mirror of
https://github.com/OpenDiablo2/OpenDiablo2
synced 2024-11-16 01:17:10 -05:00
1c2b4869a1
* Switch items to dynamic load with a common struct, add misc.txt loading * Update Ebiten Reference * Switch references to point to D2Shared * Migrate part 2
269 lines
8.3 KiB
Go
269 lines
8.3 KiB
Go
package d2core
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import (
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"log"
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"math"
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"path"
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"runtime"
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"strconv"
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"strings"
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"sync"
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"time"
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"github.com/OpenDiablo2/D2Shared/d2common/d2resource"
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"github.com/OpenDiablo2/D2Shared/d2helper"
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"github.com/OpenDiablo2/OpenDiablo2/d2corecommon/d2coreinterface"
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"github.com/OpenDiablo2/D2Shared/d2common/d2enum"
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"github.com/OpenDiablo2/OpenDiablo2/d2render"
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"github.com/OpenDiablo2/D2Shared/d2data"
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"github.com/OpenDiablo2/D2Shared/d2data/d2datadict"
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"github.com/OpenDiablo2/D2Shared/d2data/d2mpq"
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"github.com/OpenDiablo2/OpenDiablo2/d2audio"
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"github.com/OpenDiablo2/D2Shared/d2common"
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"github.com/OpenDiablo2/OpenDiablo2/d2corecommon"
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"github.com/OpenDiablo2/OpenDiablo2/d2render/d2ui"
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"github.com/hajimehoshi/ebiten"
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"github.com/hajimehoshi/ebiten/ebitenutil"
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"github.com/hajimehoshi/ebiten/inpututil"
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)
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// Engine is the core OpenDiablo2 engine
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type Engine struct {
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Settings *d2corecommon.Configuration // Engine configuration settings from json file
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Files map[string]string // Map that defines which files are in which MPQs
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CheckedPatch map[string]bool // First time we check a file, we'll check if it's in the patch. This notes that we've already checked that.
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LoadingSprite d2render.Sprite // The sprite shown when loading stuff
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loadingProgress float64 // LoadingProcess is a range between 0.0 and 1.0. If set, loading screen displays.
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loadingIndex int // Determines which load function is currently being called
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thingsToLoad []func() // The load functions for the next scene
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stepLoadingSize float64 // The size for each loading step
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CurrentScene d2coreinterface.Scene // The current scene being rendered
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UIManager *d2ui.Manager // The UI manager
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SoundManager *d2audio.Manager // The sound manager
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nextScene d2coreinterface.Scene // The next scene to be loaded at the end of the game loop
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fullscreenKey bool // When true, the fullscreen toggle is still being pressed
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lastTime float64 // Last time we updated the scene
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showFPS bool
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}
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// CreateEngine creates and instance of the OpenDiablo2 engine
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func CreateEngine() Engine {
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result := Engine{
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CurrentScene: nil,
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nextScene: nil,
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}
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result.loadConfigurationFile()
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d2resource.LanguageCode = result.Settings.Language
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result.mapMpqFiles()
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d2datadict.LoadPalettes(result.Files, &result)
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d2common.LoadTextDictionary(&result)
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d2datadict.LoadLevelTypes(&result)
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d2datadict.LoadLevelPresets(&result)
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d2datadict.LoadLevelWarps(&result)
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d2datadict.LoadObjectTypes(&result)
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d2datadict.LoadObjects(&result)
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d2datadict.LoadWeapons(&result)
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d2datadict.LoadArmors(&result)
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d2datadict.LoadMiscItems(&result)
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d2datadict.LoadUniqueItems(&result)
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d2datadict.LoadMissiles(&result)
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d2datadict.LoadSounds(&result)
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d2data.LoadAnimationData(&result)
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d2datadict.LoadMonStats(&result)
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LoadHeroObjects()
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result.SoundManager = d2audio.CreateManager(&result)
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result.SoundManager.SetVolumes(result.Settings.BgmVolume, result.Settings.SfxVolume)
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result.UIManager = d2ui.CreateManager(&result, *result.SoundManager)
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result.LoadingSprite = result.LoadSprite(d2resource.LoadingScreen, d2enum.Loading)
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loadingSpriteSizeX, loadingSpriteSizeY := result.LoadingSprite.GetSize()
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result.LoadingSprite.MoveTo(int(400-(loadingSpriteSizeX/2)), int(300+(loadingSpriteSizeY/2)))
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//result.SetNextScene(Scenes.CreateBlizzardIntro(result, result))
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return result
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}
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func (v *Engine) loadConfigurationFile() {
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log.Println("Loading configuration file")
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v.Settings = d2corecommon.LoadConfiguration()
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}
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func (v *Engine) mapMpqFiles() {
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v.Files = make(map[string]string)
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}
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var mutex sync.Mutex
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func (v *Engine) LoadFile(fileName string) []byte {
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fileName = strings.ReplaceAll(fileName, "{LANG}", d2resource.LanguageCode)
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fileName = strings.ToLower(fileName)
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fileName = strings.ReplaceAll(fileName, `/`, "\\")
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if fileName[0] == '\\' {
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fileName = fileName[1:]
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}
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mutex.Lock()
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defer mutex.Unlock()
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// TODO: May want to cache some things if performance becomes an issue
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cachedMpqFile, cacheExists := v.Files[fileName]
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if cacheExists {
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archive, _ := d2mpq.Load(cachedMpqFile)
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result, _ := archive.ReadFile(fileName)
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return result
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}
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for _, mpqFile := range v.Settings.MpqLoadOrder {
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archive, _ := d2mpq.Load(path.Join(v.Settings.MpqPath, mpqFile))
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if archive == nil {
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log.Fatalf("Failed to load specified MPQ file: %s", mpqFile)
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}
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if !archive.FileExists(fileName) {
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continue
