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- Hide cursor on joystick move, show cursor on mouse move. - Auto aim at closest monsters, objs or items. - Inventory grid snap navigation - Speed spell grid snap navigation - Char stat snaps navigation - Town portal auto casts if using a controller - Can now identify and repair items via controller - Can dropping items in inventory via controllerpull/420/head
2 changed files with 606 additions and 0 deletions
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#include "diablo.h" |
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#include "../3rdParty/Storm/Source/storm.h" |
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DEVILUTION_BEGIN_NAMESPACE |
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extern float leftStickX; |
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extern float leftStickY; |
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// JAKE: My functions for movement and interaction via keyboard/controller
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bool newCurHidden = false; |
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static DWORD attacktick; |
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static DWORD invmove; |
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DWORD ticks; |
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int slot = SLOTXY_INV_FIRST; |
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int spbslot = 0; |
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coords speedspellscoords[50]; |
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int speedspellcount = 0; |
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int hsr[3] = { 0, 0, 0 }; // hot spell row counts
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DWORD talkwait; |
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DWORD talktick; |
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DWORD castwait; |
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bool inmainmenu = false; |
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// 0 = not near, >0 = distance related player 1 coordinates
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coords checkNearbyObjs(int x, int y, int diff) |
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{ |
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int diff_x = abs(plr[myplr]._px - x); |
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int diff_y = abs(plr[myplr]._py - y); |
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if (diff_x <= diff && diff_y <= diff) { |
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coords cm = { diff_x, diff_y }; |
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//sprintf(tempstr, "N-DIFF X:%i Y:%i", diff_x, diff_y);
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//NetSendCmdString(1 << myplr, tempstr);
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return cm; |
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} |
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return { -1, -1 }; |
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} |
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void checkItemsNearby(bool interact) |
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{ |
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for (int i = 0; i < MAXITEMS; i++) { |
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if (checkNearbyObjs(item[i]._ix, item[i]._iy, 1).x != -1 && item[i]._iSelFlag > 0 && item[i]._itype > -1) { |
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pcursitem = i; |
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if (dItem[item[i]._ix][item[i]._iy] <= 0) |
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continue; |
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if (interact) { |
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//sprintf(tempstr, "FOUND NEARBY ITEM AT X:%i Y:%i SEL:%i", item[i]._ix, item[i]._iy, item[i]._iSelFlag);
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//NetSendCmdString(1 << myplr, tempstr);
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LeftMouseCmd(false); |
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} |
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return; // item nearby, don't find objects
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} |
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} |
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if (newCurHidden) |
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pcursitem = -1; |
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//sprintf(tempstr, "SCANNING FOR OBJECTS");
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//NetSendCmdString(1 << myplr, tempstr);
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for (int i = 0; i < MAXOBJECTS; i++) { |
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if (checkNearbyObjs(object[i]._ox, object[i]._oy, 1).x != -1 && object[i]._oSelFlag > 0 && object[i]._otype > -1 && currlevel) { // make sure we're in the dungeon to scan for objs
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pcursobj = i; |
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if (interact) { |
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LeftMouseCmd(false); |
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} |
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return; |
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} |
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} |
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if (newCurHidden) |
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pcursobj = -1; |
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} |
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void checkTownersNearby(bool interact) |
