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#include "controls/plrctrls.h"
#include <algorithm>
#include <cstdint>
#include <list>
#ifdef USE_SDL1
#include "utils/sdl2_to_1_2_backports.h"
#endif
#include "automap.h"
#include "control.h"
#include "controls/controller_motion.h"
#ifndef USE_SDL1
#include "controls/devices/game_controller.h"
#endif
#include "controls/game_controls.h"
#include "controls/touch/gamepad.h"
#include "cursor.h"
#include "doom.h"
#include "engine/point.hpp"
#include "engine/points_in_rectangle_range.hpp"
#include "gmenu.h"
#include "help.h"
#include "hwcursor.hpp"
#include "inv.h"
#include "items.h"
#include "minitext.h"
#include "missiles.h"
#include "panels/spell_list.hpp"
#include "panels/ui_panels.hpp"
#include "qol/chatlog.h"
#include "qol/stash.h"
#include "stores.h"
#include "towners.h"
#include "track.h"
#include "trigs.h"
#include "utils/log.hpp"
#define SPLICONLENGTH 56
namespace devilution {
ControlTypes ControlMode = ControlTypes::None;
ControlTypes ControlDevice = ControlTypes::None;
ControllerButton ControllerButtonHeld = ControllerButton_NONE;
int pcurstrig = -1;
Missile *pcursmissile = nullptr;
quest_id pcursquest = Q_INVALID;
/**
* Native game menu, controlled by simulating a keyboard.
*/
bool InGameMenu()
{
return stextflag != STORE_NONE
|| HelpFlag
|| ChatLogFlag
|| talkflag
|| qtextflag
|| gmenu_is_active()
|| PauseMode == 2
|| (MyPlayer->_pInvincible && MyPlayer->_pHitPoints == 0);
}
namespace {
int Slot = SLOTXY_INV_FIRST;
Point ActiveStashSlot = InvalidStashPoint;
int PreviousInventoryColumn = -1;
bool BeltReturnsToStash = false;
const Direction FaceDir[3][3] = {
// NONE UP DOWN
{ Direction::South, Direction::North, Direction::South }, // NONE
{ Direction::West, Direction::NorthWest, Direction::SouthWest }, // LEFT
{ Direction::East, Direction::NorthEast, Direction::SouthEast }, // RIGHT
};
/**
* Number of angles to turn to face the coordinate
* @param destination Tile coordinates
* @return -1 == down
*/
int GetRotaryDistance(Point destination)
{
auto &myPlayer = Players[MyPlayerId];
if (myPlayer.position.future == destination)
return -1;
int d1 = static_cast<int>(myPlayer._pdir);
int d2 = static_cast<int>(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);
}
void FindItemOrObject()
{
Point futurePosition = Players[MyPlayerId].position.future;
int rotations = 5;
auto searchArea = PointsInRectangleRangeColMajor { Rectangle { futurePosition, 1 } };
for (Point targetPosition : searchArea) {
// As the player can not stand on the edge of the map this is safe from OOB
int8_t itemId = dItem[targetPosition.x][targetPosition.y] - 1;
if (itemId < 0) {
// there shouldn't be any items that occupy multiple ground tiles, but just in case only considering positive indexes here
continue;
}
auto &item = Items[itemId];
if (item.isEmpty() || item._iSelFlag == 0) {
continue;
}
int newRotations = GetRotaryDistance(targetPosition);
if (rotations < newRotations) {
continue;
}
if (targetPosition != futurePosition && GetDistance(targetPosition, 1) == 0) {
// Don't check the tile we're leaving if the player is walking
continue;
}
rotations = newRotations;
pcursitem = itemId;
cursPosition = targetPosition;
}
if (leveltype == DTYPE_TOWN || pcursitem != -1) {
return; // Don't look for objects in town
}
for (Point targetPosition : searchArea) {
Object *object = ObjectAtPosition(targetPosition);
if (object == nullptr || object->_oSelFlag == 0) {
// No object or non-interactive object
continue;
}
if (targetPosition == futurePosition && object->_oDoorFlag) {
continue; // Ignore doorway so we don't get stuck behind barrels
}
int newRotations = GetRotaryDistance(targetPosition);
if (rotations < newRotations) {
continue;
}
if (targetPosition != futurePosition && GetDistance(targetPosition, 1) == 0) {
// Don't check the tile we're leaving if the player is walking
continue;
}
if (object->IsDisabled()) {
continue;
}
rotations = newRotations;
pcursobj = object->GetId();
cursPosition = targetPosition;
}
}
void CheckTownersNearby()
{
for (int i = 0; i < 16; i++) {
int distance = GetDistance(Towners[i].position, 2);
