package d2gamescreen import ( "fmt" "image/color" "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/d2input" "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" "github.com/OpenDiablo2/OpenDiablo2/d2script" ) const hideZoneTextAfterSeconds = 2.0 // Game represents the Gameplay screen type Game struct { gameClient *d2client.GameClient mapRenderer *d2maprenderer.MapRenderer gameControls *d2player.GameControls // TODO: Hack localPlayer *d2mapentity.Player lastRegionType d2enum.RegionIdType ticksSinceLevelCheck float64 escapeMenu *EscapeMenu renderer d2interface.Renderer audioProvider d2interface.AudioProvider terminal d2interface.Terminal } // CreateGame creates the Gameplay screen and returns a pointer to it func CreateGame(renderer d2interface.Renderer, audioProvider d2interface.AudioProvider, gameClient *d2client.GameClient, term d2interface.Terminal, scriptEngine *d2script.ScriptEngine) *Game { result := &Game{ gameClient: gameClient, gameControls: nil, localPlayer: nil, lastRegionType: d2enum.RegionNone, ticksSinceLevelCheck: 0, mapRenderer: d2maprenderer.CreateMapRenderer(renderer, gameClient.MapEngine, term), escapeMenu: NewEscapeMenu(renderer, audioProvider, term, scriptEngine), audioProvider: audioProvider, renderer: renderer, terminal: term, } result.escapeMenu.onLoad() if err := d2input.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("") } // OnUnload releases the resources of Gameplay screen func (v *Game) OnUnload() error { if err := d2input.UnbindHandler(v.gameControls); err != nil { // TODO: hack return err } if err := d2input.UnbindHandler(v.escapeMenu); err != nil { // TODO: hack return err } if err := v.gameClient.Close(); err != nil { return err } return nil } // Render renders the Gameplay screen func (v *Game) Render(screen d2interface.Surface) error { if v.gameClient.RegenMap { v.gameClient.RegenMap = false v.mapRenderer.RegenerateTileCache() } if err := screen.Clear(color.Black); err != nil { return err } v.mapRenderer.Render(screen) if v.gameControls != nil { v.gameControls.Render(screen) } return nil } // Advance runs the update logic on the Gameplay screen func (v *Game) Advance(tickTime float64) error { if (v.escapeMenu != nil && !v.escapeMenu.isOpen) || len(v.gameClient.Players) != 1 { v.gameClient.MapEngine.Advance(tickTime) // TODO: Hack } if v.gameControls != nil { if err := v.gameControls.Advance(tickTime); err != nil { return err } } v.ticksSinceLevelCheck += tickTime if v.ticksSinceLevelCheck > 1.0 { v.ticksSinceLevelCheck = 0 if v.localPlayer != nil { tile := v.gameClient.MapEngine.TileAt(v.localPlayer.TileX, v.localPlayer.TileY) if tile != nil { musicInfo := d2common.GetMusicDef(tile.RegionType) 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. v.gameControls.SetZoneChangeText(fmt.Sprintf("Entering The %s", d2datadict.LevelDetails[int(tile.RegionType)].LevelDisplayName)) 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 { v.bindGameControls() } // Update the camera to focus on the player if v.localPlayer != nil && !v.gameControls.FreeCam { rx, ry := v.mapRenderer.WorldToOrtho(v.localPlayer.LocationX/5, v.localPlayer.LocationY/5) v.mapRenderer.MoveCameraTo(rx, ry) } return nil } func (v *Game) bindGameControls() { for _, player := range v.gameClient.Players { if player.Id != v.gameClient.PlayerId { continue } v.localPlayer = player v.gameControls = d2player.NewGameControls(v.renderer, player, v.gameClient.MapEngine, v.mapRenderer, v, v.terminal) v.gameControls.Load() if err := d2input.BindHandler(v.gameControls); err != nil { fmt.Printf("failed to add gameControls as input handler for player: %s\n", player.Id) } break } } // OnPlayerMove sends the player move action to the server func (v *Game) OnPlayerMove(x, y float64) { heroPosX := v.localPlayer.LocationX / 5.0 heroPosY := v.localPlayer.LocationY / 5.0 err := v.gameClient.SendPacketToServer(d2netpacket.CreateMovePlayerPacket(v.gameClient.PlayerId, heroPosX, heroPosY, x, y)) if err != nil { fmt.Printf("failed to send MovePlayer packet to the server, playerId: %s, x: %g, x: %g\n", v.gameClient.PlayerId, x, y) } } // 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( "failed to send CastSkill packet to the server, playerId: %s, missileId: %d, x: %g, x: %g\n", v.gameClient.PlayerId, missileID, targetX, targetY, ) } }