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OpenDiablo2/d2core/engine.go

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package d2core
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import (
"log"
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"math"
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"runtime"
"strconv"
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"github.com/OpenDiablo2/D2Shared/d2common/d2resource"
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"github.com/OpenDiablo2/D2Shared/d2helper"
"github.com/OpenDiablo2/OpenDiablo2/d2corecommon/d2coreinterface"
"github.com/OpenDiablo2/OpenDiablo2/d2term"
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"github.com/OpenDiablo2/OpenDiablo2/d2render"
"github.com/OpenDiablo2/D2Shared/d2data"
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"github.com/OpenDiablo2/D2Shared/d2data/d2datadict"
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"github.com/OpenDiablo2/OpenDiablo2/d2audio"
"github.com/OpenDiablo2/D2Shared/d2common"
"github.com/OpenDiablo2/OpenDiablo2/d2asset"
"github.com/OpenDiablo2/OpenDiablo2/d2corecommon"
"github.com/OpenDiablo2/OpenDiablo2/d2render/d2surface"
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"github.com/OpenDiablo2/OpenDiablo2/d2render/d2ui"
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"github.com/hajimehoshi/ebiten"
"github.com/hajimehoshi/ebiten/inpututil"
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)
// Engine is the core OpenDiablo2 engine
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type Engine struct {
Settings *d2corecommon.Configuration // Engine configuration settings from json file
CheckedPatch map[string]bool // First time we check a file, we'll check if it's in the patch. This notes that we've already checked that.
LoadingSprite *d2render.Sprite // The sprite shown when loading stuff
loadingProgress float64 // LoadingProcess is a range between 0.0 and 1.0. If set, loading screen displays.
loadingIndex int // Determines which load function is currently being called
thingsToLoad []func() // The load functions for the next scene
stepLoadingSize float64 // The size for each loading step
CurrentScene d2coreinterface.Scene // The current scene being rendered
UIManager *d2ui.Manager // The UI manager
SoundManager *d2audio.Manager // The sound manager
nextScene d2coreinterface.Scene // The next scene to be loaded at the end of the game loop
fullscreenKey bool // When true, the fullscreen toggle is still being pressed
lastTime float64 // Last time we updated the scene
showFPS bool
timeScale float64
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}
// CreateEngine creates and instance of the OpenDiablo2 engine
func CreateEngine() *Engine {
result := &Engine{
lastTime: d2helper.Now(),
timeScale: 1.0,
}
result.Settings = d2corecommon.LoadConfiguration()
if err := result.Settings.Save(); err != nil {
log.Printf("could not load settings: %v", err)
}
d2asset.Initialize(result.Settings)
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d2resource.LanguageCode = result.Settings.Language
d2datadict.LoadPalettes(nil, result)
d2common.LoadTextDictionary(result)
d2datadict.LoadLevelTypes(result)
d2datadict.LoadLevelPresets(result)
d2datadict.LoadLevelWarps(result)
d2datadict.LoadObjectTypes(result)
d2datadict.LoadObjects(result)
d2datadict.LoadWeapons(result)
d2datadict.LoadArmors(result)
d2datadict.LoadMiscItems(result)
d2datadict.LoadUniqueItems(result)
d2datadict.LoadMissiles(result)
d2datadict.LoadSounds(result)
d2data.LoadAnimationData(result)
d2datadict.LoadMonStats(result)
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LoadHeroObjects()
result.SoundManager = d2audio.CreateManager()
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result.SoundManager.SetVolumes(result.Settings.BgmVolume, result.Settings.SfxVolume)
result.UIManager = d2ui.CreateManager(*result.SoundManager)
result.LoadingSprite, _ = d2render.LoadSprite(d2resource.LoadingScreen, d2resource.PaletteLoading)
loadingSpriteSizeX, loadingSpriteSizeY := result.LoadingSprite.GetCurrentFrameSize()
result.LoadingSprite.SetPosition(int(400-(loadingSpriteSizeX/2)), int(300+(loadingSpriteSizeY/2)))
d2term.BindAction("timescale", "set scalar for elapsed time", func(scale float64) {
if scale <= 0 {
d2term.OutputError("invalid time scale value")
} else {
d2term.OutputInfo("timescale changed from %f to %f", result.timeScale, scale)
result.timeScale = scale
}
})
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return result
}
func (v *Engine) LoadFile(fileName string) []byte {
