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OpenDiablo2/Engine.go

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package OpenDiablo2
import (
"encoding/json"
"io/ioutil"
"log"
"path"
"strings"
"sync"
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"github.com/essial/OpenDiablo2/Common"
"github.com/essial/OpenDiablo2/Palettes"
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"github.com/essial/OpenDiablo2/ResourcePaths"
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"github.com/essial/OpenDiablo2/UI"
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"github.com/hajimehoshi/ebiten"
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"github.com/hajimehoshi/ebiten/audio"
"github.com/hajimehoshi/ebiten/audio/wav"
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)
// EngineConfig defines the configuration for the engine, loaded from config.json
type EngineConfig struct {
FullScreen bool
Scale float64
RunInBackground bool
TicksPerSecond int
VsyncEnabled bool
MpqPath string
MpqLoadOrder []string
}
// CursorButton represents a mouse button
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type CursorButton uint8
const (
// CursorButtonLeft represents the left mouse button
CursorButtonLeft CursorButton = 1
// CursorButtonRight represents the right mouse button
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CursorButtonRight CursorButton = 2
)
// Engine is the core OpenDiablo2 engine
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type Engine struct {
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Settings EngineConfig // Engine configuration settings from json file
Files map[string]string // Map that defines which files are in which MPQs
Palettes map[Palettes.Palette]Common.Palette // Color palettes
SoundEntries map[string]SoundEntry // Sound configurations
LoadingSprite *Common.Sprite // The sprite shown when loading stuff
CursorX int // X position of the cursor
CursorY int // Y position of the cursor
CursorButtons CursorButton // The buttons that are currently being pressed
LoadingProgress float64 // LoadingProcess is a range between 0.0 and 1.0. If set, loading screen displays.
CurrentScene Common.SceneInterface // The current scene being rendered
UIManager *UI.Manager // The UI manager
nextScene Common.SceneInterface // The next scene to be loaded at the end of the game loop
fontCache map[string]*MPQFont // The font cash
audioContext *audio.Context // The Audio context
bgmAudio *audio.Player // The audio player
fullscreenKey bool // When true, the fullscreen toggle is still being pressed
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}
// CreateEngine creates and instance of the OpenDiablo2 engine
func CreateEngine() *Engine {
result := &Engine{
LoadingProgress: float64(0.0),
CurrentScene: nil,
nextScene: nil,
fontCache: make(map[string]*MPQFont),
}
result.loadConfigurationFile()
result.mapMpqFiles()
result.loadPalettes()
result.loadSoundEntries()
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result.UIManager = UI.CreateManager(result)
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audioContext, err := audio.NewContext(22050)
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if err != nil {
log.Fatal(err)
}
result.audioContext = audioContext
result.LoadingSprite = result.LoadSprite(ResourcePaths.LoadingScreen, Palettes.Loading)
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loadingSpriteSizeX, loadingSpriteSizeY := result.LoadingSprite.GetSize()
result.LoadingSprite.MoveTo(int(400-(loadingSpriteSizeX/2)), int(300+(loadingSpriteSizeY/2)))
result.SetNextScene(CreateMainMenu(result))
return result
}
func (v *Engine) loadConfigurationFile() {
log.Println("loading configuration file")
configJSON, err := ioutil.ReadFile("config.json")
if err != nil {
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log.Fatal(err)
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}
var config EngineConfig
json.Unmarshal(configJSON, &config)
v.Settings = config
}
func (v *Engine) mapMpqFiles() {
log.Println("mapping mpq file structure")
v.Files = make(map[string]string)
lock := sync.RWMutex{}
for _, mpqFileName := range v.Settings.MpqLoadOrder {
mpqPath := path.Join(v.Settings.MpqPath, mpqFileName)
mpq, err := LoadMPQ(mpqPath)
if err != nil {
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log.Fatal(err)
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}
fileListText, err := mpq.ReadFile("(listfile)")
if err != nil {
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log.Fatal(err)
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}
fileList := strings.Split(string(fileListText), "\r\n")
for _, filePath := range fileList {
if _, exists := v.Files[strings.ToLower(filePath)]; exists {
lock.RUnlock()
continue
}
v.Files[`/`+strings.ReplaceAll(strings.ToLower(filePath), `\`, `/`)] = mpqPath
}
}
}
// GetFile loads a file from the specified mpq and returns the data as a byte array
func (v *Engine) GetFile(fileName string) []byte {
// TODO: May want to cache some things if performance becomes an issue
mpqFile := v.Files[strings.ToLower(fileName)]
mpq, err := LoadMPQ(mpqFile)
if err != nil {
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log.Fatal(err)
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}
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fileName = strings.ReplaceAll(fileName, `/`, `\`)[1:]
blockTableEntry, err := mpq.getFileBlockData(fileName)
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if err != nil {
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log.Fatal(err)
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}
