSmoothCameraDeltaYaw= ResetCDYOff;
}
//-----------------------------------------------
// resetSmoothCameraDeltaYaw()
//-----------------------------------------------
void CUserControls::resetSmoothCameraDeltaYaw()
{
// Force the reset if the user currently in follow/moveTo
if(UserEntity->follow() || UserEntity->moveTo())
_ResetSmoothCameraDeltaYaw= ResetCDYForced;
else
_ResetSmoothCameraDeltaYaw= ResetCDYOn;
}
//-----------------------------------------------
// applyCameraDeltaYawToUser();
//-----------------------------------------------
void CUserControls::applyCameraDeltaYawToUser()
{
// apply delta camera to the UserEntity
UserEntity->rotate(_UserCameraDeltaYaw);
// and reset
_UserCameraDeltaYaw= 0.f;
_ResetSmoothCameraDeltaYaw= ResetCDYOff;
}
//-----------------------------------------------
// testApplyCameraYawToUser()
//-----------------------------------------------
void CUserControls::testApplyCameraYawToUser()
{
// only if not in "camera look" mode
if(!EventsListener.isMouseButtonDown(leftButton))
{
// if any of those actions start
if( ( !_LastFrameForward && Actions.valide("forward") && !_NeedReleaseForward) ||
( !_LastFrameBackward && Actions.valide("backward") ) ||
( !_LastFrameAutowalk && Actions.valide("toggle_auto_walk") ) )
/*( !_LastFrameStrafeLeft && Actions.valide("strafe_left") ) ||
( !_LastFrameStrafeRight && Actions.valide("strafe_right") ) ||
( !_LastFrameTurnLeft && Actions.valide("turn_left") ) ||
( !_LastFrameTurnRight && Actions.valide("turn_right") ) )*/
{
applyCameraDeltaYawToUser();
}
}
// if both buttons are pressed, then reset.
// This is for the case where right button is pressed while left button was down for cameraLook()
if( EventsListener.isMouseButtonDown(leftButton) && EventsListener.isMouseButtonDown(rightButton))
{
applyCameraDeltaYawToUser();
}
}
//-----------------------------------------------
//commonSetView()
//-----------------------------------------------
void CUserControls::commonSetView()
{
// Set the view direction.
CMatrix camMat;
camMat.identity();
camMat.setRot(CVector(0,-1,0), CVector(1,0,0), CVector(0,0,1), true);
camMat.rotateZ(UserEntity->frontYaw() + _UserCameraDeltaYaw);
camMat.rotateX(float(UserEntity->getHeadPitch()));
View.view(camMat.getJ());
// Update the mount direction.
CEntityCL *mount = EntitiesMngr.entity(UserEntity->parent());
if(mount)
{
mount->front(UserEntity->front());
}
}
//-----------------------------------------------
// startFreeLook()
//-----------------------------------------------
void CUserControls::startFreeLook()
{
_FreeLook= true;
}
//-----------------------------------------------
// stopFreeLook()
//-----------------------------------------------
void CUserControls::stopFreeLook()
{
EventsListener.enableMouseSmoothing(false);
_FreeLook= false;
// Cursor mode
SetMouseCursor ();
// Give back the mouse handling to the interface.
CInterfaceManager::getInstance()->enableMouseHandling(true);
}
//-----------------------------------------------
// cancelActionsWhenMoving()
//-----------------------------------------------
void CUserControls::cancelActionsWhenMoving()
{
if( UserEntity->behaviour() == MBEHAV::EXTRACTING ||
(UserEntity->behaviour() >= MBEHAV::MAGIC_CASTING_BEHAVIOUR_BEGIN && UserEntity->behaviour() <= MBEHAV::MAGIC_CASTING_BEHAVIOUR_END) )
{
UserEntity->cancelAllPhrases();
}
if( UserEntity->behaviour() == MBEHAV::RANGE_ATTACK )
{
//UserEntity->disengage();
}
}