Files
devilutionX/Source/cursor.cpp
T
Anders Jenbo dc706e8ed5 Use HoldItem for determining if an item is held
This cleans up a bit of code and solves a few edge cases where an item
could be lost, the game be unresponsive, or miss fire an event during
lag cause of the cursor not reflecting the currently held item.
2022-04-18 11:27:07 +02:00

660 lines
23 KiB
C++

/**
* @file cursor.cpp
*
* Implementation of cursor tracking functionality.
*/
#include "cursor.h"
#include <fmt/format.h>
#include "DiabloUI/art.h"
#include "DiabloUI/diabloui.h"
#include "control.h"
#include "controls/plrctrls.h"
#include "doom.h"
#include "engine.h"
#include "engine/load_cel.hpp"
#include "engine/point.hpp"
#include "engine/render/cel_render.hpp"
#include "hwcursor.hpp"
#include "inv.h"
#include "missiles.h"
#include "qol/itemlabels.h"
#include "qol/stash.h"
#include "towners.h"
#include "track.h"
#include "trigs.h"
#include "utils/attributes.h"
#include "utils/language.h"
#include "utils/utf8.hpp"
namespace devilution {
namespace {
/** Cursor images CEL */
std::optional<OwnedCelSprite> pCursCels;
std::optional<OwnedCelSprite> 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
// 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
// clang-format on
};
} // 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 */
int8_t pcursobj;
/** 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.CEL", InvItemWidth1);
if (gbIsHellfire)
pCursCels2 = LoadCel("Data\\Inv\\Objcurs2.CEL", InvItemWidth2);
ClearCursor();
}
void FreeCursor()
{
pCursCels = std::nullopt;
pCursCels2 = std::nullopt;
ClearCursor();
}
const OwnedCelSprite &GetInvItemSprite(int cursId)
{
return cursId <= InvItems1Size ? *pCursCels : *pCursCels2;
}
int GetInvItemFrame(int cursId)
{
return cursId <= InvItems1Size ? cursId - 1 : cursId - InvItems1Size - 1;
}
Size GetInvItemSize(int cursId)
{
const int i = cursId - 1;
if (i >= InvItems1Size)
return { InvItemWidth2[i - InvItems1Size], InvItemHeight2[i - InvItems1Size] };
return { InvItemWidth1[i], InvItemHeight1[i] };
}
void ResetCursor()
{
NewCursor(pcurs);
}
void NewCursor(int cursId)
{
if (cursId < CURSOR_HOURGLASS && MyPlayer != nullptr) {
MyPlayer->HoldItem._itype = ItemType::None;
}
pcurs = cursId;
if (IsHardwareCursorEnabled() && ControlDevice == ControlTypes::KeyboardAndMouse) {
if (ArtCursor.surface == nullptr && cursId == CURSOR_NONE)
return;
const CursorInfo newCursor = ArtCursor.surface == nullptr
? CursorInfo::GameCursor(cursId)
: CursorInfo::UserInterfaceCursor();
if (newCursor != GetCurrentCursorInfo())
SetHardwareCursor(newCursor);
}
}
void CelDrawCursor(const Surface &out, Point position, int cursId)
{
const auto &sprite = GetInvItemSprite(cursId);
const int frame = GetInvItemFrame(cursId);
if (!MyPlayer->HoldItem.isEmpty()) {
const auto &heldItem = MyPlayer->HoldItem;
CelBlitOutlineTo(out, GetOutlineColor(heldItem, true), position, sprite, frame, false);
CelDrawItem(heldItem, out, position, sprite, frame);
} else {
CelClippedDrawTo(out, position, sprite, frame);
