/** * @file track.cpp * * Implementation of functionality tracking what the mouse cursor is pointing at. */ #include "track.h" #include #include "controls/game_controls.h" #include "controls/plrctrls.h" #include "cursor.h" #include "engine/point.hpp" #include "player.h" #include "stores.h" namespace devilution { namespace { void RepeatWalk(Player &player) { if (!InDungeonBounds(cursPosition)) return; if (player._pmode != PM_STAND && !(player.IsWalking() && player.AnimInfo.getFrameToUseForRendering() > 6)) return; const Point target = player.GetTargetPosition(); if (cursPosition == target) return; NetSendCmdLoc(MyPlayerId, true, CMD_WALKXY, cursPosition); } } // namespace void InvalidateTargets() { if (pcursmonst != -1) { const Monster &monster = Monsters[pcursmonst]; if (monster._mDelFlag || monster._mhitpoints >> 6 <= 0 || (monster._mFlags & MFLAG_HIDDEN) != 0 || !IsTileLit(monster.position.tile)) { pcursmonst = -1; } } if (pcursobj != -1) { if (Objects[pcursobj]._oSelFlag < 1) pcursobj = -1; } if (pcursplr != -1) { Player &targetPlayer = Players[pcursplr]; if (targetPlayer._pmode == PM_DEATH || targetPlayer._pmode == PM_QUIT || !targetPlayer.plractive || !targetPlayer.isOnActiveLevel() || targetPlayer._pHitPoints >> 6 <= 0 || !IsTileLit(targetPlayer.position.tile)) pcursplr = -1; } } void RepeatMouseAction() { if (pcurs != CURSOR_HAND) return; if (sgbMouseDown == CLICK_NONE && ControllerButtonHeld == ControllerButton_NONE) return; if (stextflag != STORE_NONE) return; if (LastMouseButtonAction == MouseActionType::None) return; Player &myPlayer = *MyPlayer; if (myPlayer.destAction != ACTION_NONE) return; if (myPlayer._pInvincible) return; if (!myPlayer.CanChangeAction()) return; bool rangedAttack = myPlayer.UsesRangedWeapon(); switch (LastMouseButtonAction) { case MouseActionType::Attack: if (InDungeonBounds(cursPosition)) NetSendCmdLoc(MyPlayerId, true, rangedAttack ? CMD_RATTACKXY : CMD_SATTACKXY, cursPosition); break; case MouseActionType::AttackMonsterTarget: if (pcursmonst != -1) NetSendCmdParam1(true, rangedAttack ? CMD_RATTACKID : CMD_ATTACKID, pcursmonst); break; case MouseActionType::AttackPlayerTarget: if (pcursplr != -1 && !myPlayer.friendlyMode) NetSendCmdParam1(true, rangedAttack ? CMD_RATTACKPID : CMD_ATTACKPID, pcursplr); break; case MouseActionType::Spell: if (ControlMode != ControlTypes::KeyboardAndMouse) { UpdateSpellTarget(MyPlayer->_pRSpell); } CheckPlrSpell(ControlMode == ControlTypes::KeyboardAndMouse); break; case MouseActionType::SpellMonsterTarget: if (pcursmonst != -1) CheckPlrSpell(false); break; case MouseActionType::SpellPlayerTarget: if (pcursplr != -1 && !myPlayer.friendlyMode) CheckPlrSpell(false); break; case MouseActionType::OperateObject: if (pcursobj != -1) { auto &object = Objects[pcursobj]; if (object.IsDoor()) break; NetSendCmdLocParam1(true, CMD_OPOBJXY, object.position, pcursobj); } break; case MouseActionType::Walk: RepeatWalk(myPlayer); break; case MouseActionType::None: break; } } bool track_isscrolling() { return LastMouseButtonAction == MouseActionType::Walk; } } // namespace devilution