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2052 lines
59 KiB
2052 lines
59 KiB
#include "controls/plrctrls.h" |
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#include <algorithm> |
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#include <cstdint> |
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#include <list> |
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#ifdef USE_SDL1 |
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#include "utils/sdl2_to_1_2_backports.h" |
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#endif |
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#include "automap.h" |
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#include "control.h" |
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#include "controls/controller_motion.h" |
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#include "miniwin/misc_msg.h" |
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#ifndef USE_SDL1 |
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#include "controls/devices/game_controller.h" |
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#endif |
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#include "controls/game_controls.h" |
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#include "controls/touch/gamepad.h" |
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#include "cursor.h" |
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#include "doom.h" |
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#include "engine/point.hpp" |
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#include "engine/points_in_rectangle_range.hpp" |
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#include "gmenu.h" |
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#include "help.h" |
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#include "hwcursor.hpp" |
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#include "inv.h" |
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#include "items.h" |
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#include "levels/trigs.h" |
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#include "minitext.h" |
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#include "missiles.h" |
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#include "panels/spell_list.hpp" |
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#include "panels/ui_panels.hpp" |
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#include "qol/chatlog.h" |
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#include "qol/stash.h" |
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#include "stores.h" |
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#include "towners.h" |
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#include "track.h" |
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#include "utils/log.hpp" |
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#include "utils/str_cat.hpp" |
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#define SPLICONLENGTH 56 |
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namespace devilution { |
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ControlTypes ControlMode = ControlTypes::None; |
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ControlTypes ControlDevice = ControlTypes::None; |
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ControllerButton ControllerButtonHeld = ControllerButton_NONE; |
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GamepadLayout GamepadType = |
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#if defined(DEVILUTIONX_GAMEPAD_TYPE) |
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GamepadLayout:: |
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DEVILUTIONX_GAMEPAD_TYPE; |
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#else |
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GamepadLayout::Generic; |
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#endif |
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int pcurstrig = -1; |
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Missile *pcursmissile = nullptr; |
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quest_id pcursquest = Q_INVALID; |
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/** |
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* Native game menu, controlled by simulating a keyboard. |
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*/ |
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bool InGameMenu() |
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{ |
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return stextflag != STORE_NONE |
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|| HelpFlag |
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|| ChatLogFlag |
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|| talkflag |
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|| qtextflag |
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|| gmenu_is_active() |
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|| PauseMode == 2 |
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|| (MyPlayer != nullptr && MyPlayer->_pInvincible && MyPlayer->_pHitPoints == 0); |
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} |
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namespace { |
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int Slot = SLOTXY_INV_FIRST; |
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Point ActiveStashSlot = InvalidStashPoint; |
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int PreviousInventoryColumn = -1; |
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bool BeltReturnsToStash = false; |
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const Direction FaceDir[3][3] = { |
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// NONE UP DOWN |
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{ Direction::South, Direction::North, Direction::South }, // NONE |
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{ Direction::West, Direction::NorthWest, Direction::SouthWest }, // LEFT |
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{ Direction::East, Direction::NorthEast, Direction::SouthEast }, // RIGHT |
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}; |
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/** |
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* Number of angles to turn to face the coordinate |
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* @param destination Tile coordinates |
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* @return -1 == down |
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*/ |
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int GetRotaryDistance(Point destination) |
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{ |
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Player &myPlayer = *MyPlayer; |
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if (myPlayer.position.future == destination) |
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return -1; |
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int d1 = static_cast<int>(myPlayer._pdir); |
