Example #1
0
bool ZGameInput::ShowCombatInputChat()
{
	if( ZGetCombatInterface()->IsShowUI() && !ZGetCombatInterface()->IsShowResult() )
	{ // UI토글이 켜져 있을때만 채팅토글을 처리해준다.
		ZCombatInterface* pCombatInterface = ZGetGameInterface()->GetCombatInterface();
		if ((pCombatInterface) && (!pCombatInterface->IsChat()) && !ZGetGame()->IsReplay())
		{
			MWidget* pWidget = ZGetGameInterface()->GetIDLResource()->FindWidget("112Confirm");
			if (pWidget && pWidget->IsVisible()) return false;
			pCombatInterface->EnableInputChat(true);
		}
	}
	return true;
}
Example #2
0
void ZGameInput::Update(float fElapsed)
{
	/*
	{
		static DWORD dwLastTime = timeGetTime();

		if(timeGetTime()-dwLastTime > 10 )
		{
			dwLastTime = timeGetTime();
			{
				MTextArea *pTextArea = (MTextArea*)ZGetGameInterface()->GetIDLResource()->FindWidget("CombatChatOutputTest");
				if(pTextArea)
				{
					char szbuffer[256];
					for(int i=0;i<100;i++)
					{
						szbuffer[i]=rand()%255+1;
					}
					szbuffer[100]=0;
					pTextArea->AddText(szbuffer);
					if(pTextArea->GetLineCount()>10) pTextArea->DeleteFirstLine();
				}

			}

			{
				MTextArea *pTextArea = (MTextArea*)ZGetGameInterface()->GetIDLResource()->FindWidget("CombatChatOutput");
				if(pTextArea)
				{
					char szbuffer[256];
					for(int i=0;i<100;i++)
					{
						szbuffer[i]=rand()%255+1;
					}
					szbuffer[100]=0;
					pTextArea->AddText(szbuffer);
					if(pTextArea->GetLineCount()>10) pTextArea->DeleteFirstLine();
				}
			}
		}
	}//*/

//	if(RIsActive() && !g_pGame->IsReplay())

	//jintriple3 메모리 프록시...비트 패킹..
	const ZCharaterStatusBitPacking &uStatus = ZGetGame()->m_pMyCharacter->m_dwStatusBitPackingValue.Ref();
	ZMyCharaterStatusBitPacking & zStatus = ZGetGame()->m_pMyCharacter->m_statusFlags.Ref();


	if(RIsActive())
	{
		ZCamera* pCamera = ZGetGameInterface()->GetCamera();
		ZMyCharacter* pMyCharacter = ZGetGame()->m_pMyCharacter;
		if ((!pMyCharacter) || (!pMyCharacter->GetInitialized())) return;

		// 커서가 없는 상태에서만 카메라및 게임입력을 받는다
		if(!ZGetGameInterface()->IsCursorEnable())
		{
			{
				float fRotateX = 0;
				float fRotateY = 0;

#ifdef _DONOTUSE_DINPUT_MOUSE
				// DINPUT 을 사용하지 않는경우
				int iDeltaX, iDeltaY;

				POINT pt;
				GetCursorPos(&pt);
				ScreenToClient(g_hWnd,&pt);
				iDeltaX = pt.x-RGetScreenWidth()/2;
				iDeltaY = pt.y-RGetScreenHeight()/2;

				float fRotateStep = 0.0005f * Z_MOUSE_SENSITIVITY*10.0f;
				fRotateX = (iDeltaX * fRotateStep);
				fRotateY = (iDeltaY * fRotateStep);

#else
				// 마우스 입력 dinput 처리

				ZGetInput()->GetRotation(&fRotateX,&fRotateY);
#endif

				bool bRotateEnable=false;
				// TODO : 칼로 벽에 꽂았을때 프리카메라로 바꾸자
				if( !zStatus.m_bSkill && !uStatus.m_bWallJump && !uStatus.m_bWallJump2 && !zStatus.m_bWallHang && 
					!uStatus.m_bTumble && !uStatus.m_bBlast && !uStatus.m_bBlastStand && !uStatus.m_bBlastDrop )
					bRotateEnable=true;
				if (pMyCharacter->IsDie()) bRotateEnable = true;

				if (RIsActive())
				{
					ZCamera *pCamera = ZGetGameInterface()->GetCamera();

					pCamera->m_fAngleX += fRotateY;
					pCamera->m_fAngleZ += fRotateX;

					if(pCamera->GetLookMode()==ZCAMERA_MINIMAP) {
						pCamera->m_fAngleX=max(pi/2+.1f,pCamera->m_fAngleX);
						pCamera->m_fAngleX=min(pi-0.1f,pCamera->m_fAngleX);
					}else {
						static float lastanglex,lastanglez;
						if(bRotateEnable)
						{
							// 정밀도 유지를 위해 0~2pi 로 유지
							pCamera->m_fAngleZ = fmod(pCamera->m_fAngleZ,2*PI);
							pCamera->m_fAngleX = fmod(pCamera->m_fAngleX,2*PI);

							pCamera->m_fAngleX=max(CAMERA_ANGLEX_MIN,pCamera->m_fAngleX);
							pCamera->m_fAngleX=min(CAMERA_ANGLEX_MAX,pCamera->m_fAngleX);

							lastanglex=pCamera->m_fAngleX;
							lastanglez=pCamera->m_fAngleZ;
						}else
						{
							// 각도제한이 필요하다
							pCamera->m_fAngleX=max(CAMERA_ANGLEX_MIN,pCamera->m_fAngleX);
							pCamera->m_fAngleX=min(CAMERA_ANGLEX_MAX,pCamera->m_fAngleX);

							pCamera->m_fAngleX=max(lastanglex-pi/4.f,pCamera->m_fAngleX);
							pCamera->m_fAngleX=min(lastanglex+pi/4.f,pCamera->m_fAngleX);

							pCamera->m_fAngleZ=max(lastanglez-pi/4.f,pCamera->m_fAngleZ);
							pCamera->m_fAngleZ=min(lastanglez+pi/4.f,pCamera->m_fAngleZ);

