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#include "controls/plrctrls.h"
#include <algorithm>
#include <cstdint>
#include <list>
#include "automap.h"
#include "control.h"
#include "controls/controller_motion.h"
#include "controls/controller.h"
#include "controls/game_controls.h"
#include "cursor.h"
#include "doom.h"
#include "engine/point.hpp"
#include "gmenu.h"
#include "help.h"
#include "inv.h"
#include "minitext.h"
#include "missiles.h"
#include "stores.h"
#include "towners.h"
#include "trigs.h"
#define SPLICONLENGTH 56
namespace devilution {
bool sgbControllerActive = false;
Point speedspellscoords[50];
int speedspellcount = 0;
/**
* Native game menu, controlled by simulating a keyboard.
*/
bool InGameMenu()
{
return stextflag != STORE_NONE
|| helpflag
|| talkflag
|| qtextflag
|| gmenu_is_active()
|| PauseMode == 2
|| plr[myplr]._pInvincible;
}
namespace {
int slot = SLOTXY_INV_FIRST;
/**
* Number of angles to turn to face the coordinate
* @param x Tile coordinates
* @param y Tile coordinates
* @return -1 == down
*/
int GetRotaryDistance(int x, int y)
{
auto &myPlayer = plr[myplr];
if (myPlayer.position.future.x == x && myPlayer.position.future.y == y)
return -1;
int d1 = myPlayer._pdir;
int d2 = GetDirection(myPlayer.position.future, { x, y });
int d = abs(d1 - d2);
if (d > 4)
return 4 - (d % 4);
return d;
}
/**
* @brief Get the best case walking steps to coordinates
* @param Position Tile coordinates
*/
int GetMinDistance(Point position)
{
return plr[myplr].position.future.WalkingDistance(position);
}
/**
* @brief Get walking steps to coordinate
* @param dx Tile coordinates
* @param dy Tile coordinates
* @param maxDistance the max number of steps to search
* @return number of steps, or 0 if not reachable
*/
int GetDistance(int dx, int dy, int maxDistance)
{
if (GetMinDistance({ dx, dy }) > maxDistance) {
return 0;
}
int8_t walkpath[MAX_PATH_LENGTH];
int steps = FindPath(PosOkPlayer, myplr, plr[myplr].position.future.x, plr[myplr].position.future.y, dx, dy, walkpath);
if (steps > maxDistance)
return 0;
return steps;
}
/**
* @brief Get distance to coordinate
* @param dx Tile coordinates
* @param dy Tile coordinates
*/
int GetDistanceRanged(int dx, int dy)
{
int a = plr[myplr].position.future.x - dx;
int b = plr[myplr].position.future.y - dy;
return sqrt(a * a + b * b);
}
void FindItemOrObject()
{
int mx = plr[myplr].position.future.x;
int my = plr[myplr].position.future.y;
int rotations = 5;
// As the player can not stand on the edge fo the map this is safe from OOB
for (int xx = -1; xx < 2; xx++) {
for (int yy = -1; yy < 2; yy++) {
if (dItem[mx + xx][my + yy] <= 0)
continue;
int i = dItem[mx + xx][my + yy] - 1;
if (items[i].isEmpty()
|| items[i]._iSelFlag == 0)
continue;
int newRotations = GetRotaryDistance(mx + xx, my + yy);
if (rotations < newRotations)
continue;
if (xx != 0 && yy != 0 && GetDistance(mx + xx, my + yy, 1) == 0)
continue;
rotations = newRotations;
pcursitem = i;
cursmx = mx + xx;
cursmy = my + yy;
}
}
if (leveltype == DTYPE_TOWN || pcursitem != -1)
return; // Don't look for objects in town
for (int xx = -1; xx < 2; xx++) {
for (int yy = -1; yy < 2; yy++) {
if (dObject[mx + xx][my + yy] == 0)
continue;
int o = dObject[mx + xx][my + yy] > 0 ? dObject[mx + xx][my + yy] - 1 : -(dObject[mx + xx][my + yy] + 1);
if (object[o]._oSelFlag == 0)
continue;
if (xx == 0 && yy == 0 && object[o]._oDoorFlag)
continue; // Ignore doorway so we don't get stuck behind barrels
int newRotations = GetRotaryDistance(mx + xx, my + yy);
if (rotations < newRotations)
continue;
if (xx != 0 && yy != 0 && GetDistance(mx + xx, my + yy, 1) == 0)
continue;
rotations = newRotations;
pcursobj = o;
cursmx = mx + xx;
cursmy = my + yy;
}
}
}
void CheckTownersNearby()
{
for (int i = 0; i < 16; i++) {
int distance = GetDistance(towners[i].position.x, towners[i].position.y, 2);
if (distance == 0)
continue;
pcursmonst = i;
}
}
bool HasRangedSpell()
{
int spl = plr[myplr]._pRSpell;
return spl != SPL_INVALID
&& spl != SPL_TOWN
&& spl != SPL_TELEPORT
&& spelldata[spl].sTargeted
&& !spelldata[spl].sTownSpell;
}
bool CanTargetMonster(int mi)
{
const MonsterStruct &monst = monster[mi];
if ((monst._mFlags & (MFLAG_HIDDEN | MFLAG_GOLEM)) != 0)
return false;
if (monst._mhitpoints >> 6 <= 0) // dead
return false;
const int mx = monst.position.tile.x;
const int my = monst.position.tile.y;
if ((dFlags[mx][my] & BFLAG_LIT) == 0) // not visible
return false;
if (dMonster[mx][my] == 0)
return false;
return true;
}
void FindRangedTarget()
{
int rotations = 0;
int distance = 0;
bool canTalk = false;
// The first MAX_PLRS monsters are reserved for players' golems.
