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Merge pull request #960 from gucio321/quest-log-part2

Quest log part2
This commit is contained in:
Tim Sarbin 2020-12-07 14:35:23 -05:00 committed by GitHub
commit cf069de879
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GPG Key ID: 4AEE18F83AFDEB23
4 changed files with 368 additions and 312 deletions

60
d2common/d2enum/quests.go Normal file
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@ -0,0 +1,60 @@
package d2enum
const (
// NormalActQuestsNumber is number of quests in standard act
NormalActQuestsNumber = 6
// HalfQuestsNumber is number of quests in act 4
HalfQuestsNumber = 3
)
// ActsNumber is number of acts in game
const ActsNumber = 5
const (
// Act1 is act 1 in game
Act1 = iota + 1
// Act2 is act 2 in game
Act2
// Act3 is act 3 in game
Act3
// Act4 is act 4 in game
Act4
// Act5 is act 4 in game
Act5
)
/* I think, It should looks like that:
each quest has its own position in questStatus map
which should come from save file.
quests status values:
- -2 - done
- -1 - done, need to play animation
- 0 - not started yet
- and after that we have "in progress status"
so for status (from 1 to n) we have appropriate
quest descriptions and we'll have appropriate
actions
*/
const (
QuestStatusCompleted = iota - 2 // quest completed
QuestStatusCompleting // quest completed (need to play animation)
QuestStatusNotStarted // quest not started yet
QuestStatusInProgress // quest is in progress
)
const (
// QuestNone describes "no selected quest" status
QuestNone = iota
// Quest1 describes quest field 1
Quest1
// Quest2 describes quest field 2
Quest2
// Quest3 describes quest field 3
Quest3
// Quest4 describes quest field 4
Quest4
// Quest5 describes quest field 5
Quest5
// Quest6 describes quest field 6
Quest6
)

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@ -186,35 +186,12 @@ const (
SkillIcon = "/data/global/ui/PANEL/Skillicon.DC6"
// --- Quest Log---
QuestLogBg = "/data/global/ui/MENU/questbackground.dc6"
QuestLogDone = "/data/global/ui/MENU/questdone.dc6"
QuestLogTabs = "/data/global/ui/MENU/expquesttabs.dc6"
QuestLogQDescrBtn = "/data/global/ui/MENU/questlast.dc6"
QuestLogSocket = "/data/global/ui/MENU/questsockets.dc6"
QuestLogA1Q1 = "/data/global/ui/MENU/a1q1.dc6"
QuestLogA1Q2 = "/data/global/ui/MENU/a1q2.dc6"
QuestLogA1Q3 = "/data/global/ui/MENU/a1q3.dc6"
QuestLogA1Q4 = "/data/global/ui/MENU/a1q4.dc6"
QuestLogA1Q5 = "/data/global/ui/MENU/a1q5.dc6"
QuestLogA1Q6 = "/data/global/ui/MENU/a1q6.dc6"
QuestLogA2Q1 = "/data/global/ui/MENU/a2q1.dc6"
QuestLogA2Q2 = "/data/global/ui/MENU/a2q2.dc6"
QuestLogA2Q3 = "/data/global/ui/MENU/a2q3.dc6"
QuestLogA2Q4 = "/data/global/ui/MENU/a2q4.dc6"
QuestLogA2Q5 = "/data/global/ui/MENU/a2q5.dc6"
QuestLogA2Q6 = "/data/global/ui/MENU/a2q6.dc6"
QuestLogA3Q1 = "/data/global/ui/MENU/a3q1.dc6"
QuestLogA3Q2 = "/data/global/ui/MENU/a3q2.dc6"
QuestLogA3Q3 = "/data/global/ui/MENU/a3q3.dc6"
QuestLogA3Q4 = "/data/global/ui/MENU/a3q4.dc6"
QuestLogA3Q5 = "/data/global/ui/MENU/a3q5.dc6"
QuestLogA3Q6 = "/data/global/ui/MENU/a3q6.dc6"
QuestLogA4Q1 = "/data/global/ui/MENU/a4q1.dc6"
QuestLogA4Q2 = "/data/global/ui/MENU/a4q2.dc6"
