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mirror of https://github.com/OpenDiablo2/OpenDiablo2 synced 2024-07-01 11:25:26 +00:00

Merge pull request #983 from gucio321/quest-log-part2

Quest Log - quest completion animation
This commit is contained in:
Tim Sarbin 2020-12-17 11:35:25 -05:00 committed by GitHub
commit c79c2a8c89
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23
4 changed files with 170 additions and 84 deletions

View File

@ -193,6 +193,7 @@ const (
QuestLogQDescrBtn = "/data/global/ui/MENU/questlast.dc6"
QuestLogSocket = "/data/global/ui/MENU/questsockets.dc6"
QuestLogAQuestAnimation = "/data/global/ui/MENU/a%dq%d.dc6"
QuestLogDoneSfx = "cursor/questdone.wav"
// --- Mouse Pointers ---

View File

@ -304,7 +304,8 @@ func (v *Game) bindGameControls() error {
var err error
v.gameControls, err = d2player.NewGameControls(v.asset, v.renderer, player, v.gameClient.MapEngine,
v.escapeMenu, v.mapRenderer, v, v.terminal, v.uiManager, v.keyMap, v.logLevel, v.gameClient.IsSinglePlayer())
v.escapeMenu, v.mapRenderer, v, v.terminal, v.uiManager, v.keyMap, v.audioProvider, v.logLevel,
v.gameClient.IsSinglePlayer())
if err != nil {
return err

View File

@ -124,6 +124,7 @@ func NewGameControls(
term d2interface.Terminal,
ui *d2ui.UIManager,
keyMap *KeyMap,
audioProvider d2interface.AudioProvider,
l d2util.LogLevel,
isSinglePlayer bool,
) (*GameControls, error) {
@ -207,7 +208,7 @@ func NewGameControls(
inventoryRecord := asset.Records.Layout.Inventory[inventoryRecordKey]
heroStatsPanel := NewHeroStatsPanel(asset, ui, hero.Name(), hero.Class, l, hero.Stats)
questLog := NewQuestLog(asset, ui, l, hero.Act)
questLog := NewQuestLog(asset, ui, l, audioProvider, hero.Act)
inventory, err := NewInventory(asset, ui, l, hero.Gold, inventoryRecord)
if err != nil {
@ -732,6 +733,7 @@ func (g *GameControls) Advance(elapsed float64) error {
g.mapRenderer.Advance(elapsed)
g.hud.Advance(elapsed)
g.inventory.Advance(elapsed)
g.questLog.Advance(elapsed)
if err := g.escapeMenu.Advance(elapsed); err != nil {
return err