for (int mi = MAX_PLRS; mi < MAXMONSTERS; mi++) {
const MonsterStruct &monst = monster[mi];
const int mx = monst.position.future.x;
const int my = monst.position.future.y;
if (!CanTargetMonster(mi))
continue;
const bool newCanTalk = CanTalkToMonst(mi);
if (pcursmonst != -1 && !canTalk && newCanTalk)
continue;
const int newDdistance = GetDistanceRanged(mx, my);
const int newRotations = GetRotaryDistance(mx, my);
if (pcursmonst != -1 && canTalk == newCanTalk) {
if (distance < newDdistance)
continue;
if (distance == newDdistance && rotations < newRotations)
continue;
}
distance = newDdistance;
rotations = newRotations;
canTalk = newCanTalk;
pcursmonst = mi;
}
}
void FindMeleeTarget()
{
bool visited[MAXDUNX][MAXDUNY] = { {} };
int maxSteps = 25; // Max steps for FindPath is 25
int rotations = 0;
bool canTalk = false;
struct SearchNode {
int x, y;
int steps;
};
std::list<SearchNode> queue;
{
const int startX = plr[myplr].position.future.x;
const int startY = plr[myplr].position.future.y;
visited[startX][startY] = true;
queue.push_back({ startX, startY, 0 });
}
while (!queue.empty()) {
SearchNode node = queue.front();
queue.pop_front();
for (int i = 0; i < 8; i++) {
const int dx = node.x + pathxdir[i];
const int dy = node.y + pathydir[i];
if (visited[dx][dy])
continue; // already visisted
if (node.steps > maxSteps) {
visited[dx][dy] = true;
continue;
}
if (!PosOkPlayer(myplr, { dx, dy })) {
visited[dx][dy] = true;
if (dMonster[dx][dy] != 0) {
const int mi = dMonster[dx][dy] > 0 ? dMonster[dx][dy] - 1 : -(dMonster[dx][dy] + 1);
if (CanTargetMonster(mi)) {
const bool newCanTalk = CanTalkToMonst(mi);
if (pcursmonst != -1 && !canTalk && newCanTalk)
continue;
const int newRotations = GetRotaryDistance(dx, dy);
if (pcursmonst != -1 && canTalk == newCanTalk && rotations < newRotations)
continue;
rotations = newRotations;
canTalk = newCanTalk;
pcursmonst = mi;
if (!canTalk)
maxSteps = node.steps; // Monsters found, cap search to current steps
}
}
continue;
}
PATHNODE pPath;
pPath.position = { node.x, node.y };
if (path_solid_pieces(&pPath, dx, dy)) {
queue.push_back({ dx, dy, node.steps + 1 });
visited[dx][dy] = true;
}
}
}
}
void CheckMonstersNearby()
{
if (plr[myplr]._pwtype == WT_RANGED || HasRangedSpell()) {
FindRangedTarget();
return;
}
FindMeleeTarget();
}
void CheckPlayerNearby()
{
int newDdistance;
int rotations = 0;
int distance = 0;
if (pcursmonst != -1)
return;
auto &myPlayer = plr[myplr];
int spl = myPlayer._pRSpell;
if (gbFriendlyMode && spl != SPL_RESURRECT && spl != SPL_HEALOTHER)
return;
for (int i = 0; i < MAX_PLRS; i++) {
if (i == myplr)
continue;
auto &player = plr[i];
const int mx = player.position.future.x;
const int my = player.position.future.y;
if (dPlayer[mx][my] == 0
|| (dFlags[mx][my] & BFLAG_LIT) == 0
|| (player._pHitPoints == 0 && spl != SPL_RESURRECT))
continue;
if (myPlayer._pwtype == WT_RANGED || HasRangedSpell() || spl == SPL_HEALOTHER) {
newDdistance = GetDistanceRanged(mx, my);
} else {
newDdistance = GetDistance(mx, my, distance);
if (newDdistance == 0)
continue;
}
if (pcursplr != -1 && distance < newDdistance)
continue;
const int newRotations = GetRotaryDistance(mx, my);
if (pcursplr != -1 && distance == newDdistance && rotations < newRotations)
continue;
distance = newDdistance;
rotations = newRotations;
pcursplr = i;
}
}
void FindActor()
{
if (leveltype != DTYPE_TOWN)
CheckMonstersNearby();
else
CheckTownersNearby();
if (gbIsMultiplayer)
CheckPlayerNearby();
}
int pcursmissile;
int pcurstrig;
int pcursquest;
void FindTrigger()
{
int rotations;
int distance = 0;
if (pcursitem != -1 || pcursobj != -1)
return; // Prefer showing items/objects over triggers (use of cursm* conflicts)
for (int i = 0; i < nummissiles; i++) {
int mi = missileactive[i];
if (missile[mi]._mitype == MIS_TOWN || missile[mi]._mitype == MIS_RPORTAL) {
int mix = missile[mi].position.tile.x;
int miy = missile[mi].position.tile.y;
const int newDdistance = GetDistance(mix, miy, 2);
if (newDdistance == 0)
continue;
if (pcursmissile != -1 && distance < newDdistance)
continue;
const int newRotations = GetRotaryDistance(mix, miy);
if (pcursmissile != -1 && distance == newDdistance && rotations < newRotations)
continue;
cursmx = mix;
cursmy = miy;
pcursmissile = mi;
distance = newDdistance;
rotations = newRotations;
}
}
if (pcursmissile == -1) {
for (int i = 0; i < numtrigs; i++) {
int tx = trigs[i].position.x;
int ty = trigs[i].position.y;
if (trigs[i]._tlvl == 13)
ty -= 1;
const int newDdistance = GetDistance(tx, ty, 2);
if (newDdistance == 0)
continue;
cursmx = tx;
cursmy = ty;
pcurstrig = i;
}
if (pcurstrig == -1) {
for (int i = 0; i < MAXQUESTS; i++) {
if (i == Q_BETRAYER || currlevel != quests[i]._qlevel || quests[i]._qslvl == 0)
continue;
const int newDdistance = GetDistance(quests[i].position.x, quests[i].position.y, 2);
if (newDdistance == 0)
continue;
