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OpenDiablo2/d2game/d2gamescreen/game.go

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package d2gamescreen
import (
"fmt"
"image/color"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2math/d2vector"
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"github.com/OpenDiablo2/OpenDiablo2/d2common"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2data/d2datadict"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2enum"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2interface"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2map/d2mapentity"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2map/d2maprenderer"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2screen"
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"github.com/OpenDiablo2/OpenDiablo2/d2game/d2player"
"github.com/OpenDiablo2/OpenDiablo2/d2networking/d2client"
"github.com/OpenDiablo2/OpenDiablo2/d2networking/d2netpacket"
)
const hideZoneTextAfterSeconds = 2.0
const (
moveErrStr = "failed to send MovePlayer packet to the server, playerId: %s, x: %g, x: %g\n"
bindControlsErrStr = "failed to add gameControls as input handler for player: %s\n"
castErrStr = "failed to send CastSkill packet to the server, playerId: %s, missileId: %d, x: %g, x: %g\n"
spawnItemErrStr = "failed to send SpawnItem packet to the server: (%d, %d) %+v"
)
// Game represents the Gameplay screen
type Game struct {
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gameClient *d2client.GameClient
mapRenderer *d2maprenderer.MapRenderer
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gameControls *d2player.GameControls // TODO: Hack
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localPlayer *d2mapentity.Player
lastRegionType d2enum.RegionIdType
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ticksSinceLevelCheck float64
escapeMenu *EscapeMenu
renderer d2interface.Renderer
inputManager d2interface.InputManager
audioProvider d2interface.AudioProvider
terminal d2interface.Terminal
}
// CreateGame creates the Gameplay screen and returns a pointer to it
func CreateGame(
navigator Navigator,
renderer d2interface.Renderer,
inputManager d2interface.InputManager,
audioProvider d2interface.AudioProvider,
gameClient *d2client.GameClient,
term d2interface.Terminal,
) *Game {
// find the local player and its initial location
var startX, startY float64
for _, player := range gameClient.Players {
if player.ID != gameClient.PlayerID {
continue
}
worldPosition := player.Position.World()
startX, startY = worldPosition.X(), worldPosition.Y()
break
}
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result := &Game{
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gameClient: gameClient,
gameControls: nil,
localPlayer: nil,
lastRegionType: d2enum.RegionNone,
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ticksSinceLevelCheck: 0,
mapRenderer: d2maprenderer.CreateMapRenderer(renderer, gameClient.MapEngine, term, startX, startY),
escapeMenu: NewEscapeMenu(navigator, renderer, audioProvider),
inputManager: inputManager,
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audioProvider: audioProvider,
renderer: renderer,
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terminal: term,
}
result.escapeMenu.onLoad()
if err := inputManager.BindHandler(result.escapeMenu); err != nil {
fmt.Println("failed to add gameplay screen as event handler")
}
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return result
}
// OnLoad loads the resources for the Gameplay screen
func (v *Game) OnLoad(_ d2screen.LoadingState) {
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v.audioProvider.PlayBGM("")
v.terminal.BindAction(
"spawnitem",
"spawns an item at the local player position",
func(code1, code2, code3, code4, code5 string) {
codes := []string{code1, code2, code3, code4, code5}
v.debugSpawnItemAtPlayer(codes...)
},
)
v.terminal.BindAction(
"spawnitemat",
"spawns an item at the x,y coordinates",
func(x, y int, code1, code2, code3, code4, code5 string) {
codes := []string{code1, code2, code3, code4, code5}
v.debugSpawnItemAtLocation(x, y, codes...)
