package d2player import ( "fmt" "image" "image/color" "log" "math" "strings" "time" "github.com/OpenDiablo2/OpenDiablo2/d2common/d2fileformats/d2tbl" "github.com/OpenDiablo2/OpenDiablo2/d2common/d2geom" "github.com/OpenDiablo2/OpenDiablo2/d2common/d2util" "github.com/OpenDiablo2/OpenDiablo2/d2game/d2player/help" "github.com/OpenDiablo2/OpenDiablo2/d2common/d2enum" "github.com/OpenDiablo2/OpenDiablo2/d2common/d2math/d2vector" "github.com/OpenDiablo2/OpenDiablo2/d2core/d2gui" "github.com/OpenDiablo2/OpenDiablo2/d2core/d2hero" "github.com/OpenDiablo2/OpenDiablo2/d2common/d2interface" "github.com/OpenDiablo2/OpenDiablo2/d2common/d2resource" "github.com/OpenDiablo2/OpenDiablo2/d2core/d2asset" "github.com/OpenDiablo2/OpenDiablo2/d2core/d2map/d2mapengine" "github.com/OpenDiablo2/OpenDiablo2/d2core/d2map/d2mapentity" "github.com/OpenDiablo2/OpenDiablo2/d2core/d2map/d2maprenderer" "github.com/OpenDiablo2/OpenDiablo2/d2core/d2ui" ) // Panel represents the panel at the bottom of the game screen type Panel interface { IsOpen() bool Toggle() Open() Close() } const ( expBarWidth = 120.0 staminaBarWidth = 102.0 globeHeight = 80 globeWidth = 80 hoverLabelOuterPad = 5 mouseBtnActionsTreshhold = 0.25 ) // GameControls represents the game's controls on the screen type GameControls struct { actionableRegions []ActionableRegion asset *d2asset.AssetManager renderer d2interface.Renderer // TODO: This shouldn't be a dependency inputListener InputCallbackListener hero *d2mapentity.Player heroState *d2hero.HeroStateFactory mapEngine *d2mapengine.MapEngine mapRenderer *d2maprenderer.MapRenderer escapeMenu *EscapeMenu ui *d2ui.UIManager inventory *Inventory heroStatsPanel *HeroStatsPanel HelpOverlay *help.Overlay miniPanel *miniPanel lastMouseX int lastMouseY int missileID int globeSprite *d2ui.Sprite hpManaStatusSprite *d2ui.Sprite mainPanel *d2ui.Sprite menuButton *d2ui.Sprite leftSkillResource *SkillResource rightSkillResource *SkillResource zoneChangeText *d2ui.Label nameLabel *d2ui.Label hpManaStatsLabel *d2ui.Label runButton *d2ui.Button lastLeftBtnActionTime float64 lastRightBtnActionTime float64 FreeCam bool isZoneTextShown bool hpStatsIsVisible bool manaStatsIsVisible bool isSinglePlayer bool } type ActionableType int type ActionableRegion struct { ActionableTypeID ActionableType Rect d2geom.Rectangle } // SkillResource represents a Skill with its corresponding icon sprite, path to DC6 file and icon number. // SkillResourcePath points to a DC6 resource which contains the icons of multiple skills as frames. // The IconNumber is the frame at which we can find our skill sprite in the DC6 file. type SkillResource struct { SkillResourcePath string // path to a skills DC6 file(see getSkillResourceByClass) IconNumber int // the index of the frame in the DC6 file SkillIcon *d2ui.Sprite } const ( // Since they require special handling, not considering (1) globes, (2) content of the mini panel, (3) belt leftSkill ActionableType = iota newStats xp walkRun stamina miniPnl newSkills rightSkill hpGlobe manaGlobe miniPanelCharacter miniPanelInventory miniPanelSkillTree miniPanelAutomap miniPanelMessageLog miniPanelQuestLog miniPanelGameMenu ) // NewGameControls creates a GameControls instance and returns a pointer to it func NewGameControls( asset *d2asset.AssetManager, renderer d2interface.Renderer, hero *d2mapentity.Player, mapEngine *d2mapengine.MapEngine, escapeMenu *EscapeMenu, mapRenderer *d2maprenderer.MapRenderer, inputListener InputCallbackListener, term d2interface.Terminal, ui *d2ui.UIManager, guiManager *d2gui.GuiManager, isSinglePlayer bool, ) (*GameControls, error) { zoneLabel := ui.NewLabel(d2resource.Font30, d2resource.PaletteUnits) zoneLabel.Alignment = d2gui.HorizontalAlignCenter