cursmx = quests[i].position.x;
cursmy = quests[i].position.y;
pcursquest = i;
}
}
}
if (pcursmonst != -1 || pcursplr != -1 || cursmx == -1 || cursmy == -1)
return; // Prefer monster/player info text
CheckTrigForce();
CheckTown();
CheckRportal();
}
void Interact()
{
if (leveltype == DTYPE_TOWN && pcursmonst != -1) {
NetSendCmdLocParam1(true, CMD_TALKXY, towners[pcursmonst].position, pcursmonst);
} else if (pcursmonst != -1) {
if (plr[myplr]._pwtype != WT_RANGED || CanTalkToMonst(pcursmonst)) {
NetSendCmdParam1(true, CMD_ATTACKID, pcursmonst);
} else {
NetSendCmdParam1(true, CMD_RATTACKID, pcursmonst);
}
} else if (leveltype != DTYPE_TOWN && pcursplr != -1 && !gbFriendlyMode) {
NetSendCmdParam1(true, plr[myplr]._pwtype == WT_RANGED ? CMD_RATTACKPID : CMD_ATTACKPID, pcursplr);
}
}
void AttrIncBtnSnap(AxisDirection dir)
{
static AxisDirectionRepeater repeater;
dir = repeater.Get(dir);
if (dir.y == AxisDirectionY_NONE)
return;
if (chrbtnactive && plr[myplr]._pStatPts <= 0)
return;
// first, find our cursor location
int slot = 0;
for (int i = 0; i < 4; i++) {
if (MouseX >= ChrBtnsRect[i].position.x
&& MouseX <= ChrBtnsRect[i].position.x + ChrBtnsRect[i].size.width
&& MouseY >= ChrBtnsRect[i].position.y
&& MouseY <= ChrBtnsRect[i].size.height + ChrBtnsRect[i].position.y) {
slot = i;
break;
}
}
if (dir.y == AxisDirectionY_UP) {
if (slot > 0)
--slot;
} else if (dir.y == AxisDirectionY_DOWN) {
if (slot < 3)
++slot;
}
// move cursor to our new location
int x = ChrBtnsRect[slot].position.x + (ChrBtnsRect[slot].size.width / 2);
int y = ChrBtnsRect[slot].position.y + (ChrBtnsRect[slot].size.height / 2);
SetCursorPos(x, y);
}
Point InvGetEquipSlotCoord(const inv_body_loc inv_slot)
{
Point result { RIGHT_PANEL, 0 };
result.x -= (icursW28 - 1) * (InventorySlotSizeInPixels.width / 2);
switch (inv_slot) {
case INVLOC_HEAD:
result.x += ((InvRect[SLOTXY_HEAD_FIRST].x + InvRect[SLOTXY_HEAD_LAST].x) / 2);
result.y += ((InvRect[SLOTXY_HEAD_FIRST].y + InvRect[SLOTXY_HEAD_LAST].y) / 2);
break;
case INVLOC_RING_LEFT:
result.x += InvRect[SLOTXY_RING_LEFT].x;
result.y += InvRect[SLOTXY_RING_LEFT].y;
break;
case INVLOC_RING_RIGHT:
result.x += InvRect[SLOTXY_RING_RIGHT].x;
result.y += InvRect[SLOTXY_RING_RIGHT].y;
break;
case INVLOC_AMULET:
result.x += InvRect[SLOTXY_AMULET].x;
result.y += InvRect[SLOTXY_AMULET].y;
break;
case INVLOC_HAND_LEFT:
result.x += ((InvRect[SLOTXY_HAND_LEFT_FIRST].x + InvRect[SLOTXY_HAND_LEFT_LAST].x) / 2);
result.y += ((InvRect[SLOTXY_HAND_LEFT_FIRST].y + InvRect[SLOTXY_HAND_LEFT_LAST].y) / 2);
break;
case INVLOC_HAND_RIGHT:
result.x += ((InvRect[SLOTXY_HAND_RIGHT_FIRST].x + InvRect[SLOTXY_HAND_RIGHT_LAST].x) / 2);
result.y += ((InvRect[SLOTXY_HAND_RIGHT_FIRST].y + InvRect[SLOTXY_HAND_RIGHT_LAST].y) / 2);
break;
case INVLOC_CHEST:
result.x += ((InvRect[SLOTXY_CHEST_FIRST].x + InvRect[SLOTXY_CHEST_LAST].x) / 2);
result.y += ((InvRect[SLOTXY_CHEST_FIRST].y + InvRect[SLOTXY_CHEST_LAST].y) / 2);
break;
default:
break;
}
return result;
}
Point InvGetEquipSlotCoordFromInvSlot(const inv_xy_slot slot)
{
switch (slot) {
case SLOTXY_HEAD_FIRST:
case SLOTXY_HEAD_LAST:
return InvGetEquipSlotCoord(INVLOC_HEAD);
case SLOTXY_RING_LEFT:
return InvGetEquipSlotCoord(INVLOC_RING_LEFT);
case SLOTXY_RING_RIGHT:
return InvGetEquipSlotCoord(INVLOC_RING_RIGHT);
case SLOTXY_AMULET:
return InvGetEquipSlotCoord(INVLOC_AMULET);
case SLOTXY_HAND_LEFT_FIRST:
case SLOTXY_HAND_LEFT_LAST:
return InvGetEquipSlotCoord(INVLOC_HAND_LEFT);
case SLOTXY_HAND_RIGHT_FIRST:
case SLOTXY_HAND_RIGHT_LAST:
return InvGetEquipSlotCoord(INVLOC_HAND_RIGHT);
case SLOTXY_CHEST_FIRST:
case SLOTXY_CHEST_LAST:
return InvGetEquipSlotCoord(INVLOC_CHEST);
default:
return {};
}
}
/**
* Get coordinates for a given inventory slot (for belt use BeltGetSlotCoord)
*/
Point InvGetSlotCoord(int slot)
{
assert(slot <= SLOTXY_INV_LAST);
return { InvRect[slot].x + RIGHT_PANEL, InvRect[slot].y };
}
/**
* Get coordinates for a given belt slot (for normal inventory use InvGetSlotCoord)
*/
Point BeltGetSlotCoord(int slot)
{
assert(slot >= SLOTXY_BELT_FIRST && slot <= SLOTXY_BELT_LAST);
return { InvRect[slot].x + PANEL_LEFT, InvRect[slot].y + PANEL_TOP };
}
/**
* Get item size (grid size) on the slot specified. Returns 1x1 if none exists.
*/
Size GetItemSizeOnSlot(int slot, char &itemInvId)
{
if (slot >= SLOTXY_INV_FIRST && slot <= SLOTXY_INV_LAST) {
int ig = slot - SLOTXY_INV_FIRST;
auto &myPlayer = plr[myplr];
char ii = myPlayer.InvGrid[ig];
if (ii != 0) {
int iv = ii;
if (ii <= 0) {
iv = -ii;
}
ItemStruct &item = myPlayer.InvList[iv - 1];
if (!item.isEmpty()) {
auto size = GetInvItemSize(item._iCurs + CURSOR_FIRSTITEM);
size.width /= InventorySlotSizeInPixels.width;
size.height /= InventorySlotSizeInPixels.height;
itemInvId = ii;
return size;
}
}
}
itemInvId = 0;
return { 1, 1 };
}
/**
* Reset cursor position based on the current slot.
