#include "controls/plrctrls.h" #include #include #include #include "automap.h" #include "control.h" #include "controls/controller.h" #include "controls/controller_motion.h" #include "controls/game_controls.h" #include "controls/touch/gamepad.h" #include "cursor.h" #include "doom.h" #include "engine/point.hpp" #include "gmenu.h" #include "help.h" #include "inv.h" #include "items.h" #include "minitext.h" #include "missiles.h" #include "panels/spell_list.hpp" #include "panels/ui_panels.hpp" #include "stores.h" #include "towners.h" #include "trigs.h" #define SPLICONLENGTH 56 namespace devilution { bool sgbTouchActive = false; bool sgbControllerActive = false; int pcurstrig = -1; int pcursmissile = -1; quest_id pcursquest = Q_INVALID; /** * Native game menu, controlled by simulating a keyboard. */ bool InGameMenu() { return stextflag != STORE_NONE || HelpFlag || talkflag || qtextflag || gmenu_is_active() || PauseMode == 2 || Players[MyPlayerId]._pInvincible; } namespace { int Slot = SLOTXY_INV_FIRST; int PreviousInventoryColumn = -1; 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) { auto &myPlayer = Players[MyPlayerId]; 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 Players[MyPlayerId].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[MAX_PATH_LENGTH]; auto &myPlayer = Players[MyPlayerId]; 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 Players[MyPlayerId].position.future.ExactDistance(destination); } /** * @todo The loops in this function are iterating through tiles offset from the player position. This * could be accomplished by looping over the values in the Direction enum and making use of * Point math instead of nested loops from [-1, 1]. */ void FindItemOrObject() { int mx = Players[MyPlayerId].position.future.x; int my = Players[MyPlayerId].position.future.y; int rotations = 5; // As the player can not stand on the edge of the map this is safe from OOB for (int xx = -1; xx < 2; xx++) { for (int yy = -1; yy < 2; yy++) { if (dItem[mx + xx][my + yy] <= 0) continue; int i = dItem[mx + xx][my + yy] - 1; auto &item = Items[i]; if (item.isEmpty() || item._iSelFlag == 0) continue; int newRotations = GetRotaryDistance({ mx + xx, my + yy }); if (rotations < newRotations) continue; if (xx != 0 && yy != 0 && GetDistance({ mx + xx, my + yy }, 1) == 0) continue; rotations = newRotations; pcursitem = i; cursPosition = Point { mx, my } + Displacement { xx, yy }; } } if (leveltype == DTYPE_TOWN || pcursitem != -1) return; // Don't look for objects in town for (int xx = -1; xx < 2; xx++) { for (int yy = -1; yy < 2; yy++) { if (dObject[mx + xx][my + yy] == 0) continue; int o = abs(dObject[mx + xx][my + yy]) - 1; if (Objects[o]._oSelFlag == 0) continue; if (xx == 0 && yy == 0 && Objects[o]._oDoorFlag) continue; // Ignore doorway so we don't get stuck behind barrels int newRotations = GetRotaryDistance({ mx + xx, my + yy }); if (rotations < newRotations) continue; if (xx != 0 && yy != 0 && GetDistance({ mx + xx, my + yy }, 1) == 0) continue; if (Objects[o].IsDisabled()) continue; rotations = newRotations; pcursobj = o; cursPosition = Point { mx, my } + Displacement { xx, yy }; } } } void CheckTownersNearby() { for (int i = 0; i < 16; i++) { int distance = GetDistance(Towners[i].position, 2); if (distance == 0) continue; pcursmonst = i; } } bool HasRangedSpell() { int