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594 lines
19 KiB
594 lines
19 KiB
#include "controls/plrctrls.h" |
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#include <cstdint> |
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#include "controls/controller_motion.h" |
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#include "controls/game_controls.h" |
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// Based on the Nintendo Switch port by @lantus, @erfg12, @rsn8887. |
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namespace dvl { |
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bool sgbControllerActive = false; |
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coords speedspellscoords[50]; |
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const int repeatRate = 100; |
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int speedspellcount = 0; |
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// Native game menu, controlled by simulating a keyboard. |
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bool InGameMenu() |
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{ |
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return stextflag > 0 || questlog || helpflag || talkflag || qtextflag || sgpCurrentMenu; |
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} |
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namespace { |
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DWORD invmove = 0; |
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int hsr[3] = { 0, 0, 0 }; // hot spell row counts |
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int slot = SLOTXY_INV_FIRST; |
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int spbslot = 0; |
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// 0 = not near, >0 = distance related player 1 coordinates |
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coords CheckNearbyObjs(int x, int y, int diff) |
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{ |
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int diff_x = abs(plr[myplr]._px - x); |
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int diff_y = abs(plr[myplr]._py - y); |
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if (diff_x <= diff && diff_y <= diff) { |
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coords cm = { diff_x, diff_y }; |
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//sprintf(tempstr, "N-DIFF X:%i Y:%i", diff_x, diff_y); |
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//NetSendCmdString(1 << myplr, tempstr); |
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return cm; |
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} |
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return { -1, -1 }; |
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} |
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void CheckItemsNearby() |
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{ |
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for (int i = 0; i < MAXITEMS; i++) { |
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if (CheckNearbyObjs(item[i]._ix, item[i]._iy, 1).x != -1 && item[i]._iSelFlag > 0 && item[i]._itype > -1) { |
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if (dItem[item[i]._ix][item[i]._iy] <= 0) |
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continue; |
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pcursitem = i; |
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return; // item nearby, don't find objects |
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} |
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} |
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for (int i = 0; i < MAXOBJECTS; i++) { |
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if (CheckNearbyObjs(object[i]._ox, object[i]._oy, 1).x != -1 && object[i]._oSelFlag > 0 && object[i]._otype > -1 && currlevel) { // make sure we're in the dungeon to scan for objs |
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pcursobj = i; |
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return; |
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} |
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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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if (CheckNearbyObjs(towner[i]._tx, towner[i]._ty, 2).x != -1) { |
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if (towner[i]._ttype == -1) |
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continue; |
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pcursmonst = i; |
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break; |
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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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coords objDistLast = { 99, 99 }; // previous obj distance |
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// The first MAX_PLRS monsters are reserved for players' golems. |
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for (int i = MAX_PLRS; i < MAXMONSTERS; i++) { |
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const auto &monst = monster[i]; |
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const int mx = monst._mx; |
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const int my = monst._my; |