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int d2 = static_cast<int>(GetDirection(myPlayer.position.future, destination)); |
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int d = abs(d1 - d2); |
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if (d > 4) |
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return 4 - (d % 4); |
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return d; |
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} |
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/** |
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* @brief Get the best case walking steps to coordinates |
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* @param position Tile coordinates |
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*/ |
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int GetMinDistance(Point position) |
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{ |
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return MyPlayer->position.future.WalkingDistance(position); |
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} |
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/** |
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* @brief Get walking steps to coordinate |
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* @param destination Tile coordinates |
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* @param maxDistance the max number of steps to search |
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* @return number of steps, or 0 if not reachable |
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*/ |
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int GetDistance(Point destination, int maxDistance) |
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{ |
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if (GetMinDistance(destination) > maxDistance) { |
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return 0; |
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} |
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int8_t walkpath[MaxPathLength]; |
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Player &myPlayer = *MyPlayer; |
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int steps = FindPath([&myPlayer](Point position) { return PosOkPlayer(myPlayer, position); }, myPlayer.position.future, destination, walkpath); |
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if (steps > maxDistance) |
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return 0; |
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return steps; |
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} |
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/** |
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* @brief Get distance to coordinate |
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* @param destination Tile coordinates |
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*/ |
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int GetDistanceRanged(Point destination) |
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{ |
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return MyPlayer->position.future.ExactDistance(destination); |
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} |
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void FindItemOrObject() |
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{ |
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Point futurePosition = MyPlayer->position.future; |
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int rotations = 5; |
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auto searchArea = PointsInRectangleRangeColMajor { Rectangle { futurePosition, 1 } }; |
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for (Point targetPosition : searchArea) { |
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// As the player can not stand on the edge of the map this is safe from OOB |
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int8_t itemId = dItem[targetPosition.x][targetPosition.y] - 1; |
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if (itemId < 0) { |
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// there shouldn't be any items that occupy multiple ground tiles, but just in case only considering positive indexes here |
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continue; |
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} |
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auto &item = Items[itemId]; |
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if (item.isEmpty() || item._iSelFlag == 0) { |
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continue; |
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} |
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int newRotations = GetRotaryDistance(targetPosition); |
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if (rotations < newRotations) { |
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continue; |
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} |
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if (targetPosition != futurePosition && GetDistance(targetPosition, 1) == 0) { |
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// Don't check the tile we're leaving if the player is walking |
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continue; |
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} |
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rotations = newRotations; |
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pcursitem = itemId; |
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cursPosition = targetPosition; |
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} |
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if (leveltype == DTYPE_TOWN || pcursitem != -1) { |
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return; // Don't look for objects in town |
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} |
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for (Point targetPosition : searchArea) { |
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Object *object = FindObjectAtPosition(targetPosition); |
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if (object == nullptr || object->_oSelFlag == 0) { |
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// No object or non-interactive object |
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continue; |
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} |
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if (targetPosition == futurePosition && object->_oDoorFlag) { |
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continue; // Ignore doorway so we don't get stuck behind barrels |
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} |
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int newRotations = GetRotaryDistance(targetPosition); |
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if (rotations < newRotations) { |
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continue; |
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} |
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if (targetPosition != futurePosition && GetDistance(targetPosition, 1) == 0) { |
