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OpenDiablo2/core/Engine.go

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package core
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import (
"log"
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"math"
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"path"
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"runtime"
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"strings"
"sync"
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"github.com/OpenDiablo2/OpenDiablo2/mpq"
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"github.com/OpenDiablo2/OpenDiablo2/palettedefs"
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"github.com/OpenDiablo2/OpenDiablo2/sound"
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"github.com/OpenDiablo2/OpenDiablo2/common"
"github.com/OpenDiablo2/OpenDiablo2/resourcepaths"
"github.com/OpenDiablo2/OpenDiablo2/scenes"
"github.com/OpenDiablo2/OpenDiablo2/ui"
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"github.com/hajimehoshi/ebiten"
)
// Engine is the core OpenDiablo2 engine
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type Engine struct {
Settings *common.Configuration // Engine configuration settings from json file
Files map[string]string // Map that defines which files are in which MPQs
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 *common.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 scenes.Scene // The current scene being rendered
UIManager *ui.Manager // The UI manager
SoundManager *sound.Manager // The sound manager
nextScene scenes.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
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}
// CreateEngine creates and instance of the OpenDiablo2 engine
func CreateEngine() *Engine {
result := &Engine{
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CurrentScene: nil,
nextScene: nil,
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}
result.loadConfigurationFile()
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resourcepaths.LanguageCode = result.Settings.Language
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result.mapMpqFiles()
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common.LoadPalettes(result.Files, result)
common.LoadTextDictionary(result)
common.LoadLevelTypes(result)
common.LoadLevelPresets(result)
common.LoadLevelWarps(result)
common.LoadObjectTypes(result)
common.LoadObjects(result)
common.LoadWeapons(result)
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common.LoadArmors(result)
common.LoadUniqueItems(result)
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common.LoadMissiles(result)
common.LoadSounds(result)
common.LoadObjectLookups()
common.LoadAnimationData(result)
common.LoadMonStats(result)
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result.SoundManager = sound.CreateManager(result)
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result.SoundManager.SetVolumes(result.Settings.BgmVolume, result.Settings.SfxVolume)
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result.UIManager = ui.CreateManager(result, *result.SoundManager)
result.LoadingSprite = result.LoadSprite(resourcepaths.LoadingScreen, palettedefs.Loading)
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loadingSpriteSizeX, loadingSpriteSizeY := result.LoadingSprite.GetSize()
result.LoadingSprite.MoveTo(int(400-(loadingSpriteSizeX/2)), int(300+(loadingSpriteSizeY/2)))
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result.SetNextScene(scenes.CreateMainMenu(result, result, result.UIManager, result.SoundManager))
//result.SetNextScene(Scenes.CreateBlizzardIntro(result, result))
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return result
}
func (v *Engine) loadConfigurationFile() {
log.Println("Loading configuration file")
v.Settings = common.LoadConfiguration()
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}
func (v *Engine) mapMpqFiles() {
v.Files = make(map[string]string)
}
var mutex sync.Mutex
func (v *Engine) LoadFile(fileName string) []byte {
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fileName = strings.ReplaceAll(fileName, "{LANG}", resourcepaths.LanguageCode)
fileName = strings.ToLower(fileName)
fileName = strings.ReplaceAll(fileName, `/`, "\\")
if fileName[0] == '\\' {
fileName = fileName[1:]
}
mutex.Lock()
defer mutex.Unlock()
// TODO: May want to cache some things if performance becomes an issue
cachedMpqFile, cacheExists := v.Files[fileName]
if cacheExists {
archive, _ := mpq.Load(cachedMpqFile)
result, _ := archive.ReadFile(fileName)
return result
}
for _, mpqFile := range v.Settings.MpqLoadOrder {
archive, _ := mpq.Load(path.Join(v.Settings.MpqPath, mpqFile))
if !archive.FileExists(fileName) {
continue
}
result, _ := archive.ReadFile(fileName)
if len(result) == 0 {
continue
}
v.Files[fileName] = path.Join(v.Settings.MpqPath, mpqFile)
return result
}
log.Fatalf("Could not load %s from MPQs", fileName)
return []byte{}
}
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// IsLoading returns true if the engine is currently in a loading state
func (v *Engine) IsLoading() bool {
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return v.loadingProgress < 1.0
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}
// LoadSprite loads a sprite from the game's data files
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func (v *Engine) LoadSprite(fileName string, palette palettedefs.PaletteType) *common.Sprite {
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data := v.LoadFile(fileName)
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sprite := common.CreateSprite(data, common.Palettes[palette])
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return sprite
}
// 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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}
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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.CurrentScene.Update(float64(1) / ebiten.CurrentTPS())
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v.UIManager.Update()
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}
// Draw draws the game
func (v *Engine) Draw(screen *ebiten.Image) {
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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
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func (v *Engine) SetNextScene(nextScene scenes.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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}