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if (dMonster[mx][my] == 0 || (monst._mFlags & MFLAG_HIDDEN) || // hidden |
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monst._mhitpoints <= 0 || // dead |
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!((dFlags[mx][my] & BFLAG_LIT) || plr[myplr]._pInfraFlag)) // not visable |
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continue; |
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const char mSelFlag = monst.MData->mSelFlag; |
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if (mSelFlag & 1 || mSelFlag & 2 || mSelFlag & 3 || mSelFlag & 4) { // is monster selectable |
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coords objDist = CheckNearbyObjs(mx, my, 6); |
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if (objDist.x > -1 && objDist.x <= objDistLast.x && objDist.y <= objDistLast.y) { |
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pcursmonst = i; |
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objDistLast = objDist; |
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} |
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} |
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} |
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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, towner[pcursmonst]._tx, towner[pcursmonst]._ty, pcursmonst); |
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} else if (pcursmonst != -1) { |
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if (plr[myplr]._pwtype != WT_RANGED || CanTalkToMonst(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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} else if (pcursplr != -1 && !FriendlyMode) { |
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NetSendCmdParam1(true, plr[myplr]._pwtype == WT_RANGED ? CMD_RATTACKPID : CMD_ATTACKPID, pcursplr); |
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} |
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} |
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void AttrIncBtnSnap(MoveDirectionY dir) |
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{ |
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if (dir == MoveDirectionY::NONE) |
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return; |
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if (chrbtnactive && plr[myplr]._pStatPts <= 0) |
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return; |
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DWORD ticks = GetTickCount(); |
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if (ticks - invmove < repeatRate) { |
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return; |
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} |
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invmove = ticks; |
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// first, find our cursor location |
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int slot = 0; |
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for (int i = 0; i < 4; i++) { |
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if (MouseX >= ChrBtnsRect[i].x |
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&& MouseX <= ChrBtnsRect[i].x + ChrBtnsRect[i].w |
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&& MouseY >= ChrBtnsRect[i].y |
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&& MouseY <= ChrBtnsRect[i].h + ChrBtnsRect[i].y) { |
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slot = i; |
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break; |
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} |
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} |
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if (dir == MoveDirectionY::UP) { |
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if (slot > 0) |
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--slot; |
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} else if (dir == MoveDirectionY::DOWN) { |
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if (slot < 3) |
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++slot; |
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} |
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// move cursor to our new location |
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int x = ChrBtnsRect[slot].x + (ChrBtnsRect[slot].w / 2); |
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int y = ChrBtnsRect[slot].y + (ChrBtnsRect[slot].h / 2); |
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SetCursorPos(x, y); |
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} |
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// move the cursor around in our inventory |
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// if mouse coords are at SLOTXY_CHEST_LAST, consider this center of equipment |
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// small inventory squares are 29x29 (roughly) |
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void InvMove(MoveDirection dir) |
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{ |
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DWORD ticks = GetTickCount(); |
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if (ticks - invmove < repeatRate) { |
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return; |
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} |
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invmove = ticks; |
