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OpenDiablo2/d2game/d2player/game_controls.go
2020-07-26 14:52:54 -04:00

718 lines
18 KiB
Go

package d2player
import (
"image"
"image/color"
"log"
"math"
"time"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2data/d2datadict"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2math/d2vector"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2gui"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2enum"
"github.com/OpenDiablo2/OpenDiablo2/d2common"
"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 (
initialMissileID = 59
expBarWidth = 120.0
staminaBarWidth = 102.0
globeHeight = 80
globeWidth = 80
)
// GameControls represents the game's controls on the screen
type GameControls struct {
renderer d2interface.Renderer // TODO: This shouldn't be a dependency
hero *d2mapentity.Player
mapEngine *d2mapengine.MapEngine
mapRenderer *d2maprenderer.MapRenderer
inventory *Inventory
heroStatsPanel *HeroStatsPanel
inputListener InputCallbackListener
FreeCam bool
lastMouseX int
lastMouseY int
missileID int // ID of missile to create when user right clicks.
// UI
globeSprite *d2ui.Sprite
hpManaStatusSprite *d2ui.Sprite
mainPanel *d2ui.Sprite
menuButton *d2ui.Sprite
skillIcon *d2ui.Sprite
zoneChangeText *d2ui.Label
nameLabel *d2ui.Label
runButton d2ui.Button
isZoneTextShown bool
actionableRegions []ActionableRegion
}
type ActionableType int
type ActionableRegion struct {
ActionableTypeId ActionableType
Rect d2common.Rectangle
}
const (
// Since they require special handling, not considering (1) globes, (2) content of the mini panel, (3) belt
leftSkill = ActionableType(iota)
leftSelec = ActionableType(iota)
xp = ActionableType(iota)
walkRun = ActionableType(iota)
stamina = ActionableType(iota)
miniPanel = ActionableType(iota)
rightSelec = ActionableType(iota)
rightSkill = ActionableType(iota)
)
func NewGameControls(renderer d2interface.Renderer, hero *d2mapentity.Player, mapEngine *d2mapengine.MapEngine,
mapRenderer *d2maprenderer.MapRenderer, inputListener InputCallbackListener, term d2interface.Terminal) (*GameControls, error) {
missileID := initialMissileID
term.BindAction("setmissile", "set missile id to summon on right click", func(id int) {
missileID = id
})
zoneLabel := d2ui.CreateLabel(d2resource.Font30, d2resource.PaletteUnits)
zoneLabel.Color = color.RGBA{R: 255, G: 88, B: 82, A: 255}
zoneLabel.Alignment = d2gui.HorizontalAlignCenter
nameLabel := d2ui.CreateLabel(d2resource.FontFormal11, d2resource.PaletteStatic)
nameLabel.Alignment = d2gui.HorizontalAlignCenter
nameLabel.SetText("")
nameLabel.Color = color.White
// 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:
inventoryRecordKey = "Amazon2"
}
inventoryRecord := d2datadict.Inventory[inventoryRecordKey]
gc := &GameControls{
renderer: renderer,
hero: hero,
mapEngine: mapEngine,
inputListener: inputListener,
mapRenderer: mapRenderer,
inventory: NewInventory(inventoryRecord),
heroStatsPanel: NewHeroStatsPanel(renderer, hero.Name(), hero.Class, hero.Stats),
missileID: missileID,
nameLabel: &nameLabel,
zoneChangeText: &zoneLabel,
actionableRegions: []ActionableRegion{
{leftSkill, d2common.Rectangle{Left: 115, Top: 550, Width: 50, Height: 50}},
{leftSelec, d2common.Rectangle{Left: 206, Top: 563, Width: 30, Height: 30}},
{xp, d2common.Rectangle{Left: 253, Top: 560, Width: 125, Height: 5}},
{walkRun, d2common.Rectangle{Left: 255, Top: 573, Width: 17, Height: 20}},
{stamina, d2common.Rectangle{Left: 273, Top: 573, Width: 105, Height: 20}},
{miniPanel, d2common.Rectangle{Left: 393, Top: 563, Width: 12, Height: 23}},
{rightSelec, d2common.Rectangle{Left: 562, Top: 563, Width: 30, Height: 30}},
{rightSkill, d2common.Rectangle{Left: 634, Top: 550, Width: 50, Height: 50}},
},
}
err := term.BindAction("freecam", "toggle free camera movement", func() {
gc.FreeCam = !gc.FreeCam