mpqStream := CreateMPQStream(mpq, blockTableEntry, fileName)
result := make([]byte, blockTableEntry.UncompressedFileSize)
mpqStream.Read(result, 0, blockTableEntry.UncompressedFileSize)
return result
}
// IsLoading returns true if the engine is currently in a loading state
func (v *Engine) IsLoading() bool {
return v.LoadingProgress < 1.0
}
func (v *Engine) loadPalettes() {
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v.Palettes = make(map[Palettes.Palette]Common.Palette)
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log.Println("loading palettes")
for file := range v.Files {
if strings.Index(file, "/data/global/palette/") != 0 || strings.Index(file, ".dat") != len(file)-4 {
continue
}
nameParts := strings.Split(file, `/`)
paletteName := Palettes.Palette(nameParts[len(nameParts)-2])
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palette := Common.CreatePalette(paletteName, v.GetFile(file))
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v.Palettes[paletteName] = palette
}
}
func (v *Engine) loadSoundEntries() {
log.Println("loading sound configurations")
v.SoundEntries = make(map[string]SoundEntry)
soundData := strings.Split(string(v.GetFile(ResourcePaths.SoundSettings)), "\r\n")[1:]
for _, line := range soundData {
if len(line) == 0 {
continue
}
soundEntry := CreateSoundEntry(line)
v.SoundEntries[soundEntry.Handle] = soundEntry
}
}
// LoadSprite loads a sprite from the game's data files
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func (v *Engine) LoadSprite(fileName string, palette Palettes.Palette) *Common.Sprite {
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data := v.GetFile(fileName)
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sprite := Common.CreateSprite(data, v.Palettes[palette])
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return sprite
}
// updateScene handles the scene maintenance for the engine
func (v *Engine) updateScene() {
if v.nextScene == nil {
return
}
if v.CurrentScene != nil {
v.CurrentScene.Unload()
}
v.CurrentScene = v.nextScene
v.nextScene = nil
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v.UIManager.Reset()
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v.CurrentScene.Load()
}
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// CursorButtonPressed determines if the specified button has been pressed
func (v *Engine) CursorButtonPressed(button CursorButton) bool {
return v.CursorButtons&button > 0
}
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// Update updates the internal state of the engine
func (v *Engine) Update() {
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if ebiten.IsKeyPressed(ebiten.KeyAlt) && ebiten.IsKeyPressed(ebiten.KeyEnter) {
if !v.fullscreenKey {
ebiten.SetFullscreen(!ebiten.IsFullscreen())
}
v.fullscreenKey = true
} else {
v.fullscreenKey = false
}
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v.updateScene()
if v.CurrentScene == nil {
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log.Fatal("no scene loaded")
}
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if v.IsLoading() {
return
}
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v.CursorButtons = 0
if ebiten.IsMouseButtonPressed(ebiten.MouseButtonLeft) {
v.CursorButtons |= CursorButtonLeft
}
if ebiten.IsMouseButtonPressed(ebiten.MouseButtonRight) {
v.CursorButtons |= CursorButtonRight
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}
v.CurrentScene.Update()
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v.UIManager.Update()
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}
// Draw draws the game
func (v *Engine) Draw(screen *ebiten.Image) {
v.CursorX, v.CursorY = ebiten.CursorPosition()
if v.LoadingProgress < 1.0 {
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v.LoadingSprite.Frame = uint8(Common.Max(0, Common.Min(uint32(len(v.LoadingSprite.Frames)-1), uint32(float64(len(v.LoadingSprite.Frames)-1)*v.LoadingProgress))))
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v.LoadingSprite.Draw(screen)
} else {
if v.CurrentScene == nil {
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log.Fatal("no scene loaded")
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}
v.CurrentScene.Render(screen)
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v.UIManager.Draw(screen)
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}
}
// SetNextScene tells the engine what scene to load on the next update cycle
func (v *Engine) SetNextScene(nextScene Common.SceneInterface) {
v.nextScene = nextScene
}
// GetFont creates or loads an existing font
func (v *Engine) GetFont(font string, palette Palettes.Palette) *MPQFont {
cacheItem, exists := v.fontCache[font+"_"+string(palette)]
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if exists {
return cacheItem
}
newFont := CreateMPQFont(v, font, palette)
v.fontCache[font+"_"+string(palette)] = newFont
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return newFont
}
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// PlayBGM plays an infinitely looping background track
func (v *Engine) PlayBGM(song string) {
go func() {
if v.bgmAudio != nil {
v.bgmAudio.Close()
}
audioData := v.GetFile(song)
d, err := wav.Decode(v.audioContext, audio.BytesReadSeekCloser(audioData))
if err != nil {
log.Fatal(err)
}
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s := audio.NewInfiniteLoop(d, int64(len(audioData)))
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v.bgmAudio, err = audio.NewPlayer(v.audioContext, s)
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if err != nil {
log.Fatal(err)
}
// Play the infinite-length stream. This never ends.
v.bgmAudio.Rewind()
v.bgmAudio.Play()
}()
}