spl = Players[MyPlayerId]._pRSpell; return spl != SPL_INVALID && spl != SPL_TOWN && spl != SPL_TELEPORT && spelldata[spl].sTargeted && !spelldata[spl].sTownSpell; } bool CanTargetMonster(const Monster &monster) { if ((monster._mFlags & (MFLAG_HIDDEN | MFLAG_GOLEM)) != 0) return false; if (monster._mhitpoints >> 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 (int 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; auto &myPlayer = Players[MyPlayerId]; { 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 (Players[MyPlayerId].UsesRangedWeapon() || HasRangedSpell()) { FindRangedTarget(); return; } FindMeleeTarget(); } void CheckPlayerNearby() { int newDdistance; int rotations = 0; int distance = 0; if (pcursmonst != -1) return; auto &myPlayer = Players[MyPlayerId]; int spl = myPlayer._pRSpell; if (gbFriendlyMode && spl != SPL_RESURRECT && spl != SPL_HEALOTHER) return; for (int i = 0; i < MAX_PLRS; i++) { if (i == MyPlayerId) continue; const auto &player = Players[i]; 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 != SPL_RESURRECT)) continue; if (myPlayer.UsesRangedWeapon() || HasRangedSpell() || spl == SPL_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 || pcursobj != -1) return; // Prefer showing items/objects over triggers (use of cursm* conflicts) for (int i = 0; i < ActiveMissileCount; i++) { int mi = ActiveMissiles[i]; auto &missile = Missiles[mi]; if (missile._mitype == MIS_TOWN || missile._mitype == MIS_RPORTAL) { const int newDistance = GetDistance(missile.position.tile, 2); if (newDistance == 0) continue; if (pcursmissile != -1 && distance < newDistance) continue; const int newRotations = GetRotaryDistance(missile.position.tile); if (pcursmissile != -1 && distance == newDistance && rotations < newRotations) continue; cursPosition = missile.position.tile; pcursmissile = mi; distance = newDistance; rotations = newRotations; } } if (pcursmissile == -1) { 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(); } void Interact() { if (leveltype == DTYPE_TOWN && pcursmonst != -1) { NetSendCmdLocParam1(true, CMD_TALKXY, Towners[pcursmonst].position, pcursmonst); return; } bool stand = false; #ifdef VIRTUAL_GAMEPAD stand = VirtualGamepadState.standButton.isHeld; #endif if (leveltype != DTYPE_TOWN && stand) { auto &myPlayer = Players[MyPlayerId]; 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, Players[MyPlayerId].UsesRangedWeapon() ? CMD_RATTACKXY : CMD_SATTACKXY, position); return; } if (pcursmonst != -1) { if (!Players[MyPlayerId].UsesRangedWeapon() || CanTalkToMonst(Monsters[pcursmonst])) { NetSendCmdParam1(true, CMD_ATTACKID, pcursmonst); } else { NetSendCmdParam1(true, CMD_RATTACKID, pcursmonst); } return; } if (leveltype != DTYPE_TOWN && pcursplr != -1 && !gbFriendlyMode) { NetSendCmdParam1(true, Players[MyPlayerId].UsesRangedWeapon() ? CMD_RATTACKPID : CMD_ATTACKPID, pcursplr); return; } if (pcursobj != -1) { NetSendCmdLocParam1(true, CMD_OPOBJXY, cursPosition, pcursobj); return; } } void AttrIncBtnSnap(AxisDirection dir) { static AxisDirectionRepeater repeater; dir = repeater.Get(dir); if (dir.y == AxisDirectionY_NONE) return; if (chrbtnactive && Players[MyPlayerId]._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); result.x -= (icursSize28.width - 1) * (InventorySlotSizeInPixels.width / 2); switch (invSlot) { case INVLOC_HEAD: result.x += ((InvRect[SLOTXY_HEAD_FIRST].x + InvRect[SLOTXY_HEAD_LAST].x) / 2); result.y += ((InvRect[SLOTXY_HEAD_FIRST].y + InvRect[SLOTXY_HEAD_LAST].y) / 2); break; case INVLOC_RING_LEFT: result.x += InvRect[SLOTXY_RING_LEFT].x; result.y += InvRect[SLOTXY_RING_LEFT].y; break; case INVLOC_RING_RIGHT: result.x += InvRect[SLOTXY_RING_RIGHT].x; result.y += InvRect[SLOTXY_RING_RIGHT].y; break; case INVLOC_AMULET: result.x += InvRect[SLOTXY_AMULET].x; result.y += InvRect[SLOTXY_AMULET].y; break; case INVLOC_HAND_LEFT: result.x += ((InvRect[SLOTXY_HAND_LEFT_FIRST].x + InvRect[SLOTXY_HAND_LEFT_LAST].x) / 2); result.y += ((InvRect[SLOTXY_HAND_LEFT_FIRST].y + InvRect[SLOTXY_HAND_LEFT_LAST].y) / 2); break; case INVLOC_HAND_RIGHT: result.x += ((InvRect[SLOTXY_HAND_RIGHT_FIRST].x + InvRect[SLOTXY_HAND_RIGHT_LAST].x) / 2); result.y += ((InvRect[SLOTXY_HAND_RIGHT_FIRST].y + InvRect[SLOTXY_HAND_RIGHT_LAST].y) / 2); break; case INVLOC_CHEST: result.x += ((InvRect[SLOTXY_CHEST_FIRST].x + InvRect[SLOTXY_CHEST_LAST].x) / 2); result.y += ((InvRect[SLOTXY_CHEST_FIRST].y + InvRect[SLOTXY_CHEST_LAST].y) / 2); break; default: break; } return result; } Point InvGetEquipSlotCoordFromInvSlot(const inv_xy_slot slot) { switch (slot) { case SLOTXY_HEAD_FIRST: case SLOTXY_HEAD_LAST: return InvGetEquipSlotCoord(INVLOC_HEAD); case SLOTXY_RING_LEFT: return InvGetEquipSlotCoord(INVLOC_RING_LEFT); case SLOTXY_RING_RIGHT: return InvGetEquipSlotCoord(INVLOC_RING_RIGHT); case SLOTXY_AMULET: return InvGetEquipSlotCoord(INVLOC_AMULET); case SLOTXY_HAND_LEFT_FIRST: case SLOTXY_HAND_LEFT_LAST: return InvGetEquipSlotCoord(INVLOC_HAND_LEFT); case SLOTXY_HAND_RIGHT_FIRST: case SLOTXY_HAND_RIGHT_LAST: return InvGetEquipSlotCoord(INVLOC_HAND_RIGHT); case SLOTXY_CHEST_FIRST: case SLOTXY_CHEST_LAST: return InvGetEquipSlotCoord(INVLOC_CHEST); default: 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]); } return GetPanelPosition(UiPanels::Inventory, InvRect[slot]); } /** * 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()) { auto size = GetInvItemSize(item._iCurs + CURSOR_FIRSTITEM); size.width /= InventorySlotSizeInPixels.width; size.height /= InventorySlotSizeInPixels.height; return size; } } } 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; } /** * 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); int itemSlot = FindFirstSlotOnItem(itemInvId); if (itemSlot >= 0) Slot = itemSlot; // offset the slot to always move to the top-left most slot of that item Size itemSize = GetItemSizeOnSlot(Slot); Slot -= ((itemSize.height - 1) * INV_ROW_SLOT_SIZE); mousePos = GetSlotCoord(Slot); mousePos.x += ((itemSize.width - 1) * InventorySlotSizeInPixels.width) / 2; mousePos.y += ((itemSize.height - 1) * InventorySlotSizeInPixels.height) / 2; } else if (Slot >= SLOTXY_BELT_FIRST && Slot <= SLOTXY_BELT_LAST) { mousePos = GetSlotCoord(Slot); } else { mousePos = InvGetEquipSlotCoordFromInvSlot((inv_xy_slot)Slot); } 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; } /** * @brief Figures out where on the body to move when on the first row */ Point InvMoveToBody(int slot) { PreviousInventoryColumn = slot - SLOTXY_INV_ROW1_FIRST; if (slot <= SLOTXY_INV_ROW1_FIRST + 2) { // first 3 general slots Slot = SLOTXY_RING_LEFT; return InvGetEquipSlotCoord(INVLOC_RING_LEFT); } else if (slot <= SLOTXY_INV_ROW1_FIRST + 6) { // middle 