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/**
* @file cursor.cpp
*
* Implementation of cursor tracking functionality.
*/
#include "cursor.h"
#include <cmath>
#include <cstdint>
#include <fmt/format.h>
#include "DiabloUI/diabloui.h"
#include "control.h"
#include "controls/plrctrls.h"
#include "doom.h"
#include "engine.h"
#include "engine/backbuffer_state.hpp"
#include "engine/demomode.h"
#include "engine/load_cel.hpp"
#include "engine/point.hpp"
#include "engine/points_in_rectangle_range.hpp"
#include "engine/render/clx_render.hpp"
#include "engine/trn.hpp"
#include "hwcursor.hpp"
#include "inv.h"
#include "levels/trigs.h"
#include "missiles.h"
#include "options.h"
#include "qol/itemlabels.h"
#include "qol/stash.h"
#include "towners.h"
#include "track.h"
#include "utils/attributes.h"
#include "utils/language.h"
#include "utils/sdl_bilinear_scale.hpp"
#include "utils/surface_to_clx.hpp"
#include "utils/utf8.hpp"
namespace devilution {
namespace {
/** Cursor images CEL */
OptionalOwnedClxSpriteList pCursCels;
OptionalOwnedClxSpriteList pCursCels2;
/** Maps from objcurs.cel frame number to frame width. */
const uint16_t InvItemWidth1[] = {
// clang-format off
// Cursors
33, 32, 32, 32, 32, 32, 32, 32, 32, 32, 23,
// Items
1 * 28, 1 * 28, 1 * 28, 1 * 28, 1 * 28, 1 * 28, 1 * 28, 1 * 28, 1 * 28, 1 * 28,
1 * 28, 1 * 28, 1 * 28, 1 * 28, 1 * 28, 1 * 28, 1 * 28, 1 * 28, 1 * 28, 1 * 28,
1 * 28, 1 * 28, 1 * 28, 1 * 28, 1 * 28, 1 * 28, 1 * 28, 1 * 28, 1 * 28, 1 * 28,
1 * 28, 1 * 28, 1 * 28, 1 * 28, 1 * 28, 1 * 28, 1 * 28, 1 * 28, 1 * 28, 1 * 28,
1 * 28, 1 * 28, 1 * 28, 1 * 28, 1 * 28, 1 * 28, 1 * 28, 1 * 28, 1 * 28, 1 * 28,
1 * 28, 1 * 28, 1 * 28, 1 * 28, 1 * 28, 1 * 28, 1 * 28, 1 * 28, 1 * 28, 1 * 28,
1 * 28, 1 * 28, 1 * 28, 1 * 28, 1 * 28, 1 * 28, 1 * 28, 1 * 28, 1 * 28, 1 * 28,
1 * 28, 1 * 28, 1 * 28, 1 * 28, 1 * 28, 2 * 28, 2 * 28, 2 * 28, 2 * 28, 2 * 28,
2 * 28, 2 * 28, 2 * 28, 2 * 28, 2 * 28, 2 * 28, 2 * 28, 2 * 28, 2 * 28, 2 * 28,
2 * 28, 2 * 28, 2 * 28, 2 * 28, 2 * 28, 2 * 28, 2 * 28, 2 * 28, 2 * 28, 2 * 28,
2 * 28, 2 * 28, 2 * 28, 2 * 28, 2 * 28, 2 * 28, 2 * 28, 2 * 28, 2 * 28, 2 * 28,
2 * 28, 2 * 28, 2 * 28, 2 * 28, 2 * 28, 2 * 28, 2 * 28, 2 * 28, 2 * 28, 2 * 28,
2 * 28, 2 * 28, 2 * 28, 2 * 28, 2 * 28, 2 * 28, 2 * 28, 2 * 28, 2 * 28, 2 * 28,
2 * 28, 2 * 28, 2 * 28, 2 * 28, 2 * 28, 2 * 28, 2 * 28, 2 * 28, 2 * 28, 2 * 28,
2 * 28, 2 * 28, 2 * 28, 2 * 28, 2 * 28, 2 * 28, 2 * 28, 2 * 28, 2 * 28, 2 * 28,
2 * 28, 2 * 28, 2 * 28, 2 * 28, 2 * 28, 2 * 28, 2 * 28, 2 * 28, 2 * 28, 2 * 28,
2 * 28, 2 * 28, 2 * 28, 2 * 28, 2 * 28, 2 * 28, 2 * 28, 2 * 28,
};
const uint16_t InvItemWidth2[] = {
1 * 28, 1 * 28, 1 * 28, 1 * 28, 1 * 28, 1 * 28, 1 * 28, 1 * 28, 1 * 28, 1 * 28,
1 * 28, 1 * 28, 1 * 28, 1 * 28, 1 * 28, 1 * 28, 1 * 28, 1 * 28, 1 * 28, 1 * 28,
1 * 28, 1 * 28, 1 * 28, 1 * 28, 1 * 28, 1 * 28, 1 * 28, 1 * 28, 1 * 28, 1 * 28,
2 * 28, 2 * 28, 1 * 28, 1 * 28, 1 * 28, 2 * 28, 2 * 28, 2 * 28, 2 * 28, 2 * 28,
2 * 28, 2 * 28, 2 * 28, 2 * 28, 2 * 28, 2 * 28, 2 * 28, 2 * 28, 2 * 28, 2 * 28,
2 * 28, 2 * 28, 2 * 28, 2 * 28, 2 * 28, 2 * 28, 2 * 28, 2 * 28, 2 * 28, 2 * 28,
2 * 28
// clang-format on
};