})
if err != nil {
return nil, err
}
return gc, nil
}
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
}
func (g *GameControls) OnKeyDown(event d2interface.KeyEvent) bool {
switch event.Key() {
case d2enum.KeyEscape:
if g.inventory.IsOpen() || g.heroStatsPanel.IsOpen() {
g.inventory.Close()
g.heroStatsPanel.Close()
g.updateLayout()
break
}
case d2enum.KeyI:
g.inventory.Toggle()
g.updateLayout()
case d2enum.KeyC:
g.heroStatsPanel.Toggle()
g.updateLayout()
case d2enum.KeyR:
g.onToggleRunButton()
default:
return false
}
return false
}
var lastLeftBtnActionTime float64 = 0
var lastRightBtnActionTime float64 = 0
var mouseBtnActionsTreshhold = 0.25
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 := d2common.Now()
button := event.Button()
isLeft := button == d2enum.MouseButtonLeft
isRight := button == d2enum.MouseButtonRight
lastLeft := now - lastLeftBtnActionTime
lastRight := now - lastRightBtnActionTime
inRect := !g.isInActiveMenusRect(event.X(), event.Y())
shouldDoLeft := lastLeft >= mouseBtnActionsTreshhold
shouldDoRight := lastRight >= mouseBtnActionsTreshhold
if isLeft && shouldDoLeft && inRect {
lastLeftBtnActionTime = now
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 {
lastRightBtnActionTime = now
g.inputListener.OnPlayerCast(g.missileID, px, py)
return true
}
return true
}
func (g *GameControls) OnMouseMove(event d2interface.MouseMoveEvent) bool {
mx, my := event.X(), event.Y()
g.lastMouseX = mx
g.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
}
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) {
lastLeftBtnActionTime = d2common.Now()
g.inputListener.OnPlayerMove(px, py)
return true
}
if event.Button() == d2enum.MouseButtonRight && !g.isInActiveMenusRect(mx, my) {
lastRightBtnActionTime = d2common.Now()
g.inputListener.OnPlayerCast(g.missileID, px, py)
return true
}
return false
}
func (g *GameControls) Load() {
animation, _ := d2asset.LoadAnimation(d2resource.GameGlobeOverlap, d2resource.PaletteSky)
g.globeSprite, _ = d2ui.LoadSprite(animation)
animation, _ = d2asset.LoadAnimation(d2resource.HealthManaIndicator, d2resource.PaletteSky)
g.hpManaStatusSprite, _ = d2ui.LoadSprite(animation)
animation, _ = d2asset.LoadAnimation(d2resource.GamePanels, d2resource.PaletteSky)
g.mainPanel, _ = d2ui.LoadSprite(animation)
animation, _ = d2asset.LoadAnimation(d2resource.MenuButton, d2resource.PaletteSky)
g.menuButton, _ = d2ui.LoadSprite(animation)
animation, _ = d2asset.LoadAnimation(d2resource.GenericSkills, d2resource.PaletteSky)
g.skillIcon, _ = d2ui.LoadSprite(animation)
g.loadUIButtons()
g.inventory.Load()
g.heroStatsPanel.Load()
}
func (g *GameControls) loadUIButtons() {
// Run button
g.runButton = d2ui.CreateButton(g.renderer, d2ui.ButtonTypeRun, "")
g.runButton.SetPosition(255, 570)
g.runButton.OnActivated(func() { g.onToggleRunButton() })
if g.hero.IsRunToggled() {
g.runButton.Toggle()
}
d2ui.AddWidget(&g.runButton)
}
func (g *GameControls) onToggleRunButton() {
g.runButton.Toggle()
g.hero.ToggleRunWalk()
// TODO: change the running menu icon
g.hero.SetIsRunning(g.hero.IsRunToggled())
}
func (g *GameControls) Advance(elapsed float64) error {
g.mapRenderer.Advance(elapsed)
return nil
}
func (g *GameControls) updateLayout() {
isRightPanelOpen := g.isLeftPanelOpen()
isLeftPanelOpen := g.isRightPanelOpen()
if isRightPanelOpen == isLeftPanelOpen {
g.mapRenderer.ViewportDefault()
} else if isRightPanelOpen {
g.mapRenderer.ViewportToLeft()
} else {
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 int, py int) bool {
var bottomMenuRect = d2common.Rectangle{Left: 0, Top: 550, Width: 800, Height: 50}
var leftMenuRect = d2common.Rectangle{Left: 0, Top: 0, Width: 400, Height: 600}
var rightMenuRect = d2common.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
}
return false
}
// TODO: consider caching the panels to single image that is reused.
