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126 lines
3.0 KiB
126 lines
3.0 KiB
/** |
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* @file track.cpp |
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* |
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* Implementation of functionality tracking what the mouse cursor is pointing at. |
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*/ |
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#include "track.h" |
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#include <SDL.h> |
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#include "cursor.h" |
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#include "engine/point.hpp" |
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#include "player.h" |
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namespace devilution { |
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namespace { |
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bool sgbIsScrolling; |
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uint32_t sgdwLastWalk; |
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bool sgbIsWalking; |
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bool RepeatMouseAction() |
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{ |
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if (pcurs != CURSOR_HAND) |
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return false; |
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if (sgbMouseDown == CLICK_NONE) |
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return false; |
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auto &myPlayer = Players[MyPlayerId]; |
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if (myPlayer._pmode == PM_DEATH |
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|| myPlayer._pmode == PM_QUIT |
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|| myPlayer.destAction != ACTION_NONE |
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|| SDL_GetTicks() - LastMouseButtonTime < gnTickDelay * 4) { |
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return true; |
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} |
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bool rangedAttack = myPlayer.UsesRangedWeapon(); |
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LastMouseButtonTime = SDL_GetTicks(); |
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switch (LastMouseButtonAction) { |
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case MouseActionType::Attack: |
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if (cursmx >= 0 && cursmx < MAXDUNX && cursmy >= 0 && cursmy < MAXDUNY) |
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NetSendCmdLoc(MyPlayerId, true, rangedAttack ? CMD_RATTACKXY : CMD_SATTACKXY, { cursmx, cursmy }); |
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break; |
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case MouseActionType::AttackMonsterTarget: |
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if (pcursmonst != -1) |
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NetSendCmdParam1(true, rangedAttack ? CMD_RATTACKID : CMD_ATTACKID, pcursmonst); |
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break; |
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case MouseActionType::AttackPlayerTarget: |
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if (pcursplr != -1 && !gbFriendlyMode) |
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NetSendCmdParam1(true, rangedAttack ? CMD_RATTACKPID : CMD_ATTACKPID, pcursplr); |
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break; |
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case MouseActionType::Spell: |
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case MouseActionType::SpellOutOfMana: |
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CheckPlrSpell(true); |
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break; |
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case MouseActionType::OperateObject: |
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if (pcursobj != -1) { |
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auto &object = Objects[pcursobj]; |
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if (object.IsDoor()) |
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break; |
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NetSendCmdLocParam1(true, CMD_OPOBJXY, object.position, pcursobj); |
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} |
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break; |
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case MouseActionType::Other: |
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case MouseActionType::None: |
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return false; |
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} |
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return true; |
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} |
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} // namespace |
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void track_process() |
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{ |
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if (RepeatMouseAction()) |
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return; |
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if (!sgbIsWalking) |
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return; |
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if (cursmx < 0 || cursmx >= MAXDUNX - 1 || cursmy < 0 || cursmy >= MAXDUNY - 1) |
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return; |
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const auto &player = Players[MyPlayerId]; |
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if (player._pmode != PM_STAND && !(player.IsWalking() && player.AnimInfo.GetFrameToUseForRendering() > 6)) |
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return; |
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const Point target = player.GetTargetPosition(); |
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if (cursmx != target.x || cursmy != target.y) { |
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uint32_t tick = SDL_GetTicks(); |
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int tickMultiplier = 6; |
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if (currlevel == 0 && sgGameInitInfo.bRunInTown != 0) |
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tickMultiplier = 3; |
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if ((int)(tick - sgdwLastWalk) >= gnTickDelay * tickMultiplier) { |
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sgdwLastWalk = tick; |
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NetSendCmdLoc(MyPlayerId, true, CMD_WALKXY, { cursmx, cursmy }); |
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if (!sgbIsScrolling) |
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sgbIsScrolling = true; |
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} |
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} |
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} |
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void track_repeat_walk(bool rep) |
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{ |
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if (sgbIsWalking == rep) |
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return; |
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sgbIsWalking = rep; |
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if (rep) { |
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sgbIsScrolling = false; |
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sgdwLastWalk = SDL_GetTicks() - gnTickDelay; |
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NetSendCmdLoc(MyPlayerId, true, CMD_WALKXY, { cursmx, cursmy }); |
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} else if (sgbIsScrolling) { |
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sgbIsScrolling = false; |
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} |
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} |
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bool track_isscrolling() |
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{ |
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return sgbIsScrolling; |
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} |
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} // namespace devilution
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