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int x = MouseX; |
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int y = MouseY; |
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// check which inventory rectangle the mouse is in, if any |
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for (int r = 0; (DWORD)r < NUM_XY_SLOTS; r++) { |
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if (x >= InvRect[r].X && x < InvRect[r].X + (INV_SLOT_SIZE_PX + 1) && y >= InvRect[r].Y - (INV_SLOT_SIZE_PX + 1) && y < InvRect[r].Y) { |
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slot = r; |
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break; |
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} |
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} |
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if (slot < 0) |
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slot = 0; |
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if (slot > SLOTXY_BELT_LAST) |
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slot = SLOTXY_BELT_LAST; |
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// when item is on cursor, this is the real cursor XY |
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if (dir.x == MoveDirectionX::LEFT) { |
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if (slot >= SLOTXY_HAND_RIGHT_FIRST && slot <= SLOTXY_HAND_RIGHT_LAST) { |
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x = InvRect[SLOTXY_CHEST_FIRST].X + (INV_SLOT_SIZE_PX / 2); |
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y = InvRect[SLOTXY_CHEST_FIRST].Y - (INV_SLOT_SIZE_PX / 2); |
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} else if (slot >= SLOTXY_CHEST_FIRST && slot <= SLOTXY_CHEST_LAST) { |
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x = InvRect[SLOTXY_HAND_LEFT_FIRST + 2].X + (INV_SLOT_SIZE_PX / 2); |
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y = InvRect[SLOTXY_HAND_LEFT_FIRST + 2].Y - (INV_SLOT_SIZE_PX / 2); |
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} else if (slot == SLOTXY_AMULET) { |
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x = InvRect[SLOTXY_HEAD_FIRST].X + (INV_SLOT_SIZE_PX / 2); |
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y = InvRect[SLOTXY_HEAD_FIRST].Y - (INV_SLOT_SIZE_PX / 2); |
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} else if (slot == SLOTXY_RING_RIGHT) { |
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x = InvRect[SLOTXY_RING_LEFT].X + (INV_SLOT_SIZE_PX / 2); |
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y = InvRect[SLOTXY_RING_LEFT].Y - (INV_SLOT_SIZE_PX / 2); |
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} else if (slot == SLOTXY_BELT_FIRST) { |
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// do nothing |
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} else if (slot == SLOTXY_RING_LEFT) { // left ring |
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// do nothing |
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} else if (slot >= SLOTXY_HAND_LEFT_FIRST && slot <= SLOTXY_HAND_LEFT_LAST) { // left hand |
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// do nothing |
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} else if (slot >= SLOTXY_HEAD_FIRST && slot <= SLOTXY_HEAD_LAST) { // head |
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// do nothing |
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} else if (slot > SLOTXY_INV_FIRST) { // general inventory |
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if (slot != SLOTXY_INV_FIRST && slot != 35 && slot != 45 && slot != 55) { // left bounds |
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slot -= 1; |
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x = InvRect[slot].X + (INV_SLOT_SIZE_PX / 2); |
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y = InvRect[slot].Y - (INV_SLOT_SIZE_PX / 2); |
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} |
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} |
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} else if (dir.x == MoveDirectionX::RIGHT) { |
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if (slot == SLOTXY_RING_LEFT) { |
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x = InvRect[SLOTXY_RING_RIGHT].X + (INV_SLOT_SIZE_PX / 2); |
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y = InvRect[SLOTXY_RING_RIGHT].Y - (INV_SLOT_SIZE_PX / 2); |
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} else if (slot >= SLOTXY_HAND_LEFT_FIRST && slot <= SLOTXY_HAND_LEFT_LAST) { |
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x = InvRect[SLOTXY_CHEST_FIRST].X + (INV_SLOT_SIZE_PX / 2); |
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y = InvRect[SLOTXY_CHEST_FIRST].Y - (INV_SLOT_SIZE_PX / 2); |
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} else if (slot >= SLOTXY_CHEST_FIRST && slot <= SLOTXY_CHEST_LAST) { |
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x = InvRect[SLOTXY_HAND_RIGHT_FIRST + 2].X + (INV_SLOT_SIZE_PX / 2); |
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y = InvRect[SLOTXY_HAND_RIGHT_FIRST + 2].Y - (INV_SLOT_SIZE_PX / 2); |
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} else if (slot >= SLOTXY_HEAD_FIRST && slot <= SLOTXY_HEAD_LAST) { // head to amulet |
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x = InvRect[SLOTXY_AMULET].X + (INV_SLOT_SIZE_PX / 2); |