constexpr uint16_t InvItems1Size = sizeof(InvItemWidth1) / sizeof(InvItemWidth1[0]);
constexpr uint16_t InvItems2Size = sizeof(InvItemWidth2) / sizeof(InvItemWidth2[0]);
/** Maps from objcurs.cel frame number to frame height. */
const uint16_t InvItemHeight1[InvItems1Size] = {
// clang-format off
// Cursors
29, 32, 32, 32, 32, 32, 32, 32, 32, 32, 35,
// Items
1 * 28, 1 * 28, 1 * 28, 1 * 28, 1 * 28, 1 * 28, 1 * 28, 1 * 28, 1 * 28, 1 * 28,
1 * 28, 1 * 28, 1 * 28, 1 * 28, 1 * 28, 1 * 28, 1 * 28, 1 * 28, 1 * 28, 1 * 28,
1 * 28, 1 * 28, 1 * 28, 1 * 28, 1 * 28, 1 * 28, 1 * 28, 1 * 28, 1 * 28, 1 * 28,
1 * 28, 1 * 28, 1 * 28, 1 * 28, 1 * 28, 1 * 28, 1 * 28, 1 * 28, 1 * 28, 1 * 28,
1 * 28, 1 * 28, 1 * 28, 1 * 28, 1 * 28, 1 * 28, 1 * 28, 1 * 28, 1 * 28, 1 * 28,
2 * 28, 2 * 28, 2 * 28, 2 * 28, 2 * 28, 2 * 28, 3 * 28, 3 * 28, 3 * 28, 3 * 28,
3 * 28, 3 * 28, 3 * 28, 3 * 28, 3 * 28, 3 * 28, 3 * 28, 3 * 28, 3 * 28, 3 * 28,
3 * 28, 3 * 28, 3 * 28, 3 * 28, 3 * 28, 2 * 28, 2 * 28, 2 * 28, 2 * 28, 2 * 28,
2 * 28, 2 * 28, 2 * 28, 2 * 28, 2 * 28, 2 * 28, 2 * 28, 2 * 28, 2 * 28, 2 * 28,
2 * 28, 2 * 28, 2 * 28, 2 * 28, 2 * 28, 2 * 28, 2 * 28, 2 * 28, 2 * 28, 2 * 28,
3 * 28, 3 * 28, 3 * 28, 3 * 28, 3 * 28, 3 * 28, 3 * 28, 3 * 28, 3 * 28, 3 * 28,
3 * 28, 3 * 28, 3 * 28, 3 * 28, 3 * 28, 3 * 28, 3 * 28, 3 * 28, 3 * 28, 3 * 28,
3 * 28, 3 * 28, 3 * 28, 3 * 28, 3 * 28, 3 * 28, 3 * 28, 3 * 28, 3 * 28, 3 * 28,
3 * 28, 3 * 28, 3 * 28, 3 * 28, 3 * 28, 3 * 28, 3 * 28, 3 * 28, 3 * 28, 3 * 28,
3 * 28, 3 * 28, 3 * 28, 3 * 28, 3 * 28, 3 * 28, 3 * 28, 3 * 28, 3 * 28, 3 * 28,
3 * 28, 3 * 28, 3 * 28, 3 * 28, 3 * 28, 3 * 28, 3 * 28, 3 * 28, 3 * 28, 3 * 28,
3 * 28, 3 * 28, 3 * 28, 3 * 28, 3 * 28, 3 * 28, 3 * 28, 3 * 28,
};
const uint16_t InvItemHeight2[InvItems2Size] = {
1 * 28, 1 * 28, 1 * 28, 1 * 28, 1 * 28, 1 * 28, 1 * 28, 1 * 28, 1 * 28, 1 * 28,
1 * 28, 1 * 28, 1 * 28, 1 * 28, 1 * 28, 1 * 28, 1 * 28, 1 * 28, 1 * 28, 1 * 28,
1 * 28, 1 * 28, 1 * 28, 1 * 28, 1 * 28, 1 * 28, 1 * 28, 1 * 28, 1 * 28, 1 * 28,
2 * 28, 2 * 28, 3 * 28, 3 * 28, 3 * 28, 3 * 28, 3 * 28, 3 * 28, 3 * 28, 3 * 28,
3 * 28, 3 * 28, 3 * 28, 3 * 28, 3 * 28, 3 * 28, 3 * 28, 3 * 28, 3 * 28, 3 * 28,
3 * 28, 3 * 28, 3 * 28, 3 * 28, 3 * 28, 3 * 28, 3 * 28, 3 * 28, 3 * 28, 3 * 28,
3 * 28
// clang-format on
};
OptionalOwnedClxSpriteList *HalfSizeItemSprites;
OptionalOwnedClxSpriteList *HalfSizeItemSpritesRed;
bool IsValidMonsterForSelection(const Monster &monster)
{
if (monster.hitPoints >> 6 <= 0)
return false;
if ((monster.flags & MFLAG_HIDDEN) != 0)
return false;
if (monster.isPlayerMinion())
return false;
return true;
}
bool TrySelectMonster(bool flipflag, Point tile, tl::function_ref<bool(const Monster &)> isValidMonster)
{
auto checkPosition = [&](int8_t selectionType, Displacement displacement) {
Point posToCheck = tile + displacement;
if (!InDungeonBounds(posToCheck) || dMonster[posToCheck.x][posToCheck.y] == 0)
return;
const uint16_t monsterId = std::abs(dMonster[posToCheck.x][posToCheck.y]) - 1;
const Monster &monster = Monsters[monsterId];
if (IsTileLit(posToCheck) && (monster.data().selectionType & selectionType) != 0 && isValidMonster(monster)) {
cursPosition = posToCheck;
