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#include "controls/plrctrls.h"
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#include <cstdint>
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#include <algorithm>
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#include <list>
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#include "controls/controller.h"
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#include "controls/controller_motion.h"
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#include "controls/game_controls.h"
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#define SPLICONLENGTH 56
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namespace dvl {
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bool sgbControllerActive = false;
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coords speedspellscoords[50];
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int speedspellcount = 0;
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/**
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* Native game menu, controlled by simulating a keyboard.
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*/
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bool InGameMenu()
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{
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return stextflag > 0
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|| helpflag
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|| talkflag
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|| qtextflag
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|| gmenu_is_active()
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|| PauseMode == 2
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|| plr[myplr]._pInvincible;
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}
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namespace {
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int slot = SLOTXY_INV_FIRST;
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/**
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* Number of angles to turn to face the coordinate
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* @param x Tile coordinates
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* @param y Tile coordinates
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* @return -1 == down
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*/
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int GetRotaryDistance(int x, int y)
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{
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int d, d1, d2;
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if (plr[myplr]._pfutx == x && plr[myplr]._pfuty == y)
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return -1;
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d1 = plr[myplr]._pdir;
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d2 = GetDirection(plr[myplr]._pfutx, plr[myplr]._pfuty, x, y);
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d = abs(d1 - d2);
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if (d > 4)
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return 4 - (d % 4);
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return d;
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}
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/**
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* @brief Get the best case walking steps to coordinates
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* @param dx Tile coordinates
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* @param dy Tile coordinates
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*/
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int GetMinDistance(int dx, int dy)
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{
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return std::max(abs(plr[myplr]._pfutx - dx), abs(plr[myplr]._pfuty - dy));
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}
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/**
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* @brief Get walking steps to coordinate
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* @param dx Tile coordinates
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* @param dy Tile coordinates
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* @param maxDistance the max number of steps to search
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* @return number of steps, or 0 if not reachable
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*/
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int GetDistance(int dx, int dy, int maxDistance)
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{
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if (GetMinDistance(dx, dy) > maxDistance) {
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return 0;
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}
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Sint8 walkpath[MAX_PATH_LENGTH];
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int steps = FindPath(PosOkPlayer, myplr, plr[myplr]._pfutx, plr[myplr]._pfuty, dx, dy, walkpath);
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if (steps > maxDistance)
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return 0;
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return steps;
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}
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/**
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* @brief Get distance to coordinate
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* @param dx Tile coordinates
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* @param dy Tile coordinates
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*/
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int GetDistanceRanged(int dx, int dy)
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{
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int a = plr[myplr]._pfutx - dx;
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int b = plr[myplr]._pfuty - dy;
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return sqrt(a * a + b * b);
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}
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void FindItemOrObject()
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{
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int mx = plr[myplr]._pfutx;
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int my = plr[myplr]._pfuty;
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int rotations = 5;
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// As the player can not stand on the edge fo the map this is safe from OOB
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for (int xx = -1; xx < 2; xx++) {
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for (int yy = -1; yy < 2; yy++) {
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if (dItem[mx + xx][my + yy] <= 0)
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continue;
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int i = dItem[mx + xx][my + yy] - 1;
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if (item[i].isEmpty()
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|| item[i]._iSelFlag == 0)
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continue;
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int newRotations = GetRotaryDistance(mx + xx, my + yy);
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if (rotations < newRotations)
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continue;
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if (xx != 0 && yy != 0 && GetDistance(mx + xx, my + yy, 1) == 0)
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continue;
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rotations = newRotations;
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pcursitem = i;
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cursmx = mx + xx;
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cursmy = my + yy;
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}
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}
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if (leveltype == DTYPE_TOWN || pcursitem != -1)
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return; // Don't look for objects in town
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for (int xx = -1; xx < 2; xx++) {
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for (int yy = -1; yy < 2; yy++) {
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if (dObject[mx + xx][my + yy] == 0)
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continue;
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int o = dObject[mx + xx][my + yy] > 0 ? dObject[mx + xx][my + yy] - 1 : -(dObject[mx + xx][my + yy] + 1);
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if (object[o]._oSelFlag == 0)
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continue;
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if (xx == 0 && yy == 0 && object[o]._oDoorFlag)
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continue; // Ignore doorway so we don't get stuck behind barrels
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int newRotations = GetRotaryDistance(mx + xx, my + yy);
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if (rotations < newRotations)
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continue;
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if (xx != 0 && yy != 0 && GetDistance(mx + xx, my + yy, 1) == 0)
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continue;
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rotations = newRotations;
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pcursobj = o;
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cursmx = mx + xx;
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cursmy = my + yy;
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}
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}
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}
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void CheckTownersNearby()
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{
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for (int i = 0; i < 16; i++) {
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int distance = GetDistance(towner[i]._tx, towner[i]._ty, 2);
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if (distance == 0)
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continue;
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pcursmonst = i;
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}
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}
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bool HasRangedSpell()
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{
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int spl = plr[myplr]._pRSpell;
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return spl != SPL_INVALID
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&& spl != SPL_TOWN
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&& spl != SPL_TELEPORT
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&& spelldata[spl].sTargeted
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&& !spelldata[spl].sTownSpell;
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}
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bool CanTargetMonster(int mi)
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{
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const MonsterStruct &monst = monster[mi];
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if (monst._mFlags & (MFLAG_HIDDEN | MFLAG_GOLEM))
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return false;
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if (monst._mhitpoints >> 6 <= 0) // dead
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return false;
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const int mx = monst._mx;
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const int my = monst._my;
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if (!(dFlags[mx][my] & BFLAG_LIT)) // not visible
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return false;
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if (dMonster[mx][my] == 0)
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return false;
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return true;
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}
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void FindRangedTarget()
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{
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int rotations = 0;
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int distance = 0;
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bool canTalk = false;
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// The first MAX_PLRS monsters are reserved for players' golems.
