mirror of
https://github.com/OpenDiablo2/OpenDiablo2
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2153f5ce64
* implemented logger in d2gamescreen * logger in d2game/d2player * logger for app.go
1045 lines
24 KiB
Go
1045 lines
24 KiB
Go
package d2player
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import (
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"fmt"
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"strings"
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"time"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2geom"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2util"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2enum"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2math/d2vector"
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"github.com/OpenDiablo2/OpenDiablo2/d2core/d2gui"
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"github.com/OpenDiablo2/OpenDiablo2/d2core/d2hero"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2interface"
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"github.com/OpenDiablo2/OpenDiablo2/d2core/d2asset"
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"github.com/OpenDiablo2/OpenDiablo2/d2core/d2map/d2mapengine"
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"github.com/OpenDiablo2/OpenDiablo2/d2core/d2map/d2mapentity"
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"github.com/OpenDiablo2/OpenDiablo2/d2core/d2map/d2maprenderer"
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"github.com/OpenDiablo2/OpenDiablo2/d2core/d2ui"
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)
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const (
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logPrefix = "Player"
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)
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// Panel represents the panel at the bottom of the game screen
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type Panel interface {
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IsOpen() bool
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Toggle()
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Open()
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Close()
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}
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const mouseBtnActionsThreshold = 0.25
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const (
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// Since they require special handling, not considering (1) globes, (2) content of the mini panel, (3) belt
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leftSkill actionableType = iota
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newStats
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xp
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walkRun
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stamina
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newSkills
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rightSkill
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hpGlobe
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manaGlobe
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)
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const (
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leftSkillX,
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leftSkillY,
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leftSkillWidth,
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leftSkillHeight = 117, 550, 50, 50
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newStatsX,
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newStatsY,
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newStatsWidth,
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newStatsHeight = 206, 563, 30, 30
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xpX,
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xpY,
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xpWidth,
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xpHeight = 253, 560, 125, 5
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walkRunX,
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walkRunY,
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walkRunWidth,
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walkRunHeight = 255, 573, 17, 20
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staminaX,
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staminaY,
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staminaWidth,
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staminaHeight = 273, 573, 105, 20
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newSkillsX,
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newSkillsY,
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newSkillsWidth,
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newSkillsHeight = 562, 563, 30, 30
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rightSkillX,
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rightSkillY,
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rightSkillWidth,
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rightSkillHeight = 635, 550, 50, 50
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hpGlobeX,
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hpGlobeY,
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hpGlobeWidth,
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hpGlobeHeight = 30, 525, 80, 60
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manaGlobeX,
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manaGlobeY,
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manaGlobeWidth,
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manaGlobeHeight = 695, 525, 80, 60
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)
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const (
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menuBottomRectX,
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menuBottomRectY,
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menuBottomRectW,
