mirror of
https://github.com/OpenDiablo2/OpenDiablo2
synced 2024-12-26 12:06:24 -05:00
563 lines
13 KiB
Go
563 lines
13 KiB
Go
package d2player
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import (
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"fmt"
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"strings"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2enum"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2interface"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2resource"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2util"
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"github.com/OpenDiablo2/OpenDiablo2/d2core/d2asset"
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"github.com/OpenDiablo2/OpenDiablo2/d2core/d2ui"
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)
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const (
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white = 0xffffffff
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)
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const ( // for the dc6 frames
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questLogTopLeft = iota
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questLogTopRight
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questLogBottomLeft
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questLogBottomRight
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)
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const (
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questLogOffsetX, questLogOffsetY = 80, 64
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)
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const (
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iconOffsetY = 88
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questOffsetX, questOffsetY = 4, 4
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socket1X = 100
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socket2X = 200
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socket3X = 300
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socketUpY = 95
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socketDownY = 190
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)
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const (
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questLogCloseButtonX, questLogCloseButtonY = 358, 455
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questLogDescrButtonX, questLogDescrButtonY = 308, 457
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questNameLabelX, questNameLabelY = 240, 297
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questDescrLabelX, questDescrLabelY = 90, 317
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)
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const (
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questTabY = 66
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questTabYOffset = 31
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questTabBaseX = 86
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questTabXOffset = 61
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)
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func (s *QuestLog) getPositionForSocket(number int) (x, y int) {
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pos := []struct {
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x int
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y int
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}{
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{socket1X, socketUpY},
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{socket2X, socketUpY},
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{socket3X, socketUpY},
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{socket1X, socketDownY},
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{socket2X, socketDownY},
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{socket3X, socketDownY},
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}
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return pos[number].x, pos[number].y
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}
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// NewQuestLog creates a new quest log
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func NewQuestLog(asset *d2asset.AssetManager,
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ui *d2ui.UIManager,
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l d2util.LogLevel,
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act int) *QuestLog {
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originX := 0
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originY := 0
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//nolint:gomnd // this is only test
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qs := map[int]int{
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0: -2,
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1: -2,
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2: -1,
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3: 0,
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4: 1,
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5: 2,
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6: 3,
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7: 0,
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8: 0,
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9: 0,
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10: 0,
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11: 0,
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12: 0,
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13: 0,
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14: 0,
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15: 0,
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16: 0,
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17: 0,
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18: 0,
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19: 0,
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20: 0,
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21: 0,
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22: 0,
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23: 0,
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24: 0,
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25: 0,
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26: 0,
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}
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var quests [d2enum.ActsNumber]*d2ui.WidgetGroup
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for i := 0; i < d2enum.ActsNumber; i++ {
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quests[i] = ui.NewWidgetGroup(d2ui.RenderPriorityQuestLog)
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}
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var tabs [d2enum.ActsNumber]questLogTab
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for i := 0; i < d2enum.ActsNumber; i++ {
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tabs[i] = questLogTab{}
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}
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// nolint:gomnd // this is only test, it also should come from save file
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mpa := 2
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ql := &QuestLog{
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asset: asset,
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uiManager: ui,
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originX: originX,
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originY: originY,
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act: act,
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tab: tabs,
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quests: quests,
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questStatus: qs,
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maxPlayersAct: mpa,
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}
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ql.Logger = d2util.NewLogger()
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ql.Logger.SetLevel(l)
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ql.Logger.SetPrefix(logPrefix)
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return ql
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}
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// QuestLog represents the quest log
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type QuestLog struct {
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asset *d2asset.AssetManager