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for (int mi = MAX_PLRS; mi < MAXMONSTERS; mi++) {
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const MonsterStruct &monst = monster[mi];
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const int mx = monst._mfutx;
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const int my = monst._mfuty;
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if (!CanTargetMonster(mi))
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continue;
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const bool newCanTalk = CanTalkToMonst(mi);
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if (pcursmonst != -1 && !canTalk && newCanTalk)
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continue;
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const int newDdistance = GetDistanceRanged(mx, my);
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const int newRotations = GetRotaryDistance(mx, my);
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if (pcursmonst != -1 && canTalk == newCanTalk) {
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if (distance < newDdistance)
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continue;
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if (distance == newDdistance && rotations < newRotations)
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continue;
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}
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distance = newDdistance;
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rotations = newRotations;
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canTalk = newCanTalk;
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pcursmonst = mi;
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}
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}
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void FindMeleeTarget()
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{
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bool visited[MAXDUNX][MAXDUNY] = { { 0 } };
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int maxSteps = 25; // Max steps for FindPath is 25
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int rotations = 0;
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bool canTalk = false;
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struct SearchNode {
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int x, y;
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int steps;
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};
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std::list<SearchNode> queue;
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{
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const int start_x = plr[myplr]._pfutx;
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const int start_y = plr[myplr]._pfuty;
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visited[start_x][start_y] = true;
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queue.push_back({ start_x, start_y, 0 });
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}
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while (!queue.empty()) {
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SearchNode node = queue.front();
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queue.pop_front();
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for (int i = 0; i < 8; i++) {
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const int dx = node.x + pathxdir[i];
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const int dy = node.y + pathydir[i];
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if (visited[dx][dy])
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continue; // already visisted
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if (node.steps > maxSteps) {
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visited[dx][dy] = true;
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continue;
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}
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if (!PosOkPlayer(myplr, dx, dy)) {
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visited[dx][dy] = true;
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if (dMonster[dx][dy] != 0) {
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const int mi = dMonster[dx][dy] > 0 ? dMonster[dx][dy] - 1 : -(dMonster[dx][dy] + 1);
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if (CanTargetMonster(mi)) {
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const bool newCanTalk = CanTalkToMonst(mi);
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if (pcursmonst != -1 && !canTalk && newCanTalk)
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continue;
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const int newRotations = GetRotaryDistance(dx, dy);
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if (pcursmonst != -1 && canTalk == newCanTalk && rotations < newRotations)
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continue;
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rotations = newRotations;
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canTalk = newCanTalk;
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pcursmonst = mi;
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if (!canTalk)
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maxSteps = node.steps; // Monsters found, cap search to current steps
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}
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}
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continue;
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}
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PATHNODE pPath;
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pPath.x = node.x;
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pPath.y = node.y;
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if (path_solid_pieces(&pPath, dx, dy)) {
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queue.push_back({ dx, dy, node.steps + 1 });
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visited[dx][dy] = true;
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}
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}
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}
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}
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void CheckMonstersNearby()
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{
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if (plr[myplr]._pwtype == WT_RANGED || HasRangedSpell()) {
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FindRangedTarget();