pcursmonst = monsterId;
}
};
if (!flipflag)
checkPosition(4, { 2, 1 });
if (flipflag)
checkPosition(4, { 1, 2 });
checkPosition(4, { 2, 2 });
if (!flipflag)
checkPosition(2, { 1, 0 });
if (flipflag)
checkPosition(2, { 0, 1 });
checkPosition(1, { 0, 0 });
checkPosition(2, { 1, 1 });
return pcursmonst != -1;
}
bool TrySelectTowner(bool flipflag, Point tile)
{
auto checkPosition = [&](Displacement displacement) {
Point posToCheck = tile + displacement;
if (!InDungeonBounds(posToCheck) || dMonster[posToCheck.x][posToCheck.y] == 0)
return;
const uint16_t monsterId = std::abs(dMonster[posToCheck.x][posToCheck.y]) - 1;
cursPosition = posToCheck;
pcursmonst = monsterId;
};
if (!flipflag)
checkPosition({ 1, 0 });
if (flipflag)
checkPosition({ 0, 1 });
checkPosition({ 0, 0 });
checkPosition({ 1, 1 });
return pcursmonst != -1;
}
bool TrySelectPlayer(bool flipflag, int mx, int my)
{
if (!flipflag && mx + 1 < MAXDUNX && dPlayer[mx + 1][my] != 0) {
const uint8_t playerId = std::abs(dPlayer[mx + 1][my]) - 1;
Player &player = Players[playerId];
if (&player != MyPlayer && player._pHitPoints != 0) {
cursPosition = Point { mx, my } + Displacement { 1, 0 };
pcursplr = static_cast<int8_t>(playerId);
}
}
if (flipflag && my + 1 < MAXDUNY && dPlayer[mx][my + 1] != 0) {
const uint8_t playerId = std::abs(dPlayer[mx][my + 1]) - 1;
Player &player = Players[playerId];
if (&player != MyPlayer && player._pHitPoints != 0) {
cursPosition = Point { mx, my } + Displacement { 0, 1 };
pcursplr = static_cast<int8_t>(playerId);
}
}
if (dPlayer[mx][my] != 0) {
const uint8_t playerId = std::abs(dPlayer[mx][my]) - 1;
if (playerId != MyPlayerId) {
cursPosition = { mx, my };
pcursplr = static_cast<int8_t>(playerId);
}
}
if (TileContainsDeadPlayer({ mx, my })) {
for (const Player &player : Players) {
if (player.position.tile == Point { mx, my } && &player != MyPlayer) {
cursPosition = { mx, my };
pcursplr = static_cast<int8_t>(player.getId());
}
}
}
if (pcurs == CURSOR_RESURRECT) {
for (int xx = -1; xx < 2; xx++) {
for (int yy = -1; yy < 2; yy++) {
if (TileContainsDeadPlayer({ mx + xx, my + yy })) {
for (const Player &player : Players) {
if (player.position.tile.x == mx + xx && player.position.tile.y == my + yy && &player != MyPlayer) {
cursPosition = Point { mx, my } + Displacement { xx, yy };
pcursplr = static_cast<int8_t>(player.getId());
}
}
}
}
}
}
if (mx + 1 < MAXDUNX && my + 1 < MAXDUNY && dPlayer[mx + 1][my + 1] != 0) {
const uint8_t playerId = std::abs(dPlayer[mx + 1][my + 1]) - 1;
const Player &player = Players[playerId];
if (&player != MyPlayer && player._pHitPoints != 0) {
cursPosition = Point { mx, my } + Displacement { 1, 1 };
pcursplr = static_cast<int8_t>(playerId);
}
}
return pcursplr != -1;
}
bool TrySelectObject(bool flipflag, Point tile)
{
// No monsters or players under the cursor, try find an object starting with the tile below the current tile (tall
// objects like doors)
Point testPosition = tile + Direction::South;
Object *object = FindObjectAtPosition(testPosition);
if (object == nullptr || object->_oSelFlag < 2) {
// Either no object or can't interact from the test position, try the current tile
