mirror of
https://github.com/OpenDiablo2/OpenDiablo2
synced 2024-11-09 03:37:17 -05:00
328 lines
10 KiB
Go
328 lines
10 KiB
Go
package Core
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import (
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"encoding/json"
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"io/ioutil"
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"log"
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"math"
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"os"
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"path"
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"strings"
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"sync"
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"fmt"
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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"
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"github.com/OpenDiablo2/OpenDiablo2/MPQ"
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"github.com/OpenDiablo2/OpenDiablo2/ResourcePaths"
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"github.com/OpenDiablo2/OpenDiablo2/Scenes"
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"github.com/OpenDiablo2/OpenDiablo2/UI"
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"github.com/hajimehoshi/ebiten"
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"github.com/mitchellh/go-homedir"
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)
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// EngineConfig defines the configuration for the engine, loaded from config.json
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type EngineConfig struct {
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Language string
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FullScreen bool
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Scale float64
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RunInBackground bool
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TicksPerSecond int
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FpsCap int
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VsyncEnabled bool
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MpqPath string
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MpqLoadOrder []string
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SfxVolume float64
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BgmVolume float64
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}
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// 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
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Files map[string]*Common.MpqFileRecord // Map that defines which files are in which MPQs
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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.
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LoadingSprite *Common.Sprite // The sprite shown when loading stuff
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loadingProgress float64 // LoadingProcess is a range between 0.0 and 1.0. If set, loading screen displays.
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stepLoadingSize float64 // The size for each loading step
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CurrentScene Scenes.Scene // The current scene being rendered
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UIManager *UI.Manager // The UI manager
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SoundManager *Sound.Manager // The sound manager
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nextScene Scenes.Scene // The next scene to be loaded at the end of the game loop
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fullscreenKey bool // When true, the fullscreen toggle is still being pressed
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}
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// CreateEngine creates and instance of the OpenDiablo2 engine
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func CreateEngine() *Engine {
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result := &Engine{
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CurrentScene: nil,
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nextScene: nil,
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}
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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)
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Common.LoadTextDictionary(result)
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Common.LoadLevelTypes(result)
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Common.LoadLevelPresets(result)
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Common.LoadLevelWarps(result)
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Common.LoadObjectTypes(result)
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Common.LoadObjects(result)
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Common.LoadWeapons(result)
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Common.LoadMissiles(result)
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Common.LoadSounds(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)
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result.LoadingSprite = result.LoadSprite(ResourcePaths.LoadingScreen, PaletteDefs.Loading)
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loadingSpriteSizeX, loadingSpriteSizeY := result.LoadingSprite.GetSize()
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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))
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//result.SetNextScene(Scenes.CreateBlizzardIntro(result, result))
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return result
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}
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func (v *Engine) loadConfigurationFile() {
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log.Println("Loading configuration file")
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configJSON, err := ioutil.ReadFile("config.json")
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if err != nil {
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log.Fatal(err)
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}
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var config EngineConfig
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err = json.Unmarshal(configJSON, &config)
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if err != nil {
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log.Fatal(err)
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}
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v.Settings = &config
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// Path fixup for wine-installed diablo 2 in linux
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if v.Settings.MpqPath[0] != '/' {
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if _, err := os.Stat(v.Settings.MpqPath); os.IsNotExist(err) {
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homeDir, _ := homedir.Dir()
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newPath := strings.ReplaceAll(v.Settings.MpqPath, `C:\`, homeDir+"/.wine/drive_c/")
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newPath = strings.ReplaceAll(newPath, "C:/", homeDir+"/.wine/drive_c/")
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newPath = strings.ReplaceAll(newPath, `\`, "/")
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if _, err := os.Stat(newPath); !os.IsNotExist(err) {
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log.Printf("Detected linux wine installation, path updated to wine prefix path.")
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v.Settings.MpqPath = newPath
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}
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}
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}
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}
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func (v *Engine) mapMpqFiles() {
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log.Println("mapping mpq file structure")
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v.Files = make(map[string]*Common.MpqFileRecord)
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v.CheckedPatch = make(map[string]bool)
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for _, mpqFileName := range v.Settings.MpqLoadOrder {
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mpqPath := path.Join(v.Settings.MpqPath, mpqFileName)
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mpq, err := MPQ.Load(mpqPath)
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if err != nil {
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log.Fatal(err)
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}
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fileListText, err := mpq.ReadFile("(listfile)")
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if err != nil || fileListText == nil {
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// Super secret patch file activate!