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return;
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}
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FindMeleeTarget();
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}
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void CheckPlayerNearby()
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{
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int newDdistance;
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int rotations = 0;
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int distance = 0;
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if (pcursmonst != -1)
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return;
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int spl = plr[myplr]._pRSpell;
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if (gbFriendlyMode && spl != SPL_RESURRECT && spl != SPL_HEALOTHER)
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return;
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for (int i = 0; i < MAX_PLRS; i++) {
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if (i == myplr)
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continue;
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const int mx = plr[i]._pfutx;
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const int my = plr[i]._pfuty;
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if (dPlayer[mx][my] == 0
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|| !(dFlags[mx][my] & BFLAG_LIT)
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|| (plr[i]._pHitPoints == 0 && spl != SPL_RESURRECT))
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continue;
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if (plr[myplr]._pwtype == WT_RANGED || HasRangedSpell() || spl == SPL_HEALOTHER) {
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newDdistance = GetDistanceRanged(mx, my);
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} else {
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newDdistance = GetDistance(mx, my, distance);
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if (newDdistance == 0)
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continue;
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}
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if (pcursplr != -1 && distance < newDdistance)
|
|
|
|
|
continue;
|
|
|
|
|
const int newRotations = GetRotaryDistance(mx, my);
|
|
|
|
|
if (pcursplr != -1 && distance == newDdistance && rotations < newRotations)
|
|
|
|
|
continue;
|
|
|
|
|
|
|
|
|
|
distance = newDdistance;
|
|
|
|
|
rotations = newRotations;
|
|
|
|
|
pcursplr = i;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void FindActor()
|
|
|
|
|
{
|
|
|
|
|
if (leveltype != DTYPE_TOWN)
|
|
|
|
|
CheckMonstersNearby();
|
|
|
|
|
else
|
|
|
|
|
CheckTownersNearby();
|
|
|
|
|
|
|
|
|
|
if (gbIsMultiplayer)
|
|
|
|
|
CheckPlayerNearby();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
int pcursmissile;
|
|
|
|
|
int pcurstrig;
|
|
|
|
|
int pcursquest;
|
|
|
|
|
|
|
|
|
|
void FindTrigger()
|
|
|
|
|
{
|
|
|
|
|
int rotations;
|
|
|
|
|
int distance = 0;
|
|
|
|
|
|
|
|
|
|
if (pcursitem != -1 || pcursobj != -1)
|
|
|
|
|
return; // Prefer showing items/objects over triggers (use of cursm* conflicts)
|
|
|
|
|
|
|
|
|
|
for (int i = 0; i < nummissiles; i++) {
|
|
|
|
|
int mi = missileactive[i];
|
|
|
|
|
if (missile[mi]._mitype == MIS_TOWN || missile[mi]._mitype == MIS_RPORTAL) {
|
|
|
|
|
int mix = missile[mi]._mix;
|
|
|
|
|
int miy = missile[mi]._miy;
|
|
|
|
|
const int newDdistance = GetDistance(mix, miy, 2);
|
|
|
|
|
if (newDdistance == 0)
|
|
|
|
|
continue;
|
|
|
|
|
if (pcursmissile != -1 && distance < newDdistance)
|
|
|
|
|
continue;
|
|
|
|
|
const int newRotations = GetRotaryDistance(mix, miy);
|
|
|
|
|
if (pcursmissile != -1 && distance == newDdistance && rotations < newRotations)
|
|
|
|
|
continue;
|
|
|
|
|
cursmx = mix;
|
|
|
|
|
cursmy = miy;
|
|
|
|
|
pcursmissile = mi;
|
|
|
|
|
distance = newDdistance;
|
|
|
|
|
rotations = newRotations;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (pcursmissile == -1) {
|
|
|
|
|
for (int i = 0; i < numtrigs; i++) {
|
|
|
|
|
int tx = trigs[i]._tx;
|
|
|
|
|
int ty = trigs[i]._ty;
|
|
|
|
|
if (trigs[i]._tlvl == 13)
|
|
|
|
|
ty -= 1;
|
|
|
|
|
const int newDdistance = GetDistance(tx, ty, 2);
|
|
|
|
|
if (newDdistance == 0)
|
|
|
|
|
continue;
|
|
|
|
|
cursmx = tx;
|
|
|
|
|
cursmy = ty;
|
|
|
|
|
pcurstrig = i;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (pcurstrig == -1) {
|
|
|
|
|
for (int i = 0; i < MAXQUESTS; i++) {
|
|
|
|
|
if (i == Q_BETRAYER || currlevel != quests[i]._qlevel || quests[i]._qslvl == 0)
|
|
|
|
|
continue;
|
|
|
|
|
const int newDdistance = GetDistance(quests[i]._qtx, quests[i]._qty, 2);
|
|
|
|
|
if (newDdistance == 0)
|
|
|
|
|
continue;
|
|
|
|
|
cursmx = quests[i]._qtx;
|
|
|
|
|
cursmy = quests[i]._qty;
|
|
|
|
|
pcursquest = i;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (pcursmonst != -1 || pcursplr != -1 || cursmx == -1 || cursmy == -1)
|
|
|
|
|
return; // Prefer monster/player info text
|
|
|
|
|
|
|
|
|
|
CheckTrigForce();
|
|
|
|
|
CheckTown();
|
|
|
|
|
CheckRportal();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void Interact()
|
|
|
|
|
{
|
|
|
|
|
if (leveltype == DTYPE_TOWN && pcursmonst != -1) {
|
|
|
|
|
NetSendCmdLocParam1(true, CMD_TALKXY, towner[pcursmonst]._tx, towner[pcursmonst]._ty, pcursmonst);
|
|
|
|
|
} else if (pcursmonst != -1) {
|
|
|
|
|
if (plr[myplr]._pwtype != WT_RANGED || CanTalkToMonst(pcursmonst)) {
|
|
|
|
|
NetSendCmdParam1(true, CMD_ATTACKID, pcursmonst);
|
|
|
|
|
} else {
|
|
|
|
|
NetSendCmdParam1(true, CMD_RATTACKID, pcursmonst);
|
|
|
|
|
}
|
|
|
|
|
} else if (leveltype != DTYPE_TOWN && pcursplr != -1 && !gbFriendlyMode) {
|
|
|
|
|
NetSendCmdParam1(true, plr[myplr]._pwtype == WT_RANGED ? CMD_RATTACKPID : CMD_ATTACKPID, pcursplr);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void AttrIncBtnSnap(AxisDirection dir)
|
|
|
|
|
{
|
|
|
|
|
static AxisDirectionRepeater repeater;
|
|
|
|
|
dir = repeater.Get(dir);
|
|
|
|
|
if (dir.y == AxisDirectionY_NONE)
|
|
|
|
|
return;
|
|
|
|
|
|
|
|
|
|
if (chrbtnactive && plr[myplr]._pStatPts <= 0)
|
|
|
|
|
return;
|
|
|
|
|
|
|
|
|
|
// first, find our cursor location
|
|
|
|
|
int slot = 0;
|
|
|
|
|
for (int i = 0; i < 4; i++) {
|
|
|
|
|
if (MouseX >= ChrBtnsRect[i].x
|
|
|
|
|
&& MouseX <= ChrBtnsRect[i].x + ChrBtnsRect[i].w
|
|
|
|
|
&& MouseY >= ChrBtnsRect[i].y
|
|
|
|
|
&& MouseY <= ChrBtnsRect[i].h + ChrBtnsRect[i].y) {
|
|
|
|
|
slot = i;
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (dir.y == AxisDirectionY_UP) {
|
|
|