QuestLogA4Q3 = "/data/global/ui/MENU/a4q3.dc6"
QuestLogA4Q4 = "/data/global/ui/MENU/a4q4.dc6"
QuestLogA4Q5 = "/data/global/ui/MENU/a4q5.dc6"
QuestLogA4Q6 = "/data/global/ui/MENU/a4q6.dc6"
QuestLogBg = "/data/global/ui/MENU/questbackground.dc6"
QuestLogDone = "/data/global/ui/MENU/questdone.dc6"
QuestLogTabs = "/data/global/ui/MENU/expquesttabs.dc6"
QuestLogQDescrBtn = "/data/global/ui/MENU/questlast.dc6"
QuestLogSocket = "/data/global/ui/MENU/questsockets.dc6"
QuestLogAQuestAnimation = "/data/global/ui/MENU/a%dq%d.dc6"
// --- Mouse Pointers ---

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@ -40,7 +40,7 @@ const (
ButtonTypeSquareClose ButtonType = 20
ButtonTypeSquareOk ButtonType = 21
ButtonTypeSkillTreeTab ButtonType = 22
ButtonTypeQuestDescr ButtonType = 23 // I suppose it should be also used in WP tabs
ButtonTypeQuestDescr ButtonType = 23
ButtonTypeMinipanelOpenClose ButtonType = 24
ButtonTypeMinipanelParty ButtonType = 25
ButtonTypeBuy ButtonType = 26
@ -51,13 +51,8 @@ const (
ButtonTypeRightArrow ButtonType = 31
ButtonTypeQuery ButtonType = 32
ButtonTypeSquelchChat ButtonType = 33
ButtonTypeTab1 ButtonType = 34
ButtonTypeTab2 ButtonType = 35
ButtonTypeTab3 ButtonType = 36
ButtonTypeTab4 ButtonType = 37
ButtonTypeTab5 ButtonType = 38
ButtonTypeTabBlank ButtonType = 39
ButtonTypeBlankQuestBtn ButtonType = 40
ButtonTypeTabBlank ButtonType = 34
ButtonTypeBlankQuestBtn ButtonType = 35
ButtonNoFixedWidth int = -1
ButtonNoFixedHeight int = -1
@ -82,14 +77,6 @@ const (
squelchChatButtonBaseFrame = 20 // base frame offset of the "?" button dc6
)
const (
tab1BaseFrame = iota * 2
tab2BaseFrame
tab3BaseFrame
tab4BaseFrame
tab5BaseFrame
)
const (
greyAlpha100 = 0x646464ff
lightGreyAlpha75 = 0x808080c3
@ -531,86 +518,6 @@ func getButtonLayouts() map[ButtonType]ButtonLayout {
FixedHeight: ButtonNoFixedHeight,
LabelColor: greyAlpha100,
},
ButtonTypeTab1: {
XSegments: buttonTabXSegments,
YSegments: buttonTabYSegments,
DisabledFrame: tab1BaseFrame + 1,
DisabledColor: lightGreyAlpha75,
ResourceName: d2resource.WPTabs,
PaletteName: d2resource.PaletteUnits,
Toggleable: false,
FontPath: d2resource.Font30,
AllowFrameChange: true,
BaseFrame: tab1BaseFrame,
HasImage: true,
FixedWidth: ButtonNoFixedWidth,
FixedHeight: ButtonNoFixedHeight,
LabelColor: greyAlpha100,
},
ButtonTypeTab2: {
XSegments: buttonTabXSegments,
YSegments: buttonTabYSegments,
DisabledFrame: tab2BaseFrame + 1,
DisabledColor: lightGreyAlpha75,
ResourceName: d2resource.WPTabs,
PaletteName: d2resource.PaletteUnits,
Toggleable: false,
FontPath: d2resource.Font30,
AllowFrameChange: true,
BaseFrame: tab2BaseFrame,
HasImage: true,
FixedWidth: ButtonNoFixedWidth,
FixedHeight: ButtonNoFixedHeight,
LabelColor: greyAlpha100,
},
ButtonTypeTab3: {
XSegments: buttonTabXSegments,
YSegments: buttonTabYSegments,
DisabledFrame: tab3BaseFrame + 1,
DisabledColor: lightGreyAlpha75,
ResourceName: d2resource.WPTabs,
PaletteName: d2resource.PaletteUnits,
Toggleable: false,
FontPath: d2resource.Font30,
AllowFrameChange: true,
BaseFrame: tab3BaseFrame,
HasImage: true,
FixedWidth: ButtonNoFixedWidth,
FixedHeight: ButtonNoFixedHeight,
