#include "controls/plrctrls.h" #include #include #include #ifdef USE_SDL1 #include "utils/sdl2_to_1_2_backports.h" #endif #include "automap.h" #include "control.h" #include "controls/controller_motion.h" #ifndef USE_SDL1 #include "controls/devices/game_controller.h" #endif #include "controls/game_controls.h" #include "controls/touch/gamepad.h" #include "cursor.h" #include "doom.h" #include "engine/point.hpp" #include "engine/points_in_rectangle_range.hpp" #include "gmenu.h" #include "help.h" #include "hwcursor.hpp" #include "inv.h" #include "items.h" #include "levels/town.h" #include "levels/trigs.h" #include "minitext.h" #include "missiles.h" #include "panels/spell_icons.hpp" #include "panels/spell_list.hpp" #include "panels/ui_panels.hpp" #include "qol/chatlog.h" #include "qol/stash.h" #include "stores.h" #include "towners.h" #include "track.h" #include "utils/log.hpp" #include "utils/str_cat.hpp" namespace devilution { ControlTypes ControlMode = ControlTypes::None; ControlTypes ControlDevice = ControlTypes::None; GameActionType ControllerActionHeld = GameActionType_NONE; GamepadLayout GamepadType = #if defined(DEVILUTIONX_GAMEPAD_TYPE) GamepadLayout:: DEVILUTIONX_GAMEPAD_TYPE; #else GamepadLayout::Generic; #endif bool StandToggle = false; int pcurstrig = -1; Missile *pcursmissile = nullptr; quest_id pcursquest = Q_INVALID; /** * Native game menu, controlled by simulating a keyboard. */ bool InGameMenu() { return stextflag != TalkID::None || HelpFlag || ChatLogFlag || talkflag || qtextflag || gmenu_is_active() || PauseMode == 2 || (MyPlayer != nullptr && MyPlayer->_pInvincible && MyPlayer->_pHitPoints == 0); } namespace { int Slot = SLOTXY_INV_FIRST; Point ActiveStashSlot = InvalidStashPoint; int PreviousInventoryColumn = -1; bool BeltReturnsToStash = false; const Direction FaceDir[3][3] = { // NONE UP DOWN { Direction::South, Direction::North, Direction::South }, // NONE { Direction::West, Direction::NorthWest, Direction::SouthWest }, // LEFT { Direction::East, Direction::NorthEast, Direction::SouthEast }, // RIGHT }; /** * Number of angles to turn to face the coordinate * @param destination Tile coordinates * @return -1 == down */ int GetRotaryDistance(Point destination) { Player &myPlayer = *MyPlayer; if (myPlayer.position.future == destination) return -1; int d1 = static_cast(myPlayer._pdir); int d2 = static_cast(GetDirection(myPlayer.position.future, destination)); int d = abs(d1 - d2); if (d > 4) return 4 - (d % 4); return d; } /** * @brief Get the best case walking steps to coordinates * @param position Tile coordinates */ int GetMinDistance(Point position) { return MyPlayer->position.future.WalkingDistance(position); } /** * @brief Get walking steps to coordinate * @param destination Tile coordinates * @param maxDistance the max number of steps to search * @return number of steps, or 0 if not reachable */ int GetDistance(Point destination, int maxDistance) { if (GetMinDistance(destination) > maxDistance) { return 0; } int8_t walkpath[MaxPathLength]; Player &myPlayer = *MyPlayer; int steps = FindPath([&myPlayer](Point position) { return PosOkPlayer(myPlayer, position); }, myPlayer.position.future, destination, walkpath); if (steps > maxDistance) return 0; return steps; } /** * @brief Get distance to coordinate * @param destination Tile coordinates */ int GetDistanceRanged(Point destination) { return MyPlayer->position.future.ExactDistance(destination); } void FindItemOrObject() { WorldTilePosition futurePosition = MyPlayer->position.future; int rotations = 5; auto searchArea = PointsInRectangleColMajor(WorldTileRectangle { futurePosition, 1 }); for (WorldTilePosition targetPosition : searchArea) { // As the player can not stand on the edge of the map this is safe from OOB int8_t itemId = dItem[targetPosition.x][targetPosition.y] - 1; if (itemId < 0) { // there shouldn't be any items that occupy multiple ground tiles, but just in case only considering positive indexes here continue; } auto &item = Items[itemId]; if (item.isEmpty() || item._iSelFlag == 0) { continue; } int newRotations = GetRotaryDistance(targetPosition); if (rotations < newRotations) { continue; } if (targetPosition != futurePosition && GetDistance(targetPosition, 1) == 0) { // Don't check the tile we're leaving if the player is walking continue; } rotations = newRotations; pcursitem = itemId; cursPosition = targetPosition; } if (leveltype == DTYPE_TOWN || pcursitem != -1) { return; // Don't look for objects in town } for (WorldTilePosition targetPosition : searchArea) { Object *object = FindObjectAtPosition(targetPosition); if (object == nullptr || object->_oSelFlag == 0) { // No object or non-interactive object continue; } if (targetPosition == futurePosition && object->_oDoorFlag) { continue; // Ignore doorway so we don't get stuck behind barrels } int newRotations = GetRotaryDistance(targetPosition); if (rotations < newRotations) { continue; } if (targetPosition != futurePosition && GetDistance(targetPosition, 1) == 0) { // Don't check the tile we're leaving if the player is walking continue; } if (object->IsDisabled()) { continue; } rotations = newRotations; ObjectUnderCursor = object; cursPosition = targetPosition; } } void CheckTownersNearby() { for (int i = 0; i < 16; i++) { int distance = GetDistance(Towners[i].position, 2); if (distance == 0) continue; pcursmonst = i; } } bool HasRangedSpell() { SpellID spl = MyPlayer->_pRSpell; return spl != SpellID::Invalid && spl != SpellID::TownPortal && spl != SpellID::Teleport && GetSpellData(spl).isTargeted() && !GetSpellData(spl).isAllowedInTown(); } bool CanTargetMonster(const Monster &monster) { if ((monster.flags & MFLAG_HIDDEN) != 0) return false; if (monster.isPlayerMinion()) return false; if (monster.hitPoints >> 6 <= 0) // dead return false; if (!IsTileLit(monster.position.tile)) // not visible return false; const int mx = monster.position.tile.x; const int my = monster.position.tile.y; if (dMonster[mx][my] == 0) return false; return true; } void FindRangedTarget() { int rotations = 0; int distance = 0; bool canTalk = false; for (size_t i = 0; i < ActiveMonsterCount; i++) { int mi = ActiveMonsters[i]; const auto &monster = Monsters[mi]; if (!CanTargetMonster(monster)) continue; const bool newCanTalk = CanTalkToMonst(monster); if (pcursmonst != -1 && !canTalk && newCanTalk) continue; const int newDdistance = GetDistanceRanged(monster.position.future); const int newRotations = GetRotaryDistance(monster.position.future); if (pcursmonst != -1 && canTalk == newCanTalk) { if (distance < newDdistance) continue; if (distance == newDdistance && rotations < newRotations) continue; } distance = newDdistance; rotations = newRotations; canTalk = newCanTalk; pcursmonst = mi; } } void FindMeleeTarget() { bool visited[MAXDUNX][MAXDUNY] = { {} }; int maxSteps = 25; // Max steps for FindPath is 25 int rotations = 0; bool canTalk = false; struct SearchNode { int x, y; int steps; }; std::list queue; Player &myPlayer = *MyPlayer; { const int startX = myPlayer.position.future.x; const int startY = myPlayer.position.future.y; visited[startX][startY] = true; queue.push_back({ startX, startY, 0 }); } while (!queue.empty()) { SearchNode node = queue.front(); queue.pop_front(); for (auto pathDir : PathDirs) { const int dx = node.x + pathDir.deltaX; const int dy = node.y + pathDir.deltaY; if (visited[dx][dy]) continue; // already visisted if (node.steps > maxSteps) { visited[dx][dy] = true; continue; } if (!PosOkPlayer(myPlayer, { dx, dy })) { visited[dx][dy] = true; if (dMonster[dx][dy] != 0) { const int mi = abs(dMonster[dx][dy]) - 1; const auto &monster = Monsters[mi]; if (CanTargetMonster(monster)) { const bool newCanTalk = CanTalkToMonst(monster); if (pcursmonst != -1 && !canTalk && newCanTalk) continue; const int newRotations = GetRotaryDistance({ dx, dy }); if (pcursmonst != -1 && canTalk == newCanTalk && rotations < newRotations) continue; rotations = newRotations; canTalk = newCanTalk; pcursmonst = mi; if (!canTalk) maxSteps = node.steps; // Monsters found, cap search to current steps } } continue; } if (path_solid_pieces({ node.x, node.y }, { dx, dy })) { queue.push_back({ dx, dy, node.steps + 1 }); visited[dx][dy] = true; } } } } void CheckMonstersNearby() { if (MyPlayer->UsesRangedWeapon() || HasRangedSpell()) { FindRangedTarget(); return; } FindMeleeTarget(); } void CheckPlayerNearby() { int newDdistance; int rotations = 0; int distance = 0; if (pcursmonst != -1) return; Player &myPlayer = *MyPlayer; SpellID spl = myPlayer._pRSpell; if (myPlayer.friendlyMode && spl != SpellID::Resurrect && spl != SpellID::HealOther) return; for (size_t i = 0; i < Players.size(); i++) { const Player &player = Players[i]; if (&player == MyPlayer) continue; const int mx = player.position.future.x; const int my = player.position.future.y; if (dPlayer[mx][my] == 0 || !IsTileLit(player.position.future) || (player._pHitPoints == 0 && spl != SpellID::Resurrect)) continue; if (myPlayer.UsesRangedWeapon() || HasRangedSpell() || spl == SpellID::HealOther) { newDdistance = GetDistanceRanged(player.position.future); } else { newDdistance = GetDistance(player.position.future, distance); if (newDdistance == 0) continue; } if (pcursplr != -1 && distance < newDdistance) continue; const int newRotations = GetRotaryDistance(player.position.future); 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(); } void FindTrigger() { int rotations = 0; int distance = 0; if (pcursitem != -1 || ObjectUnderCursor != nullptr) return; // Prefer showing items/objects over triggers (use of cursm* conflicts) for (auto &missile : Missiles) { if (missile._mitype == MissileID::TownPortal || missile._mitype == MissileID::RedPortal) { const int newDistance = GetDistance(missile.position.tile, 2); if (newDistance == 0) continue; if (pcursmissile != nullptr && distance < newDistance) continue; const int newRotations = GetRotaryDistance(missile.position.tile); if (pcursmissile != nullptr && distance == newDistance && rotations < newRotations) continue; cursPosition = missile.position.tile; pcursmissile = &missile; distance = newDistance; rotations = newRotations; } } if (pcursmissile == nullptr) { for (int i = 0; i < numtrigs; i++) { int tx = trigs[i].position.x; int ty = trigs[i].position.y; if (trigs[i]._tlvl == 13) ty -= 1; const int newDistance = GetDistance({ tx, ty }, 2); if (newDistance == 0) continue; cursPosition = { tx, ty }; pcurstrig = i; } if (pcurstrig == -1) { for (auto &quest : Quests) { if (quest._qidx == Q_BETRAYER || currlevel != quest._qlevel || quest._qslvl == 0) continue; const int newDistance = GetDistance(quest.position, 2); if (newDistance == 0) continue; cursPosition = quest.position; pcursquest = quest._qidx; } } } if (pcursmonst != -1 || pcursplr != -1 || cursPosition.x == -1 || cursPosition.y == -1) return; // Prefer monster/player info text CheckTrigForce(); CheckTown(); CheckRportal(); } bool IsStandingGround() { if (ControlMode == ControlTypes::Gamepad) { ControllerButtonCombo standGroundCombo = sgOptions.Padmapper.ButtonComboForAction("StandGround"); return StandToggle || IsControllerButtonComboPressed(standGroundCombo); } #ifndef USE_SDL1 if (ControlMode == ControlTypes::VirtualGamepad) { return VirtualGamepadState.standButton.isHeld; } #endif return false; } void Interact() { if (leveltype == DTYPE_TOWN && pcursmonst != -1) { NetSendCmdLocParam1(true, CMD_TALKXY, Towners[pcursmonst].position, pcursmonst); return; } Player &myPlayer = *MyPlayer; if (leveltype != DTYPE_TOWN && IsStandingGround()) { Direction pdir = myPlayer._pdir; AxisDirection moveDir = GetMoveDirection(); bool motion = moveDir.x != AxisDirectionX_NONE || moveDir.y != AxisDirectionY_NONE; if (motion) { pdir = FaceDir[static_cast(moveDir.x)][static_cast(moveDir.y)]; } Point position = myPlayer.position.tile + pdir; if (pcursmonst != -1 && !motion) { position = Monsters[pcursmonst].position.tile; } NetSendCmdLoc(MyPlayerId, true, myPlayer.UsesRangedWeapon() ? CMD_RATTACKXY : CMD_SATTACKXY, position); LastMouseButtonAction = MouseActionType::Attack; return; } if (pcursmonst != -1) { if (!myPlayer.UsesRangedWeapon() || CanTalkToMonst(Monsters[pcursmonst])) { NetSendCmdParam1(true, CMD_ATTACKID, pcursmonst); } else { NetSendCmdParam1(true, CMD_RATTACKID, pcursmonst); } LastMouseButtonAction = MouseActionType::AttackMonsterTarget; return; } if (leveltype != DTYPE_TOWN && pcursplr != -1 && !myPlayer.friendlyMode) { NetSendCmdParam1(true, myPlayer.UsesRangedWeapon() ? CMD_RATTACKPID : CMD_ATTACKPID, pcursplr); LastMouseButtonAction = MouseActionType::AttackPlayerTarget; return; } if (ObjectUnderCursor != nullptr) { NetSendCmdLoc(MyPlayerId, true, CMD_OPOBJXY, cursPosition); LastMouseButtonAction = MouseActionType::OperateObject; return; } } void AttrIncBtnSnap(AxisDirection dir) { static AxisDirectionRepeater repeater; dir = repeater.Get(dir); if (dir.y == AxisDirectionY_NONE) return; if (chrbtnactive && MyPlayer->_pStatPts <= 0) return; // first, find our cursor location int slot = 0; Rectangle button; for (int i = 0; i < 4; i++) { button = ChrBtnsRect[i]; button.position = GetPanelPosition(UiPanels::Character, button.position); if (button.contains(MousePosition)) { 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 button = ChrBtnsRect[slot]; button.position = GetPanelPosition(UiPanels::Character, button.position); SetCursorPos(button.Center()); } Point