						}
					}

					ZCombatInterface* pCombatInterface = ZGetGameInterface()->GetCombatInterface();
					if (pCombatInterface && !pCombatInterface->IsChat() &&
						(pCamera->GetLookMode()==ZCAMERA_FREELOOK || pCamera->GetLookMode()==ZCAMERA_MINIMAP))
					{

						rvector right;
						rvector forward=RCameraDirection;
						CrossProduct(&right,rvector(0,0,1),forward);
						Normalize(right);
						const rvector up = rvector(0,0,1);

						rvector accel = rvector(0,0,0);

						if(ZIsActionKeyPressed(ZACTION_FORWARD)==true)	accel+=forward;
						if(ZIsActionKeyPressed(ZACTION_BACK)==true)		accel-=forward;
						if(ZIsActionKeyPressed(ZACTION_LEFT)==true)		accel-=right;
						if(ZIsActionKeyPressed(ZACTION_RIGHT)==true)	accel+=right;
						if(ZIsActionKeyPressed(ZACTION_JUMP)==true)		accel+=up;
						if(ZIsActionKeyPressed(ZACTION_USE_WEAPON)==true)			accel-=up;

						rvector cameraMove = 
							(pCamera->GetLookMode()==ZCAMERA_FREELOOK ? 1000.f : 10000.f )		// 미니맵모드는 빨리 움직임
							* fElapsed*accel;

						rvector targetPos = pCamera->GetPosition()+cameraMove;

						// 프리룩은 충돌체크를 한다
						if(pCamera->GetLookMode()==ZCAMERA_FREELOOK)
							ZGetGame()->GetWorld()->GetBsp()->CheckWall(pCamera->GetPosition(),targetPos,ZFREEOBSERVER_RADIUS,0.f,RCW_SPHERE);
						else
						// 미니맵은 범위내에 있는지 체크한다
						{
							rboundingbox *pbb = &ZGetGame()->GetWorld()->GetBsp()->GetRootNode()->bbTree;
							targetPos.x = max(min(targetPos.x,pbb->maxx),pbb->minx);
							targetPos.y = max(min(targetPos.y,pbb->maxy),pbb->miny);

							ZMiniMap *pMinimap = ZGetGameInterface()->GetMiniMap();
							if(pMinimap)
								targetPos.z = max(min(targetPos.z,pMinimap->GetHeightMax()),pMinimap->GetHeightMin());
							else
								targetPos.z = max(min(targetPos.z,7000),2000);

							
						}

						pCamera->SetPosition(targetPos);

					}
					else if ( !ZGetGame()->IsReplay())
					{
						pMyCharacter->ProcessInput( fElapsed);
					}
				}
			}
			POINT pt={RGetScreenWidth()/2,RGetScreenHeight()/2};
			ClientToScreen(g_hWnd,&pt);
			SetCursorPos(pt.x,pt.y);

			// 대쉬 키 입력 검사
			GameCheckSequenceKeyCommand();

		}else
			pMyCharacter->ReleaseButtonState();	// 메뉴가 나왔을때는 버튼이 눌리지 않은상태로 돌려놓는다
	}
}
Example #3
0
void ZCamera::Update(float fElapsed)
{
	if (!g_pGame)
	{
		assert(false);
		return;
	}

	if (isnan(m_fAngleX) || isnan(m_fAngleZ))
	{
		DMLog("Camera angle is NaN!\n");
		m_fAngleX = CAMERA_DEFAULT_ANGLEX;
		m_fAngleZ = CAMERA_DEFAULT_ANGLEZ;
	}

	ZCombatInterface*	pCombatInterface = ZGetGameInterface()->GetCombatInterface();
	ZCharacter*			pTargetCharacter = g_pGame->m_pMyCharacter;
	if (TargetCharacterOverride)
	{
		pTargetCharacter = TargetCharacterOverride;
	}

	v3 PlayerPosition{ pTargetCharacter->m_Position };
	v3 PlayerDirection{ pTargetCharacter->CameraDir };
	bool Observing = false;

	auto&& Observer = *pCombatInterface->GetObserver();
	
	if (TargetCharacterOverride)
	{
		Observing = true;
		pTargetCharacter->GetHistory(&PlayerPosition, nullptr,
			g_pGame->GetTime(), &PlayerDirection);
	}
	else if (pCombatInterface->GetObserver()->IsVisible())
	{
		auto&& ObserverTarget = Observer.GetTargetCharacter();
		if (ObserverTarget)
		{
			pTargetCharacter = ObserverTarget;
			Observing = pTargetCharacter != nullptr;
		}

		if (pTargetCharacter)
			pTargetCharacter->GetHistory(&PlayerPosition, nullptr,
				g_pGame->GetTime() - Observer.GetDelay(), &PlayerDirection);
	}

	if (!pTargetCharacter) return;

	m_Target = PlayerPosition + GetTargetOffset(PlayerDirection, pTargetCharacter->GetScale());

	v3 dir;
	if (Observing && GetLookMode() == ZCAMERA_DEFAULT)
	{
		// If we're spectating someone, set the direction to their direction.
		dir = PlayerDirection;

		m_fAngleX = acosf(dir.z);
		v3 HorizontalDir{ dir.x, dir.y, 0.f };
		m_fAngleZ = GetAngleOfVectors(rvector(1, 0, 0), HorizontalDir);
	}
	else
		dir = GetCurrentDir();

	v3 shockoffset{ 0, 0, 0 };
	if (m_bShocked)
	{
		float fA = RANDOMFLOAT * 2 * PI_FLOAT;
		float fB = RANDOMFLOAT * 2 * PI_FLOAT;
		auto velocity = v3(sin(fA)*sin(fB), cos(fA)*sin(fB), cos(fB));

		float fPower = (g_pGame->GetTime() - m_fShockStartTime) / m_fShockDuration;
		if (fPower > 1.f)
		{
			StopShock();
		}
		else
		{
			fPower = 1.f - fPower;

			const float FFMAX_POWER = 300.f;

			float ffPower = fPower * m_fShockPower / FFMAX_POWER;
			ffPower = std::min(ffPower, 1.0f);
			ZGetInput()->SetDeviceForcesXY(ffPower, ffPower);

			fPower = pow(fPower, 1.5f);
			auto ShockVelocity = RANDOMFLOAT * m_fShockPower * velocity;
			shockoffset = fPower * fElapsed * ShockVelocity;
		}
	}

	float fRealDist = m_fDist;
	rvector pos = m_CurrentTarget - dir*m_fDist;