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{ |
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for (int i = 0; i < 16; i++) { |
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if (checkNearbyObjs(towner[i]._tx, towner[i]._ty, 2).x != -1) { |
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if (towner[i]._ttype == -1) |
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continue; |
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pcursmonst = i; |
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if (interact) { |
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TalkToTowner(myplr, i); |
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} |
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break; |
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} |
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} |
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} |
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bool checkMonstersNearby(bool attack) |
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{ |
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int closest = 0; // monster ID who is closest
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coords objDistLast = { 99, 99 }; // previous obj distance
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for (int i = 0; i < MAXMONSTERS; i++) { |
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int d_monster = dMonster[monster[i]._mx][monster[i]._my]; |
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if (monster[i]._mFlags & MFLAG_HIDDEN || monster[i]._mhitpoints <= 0) // monster is hiding or dead, skip
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continue; |
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if (d_monster && dFlags[monster[i]._mx][monster[i]._my] & BFLAG_LIT) { // is monster visible
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if (monster[i].MData->mSelFlag & 1 || monster[i].MData->mSelFlag & 2 || monster[i].MData->mSelFlag & 3 || monster[i].MData->mSelFlag & 4) { // is monster selectable
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coords objDist = checkNearbyObjs(monster[i]._mx, monster[i]._my, 6); |
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if (objDist.x > -1 && objDist.x <= objDistLast.x && objDist.y <= objDistLast.y) { |
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closest = i; |
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objDistLast = objDist; |
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} |
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} |
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} |
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} |
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if (closest > 0) { // did we find a monster
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pcursmonst = closest; |
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//sprintf(tempstr, "NEARBY MONSTER WITH HP:%i", monster[closest]._mhitpoints);
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//NetSendCmdString(1 << myplr, tempstr);
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} else if (closest > 0) { // found monster, but we don't want to attack it
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return true; |
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} else { |
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pcursmonst = -1; |
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return false; |
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} |
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if (attack) { |
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if (ticks - attacktick > 100) { // prevent accidental double attacks
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attacktick = ticks; |
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LeftMouseCmd(false); |
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} |
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return true; |
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} else { |
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return true; |
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} |
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pcursmonst = -1; |
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return false; |
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} |
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// hide the cursor when we start walking via keyboard/controller
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void HideCursor() |
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{ |
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if (pcurs >= CURSOR_FIRSTITEM) // if we don't drop the item on cursor, it will be destroyed
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DropItemBeforeTrig(); |
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SetCursorPos(320, 180); |
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MouseX = 320; |
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MouseY = 180; |
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SetCursor_(CURSOR_NONE); |
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newCurHidden = true; |
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} |
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void attrIncBtnSnap(int key) |
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{ |
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if (invflag || spselflag || !chrflag) |
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return; |
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if (chrbtnactive && !plr[myplr]._pStatPts) |
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return; |