LabelColor: greyAlpha100,
},
ButtonTypeTab4: {
XSegments: buttonTabXSegments,
YSegments: buttonTabYSegments,
DisabledFrame: tab4BaseFrame + 1,
DisabledColor: lightGreyAlpha75,
ResourceName: d2resource.WPTabs,
PaletteName: d2resource.PaletteUnits,
Toggleable: false,
FontPath: d2resource.Font30,
AllowFrameChange: true,
BaseFrame: tab4BaseFrame,
HasImage: true,
FixedWidth: ButtonNoFixedWidth,
FixedHeight: ButtonNoFixedHeight,
LabelColor: greyAlpha100,
},
ButtonTypeTab5: {
XSegments: buttonTabXSegments,
YSegments: buttonTabYSegments,
DisabledFrame: tab5BaseFrame + 1,
DisabledColor: lightGreyAlpha75,
ResourceName: d2resource.WPTabs,
PaletteName: d2resource.PaletteUnits,
Toggleable: false,
FontPath: d2resource.Font30,
AllowFrameChange: true,
BaseFrame: tab5BaseFrame,
HasImage: true,
FixedWidth: ButtonNoFixedWidth,
FixedHeight: ButtonNoFixedHeight,
LabelColor: greyAlpha100,
},
ButtonTypeTabBlank: {
XSegments: buttonTabXSegments,
YSegments: buttonTabYSegments,

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@ -3,7 +3,9 @@ package d2player
import (
"fmt"
"image/color"
"strings"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2enum"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2interface"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2resource"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2util"
@ -13,14 +15,6 @@ import (
const white = 0xffffffff
const (
act1 = iota + 1
act2
act3
act4
act5
)
const ( // for the dc6 frames
questLogTopLeft = iota
questLogTopRight
@ -28,11 +22,6 @@ const ( // for the dc6 frames
questLogBottomRight
)
const (
normalActQuestsNumber = 6
act4QuestsNumber = 3
)
const (
questLogOffsetX, questLogOffsetY = 80, 64
)
@ -40,93 +29,41 @@ const (
const (
iconOffsetY = 88
questOffsetX, questOffsetY = 4, 4
q1SocketX, q1SocketY = 100, 95
q2SocketX, q2SocketY = 200, 95
q3SocketX, q3SocketY = 300, 95
q4SocketX, q4SocketY = 100, 190
q5SocketX, q5SocketY = 200, 190
q6SocketX, q6SocketY = 300, 190
socket1X = 100
socket2X = 200
socket3X = 300
socketUpY = 95
socketDownY = 190
)
const (
questLogCloseButtonX, questLogCloseButtonY = 358, 455
questLogDescrButtonX, questLogDescrButtonY = 308, 457
questLabelX, questLabelY = 240, 297
)
// toset
const (
questTabY = 66
questTab1X = 85
questTab2X = 143
questTab3X = 201
questTab4X = 259
questTab5X = 317
questNameLabelX, questNameLabelY = 240, 297
questDescrLabelX, questDescrLabelY = 90, 317
)
const (
questLogTab1 = iota
questLogTab2
questLogTab3
questLogTab4
questLogTab5
questLogNumTabs
questTabY = 66
questTabYOffset = 31
questTabBaseX = 86
questTabXOffset = 61
)
const (
questNone = 0
)
func (s *QuestLog) questTable(act, number int) struct {
name string
numberOfDescrs int
status int
frame int
x int
y int
} {
var quests = []struct {
name string // name of quest in string table
numberOfDescrs int // number of possible descriptions (not used yet)
status int // status of quest (not used yet)
frame int // frame of quest
x, y int // position of quest
func (s *QuestLog) getPositionForSocket(number int) (x, y int) {
pos := []struct {
x int
y int
}{
{"qstsa1q1", 5, 0, 0, q1SocketX, q1SocketY},
{"qstsa1q2", 0, 0, 1, q2SocketX, q2SocketY},