|
|
if (slot > 0)
|
|
|
|
|
--slot;
|
|
|
|
|
} else if (dir.y == AxisDirectionY_DOWN) {
|
|
|
|
|
if (slot < 3)
|
|
|
|
|
++slot;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// move cursor to our new location
|
|
|
|
|
int x = ChrBtnsRect[slot].x + (ChrBtnsRect[slot].w / 2);
|
|
|
|
|
int y = ChrBtnsRect[slot].y + (ChrBtnsRect[slot].h / 2);
|
|
|
|
|
SetCursorPos(x, y);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* Move the cursor around in our inventory
|
|
|
|
|
* If mouse coords are at SLOTXY_CHEST_LAST, consider this center of equipment
|
|
|
|
|
* small inventory squares are 29x29 (roughly)
|
|
|
|
|
*/
|
|
|
|
|
void InvMove(AxisDirection dir)
|
|
|
|
|
{
|
|
|
|
|
static AxisDirectionRepeater repeater(/*min_interval_ms=*/100);
|
|
|
|
|
dir = repeater.Get(dir);
|
|
|
|
|
if (dir.x == AxisDirectionX_NONE && dir.y == AxisDirectionY_NONE)
|
|
|
|
|
return;
|
|
|
|
|
|
|
|
|
|
int x = MouseX;
|
|
|
|
|
int y = MouseY;
|
|
|
|
|
|
|
|
|
|
// check which inventory rectangle the mouse is in, if any
|
|
|
|
|
for (int r = 0; (DWORD)r < NUM_XY_SLOTS; r++) {
|
|
|
|
|
int xo = RIGHT_PANEL;
|
|
|
|
|
int yo = 0;
|
|
|
|
|
if (r >= SLOTXY_BELT_FIRST) {
|
|
|
|
|
xo = PANEL_LEFT;
|
|
|
|
|
yo = PANEL_TOP;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (x >= InvRect[r].X + xo && x < InvRect[r].X + xo + (INV_SLOT_SIZE_PX + 1) && y >= InvRect[r].Y + yo - (INV_SLOT_SIZE_PX + 1) && y < InvRect[r].Y + yo) {
|
|
|
|
|
slot = r;
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (slot < 0)
|
|
|
|
|
slot = 0;
|
|
|
|
|
if (slot > SLOTXY_BELT_LAST)
|
|
|
|
|
slot = SLOTXY_BELT_LAST;
|
|
|
|
|
|
|
|
|
|
// when item is on cursor, this is the real cursor XY
|
|
|
|
|
if (dir.x == AxisDirectionX_LEFT) {
|
|
|
|
|
if (slot >= SLOTXY_HAND_RIGHT_FIRST && slot <= SLOTXY_HAND_RIGHT_LAST) {
|
|
|
|
|
x = InvRect[SLOTXY_CHEST_FIRST].X + RIGHT_PANEL + (INV_SLOT_SIZE_PX / 2);
|
|
|
|
|
y = InvRect[SLOTXY_CHEST_FIRST].Y - (INV_SLOT_SIZE_PX / 2);
|
|
|
|
|
} else if (slot >= SLOTXY_CHEST_FIRST && slot <= SLOTXY_CHEST_LAST) {
|
|
|
|
|
x = InvRect[SLOTXY_HAND_LEFT_FIRST + 2].X + RIGHT_PANEL + (INV_SLOT_SIZE_PX / 2);
|
|
|
|
|
y = InvRect[SLOTXY_HAND_LEFT_FIRST + 2].Y - (INV_SLOT_SIZE_PX / 2);
|
|
|
|
|
} else if (slot == SLOTXY_AMULET) {
|
|
|
|
|
x = InvRect[SLOTXY_HEAD_FIRST].X + RIGHT_PANEL + (INV_SLOT_SIZE_PX / 2);
|
|
|
|
|
y = InvRect[SLOTXY_HEAD_FIRST].Y - (INV_SLOT_SIZE_PX / 2);
|
|
|
|
|
} else if (slot == SLOTXY_RING_RIGHT) {
|
|
|
|
|
x = InvRect[SLOTXY_RING_LEFT].X + RIGHT_PANEL + (INV_SLOT_SIZE_PX / 2);
|
|
|
|
|
y = InvRect[SLOTXY_RING_LEFT].Y - (INV_SLOT_SIZE_PX / 2);
|
|
|
|
|
} else if (slot == SLOTXY_BELT_FIRST) {
|
|
|
|
|
// do nothing
|
|
|
|
|
} else if (slot == SLOTXY_RING_LEFT) { // left ring
|
|
|
|
|
// do nothing
|
|
|
|
|
} else if (slot >= SLOTXY_HAND_LEFT_FIRST && slot <= SLOTXY_HAND_LEFT_LAST) { // left hand
|
|
|
|
|
// do nothing
|
|
|
|
|
} else if (slot >= SLOTXY_HEAD_FIRST && slot <= SLOTXY_HEAD_LAST) { // head
|
|
|
|
|
// do nothing
|
|
|
|
|
} else if (slot > SLOTXY_INV_FIRST && slot <= SLOTXY_INV_LAST) { // general inventory
|
|
|
|
|
if (slot != SLOTXY_INV_FIRST && slot != 35 && slot != 45 && slot != 55) { // left bounds
|
|
|
|
|
slot -= 1;
|
|
|
|
|
x = InvRect[slot].X + RIGHT_PANEL + (INV_SLOT_SIZE_PX / 2);
|
|
|
|
|
y = InvRect[slot].Y - (INV_SLOT_SIZE_PX / 2);
|
|
|
|
|
}
|
|
|
|
|
} else if (slot > SLOTXY_BELT_FIRST && slot <= SLOTXY_BELT_LAST) { // belt
|
|
|
|
|
slot -= 1;
|
|
|
|
|
x = InvRect[slot].X + PANEL_LEFT + (INV_SLOT_SIZE_PX / 2);
|
|
|
|
|
y = InvRect[slot].Y + PANEL_TOP - (INV_SLOT_SIZE_PX / 2);
|
|
|
|
|
}
|
|
|
|
|
} else if (dir.x == AxisDirectionX_RIGHT) {
|
|
|
|
|
if (slot == SLOTXY_RING_LEFT) {
|
|
|
|
|
x = InvRect[SLOTXY_RING_RIGHT].X + RIGHT_PANEL + (INV_SLOT_SIZE_PX / 2);
|
|
|
|
|
y = InvRect[SLOTXY_RING_RIGHT].Y - (INV_SLOT_SIZE_PX / 2);
|
|
|
|
|
} else if (slot >= SLOTXY_HAND_LEFT_FIRST && slot <= SLOTXY_HAND_LEFT_LAST) {
|
|
|
|
|
x = InvRect[SLOTXY_CHEST_FIRST].X + RIGHT_PANEL + (INV_SLOT_SIZE_PX / 2);
|
|
|
|
|
y = InvRect[SLOTXY_CHEST_FIRST].Y - (INV_SLOT_SIZE_PX / 2);
|
|
|
|
|
} else if (slot >= SLOTXY_CHEST_FIRST && slot <= SLOTXY_CHEST_LAST) {
|
|
|
|
|
x = InvRect[SLOTXY_HAND_RIGHT_FIRST + 2].X + RIGHT_PANEL + (INV_SLOT_SIZE_PX / 2);
|
|
|
|
|
y = InvRect[SLOTXY_HAND_RIGHT_FIRST + 2].Y - (INV_SLOT_SIZE_PX / 2);
|
|
|
|
|
} else if (slot >= SLOTXY_HEAD_FIRST && slot <= SLOTXY_HEAD_LAST) { // head to amulet
|
|
|
|
|
x = InvRect[SLOTXY_AMULET].X + RIGHT_PANEL + (INV_SLOT_SIZE_PX / 2);
|
|
|
|
|
y = InvRect[SLOTXY_AMULET].Y - (INV_SLOT_SIZE_PX / 2);
|
|
|
|
|
} else if (slot >= SLOTXY_HAND_RIGHT_FIRST && slot <= SLOTXY_HAND_RIGHT_LAST) { // right hand
|
|
|
|
|
// do nothing
|
|
|
|
|
} else if (slot == SLOTXY_AMULET) {
|
|
|
|
|
// do nothing
|
|
|
|
|
} else if (slot == SLOTXY_RING_RIGHT) {
|
|
|
|
|
// do nothing
|
|
|
|
|
} else if (slot >= SLOTXY_INV_FIRST && slot <= SLOTXY_INV_LAST) { // general inventory
|
|
|
|
|
if (slot != 34 && slot != 44 && slot != 54 && slot != SLOTXY_INV_LAST) { // right bounds
|
|
|
|
|
slot += 1;
|
|
|
|
|
x = InvRect[slot].X + RIGHT_PANEL + (INV_SLOT_SIZE_PX / 2);
|
|
|
|
|
y = InvRect[slot].Y - (INV_SLOT_SIZE_PX / 2);
|
|
|
|
|
}
|
|
|
|
|
} else if (slot >= SLOTXY_BELT_FIRST && slot < SLOTXY_BELT_LAST) { // belt
|
|
|
|
|
slot += 1;
|
|
|
|
|
x = InvRect[slot].X + PANEL_LEFT + (INV_SLOT_SIZE_PX / 2);
|
|
|
|
|
y = InvRect[slot].Y + PANEL_TOP - (INV_SLOT_SIZE_PX / 2);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
if (dir.y == AxisDirectionY_UP) {
|
|
|
|
|
if (slot > 24 && slot <= 27) { // first 3 general slots
|
|
|
|
|
x = InvRect[SLOTXY_RING_LEFT].X + RIGHT_PANEL + (INV_SLOT_SIZE_PX / 2);
|
|
|
|
|
y = InvRect[SLOTXY_RING_LEFT].Y - (INV_SLOT_SIZE_PX / 2);
|
|
|
|
|
} else if (slot >= 28 && slot <= 32) { // middle 4 general slots
|
|
|
|
|
x = InvRect[SLOTXY_CHEST_FIRST].X + RIGHT_PANEL + (INV_SLOT_SIZE_PX / 2);
|
|
|
|
|
y = InvRect[SLOTXY_CHEST_FIRST].Y - (INV_SLOT_SIZE_PX / 2);
|
|
|
|
|
} else if (slot >= 33 && slot < 35) { // last 3 general slots
|
|
|
|
|
x = InvRect[SLOTXY_RING_RIGHT].X + RIGHT_PANEL + (INV_SLOT_SIZE_PX / 2);
|
|
|
|
|
y = InvRect[SLOTXY_RING_RIGHT].Y - (INV_SLOT_SIZE_PX / 2);
|
|
|
|
|
} else if (slot >= SLOTXY_CHEST_FIRST && slot <= SLOTXY_CHEST_LAST) { // chest to head
|
|
|
|
|
x = InvRect[SLOTXY_HEAD_FIRST].X + RIGHT_PANEL + (INV_SLOT_SIZE_PX / 2);
|
|
|
|
|
y = InvRect[SLOTXY_HEAD_FIRST].Y - (INV_SLOT_SIZE_PX / 2);
|
|
|
|
|
} else if (slot == SLOTXY_RING_LEFT) { // left ring to left hand
|
|
|
|
|
x = InvRect[SLOTXY_HAND_LEFT_FIRST + 2].X + RIGHT_PANEL + (INV_SLOT_SIZE_PX / 2);
|
|
|
|
|
y = InvRect[SLOTXY_HAND_LEFT_FIRST + 2].Y - (INV_SLOT_SIZE_PX / 2);
|
|
|
|
|