data, _ := d2asset.LoadFile(fileName)
return data
}
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// IsLoading returns true if the engine is currently in a loading state
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func (v Engine) IsLoading() bool {
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return v.loadingProgress < 1.0
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}
// updateScene handles the scene maintenance for the engine
func (v *Engine) updateScene() {
if v.nextScene == nil {
if v.thingsToLoad != nil {
if v.loadingIndex < len(v.thingsToLoad) {
v.thingsToLoad[v.loadingIndex]()
v.loadingIndex++
if v.loadingIndex < len(v.thingsToLoad) {
v.StepLoading()
} else {
v.FinishLoading()
v.thingsToLoad = nil
}
return
}
}
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return
}
if v.CurrentScene != nil {
v.CurrentScene.Unload()
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runtime.GC()
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}
v.CurrentScene = v.nextScene
v.nextScene = nil
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v.UIManager.Reset()
v.thingsToLoad = v.CurrentScene.Load()
v.loadingIndex = 0
v.SetLoadingStepSize(1.0 / float64(len(v.thingsToLoad)))
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v.ResetLoading()
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}
// Advance updates the internal state of the engine
func (v *Engine) Advance() {
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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
}
if inpututil.IsKeyJustPressed(ebiten.KeyF6) {
v.showFPS = !v.showFPS
}
if inpututil.IsKeyJustPressed(ebiten.KeyF8) {
ebiten.SetVsyncEnabled(!ebiten.IsVsyncEnabled())
}
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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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currentTime := d2helper.Now()
deltaTime := (currentTime - v.lastTime) * v.timeScale
v.lastTime = currentTime
v.CurrentScene.Advance(deltaTime)
v.UIManager.Advance(deltaTime)
d2term.Advance(deltaTime)
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}
// Draw draws the game
func (v Engine) Render(target *d2surface.Surface) {
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if v.loadingProgress < 1.0 {
v.LoadingSprite.SetCurrentFrame(int(d2helper.Max(0, d2helper.Min(uint32(v.LoadingSprite.GetFrameCount()-1), uint32(float64(v.LoadingSprite.GetFrameCount()-1)*v.loadingProgress)))))
v.LoadingSprite.Render(target)
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} else {
if v.CurrentScene == nil {
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log.Fatal("no scene loaded")
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}
v.CurrentScene.Render(target)
v.UIManager.Render(target)
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}
if v.showFPS {
target.PushTranslation(5, 565)
target.DrawText("vsync:" + strconv.FormatBool(ebiten.IsVsyncEnabled()) + "\nFPS:" + strconv.Itoa(int(ebiten.CurrentFPS())))
target.Pop()
cx, cy := ebiten.CursorPosition()
var m runtime.MemStats
runtime.ReadMemStats(&m)
target.PushTranslation(680, 0)
target.DrawText("Alloc " + strconv.FormatInt(int64(m.Alloc)/1024/1024, 10))
target.PushTranslation(0, 16)
target.DrawText("Pause " + strconv.FormatInt(int64(m.PauseTotalNs/1024/1024), 10))
target.PushTranslation(0, 16)
target.DrawText("HeapSys " + strconv.FormatInt(int64(m.HeapSys/1024/1024), 10))
target.PushTranslation(0, 16)
target.DrawText("NumGC " + strconv.FormatInt(int64(m.NumGC), 10))
target.PushTranslation(0, 16)
target.DrawText("Coords " + strconv.FormatInt(int64(cx), 10) + "," + strconv.FormatInt(int64(cy), 10))
target.PopN(5)
}
d2term.Render(target)
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}
// SetNextScene tells the engine what scene to load on the next update cycle
func (v *Engine) SetNextScene(nextScene d2coreinterface.Scene) {
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v.nextScene = nextScene
}
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// SetLoadingStepSize sets the size of the loading step
func (v *Engine) SetLoadingStepSize(size float64) {
v.stepLoadingSize = size
}
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// ResetLoading resets the loading progress
func (v *Engine) ResetLoading() {
v.loadingProgress = 0.0
}
// StepLoading increments the loading progress
func (v *Engine) StepLoading() {
v.loadingProgress = math.Min(1.0, v.loadingProgress+v.stepLoadingSize)
}
// FinishLoading terminates the loading phase
func (v *Engine) FinishLoading() {
v.loadingProgress = 1.0
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}