InvGetEquipSlotCoord(const inv_body_loc invSlot) { Point result = GetPanelPosition(UiPanels::Inventory); switch (invSlot) { case INVLOC_HEAD: result.x += InvRect[SLOTXY_HEAD].Center().x; result.y += InvRect[SLOTXY_HEAD].Center().y; break; case INVLOC_RING_LEFT: result.x += InvRect[SLOTXY_RING_LEFT].Center().x; result.y += InvRect[SLOTXY_RING_LEFT].Center().y; break; case INVLOC_RING_RIGHT: result.x += InvRect[SLOTXY_RING_RIGHT].Center().x; result.y += InvRect[SLOTXY_RING_RIGHT].Center().y; break; case INVLOC_AMULET: result.x += InvRect[SLOTXY_AMULET].Center().x; result.y += InvRect[SLOTXY_AMULET].Center().y; break; case INVLOC_HAND_LEFT: result.x += InvRect[SLOTXY_HAND_LEFT].Center().x; result.y += InvRect[SLOTXY_HAND_LEFT].Center().y; break; case INVLOC_HAND_RIGHT: result.x += InvRect[SLOTXY_HAND_RIGHT].Center().x; result.y += InvRect[SLOTXY_HAND_RIGHT].Center().y; break; case INVLOC_CHEST: result.x += InvRect[SLOTXY_CHEST].Center().x; result.y += InvRect[SLOTXY_CHEST].Center().y; break; default: break; } return result; } Point InvGetEquipSlotCoordFromInvSlot(const inv_xy_slot slot) { if (slot == SLOTXY_HEAD) { return InvGetEquipSlotCoord(INVLOC_HEAD); } if (slot == SLOTXY_RING_LEFT) { return InvGetEquipSlotCoord(INVLOC_RING_LEFT); } if (slot == SLOTXY_RING_RIGHT) { return InvGetEquipSlotCoord(INVLOC_RING_RIGHT); } if (slot == SLOTXY_AMULET) { return InvGetEquipSlotCoord(INVLOC_AMULET); } if (slot == SLOTXY_HAND_LEFT) { return InvGetEquipSlotCoord(INVLOC_HAND_LEFT); } if (slot == SLOTXY_HAND_RIGHT) { return InvGetEquipSlotCoord(INVLOC_HAND_RIGHT); } if (slot == SLOTXY_CHEST) { return InvGetEquipSlotCoord(INVLOC_CHEST); } return {}; } /** * Get coordinates for a given slot */ Point GetSlotCoord(int slot) { if (slot >= SLOTXY_BELT_FIRST && slot <= SLOTXY_BELT_LAST) { return GetPanelPosition(UiPanels::Main, InvRect[slot].position); } return GetPanelPosition(UiPanels::Inventory, InvRect[slot].position); } /** * Return the item id of the current slot */ int GetItemIdOnSlot(int slot) { if (slot >= SLOTXY_INV_FIRST && slot <= SLOTXY_INV_LAST) { return abs(MyPlayer->InvGrid[slot - SLOTXY_INV_FIRST]); } return 0; } /** * Get item size (grid size) on the slot specified. Returns 1x1 if none exists. */ Size GetItemSizeOnSlot(int slot) { if (slot >= SLOTXY_INV_FIRST && slot <= SLOTXY_INV_LAST) { int8_t ii = GetItemIdOnSlot(slot); if (ii != 0) { Item &item = MyPlayer->InvList[ii - 1]; if (!item.isEmpty()) { return GetInventorySize(item); } } } return { 1, 1 }; } /** * Search for the first slot occupied by an item in the inventory. */ int FindFirstSlotOnItem(int8_t itemInvId) { if (itemInvId == 0) return -1; for (int s = SLOTXY_INV_FIRST; s < SLOTXY_INV_LAST; s++) { if (GetItemIdOnSlot(s) == itemInvId) return s; } return -1; } Point FindFirstStashSlotOnItem(StashStruct::StashCell itemInvId) { if (itemInvId == StashStruct::EmptyCell) return InvalidStashPoint; for (WorldTilePosition point : PointsInRectangle(WorldTileRectangle { { 0, 0 }, { 10, 10 } })) { if (Stash.GetItemIdAtPosition(point) == itemInvId) return point; } return InvalidStashPoint; } /** * Reset cursor position based on the current slot. */ void ResetInvCursorPosition() { Point mousePos {}; if (Slot >= SLOTXY_INV_FIRST && Slot <= SLOTXY_INV_LAST) { int8_t itemInvId = GetItemIdOnSlot(Slot); if (itemInvId != 0) { mousePos = GetSlotCoord(FindFirstSlotOnItem(itemInvId)); Size itemSize = GetItemSizeOnSlot(Slot); mousePos.x += ((itemSize.width - 1) * InventorySlotSizeInPixels.width) / 2; mousePos.y += ((itemSize.height - 1) * InventorySlotSizeInPixels.height) / 2; } else { mousePos = GetSlotCoord(Slot); } if (!MyPlayer->HoldItem.isEmpty()) { mousePos += Displacement { -INV_SLOT_HALF_SIZE_PX, -INV_SLOT_HALF_SIZE_PX }; } } else if (Slot >= SLOTXY_BELT_FIRST && Slot <= SLOTXY_BELT_LAST) { mousePos = GetSlotCoord(Slot); if (!MyPlayer->HoldItem.isEmpty()) mousePos += Displacement { -INV_SLOT_HALF_SIZE_PX, -INV_SLOT_HALF_SIZE_PX }; } else { mousePos = InvGetEquipSlotCoordFromInvSlot((inv_xy_slot)Slot); if (!MyPlayer->HoldItem.isEmpty()) { Size itemSize = GetInventorySize(MyPlayer->HoldItem); mousePos += Displacement { -INV_SLOT_HALF_SIZE_PX, -INV_SLOT_HALF_SIZE_PX * itemSize.height }; } } mousePos.x += (InventorySlotSizeInPixels.width / 2); mousePos.y -= (InventorySlotSizeInPixels.height / 2); SetCursorPos(mousePos); } int FindClosestInventorySlot(Point mousePos) { int shortestDistance = std::numeric_limits::max(); int bestSlot = 0; mousePos += Displacement { -INV_SLOT_HALF_SIZE_PX, INV_SLOT_HALF_SIZE_PX }; for (int i = 0; i < NUM_XY_SLOTS; i++) { int distance = mousePos.ManhattanDistance(GetSlotCoord(i)); if (distance < shortestDistance) { shortestDistance = distance; bestSlot = i; } } return bestSlot; } Point FindClosestStashSlot(Point mousePos) { int shortestDistance = std::numeric_limits::max(); Point bestSlot = {}; mousePos += Displacement { -INV_SLOT_HALF_SIZE_PX, -INV_SLOT_HALF_SIZE_PX }; for (Point point : PointsInRectangle(Rectangle { { 0, 0 }, Size { 10, 10 } })) { int distance = mousePos.ManhattanDistance(GetStashSlotCoord(point)); if (distance < shortestDistance) { shortestDistance = distance; bestSlot = point; } } return bestSlot; } /** * @brief Figures out where on the body to move when on the first row */ inv_xy_slot InventoryMoveToBody(int slot) { PreviousInventoryColumn = slot - SLOTXY_INV_ROW1_FIRST; if (slot <= SLOTXY_INV_ROW1_FIRST + 2) { // first 3 general slots return SLOTXY_RING_LEFT; } if (slot <= SLOTXY_INV_ROW1_FIRST + 6) { // middle 4 general slots return SLOTXY_CHEST; } // last 3 general slots return SLOTXY_RING_RIGHT; } void InventoryMove(AxisDirection dir) { Point mousePos = MousePosition; // normalize slots if (Slot < 0) Slot = FindClosestInventorySlot(mousePos); else if (Slot > SLOTXY_BELT_LAST) Slot = SLOTXY_BELT_LAST; const int initialSlot = Slot; const Item &heldItem = MyPlayer->HoldItem; const bool isHoldingItem = !heldItem.isEmpty(); Size itemSize = GetInventorySize(heldItem); // when item is on cursor (pcurs > 1), this is the real cursor XY if (dir.x == AxisDirectionX_LEFT) { if (isHoldingItem) { if (Slot >= SLOTXY_INV_FIRST && Slot <= SLOTXY_BELT_LAST) { if (IsNoneOf(Slot, SLOTXY_INV_ROW1_FIRST, SLOTXY_INV_ROW2_FIRST, SLOTXY_INV_ROW3_FIRST, SLOTXY_INV_ROW4_FIRST, SLOTXY_BELT_FIRST)) { Slot -= 1; } } else if (heldItem._itype == ItemType::Ring) { Slot = SLOTXY_RING_LEFT; } else if (heldItem.isWeapon() || heldItem.isShield()) { Slot = SLOTXY_HAND_LEFT; } } else { if (Slot == SLOTXY_HAND_RIGHT) { Slot = SLOTXY_CHEST; } else if (Slot == SLOTXY_CHEST) { Slot = SLOTXY_HAND_LEFT; } else if (Slot == SLOTXY_AMULET) { Slot = SLOTXY_HEAD; } else if (Slot == SLOTXY_RING_RIGHT) { Slot = SLOTXY_RING_LEFT; } else if (Slot >= SLOTXY_INV_FIRST && Slot <= SLOTXY_BELT_LAST) { int8_t itemId = GetItemIdOnSlot(Slot); if (itemId != 0) { for (int i = 1; i < INV_ROW_SLOT_SIZE && !IsAnyOf(Slot - i + 1, SLOTXY_INV_ROW1_FIRST, SLOTXY_INV_ROW2_FIRST, SLOTXY_INV_ROW3_FIRST, SLOTXY_INV_ROW4_FIRST, SLOTXY_BELT_FIRST); i++) { if (itemId != GetItemIdOnSlot(Slot - i)) { Slot -= i; break; } } } else if (IsNoneOf(Slot, SLOTXY_INV_ROW1_FIRST, SLOTXY_INV_ROW2_FIRST, SLOTXY_INV_ROW3_FIRST, SLOTXY_INV_ROW4_FIRST, SLOTXY_BELT_FIRST)) { Slot -= 1; } } } } else if (dir.x == AxisDirectionX_RIGHT) { if (isHoldingItem) { if (Slot >= SLOTXY_INV_FIRST && Slot <= SLOTXY_BELT_LAST) { if (IsNoneOf(Slot + itemSize.width - 1, SLOTXY_INV_ROW1_LAST, SLOTXY_INV_ROW2_LAST, SLOTXY_INV_ROW3_LAST, SLOTXY_INV_ROW4_LAST, SLOTXY_BELT_LAST)) { Slot += 1; } } else if (heldItem._itype == ItemType::Ring) { Slot = SLOTXY_RING_RIGHT; } else if (heldItem.isWeapon() || heldItem.isShield()) { Slot = SLOTXY_HAND_RIGHT; } } else { if (Slot == SLOTXY_RING_LEFT) { Slot = SLOTXY_RING_RIGHT; } else if (Slot == SLOTXY_HAND_LEFT) { Slot = SLOTXY_CHEST; } else if (Slot == SLOTXY_CHEST) { Slot = SLOTXY_HAND_RIGHT; } else if (Slot == SLOTXY_HEAD) { Slot = SLOTXY_AMULET; } else if (Slot >= SLOTXY_INV_FIRST && Slot <= SLOTXY_BELT_LAST) { int8_t itemId = GetItemIdOnSlot(Slot); if (itemId != 0) { for (int i = 1; i < INV_ROW_SLOT_SIZE && !IsAnyOf(Slot + i - 1, SLOTXY_INV_ROW1_LAST, SLOTXY_INV_ROW2_LAST, SLOTXY_INV_ROW3_LAST, SLOTXY_INV_ROW4_LAST, SLOTXY_BELT_LAST); i++) { if (itemId != GetItemIdOnSlot(Slot + i)) { Slot += i; break; } } } else if (IsNoneOf(Slot, SLOTXY_INV_ROW1_LAST, SLOTXY_INV_ROW2_LAST, SLOTXY_INV_ROW3_LAST, SLOTXY_INV_ROW4_LAST, SLOTXY_BELT_LAST)) { Slot += 1; } } } } if (dir.y == AxisDirectionY_UP) { if (isHoldingItem) { if (Slot >= SLOTXY_INV_ROW2_FIRST) { // general inventory Slot -= INV_ROW_SLOT_SIZE; } else if (Slot >= SLOTXY_INV_FIRST) { if (heldItem._itype == ItemType::Ring) { if (Slot >= SLOTXY_INV_ROW1_FIRST && Slot <= SLOTXY_INV_ROW1_FIRST + (INV_ROW_SLOT_SIZE / 2) - 1) { Slot = SLOTXY_RING_LEFT; } else { Slot = SLOTXY_RING_RIGHT; } } else if (heldItem.isWeapon()) { Slot = SLOTXY_HAND_LEFT; } else if (heldItem.isShield()) { Slot = SLOTXY_HAND_RIGHT; } else if (heldItem.isHelm()) { Slot = SLOTXY_HEAD; } else if (heldItem.isArmor()) { Slot = SLOTXY_CHEST; } else if (heldItem._itype == ItemType::Amulet) { Slot = SLOTXY_AMULET; } } } else { if (Slot >= SLOTXY_INV_ROW1_FIRST && Slot <= SLOTXY_INV_ROW1_LAST) { Slot = InventoryMoveToBody(Slot); } else if (Slot == SLOTXY_CHEST || Slot == SLOTXY_HAND_LEFT) { Slot = SLOTXY_HEAD; } else if (Slot == SLOTXY_RING_LEFT) { Slot = SLOTXY_HAND_LEFT; } else if (Slot == SLOTXY_RING_RIGHT) { Slot = SLOTXY_HAND_RIGHT; } else if (Slot == SLOTXY_HAND_RIGHT) { Slot = SLOTXY_AMULET; } else if (Slot >= SLOTXY_INV_ROW2_FIRST) { int8_t itemId = GetItemIdOnSlot(Slot); if (itemId != 0) { for (int i = 1; i < 5; i++) { if (Slot - i * INV_ROW_SLOT_SIZE < SLOTXY_INV_ROW1_FIRST) { Slot = InventoryMoveToBody(Slot - (i - 1) * INV_ROW_SLOT_SIZE); break; } if (itemId != GetItemIdOnSlot(Slot - i * INV_ROW_SLOT_SIZE)) { Slot -= i * INV_ROW_SLOT_SIZE; break; } } } else { Slot -= INV_ROW_SLOT_SIZE; } } } } else if (dir.y == AxisDirectionY_DOWN) { if (isHoldingItem) { if (Slot == SLOTXY_HEAD || Slot == SLOTXY_CHEST) { Slot = SLOTXY_INV_ROW1_FIRST + 4; } else if (Slot == SLOTXY_RING_LEFT || Slot == SLOTXY_HAND_LEFT) { Slot = SLOTXY_INV_ROW1_FIRST + 1; } else if (Slot == SLOTXY_RING_RIGHT || Slot == SLOTXY_HAND_RIGHT || Slot == SLOTXY_AMULET) { Slot = SLOTXY_INV_ROW1_LAST - 1; } else if (Slot <= (SLOTXY_INV_ROW4_LAST - (itemSize.height * INV_ROW_SLOT_SIZE))) { Slot += INV_ROW_SLOT_SIZE; } else if (Slot <= SLOTXY_INV_LAST && heldItem._itype == ItemType::Misc && itemSize == Size { 1, 1 }) { // forcing only 1x1 misc items if (Slot + INV_ROW_SLOT_SIZE <= SLOTXY_BELT_LAST) Slot += INV_ROW_SLOT_SIZE; } } else { if (Slot == SLOTXY_HEAD) { Slot = SLOTXY_CHEST; } else if (Slot == SLOTXY_CHEST) { if (PreviousInventoryColumn >= 3 && PreviousInventoryColumn <= 6) Slot = SLOTXY_INV_ROW1_FIRST + PreviousInventoryColumn; else Slot = SLOTXY_INV_ROW1_FIRST + (INV_ROW_SLOT_SIZE / 2); } else if (Slot == SLOTXY_HAND_LEFT) { Slot = SLOTXY_RING_LEFT; } else if (Slot == SLOTXY_RING_LEFT) { if (PreviousInventoryColumn >= 0 && PreviousInventoryColumn <= 2) Slot = SLOTXY_INV_ROW1_FIRST + PreviousInventoryColumn; else Slot = SLOTXY_INV_ROW1_FIRST + 1; } else if (Slot == SLOTXY_RING_RIGHT) { if (PreviousInventoryColumn >= 7 && PreviousInventoryColumn <= 9) Slot = SLOTXY_INV_ROW1_FIRST + PreviousInventoryColumn; else Slot = SLOTXY_INV_ROW1_LAST - 1; } else if (Slot == SLOTXY_AMULET) { Slot = SLOTXY_HAND_RIGHT; } else if (Slot == SLOTXY_HAND_RIGHT) { Slot = SLOTXY_RING_RIGHT; } else if (Slot <= SLOTXY_INV_LAST) { int8_t itemId = GetItemIdOnSlot(Slot); if (itemId != 0) { for (int i = 1; i < 5 && Slot + i * INV_ROW_SLOT_SIZE <= SLOTXY_BELT_LAST; i++) { if (itemId != GetItemIdOnSlot(Slot + i * INV_ROW_SLOT_SIZE)) { Slot += i * INV_ROW_SLOT_SIZE; break; } } } else if (Slot + INV_ROW_SLOT_SIZE <= SLOTXY_BELT_LAST) { Slot += INV_ROW_SLOT_SIZE; } } } } // no movement was made if (Slot == initialSlot) return; if (Slot < SLOTXY_INV_FIRST) { mousePos = InvGetEquipSlotCoordFromInvSlot(static_cast(Slot)); } else { mousePos = GetSlotCoord(Slot); } // move cursor to the center of the slot if not holding anything or top left is holding an object if (isHoldingItem) { if (Slot < SLOTXY_INV_FIRST) { // The coordinates we get for body slots are based on the centre of the region relative to the hand cursor // Need to adjust the position for items larger than 1x1 so they're aligned as expected mousePos.x -= itemSize.width * INV_SLOT_HALF_SIZE_PX; mousePos.y -= itemSize.height * INV_SLOT_HALF_SIZE_PX; } } else { // get item under new slot if navigating on the inventory if (Slot >= SLOTXY_INV_FIRST && Slot <= SLOTXY_BELT_LAST) { int8_t itemInvId = GetItemIdOnSlot(Slot); int itemSlot = FindFirstSlotOnItem(itemInvId); if (itemSlot < 0) itemSlot = Slot; // offset the cursor so it shows over the center of the item mousePos = GetSlotCoord(itemSlot); itemSize = GetItemSizeOnSlot(itemSlot); mousePos.x += (itemSize.width * InventorySlotSizeInPixels.width) / 2; mousePos.y += (itemSize.height * InventorySlotSizeInPixels.height) / 2; } } if (mousePos == MousePosition) { return; // Avoid wobeling when scalled } SetCursorPos(mousePos); } /** * Move the cursor around in the inventory * If mouse coords are at SLOTXY_CHEST_LAST, consider this center of equipment * small inventory squares are 29x29 (roughly) */ void CheckInventoryMove(AxisDirection dir) { static