	RBSPPICKINFO bpi;

	if (ZGetGame()->GetWorld()->GetBsp()->Pick(m_Target, -dir, &bpi)
		&& Magnitude(m_Target - bpi.PickPos) < Magnitude(m_Target - pos))
	{
		float fColDist = Magnitude(bpi.PickPos - pos);
		float fTargetDist = Magnitude(m_Target - pos);
		pos = bpi.PickPos + dir;

		fRealDist = Magnitude(m_Target - pos) - 10.f;
	}

	if (pTargetCharacter && pTargetCharacter->GetScale() != 1.0f)
		fRealDist *= pTargetCharacter->GetScale();

	m_CurrentTarget = m_Target;

	bool bCollisionWall = CheckCollisionWall(fRealDist, pos, dir);

	float fAddedZ = 0.0f;
	CalcMaxPayneCameraZ(fRealDist, fAddedZ, m_fAngleX);

	if (bCollisionWall)
	{
		m_fCurrentDist += CAMERA_WALL_TRACKSPEED*(fRealDist - m_fCurrentDist);
	}
	else
	{
		m_fCurrentDist += CAMERA_TRACKSPEED*(fRealDist - m_fCurrentDist);
	}

	if (GetLookMode() == ZCAMERA_DEFAULT || GetLookMode() == ZCAMERA_FREEANGLE) {

		m_Position = m_CurrentTarget - dir*m_fCurrentDist;
		m_Position.z += fAddedZ;

		// Lock the camera height if the player has fallen into the abyss
		if (m_Position.z <= DIE_CRITICAL_LINE)
		{
			rvector campos = pTargetCharacter->GetCenterPos() - pTargetCharacter->GetDirection() * 20.0f;
			m_Position.x = campos.x;
			m_Position.y = campos.y;
			m_Position.z = DIE_CRITICAL_LINE;

			if (GetLookMode() == ZCAMERA_DEFAULT)
			{
				rvector tar = pTargetCharacter->GetCenterPos();
				if (tar.z < (DIE_CRITICAL_LINE - 1000.0f)) tar.z = DIE_CRITICAL_LINE - 1000.0f;
				dir = tar - m_Position;
				Normalize(dir);
			}
		}
	}

	v3 up{ 0, 0, 1 };
	if (m_bShocked)
	{
		rvector CameraPos = m_Position + shockoffset;
		RSetCamera(CameraPos, CameraPos + dir, up);
	}
	else
	{
		RSetCamera(m_Position, m_Position + dir, up);
	}

	if (GetLookMode() == ZCAMERA_FREELOOK)
	{
		if (!_isnan(RCameraDirection.x) && !_isnan(RCameraDirection.y) && !_isnan(RCameraDirection.z))
		{
			ZGetGameInterface()->GetCombatInterface()->GetObserver()->SetFreeLookTarget(RCameraDirection);
		}
	}
}
Example #4
0
bool ZGameInput::OnEvent(MEvent* pEvent)
{
	int sel = 0;

	if ((ZGetGameInterface()->GetState() != GUNZ_GAME)) return false;
	if ( ZGetGameInterface()->GetGame() == NULL ) return false;

	MWidget* pMenuWidget = ZGetGameInterface()->GetIDLResource()->FindWidget("CombatMenuFrame");
	if ((pMenuWidget) && (pMenuWidget->IsVisible())) return false;
	MWidget* pChatWidget = ZGetGameInterface()->GetIDLResource()->FindWidget("CombatChatInput");
	if ((pChatWidget) && (pChatWidget->IsVisible())) return false;
	MWidget* p112ConfirmWidget = ZGetGameInterface()->GetIDLResource()->FindWidget("112Confirm");
	if (p112ConfirmWidget->IsVisible()) return false;

#ifndef _PUBLISH
	if (m_pInstance) { 
		if (m_pInstance->OnDebugEvent(pEvent) == true) 
			return true;
	}
#endif

	ZMyCharacter* pMyCharacter = ZGetGameInterface()->GetGame()->m_pMyCharacter;
	if ((!pMyCharacter) || (!pMyCharacter->GetInitialized())) return false;


	////////////////////////////////////////////////////////////////////////////
	switch(pEvent->nMessage){
	case MWM_HOTKEY:
		{
			int nKey = pEvent->nKey;
			ZHOTKEY *hk=ZGetConfiguration()->GetHotkey(nKey);
			//if(ProcessLowLevelCommand(hk->command.c_str())==false)
			
			char buffer[256];
			strcpy(buffer,hk->command.c_str());
			ZApplication::GetGameInterface()->GetChat()->Input(buffer);

//			ConsoleInputEvent(hk->command.c_str());
		}break;

	case MWM_LBUTTONDOWN:
		{
			ZCombatInterface* pCombatInterface = ZGetGameInterface()->GetCombatInterface();

			if ( ZGetCombatInterface()->IsShowResult())
			{
				if ( ((ZGetCombatInterface()->m_nReservedOutTime - timeGetTime()) / 1000) < 13)
				{
					if(ZGetGameClient()->IsLadderGame() || ZGetGameClient()->IsDuelTournamentGame())
						ZChangeGameState(GUNZ_LOBBY);
					else
						ZChangeGameState(GUNZ_STAGE);

					return true;
				}
			}

			if (pCombatInterface->IsChat())
			{
				pCombatInterface->EnableInputChat(false);
			}

			if (pCombatInterface->GetObserver()->IsVisible())
			{
				pCombatInterface->GetObserver()->ChangeToNextTarget();
				return true;
			}

/*			if ((pMyCharacter) && (pMyCharacter->IsDie()))	//// 실서비스에서 스폰안되는 버그유발. 원인불명(_PUBLISH누락) 영구봉쇄.
			{
				// 혼자테스트할때 되살아나기
				if(g_pGame->m_CharacterManager.size()==1)
				{
#ifndef _PUBLISH
					ZGetGameInterface()->RespawnMyCharacter();
					return true;
#endif
				}
			}*/
			if (ZGetGameInterface()->IsCursorEnable())
				return false;
		}
		return true;
	case MWM_RBUTTONDOWN:
		{
			if (ZGetGameInterface()->GetCombatInterface()->IsChat())
			{
				ZGetGameInterface()->GetCombatInterface()->EnableInputChat(false);
			}