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}
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result, _ := archive.ReadFile(fileName)
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if len(result) == 0 {
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continue
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}
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v.Files[fileName] = path.Join(v.Settings.MpqPath, mpqFile)
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// log.Printf("%v in %v", fileName, mpqFile)
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return result
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}
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log.Printf("Could not load %s from MPQs\n", fileName)
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return []byte{}
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}
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// IsLoading returns true if the engine is currently in a loading state
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func (v Engine) IsLoading() bool {
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return v.loadingProgress < 1.0
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}
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// LoadSprite loads a sprite from the game's data files
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func (v Engine) LoadSprite(fileName string, palette d2enum.PaletteType) d2render.Sprite {
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data := v.LoadFile(fileName)
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sprite := d2render.CreateSprite(data, d2datadict.Palettes[palette])
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return sprite
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}
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// updateScene handles the scene maintenance for the engine
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func (v *Engine) updateScene() {
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if v.nextScene == nil {
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if v.thingsToLoad != nil {
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if v.loadingIndex < len(v.thingsToLoad) {
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v.thingsToLoad[v.loadingIndex]()
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v.loadingIndex++
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if v.loadingIndex < len(v.thingsToLoad) {
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v.StepLoading()
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} else {
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v.FinishLoading()
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v.thingsToLoad = nil
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}
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return
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}
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}
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return
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}
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if v.CurrentScene != nil {
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v.CurrentScene.Unload()
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runtime.GC()
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}
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v.CurrentScene = v.nextScene
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v.nextScene = nil
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v.UIManager.Reset()
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v.thingsToLoad = v.CurrentScene.Load()
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v.loadingIndex = 0
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v.SetLoadingStepSize(1.0 / float64(len(v.thingsToLoad)))
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v.ResetLoading()
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}
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// Update updates the internal state of the engine
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func (v *Engine) Update() {
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if ebiten.IsKeyPressed(ebiten.KeyAlt) && ebiten.IsKeyPressed(ebiten.KeyEnter) {
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if !v.fullscreenKey {
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ebiten.SetFullscreen(!ebiten.IsFullscreen())
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}
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v.fullscreenKey = true
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} else {
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v.fullscreenKey = false
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}
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if inpututil.IsKeyJustPressed(ebiten.KeyF6) {
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v.showFPS = !v.showFPS
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}
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if inpututil.IsKeyJustPressed(ebiten.KeyF8) {
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ebiten.SetVsyncEnabled(!ebiten.IsVsyncEnabled())
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}
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v.updateScene()
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if v.CurrentScene == nil {
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log.Fatal("no scene loaded")
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}
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if v.IsLoading() {
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return
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}
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currentTime := float64(time.Now().UnixNano()) / float64(time.Second)
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deltaTime := math.Min((currentTime - v.lastTime), 0.1)
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v.lastTime = currentTime
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v.CurrentScene.Update(deltaTime)
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v.UIManager.Update()
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}
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// Draw draws the game
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func (v Engine) Draw(screen *ebiten.Image) {
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if v.loadingProgress < 1.0 {
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v.LoadingSprite.Frame = int16(d2helper.Max(0, d2helper.Min(uint32(len(v.LoadingSprite.Frames)-1), uint32(float64(len(v.LoadingSprite.Frames)-1)*v.loadingProgress))))
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v.LoadingSprite.Draw(screen)
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} else {
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if v.CurrentScene == nil {
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log.Fatal("no scene loaded")
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}
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v.CurrentScene.Render(screen)
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v.UIManager.Draw(screen)
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}
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if v.showFPS {
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ebitenutil.DebugPrintAt(screen, "vsync:"+strconv.FormatBool(ebiten.IsVsyncEnabled())+"\nFPS:"+strconv.Itoa(int(ebiten.CurrentFPS())), 5, 565)
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var m runtime.MemStats
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runtime.ReadMemStats(&m)
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ebitenutil.DebugPrintAt(screen, "Alloc "+strconv.FormatInt(int64(m.Alloc)/1024/1024, 10), 700, 0)
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ebitenutil.DebugPrintAt(screen, "Pause "+strconv.FormatInt(int64(m.PauseTotalNs/1024/1024), 10), 700, 10)
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ebitenutil.DebugPrintAt(screen, "HeapSys "+strconv.FormatInt(int64(m.HeapSys/1024/1024), 10), 700, 20)
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ebitenutil.DebugPrintAt(screen, "NumGC "+strconv.FormatInt(int64(m.NumGC), 10), 700, 30)
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}
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}
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// SetNextScene tells the engine what scene to load on the next update cycle
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func (v *Engine) SetNextScene(nextScene d2coreinterface.Scene) {
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v.nextScene = nextScene
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}
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// SetLoadingStepSize sets the size of the loading step
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func (v *Engine) SetLoadingStepSize(size float64) {
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v.stepLoadingSize = size
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}
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// ResetLoading resets the loading progress
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func (v *Engine) ResetLoading() {
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v.loadingProgress = 0.0
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}
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// StepLoading increments the loading progress
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func (v *Engine) StepLoading() {
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v.loadingProgress = math.Min(1.0, v.loadingProgress+v.stepLoadingSize)
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}
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// FinishLoading terminates the loading phase
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func (v *Engine) FinishLoading() {
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v.loadingProgress = 1.0
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}
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