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menuBottomRectH = 0, 550, 800, 50
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menuLeftRectX,
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menuLeftRectY,
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menuLeftRectW,
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menuLeftRectH = 0, 0, 400, 600
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menuRightRectX,
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menuRightRectY,
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menuRightRectW,
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menuRightRectH = 400, 0, 400, 600
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)
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// NewGameControls creates a GameControls instance and returns a pointer to it
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// nolint:funlen // doesn't make sense to split this up
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func NewGameControls(
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asset *d2asset.AssetManager,
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renderer d2interface.Renderer,
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hero *d2mapentity.Player,
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mapEngine *d2mapengine.MapEngine,
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escapeMenu *EscapeMenu,
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mapRenderer *d2maprenderer.MapRenderer,
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inputListener inputCallbackListener,
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term d2interface.Terminal,
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ui *d2ui.UIManager,
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guiManager *d2gui.GuiManager,
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keyMap *KeyMap,
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l d2util.LogLevel,
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isSinglePlayer bool,
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) (*GameControls, error) {
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var inventoryRecordKey string
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switch hero.Class {
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case d2enum.HeroAssassin:
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inventoryRecordKey = "Assassin2"
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case d2enum.HeroAmazon:
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inventoryRecordKey = "Amazon2"
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case d2enum.HeroBarbarian:
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inventoryRecordKey = "Barbarian2"
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case d2enum.HeroDruid:
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inventoryRecordKey = "Druid2"
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case d2enum.HeroNecromancer:
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inventoryRecordKey = "Necromancer2"
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case d2enum.HeroPaladin:
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inventoryRecordKey = "Paladin2"
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case d2enum.HeroSorceress:
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inventoryRecordKey = "Sorceress2"
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default:
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return nil, fmt.Errorf("unknown hero class: %d", hero.Class)
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}
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actionableRegions := []actionableRegion{
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{leftSkill, d2geom.Rectangle{
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Left: leftSkillX,
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Top: leftSkillY,
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Width: leftSkillWidth,
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Height: leftSkillHeight,
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}},
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{newStats, d2geom.Rectangle{
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Left: newStatsX,
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Top: newStatsY,
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Width: newStatsWidth,
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Height: newStatsHeight,
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}},
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{xp, d2geom.Rectangle{
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Left: xpX,
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Top: xpY,
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Width: xpWidth,
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Height: xpHeight,
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}},
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{walkRun, d2geom.Rectangle{
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Left: walkRunX,
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Top: walkRunY,
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Width: walkRunWidth,
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Height: walkRunHeight,
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}},
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{stamina, d2geom.Rectangle{
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Left: staminaX,
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Top: staminaY,
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Width: staminaWidth,
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Height: staminaHeight,
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}},
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{newSkills, d2geom.Rectangle{
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Left: newSkillsX,
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Top: newSkillsY,
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Width: newSkillsWidth,
