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bow:: mouse_fire_mode
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9bebbd8f4e
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176ea28a24
@ -1562,6 +1562,11 @@ EX void initConfig() {
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-> set_need_confirm()
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-> set_need_confirm()
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-> set_value_to = [] (bow::eCrossbowStyle s) { bool b = game_active; if(s != bow::style) stop_game(); bow::style = s; if(b) start_game(); };
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-> set_value_to = [] (bow::eCrossbowStyle s) { bool b = game_active; if(s != bow::style) stop_game(); bow::style = s; if(b) start_game(); };
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param_b(bow::bump_to_shoot, "bump_to_shoot", true)->editable("bump to shoot", 'b');
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param_b(bow::bump_to_shoot, "bump_to_shoot", true)->editable("bump to shoot", 'b');
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param_enum(bow::mouse_fire_mode, "mouse_fire_mode", "mouse_fire_mode", bow::mfmPriority)
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->editable({{"explicit", "You need to click crossbow or be close to fire."},
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{"priority", "Click on a faraway monster to fire if possible, or move if not."},
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{"always", "Clicking on a faraway monster always means an attempt to fire."}},
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"mouse auto-fire mode", 'm');
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param_enum(vid.msgleft, "message_style", "message style", 2)
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param_enum(vid.msgleft, "message_style", "message style", 2)
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-> editable({{"centered", ""}, {"left-aligned", ""}, {"line-broken", ""}}, "message style", 'a');
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-> editable({{"centered", ""}, {"left-aligned", ""}, {"line-broken", ""}}, "message style", 'a');
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@ -621,6 +621,7 @@ EX void handleKeyNormal(int sym, int uni) {
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else if(mouseover &&
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else if(mouseover &&
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targetclick && (shmup::on ? numplayers() == 1 && !shmup::pc[0]->dead : true) && targetRangedOrb(mouseover, forcetarget ? roMouseForce : roMouse)) {
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targetclick && (shmup::on ? numplayers() == 1 && !shmup::pc[0]->dead : true) && targetRangedOrb(mouseover, forcetarget ? roMouseForce : roMouse)) {
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}
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}
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else if(bow::fire_on_mouse(mouseover)) ;
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else if(forcetarget)
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else if(forcetarget)
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;
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;
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else if(rug::rugged && rug::renderonce)
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else if(rug::rugged && rug::renderonce)
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40
crossbow.cpp
40
crossbow.cpp
@ -325,6 +325,45 @@ EX void add_fire(cell *c) {
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}
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}
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}
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}
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#if HDR
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enum eMouseFireMode { mfmNone, mfmPriority, mfmAlways };
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#endif
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EX eMouseFireMode mouse_fire_mode = mfmPriority;
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EX bool fire_on_mouse(cell *c) {
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if(mouse_fire_mode == mfmNone) return false;
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if(!mouseover) return false;
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if(!mouseover->monst) return false;
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if(items[itCrossbow]) {
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if(mouse_fire_mode == mfmAlways) {
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addMessage(XLAT("Cannot fire again yet. Turns to reload: %1.", its(items[itCrossbow])));
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return true;
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}
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return false;
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}
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target_at = {};
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target_at[mouseover->cpdist] = mouseover;
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int res = create_path();
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if(res <= 0) {
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if(mouse_fire_mode == mfmAlways) {
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addMessage(XLAT("Shooting impossible."));
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return true;
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}
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return false;
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}
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gen_bowpath_map();
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checked_move_issue = miVALID;
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pcmove pcm;
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pcm.checkonly = false;
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changes.init(false);
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addMessage(XLAT("Fire!"));
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bool b = pcm.try_shooting(false);
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if(!b) changes.rollback();
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if(mouse_fire_mode == mfmAlways) return true;
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return b;
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}
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EX void shoot() {
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EX void shoot() {
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flagtype attackflags = AF_BOW;
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flagtype attackflags = AF_BOW;
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if(items[itOrbSpeed]&1) attackflags |= AF_FAST;
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if(items[itOrbSpeed]&1) attackflags |= AF_FAST;
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@ -440,6 +479,7 @@ EX void showMenu() {
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if(crossbow_mode()) {
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if(crossbow_mode()) {
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add_edit(style);
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add_edit(style);
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add_edit(bump_to_shoot);
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add_edit(bump_to_shoot);
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add_edit(bow::mouse_fire_mode);
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}
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}
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else dialog::addBreak(200);
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else dialog::addBreak(200);
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dialog::addBack();
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dialog::addBack();
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