}
}
void InitLevelCursor()
{
NewCursor(CURSOR_HAND);
cursPosition = ViewPosition;
pcurstemp = -1;
pcursmonst = -1;
pcursobj = -1;
pcursitem = -1;
pcursstashitem = uint16_t(-1);
pcursplr = -1;
ClearCursor();
}
void CheckTown()
{
for (auto &missile : Missiles) {
if (missile._mitype == MIS_TOWN) {
if (EntranceBoundaryContains(missile.position.tile, cursPosition)) {
trigflag = true;
ClearPanel();
InfoString = _("Town Portal");
AddPanelString(fmt::format(_("from {:s}"), Players[missile._misource]._pName));
cursPosition = missile.position.tile;
}
}
}
}
void CheckRportal()
{
for (auto &missile : Missiles) {
if (missile._mitype == MIS_RPORTAL) {
if (EntranceBoundaryContains(missile.position.tile, cursPosition)) {
trigflag = true;
ClearPanel();
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 (chrflag || QuestLogIsOpen || IsStashOpen) {
sx -= GetScreenWidth() / 4;
} else if (invflag || sbookflag) {
sx += GetScreenWidth() / 4;
}
}
if (sy > GetMainPanel().position.y - 1 && MousePosition.x >= GetMainPanel().position.x && MousePosition.x < GetMainPanel().position.x + PANEL_WIDTH && track_isscrolling()) {
sy = GetMainPanel().position.y - 1;
}
if (!zoomflag) {
sx /= 2;
sy /= 2;
}
// Adjust by player offset and tile grid alignment
int xo = 0;
int yo = 0;
CalcTileOffset(&xo, &yo);
const auto &myPlayer = Players[MyPlayerId];
Displacement offset = ScrollInfo.offset;
if (myPlayer.IsWalking())
offset = GetOffsetForWalking(myPlayer.AnimInfo, myPlayer._pdir, true);
sx -= offset.deltaX - xo;
sy -= offset.deltaY - yo;
// Predict the next frame when walking to avoid input jitter
int fx = myPlayer.position.offset2.deltaX / 256;
int fy = myPlayer.position.offset2.deltaY / 256;
fx -= (myPlayer.position.offset2.deltaX + myPlayer.position.velocity.deltaX) / 256;
fy -= (myPlayer.position.offset2.deltaY + myPlayer.position.velocity.deltaY) / 256;
if (ScrollInfo._sdir != ScrollDirection::None) {
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 (!zoomflag) {
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 || ControllerButtonHeld != ControllerButton_NONE) && IsNoneOf(LastMouseButtonAction, MouseActionType::None, MouseActionType::Attack, MouseActionType::Spell)) {
InvalidateTargets();
if (pcursmonst == -1 && pcursobj == -1 && pcursitem == -1 && pcursinvitem == -1 && pcursstashitem == uint16_t(-1) && pcursplr == -1) {
cursPosition = { mx, my };
CheckTrigForce();
CheckTown();
CheckRportal();
}
return;
}
bool flipflag = (flipy && flipx) || ((flipy || flipx) && px < TILE_WIDTH / 2);
pcurstemp = pcursmonst;
pcursmonst = -1;
pcursobj = -1;
pcursitem = -1;
if (pcursinvitem != -1) {
drawsbarflag = true;
}
pcursinvitem = -1;
pcursstashitem = uint16_t(-1);
pcursplr = -1;
ShowUniqueItemInfoBox = false;
panelflag = false;
trigflag = false;
if (myPlayer._pInvincible) {
return;
}
if (!myPlayer.HoldItem.isEmpty() || spselflag) {
cursPosition = { mx, my };
return;
}
if (GetMainPanel().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 ((chrflag || QuestLogIsOpen || IsStashOpen) && GetLeftPanel().Contains(MousePosition)) {