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Height: newSkillsHeight,
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}},
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{rightSkill, d2geom.Rectangle{
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Left: rightSkillX,
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Top: rightSkillY,
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Width: rightSkillWidth,
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Height: rightSkillHeight,
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}},
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{hpGlobe, d2geom.Rectangle{
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Left: hpGlobeX,
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Top: hpGlobeY,
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Width: hpGlobeWidth,
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Height: hpGlobeHeight,
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}},
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{manaGlobe, d2geom.Rectangle{
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Left: manaGlobeX,
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Top: manaGlobeY,
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Width: manaGlobeWidth,
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Height: manaGlobeHeight,
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}},
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}
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inventoryRecord := asset.Records.Layout.Inventory[inventoryRecordKey]
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heroStatsPanel := NewHeroStatsPanel(asset, ui, hero.Name(), hero.Class, l, hero.Stats)
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inventory := NewInventory(asset, ui, l, inventoryRecord)
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skilltree := newSkillTree(hero.Skills, hero.Class, asset, l, ui)
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miniPanel := newMiniPanel(asset, ui, l, isSinglePlayer)
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heroState, err := d2hero.NewHeroStateFactory(asset)
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if err != nil {
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return nil, err
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}
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helpOverlay := NewHelpOverlay(asset, renderer, ui, guiManager, l, keyMap)
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hud := NewHUD(asset, ui, hero, helpOverlay, miniPanel, actionableRegions, mapEngine, l, mapRenderer)
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const blackAlpha50percent = 0x0000007f
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hoverLabel := hud.nameLabel
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hoverLabel.SetBackgroundColor(d2util.Color(blackAlpha50percent))
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gc := &GameControls{
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asset: asset,
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ui: ui,
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renderer: renderer,
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hero: hero,
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heroState: heroState,
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escapeMenu: escapeMenu,
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inputListener: inputListener,
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mapRenderer: mapRenderer,
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inventory: inventory,
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skilltree: skilltree,
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heroStatsPanel: heroStatsPanel,
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HelpOverlay: helpOverlay,
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keyMap: keyMap,
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hud: hud,
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bottomMenuRect: &d2geom.Rectangle{
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Left: menuBottomRectX,
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Top: menuBottomRectY,
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Width: menuBottomRectW,
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Height: menuBottomRectH,
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},
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leftMenuRect: &d2geom.Rectangle{
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Left: menuLeftRectX,
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Top: menuLeftRectY,
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Width: menuLeftRectW,
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Height: menuLeftRectH,
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},
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rightMenuRect: &d2geom.Rectangle{
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Left: menuRightRectX,
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Top: menuRightRectY,
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Width: menuRightRectW,
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Height: menuRightRectH,
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},
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actionableRegions: actionableRegions,
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lastLeftBtnActionTime: 0,
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lastRightBtnActionTime: 0,
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isSinglePlayer: isSinglePlayer,
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}
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gc.heroStatsPanel.SetOnCloseCb(gc.onCloseHeroStatsPanel)
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gc.inventory.SetOnCloseCb(gc.onCloseInventory)
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gc.skilltree.SetOnCloseCb(gc.onCloseSkilltree)
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gc.escapeMenu.SetOnCloseCb(gc.hud.restoreMinipanelFromTempClose)
