/** * @file track.cpp * * Implementation of functionality tracking what the mouse cursor is pointing at. */ #include "track.h" #include #include "cursor.h" #include "engine/point.hpp" #include "player.h" #include "stores.h" namespace devilution { namespace { void RepeatWalk(Player &player) { if (cursPosition.x < 0 || cursPosition.x >= MAXDUNX - 1 || cursPosition.y < 0 || cursPosition.y >= MAXDUNY - 1) return; if (player._pmode != PM_STAND && !(player.IsWalking() && player.AnimInfo.GetFrameToUseForRendering() > 6)) return; const Point target = player.GetTargetPosition(); if (cursPosition == target) return; NetSendCmdLoc(MyPlayerId, true, CMD_WALKXY, cursPosition); } } // namespace void RepeatMouseAction() { if (pcurs != CURSOR_HAND) return; if (sgbMouseDown == CLICK_NONE) return; if (stextflag != STORE_NONE) return; if (LastMouseButtonAction == MouseActionType::None) return; auto &myPlayer = Players[MyPlayerId]; if (myPlayer.destAction != ACTION_NONE) return; if (!myPlayer.CanChangeAction()) return; bool rangedAttack = myPlayer.UsesRangedWeapon(); switch (LastMouseButtonAction) { case MouseActionType::Attack: if (InDungeonBounds(cursPosition)) NetSendCmdLoc(MyPlayerId, true, rangedAttack ? CMD_RATTACKXY : CMD_SATTACKXY, cursPosition); break; case MouseActionType::AttackMonsterTarget: if (pcursmonst != -1) NetSendCmdParam1(true, rangedAttack ? CMD_RATTACKID : CMD_ATTACKID, pcursmonst); break; case MouseActionType::AttackPlayerTarget: if (pcursplr != -1 && !gbFriendlyMode) NetSendCmdParam1(true, rangedAttack ? CMD_RATTACKPID : CMD_ATTACKPID, pcursplr); break; case MouseActionType::Spell: CheckPlrSpell(true); break; case MouseActionType::SpellMonsterTarget: if (pcursmonst != -1) CheckPlrSpell(false); break; case MouseActionType::SpellPlayerTarget: if (pcursplr != -1 && !gbFriendlyMode) CheckPlrSpell(false); break; case MouseActionType::OperateObject: if (pcursobj != -1) { auto &object = Objects[pcursobj]; if (object.IsDoor()) break; NetSendCmdLocParam1(true, CMD_OPOBJXY, object.position, pcursobj); } break; case MouseActionType::Walk: RepeatWalk(myPlayer); break; case MouseActionType::None: break; } } bool track_isscrolling() { return LastMouseButtonAction == MouseActionType::Walk; } } // namespace devilution