testPosition = tile;
object = FindObjectAtPosition(testPosition);
if (object == nullptr || IsNoneOf(object->_oSelFlag, 1, 3)) {
// Still no object (that could be activated from this position), try the tile to the bottom left or right
// (whichever is closest to the cursor as determined when we set flipflag earlier)
testPosition = tile + (flipflag ? Direction::SouthWest : Direction::SouthEast);
object = FindObjectAtPosition(testPosition);
if (object != nullptr && object->_oSelFlag < 2) {
// Found an object but it's not in range, clear the pointer
object = nullptr;
}
}
}
if (object == nullptr)
return false;
// found object that can be activated with the given cursor position
cursPosition = testPosition;
ObjectUnderCursor = object;
return true;
}
bool TrySelectItem(bool flipflag, int mx, int my)
{
if (!flipflag && mx + 1 < MAXDUNX && dItem[mx + 1][my] > 0) {
const uint8_t itemId = dItem[mx + 1][my] - 1;
if (Items[itemId]._iSelFlag >= 2) {
cursPosition = Point { mx, my } + Displacement { 1, 0 };
pcursitem = static_cast<int8_t>(itemId);
}
}
if (flipflag && my + 1 < MAXDUNY && dItem[mx][my + 1] > 0) {
const uint8_t itemId = dItem[mx][my + 1] - 1;
if (Items[itemId]._iSelFlag >= 2) {
cursPosition = Point { mx, my } + Displacement { 0, 1 };
pcursitem = static_cast<int8_t>(itemId);
}
}
if (dItem[mx][my] > 0) {
const uint8_t itemId = dItem[mx][my] - 1;
if (Items[itemId]._iSelFlag == 1 || Items[itemId]._iSelFlag == 3) {
cursPosition = { mx, my };
pcursitem = static_cast<int8_t>(itemId);
}
}
if (mx + 1 < MAXDUNX && my + 1 < MAXDUNY && dItem[mx + 1][my + 1] > 0) {
const uint8_t itemId = dItem[mx + 1][my + 1] - 1;
if (Items[itemId]._iSelFlag >= 2) {
cursPosition = Point { mx, my } + Displacement { 1, 1 };
pcursitem = static_cast<int8_t>(itemId);
}
}
return pcursitem != -1;
}
bool TrySelectPixelBased(Point tile)
{
if (demo::IsRunning() || demo::IsRecording() || HeadlessMode) {
// Recorded demos can run headless, but headless mode doesn't support loading sprites that are needed for pixel perfect selection
// => Ensure demos are always compatible
// => Never use sprites for selection when handling demos
return false;
}
auto checkSprite = [](Point renderingTile, const ClxSprite sprite, Displacement renderingOffset) {
const Point renderPosition = GetScreenPosition(renderingTile) + renderingOffset;
Point spriteTopLeft = renderPosition - Displacement { 0, sprite.height() };
Size spriteSize = { sprite.width(), sprite.height() };
if (*sgOptions.Graphics.zoom) {
spriteSize *= 2;
spriteTopLeft *= 2;
}
const Rectangle spriteCoords = Rectangle(spriteTopLeft, spriteSize);
if (!spriteCoords.contains(MousePosition))
return false;
Point pointInSprite = Point { 0, 0 } + (MousePosition - spriteCoords.position);
if (*sgOptions.Graphics.zoom)
pointInSprite /= 2;
return IsPointWithinClx(pointInSprite, sprite);
};
auto convertFromRenderingToWorldTile = [](Point renderingPoint) {
// Columns
Displacement ret = Displacement(Direction::East) * renderingPoint.x;
// Rows
ret += Displacement(Direction::South) * renderingPoint.y / 2;
if (renderingPoint.y & 1)
ret.deltaY += 1;
return ret;
};
// Try to find the selected entity from rendered pixels.