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if (ticks - invmove < 80) { |
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return; |
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} |
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invmove = ticks; |
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// first, find our cursor location
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int slot = 0; |
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for (int i = 0; i < 4; i++) { |
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// 0 = x, 1 = y, 2 = width, 3 = height
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if (MouseX >= attribute_inc_rects2[i][0] |
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&& MouseX <= attribute_inc_rects2[i][0] + attribute_inc_rects2[i][2] |
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&& MouseY >= attribute_inc_rects2[i][1] |
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&& MouseY <= attribute_inc_rects2[i][3] + attribute_inc_rects2[i][1]) { |
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slot = i; |
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break; |
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} |
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} |
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// set future location up or down
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if (key == VK_UP) { |
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if (slot > 0) |
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slot--; |
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} else if (key == VK_DOWN) { |
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if (slot < 3) |
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slot++; |
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} |
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// move cursor to our new location
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int x = attribute_inc_rects2[slot][0] + (attribute_inc_rects2[slot][2] / 2); |
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int y = attribute_inc_rects2[slot][1] + (attribute_inc_rects2[slot][3] / 2); |
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SetCursorPos(x, y); |
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MouseX = x; |
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MouseY = y; |
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} |
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// move the cursor around in our inventory
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// if mouse coords are at SLOTXY_CHEST_LAST, consider this center of equipment
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// small inventory squares are 29x29 (roughly)
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void invMove(int key) |
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{ |
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if (!invflag) |
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return; |
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if (ticks - invmove < 80) { |
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return; |
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} |
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invmove = ticks; |
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int x = MouseX; |
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int y = MouseY; |
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// check which inventory rectangle the mouse is in, if any
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for (int r = 0; (DWORD)r < NUM_XY_SLOTS; r++) { |
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if (x >= InvRect[r].X && x < InvRect[r].X + (INV_SLOT_SIZE_PX + 1) && y >= InvRect[r].Y - (INV_SLOT_SIZE_PX + 1) && y < InvRect[r].Y) { |
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slot = r; |
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break; |
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} |
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} |
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if (slot < 0) |
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slot = 0; |
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if (slot > SLOTXY_BELT_LAST) |
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slot = SLOTXY_BELT_LAST; |
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// when item is on cursor, this is the real cursor XY
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if (key == WALK_W) { |
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if (slot >= SLOTXY_HAND_RIGHT_FIRST && slot <= SLOTXY_HAND_RIGHT_LAST) { |
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x = InvRect[SLOTXY_CHEST_FIRST].X + (INV_SLOT_SIZE_PX / 2); |
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y = InvRect[SLOTXY_CHEST_FIRST].Y - (INV_SLOT_SIZE_PX / 2); |
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} else if (slot >= SLOTXY_CHEST_FIRST && slot <= SLOTXY_CHEST_LAST) { |
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x = InvRect[SLOTXY_HAND_LEFT_FIRST + 2].X + (INV_SLOT_SIZE_PX / 2); |
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y = InvRect[SLOTXY_HAND_LEFT_FIRST + 2].Y - (INV_SLOT_SIZE_PX / 2); |
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} else if (slot == SLOTXY_AMULET) { |
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x = InvRect[SLOTXY_HEAD_FIRST].X + (INV_SLOT_SIZE_PX / 2); |
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y = InvRect[SLOTXY_HEAD_FIRST].Y - (INV_SLOT_SIZE_PX / 2); |
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} else if (slot == SLOTXY_RING_RIGHT) { |
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x = InvRect[SLOTXY_RING_LEFT].X + (INV_SLOT_SIZE_PX / 2); |