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continue
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}
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fileList := strings.Split(string(fileListText), "\r\n")
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for _, filePath := range fileList {
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transFilePath := `/`+strings.ReplaceAll(strings.ToLower(filePath), `\`, `/`)
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if _, exists := v.Files[transFilePath]; exists {
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if v.Files[transFilePath].IsPatch {
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v.Files[transFilePath].UnpatchedMpqFile = mpqPath
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}
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continue
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}
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v.Files[transFilePath] = &Common.MpqFileRecord{
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mpqPath, false, ""}
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v.CheckedPatch[transFilePath] = false
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}
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}
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}
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var mutex sync.Mutex
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// LoadFile loads a file from the specified mpq and returns the data as a byte array
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func (v *Engine) LoadFile(fileName string) []byte {
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fileName = strings.ReplaceAll(fileName, "{LANG}", ResourcePaths.LanguageCode)
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fileName = strings.ReplaceAll(fileName, `\`, `/`)
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var mpqLookupFileName string
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if strings.HasPrefix(fileName, "/") || strings.HasPrefix(fileName,"\\") {
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mpqLookupFileName = strings.ReplaceAll(fileName, `/`, `\`)[1:]
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} else {
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mpqLookupFileName = strings.ReplaceAll(fileName, `/`, `\`)
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}
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mutex.Lock()
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// TODO: May want to cache some things if performance becomes an issue
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mpqFile := v.Files[strings.ToLower(fileName)]
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var mpq MPQ.MPQ
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var err error
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// always try to load from patch first
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checked, checkok := v.CheckedPatch[strings.ToLower(fileName)]
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patchLoaded := false
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if !checked || !checkok {
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patchMpqFilePath := path.Join(v.Settings.MpqPath, v.Settings.MpqLoadOrder[0])
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mpq, err = MPQ.Load(patchMpqFilePath)
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if err == nil {
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// loaded patch mpq. check if this file exists in it
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fileInPatch := mpq.FileExists(mpqLookupFileName)
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if fileInPatch {
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patchLoaded = true
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// set the path to the patch so it will be loaded there in the future
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mpqFile = &Common.MpqFileRecord{patchMpqFilePath, false, ""}
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v.Files[strings.ToLower(fileName)] = mpqFile
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}
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}
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v.CheckedPatch[strings.ToLower(fileName)] = true
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}
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if patchLoaded {
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// if we already loaded the correct mpq from the patch check, don't bother reloading it
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} else if mpqFile == nil {
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// Super secret non-listed file?
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found := false
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for _, mpqFile := range v.Settings.MpqLoadOrder {
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mpqFilePath := path.Join(v.Settings.MpqPath, mpqFile)
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mpq, err = MPQ.Load(mpqFilePath)
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if err != nil {
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continue
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}
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if !mpq.FileExists(fileName) {
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continue
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}
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// We found the super-secret file!
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found = true
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v.Files[strings.ToLower(fileName)] = &Common.MpqFileRecord{mpqFilePath, false, ""}
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break
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}
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if !found {
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log.Fatal(fmt.Sprintf("File '%s' not found during preload of listfiles, and could not be located in any MPQ checking manually.", fileName))
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}
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} else if mpqFile.IsPatch {
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log.Fatal("Tried to load a patchfile")
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} else {
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mpq, err = MPQ.Load(mpqFile.MpqFile)
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if err != nil {
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log.Printf("Error loading file '%s'", fileName)
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log.Fatal(err)
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}
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}
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blockTableEntry, err := mpq.GetFileBlockData(mpqLookupFileName)
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if err != nil {
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log.Printf("Error locating block data entry for '%s' in mpq file '%s'", mpqLookupFileName, mpq.FileName)
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log.Fatal(err)
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}
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mpqStream := MPQ.CreateStream(mpq, blockTableEntry, mpqLookupFileName)
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result := make([]byte, blockTableEntry.UncompressedFileSize)
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mpqStream.Read(result, 0, blockTableEntry.UncompressedFileSize)
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mutex.Unlock()
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return result
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}
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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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}
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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
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}
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// updateScene handles the scene maintenance for the engine
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func (v *Engine) updateScene() {
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if v.nextScene == nil {
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return
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}
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if v.CurrentScene != nil {
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v.CurrentScene.Unload()
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}
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v.CurrentScene = v.nextScene
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v.nextScene = nil
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v.UIManager.Reset()
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thingsToLoad := v.CurrentScene.Load()
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v.SetLoadingStepSize(1.0 / float64(len(thingsToLoad)))
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v.ResetLoading()
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go func() {
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for _, f := range thingsToLoad {
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f()
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v.StepLoading()
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}
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v.FinishLoading()
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}()
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}
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// Update updates the internal state of the engine
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func (v *Engine) Update() {
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if ebiten.IsKeyPressed(ebiten.KeyAlt) && ebiten.IsKeyPressed(ebiten.KeyEnter) {
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if !v.fullscreenKey {
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ebiten.SetFullscreen(!ebiten.IsFullscreen())
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}
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v.fullscreenKey = true
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} else {
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v.fullscreenKey = false
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}
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v.updateScene()
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if v.CurrentScene == nil {
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log.Fatal("no scene loaded")
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}
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if v.IsLoading() {
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return
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}
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v.CurrentScene.Update(float64(1) / ebiten.CurrentTPS())
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v.UIManager.Update()
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}
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// Draw draws the game
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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)
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} else {
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if v.CurrentScene == nil {
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log.Fatal("no scene loaded")
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}
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v.CurrentScene.Render(screen)
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v.UIManager.Draw(screen)
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}
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}
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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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}
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// SetLoadingStepSize sets the size of the loading step
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func (v *Engine) SetLoadingStepSize(size float64) {
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v.stepLoadingSize = size
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}
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// ResetLoading resets the loading progress
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func (v *Engine) ResetLoading() {
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v.loadingProgress = 0.0
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}
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// StepLoading increments the loading progress
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func (v *Engine) StepLoading() {
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v.loadingProgress = math.Min(1.0, v.loadingProgress+v.stepLoadingSize)
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}
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// FinishLoading terminates the loading phase
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func (v *Engine) FinishLoading() {
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v.loadingProgress = 1.0
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}
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