nameLabel := ui.NewLabel(d2resource.Font16, d2resource.PaletteStatic) nameLabel.Alignment = d2gui.HorizontalAlignCenter nameLabel.SetText(d2ui.ColorTokenize("", d2ui.ColorTokenServer)) hpManaStatsLabel := ui.NewLabel(d2resource.Font16, d2resource.PaletteUnits) hpManaStatsLabel.Alignment = d2gui.HorizontalAlignLeft // TODO make this depend on the hero type to respect inventory.txt var inventoryRecordKey string switch hero.Class { case d2enum.HeroAssassin: inventoryRecordKey = "Assassin" case d2enum.HeroAmazon: inventoryRecordKey = "Amazon2" case d2enum.HeroBarbarian: inventoryRecordKey = "Barbarian2" case d2enum.HeroDruid: inventoryRecordKey = "Druid" case d2enum.HeroNecromancer: inventoryRecordKey = "Necromancer2" case d2enum.HeroPaladin: inventoryRecordKey = "Paladin2" case d2enum.HeroSorceress: inventoryRecordKey = "Sorceress2" default: return nil, fmt.Errorf("unknown hero class: %d", hero.Class) } inventoryRecord := asset.Records.Layout.Inventory[inventoryRecordKey] hoverLabel := nameLabel hoverLabel.SetBackgroundColor(color.RGBA{0, 0, 0, uint8(128)}) globeStatsLabel := hpManaStatsLabel heroState, err := d2hero.NewHeroStateFactory(asset) if err != nil { return nil, err } gc := &GameControls{ asset: asset, ui: ui, renderer: renderer, hero: hero, heroState: heroState, mapEngine: mapEngine, escapeMenu: escapeMenu, inputListener: inputListener, mapRenderer: mapRenderer, inventory: NewInventory(asset, ui, inventoryRecord), heroStatsPanel: NewHeroStatsPanel(asset, ui, hero.Name(), hero.Class, hero.Stats), HelpOverlay: help.NewHelpOverlay(asset, renderer, ui, guiManager), miniPanel: newMiniPanel(asset, ui, isSinglePlayer), nameLabel: hoverLabel, zoneChangeText: zoneLabel, hpManaStatsLabel: globeStatsLabel, actionableRegions: []ActionableRegion{ {leftSkill, d2geom.Rectangle{Left: 115, Top: 550, Width: 50, Height: 50}}, {newStats, d2geom.Rectangle{Left: 206, Top: 563, Width: 30, Height: 30}}, {xp, d2geom.Rectangle{Left: 253, Top: 560, Width: 125, Height: 5}}, {walkRun, d2geom.Rectangle{Left: 255, Top: 573, Width: 17, Height: 20}}, {stamina, d2geom.Rectangle{Left: 273, Top: 573, Width: 105, Height: 20}}, {miniPnl, d2geom.Rectangle{Left: 393, Top: 563, Width: 12, Height: 23}}, {newSkills, d2geom.Rectangle{Left: 562, Top: 563, Width: 30, Height: 30}}, {rightSkill, d2geom.Rectangle{Left: 634, Top: 550, Width: 50, Height: 50}}, {hpGlobe, d2geom.Rectangle{Left: 30, Top: 525, Width: 80, Height: 60}}, {manaGlobe, d2geom.Rectangle{Left: 695, Top: 525, Width: 80, Height: 60}}, {miniPanelCharacter, d2geom.Rectangle{Left: 324, Top: 528, Width: 22, Height: 26}}, {miniPanelInventory, d2geom.Rectangle{Left: 346, Top: 528, Width: 22, Height: 26}}, {miniPanelSkillTree, d2geom.Rectangle{Left: 368, Top: 528, Width: 22, Height: 26}}, {miniPanelAutomap, d2geom.Rectangle{Left: 390, Top: 528, Width: 22, Height: 26}}, {miniPanelMessageLog, d2geom.Rectangle{Left: 412, Top: 528, Width: 22, Height: 26}}, {miniPanelQuestLog, d2geom.Rectangle{Left: 434, Top: 528, Width: 22, Height: 26}}, {miniPanelGameMenu, d2geom.Rectangle{Left: 456, Top: 528, Width: 22, Height: 26}}, }, lastLeftBtnActionTime: 0, lastRightBtnActionTime: 0, isSinglePlayer: isSinglePlayer, } err = term.BindAction("freecam", "toggle free camera movement", func() { gc.FreeCam = !gc.FreeCam }) if err != nil { return nil, err } err = term.BindAction("setleftskill", "set skill to fire on left click", func(id int) { skillRecord := gc.asset.Records.Skill.Details[id] skill, err := heroState.CreateHeroSkill(0, skillRecord.Skill) if err != nil { term.OutputErrorf("cannot create skill with ID of %d, error: %s", id, err) return } gc.hero.LeftSkill = skill }) err = term.BindAction("setrightskill", "set skill to fire on