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/**
* @file track.cpp
*
* Implementation of functionality tracking what the mouse cursor is pointing at.
*/
#include "track.h"
#include <SDL.h>
#include "cursor.h"
#include "engine/point.hpp"
#include "player.h"
namespace devilution {
namespace {
bool sgbIsScrolling;
Uint32 sgdwLastWalk;
bool sgbIsWalking;
} // namespace
static bool RepeatMouseAttack(bool leftButton)
{
if (pcurs != CURSOR_HAND)
return false;
Uint32 *timePressed;
MouseActionType lastAction;
if (leftButton) {
if (sgbMouseDown != CLICK_LEFT)
return false;
timePressed = &lastLeftMouseButtonTime;
lastAction = lastLeftMouseButtonAction;
} else {
if (sgbMouseDown != CLICK_RIGHT)
return false;
timePressed = &lastRightMouseButtonTime;
lastAction = lastRightMouseButtonAction;
}
if (lastAction != MouseActionType::Attack && lastAction != MouseActionType::Attack_MonsterTarget && lastAction != MouseActionType::Attack_PlayerTarget && lastAction != MouseActionType::Spell && lastAction != MouseActionType::Spell_ComplainedAboutMana)
return false;
if (Players[MyPlayerId]._pmode != PM_DEATH && Players[MyPlayerId]._pmode != PM_QUIT && Players[MyPlayerId].destAction == ACTION_NONE && SDL_GetTicks() - *timePressed >= (Uint32)gnTickDelay * 4) {
bool rangedAttack = Players[MyPlayerId].UsesRangedWeapon();
*timePressed = SDL_GetTicks();
switch (lastAction) {
case MouseActionType::Attack:
if (cursmx >= 0 && cursmx < MAXDUNX && cursmy >= 0 && cursmy < MAXDUNY)
NetSendCmdLoc(MyPlayerId, true, rangedAttack ? CMD_RATTACKXY : CMD_SATTACKXY, { cursmx, cursmy });
break;
case MouseActionType::Attack_MonsterTarget:
if (pcursmonst != -1)
NetSendCmdParam1(true, rangedAttack ? CMD_RATTACKID : CMD_ATTACKID, pcursmonst);
break;
case MouseActionType::Attack_PlayerTarget:
if (pcursplr != -1 && !gbFriendlyMode)
NetSendCmdParam1(true, rangedAttack ? CMD_RATTACKPID : CMD_ATTACKPID, pcursplr);
break;
case MouseActionType::Spell:
case MouseActionType::Spell_ComplainedAboutMana:
CheckPlrSpell(true);
break;
case MouseActionType::Other:
case MouseActionType::None:
break;
}
}
return true;
}
void track_process()
{
if (RepeatMouseAttack(true) || RepeatMouseAttack(false))
return;
if (!sgbIsWalking)
return;
if (cursmx < 0 || cursmx >= MAXDUNX - 1 || cursmy < 0 || cursmy >= MAXDUNY - 1)
return;
const auto &player = Players[MyPlayerId];
if (player._pmode != PM_STAND && !(player.IsWalking() && player.AnimInfo.GetFrameToUseForRendering() > 6))
return;
const Point target = player.GetTargetPosition();
if (cursmx != target.x || cursmy != target.y) {
Uint32 tick = SDL_GetTicks();
int tickMultiplier = 6;
if (currlevel == 0 && sgGameInitInfo.bRunInTown != 0)
tickMultiplier = 3;
if ((int)(tick - sgdwLastWalk) >= gnTickDelay * tickMultiplier) {
sgdwLastWalk = tick;
NetSendCmdLoc(MyPlayerId, true, CMD_WALKXY, { cursmx, cursmy });
if (!sgbIsScrolling)
sgbIsScrolling = true;
}
}
}
void track_repeat_walk(bool rep)
{
if (sgbIsWalking == rep)
return;
sgbIsWalking = rep;
if (rep) {
sgbIsScrolling = false;
sgdwLastWalk = SDL_GetTicks() - gnTickDelay;
NetSendCmdLoc(MyPlayerId, true, CMD_WALKXY, { cursmx, cursmy });
} else if (sgbIsScrolling) {
sgbIsScrolling = false;
}
}
bool track_isscrolling()
{
return sgbIsScrolling;
}
} // namespace devilution