AxisDirectionRepeater repeater(/*min_interval_ms=*/150); dir = repeater.Get(dir); if (dir.x == AxisDirectionX_NONE && dir.y == AxisDirectionY_NONE) return; InventoryMove(dir); } /** * @brief Try to clean the inventory related cursor states. * @return True if it is safe to close the inventory */ bool BlurInventory() { if (!MyPlayer->HoldItem.isEmpty()) { if (!TryDropItem()) { MyPlayer->Say(HeroSpeech::WhereWouldIPutThis); return false; } } CloseInventory(); if (pcurs > CURSOR_HAND) NewCursor(CURSOR_HAND); if (chrflag) FocusOnCharInfo(); return true; } void StashMove(AxisDirection dir) { static AxisDirectionRepeater repeater(/*min_interval_ms=*/150); dir = repeater.Get(dir); if (dir.x == AxisDirectionX_NONE && dir.y == AxisDirectionY_NONE) return; if (Slot < 0 && ActiveStashSlot == InvalidStashPoint) { int invSlot = FindClosestInventorySlot(MousePosition); Point invSlotCoord = GetSlotCoord(invSlot); int invDistance = MousePosition.ManhattanDistance(invSlotCoord); Point stashSlot = FindClosestStashSlot(MousePosition); Point stashSlotCoord = GetStashSlotCoord(stashSlot); int stashDistance = MousePosition.ManhattanDistance(stashSlotCoord); if (invDistance < stashDistance) { BeltReturnsToStash = false; InventoryMove(dir); return; } ActiveStashSlot = stashSlot; } Item &holdItem = MyPlayer->HoldItem; Size itemSize = holdItem.isEmpty() ? Size { 1, 1 } : GetInventorySize(holdItem); // Jump from belt to stash if (BeltReturnsToStash && Slot >= SLOTXY_BELT_FIRST && Slot <= SLOTXY_BELT_LAST) { if (dir.y == AxisDirectionY_UP) { int beltSlot = Slot - SLOTXY_BELT_FIRST; InvalidateInventorySlot(); ActiveStashSlot = { 2 + beltSlot, 10 - itemSize.height }; dir.y = AxisDirectionY_NONE; } } // Jump from general inventory to stash if (Slot >= SLOTXY_INV_FIRST && Slot <= SLOTXY_INV_LAST) { int firstSlot = Slot; if (MyPlayer->HoldItem.isEmpty()) { int8_t itemId = GetItemIdOnSlot(Slot); if (itemId != 0) { firstSlot = FindFirstSlotOnItem(itemId); } } if (IsAnyOf(firstSlot, SLOTXY_INV_ROW1_FIRST, SLOTXY_INV_ROW2_FIRST, SLOTXY_INV_ROW3_FIRST, SLOTXY_INV_ROW4_FIRST)) { if (dir.x == AxisDirectionX_LEFT) { Point slotCoord = GetSlotCoord(Slot); InvalidateInventorySlot(); ActiveStashSlot = FindClosestStashSlot(slotCoord) - Displacement { itemSize.width - 1, 0 }; dir.x = AxisDirectionX_NONE; } } } bool isHeadSlot = SLOTXY_HEAD == Slot; bool isLeftHandSlot = SLOTXY_HAND_LEFT == Slot; bool isLeftRingSlot = Slot == SLOTXY_RING_LEFT; if (isHeadSlot || isLeftHandSlot || isLeftRingSlot) { if (dir.x == AxisDirectionX_LEFT) { Point slotCoord = GetSlotCoord(Slot); InvalidateInventorySlot(); ActiveStashSlot = FindClosestStashSlot(slotCoord) - Displacement { itemSize.width - 1, 0 }; dir.x = AxisDirectionX_NONE; } } if (Slot >= 0) { InventoryMove(dir); return; } if (dir.x == AxisDirectionX_LEFT) { if (ActiveStashSlot.x > 0) ActiveStashSlot.x--; } else if (dir.x == AxisDirectionX_RIGHT) { if (ActiveStashSlot.x < 10 - itemSize.width) { ActiveStashSlot.x++; } else { Point stashSlotCoord = GetStashSlotCoord(ActiveStashSlot); Point rightPanelCoord = { GetRightPanel().position.x, stashSlotCoord.y }; Slot = FindClosestInventorySlot(rightPanelCoord); ActiveStashSlot = InvalidStashPoint; BeltReturnsToStash = false; } } if (dir.y == AxisDirectionY_UP) { if (ActiveStashSlot.y > 0) ActiveStashSlot.y--; } else if (dir.y == AxisDirectionY_DOWN) { if (ActiveStashSlot.y < 10 - itemSize.height) { ActiveStashSlot.y++; } else if ((holdItem.isEmpty() || CanBePlacedOnBelt(holdItem)) && ActiveStashSlot.x > 1) { int beltSlot = ActiveStashSlot.x - 2; Slot = SLOTXY_BELT_FIRST + beltSlot; ActiveStashSlot = InvalidStashPoint; BeltReturnsToStash = true; } } if (Slot >= 0) { ResetInvCursorPosition(); return; } if (ActiveStashSlot != InvalidStashPoint) { Point mousePos = GetStashSlotCoord(ActiveStashSlot); if (pcurs == CURSOR_HAND) { mousePos += Displacement { INV_SLOT_HALF_SIZE_PX, INV_SLOT_HALF_SIZE_PX }; } SetCursorPos(mousePos); return; } FocusOnInventory(); } void HotSpellMove(AxisDirection dir) { static AxisDirectionRepeater repeater; dir = repeater.Get(dir); if (dir.x == AxisDirectionX_NONE && dir.y == AxisDirectionY_NONE) return; auto spellListItems = GetSpellListItems(); Point position = MousePosition; int shortestDistance = std::numeric_limits::max(); for (auto &spellListItem : spellListItems) { Point center = spellListItem.location + Displacement { SPLICONLENGTH / 2, -SPLICONLENGTH / 2 }; int distance = MousePosition.ManhattanDistance(center); if (distance < shortestDistance) { position = center; shortestDistance = distance; } } const auto search = [&](AxisDirection dir, bool searchForward) { if (dir.x == AxisDirectionX_NONE && dir.y == AxisDirectionY_NONE) return; for (size_t i = 0; i < spellListItems.size(); i++) { const size_t index = searchForward ? spellListItems.size() - i - 1 : i; auto &spellListItem = spellListItems[index]; if (spellListItem.isSelected) continue; Point center = spellListItem.location + Displacement { SPLICONLENGTH / 2, -SPLICONLENGTH / 2 }; if (dir.x == AxisDirectionX_LEFT && center.x >= MousePosition.x) continue; if (dir.x == AxisDirectionX_RIGHT && center.x <= MousePosition.x) continue; if (dir.x == AxisDirectionX_NONE && center.x != position.x) continue; if (dir.y == AxisDirectionY_UP && center.y >= MousePosition.y) continue; if (dir.y == AxisDirectionY_DOWN && center.y <= MousePosition.y) continue; if (dir.y == AxisDirectionY_NONE && center.y != position.y) continue; position = center; break; } }; search({ AxisDirectionX_NONE, dir.y }, dir.y == AxisDirectionY_DOWN); search({ dir.x, AxisDirectionY_NONE }, dir.x == AxisDirectionX_RIGHT); if (position != MousePosition) { SetCursorPos(position); } } 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++; } } /** * @brief check if stepping in direction (dir) from position 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(Point position, Direction dir) { if (IsNoneOf(dir, Direction::North, Direction::East, Direction::South, Direction::West)) return false; // Steps along a major axis don't need to check corners auto leftStep { position + Left(dir) }; auto rightStep { position + Right(dir) }; if (IsTileNotSolid(leftStep) && IsTileNotSolid(rightStep)) return false; Player &myPlayer = *MyPlayer; return !PosOkPlayer(myPlayer, leftStep) && !PosOkPlayer(myPlayer, rightStep); } void WalkInDir(size_t playerId, AxisDirection dir) { Player &player = Players[playerId]; if (dir.x == AxisDirectionX_NONE && dir.y == AxisDirectionY_NONE) { if (ControlMode != ControlTypes::KeyboardAndMouse && player.walkpath[0] != WALK_NONE && player.destAction == ACTION_NONE) NetSendCmdLoc(playerId, true, CMD_WALKXY, player.position.future); // Stop walking return; } const