right click", func(id int) { skillRecord := gc.asset.Records.Skill.Details[id] skill, err := heroState.CreateHeroSkill(0, skillRecord.Skill) if err != nil { term.OutputErrorf("cannot create skill with ID of %d, error: %s", id, err) return } gc.hero.RightSkill = skill }) if err != nil { return nil, err } return gc, nil } // OnKeyRepeat is called to handle repeated key presses func (g *GameControls) OnKeyRepeat(event d2interface.KeyEvent) bool { if g.FreeCam { var moveSpeed float64 = 8 if event.KeyMod() == d2enum.KeyModShift { moveSpeed *= 2 } if event.Key() == d2enum.KeyDown { v := d2vector.NewVector(0, moveSpeed) g.mapRenderer.MoveCameraTargetBy(v) return true } if event.Key() == d2enum.KeyUp { v := d2vector.NewVector(0, -moveSpeed) g.mapRenderer.MoveCameraTargetBy(v) return true } if event.Key() == d2enum.KeyRight { v := d2vector.NewVector(moveSpeed, 0) g.mapRenderer.MoveCameraTargetBy(v) return true } if event.Key() == d2enum.KeyLeft { v := d2vector.NewVector(-moveSpeed, 0) g.mapRenderer.MoveCameraTargetBy(v) return true } } return false } // OnKeyDown handles key presses func (g *GameControls) OnKeyDown(event d2interface.KeyEvent) bool { switch event.Key() { case d2enum.KeyEscape: g.onEscKey() break case d2enum.KeyI: g.inventory.Toggle() g.updateLayout() case d2enum.KeyC: g.heroStatsPanel.Toggle() g.updateLayout() case d2enum.KeyR, d2enum.KeyControl: g.onToggleRunButton() case d2enum.KeyH: g.HelpOverlay.Toggle() g.updateLayout() default: return false } return false } // OnKeyUp handles key release func (g *GameControls) OnKeyUp(event d2interface.KeyEvent) bool { switch event.Key() { case d2enum.KeyControl: g.onToggleRunButton() default: return false } return false } // When escape is pressed: // 1. If there was some overlay or panel open, close it // 2. Otherwise, if the Escape Menu was open, let the Escape Menu handle it // 3. If nothing was open, open the Escape Menu func (g *GameControls) onEscKey() { escHandled := false if g.inventory.IsOpen() { g.inventory.Close() escHandled = true } if g.heroStatsPanel.IsOpen() { g.heroStatsPanel.Close() escHandled = true } if g.HelpOverlay.IsOpen() { g.HelpOverlay.Toggle() escHandled = true } if escHandled { g.updateLayout() } else if g.escapeMenu.isOpen { g.escapeMenu.OnEscKey() } else { g.escapeMenu.open() } } // OnMouseButtonRepeat handles repeated mouse clicks func (g *GameControls) OnMouseButtonRepeat(event d2interface.MouseEvent) bool { px, py := g.mapRenderer.ScreenToWorld(event.X(), event.Y()) px = float64(int(px*10)) / 10.0 py = float64(int(py*10)) / 10.0 now := d2util.Now() button := event.Button() isLeft := button == d2enum.MouseButtonLeft isRight := button == d2enum.MouseButtonRight lastLeft := now - g.lastLeftBtnActionTime lastRight := now - g.lastRightBtnActionTime inRect := !g.isInActiveMenusRect(event.X(), event.Y()) shouldDoLeft := lastLeft >= mouseBtnActionsTreshhold shouldDoRight := lastRight >= mouseBtnActionsTreshhold if isLeft && shouldDoLeft && inRect && !g.hero.IsCasting() { g.lastLeftBtnActionTime = now if event.KeyMod() == d2enum.KeyModShift { g.inputListener.OnPlayerCast(g.hero.LeftSkill.ID, px, py) } else { g.inputListener.OnPlayerMove(px, py) } if g.FreeCam { if event.Button() == d2enum.MouseButtonLeft { camVect := g.mapRenderer.Camera.GetPosition().Vector x, y := float64(g.lastMouseX-400)/5, float64(g.lastMouseY-300)/5 targetPosition := d2vector.NewPositionTile(x, y) targetPosition.Add(&camVect) g.mapRenderer.SetCameraTarget(&targetPosition) return true } } return true } if isRight && shouldDoRight && inRect && !g.hero.IsCasting() { g.lastRightBtnActionTime = now g.inputListener.OnPlayerCast(g.hero.RightSkill.ID, px, py) return true } return true } // OnMouseMove handles mouse