fix keyboard movement I broke & remove terrain_click array

This commit is contained in:
2025-04-10 21:51:01 -05:00
parent 06624d810c
commit daaca32e53
3 changed files with 95 additions and 108 deletions

View File

@@ -264,6 +264,77 @@ bool prime_time() {
eSkill last_spellcast_type = eSkill::MAGE_SPELLS;
bool handle_terrain_screen_actions(location offset, bool mouse, bool right_button, bool& did_something, bool& need_redraw, bool& need_reprint) {
location cur_loc = is_out() ? univ.party.out_loc : center;
location destination = cur_loc;
destination.x += offset.x;
destination.y += offset.y;
location move_destination = cur_loc;
if(mouse){
location cur_direction = get_cur_direction();
move_destination.x += cur_direction.x;
move_destination.y += cur_direction.y;
}else{
move_destination = destination;
}
// Check for quick look
if(right_button) {
handle_begin_look(true, need_redraw, need_reprint);
handle_look(destination, true, current_key_mod(), need_redraw, need_reprint);
return true;
}
if(overall_mode == MODE_OUTDOORS || overall_mode == MODE_TOWN || overall_mode == MODE_COMBAT) {
if(offset.x == 0 && offset.y == 0){
handle_pause(did_something, need_redraw);
}else{
handle_move(move_destination, did_something, need_redraw, need_reprint);
}
return true;
}
// Looking at something
else if(overall_mode == MODE_LOOK_OUTDOORS || overall_mode == MODE_LOOK_TOWN || overall_mode == MODE_LOOK_COMBAT) {
handle_look(destination, false, current_key_mod(), need_redraw, need_reprint);
return true;
}
// Talking to someone
else if(overall_mode == MODE_TALK_TOWN) {
handle_talk(destination, did_something, need_redraw, need_reprint);
return true;
}
// Targeting a space
else if(overall_mode == MODE_SPELL_TARGET || overall_mode == MODE_FIRING || overall_mode == MODE_THROWING ||
overall_mode == MODE_FANCY_TARGET || overall_mode == MODE_TOWN_TARGET) {
handle_target_space(destination, did_something, need_redraw, need_reprint);
return true;
}
// Dropping an item
else if(overall_mode == MODE_DROP_TOWN || overall_mode == MODE_DROP_COMBAT) {
handle_drop_item(destination, need_redraw);
return true;
}
// Using a space
else if(overall_mode == MODE_USE_TOWN) {
handle_use_space(destination, did_something, need_redraw);
return true;
}
// Bashing/lockpicking
else if(overall_mode == MODE_BASH_TOWN || overall_mode == MODE_PICK_TOWN) {
handle_bash_pick(destination, did_something, need_redraw, overall_mode == MODE_BASH_TOWN);
return true;
}
return false;
}
void handle_spellcast(eSkill which_type, bool& did_something, bool& need_redraw, bool& need_reprint, bool record) {
if(record && recording){
std::map<std::string,std::string> info;
@@ -1549,73 +1620,10 @@ bool handle_action(const sf::Event& event, cFramerateLimiter& fps_limiter) {
if(mouse_to_terrain_coords(tile, true) && (is_out() || is_town() || is_combat())){
int i = tile.x;
int j = tile.y;
location destination = cur_loc;
auto look_destination = [i, j, destination]() {
location look_dest = destination;
if (overall_mode == MODE_LOOK_OUTDOORS) look_dest = univ.party.out_loc;
look_dest.x = look_dest.x + i - 4;
look_dest.y = look_dest.y + j - 4;
return look_dest;
};
// Check for quick look
if(right_button) {
handle_begin_look(true, need_redraw, need_reprint);
handle_look(look_destination(), true, current_key_mod(), need_redraw, need_reprint);
}
location offset = {i - 4, j - 4};
handle_terrain_screen_actions(offset, true, right_button, did_something, need_redraw, need_reprint);
// Moving/pausing
else if(overall_mode == MODE_OUTDOORS || overall_mode == MODE_TOWN || overall_mode == MODE_COMBAT) {
if((i == 4) & (j == 4)) handle_pause(did_something, need_redraw);
else {
cur_direction = get_cur_direction();
destination.x += cur_direction.x;
destination.y += cur_direction.y;
handle_move(destination, did_something, need_redraw, need_reprint);
}
}
// Looking at something
else if(overall_mode == MODE_LOOK_OUTDOORS || overall_mode == MODE_LOOK_TOWN || overall_mode == MODE_LOOK_COMBAT) {
handle_look(look_destination(), false, current_key_mod(), need_redraw, need_reprint);
}
// Talking to someone
else if(overall_mode == MODE_TALK_TOWN) {
destination.x = destination.x + i - 4;
destination.y = destination.y + j - 4;
handle_talk(destination, did_something, need_redraw, need_reprint);
}
// Targeting a space
else if(overall_mode == MODE_SPELL_TARGET || overall_mode == MODE_FIRING || overall_mode == MODE_THROWING ||
overall_mode == MODE_FANCY_TARGET || overall_mode == MODE_TOWN_TARGET) {
destination = center;
destination.x += i - 4;
destination.y += j - 4;
handle_target_space(destination, did_something, need_redraw, need_reprint);
}
// Dropping an item
else if(overall_mode == MODE_DROP_TOWN || overall_mode == MODE_DROP_COMBAT) {
destination.x += i - 4;
destination.y += j - 4;
handle_drop_item(destination, need_redraw);
}
// Using a space
else if(overall_mode == MODE_USE_TOWN) {
destination.x += i - 4;
destination.y += j - 4;
handle_use_space(destination, did_something, need_redraw);
}
// Bashing/lockpicking
else if(overall_mode == MODE_BASH_TOWN || overall_mode == MODE_PICK_TOWN) {
destination.x += i - 4;
destination.y += j - 4;
handle_bash_pick(destination, did_something, need_redraw, overall_mode == MODE_BASH_TOWN);
}
}
// MARK: End: click in terrain
@@ -2666,15 +2674,9 @@ bool handle_keystroke(const sf::Event& event, cFramerateLimiter& fps_limiter){
Key::Numpad4,Key::Numpad5,Key::Numpad6,
Key::Numpad7,Key::Numpad8,Key::Numpad9
};
// Terrain map coordinates to simulate a click for 8-directional movement/waiting
// ordered to correspond with keypad keys
location terrain_click[10] = {
{150,185},{120,215},{150,215},{180,215},
{120,185},{150,185},{180,185},
{120,155},{150,155},{180,135}
};
// Screen shift deltas ordered to correspond with keypad keys
location screen_shift_delta[10] = {
// Directional deltas ordered to correspond with keypad keys
location directional_delta[10] = {
{0,0},{-1,1},{0,1},{1,1},
{-1,0},{0,0},{1,0},
{-1,-1},{0,-1},{1,-1}
@@ -2805,13 +2807,14 @@ bool handle_keystroke(const sf::Event& event, cFramerateLimiter& fps_limiter){
chr2 = Key::Z;
}
else {
if(!handle_screen_shift(screen_shift_delta[i], need_redraw)){
// Directional keys simulate directional click
pass_point = mainPtr().mapCoordsToPixel(terrain_click[i], mainView);
pass_event.mouseButton.x = pass_point.x;
pass_event.mouseButton.y = pass_point.y;
are_done = handle_action(pass_event, fps_limiter);
return are_done;
location cur_loc = is_out() ? univ.party.out_loc : center;
location delta = directional_delta[i];
if(!handle_screen_shift(delta, need_redraw)){
if(handle_terrain_screen_actions(delta, false, false, did_something, need_redraw, need_reprint)){
advance_time(did_something, need_redraw, need_reprint);
return true;
}
return false;
}
}
}