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y = InvRect[SLOTXY_RING_LEFT].Y - (INV_SLOT_SIZE_PX / 2); |
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} else if (slot == SLOTXY_BELT_FIRST) { |
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// do nothing
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} else if (slot == SLOTXY_RING_LEFT) { // left ring
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// do nothing
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} else if (slot >= SLOTXY_HAND_LEFT_FIRST && slot <= SLOTXY_HAND_LEFT_LAST) { // left hand
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// do nothing
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} else if (slot >= SLOTXY_HEAD_FIRST && slot <= SLOTXY_HEAD_LAST) { // head
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// do nothing
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} else if (slot > SLOTXY_INV_FIRST) { // general inventory
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if (slot != SLOTXY_INV_FIRST && slot != 35 && slot != 45 && slot != 55) { // left bounds
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slot -= 1; |
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x = InvRect[slot].X + (INV_SLOT_SIZE_PX / 2); |
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y = InvRect[slot].Y - (INV_SLOT_SIZE_PX / 2); |
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} |
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} |
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} else if (key == WALK_E) { |
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if (slot == SLOTXY_RING_LEFT) { |
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x = InvRect[SLOTXY_RING_RIGHT].X + (INV_SLOT_SIZE_PX / 2); |
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y = InvRect[SLOTXY_RING_RIGHT].Y - (INV_SLOT_SIZE_PX / 2); |
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} else if (slot >= SLOTXY_HAND_LEFT_FIRST && slot <= SLOTXY_HAND_LEFT_LAST) { |
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x = InvRect[SLOTXY_CHEST_FIRST].X + (INV_SLOT_SIZE_PX / 2); |
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y = InvRect[SLOTXY_CHEST_FIRST].Y - (INV_SLOT_SIZE_PX / 2); |
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} else if (slot >= SLOTXY_CHEST_FIRST && slot <= SLOTXY_CHEST_LAST) { |
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x = InvRect[SLOTXY_HAND_RIGHT_FIRST + 2].X + (INV_SLOT_SIZE_PX / 2); |
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y = InvRect[SLOTXY_HAND_RIGHT_FIRST + 2].Y - (INV_SLOT_SIZE_PX / 2); |
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} else if (slot >= SLOTXY_HEAD_FIRST && slot <= SLOTXY_HEAD_LAST) { // head to amulet
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x = InvRect[SLOTXY_AMULET].X + (INV_SLOT_SIZE_PX / 2); |
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y = InvRect[SLOTXY_AMULET].Y - (INV_SLOT_SIZE_PX / 2); |
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} else if (slot >= SLOTXY_HAND_RIGHT_FIRST && slot <= SLOTXY_HAND_RIGHT_LAST) { // right hand
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// do nothing
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} else if (slot == SLOTXY_AMULET) { |
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// do nothing
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} else if (slot == SLOTXY_RING_RIGHT) { |
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// do nothing
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} else if (slot < SLOTXY_BELT_LAST && slot >= SLOTXY_INV_FIRST) { // general inventory
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if (slot != 34 && slot != 44 && slot != 54 && slot != SLOTXY_INV_LAST) { // right bounds
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slot += 1; |
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x = InvRect[slot].X + (INV_SLOT_SIZE_PX / 2); |
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y = InvRect[slot].Y - (INV_SLOT_SIZE_PX / 2); |
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} |
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} |
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} else if (key == WALK_N) { |
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if (slot > 24 && slot <= 27) { // first 3 general slots
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x = InvRect[SLOTXY_RING_LEFT].X + (INV_SLOT_SIZE_PX / 2); |
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y = InvRect[SLOTXY_RING_LEFT].Y - (INV_SLOT_SIZE_PX / 2); |
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} else if (slot >= 28 && slot <= 32) { // middle 4 general slots
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x = InvRect[SLOTXY_CHEST_FIRST].X + (INV_SLOT_SIZE_PX / 2); |
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y = InvRect[SLOTXY_CHEST_FIRST].Y - (INV_SLOT_SIZE_PX / 2); |
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} else if (slot >= 33 && slot < 35) { // last 3 general slots
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x = InvRect[SLOTXY_RING_RIGHT].X + (INV_SLOT_SIZE_PX / 2); |
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y = InvRect[SLOTXY_RING_RIGHT].Y - (INV_SLOT_SIZE_PX / 2); |
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} else if (slot >= SLOTXY_CHEST_FIRST && slot <= SLOTXY_CHEST_LAST) { // chest to head
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x = InvRect[SLOTXY_HEAD_FIRST].X + (INV_SLOT_SIZE_PX / 2); |
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y = InvRect[SLOTXY_HEAD_FIRST].Y - (INV_SLOT_SIZE_PX / 2); |
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} else if (slot == SLOTXY_RING_LEFT) { // left ring to left hand