movement events func (g *GameControls) OnMouseMove(event d2interface.MouseMoveEvent) bool { mx, my := event.X(), event.Y() g.lastMouseX = mx g.lastMouseY = my g.inventory.lastMouseX = mx g.inventory.lastMouseY = my for i := range g.actionableRegions { // Mouse over a game control element if g.actionableRegions[i].Rect.IsInRect(mx, my) { g.onHoverActionable(g.actionableRegions[i].ActionableTypeID) } } 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 } } px, py := g.mapRenderer.ScreenToWorld(mx, my) px = float64(int(px*10)) / 10.0 py = float64(int(py*10)) / 10.0 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 } // Load the resources required for the GameControls func (g *GameControls) Load() { var err error g.globeSprite, err = g.ui.NewSprite(d2resource.GameGlobeOverlap, d2resource.PaletteSky) if err != nil { log.Print(err) } g.hpManaStatusSprite, err = g.ui.NewSprite(d2resource.HealthManaIndicator, d2resource.PaletteSky) if err != nil { log.Print(err) } g.mainPanel, err = g.ui.NewSprite(d2resource.GamePanels, d2resource.PaletteSky) if err != nil { log.Print(err) } g.menuButton, err = g.ui.NewSprite(d2resource.MenuButton, d2resource.PaletteSky) if err != nil { log.Print(err) } err = g.menuButton.SetCurrentFrame(2) if err != nil { log.Print(err) } // TODO: temporarily hardcoded to Attack, should come from saved state for hero genericSkillsSprite, err := g.ui.NewSprite(d2resource.GenericSkills, d2resource.PaletteSky) if err != nil { log.Print(err) } attackIconID := 2 g.leftSkillResource = &SkillResource{SkillIcon: genericSkillsSprite, IconNumber: attackIconID, SkillResourcePath: d2resource.GenericSkills} g.rightSkillResource = &SkillResource{SkillIcon: genericSkillsSprite, IconNumber: attackIconID, SkillResourcePath: d2resource.GenericSkills} g.loadUIButtons() g.inventory.Load() g.heroStatsPanel.Load() g.HelpOverlay.Load() } func (g *GameControls) loadUIButtons() { // Run button g.runButton = g.ui.NewButton(d2ui.ButtonTypeRun, "") g.runButton.SetPosition(255, 570) g.runButton.OnActivated(func() { g.onToggleRunButton() }) if g.hero.IsRunToggled() { g.runButton.Toggle() } } func (g *GameControls) onToggleRunButton() { g.runButton.Toggle() g.hero.ToggleRunWalk() // TODO: change the running menu icon g.hero.SetIsRunning(g.hero.IsRunToggled()) } // Advance advances the state of the GameControls func (g *GameControls) Advance(elapsed float64) error { g.mapRenderer.Advance(elapsed) 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 { // TODO: add quest log panel return g.heroStatsPanel.IsOpen() } func (g *GameControls) isRightPanelOpen() bool { // TODO: add skills tree panel return g.inventory.IsOpen() } func (g *GameControls) isInActiveMenusRect(px, py int) bool { var bottomMenuRect = d2geom.Rectangle{Left: 0, Top: 550, Width: 800, Height: 50} var leftMenuRect = d2geom.Rectangle{Left: 0, Top: 0, Width: 400, Height: 600} var rightMenuRect = d2geom.Rectangle{Left: 400, Top: 0, Width: 400, Height: 600} if bottomMenuRect.IsInRect(px, py) { return true } if g.isLeftPanelOpen() && leftMenuRect.IsInRect(px, py) { return true } if g.isRightPanelOpen() && rightMenuRect.IsInRect(px, py) { return true } if g.miniPanel.IsOpen() && g.miniPanel.isInRect(px, py) { return true } if g.escapeMenu.IsOpen() { return true } if g.HelpOverlay.IsOpen() && g.HelpOverlay.IsInRect(px, py) { return true } return false } // TODO: consider caching the panels to single image that is reused. // Render draws the GameControls onto the target func (g *GameControls) Render(target d2interface.Surface) error { mx, my := g.lastMouseX, g.lastMouseY for entityIdx := range g.mapEngine.Entities() { entity := (g.mapEngine.Entities())[entityIdx] if !entity.Selectable() { continue } entPos := entity.GetPosition() entOffset := entPos.RenderOffset() entScreenXf, entScreenYf := g.mapRenderer.WorldToScreenF(entity.GetPositionF()) entScreenX := int(math.Floor(entScreenXf)) entScreenY := int(math.Floor(entScreenYf)) entityWidth, entityHeight := entity.GetSize() halfWidth, halfHeight := entityWidth/2, entityHeight/2 l, r := entScreenX-halfWidth-hoverLabelOuterPad, entScreenX+halfWidth+hoverLabelOuterPad t, b := entScreenY-halfHeight-hoverLabelOuterPad, entScreenY+halfHeight-hoverLabelOuterPad xWithin := (l <= mx) && (r >= mx) yWithin := (t <= my) && (b >= my) within := xWithin && yWithin if within { xOff, yOff := int(entOffset.X()), int(entOffset.Y()) g.nameLabel.SetText(entity.Label()) xLabel, yLabel := entScreenX-xOff, entScreenY-yOff-entityHeight-hoverLabelOuterPad g.nameLabel.SetPosition(xLabel, yLabel) g.nameLabel.Render(target) entity.Highlight() break } } if err := g.heroStatsPanel.Render(target); err != nil { return err } if err := g.inventory.Render(target); err != nil { return err } width, height := target.GetSize() offset := 0 // Left globe holder if err := g.mainPanel.SetCurrentFrame(0); err != nil { return err } w, _ := g.mainPanel.GetCurrentFrameSize() g.mainPanel.SetPosition(offset, height) if err := g.mainPanel.Render(target); err != nil { return err } // Health status bar healthPercent := float64(g.hero.Stats.Health) / float64(g.hero.Stats.MaxHealth) hpBarHeight := int(healthPercent * float64(globeHeight)) if err := g.hpManaStatusSprite.SetCurrentFrame(0); err != nil { return err } g.hpManaStatusSprite.SetPosition(offset+30, height-13) if err := g.hpManaStatusSprite.RenderSection(target, image.Rect(0, globeHeight-hpBarHeight, globeWidth, globeHeight)); err != nil { return err } // Left globe if err := g.globeSprite.SetCurrentFrame(0); err != nil { return err } g.globeSprite.SetPosition(offset+28, height-5) if err := g.globeSprite.Render(target); err != nil { return err } offset += w // Left skill skillResourcePath := g.getSkillResourceByClass(g.hero.LeftSkill.Charclass) if skillResourcePath != g.leftSkillResource.SkillResourcePath { g.leftSkillResource.SkillIcon, _ = g.ui.NewSprite(skillResourcePath, d2resource.PaletteSky) } if err := g.leftSkillResource.SkillIcon.SetCurrentFrame(g.hero.LeftSkill.IconCel); err != nil { return err } w, _ = g.leftSkillResource.SkillIcon.GetCurrentFrameSize() g.leftSkillResource.SkillIcon.SetPosition(offset, height) if err := g.leftSkillResource.SkillIcon.Render(target); err != nil { return err } offset += w // New Stats Selector if err := g.mainPanel.SetCurrentFrame(1); err != nil { return err } w, _ = g.mainPanel.GetCurrentFrameSize() g.mainPanel.SetPosition(offset, height) if err := g.mainPanel.Render(target); err != nil { return err } offset += w // Stamina if err := g.mainPanel.SetCurrentFrame(2); err != nil { return err } w, _ = g.mainPanel.GetCurrentFrameSize() g.mainPanel.SetPosition(offset, height) if err := g.mainPanel.Render(target); err != nil { return err } offset += w // Stamina status bar target.PushTranslation(273, 572) target.PushEffect(d2enum.DrawEffectModulate) staminaPercent := float64(g.hero.Stats.Stamina) / float64(g.hero.Stats.MaxStamina) target.DrawRect(int(staminaPercent*staminaBarWidth), 19, color.RGBA{R: 175, G: 136, B: 72, A: 200}) target.PopN(2) // Experience status bar target.PushTranslation(256, 561) expPercent := float64(g.hero.Stats.Experience) / float64(g.hero.Stats.NextLevelExp) target.DrawRect(int(expPercent*expBarWidth), 2, color.RGBA{R: 255, G: 255, B: 255, A: 255}) target.Pop() // Center menu button menuButtonFrameIndex := 0 if g.miniPanel.isOpen { menuButtonFrameIndex = 2 } if err := g.menuButton.SetCurrentFrame(menuButtonFrameIndex); err != nil { return err } g.mainPanel.GetCurrentFrameSize() g.menuButton.SetPosition((width/2)-8, height-16) if err := g.menuButton.Render(target); err != nil { return err } if err := g.miniPanel.Render(target); err != nil { return err } // Potions if err := g.mainPanel.SetCurrentFrame(3); err != nil { return err } w, _ = g.mainPanel.GetCurrentFrameSize() g.mainPanel.SetPosition(offset, height) if err := g.mainPanel.Render(target); err != nil { return err } offset += w // New Skills Selector if err := g.mainPanel.SetCurrentFrame(4); err != nil { return err } w, _ = g.mainPanel.GetCurrentFrameSize() g.mainPanel.SetPosition(offset, height) if err := g.mainPanel.Render(target); err != nil { return err } offset += w // Right skill skillResourcePath = g.getSkillResourceByClass(g.hero.RightSkill.Charclass) if skillResourcePath != g.rightSkillResource.SkillResourcePath { g.rightSkillResource.SkillIcon, _ = g.ui.NewSprite(skillResourcePath, d2resource.PaletteSky) } if err := g.rightSkillResource.SkillIcon.SetCurrentFrame(g.hero.RightSkill.IconCel); err != nil { return err } w, _ = g.rightSkillResource.SkillIcon.GetCurrentFrameSize() g.rightSkillResource.SkillIcon.SetPosition(offset, height) if err := g.rightSkillResource.SkillIcon.Render(target); err != nil { return err } offset += w // Right globe holder if err := g.mainPanel.SetCurrentFrame(5); err != nil { return err } g.mainPanel.GetCurrentFrameSize() g.mainPanel.SetPosition(offset, height) if err := g.mainPanel.Render(target); err != nil { return err } // Mana status bar manaPercent := float64(g.hero.Stats.Mana) / float64(g.hero.Stats.MaxMana) manaBarHeight := int(manaPercent * float64(globeHeight)) if err := g.hpManaStatusSprite.SetCurrentFrame(1); err != nil { return err } g.hpManaStatusSprite.SetPosition(offset+7, height-12) if err := g.hpManaStatusSprite.RenderSection(target, image.Rect(0, globeHeight-manaBarHeight, globeWidth, globeHeight)); err != nil { return err } // Right globe if err := g.globeSprite.SetCurrentFrame(1); err != nil { return err } g.globeSprite.SetPosition(offset+8, height-8) if err := g.globeSprite.Render(target); err != nil { return err } if err := g.globeSprite.Render(target); err != nil { return err } if g.isZoneTextShown { g.zoneChangeText.SetPosition(width/2, height/4) g.zoneChangeText.Render(target) } // Create and format Health string from string lookup table. fmtHealth := d2tbl.TranslateString("panelhealth") healthCurr, healthMax := int(g.hero.Stats.Health), int(g.hero.Stats.MaxHealth) strPanelHealth := fmt.Sprintf(fmtHealth, healthCurr, healthMax) // Display current hp and mana stats hpGlobe or manaGlobe region is clicked if g.actionableRegions[hpGlobe].Rect.IsInRect(mx, my) || g.hpStatsIsVisible { g.hpManaStatsLabel.SetText(strPanelHealth) g.hpManaStatsLabel.SetPosition(15, 487) g.hpManaStatsLabel.Render(target) } // Create and format Mana string from string lookup table. fmtMana := d2tbl.TranslateString("panelmana") manaCurr, manaMax := int(g.hero.Stats.Mana), int(g.hero.Stats.MaxMana) strPanelMana := fmt.Sprintf(fmtMana, manaCurr, manaMax) if g.actionableRegions[manaGlobe].Rect.IsInRect(mx, my) || g.manaStatsIsVisible { g.hpManaStatsLabel.SetText(strPanelMana) // In case if the mana value gets higher, we need to shift the label to the left a little, hence widthManaLabel. widthManaLabel, _ := g.hpManaStatsLabel.GetSize() xManaLabel := 785 - widthManaLabel g.hpManaStatsLabel.SetPosition(xManaLabel, 487) g.hpManaStatsLabel.Render(target) } if err := g.HelpOverlay.Render(target); err != nil { return err } // Minipanel is closed and minipanel button is hovered. if g.miniPanel.IsOpen() && g.actionableRegions[miniPnl].Rect.IsInRect(mx, my) { g.nameLabel.SetText(d2tbl.TranslateString("panelcmini")) //"Close