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y = InvRect[SLOTXY_AMULET].Y - (INV_SLOT_SIZE_PX / 2); |
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} else if (slot >= SLOTXY_HAND_RIGHT_FIRST && slot <= SLOTXY_HAND_RIGHT_LAST) { // right hand |
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// do nothing |
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} else if (slot == SLOTXY_AMULET) { |
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// do nothing |
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} else if (slot == SLOTXY_RING_RIGHT) { |
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// do nothing |
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} else if (slot < SLOTXY_BELT_LAST && slot >= SLOTXY_INV_FIRST) { // general inventory |
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if (slot != 34 && slot != 44 && slot != 54 && slot != SLOTXY_INV_LAST) { // right bounds |
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slot += 1; |
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x = InvRect[slot].X + (INV_SLOT_SIZE_PX / 2); |
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y = InvRect[slot].Y - (INV_SLOT_SIZE_PX / 2); |
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} |
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} |
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} |
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if (dir.y == MoveDirectionY::UP) { |
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if (slot > 24 && slot <= 27) { // first 3 general slots |
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x = InvRect[SLOTXY_RING_LEFT].X + (INV_SLOT_SIZE_PX / 2); |
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y = InvRect[SLOTXY_RING_LEFT].Y - (INV_SLOT_SIZE_PX / 2); |
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} else if (slot >= 28 && slot <= 32) { // middle 4 general slots |
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x = InvRect[SLOTXY_CHEST_FIRST].X + (INV_SLOT_SIZE_PX / 2); |
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y = InvRect[SLOTXY_CHEST_FIRST].Y - (INV_SLOT_SIZE_PX / 2); |
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} else if (slot >= 33 && slot < 35) { // last 3 general slots |
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x = InvRect[SLOTXY_RING_RIGHT].X + (INV_SLOT_SIZE_PX / 2); |
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y = InvRect[SLOTXY_RING_RIGHT].Y - (INV_SLOT_SIZE_PX / 2); |
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} else if (slot >= SLOTXY_CHEST_FIRST && slot <= SLOTXY_CHEST_LAST) { // chest to head |
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x = InvRect[SLOTXY_HEAD_FIRST].X + (INV_SLOT_SIZE_PX / 2); |
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y = InvRect[SLOTXY_HEAD_FIRST].Y - (INV_SLOT_SIZE_PX / 2); |
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} else if (slot == SLOTXY_RING_LEFT) { // left ring to left hand |
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x = InvRect[SLOTXY_HAND_LEFT_FIRST + 2].X + (INV_SLOT_SIZE_PX / 2); |
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y = InvRect[SLOTXY_HAND_LEFT_FIRST + 2].Y - (INV_SLOT_SIZE_PX / 2); |
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} else if (slot == SLOTXY_RING_RIGHT) { // right ring to right hand |
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x = InvRect[SLOTXY_HAND_RIGHT_FIRST + 2].X + (INV_SLOT_SIZE_PX / 2); |
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y = InvRect[SLOTXY_HAND_RIGHT_FIRST + 2].Y - (INV_SLOT_SIZE_PX / 2); |
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} else if (slot >= SLOTXY_HAND_RIGHT_FIRST && slot <= SLOTXY_HAND_RIGHT_LAST) { // right hand to amulet |
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x = InvRect[SLOTXY_AMULET].X + (INV_SLOT_SIZE_PX / 2); |
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y = InvRect[SLOTXY_AMULET].Y - (INV_SLOT_SIZE_PX / 2); |
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} else if (slot >= SLOTXY_HEAD_FIRST && slot <= SLOTXY_HEAD_LAST) { |
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// do nothing |
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} else if (slot >= SLOTXY_HAND_LEFT_FIRST && slot <= SLOTXY_HAND_LEFT_LAST) { // left hand to head |
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x = InvRect[SLOTXY_HEAD_FIRST].X + (INV_SLOT_SIZE_PX / 2); |
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y = InvRect[SLOTXY_HEAD_FIRST].Y - (INV_SLOT_SIZE_PX / 2); |
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} else if (slot == SLOTXY_AMULET) { |
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// do nothing |
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} else if (slot >= (SLOTXY_INV_FIRST + 10)) { // general inventory |
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slot -= 10; |
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x = InvRect[slot].X + (INV_SLOT_SIZE_PX / 2); |
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y = InvRect[slot].Y - (INV_SLOT_SIZE_PX / 2); |
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} |
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} else if (dir.y == MoveDirectionY::DOWN) { |
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if (slot >= SLOTXY_HEAD_FIRST && slot <= SLOTXY_HEAD_LAST) { |
