/** * @file diablo.cpp * * Implementation of the main game initialization functions. */ #include #include #include #include #include #include "DiabloUI/selstart.h" #include "appfat.h" #include "automap.h" #include "capture.h" #include "control.h" #include "cursor.h" #include "dead.h" #ifdef _DEBUG #include "debug.h" #endif #include "DiabloUI/diabloui.h" #include "controls/control_mode.hpp" #include "controls/keymapper.hpp" #include "controls/plrctrls.h" #include "controls/remap_keyboard.h" #include "diablo.h" #include "diablo_msg.hpp" #include "discord/discord.h" #include "doom.h" #include "encrypt.h" #include "engine/backbuffer_state.hpp" #include "engine/clx_sprite.hpp" #include "engine/demomode.h" #include "engine/dx.h" #include "engine/events.hpp" #include "engine/load_cel.hpp" #include "engine/load_file.hpp" #include "engine/random.hpp" #include "engine/render/clx_render.hpp" #include "engine/sound.h" #include "game_mode.hpp" #include "gamemenu.h" #include "gmenu.h" #include "headless_mode.hpp" #include "help.h" #include "hwcursor.hpp" #include "init.h" #include "inv.h" #include "levels/drlg_l1.h" #include "levels/drlg_l2.h" #include "levels/drlg_l3.h" #include "levels/drlg_l4.h" #include "levels/gendung.h" #include "levels/setmaps.h" #include "levels/themes.h" #include "levels/town.h" #include "levels/trigs.h" #include "lighting.h" #include "loadsave.h" #include "lua/lua.hpp" #include "menu.h" #include "minitext.h" #include "missiles.h" #include "monstdat.h" #include "movie.h" #include "multi.h" #include "nthread.h" #include "objects.h" #include "options.h" #include "panels/console.hpp" #include "panels/info_box.hpp" #include "panels/spell_book.hpp" #include "panels/spell_list.hpp" #include "pfile.h" #include "playerdat.hpp" #include "plrmsg.h" #include "qol/chatlog.h" #include "qol/floatingnumbers.h" #include "qol/itemlabels.h" #include "qol/monhealthbar.h" #include "qol/stash.h" #include "qol/xpbar.h" #include "quick_messages.hpp" #include "restrict.h" #include "stores.h" #include "storm/storm_net.hpp" #include "storm/storm_svid.h" #include "towners.h" #include "track.h" #include "utils/console.h" #include "utils/display.h" #include "utils/is_of.hpp" #include "utils/language.h" #include "utils/parse_int.hpp" #include "utils/paths.h" #include "utils/screen_reader.hpp" #include "utils/sdl_thread.h" #include "utils/status_macros.hpp" #include "utils/str_cat.hpp" #include "utils/utf8.hpp" #ifndef USE_SDL1 #include "controls/touch/gamepad.h" #include "controls/touch/renderers.h" #endif #ifdef __vita__ #include "platform/vita/touch.h" #endif #ifdef GPERF_HEAP_FIRST_GAME_ITERATION #include #endif namespace devilution { uint32_t DungeonSeeds[NUMLEVELS]; std::optional LevelSeeds[NUMLEVELS]; Point MousePosition; bool gbRunGame; bool gbRunGameResult; bool ReturnToMainMenu; /** Enable updating of player character, set to false once Diablo dies */ bool gbProcessPlayers; bool gbLoadGame; bool cineflag; int PauseMode; clicktype sgbMouseDown; uint16_t gnTickDelay = 50; char gszProductName[64] = "DevilutionX vUnknown"; #ifdef _DEBUG bool DebugDisableNetworkTimeout = false; std::vector DebugCmdsFromCommandLine; #endif GameLogicStep gGameLogicStep = GameLogicStep::None; /** This and the following mouse variables are for handling in-game click-and-hold actions */ MouseActionType LastMouseButtonAction = MouseActionType::None; // Controller support: Actions to run after updating the cursor state. // Defined in SourceX/controls/plctrls.cpp. extern void plrctrls_after_check_curs_move(); extern void plrctrls_every_frame(); extern void plrctrls_after_game_logic(); namespace { char gszVersionNumber[64] = "internal version unknown"; bool gbGameLoopStartup; bool forceSpawn; bool forceDiablo; int sgnTimeoutCurs; bool gbShowIntro = true; /** To know if these things have been done when we get to the diablo_deinit() function */ bool was_archives_init = false; /** To know if surfaces have been initialized or not */ bool was_window_init = false; bool was_ui_init = false; void StartGame(interface_mode uMsg) { CalcViewportGeometry(); cineflag = false; InitCursor(); #ifdef _DEBUG LoadDebugGFX(); #endif assert(HeadlessMode || ghMainWnd); music_stop(); InitMonsterHealthBar(); InitXPBar(); ShowProgress(uMsg); gmenu_init_menu(); InitLevelCursor(); sgnTimeoutCurs = CURSOR_NONE; sgbMouseDown = CLICK_NONE; LastMouseButtonAction = MouseActionType::None; } void FreeGame() { FreeMonsterHealthBar(); FreeXPBar(); FreeControlPan(); FreeInvGFX(); FreeGMenu(); FreeQuestText(); FreeInfoBoxGfx(); FreeStoreMem(); for (Player &player : Players) ResetPlayerGFX(player); FreeCursor(); #ifdef _DEBUG FreeDebugGFX(); #endif FreeGameMem(); stream_stop(); music_stop(); } bool ProcessInput() { if (PauseMode == 2) { return false; } plrctrls_every_frame(); if (!gbIsMultiplayer && gmenu_is_active()) { RedrawViewport(); return false; } if (!gmenu_is_active() && sgnTimeoutCurs == CURSOR_NONE) { #ifdef __vita__ FinishSimulatedMouseClicks(MousePosition); #endif CheckCursMove(); plrctrls_after_check_curs_move(); RepeatMouseAction(); } return true; } void LeftMouseCmd(bool bShift) { bool bNear; assert(!GetMainPanel().contains(MousePosition)); if (leveltype == DTYPE_TOWN) { CloseGoldWithdraw(); CloseStash(); if (pcursitem != -1 && pcurs == CURSOR_HAND) NetSendCmdLocParam1(true, invflag ? CMD_GOTOGETITEM : CMD_GOTOAGETITEM, cursPosition, pcursitem); if (pcursmonst != -1) NetSendCmdLocParam1(true, CMD_TALKXY, cursPosition, pcursmonst); if (pcursitem == -1 && pcursmonst == -1 && PlayerUnderCursor == nullptr) { LastMouseButtonAction = MouseActionType::Walk; NetSendCmdLoc(MyPlayerId, true, CMD_WALKXY, cursPosition); } return; } Player &myPlayer = *MyPlayer; bNear = myPlayer.position.tile.WalkingDistance(cursPosition) < 2; if (pcursitem != -1 && pcurs == CURSOR_HAND && !bShift) { NetSendCmdLocParam1(true, invflag ? CMD_GOTOGETITEM : CMD_GOTOAGETITEM, cursPosition, pcursitem); } else if (ObjectUnderCursor != nullptr && !ObjectUnderCursor->IsDisabled() && (!bShift || (bNear && ObjectUnderCursor->_oBreak == 1))) { LastMouseButtonAction = MouseActionType::OperateObject; NetSendCmdLoc(MyPlayerId, true, pcurs == CURSOR_DISARM ? CMD_DISARMXY : CMD_OPOBJXY, cursPosition); } else if (myPlayer.UsesRangedWeapon()) { if (bShift) { LastMouseButtonAction = MouseActionType::Attack; NetSendCmdLoc(MyPlayerId, true, CMD_RATTACKXY, cursPosition); } else if (pcursmonst != -1) { if (CanTalkToMonst(Monsters[pcursmonst])) { NetSendCmdParam1(true, CMD_ATTACKID, pcursmonst); } else { LastMouseButtonAction = MouseActionType::AttackMonsterTarget; NetSendCmdParam1(true, CMD_RATTACKID, pcursmonst); } } else if (PlayerUnderCursor != nullptr && !myPlayer.friendlyMode) { LastMouseButtonAction = MouseActionType::AttackPlayerTarget; NetSendCmdParam1(true, CMD_RATTACKPID, PlayerUnderCursor->getId()); } } else { if (bShift) { if (pcursmonst != -1) { if (CanTalkToMonst(Monsters[pcursmonst])) { NetSendCmdParam1(true, CMD_ATTACKID, pcursmonst); } else { LastMouseButtonAction = MouseActionType::Attack; NetSendCmdLoc(MyPlayerId, true, CMD_SATTACKXY, cursPosition); } } else { LastMouseButtonAction = MouseActionType::Attack; NetSendCmdLoc(MyPlayerId, true, CMD_SATTACKXY, cursPosition); } } else if (pcursmonst != -1) { LastMouseButtonAction = MouseActionType::AttackMonsterTarget; NetSendCmdParam1(true, CMD_ATTACKID, pcursmonst); } else if (PlayerUnderCursor != nullptr && !myPlayer.friendlyMode) { LastMouseButtonAction = MouseActionType::AttackPlayerTarget; NetSendCmdParam1(true, CMD_ATTACKPID, PlayerUnderCursor->getId()); } } if (!bShift && pcursitem == -1 && ObjectUnderCursor == nullptr && pcursmonst == -1 && PlayerUnderCursor == nullptr) { LastMouseButtonAction = MouseActionType::Walk; NetSendCmdLoc(MyPlayerId, true, CMD_WALKXY, cursPosition); } } bool TryOpenDungeonWithMouse() { if (leveltype != DTYPE_TOWN) return false; Item &holdItem = MyPlayer->HoldItem; if (holdItem.IDidx == IDI_RUNEBOMB && OpensHive(cursPosition)) OpenHive(); else if (holdItem.IDidx == IDI_MAPOFDOOM && OpensGrave(cursPosition)) OpenGrave(); else return false; NewCursor(CURSOR_HAND); return true; } void LeftMouseDown(uint16_t modState) { LastMouseButtonAction = MouseActionType::None; if (gmenu_left_mouse(true)) return; if (CheckMuteButton()) return; if (sgnTimeoutCurs != CURSOR_NONE) return; if (MyPlayerIsDead) { CheckMainPanelButtonDead(); return; } if (PauseMode == 2) { return; } if (DoomFlag) { doom_close(); return; } if (SpellSelectFlag) { SetSpell(); return; } if (IsPlayerInStore()) { CheckStoreBtn(); return; } const bool isShiftHeld = (modState & KMOD_SHIFT) != 0; const bool isCtrlHeld = (modState & KMOD_CTRL) != 0; if (!GetMainPanel().contains(MousePosition)) { if (!gmenu_is_active() && !TryIconCurs()) { if (QuestLogIsOpen && GetLeftPanel().contains(MousePosition)) { QuestlogESC(); } else if (qtextflag) { qtextflag = false; stream_stop(); } else if (CharFlag && GetLeftPanel().contains(MousePosition)) { CheckChrBtns(); } else if (invflag && GetRightPanel().contains(MousePosition)) { if (!DropGoldFlag) CheckInvItem(isShiftHeld, isCtrlHeld); } else if (IsStashOpen && GetLeftPanel().contains(MousePosition)) { if (!IsWithdrawGoldOpen) CheckStashItem(MousePosition, isShiftHeld, isCtrlHeld); CheckStashButtonPress(MousePosition); } else if (SpellbookFlag && GetRightPanel().contains(MousePosition)) { CheckSBook(); } else if (!MyPlayer->HoldItem.isEmpty()) { if (!TryOpenDungeonWithMouse()) { Point currentPosition = MyPlayer->position.tile; std::optional itemTile = FindAdjacentPositionForItem(currentPosition, GetDirection(currentPosition, cursPosition)); if (itemTile) { NetSendCmdPItem(true, CMD_PUTITEM, *itemTile, MyPlayer->HoldItem); NewCursor(CURSOR_HAND); } } } else { CheckLevelButton(); if (!LevelButtonDown) LeftMouseCmd(isShiftHeld); } } } else { if (!ChatFlag && !DropGoldFlag && !IsWithdrawGoldOpen && !gmenu_is_active()) CheckInvScrn(isShiftHeld, isCtrlHeld); CheckMainPanelButton(); CheckStashButtonPress(MousePosition); if (pcurs > CURSOR_HAND && pcurs < CURSOR_FIRSTITEM) NewCursor(CURSOR_HAND); } } void LeftMouseUp(uint16_t modState) { gmenu_left_mouse(false); CheckMuteButtonUp(); if (MainPanelButtonDown) CheckMainPanelButtonUp(); CheckStashButtonRelease(MousePosition); if (CharPanelButtonActive) { const bool isShiftHeld = (modState & KMOD_SHIFT) != 0; ReleaseChrBtns(isShiftHeld); } if (LevelButtonDown) CheckLevelButtonUp(); if (IsPlayerInStore()) ReleaseStoreBtn(); } void RightMouseDown(bool isShiftHeld) { LastMouseButtonAction = MouseActionType::None; if (gmenu_is_active() || sgnTimeoutCurs != CURSOR_NONE || PauseMode == 2 || MyPlayer->_pInvincible) { return; } if (qtextflag) { qtextflag = false; stream_stop(); return; } if (DoomFlag) { doom_close(); return; } if (IsPlayerInStore()) return; if (SpellSelectFlag) { SetSpell(); return; } if (SpellbookFlag && GetRightPanel().contains(MousePosition)) return; if (TryIconCurs()) return; if (pcursinvitem != -1 && UseInvItem(pcursinvitem)) return; if (pcursstashitem != StashStruct::EmptyCell && UseStashItem(pcursstashitem)) return; if (pcurs == CURSOR_HAND) { CheckPlrSpell(isShiftHeld); } else if (pcurs > CURSOR_HAND && pcurs < CURSOR_FIRSTITEM) { NewCursor(CURSOR_HAND); } } void ReleaseKey(SDL_Keycode vkey) { remap_keyboard_key(&vkey); if (sgnTimeoutCurs != CURSOR_NONE) return; KeymapperRelease(vkey); } void ClosePanels() { if (CanPanelsCoverView()) { if (!IsLeftPanelOpen() && IsRightPanelOpen() && MousePosition.x < 480 && MousePosition.y < GetMainPanel().position.y) { SetCursorPos(MousePosition + Displacement { 160, 0 }); } else if (!IsRightPanelOpen() && IsLeftPanelOpen() && MousePosition.x > 160 && MousePosition.y < GetMainPanel().position.y) { SetCursorPos(MousePosition - Displacement { 160, 0 }); } } CloseInventory(); CloseCharPanel(); SpellbookFlag = false; QuestLogIsOpen = false; } void PressKey(SDL_Keycode vkey, uint16_t modState) { Options &options = GetOptions(); remap_keyboard_key(&vkey); if (vkey == SDLK_UNKNOWN) return; if (gmenu_presskeys(vkey) || CheckKeypress(vkey)) { return; } if (MyPlayerIsDead) { if (vkey == SDLK_ESCAPE) { if (!gbIsMultiplayer) { if (gbValidSaveFile) gamemenu_load_game(false); else gamemenu_exit_game(false); } else { NetSendCmd(true, CMD_RETOWN); } return; } if (sgnTimeoutCurs != CURSOR_NONE) { return; } KeymapperPress(vkey); if (vkey == SDLK_RETURN || vkey == SDLK_KP_ENTER) { if ((modState & KMOD_ALT) != 0) { options.Graphics.fullscreen.SetValue(!IsFullScreen()); if (!demo::IsRunning()) SaveOptions(); } else { TypeChatMessage(); } } if (vkey != SDLK_ESCAPE) { return; } } // Disallow player from accessing escape menu during the frames before the death message appears if (vkey == SDLK_ESCAPE && MyPlayer->_pHitPoints > 0) { if (!PressEscKey()) { LastMouseButtonAction = MouseActionType::None; gamemenu_on(); } return; } if (DropGoldFlag) { control_drop_gold(vkey); return; } if (IsWithdrawGoldOpen) { WithdrawGoldKeyPress(vkey); return; } if (sgnTimeoutCurs != CURSOR_NONE) { return; } KeymapperPress(vkey); if (PauseMode == 2) { if ((vkey == SDLK_RETURN || vkey == SDLK_KP_ENTER) && (modState & KMOD_ALT) != 0) { options.Graphics.fullscreen.SetValue(!IsFullScreen()); if (!demo::IsRunning()) SaveOptions(); } return; } if (DoomFlag) { doom_close(); return; } switch (vkey) { case SDLK_PLUS: case SDLK_KP_PLUS: case SDLK_EQUALS: case SDLK_KP_EQUALS: if (AutomapActive) { AutomapZoomIn(); } return; case SDLK_MINUS: case SDLK_KP_MINUS: case SDLK_UNDERSCORE: if (AutomapActive) { AutomapZoomOut(); } return; #ifdef _DEBUG case SDLK_v: if ((modState & KMOD_SHIFT) != 0) NextDebugMonster(); else GetDebugMonster(); return; #endif case SDLK_RETURN: case SDLK_KP_ENTER: if ((modState & KMOD_ALT) != 0) { options.Graphics.fullscreen.SetValue(!IsFullScreen()); if (!demo::IsRunning()) SaveOptions(); } else if (IsPlayerInStore()) { StoreEnter(); } else if (QuestLogIsOpen) { QuestlogEnter(); } else { TypeChatMessage(); } return; case SDLK_UP: if (IsPlayerInStore()) { StoreUp(); } else if (QuestLogIsOpen) { QuestlogUp(); } else if (HelpFlag) { HelpScrollUp(); } else if (ChatLogFlag) { ChatLogScrollUp(); } else if (AutomapActive) { AutomapUp(); } else if (IsStashOpen) { Stash.PreviousPage(); } return; case SDLK_DOWN: if (IsPlayerInStore()) { StoreDown(); } else if (QuestLogIsOpen) { QuestlogDown(); } else if (HelpFlag) { HelpScrollDown(); } else if (ChatLogFlag) { ChatLogScrollDown(); } else if (AutomapActive) { AutomapDown(); } else if (IsStashOpen) { Stash.NextPage(); } return; case SDLK_PAGEUP: if (IsPlayerInStore()) { StorePrior(); } else if (ChatLogFlag) { ChatLogScrollTop(); } return; case SDLK_PAGEDOWN: if (IsPlayerInStore()) { StoreNext(); } else if (ChatLogFlag) { ChatLogScrollBottom(); } return; case SDLK_LEFT: if (AutomapActive && !ChatFlag) AutomapLeft(); return; case SDLK_RIGHT: if (AutomapActive && !ChatFlag) AutomapRight(); return; default: break; } } void HandleMouseButtonDown(Uint8 button, uint16_t modState) { if (IsPlayerInStore() && (button == SDL_BUTTON_X1 #if !SDL_VERSION_ATLEAST(2, 0, 0) || button == 8 #endif )) { StoreESC(); return; } if (sgbMouseDown == CLICK_NONE) { switch (button) { case SDL_BUTTON_LEFT: sgbMouseDown = CLICK_LEFT; LeftMouseDown(modState); break; case SDL_BUTTON_RIGHT: sgbMouseDown = CLICK_RIGHT; RightMouseDown((modState & KMOD_SHIFT) != 0); break; default: KeymapperPress(static_cast(button | KeymapperMouseButtonMask)); break; } } } void HandleMouseButtonUp(Uint8 button, uint16_t modState) { if (sgbMouseDown == CLICK_LEFT && button == SDL_BUTTON_LEFT) { LastMouseButtonAction = MouseActionType::None; sgbMouseDown = CLICK_NONE; LeftMouseUp(modState); } else if (sgbMouseDown == CLICK_RIGHT && button == SDL_BUTTON_RIGHT) { LastMouseButtonAction = MouseActionType::None; sgbMouseDown = CLICK_NONE; } else { KeymapperRelease(static_cast(button | KeymapperMouseButtonMask)); } } [[maybe_unused]] void LogUnhandledEvent(const char *name, int value) { LogVerbose("Unhandled SDL event: {} {}", name, value); } void GameEventHandler(const SDL_Event &event, uint16_t modState) { [[maybe_unused]] Options &options = GetOptions(); StaticVector ctrlEvents = ToControllerButtonEvents(event); for (ControllerButtonEvent ctrlEvent : ctrlEvents) { GameAction action; if (HandleControllerButtonEvent(event, ctrlEvent, action) && action.type == GameActionType_SEND_KEY) { if ((action.send_key.vk_code & KeymapperMouseButtonMask) != 0) { const unsigned button = action.send_key.vk_code & ~KeymapperMouseButtonMask; if (!action.send_key.up) HandleMouseButtonDown(static_cast(button), modState); else HandleMouseButtonUp(static_cast(button), modState); } else { if (!action.send_key.up) PressKey(static_cast(action.send_key.vk_code), modState); else ReleaseKey(static_cast(action.send_key.vk_code)); } } } if (ctrlEvents.size() > 0 && ctrlEvents[0].button != ControllerButton_NONE) { return; } #ifdef _DEBUG if (ConsoleHandleEvent(event)) { return; } #endif if (IsChatActive() && HandleTalkTextInputEvent(event)) { return; } if (DropGoldFlag && HandleGoldDropTextInputEvent(event)) { return; } if (IsWithdrawGoldOpen && HandleGoldWithdrawTextInputEvent(event)) { return; } switch (event.type) { case SDL_KEYDOWN: PressKey(event.key.keysym.sym, modState); return; case SDL_KEYUP: ReleaseKey(event.key.keysym.sym); return; case SDL_MOUSEMOTION: if (ControlMode == ControlTypes::KeyboardAndMouse && invflag) InvalidateInventorySlot(); MousePosition = { event.motion.x, event.motion.y }; gmenu_on_mouse_move(); return; case SDL_MOUSEBUTTONDOWN: MousePosition = { event.button.x, event.button.y }; HandleMouseButtonDown(event.button.button, modState); return; case SDL_MOUSEBUTTONUP: MousePosition = { event.button.x, event.button.y }; HandleMouseButtonUp(event.button.button, modState); return; #if SDL_VERSION_ATLEAST(2, 0, 0) case SDL_MOUSEWHEEL: if (event.wheel.y > 0) { // Up if (IsPlayerInStore()) { StoreUp(); } else if (QuestLogIsOpen) { QuestlogUp(); } else if (HelpFlag) { HelpScrollUp(); } else if (ChatLogFlag) { ChatLogScrollUp(); } else if (IsStashOpen) { Stash.PreviousPage(); } else if (SDL_GetModState() & KMOD_CTRL) { if (AutomapActive) { AutomapZoomIn(); } } else { KeymapperPress(MouseScrollUpButton); } } else if (event.wheel.y < 0) { // down if (IsPlayerInStore()) { StoreDown(); } else if (QuestLogIsOpen) { QuestlogDown(); } else if (HelpFlag) { HelpScrollDown(); } else if (ChatLogFlag) { ChatLogScrollDown(); } else if (IsStashOpen) { Stash.NextPage(); } else if (SDL_GetModState() & KMOD_CTRL) { if (AutomapActive) { AutomapZoomOut(); } } else { KeymapperPress(MouseScrollDownButton); } } else if (event.wheel.x > 0) { // left KeymapperPress(MouseScrollLeftButton); } else if (event.wheel.x < 0) { // right KeymapperPress(MouseScrollRightButton); } break; #endif default: if (IsCustomEvent(event.type)) { if (gbIsMultiplayer) pfile_write_hero(); nthread_ignore_mutex(true); PaletteFadeOut(8); sound_stop(); ShowProgress(GetCustomEvent(event.type)); RedrawEverything(); if (!HeadlessMode) { while (IsRedrawEverything()) { // In direct rendering mode with double/triple buffering, we need // to prepare all buffers before fading in. DrawAndBlit(); } } LoadPWaterPalette(); if (gbRunGame) PaletteFadeIn(8); nthread_ignore_mutex(false); gbGameLoopStartup = true; return; } MainWndProc(event); break; } } void RunGameLoop(interface_mode uMsg) { demo::NotifyGameLoopStart(); nthread_ignore_mutex(true); StartGame(uMsg); assert(HeadlessMode || ghMainWnd); EventHandler previousHandler = SetEventHandler(GameEventHandler); run_delta_info(); gbRunGame = true; gbProcessPlayers = IsDiabloAlive(true); gbRunGameResult = true; RedrawEverything(); if (!HeadlessMode) { while (IsRedrawEverything()) { // In direct rendering mode with double/triple buffering, we need // to prepare all buffers before fading in. DrawAndBlit(); } } LoadPWaterPalette(); PaletteFadeIn(8); InitBackbufferState(); RedrawEverything(); gbGameLoopStartup = true; nthread_ignore_mutex(false); discord_manager::StartGame(); LuaEvent("GameStart"); #ifdef GPERF_HEAP_FIRST_GAME_ITERATION unsigned run_game_iteration = 0; #endif while (gbRunGame) { #ifdef _DEBUG if (!gbGameLoopStartup && !DebugCmdsFromCommandLine.empty()) { InitConsole(); for (const std::string &cmd : DebugCmdsFromCommandLine) { RunInConsole(cmd); } DebugCmdsFromCommandLine.clear(); } #endif SDL_Event event; uint16_t modState; while (FetchMessage(&event, &modState)) { if (event.type == SDL_QUIT) { gbRunGameResult = false; gbRunGame = false; break; } HandleMessage(event, modState); } if (!gbRunGame) break; bool drawGame = true; bool processInput = true; bool runGameLoop = demo::IsRunning() ? demo::GetRunGameLoop(drawGame, processInput) : nthread_has_500ms_passed(&drawGame); if (demo::IsRecording()) demo::RecordGameLoopResult(runGameLoop); discord_manager::UpdateGame(); if (!runGameLoop) { if (processInput) ProcessInput(); if (!drawGame) continue; RedrawViewport(); DrawAndBlit(); continue; } multi_process_network_packets(); if (game_loop(gbGameLoopStartup)) diablo_color_cyc_logic(); gbGameLoopStartup = false; if (drawGame) DrawAndBlit(); #ifdef GPERF_HEAP_FIRST_GAME_ITERATION if (run_game_iteration++ == 0) HeapProfilerDump("first_game_iteration"); #endif } demo::NotifyGameLoopEnd(); if (gbIsMultiplayer) { pfile_write_hero(/*writeGameData=*/false); sfile_write_stash(); } PaletteFadeOut(8); NewCursor(CURSOR_NONE); ClearScreenBuffer(); RedrawEverything(); scrollrt_draw_game_screen(); previousHandler = SetEventHandler(previousHandler); assert(HeadlessMode || previousHandler == GameEventHandler); FreeGame(); if (cineflag) { cineflag = false; DoEnding(); } } void PrintWithRightPadding(std::string_view str, size_t width) { printInConsole(str); if (str.size() >= width) return; printInConsole(std::string(width - str.size(), ' ')); } void PrintHelpOption(std::string_view flags, std::string_view description) { printInConsole(" "); PrintWithRightPadding(flags, 20); printInConsole(" "); PrintWithRightPadding(description, 30); printNewlineInConsole(); } [[noreturn]] void PrintHelpAndExit() { printInConsole((/* TRANSLATORS: Commandline Option */ "Options:")); printNewlineInConsole(); PrintHelpOption("-h, --help", _(/* TRANSLATORS: Commandline Option */ "Print this message and exit")); PrintHelpOption("--version", _(/* TRANSLATORS: Commandline Option */ "Print the version and exit")); PrintHelpOption("--data-dir", _(/* TRANSLATORS: Commandline Option */ "Specify the folder of diabdat.mpq")); PrintHelpOption("--save-dir", _(/* TRANSLATORS: Commandline Option */ "Specify the folder of save files")); PrintHelpOption("--config-dir", _(/* TRANSLATORS: Commandline Option */ "Specify the location of diablo.ini")); PrintHelpOption("--lang", _(/* TRANSLATORS: Commandline Option */ "Specify the language code (e.g. en or pt_BR)")); PrintHelpOption("-n", _(/* TRANSLATORS: Commandline Option */ "Skip startup videos")); PrintHelpOption("-f", _(/* TRANSLATORS: Commandline Option */ "Display frames per second")); PrintHelpOption("--verbose", _(/* TRANSLATORS: Commandline Option */ "Enable verbose logging")); #ifndef DISABLE_DEMOMODE PrintHelpOption("--record <#>", _(/* TRANSLATORS: Commandline Option */ "Record a demo file")); PrintHelpOption("--demo <#>", _(/* TRANSLATORS: Commandline Option */ "Play a demo file")); PrintHelpOption("--timedemo", _(/* TRANSLATORS: Commandline Option */ "Disable all frame limiting during demo playback")); #endif printNewlineInConsole(); printInConsole(_(/* TRANSLATORS: Commandline Option */ "Game selection:")); printNewlineInConsole(); PrintHelpOption("--spawn", _(/* TRANSLATORS: Commandline Option */ "Force Shareware mode")); PrintHelpOption("--diablo", _(/* TRANSLATORS: Commandline Option */ "Force Diablo mode")); PrintHelpOption("--hellfire", _(/* TRANSLATORS: Commandline Option */ "Force Hellfire mode")); printInConsole(_(/* TRANSLATORS: Commandline Option */ "Hellfire options:")); printNewlineInConsole(); #ifdef _DEBUG printNewlineInConsole(); printInConsole("Debug options:"); printNewlineInConsole(); PrintHelpOption("-i", "Ignore network timeout"); PrintHelpOption("+", "Pass commands to the engine"); #endif printNewlineInConsole(); printInConsole(_("Report bugs at https://github.com/diasurgical/devilutionX/")); printNewlineInConsole(); diablo_quit(0); } void PrintFlagMessage(std::string_view flag, std::string_view message) { printInConsole(flag); printInConsole(message); printNewlineInConsole(); } void PrintFlagRequiresArgument(std::string_view flag) { PrintFlagMessage(flag, " requires an argument"); } void DiabloParseFlags(int argc, char **argv) { #ifdef _DEBUG int argumentIndexOfLastCommandPart = -1; std::string currentCommand; #endif #ifndef DISABLE_DEMOMODE bool timedemo = false; int demoNumber = -1; int recordNumber = -1; bool createDemoReference = false; #endif for (int i = 1; i < argc; i++) { const std::string_view arg = argv[i]; if (arg == "-h" || arg == "--help") { PrintHelpAndExit(); } else if (arg == "--version") { printInConsole(PROJECT_NAME); printInConsole(" v"); printInConsole(PROJECT_VERSION); printNewlineInConsole(); diablo_quit(0); } else if (arg == "--data-dir") { if (i + 1 == argc) { PrintFlagRequiresArgument("--data-dir"); diablo_quit(64); } paths::SetBasePath(argv[++i]); } else if (arg == "--save-dir") { if (i + 1 == argc) { PrintFlagRequiresArgument("--save-dir"); diablo_quit(64); } paths::SetPrefPath(argv[++i]); } else if (arg == "--config-dir") { if (i + 1 == argc) { PrintFlagRequiresArgument("--config-dir"); diablo_quit(64); } paths::SetConfigPath(argv[++i]); } else if (arg == "--lang") { if (i + 1 == argc) { PrintFlagRequiresArgument("--lang"); diablo_quit(64); } forceLocale = argv[++i]; #ifndef DISABLE_DEMOMODE } else if (arg == "--demo") { if (i + 1 == argc) { PrintFlagRequiresArgument("--demo"); diablo_quit(64); } ParseIntResult parsedParam = ParseInt(argv[++i]); if (!parsedParam.has_value()) { PrintFlagMessage("--demo", " must be a number"); diablo_quit(64); } demoNumber = parsedParam.value(); gbShowIntro = false; } else if (arg == "--timedemo") { timedemo = true; } else if (arg == "--record") { if (i + 1 == argc) { PrintFlagRequiresArgument("--record"); diablo_quit(64); } ParseIntResult parsedParam = ParseInt(argv[++i]); if (!parsedParam.has_value()) { PrintFlagMessage("--record", " must be a number"); diablo_quit(64); } recordNumber = parsedParam.value(); } else if (arg == "--create-reference") { createDemoReference = true; #else } else if (arg == "--demo" || arg == "--timedemo" || arg == "--record" || arg == "--create-reference") { printInConsole("Binary compiled without demo mode support."); printNewlineInConsole(); diablo_quit(1); #endif } else if (arg == "-n") { gbShowIntro = false; } else if (arg == "-f") { EnableFrameCount(); } else if (arg == "--spawn") { forceSpawn = true; } else if (arg == "--diablo") { forceDiablo = true; } else if (arg == "--hellfire") { forceHellfire = true; } else if (arg == "--vanilla") { gbVanilla = true; } else if (arg == "--verbose") { SDL_LogSetAllPriority(SDL_LOG_PRIORITY_VERBOSE); #ifdef _DEBUG } else if (arg == "-i") { DebugDisableNetworkTimeout = true; } else if (arg[0] == '+') { if (!currentCommand.empty()) DebugCmdsFromCommandLine.push_back(currentCommand); argumentIndexOfLastCommandPart = i; currentCommand = arg.substr(1); } else if (arg[0] != '-' && (argumentIndexOfLastCommandPart + 1) == i) { currentCommand.append(" "); currentCommand.append(arg); argumentIndexOfLastCommandPart = i; #endif } else { printInConsole("unrecognized option '"); printInConsole(argv[i]); printInConsole("'"); printNewlineInConsole(); PrintHelpAndExit(); } } #ifdef _DEBUG if (!currentCommand.empty()) DebugCmdsFromCommandLine.push_back(currentCommand); #endif #ifndef DISABLE_DEMOMODE if (demoNumber != -1) demo::InitPlayBack(demoNumber, timedemo); if (recordNumber != -1) demo::InitRecording(recordNumber, createDemoReference); #endif } void DiabloInitScreen() { MousePosition = { gnScreenWidth / 2, gnScreenHeight / 2 }; if (ControlMode == ControlTypes::KeyboardAndMouse) SetCursorPos(MousePosition); ClrDiabloMsg(); } void SetApplicationVersions() { *BufCopy(gszProductName, PROJECT_NAME, " v", PROJECT_VERSION) = '\0'; *BufCopy(gszVersionNumber, "version ", PROJECT_VERSION) = '\0'; } void CheckArchivesUpToDate() { const bool devilutionxMpqOutOfDate = IsDevilutionXMpqOutOfDate(); const bool fontsMpqOutOfDate = AreExtraFontsOutOfDate(); if (devilutionxMpqOutOfDate && fontsMpqOutOfDate) { app_fatal(_("Please update devilutionx.mpq and fonts.mpq to the latest version")); } else if (devilutionxMpqOutOfDate) { app_fatal(_("Failed to load UI resources.