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err = gc.bindTerminalCommands(term)
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if err != nil {
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return nil, err
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}
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gc.logger = d2util.NewLogger()
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gc.logger.SetLevel(l)
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gc.logger.SetPrefix(logPrefix)
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return gc, nil
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}
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// GameControls represents the game's controls on the screen
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type GameControls struct {
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keyMap *KeyMap
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actionableRegions []actionableRegion
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asset *d2asset.AssetManager
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renderer d2interface.Renderer // https://github.com/OpenDiablo2/OpenDiablo2/issues/798
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inputListener inputCallbackListener
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hero *d2mapentity.Player
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heroState *d2hero.HeroStateFactory
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mapRenderer *d2maprenderer.MapRenderer
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escapeMenu *EscapeMenu
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ui *d2ui.UIManager
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inventory *Inventory
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hud *HUD
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skilltree *skillTree
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heroStatsPanel *HeroStatsPanel
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HelpOverlay *HelpOverlay
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bottomMenuRect *d2geom.Rectangle
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leftMenuRect *d2geom.Rectangle
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rightMenuRect *d2geom.Rectangle
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lastMouseX int
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lastMouseY int
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lastLeftBtnActionTime float64
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lastRightBtnActionTime float64
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FreeCam bool
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isSinglePlayer bool
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logger *d2util.Logger
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}
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type actionableType int
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type actionableRegion struct {
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actionableTypeID actionableType
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rect d2geom.Rectangle
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}
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// SkillResource represents a Skill with its corresponding icon sprite, path to DC6 file and icon number.
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// SkillResourcePath points to a DC6 resource which contains the icons of multiple skills as frames.
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// The IconNumber is the frame at which we can find our skill sprite in the DC6 file.
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type SkillResource struct {
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SkillResourcePath string // path to a skills DC6 file(see getSkillResourceByClass)
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IconNumber int // the index of the frame in the DC6 file
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SkillIcon *d2ui.Sprite
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}
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// OnKeyRepeat is called to handle repeated key presses
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func (g *GameControls) OnKeyRepeat(event d2interface.KeyEvent) bool {
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if g.FreeCam {
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var moveSpeed float64 = 8
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if event.KeyMod() == d2enum.KeyModShift {
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moveSpeed *= 2
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}
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if event.Key() == d2enum.KeyDown {
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v := d2vector.NewVector(0, moveSpeed)
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g.mapRenderer.MoveCameraTargetBy(v)
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return true
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}
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if event.Key() == d2enum.KeyUp {
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v := d2vector.NewVector(0, -moveSpeed)
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g.mapRenderer.MoveCameraTargetBy(v)
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return true
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}
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if event.Key() == d2enum.KeyRight {
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v := d2vector.NewVector(moveSpeed, 0)
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g.mapRenderer.MoveCameraTargetBy(v)
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return true
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}
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if event.Key() == d2enum.KeyLeft {
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v := d2vector.NewVector(-moveSpeed, 0)
