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https://port.numenaute.org/aleajactaest/khanat-opennel-code.git
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1334 lines
33 KiB
C++
1334 lines
33 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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//////////////
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// Includes //
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//////////////
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// GAME SHARE
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#include "game_share/bot_chat_types.h"
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// Client.
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#include "user_controls.h"
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#include "../actions_client.h"
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#include "../user_entity.h"
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#include "../cursor_functions.h"
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#include "../time_client.h"
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#include "../interface_v3/interface_manager.h"
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#include "../entities.h"
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#include "../view.h"
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#include "../input.h"
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//
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#include "../r2/editor.h"
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///////////
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// Using //
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///////////
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using namespace std;
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using namespace NLMISC;
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using namespace NL3D;
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/////////////
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// Externs //
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/////////////
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extern UDriver *Driver;
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extern UScene *Scene;
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extern CEventsListener EventsListener; // Inputs Manager
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/////////////
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// Globals //
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/////////////
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// User Controls (mouse, keyboard, interfaces, ...)
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CUserControls UserControls;
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// Hierarchical timer
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H_AUTO_DECL ( RZ_Client_User_Controls_Update )
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// ----------------------------------------------------------------------------
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static bool isSwimming()
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{
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if (UserEntity != NULL)
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return (UserEntity->mode() == MBEHAV::SWIM || UserEntity->mode() == MBEHAV::MOUNT_SWIM);
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else
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return false;
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}
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static bool isSit()
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{
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if (UserEntity)
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return UserEntity->isSit();
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else
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return false;
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}
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static bool isRiding()
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{
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if (UserEntity)
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return UserEntity->isRiding();
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else
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return false;
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}
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///////////////
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// Functions //
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///////////////
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//---------------------------------------------------
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// CUserControls :
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// Constructor.
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//---------------------------------------------------
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CUserControls::CUserControls()
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{
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init();
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}// CUserControls //
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//---------------------------------------------------
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// init :
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// Initialize all the components.
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//---------------------------------------------------
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void CUserControls::init()
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{
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// Default Mode is Interface Mode.
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_LastMode = _Mode = InterfaceMode;
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_LeftClickStart = 0;
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_LeftClickEnd = 0;
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_RightClickStart = 0;
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_RightClickEnd = 0;
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_TimeBeforeMouseSlide = 50;
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_TimeLongClick = 200;
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_TransSpeed = 1.f;
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_UpdateView = false;
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_ZOscil = 0;
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_Acc = 0;
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_T0 = 0;
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_T = 0;
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_V0 = _TransSpeed;
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_T0View = 0;
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_TView = 0;
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_TurnBack = false;
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_ClickMove = false;
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_Start = CVector(0,0,0);
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_Destination = _Start;
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_Dist = -1;
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_DirectionMove = none;
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_Locked = false; // Move is not locked.
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_FreeLook = false;
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_InternalView = true;
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_LastFrameBackward = false;
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_LastFrameForward = false;
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_LastFrameAutowalk = false;
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_LastFrameStrafeLeft = false;
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_LastFrameStrafeRight = false;
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_LastFrameTurnLeft = false;
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_LastFrameTurnRight = false;
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_LastFrameLeftButtonDown= false;
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_LastFrameMousePosX = 0.f;
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_LastFrameMousePosY = 0.f;
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_CameraAuto = false;
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_UserCameraDeltaYaw = 0;
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_ResetSmoothCameraDeltaYaw= ResetCDYOff;
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_CurrentFrameFreeLookCalled= false;
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_RotateUserLRVelocity= 0.f;
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_RotateUserUDVelocity= 0.f;
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_RotateCameraLRVelocity= 0.f;
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_MouseCaptured = false;
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_NeedReleaseForward = false;
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_NextForwardCancelMoveTo = false;
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}// init //
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//-----------------------------------------------
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// needReleaseForward :
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//-----------------------------------------------
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void CUserControls::needReleaseForward()
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{
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if( Actions.valide("forward") )
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{
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_NeedReleaseForward = true;
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}
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}
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//-----------------------------------------------
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// autowalkState :
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//-----------------------------------------------
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void CUserControls::autowalkState(bool enable)
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{
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if(enable)
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{
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_DirectionMove |= autowalk;
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// If not backward, default is forward.