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// Don't check the tile we're leaving if the player is walking |
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continue; |
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} |
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if (object->IsDisabled()) { |
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continue; |
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} |
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rotations = newRotations; |
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ObjectUnderCursor = object; |
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cursPosition = targetPosition; |
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} |
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} |
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void CheckTownersNearby() |
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{ |
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for (int i = 0; i < 16; i++) { |
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int distance = GetDistance(Towners[i].position, 2); |
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if (distance == 0) |
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continue; |
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pcursmonst = i; |
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} |
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} |
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bool HasRangedSpell() |
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{ |
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int spl = MyPlayer->_pRSpell; |
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return spl != SPL_INVALID |
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&& spl != SPL_TOWN |
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&& spl != SPL_TELEPORT |
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&& spelldata[spl].sTargeted |
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&& !spelldata[spl].sTownSpell; |
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} |
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bool CanTargetMonster(const Monster &monster) |
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{ |
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if ((monster.flags & MFLAG_HIDDEN) != 0) |
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return false; |
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if (monster.isPlayerMinion()) |
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return false; |
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if (monster.hitPoints >> 6 <= 0) // dead |
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return false; |
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if (!IsTileLit(monster.position.tile)) // not visible |
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return false; |
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const int mx = monster.position.tile.x; |
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const int my = monster.position.tile.y; |
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if (dMonster[mx][my] == 0) |
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return false; |
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return true; |
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} |
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void FindRangedTarget() |
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{ |
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int rotations = 0; |
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int distance = 0; |
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bool canTalk = false; |
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for (size_t i = 0; i < ActiveMonsterCount; i++) { |
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int mi = ActiveMonsters[i]; |
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const auto &monster = Monsters[mi]; |
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if (!CanTargetMonster(monster)) |
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continue; |
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const bool newCanTalk = CanTalkToMonst(monster); |
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if (pcursmonst != -1 && !canTalk && newCanTalk) |
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continue; |
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const int newDdistance = GetDistanceRanged(monster.position.future); |
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const int newRotations = GetRotaryDistance(monster.position.future); |
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if (pcursmonst != -1 && canTalk == newCanTalk) { |
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if (distance < newDdistance) |
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continue; |
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if (distance == newDdistance && rotations < newRotations) |
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continue; |
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} |
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distance = newDdistance; |
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rotations = newRotations; |
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canTalk = newCanTalk; |
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pcursmonst = mi; |
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} |
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} |
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void FindMeleeTarget() |
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{ |
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bool visited[MAXDUNX][MAXDUNY] = { {} }; |
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int maxSteps = 25; // Max steps for FindPath is 25 |
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int rotations = 0; |
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bool canTalk = false; |
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struct SearchNode { |
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int x, y; |
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int steps; |
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}; |
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std::list<SearchNode> queue; |
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Player &myPlayer = *MyPlayer; |
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{ |
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const int startX = myPlayer.position.future.x; |
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const int startY = myPlayer.position.future.y; |
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visited[startX][startY] = true; |
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queue.push_back({ startX, startY, 0 }); |
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} |
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while (!queue.empty()) { |
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SearchNode node = queue.front(); |