			ZCombatInterface* pCombatInterface = ZGetGameInterface()->GetCombatInterface();
			if (pCombatInterface->GetObserver()->IsVisible())
			{
				pCombatInterface->GetObserver()->NextLookMode();
			}
		}
		return true;
	case MWM_MBUTTONDOWN:
		if (ZGetGameInterface()->GetCombatInterface()->IsChat())
		{
			ZGetGameInterface()->GetCombatInterface()->EnableInputChat(false);
		}
		return true;
	case MWM_ACTIONRELEASED:
		{
			switch(pEvent->nKey){
			case ZACTION_FORWARD:
			case ZACTION_BACK:
			case ZACTION_LEFT:
			case ZACTION_RIGHT:
				if (m_pInstance) 
					m_pInstance->m_ActionKeyHistory.push_back(ZACTIONKEYITEM(ZGetGame()->GetTime(),false,pEvent->nKey));
				return true;

			case ZACTION_DEFENCE:
				{
					if(ZGetGame()->m_pMyCharacter)
						ZGetGame()->m_pMyCharacter->m_statusFlags.Ref().m_bGuardKey = false;
				}
				return true;
			}
		}break;
	case MWM_ACTIONPRESSED:
		if ( !ZGetGame()->IsReservedSuicide())		// 자살 예정인 경우 대쉬를 할수없게 막는다
		{
		switch(pEvent->nKey){
			case ZACTION_FORWARD:
			case ZACTION_BACK:
			case ZACTION_LEFT:
			case ZACTION_RIGHT:
			case ZACTION_JUMP:
				if (m_pInstance) 
					m_pInstance->m_ActionKeyHistory.push_back(ZACTIONKEYITEM(ZGetGame()->GetTime(),true,pEvent->nKey));
				return true;
			case ZACTION_MELEE_WEAPON:
				{
					if ( !ZGetGame()->IsReplay())
						ZGetGameInterface()->ChangeWeapon(ZCWT_MELEE);
				}
				return true;
			case ZACTION_PRIMARY_WEAPON:
				{
					if ( !ZGetGame()->IsReplay())
						ZGetGameInterface()->ChangeWeapon(ZCWT_PRIMARY);
				}
				return true;
			case ZACTION_SECONDARY_WEAPON:
				{
					if ( !ZGetGame()->IsReplay())
						ZGetGameInterface()->ChangeWeapon(ZCWT_SECONDARY);
				}
				return true;
			case ZACTION_ITEM1:
			case ZACTION_ITEM2:
				{
					int nIndex = pEvent->nKey - ZACTION_ITEM1 + ZCWT_CUSTOM1;
					if ( !ZGetGame()->IsReplay()) {
						ZGetGameInterface()->ChangeWeapon(ZChangeWeaponType(nIndex));
					}
				}
				return true;
			case ZACTION_COMMUNITYITEM1:	mlog("Community Item1 Selected!\n"); return true;
			case ZACTION_COMMUNITYITEM2:	mlog("Community Item2 Selected!\n"); return true;
			case ZACTION_PREV_WEAPON:
				{
					if ( !ZGetGame()->IsReplay())
						ZGetGameInterface()->ChangeWeapon(ZCWT_PREV);
				}
				return true;
			case ZACTION_NEXT_WEAPON:
				{
					if ( !ZGetGame()->IsReplay())
						ZGetGameInterface()->ChangeWeapon(ZCWT_NEXT);
				}
				return true;
			case ZACTION_RELOAD:
				{
					if ( !ZGetGame()->IsReplay())
						ZGetGameInterface()->Reload();
				}
				return true;
			case ZACTION_DEFENCE:
				{
					if ( ZGetGame()->m_pMyCharacter && !ZGetGame()->IsReplay())
						ZGetGame()->m_pMyCharacter->m_statusFlags.Ref().m_bGuardKey = true;
				}
				return true;

			case ZACTION_TAUNT:		// 틸다키
			case ZACTION_BOW:
			case ZACTION_WAVE:
			case ZACTION_LAUGH:
			case ZACTION_CRY:
			case ZACTION_DANCE:
				{
					if ( ZGetGame()->IsReplay())
						break;
					if ( MEvent::GetShiftState())
						break;
					if(ZGetGameInterface()->GetCombatInterface()->GetObserverMode())
						break;

					ZC_SPMOTION_TYPE mtype;

						 if(pEvent->nKey == ZACTION_TAUNT) mtype = ZC_SPMOTION_TAUNT;
					else if(pEvent->nKey == ZACTION_BOW  ) mtype = ZC_SPMOTION_BOW;
					else if(pEvent->nKey == ZACTION_WAVE ) mtype = ZC_SPMOTION_WAVE;
					else if(pEvent->nKey == ZACTION_LAUGH) mtype = ZC_SPMOTION_LAUGH;
					else if(pEvent->nKey == ZACTION_CRY  ) mtype = ZC_SPMOTION_CRY;
					else if(pEvent->nKey == ZACTION_DANCE) mtype = ZC_SPMOTION_DANCE;
					else 
						return true;

					if(ZGetGame())
						ZGetGame()->PostSpMotion( mtype );	// ZPostSpMotion(mtype);
					
