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OpenDiablo2/d2game/d2player/inventory.go
gucio321 7919b742bd
gold (#943)
* Init for gold button and label

* gold button and label in inventory menu

* gold value saved/loaded from player save file

Co-authored-by: M. Sz <mszeptuch@protonmail.com>
2020-11-22 14:53:33 -08:00

297 lines
7.4 KiB
Go

package d2player
import (
"fmt"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2records"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2enum"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2interface"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2resource"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2util"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2asset"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2item/diablo2item"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2ui"
)
const (
frameInventoryTopLeft = 4
frameInventoryTopRight = 5
frameInventoryBottomLeft = 6
frameInventoryBottomRight = 7
)
const (
invCloseButtonX, invCloseButtonY = 419, 449
invGoldButtonX, invGoldButtonY = 485, 455
invGoldLabelX, invGoldLabelY = 510, 455
)
// NewInventory creates an inventory instance and returns a pointer to it
func NewInventory(asset *d2asset.AssetManager,
ui *d2ui.UIManager,
l d2util.LogLevel,
gold int,
record *d2records.InventoryRecord) *Inventory {
itemTooltip := ui.NewTooltip(d2resource.FontFormal11, d2resource.PaletteStatic, d2ui.TooltipXCenter, d2ui.TooltipYBottom)
// https://github.com/OpenDiablo2/OpenDiablo2/issues/797
itemFactory, _ := diablo2item.NewItemFactory(asset)
inventory := &Inventory{
asset: asset,
uiManager: ui,
item: itemFactory,
grid: NewItemGrid(asset, ui, l, record),
originX: record.Panel.Left,
itemTooltip: itemTooltip,
// originY: record.Panel.Top,
originY: 0, // expansion data has these all offset by +60 ...
gold: gold,
}
inventory.Logger = d2util.NewLogger()
inventory.Logger.SetLevel(l)
inventory.Logger.SetPrefix(logPrefix)
return inventory
}
// Inventory represents the inventory
type Inventory struct {
asset *d2asset.AssetManager
item *diablo2item.ItemFactory
uiManager *d2ui.UIManager
frame *d2ui.UIFrame
panel *d2ui.Sprite
grid *ItemGrid
itemTooltip *d2ui.Tooltip
closeButton *d2ui.Button
goldButton *d2ui.Button
goldLabel *d2ui.Label
panelGroup *d2ui.WidgetGroup
panelMoveGold *d2ui.WidgetGroup
hoverX int
hoverY int
originX int
originY int
lastMouseX int
lastMouseY int
hovering bool
isOpen bool
onCloseCb func()
gold int
*d2util.Logger
}
// Toggle negates the open state of the inventory
func (g *Inventory) Toggle() {
if g.isOpen {
g.Close()
} else {
g.Open()
}
}
// Load the resources required by the inventory
func (g *Inventory) Load() {
var err error
g.panelGroup = g.uiManager.NewWidgetGroup(d2ui.RenderPriorityHeroStatsPanel)
g.panelMoveGold = g.uiManager.NewWidgetGroup(d2ui.RenderPriorityHeroStatsPanel)
g.frame = d2ui.NewUIFrame(g.asset, g.uiManager, d2ui.FrameRight)
g.panelGroup.AddWidget(g.frame)
g.closeButton = g.uiManager.NewButton(d2ui.ButtonTypeSquareClose, "")
g.closeButton.SetVisible(false)
g.closeButton.SetPosition(invCloseButtonX, invCloseButtonY)
g.closeButton.OnActivated(func() { g.Close() })
g.panelGroup.AddWidget(g.closeButton)
g.goldButton = g.uiManager.NewButton(d2ui.ButtonTypeGoldCoin, "")
g.goldButton.SetVisible(false)
g.goldButton.SetPosition(invGoldButtonX, invGoldButtonY)
g.goldButton.OnActivated(func() { g.onGoldClicked() })
g.panelGroup.AddWidget(g.goldButton)
g.goldLabel = g.uiManager.NewLabel(d2resource.Font16, d2resource.PaletteStatic)
g.goldLabel.Alignment = d2ui.HorizontalAlignLeft
g.goldLabel.SetText(fmt.Sprintln(g.gold))
g.goldLabel.SetPosition(invGoldLabelX, invGoldLabelY)
g.panelGroup.AddWidget(g.goldLabel)