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queue.pop_front(); |
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for (auto pathDir : PathDirs) { |
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const int dx = node.x + pathDir.deltaX; |
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const int dy = node.y + pathDir.deltaY; |
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if (visited[dx][dy]) |
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continue; // already visisted |
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if (node.steps > maxSteps) { |
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visited[dx][dy] = true; |
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continue; |
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} |
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if (!PosOkPlayer(myPlayer, { dx, dy })) { |
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visited[dx][dy] = true; |
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if (dMonster[dx][dy] != 0) { |
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const int mi = abs(dMonster[dx][dy]) - 1; |
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const auto &monster = Monsters[mi]; |
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if (CanTargetMonster(monster)) { |
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const bool newCanTalk = CanTalkToMonst(monster); |
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if (pcursmonst != -1 && !canTalk && newCanTalk) |
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continue; |
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const int newRotations = GetRotaryDistance({ dx, dy }); |
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if (pcursmonst != -1 && canTalk == newCanTalk && rotations < newRotations) |
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continue; |
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rotations = newRotations; |
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canTalk = newCanTalk; |
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pcursmonst = mi; |
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if (!canTalk) |
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maxSteps = node.steps; // Monsters found, cap search to current steps |
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} |
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} |
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continue; |
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} |
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if (path_solid_pieces({ node.x, node.y }, { dx, dy })) { |
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queue.push_back({ dx, dy, node.steps + 1 }); |
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visited[dx][dy] = true; |
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} |
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} |
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} |
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} |
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void CheckMonstersNearby() |
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{ |
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if (MyPlayer->UsesRangedWeapon() || HasRangedSpell()) { |
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FindRangedTarget(); |
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return; |
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} |
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FindMeleeTarget(); |
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} |
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void CheckPlayerNearby() |
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{ |
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int newDdistance; |
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int rotations = 0; |
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int distance = 0; |
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if (pcursmonst != -1) |
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return; |
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Player &myPlayer = *MyPlayer; |
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int spl = myPlayer._pRSpell; |
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if (myPlayer.friendlyMode && spl != SPL_RESURRECT && spl != SPL_HEALOTHER) |
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return; |
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for (size_t i = 0; i < Players.size(); i++) { |
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const Player &player = Players[i]; |
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if (&player == MyPlayer) |
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continue; |
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const int mx = player.position.future.x; |
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const int my = player.position.future.y; |
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if (dPlayer[mx][my] == 0 |
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|| !IsTileLit(player.position.future) |
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|| (player._pHitPoints == 0 && spl != SPL_RESURRECT)) |
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continue; |
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if (myPlayer.UsesRangedWeapon() || HasRangedSpell() || spl == SPL_HEALOTHER) { |
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newDdistance = GetDistanceRanged(player.position.future); |
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} else { |
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newDdistance = GetDistance(player.position.future, distance); |
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if (newDdistance == 0) |
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continue; |
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} |
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if (pcursplr != -1 && distance < newDdistance) |
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continue; |
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const int newRotations = GetRotaryDistance(player.position.future); |
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if (pcursplr != -1 && distance == newDdistance && rotations < newRotations) |
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continue; |
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distance = newDdistance; |
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rotations = newRotations; |
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pcursplr = i; |
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} |
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} |
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void FindActor() |
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{ |
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if (leveltype != DTYPE_TOWN) |
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CheckMonstersNearby(); |
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else |
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CheckTownersNearby(); |