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x = InvRect[SLOTXY_CHEST_FIRST].X + (INV_SLOT_SIZE_PX / 2); |
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y = InvRect[SLOTXY_CHEST_FIRST].Y - (INV_SLOT_SIZE_PX / 2); |
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} else if (slot >= SLOTXY_CHEST_FIRST && slot <= SLOTXY_CHEST_LAST) { |
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x = InvRect[30].X + (INV_SLOT_SIZE_PX / 2); |
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y = InvRect[30].Y - (INV_SLOT_SIZE_PX / 2); |
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} else if (slot >= SLOTXY_HAND_LEFT_FIRST && slot <= SLOTXY_HAND_LEFT_LAST) { |
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x = InvRect[SLOTXY_RING_LEFT].X + (INV_SLOT_SIZE_PX / 2); |
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y = InvRect[SLOTXY_RING_LEFT].Y - (INV_SLOT_SIZE_PX / 2); |
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} else if (slot == SLOTXY_RING_LEFT) { |
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x = InvRect[26].X + (INV_SLOT_SIZE_PX / 2); |
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y = InvRect[26].Y - (INV_SLOT_SIZE_PX / 2); |
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} else if (slot == SLOTXY_RING_RIGHT) { |
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x = InvRect[34].X + (INV_SLOT_SIZE_PX / 2); |
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y = InvRect[34].Y - (INV_SLOT_SIZE_PX / 2); |
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} else if (slot == SLOTXY_AMULET) { |
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x = InvRect[SLOTXY_HAND_RIGHT_FIRST + 2].X + (INV_SLOT_SIZE_PX / 2); |
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y = InvRect[SLOTXY_HAND_RIGHT_FIRST + 2].Y - (INV_SLOT_SIZE_PX / 2); |
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} else if (slot >= SLOTXY_HAND_RIGHT_FIRST && slot <= SLOTXY_HAND_RIGHT_LAST) { |
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x = InvRect[SLOTXY_RING_RIGHT].X + (INV_SLOT_SIZE_PX / 2); |
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y = InvRect[SLOTXY_RING_RIGHT].Y - (INV_SLOT_SIZE_PX / 2); |
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} else if (slot < (SLOTXY_BELT_LAST - 10)) { // general inventory |
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slot += 10; |
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x = InvRect[slot].X + (INV_SLOT_SIZE_PX / 2); |
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y = InvRect[slot].Y - (INV_SLOT_SIZE_PX / 2); |
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} |
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} |
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if (x == MouseX && y == MouseY) { |
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return; // Avoid wobeling when scalled |
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} |
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if (pcurs > 1) { // [3] Keep item in the same slot, don't jump it up |
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if (x != MouseX) { // without this, the cursor keeps moving -10 |
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x -= 10; |
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y -= 10; |
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} |
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} |
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SetCursorPos(x, y); |
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} |
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// check if hot spell at X Y exists |
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bool HSExists(int x, int y) |
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{ |
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for (int r = 0; r < speedspellcount; r++) { // speedbook cells are 56x56 |
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if (MouseX >= speedspellscoords[r].x - 28 && MouseX < speedspellscoords[r].x + (28) && MouseY >= speedspellscoords[r].y - (28) && MouseY < speedspellscoords[r].y + 28) { |
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return true; |
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} |
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} |
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return false; |
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} |
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void HotSpellMove(MoveDirection dir) |
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{ |
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int x = 0; |
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int y = 0; |
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DWORD ticks = GetTickCount(); |
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if (ticks - invmove < repeatRate) { |
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return; |
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} |
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invmove = ticks; |
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for (int r = 0; r < speedspellcount; r++) { // speedbook cells are 56x56 |
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// our 3 rows by y axis |
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if (speedspellscoords[r].y == 307) |
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hsr[0]++; |