*/
void ResetInvCursorPosition()
{
Point mousePos {};
if (slot < SLOTXY_INV_FIRST) {
mousePos = InvGetEquipSlotCoordFromInvSlot((inv_xy_slot)slot);
} else if (slot < SLOTXY_BELT_FIRST) {
char itemInvId;
auto itemSize = GetItemSizeOnSlot(slot, itemInvId);
// search the 'first slot' for that item in the inventory, it should have the positive number of that same InvId
if (itemInvId < 0) {
for (int s = 0; s < SLOTXY_INV_LAST - SLOTXY_INV_FIRST; ++s) {
if (plr[myplr].InvGrid[s] == -itemInvId) {
slot = SLOTXY_INV_FIRST + s;
break;
}
}
}
// offset the slot to always move to the top-left most slot of that item
slot -= ((itemSize.height - 1) * INV_ROW_SLOT_SIZE);
mousePos = InvGetSlotCoord(slot);
mousePos.x += ((itemSize.width - 1) * InventorySlotSizeInPixels.width) / 2;
mousePos.y += ((itemSize.height - 1) * InventorySlotSizeInPixels.height) / 2;
} else {
mousePos = BeltGetSlotCoord(slot);
}
mousePos.x += (InventorySlotSizeInPixels.width / 2);
mousePos.y -= (InventorySlotSizeInPixels.height / 2);
SetCursorPos(mousePos.x, mousePos.y);
}
/**
* Move the cursor around in our inventory
* If mouse coords are at SLOTXY_CHEST_LAST, consider this center of equipment
* small inventory squares are 29x29 (roughly)
*/
void InvMove(AxisDirection dir)
{
static AxisDirectionRepeater repeater(/*min_interval_ms=*/150);
dir = repeater.Get(dir);
if (dir.x == AxisDirectionX_NONE && dir.y == AxisDirectionY_NONE)
return;
char itemInvId;
auto itemSize = GetItemSizeOnSlot(slot, itemInvId);
Point mousePos { MouseX, MouseY };
const bool isHoldingItem = pcurs > 1;
// normalize slots
if (slot < 0)
slot = 0;
else if (slot >= SLOTXY_HEAD_FIRST && slot <= SLOTXY_HEAD_LAST)
slot = SLOTXY_HEAD_FIRST;
else if (slot >= SLOTXY_HAND_LEFT_FIRST && slot <= SLOTXY_HAND_LEFT_LAST)
slot = SLOTXY_HAND_LEFT_FIRST;
else if (slot >= SLOTXY_CHEST_FIRST && slot <= SLOTXY_CHEST_LAST)
slot = SLOTXY_CHEST_FIRST;
else if (slot >= SLOTXY_HAND_RIGHT_FIRST && slot <= SLOTXY_HAND_RIGHT_LAST)
slot = SLOTXY_HAND_RIGHT_FIRST;
else if (slot > SLOTXY_BELT_LAST)
slot = SLOTXY_BELT_LAST;
const int initialSlot = slot;
auto &myPlayer = plr[myplr];
// 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_INV_LAST) {
if (slot == SLOTXY_INV_ROW1_FIRST || slot == SLOTXY_INV_ROW2_FIRST || slot == SLOTXY_INV_ROW3_FIRST || slot == SLOTXY_INV_ROW4_FIRST) {
slot += INV_ROW_SLOT_SIZE - icursW28;
} else {
slot -= 1;
}
mousePos = InvGetSlotCoord(slot);
} else if (slot > SLOTXY_BELT_FIRST && slot <= SLOTXY_BELT_LAST) {
slot -= 1;
mousePos = BeltGetSlotCoord(slot);
} else if (myPlayer.HoldItem._itype == ITYPE_RING) {
slot = SLOTXY_RING_LEFT;
mousePos = InvGetEquipSlotCoord(INVLOC_RING_LEFT);
} else if (myPlayer.HoldItem.isWeapon() || myPlayer.HoldItem.isShield()) {
if (slot == SLOTXY_HAND_LEFT_FIRST) {
slot = SLOTXY_HAND_RIGHT_FIRST;
mousePos = InvGetEquipSlotCoord(INVLOC_HAND_RIGHT);
} else if (slot == SLOTXY_HAND_RIGHT_FIRST) {
slot = SLOTXY_HAND_LEFT_FIRST;
mousePos = InvGetEquipSlotCoord(INVLOC_HAND_LEFT);
}
}
} else {
if (slot == SLOTXY_HAND_RIGHT_FIRST) {
slot = SLOTXY_CHEST_FIRST;
mousePos = InvGetEquipSlotCoord(INVLOC_CHEST);
} else if (slot == SLOTXY_CHEST_FIRST) {
slot = SLOTXY_HAND_LEFT_FIRST;
mousePos = InvGetEquipSlotCoord(INVLOC_HAND_LEFT);
} else if (slot == SLOTXY_AMULET) {
slot = SLOTXY_HEAD_FIRST;
mousePos = InvGetEquipSlotCoord(INVLOC_HEAD);
} else if (slot == SLOTXY_RING_RIGHT) {
slot = SLOTXY_RING_LEFT;
mousePos = InvGetEquipSlotCoord(INVLOC_RING_LEFT);
} else if (slot >= SLOTXY_INV_FIRST && slot <= SLOTXY_INV_LAST) {
if (slot == SLOTXY_INV_ROW1_FIRST || slot == SLOTXY_INV_ROW2_FIRST || slot == SLOTXY_INV_ROW3_FIRST || slot == SLOTXY_INV_ROW4_FIRST) {
slot += INV_ROW_SLOT_SIZE - 1;
} else {
slot -= 1;
}
mousePos = InvGetSlotCoord(slot);
} else if (slot > SLOTXY_BELT_FIRST && slot <= SLOTXY_BELT_LAST) {
slot -= 1;
mousePos = BeltGetSlotCoord(slot);
}
}
} else if (dir.x == AxisDirectionX_RIGHT) {
if (isHoldingItem) {
if (slot >= SLOTXY_INV_FIRST && slot <= SLOTXY_INV_LAST) {
if (
slot == SLOTXY_INV_ROW1_LAST + 1 - icursW28 || slot == SLOTXY_INV_ROW2_LAST + 1 - icursW28 || slot == SLOTXY_INV_ROW3_LAST + 1 - icursW28 || slot == SLOTXY_INV_ROW4_LAST + 1 - icursW28) {
slot -= INV_ROW_SLOT_SIZE - icursW28;
} else {
slot += 1;
}
mousePos = InvGetSlotCoord(slot);
} else if (slot >= SLOTXY_BELT_FIRST && slot < SLOTXY_BELT_LAST) {
slot += 1;
mousePos = BeltGetSlotCoord(slot);
} else if (myPlayer.HoldItem._itype == ITYPE_RING) {
slot = SLOTXY_RING_RIGHT;
mousePos = InvGetEquipSlotCoord(INVLOC_RING_RIGHT);
} else if (myPlayer.HoldItem.isWeapon() || myPlayer.HoldItem.isShield()) {