if (distance == 0)
continue;
pcursmonst = i;
}
}
bool HasRangedSpell()
{
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) != 0)
return false;
if (monster._mAi == AI_GOLUM)
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<SearchNode> 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 (auto &missile : Missiles) {
if (missile._mitype == MIS_TOWN || missile._mitype == MIS_RPORTAL) {
const int newDistance = GetDistance(missile.position.tile, 2);
if (newDistance == 0)
continue;
if (pcursmissile != nullptr && distance < newDistance)
continue;
const int newRotations = GetRotaryDistance(missile.position.tile);
if (pcursmissile != nullptr && distance == newDistance && rotations < newRotations)
continue;
cursPosition = missile.position.tile;
pcursmissile = &missile;
distance = newDistance;
rotations = newRotations;
}
}
if (pcursmissile == nullptr) {
for (int i = 0; i < numtrigs; i++) {
int tx = trigs[i].position.x;
int ty = trigs[i].position.y;
if (trigs[i]._tlvl == 13)
ty -= 1;
const int newDistance = GetDistance({ tx, ty }, 2);
if (newDistance == 0)
continue;
cursPosition = { tx, ty };
pcurstrig = i;
}
if (pcurstrig == -1) {
for (auto &quest : Quests) {
if (quest._qidx == Q_BETRAYER || currlevel != quest._qlevel || quest._qslvl == 0)
continue;
const int newDistance = GetDistance(quest.position, 2);
if (newDistance == 0)
continue;
cursPosition = quest.position;
pcursquest = quest._qidx;
}
}
}
if (pcursmonst != -1 || pcursplr != -1 || cursPosition.x == -1 || cursPosition.y == -1)
return; // Prefer monster/player info text
CheckTrigForce();
CheckTown();
CheckRportal();
}
void Interact()
{
if (leveltype == DTYPE_TOWN && pcursmonst != -1) {
NetSendCmdLocParam1(true, CMD_TALKXY, Towners[pcursmonst].position, pcursmonst);
return;
}
bool stand = false;
#ifndef USE_SDL1
if (ControlMode == ControlTypes::VirtualGamepad) {
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<std::size_t>(moveDir.x)][static_cast<std::size_t>(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);
LastMouseButtonAction = MouseActionType::Attack;
return;
}
if (pcursmonst != -1) {
if (!Players[MyPlayerId].UsesRangedWeapon() || CanTalkToMonst(Monsters[pcursmonst])) {
NetSendCmdParam1(true, CMD_ATTACKID, pcursmonst);
} else {
NetSendCmdParam1(true, CMD_RATTACKID, pcursmonst);
}
LastMouseButtonAction = MouseActionType::AttackMonsterTarget;
return;
}
if (leveltype != DTYPE_TOWN && pcursplr != -1 && !gbFriendlyMode) {
NetSendCmdParam1(true, Players[MyPlayerId].UsesRangedWeapon() ? CMD_RATTACKPID : CMD_ATTACKPID, pcursplr);
LastMouseButtonAction = MouseActionType::AttackPlayerTarget;
return;
}
if (pcursobj != -1) {
NetSendCmdLocParam1(true, CMD_OPOBJXY, cursPosition, pcursobj);
LastMouseButtonAction = MouseActionType::OperateObject;
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)
{
if (slot >= SLOTXY_HEAD_FIRST && slot <= SLOTXY_HEAD_LAST) {
return InvGetEquipSlotCoord(INVLOC_HEAD);
}
if (slot == SLOTXY_RING_LEFT) {
return InvGetEquipSlotCoord(INVLOC_RING_LEFT);
}
if (slot == SLOTXY_RING_RIGHT) {
return InvGetEquipSlotCoord(INVLOC_RING_RIGHT);
}
if (slot == SLOTXY_AMULET) {
return InvGetEquipSlotCoord(INVLOC_AMULET);
}
if (slot >= SLOTXY_HAND_LEFT_FIRST && slot <= SLOTXY_HAND_LEFT_LAST) {
return InvGetEquipSlotCoord(INVLOC_HAND_LEFT);
}
if (slot >= SLOTXY_HAND_RIGHT_FIRST && slot <= SLOTXY_HAND_RIGHT_LAST) {
return InvGetEquipSlotCoord(INVLOC_HAND_RIGHT);
}
if (slot >= SLOTXY_CHEST_FIRST && slot <= SLOTXY_CHEST_LAST) {
return InvGetEquipSlotCoord(INVLOC_CHEST);
}
return {};
}
/**
* Get coordinates for a given slot
*/
Point GetSlotCoord(int slot)
{
if (slot >= SLOTXY_BELT_FIRST && slot <= SLOTXY_BELT_LAST) {
return GetPanelPosition(UiPanels::Main, InvRect[slot]);
}
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;
}
Point FindFirstStashSlotOnItem(uint16_t itemInvId)
{
if (itemInvId == 0)
return InvalidStashPoint;
for (auto point : PointsInRectangleRange({ { 0, 0 }, { 10, 10 } })) {
if (Stash.stashGrids[Stash.GetPage()][point.x][point.y] == itemInvId)
return point;
}
return InvalidStashPoint;
}
/**
* Reset cursor position based on the current slot.
