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mirror of https://github.com/OpenDiablo2/OpenDiablo2 synced 2024-11-04 09:17:17 -05:00
OpenDiablo2/OpenDiablo2.Scenes/Game.cs
2018-12-08 18:02:54 -05:00

122 lines
4.4 KiB
C#

/* OpenDiablo 2 - An open source re-implementation of Diablo 2 in C#
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <https://www.gnu.org/licenses/>.
*/
using OpenDiablo2.Common;
using OpenDiablo2.Common.Attributes;
using OpenDiablo2.Common.Enums;
using OpenDiablo2.Common.Interfaces;
using System;
namespace OpenDiablo2.Scenes
{
[Scene(eSceneType.Game)]
public sealed class Game : IScene
{
private readonly IRenderWindow renderWindow;
private readonly IMapEngine mapEngine;
private readonly IMouseInfoProvider mouseInfoProvider;
private readonly IGameState gameState;
private readonly ISessionManager sessionManager;
private readonly IGameHUD gameHUD;
private eMovementType lastMovementType = eMovementType.Stopped;
private byte lastDirection = 255;
const double Rad2Deg = 180.0 / Math.PI;
public Game(
IRenderWindow renderWindow,
IMapEngine mapEngine,
IGameState gameState,
IMouseInfoProvider mouseInfoProvider,
IItemManager itemManager,
ISessionManager sessionManager,
ISoundProvider soundProvider,
IMPQProvider mpqProvider,
IGameHUD gameHUD
)
{
this.renderWindow = renderWindow;
this.mapEngine = mapEngine;
this.gameState = gameState;
this.mouseInfoProvider = mouseInfoProvider;
this.sessionManager = sessionManager;
this.gameHUD = gameHUD;
// TODO: Dynamic based on actual location
soundProvider.StopSong();
soundProvider.LoadSong(mpqProvider.GetStream(ResourcePaths.BGMTown1));
soundProvider.PlaySong();
//var item = itemManager.getItem("hdm");
}
public void Render()
{
// TODO: Maybe show some sort of connecting/loading message?
if (mapEngine.FocusedPlayerId == 0)
return;
mapEngine.Render();
gameHUD.Render();
}
public void Update(long ms)
{
HandleMovement();
mapEngine.Update(ms);
gameHUD.Update();
}
private void HandleMovement()
{
// todo; if clicked on hud, then we don't move. But when clicked on map and move cursor over hud, then it's fine
if (gameHUD.IsMouseOver())
return;
var mx = mouseInfoProvider.MouseX - 400 - gameState.CameraOffset;
var my = mouseInfoProvider.MouseY - 300;
var tx = (mx / 60f + my / 40f) / 2f;
var ty = (my / 40f - (mx / 60f)) / 2f;
var cursorDirection = (int)Math.Round(Math.Atan2(ty, tx) * Rad2Deg);
if (cursorDirection < 0)
cursorDirection += 360;
var actualDirection = (byte)(cursorDirection / 22);
if (actualDirection >= 16)
actualDirection -= 16;
if (mouseInfoProvider.LeftMouseDown && (lastMovementType == eMovementType.Stopped || lastDirection != actualDirection))
{
lastDirection = actualDirection;
lastMovementType = gameHUD.IsRunningEnabled ? eMovementType.Running : eMovementType.Walking;
sessionManager.MoveRequest(actualDirection, lastMovementType);
}
else if (!mouseInfoProvider.LeftMouseDown && lastMovementType != eMovementType.Stopped)
{
lastDirection = actualDirection;
lastMovementType = eMovementType.Stopped;
sessionManager.MoveRequest(actualDirection, lastMovementType);
}
}
public void Dispose()
{
}
}
}