mirror of
https://github.com/OpenDiablo2/OpenDiablo2
synced 2024-06-12 18:50:42 +00:00
fe47e51351
* WIP refactor of d2map stuff * more d2map refactor adding realm init to game client passing map engine from client and server into realm at init change `generate map packet` to have act and level index as data * client explodes, but getting there * realm now initializes, networking works, but map generators dont currently do anything * changed the way that level type records are loaded * fixed funcs for level data lookups * started implementing level generator, currently crashing * client no longer exploding * d2networking refactor put exports into d2client.go and d2server.go kept GameClient and GameServer methods into their respective files made methods for packet handlers instead of the giant switch statements * bugfix: getting first level id by act * minor refactor of gamescreen for readability * towns now generate on server start, create player takes act and level id as args, levels have their own map engine
152 lines
4.5 KiB
Go
152 lines
4.5 KiB
Go
package d2gamescreen
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import (
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"fmt"
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"image/color"
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"github.com/OpenDiablo2/OpenDiablo2/d2core/d2screen"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2data/d2datadict"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2enum"
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"github.com/OpenDiablo2/OpenDiablo2/d2core/d2audio"
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"github.com/OpenDiablo2/OpenDiablo2/d2core/d2input"
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"github.com/OpenDiablo2/OpenDiablo2/d2core/d2map/d2mapentity"
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"github.com/OpenDiablo2/OpenDiablo2/d2core/d2map/d2maprenderer"
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"github.com/OpenDiablo2/OpenDiablo2/d2core/d2render"
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"github.com/OpenDiablo2/OpenDiablo2/d2game/d2player"
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"github.com/OpenDiablo2/OpenDiablo2/d2networking/d2client"
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"github.com/OpenDiablo2/OpenDiablo2/d2networking/d2netpacket"
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)
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type Game struct {
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gameClient *d2client.GameClient
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MapRenderer *d2maprenderer.MapRenderer
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gameControls *d2player.GameControls // TODO: Hack
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localPlayer *d2mapentity.Player
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lastRegionType d2enum.RegionIdType
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ticksSinceLevelCheck float64
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escapeMenu *EscapeMenu
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}
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func CreateGame(gameClient *d2client.GameClient) *Game {
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result := &Game{
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gameClient: gameClient,
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gameControls: nil,
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localPlayer: nil,
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lastRegionType: d2enum.RegionNone,
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ticksSinceLevelCheck: 0,
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MapRenderer: d2maprenderer.CreateMapRenderer(gameClient.MapEngine),
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escapeMenu: NewEscapeMenu(),
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}
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result.escapeMenu.OnLoad()
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d2input.BindHandler(result.escapeMenu)
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return result
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}
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func (v *Game) OnLoad(loading d2screen.LoadingState) {
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d2audio.PlayBGM("")
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}
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func (v *Game) OnUnload() error {
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d2input.UnbindHandler(v.gameControls) // TODO: hack
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v.gameClient.Close()
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return nil
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}
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func (v *Game) Render(screen d2render.Surface) error {
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if v.gameClient.RegenMap {
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v.gameClient.RegenMap = false
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v.MapRenderer.RegenerateTileCache()
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}
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if v.MapRenderer != nil {
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screen.Clear(color.Black)
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v.MapRenderer.Render(screen)
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}
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if v.gameControls != nil {
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v.gameControls.Render(screen)
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}
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return nil
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}
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var zoneTextDuration = 2.0 // seconds
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func (v *Game) Advance(tickTime float64) error {
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if (v.escapeMenu != nil && !v.escapeMenu.IsOpen()) || len(v.gameClient.Players) != 1 {
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v.gameClient.MapEngine.Advance(tickTime) // TODO: Hack
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}
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if v.gameControls != nil {
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v.gameControls.Advance(tickTime)
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}
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v.ticksSinceLevelCheck += tickTime
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if v.ticksSinceLevelCheck > 1.0 {
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v.ticksSinceLevelCheck = 0
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if v.localPlayer != nil {
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tile := v.gameClient.MapEngine.TileAt(v.localPlayer.TileX, v.localPlayer.TileY)
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if tile != nil {
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switch tile.RegionType {
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case d2enum.RegionAct1Town: // Rogue encampent
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v.localPlayer.SetIsInTown(true)
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d2audio.PlayBGM("/data/global/music/Act1/town1.wav")
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case d2enum.RegionAct1Wilderness: // Blood Moore
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v.localPlayer.SetIsInTown(false)
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d2audio.PlayBGM("/data/global/music/Act1/wild.wav")
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}
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// skip showing zone change text the first time we enter the world
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notNone := v.lastRegionType != d2enum.RegionNone
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differentTileType := v.lastRegionType != tile.RegionType
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if notNone && differentTileType {
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//TODO: Should not be using RegionType as an index - this
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// will return incorrect LevelDetails record for most of the
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// zones.
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levelId := int(tile.RegionType)
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levelDetails := d2datadict.LevelDetails[levelId]
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str := "Entering The %s"
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name := levelDetails.LevelDisplayName
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v.gameControls.SetZoneChangeText(fmt.Sprintf(str, name))
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v.gameControls.ShowZoneChangeText()
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v.gameControls.HideZoneChangeTextAfter(zoneTextDuration)
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}
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v.lastRegionType = tile.RegionType
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}
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}
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}
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// Bind the game controls to the player once it exists
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if v.gameControls == nil {
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for _, player := range v.gameClient.Players {
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if player.Id != v.gameClient.PlayerId {
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continue
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}
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v.localPlayer = player
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engine := v.gameClient.MapEngine
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renderer := v.MapRenderer
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v.gameControls = d2player.NewGameControls(player, engine, renderer, v)
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v.gameControls.Load()
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d2input.BindHandler(v.gameControls)
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break
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}
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}
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// Update the camera to focus on the player
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if v.localPlayer != nil && !v.gameControls.FreeCam {
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wx, wy := v.localPlayer.LocationX/5, v.localPlayer.LocationY/5
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rx, ry := v.MapRenderer.WorldToOrtho(wx, wy)
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v.MapRenderer.MoveCameraTo(rx, ry)
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}
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return nil
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}
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func (v *Game) OnPlayerMove(x2, y2 float64) {
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id := v.gameClient.PlayerId
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x1, y1 := v.localPlayer.LocationX/5.0, v.localPlayer.LocationY/5.0
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movePacket := d2netpacket.CreateMovePlayerPacket(id, x1, y1, x2, y2)
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v.gameClient.SendPacketToServer(movePacket)
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}
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