\n" "\n" "Make sure devilutionx.mpq is in the game folder and that it is up to date.")); } else if (fontsMpqOutOfDate) { app_fatal(_("Please update fonts.mpq to the latest version")); } } void ApplicationInit() { if (*GetOptions().Graphics.showFPS) EnableFrameCount(); init_create_window(); was_window_init = true; InitializeScreenReader(); LanguageInitialize(); SetApplicationVersions(); ReadOnlyTest(); } void DiabloInit() { if (forceSpawn || *GetOptions().GameMode.shareware) gbIsSpawn = true; if (forceDiablo || *GetOptions().GameMode.gameMode == StartUpGameMode::Diablo) gbIsHellfire = false; if (forceHellfire) gbIsHellfire = true; gbIsHellfireSaveGame = gbIsHellfire; for (size_t i = 0; i < QuickMessages.size(); i++) { auto &messages = GetOptions().Chat.szHotKeyMsgs[i]; if (messages.empty()) { messages.emplace_back(_(QuickMessages[i].message)); } } #ifndef USE_SDL1 InitializeVirtualGamepad(); #endif UiInitialize(); was_ui_init = true; if (gbIsHellfire && !forceHellfire && *GetOptions().GameMode.gameMode == StartUpGameMode::Ask) { UiSelStartUpGameOption(); if (!gbIsHellfire) { // Reinitialize the UI Elements because we changed the game UnloadUiGFX(); UiInitialize(); if (IsHardwareCursor()) SetHardwareCursor(CursorInfo::UnknownCursor()); } } DiabloInitScreen(); snd_init(); ui_sound_init(); // Item graphics are loaded early, they already get touched during hero selection. InitItemGFX(); // Always available. LoadSmallSelectionSpinner(); CheckArchivesUpToDate(); } void DiabloSplash() { if (!gbShowIntro) return; if (*GetOptions().StartUp.splash == StartUpSplash::LogoAndTitleDialog) play_movie("gendata\\logo.smk", true); auto &intro = gbIsHellfire ? GetOptions().StartUp.hellfireIntro : GetOptions().StartUp.diabloIntro; if (*intro != StartUpIntro::Off) { if (gbIsHellfire) play_movie("gendata\\Hellfire.smk", true); else play_movie("gendata\\diablo1.smk", true); if (*intro == StartUpIntro::Once) { intro.SetValue(StartUpIntro::Off); if (!demo::IsRunning()) SaveOptions(); } } if (IsAnyOf(*GetOptions().StartUp.splash, StartUpSplash::TitleDialog, StartUpSplash::LogoAndTitleDialog)) UiTitleDialog(); } void DiabloDeinit() { FreeItemGFX(); LuaShutdown(); ShutDownScreenReader(); if (gbSndInited) effects_cleanup_sfx(); snd_deinit(); if (was_ui_init) UiDestroy(); if (was_archives_init) init_cleanup(); if (was_window_init) dx_cleanup(); // Cleanup SDL surfaces stuff, so we have to do it before SDL_Quit(). UnloadFonts(); if (SDL_WasInit(SDL_INIT_EVERYTHING & ~SDL_INIT_HAPTIC) != 0) SDL_Quit(); } tl::expected LoadLvlGFX() { assert(pDungeonCels == nullptr); constexpr int SpecialCelWidth = 64; const auto loadAll = [](const char *cel, const char *til, const char *special) -> tl::expected { ASSIGN_OR_RETURN(pDungeonCels, LoadFileInMemWithStatus(cel)); ASSIGN_OR_RETURN(pMegaTiles, LoadFileInMemWithStatus(til)); ASSIGN_OR_RETURN(pSpecialCels, LoadCelWithStatus(special, SpecialCelWidth)); return {}; }; switch (leveltype) { case DTYPE_TOWN: if (gbIsHellfire) { return loadAll( "nlevels\\towndata\\town.cel", "nlevels\\towndata\\town.til", "levels\\towndata\\towns"); } return loadAll( "levels\\towndata\\town.cel", "levels\\towndata\\town.til", "levels\\towndata\\towns"); case DTYPE_CATHEDRAL: return loadAll( "levels\\l1data\\l1.cel", "levels\\l1data\\l1.til", "levels\\l1data\\l1s"); case DTYPE_CATACOMBS: return loadAll( "levels\\l2data\\l2.cel", "levels\\l2data\\l2.til", "levels\\l2data\\l2s"); case DTYPE_CAVES: return loadAll( "levels\\l3data\\l3.cel", "levels\\l3data\\l3.til", "levels\\l1data\\l1s"); case DTYPE_HELL: return loadAll( "levels\\l4data\\l4.cel", "levels\\l4data\\l4.til", "levels\\l2data\\l2s"); case DTYPE_NEST: return loadAll( "nlevels\\l6data\\l6.cel", "nlevels\\l6data\\l6.til", "levels\\l1data\\l1s"); case DTYPE_CRYPT: return loadAll( "nlevels\\l5data\\l5.cel", "nlevels\\l5data\\l5.til", "nlevels\\l5data\\l5s"); default: return tl::make_unexpected("LoadLvlGFX"); } } tl::expected LoadAllGFX() { IncProgress(); #if !defined(USE_SDL1) && !defined(__vita__) InitVirtualGamepadGFX(); #endif IncProgress(); RETURN_IF_ERROR(InitObjectGFX()); IncProgress(); RETURN_IF_ERROR(InitMissileGFX(gbIsHellfire)); IncProgress(); return {}; } /** * @param entry Where is the player entering from */ void CreateLevel(lvl_entry entry) { CreateDungeon(DungeonSeeds[currlevel], entry); switch (leveltype) { case DTYPE_TOWN: InitTownTriggers(); break; case DTYPE_CATHEDRAL: InitL1Triggers(); break; case DTYPE_CATACOMBS: InitL2Triggers(); break; case DTYPE_CAVES: InitL3Triggers(); break; case DTYPE_HELL: InitL4Triggers(); break; case DTYPE_NEST: InitHiveTriggers(); break; case DTYPE_CRYPT: InitCryptTriggers(); break; default: app_fatal("CreateLevel"); } if (leveltype != DTYPE_TOWN) { Freeupstairs(); } LoadRndLvlPal(leveltype); } void UnstuckChargers() { if (gbIsMultiplayer) { for (Player &player : Players) { if (!player.plractive) continue; if (player._pLvlChanging) continue; if (!player.isOnActiveLevel()) continue; if (&player == MyPlayer) continue; return; } } for (size_t i = 0; i < ActiveMonsterCount; i++) { Monster &monster = Monsters[ActiveMonsters[i]]; if (monster.mode == MonsterMode::Charge) monster.mode = MonsterMode::Stand; } } void UpdateMonsterLights() { for (size_t i = 0; i < ActiveMonsterCount; i++) { Monster &monster = Monsters[ActiveMonsters[i]]; if ((monster.flags & MFLAG_BERSERK) != 0) { int lightRadius = leveltype == DTYPE_NEST ? 9 : 3; monster.lightId = AddLight(monster.position.tile, lightRadius); } if (monster.lightId != NO_LIGHT) { if (monster.lightId == MyPlayer->lightId) { // Fix old saves where some monsters had 0 instead of NO_LIGHT monster.lightId = NO_LIGHT; continue; } Light &light = Lights[monster.lightId]; if (monster.position.tile != light.position.tile) { ChangeLightXY(monster.lightId, monster.position.tile); } } } } void GameLogic() { if (!ProcessInput()) { return; } if (gbProcessPlayers) { gGameLogicStep = GameLogicStep::ProcessPlayers; ProcessPlayers(); } if (leveltype != DTYPE_TOWN) { gGameLogicStep = GameLogicStep::ProcessMonsters; #ifdef _DEBUG if (!DebugInvisible) #endif ProcessMonsters(); gGameLogicStep = GameLogicStep::ProcessObjects; ProcessObjects(); gGameLogicStep = GameLogicStep::ProcessMissiles; ProcessMissiles(); gGameLogicStep = GameLogicStep::ProcessItems; ProcessItems(); ProcessLightList(); ProcessVisionList(); } else { gGameLogicStep = GameLogicStep::ProcessTowners; ProcessTowners(); gGameLogicStep = GameLogicStep::ProcessItemsTown; ProcessItems(); gGameLogicStep = GameLogicStep::ProcessMissilesTown; ProcessMissiles(); } gGameLogicStep = GameLogicStep::None; #ifdef _DEBUG if (DebugScrollViewEnabled && (SDL_GetModState() & KMOD_SHIFT) != 0) { ScrollView(); } #endif sound_update(); CheckTriggers(); CheckQuests(); RedrawViewport(); pfile_update(false); plrctrls_after_game_logic(); } void TimeoutCursor(bool bTimeout) { if (bTimeout) { if (sgnTimeoutCurs == CURSOR_NONE && sgbMouseDown == CLICK_NONE) { sgnTimeoutCurs = pcurs; multi_net_ping(); InfoString = StringOrView {}; AddInfoBoxString(_("-- Network timeout --")); AddInfoBoxString(_("-- Waiting for players --")); NewCursor(CURSOR_HOURGLASS); RedrawEverything(); } scrollrt_draw_game_screen(); } else if (sgnTimeoutCurs != CURSOR_NONE) { // Timeout is gone, we should restore the previous cursor. // But the timeout cursor could already be changed by the now processed messages (for example item cursor from CMD_GETITEM). // Changing the item cursor back to the previous (hand) cursor could result in deleted items, because this resets Player.HoldItem (see NewCursor). if (pcurs == CURSOR_HOURGLASS) NewCursor(sgnTimeoutCurs); sgnTimeoutCurs = CURSOR_NONE; InfoString = StringOrView {}; RedrawEverything(); } } void HelpKeyPressed() { if (HelpFlag) { HelpFlag = false; } else if (IsPlayerInStore()) { InfoString = StringOrView {}; AddInfoBoxString(_("No help available")); /// BUGFIX: message isn't displayed AddInfoBoxString(_("while in stores")); LastMouseButtonAction = MouseActionType::None; } else { CloseInventory(); CloseCharPanel(); SpellbookFlag = false; SpellSelectFlag = false; if (qtextflag && leveltype == DTYPE_TOWN) { qtextflag = false; stream_stop(); } QuestLogIsOpen = false; CancelCurrentDiabloMsg(); gamemenu_off(); DisplayHelp(); doom_close(); } } void InventoryKeyPressed() { if (IsPlayerInStore()) return; invflag = !invflag; if (!IsLeftPanelOpen() && CanPanelsCoverView()) { if (!invflag) { // We closed the inventory if (MousePosition.x < 480 && MousePosition.y < GetMainPanel().position.y) { SetCursorPos(MousePosition + Displacement { 160, 0 }); } } else if (!SpellbookFlag) { // We opened the inventory if (MousePosition.x > 160 && MousePosition.y < GetMainPanel().position.y) { SetCursorPos(MousePosition - Displacement { 160, 0 }); } } } SpellbookFlag = false; CloseGoldWithdraw(); CloseStash(); } void CharacterSheetKeyPressed() { if (IsPlayerInStore()) return; if (!IsRightPanelOpen() && CanPanelsCoverView()) { if (CharFlag) { // We are closing the character sheet if (MousePosition.x > 160 && MousePosition.y < GetMainPanel().position.y) { SetCursorPos(MousePosition - Displacement { 160, 0 }); } } else if (!QuestLogIsOpen) { // We opened the character sheet if (MousePosition.x < 480 && MousePosition.y < GetMainPanel().position.y) { SetCursorPos(MousePosition + Displacement { 160, 0 }); } } } ToggleCharPanel(); } void QuestLogKeyPressed() { if (IsPlayerInStore()) return; if (!QuestLogIsOpen) { StartQuestlog(); } else { QuestLogIsOpen = false; } if (!IsRightPanelOpen() && CanPanelsCoverView()) { if (!QuestLogIsOpen) { // We closed the quest log if (MousePosition.x > 160 && MousePosition.y < GetMainPanel().position.y) { SetCursorPos(MousePosition - Displacement { 160, 0 }); } } else if (!CharFlag) { // We opened the character quest log if (MousePosition.x < 480 && MousePosition.y < GetMainPanel().position.y) { SetCursorPos(MousePosition + Displacement { 160, 0 }); } } } CloseCharPanel(); CloseGoldWithdraw(); CloseStash(); } void DisplaySpellsKeyPressed() { if (IsPlayerInStore()) return; CloseCharPanel(); QuestLogIsOpen = false; CloseInventory(); SpellbookFlag = false; if (!SpellSelectFlag) { DoSpeedBook(); } else { SpellSelectFlag = false; } LastMouseButtonAction = MouseActionType::None; } void SpellBookKeyPressed() { if (IsPlayerInStore()) return; SpellbookFlag = !SpellbookFlag; if (!IsLeftPanelOpen() && CanPanelsCoverView()) { if (!SpellbookFlag) { // We closed the inventory if (MousePosition.x < 480 && MousePosition.y < GetMainPanel().position.y) { SetCursorPos(MousePosition + Displacement { 160, 0 }); } } else if (!invflag) { // We opened the inventory if (MousePosition.x > 160 && MousePosition.y < GetMainPanel().position.y) { SetCursorPos(MousePosition - Displacement { 160, 0 }); } } } CloseInventory(); } void CycleSpellHotkeys(bool next) { StaticVector validHotKeyIndexes; std::optional currentIndex; for (size_t slot = 0; slot < NumHotkeys; slot++) { if (!IsValidSpeedSpell(slot)) continue; if (MyPlayer->_pRSpell == MyPlayer->_pSplHotKey[slot] && MyPlayer->_pRSplType == MyPlayer->_pSplTHotKey[slot]) { // found current currentIndex = validHotKeyIndexes.size(); } validHotKeyIndexes.emplace_back(slot); } if (validHotKeyIndexes.size() == 0) return; size_t newIndex; if (!currentIndex) { newIndex = next ? 0 : (validHotKeyIndexes.size() - 1); } else if (next) { newIndex = (*currentIndex == validHotKeyIndexes.size() - 1) ? 0 : (*currentIndex + 1); } else { newIndex = *currentIndex == 0 ? (validHotKeyIndexes.size() - 1) : (*currentIndex - 1); } ToggleSpell(validHotKeyIndexes[newIndex]); } bool IsPlayerDead() { return MyPlayer->_pmode == PM_DEATH || MyPlayerIsDead; } bool IsGameRunning() { return PauseMode != 2; } bool CanPlayerTakeAction() { return !IsPlayerDead() && IsGameRunning(); } bool CanAutomapBeToggledOff() { // check if every window is closed - if yes, automap can be toggled off if (!QuestLogIsOpen && !IsWithdrawGoldOpen && !IsStashOpen && !CharFlag && !SpellbookFlag && !invflag && !isGameMenuOpen && !qtextflag && !SpellSelectFlag && !ChatLogFlag && !HelpFlag) return true; return false; } } // namespace void InitKeymapActions() { Options &options = GetOptions(); for (uint32_t i = 0; i < 8; ++i) { options.Keymapper.AddAction( "BeltItem{}", N_("Belt item {}"), N_("Use Belt item."), '1' + i, [i] { Player &myPlayer = *MyPlayer; if (!myPlayer.SpdList[i].isEmpty() && myPlayer.SpdList[i]._itype != ItemType::Gold) { UseInvItem(INVITEM_BELT_FIRST + i); } }, nullptr, CanPlayerTakeAction, i + 1); } for (uint32_t i = 0; i < NumHotkeys; ++i) { options.Keymapper.AddAction( "QuickSpell{}", N_("Quick spell {}"), N_("Hotkey for skill or spell."), i < 4 ? static_cast(SDLK_F5) + i : static_cast(SDLK_UNKNOWN), [i]() { if (SpellSelectFlag) { SetSpeedSpell(i); return; } if (!*GetOptions().Gameplay.quickCast) ToggleSpell(i); else QuickCast(i); }, nullptr, CanPlayerTakeAction, i + 1); } options.Keymapper.AddAction( "QuickSpellPrevious", N_("Previous quick spell"), N_("Selects the previous quick spell (cycles)."), MouseScrollUpButton, [] { CycleSpellHotkeys(false); }, nullptr, CanPlayerTakeAction); options.Keymapper.AddAction( "QuickSpellNext", N_("Next quick spell"), N_("Selects the next quick spell (cycles)."), MouseScrollDownButton, [] { CycleSpellHotkeys(true); }, nullptr, CanPlayerTakeAction); options.Keymapper.AddAction( "UseHealthPotion", N_("Use health potion"), N_("Use health potions from belt."), SDLK_UNKNOWN, [] { UseBeltItem(BeltItemType::Healing); }, nullptr, CanPlayerTakeAction); options.Keymapper.AddAction( "UseManaPotion", N_("Use mana potion"), N_("Use mana potions from belt."), SDLK_UNKNOWN, [] { UseBeltItem(BeltItemType::Mana); }, nullptr, CanPlayerTakeAction); options.Keymapper.AddAction( "DisplaySpells", N_("Speedbook"), N_("Open Speedbook."), 'S', DisplaySpellsKeyPressed, nullptr, CanPlayerTakeAction); options.Keymapper.AddAction( "QuickSave", N_("Quick save"), N_("Saves the game."), SDLK_F2, [] { gamemenu_save_game(false); }, nullptr, [&]() { return !gbIsMultiplayer && CanPlayerTakeAction(); }); options.Keymapper.AddAction( "QuickLoad", N_("Quick load"), N_("Loads the game."), SDLK_F3, [] { gamemenu_load_game(false); }, nullptr, [&]() { return !gbIsMultiplayer && gbValidSaveFile && !IsPlayerInStore() && IsGameRunning(); }); #ifndef NOEXIT options.Keymapper.AddAction( "QuitGame", N_("Quit game"), N_("Closes the game."), SDLK_UNKNOWN, [] { gamemenu_quit_game(false); }); #endif options.Keymapper.AddAction( "StopHero", N_("Stop hero"), N_("Stops walking and cancel pending actions."), SDLK_UNKNOWN, [] { MyPlayer->Stop(); }, nullptr, CanPlayerTakeAction); options.Keymapper.AddAction( "Item Highlighting", N_("Item highlighting"), N_("Show/hide items on ground."), SDLK_LALT, [] { HighlightKeyPressed(true); }, [] { HighlightKeyPressed(false); }); options.Keymapper.AddAction( "Toggle Item Highlighting", N_("Toggle item highlighting"), N_("Permanent show/hide items on ground."), SDLK_RCTRL, nullptr, [] { ToggleItemLabelHighlight(); }); options.Keymapper.AddAction( "Toggle Automap", N_("Toggle automap"), N_("Toggles if automap is displayed."), SDLK_TAB, DoAutoMap, nullptr, IsGameRunning); options.Keymapper.AddAction( "CycleAutomapType", N_("Cycle map type"), N_("Opaque -> Transparent -> Minimap -> None"), SDLK_m, CycleAutomapType, nullptr, IsGameRunning); options.Keymapper.AddAction( "Inventory", N_("Inventory"), N_("Open Inventory screen."), 'I', InventoryKeyPressed, nullptr, CanPlayerTakeAction); options.Keymapper.AddAction( "Character", N_("Character"), N_("Open Character screen."), 'C', CharacterSheetKeyPressed, nullptr, CanPlayerTakeAction); options.Keymapper.AddAction( "QuestLog", N_("Quest log"), N_("Open Quest log."), 'Q', QuestLogKeyPressed, nullptr, CanPlayerTakeAction); options.Keymapper.AddAction( "SpellBook", N_("Spellbook"), N_("Open Spellbook."), 'B', SpellBookKeyPressed, nullptr, CanPlayerTakeAction); for (uint32_t i = 0; i < QuickMessages.size(); ++i) { options.Keymapper.AddAction( "QuickMessage{}", N_("Quick Message {}"), N_("Use Quick Message in chat."), (i < 4) ? static_cast(SDLK_F9) + i : static_cast(SDLK_UNKNOWN), [i]() { DiabloHotkeyMsg(i); }, nullptr, nullptr, i + 1); } options.Keymapper.AddAction( "Hide Info Screens", N_("Hide Info Screens"), N_("Hide all info screens."), SDLK_SPACE, [] { if (CanAutomapBeToggledOff()) AutomapActive = false; ClosePanels(); HelpFlag = false; ChatLogFlag = false; SpellSelectFlag = false; if (qtextflag && leveltype == DTYPE_TOWN) { qtextflag = false; stream_stop(); } CancelCurrentDiabloMsg(); gamemenu_off(); doom_close(); }, nullptr, IsGameRunning); options.Keymapper.AddAction( "Zoom", N_("Zoom"), N_("Zoom Game Screen."), 'Z', [] { GetOptions().Graphics.zoom.SetValue(!*GetOptions().Graphics.zoom); CalcViewportGeometry(); }, nullptr, CanPlayerTakeAction); options.Keymapper.AddAction( "Pause Game", N_("Pause Game"), N_("Pauses the game."), 'P', diablo_pause_game); options.Keymapper.AddAction( "Pause Game (Alternate)", N_("Pause Game (Alternate)"), N_("Pauses the game."), SDLK_PAUSE, diablo_pause_game); options.Keymapper.AddAction( "DecreaseBrightness", N_("Decrease Brightness"), N_("Reduce screen brightness."), 'F', DecreaseBrightness, nullptr, CanPlayerTakeAction); options.Keymapper.AddAction( "IncreaseBrightness", N_("Increase Brightness"), N_("Increase screen brightness."), 'G', IncreaseBrightness, nullptr, CanPlayerTakeAction); options.Keymapper.AddAction( "Help", N_("Help"), N_("Open Help Screen."), SDLK_F1, HelpKeyPressed, nullptr, CanPlayerTakeAction); options.Keymapper.AddAction( "Screenshot", N_("Screenshot"), N_("Takes a screenshot."), SDLK_PRINTSCREEN, nullptr, CaptureScreen); options.Keymapper.AddAction( "GameInfo", N_("Game info"), N_("Displays game infos."), 'V', [] { EventPlrMsg(fmt::format( fmt::runtime(_(/* TRANSLATORS: {:s} means: Character Name, Game Version, Game Difficulty. */ "{:s} {:s}")), PROJECT_NAME, PROJECT_VERSION), UiFlags::ColorWhite); }, nullptr, CanPlayerTakeAction); options.Keymapper.AddAction( "ChatLog", N_("Chat Log"), N_("Displays chat log."), 'L', [] { ToggleChatLog(); }); options.Keymapper.AddAction( "SortInv", N_("Sort Inventory"), N_("Sorts the inventory."), 'R', [] { ReorganizeInventory(*MyPlayer); }); #ifdef _DEBUG options.Keymapper.AddAction( "OpenConsole", N_("Console"), N_("Opens Lua console."), SDLK_BACKQUOTE, OpenConsole); options.Keymapper.AddAction( "DebugToggle", "Debug toggle", "Programming is like magic.", 'X', [] { DebugToggle = !DebugToggle; }); #endif options.Keymapper.CommitActions(); } void InitPadmapActions() { Options &options = GetOptions(); for (int i = 0; i < 8; ++i) { options.Padmapper.AddAction( "BeltItem{}", N_("Belt item {}"), N_("Use Belt item."), ControllerButton_NONE, [i] { Player &myPlayer = *MyPlayer; if (!myPlayer.SpdList[i].isEmpty() && myPlayer.SpdList[i]._itype != ItemType::Gold) { UseInvItem(INVITEM_BELT_FIRST + i); } }, nullptr, CanPlayerTakeAction, i + 1); } for (uint32_t i = 0; i < NumHotkeys; ++i) { options.Padmapper.AddAction( "QuickSpell{}", N_("Quick spell {}"), N_("Hotkey for skill or spell."), ControllerButton_NONE, [i]() { if (SpellSelectFlag) { SetSpeedSpell(i); return; } if (!