*/
void ResetInvCursorPosition()
{
Point mousePos {};
if (Slot >= SLOTXY_INV_FIRST && Slot <= SLOTXY_INV_LAST) {
int8_t itemInvId = GetItemIdOnSlot(Slot);
if (itemInvId != 0) {
mousePos = GetSlotCoord(FindFirstSlotOnItem(itemInvId));
Size itemSize = GetItemSizeOnSlot(Slot);
mousePos.x += ((itemSize.width - 1) * InventorySlotSizeInPixels.width) / 2;
mousePos.y += ((itemSize.height - 1) * InventorySlotSizeInPixels.height) / 2;
} else {
mousePos = GetSlotCoord(Slot);
}
if (pcurs >= CURSOR_FIRSTITEM) {
mousePos += Displacement { -INV_SLOT_HALF_SIZE_PX, -INV_SLOT_HALF_SIZE_PX };
}
} else if (Slot >= SLOTXY_BELT_FIRST && Slot <= SLOTXY_BELT_LAST) {
mousePos = GetSlotCoord(Slot);
if (pcurs >= CURSOR_FIRSTITEM)
mousePos += Displacement { -INV_SLOT_HALF_SIZE_PX, -INV_SLOT_HALF_SIZE_PX };
} else {
mousePos = InvGetEquipSlotCoordFromInvSlot((inv_xy_slot)Slot);
if (pcurs >= CURSOR_FIRSTITEM) {
Size itemSize = GetInventorySize(MyPlayer->HoldItem);
mousePos += Displacement { -INV_SLOT_HALF_SIZE_PX, -INV_SLOT_HALF_SIZE_PX * itemSize.height };
}
}
mousePos.x += (InventorySlotSizeInPixels.width / 2);
mousePos.y -= (InventorySlotSizeInPixels.height / 2);
SetCursorPos(mousePos);
}
int FindClosestInventorySlot(Point mousePos)
{
int shortestDistance = std::numeric_limits<int>::max();
int bestSlot = 0;
mousePos += Displacement { -INV_SLOT_HALF_SIZE_PX, INV_SLOT_HALF_SIZE_PX };
for (int i = 0; i < NUM_XY_SLOTS; i++) {
int distance = mousePos.ManhattanDistance(GetSlotCoord(i));
if (distance < shortestDistance) {
shortestDistance = distance;
bestSlot = i;
}
}
return bestSlot;
}
Point FindClosestStashSlot(Point mousePos)
{
int shortestDistance = std::numeric_limits<int>::max();
Point bestSlot = {};
mousePos += Displacement { -INV_SLOT_HALF_SIZE_PX, -INV_SLOT_HALF_SIZE_PX };
for (auto point : PointsInRectangleRange({ { 0, 0 }, { 10, 10 } })) {
int distance = mousePos.ManhattanDistance(GetStashSlotCoord(point));
if (distance < shortestDistance) {
shortestDistance = distance;
bestSlot = point;
}
}
return bestSlot;
}
/**
* @brief Figures out where on the body to move when on the first row
*/
Point InventoryMoveToBody(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);
}
void InventoryMove(AxisDirection dir)
{
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 = InventoryMoveToBody(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 = InventoryMoveToBody(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);
}
/**
* Move the cursor around in the inventory
* If mouse coords are at SLOTXY_CHEST_LAST, consider this center of equipment
* small inventory squares are 29x29 (roughly)
*/
void CheckInventoryMove(AxisDirection dir)
{
static AxisDirectionRepeater repeater(/*min_interval_ms=*/150);
dir = repeater.Get(dir);
if (dir.x == AxisDirectionX_NONE && dir.y == AxisDirectionY_NONE)
return;
InventoryMove(dir);
}
void StashMove(AxisDirection dir)
{
static AxisDirectionRepeater repeater(/*min_interval_ms=*/150);
dir = repeater.Get(dir);
if (dir.x == AxisDirectionX_NONE && dir.y == AxisDirectionY_NONE)
return;
if (Slot < 0 && ActiveStashSlot == InvalidStashPoint) {
int invSlot = FindClosestInventorySlot(MousePosition);
Point invSlotCoord = GetSlotCoord(invSlot);
int invDistance = MousePosition.ManhattanDistance(invSlotCoord);
Point stashSlot = FindClosestStashSlot(MousePosition);
Point stashSlotCoord = GetStashSlotCoord(stashSlot);