Direction pdir = FaceDir[static_cast(dir.x)][static_cast(dir.y)]; const auto delta = player.position.future + pdir; if (!player.isWalking() && player.CanChangeAction()) player._pdir = pdir; if (IsStandingGround()) { if (player._pmode == PM_STAND) StartStand(player, pdir); return; } if (PosOkPlayer(player, delta) && IsPathBlocked(player.position.future, pdir)) { if (player._pmode == PM_STAND) StartStand(player, pdir); return; // Don't start backtrack around obstacles } NetSendCmdLoc(playerId, true, CMD_WALKXY, delta); } void QuestLogMove(AxisDirection moveDir) { static AxisDirectionRepeater repeater; moveDir = repeater.Get(moveDir); if (moveDir.y == AxisDirectionY_UP) QuestlogUp(); else if (moveDir.y == AxisDirectionY_DOWN) QuestlogDown(); } void StoreMove(AxisDirection moveDir) { static AxisDirectionRepeater repeater; moveDir = repeater.Get(moveDir); if (moveDir.y == AxisDirectionY_UP) StoreUp(); else if (moveDir.y == AxisDirectionY_DOWN) StoreDown(); } using HandleLeftStickOrDPadFn = void (*)(devilution::AxisDirection); HandleLeftStickOrDPadFn GetLeftStickOrDPadGameUIHandler() { if (IsStashOpen) { return &StashMove; } if (invflag) { return &CheckInventoryMove; } if (chrflag && MyPlayer->_pStatPts > 0) { return &AttrIncBtnSnap; } if (spselflag) { return &HotSpellMove; } if (sbookflag) { return &SpellBookMove; } if (QuestLogIsOpen) { return &QuestLogMove; } if (stextflag != TalkID::None) { return &StoreMove; } return nullptr; } void ProcessLeftStickOrDPadGameUI() { HandleLeftStickOrDPadFn handler = GetLeftStickOrDPadGameUIHandler(); if (handler != nullptr) handler(GetLeftStickOrDpadDirection(false)); } void Movement(size_t playerId) { if (PadMenuNavigatorActive || PadHotspellMenuActive || InGameMenu()) return; if (GetLeftStickOrDPadGameUIHandler() == nullptr) { WalkInDir(playerId, GetMoveDirection()); } } 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 = static_cast(hiresDX / slowdown); const int dy = static_cast(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(); } uint32_t lastTc; float hiresDX; float hiresDY; }; bool IsStickMovementSignificant() { return leftStickX >= 0.5 || leftStickX <= -0.5 || leftStickY >= 0.5 || leftStickY <= -0.5 || rightStickX != 0 || rightStickY != 0; } ControlTypes GetInputTypeFromEvent(const SDL_Event &event) { if (IsAnyOf(event.type, SDL_KEYDOWN, SDL_KEYUP)) return ControlTypes::KeyboardAndMouse; #ifdef USE_SDL1 if (IsAnyOf(event.type, SDL_MOUSEBUTTONDOWN, SDL_MOUSEBUTTONUP, SDL_MOUSEMOTION)) return ControlTypes::KeyboardAndMouse; #else if (IsAnyOf(event.type, SDL_MOUSEBUTTONDOWN, SDL_MOUSEBUTTONUP)) return event.button.which == SDL_TOUCH_MOUSEID ? ControlTypes::VirtualGamepad : ControlTypes::KeyboardAndMouse; if (event.type == SDL_MOUSEMOTION) return event.motion.which == SDL_TOUCH_MOUSEID ? ControlTypes::VirtualGamepad : ControlTypes::KeyboardAndMouse; if (event.type == SDL_MOUSEWHEEL) return event.wheel.which == SDL_TOUCH_MOUSEID ? ControlTypes::VirtualGamepad : ControlTypes::KeyboardAndMouse; if (IsAnyOf(event.type, SDL_FINGERDOWN, SDL_FINGERUP, SDL_FINGERMOTION)) return ControlTypes::VirtualGamepad; if (event.type == SDL_CONTROLLERAXISMOTION && (event.caxis.axis == SDL_CONTROLLER_AXIS_TRIGGERLEFT || event.caxis.axis == SDL_CONTROLLER_AXIS_TRIGGERRIGHT || IsStickMovementSignificant())) return ControlTypes::Gamepad; if (event.type >= SDL_CONTROLLERBUTTONDOWN && event.type <= SDL_CONTROLLERDEVICEREMAPPED) return ControlTypes::Gamepad; if (IsAnyOf(event.type, SDL_JOYDEVICEADDED, SDL_JOYDEVICEREMOVED)) return ControlTypes::Gamepad; #endif if (event.type == SDL_JOYAXISMOTION && IsStickMovementSignificant()) return ControlTypes::Gamepad; if (event.type >= SDL_JOYBALLMOTION && event.type <= SDL_JOYBUTTONUP) return ControlTypes::Gamepad; return ControlTypes::None; } float rightStickLastMove = 0; bool ContinueSimulatedMouseEvent(const SDL_Event &event, const ControllerButtonEvent &gamepadEvent) { if (AutomapActive) return false; #if !defined(USE_SDL1) && !defined(JOY_AXIS_RIGHTX) && !defined(JOY_AXIS_RIGHTY) if (IsAnyOf(event.type, SDL_JOYAXISMOTION, SDL_JOYHATMOTION, SDL_JOYBUTTONDOWN, SDL_JOYBUTTONUP)) { if (!GameController::All().empty()) return true; } #endif if (rightStickX != 0 || rightStickY != 0 || rightStickLastMove != 0) { rightStickLastMove = rightStickX + rightStickY; // Allow stick to come to a rest with out breaking simulation return true; } return SimulatingMouseWithPadmapper || IsSimulatedMouseClickBinding(gamepadEvent); } string_view ControlTypeToString(ControlTypes controlType) { switch (controlType) { case ControlTypes::None: return "None"; case ControlTypes::KeyboardAndMouse: return "KeyboardAndMouse"; case ControlTypes::Gamepad: return "Gamepad"; case ControlTypes::VirtualGamepad: return "VirtualGamepad"; } return "Invalid"; } void LogControlDeviceAndModeChange(ControlTypes newControlDevice, ControlTypes newControlMode) { if (SDL_LOG_PRIORITY_VERBOSE < SDL_LogGetPriority(SDL_LOG_CATEGORY_APPLICATION)) return; if (newControlDevice == ControlDevice && newControlMode == ControlMode) return; constexpr auto DebugChange = [](ControlTypes before, ControlTypes after) -> std::string { if (before == after) return std::string { ControlTypeToString(before) }; return StrCat(ControlTypeToString(before), " -> ", ControlTypeToString(after)); }; LogVerbose("Control: device {}, mode {}", DebugChange(ControlDevice, newControlDevice), DebugChange(ControlMode, newControlMode)); } #ifndef USE_SDL1 string_view GamepadTypeToString(GamepadLayout gamepadLayout) { switch (gamepadLayout) { case GamepadLayout::Nintendo: return "Nintendo"; case GamepadLayout::PlayStation: return "PlayStation"; case GamepadLayout::Xbox: return "Xbox"; case GamepadLayout::Generic: return "Unknown"; } return "Invalid"; } void LogGamepadChange(GamepadLayout newGamepad) { if (SDL_LOG_PRIORITY_VERBOSE < SDL_LogGetPriority(SDL_LOG_CATEGORY_APPLICATION)) return; constexpr auto DebugChange = [](GamepadLayout before, GamepadLayout after) -> std::string { if (before == after) return std::string { GamepadTypeToString(before) }; return StrCat(GamepadTypeToString(before), " -> ", GamepadTypeToString(after)); }; LogVerbose("Control: gamepad {}", DebugChange(GamepadType, newGamepad)); } #endif } // namespace void DetectInputMethod(const SDL_Event &event, const ControllerButtonEvent &gamepadEvent) { ControlTypes inputType = GetInputTypeFromEvent(event); if (inputType == ControlTypes::None) return; #ifdef __vita__ if (inputType == ControlTypes::VirtualGamepad) { inputType = ControlTypes::Gamepad; } #endif #if HAS_KBCTRL == 1 if (inputType == ControlTypes::KeyboardAndMouse && gamepadEvent.button != ControllerButton_NONE) { inputType = ControlTypes::Gamepad; } #endif