				}
				return true;

			case ZACTION_RECORD:
				{
					if ( ZGetGame() && !ZGetGame()->IsReplay())
						ZGetGame()->ToggleRecording();
				}
				return true;
			case ZACTION_MOVING_PICTURE:
				{	// 동영상 캡쳐...2008.10.02
					if (ZGetGameInterface()->GetBandiCapturer() != NULL)
						ZGetGameInterface()->GetBandiCapturer()->ToggleStart();
				}
				return true;
			case ZACTION_TOGGLE_CHAT:
				{
					if(ZGetCombatInterface()->IsShowUI())
					{ // UI토글이 켜져 있을때만 채팅토글을 처리해준다.
						if (ZGetGame())
						{
							ZCombatInterface* pCombatInterface = ZGetGameInterface()->GetCombatInterface();
							ZGetSoundEngine()->PlaySound("if_error");
							pCombatInterface->ShowChatOutput(!ZGetConfiguration()->GetViewGameChat());
						}
					}
				}
				return true;
			case ZACTION_USE_WEAPON:
			case ZACTION_USE_WEAPON2:
				{
					return true;
				}

			case ZACTION_SENSITIVITY_INC:
			case ZACTION_SENSITIVITY_DEC:
				{
					int nPrev = ZGetConfiguration()->GetMouseSensitivityInInt();
					float senstivity = Z_MOUSE_SENSITIVITY;

					if (pEvent->nKey == ZACTION_SENSITIVITY_INC)
						senstivity += 0.01f;
					else
						senstivity -= 0.01f;

					ZGetConfiguration()->SetMouseSensitivityInFloat(senstivity);

					int nNew = ZGetConfiguration()->GetMouseSensitivityInInt();
					
					ZGetConfiguration()->ReserveSave();
					ZChatOutputMouseSensitivityChanged(nPrev, nNew);
					return true;
				}
			} // switch
		}
		break;

	case MWM_KEYDOWN:
		{
			ZCombatInterface* pCombatInterface = ZGetGameInterface()->GetCombatInterface();

			switch (pEvent->nKey)
			{
			
			case VK_F1:
			case VK_F2:
			case VK_F3:
			case VK_F4:
			case VK_F5:
			case VK_F6:
			case VK_F7:
			case VK_F8:

				if( pEvent->nKey == VK_F1 ) sel = 0;
				else if( pEvent->nKey == VK_F2 ) sel = 1;
				else if( pEvent->nKey == VK_F3 ) sel = 2;
				else if( pEvent->nKey == VK_F4 ) sel = 3;
				else if( pEvent->nKey == VK_F5 ) sel = 4;
				else if( pEvent->nKey == VK_F6 ) sel = 5;
				else if( pEvent->nKey == VK_F7 ) sel = 6;
				else if( pEvent->nKey == VK_F8 ) sel = 7;

				if(ZGetConfiguration()) {

					char* str = ZGetConfiguration()->GetMacro()->GetString( sel );

					if(str) {
						if(ZApplication::GetGameInterface())
							if(ZApplication::GetGameInterface()->GetChat())
								ZApplication::GetGameInterface()->GetChat()->Input(str);
					}
				}
				return true;

			case VK_F9:
				if (ZIsLaunchDevelop())
				{
					ZApplication::GetGameInterface()->GetScreenDebugger()->SwitchDebugInfo();
				}
				else
				{
					// 애들이 어떻게 알고서 쓰길래 막음... -_-;
//					if (pEvent->bCtrl)
//						ZApplication::GetGameInterface()->GetScreenDebugger()->SwitchDebugInfo();
				}

				return true;

			case VK_RETURN:
			case VK_OEM_2:
				{
					if (!ShowCombatInputChat()) return false;
				}
				return true;

			case '0':
			case '1':
			case '2':
			case '3':
			case '4':
			case '5':
			case '6':
			case '7':
			case '8':
			case '9':

			case 'A':
			case 'B':
			case 'C':
			case 'D':
			case 'E':
			case 'F':
			case 'Y':
			case 'N':
				if (pCombatInterface->GetObserver()->IsVisible())
					pCombatInterface->GetObserver()->OnKeyEvent(pEvent->bCtrl, pEvent->nKey);

				if (ZGetGameClient()->CanVote() ||
					ZGetGameInterface()->GetCombatInterface()->GetVoteInterface()->GetShowTargetList() ) 
				{
					ZGetGameInterface()->GetCombatInterface()->GetVoteInterface()->VoteInput(pEvent->nKey);
				}
				break;
			case VK_ESCAPE:		// 메뉴를 부르거나 kick player를 취소한다
				if (ZGetGameInterface()->GetCombatInterface()->GetVoteInterface()->GetShowTargetList()) {
					ZGetGameInterface()->GetCombatInterface()->GetVoteInterface()->CancelVote();
				} else {
					ZGetGameInterface()->ShowMenu(!ZGetGameInterface()->IsMenuVisible());
					ZGetGameInterface()->Show112Dialog(false);
				}

				return true;
			case 'M' : 
				if ( ZGetGame()->IsReplay() && pCombatInterface->GetObserver()->IsVisible())
				{
					if(ZGetGameInterface()->GetCamera()->GetLookMode()==ZCAMERA_FREELOOK)
						ZGetGameInterface()->GetCamera()->SetLookMode(ZCAMERA_MINIMAP);
					else
						ZGetGameInterface()->GetCamera()->SetLookMode(ZCAMERA_FREELOOK);
				}
				break;
			case 'T' :
				if(ZGetGame()->m_pMyCharacter->GetTeamID()==MMT_SPECTATOR &&
					ZGetGame()->GetMatch()->IsTeamPlay() && 
					pCombatInterface->GetObserver()->IsVisible()) {
						ZObserver *pObserver = pCombatInterface->GetObserver();
						pObserver->SetType(pObserver->GetType()==ZOM_BLUE ? ZOM_RED : ZOM_BLUE);
						pObserver->ChangeToNextTarget();