int stashDistance = MousePosition.ManhattanDistance(stashSlotCoord);
if (invDistance < stashDistance) {
BeltReturnsToStash = false;
InventoryMove(dir);
return;
}
ActiveStashSlot = stashSlot;
}
Item &holdItem = MyPlayer->HoldItem;
Size itemSize = holdItem.isEmpty() ? Size { 1, 1 } : GetInventorySize(holdItem);
// Jump from belt to stash
if (BeltReturnsToStash && Slot >= SLOTXY_BELT_FIRST && Slot <= SLOTXY_BELT_LAST) {
if (dir.y == AxisDirectionY_UP) {
int beltSlot = Slot - SLOTXY_BELT_FIRST;
InvalidateInventorySlot();
ActiveStashSlot = { 2 + beltSlot, 10 - itemSize.height };
dir.y = AxisDirectionY_NONE;
}
}
// Jump from general inventory to stash
if (Slot >= SLOTXY_INV_FIRST && Slot <= SLOTXY_INV_LAST) {
int firstSlot = Slot;
if (pcurs < CURSOR_FIRSTITEM) {
int8_t itemId = GetItemIdOnSlot(Slot);
if (itemId != 0) {
firstSlot = FindFirstSlotOnItem(itemId);
}
}
if (IsAnyOf(firstSlot, SLOTXY_INV_ROW1_FIRST, SLOTXY_INV_ROW2_FIRST, SLOTXY_INV_ROW3_FIRST, SLOTXY_INV_ROW4_FIRST)) {
if (dir.x == AxisDirectionX_LEFT) {
Point slotCoord = GetSlotCoord(Slot);
InvalidateInventorySlot();
ActiveStashSlot = FindClosestStashSlot(slotCoord) - Displacement { itemSize.width - 1, 0 };
dir.x = AxisDirectionX_NONE;
}
}
}
bool isHeadSlot = SLOTXY_HEAD_FIRST <= Slot && Slot <= SLOTXY_HEAD_LAST;
bool isLeftHandSlot = SLOTXY_HAND_LEFT_FIRST <= Slot && Slot <= SLOTXY_HAND_LEFT_LAST;
bool isLeftRingSlot = Slot == SLOTXY_RING_LEFT;
if (isHeadSlot || isLeftHandSlot || isLeftRingSlot) {
if (dir.x == AxisDirectionX_LEFT) {
Point slotCoord = GetSlotCoord(Slot);
InvalidateInventorySlot();
ActiveStashSlot = FindClosestStashSlot(slotCoord) - Displacement { itemSize.width - 1, 0 };
dir.x = AxisDirectionX_NONE;
}
}
if (Slot >= 0) {
InventoryMove(dir);
return;
}
if (dir.x == AxisDirectionX_LEFT) {
if (ActiveStashSlot.x > 0)
ActiveStashSlot.x--;
} else if (dir.x == AxisDirectionX_RIGHT) {
if (ActiveStashSlot.x < 10 - itemSize.width) {
ActiveStashSlot.x++;
} else {
Point stashSlotCoord = GetStashSlotCoord(ActiveStashSlot);
Point rightPanelCoord = { GetRightPanel().position.x, stashSlotCoord.y };
Slot = FindClosestInventorySlot(rightPanelCoord);
ActiveStashSlot = InvalidStashPoint;
BeltReturnsToStash = false;
}
}
if (dir.y == AxisDirectionY_UP) {
if (ActiveStashSlot.y > 0)
ActiveStashSlot.y--;
} else if (dir.y == AxisDirectionY_DOWN) {
if (ActiveStashSlot.y < 10 - itemSize.height) {
ActiveStashSlot.y++;
} else if ((holdItem.isEmpty() || CanBePlacedOnBelt(holdItem)) && ActiveStashSlot.x > 1) {
int beltSlot = ActiveStashSlot.x - 2;
Slot = SLOTXY_BELT_FIRST + beltSlot;
ActiveStashSlot = InvalidStashPoint;
BeltReturnsToStash = true;
}
}
if (Slot >= 0) {
ResetInvCursorPosition();
return;
}
if (ActiveStashSlot != InvalidStashPoint) {
Point mousePos = GetStashSlotCoord(ActiveStashSlot);
if (pcurs == CURSOR_HAND) {
mousePos += Displacement { INV_SLOT_HALF_SIZE_PX, INV_SLOT_HALF_SIZE_PX };
}
SetCursorPos(mousePos);
return;
}
FocusOnInventory();
}
void HotSpellMove(AxisDirection dir)
{
static AxisDirectionRepeater repeater;
dir = repeater.Get(dir);
if (dir.x == AxisDirectionX_NONE && dir.y == AxisDirectionY_NONE)
return;
auto spellListItems = GetSpellListItems();
Point position = MousePosition;
int shortestDistance = std::numeric_limits<int>::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 (ControlMode != ControlTypes::KeyboardAndMouse && player.walkpath[0] != WALK_NONE && player.destAction == ACTION_NONE)