if (slot == SLOTXY_HAND_LEFT_FIRST) {
slot = SLOTXY_HAND_RIGHT_FIRST;
mousePos = InvGetEquipSlotCoord(INVLOC_HAND_RIGHT);
} else if (slot == SLOTXY_HAND_RIGHT_FIRST) {
slot = SLOTXY_HAND_LEFT_FIRST;
mousePos = InvGetEquipSlotCoord(INVLOC_HAND_LEFT);
}
}
} else {
if (slot == SLOTXY_RING_LEFT) {
slot = SLOTXY_RING_RIGHT;
mousePos = InvGetEquipSlotCoord(INVLOC_RING_RIGHT);
} else if (slot == SLOTXY_HAND_LEFT_FIRST) {
slot = SLOTXY_CHEST_FIRST;
mousePos = InvGetEquipSlotCoord(INVLOC_CHEST);
} else if (slot == SLOTXY_CHEST_FIRST) {
slot = SLOTXY_HAND_RIGHT_FIRST;
mousePos = InvGetEquipSlotCoord(INVLOC_HAND_RIGHT);
} else if (slot == SLOTXY_HEAD_FIRST) {
slot = SLOTXY_AMULET;
mousePos = InvGetEquipSlotCoord(INVLOC_AMULET);
} else if (slot >= SLOTXY_INV_FIRST && slot <= SLOTXY_INV_LAST) {
if (
slot == SLOTXY_INV_ROW1_LAST + 1 - itemSize.width || slot == SLOTXY_INV_ROW2_LAST + 1 - itemSize.width || slot == SLOTXY_INV_ROW3_LAST + 1 - itemSize.width || slot == SLOTXY_INV_ROW4_LAST + 1 - itemSize.width) {
slot -= INV_ROW_SLOT_SIZE - itemSize.width;
} else {
slot += itemSize.width;
}
mousePos = InvGetSlotCoord(slot);
} else if (slot >= SLOTXY_BELT_FIRST && slot < SLOTXY_BELT_LAST) {
slot += 1;
mousePos = BeltGetSlotCoord(slot);
}
}
}
if (dir.y == AxisDirectionY_UP) {
if (isHoldingItem) {
if (slot >= SLOTXY_INV_ROW2_FIRST) { // general inventory
slot -= INV_ROW_SLOT_SIZE;
mousePos = InvGetSlotCoord(slot);
} else if (slot >= SLOTXY_INV_FIRST) {
if (myPlayer.HoldItem._itype == ITYPE_RING) {
if (slot >= SLOTXY_INV_ROW1_FIRST && slot <= SLOTXY_INV_ROW1_FIRST + (INV_ROW_SLOT_SIZE / 2) - 1) {
slot = SLOTXY_RING_LEFT;
mousePos = InvGetEquipSlotCoord(INVLOC_RING_LEFT);
} else {
slot = SLOTXY_RING_RIGHT;
mousePos = InvGetEquipSlotCoord(INVLOC_RING_RIGHT);
}
} else if (myPlayer.HoldItem.isWeapon()) {
slot = SLOTXY_HAND_LEFT_FIRST;
mousePos = InvGetEquipSlotCoord(INVLOC_HAND_LEFT);
} else if (myPlayer.HoldItem.isShield()) {
slot = SLOTXY_HAND_RIGHT_FIRST;
mousePos = InvGetEquipSlotCoord(INVLOC_HAND_RIGHT);
} else if (myPlayer.HoldItem.isHelm()) {
slot = SLOTXY_HEAD_FIRST;
mousePos = InvGetEquipSlotCoord(INVLOC_HEAD);
} else if (myPlayer.HoldItem.isArmor()) {
slot = SLOTXY_CHEST_FIRST;
mousePos = InvGetEquipSlotCoord(INVLOC_CHEST);
} else if (myPlayer.HoldItem._itype == ITYPE_AMULET) {
slot = SLOTXY_AMULET;
mousePos = InvGetEquipSlotCoord(INVLOC_AMULET);
}
}
} else {
if (slot >= SLOTXY_INV_ROW1_FIRST && slot < SLOTXY_INV_ROW1_FIRST + 3) { // first 3 general slots
slot = SLOTXY_RING_LEFT;
mousePos = InvGetEquipSlotCoord(INVLOC_RING_LEFT);
} else if (slot >= SLOTXY_INV_ROW1_FIRST + 3 && slot < SLOTXY_INV_ROW1_FIRST + 7) { // middle 4 general slots
slot = SLOTXY_CHEST_FIRST;
mousePos = InvGetEquipSlotCoord(INVLOC_CHEST);
} else if (slot >= SLOTXY_INV_ROW1_FIRST + 7 && slot < SLOTXY_INV_ROW1_LAST) { // last 3 general slots
slot = SLOTXY_RING_RIGHT;
mousePos = InvGetEquipSlotCoord(INVLOC_RING_RIGHT);
} else if (slot == SLOTXY_CHEST_FIRST || slot == SLOTXY_HAND_LEFT_FIRST) {
slot = SLOTXY_HEAD_FIRST;
mousePos = InvGetEquipSlotCoord(INVLOC_HEAD);
} else if (slot == SLOTXY_RING_LEFT) {
slot = SLOTXY_HAND_LEFT_FIRST;
mousePos = InvGetEquipSlotCoord(INVLOC_HAND_LEFT);
} else if (slot == SLOTXY_RING_RIGHT) {
slot = SLOTXY_HAND_RIGHT_FIRST;
mousePos = InvGetEquipSlotCoord(INVLOC_HAND_RIGHT);
} else if (slot == SLOTXY_HAND_RIGHT_FIRST) {
slot = SLOTXY_AMULET;
mousePos = InvGetEquipSlotCoord(INVLOC_AMULET);
} else if (slot >= SLOTXY_INV_ROW2_FIRST) {
slot -= INV_ROW_SLOT_SIZE;
mousePos = InvGetSlotCoord(slot);
}
}
} else if (dir.y == AxisDirectionY_DOWN) {
if (isHoldingItem) {
if (slot == SLOTXY_HEAD_FIRST || slot == SLOTXY_CHEST_FIRST) {
slot = SLOTXY_INV_ROW1_FIRST + 4;
mousePos = InvGetSlotCoord(slot);
} else if (slot == SLOTXY_RING_LEFT || slot == SLOTXY_HAND_LEFT_FIRST) {
slot = SLOTXY_INV_ROW1_FIRST + 1;
mousePos = InvGetSlotCoord(slot);
} else if (slot == SLOTXY_RING_RIGHT || slot == SLOTXY_HAND_RIGHT_FIRST || slot == SLOTXY_AMULET) {
slot = SLOTXY_INV_ROW1_LAST - 1;
mousePos = InvGetSlotCoord(slot);
} else if (slot <= (SLOTXY_INV_ROW4_LAST - (icursH28 * INV_ROW_SLOT_SIZE))) {
slot += INV_ROW_SLOT_SIZE;
mousePos = InvGetSlotCoord(slot);
} else if (slot <= SLOTXY_INV_LAST && myPlayer.HoldItem._itype == ITYPE_MISC && icursW28 == 1 && icursH28 == 1) { // forcing only 1x1 misc items
slot += INV_ROW_SLOT_SIZE;
if (slot > SLOTXY_BELT_LAST)
slot = SLOTXY_BELT_LAST;
mousePos = BeltGetSlotCoord(slot);
}
} else {
if (slot == SLOTXY_HEAD_FIRST) {
slot = SLOTXY_CHEST_FIRST;
mousePos = InvGetEquipSlotCoord(INVLOC_CHEST);