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if(!(_DirectionMove & backward))
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_DirectionMove |= forward;
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}
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else
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_DirectionMove &= ~(autowalk|forward|backward);
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}// autowalkState //
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//-----------------------------------------------
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// update :
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// Main function of the Class -> Call it each frame.
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//-----------------------------------------------
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void CUserControls::update()
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{
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H_AUTO_USE ( RZ_Client_User_Controls_Update );
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View.update();
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// Reset the moving direction.
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_DirectionMove &= ~(left | right);
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// if not locked, move
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if(!_Locked)
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{
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// What is the current _Mode ?
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switch(_Mode)
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{
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// Interface Mode.
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case InterfaceMode:
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interfaceMode();
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break;
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// AI Mode
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case AIMode:
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aiMode();
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break;
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// Death Mode
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case DeathMode:
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deathMode();
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break;
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// Mount Mode
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case MountMode:
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mountMode();
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break;
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// Third Person View Mode
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case ThirdMode:
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thirdMode();
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break;
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default:
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break;
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}
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_LastFrameForward = Actions.valide("forward") && !_NeedReleaseForward;
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if( UserEntity->mode() != MBEHAV::MOUNT_SWIM )
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{
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_LastFrameBackward = Actions.valide("backward");
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}
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_LastFrameAutowalk = Actions.valide("toggle_auto_walk");
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if( isSit() || UserEntity->isAFK() )
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{
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if( _LastFrameForward || _LastFrameBackward )
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{
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UserEntity->sit(false);
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UserEntity->setAFK(false);
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}
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}
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if (isSwimming() || isRiding())
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{
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_LastFrameStrafeLeft = false;
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_LastFrameStrafeRight = false;
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}
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else
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{
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_LastFrameStrafeLeft = Actions.valide("strafe_left");
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_LastFrameStrafeRight = Actions.valide("strafe_right");
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}
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_LastFrameTurnLeft = Actions.valide("turn_left");
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_LastFrameTurnRight = Actions.valide("turn_right");
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_LastFrameLeftButtonDown= EventsListener.isMouseButtonDown(leftButton);
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_LastFrameMousePosX = EventsListener.getMousePosX();
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_LastFrameMousePosY = EventsListener.getMousePosY();
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}
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// update the refinePos (for landscape refining...)
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// In fly mode, take the view pos.
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if(_Mode == AIMode)
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View.refinePos(View.viewPos());
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// Else take the entity pos (for less update if 3rd personn)
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else
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View.refinePos(UserEntity->pos());
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// update camera collision once per frame
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View.updateCameraCollision();
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CInterfaceManager::getInstance()->getDbProp("UI:VARIABLES:MK_MOVE")->setValue32(autowalkState());
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}// update //
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//-----------------------------------------------
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// Acceleration helper
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//-----------------------------------------------
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void CUserControls::updateVelocity (float deltaTime, float acceleration, float brake, float speedMax, float &speed)
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{
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speed += acceleration * deltaTime;
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// No acclereration, brake
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if (acceleration == 0)
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{
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brake *= deltaTime;
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if (speed < 0)
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{
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if (speed > -brake)
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speed = 0;
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else
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speed += brake;
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}
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else
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{
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if (speed < brake)
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speed = 0;
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else
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speed -= brake;
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}
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}
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// Clamp the speed
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clamp (speed, -speedMax, speedMax);
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}// updateVelocity //
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//-----------------------------------------------
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// keyboardRotation :
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// Manage keyboard rotation
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//-----------------------------------------------
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void CUserControls::keyboardRotationLR (bool left, bool right)
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{
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if (left || right)
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{
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float accel = 0;
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if (left)
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{
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accel += ClientCfg.RotAccel;
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_RotateUserLRVelocity = std::max (_RotateUserLRVelocity, ClientCfg.RotKeySpeedMin);
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}
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if (right)
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{
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accel -= ClientCfg.RotAccel;
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_RotateUserLRVelocity = std::min (_RotateUserLRVelocity, -ClientCfg.RotKeySpeedMin);
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}
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updateVelocity (DT, accel, ClientCfg.RotAccel, ClientCfg.RotKeySpeedMax, _RotateUserLRVelocity);
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// Rotate the body.