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x = InvRect[SLOTXY_HAND_LEFT_FIRST + 2].X + (INV_SLOT_SIZE_PX / 2); |
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y = InvRect[SLOTXY_HAND_LEFT_FIRST + 2].Y - (INV_SLOT_SIZE_PX / 2); |
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} else if (slot == SLOTXY_RING_RIGHT) { // right ring to right hand
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x = InvRect[SLOTXY_HAND_RIGHT_FIRST + 2].X + (INV_SLOT_SIZE_PX / 2); |
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y = InvRect[SLOTXY_HAND_RIGHT_FIRST + 2].Y - (INV_SLOT_SIZE_PX / 2); |
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} else if (slot >= SLOTXY_HAND_RIGHT_FIRST && slot <= SLOTXY_HAND_RIGHT_LAST) { // right hand to amulet
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x = InvRect[SLOTXY_AMULET].X + (INV_SLOT_SIZE_PX / 2); |
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y = InvRect[SLOTXY_AMULET].Y - (INV_SLOT_SIZE_PX / 2); |
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} else if (slot >= SLOTXY_HEAD_FIRST && slot <= SLOTXY_HEAD_LAST) { |
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// do nothing
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} else if (slot >= SLOTXY_HAND_LEFT_FIRST && slot <= SLOTXY_HAND_LEFT_LAST) { // left hand to head
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x = InvRect[SLOTXY_HEAD_FIRST].X + (INV_SLOT_SIZE_PX / 2); |
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y = InvRect[SLOTXY_HEAD_FIRST].Y - (INV_SLOT_SIZE_PX / 2); |
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} else if (slot == SLOTXY_AMULET) { |
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// do nothing
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} else if (slot >= (SLOTXY_INV_FIRST + 10)) { // general inventory
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slot -= 10; |
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x = InvRect[slot].X + (INV_SLOT_SIZE_PX / 2); |
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y = InvRect[slot].Y - (INV_SLOT_SIZE_PX / 2); |
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} |
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} else if (key == WALK_S) { |
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if (slot >= SLOTXY_HEAD_FIRST && slot <= SLOTXY_HEAD_LAST) { |
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x = InvRect[SLOTXY_CHEST_FIRST].X + (INV_SLOT_SIZE_PX / 2); |
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y = InvRect[SLOTXY_CHEST_FIRST].Y - (INV_SLOT_SIZE_PX / 2); |
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} else if (slot >= SLOTXY_CHEST_FIRST && slot <= SLOTXY_CHEST_LAST) { |
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x = InvRect[30].X + (INV_SLOT_SIZE_PX / 2); |
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y = InvRect[30].Y - (INV_SLOT_SIZE_PX / 2); |
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} else if (slot >= SLOTXY_HAND_LEFT_FIRST && slot <= SLOTXY_HAND_LEFT_LAST) { |
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x = InvRect[SLOTXY_RING_LEFT].X + (INV_SLOT_SIZE_PX / 2); |
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y = InvRect[SLOTXY_RING_LEFT].Y - (INV_SLOT_SIZE_PX / 2); |
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} else if (slot == SLOTXY_RING_LEFT) { |
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x = InvRect[26].X + (INV_SLOT_SIZE_PX / 2); |
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y = InvRect[26].Y - (INV_SLOT_SIZE_PX / 2); |
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} else if (slot == SLOTXY_RING_RIGHT) { |
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x = InvRect[34].X + (INV_SLOT_SIZE_PX / 2); |
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y = InvRect[34].Y - (INV_SLOT_SIZE_PX / 2); |
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} else if (slot == SLOTXY_AMULET) { |
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x = InvRect[SLOTXY_HAND_RIGHT_FIRST + 2].X + (INV_SLOT_SIZE_PX / 2); |
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y = InvRect[SLOTXY_HAND_RIGHT_FIRST + 2].Y - (INV_SLOT_SIZE_PX / 2); |
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} else if (slot >= SLOTXY_HAND_RIGHT_FIRST && slot <= SLOTXY_HAND_RIGHT_LAST) { |
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x = InvRect[SLOTXY_RING_RIGHT].X + (INV_SLOT_SIZE_PX / 2); |
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y = InvRect[SLOTXY_RING_RIGHT].Y - (INV_SLOT_SIZE_PX / 2); |
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} else if (slot < (SLOTXY_BELT_LAST - 10)) { // general inventory
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slot += 10; |
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x = InvRect[slot].X + (INV_SLOT_SIZE_PX / 2); |
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y = InvRect[slot].Y - (INV_SLOT_SIZE_PX / 2); |
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} |
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} |
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if (pcurs > 1) { // [3] Keep item in the same slot, don't jump it up
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if (x != MouseX) // without this, the cursor keeps moving -10
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{ |
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SetCursorPos((x - 10), (y - 10)); |
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MouseX = x - 10; |
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MouseY = y - 10; |
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} |
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} else { |
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SetCursorPos(x, y); |