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g.mapRenderer.MoveCameraTargetBy(v)
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return true
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}
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}
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return false
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}
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// OnKeyDown handles key presses
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func (g *GameControls) OnKeyDown(event d2interface.KeyEvent) bool {
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if event.Key() == d2enum.KeyEscape {
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g.onEscKey()
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return true
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}
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gameEvent := g.keyMap.getGameEvent(event.Key())
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switch gameEvent {
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case d2enum.ClearScreen:
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g.inventory.Close()
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g.skilltree.Close()
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g.heroStatsPanel.Close()
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g.HelpOverlay.Close()
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g.updateLayout()
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case d2enum.ToggleInventoryPanel:
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g.toggleInventoryPanel()
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case d2enum.ToggleSkillTreePanel:
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g.toggleInventoryPanel()
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case d2enum.ToggleCharacterPanel:
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g.toggleHeroStatsPanel()
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case d2enum.ToggleRunWalk:
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g.hud.onToggleRunButton(false)
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case d2enum.HoldRun:
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g.hud.onToggleRunButton(true)
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case d2enum.ToggleHelpScreen:
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g.HelpOverlay.Toggle()
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g.updateLayout()
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default:
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return false
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}
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return false
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}
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// OnKeyUp handles key release
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func (g *GameControls) OnKeyUp(event d2interface.KeyEvent) bool {
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gameEvent := g.keyMap.getGameEvent(event.Key())
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switch gameEvent {
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case d2enum.HoldRun:
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g.hud.onToggleRunButton(true)
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default:
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return false
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}
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return false
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}
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// When escape is pressed:
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// 1. If there was some overlay or panel open, close it
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// 2. Otherwise, if the Escape Menu was open, let the Escape Menu handle it
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// 3. If nothing was open, open the Escape Menu
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func (g *GameControls) onEscKey() {
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escHandled := false
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if g.hud.skillSelectMenu.IsOpen() {
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g.hud.skillSelectMenu.ClosePanels()
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escHandled = true
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}
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if g.inventory.IsOpen() {
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g.inventory.Close()
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escHandled = true
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}
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if g.skilltree.IsOpen() {
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g.skilltree.Close()
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escHandled = true
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}
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if g.heroStatsPanel.IsOpen() {
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g.heroStatsPanel.Close()
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escHandled = true
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}
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if g.HelpOverlay.IsOpen() {
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g.HelpOverlay.Toggle()
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escHandled = true
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}
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switch escHandled {
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case true:
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g.updateLayout()
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case false:
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if g.escapeMenu.IsOpen() {
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g.escapeMenu.OnEscKey()
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} else {
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g.openEscMenu()
