package OpenDiablo2 import ( "encoding/json" "io/ioutil" "log" "math" "path" "strings" "sync" "github.com/essial/OpenDiablo2/Sound" "github.com/essial/OpenDiablo2/Common" "github.com/essial/OpenDiablo2/MPQ" "github.com/essial/OpenDiablo2/Palettes" "github.com/essial/OpenDiablo2/ResourcePaths" "github.com/essial/OpenDiablo2/Scenes" "github.com/essial/OpenDiablo2/UI" "github.com/hajimehoshi/ebiten" ) // EngineConfig defines the configuration for the engine, loaded from config.json type EngineConfig struct { FullScreen bool Scale float64 RunInBackground bool TicksPerSecond int VsyncEnabled bool MpqPath string MpqLoadOrder []string } // Engine is the core OpenDiablo2 engine type Engine struct { Settings EngineConfig // Engine configuration settings from json file Files map[string]string // Map that defines which files are in which MPQs Palettes map[Palettes.Palette]Common.Palette // Color palettes SoundEntries map[string]SoundEntry // Sound configurations LoadingSprite *Common.Sprite // The sprite shown when loading stuff loadingProgress float64 // LoadingProcess is a range between 0.0 and 1.0. If set, loading screen displays. stepLoadingSize float64 // The size for each loading step CurrentScene Scenes.Scene // The current scene being rendered UIManager *UI.Manager // The UI manager SoundManager *Sound.Manager // The sound manager nextScene Scenes.Scene // The next scene to be loaded at the end of the game loop fullscreenKey bool // When true, the fullscreen toggle is still being pressed } // CreateEngine creates and instance of the OpenDiablo2 engine func CreateEngine() *Engine { result := &Engine{ CurrentScene: nil, nextScene: nil, } result.loadConfigurationFile() result.mapMpqFiles() result.loadPalettes() result.loadSoundEntries() result.SoundManager = Sound.CreateManager(result) result.UIManager = UI.CreateManager(result) result.LoadingSprite = result.LoadSprite(ResourcePaths.LoadingScreen, Palettes.Loading) loadingSpriteSizeX, loadingSpriteSizeY := result.LoadingSprite.GetSize() result.LoadingSprite.MoveTo(int(400-(loadingSpriteSizeX/2)), int(300+(loadingSpriteSizeY/2))) result.SetNextScene(Scenes.CreateMainMenu(result, result.UIManager, result.SoundManager)) return result } func (v *Engine) loadConfigurationFile() { log.Println("loading configuration file") configJSON, err := ioutil.ReadFile("config.json") if err != nil { log.Fatal(err) } var config EngineConfig json.Unmarshal(configJSON, &config) v.Settings = config } func (v *Engine) mapMpqFiles() { log.Println("mapping mpq file structure") v.Files = make(map[string]string) lock := sync.RWMutex{} for _, mpqFileName := range v.Settings.MpqLoadOrder { mpqPath := path.Join(v.Settings.MpqPath, mpqFileName) mpq, err := MPQ.Load(mpqPath) if err != nil { log.Fatal(err) } fileListText, err := mpq.ReadFile("(listfile)") if err != nil { log.Fatal(err) } fileList := strings.Split(string(fileListText), "\r\n") for _, filePath := range fileList { if _, exists := v.Files[strings.ToLower(filePath)]; exists { lock.RUnlock() continue } v.Files[`/`+strings.ReplaceAll(strings.ToLower(filePath), `\`, `/`)] = mpqPath } } } // LoadFile loads a file from the specified mpq and returns the data as a byte array func (v *Engine) LoadFile(fileName string) []byte { // TODO: May want to cache some things if performance becomes an issue mpqFile := v.Files[strings.ToLower(fileName)] mpq, err := MPQ.Load(mpqFile) if err != nil { log.Fatal(err) } fileName = strings.ReplaceAll(fileName, `/`, `\`)[1:] blockTableEntry, err := mpq.GetFileBlockData(fileName) if err != nil { log.Fatal(err) } mpqStream := MPQ.CreateStream(mpq, blockTableEntry, fileName) result := make([]byte, blockTableEntry.UncompressedFileSize) mpqStream.Read(result, 0, blockTableEntry.UncompressedFileSize) return result } // IsLoading returns true if the engine is currently in a loading state func (v *Engine) IsLoading() bool { return v.loadingProgress < 1.0 } func (v *Engine) loadPalettes() { v.Palettes = make(map[Palettes.Palette]Common.Palette) log.Println("loading palettes") for file := range v.Files { if strings.Index(file, "/data/global/palette/") != 0 || strings.Index(file, ".dat") != len(file)-4 { continue } nameParts := strings.Split(file, `/`) paletteName := Palettes.Palette(nameParts[len(nameParts)-2]) palette := Common.CreatePalette(paletteName, v.LoadFile(file)) v.Palettes[paletteName] = palette } } func (v *Engine) loadSoundEntries() { log.Println("loading sound configurations") v.SoundEntries = make(map[string]SoundEntry) soundData := strings.Split(string(v.LoadFile(ResourcePaths.SoundSettings)), "\r\n")[1:] for _, line := range soundData { if len(line) == 0 { continue } soundEntry := CreateSoundEntry(line) v.SoundEntries[soundEntry.Handle] = soundEntry } } // LoadSprite loads a sprite from the game's data files func (v *Engine) LoadSprite(fileName string, palette Palettes.Palette) *Common.Sprite { data := v.LoadFile(fileName) sprite := Common.CreateSprite(data, v.Palettes[palette]) return sprite } // updateScene handles the scene maintenance for the engine func (v *Engine) updateScene() { if v.nextScene == nil { return } if v.CurrentScene != nil { v.CurrentScene.Unload() } v.CurrentScene = v.nextScene v.nextScene = nil v.UIManager.Reset() thingsToLoad := v.CurrentScene.Load() v.SetLoadingStepSize(1.0 / float64(len(thingsToLoad))) v.ResetLoading() go func() { for _, f := range thingsToLoad { f() v.StepLoading() } v.FinishLoading() }() } // Update updates the internal state of the engine func (v *Engine) Update() { if ebiten.IsKeyPressed(ebiten.KeyAlt) && ebiten.IsKeyPressed(ebiten.KeyEnter) { if !v.fullscreenKey { ebiten.SetFullscreen(!ebiten.IsFullscreen()) } v.fullscreenKey = true } else { v.fullscreenKey = false } v.updateScene() if v.CurrentScene == nil { log.Fatal("no scene loaded") } if v.IsLoading() { return } v.CurrentScene.Update() v.UIManager.Update() } // Draw draws the game func (v *Engine) Draw(screen *ebiten.Image) { if v.loadingProgress < 1.0 { v.LoadingSprite.Frame = uint8(Common.Max(0, Common.Min(uint32(len(v.LoadingSprite.Frames)-1), uint32(float64(len(v.LoadingSprite.Frames)-1)*v.loadingProgress)))) v.LoadingSprite.Draw(screen) } else { if v.CurrentScene == nil { log.Fatal("no scene loaded") } v.CurrentScene.Render(screen) v.UIManager.Draw(screen) } } // SetNextScene tells the engine what scene to load on the next update cycle func (v *Engine) SetNextScene(nextScene Scenes.Scene) { v.nextScene = nextScene } // SetLoadingStepSize sets the size of the loading step func (v *Engine) SetLoadingStepSize(size float64) { v.stepLoadingSize = size } // ResetLoading resets the loading progress func (v *Engine) ResetLoading() { v.loadingProgress = 0.0 } // StepLoading increments the loading progress func (v *Engine) StepLoading() { v.loadingProgress = math.Min(1.0, v.loadingProgress+v.stepLoadingSize) } // FinishLoading terminates the loading phase func (v *Engine) FinishLoading() { v.loadingProgress = 1.0 }