package d2gamescreen import ( "fmt" "image/color" "github.com/OpenDiablo2/OpenDiablo2/d2core/d2asset" "github.com/OpenDiablo2/OpenDiablo2/d2core/d2gui" "github.com/OpenDiablo2/OpenDiablo2/d2common/d2math/d2vector" "github.com/OpenDiablo2/OpenDiablo2/d2common/d2util" "github.com/OpenDiablo2/OpenDiablo2/d2core/d2ui" "github.com/OpenDiablo2/OpenDiablo2/d2common/d2enum" "github.com/OpenDiablo2/OpenDiablo2/d2common/d2interface" "github.com/OpenDiablo2/OpenDiablo2/d2core/d2audio" "github.com/OpenDiablo2/OpenDiablo2/d2core/d2map/d2mapentity" "github.com/OpenDiablo2/OpenDiablo2/d2core/d2map/d2maprenderer" "github.com/OpenDiablo2/OpenDiablo2/d2core/d2screen" "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, skillId: %d, x: %g, x: %g\n" spawnItemErrStr = "failed to send SpawnItem packet to the server: (%d, %d) %+v" ) const ( black50alpha = 0x0000007f // rgba ) // Game represents the Gameplay screen type Game struct { *d2mapentity.MapEntityFactory asset *d2asset.AssetManager gameClient *d2client.GameClient mapRenderer *d2maprenderer.MapRenderer uiManager *d2ui.UIManager gameControls *d2player.GameControls localPlayer *d2mapentity.Player lastRegionType d2enum.RegionIdType ticksSinceLevelCheck float64 escapeMenu *d2player.EscapeMenu soundEngine *d2audio.SoundEngine soundEnv d2audio.SoundEnvironment guiManager *d2gui.GuiManager keyMap *d2player.KeyMap 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 d2interface.Navigator, asset *d2asset.AssetManager, ui *d2ui.UIManager, renderer d2interface.Renderer, inputManager d2interface.InputManager, audioProvider d2interface.AudioProvider, gameClient *d2client.GameClient, term d2interface.Terminal, guiManager *d2gui.GuiManager, ) *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 } keyMap := d2player.GetDefaultKeyMap(asset) result := &Game{ asset: asset, gameClient: gameClient, gameControls: nil, localPlayer: nil, lastRegionType: d2enum.RegionNone, ticksSinceLevelCheck: 0, mapRenderer: d2maprenderer.CreateMapRenderer(asset, renderer, gameClient.MapEngine, term, startX, startY), escapeMenu: d2player.NewEscapeMenu(navigator, renderer, audioProvider, ui, guiManager, asset, keyMap), inputManager: inputManager, audioProvider: audioProvider, renderer: renderer, terminal: term, soundEngine: d2audio.NewSoundEngine(audioProvider, asset, term), uiManager: ui, guiManager: guiManager, keyMap: keyMap, } result.soundEnv = d2audio.NewSoundEnvironment(result.soundEngine) result.escapeMenu.OnLoad() if err := inputManager.BindHandler(result.escapeMenu); err != nil { fmt.Println("failed to add gameplay screen as event handler") } return result } // OnLoad loads the resources for the Gameplay screen func (v *Game) OnLoad(_ d2screen.LoadingState) { v.audioProvider.PlayBGM("") err := 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...) }, ) if err != nil { fmt.Printf("failed to bind the '%s' action, err: %v\n", "spawnitem", err) } err = 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...) }, ) if err != nil { fmt.Printf("failed to bind the '%s' action, err: %v\n", "spawnitemat", err) } err = v.terminal.BindAction( "spawnmon", "spawn monster at the local player position", func(name string) { x := int(v.localPlayer.Position.X()) y := int(v.localPlayer.Position.Y()) monstat := v.asset.Records.Monster.Stats[name] if monstat == nil { v.terminal.OutputErrorf("no monstat entry for \"%s\"", name) return } monster, npcErr := v.gameClient.MapEngine.NewNPC(x, y, monstat, 0) if npcErr != nil { v.terminal.OutputErrorf("error generating monster \"%s\": %v", name, npcErr) return } v.gameClient.MapEngine.AddEntity(monster) }, ) if err != nil { fmt.Printf("failed to bind the '%s' action, err: %v\n", "spawnmon", err) } } // OnUnload releases the resources of Gameplay screen func (v *Game) OnUnload() error { // https://github.com/OpenDiablo2/OpenDiablo2/issues/792 if err := v.inputManager.UnbindHandler(v.gameControls); err != nil { return err } // https://github.com/OpenDiablo2/OpenDiablo2/issues/792 if err := v.inputManager.UnbindHandler(v.escapeMenu); err != nil { return err } if err := v.terminal.UnbindAction("spawnItemAt"); err != nil { return err } if err := v.terminal.UnbindAction("spawnItem"); err != nil { return err } if err := v.OnPlayerSave(); err != nil { return err } if err := v.gameClient.Close(); err != nil { return err } v.soundEngine.Reset() return nil } // Render renders the Gameplay screen func (v *Game) Render(screen d2interface.Surface) { if v.gameClient.RegenMap { v.gameClient.RegenMap = false v.mapRenderer.RegenerateTileCache() v.gameClient.MapEngine.IsLoading = false } screen.Clear(color.Black) v.mapRenderer.Render(screen) if v.gameControls != nil { if v.gameControls.HelpOverlay != nil && v.gameControls.HelpOverlay.IsOpen() { screen.DrawRect(screenWidth, screenHeight, d2util.Color(black50alpha)) } if err := v.gameControls.Render(screen); err != nil { return } } } // Advance runs the update logic on the Gameplay screen func (v *Game) Advance(elapsed float64) error { v.soundEngine.Advance(elapsed) if (v.escapeMenu != nil && !v.escapeMenu.IsOpen()) || len(v.gameClient.Players) != 1 { v.gameClient.MapEngine.Advance(elapsed) } if v.gameControls != nil { if err := v.gameControls.Advance(elapsed); err != nil { return err } } v.ticksSinceLevelCheck += elapsed if v.ticksSinceLevelCheck > 1 { v.ticksSinceLevelCheck = 0 if v.localPlayer != nil { tilePosition := v.localPlayer.Position.Tile() tile := v.gameClient.MapEngine.TileAt(int(tilePosition.X()), int(tilePosition.Y())) if tile != nil { levelDetails := v.asset.Records.Level.Details[int(tile.RegionType)] v.soundEnv.SetEnv(levelDetails.SoundEnvironmentID) // skip showing zone change text the first time we enter the world if v.lastRegionType != d2enum.RegionNone && v.lastRegionType != tile.RegionType { areaName := levelDetails.LevelDisplayName areaChgStr := fmt.Sprintf("Entering The %s", areaName) v.gameControls.SetZoneChangeText(areaChgStr) v.gameControls.ShowZoneChangeText() v.gameControls.HideZoneChangeTextAfter(hideZoneTextAfterSeconds) } v.lastRegionType = tile.RegionType } } } // Bind the game controls to the player once it exists if v.gameControls == nil { 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) } v.soundEnv.Advance(elapsed) return nil } func (v *Game) bindGameControls() error { for _, player := range v.gameClient.Players { if player.ID() != v.gameClient.PlayerID { continue } v.localPlayer = player var err error v.gameControls, err = d2player.NewGameControls(v.asset, v.renderer, player, v.gameClient.MapEngine, v.escapeMenu, v.mapRenderer, v, v.terminal, v.uiManager, v.guiManager, v.keyMap, v.gameClient.IsSinglePlayer()) if err != nil { return err } v.gameControls.Load() if err := v.inputManager.BindHandler(v.gameControls); err != nil { fmt.Printf(bindControlsErrStr, player.ID()) } break } 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() createMovePlayerPacket := d2netpacket.CreateMovePlayerPacket(playerID, worldX, worldY, targetX, targetY) err := v.gameClient.SendPacketToServer(createMovePlayerPacket) if err != nil { fmt.Printf(moveErrStr, v.gameClient.PlayerID, targetX, targetY) } } // OnPlayerSave instructs the server to save our player data func (v *Game) OnPlayerSave() error { playerState := v.gameClient.Players[v.gameClient.PlayerID] err := v.gameClient.SendPacketToServer(d2netpacket.CreateSavePlayerPacket(playerState)) if err != nil { return err } return nil } // OnPlayerCast sends the casting skill action to the server func (v *Game) OnPlayerCast(skillID int, targetX, targetY float64) { err := v.gameClient.SendPacketToServer(d2netpacket.CreateCastPacket(v.gameClient.PlayerID, skillID, targetX, targetY)) if err != nil { fmt.Printf(castErrStr, v.gameClient.PlayerID, skillID, 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) } }