{"qstsa1q3", 0, 0, 2, q3SocketX, q3SocketY},
{"qstsa1q4", 0, 0, 3, q4SocketX, q4SocketY},
{"qstsa1q5", 0, 0, 4, q5SocketX, q5SocketY},
{"qstsa1q6", 0, 0, 5, q6SocketX, q6SocketY},
{"qstsa2q1", 0, 0, 6, q1SocketX, q1SocketY},
{"qstsa2q2", 0, 0, 7, q2SocketX, q2SocketY},
{"qstsa2q3", 0, 0, 8, q3SocketX, q3SocketY},
{"qstsa2q4", 0, 0, 9, q4SocketX, q4SocketY},
{"qstsa2q5", 0, 0, 10, q5SocketX, q5SocketY},
{"qstsa2q6", 0, 0, 11, q6SocketX, q6SocketY},
{"qstsa3q1", 0, 0, 12, q1SocketX, q1SocketY},
{"qstsa3q2", 0, 0, 13, q2SocketX, q2SocketY},
{"qstsa3q3", 0, 0, 14, q3SocketX, q3SocketY},
{"qstsa3q4", 0, 0, 15, q4SocketX, q4SocketY},
{"qstsa3q5", 0, 0, 16, q5SocketX, q5SocketY},
{"qstsa3q6", 0, 0, 17, q6SocketX, q6SocketY},
{"qstsa4q1", 0, 0, 18, q1SocketX, q1SocketY},
{"qstsa4q2", 0, 0, 19, q2SocketX, q2SocketY},
{"qstsa4q3", 0, 0, 20, q3SocketX, q3SocketY},
{"qstsa5q1", 0, 0, 21, q1SocketX, q1SocketY},
{"qstsa5q2", 0, 0, 22, q2SocketX, q2SocketY},
{"qstsa5q3", 0, 0, 23, q3SocketX, q3SocketY},
{"qstsa5q4", 0, 0, 24, q4SocketX, q4SocketY},
{"qstsa5q5", 0, 0, 25, q5SocketX, q5SocketY},
{"qstsa5q6", 0, 0, 26, q6SocketX, q6SocketY},
{socket1X, socketUpY},
{socket2X, socketUpY},
{socket3X, socketUpY},
{socket1X, socketDownY},
{socket2X, socketDownY},
{socket3X, socketDownY},
}
key := (act-1)*normalActQuestsNumber + number
if act > act4 {
key -= act4QuestsNumber
}
return quests[key]
return pos[number].x, pos[number].y
}
// NewQuestLog creates a new quest log
@ -137,19 +74,66 @@ func NewQuestLog(asset *d2asset.AssetManager,
originX := 0
originY := 0
//nolint:gomnd // this is only test
qs := map[int]int{
0: -2,
1: -2,
2: -1,
3: 0,
4: 1,
5: 2,
6: 3,
7: 0,
8: 0,
9: 0,
10: 0,
11: 0,
12: 0,
13: 0,
14: 0,
15: 0,
16: 0,
17: 0,
18: 0,
19: 0,
20: 0,
21: 0,
22: 0,
23: 0,
24: 0,
25: 0,
26: 0,
27: 0,
28: 0,
29: 0,
30: 0,
31: 0,
32: 1,
}
var quests [d2enum.ActsNumber]*d2ui.WidgetGroup
for i := 0; i < d2enum.ActsNumber; i++ {
quests[i] = ui.NewWidgetGroup(d2ui.RenderPriorityQuestLog)
}
var tabs [d2enum.ActsNumber]questLogTab
for i := 0; i < d2enum.ActsNumber; i++ {
tabs[i] = questLogTab{}
}
// nolint:gomnd // this is only test, it also should come from save file
mpa := 2
ql := &QuestLog{
asset: asset,
uiManager: ui,
originX: originX,
originY: originY,
act: act,
tab: [questLogNumTabs]*questLogTab{
{},
{},
{},
{},
{},
},
asset: asset,
uiManager: ui,
originX: originX,
originY: originY,
act: act,
tab: tabs,
quests: quests,
questStatus: qs,
maxPlayersAct: mpa,
}
ql.Logger = d2util.NewLogger()
@ -169,14 +153,13 @@ type QuestLog struct {
selectedTab int
selectedQuest int
act int
tab [questLogNumTabs]*questLogTab
tab [d2enum.ActsNumber]questLogTab
questName *d2ui.Label
questsa1 *d2ui.WidgetGroup
questsa2 *d2ui.WidgetGroup
questsa3 *d2ui.WidgetGroup
questsa4 *d2ui.WidgetGroup
questsa5 *d2ui.WidgetGroup
questName *d2ui.Label
questDescr *d2ui.Label
quests [d2enum.ActsNumber]*d2ui.WidgetGroup
questStatus map[int]int
maxPlayersAct int
originX int
originY int
@ -185,27 +168,30 @@ type QuestLog struct {
*d2util.Logger
}
type questLogTab struct {
button *d2ui.Button
invisibleButton *d2ui.Button
/* questIconTab returns path to quest animation using its