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uiManager *d2ui.UIManager
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panel *d2ui.Sprite
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onCloseCb func()
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panelGroup *d2ui.WidgetGroup
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selectedTab int
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selectedQuest int
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act int
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tab [d2enum.ActsNumber]questLogTab
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questName *d2ui.Label
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questDescr *d2ui.Label
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quests [d2enum.ActsNumber]*d2ui.WidgetGroup
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questStatus map[int]int
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maxPlayersAct int
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originX int
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originY int
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isOpen bool
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*d2util.Logger
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}
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/* questIconTab returns path to quest animation using its
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act and number. From d2resource:
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QuestLogAQuestAnimation = "/data/global/ui/MENU/a%dq%d.dc6"*/
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func (s *QuestLog) questIconsTable(act, number int) string {
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return fmt.Sprintf(d2resource.QuestLogAQuestAnimation, act, number+1)
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}
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const (
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completedFrame = 24
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inProgresFrame = 25
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notStartedFrame = 26
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)
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const questDescriptionLenght = 30
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type questLogTab struct {
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sprite *d2ui.Sprite
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invisibleButton *d2ui.Button
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}
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// Load the data for the hero status panel
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func (s *QuestLog) Load() {
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var err error
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s.panelGroup = s.uiManager.NewWidgetGroup(d2ui.RenderPriorityQuestLog)
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frame := d2ui.NewUIFrame(s.asset, s.uiManager, d2ui.FrameLeft)
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s.panelGroup.AddWidget(frame)
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s.panel, err = s.uiManager.NewSprite(d2resource.QuestLogBg, d2resource.PaletteSky)
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if err != nil {
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s.Error(err.Error())
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}
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w, h := frame.GetSize()
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staticPanel := s.uiManager.NewCustomWidgetCached(s.renderStaticMenu, w, h)
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s.panelGroup.AddWidget(staticPanel)
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closeButton := s.uiManager.NewButton(d2ui.ButtonTypeSquareClose, "")
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closeButton.SetVisible(false)
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closeButton.SetPosition(questLogCloseButtonX, questLogCloseButtonY)
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closeButton.OnActivated(func() { s.Close() })
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s.panelGroup.AddWidget(closeButton)
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descrButton := s.uiManager.NewButton(d2ui.ButtonTypeQuestDescr, "")
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descrButton.SetVisible(false)
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descrButton.SetPosition(questLogDescrButtonX, questLogDescrButtonY)
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descrButton.OnActivated(s.onDescrClicked)
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s.panelGroup.AddWidget(descrButton)
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s.questName = s.uiManager.NewLabel(d2resource.Font16, d2resource.PaletteStatic)
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s.questName.Alignment = d2ui.HorizontalAlignCenter
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s.questName.Color[0] = d2util.Color(white)
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s.questName.SetPosition(questNameLabelX, questNameLabelY)
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s.panelGroup.AddWidget(s.questName)
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s.questDescr = s.uiManager.NewLabel(d2resource.Font16, d2resource.PaletteStatic)
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s.questDescr.Alignment = d2ui.HorizontalAlignLeft
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s.questDescr.Color[0] = d2util.Color(white)
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s.questDescr.SetPosition(questDescrLabelX, questDescrLabelY)
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s.panelGroup.AddWidget(s.questDescr)
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s.loadTabs()
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for i := 0; i < d2enum.ActsNumber; i++ {
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s.quests[i] = s.loadQuestIconsForAct(i + 1)
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}
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s.panelGroup.SetVisible(false)
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}
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func (s *QuestLog) loadTabs() {
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var err error
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tabsResource := d2resource.WPTabs
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for i := 0; i < s.maxPlayersAct; i++ {
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currentValue := i
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s.tab[i].sprite, err = s.uiManager.NewSprite(tabsResource, d2resource.PaletteSky)
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if err != nil {
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s.Error(err.Error())
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}
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// nolint:gomnd // it's constant
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frame := 2 * currentValue
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err := s.tab[i].sprite.SetCurrentFrame(frame)
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if err != nil {
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s.Errorf("Tabs sprite (%s) hasn't frame %d. %s", tabsResource, frame, err.Error())
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}
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s.tab[i].sprite.SetPosition(questTabBaseX+i*questTabXOffset, questTabY+questTabYOffset)
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s.tab[i].invisibleButton = s.uiManager.NewButton(d2ui.ButtonTypeTabBlank, "")
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s.tab[i].invisibleButton.SetPosition(questTabBaseX+i*questTabXOffset, questTabY)
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s.tab[i].invisibleButton.OnActivated(func() { s.setTab(currentValue) })
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s.panelGroup.AddWidget(s.tab[i].sprite)
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s.panelGroup.AddWidget(s.tab[i].invisibleButton)
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}
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s.setTab(s.act - 1)
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}
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func (s *QuestLog) loadQuestIconsForAct(act int) *d2ui.WidgetGroup {
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wg := s.uiManager.NewWidgetGroup(d2ui.RenderPriorityQuestLog)
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var questsInAct int