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MouseX = x; |
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MouseY = y; |
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} |
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} |
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// check if hot spell at X Y exists
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bool HSExists(int x, int y) |
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{ |
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for (int r = 0; r < speedspellcount; r++) { // speedbook cells are 56x56
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if (MouseX >= speedspellscoords[r].x - 28 && MouseX < speedspellscoords[r].x + (28) && MouseY >= speedspellscoords[r].y - (28) && MouseY < speedspellscoords[r].y + 28) { |
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return true; |
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} |
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} |
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return false; |
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} |
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void hotSpellMove(int key) |
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{ |
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int x = 0; |
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int y = 0; |
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if (!spselflag) |
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return; |
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if (pcurs > 0) |
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HideCursor(); |
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if (ticks - invmove < 80) { |
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return; |
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} |
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invmove = ticks; |
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for (int r = 0; r < speedspellcount; r++) { // speedbook cells are 56x56
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// our 3 rows by y axis
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if (speedspellscoords[r].y == 307) |
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hsr[0]++; |
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if (speedspellscoords[r].y == 251) |
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hsr[1]++; |
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if (speedspellscoords[r].y == 195) |
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hsr[2]++; |
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if (MouseX >= speedspellscoords[r].x - 28 && MouseX < speedspellscoords[r].x + (28) && MouseY >= speedspellscoords[r].y - (28) && MouseY < speedspellscoords[r].y + 28) { |
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spbslot = r; |
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//sprintf(tempstr, "IN HOT SPELL CELL NUM:%i", r);
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//NetSendCmdString(1 << myplr, tempstr);
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} |
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} |
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if (key == VK_UP) { |
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if (speedspellscoords[spbslot].y == 307 && hsr[1] > 0) { // we're in row 1, check if row 2 has spells
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if (HSExists(MouseX, 251)) { |
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x = MouseX; |
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y = 251; |
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} |
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} else if (speedspellscoords[spbslot].y == 251 && hsr[2] > 0) { // we're in row 2, check if row 3 has spells
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if (HSExists(MouseX, 195)) { |
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x = MouseX; |
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y = 195; |
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} |
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} |
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} else if (key == VK_DOWN) { |
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if (speedspellscoords[spbslot].y == 251) { // we're in row 2
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if (HSExists(MouseX, 307)) { |
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x = MouseX; |
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y = 307; |
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} |
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} else if (speedspellscoords[spbslot].y == 195) { // we're in row 3
|
||||
if (HSExists(MouseX, 251)) { |
||||
x = MouseX; |
||||
y = 251; |
||||
} |
||||
} |
||||
} else if (key == VK_LEFT) { |
||||
if (spbslot >= speedspellcount - 1) |
||||
return; |
||||
spbslot++; |
||||
x = speedspellscoords[spbslot].x; |
||||
y = speedspellscoords[spbslot].y; |
||||
} else if (key == VK_RIGHT) { |
||||
if (spbslot <= 0) |
||||
return; |
||||
spbslot--; |
||||
x = speedspellscoords[spbslot].x; |
||||
y = speedspellscoords[spbslot].y; |
||||
} |
||||
|
||||
if (x > 0 && y > 0) { |
||||
SetCursorPos(x, y); |
||||
MouseX = x; |
||||
MouseY = y; |
||||
} |
||||
} |
||||
// walk in the direction specified
|
||||
|
||||
void walkInDir(int dir) |
||||
{ |
||||
if (invflag || spselflag || chrflag) // don't walk if inventory, speedbook or char info windows are open
|
||||
return; |
||||
ticks = GetTickCount(); |
||||
if (ticks - invmove < 370) { |
||||
return; |
||||
} |
||||
invmove = ticks; |
||||
ClrPlrPath(myplr); // clear nodes
|
||||
plr[myplr].destAction = ACTION_NONE; // stop attacking, etc.