} else if (slot == SLOTXY_RING_RIGHT) { // right ring to right hand
|
|
|
|
|
x = InvRect[SLOTXY_HAND_RIGHT_FIRST + 2].X + RIGHT_PANEL + (INV_SLOT_SIZE_PX / 2);
|
|
|
|
|
y = InvRect[SLOTXY_HAND_RIGHT_FIRST + 2].Y - (INV_SLOT_SIZE_PX / 2);
|
|
|
|
|
} else if (slot >= SLOTXY_HAND_RIGHT_FIRST && slot <= SLOTXY_HAND_RIGHT_LAST) { // right hand to amulet
|
|
|
|
|
x = InvRect[SLOTXY_AMULET].X + RIGHT_PANEL + (INV_SLOT_SIZE_PX / 2);
|
|
|
|
|
y = InvRect[SLOTXY_AMULET].Y - (INV_SLOT_SIZE_PX / 2);
|
|
|
|
|
} else if (slot >= SLOTXY_HEAD_FIRST && slot <= SLOTXY_HEAD_LAST) {
|
|
|
|
|
// do nothing
|
|
|
|
|
} else if (slot >= SLOTXY_HAND_LEFT_FIRST && slot <= SLOTXY_HAND_LEFT_LAST) { // left hand to head
|
|
|
|
|
x = InvRect[SLOTXY_HEAD_FIRST].X + RIGHT_PANEL + (INV_SLOT_SIZE_PX / 2);
|
|
|
|
|
y = InvRect[SLOTXY_HEAD_FIRST].Y - (INV_SLOT_SIZE_PX / 2);
|
|
|
|
|
} else if (slot == SLOTXY_AMULET) {
|
|
|
|
|
// do nothing
|
|
|
|
|
} else if (slot >= (SLOTXY_INV_FIRST + 10)) { // general inventory
|
|
|
|
|
slot -= 10;
|
|
|
|
|
x = InvRect[slot].X + RIGHT_PANEL + (INV_SLOT_SIZE_PX / 2);
|
|
|
|
|
y = InvRect[slot].Y - (INV_SLOT_SIZE_PX / 2);
|
|
|
|
|
}
|
|
|
|
|
} else if (dir.y == AxisDirectionY_DOWN) {
|
|
|
|
|
if (slot >= SLOTXY_HEAD_FIRST && slot <= SLOTXY_HEAD_LAST) {
|
|
|
|
|
x = InvRect[SLOTXY_CHEST_FIRST].X + RIGHT_PANEL + (INV_SLOT_SIZE_PX / 2);
|
|
|
|
|
y = InvRect[SLOTXY_CHEST_FIRST].Y - (INV_SLOT_SIZE_PX / 2);
|
|
|
|
|
} else if (slot >= SLOTXY_CHEST_FIRST && slot <= SLOTXY_CHEST_LAST) {
|
|
|
|
|
x = InvRect[30].X + RIGHT_PANEL + (INV_SLOT_SIZE_PX / 2);
|
|
|
|
|
y = InvRect[30].Y - (INV_SLOT_SIZE_PX / 2);
|
|
|
|
|
} else if (slot >= SLOTXY_HAND_LEFT_FIRST && slot <= SLOTXY_HAND_LEFT_LAST) {
|
|
|
|
|
x = InvRect[SLOTXY_RING_LEFT].X + RIGHT_PANEL + (INV_SLOT_SIZE_PX / 2);
|
|
|
|
|
y = InvRect[SLOTXY_RING_LEFT].Y - (INV_SLOT_SIZE_PX / 2);
|
|
|
|
|
} else if (slot == SLOTXY_RING_LEFT) {
|
|
|
|
|
x = InvRect[26].X + RIGHT_PANEL + (INV_SLOT_SIZE_PX / 2);
|
|
|
|
|
y = InvRect[26].Y - (INV_SLOT_SIZE_PX / 2);
|
|
|
|
|
} else if (slot == SLOTXY_RING_RIGHT) {
|
|
|
|
|
x = InvRect[34].X + RIGHT_PANEL + (INV_SLOT_SIZE_PX / 2);
|
|
|
|
|
y = InvRect[34].Y - (INV_SLOT_SIZE_PX / 2);
|
|
|
|
|
} else if (slot == SLOTXY_AMULET) {
|
|
|
|
|
x = InvRect[SLOTXY_HAND_RIGHT_FIRST + 2].X + RIGHT_PANEL + (INV_SLOT_SIZE_PX / 2);
|
|
|
|
|
y = InvRect[SLOTXY_HAND_RIGHT_FIRST + 2].Y - (INV_SLOT_SIZE_PX / 2);
|
|
|
|
|
} else if (slot >= SLOTXY_HAND_RIGHT_FIRST && slot <= SLOTXY_HAND_RIGHT_LAST) {
|
|
|
|
|
x = InvRect[SLOTXY_RING_RIGHT].X + RIGHT_PANEL + (INV_SLOT_SIZE_PX / 2);
|
|
|
|
|
y = InvRect[SLOTXY_RING_RIGHT].Y - (INV_SLOT_SIZE_PX / 2);
|
|
|
|
|
} else if (slot <= (SLOTXY_INV_LAST - 10)) { // general inventory
|
|
|
|
|
slot += 10;
|
|
|
|
|
x = InvRect[slot].X + RIGHT_PANEL + (INV_SLOT_SIZE_PX / 2);
|
|
|
|
|
y = InvRect[slot].Y - (INV_SLOT_SIZE_PX / 2);
|
|
|
|
|
} else if (slot <= (SLOTXY_BELT_LAST - 10)) { // general inventory
|
|
|
|
|
slot += 10;
|
|
|
|
|
x = InvRect[slot].X + PANEL_LEFT + (INV_SLOT_SIZE_PX / 2);
|
|
|
|
|
y = InvRect[slot].Y + PANEL_TOP - (INV_SLOT_SIZE_PX / 2);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (x == MouseX && y == MouseY) {
|
|
|
|
|
return; // Avoid wobeling when scalled
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (pcurs > 1) { // [3] Keep item in the same slot, don't jump it up
|
|
|
|
|
if (x != MouseX) { // without this, the cursor keeps moving -10
|
|
|
|
|
x -= 10;
|
|
|
|
|
y -= 10;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
SetCursorPos(x, y);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* check if hot spell at X Y exists
|
|
|
|
|
*/
|
|
|
|
|
bool HSExists(int x, int y)
|
|
|
|
|
{
|
|
|
|
|
for (int r = 0; r < speedspellcount; r++) {
|
|
|
|
|
if (x >= speedspellscoords[r].x - SPLICONLENGTH / 2
|
|
|
|
|
&& x < speedspellscoords[r].x + SPLICONLENGTH / 2
|
|
|
|
|
&& y >= speedspellscoords[r].y - SPLICONLENGTH / 2
|
|
|
|
|
&& y < speedspellscoords[r].y + SPLICONLENGTH / 2) {
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void HotSpellMove(AxisDirection dir)
|
|
|
|
|
{
|
|
|
|
|
static AxisDirectionRepeater repeater;
|
|
|
|
|
dir = repeater.Get(dir);
|
|
|
|
|
if (dir.x == AxisDirectionX_NONE && dir.y == AxisDirectionY_NONE)
|
|
|
|
|
return;
|
|
|
|
|
|
|
|
|
|
int spbslot = plr[myplr]._pRSpell;
|
|
|
|
|
for (int r = 0; r < speedspellcount; r++) {
|
|
|
|
|
if (MouseX >= speedspellscoords[r].x - SPLICONLENGTH / 2
|
|
|
|
|
&& MouseX < speedspellscoords[r].x + SPLICONLENGTH / 2
|
|
|
|
|
&& MouseY >= speedspellscoords[r].y - SPLICONLENGTH / 2
|
|
|
|
|
&& MouseY < speedspellscoords[r].y + SPLICONLENGTH / 2) {
|
|
|
|
|
spbslot = r;
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
int x = speedspellscoords[spbslot].x;
|
|
|
|
|
int y = speedspellscoords[spbslot].y;
|
|
|
|
|
|
|
|
|
|
if (dir.x == AxisDirectionX_LEFT) {
|
|
|
|
|
if (spbslot < speedspellcount - 1) {
|
|
|
|
|
x = speedspellscoords[spbslot + 1].x;
|
|
|
|
|
y = speedspellscoords[spbslot + 1].y;
|
|
|
|
|
}
|
|
|
|
|
} else if (dir.x == AxisDirectionX_RIGHT) {
|
|
|
|
|
if (spbslot > 0) {
|
|
|
|
|
x = speedspellscoords[spbslot - 1].x;
|
|
|
|
|
y = speedspellscoords[spbslot - 1].y;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (dir.y == AxisDirectionY_UP) {
|
|
|
|
|
if (HSExists(x, y - SPLICONLENGTH)) {
|
|
|
|
|
y -= SPLICONLENGTH;
|
|
|
|
|
}
|
|
|
|
|
} else if (dir.y == AxisDirectionY_DOWN) {
|
|
|
|
|
if (HSExists(x, y + SPLICONLENGTH)) {
|
|
|
|
|
y += SPLICONLENGTH;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (x != MouseX || y != MouseY) {
|
|
|
|
|
SetCursorPos(x, y);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void SpellBookMove(AxisDirection dir)
|
|
|
|
|
{
|
|
|
|
|
static AxisDirectionRepeater repeater;
|
|
|
|
|
dir = repeater.Get(dir);
|
|
|
|
|
|
|
|
|
|
if (dir.x == AxisDirectionX_LEFT) {
|
|
|
|
|
if (sbooktab > 0)
|
|
|
|
|
sbooktab--;
|
|
|
|
|
} else if (dir.x == AxisDirectionX_RIGHT) {
|
|
|
|
|
if ((gbIsHellfire && sbooktab < 4) || (!gbIsHellfire && sbooktab < 3))
|
|
|
|
|
sbooktab++;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
static const direction kFaceDir[3][3] = {
|
|
|
|
|
// NONE UP DOWN
|
|
|
|
|
{ DIR_OMNI, DIR_N, DIR_S }, // NONE
|
|
|
|
|
{ DIR_W, DIR_NW, DIR_SW }, // LEFT
|
|
|
|
|
{ DIR_E, DIR_NE, DIR_SE }, // RIGHT
|
|
|
|
|
};
|
|
|
|
|
static const int kOffsets[8][2] = {
|
|
|
|
|
{ 1, 1 }, // DIR_S
|
|
|
|
|
{ 0, 1 }, // DIR_SW
|
|
|
|
|
{ -1, 1 }, // DIR_W
|
|
|
|
|
{ -1, 0 }, // DIR_NW
|
|
|
|
|
{ -1, -1 }, // DIR_N
|
|
|
|
|
{ 0, -1 }, // DIR_NE
|
|
|
|
|
{ 1, -1 }, // DIR_E
|
|
|
|
|
{ 1, 0 }, // DIR_SE
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief check if stepping in direction (dir) from x, y is blocked.
