diff --git a/d2game/d2player/quest_log.go b/d2game/d2player/quest_log.go index 12bd8144..1c1ab5c5 100644 --- a/d2game/d2player/quest_log.go +++ b/d2game/d2player/quest_log.go @@ -85,7 +85,7 @@ func NewQuestLog(asset *d2asset.AssetManager, 2: -2, 3: 0, 4: 1, - 5: 2, + 5: 4, 6: 3, 7: -1, 8: 0, @@ -205,13 +205,14 @@ type questLogTab struct { func (s *QuestLog) Load() { var err error + s.panelGroup = s.uiManager.NewWidgetGroup(d2ui.RenderPriorityQuestLog) + + // quest completion sound. s.completeSound, err = s.audioProvider.LoadSound(d2resource.QuestLogDoneSfx, false, false) if err != nil { s.Error(err.Error()) } - s.panelGroup = s.uiManager.NewWidgetGroup(d2ui.RenderPriorityQuestLog) - frame := d2ui.NewUIFrame(s.asset, s.uiManager, d2ui.FrameLeft) s.panelGroup.AddWidget(frame) @@ -221,7 +222,7 @@ func (s *QuestLog) Load() { } w, h := frame.GetSize() - staticPanel := s.uiManager.NewCustomWidgetCached(s.renderStaticMenu, w, h) + staticPanel := s.uiManager.NewCustomWidgetCached(s.renderStaticPanelFrames, w, h) s.panelGroup.AddWidget(staticPanel) closeButton := s.uiManager.NewButton(d2ui.ButtonTypeSquareClose, "") @@ -259,11 +260,13 @@ func (s *QuestLog) Load() { s.panelGroup.SetVisible(false) } +// loadTabs loads quest log tabs func (s *QuestLog) loadTabs() { var err error tabsResource := d2resource.WPTabs + // create tabs only for 'discovered' acts for i := 0; i < s.maxPlayersAct; i++ { currentValue := i @@ -272,7 +275,8 @@ func (s *QuestLog) loadTabs() { s.Error(err.Error()) } - // nolint:gomnd // it's constant + // nolint:gomnd // it's constant. + // each tab has two frames (active / inactive) frame := 2 * currentValue err := s.tab[i].sprite.SetCurrentFrame(frame) @@ -290,13 +294,15 @@ func (s *QuestLog) loadTabs() { s.panelGroup.AddWidget(s.tab[i].invisibleButton) } + // sets tab to current player's act. s.setTab(s.act - 1) } // loadQuestBoard creates quest fields (socket, button, icon) for specified act -func (s *QuestLog) loadQuestBoard(act int) (*d2ui.WidgetGroup, []*d2ui.Sprite, []*d2ui.Button, []*d2ui.Sprite) { - wg := s.uiManager.NewWidgetGroup(d2ui.RenderPriorityQuestLog) +func (s *QuestLog) loadQuestBoard(act int) (wg *d2ui.WidgetGroup, icons []*d2ui.Sprite, buttons []*d2ui.Button, sockets []*d2ui.Sprite) { + wg = s.uiManager.NewWidgetGroup(d2ui.RenderPriorityQuestLog) + // sets number of quests in act (for act 4 it's only 3, else 6) var questsInAct int if act == d2enum.Act4 { questsInAct = d2enum.HalfQuestsNumber @@ -304,14 +310,6 @@ func (s *QuestLog) loadQuestBoard(act int) (*d2ui.WidgetGroup, []*d2ui.Sprite, [ questsInAct = d2enum.NormalActQuestsNumber } - var sockets []*d2ui.Sprite - - var buttons []*d2ui.Button - - var icons []*d2ui.Sprite - - var icon *d2ui.Sprite - for n := 0; n < questsInAct; n++ { cw := n x, y := s.getPositionForSocket(n) @@ -324,7 +322,7 @@ func (s *QuestLog) loadQuestBoard(act int) (*d2ui.WidgetGroup, []*d2ui.Sprite, [ socket.SetPosition(x, y+iconOffsetY+questOffsetY) sockets = append(sockets, socket) - icon, err = s.makeQuestIconForAct(act, n, x, y) + icon, err := s.makeQuestIconForAct(act, n, x, y) if err != nil { s.Error(err.Error()) } @@ -335,11 +333,11 @@ func (s *QuestLog) loadQuestBoard(act int) (*d2ui.WidgetGroup, []*d2ui.Sprite, [ button.SetPosition(x+questOffsetX, y+questOffsetY) button.SetEnabled(s.questStatus[s.cordsToQuestID(act, cw)] != d2enum.QuestStatusNotStarted) buttons = append(buttons, button) - } for i := 0; i < questsInAct; i++ { currentQuest := i + // creates callback for quest button buttons[i].OnActivated(func() { var err error @@ -352,12 +350,13 @@ func (s *QuestLog) loadQuestBoard(act int) (*d2ui.WidgetGroup, []*d2ui.Sprite, [ } } - // highlights appropiate socket + // highlights appropriate socket err = sockets[currentQuest].SetCurrentFrame(socketHighlightedFrame) if err != nil { s.Error(err.Error()) } + // sets quest labels s.onQuestClicked(currentQuest + 1) }) } @@ -382,7 +381,7 @@ func (s *QuestLog) loadQuestBoard(act int) (*d2ui.WidgetGroup, []*d2ui.Sprite, [ return wg, icons, buttons, sockets } -func (s *QuestLog) makeQuestIconForAct(act, n int, x, y int) (*d2ui.Sprite, error) { +func (s *QuestLog) makeQuestIconForAct(act, n, x, y