g.goldButton = g.uiManager.NewButton(d2ui.ButtonTypeGoldCoin, "")
g.panel, err = g.uiManager.NewSprite(d2resource.InventoryCharacterPanel, d2resource.PaletteSky)
if err != nil {
g.Error(err.Error())
}
g.panelGroup.SetVisible(false)
// https://github.com/OpenDiablo2/OpenDiablo2/issues/795
testInventoryCodes := [][]string{
{"kit", "Crimson", "of the Bat", "of Frost"},
{"rin", "Steel", "of Shock"},
{"jav"},
{"buc"},
}
inventoryItems := make([]InventoryItem, 0)
for idx := range testInventoryCodes {
item, itemErr := g.item.NewItem(testInventoryCodes[idx]...)
if itemErr != nil {
continue
}
item.Identify()
inventoryItems = append(inventoryItems, item)
}
// https://github.com/OpenDiablo2/OpenDiablo2/issues/795
testEquippedItemCodes := map[d2enum.EquippedSlot][]string{
d2enum.EquippedSlotLeftArm: {"wnd"},
d2enum.EquippedSlotRightArm: {"buc"},
d2enum.EquippedSlotHead: {"crn"},
d2enum.EquippedSlotTorso: {"plt"},
d2enum.EquippedSlotLegs: {"vbt"},
d2enum.EquippedSlotBelt: {"vbl"},
d2enum.EquippedSlotGloves: {"lgl"},
d2enum.EquippedSlotLeftHand: {"rin"},
d2enum.EquippedSlotRightHand: {"rin"},
d2enum.EquippedSlotNeck: {"amu"},
}
for slot := range testEquippedItemCodes {
item, itemErr := g.item.NewItem(testEquippedItemCodes[slot]...)
if itemErr != nil {
continue
}
g.grid.ChangeEquippedSlot(slot, item)
}
_, err = g.grid.Add(inventoryItems...)
if err != nil {
g.Errorf("could not add items to the inventory, err: %v", err.Error())
}
}
// Open opens the inventory
func (g *Inventory) Open() {
g.isOpen = true
g.panelGroup.SetVisible(true)
}
// Close closes the inventory
func (g *Inventory) Close() {
g.isOpen = false
g.panelGroup.SetVisible(false)
g.onCloseCb()
}
// SetOnCloseCb the callback run on closing the inventory
func (g *Inventory) SetOnCloseCb(cb func()) {
g.onCloseCb = cb
}
func (g *Inventory) onGoldClicked() {
g.Info("Gold action clicked")
}
// IsOpen returns true if the inventory is open
func (g *Inventory) IsOpen() bool {
return g.isOpen
}
// Render draws the inventory onto the given surface
func (g *Inventory) Render(target d2interface.Surface) {
if !g.isOpen {
return
}
g.goldLabel.Render(target)
err := g.renderFrame(target)
if err != nil {
g.Error(err.Error())
}
g.grid.Render(target)
g.renderItemHover(target)
}
func (g *Inventory) renderFrame(target d2interface.Surface) error {
g.frame.Render(target)
frames := []int{
frameInventoryTopLeft,
frameInventoryTopRight,
frameInventoryBottomRight,
frameInventoryBottomLeft,
}
x, y := g.originX+1, g.originY
y += 64
for _, frame := range frames {
if err := g.panel.SetCurrentFrame(frame); err != nil {
return err
}
w, h := g.panel.GetCurrentFrameSize()
g.panel.SetPosition(x, y+h)
g.panel.Render(target)
switch frame {
case frameInventoryTopLeft:
x += w
case frameInventoryTopRight:
y += h
case frameInventoryBottomRight:
x = g.originX + 1
}
}
return nil
}
func (g *Inventory) renderItemHover(target d2interface.Surface) {
hovering := false
for idx := range g.grid.items {
item := g.grid.items[idx]
ix, iy := g.grid.SlotToScreen(item.InventoryGridSlot())
iw, ih := g.grid.sprites[item.GetItemCode()].GetCurrentFrameSize()
mx, my := g.lastMouseX, g.lastMouseY
hovering = hovering || ((mx > ix) && (mx < ix+iw) && (my > iy) && (my < iy+ih))
if hovering {
if !g.hovering {
// set the initial hover coordinates
// this is so that moving mouse doesnt move the description
g.hoverX, g.hoverY = mx, my
}
g.renderItemDescription(target, item)
break
}
}
g.hovering = hovering
}
func (g *Inventory) renderItemDescription(target d2interface.Surface, i InventoryItem) {
lines := i.GetItemDescription()
g.itemTooltip.SetTextLines(lines)
_, y := g.grid.SlotToScreen(i.InventoryGridSlot())
g.itemTooltip.SetPosition(g.hoverX, y)
g.itemTooltip.Render(target)
}