View File

@@ -43,6 +43,7 @@ void handle_death();
void start_new_game(bool force = false);
void start_tutorial();
location get_cur_direction();
bool handle_terrain_screen_actions(location offset, bool mouse, bool right_button, bool& did_something, bool& need_redraw, bool& need_reprint);
void outd_move_to_first_town_entrance(int town);
bool outd_move_party(location destination,bool forced);
bool town_move_party(location destination,short forced);

View File

@@ -1098,22 +1098,9 @@ using Key = sf::Keyboard::Key;
std::map<Key,int> delayed_keys;
const int ARROW_SIMUL_FRAMES = 3;
// Terrain map coordinates to simulate a click for 8-directional movement
// ordered to correspond with eDirection
// TODO terrain_click is duplicated (with different ordering) in boe.actions.cpp
location terrain_click[8] = {
{150,155}, // north
{180,135}, // northeast
{180,185}, // east
{180,215}, // southeast
{150,215}, // south
{120,215}, // southwest
{120,185}, // west
{120,155}, // northwest
};
// Screen shift deltas ordered to correspond with eDirection
// TODO screen_shift_delta is duplicated (with different ordering) in boe.actions.cpp
location screen_shift_delta[8] = {
// Directional deltas ordered to correspond with eDirection
// TODO directional_delta is duplicated (with different ordering) in boe.actions.cpp
location directional_delta[8] = {
{0,-1}, // north
{1,-1}, // northeast
{1,0}, // east
@@ -1163,18 +1150,15 @@ static void fire_delayed_key(Key code) {
}
if(dir != -1){
bool did_something = false;
bool need_redraw = false;
if(handle_screen_shift(screen_shift_delta[dir], need_redraw)){
if(need_redraw){
draw_terrain();
}
}else{
sf::Event pass_event = {sf::Event::MouseButtonPressed};
location pass_point = mainPtr().mapCoordsToPixel(terrain_click[dir], mainView);
pass_event.mouseButton.x = pass_point.x;
pass_event.mouseButton.y = pass_point.y;
queue_fake_event(pass_event);
bool need_reprint = false;
location delta = directional_delta[dir];
if(!handle_screen_shift(delta, need_redraw)){
// TODO this was deferred to the next frame before. Is that still necessary when not spoofing an event?
handle_terrain_screen_actions(delta, false, false, did_something, need_redraw, need_reprint);
}
advance_time(did_something, need_redraw, need_reprint);
}
}
@@ -1686,7 +1670,6 @@ void change_cursor() {
mouse_to_terrain_coords(tile, true);
if(tile.x != 4 || tile.y != 4){
cursor_direction = get_cur_direction();
LOG_VALUE(get_cur_direction());
cursor_needed = arrow_curs[cursor_direction.y + 1][cursor_direction.x + 1];
}else{
cursor_needed = wait_curs;