NetSendCmdLoc(playerId, true, CMD_WALKXY, player.position.future); // Stop walking
return;
}
const Direction pdir = FaceDir[static_cast<std::size_t>(dir.x)][static_cast<std::size_t>(dir.y)];
const auto delta = player.position.future + pdir;
if (!player.IsWalking() && player.CanChangeAction())
player._pdir = pdir;
#ifndef USE_SDL1
if (ControlMode == ControlTypes::VirtualGamepad) {
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 (IsStashOpen) {
return &StashMove;
}
if (invflag) {
return &CheckInventoryMove;
}
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;
if (GetLeftStickOrDPadGameUIHandler() == nullptr) {
WalkInDir(playerId, GetMoveDirection());
}
}
struct RightStickAccumulator {
RightStickAccumulator()
{
lastTc = SDL_GetTicks();
hiresDX = 0;
hiresDY = 0;
}
void Pool(int *x, int *y, int slowdown)
{
const Uint32 tc = SDL_GetTicks();
const int dtc = tc - lastTc;
hiresDX += rightStickX * dtc;
hiresDY += rightStickY * dtc;
const int dx = static_cast<int>(hiresDX / slowdown);
const int dy = static_cast<int>(hiresDY / slowdown);
*x += dx;
*y -= dy;
lastTc = tc;
// keep track of remainder for sub-pixel motion
hiresDX -= dx * slowdown;
hiresDY -= dy * slowdown;
}
void Clear()
{
lastTc = SDL_GetTicks();
}
uint32_t lastTc;
float hiresDX;
float hiresDY;
};
bool IsStickMovementSignificant()
{
return leftStickX >= 0.5 || leftStickX <= -0.5
|| leftStickY >= 0.5 || leftStickY <= -0.5
|| rightStickX != 0 || rightStickY != 0;
}
ControlTypes GetInputTypeFromEvent(const SDL_Event &event)
{
if (IsAnyOf(event.type, SDL_KEYDOWN, SDL_KEYUP))
return ControlTypes::KeyboardAndMouse;
#ifdef USE_SDL1
if (IsAnyOf(event.type, SDL_MOUSEBUTTONDOWN, SDL_MOUSEBUTTONUP, SDL_MOUSEMOTION))
return ControlTypes::KeyboardAndMouse;
#else
if (IsAnyOf(event.type, SDL_MOUSEBUTTONDOWN, SDL_MOUSEBUTTONUP))
return event.button.which == SDL_TOUCH_MOUSEID ? ControlTypes::VirtualGamepad : ControlTypes::KeyboardAndMouse;
if (event.type == SDL_MOUSEMOTION)
return event.motion.which == SDL_TOUCH_MOUSEID ? ControlTypes::VirtualGamepad : ControlTypes::KeyboardAndMouse;
if (event.type == SDL_MOUSEWHEEL)
return event.wheel.which == SDL_TOUCH_MOUSEID ? ControlTypes::VirtualGamepad : ControlTypes::KeyboardAndMouse;
if (IsAnyOf(event.type, SDL_FINGERDOWN, SDL_FINGERUP, SDL_FINGERMOTION))
return ControlTypes::VirtualGamepad;
if (event.type == SDL_CONTROLLERAXISMOTION
&& (event.caxis.axis == SDL_CONTROLLER_AXIS_TRIGGERLEFT || event.caxis.axis == SDL_CONTROLLER_AXIS_TRIGGERRIGHT
|| IsStickMovementSignificant()))
return ControlTypes::Gamepad;
if (event.type >= SDL_CONTROLLERBUTTONDOWN && event.type <= SDL_CONTROLLERDEVICEREMAPPED)
return ControlTypes::Gamepad;
if (IsAnyOf(event.type, SDL_JOYDEVICEADDED, SDL_JOYDEVICEREMOVED))
return ControlTypes::Gamepad;
#endif
if (event.type == SDL_JOYAXISMOTION && IsStickMovementSignificant())
return ControlTypes::Gamepad;
if (event.type >= SDL_JOYBALLMOTION && event.type <= SDL_JOYBUTTONUP)
return ControlTypes::Gamepad;
return ControlTypes::None;
}
float rightStickLastMove = 0;
bool ContinueSimulatedMouseEvent(const SDL_Event &event, const ControllerButtonEvent &gamepadEvent)
{
if (IsAutomapActive())
return false;
#if !defined(USE_SDL1) && !defined(JOY_AXIS_RIGHTX) && !defined(JOY_AXIS_RIGHTY)
if (IsAnyOf(event.type, SDL_JOYAXISMOTION, SDL_JOYHATMOTION, SDL_JOYBUTTONDOWN, SDL_JOYBUTTONUP)) {
