package core import ( "log" "math" "path" "strings" "sync" "github.com/OpenDiablo2/OpenDiablo2/mpq" "github.com/OpenDiablo2/OpenDiablo2/palettedefs" "github.com/OpenDiablo2/OpenDiablo2/sound" "github.com/OpenDiablo2/OpenDiablo2/common" "github.com/OpenDiablo2/OpenDiablo2/resourcepaths" "github.com/OpenDiablo2/OpenDiablo2/scenes" "github.com/OpenDiablo2/OpenDiablo2/ui" "github.com/hajimehoshi/ebiten" ) // Engine is the core OpenDiablo2 engine 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 } // CreateEngine creates and instance of the OpenDiablo2 engine func CreateEngine() *Engine { result := &Engine{ CurrentScene: nil, nextScene: nil, } result.loadConfigurationFile() resourcepaths.LanguageCode = result.Settings.Language result.mapMpqFiles() 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) common.LoadArmors(result) common.LoadUniqueItems(result) common.LoadMissiles(result) common.LoadSounds(result) common.LoadObjectLookups() common.LoadAnimationData(result) common.LoadMonStats(result) result.SoundManager = sound.CreateManager(result) result.SoundManager.SetVolumes(result.Settings.BgmVolume, result.Settings.SfxVolume) result.UIManager = ui.CreateManager(result, *result.SoundManager) result.LoadingSprite = result.LoadSprite(resourcepaths.LoadingScreen, palettedefs.Loading) loadingSpriteSizeX, loadingSpriteSizeY := result.LoadingSprite.GetSize() result.LoadingSprite.MoveTo(int(400-(loadingSpriteSizeX/2)), int(300+(loadingSpriteSizeY/2))) result.SetNextScene(scenes.CreateMainMenu(result, result, result.UIManager, result.SoundManager)) //result.SetNextScene(Scenes.CreateBlizzardIntro(result, result)) return result } func (v *Engine) loadConfigurationFile() { log.Println("Loading configuration file") v.Settings = common.LoadConfiguration() } func (v *Engine) mapMpqFiles() { v.Files = make(map[string]string) } var mutex sync.Mutex func (v *Engine) LoadFile(fileName string) []byte { 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{} } // IsLoading returns true if the engine is currently in a loading state func (v *Engine) IsLoading() bool { return v.loadingProgress < 1.0 } // LoadSprite loads a sprite from the game's data files func (v *Engine) LoadSprite(fileName string, palette palettedefs.PaletteType) *common.Sprite { data := v.LoadFile(fileName) sprite := common.CreateSprite(data, common.Palettes[palette]) 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 } } return } if v.CurrentScene != nil { v.CurrentScene.Unload() } v.CurrentScene = v.nextScene v.nextScene = nil v.UIManager.Reset() v.thingsToLoad = v.CurrentScene.Load() v.loadingIndex = 0 v.SetLoadingStepSize(1.0 / float64(len(v.thingsToLoad))) v.ResetLoading() } // Update updates the internal state of the engine func (v *Engine) Update() { if ebiten.IsKeyPressed(ebiten.KeyAlt) && ebiten.IsKeyPressed(ebiten.KeyEnter) { if !v.fullscreenKey { ebiten.SetFullscreen(!ebiten.IsFullscreen()) } v.fullscreenKey = true } else { v.fullscreenKey = false } v.updateScene() if v.CurrentScene == nil { log.Fatal("no scene loaded") } if v.IsLoading() { return } v.CurrentScene.Update(float64(1) / ebiten.CurrentTPS()) v.UIManager.Update() } // Draw draws the game func (v *Engine) Draw(screen *ebiten.Image) { if v.loadingProgress < 1.0 { v.LoadingSprite.Frame = uint8(common.Max(0, common.Min(uint32(len(v.LoadingSprite.Frames)-1), uint32(float64(len(v.LoadingSprite.Frames)-1)*v.loadingProgress)))) v.LoadingSprite.Draw(screen) } else { if v.CurrentScene == nil { log.Fatal("no scene loaded") } v.CurrentScene.Render(screen) v.UIManager.Draw(screen) } } // SetNextScene tells the engine what scene to load on the next update cycle func (v *Engine) SetNextScene(nextScene scenes.Scene) { v.nextScene = nextScene } // SetLoadingStepSize sets the size of the loading step func (v *Engine) SetLoadingStepSize(size float64) { v.stepLoadingSize = size } // 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 }