},
)
}
// OnUnload releases the resources of Gameplay screen
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func (v *Game) OnUnload() error {
if err := v.inputManager.UnbindHandler(v.gameControls); err != nil { // TODO: hack
return err
}
if err := v.inputManager.UnbindHandler(v.escapeMenu); err != nil { // TODO: hack
return err
}
v.terminal.UnbindAction("spawnItemAt")
v.terminal.UnbindAction("spawnItem")
if err := v.gameClient.Close(); err != nil {
return err
}
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return nil
}
// Render renders the Gameplay screen
func (v *Game) Render(screen d2interface.Surface) error {
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if v.gameClient.RegenMap {
v.gameClient.RegenMap = false
v.mapRenderer.RegenerateTileCache()
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}
if err := screen.Clear(color.Black); err != nil {
return err
}
v.mapRenderer.Render(screen)
if v.gameControls != nil {
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if err := v.gameControls.Render(screen); err != nil {
return err
}
}
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return nil
}
// Advance runs the update logic on the Gameplay screen
func (v *Game) Advance(elapsed float64) error {
if (v.escapeMenu != nil && !v.escapeMenu.isOpen) || len(v.gameClient.Players) != 1 {
v.gameClient.MapEngine.Advance(elapsed) // TODO: Hack
}
if v.gameControls != nil {
if err := v.gameControls.Advance(elapsed); err != nil {
return err
}
}
v.ticksSinceLevelCheck += elapsed
if v.ticksSinceLevelCheck > 1.0 {
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v.ticksSinceLevelCheck = 0
if v.localPlayer != nil {
tilePosition := v.localPlayer.Position.Tile()
tile := v.gameClient.MapEngine.TileAt(int(tilePosition.X()), int(tilePosition.Y()))
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if tile != nil {
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musicInfo := d2common.GetMusicDef(tile.RegionType)
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v.audioProvider.PlayBGM(musicInfo.MusicFile)
// skip showing zone change text the first time we enter the world
if v.lastRegionType != d2enum.RegionNone && v.lastRegionType != tile.RegionType {
//TODO: Should not be using RegionType as an index - this will return incorrect LevelDetails record for most of the zones.
areaName := d2datadict.LevelDetails[int(tile.RegionType)].LevelDisplayName
areaChgStr := fmt.Sprintf("Entering The %s", areaName)
v.gameControls.SetZoneChangeText(areaChgStr)
v.gameControls.ShowZoneChangeText()
v.gameControls.HideZoneChangeTextAfter(hideZoneTextAfterSeconds)
}
v.lastRegionType = tile.RegionType
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}
}
}
// Bind the game controls to the player once it exists
if v.gameControls == nil {
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if err := v.bindGameControls(); err != nil {
return err
}
}
// Update the camera to focus on the player
if v.localPlayer != nil && !v.gameControls.FreeCam {
worldPosition := v.localPlayer.Position.World()
rx, ry := v.mapRenderer.WorldToOrtho(worldPosition.X(), worldPosition.Y())
position := d2vector.NewPosition(rx, ry)
v.mapRenderer.SetCameraTarget(&position)
}
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return nil
}
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func (v *Game) bindGameControls() error {
for _, player := range v.gameClient.Players {
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if player.ID != v.gameClient.PlayerID {
continue
}
v.localPlayer = player
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var err error
v.gameControls, err = d2player.NewGameControls(v.renderer, player, v.gameClient.MapEngine, v.mapRenderer, v, v.terminal)
if err != nil {
return err
}
v.gameControls.Load()
if err := v.inputManager.BindHandler(v.gameControls); err != nil {
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fmt.Printf(bindControlsErrStr, player.ID)
}
break
}
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return nil
}
// OnPlayerMove sends the player move action to the server
func (v *Game) OnPlayerMove(targetX, targetY float64) {
worldPosition := v.localPlayer.Position.World()
playerID, worldX, worldY := v.gameClient.PlayerID, worldPosition.X(), worldPosition.Y()
createPlayerPacket := d2netpacket.CreateMovePlayerPacket(playerID, worldX, worldY, targetX, targetY)
err := v.gameClient.SendPacketToServer(createPlayerPacket)
if err != nil {
fmt.Printf(moveErrStr, v.gameClient.PlayerID, targetX, targetY)
}
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}
// OnPlayerCast sends the casting skill action to the server
func (v *Game) OnPlayerCast(missileID int, targetX, targetY float64) {
err := v.gameClient.SendPacketToServer(d2netpacket.CreateCastPacket(v.gameClient.PlayerID, missileID, targetX, targetY))
if err != nil {
fmt.Printf(castErrStr, v.gameClient.PlayerID, missileID, targetX, targetY)
}
}
func (v *Game) debugSpawnItemAtPlayer(codes ...string) {
if v.localPlayer == nil {
return
}
pos := v.localPlayer.GetPosition()
tile := pos.Tile()
x, y := int(tile.X()), int(tile.Y())
v.debugSpawnItemAtLocation(x, y, codes...)
}
func (v *Game) debugSpawnItemAtLocation(x, y int, codes ...string) {
packet := d2netpacket.CreateSpawnItemPacket(x, y, codes...)
err := v.gameClient.SendPacketToServer(packet)
if err != nil {
fmt.Printf(spawnItemErrStr, x, y, codes)
}
}