4 general slots Slot = SLOTXY_CHEST_FIRST; return InvGetEquipSlotCoord(INVLOC_CHEST); } else { // last 3 general slots Slot = SLOTXY_RING_RIGHT; return InvGetEquipSlotCoord(INVLOC_RING_RIGHT); } return GetSlotCoord(0); } /** * Move the cursor around in our inventory * If mouse coords are at SLOTXY_CHEST_LAST, consider this center of equipment * small inventory squares are 29x29 (roughly) */ void InvMove(AxisDirection dir) { static AxisDirectionRepeater repeater(/*min_interval_ms=*/150); dir = repeater.Get(dir); if (dir.x == AxisDirectionX_NONE && dir.y == AxisDirectionY_NONE) return; Point mousePos = MousePosition; const bool isHoldingItem = pcurs >= CURSOR_FIRSTITEM; // normalize slots if (Slot < 0) Slot = FindClosestInventorySlot(mousePos); else if (Slot >= SLOTXY_HEAD_FIRST && Slot <= SLOTXY_HEAD_LAST) Slot = SLOTXY_HEAD_FIRST; else if (Slot >= SLOTXY_HAND_LEFT_FIRST && Slot <= SLOTXY_HAND_LEFT_LAST) Slot = SLOTXY_HAND_LEFT_FIRST; else if (Slot >= SLOTXY_CHEST_FIRST && Slot <= SLOTXY_CHEST_LAST) Slot = SLOTXY_CHEST_FIRST; else if (Slot >= SLOTXY_HAND_RIGHT_FIRST && Slot <= SLOTXY_HAND_RIGHT_LAST) Slot = SLOTXY_HAND_RIGHT_FIRST; else if (Slot > SLOTXY_BELT_LAST) Slot = SLOTXY_BELT_LAST; const int initialSlot = Slot; auto &myPlayer = Players[MyPlayerId]; // 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; mousePos = GetSlotCoord(Slot); } } else if (myPlayer.HoldItem._itype == ItemType::Ring) { Slot = SLOTXY_RING_LEFT; mousePos = InvGetEquipSlotCoord(INVLOC_RING_LEFT); } else if (myPlayer.HoldItem.isWeapon() || myPlayer.HoldItem.isShield()) { Slot = SLOTXY_HAND_LEFT_FIRST; mousePos = InvGetEquipSlotCoord(INVLOC_HAND_LEFT); } } else { if (Slot == SLOTXY_HAND_RIGHT_FIRST) { Slot = SLOTXY_CHEST_FIRST; mousePos = InvGetEquipSlotCoord(INVLOC_CHEST); } else if (Slot == SLOTXY_CHEST_FIRST) { Slot = SLOTXY_HAND_LEFT_FIRST; mousePos = InvGetEquipSlotCoord(INVLOC_HAND_LEFT); } else if (Slot == SLOTXY_AMULET) { Slot = SLOTXY_HEAD_FIRST; mousePos = InvGetEquipSlotCoord(INVLOC_HEAD); } else if (Slot == SLOTXY_RING_RIGHT) { Slot = SLOTXY_RING_LEFT; mousePos = InvGetEquipSlotCoord(INVLOC_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; } mousePos = GetSlotCoord(Slot); } } } else if (dir.x == AxisDirectionX_RIGHT) { if (isHoldingItem) { if (Slot >= SLOTXY_INV_FIRST && Slot <= SLOTXY_BELT_LAST) { if (IsNoneOf(Slot - 1 + icursSize28.width, SLOTXY_INV_ROW1_LAST, SLOTXY_INV_ROW2_LAST, SLOTXY_INV_ROW3_LAST, SLOTXY_INV_ROW4_LAST, SLOTXY_BELT_LAST)) { Slot += 1; mousePos = GetSlotCoord(Slot); } } else if (myPlayer.HoldItem._itype == ItemType::Ring) { Slot = SLOTXY_RING_RIGHT; mousePos = InvGetEquipSlotCoord(INVLOC_RING_RIGHT); } else if (myPlayer.HoldItem.isWeapon() || myPlayer.HoldItem.isShield()) { Slot = SLOTXY_HAND_RIGHT_FIRST; mousePos = InvGetEquipSlotCoord(INVLOC_HAND_RIGHT); } } else { if (Slot == SLOTXY_RING_LEFT) { Slot = SLOTXY_RING_RIGHT; mousePos = InvGetEquipSlotCoord(INVLOC_RING_RIGHT); } else if (Slot == SLOTXY_HAND_LEFT_FIRST) { Slot = SLOTXY_CHEST_FIRST; mousePos = InvGetEquipSlotCoord(INVLOC_CHEST); } else if (Slot == SLOTXY_CHEST_FIRST) { Slot = SLOTXY_HAND_RIGHT_FIRST; mousePos = InvGetEquipSlotCoord(INVLOC_HAND_RIGHT); } else if (Slot == SLOTXY_HEAD_FIRST) { Slot = SLOTXY_AMULET; mousePos = InvGetEquipSlotCoord(INVLOC_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; } mousePos = GetSlotCoord(Slot); } } } if (dir.y == AxisDirectionY_UP) { if (isHoldingItem) { if (Slot >= SLOTXY_INV_ROW2_FIRST) { // general inventory Slot -= INV_ROW_SLOT_SIZE; mousePos = GetSlotCoord(Slot); } else if (Slot >= SLOTXY_INV_FIRST) { if (myPlayer.HoldItem._itype == ItemType::Ring) { if (Slot >= SLOTXY_INV_ROW1_FIRST && Slot <= SLOTXY_INV_ROW1_FIRST + (INV_ROW_SLOT_SIZE / 2) - 1) { Slot = SLOTXY_RING_LEFT; mousePos = InvGetEquipSlotCoord(INVLOC_RING_LEFT); } else { Slot = SLOTXY_RING_RIGHT; mousePos = InvGetEquipSlotCoord(INVLOC_RING_RIGHT); } } else if (myPlayer.HoldItem.isWeapon()) { Slot = SLOTXY_HAND_LEFT_FIRST; mousePos = InvGetEquipSlotCoord(INVLOC_HAND_LEFT); } else if (myPlayer.HoldItem.isShield()) { Slot = SLOTXY_HAND_RIGHT_FIRST; mousePos = InvGetEquipSlotCoord(INVLOC_HAND_RIGHT); } else if (myPlayer.HoldItem.isHelm()) { Slot = SLOTXY_HEAD_FIRST; mousePos = InvGetEquipSlotCoord(INVLOC_HEAD); } else if (myPlayer.HoldItem.isArmor()) { Slot = SLOTXY_CHEST_FIRST; mousePos = InvGetEquipSlotCoord(INVLOC_CHEST); } else if (myPlayer.HoldItem._itype == ItemType::Amulet) { Slot = SLOTXY_AMULET; mousePos = InvGetEquipSlotCoord(INVLOC_AMULET); } } } else { if (Slot >= SLOTXY_INV_ROW1_FIRST && Slot <= SLOTXY_INV_ROW1_LAST) { mousePos = InvMoveToBody(Slot); } else if (Slot == SLOTXY_CHEST_FIRST || Slot == SLOTXY_HAND_LEFT_FIRST) { Slot = SLOTXY_HEAD_FIRST; mousePos = InvGetEquipSlotCoord(INVLOC_HEAD); } else if (Slot == SLOTXY_RING_LEFT) { Slot = SLOTXY_HAND_LEFT_FIRST; mousePos = InvGetEquipSlotCoord(INVLOC_HAND_LEFT); } else if (Slot == SLOTXY_RING_RIGHT) { Slot = SLOTXY_HAND_RIGHT_FIRST; mousePos = InvGetEquipSlotCoord(INVLOC_HAND_RIGHT); } else if (Slot == SLOTXY_HAND_RIGHT_FIRST) { Slot = SLOTXY_AMULET; mousePos = InvGetEquipSlotCoord(INVLOC_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) { mousePos = InvMoveToBody(Slot - (i - 1) * INV_ROW_SLOT_SIZE); break; } if (itemId != GetItemIdOnSlot(Slot - i * INV_ROW_SLOT_SIZE)) { Slot -= i * INV_ROW_SLOT_SIZE; mousePos = GetSlotCoord(Slot); break; } } } else { Slot -= INV_ROW_SLOT_SIZE; mousePos = GetSlotCoord(Slot); } } } } else if (dir.y == AxisDirectionY_DOWN) { if (isHoldingItem) { if (Slot == SLOTXY_HEAD_FIRST || Slot == SLOTXY_CHEST_FIRST) { Slot = SLOTXY_INV_ROW1_FIRST + 4; mousePos = GetSlotCoord(Slot); } else if (Slot == SLOTXY_RING_LEFT || Slot == SLOTXY_HAND_LEFT_FIRST) { Slot = SLOTXY_INV_ROW1_FIRST + 1; mousePos = GetSlotCoord(Slot); } else if (Slot == SLOTXY_RING_RIGHT || Slot == SLOTXY_HAND_RIGHT_FIRST || Slot == SLOTXY_AMULET) { Slot = SLOTXY_INV_ROW1_LAST - 1; mousePos = GetSlotCoord(Slot); } else if (Slot <= (SLOTXY_INV_ROW4_LAST - (icursSize28.height * INV_ROW_SLOT_SIZE))) { Slot += INV_ROW_SLOT_SIZE; mousePos = GetSlotCoord(Slot); } else if (Slot <= SLOTXY_INV_LAST && myPlayer.HoldItem._itype == ItemType::Misc && icursSize28 == Size { 1, 1 }) { // forcing only 1x1 misc items if (Slot + INV_ROW_SLOT_SIZE <= SLOTXY_BELT_LAST) Slot += INV_ROW_SLOT_SIZE; mousePos = GetSlotCoord(Slot); } } else { if (Slot == SLOTXY_HEAD_FIRST) { Slot = SLOTXY_CHEST_FIRST; mousePos = InvGetEquipSlotCoord(INVLOC_CHEST); } else if (Slot == SLOTXY_CHEST_FIRST) { if (PreviousInventoryColumn >= 3 && PreviousInventoryColumn <= 6) Slot = SLOTXY_INV_ROW1_FIRST + PreviousInventoryColumn; else Slot = SLOTXY_INV_ROW1_FIRST + (INV_ROW_SLOT_SIZE / 2); mousePos = GetSlotCoord(Slot); } else if (Slot == SLOTXY_HAND_LEFT_FIRST) { Slot = SLOTXY_RING_LEFT; mousePos = InvGetEquipSlotCoord(INVLOC_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; mousePos = GetSlotCoord(Slot); } else if (Slot == SLOTXY_RING_RIGHT) { if (PreviousInventoryColumn >= 7 && PreviousInventoryColumn <= 9) Slot = SLOTXY_INV_ROW1_FIRST + PreviousInventoryColumn; else Slot = SLOTXY_INV_ROW1_LAST - 1; mousePos = GetSlotCoord(Slot); } else if (Slot == SLOTXY_AMULET) { Slot = SLOTXY_HAND_RIGHT_FIRST; mousePos = InvGetEquipSlotCoord(INVLOC_HAND_RIGHT); } else if (Slot == SLOTXY_HAND_RIGHT_FIRST) { Slot = SLOTXY_RING_RIGHT; mousePos = InvGetEquipSlotCoord(INVLOC_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; } mousePos = GetSlotCoord(Slot); } } } // no movement was made if (Slot == initialSlot) return; // get item under new slot if navigating on the inventory if (!isHoldingItem && Slot >= SLOTXY_INV_FIRST && Slot <= SLOTXY_INV_LAST) { int8_t itemInvId = GetItemIdOnSlot(Slot); int itemSlot = FindFirstSlotOnItem(itemInvId); if (itemSlot < 0) itemSlot = Slot; // offset the slot to always move to the top-left most slot of that item mousePos = GetSlotCoord(itemSlot); Size itemSize = GetItemSizeOnSlot(itemSlot); mousePos.x += ((itemSize.width - 1) * InventorySlotSizeInPixels.width) / 2; mousePos.y += ((itemSize.height - 1) * InventorySlotSizeInPixels.height) / 2; } // 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) mousePos.y -= InventorySlotSizeInPixels.height; else mousePos.y -= (int)((icursSize28.height / 2.0) * InventorySlotSizeInPixels.height) + (InventorySlotSizeInPixels.height / 2); } else { mousePos.x += (InventorySlotSizeInPixels.width / 2); mousePos.y -= (InventorySlotSizeInPixels.height / 2); } if (mousePos == MousePosition) { return; // Avoid wobeling when scalled } SetCursorPos(mousePos); } 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; auto &myPlayer = Players[MyPlayerId]; return !PosOkPlayer(myPlayer, leftStep) && !PosOkPlayer(myPlayer, rightStep); } void WalkInDir(int playerId, AxisDirection dir) { auto &player = Players[playerId]; if (dir.x == AxisDirectionX_NONE && dir.y == AxisDirectionY_NONE) { if (sgbControllerActive && 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; #ifdef VIRTUAL_GAMEPAD if (VirtualGamepadState.standButton.isHeld) { if (player._pmode == PM_STAND) StartStand(playerId, pdir); return; } #endif if (PosOkPlayer(player, delta) && IsPathBlocked(player.position.future, pdir)) { if (player._pmode == PM_STAND) StartStand(playerId, 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 (invflag) { return &InvMove; } if (chrflag && Players[MyPlayerId]._pStatPts > 0) { return &AttrIncBtnSnap; } if (spselflag) { return &HotSpellMove; } if (sbookflag) { return &SpellBookMove; } if (QuestLogIsOpen) { return &QuestLogMove; } if (stextflag != STORE_NONE) { return &StoreMove; } return nullptr; } void ProcessLeftStickOrDPadGameUI() { HandleLeftStickOrDPadFn handler = GetLeftStickOrDPadGameUIHandler(); if (handler != nullptr) handler(GetLeftStickOrDpadDirection(true)); } void Movement(int playerId) { if (InGameMenu() || IsControllerButtonPressed(ControllerButton_BUTTON_START) || IsControllerButtonPressed(ControllerButton_BUTTON_BACK)) return; AxisDirection moveDir = GetMoveDirection(); if (moveDir.x != AxisDirectionX_NONE || moveDir.y != AxisDirectionY_NONE) { sgbControllerActive = true; } if (GetLeftStickOrDPadGameUIHandler() == nullptr) { WalkInDir(playerId, moveDir); } } 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; }; } // namespace bool IsAutomapActive() { return AutomapActive && leveltype != DTYPE_TOWN; } bool IsMovingMouseCursorWithController() { return rightStickX != 0 || rightStickY != 0; } void HandleRightStickMotion() { static RightStickAccumulator acc; // deadzone is handled in ScaleJoystickAxes() already if (rightStickX == 0 && rightStickY == 0) { acc.Clear(); return; } if (IsAutomapActive()) { // move map int dx = 0; int dy = 0; acc.Pool(&dx, &dy, 32); AutomapOffset.deltaX += dy + dx; AutomapOffset.deltaY += dy - dx; return; } { // move cursor sgbControllerActive = false; 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) { SetCursorPos({ x, y }); lastMouseSetTick = now; } } } void InvalidateInventorySlot() { Slot = -1; } /** * @brief Moves the mouse to the first inventory slot. */ void FocusOnInventory() { Slot = SLOTXY_INV_FIRST; ResetInvCursorPosition(); } void plrctrls_after_check_curs_move() { // check for monsters first, then items, then towners. if (sgbControllerActive) { // Clear focuse set by cursor pcursplr = -1; pcursmonst = -1; pcursitem = -1; pcursobj = -1; pcursmissile = -1; pcurstrig = -1; pcursquest = Q_INVALID; cursPosition = { -1, -1 }; if (Players[MyPlayerId]._pInvincible) { return; } if (DoomFlag) { return; } if (!invflag) { *infostr = '\0'; ClearPanel(); 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++) { auto &myPlayer = Players[MyPlayerId]; const int id = AllItemsList[myPlayer.SpdList[i].IDidx].iMiscId; const int spellId = AllItemsList[myPlayer.SpdList[i].IDidx].iSpell; if ((type == BLT_HEALING && (id == IMISC_HEAL || id == IMISC_FULLHEAL || (id == IMISC_SCROLL && spellId == SPL_HEAL))) || (type == BLT_MANA && (id == IMISC_MANA || id == IMISC_FULLMANA)) || id == IMISC_REJUV || id == IMISC_FULLREJUV) { if (!myPlayer.SpdList[i].isEmpty()) { UseInvItem(MyPlayerId, INVITEM_BELT_FIRST + i); break; } } } } void PerformPrimaryAction() { if (invflag) { // inventory is open if (pcurs > CURSOR_HAND && pcurs < CURSOR_FIRSTITEM) { TryIconCurs(); NewCursor(CURSOR_HAND); } else { int inventorySlot = (Slot >= 0) ? Slot : FindClosestInventorySlot(MousePosition); // Find any item occupying a slot that is currently under the cursor int8_t itemUnderCursor = [](int inventorySlot) { if (inventorySlot < SLOTXY_INV_FIRST || inventorySlot > SLOTXY_INV_LAST) return 0; for (int x = 0; x < icursSize28.width; x++) { for (int y = 0; y < icursSize28.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); // 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); mousePos.y -= InventorySlotSizeInPixels.height; Slot = jumpSlot; SetCursorPos(mousePos); } } return; } if (spselflag) { SetSpell(); return; } if (chrflag && !chrbtnactive && Players[MyPlayerId]._pStatPts > 0) { CheckChrBtns(); if (chrbtnactive) ReleaseChrBtns(false); return; } Interact(); } bool SpellHasActorTarget() { int spl = Players[MyPlayerId]._pRSpell; if (spl == SPL_TOWN || spl == SPL_TELEPORT) return false; if (spl == SPL_FIREWALL && pcursmonst != -1) { cursPosition = Monsters[pcursmonst].position.tile; } return pcursplr != -1 || pcursmonst != -1; } void UpdateSpellTarget() { if (SpellHasActorTarget()) return; pcursplr = -1; pcursmonst = -1; auto &myPlayer = Players[MyPlayerId]; int range = myPlayer._pRSpell == SPL_TELEPORT ? 