// We search the rendered rows/columns backwards, because the last rendered tile overrides previous rendered pixels.
auto searchArea = PointsInRectangle(Rectangle { { -1, -1 }, { 3, 8 } });
for (auto it = searchArea.rbegin(); it != searchArea.rend(); ++it) {
Point renderingColumnRaw = *it;
Point adjacentTile = tile + convertFromRenderingToWorldTile(renderingColumnRaw);
if (!InDungeonBounds(adjacentTile))
continue;
int monsterId = dMonster[adjacentTile.x][adjacentTile.y];
// Never select a monster if a target-player-only spell is selected
if (monsterId != 0 && IsNoneOf(pcurs, CURSOR_HEALOTHER, CURSOR_RESURRECT)) {
monsterId = std::abs(monsterId) - 1;
if (leveltype == DTYPE_TOWN) {
const Towner &towner = Towners[monsterId];
const ClxSprite sprite = towner.currentSprite();
Displacement renderingOffset = towner.getRenderingOffset();
if (checkSprite(adjacentTile, sprite, renderingOffset)) {
cursPosition = adjacentTile;
pcursmonst = monsterId;
return true;
}
} else {
const Monster &monster = Monsters[monsterId];
if (IsValidMonsterForSelection(monster)) {
const ClxSprite sprite = monster.animInfo.currentSprite();
Displacement renderingOffset = monster.getRenderingOffset(sprite);
if (checkSprite(adjacentTile, sprite, renderingOffset)) {
cursPosition = adjacentTile;
pcursmonst = monsterId;
return true;
}
}
}
}
int playerId = dPlayer[adjacentTile.x][adjacentTile.y];
if (playerId != 0) {
playerId = std::abs(playerId) - 1;
if (playerId != MyPlayerId) {
const Player &player = Players[playerId];
const ClxSprite sprite = player.currentSprite();
Displacement renderingOffset = player.getRenderingOffset(sprite);
if (checkSprite(adjacentTile, sprite, renderingOffset)) {
cursPosition = adjacentTile;
pcursplr = playerId;
return true;
}
}
}
if (TileContainsDeadPlayer(adjacentTile)) {
for (const Player &player : Players) {
if (player.position.tile == adjacentTile && &player != MyPlayer) {
const ClxSprite sprite = player.currentSprite();
Displacement renderingOffset = player.getRenderingOffset(sprite);
if (checkSprite(adjacentTile, sprite, renderingOffset)) {
cursPosition = adjacentTile;
pcursplr = static_cast<int8_t>(player.getId());
return true;
}
}
}
}
Object *object = FindObjectAtPosition(adjacentTile);
if (object != nullptr && object->_oSelFlag != 0) {
const ClxSprite sprite = object->currentSprite();
Displacement renderingOffset = object->getRenderingOffset(sprite, adjacentTile);
if (checkSprite(adjacentTile, sprite, renderingOffset)) {
cursPosition = adjacentTile;
ObjectUnderCursor = object;
return true;
}
}
uint8_t itemId = dItem[adjacentTile.x][adjacentTile.y];
if (itemId != 0) {
itemId = itemId - 1;
const Item &item = Items[itemId];
const ClxSprite sprite = item.AnimInfo.currentSprite();
Displacement renderingOffset = item.getRenderingOffset(sprite);
if (checkSprite(adjacentTile, sprite, renderingOffset)) {
cursPosition = adjacentTile;
pcursitem = static_cast<int8_t>(itemId);
return true;
}
}
}
return false;
}
} // namespace
/** Current highlighted monster */
int pcursmonst = -1;
/** inv_item value */
int8_t pcursinvitem;
/** StashItem value */
uint16_t pcursstashitem;
/** Current highlighted item */
int8_t pcursitem;
/** Current highlighted object */
Object *ObjectUnderCursor;
/** Current highlighted player */
int8_t pcursplr;
/** Current highlighted tile position */
Point cursPosition;
/** Previously highlighted monster */
int pcurstemp;
/** Index of current cursor image */
int pcurs;
void InitCursor()
{
assert(!pCursCels);