View File

@ -51,6 +51,8 @@ const (
questTabXOffset = 61
)
const questCompleteAnimationDuration = 3
func (s *QuestLog) getPositionForSocket(number int) (x, y int) {
pos := []struct {
x int
@ -71,6 +73,7 @@ func (s *QuestLog) getPositionForSocket(number int) (x, y int) {
func NewQuestLog(asset *d2asset.AssetManager,
ui *d2ui.UIManager,
l d2util.LogLevel,
audioProvider d2interface.AudioProvider,
act int) *QuestLog {
originX := 0
originY := 0
@ -79,12 +82,12 @@ func NewQuestLog(asset *d2asset.AssetManager,
qs := map[int]int{
0: -2,
1: -2,
2: -1,
2: -2,
3: 0,
4: 1,
5: 2,
5: 4,
6: 3,
7: 0,
7: -1,
8: 0,
9: 0,
10: 0,
@ -106,9 +109,9 @@ func NewQuestLog(asset *d2asset.AssetManager,
26: 0,
}
var quests [d2enum.ActsNumber]*d2ui.WidgetGroup
var quests [d2enum.ActsNumber]*questEntire
for i := 0; i < d2enum.ActsNumber; i++ {
quests[i] = ui.NewWidgetGroup(d2ui.RenderPriorityQuestLog)
quests[i] = &questEntire{WidgetGroup: ui.NewWidgetGroup(d2ui.RenderPriorityQuestLog)}
}
var tabs [d2enum.ActsNumber]questLogTab
@ -129,6 +132,7 @@ func NewQuestLog(asset *d2asset.AssetManager,
quests: quests,
questStatus: qs,
maxPlayersAct: mpa,
audioProvider: audioProvider,
}
ql.Logger = d2util.NewLogger()
@ -149,10 +153,12 @@ type QuestLog struct {
selectedQuest int
act int
tab [d2enum.ActsNumber]questLogTab
audioProvider d2interface.AudioProvider
completeSound d2interface.SoundEffect
questName *d2ui.Label
questDescr *d2ui.Label
quests [d2enum.ActsNumber]*d2ui.WidgetGroup
quests [d2enum.ActsNumber]*questEntire
questStatus map[int]int
maxPlayersAct int
@ -163,6 +169,13 @@ type QuestLog struct {
*d2util.Logger
}
type questEntire struct {
*d2ui.WidgetGroup
icons []*d2ui.Sprite
buttons []*d2ui.Button
sockets []*d2ui.Sprite
}
/* questIconTab returns path to quest animation using its
act and number. From d2resource:
QuestLogAQuestAnimation = "/data/global/ui/MENU/a%dq%d.dc6"*/
@ -176,6 +189,11 @@ const (
notStartedFrame = 26
)
const (
socketNormalFrame = 0
socketHighlightedFrame = 1
)
const questDescriptionLenght = 30
type questLogTab struct {
@ -189,6 +207,12 @@ func (s *QuestLog) Load() {
s.panelGroup = s.uiManager.NewWidgetGroup(d2ui.RenderPriorityQuestLog)
// quest completion sound.
s.completeSound, err = s.audioProvider.LoadSound(d2resource.QuestLogDoneSfx, false, false)
if err != nil {
s.Error(err.Error())
}
frame := d2ui.NewUIFrame(s.asset, s.uiManager, d2ui.FrameLeft)
s.panelGroup.AddWidget(frame)
@ -198,7 +222,7 @@ func (s *QuestLog) Load() {
}
w, h := frame.GetSize()
staticPanel := s.uiManager.NewCustomWidgetCached(s.renderStaticMenu, w, h)
staticPanel := s.uiManager.NewCustomWidgetCached(s.renderStaticPanelFrames, w, h)
s.panelGroup.AddWidget(staticPanel)
closeButton := s.uiManager.NewButton(d2ui.ButtonTypeSquareClose, "")
@ -227,18 +251,22 @@ func (s *QuestLog) Load() {
s.loadTabs()
// creates quest boards for each act
for i := 0; i < d2enum.ActsNumber; i++ {
s.quests[i] = s.loadQuestIconsForAct(i + 1)
item, icons, buttons, sockets := s.loadQuestBoard(i + 1)
s.quests[i] = &questEntire{item, icons, buttons, sockets}
}
s.panelGroup.SetVisible(false)
}
// loadTabs loads quest log tabs
func (s *QuestLog) loadTabs() {
var err error
tabsResource := d2resource.WPTabs
// create tabs only for 'discovered' acts
for i := 0; i < s.maxPlayersAct; i++ {
currentValue := i
@ -247,7 +275,8 @@ func (s *QuestLog) loadTabs() {
s.Error(err.Error())
}
// nolint:gomnd // it's constant
// nolint:gomnd // it's constant.
// each tab has two frames (active / inactive)
frame := 2 * currentValue
err := s.tab[i].sprite.SetCurrentFrame(frame)
@ -265,12 +294,15 @@ func (s *QuestLog) loadTabs() {
s.panelGroup.AddWidget(s.tab[i].invisibleButton)
}
// sets tab to current player's act.
s.setTab(s.act - 1)
}
func (s *QuestLog) loadQuestIconsForAct(act int) *d2ui.WidgetGroup {
wg := s.uiManager.NewWidgetGroup(d2ui.RenderPriorityQuestLog)
// loadQuestBoard creates quest fields (socket, button, icon) for specified act
func (s *QuestLog) loadQuestBoard(act int) (wg *d2ui.WidgetGroup, icons []*d2ui.Sprite, buttons []*d2ui.Button, sockets []*d2ui.Sprite) {
wg = s.uiManager.NewWidgetGroup(d2ui.RenderPriorityQuestLog)