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if (speedspellscoords[r].y == 251) |
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hsr[1]++; |
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if (speedspellscoords[r].y == 195) |
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hsr[2]++; |
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if (MouseX >= speedspellscoords[r].x - 28 && MouseX < speedspellscoords[r].x + (28) && MouseY >= speedspellscoords[r].y - (28) && MouseY < speedspellscoords[r].y + 28) { |
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spbslot = r; |
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//sprintf(tempstr, "IN HOT SPELL CELL NUM:%i", r); |
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//NetSendCmdString(1 << myplr, tempstr); |
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} |
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} |
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if (dir.y == MoveDirectionY::UP) { |
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if (speedspellscoords[spbslot].y == 307 && hsr[1] > 0) { // we're in row 1, check if row 2 has spells |
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if (HSExists(MouseX, 251)) { |
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x = MouseX; |
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y = 251; |
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} |
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} else if (speedspellscoords[spbslot].y == 251 && hsr[2] > 0) { // we're in row 2, check if row 3 has spells |
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if (HSExists(MouseX, 195)) { |
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x = MouseX; |
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y = 195; |
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} |
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} |
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} else if (dir.y == MoveDirectionY::DOWN) { |
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if (speedspellscoords[spbslot].y == 251) { // we're in row 2 |
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if (HSExists(MouseX, 307)) { |
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x = MouseX; |
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y = 307; |
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} |
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} else if (speedspellscoords[spbslot].y == 195) { // we're in row 3 |
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if (HSExists(MouseX, 251)) { |
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x = MouseX; |
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y = 251; |
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} |
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} |
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} |
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if (dir.x == MoveDirectionX::LEFT) { |
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if (spbslot >= speedspellcount - 1) |
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return; |
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spbslot++; |
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x = speedspellscoords[spbslot].x; |
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y = speedspellscoords[spbslot].y; |
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} else if (dir.x == MoveDirectionX::RIGHT) { |
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if (spbslot <= 0) |
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return; |
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spbslot--; |
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x = speedspellscoords[spbslot].x; |
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y = speedspellscoords[spbslot].y; |
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} |
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if (x > 0 && y > 0) { |
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SetCursorPos(x, y); |
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} |
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} |
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static const _walk_path kMoveToWalkDir[3][3] = { |
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// NONE UP DOWN |
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{ WALK_NONE, WALK_N, WALK_S }, // NONE |
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{ WALK_W, WALK_NW, WALK_SW }, // LEFT |
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{ WALK_E, WALK_NE, WALK_SE }, // RIGHT |
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}; |
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static const direction kFaceDir[3][3] = { |
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// NONE UP DOWN |
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{ DIR_OMNI, DIR_N, DIR_S }, // NONE |
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{ DIR_W, DIR_NW, DIR_SW }, // LEFT |
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{ DIR_E, DIR_NE, DIR_SE }, // RIGHT |
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}; |
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void WalkInDir(MoveDirection dir) |
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{ |
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if (dir.x == MoveDirectionX::NONE && dir.y == MoveDirectionY::NONE) { |
