OpenDiablo2/d2game/d2player/quest_log.go

563 lines
13 KiB
Go

package d2player
import (
"fmt"
"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"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2asset"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2ui"
)
const (
white = 0xffffffff
)
const ( // for the dc6 frames
questLogTopLeft = iota
questLogTopRight
questLogBottomLeft
questLogBottomRight
)
const (
questLogOffsetX, questLogOffsetY = 80, 64
)
const (
iconOffsetY = 88
questOffsetX, questOffsetY = 4, 4
socket1X = 100
socket2X = 200
socket3X = 300
socketUpY = 95
socketDownY = 190
)
const (
questLogCloseButtonX, questLogCloseButtonY = 358, 455
questLogDescrButtonX, questLogDescrButtonY = 308, 457
questNameLabelX, questNameLabelY = 240, 297
questDescrLabelX, questDescrLabelY = 90, 317
)
const (
questTabY = 66
questTabYOffset = 31
questTabBaseX = 86
questTabXOffset = 61
)
func (s *QuestLog) getPositionForSocket(number int) (x, y int) {
pos := []struct {
x int
y int
}{
{socket1X, socketUpY},
{socket2X, socketUpY},
{socket3X, socketUpY},
{socket1X, socketDownY},
{socket2X, socketDownY},
{socket3X, socketDownY},
}
return pos[number].x, pos[number].y
}
// NewQuestLog creates a new quest log
func NewQuestLog(asset *d2asset.AssetManager,
ui *d2ui.UIManager,
l d2util.LogLevel,
act int) *QuestLog {
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,
}
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: tabs,
quests: quests,
questStatus: qs,
maxPlayersAct: mpa,
}
ql.Logger = d2util.NewLogger()
ql.Logger.SetLevel(l)
ql.Logger.SetPrefix(logPrefix)
return ql
}
// QuestLog represents the quest log
type QuestLog struct {
asset *d2asset.AssetManager
uiManager *d2ui.UIManager
panel *d2ui.Sprite
onCloseCb func()
panelGroup *d2ui.WidgetGroup
selectedTab int
selectedQuest int
act int
tab [d2enum.ActsNumber]questLogTab
questName *d2ui.Label
questDescr *d2ui.Label
quests [d2enum.ActsNumber]*d2ui.WidgetGroup
questStatus map[int]int
maxPlayersAct int
originX int
originY int
isOpen bool
*d2util.Logger
}
/* 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)
}
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.panelGroup = s.uiManager.NewWidgetGroup(d2ui.RenderPriorityQuestLog)
frame := d2ui.NewUIFrame(s.asset, s.uiManager, d2ui.FrameLeft)
s.panelGroup.AddWidget(frame)
s.panel, err = s.uiManager.NewSprite(d2resource.QuestLogBg, d2resource.PaletteSky)
if err != nil {
s.Error(err.Error())
}
w, h := frame.GetSize()
staticPanel := s.uiManager.NewCustomWidgetCached(s.renderStaticMenu, w, h)
s.panelGroup.AddWidget(staticPanel)
closeButton := s.uiManager.NewButton(d2ui.ButtonTypeSquareClose, "")
closeButton.SetVisible(false)
closeButton.SetPosition(questLogCloseButtonX, questLogCloseButtonY)
closeButton.OnActivated(func() { s.Close() })
s.panelGroup.AddWidget(closeButton)
descrButton := s.uiManager.NewButton(d2ui.ButtonTypeQuestDescr, "")
descrButton.SetVisible(false)
descrButton.SetPosition(questLogDescrButtonX, questLogDescrButtonY)
descrButton.OnActivated(s.onDescrClicked)
s.panelGroup.AddWidget(descrButton)
s.questName = s.uiManager.NewLabel(d2resource.Font16, d2resource.PaletteStatic)
s.questName.Alignment = d2ui.HorizontalAlignCenter
s.questName.Color[0] = d2util.Color(white)
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] = d2util.Color(white)
s.questDescr.SetPosition(questDescrLabelX, questDescrLabelY)
s.panelGroup.AddWidget(s.questDescr)
s.loadTabs()
for i := 0; i < d2enum.ActsNumber; i++ {
s.quests[i] = s.loadQuestIconsForAct(i + 1)