|
||||
HideCursor(); |
||||
plr[myplr].walkpath[0] = dir; |
||||
} |
||||
static DWORD menuopenslow; |
||||
void useBeltPotion(bool mana) |
||||
{ |
||||
int invNum = 0; |
||||
if (ticks - menuopenslow < 300) { |
||||
return; |
||||
} |
||||
menuopenslow = ticks; |
||||
for (int i = 0; i < MAXBELTITEMS; i++) { |
||||
if ((AllItemsList[plr[myplr].SpdList[i].IDidx].iMiscId == IMISC_HEAL && mana == false) || (AllItemsList[plr[myplr].SpdList[i].IDidx].iMiscId == IMISC_FULLHEAL && mana == false) || (AllItemsList[plr[myplr].SpdList[i].IDidx].iMiscId == IMISC_MANA && mana == true) || (AllItemsList[plr[myplr].SpdList[i].IDidx].iMiscId == IMISC_FULLMANA && mana == true) || (AllItemsList[plr[myplr].SpdList[i].IDidx].iMiscId == IMISC_REJUV && AllItemsList[plr[myplr].SpdList[i].IDidx].iMiscId == IMISC_FULLREJUV)) { |
||||
if (plr[myplr].SpdList[i]._itype > -1) { |
||||
invNum = i + INVITEM_BELT_FIRST; |
||||
UseInvItem(myplr, invNum); |
||||
break; |
||||
} |
||||
} |
||||
} |
||||
} |
||||
|
||||
void movements(int key) { |
||||
if (key == VK_UP) { |
||||
invMove(WALK_N); |
||||
hotSpellMove(VK_UP); |
||||
attrIncBtnSnap(VK_UP); |
||||
walkInDir(WALK_N); |
||||
} else if (key == VK_RIGHT) { |
||||
invMove(WALK_E); |
||||
hotSpellMove(VK_RIGHT); |
||||
walkInDir(WALK_E); |
||||
} else if (key == VK_DOWN) { |
||||
invMove(WALK_S); |
||||
hotSpellMove(VK_DOWN); |
||||
attrIncBtnSnap(VK_DOWN); |
||||
walkInDir(WALK_S); |
||||
} else if (key == VK_LEFT) { |
||||
invMove(WALK_W); |
||||
hotSpellMove(VK_LEFT); |
||||
walkInDir(WALK_W); |
||||
} |
||||
} |
||||
|
||||
void charMovement() { |
||||
if (stextflag > 0 || questlog || helpflag || talkflag || qtextflag) |
||||
return; |
||||
|
||||
if (!invflag && !spselflag && !chrflag) { |
||||
if (GetAsyncKeyState(VK_RIGHT) & 0x8000 && GetAsyncKeyState(VK_DOWN) & 0x8000 || GetAsyncKeyState(0x44) & 0x8000 && GetAsyncKeyState(0x53) & 0x8000 || leftStickY <= -0.5 && leftStickX >= 0.5) { |
||||
walkInDir(WALK_SE); |
||||
} else if (GetAsyncKeyState(VK_RIGHT) & 0x8000 && GetAsyncKeyState(VK_UP) & 0x8000 || GetAsyncKeyState(0x57) & 0x8000 && GetAsyncKeyState(0x44) & 0x8000 || leftStickY >= 0.5 && leftStickX >= 0.5) { |
||||
walkInDir(WALK_NE); |
||||
} else if (GetAsyncKeyState(VK_LEFT) & 0x8000 && GetAsyncKeyState(VK_DOWN) & 0x8000 || GetAsyncKeyState(0x41) & 0x8000 && GetAsyncKeyState(0x53) & 0x8000 || leftStickY <= -0.5 && leftStickX <= -0.5) { |
||||
walkInDir(WALK_SW); |
||||
} else if (GetAsyncKeyState(VK_LEFT) & 0x8000 && GetAsyncKeyState(VK_UP) & 0x8000 || GetAsyncKeyState(0x57) & 0x8000 && GetAsyncKeyState(0x41) & 0x8000 || leftStickY >= 0.40 && leftStickX <= -0.5) { |
||||
walkInDir(WALK_NW); |
||||
} |
||||
} |
||||
|
||||
if (GetAsyncKeyState(VK_UP) & 0x8000 || GetAsyncKeyState(0x57) & 0x8000 || leftStickY >= 0.5) { |
||||
movements(VK_UP); |
||||
} else if (GetAsyncKeyState(VK_RIGHT) & 0x8000 || GetAsyncKeyState(0x44) & 0x8000 || leftStickX >= 0.5) { |
||||
movements(VK_RIGHT); |
||||
} else if (GetAsyncKeyState(VK_DOWN) & 0x8000 || GetAsyncKeyState(0x53) & 0x8000 || leftStickY <= -0.5) { |
||||
movements(VK_DOWN); |
||||
} else if (GetAsyncKeyState(VK_LEFT) & 0x8000 || GetAsyncKeyState(0x41) & 0x8000 || leftStickX <= -0.5) { |
||||
movements(VK_LEFT); |
||||
} |
||||
|
||||
if (GetAsyncKeyState(MK_LBUTTON) & 0x8000) { |
||||
if (newCurHidden) { // show cursor first, before clicking
|
||||
SetCursor_(CURSOR_HAND); |
||||
newCurHidden = false; |
||||
} else if (spselflag) { |
||||
SetSpell(); |
||||
} else { |
||||
LeftMouseCmd(false); |
||||
} |
||||
} |
||||
} |
||||
|
||||
void keyboardExpansion(int vikey) |
||||
{ |
||||
static DWORD opentimer; |
||||
static DWORD clickinvtimer; |
||||
static DWORD statuptimer; |
||||
ticks = GetTickCount(); |
||||
|
||||
if (stextflag > 0 || questlog || helpflag || talkflag || qtextflag) |
||||
return; |
||||
if (vikey == VK_SPACE) { // similar to X button on PS1 ccontroller. Talk to towners, click on inv items, attack.