ControlTypes newControlDevice = inputType; ControlTypes newControlMode = inputType; if (ContinueSimulatedMouseEvent(event, gamepadEvent)) { newControlMode = ControlMode; } LogControlDeviceAndModeChange(newControlDevice, newControlMode); if (newControlDevice != ControlDevice) { ControlDevice = newControlDevice; #ifndef USE_SDL1 if (ControlDevice != ControlTypes::KeyboardAndMouse) { if (IsHardwareCursor()) SetHardwareCursor(CursorInfo::UnknownCursor()); } else { ResetCursor(); } if (ControlDevice == ControlTypes::Gamepad) { GamepadLayout newGamepadLayout = GameController::getLayout(event); if (newGamepadLayout != GamepadType) { LogGamepadChange(newGamepadLayout); GamepadType = newGamepadLayout; } } #endif } if (newControlMode != ControlMode) { ControlMode = newControlMode; CalculatePanelAreas(); } } void ProcessGameAction(const GameAction &action) { switch (action.type) { case GameActionType_NONE: case GameActionType_SEND_KEY: break; case GameActionType_USE_HEALTH_POTION: UseBeltItem(BLT_HEALING); break; case GameActionType_USE_MANA_POTION: UseBeltItem(BLT_MANA); break; case GameActionType_PRIMARY_ACTION: PerformPrimaryAction(); break; case GameActionType_SECONDARY_ACTION: PerformSecondaryAction(); break; case GameActionType_CAST_SPELL: PerformSpellAction(); break; case GameActionType_TOGGLE_QUICK_SPELL_MENU: if (!invflag || BlurInventory()) { if (!spselflag) DoSpeedBook(); else spselflag = false; CloseCharPanel(); QuestLogIsOpen = false; sbookflag = false; CloseGoldWithdraw(); CloseStash(); } break; case GameActionType_TOGGLE_CHARACTER_INFO: ToggleCharPanel(); if (chrflag) { spselflag = false; if (pcurs == CURSOR_DISARM) NewCursor(CURSOR_HAND); FocusOnCharInfo(); } break; case GameActionType_TOGGLE_QUEST_LOG: if (!QuestLogIsOpen) { StartQuestlog(); CloseCharPanel(); CloseGoldWithdraw(); CloseStash(); spselflag = false; } else { QuestLogIsOpen = false; } break; case GameActionType_TOGGLE_INVENTORY: if (invflag) { BlurInventory(); } else { sbookflag = false; spselflag = false; invflag = true; if (pcurs == CURSOR_DISARM) NewCursor(CURSOR_HAND); FocusOnInventory(); } break; case GameActionType_TOGGLE_SPELL_BOOK: if (BlurInventory()) { CloseInventory(); spselflag = false; sbookflag = !sbookflag; } break; } } void HandleRightStickMotion() { static RightStickAccumulator acc; // deadzone is handled in ScaleJoystickAxes() already if (rightStickX == 0 && rightStickY == 0) { acc.Clear(); return; } if (AutomapActive) { // move map int dx = 0; int dy = 0; acc.Pool(&dx, &dy, 32); AutomapOffset.deltaX += dy + dx; AutomapOffset.deltaY += dy - dx; return; } { // move cursor InvalidateInventorySlot(); int x = MousePosition.x; int y = MousePosition.y; 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) { ResetCursor(); SetCursorPos({ x, y }); LogControlDeviceAndModeChange(ControlDevice, ControlTypes::KeyboardAndMouse); ControlMode = ControlTypes::KeyboardAndMouse; lastMouseSetTick = now; } } } void InvalidateInventorySlot() { Slot = -1; ActiveStashSlot = InvalidStashPoint; } /** * @brief Moves the mouse to the first inventory slot. */ void FocusOnInventory() { Slot = SLOTXY_INV_FIRST; ResetInvCursorPosition(); } bool PointAndClickState = false; void SetPointAndClick(bool value) { PointAndClickState = value; } bool IsPointAndClick() { return PointAndClickState; } bool IsMovementHandlerActive() { return GetLeftStickOrDPadGameUIHandler() != nullptr; } void plrctrls_after_check_curs_move() { // check for monsters first, then items, then towners. if (ControlMode == ControlTypes::KeyboardAndMouse || IsPointAndClick()) { return; } // While holding the button down we should retain target (but potentially lose it if it dies, goes out of view, etc) if (ControllerActionHeld != GameActionType_NONE && IsNoneOf(LastMouseButtonAction, MouseActionType::None, MouseActionType::Attack, MouseActionType::Spell)) { InvalidateTargets(); if (pcursmonst == -1 && ObjectUnderCursor == nullptr && pcursitem == -1 && pcursinvitem == -1 && pcursstashitem == StashStruct::EmptyCell && pcursplr == -1) { FindTrigger(); } return; } // Clear focuse set by cursor pcursplr = -1; pcursmonst = -1; pcursitem = -1; ObjectUnderCursor = nullptr; pcursmissile = nullptr; pcurstrig = -1; pcursquest = Q_INVALID; cursPosition = { -1, -1 }; if (MyPlayer->_pInvincible) { return; } if (DoomFlag) { return; } if (!invflag) { InfoString = {}; FindActor(); FindItemOrObject(); FindTrigger(); } } void plrctrls_every_frame() { ProcessLeftStickOrDPadGameUI(); HandleRightStickMotion(); } void plrctrls_after_game_logic() { Movement(MyPlayerId); } void UseBeltItem(int type) { for (int i = 0; i < MaxBeltItems; i++) { Item &item = MyPlayer->SpdList[i]; if (item.isEmpty()) { continue; } bool isRejuvenation = IsAnyOf(item._iMiscId, IMISC_REJUV, IMISC_FULLREJUV) || (item._iMiscId == IMISC_ARENAPOT && MyPlayer->isOnArenaLevel()); bool isHealing = isRejuvenation || IsAnyOf(item._iMiscId, IMISC_HEAL, IMISC_FULLHEAL) || item.isScrollOf(SpellID::Healing); bool isMana = isRejuvenation || IsAnyOf(item._iMiscId, IMISC_MANA, IMISC_FULLMANA); if ((type == BLT_HEALING && isHealing) || (type == BLT_MANA && isMana)) { UseInvItem(INVITEM_BELT_FIRST + i); break; } } } void PerformPrimaryAction() { if (invflag) { // inventory is open if (pcurs > CURSOR_HAND && pcurs < CURSOR_FIRSTITEM) { TryIconCurs(); NewCursor(CURSOR_HAND); } else if (GetRightPanel().contains(MousePosition) || GetMainPanel().contains(MousePosition)) { int inventorySlot = (Slot >= 0) ? Slot : FindClosestInventorySlot(MousePosition); const Size cursorSizeInCells = MyPlayer->HoldItem.isEmpty() ? Size { 1, 1 } : GetInventorySize(MyPlayer->HoldItem); // Find any item occupying a slot that is currently under the cursor int8_t itemUnderCursor = [](int inventorySlot, Size cursorSizeInCells) { if (inventorySlot < SLOTXY_INV_FIRST || inventorySlot > SLOTXY_INV_LAST) return 0; for (int x = 0; x < cursorSizeInCells.width; x++) { for (int y = 0; y < cursorSizeInCells.height; y++) { int slotUnderCursor = inventorySlot + x + y * INV_ROW_SLOT_SIZE; if (slotUnderCursor > SLOTXY_INV_LAST) continue; int itemId = GetItemIdOnSlot(slotUnderCursor); if (itemId != 0) return itemId; } } return 0; }(inventorySlot, cursorSizeInCells); // The cursor will need to be shifted to // this slot if the item is swapped or lifted int jumpSlot = FindFirstSlotOnItem(itemUnderCursor); CheckInvItem(); // If we don't find the item in the same position as before, // it suggests that the item was swapped or lifted int newSlot = FindFirstSlotOnItem(itemUnderCursor); if (jumpSlot >= 0 && jumpSlot != newSlot) { Point mousePos = GetSlotCoord(jumpSlot); Slot = jumpSlot; SetCursorPos(mousePos); } } else if (IsStashOpen && GetLeftPanel().contains(MousePosition)) { Point stashSlot = (ActiveStashSlot != InvalidStashPoint) ? ActiveStashSlot : FindClosestStashSlot(MousePosition); const Size cursorSizeInCells = MyPlayer->HoldItem.isEmpty() ? Size { 1, 1 } : GetInventorySize(MyPlayer->HoldItem); // Find any item occupying a slot that is currently under the cursor StashStruct::StashCell itemUnderCursor = [](Point stashSlot, Size cursorSizeInCells) -> StashStruct::StashCell { if (stashSlot != InvalidStashPoint) return StashStruct::EmptyCell; for (Point slotUnderCursor : PointsInRectangle(Rectangle { stashSlot, cursorSizeInCells })) { if (slotUnderCursor.x >= 10 || slotUnderCursor.y >= 10) continue; StashStruct::StashCell itemId = Stash.GetItemIdAtPosition(slotUnderCursor); if (itemId != StashStruct::EmptyCell) return itemId; } return StashStruct::EmptyCell; }(stashSlot, cursorSizeInCells); // The cursor will need to be shifted to // this slot if the item is swapped or lifted Point jumpSlot = FindFirstStashSlotOnItem(itemUnderCursor); CheckStashItem(MousePosition); // If we don't find the item in the same position as before, // it suggests that the item was swapped or lifted Point newSlot = FindFirstStashSlotOnItem(itemUnderCursor); if (jumpSlot != InvalidStashPoint && jumpSlot != newSlot) { Point mousePos = GetStashSlotCoord(jumpSlot); mousePos.y -= InventorySlotSizeInPixels.height; ActiveStashSlot = jumpSlot; SetCursorPos(mousePos); } } return; } if (spselflag) { SetSpell(); return; } if (chrflag && !chrbtnactive && MyPlayer->_pStatPts > 0) { CheckChrBtns(); if (chrbtnactive) ReleaseChrBtns(false); return; } Interact(); } bool SpellHasActorTarget() { SpellID spl = MyPlayer->_pRSpell; if (spl == SpellID::TownPortal || spl == SpellID::Teleport) return false; if (IsWallSpell(spl) && pcursmonst != -1) { cursPosition = Monsters[pcursmonst].position.tile; } return pcursplr != -1 || pcursmonst != -1; } void UpdateSpellTarget(SpellID spell) { if (SpellHasActorTarget()) return; pcursplr = -1; pcursmonst = -1; Player &myPlayer = *MyPlayer; int range = spell == SpellID::Teleport ? 4 : 1; cursPosition = myPlayer.position.future + Displacement(myPlayer._pdir) * range; } /** * @brief Try dropping item in all 9 possible places */ bool TryDropItem() { Player &myPlayer = *MyPlayer; if (myPlayer.HoldItem.isEmpty()) { return false; } if (leveltype == DTYPE_TOWN) { if (UseItemOpensHive(myPlayer.HoldItem, myPlayer.position.tile)) { OpenHive(); NewCursor(CURSOR_HAND); return true; } if (UseItemOpensGrave(myPlayer.HoldItem, myPlayer.position.tile)) { OpenGrave(); NewCursor(CURSOR_HAND); return true; } } std::optional itemTile = FindAdjacentPositionForItem(myPlayer.position.future, myPlayer._pdir); if (!itemTile) { myPlayer.Say(HeroSpeech::WhereWouldIPutThis); return false; } NetSendCmdPItem(true, CMD_PUTITEM, *itemTile, myPlayer.HoldItem); myPlayer.HoldItem.clear(); NewCursor(CURSOR_HAND); return true; } void PerformSpellAction() { if (InGameMenu() || QuestLogIsOpen || sbookflag) return; if (invflag) { if (!MyPlayer->HoldItem.isEmpty()) TryDropItem(); else if (pcurs > CURSOR_HAND) { TryIconCurs(); NewCursor(CURSOR_HAND); } else if (pcursinvitem != -1) { int itemId = GetItemIdOnSlot(Slot); CheckInvItem(true, false); if (itemId != GetItemIdOnSlot(Slot)) ResetInvCursorPosition(); } else if (pcursstashitem != StashStruct::EmptyCell) { CheckStashItem(MousePosition, true, false); } return; } if (!MyPlayer->HoldItem.isEmpty() && !TryDropItem()) return; if (pcurs > CURSOR_HAND) NewCursor(CURSOR_HAND); if (spselflag) { SetSpell(); return; } const Player &myPlayer = *MyPlayer; SpellID spl = myPlayer._pRSpell; if ((pcursplr == -1 && (spl == SpellID::Resurrect || spl == SpellID::HealOther)) || (ObjectUnderCursor == nullptr && spl == SpellID::TrapDisarm)) { myPlayer.Say(HeroSpeech::ICantCastThatHere); return; } UpdateSpellTarget(myPlayer._pRSpell); CheckPlrSpell(false); if (pcursplr != -1) LastMouseButtonAction = MouseActionType::SpellPlayerTarget; else if (pcursmonst != -1) LastMouseButtonAction = MouseActionType::SpellMonsterTarget; else LastMouseButtonAction = MouseActionType::Spell; } void CtrlUseInvItem() { if (pcursinvitem == -1) { return; } Player &myPlayer = *MyPlayer; Item &item = GetInventoryItem(myPlayer, pcursinvitem); if (item.isScroll()) { if (TargetsMonster(item._iSpell)) { return; } if (GetSpellData(item._iSpell).isTargeted()) { UpdateSpellTarget(item._iSpell); } } int itemId = GetItemIdOnSlot(Slot); if (item.isEquipment()) { CheckInvItem(true, false); // auto-equip if it's an equipment } else { UseInvItem(pcursinvitem); } if (itemId != GetItemIdOnSlot(Slot)) { ResetInvCursorPosition(); } } void CtrlUseStashItem() { if (pcursstashitem == StashStruct::EmptyCell) { return; } const Item &item = Stash.stashList[pcursstashitem]; if (item.isScroll()) { if (TargetsMonster(item._iSpell)) { return; } if (GetSpellData(item._iSpell).isTargeted()) { UpdateSpellTarget(item._iSpell); } } if (item.isEquipment()) { CheckStashItem(MousePosition, true, false); // Auto-equip if it's equipment } else { UseStashItem(pcursstashitem); } // Todo reset cursor position if item is moved } void PerformSecondaryAction() { Player &myPlayer = *MyPlayer; if (invflag) { if (pcurs > CURSOR_HAND && pcurs < CURSOR_FIRSTITEM) { TryIconCurs(); NewCursor(CURSOR_HAND); } else if (IsStashOpen) { if (pcursstashitem != StashStruct::EmptyCell) { TransferItemToInventory(myPlayer, pcursstashitem); } else if (pcursinvitem != -1) { TransferItemToStash(myPlayer, pcursinvitem); } } else { CtrlUseInvItem(); } return; } if (!MyPlayer->HoldItem.isEmpty() && !TryDropItem()) return; if (pcurs > CURSOR_HAND) NewCursor(CURSOR_HAND); if (pcursitem != -1) { NetSendCmdLocParam1(true, CMD_GOTOAGETITEM, cursPosition, pcursitem); } else if (ObjectUnderCursor != nullptr) { NetSendCmdLoc(MyPlayerId, true, CMD_OPOBJXY, cursPosition); LastMouseButtonAction = MouseActionType::OperateObject; } else { if (pcursmissile != nullptr) { MakePlrPath(myPlayer, pcursmissile->position.tile, true); myPlayer.destAction = ACTION_WALK; } else if (pcurstrig != -1) { MakePlrPath(myPlayer, trigs[pcurstrig].position, true); myPlayer.destAction = ACTION_WALK; } else if (pcursquest != Q_INVALID) { MakePlrPath(myPlayer, Quests[pcursquest].position, true); myPlayer.destAction = ACTION_WALK; } } } void QuickCast(size_t slot) { MouseActionType prevMouseButtonAction = LastMouseButtonAction; Player &myPlayer = *MyPlayer; SpellID spell = myPlayer._pSplHotKey[slot]; SpellType spellType = myPlayer._pSplTHotKey[slot]; if (ControlMode != ControlTypes::KeyboardAndMouse) { UpdateSpellTarget(spell); } CheckPlrSpell(false, spell, spellType); LastMouseButtonAction = prevMouseButtonAction; } } // namespace devilution