OpenDiablo2/d2game/d2gamescreen/game.go

349 lines
10 KiB
Go

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"
)
// 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 // TODO: Hack
localPlayer *d2mapentity.Player
lastRegionType d2enum.RegionIdType
ticksSinceLevelCheck float64
escapeMenu *d2player.EscapeMenu
soundEngine *d2audio.SoundEngine
soundEnv d2audio.SoundEnvironment
guiManager *d2gui.GuiManager
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
}
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, guiManager, asset),
inputManager: inputManager,
audioProvider: audioProvider,
renderer: renderer,
terminal: term,
soundEngine: d2audio.NewSoundEngine(audioProvider, asset, term),
uiManager: ui,
guiManager: guiManager,
}
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, err := v.gameClient.MapEngine.NewNPC(x, y, monstat, 0)
if err != nil {
v.terminal.OutputErrorf("error generating monster \"%s\": %v", name, err)
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 {
if err := v.inputManager.UnbindHandler(v.gameControls); err != nil { // TODO: hack
return err
}
if err := v.inputManager.UnbindHandler(v.escapeMenu); err != nil { // TODO: hack
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.gameClient.Close(); err != nil {
return err
}
v.soundEngine.Reset()
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()
v.gameClient.MapEngine.IsLoading = false
}
if err := screen.Clear(color.Black); err != nil {
return err
}
v.mapRenderer.Render(screen)
if v.gameControls != nil {
if v.gameControls.HelpOverlay != nil && v.gameControls.HelpOverlay.IsOpen() {
// When help overlay is open, put transparent black screen. Magic noumber is hex for RGBA.
screen.DrawRect(800, 600, d2util.Color(0x0000007f))
}
if err := v.gameControls.Render(screen); err != nil {
return err
}
}
return nil
}
// 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) // TODO: Hack
}
if v.gameControls != nil {
if err := v.gameControls.Advance(elapsed); err != nil {
return err
}
}
v.ticksSinceLevelCheck += elapsed
if v.ticksSinceLevelCheck > 1.0 {
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 {
//TODO: Should not be using RegionType as an index - this will return incorrect LevelDetails record for most of the zones.
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.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()
createPlayerPacket := d2netpacket.CreateMovePlayerPacket(playerID, worldX, worldY, targetX, targetY)
err := v.gameClient.SendPacketToServer(createPlayerPacket)
if err != nil {
fmt.Printf(moveErrStr, v.gameClient.PlayerID, targetX, targetY)
}
}
// 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)
}
}