*GetOptions().Gameplay.quickCast) ToggleSpell(i); else QuickCast(i); }, nullptr, CanPlayerTakeAction, i + 1); } options.Padmapper.AddAction( "PrimaryAction", N_("Primary action"), N_("Attack monsters, talk to towners, lift and place inventory items."), ControllerButton_BUTTON_B, [] { ControllerActionHeld = GameActionType_PRIMARY_ACTION; LastMouseButtonAction = MouseActionType::None; PerformPrimaryAction(); }, [] { ControllerActionHeld = GameActionType_NONE; LastMouseButtonAction = MouseActionType::None; }, CanPlayerTakeAction); options.Padmapper.AddAction( "SecondaryAction", N_("Secondary action"), N_("Open chests, interact with doors, pick up items."), ControllerButton_BUTTON_Y, [] { ControllerActionHeld = GameActionType_SECONDARY_ACTION; LastMouseButtonAction = MouseActionType::None; PerformSecondaryAction(); }, [] { ControllerActionHeld = GameActionType_NONE; LastMouseButtonAction = MouseActionType::None; }, CanPlayerTakeAction); options.Padmapper.AddAction( "SpellAction", N_("Spell action"), N_("Cast the active spell."), ControllerButton_BUTTON_X, [] { ControllerActionHeld = GameActionType_CAST_SPELL; LastMouseButtonAction = MouseActionType::None; PerformSpellAction(); }, [] { ControllerActionHeld = GameActionType_NONE; LastMouseButtonAction = MouseActionType::None; }, CanPlayerTakeAction); options.Padmapper.AddAction( "CancelAction", N_("Cancel action"), N_("Close menus."), ControllerButton_BUTTON_A, [] { if (DoomFlag) { doom_close(); return; } GameAction action; if (SpellSelectFlag) action = GameAction(GameActionType_TOGGLE_QUICK_SPELL_MENU); else if (invflag) action = GameAction(GameActionType_TOGGLE_INVENTORY); else if (SpellbookFlag) action = GameAction(GameActionType_TOGGLE_SPELL_BOOK); else if (QuestLogIsOpen) action = GameAction(GameActionType_TOGGLE_QUEST_LOG); else if (CharFlag) action = GameAction(GameActionType_TOGGLE_CHARACTER_INFO); ProcessGameAction(action); }, nullptr, [] { return DoomFlag || SpellSelectFlag || invflag || SpellbookFlag || QuestLogIsOpen || CharFlag; }); options.Padmapper.AddAction( "MoveUp", N_("Move up"), N_("Moves the player character up."), ControllerButton_BUTTON_DPAD_UP, [] {}); options.Padmapper.AddAction( "MoveDown", N_("Move down"), N_("Moves the player character down."), ControllerButton_BUTTON_DPAD_DOWN, [] {}); options.Padmapper.AddAction( "MoveLeft", N_("Move left"), N_("Moves the player character left."), ControllerButton_BUTTON_DPAD_LEFT, [] {}); options.Padmapper.AddAction( "MoveRight", N_("Move right"), N_("Moves the player character right."), ControllerButton_BUTTON_DPAD_RIGHT, [] {}); options.Padmapper.AddAction( "StandGround", N_("Stand ground"), N_("Hold to prevent the player from moving."), ControllerButton_NONE, [] {}); options.Padmapper.AddAction( "ToggleStandGround", N_("Toggle stand ground"), N_("Toggle whether the player moves."), ControllerButton_NONE, [] { StandToggle = !StandToggle; }, nullptr, CanPlayerTakeAction); options.Padmapper.AddAction( "UseHealthPotion", N_("Use health potion"), N_("Use health potions from belt."), ControllerButton_BUTTON_LEFTSHOULDER, [] { UseBeltItem(BeltItemType::Healing); }, nullptr, CanPlayerTakeAction); options.Padmapper.AddAction( "UseManaPotion", N_("Use mana potion"), N_("Use mana potions from belt."), ControllerButton_BUTTON_RIGHTSHOULDER, [] { UseBeltItem(BeltItemType::Mana); }, nullptr, CanPlayerTakeAction); options.Padmapper.AddAction( "Character", N_("Character"), N_("Open Character screen."), ControllerButton_AXIS_TRIGGERLEFT, [] { ProcessGameAction(GameAction { GameActionType_TOGGLE_CHARACTER_INFO }); }); options.Padmapper.AddAction( "Inventory", N_("Inventory"), N_("Open Inventory screen."), ControllerButton_AXIS_TRIGGERRIGHT, [] { ProcessGameAction(GameAction { GameActionType_TOGGLE_INVENTORY }); }, nullptr, CanPlayerTakeAction); options.Padmapper.AddAction( "QuestLog", N_("Quest log"), N_("Open Quest log."), { ControllerButton_BUTTON_BACK, ControllerButton_AXIS_TRIGGERLEFT }, [] { ProcessGameAction(GameAction { GameActionType_TOGGLE_QUEST_LOG }); }, nullptr, CanPlayerTakeAction); options.Padmapper.AddAction( "SpellBook", N_("Spellbook"), N_("Open Spellbook."), { ControllerButton_BUTTON_BACK, ControllerButton_AXIS_TRIGGERRIGHT }, [] { ProcessGameAction(GameAction { GameActionType_TOGGLE_SPELL_BOOK }); }, nullptr, CanPlayerTakeAction); options.Padmapper.AddAction( "DisplaySpells", N_("Speedbook"), N_("Open Speedbook."), ControllerButton_BUTTON_A, [] { ProcessGameAction(GameAction { GameActionType_TOGGLE_QUICK_SPELL_MENU }); }, nullptr, CanPlayerTakeAction); options.Padmapper.AddAction( "Toggle Automap", N_("Toggle automap"), N_("Toggles if automap is displayed."), ControllerButton_BUTTON_LEFTSTICK, DoAutoMap); options.Padmapper.AddAction( "MouseUp", N_("Move mouse up"), N_("Simulates upward mouse movement."), { ControllerButton_BUTTON_BACK, ControllerButton_BUTTON_DPAD_UP }, [] {}); options.Padmapper.AddAction( "MouseDown", N_("Move mouse down"), N_("Simulates downward mouse movement."), { ControllerButton_BUTTON_BACK, ControllerButton_BUTTON_DPAD_DOWN }, [] {}); options.Padmapper.AddAction( "MouseLeft", N_("Move mouse left"), N_("Simulates leftward mouse movement."), { ControllerButton_BUTTON_BACK, ControllerButton_BUTTON_DPAD_LEFT }, [] {}); options.Padmapper.AddAction( "MouseRight", N_("Move mouse right"), N_("Simulates rightward mouse movement."), { ControllerButton_BUTTON_BACK, ControllerButton_BUTTON_DPAD_RIGHT }, [] {}); auto leftMouseDown = [] { ControllerButtonCombo standGroundCombo = GetOptions().Padmapper.ButtonComboForAction("StandGround"); bool standGround = StandToggle || IsControllerButtonComboPressed(standGroundCombo); sgbMouseDown = CLICK_LEFT; LeftMouseDown(standGround ? KMOD_SHIFT : KMOD_NONE); }; auto leftMouseUp = [] { ControllerButtonCombo standGroundCombo = GetOptions().Padmapper.ButtonComboForAction("StandGround"); bool standGround = StandToggle || IsControllerButtonComboPressed(standGroundCombo); LastMouseButtonAction = MouseActionType::None; sgbMouseDown = CLICK_NONE; LeftMouseUp(standGround ? KMOD_SHIFT : KMOD_NONE); }; options.Padmapper.AddAction( "LeftMouseClick1", N_("Left mouse click"), N_("Simulates the left mouse button."), ControllerButton_BUTTON_RIGHTSTICK, leftMouseDown, leftMouseUp); options.Padmapper.AddAction( "LeftMouseClick2", N_("Left mouse click"), N_("Simulates the left mouse button."), { ControllerButton_BUTTON_BACK, ControllerButton_BUTTON_LEFTSHOULDER }, leftMouseDown, leftMouseUp); auto rightMouseDown = [] { ControllerButtonCombo standGroundCombo = GetOptions().Padmapper.ButtonComboForAction("StandGround"); bool standGround = StandToggle || IsControllerButtonComboPressed(standGroundCombo); LastMouseButtonAction = MouseActionType::None; sgbMouseDown = CLICK_RIGHT; RightMouseDown(standGround); }; auto rightMouseUp = [] { LastMouseButtonAction = MouseActionType::None; sgbMouseDown = CLICK_NONE; }; options.Padmapper.AddAction( "RightMouseClick1", N_("Right mouse click"), N_("Simulates the right mouse button."), { ControllerButton_BUTTON_BACK, ControllerButton_BUTTON_RIGHTSTICK }, rightMouseDown, rightMouseUp); options.Padmapper.AddAction( "RightMouseClick2", N_("Right mouse click"), N_("Simulates the right mouse button."), { ControllerButton_BUTTON_BACK, ControllerButton_BUTTON_RIGHTSHOULDER }, rightMouseDown, rightMouseUp); options.Padmapper.AddAction( "PadHotspellMenu", N_("Gamepad hotspell menu"), N_("Hold to set or use spell hotkeys."), ControllerButton_BUTTON_BACK, [] { PadHotspellMenuActive = true; }, [] { PadHotspellMenuActive = false; }); options.Padmapper.AddAction( "PadMenuNavigator", N_("Gamepad menu navigator"), N_("Hold to access gamepad menu navigation."), ControllerButton_BUTTON_START, [] { PadMenuNavigatorActive = true; }, [] { PadMenuNavigatorActive = false; }); auto toggleGameMenu = [] { bool inMenu = gmenu_is_active(); PressEscKey(); LastMouseButtonAction = MouseActionType::None; PadHotspellMenuActive = false; PadMenuNavigatorActive = false; if (!inMenu) gamemenu_on(); }; options.Padmapper.AddAction( "ToggleGameMenu1", N_("Toggle game menu"), N_("Opens the game menu."), { ControllerButton_BUTTON_BACK, ControllerButton_BUTTON_START, }, toggleGameMenu); options.Padmapper.AddAction( "ToggleGameMenu2", N_("Toggle game menu"), N_("Opens the game menu."), { ControllerButton_BUTTON_START, ControllerButton_BUTTON_BACK, }, toggleGameMenu); options.Padmapper.AddAction( "QuickSave", N_("Quick save"), N_("Saves the game."), ControllerButton_NONE, [] { gamemenu_save_game(false); }, nullptr, [&]() { return !gbIsMultiplayer && CanPlayerTakeAction(); }); options.Padmapper.AddAction( "QuickLoad", N_("Quick load"), N_("Loads the game."), ControllerButton_NONE, [] { gamemenu_load_game(false); }, nullptr, [&]() { return !gbIsMultiplayer && gbValidSaveFile && !IsPlayerInStore() && IsGameRunning(); }); options.Padmapper.AddAction( "Item Highlighting", N_("Item highlighting"), N_("Show/hide items on ground."), ControllerButton_NONE, [] { HighlightKeyPressed(true); }, [] { HighlightKeyPressed(false); }); options.Padmapper.AddAction( "Toggle Item Highlighting", N_("Toggle item highlighting"), N_("Permanent show/hide items on ground."), ControllerButton_NONE, nullptr, [] { ToggleItemLabelHighlight(); }); options.Padmapper.AddAction( "Hide Info Screens", N_("Hide Info Screens"), N_("Hide all info screens."), ControllerButton_NONE, [] { if (CanAutomapBeToggledOff()) AutomapActive = false; ClosePanels(); HelpFlag = false; ChatLogFlag = false; SpellSelectFlag = false; if (qtextflag && leveltype == DTYPE_TOWN) { qtextflag = false; stream_stop(); } CancelCurrentDiabloMsg(); gamemenu_off(); doom_close(); }, nullptr, IsGameRunning); options.Padmapper.AddAction( "Zoom", N_("Zoom"), N_("Zoom Game Screen."), ControllerButton_NONE, [] { GetOptions().Graphics.zoom.SetValue(!