func (g *GameControls) Render(target d2interface.Surface) error {
for entityIdx := range *g.mapEngine.Entities() {
entity := (*g.mapEngine.Entities())[entityIdx]
if !entity.Selectable() {
continue
}
entScreenXf, entScreenYf := g.mapRenderer.WorldToScreenF(entity.GetPositionF())
entScreenX := int(math.Floor(entScreenXf))
entScreenY := int(math.Floor(entScreenYf))
if ((entScreenX - 20) <= g.lastMouseX) && ((entScreenX + 20) >= g.lastMouseX) &&
((entScreenY - 80) <= g.lastMouseY) && (entScreenY >= g.lastMouseY) {
g.nameLabel.SetText(entity.Name())
g.nameLabel.SetPosition(entScreenX, entScreenY-100)
g.nameLabel.Render(target)
entity.Highlight()
break
}
}
g.inventory.Render(target)
g.heroStatsPanel.Render(target)
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
if err := g.skillIcon.SetCurrentFrame(2); err != nil {
return err
}
w, _ = g.skillIcon.GetCurrentFrameSize()
g.skillIcon.SetPosition(offset, height)
if err := g.skillIcon.Render(target); err != nil {
return err
}
offset += w
// Left skill 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
if err := g.menuButton.SetCurrentFrame(0); err != nil {
return err
}
w, _ = g.mainPanel.GetCurrentFrameSize()
g.menuButton.SetPosition((width/2)-8, height-16)
if err := g.menuButton.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
// Right skill 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
if err := g.skillIcon.SetCurrentFrame(2); err != nil {
return err
}
w, _ = g.skillIcon.GetCurrentFrameSize()
g.skillIcon.SetPosition(offset, height)
if err := g.skillIcon.Render(target); err != nil {
return err
}
offset += w
// Right globe holder
if err := g.mainPanel.SetCurrentFrame(5); err != nil {
return err
}
w, _ = 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)
}
return nil
}
func (g *GameControls) SetZoneChangeText(text string) {
g.zoneChangeText.SetText(text)
}
func (g *GameControls) ShowZoneChangeText() {
g.isZoneTextShown = true
}
func (g *GameControls) HideZoneChangeTextAfter(delay float64) {
time.AfterFunc(time.Duration(delay)*time.Second, func() {
g.isZoneTextShown = false
})
}
// Handles what to do when an actionable is hovered
func (g *GameControls) onHoverActionable(item ActionableType) {
switch item {
case leftSkill:
return
case leftSelec:
return
case xp:
return
case walkRun:
return
case stamina:
return
case miniPanel:
return
case rightSelec:
return
case rightSkill:
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 leftSelec:
log.Println("Left Skill 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 miniPanel:
log.Println("Mini Panel Action Pressed")
case rightSelec:
log.Println("Right Skill Selector Action Pressed")
case rightSkill:
log.Println("Right Skill Action Pressed")
default:
log.Printf("Unrecognized ActionableType(%d) being clicked\n", item)
}
}