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if act == d2enum.Act4 {
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questsInAct = d2enum.HalfQuestsNumber
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} else {
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questsInAct = d2enum.NormalActQuestsNumber
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}
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var sockets []*d2ui.Sprite
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var buttons []*d2ui.Button
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var icon *d2ui.Sprite
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for n := 0; n < questsInAct; n++ {
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cw := n
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x, y := s.getPositionForSocket(n)
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socket, err := s.uiManager.NewSprite(d2resource.QuestLogSocket, d2resource.PaletteSky)
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if err != nil {
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s.Error(err.Error())
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}
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socket.SetPosition(x+questOffsetX, y+iconOffsetY+2*questOffsetY)
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sockets = append(sockets, socket)
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button := s.uiManager.NewButton(d2ui.ButtonTypeBlankQuestBtn, "")
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button.SetPosition(x+questOffsetX, y+questOffsetY)
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button.SetEnabled(s.questStatus[s.cordsToQuestID(act, cw)] != d2enum.QuestStatusNotStarted)
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buttons = append(buttons, button)
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icon, err = s.makeQuestIconForAct(act, n)
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if err != nil {
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s.Error(err.Error())
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}
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icon.SetPosition(x+questOffsetX, y+questOffsetY+iconOffsetY)
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wg.AddWidget(icon)
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}
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for i := 0; i < questsInAct; i++ {
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currentQuest := i
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buttons[i].OnActivated(func() {
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var err error
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for j := 0; j < questsInAct; j++ {
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err = sockets[j].SetCurrentFrame(0)
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if err != nil {
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s.Error(err.Error())
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}
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}
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if act-1 == s.selectedTab {
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err = sockets[currentQuest].SetCurrentFrame(1)
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if err != nil {
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s.Error(err.Error())
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}
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}
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s.onQuestClicked(currentQuest + 1)
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})
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}
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for _, s := range sockets {
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wg.AddWidget(s)
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}
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for _, b := range buttons {
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wg.AddWidget(b)
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}
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wg.SetVisible(false)
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return wg
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}
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func (s *QuestLog) makeQuestIconForAct(act, n int) (*d2ui.Sprite, error) {
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iconResource := s.questIconsTable(act, n)
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icon, err := s.uiManager.NewSprite(iconResource, d2resource.PaletteSky)
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if err != nil {
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s.Fatalf("during creating new quest icons for act %d (icon sprite %s doesn't exist). %s", act, iconResource, err.Error())
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}
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switch s.questStatus[s.cordsToQuestID(act, n)] {
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case d2enum.QuestStatusCompleted:
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err = icon.SetCurrentFrame(completedFrame)
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case d2enum.QuestStatusCompleting:
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// that's not complet now
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err = icon.SetCurrentFrame(0)
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if err != nil {
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s.Error(err.Error())
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}
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icon.PlayForward()
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icon.SetPlayLoop(false)
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err = icon.SetCurrentFrame(completedFrame)
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s.questStatus[s.cordsToQuestID(act, n)] = d2enum.QuestStatusCompleted
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case d2enum.QuestStatusNotStarted:
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err = icon.SetCurrentFrame(notStartedFrame)
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default:
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err = icon.SetCurrentFrame(inProgresFrame)
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}
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return icon, err
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}
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func (s *QuestLog) setQuestLabel() {
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if s.selectedQuest == 0 {
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s.questName.SetText("")
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s.questDescr.SetText("")
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return
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}
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s.questName.SetText(s.asset.TranslateString(fmt.Sprintf("qstsa%dq%d", s.selectedTab+1, s.selectedQuest)))
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status := s.questStatus[s.cordsToQuestID(s.selectedTab+1, s.selectedQuest)-1]
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switch status {
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case d2enum.QuestStatusCompleted:
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s.questDescr.SetText(
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strings.Join(
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d2util.SplitIntoLinesWithMaxWidth(
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s.asset.TranslateString("qstsprevious"),
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questDescriptionLenght),
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"\n"),
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)
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case d2enum.QuestStatusCompleting:
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s.questDescr.SetText("")
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case d2enum.QuestStatusNotStarted:
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s.questDescr.SetText("")
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default:
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s.questDescr.SetText(strings.Join(
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d2util.SplitIntoLinesWithMaxWidth(
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s.asset.TranslateString(
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fmt.Sprintf("qstsa%dq%d%d", s.selectedTab+1, s.selectedQuest, status),