if (!GameController::All().empty())
return true;
}
#endif
if (rightStickX != 0 || rightStickY != 0 || rightStickLastMove != 0) {
rightStickLastMove = rightStickX + rightStickY; // Allow stick to come to a rest with out breaking simulation
return true;
}
return SimulatingMouseWithSelectAndDPad || IsSimulatedMouseClickBinding(gamepadEvent);
}
void LogControlDeviceAndModeChange(ControlTypes newControlDevice, ControlTypes newControlMode)
{
if (SDL_LOG_PRIORITY_VERBOSE < SDL_LogGetPriority(SDL_LOG_CATEGORY_APPLICATION))
return;
if (newControlDevice == ControlDevice && newControlMode == ControlMode)
return;
constexpr auto DebugChange = [](ControlTypes before, ControlTypes after) -> std::string {
if (before == after)
return std::string { ControlTypeToString(before) };
return fmt::format("{} -> {}", ControlTypeToString(before), ControlTypeToString(after));
};
LogVerbose("Control: device {}, mode {}", DebugChange(ControlDevice, newControlDevice), DebugChange(ControlMode, newControlMode));
}
} // namespace
string_view ControlTypeToString(ControlTypes controlType)
{
switch (controlType) {
case ControlTypes::None:
return "None";
case ControlTypes::KeyboardAndMouse:
return "KeyboardAndMouse";
case ControlTypes::Gamepad:
return "Gamepad";
case ControlTypes::VirtualGamepad:
return "VirtualGamepad";
}
return "Invalid";
}
void DetectInputMethod(const SDL_Event &event, const ControllerButtonEvent &gamepadEvent)
{
ControlTypes inputType = GetInputTypeFromEvent(event);
if (inputType == ControlTypes::None)
return;
#ifdef __vita__
if (inputType == ControlTypes::VirtualGamepad) {
inputType = ControlTypes::Gamepad;
}
#endif
#if HAS_KBCTRL == 1
if (inputType == ControlTypes::KeyboardAndMouse && IsNoneOf(gamepadEvent.button, ControllerButton_NONE, ControllerButton_IGNORE)) {
inputType = ControlTypes::Gamepad;
}
#endif
ControlTypes newControlDevice = inputType;
ControlTypes newControlMode = inputType;
if (ContinueSimulatedMouseEvent(event, gamepadEvent)) {
newControlMode = ControlMode;
}
LogControlDeviceAndModeChange(newControlDevice, newControlMode);
if (newControlDevice != ControlDevice) {
ControlDevice = newControlDevice;
#ifndef USE_SDL1
if (ControlDevice != ControlTypes::KeyboardAndMouse) {
if (IsHardwareCursor())
SetHardwareCursor(CursorInfo::UnknownCursor());
} else {
ResetCursor();
}
#endif
}
if (newControlMode != ControlMode) {
ControlMode = newControlMode;
CalculatePanelAreas();
}
}
bool IsAutomapActive()
{
return AutomapActive && leveltype != DTYPE_TOWN;
}
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
InvalidateInventorySlot();
int x = MousePosition.x;
int y = MousePosition.y;
acc.Pool(&x, &y, 2);
x = std::min(std::max(x, 0), gnScreenWidth - 1);
y = std::min(std::max(y, 0), gnScreenHeight - 1);
// We avoid calling `SetCursorPos` within the same SDL tick because
// that can cause all stick motion events to arrive before all
// cursor position events.
static int lastMouseSetTick = 0;
const int now = SDL_GetTicks();
if (now - lastMouseSetTick > 0) {
ResetCursor();
SetCursorPos({ x, y });
LogControlDeviceAndModeChange(ControlDevice, ControlTypes::KeyboardAndMouse);
ControlMode = ControlTypes::KeyboardAndMouse;
lastMouseSetTick = now;
}
}
}
void InvalidateInventorySlot()
{
Slot = -1;
ActiveStashSlot = InvalidStashPoint;
}
/**
* @brief Moves the mouse to the first inventory slot.
