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mirror of https://github.com/OpenDiablo2/OpenDiablo2 synced 2024-06-06 16:00:42 +00:00
OpenDiablo2/core/Engine.go
2019-11-06 22:12:15 -05:00

366 lines
11 KiB
Go

package core
import (
"encoding/json"
"io/ioutil"
"log"
"math"
"os"
"path"
"strings"
"sync"
"github.com/OpenDiablo2/OpenDiablo2/mpq"
"github.com/OpenDiablo2/OpenDiablo2/palettedefs"
"github.com/OpenDiablo2/OpenDiablo2/sound"
"github.com/OpenDiablo2/OpenDiablo2/common"
"github.com/OpenDiablo2/OpenDiablo2/resourcepaths"
"github.com/OpenDiablo2/OpenDiablo2/scenes"
"github.com/OpenDiablo2/OpenDiablo2/ui"
"github.com/hajimehoshi/ebiten"
"github.com/mitchellh/go-homedir"
)
// EngineConfig defines the configuration for the engine, loaded from config.json
type EngineConfig struct {
Language string
FullScreen bool
Scale float64
RunInBackground bool
TicksPerSecond int
FpsCap int
VsyncEnabled bool
MpqPath string
MpqLoadOrder []string
SfxVolume float64
BgmVolume float64
}
// 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
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.
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()
resourcepaths.LanguageCode = result.Settings.Language
result.mapMpqFiles()
common.LoadPalettes(result.Files, result)
common.LoadTextDictionary(result)
common.LoadLevelTypes(result)
common.LoadLevelPresets(result)
common.LoadLevelWarps(result)
common.LoadObjectTypes(result)
common.LoadObjects(result)
common.LoadWeapons(result)
common.LoadMissiles(result)
common.LoadSounds(result)
common.LoadObjectLookups()
common.LoadAnimationData(result)
result.SoundManager = sound.CreateManager(result)
result.SoundManager.SetVolumes(result.Settings.BgmVolume, result.Settings.SfxVolume)
result.UIManager = ui.CreateManager(result, *result.SoundManager)
result.LoadingSprite = result.LoadSprite(resourcepaths.LoadingScreen, palettedefs.Loading)
loadingSpriteSizeX, loadingSpriteSizeY := result.LoadingSprite.GetSize()
result.LoadingSprite.MoveTo(int(400-(loadingSpriteSizeX/2)), int(300+(loadingSpriteSizeY/2)))
result.SetNextScene(scenes.CreateMainMenu(result, result, result.UIManager, result.SoundManager))
//result.SetNextScene(Scenes.CreateBlizzardIntro(result, result))
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
err = json.Unmarshal(configJSON, &config)
if err != nil {
log.Fatal(err)
}
v.Settings = &config
// Path fixup for wine-installed diablo 2 in linux
if v.Settings.MpqPath[0] != '/' {
if _, err := os.Stat(v.Settings.MpqPath); os.IsNotExist(err) {
homeDir, _ := homedir.Dir()
newPath := strings.ReplaceAll(v.Settings.MpqPath, `C:\`, homeDir+"/.wine/drive_c/")
newPath = strings.ReplaceAll(newPath, "C:/", homeDir+"/.wine/drive_c/")
newPath = strings.ReplaceAll(newPath, `\`, "/")
if _, err := os.Stat(newPath); !os.IsNotExist(err) {
log.Printf("Detected linux wine installation, path updated to wine prefix path.")
v.Settings.MpqPath = newPath
}
}
}
}
func (v *Engine) mapMpqFiles() {
v.Files = make(map[string]string)
}
/*
func (v *Engine) mapMpqFiles() {
log.Println("mapping mpq file structure")
v.Files = make(map[string]*Common.MpqFileRecord)
v.CheckedPatch = make(map[string]bool)
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 || fileListText == nil {
// Super secret patch file activate!