// sets number of quests in act (for act 4 it's only 3, else 6)
var questsInAct int
if act == d2enum.Act4 {
questsInAct = d2enum.HalfQuestsNumber
@ -278,12 +310,6 @@ func (s *QuestLog) loadQuestIconsForAct(act int) *d2ui.WidgetGroup {
questsInAct = d2enum.NormalActQuestsNumber
}
var sockets []*d2ui.Sprite
var buttons []*d2ui.Button
var icon *d2ui.Sprite
for n := 0; n < questsInAct; n++ {
cw := n
x, y := s.getPositionForSocket(n)
@ -293,57 +319,69 @@ func (s *QuestLog) loadQuestIconsForAct(act int) *d2ui.WidgetGroup {
s.Error(err.Error())
}
socket.SetPosition(x+questOffsetX, y+iconOffsetY+2*questOffsetY)
socket.SetPosition(x, y+iconOffsetY+questOffsetY)
sockets = append(sockets, socket)
icon, err := s.makeQuestIconForAct(act, n, x, y)
if err != nil {
s.Error(err.Error())
}
icons = append(icons, icon)
button := s.uiManager.NewButton(d2ui.ButtonTypeBlankQuestBtn, "")
button.SetPosition(x+questOffsetX, y+questOffsetY)
button.SetEnabled(s.questStatus[s.cordsToQuestID(act, cw)] != d2enum.QuestStatusNotStarted)
buttons = append(buttons, button)
icon, err = s.makeQuestIconForAct(act, n)
if err != nil {
s.Error(err.Error())
}
icon.SetPosition(x+questOffsetX, y+questOffsetY+iconOffsetY)
wg.AddWidget(icon)
}
for i := 0; i < questsInAct; i++ {
currentQuest := i
// creates callback for quest button
buttons[i].OnActivated(func() {
var err error
// set normal (not-highlighted) frame for each quest socket
for j := 0; j < questsInAct; j++ {
err = sockets[j].SetCurrentFrame(0)
err = sockets[j].SetCurrentFrame(socketNormalFrame)
if err != nil {
s.Error(err.Error())
}
}
if act-1 == s.selectedTab {
err = sockets[currentQuest].SetCurrentFrame(1)
if err != nil {
s.Error(err.Error())
}
// highlights appropriate socket
err = sockets[currentQuest].SetCurrentFrame(socketHighlightedFrame)
if err != nil {
s.Error(err.Error())
}
// sets quest labels
s.onQuestClicked(currentQuest + 1)
})
}
// adds sockets to widget group
for _, s := range sockets {
wg.AddWidget(s)
}
// adds buttons to widget group
for _, b := range buttons {
wg.AddWidget(b)
}
// adds icons to widget group
for _, i := range icons {
wg.AddWidget(i)
}
wg.SetVisible(false)
return wg
return wg, icons, buttons, sockets
}
func (s *QuestLog) makeQuestIconForAct(act, n int) (*d2ui.Sprite, error) {
func (s *QuestLog) makeQuestIconForAct(act, n, x, y int) (*d2ui.Sprite, error) {
iconResource := s.questIconsTable(act, n)
icon, err := s.uiManager.NewSprite(iconResource, d2resource.PaletteSky)
@ -355,27 +393,56 @@ func (s *QuestLog) makeQuestIconForAct(act, n int) (*d2ui.Sprite, error) {
case d2enum.QuestStatusCompleted:
err = icon.SetCurrentFrame(completedFrame)
case d2enum.QuestStatusCompleting:
// that's not complet now
// animation will be played after quest-log panel is opened (see s.playQuestAnimation)
err = icon.SetCurrentFrame(0)
if err != nil {
s.Error(err.Error())
}
icon.PlayForward()
icon.SetPlayLoop(false)
err = icon.SetCurrentFrame(completedFrame)
s.questStatus[s.cordsToQuestID(act, n)] = d2enum.QuestStatusCompleted
case d2enum.QuestStatusNotStarted:
err = icon.SetCurrentFrame(notStartedFrame)
default:
err = icon.SetCurrentFrame(inProgresFrame)
}
icon.SetPosition(x+questOffsetX, y+questOffsetY+iconOffsetY)
return icon, err
}
// playQuestAnimations plays animations for quests (when status=questStatusCompleting)
func (s *QuestLog) playQuestAnimations() {
for j, i := range s.quests[s.selectedTab].icons {
questID := s.cordsToQuestID(s.selectedTab+1, j)
if s.questStatus[questID] == d2enum.QuestStatusCompleting {
s.completeSound.Play()
// quest should be highlighted and it's label should be displayed
s.quests[s.selectedTab].buttons[j].Activate()
i.SetPlayLength(questCompleteAnimationDuration)
i.PlayForward()
i.SetPlayLoop(false)
}
}
}
// stopPlayedAnimation stops currently played animations and sets quests in
// completing state to completed (should be used, when quest log is closing)
func (s *QuestLog) stopPlayedAnimations() {
// stops all played animations
for j, i := range s.quests[s.selectedTab].icons {
questID := s.cordsToQuestID(s.selectedTab+1, j)