pCursCels = LoadCel("data\\inv\\objcurs", InvItemWidth1);
if (gbIsHellfire)
pCursCels2 = LoadCel("data\\inv\\objcurs2", InvItemWidth2);
ClearCursor();
}
void FreeCursor()
{
pCursCels = std::nullopt;
pCursCels2 = std::nullopt;
ClearCursor();
}
ClxSprite GetInvItemSprite(int cursId)
{
if (cursId <= InvItems1Size)
return (*pCursCels)[cursId - 1];
return (*pCursCels2)[cursId - InvItems1Size - 1];
}
size_t GetNumInvItems()
{
return InvItems1Size + InvItems2Size;
}
Size GetInvItemSize(int cursId)
{
const int i = cursId - 1;
if (i >= InvItems1Size)
return { InvItemWidth2[i - InvItems1Size], InvItemHeight2[i - InvItems1Size] };
return { InvItemWidth1[i], InvItemHeight1[i] };
}
ClxSprite GetHalfSizeItemSprite(int cursId)
{
return (*HalfSizeItemSprites[cursId])[0];
}
ClxSprite GetHalfSizeItemSpriteRed(int cursId)
{
return (*HalfSizeItemSpritesRed[cursId])[0];
}
void CreateHalfSizeItemSprites()
{
if (HalfSizeItemSprites != nullptr)
return;
const int numInvItems = gbIsHellfire
? InvItems1Size + InvItems2Size - (static_cast<size_t>(CURSOR_FIRSTITEM) - 1)
: InvItems1Size + (static_cast<size_t>(CURSOR_FIRSTITEM) - 1);
HalfSizeItemSprites = new OptionalOwnedClxSpriteList[numInvItems];
HalfSizeItemSpritesRed = new OptionalOwnedClxSpriteList[numInvItems];
const uint8_t *redTrn = GetInfravisionTRN();
constexpr int MaxWidth = 28 * 3;
constexpr int MaxHeight = 28 * 3;
OwnedSurface ownedItemSurface { MaxWidth, MaxHeight };
OwnedSurface ownedHalfSurface { MaxWidth / 2, MaxHeight / 2 };
const auto createHalfSize = [&, redTrn](const ClxSprite itemSprite, size_t outputIndex) {
if (itemSprite.width() <= 28 && itemSprite.height() <= 28) {
// Skip creating half-size sprites for 1x1 items because we always render them at full size anyway.
return;
}
const Surface itemSurface = ownedItemSurface.subregion(0, 0, itemSprite.width(), itemSprite.height());
SDL_Rect itemSurfaceRect = MakeSdlRect(0, 0, itemSurface.w(), itemSurface.h());
SDL_SetClipRect(itemSurface.surface, &itemSurfaceRect);
SDL_FillRect(itemSurface.surface, nullptr, 1);
ClxDraw(itemSurface, { 0, itemSurface.h() }, itemSprite);
const Surface halfSurface = ownedHalfSurface.subregion(0, 0, itemSurface.w() / 2, itemSurface.h() / 2);
SDL_Rect halfSurfaceRect = MakeSdlRect(0, 0, halfSurface.w(), halfSurface.h());
SDL_SetClipRect(halfSurface.surface, &halfSurfaceRect);
BilinearDownscaleByHalf8(itemSurface.surface, paletteTransparencyLookup, halfSurface.surface, 1);
HalfSizeItemSprites[outputIndex].emplace(SurfaceToClx(halfSurface, 1, 1));
SDL_FillRect(itemSurface.surface, nullptr, 1);
ClxDrawTRN(itemSurface, { 0, itemSurface.h() }, itemSprite, redTrn);
BilinearDownscaleByHalf8(itemSurface.surface, paletteTransparencyLookup, halfSurface.surface, 1);
HalfSizeItemSpritesRed[outputIndex].emplace(SurfaceToClx(halfSurface, 1, 1));
};
size_t outputIndex = 0;
for (size_t i = static_cast<int>(CURSOR_FIRSTITEM) - 1; i < InvItems1Size; ++i, ++outputIndex) {
createHalfSize((*pCursCels)[i], outputIndex);
}
if (gbIsHellfire) {
for (size_t i = 0; i < InvItems2Size; ++i, ++outputIndex) {
createHalfSize((*pCursCels2)[i], outputIndex);
}
}
}
void FreeHalfSizeItemSprites()
{
if (HalfSizeItemSprites != nullptr) {
delete[] HalfSizeItemSprites;
HalfSizeItemSprites = nullptr;
delete[] HalfSizeItemSpritesRed;
HalfSizeItemSpritesRed = nullptr;
}
}
void DrawItem(const Item &item, const Surface &out, Point position, ClxSprite clx)
{
const bool usable = !IsInspectingPlayer() ? item._iStatFlag : InspectPlayer->CanUseItem(item);
if (usable) {