return;
}
if (leveltype != DTYPE_TOWN) {
if (pcurstemp != -1) {
if (!flipflag && mx + 2 < MAXDUNX && my + 1 < MAXDUNY && dMonster[mx + 2][my + 1] != 0 && IsTileLit({ mx + 2, my + 1 })) {
int mi = abs(dMonster[mx + 2][my + 1]) - 1;
if (mi == pcurstemp && Monsters[mi]._mhitpoints >> 6 > 0 && (Monsters[mi].MData->mSelFlag & 4) != 0) {
cursPosition = Point { mx, my } + Displacement { 2, 1 };
pcursmonst = mi;
}
}
if (flipflag && mx + 1 < MAXDUNX && my + 2 < MAXDUNY && dMonster[mx + 1][my + 2] != 0 && IsTileLit({ mx + 1, my + 2 })) {
int mi = abs(dMonster[mx + 1][my + 2]) - 1;
if (mi == pcurstemp && Monsters[mi]._mhitpoints >> 6 > 0 && (Monsters[mi].MData->mSelFlag & 4) != 0) {
cursPosition = Point { mx, my } + Displacement { 1, 2 };
pcursmonst = mi;
}
}
if (mx + 2 < MAXDUNX && my + 2 < MAXDUNY && dMonster[mx + 2][my + 2] != 0 && IsTileLit({ mx + 2, my + 2 })) {
int mi = abs(dMonster[mx + 2][my + 2]) - 1;
if (mi == pcurstemp && Monsters[mi]._mhitpoints >> 6 > 0 && (Monsters[mi].MData->mSelFlag & 4) != 0) {
cursPosition = Point { mx, my } + Displacement { 2, 2 };
pcursmonst = mi;
}
}
if (mx + 1 < MAXDUNX && !flipflag && dMonster[mx + 1][my] != 0 && IsTileLit({ mx + 1, my })) {
int mi = abs(dMonster[mx + 1][my]) - 1;
if (mi == pcurstemp && Monsters[mi]._mhitpoints >> 6 > 0 && (Monsters[mi].MData->mSelFlag & 2) != 0) {
cursPosition = Point { mx, my } + Displacement { 1, 0 };
pcursmonst = mi;
}
}
if (my + 1 < MAXDUNY && flipflag && dMonster[mx][my + 1] != 0 && IsTileLit({ mx, my + 1 })) {
int mi = abs(dMonster[mx][my + 1]) - 1;
if (mi == pcurstemp && Monsters[mi]._mhitpoints >> 6 > 0 && (Monsters[mi].MData->mSelFlag & 2) != 0) {
cursPosition = Point { mx, my } + Displacement { 0, 1 };
pcursmonst = mi;
}
}
if (dMonster[mx][my] != 0 && IsTileLit({ mx, my })) {
int mi = abs(dMonster[mx][my]) - 1;
if (mi == pcurstemp && Monsters[mi]._mhitpoints >> 6 > 0 && (Monsters[mi].MData->mSelFlag & 1) != 0) {
cursPosition = { mx, my };
pcursmonst = mi;
}
}
if (mx + 1 < MAXDUNX && my + 1 < MAXDUNY && dMonster[mx + 1][my + 1] != 0 && IsTileLit({ mx + 1, my + 1 })) {
int mi = abs(dMonster[mx + 1][my + 1]) - 1;
if (mi == pcurstemp && Monsters[mi]._mhitpoints >> 6 > 0 && (Monsters[mi].MData->mSelFlag & 2) != 0) {
cursPosition = Point { mx, my } + Displacement { 1, 1 };
pcursmonst = mi;
}
}
if (pcursmonst != -1 && (Monsters[pcursmonst]._mFlags & MFLAG_HIDDEN) != 0) {
pcursmonst = -1;
cursPosition = { mx, my };
}
if (pcursmonst != -1 && (Monsters[pcursmonst]._mFlags & MFLAG_GOLEM) != 0 && (Monsters[pcursmonst]._mFlags & MFLAG_BERSERK) == 0) {
pcursmonst = -1;
}
if (pcursmonst != -1) {
return;
}
}
if (!flipflag && mx + 2 < MAXDUNX && my + 1 < MAXDUNY && dMonster[mx + 2][my + 1] != 0 && IsTileLit({ mx + 2, my + 1 })) {
int mi = abs(dMonster[mx + 2][my + 1]) - 1;
if (Monsters[mi]._mhitpoints >> 6 > 0 && (Monsters[mi].MData->mSelFlag & 4) != 0) {
cursPosition = Point { mx, my } + Displacement { 2, 1 };
pcursmonst = mi;
}
}