|
|
|
|
|
*
|
|
|
|
|
* If you step from A to B, at leat one of the Xs need to be clear:
|
|
|
|
|
*
|
|
|
|
|
* AX
|
|
|
|
|
* XB
|
|
|
|
|
*
|
|
|
|
|
* @return true if step is blocked
|
|
|
|
|
*/
|
|
|
|
|
bool IsPathBlocked(int x, int y, int dir)
|
|
|
|
|
{
|
|
|
|
|
int d1, d2, d1x, d1y, d2x, d2y;
|
|
|
|
|
|
|
|
|
|
switch (dir) {
|
|
|
|
|
case DIR_N:
|
|
|
|
|
d1 = DIR_NW;
|
|
|
|
|
d2 = DIR_NE;
|
|
|
|
|
break;
|
|
|
|
|
case DIR_E:
|
|
|
|
|
d1 = DIR_NE;
|
|
|
|
|
d2 = DIR_SE;
|
|
|
|
|
break;
|
|
|
|
|
case DIR_S:
|
|
|
|
|
d1 = DIR_SE;
|
|
|
|
|
d2 = DIR_SW;
|
|
|
|
|
break;
|
|
|
|
|
case DIR_W:
|
|
|
|
|
d1 = DIR_SW;
|
|
|
|
|
d2 = DIR_NW;
|
|
|
|
|
break;
|
|
|
|
|
default:
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
d1x = x + kOffsets[d1][0];
|
|
|
|
|
d1y = y + kOffsets[d1][1];
|
|
|
|
|
d2x = x + kOffsets[d2][0];
|
|
|
|
|
d2y = y + kOffsets[d2][1];
|
|
|
|
|
|
|
|
|
|
if (!nSolidTable[dPiece[d1x][d1y]] && !nSolidTable[dPiece[d2x][d2y]])
|
|
|
|
|
return false;
|
|
|
|
|
|
|
|
|
|
return !PosOkPlayer(myplr, d1x, d1y) && !PosOkPlayer(myplr, d2x, d2y);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void WalkInDir(AxisDirection dir)
|
|
|
|
|
{
|
|
|
|
|
const int x = plr[myplr]._pfutx;
|
|
|
|
|
const int y = plr[myplr]._pfuty;
|
|
|
|
|
|
|
|
|
|
if (dir.x == AxisDirectionX_NONE && dir.y == AxisDirectionY_NONE) {
|
|
|
|
|
if (sgbControllerActive && plr[myplr].walkpath[0] != WALK_NONE && plr[myplr].destAction == ACTION_NONE)
|
|
|
|
|
NetSendCmdLoc(true, CMD_WALKXY, x, y); // Stop walking
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
const direction pdir = kFaceDir[static_cast<std::size_t>(dir.x)][static_cast<std::size_t>(dir.y)];
|
|
|
|
|
const int dx = x + kOffsets[pdir][0];
|
|
|
|
|
const int dy = y + kOffsets[pdir][1];
|
|
|
|
|
plr[myplr]._pdir = pdir;
|
|
|
|
|
|
|
|
|
|
if (PosOkPlayer(myplr, dx, dy) && IsPathBlocked(x, y, pdir))
|
|
|
|
|
return; // Don't start backtrack around obstacles
|
|
|
|
|
|
|
|
|
|
NetSendCmdLoc(true, CMD_WALKXY, dx, dy);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void QuestLogMove(AxisDirection move_dir)
|
|
|
|
|
{
|
|
|
|
|
static AxisDirectionRepeater repeater;
|
|
|
|
|
move_dir = repeater.Get(move_dir);
|
|
|
|
|
if (move_dir.y == AxisDirectionY_UP)
|
|
|
|
|
QuestlogUp();
|
|
|
|
|
else if (move_dir.y == AxisDirectionY_DOWN)
|
|
|
|
|
QuestlogDown();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void StoreMove(AxisDirection move_dir)
|
|
|
|
|
{
|
|
|
|
|
static AxisDirectionRepeater repeater;
|
|
|
|
|
move_dir = repeater.Get(move_dir);
|
|
|
|
|
if (move_dir.y == AxisDirectionY_UP)
|
|
|
|
|
STextUp();
|
|
|
|
|
else if (move_dir.y == AxisDirectionY_DOWN)
|
|
|
|
|
STextDown();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
typedef void (*HandleLeftStickOrDPadFn)(dvl::AxisDirection);
|
|
|
|
|
|
|
|
|
|
HandleLeftStickOrDPadFn GetLeftStickOrDPadGameUIHandler()
|
|
|
|
|
{
|
|
|
|
|
if (invflag) {
|
|
|
|
|
return &InvMove;
|
|
|
|
|
} else if (chrflag && plr[myplr]._pStatPts > 0) {
|
|
|
|
|
return &AttrIncBtnSnap;
|
|
|
|
|
} else if (spselflag) {
|
|
|
|
|
return &HotSpellMove;
|
|
|
|
|
} else if (sbookflag) {
|
|
|
|
|
return &SpellBookMove;
|
|
|
|
|
} else if (questlog) {
|
|
|
|
|
return &QuestLogMove;
|
|
|
|
|
} else if (stextflag != STORE_NONE) {
|
|
|
|
|
return &StoreMove;
|
|
|
|
|
}
|
|
|
|
|
return NULL;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void ProcessLeftStickOrDPadGameUI()
|
|
|
|
|
{
|
|
|
|
|
HandleLeftStickOrDPadFn handler = GetLeftStickOrDPadGameUIHandler();
|
|
|
|
|
if (handler != NULL)
|
|
|
|
|
handler(GetLeftStickOrDpadDirection(true));
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void Movement()
|
|
|
|
|
{
|
|
|
|
|
if (InGameMenu()
|
|
|
|
|
|| IsControllerButtonPressed(ControllerButton_BUTTON_START)
|
|
|
|
|
|| IsControllerButtonPressed(ControllerButton_BUTTON_BACK))
|
|
|
|
|
return;
|
|
|
|
|
|
|
|
|
|
AxisDirection move_dir = GetMoveDirection();
|
|
|
|
|
if (move_dir.x != AxisDirectionX_NONE || move_dir.y != AxisDirectionY_NONE) {
|
|
|
|
|
sgbControllerActive = true;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (GetLeftStickOrDPadGameUIHandler() == NULL) {
|
|
|
|
|
WalkInDir(move_dir);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
struct RightStickAccumulator {