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if (gbIsMultiplayer) |
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CheckPlayerNearby(); |
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} |
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void FindTrigger() |
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{ |
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int rotations = 0; |
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int distance = 0; |
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if (pcursitem != -1 || ObjectUnderCursor != nullptr) |
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return; // Prefer showing items/objects over triggers (use of cursm* conflicts) |
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for (auto &missile : Missiles) { |
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if (missile._mitype == MIS_TOWN || missile._mitype == MIS_RPORTAL) { |
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const int newDistance = GetDistance(missile.position.tile, 2); |
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if (newDistance == 0) |
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continue; |
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if (pcursmissile != nullptr && distance < newDistance) |
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continue; |
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const int newRotations = GetRotaryDistance(missile.position.tile); |
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if (pcursmissile != nullptr && distance == newDistance && rotations < newRotations) |
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continue; |
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cursPosition = missile.position.tile; |
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pcursmissile = &missile; |
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distance = newDistance; |
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rotations = newRotations; |
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} |
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} |
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if (pcursmissile == nullptr) { |
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for (int i = 0; i < numtrigs; i++) { |
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int tx = trigs[i].position.x; |
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int ty = trigs[i].position.y; |
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if (trigs[i]._tlvl == 13) |
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ty -= 1; |
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const int newDistance = GetDistance({ tx, ty }, 2); |
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if (newDistance == 0) |
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continue; |
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cursPosition = { tx, ty }; |
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pcurstrig = i; |
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} |
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if (pcurstrig == -1) { |
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for (auto &quest : Quests) { |
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if (quest._qidx == Q_BETRAYER || currlevel != quest._qlevel || quest._qslvl == 0) |
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continue; |
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const int newDistance = GetDistance(quest.position, 2); |
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if (newDistance == 0) |
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continue; |
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cursPosition = quest.position; |
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pcursquest = quest._qidx; |
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} |
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} |
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} |
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if (pcursmonst != -1 || pcursplr != -1 || cursPosition.x == -1 || cursPosition.y == -1) |
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return; // Prefer monster/player info text |
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CheckTrigForce(); |
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CheckTown(); |
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CheckRportal(); |
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} |
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void Interact() |
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{ |
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if (leveltype == DTYPE_TOWN && pcursmonst != -1) { |
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NetSendCmdLocParam1(true, CMD_TALKXY, Towners[pcursmonst].position, pcursmonst); |
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return; |
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} |
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bool stand = false; |
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#ifndef USE_SDL1 |
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if (ControlMode == ControlTypes::VirtualGamepad) { |
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stand = VirtualGamepadState.standButton.isHeld; |
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} |
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#endif |
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Player &myPlayer = *MyPlayer; |
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if (leveltype != DTYPE_TOWN && stand) { |
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Direction pdir = myPlayer._pdir; |
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AxisDirection moveDir = GetMoveDirection(); |
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bool motion = moveDir.x != AxisDirectionX_NONE || moveDir.y != AxisDirectionY_NONE; |
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if (motion) { |
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pdir = FaceDir[static_cast<std::size_t>(moveDir.x)][static_cast<std::size_t>(moveDir.y)]; |
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} |
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Point position = myPlayer.position.tile + pdir; |
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if (pcursmonst != -1 && !motion) { |
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position = Monsters[pcursmonst].position.tile; |
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} |
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NetSendCmdLoc(MyPlayerId, true, myPlayer.UsesRangedWeapon() ? CMD_RATTACKXY : CMD_SATTACKXY, position); |
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LastMouseButtonAction = MouseActionType::Attack; |
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return; |
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} |
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|
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if (pcursmonst != -1) { |
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if (!myPlayer.UsesRangedWeapon() || CanTalkToMonst(Monsters[pcursmonst])) { |