				}
			case 'H':
				if ( ZGetGame()->IsReplay() && pCombatInterface->GetObserver()->IsVisible())
				{
					if ( ZGetGame()->IsShowReplayInfo())
						ZGetGame()->ShowReplayInfo( false);
					else
						ZGetGame()->ShowReplayInfo( true);
				}
				break;
			case 'J':
				{
					#ifdef _CMD_PROFILE
						if ((pEvent->bCtrl) && (ZIsLaunchDevelop()))
						{
							#ifndef _PUBLISH
								ZGetGameClient()->m_CommandProfiler.Analysis();
							#endif
						}
					#endif
				}
				break;
#ifdef _DEBUG
			case 'K':
				{
					rvector pos = ZGetGame()->m_pMyCharacter->GetPosition();
					pos.x+=1;
					ZGetGame()->m_pMyCharacter->SetPosition(pos);
				}
				break;
			case 'L':
				{
					rvector pos = ZGetGame()->m_pMyCharacter->GetPosition();
					pos.x-=1;
					ZGetGame()->m_pMyCharacter->SetPosition(pos);
				}
				break;
			//case 'J':
			//	{
			//		ZGetGame()->m_pMyCharacter->GetPosition().z = ZGetGame()->m_pMyCharacter->GetPosition().z+1;
			//	}
			//	break;
			//case 'M':
			//	{
			//		ZGetGame()->m_pMyCharacter->GetPosition().z = ZGetGame()->m_pMyCharacter->GetPosition().z-1;
			//	}
			//	break;
			case 'U':
				{
					rvector pos = ZGetGame()->m_pMyCharacter->GetPosition();
					pos.x = -3809;
					pos.y = -1330;
					pos.z = 100;
					ZGetGame()->m_pMyCharacter->SetPosition(pos);
					//ZGetGame()->m_pMyCharacter->GetPosition().x = -3809;
					//ZGetGame()->m_pMyCharacter->GetPosition().y = -1337.5;
					//ZGetGame()->m_pMyCharacter->GetPosition().z = 461;
				}
				break;
#endif
			}
		}
		break;

	case MWM_CHAR:
		{
			ZMatch* pMatch = ZGetGame()->GetMatch();
			if (pMatch->IsTeamPlay()) {
				switch(pEvent->nKey) {
				case '\'':
				case '\"':
					{
						ZCombatInterface* pCombatInterface = ZGetGameInterface()->GetCombatInterface();
						pCombatInterface->EnableInputChat(true, true);
					}
					return true;
				};
			}

			// for deutsch, spanish keyboard
			if (pEvent->nKey == '/') {
				if (!ShowCombatInputChat()) return false;
			}
		}
		break;

	case MWM_SYSKEYDOWN:
		{
			// alt+a ~ z(65~90)
			if(pEvent->nKey==90){	// Alt+'Z' // 모든 UI 감추기... by kammir 20081020
				ZGetCombatInterface()->SetIsShowUI(!ZGetCombatInterface()->IsShowUI());
				if (ZGetGame())
				{
					ZCombatInterface* pCombatInterface = ZGetGameInterface()->GetCombatInterface();
					ZGetSoundEngine()->PlaySound("if_error");
					pCombatInterface->ShowChatOutput(ZGetCombatInterface()->IsShowUI());
				}
			}
		}
		break;

	case MWM_MOUSEWHEEL:
		{
			if ( ZGetGame()->IsReplay())
				break;

			int nDelta = pEvent->nDelta;

			if ( (ZGetMyInfo()->IsAdminGrade() && ZGetCombatInterface()->GetObserver()->IsVisible()) ||
				(ZGetGameInterface()->GetScreenDebugger()->IsVisible()) || 
				(!ZGetGameInterface()->m_bViewUI))
			{
				ZCamera* pCamera = ZGetGameInterface()->GetCamera();
				pCamera->m_fDist+=-(float)nDelta;
				pCamera->m_fDist=max(CAMERA_DIST_MIN,pCamera->m_fDist);
				pCamera->m_fDist=min(CAMERA_DIST_MAX,pCamera->m_fDist);
				break;
			}

//			if (nDelta > 0)	ZGetGameInterface()->ChangeWeapon(ZCWT_PREV);
//			else if (nDelta < 0) ZGetGameInterface()->ChangeWeapon(ZCWT_NEXT);
		}break;

	case MWM_MOUSEMOVE:
		{
			if(ZGetGameInterface()->IsCursorEnable()==false)
			{
				return true;
			}
		}
		break;
	} // switch (message)


	return false;
}
Example #5
0
bool ZGameInput::OnDebugEvent(MEvent* pEvent)
{
#ifdef _PUBLISH

	return false;
#endif

	static bool bMusicMute = false;

	switch(pEvent->nMessage){
	case MWM_KEYDOWN:
		{
			switch (pEvent->nKey)
			{
			case VK_END:
				{
					ZGetGameInterface()->m_bTeenVersion = !ZGetGameInterface()->m_bTeenVersion;
				}
				return true;

			case VK_INSERT:
				{
					g_debug_render_mode++;
					if(g_debug_render_mode > 3)
						g_debug_render_mode = 0;
				}
				return true;

			case VK_DELETE:
				{
					g_bVertex_Soft = !g_bVertex_Soft;
				}
				return true;

			
			//---------------------------------------------------------------------------------------------------
			// VK_F1 부터 VK_F8 까지는 새로운 키맵핑을 위해, Ctrl을 눌렀을 때 동작하도록 수정!
			// Added By 홍기주
			case VK_F1:
				{
					if( pEvent->bCtrl ) {
						ZGetGame()->m_pMyCharacter->SetVisible( !ZGetGame()->m_pMyCharacter->IsVisible() );
					}

					return false;					
				}				
				

			case VK_F2: 
				{
					if( pEvent->bCtrl ) {
						ZGetGameInterface()->ShowInterface(	!ZGetGameInterface()->IsShowInterface() );
					}
					
					return false;
				}
				

			case VK_F3:
				{
					if( pEvent->bCtrl ) {
						if (ZIsLaunchDevelop()) {
							ZApplication::GetGameInterface()->GetScreenDebugger()->SwitchDebugInfo();
							return true;
						}						
					}

					return false;
				}
				

			case VK_F4:
				{
					if( pEvent->bCtrl ) {
						ZGetGame()->m_bShowWireframe=!ZGetGame()->m_bShowWireframe;
						return true;
					}

					return false;
				}

			case VK_F5: 
				{
					if( pEvent->bCtrl ) {
						m_bCTOff = !m_bCTOff;
						RMesh::SetTextureRenderOnOff(m_bCTOff);
						return true;
					}

					return false;
				}
				

			case VK_F6:
				{
					if( pEvent->bCtrl ) {
						g_debug_rot =!g_debug_rot;
						return true;
					}

					return false;
				}

			case VK_F7: 
				{	
					if( pEvent->bCtrl ) {
						// 프로파일링 시작/끝
						extern bool g_bProfile;
						if(g_bProfile) {
							ZPOSTCMD0(ZC_END_PROFILE);
							ZChatOutput("Profile saved.");
						} else {
							ZPOSTCMD0(ZC_BEGIN_PROFILE);
							ZChatOutput("Profile started.");
						}
						return true;
					}

					return false;
				}


			case VK_F8:
				{
					if( pEvent->bCtrl ) {
						RSolidBspNode::m_bTracePath = !RSolidBspNode::m_bTracePath;
					}
					return false;
				}

			case VK_F9:
				{
					static int nIndex = 0;
					nIndex++; if (nIndex >= 2) nIndex = 0;

					if (nIndex == 0)
					{
						ZGetGameInterface()->m_bViewUI = true;
						ZGetGameInterface()->GetGame()->m_pMyCharacter->SetVisible(true);