act and number. From d2resource:
QuestLogAQuestAnimation = "/data/global/ui/MENU/a%dq%d.dc6"*/
func (s *QuestLog) questIconsTable(act, number int) string {
return fmt.Sprintf(d2resource.QuestLogAQuestAnimation, act, number+1)
}
func (q *questLogTab) newTab(ui *d2ui.UIManager, tabType d2ui.ButtonType, x int) {
q.button = ui.NewButton(tabType, "")
q.invisibleButton = ui.NewButton(d2ui.ButtonTypeTabBlank, "")
q.button.SetPosition(x, questTabY)
q.invisibleButton.SetPosition(x, questTabY)
const (
completedFrame = 24
inProgresFrame = 25
notStartedFrame = 26
)
const questDescriptionLenght = 30
type questLogTab struct {
sprite *d2ui.Sprite
invisibleButton *d2ui.Button
}
// Load the data for the hero status panel
func (s *QuestLog) Load() {
var err error
s.questsa1 = s.uiManager.NewWidgetGroup(d2ui.RenderPriorityQuestLog)
s.questsa2 = s.uiManager.NewWidgetGroup(d2ui.RenderPriorityQuestLog)
s.questsa3 = s.uiManager.NewWidgetGroup(d2ui.RenderPriorityQuestLog)
s.questsa4 = s.uiManager.NewWidgetGroup(d2ui.RenderPriorityQuestLog)
s.questsa5 = s.uiManager.NewWidgetGroup(d2ui.RenderPriorityQuestLog)
s.panelGroup = s.uiManager.NewWidgetGroup(d2ui.RenderPriorityQuestLog)
frame := d2ui.NewUIFrame(s.asset, s.uiManager, d2ui.FrameLeft)
@ -235,131 +221,226 @@ func (s *QuestLog) Load() {
s.questName = s.uiManager.NewLabel(d2resource.Font16, d2resource.PaletteStatic)
s.questName.Alignment = d2ui.HorizontalAlignCenter
s.questName.Color[0] = rgbaColor(white)
s.questName.SetPosition(questLabelX, questLabelY)
s.questName.SetPosition(questNameLabelX, questNameLabelY)
s.panelGroup.AddWidget(s.questName)
s.questDescr = s.uiManager.NewLabel(d2resource.Font16, d2resource.PaletteStatic)
s.questDescr.Alignment = d2ui.HorizontalAlignLeft
s.questDescr.Color[0] = rgbaColor(white)
s.questDescr.SetPosition(questDescrLabelX, questDescrLabelY)
s.panelGroup.AddWidget(s.questDescr)
s.loadTabs()
s.loadQuestIcons()
for i := 0; i < d2enum.ActsNumber; i++ {
s.quests[i] = s.loadQuestIconsForAct(i + 1)
}
s.panelGroup.SetVisible(false)
}
func (s *QuestLog) loadTabs() {
s.tab[questLogTab1].newTab(s.uiManager, d2ui.ButtonTypeTab1, questTab1X)
s.tab[questLogTab1].invisibleButton.OnActivated(func() { s.setTab(questLogTab1) })
s.panelGroup.AddWidget(s.tab[questLogTab1].button)
s.panelGroup.AddWidget(s.tab[questLogTab1].invisibleButton)
var err error
s.tab[questLogTab2].newTab(s.uiManager, d2ui.ButtonTypeTab2, questTab2X)
s.tab[questLogTab2].invisibleButton.OnActivated(func() { s.setTab(questLogTab2) })
s.panelGroup.AddWidget(s.tab[questLogTab2].button)
s.panelGroup.AddWidget(s.tab[questLogTab2].invisibleButton)
tabsResource := d2resource.WPTabs
s.tab[questLogTab3].newTab(s.uiManager, d2ui.ButtonTypeTab3, questTab3X)
s.tab[questLogTab3].invisibleButton.OnActivated(func() { s.setTab(questLogTab3) })
s.panelGroup.AddWidget(s.tab[questLogTab3].button)
s.panelGroup.AddWidget(s.tab[questLogTab3].invisibleButton)
for i := 0; i < s.maxPlayersAct; i++ {
currentValue := i
s.tab[questLogTab4].newTab(s.uiManager, d2ui.ButtonTypeTab4, questTab4X)
s.tab[questLogTab4].invisibleButton.OnActivated(func() { s.setTab(questLogTab4) })