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NetSendCmdParam1(true, CMD_ATTACKID, pcursmonst); |
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} else { |
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NetSendCmdParam1(true, CMD_RATTACKID, pcursmonst); |
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} |
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LastMouseButtonAction = MouseActionType::AttackMonsterTarget; |
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return; |
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} |
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|
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if (leveltype != DTYPE_TOWN && pcursplr != -1 && !myPlayer.friendlyMode) { |
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NetSendCmdParam1(true, myPlayer.UsesRangedWeapon() ? CMD_RATTACKPID : CMD_ATTACKPID, pcursplr); |
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LastMouseButtonAction = MouseActionType::AttackPlayerTarget; |
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return; |
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} |
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|
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if (ObjectUnderCursor != nullptr) { |
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NetSendCmdLoc(MyPlayerId, true, CMD_OPOBJXY, cursPosition); |
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LastMouseButtonAction = MouseActionType::OperateObject; |
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return; |
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} |
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} |
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|
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void AttrIncBtnSnap(AxisDirection dir) |
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{ |
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static AxisDirectionRepeater repeater; |
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dir = repeater.Get(dir); |
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if (dir.y == AxisDirectionY_NONE) |
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return; |
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|
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if (chrbtnactive && MyPlayer->_pStatPts <= 0) |
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return; |
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|
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// first, find our cursor location |
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int slot = 0; |
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Rectangle button; |
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for (int i = 0; i < 4; i++) { |
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button = ChrBtnsRect[i]; |
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button.position = GetPanelPosition(UiPanels::Character, button.position); |
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if (button.contains(MousePosition)) { |
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slot = i; |
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break; |
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} |
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} |
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|
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if (dir.y == AxisDirectionY_UP) { |
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if (slot > 0) |
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--slot; |
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} else if (dir.y == AxisDirectionY_DOWN) { |
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if (slot < 3) |
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++slot; |
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} |
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|
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// move cursor to our new location |
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button = ChrBtnsRect[slot]; |
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button.position = GetPanelPosition(UiPanels::Character, button.position); |
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SetCursorPos(button.Center()); |
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} |
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|
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Point InvGetEquipSlotCoord(const inv_body_loc invSlot) |
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{ |
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Point result = GetPanelPosition(UiPanels::Inventory); |
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switch (invSlot) { |
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case INVLOC_HEAD: |
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result.x += ((InvRect[SLOTXY_HEAD_FIRST].x + InvRect[SLOTXY_HEAD_LAST].x) / 2); |
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result.y += ((InvRect[SLOTXY_HEAD_FIRST].y + InvRect[SLOTXY_HEAD_LAST].y) / 2); |
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break; |
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case INVLOC_RING_LEFT: |
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result.x += InvRect[SLOTXY_RING_LEFT].x; |
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result.y += InvRect[SLOTXY_RING_LEFT].y; |
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break; |
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case INVLOC_RING_RIGHT: |
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result.x += InvRect[SLOTXY_RING_RIGHT].x; |
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result.y += InvRect[SLOTXY_RING_RIGHT].y; |
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break; |
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case INVLOC_AMULET: |
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result.x += InvRect[SLOTXY_AMULET].x; |
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result.y += InvRect[SLOTXY_AMULET].y; |
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break; |
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case INVLOC_HAND_LEFT: |
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result.x += ((InvRect[SLOTXY_HAND_LEFT_FIRST].x + InvRect[SLOTXY_HAND_LEFT_LAST].x) / 2); |
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result.y += ((InvRect[SLOTXY_HAND_LEFT_FIRST].y + InvRect[SLOTXY_HAND_LEFT_LAST].y) / 2); |
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break; |
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case INVLOC_HAND_RIGHT: |
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result.x += ((InvRect[SLOTXY_HAND_RIGHT_FIRST].x + InvRect[SLOTXY_HAND_RIGHT_LAST].x) / 2); |
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result.y += ((InvRect[SLOTXY_HAND_RIGHT_FIRST].y + InvRect[SLOTXY_HAND_RIGHT_LAST].y) / 2); |
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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()) { |
|
return GetInventorySize(item); |
|
} |
|
} |
|
} |
|
|
|