ClxDraw(out, position, clx);
} else {
ClxDrawTRN(out, position, clx, GetInfravisionTRN());
}
}
void ResetCursor()
{
NewCursor(pcurs);
}
void NewCursor(const Item &item)
{
if (item.isEmpty()) {
NewCursor(CURSOR_HAND);
} else {
NewCursor(item._iCurs + CURSOR_FIRSTITEM);
}
}
void NewCursor(int cursId)
{
if (pcurs >= CURSOR_FIRSTITEM && cursId > CURSOR_HAND && cursId < CURSOR_HOURGLASS) {
if (!TryDropItem()) {
return;
}
}
if (cursId < CURSOR_HOURGLASS && MyPlayer != nullptr) {
MyPlayer->HoldItem.clear();
}
pcurs = cursId;
if (IsHardwareCursorEnabled() && ControlDevice == ControlTypes::KeyboardAndMouse) {
if (!ArtCursor && cursId == CURSOR_NONE)
return;
const CursorInfo newCursor = ArtCursor
? CursorInfo::UserInterfaceCursor()
: CursorInfo::GameCursor(cursId);
if (newCursor != GetCurrentCursorInfo())
SetHardwareCursor(newCursor);
}
}
void DrawSoftwareCursor(const Surface &out, Point position, int cursId)
{
const ClxSprite sprite = GetInvItemSprite(cursId);
if (!MyPlayer->HoldItem.isEmpty()) {
const auto &heldItem = MyPlayer->HoldItem;
ClxDrawOutline(out, GetOutlineColor(heldItem, true), position, sprite);
DrawItem(heldItem, out, position, sprite);
} else {
ClxDraw(out, position, sprite);
}
}
void InitLevelCursor()
{
NewCursor(CURSOR_HAND);
cursPosition = ViewPosition;
pcurstemp = -1;
pcursmonst = -1;
ObjectUnderCursor = nullptr;
pcursitem = -1;
pcursstashitem = StashStruct::EmptyCell;
pcursplr = -1;
ClearCursor();
}
void CheckTown()
{
for (auto &missile : Missiles) {
if (missile._mitype == MissileID::TownPortal) {
if (EntranceBoundaryContains(missile.position.tile, cursPosition)) {
trigflag = true;
InfoString = _("Town Portal");
AddPanelString(fmt::format(fmt::runtime(_("from {:s}")), Players[missile._misource]._pName));
cursPosition = missile.position.tile;
}
}
}
}
void CheckRportal()
{
for (auto &missile : Missiles) {
if (missile._mitype == MissileID::RedPortal) {
if (EntranceBoundaryContains(missile.position.tile, cursPosition)) {
trigflag = true;
InfoString = _("Portal to");
AddPanelString(!setlevel ? _("The Unholy Altar") : _("level 15"));
cursPosition = missile.position.tile;
}
}
}
}
void CheckCursMove()
{
if (IsItemLabelHighlighted())
return;
int sx = MousePosition.x;
int sy = MousePosition.y;
if (CanPanelsCoverView()) {
if (IsLeftPanelOpen()) {
sx -= GetScreenWidth() / 4;
} else if (IsRightPanelOpen()) {
sx += GetScreenWidth() / 4;
}
}
const Rectangle &mainPanel = GetMainPanel();
if (mainPanel.contains(MousePosition) && track_isscrolling()) {
sy = mainPanel.position.y - 1;
}
if (*sgOptions.Graphics.zoom) {
sx /= 2;
sy /= 2;
}
// Adjust by player offset and tile grid alignment
int xo = 0;
int yo = 0;
CalcTileOffset(&xo, &yo);
sx += xo;
sy += yo;
const Player &myPlayer = *MyPlayer;
if (myPlayer.isWalking()) {
Displacement offset = GetOffsetForWalking(myPlayer.AnimInfo, myPlayer._pdir, true);
sx -= offset.deltaX;
sy -= offset.deltaY;
// Predict the next frame when walking to avoid input jitter
DisplacementOf<int16_t> offset2 = myPlayer.position.CalculateWalkingOffsetShifted8(myPlayer._pdir, myPlayer.AnimInfo);
DisplacementOf<int16_t> velocity = myPlayer.position.GetWalkingVelocityShifted8(myPlayer._pdir, myPlayer.AnimInfo);
int fx = offset2.deltaX / 256;
int fy = offset2.deltaY / 256;
fx -= (offset2.deltaX + velocity.deltaX) / 256;
fy -= (offset2.deltaY + velocity.deltaY) / 256;
sx -= fx;
sy -= fy;
}
// Convert to tile grid
int mx = ViewPosition.x;
int my = ViewPosition.y;
int columns = 0;
int rows = 0;
TilesInView(&columns, &rows);