Mini Panel" g.nameLabel.SetPosition(399, 544) g.nameLabel.Render(target) } // Minipanel is open and minipanel button is hovered. if !g.miniPanel.IsOpen() && g.actionableRegions[miniPnl].Rect.IsInRect(mx, my) { g.nameLabel.SetText(d2tbl.TranslateString("panelmini")) //"Open Mini Panel" g.nameLabel.SetPosition(399, 544) g.nameLabel.Render(target) } // Display character tooltip when hovered. if g.miniPanel.IsOpen() && g.actionableRegions[miniPanelCharacter].Rect.IsInRect(mx, my) { g.nameLabel.SetText(d2tbl.TranslateString("minipanelchar")) //"Character" no hotkey g.nameLabel.SetPosition(340, 510) g.nameLabel.Render(target) } // Display inventory tooltip when hovered. if g.miniPanel.IsOpen() && g.actionableRegions[miniPanelInventory].Rect.IsInRect(mx, my) { g.nameLabel.SetText(d2tbl.TranslateString("minipanelinv")) //"Inventory" no hotkey g.nameLabel.SetPosition(360, 510) g.nameLabel.Render(target) } // Display skill tree tooltip when hovered. if g.miniPanel.IsOpen() && g.actionableRegions[miniPanelSkillTree].Rect.IsInRect(mx, my) { g.nameLabel.SetText(d2tbl.TranslateString("minipaneltree")) //"Skill Treee" no hotkey g.nameLabel.SetPosition(380, 510) g.nameLabel.Render(target) } // Display automap tooltip when hovered. if g.miniPanel.IsOpen() && g.actionableRegions[miniPanelAutomap].Rect.IsInRect(mx, my) { g.nameLabel.SetText(d2tbl.TranslateString("minipanelautomap")) //"Automap" no hotkey g.nameLabel.SetPosition(400, 510) g.nameLabel.Render(target) } // Display message log tooltip when hovered. if g.miniPanel.IsOpen() && g.actionableRegions[miniPanelMessageLog].Rect.IsInRect(mx, my) { g.nameLabel.SetText(d2tbl.TranslateString("minipanelmessage")) //"Message Log" no hotkey g.nameLabel.SetPosition(420, 510) g.nameLabel.Render(target) } // Display quest log tooltip when hovered. if g.miniPanel.IsOpen() && g.actionableRegions[miniPanelQuestLog].Rect.IsInRect(mx, my) { g.nameLabel.SetText(d2tbl.TranslateString("minipanelquest")) //"Quest Log" no hotkey g.nameLabel.SetPosition(440, 510) g.nameLabel.Render(target) } // Display game menu tooltip when hovered. if g.miniPanel.IsOpen() && g.actionableRegions[miniPanelGameMenu].Rect.IsInRect(mx, my) { g.nameLabel.SetText(d2tbl.TranslateString("minipanelmenubtn")) //"Game Menu (Esc)" // the (Esc) is hardcoded in. g.nameLabel.SetPosition(460, 510) g.nameLabel.Render(target) } // Create and format Stamina string from string lookup table. fmtStamina := d2tbl.TranslateString("panelstamina") staminaCurr, staminaMax := int(g.hero.Stats.Stamina), int(g.hero.Stats.MaxStamina) strPanelStamina := fmt.Sprintf(fmtStamina, staminaCurr, staminaMax) // Display stamina tooltip when hovered. if g.miniPanel.IsOpen() && g.actionableRegions[stamina].Rect.IsInRect(mx, my) { g.nameLabel.SetText(strPanelStamina) g.nameLabel.SetPosition(320, 535) g.nameLabel.Render(target) } // Display run/walk tooltip when hovered. Note that whether the player is walking or running, the tooltip is the same in Diablo 2. if g.actionableRegions[walkRun].Rect.IsInRect(mx, my) && !g.hero.IsRunToggled() { g.nameLabel.SetText(d2tbl.TranslateString("RunOn")) //"Run" no hotkeys g.nameLabel.SetPosition(263, 563) g.nameLabel.Render(target) } if g.actionableRegions[walkRun].Rect.IsInRect(mx, my) && g.hero.IsRunToggled() { g.nameLabel.SetText(d2tbl.TranslateString("RunOff")) //"Walk" no hotkeys g.nameLabel.SetPosition(263, 563) g.nameLabel.Render(target) } // Create and format Experience string from string lookup table. fmtExp := d2tbl.TranslateString("panelexp") // The English string for "panelexp" is "Experience: %u / %u", however %u doesn't translate well. So // we need to rewrite %u into a formatable Go verb. %d is used in other strings, so we go with