*/
void FocusOnInventory()
{
Slot = SLOTXY_INV_FIRST;
ResetInvCursorPosition();
}
bool PointAndClickState = false;
void SetPointAndClick(bool value)
{
PointAndClickState = value;
}
bool IsPointAndClick()
{
return PointAndClickState;
}
void plrctrls_after_check_curs_move()
{
// check for monsters first, then items, then towners.
if (ControlMode == ControlTypes::KeyboardAndMouse || IsPointAndClick()) {
return;
}
// While holding the button down we should retain target (but potentially lose it if it dies, goes out of view, etc)
if (ControllerButtonHeld != ControllerButton_NONE && IsNoneOf(LastMouseButtonAction, MouseActionType::None, MouseActionType::Attack, MouseActionType::Spell)) {
InvalidateTargets();
if (pcursmonst == -1 && pcursobj == -1 && pcursitem == -1 && pcursinvitem == -1 && pcursstashitem == uint16_t(-1) && pcursplr == -1) {
FindTrigger();
}
return;
}
// Clear focuse set by cursor
pcursplr = -1;
pcursmonst = -1;
pcursitem = -1;
pcursobj = -1;
pcursmissile = nullptr;
pcurstrig = -1;
pcursquest = Q_INVALID;
cursPosition = { -1, -1 };
if (Players[MyPlayerId]._pInvincible) {
return;
}
if (DoomFlag) {
return;
}
if (!invflag) {
InfoString.clear();
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++) {
Item &item = Players[MyPlayerId].SpdList[i];
if (item.isEmpty()) {
continue;
}
bool isRejuvenation = IsAnyOf(item._iMiscId, IMISC_REJUV, IMISC_FULLREJUV);
bool isHealing = isRejuvenation || IsAnyOf(item._iMiscId, IMISC_HEAL, IMISC_FULLHEAL) || item.IsScrollOf(SPL_HEAL);
bool isMana = isRejuvenation || IsAnyOf(item._iMiscId, IMISC_MANA, IMISC_FULLMANA);
if ((type == BLT_HEALING && isHealing) || (type == BLT_MANA && isMana)) {
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 if (GetRightPanel().Contains(MousePosition) || GetMainPanel().Contains(MousePosition)) {
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);
}
} else if (IsStashOpen && GetLeftPanel().Contains(MousePosition)) {
Point stashSlot = (ActiveStashSlot != InvalidStashPoint) ? ActiveStashSlot : FindClosestStashSlot(MousePosition);
// Find any item occupying a slot that is currently under the cursor
uint16_t itemUnderCursor = [](Point stashSlot) -> uint16_t {
if (stashSlot != InvalidStashPoint)
return 0;
for (int x = 0; x < icursSize28.width; x++) {
for (int y = 0; y < icursSize28.height; y++) {
Point slotUnderCursor = stashSlot + Displacement { x, y };
if (slotUnderCursor.x >= 10 || slotUnderCursor.y >= 10)
continue;
uint16_t itemId = Stash.stashGrids[Stash.GetPage()][slotUnderCursor.x][slotUnderCursor.y];
if (itemId != 0)
return itemId;
}
}
return 0;
}(stashSlot);
// The cursor will need to be shifted to
// this slot if the item is swapped or lifted
Point jumpSlot = FindFirstStashSlotOnItem(itemUnderCursor);
CheckStashItem(MousePosition);
// If we don't find the item in the same position as before,
// it suggests that the item was swapped or lifted
Point newSlot = FindFirstStashSlotOnItem(itemUnderCursor);
if (jumpSlot != InvalidStashPoint && jumpSlot != newSlot) {
Point mousePos = GetStashSlotCoord(jumpSlot);
mousePos.y -= InventorySlotSizeInPixels.height;
ActiveStashSlot = jumpSlot;
SetCursorPos(mousePos);
}
}
return;
}
if (spselflag) {
SetSpell();
return;
}
if (chrflag && !chrbtnactive && Players[MyPlayerId]._pStatPts > 0) {
CheckChrBtns();
if (chrbtnactive)
ReleaseChrBtns(false);
return;
}
Interact();
}
bool SpellHasActorTarget()
{
spell_id spl = Players[MyPlayerId]._pRSpell;
if (spl == SPL_TOWN || spl == SPL_TELEPORT)
return false;