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UserEntity->rotate(DT*_RotateUserLRVelocity);
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}
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else
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_RotateUserLRVelocity = 0;
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}// keyboardRotation //
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//-----------------------------------------------
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// keyboardRotationUD :
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//-----------------------------------------------
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void CUserControls::keyboardRotationUD (bool up, bool down)
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{
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if (up || down)
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{
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float accel = 0;
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if (up)
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{
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accel += ClientCfg.RotAccel;
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_RotateUserUDVelocity = std::max (_RotateUserUDVelocity, ClientCfg.RotKeySpeedMin);
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}
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if (down)
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{
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accel -= ClientCfg.RotAccel;
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_RotateUserUDVelocity = std::min (_RotateUserUDVelocity, -ClientCfg.RotKeySpeedMin);
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}
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updateVelocity (DT, accel, ClientCfg.RotAccel, ClientCfg.RotKeySpeedMax, _RotateUserUDVelocity);
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UserEntity->rotHeadVertically(DT*_RotateUserUDVelocity);
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UserEntity->stopForceHeadPitchInFollow();
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}
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else
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_RotateUserUDVelocity = 0;
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}// keyboardRotationUD //
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//-----------------------------------------------
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// keyboardRotationCameraLR :
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//-----------------------------------------------
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void CUserControls::keyboardRotationCameraLR (bool left, bool right)
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{
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if (left || right)
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{
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float accel = 0;
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if (left)
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{
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accel += ClientCfg.RotAccel;
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_RotateCameraLRVelocity = std::max (_RotateCameraLRVelocity, ClientCfg.RotKeySpeedMin);
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}
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if (right)
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{
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accel -= ClientCfg.RotAccel;
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_RotateCameraLRVelocity = std::min (_RotateCameraLRVelocity, -ClientCfg.RotKeySpeedMin);
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}
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updateVelocity (DT, accel, ClientCfg.RotAccel, ClientCfg.RotKeySpeedMax, _RotateCameraLRVelocity);
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// Rotate the camera
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appendCameraDeltaYaw(DT*_RotateCameraLRVelocity);
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}
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else
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_RotateCameraLRVelocity = 0;
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}
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//-----------------------------------------------
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// getMouseAngleMove
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//-----------------------------------------------
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void CUserControls::getMouseAngleMove(float &dx, float &dy)
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{
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dx = 0.0f;
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dy = 0.0f;
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// The mouse may still "StandardMove" ie through a CEventMouseMove
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// This can happens cause DirectInputDisabled, or because of the
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// "Rotation Anti-Lag system" which start to rotate before the mouse is hid
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// and message mode passed to RawMode
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//
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// On X11 and Cocoa, there is no MouseDevice, do it without.
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extern IMouseDevice *MouseDevice;
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// if the mouse position changed
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if( EventsListener.getMousePosX() != _LastFrameMousePosX ||
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EventsListener.getMousePosY() != _LastFrameMousePosY )
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{
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// get the mouse movement delta
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float dmpx= EventsListener.getMousePosX() - _LastFrameMousePosX;
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float dmpy= EventsListener.getMousePosY() - _LastFrameMousePosY;
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// simulate mickeys mode if there is a mouse device
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if (MouseDevice)
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MouseDevice->convertStdMouseMoveInMickeys(dmpx, dmpy);
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else
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{
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dmpx *= (float)Driver->getWindowWidth();
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dmpy *= (float)Driver->getWindowHeight();
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}
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// handle inverted mouse, if enabled
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if(ClientCfg.FreeLookInverted) dmpy = -dmpy;
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// update free look
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EventsListener.updateFreeLookPos(dmpx, dmpy);
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}
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// If the mouse move on the axis X, with a CGDMouseMove
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if(EventsListener.isMouseAngleX())
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dx = -EventsListener.getMouseAngleX ();
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// If the mouse move on the axis Y, with a CGDMouseMove
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if(EventsListener.isMouseAngleY())
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dy = EventsListener.getMouseAngleY ();
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}
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//-----------------------------------------------
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// freeLook :
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// Manage a free look.