if (flipflag && mx + 1 < MAXDUNX && my + 2 < MAXDUNY && dMonster[mx + 1][my + 2] != 0 && IsTileLit({ mx + 1, my + 2 })) {
int mi = abs(dMonster[mx + 1][my + 2]) - 1;
if (Monsters[mi]._mhitpoints >> 6 > 0 && (Monsters[mi].MData->mSelFlag & 4) != 0) {
cursPosition = Point { mx, my } + Displacement { 1, 2 };
pcursmonst = mi;
}
}
if (mx + 2 < MAXDUNX && my + 2 < MAXDUNY && dMonster[mx + 2][my + 2] != 0 && IsTileLit({ mx + 2, my + 2 })) {
int mi = abs(dMonster[mx + 2][my + 2]) - 1;
if (Monsters[mi]._mhitpoints >> 6 > 0 && (Monsters[mi].MData->mSelFlag & 4) != 0) {
cursPosition = Point { mx, my } + Displacement { 2, 2 };
pcursmonst = mi;
}
}
if (!flipflag && mx + 1 < MAXDUNX && dMonster[mx + 1][my] != 0 && IsTileLit({ mx + 1, my })) {
int mi = abs(dMonster[mx + 1][my]) - 1;
if (Monsters[mi]._mhitpoints >> 6 > 0 && (Monsters[mi].MData->mSelFlag & 2) != 0) {
cursPosition = Point { mx, my } + Displacement { 1, 0 };
pcursmonst = mi;
}
}
if (flipflag && my + 1 < MAXDUNY && dMonster[mx][my + 1] != 0 && IsTileLit({ mx, my + 1 })) {
int mi = abs(dMonster[mx][my + 1]) - 1;
if (Monsters[mi]._mhitpoints >> 6 > 0 && (Monsters[mi].MData->mSelFlag & 2) != 0) {
cursPosition = Point { mx, my } + Displacement { 0, 1 };
pcursmonst = mi;
}
}
if (dMonster[mx][my] != 0 && IsTileLit({ mx, my })) {
int mi = abs(dMonster[mx][my]) - 1;
if (Monsters[mi]._mhitpoints >> 6 > 0 && (Monsters[mi].MData->mSelFlag & 1) != 0) {
cursPosition = { mx, my };
pcursmonst = mi;
}
}
if (mx + 1 < MAXDUNX && my + 1 < MAXDUNY && dMonster[mx + 1][my + 1] != 0 && IsTileLit({ mx + 1, my + 1 })) {
int mi = abs(dMonster[mx + 1][my + 1]) - 1;
if (Monsters[mi]._mhitpoints >> 6 > 0 && (Monsters[mi].MData->mSelFlag & 2) != 0) {
cursPosition = Point { mx, my } + Displacement { 1, 1 };
pcursmonst = mi;
}
}
if (pcursmonst != -1 && (Monsters[pcursmonst]._mFlags & MFLAG_HIDDEN) != 0) {
pcursmonst = -1;
cursPosition = { mx, my };
}
if (pcursmonst != -1 && (Monsters[pcursmonst]._mFlags & MFLAG_GOLEM) != 0 && (Monsters[pcursmonst]._mFlags & MFLAG_BERSERK) == 0) {
pcursmonst = -1;
}
} else {
if (!flipflag && mx + 1 < MAXDUNX && dMonster[mx + 1][my] > 0) {
pcursmonst = dMonster[mx + 1][my] - 1;
cursPosition = Point { mx, my } + Displacement { 1, 0 };
}
if (flipflag && my + 1 < MAXDUNY && dMonster[mx][my + 1] > 0) {
pcursmonst = dMonster[mx][my + 1] - 1;
cursPosition = Point { mx, my } + Displacement { 0, 1 };
}
if (dMonster[mx][my] > 0) {
pcursmonst = dMonster[mx][my] - 1;
cursPosition = { mx, my };
}
if (mx + 1 < MAXDUNX && my + 1 < MAXDUNY && dMonster[mx + 1][my + 1] > 0) {
pcursmonst = dMonster[mx + 1][my + 1] - 1;
cursPosition = Point { mx, my } + Displacement { 1, 1 };
}
}
if (pcursmonst == -1) {
if (!flipflag && mx + 1 < MAXDUNX && dPlayer[mx + 1][my] != 0) {
int8_t bv = abs(dPlayer[mx + 1][my]) - 1;
if (bv != MyPlayerId && Players[bv]._pHitPoints != 0) {
cursPosition = Point { mx, my } + Displacement { 1, 0 };
pcursplr = bv;
}
}
if (flipflag && my + 1 < MAXDUNY && dPlayer[mx][my + 1] != 0) {
int8_t bv = abs(dPlayer[mx][my + 1]) - 1;
if (bv != MyPlayerId && Players[bv]._pHitPoints != 0) {
