mirror of
https://github.com/OpenDiablo2/OpenDiablo2
synced 2024-11-16 09:25:57 -05:00
251 lines
7.4 KiB
Go
251 lines
7.4 KiB
Go
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
|
|
}
|