|
|
|
|
|
|
|
|
|
|
RightStickAccumulator()
|
|
|
|
|
{
|
|
|
|
|
lastTc = SDL_GetTicks();
|
|
|
|
|
hiresDX = 0;
|
|
|
|
|
hiresDY = 0;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void pool(int *x, int *y, int slowdown)
|
|
|
|
|
{
|
|
|
|
|
const Uint32 tc = SDL_GetTicks();
|
|
|
|
|
const int dtc = tc - lastTc;
|
|
|
|
|
hiresDX += rightStickX * dtc;
|
|
|
|
|
hiresDY += rightStickY * dtc;
|
|
|
|
|
const int dx = hiresDX / slowdown;
|
|
|
|
|
const int dy = hiresDY / slowdown;
|
|
|
|
|
*x += dx;
|
|
|
|
|
*y -= dy;
|
|
|
|
|
lastTc = tc;
|
|
|
|
|
// keep track of remainder for sub-pixel motion
|
|
|
|
|
hiresDX -= dx * slowdown;
|
|
|
|
|
hiresDY -= dy * slowdown;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void clear()
|
|
|
|
|
{
|
|
|
|
|
lastTc = SDL_GetTicks();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
DWORD lastTc;
|
|
|
|
|
float hiresDX;
|
|
|
|
|
float hiresDY;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
} // namespace
|
|
|
|
|
|
|
|
|
|
void StoreSpellCoords()
|
|
|
|
|
{
|
|
|
|
|
const int START_X = PANEL_LEFT + 12 + SPLICONLENGTH / 2;
|
|
|
|
|
const int END_X = START_X + SPLICONLENGTH * 10;
|
|
|
|
|
const int END_Y = PANEL_TOP - 17 - SPLICONLENGTH / 2;
|
|
|
|
|
speedspellcount = 0;
|
|
|
|
|
int xo = END_X;
|
|
|
|
|
int yo = END_Y;
|
|
|
|
|
for (int i = 0; i < 4; i++) {
|
|
|
|
|
std::uint64_t spells;
|
|
|
|
|
switch (i) {
|
|
|
|
|
case RSPLTYPE_SKILL:
|
|
|
|
|
spells = plr[myplr]._pAblSpells;
|
|
|
|
|
break;
|
|
|
|
|
case RSPLTYPE_SPELL:
|
|
|
|
|
spells = plr[myplr]._pMemSpells;
|
|
|
|
|
break;
|
|
|
|
|
case RSPLTYPE_SCROLL:
|
|
|
|
|
spells = plr[myplr]._pScrlSpells;
|
|
|
|
|
break;
|
|
|
|
|
case RSPLTYPE_CHARGES:
|
|
|
|
|
spells = plr[myplr]._pISpells;
|
|
|
|
|
break;
|
|
|
|
|
default:
|
|
|
|
|
continue;
|
|
|
|
|
}
|
|
|
|
|
std::uint64_t spell = 1;
|
|
|
|
|
for (int j = 1; j < MAX_SPELLS; j++) {
|
|
|
|
|
if ((spell & spells)) {
|
|
|
|
|
speedspellscoords[speedspellcount] = { xo, yo };
|
|
|
|
|
++speedspellcount;
|
|
|
|
|
xo -= SPLICONLENGTH;
|
|
|
|
|
if (xo < START_X) {
|
|
|
|
|
xo = END_X;
|
|
|
|
|
yo -= SPLICONLENGTH;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
spell <<= 1;
|
|
|
|
|
}
|
|
|
|
|
if (spells && xo != END_X)
|
|
|
|
|
xo -= SPLICONLENGTH;
|
|
|
|
|
if (xo < START_X) {
|
|
|
|
|
xo = END_X;
|
|
|
|
|
yo -= SPLICONLENGTH;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
bool IsAutomapActive()
|
|
|
|
|
{
|
|
|
|
|
return automapflag && leveltype != DTYPE_TOWN;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
bool IsMovingMouseCursorWithController()
|
|
|
|
|
{
|
|
|
|
|
return rightStickX != 0 || rightStickY != 0;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void HandleRightStickMotion()
|
|
|
|
|
{
|
|
|
|
|
static RightStickAccumulator acc;
|
|
|
|
|
// deadzone is handled in ScaleJoystickAxes() already
|
|
|
|
|
if (rightStickX == 0 && rightStickY == 0) {
|
|
|
|
|
acc.clear();
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (IsAutomapActive()) { // move map
|
|
|
|
|
int dx = 0, dy = 0;
|
|
|
|
|
acc.pool(&dx, &dy, 32);
|
|
|
|
|
AutoMapXOfs += dy + dx;
|
|
|
|
|
AutoMapYOfs += dy - dx;
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
{ // move cursor
|
|
|
|
|
sgbControllerActive = false;
|
|
|
|
|
int x = MouseX;
|
|
|
|
|
int y = MouseY;
|
|
|
|
|
acc.pool(&x, &y, 2);
|
|
|
|
|
x = std::min(std::max(x, 0), gnScreenWidth - 1);
|
|
|
|
|
y = std::min(std::max(y, 0), gnScreenHeight - 1);
|
|
|
|
|
|
|
|
|
|
// We avoid calling `SetCursorPos` within the same SDL tick because
|
|
|
|
|
// that can cause all stick motion events to arrive before all
|
|
|
|
|
// cursor position events.
|
|
|
|
|
static int lastMouseSetTick = 0;
|
|
|
|
|
const int now = SDL_GetTicks();
|
|
|
|
|
if (now - lastMouseSetTick > 0) {
|
|
|
|
|
SetCursorPos(x, y);
|
|
|
|
|
lastMouseSetTick = now;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Moves the mouse to the first inventory slot.
|
|
|
|
|
*/
|
|
|
|
|
void FocusOnInventory()
|
|
|
|
|
{
|
|
|
|
|
SetCursorPos(InvRect[25].X + RIGHT_PANEL + (INV_SLOT_SIZE_PX / 2), InvRect[25].Y - (INV_SLOT_SIZE_PX / 2));
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void plrctrls_after_check_curs_move()
|
|
|
|
|
{
|
|
|
|
|
// check for monsters first, then items, then towners.