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if (sgbControllerActive && plr[myplr].destAction == ACTION_NONE) |
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ClrPlrPath(myplr); |
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return; |
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} |
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ClrPlrPath(myplr); |
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plr[myplr].walkpath[0] = kMoveToWalkDir[static_cast<std::size_t>(dir.x)][static_cast<std::size_t>(dir.y)]; |
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plr[myplr].destAction = ACTION_NONE; // stop attacking, etc. |
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plr[myplr]._pdir = kFaceDir[static_cast<std::size_t>(dir.x)][static_cast<std::size_t>(dir.y)]; |
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} |
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void Movement() |
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{ |
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if (InGameMenu()) |
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return; |
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MoveDirection move_dir = GetMoveDirection(); |
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if (move_dir.x != MoveDirectionX::NONE || move_dir.y != MoveDirectionY::NONE) { |
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sgbControllerActive = true; |
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} |
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if (invflag) { |
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InvMove(move_dir); |
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} else if (chrflag && plr[myplr]._pStatPts > 0) { |
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AttrIncBtnSnap(move_dir.y); |
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} else if (spselflag) { |
|
HotSpellMove(move_dir); |
|
} else { |
|
WalkInDir(move_dir); |
|
} |
|
} |
|
|
|
struct RightStickAccumulator { |
|
void start(int *x, int *y) |
|
{ |
|
hiresDX += rightStickX * kGranularity; |
|
hiresDY += rightStickY * kGranularity; |
|
*x += hiresDX / slowdown; |
|
*y += -hiresDY / slowdown; |
|
} |
|
|
|
void finish() |
|
{ |
|
// keep track of remainder for sub-pixel motion |
|
hiresDX %= slowdown; |
|
hiresDY %= slowdown; |
|
} |
|
|
|
static const int kGranularity = (1 << 15) - 1; |
|
int slowdown; // < kGranularity |
|
int hiresDX; |
|
int hiresDY; |
|
}; |
|
|
|
} // namespace |
|
|
|
void HandleRightStickMotion() |
|
{ |
|
// deadzone is handled in ScaleJoystickAxes() already |
|
if (rightStickX == 0 && rightStickY == 0) |
|
return; |
|
|
|
if (automapflag) { // move map |
|
static RightStickAccumulator acc = { /*slowdown=*/(1 << 14) + (1 << 13), 0, 0 }; |
|
int dx = 0, dy = 0; |
|
acc.start(&dx, &dy); |
|
if (dy > 1) |
|
AutomapUp(); |
|
else if (dy < -1) |
|
AutomapDown(); |
|
else if (dx < -1) |
|
AutomapRight(); |
|
else if (dx > 1) |
|
AutomapLeft(); |
|
acc.finish(); |
|
} else { // move cursor |
|
sgbControllerActive = false; |
|
static RightStickAccumulator acc = { /*slowdown=*/(1 << 13) + (1 << 12), 0, 0 }; |
|
int x = MouseX; |
|
int y = MouseY; |
|
acc.start(&x, &y); |
|
if (x < 0) |
|
x = 0; |
|
if (y < 0) |
|
y = 0; |
|
SetCursorPos(x, y); |
|
acc.finish(); |
|
} |
|
} |
|
|
|
void plrctrls_after_check_curs_move() |
|
{ |
|
HandleRightStickMotion(); |
|
|
|
// check for monsters first, then items, then towners. |
|
if (sgbControllerActive) { |
|
// Clear focuse set by cursor |
|
if (!invflag) { |
|
*infostr = '\0'; |
|
ClearPanel(); |
|
} |
|
pcursplr = -1; |
|
pcursmonst = -1; |
|
pcursitem = -1; |
|
pcursobj = -1; |
|
|
|
// TODO target players if !FriendlyMode |
|
if (leveltype != DTYPE_TOWN) |
|
CheckMonstersNearby(); |
|
else |
|
CheckTownersNearby(); |
|
CheckItemsNearby(); |
|
} |
|
} |
|
|
|
void plrctrls_after_game_logic() |
|
{ |
|
Movement(); |
|
} |
|
|
|
void UseBeltItem(int type) |
|
{ |
|
for (int i = 0; i < MAXBELTITEMS; i++) { |
|
const auto id = AllItemsList[plr[myplr].SpdList[i].IDidx].iMiscId; |
|
const auto spellId = AllItemsList[plr[myplr].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 (plr[myplr].SpdList[i]._itype > -1) { |
|
UseInvItem(myplr, INVITEM_BELT_FIRST + i); |
|
break; |
|
} |
|
} |
|
} |
|
} |
|
|
|
void PerformPrimaryAction() |
|
{ |
|
if (invflag) { // inventory is open |
|
if (pcurs == CURSOR_IDENTIFY) |
|
CheckIdentify(myplr, pcursinvitem); |
|
else if (pcurs == CURSOR_REPAIR) |
|
DoRepair(myplr, pcursinvitem); |
|
else if (pcurs == CURSOR_RECHARGE) |
|
DoRecharge(myplr, pcursinvitem); |
|
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].x |
|
&& MouseX <= ChrBtnsRect[i].x + ChrBtnsRect[i].w |
|
&& MouseY >= ChrBtnsRect[i].y |
|
&& MouseY <= ChrBtnsRect[i].h + ChrBtnsRect[i].y) { |
|
chrbtn[i] = 1; |
|
chrbtnactive = true; |
|
ReleaseChrBtns(); |
|
} |
|
} |
|
return; |
|
} |
|
|
|
Interact(); |
|
} |
|
|
|
void PerformSecondaryAction() |
|
{ |
|
if (invflag) |
|
return; |
|
|
|
if (pcursitem != -1 && pcurs == CURSOR_HAND) { |
|
NetSendCmdLocParam1(pcurs, CMD_GOTOAGETITEM, item[pcursitem]._ix, item[pcursitem]._iy, pcursitem); |
|
} else if (pcursobj != -1) { |
|
NetSendCmdLocParam1(true, pcurs == CURSOR_DISARM ? CMD_DISARMXY : CMD_OPOBJXY, object[pcursobj]._ox, object[pcursobj]._oy, pcursobj); |
|
} |
|
} |
|
|
|
} // namespace dvl
|
|
|