that, // keeping in mind that %u likely referred to an unsigned integer. fmtExp = strings.ReplaceAll(fmtExp, "%u", "%d") expCurr, expMax := uint(g.hero.Stats.Experience), uint(g.hero.Stats.NextLevelExp) strPanelExp := fmt.Sprintf(fmtExp, expCurr, expMax) // Display experience tooltip when hovered. if g.miniPanel.IsOpen() && g.actionableRegions[xp].Rect.IsInRect(mx, my) { g.nameLabel.SetText(strPanelExp) g.nameLabel.SetPosition(255, 535) g.nameLabel.Render(target) } return nil } // SetZoneChangeText sets the zoneChangeText func (g *GameControls) SetZoneChangeText(text string) { g.zoneChangeText.SetText(text) } // ShowZoneChangeText shows the zoneChangeText func (g *GameControls) ShowZoneChangeText() { g.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.isZoneTextShown = false }) } // HpStatsIsVisible returns true if the hp and mana stats are visible to the player func (g *GameControls) HpStatsIsVisible() bool { return g.hpStatsIsVisible } // ManaStatsIsVisible returns true if the hp and mana stats are visible to the player func (g *GameControls) ManaStatsIsVisible() bool { return g.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.hpStatsIsVisible = !g.hpStatsIsVisible } // ToggleManaStats toggles the visibility of the hp and mana stats placed above their respective globe func (g *GameControls) ToggleManaStats() { g.manaStatsIsVisible = !g.manaStatsIsVisible } // Handles what to do when an actionable is hovered func (g *GameControls) onHoverActionable(item ActionableType) { switch item { case leftSkill: return case newStats: return case xp: return case walkRun: return case stamina: return case miniPnl: return case newSkills: return case rightSkill: return case hpGlobe: return case manaGlobe: return case miniPanelCharacter: return case miniPanelInventory: return case miniPanelSkillTree: return case miniPanelAutomap: return case miniPanelMessageLog: return case miniPanelQuestLog: return case miniPanelGameMenu: return default: log.Printf("Unrecognized ActionableType(%d) being hovered\n", item) } } // Handles what to do when an actionable is clicked func (g *GameControls) onClickActionable(item ActionableType) { switch item { case leftSkill: log.Println("Left Skill Action Pressed") case newStats: log.Println("New Stats Selector Action Pressed") case xp: log.Println("XP Action Pressed") case walkRun: log.Println("Walk/Run Action Pressed") case stamina: log.Println("Stamina Action Pressed") case miniPnl: log.Println("Mini Panel Action Pressed") g.miniPanel.Toggle() case newSkills: log.Println("New Skills Selector Action Pressed") case rightSkill: log.Println("Right Skill Action Pressed") case hpGlobe: g.ToggleHpStats() log.Println("HP Globe Pressed") case manaGlobe: g.ToggleManaStats() log.Println("Mana Globe Pressed") case miniPanelCharacter: log.Println("Character button on mini panel is pressed") g.heroStatsPanel.Toggle() g.updateLayout() case miniPanelInventory: log.Println("Inventory button on mini panel is pressed") g.inventory.Toggle() g.updateLayout() case miniPanelGameMenu: g.miniPanel.Close() g.escapeMenu.open() default: log.Printf("Unrecognized ActionableType(%d) being clicked\n", item) } } func (g *GameControls) getSkillResourceByClass(class string) string { resource := "" switch class { case "": resource = d2resource.GenericSkills case "bar": resource = d2resource.BarbarianSkills case "nec": resource = d2resource.NecromancerSkills case "pal": resource = d2resource.PaladinSkills case "ass": resource = d2resource.AssassinSkills case "sor": resource = d2resource.SorcererSkills case "ama": resource = d2resource.AmazonSkills case "dru": resource = d2resource.DruidSkills default: log.Fatalf("Unknown class token: '%s'", class) } return resource }