} else if (slot == SLOTXY_CHEST_FIRST) {
slot = SLOTXY_INV_ROW1_FIRST + (INV_ROW_SLOT_SIZE / 2);
mousePos = InvGetSlotCoord(slot);
} else if (slot == SLOTXY_HAND_LEFT_FIRST) {
slot = SLOTXY_RING_LEFT;
mousePos = InvGetEquipSlotCoord(INVLOC_RING_LEFT);
} else if (slot == SLOTXY_RING_LEFT) {
slot = SLOTXY_INV_ROW1_FIRST + 1;
mousePos = InvGetSlotCoord(slot);
} else if (slot == SLOTXY_RING_RIGHT) {
slot = SLOTXY_INV_ROW1_LAST - 1;
mousePos = InvGetSlotCoord(slot);
} else if (slot == SLOTXY_AMULET) {
slot = SLOTXY_HAND_RIGHT_FIRST;
mousePos = InvGetEquipSlotCoord(INVLOC_HAND_RIGHT);
} else if (slot == SLOTXY_HAND_RIGHT_FIRST) {
slot = SLOTXY_RING_RIGHT;
mousePos = InvGetEquipSlotCoord(INVLOC_RING_RIGHT);
} else if (slot <= (SLOTXY_INV_ROW4_LAST - (itemSize.height * INV_ROW_SLOT_SIZE))) {
slot += itemSize.height * INV_ROW_SLOT_SIZE;
mousePos = InvGetSlotCoord(slot);
} else if (slot <= SLOTXY_INV_LAST) {
slot += itemSize.height * INV_ROW_SLOT_SIZE;
if (slot > SLOTXY_BELT_LAST)
slot = SLOTXY_BELT_LAST;
mousePos = BeltGetSlotCoord(slot);
}
}
}
// no movement was made
if (slot == initialSlot)
return;
// get item under new slot if navigating on the inventory
if (!isHoldingItem && slot >= SLOTXY_INV_FIRST && slot <= SLOTXY_INV_LAST) {
itemSize = GetItemSizeOnSlot(slot, itemInvId);
// search the 'first slot' for that item in the inventory, it should have the positive number of that same InvId
if (itemInvId < 0) {
for (int s = 0; s < SLOTXY_INV_LAST - SLOTXY_INV_FIRST; ++s) {
if (myPlayer.InvGrid[s] == -itemInvId) {
slot = SLOTXY_INV_FIRST + s;
break;
}
}
}
// offset the slot to always move to the top-left most slot of that item
slot -= ((itemSize.height - 1) * INV_ROW_SLOT_SIZE);
mousePos = InvGetSlotCoord(slot);
mousePos.x += ((itemSize.width - 1) * InventorySlotSizeInPixels.width) / 2;
mousePos.y += ((itemSize.height - 1) * InventorySlotSizeInPixels.height) / 2;
}
// move cursor to the center of the slot if not holding anything or top left is holding an object
if (isHoldingItem) {
if (slot >= SLOTXY_INV_FIRST)
mousePos.y -= InventorySlotSizeInPixels.height;
else
mousePos.y -= (int)((icursH28 / 2.f) * InventorySlotSizeInPixels.height) + (InventorySlotSizeInPixels.height / 2);
} else {
mousePos.x += (InventorySlotSizeInPixels.width / 2);
mousePos.y -= (InventorySlotSizeInPixels.height / 2);
}
if (mousePos.x == MouseX && mousePos.y == MouseY) {
return; // Avoid wobeling when scalled
}
SetCursorPos(mousePos.x, mousePos.y);
}
/**
* check if hot spell at X Y exists
*/
bool HSExists(int x, int y)
{
for (int r = 0; r < speedspellcount; r++) {
if (x >= speedspellscoords[r].x - SPLICONLENGTH / 2
&& x < speedspellscoords[r].x + SPLICONLENGTH / 2
&& y >= speedspellscoords[r].y - SPLICONLENGTH / 2
&& y < speedspellscoords[r].y + SPLICONLENGTH / 2) {
return true;
}
}
return false;
}
void HotSpellMove(AxisDirection dir)
{
static AxisDirectionRepeater repeater;
dir = repeater.Get(dir);
if (dir.x == AxisDirectionX_NONE && dir.y == AxisDirectionY_NONE)
return;
int spbslot = plr[myplr]._pRSpell;
for (int r = 0; r < speedspellcount; r++) {
if (MouseX >= speedspellscoords[r].x - SPLICONLENGTH / 2
&& MouseX < speedspellscoords[r].x + SPLICONLENGTH / 2
&& MouseY >= speedspellscoords[r].y - SPLICONLENGTH / 2
&& MouseY < speedspellscoords[r].y + SPLICONLENGTH / 2) {
spbslot = r;
break;
}
}
int x = speedspellscoords[spbslot].x;
int y = speedspellscoords[spbslot].y;
if (dir.x == AxisDirectionX_LEFT) {
if (spbslot < speedspellcount - 1) {
x = speedspellscoords[spbslot + 1].x;
y = speedspellscoords[spbslot + 1].y;
}
} else if (dir.x == AxisDirectionX_RIGHT) {
if (spbslot > 0) {
x = speedspellscoords[spbslot - 1].x;
y = speedspellscoords[spbslot - 1].y;
}
}
if (dir.y == AxisDirectionY_UP) {
if (HSExists(x, y - SPLICONLENGTH)) {
y -= SPLICONLENGTH;
}
} else if (dir.y == AxisDirectionY_DOWN) {
if (HSExists(x, y + SPLICONLENGTH)) {
y += SPLICONLENGTH;
}
}
if (x != MouseX || y != MouseY) {
SetCursorPos(x, y);
}
}
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++;
}
}
static const Direction FaceDir[3][3] = {
// NONE UP DOWN
{ DIR_OMNI, DIR_N, DIR_S }, // NONE
{ DIR_W, DIR_NW, DIR_SW }, // LEFT
{ DIR_E, DIR_NE, DIR_SE }, // RIGHT
};
static const int Offsets[8][2] = {
{ 1, 1 }, // DIR_S
{ 0, 1 }, // DIR_SW
{ -1, 1 }, // DIR_W
{ -1, 0 }, // DIR_NW
{ -1, -1 }, // DIR_N
{ 0, -1 }, // DIR_NE
{ 1, -1 }, // DIR_E
{ 1, 0 }, // DIR_SE
};
/**
* @brief check if stepping in direction (dir) from x, y 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(int x, int y, int dir)
{
int d1, d2, d1x, d1y, d2x, d2y;
switch (dir) {