if s.questStatus[questID] == d2enum.QuestStatusCompleting {
s.questStatus[questID] = d2enum.QuestStatusCompleted
err := i.SetCurrentFrame(completedFrame)
if err != nil {
s.Error(err.Error())
}
}
}
}
// setQuestLabel loads quest labels text (title and description)
func (s *QuestLog) setQuestLabel() {
if s.selectedQuest == 0 {
if s.selectedQuest == d2enum.QuestNone {
s.questName.SetText("")
s.questDescr.SetText("")
@ -386,7 +453,7 @@ func (s *QuestLog) setQuestLabel() {
status := s.questStatus[s.cordsToQuestID(s.selectedTab+1, s.selectedQuest)-1]
switch status {
case d2enum.QuestStatusCompleted:
case d2enum.QuestStatusCompleted, d2enum.QuestStatusCompleting:
s.questDescr.SetText(
strings.Join(
d2util.SplitIntoLinesWithMaxWidth(
@ -394,42 +461,64 @@ func (s *QuestLog) setQuestLabel() {
questDescriptionLenght),
"\n"),
)
case d2enum.QuestStatusCompleting:
s.questDescr.SetText("")
case d2enum.QuestStatusNotStarted:
s.questDescr.SetText("")
default:
s.questDescr.SetText(strings.Join(
d2util.SplitIntoLinesWithMaxWidth(
s.asset.TranslateString(
fmt.Sprintf("qstsa%dq%d%d", s.selectedTab+1, s.selectedQuest, status),
),
questDescriptionLenght),
"\n"),
)
str := fmt.Sprintf("qstsa%dq%d%d", s.selectedTab+1, s.selectedQuest, status)
descr := s.asset.TranslateString(str)
// if description not found
if str == descr {
s.questDescr.SetText("")
} else {
s.questDescr.SetText(strings.Join(
d2util.SplitIntoLinesWithMaxWidth(
descr, questDescriptionLenght),
"\n"),
)
}
}
}
// switch all socket (in current tab) to normal state
func (s *QuestLog) clearHighlightment() {
for _, i := range s.quests[s.selectedTab].sockets {
err := i.SetCurrentFrame(socketNormalFrame)
if err != nil {
s.Error(err.Error())
}
}
}
func (s *QuestLog) setTab(tab int) {
var mod int
// before we leafe current tab, we need to switch highlighted
// quest socket to normal frame
s.clearHighlightment()
s.selectedTab = tab
s.selectedQuest = d2enum.QuestNone
s.setQuestLabel()
s.playQuestAnimations()
// displays appropriate quests board
for i := 0; i < s.maxPlayersAct; i++ {
s.quests[i].SetVisible(tab == i)
}
// "highlights" appropriate tab
for i := 0; i < s.maxPlayersAct; i++ {
cv := i
// converts bool to 1/0
if cv == s.selectedTab {
mod = 0
} else {
mod = 1
}
// sets tab sprite to highlighted/non-highlighted
err := s.tab[cv].sprite.SetCurrentFrame(2*cv + mod)
if err != nil {
s.Error(err.Error())
@ -443,8 +532,9 @@ func (s *QuestLog) onQuestClicked(number int) {
s.Infof("Quest number %d in tab %d clicked", number, s.selectedTab)
}
//
func (s *QuestLog) onDescrClicked() {
//
s.Info("Quest description button clicked")
}
// IsOpen returns true if the hero status panel is open
@ -466,6 +556,7 @@ func (s *QuestLog) Open() {
s.isOpen = true
s.panelGroup.SetVisible(true)
s.setTab(s.selectedTab)
s.playQuestAnimations()
}
// Close closed the hero status panel
@ -477,6 +568,8 @@ func (s *QuestLog) Close() {
s.quests[i].SetVisible(false)
}
s.stopPlayedAnimations()
s.onCloseCb()
}
@ -487,11 +580,22 @@ func (s *QuestLog) SetOnCloseCb(cb func()) {
// Advance updates labels on the panel
func (s *QuestLog) Advance(elapsed float64) {
//
}
if !s.IsOpen() {
return
}
func (s *QuestLog) renderStaticMenu(target d2interface.Surface) {
s.renderStaticPanelFrames(target)
for j, i := range s.quests[s.selectedTab].icons {
questID := s.cordsToQuestID(s.selectedTab+1, j)
if s.questStatus[questID] == d2enum.QuestStatusCompleting {
if err := i.Advance(elapsed); err != nil {
s.Error(err.Error())
}
if i.GetCurrentFrame() == completedFrame {
s.questStatus[questID] = d2enum.QuestStatusCompleted
}
}
}
}
// nolint:dupl // I think it is OK, to duplicate this function
@ -538,25 +642,3 @@ func (s *QuestLog) cordsToQuestID(act, number int) int {
return key
}
//nolint:deadcode,unused // I think, it will be used, if not, we can just remove it
func (s *QuestLog) questIDToCords(id int) (act, number int) {
act = 1
for i := 0; i < d2enum.ActsNumber; i++ {
if id < d2enum.NormalActQuestsNumber {
break
}
act++
id -= d2enum.NormalActQuestsNumber
}
number = id
if act > d2enum.Act4 {
number -= d2enum.HalfQuestsNumber
}
return act, number
}