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}
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}
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}
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func truncateFloat64(n float64) float64 {
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const ten = 10.0
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return float64(int(n*ten)) / ten
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}
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// OnMouseButtonRepeat handles repeated mouse clicks
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func (g *GameControls) OnMouseButtonRepeat(event d2interface.MouseEvent) bool {
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const (
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screenWidth, screenHeight = 800, 600
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halfScreenWidth, halfScreenHeight = screenWidth / 2, screenHeight / 2
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subtilesPerTile = 5
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)
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px, py := g.mapRenderer.ScreenToWorld(event.X(), event.Y())
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px = truncateFloat64(px)
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py = truncateFloat64(py)
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now := d2util.Now()
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button := event.Button()
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isLeft := button == d2enum.MouseButtonLeft
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isRight := button == d2enum.MouseButtonRight
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lastLeft := now - g.lastLeftBtnActionTime
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lastRight := now - g.lastRightBtnActionTime
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inRect := !g.isInActiveMenusRect(event.X(), event.Y())
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shouldDoLeft := lastLeft >= mouseBtnActionsThreshold
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shouldDoRight := lastRight >= mouseBtnActionsThreshold
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if isLeft && shouldDoLeft && inRect && !g.hero.IsCasting() {
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g.lastLeftBtnActionTime = now
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if event.KeyMod() == d2enum.KeyModShift {
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g.inputListener.OnPlayerCast(g.hero.LeftSkill.ID, px, py)
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} else {
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g.inputListener.OnPlayerMove(px, py)
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}
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if g.FreeCam {
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if event.Button() == d2enum.MouseButtonLeft {
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camVect := g.mapRenderer.Camera.GetPosition().Vector
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x := float64(halfScreenWidth) / subtilesPerTile
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y := float64(halfScreenHeight) / subtilesPerTile
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targetPosition := d2vector.NewPositionTile(x, y)
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targetPosition.Add(&camVect)
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g.mapRenderer.SetCameraTarget(&targetPosition)
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return true
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}
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}
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return true
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}
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|
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if isRight && shouldDoRight && inRect && !g.hero.IsCasting() {
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g.lastRightBtnActionTime = now
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g.inputListener.OnPlayerCast(g.hero.RightSkill.ID, px, py)
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return true
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}
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return true
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}
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|
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// OnMouseMove handles mouse movement events
|
|
func (g *GameControls) OnMouseMove(event d2interface.MouseMoveEvent) bool {
|
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mx, my := event.X(), event.Y()
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g.lastMouseX = mx
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g.lastMouseY = my
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g.inventory.lastMouseX = mx
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g.inventory.lastMouseY = my
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|
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for i := range g.actionableRegions {
|
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// Mouse over a game control element
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if g.actionableRegions[i].rect.IsInRect(mx, my) {
|
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g.onHoverActionable(g.actionableRegions[i].actionableTypeID)
|
|
}
|
|
}
|
|
|
|
g.hud.OnMouseMove(event)
|
|
|
|
return false
|
|
}
|
|
|
|
// OnMouseButtonUp handles mouse button presses
|
|
func (g *GameControls) OnMouseButtonUp(event d2interface.MouseEvent) bool {
|
|
return false
|
|
}
|
|
|
|
// OnMouseButtonDown handles mouse button presses
|
|
func (g *GameControls) OnMouseButtonDown(event d2interface.MouseEvent) bool {
|
|
mx, my := event.X(), event.Y()
|
|
|
|
for i := range g.actionableRegions {
|
|
// If click is on a game control element
|
|
if g.actionableRegions[i].rect.IsInRect(mx, my) {
|
|
g.onClickActionable(g.actionableRegions[i].actionableTypeID)