|
||||
if (invflag) { // inventory is open
|
||||
if (ticks - clickinvtimer >= 300) { |
||||
clickinvtimer = ticks; |
||||
if (pcurs == CURSOR_IDENTIFY) |
||||
CheckIdentify(myplr, pcursinvitem); |
||||
else if (pcurs == CURSOR_REPAIR) |
||||
DoRepair(myplr, pcursinvitem); |
||||
else |
||||
CheckInvItem(); |
||||
} |
||||
} else if (spselflag) { |
||||
SetSpell(); |
||||
} else if (chrflag) { |
||||
if (ticks - statuptimer >= 400) { |
||||
statuptimer = ticks; |
||||
for (int i = 0; i < 4; i++) { |
||||
if (MouseX >= attribute_inc_rects2[i][0] |
||||
&& MouseX <= attribute_inc_rects2[i][0] + attribute_inc_rects2[i][2] |
||||
&& MouseY >= attribute_inc_rects2[i][1] |
||||
&& MouseY <= attribute_inc_rects2[i][3] + attribute_inc_rects2[i][1]) { |
||||
chrbtn[i] = 1; |
||||
chrbtnactive = TRUE; |
||||
ReleaseChrBtns(); |
||||
} |
||||
} |
||||
} |
||||
} else { |
||||
HideCursor(); |
||||
talktick = GetTickCount(); // this is shared with STextESC, do NOT duplicate or use anywhere else
|
||||
if (!checkMonstersNearby(true)) { |
||||
if (talktick - talkwait > 600) { // prevent re-entering talk after finished
|
||||
talkwait = talktick; |
||||
checkTownersNearby(true); |
||||
} |
||||
} |
||||
} |
||||
} else if (vikey == VK_RETURN) { // similar to [] button on PS1 controller. Open chests, doors, pickup items
|
||||
if (!invflag) { |
||||
HideCursor(); |
||||
if (ticks - opentimer > 500) { |
||||
opentimer = ticks; |
||||
checkItemsNearby(true); |
||||
} |
||||
} |
||||
} |
||||
} |
||||
|
||||
DEVILUTION_END_NAMESPACE |
||||
@ -0,0 +1,29 @@
|
||||
#pragma once |
||||
|
||||
void checkTownersNearby(bool interact); |
||||
void checkItemsNearby(bool interact); |
||||
void keyboardExpansion(int vikey); |
||||
void charMovement(); |
||||
void movements(int key); |
||||
bool checkMonstersNearby(bool attack); |
||||
extern bool newCurHidden; |
||||
void invMove(int key); |
||||
void HideCursor(); |
||||
void useBeltPotion(bool mana); |
||||
typedef struct coords { |
||||
int x; |
||||
int y; |
||||
} coords; |
||||
extern coords speedspellscoords[50]; |
||||
extern int speedspellcount; |
||||
extern const InvXY InvRect[73]; // wasn't made public, so I'll add this here from inv.cpp
|
||||
|
||||
extern DWORD talkwait; |
||||
extern DWORD talktick; |
||||
extern DWORD castwait; |
||||
|
||||
#define INV_TOP 240; |
||||
#define INV_LEFT 350; |
||||
#define INV_HEIGHT 320; |
||||
#define DISPLAY_HEIGHT 360; |
||||
#define DISPLAY_WIDTH 640; |
||||
Loading…
Reference in new issue