|
|
|
|
|
if (sgbControllerActive) {
|
|
|
|
|
// Clear focuse set by cursor
|
|
|
|
|
pcursplr = -1;
|
|
|
|
|
pcursmonst = -1;
|
|
|
|
|
pcursitem = -1;
|
|
|
|
|
pcursobj = -1;
|
|
|
|
|
pcursmissile = -1;
|
|
|
|
|
pcurstrig = -1;
|
|
|
|
|
pcursquest = -1;
|
|
|
|
|
cursmx = -1;
|
|
|
|
|
cursmy = -1;
|
|
|
|
|
if (!invflag) {
|
|
|
|
|
*infostr = '\0';
|
|
|
|
|
ClearPanel();
|
|
|
|
|
FindActor();
|
|
|
|
|
FindItemOrObject();
|
|
|
|
|
FindTrigger();
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void plrctrls_every_frame()
|
|
|
|
|
{
|
|
|
|
|
ProcessLeftStickOrDPadGameUI();
|
|
|
|
|
HandleRightStickMotion();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void plrctrls_after_game_logic()
|
|
|
|
|
{
|
|
|
|
|
Movement();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void UseBeltItem(int type)
|
|
|
|
|
{
|
|
|
|
|
for (int i = 0; i < MAXBELTITEMS; i++) {
|
|
|
|
|
const int id = AllItemsList[plr[myplr].SpdList[i].IDidx].iMiscId;
|
|
|
|
|
const int spellId = AllItemsList[plr[myplr].SpdList[i].IDidx].iSpell;
|
|
|
|
|
if ((type == BLT_HEALING && (id == IMISC_HEAL || id == IMISC_FULLHEAL || (id == IMISC_SCROLL && spellId == SPL_HEAL)))
|
|
|
|
|
|| (type == BLT_MANA && (id == IMISC_MANA || id == IMISC_FULLMANA))
|
|
|
|
|
|| id == IMISC_REJUV || id == IMISC_FULLREJUV) {
|
|
|
|
|
if (plr[myplr].SpdList[i]._itype > -1) {
|
|
|
|
|
UseInvItem(myplr, INVITEM_BELT_FIRST + i);
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void PerformPrimaryAction()
|
|
|
|
|
{
|
|
|
|
|
if (invflag) { // inventory is open
|
|
|
|
|
if (pcurs > CURSOR_HAND && pcurs < CURSOR_FIRSTITEM) {
|
|
|
|
|
TryIconCurs();
|
|
|
|
|
SetCursor_(CURSOR_HAND);
|
|
|
|
|
} else {
|
|
|
|
|
CheckInvItem();
|
|
|
|
|
}
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (spselflag) {
|
|
|
|
|
SetSpell();
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (chrflag && !chrbtnactive && plr[myplr]._pStatPts > 0) {
|
|
|
|
|
CheckChrBtns();
|
|
|
|
|
for (int i = 0; i < 4; i++) {
|
|
|
|
|
if (MouseX >= ChrBtnsRect[i].x
|
|
|
|
|
&& MouseX <= ChrBtnsRect[i].x + ChrBtnsRect[i].w
|
|
|
|
|
&& MouseY >= ChrBtnsRect[i].y
|
|
|
|
|
&& MouseY <= ChrBtnsRect[i].h + ChrBtnsRect[i].y) {
|
|
|
|
|
chrbtn[i] = 1;
|
|
|
|
|
chrbtnactive = true;
|
|
|
|
|
ReleaseChrBtns(false);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
Interact();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
bool SpellHasActorTarget()
|
|
|
|
|
{
|
|
|
|
|
int spl = plr[myplr]._pRSpell;
|
|
|
|
|
if (spl == SPL_TOWN || spl == SPL_TELEPORT)
|
|
|
|
|
return false;
|
|
|
|
|
|
|
|
|
|
if (spl == SPL_FIREWALL && pcursmonst != -1) {
|
|
|
|
|
cursmx = monster[pcursmonst]._mx;
|
|
|
|
|
cursmy = monster[pcursmonst]._my;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return pcursplr != -1 || pcursmonst != -1;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void UpdateSpellTarget()
|
|
|
|
|
{
|
|
|
|
|
if (SpellHasActorTarget())
|
|
|
|
|
return;
|
|
|
|
|
|
|
|
|
|
pcursplr = -1;
|
|
|
|
|
pcursmonst = -1;
|
|
|
|
|
|
|
|
|
|
const PlayerStruct &player = plr[myplr];
|
|
|
|
|
|
|
|
|
|
int range = 1;
|
|
|
|
|
if (plr[myplr]._pRSpell == SPL_TELEPORT)
|
|
|
|
|
range = 4;
|
|
|
|
|
|
|
|
|
|
cursmx = player._pfutx + kOffsets[player._pdir][0] * range;
|
|
|
|
|
cursmy = player._pfuty + kOffsets[player._pdir][1] * range;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Try dropping item in all 9 possible places
|
|
|
|
|
*/
|
|
|
|
|
bool TryDropItem()
|
|
|
|
|
{
|
|
|
|
|
cursmx = plr[myplr]._pfutx + 1;
|
|
|
|
|
cursmy = plr[myplr]._pfuty;
|
|
|
|
|
if (!DropItemBeforeTrig()) {
|
|
|
|
|
// Try to drop on the other side
|
|
|
|
|
cursmx = plr[myplr]._pfutx;
|
|
|
|
|
cursmy = plr[myplr]._pfuty + 1;
|
|
|
|
|
DropItemBeforeTrig();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return pcurs == CURSOR_HAND;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void PerformSpellAction()
|
|
|
|
|
{
|
|
|
|
|
if (InGameMenu() || questlog || sbookflag)
|
|
|
|
|
return;
|
|
|
|
|
|
|
|
|
|
if (invflag) {
|
|
|
|
|
if (pcurs >= CURSOR_FIRSTITEM)
|
|
|
|
|
TryDropItem();
|
|
|
|
|
else if (pcurs > CURSOR_HAND) {
|
|
|
|
|
TryIconCurs();
|
|
|
|
|
SetCursor_(CURSOR_HAND);
|
|
|
|
|
}
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (pcurs >= CURSOR_FIRSTITEM && !TryDropItem())
|
|
|
|
|
return;
|
|
|
|
|
if (pcurs > CURSOR_HAND)
|
|
|
|
|
SetCursor_(CURSOR_HAND);
|
|
|
|
|
|
|
|
|
|
if (spselflag) {
|
|
|
|
|
SetSpell();
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
int spl = plr[myplr]._pRSpell;
|
|
|
|
|
if ((pcursplr == -1 && (spl == SPL_RESURRECT || spl == SPL_HEALOTHER))
|
|
|
|
|
|| (pcursobj == -1 && spl == SPL_DISARM)) {
|
|
|
|
|
if (plr[myplr]._pClass == PC_WARRIOR) {
|
|
|
|
|
PlaySFX(PS_WARR27);
|
|
|
|
|
} else if (plr[myplr]._pClass == PC_ROGUE) {
|
|
|
|
|
PlaySFX(PS_ROGUE27);
|
|
|
|
|
} else if (plr[myplr]._pClass == PC_SORCERER) {
|
|
|
|
|
PlaySFX(PS_MAGE27);
|
|
|
|
|
}
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
UpdateSpellTarget();
|
|
|
|
|
CheckPlrSpell();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void CtrlUseInvItem()
|
|
|
|
|
{
|
|
|
|
|
ItemStruct *Item;
|
|
|
|
|
|
|
|
|
|
if (pcursinvitem == -1)
|
|
|
|
|
return;
|
|
|
|
|
|
|
|
|
|
if (pcursinvitem <= INVITEM_INV_LAST)
|
|
|
|
|
Item = &plr[myplr].InvList[pcursinvitem - INVITEM_INV_FIRST];
|
|
|
|
|
else
|
|
|
|
|
Item = &plr[myplr].SpdList[pcursinvitem - INVITEM_BELT_FIRST];
|
|
|
|
|
|
|
|
|
|
if ((Item->_iMiscId == IMISC_SCROLLT || Item->_iMiscId == IMISC_SCROLL) && spelldata[Item->_iSpell].sTargeted) {
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
UseInvItem(myplr, pcursinvitem);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void PerformSecondaryAction()
|
|
|
|
|
{
|
|
|
|
|
if (invflag) {
|
|
|
|
|
CtrlUseInvItem();
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (pcurs >= CURSOR_FIRSTITEM && !TryDropItem())
|
|
|
|
|
return;
|
|
|
|
|
if (pcurs > CURSOR_HAND)
|
|
|
|
|
SetCursor_(CURSOR_HAND);
|
|
|
|
|
|
|
|
|
|
if (pcursitem != -1) {
|
|
|
|
|
NetSendCmdLocParam1(true, CMD_GOTOAGETITEM, cursmx, cursmy, pcursitem);
|
|
|
|
|
} else if (pcursobj != -1) {
|
|
|
|
|
NetSendCmdLocParam1(true, CMD_OPOBJXY, cursmx, cursmy, pcursobj);
|
|
|
|
|
} else if (pcursmissile != -1) {
|
|
|
|
|
MakePlrPath(myplr, missile[pcursmissile]._mix, missile[pcursmissile]._miy, true);
|
|
|
|
|
plr[myplr].destAction = ACTION_WALK;
|
|
|
|
|
} else if (pcurstrig != -1) {
|
|
|
|
|
MakePlrPath(myplr, trigs[pcurstrig]._tx, trigs[pcurstrig]._ty, true);
|
|
|
|
|
plr[myplr].destAction = ACTION_WALK;
|
|
|
|
|
} else if (pcursquest != -1) {
|
|
|
|
|
MakePlrPath(myplr, quests[pcursquest]._qtx, quests[pcursquest]._qty, true);
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plr[myplr].destAction = ACTION_WALK;
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}
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}
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} // namespace dvl
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