int lrow = rows - RowsCoveredByPanel();
// Center player tile on screen
ShiftGrid(&mx, &my, -columns / 2, -lrow / 2);
// Align grid
if ((columns % 2) == 0 && (lrow % 2) == 0) {
sy += TILE_HEIGHT / 2;
} else if ((columns % 2) != 0 && (lrow % 2) != 0) {
sx -= TILE_WIDTH / 2;
} else if ((columns % 2) != 0 && (lrow % 2) == 0) {
my++;
}
if (*sgOptions.Graphics.zoom) {
sy -= TILE_HEIGHT / 4;
}
int tx = sx / TILE_WIDTH;
int ty = sy / TILE_HEIGHT;
ShiftGrid(&mx, &my, tx, ty);
// Shift position to match diamond grid aligment
int px = sx % TILE_WIDTH;
int py = sy % TILE_HEIGHT;
// Shift position to match diamond grid aligment
bool flipy = py < (px / 2);
if (flipy) {
my--;
}
bool flipx = py >= TILE_HEIGHT - (px / 2);
if (flipx) {
mx++;
}
mx = clamp(mx, 0, MAXDUNX - 1);
my = clamp(my, 0, MAXDUNY - 1);
const Point currentTile { mx, my };
// While holding the button down we should retain target (but potentially lose it if it dies, goes out of view, etc)
if ((sgbMouseDown != CLICK_NONE || ControllerActionHeld != GameActionType_NONE) && IsNoneOf(LastMouseButtonAction, MouseActionType::None, MouseActionType::Attack, MouseActionType::Spell)) {
InvalidateTargets();
if (pcursmonst == -1 && ObjectUnderCursor == nullptr && pcursitem == -1 && pcursinvitem == -1 && pcursstashitem == StashStruct::EmptyCell && pcursplr == -1) {
cursPosition = { mx, my };
CheckTrigForce();
CheckTown();
CheckRportal();
}
return;
}
bool flipflag = (flipy && flipx) || ((flipy || flipx) && px < TILE_WIDTH / 2);
pcurstemp = pcursmonst;
pcursmonst = -1;
ObjectUnderCursor = nullptr;
pcursitem = -1;
if (pcursinvitem != -1) {
RedrawComponent(PanelDrawComponent::Belt);
}
pcursinvitem = -1;
pcursstashitem = StashStruct::EmptyCell;
pcursplr = -1;
ShowUniqueItemInfoBox = false;
panelflag = false;
trigflag = false;
if (myPlayer._pInvincible) {
return;
}
if (!myPlayer.HoldItem.isEmpty() || spselflag) {
cursPosition = { mx, my };
return;
}
if (mainPanel.contains(MousePosition)) {
CheckPanelInfo();
return;
}
if (DoomFlag) {
return;
}
if (invflag && GetRightPanel().contains(MousePosition)) {
pcursinvitem = CheckInvHLight();
return;
}
if (IsStashOpen && GetLeftPanel().contains(MousePosition)) {
pcursstashitem = CheckStashHLight(MousePosition);
}
if (sbookflag && GetRightPanel().contains(MousePosition)) {
return;
}
if (IsLeftPanelOpen() && GetLeftPanel().contains(MousePosition)) {
return;
}
if (pcurs == CURSOR_IDENTIFY) {
ObjectUnderCursor = nullptr;
pcursmonst = -1;
pcursitem = -1;
cursPosition = { mx, my };
return;
}
if (TrySelectPixelBased(currentTile))
return;
if (leveltype != DTYPE_TOWN) {
// Never select a monster if a target-player-only spell is selected
if (IsNoneOf(pcurs, CURSOR_HEALOTHER, CURSOR_RESURRECT)) {
if (pcurstemp != -1 && TrySelectMonster(flipflag, currentTile, [](const Monster &monster) {
if (!IsValidMonsterForSelection(monster))
return false;
if (monster.getId() != pcurstemp)
return false;
return true;
})) {
// found a valid previous selected monster
return;
}
if (TrySelectMonster(flipflag, currentTile, IsValidMonsterForSelection)) {
// found a valid monster
return;
}
}
} else {
if (TrySelectTowner(flipflag, currentTile)) {
// found a towner
return;
}
}
if (TrySelectPlayer(flipflag, mx, my)) {
// found a player
return;
}
if (TrySelectObject(flipflag, currentTile)) {
// found an object
return;
}
if (TrySelectItem(flipflag, mx, my)) {
// found an item
return;
}
cursPosition = currentTile;
CheckTrigForce();
CheckTown();
CheckRportal();
}
} // namespace devilution