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(StashStruct::StashCell itemInvId) |
|
{ |
|
if (itemInvId == StashStruct::EmptyCell) |
|
return InvalidStashPoint; |
|
|
|
for (auto point : PointsInRectangleRange({ { 0, 0 }, Size { 10, 10 } })) { |
|
if (Stash.GetItemIdAtPosition(point) == 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 (!MyPlayer->HoldItem.isEmpty()) { |
|
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 (!MyPlayer->HoldItem.isEmpty()) |
|
mousePos += Displacement { -INV_SLOT_HALF_SIZE_PX, -INV_SLOT_HALF_SIZE_PX }; |
|
} else { |
|
mousePos = InvGetEquipSlotCoordFromInvSlot((inv_xy_slot)Slot); |
|
if (!MyPlayer->HoldItem.isEmpty()) { |
|
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 }, Size { 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 |
|
*/ |
|
inv_xy_slot InventoryMoveToBody(int slot) |
|
{ |
|
PreviousInventoryColumn = slot - SLOTXY_INV_ROW1_FIRST; |
|
if (slot <= SLOTXY_INV_ROW1_FIRST + 2) { // first 3 general slots |
|
return SLOTXY_RING_LEFT; |
|
} |
|
if (slot <= SLOTXY_INV_ROW1_FIRST + 6) { // middle 4 general slots |
|
return SLOTXY_CHEST_FIRST; |
|
} |
|
// last 3 general slots |
|
return SLOTXY_RING_RIGHT; |
|
} |
|
|
|
void InventoryMove(AxisDirection dir) |
|
{ |
|
Point mousePos = MousePosition; |
|
|
|
// 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; |
|
|
|
const Item &heldItem = MyPlayer->HoldItem; |
|
const bool isHoldingItem = !heldItem.isEmpty(); |
|
Size itemSize = GetInventorySize(heldItem); |
|
|
|
// 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; |
|
} |
|
} else if (heldItem._itype == ItemType::Ring) { |
|
Slot = SLOTXY_RING_LEFT; |
|
} else if (heldItem.isWeapon() || heldItem.isShield()) { |
|
Slot = SLOTXY_HAND_LEFT_FIRST; |
|
} |
|
} else { |
|
if (Slot == SLOTXY_HAND_RIGHT_FIRST) { |
|
Slot = SLOTXY_CHEST_FIRST; |
|
} else if (Slot == SLOTXY_CHEST_FIRST) { |
|
Slot = SLOTXY_HAND_LEFT_FIRST; |
|
} else if (Slot == SLOTXY_AMULET) { |
|
Slot = SLOTXY_HEAD_FIRST; |
|
} else if (Slot == SLOTXY_RING_RIGHT) { |
|
Slot = SLOTXY_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; |
|
} |
|
} |
|
} |
|
} else if (dir.x == AxisDirectionX_RIGHT) { |
|
if (isHoldingItem) { |
|
if (Slot >= SLOTXY_INV_FIRST && Slot <= SLOTXY_BELT_LAST) { |
|
if (IsNoneOf(Slot + itemSize.width - 1, SLOTXY_INV_ROW1_LAST, SLOTXY_INV_ROW2_LAST, SLOTXY_INV_ROW3_LAST, SLOTXY_INV_ROW4_LAST, SLOTXY_BELT_LAST)) { |
|
Slot += 1; |
|
} |
|
} else if (heldItem._itype == ItemType::Ring) { |
|
Slot = SLOTXY_RING_RIGHT; |
|
} else if (heldItem.isWeapon() || heldItem.isShield()) { |
|
Slot = SLOTXY_HAND_RIGHT_FIRST; |
|
} |
|
} else { |
|
if (Slot == SLOTXY_RING_LEFT) { |
|
Slot = SLOTXY_RING_RIGHT; |
|
} else if (Slot == SLOTXY_HAND_LEFT_FIRST) { |
|
Slot = SLOTXY_CHEST_FIRST; |
|
} else if (Slot == SLOTXY_CHEST_FIRST) { |
|
Slot = SLOTXY_HAND_RIGHT_FIRST; |
|
} else if (Slot == SLOTXY_HEAD_FIRST) { |
|
Slot = SLOTXY_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; |
|
} |
|
} |
|
} |
|
} |
|
if (dir.y == AxisDirectionY_UP) { |
|
if (isHoldingItem) { |
|
if (Slot >= SLOTXY_INV_ROW2_FIRST) { // general inventory |
|
Slot -= INV_ROW_SLOT_SIZE; |
|
} else if (Slot >= SLOTXY_INV_FIRST) { |
|
if (heldItem._itype == ItemType::Ring) { |
|
if (Slot >= SLOTXY_INV_ROW1_FIRST && Slot <= SLOTXY_INV_ROW1_FIRST + (INV_ROW_SLOT_SIZE / 2) - 1) { |
|
Slot = SLOTXY_RING_LEFT; |
|
} else { |
|
Slot = SLOTXY_RING_RIGHT; |
|
} |
|
} else if (heldItem.isWeapon()) { |
|
Slot = SLOTXY_HAND_LEFT_FIRST; |
|
} else if (heldItem.isShield()) { |
|
Slot = SLOTXY_HAND_RIGHT_FIRST; |
|
} else if (heldItem.isHelm()) { |
|
Slot = SLOTXY_HEAD_FIRST; |
|
} else if (heldItem.isArmor()) { |
|
Slot = SLOTXY_CHEST_FIRST; |
|
} else if (heldItem._itype == ItemType::Amulet) { |
|
Slot = SLOTXY_AMULET; |
|
} |
|
} |
|
} else { |
|
if (Slot >= SLOTXY_INV_ROW1_FIRST && Slot <= SLOTXY_INV_ROW1_LAST) { |
|
Slot = InventoryMoveToBody(Slot); |
|
} else if (Slot == SLOTXY_CHEST_FIRST || Slot == SLOTXY_HAND_LEFT_FIRST) { |
|
Slot = SLOTXY_HEAD_FIRST; |
|
} else if (Slot == SLOTXY_RING_LEFT) { |
|
Slot = SLOTXY_HAND_LEFT_FIRST; |
|
} else if (Slot == SLOTXY_RING_RIGHT) { |
|
Slot = SLOTXY_HAND_RIGHT_FIRST; |
|
} else if (Slot == SLOTXY_HAND_RIGHT_FIRST) { |
|
Slot = SLOTXY_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) { |
|
Slot = InventoryMoveToBody(Slot - (i - 1) * INV_ROW_SLOT_SIZE); |
|
break; |
|
} |
|
if (itemId != GetItemIdOnSlot(Slot - i * INV_ROW_SLOT_SIZE)) { |
|
Slot -= i * INV_ROW_SLOT_SIZE; |
|
break; |
|
} |
|
} |
|
} else { |
|
Slot -= INV_ROW_SLOT_SIZE; |
|
} |
|
} |
|
} |
|
} else if (dir.y == AxisDirectionY_DOWN) { |
|
if (isHoldingItem) { |
|
if (Slot == SLOTXY_HEAD_FIRST || Slot == SLOTXY_CHEST_FIRST) { |
|
Slot = SLOTXY_INV_ROW1_FIRST + 4; |
|
} else if (Slot == SLOTXY_RING_LEFT || Slot == SLOTXY_HAND_LEFT_FIRST) { |
|
Slot = SLOTXY_INV_ROW1_FIRST + 1; |
|
} else if (Slot == SLOTXY_RING_RIGHT || Slot == SLOTXY_HAND_RIGHT_FIRST || Slot == SLOTXY_AMULET) { |
|
Slot = SLOTXY_INV_ROW1_LAST - 1; |
|
} else if (Slot <= (SLOTXY_INV_ROW4_LAST - (itemSize.height * INV_ROW_SLOT_SIZE))) { |
|
Slot += INV_ROW_SLOT_SIZE; |
|
} else if (Slot <= SLOTXY_INV_LAST && heldItem._itype == ItemType::Misc && itemSize == Size { 1, 1 }) { // forcing only 1x1 misc items |
|
if (Slot + INV_ROW_SLOT_SIZE <= SLOTXY_BELT_LAST) |
|
Slot += INV_ROW_SLOT_SIZE; |
|
} |
|
} else { |
|
if (Slot == SLOTXY_HEAD_FIRST) { |
|
Slot = SLOTXY_CHEST_FIRST; |
|
} 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); |
|
} else if (Slot == SLOTXY_HAND_LEFT_FIRST) { |
|
Slot = SLOTXY_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; |
|
} else if (Slot == SLOTXY_RING_RIGHT) { |
|
if (PreviousInventoryColumn >= 7 && PreviousInventoryColumn <= 9) |
|
Slot = SLOTXY_INV_ROW1_FIRST + PreviousInventoryColumn; |
|
else |
|
Slot = SLOTXY_INV_ROW1_LAST - 1; |
|
} else if (Slot == SLOTXY_AMULET) { |
|
Slot = SLOTXY_HAND_RIGHT_FIRST; |
|
} else if (Slot == SLOTXY_HAND_RIGHT_FIRST) { |
|
Slot = SLOTXY_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; |
|
} |
|
} |
|
} |
|
} |
|
|
|
// no movement was made |
|
if (Slot == initialSlot) |
|
return; |
|
|
|
if (Slot < SLOTXY_INV_FIRST) { |
|
mousePos = InvGetEquipSlotCoordFromInvSlot(static_cast<inv_xy_slot>(Slot)); |
|
} else { |
|
mousePos = GetSlotCoord(Slot); |
|
} |
|
// 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) { |
|
// The coordinates we get for body slots are based on the centre of the region relative to the hand cursor |
|
// Need to adjust the position for items larger than 1x1 so they're aligned as expected |
|
mousePos.x -= (itemSize.width - 1) * INV_SLOT_HALF_SIZE_PX; |
|
mousePos.y -= (itemSize.height - 1) * INV_SLOT_HALF_SIZE_PX; |
|
} |
|
// Also the y position is off... so shift the mouse a cell up to compensate. |
|
mousePos.y -= InventorySlotSizeInPixels.height; |
|
} else { |
|
// get item under new slot if navigating on the inventory |
|
if (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); |
|
itemSize = GetItemSizeOnSlot(itemSlot); |
|
mousePos.x += ((itemSize.width - 1) * InventorySlotSizeInPixels.width) / 2; |
|
mousePos.y += ((itemSize.height - 1) * InventorySlotSizeInPixels.height) / 2; |
|
} |
|
|
|
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 (MyPlayer->HoldItem.isEmpty()) { |