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),
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questDescriptionLenght),
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"\n"),
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)
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}
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}
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func (s *QuestLog) setTab(tab int) {
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var mod int
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s.selectedTab = tab
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s.selectedQuest = d2enum.QuestNone
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s.setQuestLabel()
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for i := 0; i < s.maxPlayersAct; i++ {
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s.quests[i].SetVisible(tab == i)
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}
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for i := 0; i < s.maxPlayersAct; i++ {
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cv := i
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if cv == s.selectedTab {
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mod = 0
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} else {
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mod = 1
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}
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err := s.tab[cv].sprite.SetCurrentFrame(2*cv + mod)
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if err != nil {
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s.Error(err.Error())
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}
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}
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}
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func (s *QuestLog) onQuestClicked(number int) {
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s.selectedQuest = number
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s.setQuestLabel()
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s.Infof("Quest number %d in tab %d clicked", number, s.selectedTab)
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}
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func (s *QuestLog) onDescrClicked() {
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//
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}
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// IsOpen returns true if the hero status panel is open
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func (s *QuestLog) IsOpen() bool {
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return s.isOpen
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}
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// Toggle toggles the visibility of the hero status panel
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func (s *QuestLog) Toggle() {
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if s.isOpen {
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s.Close()
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} else {
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s.Open()
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}
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}
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// Open opens the hero status panel
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func (s *QuestLog) Open() {
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s.isOpen = true
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s.panelGroup.SetVisible(true)
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s.setTab(s.selectedTab)
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}
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// Close closed the hero status panel
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func (s *QuestLog) Close() {
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s.isOpen = false
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s.panelGroup.SetVisible(false)
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for i := 0; i < s.maxPlayersAct; i++ {
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s.quests[i].SetVisible(false)
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}
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s.onCloseCb()
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}
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// SetOnCloseCb the callback run on closing the HeroStatsPanel
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func (s *QuestLog) SetOnCloseCb(cb func()) {
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s.onCloseCb = cb
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}
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// Advance updates labels on the panel
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func (s *QuestLog) Advance(elapsed float64) {
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//
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}
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func (s *QuestLog) renderStaticMenu(target d2interface.Surface) {
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s.renderStaticPanelFrames(target)
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}
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// nolint:dupl // I think it is OK, to duplicate this function
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func (s *QuestLog) renderStaticPanelFrames(target d2interface.Surface) {
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frames := []int{
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questLogTopLeft,
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questLogTopRight,
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questLogBottomRight,
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questLogBottomLeft,
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}
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currentX := s.originX + questLogOffsetX
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currentY := s.originY + questLogOffsetY
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for _, frameIndex := range frames {
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if err := s.panel.SetCurrentFrame(frameIndex); err != nil {
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s.Error(err.Error())
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}
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w, h := s.panel.GetCurrentFrameSize()
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switch frameIndex {
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case questLogTopLeft:
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s.panel.SetPosition(currentX, currentY+h)
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currentX += w
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case questLogTopRight:
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s.panel.SetPosition(currentX, currentY+h)
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currentY += h
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case questLogBottomRight:
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s.panel.SetPosition(currentX, currentY+h)
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case questLogBottomLeft:
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s.panel.SetPosition(currentX-w, currentY+h)
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}
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s.panel.Render(target)
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}
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}
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func (s *QuestLog) cordsToQuestID(act, number int) int {
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key := (act-1)*d2enum.NormalActQuestsNumber + number
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if act > d2enum.Act4 {
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key -= d2enum.HalfQuestsNumber
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}
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return key
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}
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//nolint:deadcode,unused // I think, it will be used, if not, we can just remove it
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func (s *QuestLog) questIDToCords(id int) (act, number int) {
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act = 1
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|
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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
|
|
}
|