|
|
return false
|
|
}
|
|
}
|
|
|
|
if g.hud.skillSelectMenu.IsOpen() && event.Button() == d2enum.MouseButtonLeft {
|
|
g.lastLeftBtnActionTime = d2util.Now()
|
|
g.hud.skillSelectMenu.HandleClick(mx, my)
|
|
g.hud.skillSelectMenu.ClosePanels()
|
|
|
|
return false
|
|
}
|
|
|
|
px, py := g.mapRenderer.ScreenToWorld(mx, my)
|
|
px = truncateFloat64(px)
|
|
py = truncateFloat64(py)
|
|
|
|
if event.Button() == d2enum.MouseButtonLeft && !g.isInActiveMenusRect(mx, my) && !g.hero.IsCasting() {
|
|
g.lastLeftBtnActionTime = d2util.Now()
|
|
|
|
if event.KeyMod() == d2enum.KeyModShift {
|
|
g.inputListener.OnPlayerCast(g.hero.LeftSkill.ID, px, py)
|
|
} else {
|
|
g.inputListener.OnPlayerMove(px, py)
|
|
}
|
|
|
|
return true
|
|
}
|
|
|
|
if event.Button() == d2enum.MouseButtonRight && !g.isInActiveMenusRect(mx, my) && !g.hero.IsCasting() {
|
|
g.lastRightBtnActionTime = d2util.Now()
|
|
|
|
g.inputListener.OnPlayerCast(g.hero.RightSkill.ID, px, py)
|
|
|
|
return true
|
|
}
|
|
|
|
return false
|
|
}
|
|
|
|
func (g *GameControls) toggleHeroStatsPanel() {
|
|
g.heroStatsPanel.Toggle()
|
|
g.hud.miniPanel.SetMovedRight(g.heroStatsPanel.IsOpen())
|
|
g.updateLayout()
|
|
}
|
|
|
|
func (g *GameControls) onCloseHeroStatsPanel() {
|
|
g.hud.miniPanel.SetMovedRight(g.heroStatsPanel.IsOpen())
|
|
g.updateLayout()
|
|
}
|
|
|
|
func (g *GameControls) toggleInventoryPanel() {
|
|
g.skilltree.Close()
|
|
g.inventory.Toggle()
|
|
g.hud.miniPanel.SetMovedLeft(g.inventory.IsOpen())
|
|
g.updateLayout()
|
|
}
|
|
|
|
func (g *GameControls) onCloseInventory() {
|
|
g.hud.miniPanel.SetMovedLeft(g.inventory.IsOpen())
|
|
g.updateLayout()
|
|
}
|
|
|
|
func (g *GameControls) toggleSkilltreePanel() {
|
|
g.inventory.Close()
|
|
g.skilltree.Toggle()
|
|
g.hud.miniPanel.SetMovedLeft(g.skilltree.IsOpen())
|
|
g.updateLayout()
|
|
}
|
|
|
|
func (g *GameControls) onCloseSkilltree() {
|
|
g.hud.miniPanel.SetMovedLeft(g.skilltree.IsOpen())
|
|
g.updateLayout()
|
|
}
|
|
|
|
func (g *GameControls) openEscMenu() {
|
|
g.inventory.Close()
|
|
g.skilltree.Close()
|
|
g.heroStatsPanel.Close()
|
|
g.hud.closeMinipanelTemporary()
|
|
g.escapeMenu.open()
|
|
g.updateLayout()
|
|
}
|
|
|
|
// Load the resources required for the GameControls
|
|
func (g *GameControls) Load() {
|
|
g.hud.Load()
|
|
g.inventory.Load()
|
|
g.skilltree.load()
|
|
g.heroStatsPanel.Load()
|
|
g.HelpOverlay.Load()
|
|
|
|
miniPanelActions := &miniPanelActions{
|
|
characterToggle: g.toggleHeroStatsPanel,
|
|
inventoryToggle: g.toggleInventoryPanel,
|
|
skilltreeToggle: g.toggleSkilltreePanel,
|
|
menuToggle: g.openEscMenu,
|
|
}
|
|
g.hud.miniPanel.load(miniPanelActions)
|
|
}
|
|
|
|
// Advance advances the state of the GameControls
|
|
func (g *GameControls) Advance(elapsed float64) error {
|
|
g.mapRenderer.Advance(elapsed)
|
|
|
|
if err := g.escapeMenu.Advance(elapsed); err != nil {
|
|
return err
|
|
}
|
|
|
|
return nil
|
|
}
|
|
|
|
func (g *GameControls) updateLayout() {
|
|
isRightPanelOpen := g.isLeftPanelOpen()
|
|
isLeftPanelOpen := g.isRightPanelOpen()
|
|
|
|
switch {
|
|
case isRightPanelOpen == isLeftPanelOpen:
|
|
g.mapRenderer.ViewportDefault()
|
|
case isRightPanelOpen:
|
|
g.mapRenderer.ViewportToLeft()
|
|
default:
|
|
g.mapRenderer.ViewportToRight()
|
|
}
|
|
}
|
|
|
|
func (g *GameControls) isLeftPanelOpen() bool {
|
|
// https://github.com/OpenDiablo2/OpenDiablo2/issues/801
|
|
return g.heroStatsPanel.IsOpen()
|
|
}
|
|
|
|
func (g *GameControls) isRightPanelOpen() bool {
|
|
return g.inventory.IsOpen() || g.skilltree.IsOpen()
|
|
}
|
|
|
|
func (g *GameControls) isInActiveMenusRect(px, py int) bool {
|
|
if g.bottomMenuRect.IsInRect(px, py) {
|
|
return true
|
|
}
|
|
|
|
if g.isLeftPanelOpen() && g.leftMenuRect.IsInRect(px, py) {
|
|
return true
|
|
}
|
|
|
|
if g.isRightPanelOpen() && g.rightMenuRect.IsInRect(px, py) {
|
|
return true
|
|
}
|
|
|
|
if g.hud.miniPanel.IsOpen() && g.hud.miniPanel.IsInRect(px, py) {
|
|
return true
|
|
}
|
|
|
|
if g.escapeMenu.IsOpen() {
|
|
return true
|
|
}
|
|
|
|
if g.HelpOverlay.IsOpen() && g.HelpOverlay.IsInRect(px, py) {
|
|
return true
|
|
}
|
|
|
|
if g.hud.skillSelectMenu.IsOpen() {
|
|
return true
|
|
}
|
|
|
|
return false
|
|
}
|
|
|
|
// Render draws the GameControls onto the target
|
|
func (g *GameControls) Render(target d2interface.Surface) error {
|
|
if err := g.renderPanels(target); err != nil {
|
|
return err
|
|
}
|
|
|
|
if err := g.hud.Render(target); err != nil {
|
|
return err
|
|
}
|
|
|
|
if err := g.escapeMenu.Render(target); err != nil {
|
|
return err
|
|
}
|
|
|
|
return nil
|
|
}
|
|
|
|
func (g *GameControls) renderPanels(target d2interface.Surface) error {
|
|
g.inventory.Render(target)
|
|
|
|
return nil
|
|
}
|
|
|
|
// SetZoneChangeText sets the zoneChangeText
|
|
func (g *GameControls) SetZoneChangeText(text string) {
|
|
g.hud.zoneChangeText.SetText(text)
|
|
}
|
|
|
|
// ShowZoneChangeText shows the zoneChangeText
|
|
func (g *GameControls) ShowZoneChangeText() {
|
|
g.hud.isZoneTextShown = true
|
|
}
|
|
|
|
// HideZoneChangeTextAfter hides the zoneChangeText after the given amount of seconds
|
|
func (g *GameControls) HideZoneChangeTextAfter(delay float64) {
|
|
time.AfterFunc(time.Duration(delay)*time.Second, func() {
|
|
g.hud.isZoneTextShown = false
|
|
})
|
|
}
|
|
|
|
// HpStatsIsVisible returns true if the hp and mana stats are visible to the player
|
|
func (g *GameControls) HpStatsIsVisible() bool {
|
|
return g.hud.hpStatsIsVisible
|
|
}
|
|
|
|
// ManaStatsIsVisible returns true if the hp and mana stats are visible to the player
|
|
func (g *GameControls) ManaStatsIsVisible() bool {
|
|
return g.hud.manaStatsIsVisible
|
|
}
|
|
|
|
// ToggleHpStats toggles the visibility of the hp and mana stats placed above their respective globe and load only if they do not match
|
|
func (g *GameControls) ToggleHpStats() {
|
|
g.hud.hpStatsIsVisible = !g.hud.hpStatsIsVisible
|
|
}
|
|
|
|
// ToggleManaStats toggles the visibility of the hp and mana stats placed above their respective globe
|
|
func (g *GameControls) ToggleManaStats() {
|
|
g.hud.manaStatsIsVisible = !g.hud.manaStatsIsVisible
|
|
}
|
|
|
|