continue
}
fileList := strings.Split(string(fileListText), "\r\n")
for _, filePath := range fileList {
transFilePath := `/` + strings.ReplaceAll(strings.ToLower(filePath), `\`, `/`)
if _, exists := v.Files[transFilePath]; exists {
if v.Files[transFilePath].IsPatch {
v.Files[transFilePath].UnpatchedMpqFile = mpqPath
}
continue
}
v.Files[transFilePath] = &Common.MpqFileRecord{
mpqPath, false, ""}
v.CheckedPatch[transFilePath] = false
}
}
}
var mutex sync.Mutex
// LoadFile loads a file from the specified mpq and returns the data as a byte array
func (v *Engine) LoadFile(fileName string) []byte {
fileName = strings.ReplaceAll(fileName, "{LANG}", ResourcePaths.LanguageCode)
fileName = strings.ReplaceAll(fileName, `\`, `/`)
var mpqLookupFileName string
if strings.HasPrefix(fileName, "/") || strings.HasPrefix(fileName, "\\") {
mpqLookupFileName = strings.ReplaceAll(fileName, `/`, `\`)[1:]
} else {
mpqLookupFileName = strings.ReplaceAll(fileName, `/`, `\`)
}
mutex.Lock()
// TODO: May want to cache some things if performance becomes an issue
mpqFile := v.Files[strings.ToLower(fileName)]
var mpq MPQ.MPQ
var err error
// always try to load from patch first
checked, checkok := v.CheckedPatch[strings.ToLower(fileName)]
patchLoaded := false
if !checked || !checkok {
patchMpqFilePath := path.Join(v.Settings.MpqPath, v.Settings.MpqLoadOrder[0])
mpq, err = MPQ.Load(patchMpqFilePath)
if err == nil {
// loaded patch mpq. check if this file exists in it
fileInPatch := mpq.FileExists(mpqLookupFileName)
if fileInPatch {
patchLoaded = true
// set the path to the patch so it will be loaded there in the future
mpqFile = &Common.MpqFileRecord{patchMpqFilePath, false, ""}
v.Files[strings.ToLower(fileName)] = mpqFile
}
}
v.CheckedPatch[strings.ToLower(fileName)] = true
}
if patchLoaded {
// if we already loaded the correct mpq from the patch check, don't bother reloading it
} else if mpqFile == nil {
// Super secret non-listed file?
found := false
for _, mpqFile := range v.Settings.MpqLoadOrder {
mpqFilePath := path.Join(v.Settings.MpqPath, mpqFile)
mpq, err = MPQ.Load(mpqFilePath)
if err != nil {
continue
}
if !mpq.FileExists(strings.ToLower(strings.ReplaceAll(strings.ReplaceAll(fileName, "/data", "data"), "/", `\`))) {
continue
}
// We found the super-secret file!
found = true
v.Files[strings.ToLower(fileName)] = &Common.MpqFileRecord{mpqFilePath, false, ""}
break
}
if !found {
log.Fatal(fmt.Sprintf("File '%s' not found during preload of listfiles, and could not be located in any MPQ checking manually.", fileName))
}
} else if mpqFile.IsPatch {
log.Fatal("Tried to load a patchfile")
} else {
mpq, err = MPQ.Load(mpqFile.MpqFile)
if err != nil {
log.Printf("Error loading file '%s'", fileName)
log.Fatal(err)
}
}
blockTableEntry, err := mpq.GetFileBlockData(mpqLookupFileName)
if err != nil {
log.Printf("Error locating block data entry for '%s' in mpq file '%s'", mpqLookupFileName, mpq.FileName)
log.Fatal(err)
}
mpqStream := MPQ.CreateStream(mpq, blockTableEntry, mpqLookupFileName)
result := make([]byte, blockTableEntry.UncompressedFileSize)
mpqStream.Read(result, 0, blockTableEntry.UncompressedFileSize)
mutex.Unlock()
return result
}
*/
var mutex sync.Mutex
func (v *Engine) LoadFile(fileName string) []byte {
fileName = strings.ReplaceAll(fileName, "{LANG}", resourcepaths.LanguageCode)
fileName = strings.ToLower(fileName)
fileName = strings.ReplaceAll(fileName, `/`, "\\")
if fileName[0] == '\\' {
fileName = fileName[1:]
}
mutex.Lock()
defer mutex.Unlock()
// TODO: May want to cache some things if performance becomes an issue
cachedMpqFile, cacheExists := v.Files[fileName]
if cacheExists {
mpq, _ := mpq.Load(cachedMpqFile)
result, _ := mpq.ReadFile(fileName)
return result
}
for _, mpqFile := range v.Settings.MpqLoadOrder {
mpq, _ := mpq.Load(path.Join(v.Settings.MpqPath, mpqFile))
if !mpq.FileExists(fileName) {
continue
}
v.Files[fileName] = path.Join(v.Settings.MpqPath, mpqFile)
result, _ := mpq.ReadFile(fileName)
return result
}
log.Fatalf("Could not load %s from MPQs", fileName)
return []byte{}
}
// IsLoading returns true if the engine is currently in a loading state
func (v *Engine) IsLoading() bool {
return v.loadingProgress < 1.0
}
// LoadSprite loads a sprite from the game's data files
func (v *Engine) LoadSprite(fileName string, palette palettedefs.PaletteType) *common.Sprite {
data := v.LoadFile(fileName)
sprite := common.CreateSprite(data, common.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(float64(1) / ebiten.CurrentTPS())
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
}