case DIR_N:
d1 = DIR_NW;
d2 = DIR_NE;
break;
case DIR_E:
d1 = DIR_NE;
d2 = DIR_SE;
break;
case DIR_S:
d1 = DIR_SE;
d2 = DIR_SW;
break;
case DIR_W:
d1 = DIR_SW;
d2 = DIR_NW;
break;
default:
return false;
}
d1x = x + Offsets[d1][0];
d1y = y + Offsets[d1][1];
d2x = x + Offsets[d2][0];
d2y = y + Offsets[d2][1];
if (!nSolidTable[dPiece[d1x][d1y]] && !nSolidTable[dPiece[d2x][d2y]])
return false;
return !PosOkPlayer(myplr, { d1x, d1y }) && !PosOkPlayer(myplr, { d2x, d2y });
}
bool CanChangeDirection(const PlayerStruct &player)
{
if (player._pmode == PM_STAND)
return true;
if (player._pmode == PM_ATTACK && player.AnimInfo.CurrentFrame > player._pAFNum)
return true;
if (player._pmode == PM_RATTACK && player.AnimInfo.CurrentFrame > player._pAFNum)
return true;
if (player._pmode == PM_SPELL && player.AnimInfo.CurrentFrame > player._pSFNum)
return true;
return false;
}
void WalkInDir(int playerId, AxisDirection dir)
{
auto &player = plr[playerId];
const int x = player.position.future.x;
const int y = player.position.future.y;
if (dir.x == AxisDirectionX_NONE && dir.y == AxisDirectionY_NONE) {
if (sgbControllerActive && player.walkpath[0] != WALK_NONE && player.destAction == ACTION_NONE)
NetSendCmdLoc(playerId, true, CMD_WALKXY, { x, y }); // Stop walking
return;
}
const Direction pdir = FaceDir[static_cast<std::size_t>(dir.x)][static_cast<std::size_t>(dir.y)];
const int dx = x + Offsets[pdir][0];
const int dy = y + Offsets[pdir][1];
if (CanChangeDirection(player))
player._pdir = pdir;
if (PosOkPlayer(playerId, { dx, dy }) && IsPathBlocked(x, y, pdir))
return; // Don't start backtrack around obstacles
NetSendCmdLoc(playerId, true, CMD_WALKXY, { dx, dy });
}
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)
STextUp();
else if (moveDir.y == AxisDirectionY_DOWN)
STextDown();
}
using HandleLeftStickOrDPadFn = void (*)(devilution::AxisDirection);
HandleLeftStickOrDPadFn GetLeftStickOrDPadGameUIHandler()
{
if (invflag) {
return &InvMove;
}
if (chrflag && plr[myplr]._pStatPts > 0) {
return &AttrIncBtnSnap;
} else if (spselflag) {
return &HotSpellMove;
} else if (sbookflag) {
return &SpellBookMove;
} else if (questlog) {
return &QuestLogMove;
} else if (stextflag != STORE_NONE) {
return &StoreMove;
}
return nullptr;
}
void ProcessLeftStickOrDPadGameUI()
{
HandleLeftStickOrDPadFn handler = GetLeftStickOrDPadGameUIHandler();
if (handler != nullptr)
handler(GetLeftStickOrDpadDirection(true));
}
void Movement(int playerId)
{
if (InGameMenu()
|| IsControllerButtonPressed(ControllerButton_BUTTON_START)
|| IsControllerButtonPressed(ControllerButton_BUTTON_BACK))
return;
AxisDirection moveDir = GetMoveDirection();
if (moveDir.x != AxisDirectionX_NONE || moveDir.y != AxisDirectionY_NONE) {
sgbControllerActive = true;
}
if (GetLeftStickOrDPadGameUIHandler() == nullptr) {
WalkInDir(playerId, moveDir);
}
}
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 = hiresDX / slowdown;
const int dy = 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();
}
DWORD lastTc;
float hiresDX;
float hiresDY;
};
} // namespace
void StoreSpellCoords()
{
const int startX = PANEL_LEFT + 12 + SPLICONLENGTH / 2;
const int endX = startX + SPLICONLENGTH * 10;
const int endY = PANEL_TOP - 17 - SPLICONLENGTH / 2;
speedspellcount = 0;
int xo = endX;
int yo = endY;
for (int i = RSPLTYPE_SKILL; i <= RSPLTYPE_CHARGES; i++) {
std::uint64_t spells;
auto &myPlayer = plr[myplr];
switch (i) {
case RSPLTYPE_SKILL:
spells = myPlayer._pAblSpells;
break;
case RSPLTYPE_SPELL:
spells = myPlayer._pMemSpells;
break;
case RSPLTYPE_SCROLL:
spells = myPlayer._pScrlSpells;
break;
case RSPLTYPE_CHARGES:
spells = myPlayer._pISpells;
break;
}
std::uint64_t spell = 1;
for (int j = 1; j < MAX_SPELLS; j++) {
if ((spell & spells) != 0) {
speedspellscoords[speedspellcount] = { xo, yo };
++speedspellcount;
xo -= SPLICONLENGTH;
if (xo < startX) {
xo = endX;
yo -= SPLICONLENGTH;
}
}
spell <<= 1;
}
if (spells != 0 && xo != endX)
xo -= SPLICONLENGTH;
if (xo < startX) {
xo = endX;
yo -= SPLICONLENGTH;
}
}
}
bool IsAutomapActive()
{
return AutomapActive && leveltype != DTYPE_TOWN;
}
bool IsMovingMouseCursorWithController()
{
return rightStickX != 0 || rightStickY != 0;
}
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, dy = 0;
acc.Pool(&dx, &dy, 32);
AutomapOffset.x += dy + dx;
AutomapOffset.y += dy - dx;
return;
}
{ // move cursor
sgbControllerActive = false;
int x = MouseX;
int y = MouseY;
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) {
SetCursorPos(x, y);
lastMouseSetTick = now;
}
}
}
/**
* @brief Moves the mouse to the first inventory slot.