// Handles what to do when an actionable is hovered
|
|
func (g *GameControls) onHoverActionable(item actionableType) {
|
|
hoverMap := map[actionableType]func(){
|
|
leftSkill: func() {},
|
|
newStats: func() {},
|
|
xp: func() {},
|
|
walkRun: func() {},
|
|
stamina: func() {},
|
|
newSkills: func() {},
|
|
rightSkill: func() {},
|
|
hpGlobe: func() {},
|
|
manaGlobe: func() {},
|
|
}
|
|
|
|
onHover, found := hoverMap[item]
|
|
if !found {
|
|
g.logger.Error(fmt.Sprintf("Unrecognized actionableType(%d) being hovered\n", item))
|
|
return
|
|
}
|
|
|
|
onHover()
|
|
}
|
|
|
|
// Handles what to do when an actionable is clicked
|
|
func (g *GameControls) onClickActionable(item actionableType) {
|
|
actionMap := map[actionableType]func(){
|
|
leftSkill: func() {
|
|
g.hud.skillSelectMenu.ToggleLeftPanel()
|
|
},
|
|
|
|
newStats: func() {
|
|
g.logger.Info("New Stats Selector Action Pressed")
|
|
},
|
|
|
|
xp: func() {
|
|
g.logger.Info("XP Action Pressed")
|
|
},
|
|
|
|
walkRun: func() {
|
|
g.logger.Info("Walk/Run Action Pressed")
|
|
},
|
|
|
|
stamina: func() {
|
|
g.logger.Info("Stamina Action Pressed")
|
|
},
|
|
|
|
newSkills: func() {
|
|
g.logger.Info("New Skills Selector Action Pressed")
|
|
},
|
|
|
|
rightSkill: func() {
|
|
g.hud.skillSelectMenu.ToggleRightPanel()
|
|
},
|
|
|
|
hpGlobe: func() {
|
|
g.ToggleHpStats()
|
|
g.logger.Info("HP Globe Pressed")
|
|
},
|
|
|
|
manaGlobe: func() {
|
|
g.ToggleManaStats()
|
|
g.logger.Info("Mana Globe Pressed")
|
|
},
|
|
}
|
|
|
|
action, found := actionMap[item]
|
|
if !found {
|
|
// Warning, because some action types are still todo, and could return this error
|
|
g.logger.Warning(fmt.Sprintf("Unrecognized actionableType(%d) being clicked\n", item))
|
|
return
|
|
}
|
|
|
|
action()
|
|
}
|
|
|
|
func (g *GameControls) bindFreeCamCommand(term d2interface.Terminal) error {
|
|
return term.BindAction("freecam", "toggle free camera movement", func() {
|
|
g.FreeCam = !g.FreeCam
|
|
})
|
|
}
|
|
|
|
func (g *GameControls) bindSetLeftSkillCommand(term d2interface.Terminal) error {
|
|
setLeftSkill := func(id int) {
|
|
skillRecord := g.asset.Records.Skill.Details[id]
|
|
skill, err := g.heroState.CreateHeroSkill(1, skillRecord.Skill)
|
|
|
|
if err != nil {
|
|
term.OutputErrorf("cannot create skill with ID of %d, error: %s", id, err)
|
|
return
|
|
}
|
|
|
|
g.hero.LeftSkill = skill
|
|
}
|
|
|
|
return term.BindAction(
|
|
"setleftskill",
|
|
"set skill to fire on left click",
|
|
setLeftSkill,
|
|
)
|
|
}
|
|
|
|
func (g *GameControls) bindSetRightSkillCommand(term d2interface.Terminal) error {
|
|
setRightSkill := func(id int) {
|
|
skillRecord := g.asset.Records.Skill.Details[id]
|
|
skill, err := g.heroState.CreateHeroSkill(0, skillRecord.Skill)
|
|
|
|
if err != nil {
|
|
term.OutputErrorf("cannot create skill with ID of %d, error: %s", id, err)
|
|
return
|
|
}
|
|
|
|
g.hero.RightSkill = skill
|
|
}
|
|
|
|
return term.BindAction(
|
|
"setrightskill",
|
|
"set skill to fire on right click",
|
|
setRightSkill,
|
|
)
|
|
}
|
|
|
|
const classTokenLength = 3
|
|
|
|
func (g *GameControls) bindLearnSkillsCommand(term d2interface.Terminal) error {
|
|
learnSkills := func(token string) {
|
|
if len(token) < classTokenLength {
|
|
term.OutputErrorf("The given class token should be at least 3 characters")
|
|
return
|
|
}
|
|
|
|
validPrefixes := []string{"ama", "ass", "nec", "bar", "sor", "dru", "pal"}
|
|
classToken := strings.ToLower(token)
|
|
tokenPrefix := classToken[0:3]
|
|
isValidToken := false
|
|
|
|
for idx := range validPrefixes {
|
|
if strings.Compare(tokenPrefix, validPrefixes[idx]) == 0 {
|
|
isValidToken = true
|
|
}
|
|
}
|
|
|
|
if !isValidToken {
|
|
fmtInvalid := "Invalid class, must be a value starting with(case insensitive): %s"
|
|
term.OutputErrorf(fmtInvalid, strings.Join(validPrefixes, ", "))
|
|
|
|
return
|
|
}
|
|
|
|
var err error
|
|
|
|
learnedSkillsCount := 0
|
|
|
|
for _, skillDetailRecord := range g.asset.Records.Skill.Details {
|
|
if skillDetailRecord.Charclass != classToken {
|
|
continue
|
|
}
|
|
|
|
if skill, ok := g.hero.Skills[skillDetailRecord.ID]; ok {
|
|
skill.SkillPoints++
|
|
learnedSkillsCount++
|
|
} else {
|
|
skill, skillErr := g.heroState.CreateHeroSkill(1, skillDetailRecord.Skill)
|
|
if skill == nil {
|
|
continue
|
|
}
|
|
|
|
learnedSkillsCount++
|
|
|
|
g.hero.Skills[skill.ID] = skill
|
|
|
|
if skillErr != nil {
|
|
err = skillErr
|
|
break
|
|
}
|
|
}
|
|
}
|
|
|
|
g.hud.skillSelectMenu.RegenerateImageCache()
|
|
g.logger.Info(fmt.Sprintf("Learned %d skills", learnedSkillsCount))
|
|
|
|
if err != nil {
|
|
term.OutputErrorf("cannot learn skill for class, error: %s", err)
|
|
return
|
|
}
|
|
}
|
|
|
|
return term.BindAction(
|
|
"learnskills",
|
|
"learn all skills for the a given class",
|
|
learnSkills,
|
|
)
|
|
}
|
|
|
|
func (g *GameControls) bindLearnSkillByIDCommand(term d2interface.Terminal) error {
|
|
learnByID := func(id int) {
|
|
skillRecord := g.asset.Records.Skill.Details[id]
|
|
if skillRecord == nil {
|
|
term.OutputErrorf("cannot find a skill record for ID: %d", id)
|
|
return
|
|
}
|
|
|
|
skill, err := g.heroState.CreateHeroSkill(1, skillRecord.Skill)
|
|
if skill == nil {
|
|
term.OutputErrorf("cannot create skill: %s", skillRecord.Skill)
|
|
return
|
|
}
|
|
|
|
g.hero.Skills[skill.ID] = skill
|
|
|
|
if err != nil {
|
|
term.OutputErrorf("cannot learn skill for class, error: %s", err)
|
|
return
|
|
}
|
|
|
|
g.hud.skillSelectMenu.RegenerateImageCache()
|
|
g.logger.Info("Learned skill: " + skill.Skill)
|
|
}
|
|
|
|
return term.BindAction(
|
|
"learnskillid",
|
|
"learn a skill by a given ID",
|
|
learnByID,
|
|
)
|
|
}
|
|
|
|
func (g *GameControls) bindTerminalCommands(term d2interface.Terminal) error {
|
|
if err := g.bindFreeCamCommand(term); err != nil {
|
|
return err
|
|
}
|
|
|
|
if err := g.bindSetLeftSkillCommand(term); err != nil {
|
|
return err
|
|
}
|
|
|
|
if err := g.bindSetRightSkillCommand(term); err != nil {
|
|
return err
|
|
}
|
|
|
|
if err := g.bindLearnSkillsCommand(term); err != nil {
|
|
return err
|
|
}
|
|
|
|
if err := g.bindLearnSkillByIDCommand(term); err != nil {
|
|
return err
|
|
}
|
|
|
|
return nil
|
|
}
|