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//-----------------------------------------------
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void CUserControls::freeLook(bool fullMode)
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{
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static bool leftButtonDownInFullMode = false;
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EventsListener.enableMouseSmoothing(true);
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// **** Mouse rotation => apply to user
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float dx,dy;
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getMouseAngleMove(dx,dy);
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// apply
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if(dx != 0.f)
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{
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if( UserEntity->canChangeFront() )
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{
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UserEntity->rotate(dx);
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}
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else
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{
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appendCameraDeltaYaw(dx);
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}
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}
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if(dy != 0.f)
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{
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UserEntity->rotHeadVertically(dy);
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UserEntity->stopForceHeadPitchInFollow();
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}
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// **** Only in fullMode (longClick for instance)
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if(fullMode)
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{
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_CurrentFrameFreeLookCalled= true;
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CInterfaceManager *IM = CInterfaceManager::getInstance ();
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// FREE LOOK : Hide the cursor
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// disable interface mouse handling.
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IM->enableMouseHandling(false);
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// Get the cursor instance
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CViewPointer *cursor = IM->getPointer();
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if(cursor)
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{
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// Hide the Cursor.
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SetMouseFreeLook();
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}
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// **** special actions keys while in free look
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if (isSwimming() || isRiding())
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keyboardRotationLR (false, false);
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else
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keyboardRotationLR (Actions.valide("strafe_left"), Actions.valide("strafe_right"));
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// Strafe Left
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if(Actions.valide("turn_left"))
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_DirectionMove |= left;
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// Strafe Right
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if(Actions.valide("turn_right"))
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_DirectionMove |= right;
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// **** Left mouse click while in freelook: forward
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// NB: in commonMove() the case "rightButtonDown+leftButtonDown" is managed.
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// but still important to test it here, in case of FreeLook mode (no right button down needed)
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if(EventsListener.isMouseButtonDown (leftButton))
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{
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// Forward.
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_DirectionMove |= forward;
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_DirectionMove &= ~backward;
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// Quit autowalk if first frame in this mode
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if( !leftButtonDownInFullMode )
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_DirectionMove &= ~autowalk;
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// Moving Break any 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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leftButtonDownInFullMode = true;
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}
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else
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{
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leftButtonDownInFullMode = false;
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}
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if( UserEntity->canChangeFront() )
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{
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// **** reset delta camera
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applyCameraDeltaYawToUser();
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}
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}
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}// freeLook //
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//-----------------------------------------------
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// cameraLook :
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// Manage the camera look.
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//-----------------------------------------------
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void CUserControls::cameraLook(bool fullMode)
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{
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EventsListener.enableMouseSmoothing(true);
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// **** Mouse rotation => apply X to camera, Y to user
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float dx,dy;
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getMouseAngleMove(dx,dy);
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// apply
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if(dx != 0.f)
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appendCameraDeltaYaw(dx);
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// If the mouse move on the axis Y, cahnge the actual user pitch (not the delta camera)
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if(dy != 0.f)
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{
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UserEntity->rotHeadVertically(dy);
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UserEntity->stopForceHeadPitchInFollow();
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}
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// **** Only in fullMode (longClick for instance)
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if(fullMode)
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{
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CInterfaceManager *IM = CInterfaceManager::getInstance ();
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// CAMERA LOOK : Hide the cursor
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// disable interface mouse handling.
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IM->enableMouseHandling(false);
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// Get the cursor instance
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CViewPointer *cursor = IM->getPointer();
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if(cursor)
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{
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// Hide the Cursor.
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SetMouseFreeLook();
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|
}
|
|
}
|
|
|
|
|
|
}// cameraLook //
|
|
|
|
|
|
//-----------------------------------------------
|
|
// commonMove :
|
|
// Manage some common actions.
|
|
// \todo GUIGUI : manage control before entities update, but view only after move
|
|
//-----------------------------------------------
|
|
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));
|
|
View.changeCameraDist(Actions.valide("camera_foreward"), Actions.valide("camera_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;
|
|
|
|
default:
|
|
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;
|
|
|
|
default:
|
|
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()
|
|
{
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_UserCameraDeltaYaw= 0.f;
|
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_ResetSmoothCameraDeltaYaw= ResetCDYOff;
|
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}
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|
|
|
|
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//-----------------------------------------------
|
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// appendCameraDeltaYaw()
|
|
//-----------------------------------------------
|
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void CUserControls::appendCameraDeltaYaw(float dYaw)
|
|
{
|
|
_UserCameraDeltaYaw+= dYaw;
|
|
|
|
// Stop the smooth reset if any
|
|
_ResetSmoothCameraDeltaYaw= ResetCDYOff;
|
|
}
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|
|
|
|
|
//-----------------------------------------------
|
|
// 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();
|
|
}
|
|
}
|