s.panelGroup.AddWidget(s.tab[questLogTab4].button)
s.panelGroup.AddWidget(s.tab[questLogTab4].invisibleButton)
s.tab[i].sprite, err = s.uiManager.NewSprite(tabsResource, d2resource.PaletteSky)
if err != nil {
s.Error(err.Error())
}
s.tab[questLogTab5].newTab(s.uiManager, d2ui.ButtonTypeTab5, questTab5X)
s.tab[questLogTab5].invisibleButton.OnActivated(func() { s.setTab(questLogTab5) })
s.panelGroup.AddWidget(s.tab[questLogTab5].button)
s.panelGroup.AddWidget(s.tab[questLogTab5].invisibleButton)
// nolint:gomnd // it's constant
frame := 2 * currentValue
err := s.tab[i].sprite.SetCurrentFrame(frame)
if err != nil {
s.Errorf("Tabs sprite (%s) hasn't frame %d. %s", tabsResource, frame, err.Error())
}
s.tab[i].sprite.SetPosition(questTabBaseX+i*questTabXOffset, questTabY+questTabYOffset)
s.tab[i].invisibleButton = s.uiManager.NewButton(d2ui.ButtonTypeTabBlank, "")
s.tab[i].invisibleButton.SetPosition(questTabBaseX+i*questTabXOffset, questTabY)
s.tab[i].invisibleButton.OnActivated(func() { s.setTab(currentValue) })
s.panelGroup.AddWidget(s.tab[i].sprite)
s.panelGroup.AddWidget(s.tab[i].invisibleButton)
}
s.setTab(s.act - 1)
}
func (s *QuestLog) loadQuestIcons() {
s.questsa1 = s.loadQuestIconsForAct(act1)
s.questsa2 = s.loadQuestIconsForAct(act2)
s.questsa3 = s.loadQuestIconsForAct(act3)
s.questsa4 = s.loadQuestIconsForAct(act4)
s.questsa5 = s.loadQuestIconsForAct(act5)
}
func (s *QuestLog) loadQuestIconsForAct(act int) *d2ui.WidgetGroup {
wg := s.uiManager.NewWidgetGroup(d2ui.RenderPriorityQuestLog)
var questsInAct int
if act == act4 {
questsInAct = act4QuestsNumber
if act == d2enum.Act4 {
questsInAct = d2enum.HalfQuestsNumber
} else {
questsInAct = normalActQuestsNumber
questsInAct = d2enum.NormalActQuestsNumber
}
for n := 0; n < questsInAct; n++ {
q := s.questTable(act, n)
var sockets []*d2ui.Sprite
button := s.uiManager.NewButton(d2ui.ButtonTypeBlankQuestBtn, "")
button.SetPosition(q.x+questOffsetX, q.y+questOffsetY)
button.OnActivated(s.makeQuestCallback(n))
var buttons []*d2ui.Button
var icon *d2ui.Sprite
for n := 0; n < questsInAct; n++ {
x, y := s.getPositionForSocket(n)
socket, err := s.uiManager.NewSprite(d2resource.QuestLogSocket, d2resource.PaletteSky)
if err != nil {
s.Error(err.Error())
}
socket.SetPosition(q.x+questOffsetX, q.y+iconOffsetY+2*questOffsetY)
socket.SetPosition(x+questOffsetX, y+iconOffsetY+2*questOffsetY)
sockets = append(sockets, socket)
icon, err := s.uiManager.NewSprite(d2resource.QuestLogDone, d2resource.PaletteSky)
button := s.uiManager.NewButton(d2ui.ButtonTypeBlankQuestBtn, "")
button.SetPosition(x+questOffsetX, y+questOffsetY)
buttons = append(buttons, button)
icon, err = s.makeQuestIconForAct(act, n)
if err != nil {
s.Error(err.Error())
}
err = icon.SetCurrentFrame(q.frame)
if err != nil {
s.Error(err.Error())
}
icon.SetPosition(q.x+questOffsetX, q.y+questOffsetY+iconOffsetY)
icon.SetPosition(x+questOffsetX, y+questOffsetY+iconOffsetY)
wg.AddWidget(icon)
wg.AddWidget(socket)
wg.AddWidget(button)
}
for i := 0; i < questsInAct; i++ {
currentQuest := i
buttons[i].OnActivated(func() {
var err error
for j := 0; j < questsInAct; j++ {
err = sockets[j].SetCurrentFrame(0)
if err != nil {