					}
					else if (nIndex == 1)
					{
						ZGetGameInterface()->m_bViewUI = false;
						ZGetGame()->m_pMyCharacter->SetVisible(false);
						ZGetGameInterface()->GetCombatInterface()->ShowCrossHair(false);
					}
				}
				return false;

			case 'U': {

				ZC_ENCHANT zctype;
//				int Module = 20;

				if(ZGetGame() && ZGetGame()->m_pMyCharacter ) {

					zctype = ZGetGame()->m_pMyCharacter->GetEnchantType();

//						 if(zctype==ZC_ENCHANT_FIRE)		Module = ZMID_FIREDAMAGE;
//					else if(zctype==ZC_ENCHANT_COLD)		Module = ZMID_COLDDAMAGE;
//					else if(zctype==ZC_ENCHANT_LIGHTNING)	Module = ZMID_LIGHTNINGDAMAGE;
//					else if(zctype==ZC_ENCHANT_POISON)		Module = ZMID_POISONDAMAGE;

					if(zctype==ZC_ENCHANT_FIRE) {
						ZModule_FireDamage *pModule = (ZModule_FireDamage*)ZGetGame()->m_pMyCharacter->GetModule(ZMID_FIREDAMAGE);
						pModule->BeginDamage(ZGetGame()->m_pMyCharacter,5,10);
					}
					else if(zctype==ZC_ENCHANT_COLD) {
						ZModule_ColdDamage *pModule = (ZModule_ColdDamage*)ZGetGame()->m_pMyCharacter->GetModule(ZMID_COLDDAMAGE);
						pModule->BeginDamage(10,50);
					}
					else if(zctype==ZC_ENCHANT_LIGHTNING) {
						ZModule_LightningDamage *pModule = (ZModule_LightningDamage*)ZGetGame()->m_pMyCharacter->GetModule(ZMID_LIGHTNINGDAMAGE);
						pModule->BeginDamage(ZGetGame()->m_pMyCharacter,5,10);
					}
					else if(zctype==ZC_ENCHANT_POISON) {
						ZModule_PoisonDamage *pModule = (ZModule_PoisonDamage*)ZGetGame()->m_pMyCharacter->GetModule(ZMID_POISONDAMAGE);
						pModule->BeginDamage(ZGetGame()->m_pMyCharacter,5,10);
					}
				}

				//g_pGame->m_pMyCharacter->ShotBlocked();
//				ZApplication::GetSoundEngine()->StopMusic();
				//ZApplication::GetSoundEngine()->load_preset();
					  }break;

			case 'M':
				{
					if (ZApplication::GetInstance()->GetLaunchMode()==ZApplication::ZLAUNCH_MODE_STANDALONE_GAME)
					{

						// 혼자테스트할때 되살아나기
						if (ZGetGame()->GetMatch()->IsTeamPlay())
						{
							ZCharacter* pCharacter = ZGetGame()->m_pMyCharacter;
							pCharacter->InitStatus();
							rvector pos=rvector(0,0,0), dir=rvector(0,1,0);

							static int nTeamIndex = 0;
							static int nSpawnIndex = 0;

							ZMapSpawnData* pSpawnData = ZGetGame()->GetMapDesc()->GetSpawnManager()->GetTeamData(nTeamIndex, nSpawnIndex);
							if (pSpawnData != NULL)
							{
								pos = pSpawnData->m_Pos;
								dir = pSpawnData->m_Dir;
							}

							pCharacter->SetPosition(pos);
							pCharacter->SetDirection(dir);

							nSpawnIndex++;
							if (nSpawnIndex >= 16) 
							{
								nSpawnIndex = 0;
								nTeamIndex++;
								if (nTeamIndex >= 2) nTeamIndex=0;
							}
						}
						else
						{
							if(ZGetGame()->m_CharacterManager.size()==1)
								ZGetGameInterface()->RespawnMyCharacter();
						}
					}

				}break;

			case 'C' : {
//				ZModule_Skills *pmod = (ZModule_Skills *)g_pGame->m_pMyCharacter->GetModule(ZMID_SKILLS);
//				pmod->Excute(0,MUID(0,0),rvector(0,0,0));
					
//				g_pGame->UpdateCombo(true);


					   }break;

#ifdef _DEBUG
			case 'G' : {
//						MNewMemories::Dump();
//						g_pGame->m_pMyCharacter->m_bGuardTest=!g_pGame->m_pMyCharacter->m_bGuardTest;
					   }break;
#endif

				// 테스트용..
			case 'I' : ZGetGame()->m_pMyCharacter->AddIcon(rand()%5); return true;
				// 테스트^^

			case 'F' : DumpFontTexture(); return true;
//			case 'F' : 
//				{
//					static bool toggle = false;
//					if(toggle)
//						ZGetInput()->SetDeviceForcesXY(1,1);
//					else
//						ZGetInput()->SetDeviceForcesXY(0,0);
//					toggle=!toggle;
//					return true;
//				}
			case 'L' :
				{
//					rvector pos = g_pGame->m_pMyCharacter->GetPosition();
//					pos.x += 1000.0f;
//					ZApplication::GetSoundEngine()->PlayNPCSound(NPC_GOBLIN, NPC_SOUND_WOUND, pos, true);

					ZApplication::GetGameInterface()->FinishGame();
//					ZGetScreenEffectManager()->AddScreenEffect("teamredwin");

					/*
					g_pGame->m_pMyCharacter->m_Position = rvector( 2712.99805 , -1691.46191 , 2649.13403 );
					g_pGame->m_pMyCharacter->Move(rvector( 2.561 , -7.040 , -6.471 ));
					*/

