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https://github.com/OpenDiablo2/OpenDiablo2
synced 2024-09-21 10:46:12 -04:00
quest animation initial.
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parent
ea3a66c17d
commit
08e590f3e4
@ -193,6 +193,7 @@ const (
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QuestLogQDescrBtn = "/data/global/ui/MENU/questlast.dc6"
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QuestLogSocket = "/data/global/ui/MENU/questsockets.dc6"
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QuestLogAQuestAnimation = "/data/global/ui/MENU/a%dq%d.dc6"
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QuestLogDoneSfx = "cursor/questdone.wav"
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// --- Mouse Pointers ---
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@ -304,7 +304,8 @@ func (v *Game) bindGameControls() error {
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var err error
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v.gameControls, err = d2player.NewGameControls(v.asset, v.renderer, player, v.gameClient.MapEngine,
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v.escapeMenu, v.mapRenderer, v, v.terminal, v.uiManager, v.keyMap, v.logLevel, v.gameClient.IsSinglePlayer())
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v.escapeMenu, v.mapRenderer, v, v.terminal, v.uiManager, v.keyMap, v.audioProvider, v.logLevel,
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v.gameClient.IsSinglePlayer())
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if err != nil {
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return err
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@ -124,6 +124,7 @@ func NewGameControls(
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term d2interface.Terminal,
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ui *d2ui.UIManager,
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keyMap *KeyMap,
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audioProvider d2interface.AudioProvider,
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l d2util.LogLevel,
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isSinglePlayer bool,
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) (*GameControls, error) {
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@ -207,7 +208,7 @@ func NewGameControls(
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inventoryRecord := asset.Records.Layout.Inventory[inventoryRecordKey]
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heroStatsPanel := NewHeroStatsPanel(asset, ui, hero.Name(), hero.Class, l, hero.Stats)
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questLog := NewQuestLog(asset, ui, l, hero.Act)
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questLog := NewQuestLog(asset, ui, l, audioProvider, hero.Act)
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inventory, err := NewInventory(asset, ui, l, hero.Gold, inventoryRecord)
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if err != nil {
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@ -728,6 +729,7 @@ func (g *GameControls) Advance(elapsed float64) error {
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g.mapRenderer.Advance(elapsed)
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g.hud.Advance(elapsed)
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g.inventory.Advance(elapsed)
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g.questLog.Advance(elapsed)
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if err := g.escapeMenu.Advance(elapsed); err != nil {
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return err
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@ -71,6 +71,7 @@ func (s *QuestLog) getPositionForSocket(number int) (x, y int) {
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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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audioProvider d2interface.AudioProvider,
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act int) *QuestLog {
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originX := 0
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originY := 0
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@ -106,9 +107,9 @@ func NewQuestLog(asset *d2asset.AssetManager,
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26: 0,
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}
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var quests [d2enum.ActsNumber]*d2ui.WidgetGroup
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var quests [d2enum.ActsNumber]*questEntire
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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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quests[i] = &questEntire{WidgetGroup: ui.NewWidgetGroup(d2ui.RenderPriorityQuestLog)}
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}
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var tabs [d2enum.ActsNumber]questLogTab
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@ -129,6 +130,7 @@ func NewQuestLog(asset *d2asset.AssetManager,
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quests: quests,
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questStatus: qs,
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maxPlayersAct: mpa,
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audioProvider: audioProvider,
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}
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ql.Logger = d2util.NewLogger()
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@ -149,10 +151,12 @@ type QuestLog struct {
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selectedQuest int
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act int
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tab [d2enum.ActsNumber]questLogTab
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audioProvider d2interface.AudioProvider
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completeSound d2interface.SoundEffect
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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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quests [d2enum.ActsNumber]*questEntire
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questStatus map[int]int
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maxPlayersAct int
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@ -163,6 +167,11 @@ type QuestLog struct {
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*d2util.Logger
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}
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type questEntire struct {
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*d2ui.WidgetGroup
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icons []*d2ui.Sprite
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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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@ -187,6 +196,8 @@ type questLogTab struct {
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func (s *QuestLog) Load() {
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var err error
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s.completeSound, err = s.audioProvider.LoadSound(d2resource.QuestLogDoneSfx, false, false)
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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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@ -228,7 +239,8 @@ func (s *QuestLog) Load() {
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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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item, icons := s.loadQuestIconsForAct(i + 1)
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s.quests[i] = &questEntire{item, icons}
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}
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s.panelGroup.SetVisible(false)
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@ -268,7 +280,7 @@ func (s *QuestLog) loadTabs() {
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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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func (s *QuestLog) loadQuestIconsForAct(act int) (*d2ui.WidgetGroup, []*d2ui.Sprite) {
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wg := s.uiManager.NewWidgetGroup(d2ui.RenderPriorityQuestLog)
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var questsInAct int
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@ -282,6 +294,8 @@ func (s *QuestLog) loadQuestIconsForAct(act int) *d2ui.WidgetGroup {
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var buttons []*d2ui.Button
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var icons []*d2ui.Sprite
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var icon *d2ui.Sprite
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for n := 0; n < questsInAct; n++ {
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@ -307,7 +321,8 @@ func (s *QuestLog) loadQuestIconsForAct(act int) *d2ui.WidgetGroup {
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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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icons = append(icons, icon)
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}
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for i := 0; i < questsInAct; i++ {
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@ -338,9 +353,13 @@ func (s *QuestLog) loadQuestIconsForAct(act int) *d2ui.WidgetGroup {
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wg.AddWidget(b)
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}
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for _, i := range icons {
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wg.AddWidget(i)
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}
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wg.SetVisible(false)
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return wg
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return wg, icons
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}
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func (s *QuestLog) makeQuestIconForAct(act, n int) (*d2ui.Sprite, error) {
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@ -355,16 +374,6 @@ func (s *QuestLog) makeQuestIconForAct(act, n int) (*d2ui.Sprite, error) {
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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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@ -374,6 +383,26 @@ func (s *QuestLog) makeQuestIconForAct(act, n int) (*d2ui.Sprite, error) {
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return icon, err
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}
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func (s *QuestLog) playQuestAnimations() {
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var err error
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for j, i := range s.quests[s.selectedTab].icons {
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questID := s.cordsToQuestID(s.selectedTab+1, j)
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if s.questStatus[questID] == d2enum.QuestStatusCompleting {
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s.completeSound.Play()
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err = i.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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i.SetPlayLength(3)
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i.PlayForward()
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i.SetPlayLoop(false)
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s.questStatus[questID] = d2enum.QuestStatusCompleted
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}
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}
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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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@ -466,6 +495,7 @@ 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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s.playQuestAnimations()
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}
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// Close closed the hero status panel
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@ -487,7 +517,15 @@ func (s *QuestLog) SetOnCloseCb(cb func()) {
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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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if !s.IsOpen() {
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return
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}
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for _, i := range s.quests[s.selectedTab].icons {
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if err := i.Advance(elapsed); 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) renderStaticMenu(target d2interface.Surface) {
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