}
s.panelGroup.SetVisible(false)
}
func (s *QuestLog) loadTabs() {
var err error
tabsResource := d2resource.WPTabs
for i := 0; i < s.maxPlayersAct; i++ {
currentValue := i
s.tab[i].sprite, err = s.uiManager.NewSprite(tabsResource, d2resource.PaletteSky)
if err != nil {
s.Error(err.Error())
}
// 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) loadQuestIconsForAct(act int) *d2ui.WidgetGroup {
wg := s.uiManager.NewWidgetGroup(d2ui.RenderPriorityQuestLog)
var questsInAct int
if act == d2enum.Act4 {
questsInAct = d2enum.HalfQuestsNumber
} else {
questsInAct = d2enum.NormalActQuestsNumber
}
var sockets []*d2ui.Sprite
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(x+questOffsetX, y+iconOffsetY+2*questOffsetY)
sockets = append(sockets, socket)
button := s.uiManager.NewButton(d2ui.ButtonTypeBlankQuestBtn, "")
button.SetPosition(x+questOffsetX, y+questOffsetY)
cw := n
button.SetEnabled(!(s.questStatus[s.cordsToQuestID(act, cw)] == d2enum.QuestStatusNotStarted))
buttons = append(buttons, button)
icon, err = s.makeQuestIconForAct(act, n)
if err != nil {
s.Error(err.Error())
}
icon.SetPosition(x+questOffsetX, y+questOffsetY+iconOffsetY)
wg.AddWidget(icon)
}
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) 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) 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)-1]
switch status {
case d2enum.QuestStatusCompleted:
s.questDescr.SetText(
strings.Join(
d2util.SplitIntoLinesWithMaxWidth(
s.asset.TranslateString("qstsprevious"),
questDescriptionLenght),
"\n"),
)
case d2enum.QuestStatusCompleting:
s.questDescr.SetText("")
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 = d2enum.QuestNone
s.setQuestLabel()
for i := 0; i < s.maxPlayersAct; i++ {
s.quests[i].SetVisible(tab == i)
}
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.setQuestLabel()
s.Infof("Quest number %d in tab %d clicked", number, s.selectedTab)
}
func (s *QuestLog) onDescrClicked() {
//
}
// IsOpen returns true if the hero status panel is open
func (s *QuestLog) IsOpen() bool {
return s.isOpen
}
// Toggle toggles the visibility of the hero status panel
func (s *QuestLog) Toggle() {
if s.isOpen {
s.Close()
} else {
s.Open()
}
}
// Open opens the hero status panel
func (s *QuestLog) Open() {
s.isOpen = true
s.panelGroup.SetVisible(true)
s.setTab(s.selectedTab)
}
// Close closed the hero status panel
func (s *QuestLog) Close() {
s.isOpen = false
s.panelGroup.SetVisible(false)
for i := 0; i < s.maxPlayersAct; i++ {
s.quests[i].SetVisible(false)
}
s.onCloseCb()
}
// SetOnCloseCb the callback run on closing the HeroStatsPanel
func (s *QuestLog) SetOnCloseCb(cb func()) {
s.onCloseCb = cb
}
// Advance updates labels on the panel
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{
questLogTopLeft,
questLogTopRight,
questLogBottomRight,
questLogBottomLeft,
}
currentX := s.originX + questLogOffsetX
currentY := s.originY + questLogOffsetY
for _, frameIndex := range frames {
if err := s.panel.SetCurrentFrame(frameIndex); err != nil {
s.Error(err.Error())
}
w, h := s.panel.GetCurrentFrameSize()
switch frameIndex {
case questLogTopLeft:
s.panel.SetPosition(currentX, currentY+h)
currentX += w
case questLogTopRight:
s.panel.SetPosition(currentX, currentY+h)
currentY += h
case questLogBottomRight:
s.panel.SetPosition(currentX, currentY+h)
case questLogBottomLeft:
s.panel.SetPosition(currentX-w, currentY+h)
}
s.panel.Render(target)
}
}
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
}