cursPosition = Point { mx, my } + Displacement { 0, 1 };
pcursplr = bv;
}
}
if (dPlayer[mx][my] != 0) {
int8_t bv = abs(dPlayer[mx][my]) - 1;
if (bv != MyPlayerId) {
cursPosition = { mx, my };
pcursplr = bv;
}
}
if (TileContainsDeadPlayer({ mx, my })) {
for (int i = 0; i < MAX_PLRS; i++) {
if (Players[i].position.tile == Point { mx, my } && i != MyPlayerId) {
cursPosition = { mx, my };
pcursplr = i;
}
}
}
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 (int i = 0; i < MAX_PLRS; i++) {
if (Players[i].position.tile.x == mx + xx && Players[i].position.tile.y == my + yy && i != MyPlayerId) {
cursPosition = Point { mx, my } + Displacement { xx, yy };
pcursplr = i;
}
}
}
}
}
}
if (mx + 1 < MAXDUNX && my + 1 < MAXDUNY && dPlayer[mx + 1][my + 1] != 0) {
int8_t bv = abs(dPlayer[mx + 1][my + 1]) - 1;
if (bv != MyPlayerId && Players[bv]._pHitPoints != 0) {
cursPosition = Point { mx, my } + Displacement { 1, 1 };
pcursplr = bv;
}
}
}
if (pcursmonst == -1 && pcursplr == -1) {
// 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 = currentTile + Direction::South;
Object *object = ObjectAtPosition(testPosition);
if (object == nullptr || object->_oSelFlag < 2) {
// Either no object or can't interact from the test position, try the current tile
testPosition = currentTile;
object = ObjectAtPosition(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 = currentTile + (flipflag ? Direction::SouthWest : Direction::SouthEast);
object = ObjectAtPosition(testPosition);
if (object != nullptr && object->_oSelFlag < 2) {
// Found an object but it's not in range, clear the pointer
object = nullptr;
}
}
}
if (object != nullptr) {
// found object that can be activated with the given cursor position
cursPosition = testPosition;
pcursobj = object->GetId();
}
}
if (pcursplr == -1 && pcursobj == -1 && pcursmonst == -1) {
if (!flipflag && mx + 1 < MAXDUNX && dItem[mx + 1][my] > 0) {
int8_t bv = dItem[mx + 1][my] - 1;
if (Items[bv]._iSelFlag >= 2) {
cursPosition = Point { mx, my } + Displacement { 1, 0 };
pcursitem = bv;
}
}
if (flipflag && my + 1 < MAXDUNY && dItem[mx][my + 1] > 0) {
int8_t bv = dItem[mx][my + 1] - 1;
if (Items[bv]._iSelFlag >= 2) {
cursPosition = Point { mx, my } + Displacement { 0, 1 };
pcursitem = bv;
}
}
if (dItem[mx][my] > 0) {
int8_t bv = dItem[mx][my] - 1;
if (Items[bv]._iSelFlag == 1 || Items[bv]._iSelFlag == 3) {
cursPosition = { mx, my };
pcursitem = bv;
}
}
if (mx + 1 < MAXDUNX && my + 1 < MAXDUNY && dItem[mx + 1][my + 1] > 0) {
int8_t bv = dItem[mx + 1][my + 1] - 1;
if (Items[bv]._iSelFlag >= 2) {
cursPosition = Point { mx, my } + Displacement { 1, 1 };
pcursitem = bv;
}
}
if (pcursitem == -1) {
cursPosition = { mx, my };
CheckTrigForce();
CheckTown();
CheckRportal();
}
}
if (pcurs == CURSOR_IDENTIFY) {
pcursobj = -1;
pcursmonst = -1;
pcursitem = -1;
cursPosition = { mx, my };
}
if (pcursmonst != -1 && (Monsters[pcursmonst]._mFlags & MFLAG_GOLEM) != 0 && (Monsters[pcursmonst]._mFlags & MFLAG_BERSERK) == 0) {
pcursmonst = -1;
}
}
} // namespace devilution