*GetOptions().Graphics.zoom); CalcViewportGeometry(); }, nullptr, CanPlayerTakeAction); options.Padmapper.AddAction( "Pause Game", N_("Pause Game"), N_("Pauses the game."), ControllerButton_NONE, diablo_pause_game); options.Padmapper.AddAction( "DecreaseBrightness", N_("Decrease Brightness"), N_("Reduce screen brightness."), ControllerButton_NONE, DecreaseBrightness, nullptr, CanPlayerTakeAction); options.Padmapper.AddAction( "IncreaseBrightness", N_("Increase Brightness"), N_("Increase screen brightness."), ControllerButton_NONE, IncreaseBrightness, nullptr, CanPlayerTakeAction); options.Padmapper.AddAction( "Help", N_("Help"), N_("Open Help Screen."), ControllerButton_NONE, HelpKeyPressed, nullptr, CanPlayerTakeAction); options.Padmapper.AddAction( "Screenshot", N_("Screenshot"), N_("Takes a screenshot."), ControllerButton_NONE, nullptr, CaptureScreen); options.Padmapper.AddAction( "GameInfo", N_("Game info"), N_("Displays game infos."), ControllerButton_NONE, [] { EventPlrMsg(fmt::format( fmt::runtime(_(/* TRANSLATORS: {:s} means: Character Name, Game Version, Game Difficulty. */ "{:s} {:s}")), PROJECT_NAME, PROJECT_VERSION), UiFlags::ColorWhite); }, nullptr, CanPlayerTakeAction); options.Padmapper.AddAction( "SortInv", N_("Sort Inventory"), N_("Sorts the inventory."), ControllerButton_NONE, [] { ReorganizeInventory(*MyPlayer); }); options.Padmapper.AddAction( "ChatLog", N_("Chat Log"), N_("Displays chat log."), ControllerButton_NONE, [] { ToggleChatLog(); }); options.Padmapper.CommitActions(); } void SetCursorPos(Point position) { if (ControlDevice != ControlTypes::KeyboardAndMouse) { MousePosition = position; return; } LogicalToOutput(&position.x, &position.y); if (!demo::IsRunning()) SDL_WarpMouseInWindow(ghMainWnd, position.x, position.y); } void FreeGameMem() { pDungeonCels = nullptr; pMegaTiles = nullptr; pSpecialCels = std::nullopt; FreeMonsters(); FreeMissileGFX(); FreeObjectGFX(); FreeTownerGFX(); FreeStashGFX(); #ifndef USE_SDL1 DeactivateVirtualGamepad(); FreeVirtualGamepadGFX(); #endif } bool StartGame(bool bNewGame, bool bSinglePlayer) { gbSelectProvider = true; ReturnToMainMenu = false; do { gbLoadGame = false; if (!NetInit(bSinglePlayer)) { gbRunGameResult = true; break; } // Save 2.8 MiB of RAM by freeing all main menu resources // before starting the game. UiDestroy(); gbSelectProvider = false; if (bNewGame || !gbValidSaveFile) { InitLevels(); InitQuests(); InitPortals(); InitDungMsgs(*MyPlayer); DeltaSyncJunk(); } giNumberOfLevels = gbIsHellfire ? 25 : 17; interface_mode uMsg = WM_DIABNEWGAME; if (gbValidSaveFile && gbLoadGame) { uMsg = WM_DIABLOADGAME; } RunGameLoop(uMsg); NetClose(); UnloadFonts(); // If the player left the game into the main menu, // initialize main menu resources. if (gbRunGameResult) UiInitialize(); if (ReturnToMainMenu) return true; } while (gbRunGameResult); SNetDestroy(); return gbRunGameResult; } void diablo_quit(int exitStatus) { FreeGameMem(); music_stop(); DiabloDeinit(); exit(exitStatus); } #ifdef __UWP__ void (*onInitialized)() = NULL; void setOnInitialized(void (*callback)()) { onInitialized = callback; } #endif int DiabloMain(int argc, char **argv) { #ifdef _DEBUG SDL_LogSetAllPriority(SDL_LOG_PRIORITY_DEBUG); #endif DiabloParseFlags(argc, argv); InitKeymapActions(); InitPadmapActions(); // Need to ensure devilutionx.mpq (and fonts.mpq if available) are loaded before attempting to read translation settings LoadCoreArchives(); was_archives_init = true; // Read settings including translation next. This will use the presence of fonts.mpq and look for assets in devilutionx.mpq LoadOptions(); if (demo::IsRunning()) demo::OverrideOptions(); // Then look for a voice pack file based on the selected translation LoadLanguageArchive(); ApplicationInit(); LuaInitialize(); if (!demo::IsRunning()) SaveOptions(); // Finally load game data LoadGameArchives(); // Load dynamic data before we go into the menu as we need to initialise player characters in memory pretty early. LoadPlayerDataFiles(); // TODO: We can probably load this much later (when the game is starting). LoadSpellData(); LoadMissileData(); LoadMonsterData(); LoadItemData(); LoadObjectData(); DiabloInit(); #ifdef __UWP__ onInitialized(); #endif if (!demo::IsRunning()) SaveOptions(); DiabloSplash(); mainmenu_loop(); DiabloDeinit(); return 0; } bool TryIconCurs() { if (pcurs == CURSOR_RESURRECT) { if (PlayerUnderCursor != nullptr) { NetSendCmdParam1(true, CMD_RESURRECT, PlayerUnderCursor->getId()); NewCursor(CURSOR_HAND); return true; } return false; } if (pcurs == CURSOR_HEALOTHER) { if (PlayerUnderCursor != nullptr) { NetSendCmdParam1(true, CMD_HEALOTHER, PlayerUnderCursor->getId()); NewCursor(CURSOR_HAND); return true; } return false; } if (pcurs == CURSOR_TELEKINESIS) { DoTelekinesis(); return true; } Player &myPlayer = *MyPlayer; if (pcurs == CURSOR_IDENTIFY) { if (pcursinvitem != -1 && !IsInspectingPlayer()) CheckIdentify(myPlayer, pcursinvitem); else if (pcursstashitem != StashStruct::EmptyCell) { Item &item = Stash.stashList[pcursstashitem]; item._iIdentified = true; } NewCursor(CURSOR_HAND); return true; } if (pcurs == CURSOR_REPAIR) { if (pcursinvitem != -1 && !IsInspectingPlayer()) DoRepair(myPlayer, pcursinvitem); else if (pcursstashitem != StashStruct::EmptyCell) { Item &item = Stash.stashList[pcursstashitem]; RepairItem(item, myPlayer.getCharacterLevel()); } NewCursor(CURSOR_HAND); return true; } if (pcurs == CURSOR_RECHARGE) { if (pcursinvitem != -1 && !IsInspectingPlayer()) DoRecharge(myPlayer, pcursinvitem); else if (pcursstashitem != StashStruct::EmptyCell) { Item &item = Stash.stashList[pcursstashitem]; RechargeItem(item, myPlayer); } NewCursor(CURSOR_HAND); return true; } if (pcurs == CURSOR_OIL) { bool changeCursor = true; if (pcursinvitem != -1 && !IsInspectingPlayer()) changeCursor = DoOil(myPlayer, pcursinvitem); else if (pcursstashitem != StashStruct::EmptyCell) { Item &item = Stash.stashList[pcursstashitem]; changeCursor = ApplyOilToItem(item, myPlayer); } if (changeCursor) NewCursor(CURSOR_HAND); return true; } if (pcurs == CURSOR_TELEPORT) { const SpellID spellID = myPlayer.inventorySpell; const SpellType spellType = SpellType::Scroll; const int spellFrom = myPlayer.spellFrom; if (IsWallSpell(spellID)) { Direction sd = GetDirection(myPlayer.position.tile, cursPosition); NetSendCmdLocParam4(true, CMD_SPELLXYD, cursPosition, static_cast(spellID), static_cast(spellType), static_cast(sd), spellFrom); } else if (pcursmonst != -1) { NetSendCmdParam4(true, CMD_SPELLID, pcursmonst, static_cast(spellID), static_cast(spellType), spellFrom); } else if (PlayerUnderCursor != nullptr && !myPlayer.friendlyMode) { NetSendCmdParam4(true, CMD_SPELLPID, PlayerUnderCursor->getId(), static_cast(spellID), static_cast(spellType), spellFrom); } else { NetSendCmdLocParam3(true, CMD_SPELLXY, cursPosition, static_cast(spellID), static_cast(spellType), spellFrom); } NewCursor(CURSOR_HAND); return true; } if (pcurs == CURSOR_DISARM && ObjectUnderCursor == nullptr) { NewCursor(CURSOR_HAND); return true; } return false; } void diablo_pause_game() { if (!gbIsMultiplayer) { if (PauseMode != 0) { PauseMode = 0; } else { PauseMode = 2; sound_stop(); qtextflag = false; LastMouseButtonAction = MouseActionType::None; } RedrawEverything(); } } bool GameWasAlreadyPaused = false; bool MinimizePaused = false; bool diablo_is_focused() { #ifndef USE_SDL1 return SDL_GetKeyboardFocus() == ghMainWnd; #else Uint8 appState = SDL_GetAppState(); return (appState & SDL_APPINPUTFOCUS) != 0; #endif } void diablo_focus_pause() { if (!movie_playing && (gbIsMultiplayer || MinimizePaused)) { return; } GameWasAlreadyPaused = PauseMode != 0; if (!GameWasAlreadyPaused) { PauseMode = 2; sound_stop(); LastMouseButtonAction = MouseActionType::None; } SVidMute(); music_mute(); MinimizePaused = true; } void diablo_focus_unpause() { if (!GameWasAlreadyPaused) { PauseMode = 0; } SVidUnmute(); music_unmute(); MinimizePaused = false; } bool PressEscKey() { bool rv = false; if (DoomFlag) { doom_close(); rv = true; } if (HelpFlag) { HelpFlag = false; rv = true; } if (ChatLogFlag) { ChatLogFlag = false; rv = true; } if (qtextflag) { qtextflag = false; stream_stop(); rv = true; } if (IsPlayerInStore()) { StoreESC(); rv = true; } if (IsDiabloMsgAvailable()) { CancelCurrentDiabloMsg(); rv = true; } if (ChatFlag) { ResetChat(); rv = true; } if (DropGoldFlag) { control_drop_gold(SDLK_ESCAPE); rv = true; } if (IsWithdrawGoldOpen) { WithdrawGoldKeyPress(SDLK_ESCAPE); rv = true; } if (SpellSelectFlag) { SpellSelectFlag = false; rv = true; } if (IsLeftPanelOpen() || IsRightPanelOpen()) { ClosePanels(); rv = true; } return rv; } void DisableInputEventHandler(const SDL_Event &event, uint16_t modState) { switch (event.type) { case SDL_MOUSEMOTION: MousePosition = { event.motion.x, event.motion.y }; return; case SDL_MOUSEBUTTONDOWN: if (sgbMouseDown != CLICK_NONE) return; switch (event.button.button) { case SDL_BUTTON_LEFT: sgbMouseDown = CLICK_LEFT; return; case SDL_BUTTON_RIGHT: sgbMouseDown = CLICK_RIGHT; return; default: return; } case SDL_MOUSEBUTTONUP: sgbMouseDown = CLICK_NONE; return; } MainWndProc(event); } void LoadGameLevelStopMusic(_music_id neededTrack) { if (neededTrack != sgnMusicTrack) music_stop(); } void LoadGameLevelStartMusic(_music_id neededTrack) { if (sgnMusicTrack != neededTrack) music_start(neededTrack); if (MinimizePaused) { music_mute(); } } void LoadGameLevelResetCursor() { if (pcurs > CURSOR_HAND && pcurs < CURSOR_FIRSTITEM) { NewCursor(CURSOR_HAND); } } void SetRndSeedForDungeonLevel() { if (setlevel) { // Maps are not randomly generated, but the monsters max hitpoints are. // So we need to ensure that we have a stable seed when generating quest/set-maps. // For this purpose we reuse the normal dungeon seeds. SetRndSeed(DungeonSeeds[static_cast(setlvlnum)]); } else { SetRndSeed(DungeonSeeds[currlevel]); } } void LoadGameLevelFirstFlagEntry() { CloseInventory(); qtextflag = false; if (!HeadlessMode) { InitInv(); ClearUniqueItemFlags(); InitQuestText(); InitInfoBoxGfx(); InitHelp(); } InitStores(); InitAutomapOnce(); } void LoadGameLevelStores() { if (leveltype == DTYPE_TOWN) { SetupTownStores(); } else { FreeStoreMem(); } } void LoadGameLevelStash() { bool isHellfireSaveGame = gbIsHellfireSaveGame; gbIsHellfireSaveGame = gbIsHellfire; LoadStash(); gbIsHellfireSaveGame = isHellfireSaveGame; } tl::expected LoadGameLevelDungeon(bool firstflag, lvl_entry lvldir, const Player &myPlayer) { if (firstflag || lvldir == ENTRY_LOAD || !myPlayer._pLvlVisited[currlevel] || gbIsMultiplayer) { HoldThemeRooms(); [[maybe_unused]] uint32_t mid1Seed = GetLCGEngineState(); InitGolems(); InitObjects(); [[maybe_unused]] uint32_t mid2Seed = GetLCGEngineState(); IncProgress(); RETURN_IF_ERROR(InitMonsters()); InitItems(); CreateThemeRooms(); IncProgress(); [[maybe_unused]] uint32_t mid3Seed = GetLCGEngineState(); InitMissiles(); InitCorpses(); #ifdef _DEBUG SetDebugLevelSeedInfos(mid1Seed, mid2Seed, mid3Seed, GetLCGEngineState()); #endif SavePreLighting(); IncProgress(); if (gbIsMultiplayer) DeltaLoadLevel(); } else { HoldThemeRooms(); InitGolems(); RETURN_IF_ERROR(InitMonsters()); InitMissiles(); InitCorpses(); IncProgress(); RETURN_IF_ERROR(LoadLevel()); IncProgress(); } return {}; } void LoadGameLevelSyncPlayerEntry(lvl_entry lvldir) { for (Player &player : Players) { if (player.plractive && player.isOnActiveLevel() && (!player._pLvlChanging || &player == MyPlayer)) { if (player._pHitPoints > 0) { if (lvldir != ENTRY_LOAD) SyncInitPlrPos(player); } else { dFlags[player.position.tile.x][player.position.tile.y] |= DungeonFlag::DeadPlayer; } } } } void LoadGameLevelLightVision() { if (leveltype != DTYPE_TOWN) { memcpy(dLight, dPreLight, sizeof(dLight)); // resets the light on entering a level to get rid of incorrect light ChangeLightXY(Players[MyPlayerId].lightId, Players[MyPlayerId].position.tile); // forces player light refresh ProcessLightList(); ProcessVisionList(); } } void LoadGameLevelReturn() { ViewPosition = GetMapReturnPosition(); if (Quests[Q_BETRAYER]._qactive == QUEST_DONE) Quests[Q_BETRAYER]._qvar2 = 2; } void LoadGameLevelInitPlayers(bool firstflag, lvl_entry lvldir) { for (Player &player : Players) { if (player.plractive && player.isOnActiveLevel()) { InitPlayerGFX(player); if (lvldir != ENTRY_LOAD) InitPlayer(player, firstflag); } } } void LoadGameLevelSetVisited() { bool visited = false; for (const Player &player : Players) { if (player.plractive) visited = visited || player._pLvlVisited[currlevel]; } } tl::expected LoadGameLevelTown(bool firstflag, lvl_entry lvldir, const Player &myPlayer) { for (int i = 0; i < MAXDUNX; i++) { // NOLINT(modernize-loop-convert) for (int j = 0; j < MAXDUNY; j++) { dFlags[i][j] |= DungeonFlag::Lit; } } InitTowners(); InitStash(); InitItems(); InitMissiles(); IncProgress(); if (!firstflag && lvldir != ENTRY_LOAD && myPlayer._pLvlVisited[currlevel] && !gbIsMultiplayer) RETURN_IF_ERROR(LoadLevel()); if (gbIsMultiplayer) DeltaLoadLevel(); IncProgress(); for (int x = 0; x < DMAXX; x++) for (int y = 0; y < DMAXY; y++) UpdateAutomapExplorer({ x, y }, MAP_EXP_SELF); return {}; } tl::expected LoadGameLevelSetLevel(bool firstflag, lvl_entry lvldir, const Player &myPlayer) { LoadSetMap(); IncProgress(); RETURN_IF_ERROR(GetLevelMTypes()); IncProgress(); InitGolems(); RETURN_IF_ERROR(InitMonsters()); IncProgress(); if (!HeadlessMode) { #if !defined(USE_SDL1) && !defined(__vita__) InitVirtualGamepadGFX(); #endif RETURN_IF_ERROR(InitMissileGFX(gbIsHellfire)); IncProgress(); } InitCorpses(); IncProgress(); if (lvldir == ENTRY_WARPLVL) GetPortalLvlPos(); IncProgress(); for (Player &player : Players) { if (player.plractive && player.isOnActiveLevel()) { InitPlayerGFX(player); if (lvldir != ENTRY_LOAD) InitPlayer(player, firstflag); } } IncProgress(); InitMultiView(); IncProgress(); if (firstflag || lvldir == ENTRY_LOAD || !myPlayer._pSLvlVisited[setlvlnum] || gbIsMultiplayer) { InitItems(); SavePreLighting(); } else { RETURN_IF_ERROR(LoadLevel()); } if (gbIsMultiplayer) { DeltaLoadLevel(); if (!UseMultiplayerQuests()) ResyncQuests(); } PlayDungMsgs(); InitMissiles(); IncProgress(); return {}; } tl::expected LoadGameLevelStandardLevel(bool firstflag, lvl_entry lvldir, const Player &myPlayer) { CreateLevel(lvldir); IncProgress(); SetRndSeedForDungeonLevel(); if (leveltype != DTYPE_TOWN) { RETURN_IF_ERROR(GetLevelMTypes()); InitThemes(); if (!HeadlessMode) RETURN_IF_ERROR(LoadAllGFX()); } else if (!HeadlessMode) { IncProgress(); #if !defined(USE_SDL1) && !defined(__vita__) InitVirtualGamepadGFX(); #endif IncProgress(); RETURN_IF_ERROR(InitMissileGFX(gbIsHellfire)); IncProgress(); IncProgress(); } IncProgress(); if (lvldir == ENTRY_RTNLVL) { LoadGameLevelReturn(); } if (lvldir == ENTRY_WARPLVL) GetPortalLvlPos(); IncProgress(); LoadGameLevelInitPlayers(firstflag, lvldir); InitMultiView(); IncProgress(); LoadGameLevelSetVisited(); SetRndSeedForDungeonLevel(); if (leveltype == DTYPE_TOWN) { LoadGameLevelTown(firstflag, lvldir, myPlayer); } else { LoadGameLevelDungeon(firstflag, lvldir, myPlayer); } PlayDungMsgs(); if (UseMultiplayerQuests()) ResyncMPQuests(); else ResyncQuests(); return {}; } void LoadGameLevelCrypt() { if (CornerStone.isAvailable()) { CornerstoneLoad(CornerStone.position); } if (Quests[Q_NAKRUL]._qactive == QUEST_DONE && currlevel == 24) { SyncNakrulRoom(); } } void LoadGameLevelCalculateCursor() { // Recalculate mouse selection of entities after level change/load LastMouseButtonAction = MouseActionType::None; sgbMouseDown = CLICK_NONE; ResetItemlabelHighlighted(); // level changed => item changed pcursmonst = -1; // ensure pcurstemp is set to a valid value CheckCursMove(); } tl::expected LoadGameLevel(bool firstflag, lvl_entry lvldir) { _music_id neededTrack = GetLevelMusic(leveltype); ClearFloatingNumbers(); LoadGameLevelStopMusic(neededTrack); LoadGameLevelResetCursor(); SetRndSeedForDungeonLevel(); IncProgress(); RETURN_IF_ERROR(LoadTrns()); MakeLightTable(); RETURN_IF_ERROR(LoadLevelSOLData()); IncProgress(); RETURN_IF_ERROR(LoadLvlGFX()); SetDungeonMicros(); ClearClxDrawCache(); IncProgress(); if (firstflag) { LoadGameLevelFirstFlagEntry(); } SetRndSeedForDungeonLevel(); LoadGameLevelStores(); if (firstflag || lvldir == ENTRY_LOAD) { LoadGameLevelStash(); } IncProgress(); InitAutomap(); if (leveltype != DTYPE_TOWN && lvldir != ENTRY_LOAD) { InitLighting(); } InitLevelMonsters(); IncProgress(); Player &myPlayer = *MyPlayer; if (setlevel) { RETURN_IF_ERROR(LoadGameLevelSetLevel(firstflag, lvldir, myPlayer)); } else { RETURN_IF_ERROR(LoadGameLevelStandardLevel(firstflag, lvldir, myPlayer)); } SyncPortals(); LoadGameLevelSyncPlayerEntry(lvldir); IncProgress(); IncProgress(); if (firstflag) { RETURN_IF_ERROR(InitMainPanel()); } IncProgress(); UpdateMonsterLights(); UnstuckChargers(); LoadGameLevelLightVision(); if (leveltype == DTYPE_CRYPT) { LoadGameLevelCrypt(); } #ifndef USE_SDL1 ActivateVirtualGamepad(); #endif LoadGameLevelStartMusic(neededTrack); CompleteProgress(); LoadGameLevelCalculateCursor(); return {}; } bool game_loop(bool bStartup) { uint16_t wait = bStartup ? sgGameInitInfo.nTickRate * 3 : 3; for (unsigned i = 0; i < wait; i++) { if (!multi_handle_delta()) { TimeoutCursor(true); return false; } TimeoutCursor(false); GameLogic(); ClearLastSentPlayerCmd(); if (!gbRunGame || !gbIsMultiplayer || demo::IsRunning() || demo::IsRecording() || !nthread_has_500ms_passed()) break; } return true; } void diablo_color_cyc_logic() { if (!*GetOptions().Graphics.colorCycling) return; if (PauseMode != 0) return; if (leveltype == DTYPE_CAVES) { if (setlevel && setlvlnum == Quests[Q_PWATER]._qslvl) { UpdatePWaterPalette(); } else { palette_update_caves(); } } else if (leveltype == DTYPE_HELL) { lighting_color_cycling(); } else if (leveltype == DTYPE_NEST) { palette_update_hive(); } else if (leveltype == DTYPE_CRYPT) { palette_update_crypt(); } } bool IsDiabloAlive(bool playSFX) { if (Quests[Q_DIABLO]._qactive == QUEST_DONE && !gbIsMultiplayer) { if (playSFX) PlaySFX(SfxID::DiabloDeath); return false; } return true; } void PrintScreen(SDL_Keycode vkey) { ReleaseKey(vkey); } } // namespace devilution