					/*
					g_pGame->m_pMyCharacter->m_Position = rvector( 2713.05347 , -1691.56250 , 2929.06738 );
					g_pGame->m_pMyCharacter->Move(rvector( 0.00000000 , 0.00000000 , -2.07031250 ));
					*/

					/*
					g_pGame->m_pMyCharacter->m_Position = rvector( 1648.73877 ,8691.30176 ,1501.03381 -120);
					g_pGame->m_pMyCharacter->Move(rvector( -0.134,0.004, -0.986 ));
					g_pGame->m_pMyCharacter->m_Velocity = rvector( -450,0,0);
					
					ZPostLocalMessage(MSG_HACKING_DETECTED);
					

					ZGetEffectManager()->AddShotgunEffect(rvector(0,0,100),rvector(0,0,100),rvector(0,1,0),g_pGame->m_pMyCharacter);
					*/
				}break;

			case 'K':
				{
//					rvector pos = g_pGame->m_pMyCharacter->GetPosition();
//					pos.x += 1000.0f;
//					ZApplication::GetSoundEngine()->PlayNPCSound(NPC_GOBLIN, NPC_SOUND_WOUND, pos, false);

//					ZGetGameInterface()->GetCamera()->Shock(2000.f, .5f, rvector(0.0f, 0.0f, -1.0f));
					ZGetScreenEffectManager()->ShockBossGauge(35.0f);

					static int n = 0; n++;
					ZGetScreenEffectManager()->AddKO(n);

//					g_pGame->m_pMyCharacter->OnBlast(rvector(1,0,0));
//					ZGetGameInterface()->GetCamera()->Shock(500.f, .5f, rvector(0.0f, 0.0f, -1.0f));
				}break;
			case 'B':
				{
					// test
					ZCombatInterface* pCombatInterface = ZGetGameInterface()->GetCombatInterface();
					pCombatInterface->SetObserverMode(!pCombatInterface->GetObserver()->IsVisible());
				}
				return true;
			case 'N':
				{
					ZCombatInterface* pCombatInterface = ZGetGameInterface()->GetCombatInterface();
					if(pCombatInterface->GetObserverMode())
						pCombatInterface->GetObserver()->ChangeToNextTarget();
				}
				return true;
			case 'P':
				{
					// test
//					g_pGame->m_pMyCharacter->OnKnockback(rvector(1.0f, 0.0f, 0.0f),200.f);
					ZGetEffectManager()->AddMethorEffect(rvector(0,0,0) , 1 );

				}
				return true;
			case 'O':
				{
					if (ZApplication::GetInstance()->GetLaunchMode()==ZApplication::ZLAUNCH_MODE_STANDALONE_AI)
					{
						ZGetObjectManager()->ClearNPC();
						// npc 생성 test
						MUID uidNPC = MUID(0,0);
						uidNPC.High = rand() % RAND_MAX;
						uidNPC.Low = rand() % RAND_MAX;

						int nNPCType = rand() % NPC_GOBLIN_KING+1;

						nNPCType = NPC_GOBLIN_GUNNER;
						rvector ranpos = rvector(0, 0, 0);

						MQuestNPCInfo* pNPCInfo = NULL;

						if(ZGetQuest())
							pNPCInfo = 	ZGetQuest()->GetNPCInfo(MQUEST_NPC(nNPCType));

						ZActor* pNewActor = ZActor::CreateActor(MQUEST_NPC(nNPCType), 1.0f, 0);
						if (pNewActor)
						{
							pNewActor->SetUID(uidNPC);
							pNewActor->SetPosition(ranpos);
							pNewActor->SetMyControl(true);

							if(pNewActor->m_pVMesh && pNPCInfo) {

								D3DCOLORVALUE color;

								color.r = pNPCInfo->vColor.x;
								color.g = pNPCInfo->vColor.y;
								color.b = pNPCInfo->vColor.z;
								color.a = 1.f;

								pNewActor->m_pVMesh->SetNPCBlendColor(color);//색을 지정한 경우..
							}

							ZGetObjectManager()->Add(pNewActor);
							ZGetEffectManager()->AddReBirthEffect(ranpos);
						}
					}
				}
				return true;
			
/*
			case VK_HOME:

				if(ZGetGameInterface()->GetGame()) {
					RFrameTime* ft = &ZGetGameInterface()->GetGame()->m_pMyCharacter->m_pVMesh->m_FrameTime;

					if( ft->m_bActive ) {
						ft->Stop();
					}
					else {
						ft->Start(20,300);
					}
				}
				return true;
*/
			// 앞으로는 NUMPAD는 매크로로 사용될 것이다. 하하!
			// 그러므로, NUMPAD1~NUMPAD9는 Return false로 수정!
			case VK_NUMPAD0: ZGetGameInterface()->TestToggleCharacter();return true;
			case VK_NUMPAD1: ZGetGameInterface()->TestChangeParts(0);	return false;
			case VK_NUMPAD2: ZGetGameInterface()->TestChangeParts(1);	return false;
			case VK_NUMPAD3: ZGetGameInterface()->TestChangeParts(2);	return false;
			case VK_NUMPAD4: ZGetGameInterface()->TestChangeParts(3);	return false;
			case VK_NUMPAD5: ZGetGameInterface()->TestChangeParts(4);	return false;
			case VK_NUMPAD6: ZGetGameInterface()->TestChangeParts(5);	return false;
			case VK_NUMPAD7: ZGetGameInterface()->TestChangeWeapon();	return false;			
			case VK_NUMPAD9:
				bMusicMute = !bMusicMute;
				ZGetSoundEngine()->SetMusicMute(bMusicMute);
				return false;

			/* 이게 뭐꼬 ? -_-
			case VK_OEM_3:	// `
				{
					ZGetGameInterface()->SetCursorEnable(
						!ZGetGameInterface()->IsCursorEnable());
				}
				return true;
			*/

#ifdef USING_VERTEX_SHADER
			case 'V':
				{
					//RShaderMgr::shader_enabled = !RShaderMgr::shader_enabled;
					RShaderMgr::mbUsingShader = !RShaderMgr::mbUsingShader;
				}
				return false;
#endif			

			}

		}
		break;

	} // switch

	return false;
}