s.Error(err.Error())
}
}
if act-1 == s.selectedTab {
err = sockets[currentQuest].SetCurrentFrame(1)
if err != nil {
s.Error(err.Error())
}
}
s.onQuestClicked(currentQuest + 1)
})
}
for _, s := range sockets {
wg.AddWidget(s)
}
for _, b := range buttons {
wg.AddWidget(b)
}
wg.SetVisible(false)
return wg
}
func (s *QuestLog) makeQuestCallback(n int) func() {
return func() {
s.onQuestClicked(n + 1)
func (s *QuestLog) makeQuestIconForAct(act, n int) (*d2ui.Sprite, error) {
iconResource := s.questIconsTable(act, n)
icon, err := s.uiManager.NewSprite(iconResource, d2resource.PaletteSky)
if err != nil {
s.Fatalf("during creating new quest icons for act %d (icon sprite %s doesn't exist). %s", act, iconResource, err.Error())
}
switch s.questStatus[s.cordsToQuestID(act, n)] {
case d2enum.QuestStatusCompleted:
err = icon.SetCurrentFrame(completedFrame)
case d2enum.QuestStatusCompleting:
// that's not complet now
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)
}
return icon, err
}
func (s *QuestLog) setQuestLabels() {
func (s *QuestLog) setQuestLabel() {
if s.selectedQuest == 0 {
s.questName.SetText("")
s.questDescr.SetText("")
return
}
s.questName.SetText(s.asset.TranslateString(fmt.Sprintf("qstsa%dq%d", s.selectedTab+1, s.selectedQuest)))
status := s.questStatus[s.cordsToQuestID(s.selectedTab+1, s.selectedQuest)]
switch status {
case d2enum.QuestStatusCompleted:
s.questDescr.SetText(
strings.Join(
d2util.SplitIntoLinesWithMaxWidth(
s.asset.TranslateString("qstsprevious"),
questDescriptionLenght),
"\n"),
)
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"),
)
}
}
func (s *QuestLog) setTab(tab int) {
var mod int
s.selectedTab = tab
s.selectedQuest = questNone
s.setQuestLabels()
s.selectedQuest = d2enum.QuestNone
s.setQuestLabel()
s.questsa1.SetVisible(tab == questLogTab1)
s.questsa2.SetVisible(tab == questLogTab2)
s.questsa3.SetVisible(tab == questLogTab3)
s.questsa4.SetVisible(tab == questLogTab4)
s.questsa5.SetVisible(tab == questLogTab5)
for i := 0; i < s.maxPlayersAct; i++ {
s.quests[i].SetVisible(tab == i)
}
for i := 0; i < questLogNumTabs; i++ {
s.tab[i].button.SetEnabled(i == tab)
for i := 0; i < s.maxPlayersAct; i++ {
cv := i
if cv == s.selectedTab {
mod = 0
} else {
mod = 1
}
err := s.tab[cv].sprite.SetCurrentFrame(2*cv + mod)
if err != nil {
s.Error(err.Error())
}
}
}
func (s *QuestLog) onQuestClicked(number int) {
s.selectedQuest = number
s.setQuestLabels()
s.setQuestLabel()
s.Infof("Quest number %d in tab %d clicked", number, s.selectedTab)
}
@ -392,11 +473,11 @@ func (s *QuestLog) Open() {
func (s *QuestLog) Close() {
s.isOpen = false
s.panelGroup.SetVisible(false)
s.questsa1.SetVisible(false)
s.questsa2.SetVisible(false)
s.questsa3.SetVisible(false)
s.questsa4.SetVisible(false)
s.questsa5.SetVisible(false)
for i := 0; i < s.maxPlayersAct; i++ {
s.quests[i].SetVisible(false)
}
s.onCloseCb()
}
@ -475,3 +556,34 @@ func rgbaColor(rgba uint32) color.RGBA {
return result
}
func (s *QuestLog) cordsToQuestID(act, number int) int {
key := (act-1)*d2enum.NormalActQuestsNumber + number
if act > d2enum.Act4 {
key -= d2enum.HalfQuestsNumber
}
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
}