int) (*d2ui.Sprite, error) { iconResource := s.questIconsTable(act, n) icon, err := s.uiManager.NewSprite(iconResource, d2resource.PaletteSky) @@ -409,8 +408,6 @@ func (s *QuestLog) makeQuestIconForAct(act, n int, x, y int) (*d2ui.Sprite, erro // playQuestAnimations plays animations for quests (when status=questStatusCompleting) func (s *QuestLog) playQuestAnimations() { - var err error - for j, i := range s.quests[s.selectedTab].icons { questID := s.cordsToQuestID(s.selectedTab+1, j) if s.questStatus[questID] == d2enum.QuestStatusCompleting { @@ -419,11 +416,6 @@ func (s *QuestLog) playQuestAnimations() { // quest should be highlighted and it's label should be displayed s.quests[s.selectedTab].buttons[j].Activate() - err = i.SetCurrentFrame(0) - if err != nil { - s.Error(err.Error()) - } - i.SetPlayLength(questCompleteAnimationDuration) i.PlayForward() i.SetPlayLoop(false) @@ -431,6 +423,23 @@ func (s *QuestLog) playQuestAnimations() { } } +// stopPlayedAnimation stops currently played animations and sets quests in +// completing state to completed (should be used, when quest log is closing) +func (s *QuestLog) stopPlayedAnimations() { + // stops all played animations + for j, i := range s.quests[s.selectedTab].icons { + questID := s.cordsToQuestID(s.selectedTab+1, j) + if s.questStatus[questID] == d2enum.QuestStatusCompleting { + s.questStatus[questID] = d2enum.QuestStatusCompleted + + err := i.SetCurrentFrame(completedFrame) + if err != nil { + s.Error(err.Error()) + } + } + } +} + // setQuestLabel loads quest labels text (title and description) func (s *QuestLog) setQuestLabel() { if s.selectedQuest == d2enum.QuestNone { @@ -455,17 +464,23 @@ func (s *QuestLog) setQuestLabel() { 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"), - ) + str := fmt.Sprintf("qstsa%dq%d%d", s.selectedTab+1, s.selectedQuest, status) + descr := s.asset.TranslateString(str) + + // if description not found + if str == descr { + s.questDescr.SetText("") + } else { + s.questDescr.SetText(strings.Join( + d2util.SplitIntoLinesWithMaxWidth( + descr, questDescriptionLenght), + "\n"), + ) + } } } +// switch all socket (in current tab) to normal state func (s *QuestLog) clearHighlightment() { for _, i := range s.quests[s.selectedTab].sockets { err := i.SetCurrentFrame(socketNormalFrame) @@ -487,19 +502,23 @@ func (s *QuestLog) setTab(tab int) { s.setQuestLabel() s.playQuestAnimations() + // displays appropriate quests board for i := 0; i < s.maxPlayersAct; i++ { s.quests[i].SetVisible(tab == i) } + // "highlights" appropriate tab for i := 0; i < s.maxPlayersAct; i++ { cv := i + // converts bool to 1/0 if cv == s.selectedTab { mod = 0 } else { mod = 1 } + // sets tab sprite to highlighted/non-highlighted err := s.tab[cv].sprite.SetCurrentFrame(2*cv + mod) if err != nil { s.Error(err.Error()) @@ -513,8 +532,9 @@ func (s *QuestLog) onQuestClicked(number int) { s.Infof("Quest number %d in tab %d clicked", number, s.selectedTab) } +// func (s *QuestLog) onDescrClicked() { - // + s.Info("Quest description button clicked") } // IsOpen returns true if the hero status panel is open @@ -553,21 +573,6 @@ func (s *QuestLog) Close() { s.onCloseCb() } -func (s *QuestLog) stopPlayedAnimations() { - // stops all played animations - for j, i := range s.quests[s.selectedTab].icons { - questID := s.cordsToQuestID(s.selectedTab+1, j) - if s.questStatus[questID] == d2enum.QuestStatusCompleting { - s.questStatus[questID] = d2enum.QuestStatusCompleted - - err := i.SetCurrentFrame(completedFrame) - if err != nil { - s.Error(err.Error()) - } - } - } -} - // SetOnCloseCb the callback run on closing the HeroStatsPanel func (s *QuestLog) SetOnCloseCb(cb func()) { s.onCloseCb = cb @@ -593,10 +598,6 @@ func (s *QuestLog) Advance(elapsed float64) { } } -func (s *QuestLog) renderStaticMenu(target d2interface.Surface) { - s.renderStaticPanelFrames(target) -} - // nolint:dupl // I think it is OK, to duplicate this function func (s *QuestLog) renderStaticPanelFrames(target d2interface.Surface) { frames := []int{ @@ -641,25 +642,3 @@ func (s *QuestLog) cordsToQuestID(act, number int) int { 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 -}