|
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; |
|
|
|
Player &myPlayer = *MyPlayer; |
|
|
|
return !PosOkPlayer(myPlayer, leftStep) && !PosOkPlayer(myPlayer, rightStep); |
|
} |
|
|
|
void WalkInDir(size_t playerId, AxisDirection dir) |
|
{ |
|
Player &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(player, pdir); |
|
return; |
|
} |
|
} |
|
#endif |
|
|
|
if (PosOkPlayer(player, delta) && IsPathBlocked(player.position.future, pdir)) { |
|
if (player._pmode == PM_STAND) |
|
StartStand(player, 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 && MyPlayer->_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(size_t 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); |
|
} |
|
|
|
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 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 StrCat(ControlTypeToString(before), " -> ", ControlTypeToString(after)); |
|
}; |
|
LogVerbose("Control: device {}, mode {}", DebugChange(ControlDevice, newControlDevice), DebugChange(ControlMode, newControlMode)); |
|
} |
|
|
|
#ifndef USE_SDL1 |
|
string_view GamepadTypeToString(GamepadLayout gamepadLayout) |
|
{ |
|
switch (gamepadLayout) { |
|
case GamepadLayout::Nintendo: |
|
return "Nintendo"; |
|
case GamepadLayout::PlayStation: |
|
return "PlayStation"; |
|
case GamepadLayout::Xbox: |
|
return "Xbox"; |
|
case GamepadLayout::Generic: |
|
return "Unknown"; |
|
} |
|
return "Invalid"; |
|
} |
|
|
|
void LogGamepadChange(GamepadLayout newGamepad) |
|
{ |
|
if (SDL_LOG_PRIORITY_VERBOSE < SDL_LogGetPriority(SDL_LOG_CATEGORY_APPLICATION)) |
|
return; |
|
constexpr auto DebugChange = [](GamepadLayout before, GamepadLayout after) -> std::string { |
|
if (before == after) |
|
return std::string { GamepadTypeToString(before) }; |
|
return StrCat(GamepadTypeToString(before), " -> ", GamepadTypeToString(after)); |
|
}; |
|
LogVerbose("Control: gamepad {}", DebugChange(GamepadType, newGamepad)); |
|
} |
|
#endif |
|
|
|
} // namespace |
|
|
|
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(); |
|
} |
|
if (ControlDevice == ControlTypes::Gamepad) { |
|
GamepadLayout newGamepadLayout = GameController::getLayout(event); |
|
if (newGamepadLayout != GamepadType) { |
|
LogGamepadChange(newGamepadLayout); |
|
GamepadType = newGamepadLayout; |
|
} |
|
} |
|
#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 && ObjectUnderCursor == nullptr && pcursitem == -1 && pcursinvitem == -1 && pcursstashitem == uint16_t(-1) && pcursplr == -1) { |
|
FindTrigger(); |
|
} |
|
return; |
|
} |
|
|
|
// Clear focuse set by cursor |
|
pcursplr = -1; |
|
pcursmonst = -1; |
|
pcursitem = -1; |
|
ObjectUnderCursor = nullptr; |
|
|
|
pcursmissile = nullptr; |
|
pcurstrig = -1; |
|
pcursquest = Q_INVALID; |
|
cursPosition = { -1, -1 }; |
|
if (MyPlayer->_pInvincible) { |
|
return; |
|
} |
|
if (DoomFlag) { |
|
return; |
|
} |
|
if (!invflag) { |
|
InfoString = {}; |
|
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 = MyPlayer->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); |
|
|
|
const Size cursorSizeInCells = MyPlayer->HoldItem.isEmpty() ? Size { 1, 1 } : GetInventorySize(MyPlayer->HoldItem); |
|
|
|
// Find any item occupying a slot that is currently under the cursor |
|
int8_t itemUnderCursor = [](int inventorySlot, Size cursorSizeInCells) { |
|
if (inventorySlot < SLOTXY_INV_FIRST || inventorySlot > SLOTXY_INV_LAST) |
|
return 0; |
|
for (int x = 0; x < cursorSizeInCells.width; x++) { |
|
for (int y = 0; y < cursorSizeInCells.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, cursorSizeInCells); |
|
|
|
// 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); |
|
|
|
const Size cursorSizeInCells = MyPlayer->HoldItem.isEmpty() ? Size { 1, 1 } : GetInventorySize(MyPlayer->HoldItem); |
|
|
|
// Find any item occupying a slot that is currently under the cursor |
|
StashStruct::StashCell itemUnderCursor = [](Point stashSlot, Size cursorSizeInCells) -> StashStruct::StashCell { |
|
if (stashSlot != InvalidStashPoint) |
|
return StashStruct::EmptyCell; |
|
for (Point slotUnderCursor : PointsInRectangleRange { { stashSlot, cursorSizeInCells } }) { |
|
if (slotUnderCursor.x >= 10 || slotUnderCursor.y >= 10) |
|
continue; |
|
StashStruct::StashCell itemId = Stash.GetItemIdAtPosition(slotUnderCursor); |
|
if (itemId != StashStruct::EmptyCell) |
|
return itemId; |
|
} |
|
return StashStruct::EmptyCell; |
|
}(stashSlot, cursorSizeInCells); |
|
|
|
// 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 && MyPlayer->_pStatPts > 0) { |
|
CheckChrBtns(); |
|
if (chrbtnactive) |
|
ReleaseChrBtns(false); |
|
return; |
|
} |
|
|
|
Interact(); |
|
} |
|
|
|
bool SpellHasActorTarget() |
|
{ |
|
spell_id spl = MyPlayer->_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; |
|
|
|
Player &myPlayer = *MyPlayer; |
|
|
|
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() |
|
{ |
|
Player &myPlayer = *MyPlayer; |
|
|
|
if (myPlayer.HoldItem.isEmpty()) { |
|
return false; |
|
} |
|
|
|
if (leveltype == DTYPE_TOWN) { |
|
if (UseItemOpensHive(myPlayer.HoldItem, myPlayer.position.tile)) { |
|
NetSendCmdPItem(true, CMD_PUTITEM, { 79, 61 }, myPlayer.HoldItem.pop()); |
|
NewCursor(CURSOR_HAND); |
|
return true; |
|
} |
|
if (UseItemOpensCrypt(myPlayer.HoldItem, myPlayer.position.tile)) { |
|
NetSendCmdPItem(true, CMD_PUTITEM, { 35, 20 }, myPlayer.HoldItem.pop()); |
|
NewCursor(CURSOR_HAND); |
|
return true; |
|
} |
|
} |
|
|
|
Point position = myPlayer.position.future; |
|
Direction direction = myPlayer._pdir; |
|
if (!FindAdjacentPositionForItem(position, direction)) { |
|
myPlayer.Say(HeroSpeech::WhereWouldIPutThis); |
|
return false; |
|
} |
|
|
|
NetSendCmdPItem(true, CMD_PUTITEM, position + direction, myPlayer.HoldItem); |
|
myPlayer.HoldItem.clear(); |
|
NewCursor(CURSOR_HAND); |
|
return true; |
|
} |
|
|
|
void PerformSpellAction() |
|
{ |
|
if (InGameMenu() || QuestLogIsOpen || sbookflag) |
|
return; |
|
|
|
if (invflag) { |
|
if (!MyPlayer->HoldItem.isEmpty()) |
|
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 (!MyPlayer->HoldItem.isEmpty() && !TryDropItem()) |
|
return; |
|
if (pcurs > CURSOR_HAND) |
|
NewCursor(CURSOR_HAND); |
|
|
|
if (spselflag) { |
|
SetSpell(); |
|
return; |
|
} |
|
|
|
const Player &myPlayer = *MyPlayer; |
|
int spl = myPlayer._pRSpell; |
|
if ((pcursplr == -1 && (spl == SPL_RESURRECT || spl == SPL_HEALOTHER)) |
|
|| (ObjectUnderCursor == nullptr && 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; |
|
} |
|
|
|
Player &myPlayer = *MyPlayer; |
|
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() |
|
{ |
|
Player &myPlayer = *MyPlayer; |
|
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 (!MyPlayer->HoldItem.isEmpty() && !TryDropItem()) |
|
return; |
|
if (pcurs > CURSOR_HAND) |
|
NewCursor(CURSOR_HAND); |
|
|
|
if (pcursitem != -1) { |
|
NetSendCmdLocParam1(true, CMD_GOTOAGETITEM, cursPosition, pcursitem); |
|
} else if (ObjectUnderCursor != nullptr) { |
|
NetSendCmdLoc(MyPlayerId, true, CMD_OPOBJXY, cursPosition); |
|
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(size_t slot) |
|
{ |
|
MouseActionType prevMouseButtonAction = LastMouseButtonAction; |
|
Player &myPlayer = *MyPlayer; |
|
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
|
|
|