if (IsWallSpell(spl) && pcursmonst != -1) {
cursPosition = Monsters[pcursmonst].position.tile;
}
return pcursplr != -1 || pcursmonst != -1;
}
void UpdateSpellTarget(spell_id spell)
{
if (SpellHasActorTarget())
return;
pcursplr = -1;
pcursmonst = -1;
auto &myPlayer = Players[MyPlayerId];
int range = spell == 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 }, myPlayer.HoldItem);
NewCursor(CURSOR_HAND);
return true;
}
if (UseItemOpensCrypt(myPlayer.HoldItem, myPlayer.position.tile)) {
NetSendCmdPItem(true, CMD_PUTITEM, { 35, 20 }, myPlayer.HoldItem);
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 if (pcursinvitem != -1) {
int itemId = GetItemIdOnSlot(Slot);
CheckInvItem(true, false);
if (itemId != GetItemIdOnSlot(Slot))
ResetInvCursorPosition();
} else if (pcursstashitem != uint16_t(-1)) {
CheckStashItem(MousePosition, true, false);
}
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(myPlayer._pRSpell);
CheckPlrSpell(false);
if (pcursplr != -1)
LastMouseButtonAction = MouseActionType::SpellPlayerTarget;
else if (pcursmonst != -1)
LastMouseButtonAction = MouseActionType::SpellMonsterTarget;
else
LastMouseButtonAction = MouseActionType::Spell;
}
void CtrlUseInvItem()
{
if (pcursinvitem == -1) {
return;
}
auto &myPlayer = Players[MyPlayerId];
Item &item = GetInventoryItem(myPlayer, pcursinvitem);
if (item.IsScroll()) {
if (TargetsMonster(item._iSpell)) {
return;
}
if (spelldata[item._iSpell].sTargeted) {
UpdateSpellTarget(item._iSpell);
}
}
int itemId = GetItemIdOnSlot(Slot);
if (item.isEquipment()) {
CheckInvItem(true, false); // auto-equip if it's an equipment
} else {
UseInvItem(MyPlayerId, pcursinvitem);
}
if (itemId != GetItemIdOnSlot(Slot)) {
ResetInvCursorPosition();
}
}
void CtrlUseStashItem()
{
if (pcursstashitem == uint16_t(-1)) {
return;
}
const Item &item = Stash.stashList[pcursstashitem];
if (item.IsScroll()) {
if (TargetsMonster(item._iSpell)) {
return;
}
if (spelldata[item._iSpell].sTargeted) {
UpdateSpellTarget(item._iSpell);
}
}
if (item.isEquipment()) {
CheckStashItem(MousePosition, true, false); // Auto-equip if it's equipment
} else {
UseStashItem(pcursstashitem);
}
// Todo reset cursor position if item is moved
}
void PerformSecondaryAction()
{
auto &myPlayer = Players[MyPlayerId];
if (invflag) {
if (pcurs > CURSOR_HAND && pcurs < CURSOR_FIRSTITEM) {
TryIconCurs();
NewCursor(CURSOR_HAND);
} else if (IsStashOpen) {
if (pcursstashitem != uint16_t(-1)) {
TransferItemToInventory(myPlayer, pcursstashitem);
} else if (pcursinvitem != -1) {
TransferItemToStash(myPlayer, pcursinvitem);
}
} 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);
LastMouseButtonAction = MouseActionType::OperateObject;
} else {
if (pcursmissile != nullptr) {
MakePlrPath(myPlayer, pcursmissile->position.tile, true);
myPlayer.destAction = ACTION_WALK;
} else if (pcurstrig != -1) {
MakePlrPath(myPlayer, trigs[pcurstrig].position, true);
myPlayer.destAction = ACTION_WALK;
} else if (pcursquest != Q_INVALID) {
MakePlrPath(myPlayer, Quests[pcursquest].position, true);
myPlayer.destAction = ACTION_WALK;
}
}
}
void QuickCast(int slot)
{
MouseActionType prevMouseButtonAction = LastMouseButtonAction;
auto &myPlayer = Players[MyPlayerId];
spell_id spell = myPlayer._pSplHotKey[slot];
spell_type spellType = myPlayer._pSplTHotKey[slot];
if (ControlMode != ControlTypes::KeyboardAndMouse) {
UpdateSpellTarget(spell);
}
CheckPlrSpell(false, spell, spellType);
LastMouseButtonAction = prevMouseButtonAction;
}
} // namespace devilution