4 : 1; cursPosition = myPlayer.position.future + Displacement(myPlayer._pdir) * range; } /** * @brief Try dropping item in all 9 possible places */ bool TryDropItem() { const auto &myPlayer = Players[MyPlayerId]; if (myPlayer.HoldItem.isEmpty()) { return false; } if (currlevel == 0) { if (UseItemOpensHive(myPlayer.HoldItem, myPlayer.position.tile)) { NetSendCmdPItem(true, CMD_PUTITEM, { 79, 61 }); NewCursor(CURSOR_HAND); return true; } if (UseItemOpensCrypt(myPlayer.HoldItem, myPlayer.position.tile)) { NetSendCmdPItem(true, CMD_PUTITEM, { 35, 20 }); NewCursor(CURSOR_HAND); return true; } } cursPosition = myPlayer.position.future + Direction::SouthEast; if (!DropItemBeforeTrig()) { // Try to drop on the other side cursPosition = myPlayer.position.future + Direction::SouthWest; DropItemBeforeTrig(); } if (pcurs != CURSOR_HAND) { myPlayer.Say(HeroSpeech::WhereWouldIPutThis); } return pcurs == CURSOR_HAND; } void PerformSpellAction() { if (InGameMenu() || QuestLogIsOpen || sbookflag) return; if (invflag) { if (pcurs >= CURSOR_FIRSTITEM) TryDropItem(); else if (pcurs > CURSOR_HAND) { TryIconCurs(); NewCursor(CURSOR_HAND); } else { int itemId = GetItemIdOnSlot(Slot); CheckInvItem(true, false); if (itemId != GetItemIdOnSlot(Slot)) ResetInvCursorPosition(); } return; } if (pcurs >= CURSOR_FIRSTITEM && !TryDropItem()) return; if (pcurs > CURSOR_HAND) NewCursor(CURSOR_HAND); if (spselflag) { SetSpell(); return; } const auto &myPlayer = Players[MyPlayerId]; int spl = myPlayer._pRSpell; if ((pcursplr == -1 && (spl == SPL_RESURRECT || spl == SPL_HEALOTHER)) || (pcursobj == -1 && spl == SPL_DISARM)) { myPlayer.Say(HeroSpeech::ICantCastThatHere); return; } UpdateSpellTarget(); CheckPlrSpell(false); } void CtrlUseInvItem() { Item *item; if (pcursinvitem == -1) return; auto &myPlayer = Players[MyPlayerId]; if (pcursinvitem < INVITEM_INV_FIRST) item = &myPlayer.InvBody[pcursinvitem]; else if (pcursinvitem <= INVITEM_INV_LAST) item = &myPlayer.InvList[pcursinvitem - INVITEM_INV_FIRST]; else item = &myPlayer.SpdList[pcursinvitem - INVITEM_BELT_FIRST]; if (item->IsScroll() && spelldata[item->_iSpell].sTargeted) { return; } if (item->isEquipment()) { int itemId = GetItemIdOnSlot(Slot); CheckInvItem(true, false); // auto-equip if it's an equipment if (itemId != GetItemIdOnSlot(Slot)) ResetInvCursorPosition(); } else { UseInvItem(MyPlayerId, pcursinvitem); } } void PerformSecondaryAction() { if (invflag) { if (pcurs > CURSOR_HAND && pcurs < CURSOR_FIRSTITEM) { TryIconCurs(); NewCursor(CURSOR_HAND); } else { CtrlUseInvItem(); } return; } if (pcurs >= CURSOR_FIRSTITEM && !TryDropItem()) return; if (pcurs > CURSOR_HAND) NewCursor(CURSOR_HAND); if (pcursitem != -1) { NetSendCmdLocParam1(true, CMD_GOTOAGETITEM, cursPosition, pcursitem); } else if (pcursobj != -1) { NetSendCmdLocParam1(true, CMD_OPOBJXY, cursPosition, pcursobj); } else { auto &myPlayer = Players[MyPlayerId]; if (pcursmissile != -1) { MakePlrPath(myPlayer, Missiles[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(int slot) { auto &myPlayer = Players[MyPlayerId]; CheckPlrSpell(false, myPlayer._pSplHotKey[slot], myPlayer._pSplTHotKey[slot]); } } // namespace devilution