*/
void FocusOnInventory()
{
slot = SLOTXY_INV_FIRST;
ResetInvCursorPosition();
}
void plrctrls_after_check_curs_move()
{
// check for monsters first, then items, then towners.
if (sgbControllerActive) {
// Clear focuse set by cursor
pcursplr = -1;
pcursmonst = -1;
pcursitem = -1;
pcursobj = -1;
pcursmissile = -1;
pcurstrig = -1;
pcursquest = -1;
cursmx = -1;
cursmy = -1;
if (plr[myplr]._pInvincible) {
return;
}
if (DoomFlag) {
return;
}
if (!invflag) {
*infostr = '\0';
ClearPanel();
FindActor();
FindItemOrObject();
FindTrigger();
}
}
}
void plrctrls_every_frame()
{
ProcessLeftStickOrDPadGameUI();
HandleRightStickMotion();
}
void plrctrls_after_game_logic()
{
Movement(myplr);
}
void UseBeltItem(int type)
{
for (int i = 0; i < MAXBELTITEMS; i++) {
auto &myPlayer = plr[myplr];
const int id = AllItemsList[myPlayer.SpdList[i].IDidx].iMiscId;
const int spellId = AllItemsList[myPlayer.SpdList[i].IDidx].iSpell;
if ((type == BLT_HEALING && (id == IMISC_HEAL || id == IMISC_FULLHEAL || (id == IMISC_SCROLL && spellId == SPL_HEAL)))
|| (type == BLT_MANA && (id == IMISC_MANA || id == IMISC_FULLMANA))
|| id == IMISC_REJUV || id == IMISC_FULLREJUV) {
if (myPlayer.SpdList[i]._itype > -1) {
UseInvItem(myplr, INVITEM_BELT_FIRST + i);
break;
}
}
}
}
void PerformPrimaryAction()
{
if (invflag) { // inventory is open
if (pcurs > CURSOR_HAND && pcurs < CURSOR_FIRSTITEM) {
TryIconCurs();
NewCursor(CURSOR_HAND);
} else {
CheckInvItem();
}
return;
}
if (spselflag) {
SetSpell();
return;
}
if (chrflag && !chrbtnactive && plr[myplr]._pStatPts > 0) {
CheckChrBtns();
for (int i = 0; i < 4; i++) {
if (MouseX >= ChrBtnsRect[i].position.x
&& MouseX <= ChrBtnsRect[i].position.x + ChrBtnsRect[i].size.width
&& MouseY >= ChrBtnsRect[i].position.y
&& MouseY <= ChrBtnsRect[i].size.height + ChrBtnsRect[i].position.y) {
chrbtn[i] = true;
chrbtnactive = true;
ReleaseChrBtns(false);
}
}
return;
}
Interact();
}
bool SpellHasActorTarget()
{
int spl = plr[myplr]._pRSpell;
if (spl == SPL_TOWN || spl == SPL_TELEPORT)
return false;
if (spl == SPL_FIREWALL && pcursmonst != -1) {
cursmx = monster[pcursmonst].position.tile.x;
cursmy = monster[pcursmonst].position.tile.y;
}
return pcursplr != -1 || pcursmonst != -1;
}
void UpdateSpellTarget()
{
if (SpellHasActorTarget())
return;
pcursplr = -1;
pcursmonst = -1;
int range = 1;
if (plr[myplr]._pRSpell == SPL_TELEPORT)
range = 4;
cursmx = plr[myplr].position.future.x + Offsets[plr[myplr]._pdir][0] * range;
cursmy = plr[myplr].position.future.y + Offsets[plr[myplr]._pdir][1] * range;
}
/**
* @brief Try dropping item in all 9 possible places
*/
bool TryDropItem()
{
const auto &myPlayer = plr[myplr];
cursmx = myPlayer.position.future.x + 1;
cursmy = myPlayer.position.future.y;
if (!DropItemBeforeTrig()) {
// Try to drop on the other side
cursmx = myPlayer.position.future.x;
cursmy = myPlayer.position.future.y + 1;
DropItemBeforeTrig();
}
return pcurs == CURSOR_HAND;
}
void PerformSpellAction()
{
if (InGameMenu() || questlog || sbookflag)
return;
if (invflag) {
if (pcurs >= CURSOR_FIRSTITEM)
TryDropItem();
else if (pcurs > CURSOR_HAND) {
TryIconCurs();
NewCursor(CURSOR_HAND);
} else {
CheckInvItem(true);
ResetInvCursorPosition();
}
return;
}
if (pcurs >= CURSOR_FIRSTITEM && !TryDropItem())
return;
if (pcurs > CURSOR_HAND)
NewCursor(CURSOR_HAND);
if (spselflag) {
SetSpell();
return;
}
const auto &myPlayer = plr[myplr];
int spl = myPlayer._pRSpell;
if ((pcursplr == -1 && (spl == SPL_RESURRECT || spl == SPL_HEALOTHER))
|| (pcursobj == -1 && spl == SPL_DISARM)) {
myPlayer.Say(HeroSpeech::ICantCastThatHere);
return;
}
UpdateSpellTarget();
CheckPlrSpell();
}
void CtrlUseInvItem()
{
ItemStruct *item;
if (pcursinvitem == -1)
return;
auto &myPlayer = plr[myplr];
if (pcursinvitem <= INVITEM_INV_LAST)
item = &myPlayer.InvList[pcursinvitem - INVITEM_INV_FIRST];
else
item = &myPlayer.SpdList[pcursinvitem - INVITEM_BELT_FIRST];
if ((item->_iMiscId == IMISC_SCROLLT || item->_iMiscId == IMISC_SCROLL) && spelldata[item->_iSpell].sTargeted) {
return;
}
if (item->isEquipment()) {
CheckInvItem(true); // auto-equip if it's an equipment
ResetInvCursorPosition();
} else {
UseInvItem(myplr, pcursinvitem);
}
}
void PerformSecondaryAction()
{
if (invflag) {
CtrlUseInvItem();
return;
}
if (pcurs >= CURSOR_FIRSTITEM && !TryDropItem())
return;
if (pcurs > CURSOR_HAND)
NewCursor(CURSOR_HAND);
if (pcursitem != -1) {
NetSendCmdLocParam1(true, CMD_GOTOAGETITEM, { cursmx, cursmy }, pcursitem);
} else if (pcursobj != -1) {
NetSendCmdLocParam1(true, CMD_OPOBJXY, { cursmx, cursmy }, pcursobj);
} else if (pcursmissile != -1) {
MakePlrPath(myplr, missile[pcursmissile].position.tile, true);
plr[myplr].destAction = ACTION_WALK;
} else if (pcurstrig != -1) {
MakePlrPath(myplr, trigs[pcurstrig].position, true);
plr[myplr].destAction = ACTION_WALK;
} else if (pcursquest != -1) {
MakePlrPath(myplr, quests[pcursquest].position, true);
plr[myplr].destAction = ACTION_WALK;
}
}
} // namespace devilution