Example #1
0
        public GameState(
            ISceneManager sceneManager,
            IResourceManager resourceManager,
            IPaletteProvider paletteProvider,
            IEngineDataManager engineDataManager,
            IRenderWindow renderWindow,
            ISoundProvider soundProvider,
            IMPQProvider mpqProvider,
            Func <IMapRenderer> getMapEngine,
            Func <eSessionType, ISessionManager> getSessionManager,
            Func <string, IRandomizedMapGenerator> getRandomizedMapGenerator
            )
        {
            this.sceneManager              = sceneManager;
            this.resourceManager           = resourceManager;
            this.paletteProvider           = paletteProvider;
            this.getMapEngine              = getMapEngine;
            this.getSessionManager         = getSessionManager;
            this.engineDataManager         = engineDataManager;
            this.renderWindow              = renderWindow;
            this.soundProvider             = soundProvider;
            this.mpqProvider               = mpqProvider;
            this.getRandomizedMapGenerator = getRandomizedMapGenerator;

            originalMouseCursor = renderWindow.MouseCursor;
            PlayerInfos         = new List <PlayerInfo>();
            mapDataLookup       = new List <MapCellInfo>();
        }
 public AvatarService(IEnumerable <IAvatarGenerator> avatarGenerators,
                      IPaletteProvider paletteProvider,
                      ILogger <AvatarService> log)
 {
     _avatarGenerators = avatarGenerators;
     _paletteProvider  = paletteProvider;
     _log = log;
 }
Example #3
0
 public GameState(
     ISceneManager sceneManager,
     IResourceManager resourceManager,
     IPaletteProvider paletteProvider,
     IEngineDataManager engineDataManager,
     Func <IMapEngine> getMapEngine
     )
 {
     this.sceneManager      = sceneManager;
     this.resourceManager   = resourceManager;
     this.paletteProvider   = paletteProvider;
     this.getMapEngine      = getMapEngine;
     this.engineDataManager = engineDataManager;
 }
        public SDL2RenderWindow(
            IMPQProvider mpqProvider,
            IPaletteProvider paletteProvider,
            IResourceManager resourceManager,
            IGameState gameState
            )
        {
            this.mpqProvider     = mpqProvider;
            this.paletteProvider = paletteProvider;
            this.resourceManager = resourceManager;
            this.gameState       = gameState;

            SDL.SDL_Init(SDL.SDL_INIT_EVERYTHING);
            if (SDL.SDL_SetHint(SDL.SDL_HINT_RENDER_SCALE_QUALITY, "0") == SDL.SDL_bool.SDL_FALSE)
            {
                throw new ApplicationException($"Unable to Init hinting: {SDL.SDL_GetError()}");
            }

            window = SDL.SDL_CreateWindow("OpenDiablo2", SDL.SDL_WINDOWPOS_UNDEFINED, SDL.SDL_WINDOWPOS_UNDEFINED, 800, 600, SDL.SDL_WindowFlags.SDL_WINDOW_SHOWN);
            if (window == IntPtr.Zero)
            {
                throw new ApplicationException($"Unable to create SDL Window: {SDL.SDL_GetError()}");
            }

            renderer = SDL.SDL_CreateRenderer(window, -1, SDL.SDL_RendererFlags.SDL_RENDERER_SOFTWARE);
            if (renderer == IntPtr.Zero)
            {
                throw new ApplicationException($"Unable to create SDL Window: {SDL.SDL_GetError()}");
            }


            SDL.SDL_SetRenderDrawBlendMode(renderer, SDL.SDL_BlendMode.SDL_BLENDMODE_BLEND);
            SDL.SDL_ShowCursor(0);

            IsRunning = true;
        }
Example #5
0
        public MainMenu(
            IRenderWindow renderWindow,
            IPaletteProvider paletteProvider,
            IMPQProvider mpqProvider,
            IMouseInfoProvider mouseInfoProvider,
            IMusicProvider musicProvider,
            ISceneManager sceneManager,
            IResourceManager resourceManager,
            Func <eButtonType, IButton> createButton,
            Func <string, IScene> getScene // Temporary until SDL load functions are sped up
            )
        {
            this.renderWindow      = renderWindow;
            this.paletteProvider   = paletteProvider;
            this.mpqProvider       = mpqProvider;
            this.mouseInfoProvider = mouseInfoProvider;
            this.sceneManager      = sceneManager;

            backgroundSprite      = renderWindow.LoadSprite(ResourcePaths.GameSelectScreen, Palettes.Sky);
            diabloLogoLeft        = renderWindow.LoadSprite(ResourcePaths.Diablo2LogoFireLeft, Palettes.Units, new Point(400, 120));
            diabloLogoLeft.Blend  = true;
            diabloLogoRight       = renderWindow.LoadSprite(ResourcePaths.Diablo2LogoFireRight, Palettes.Units, new Point(400, 120));
            diabloLogoRight.Blend = true;
            diabloLogoLeftBlack   = renderWindow.LoadSprite(ResourcePaths.Diablo2LogoBlackLeft, Palettes.Units, new Point(400, 120));
            diabloLogoRightBlack  = renderWindow.LoadSprite(ResourcePaths.Diablo2LogoBlackRight, Palettes.Units, new Point(400, 120));

            btnSinglePlayer            = createButton(eButtonType.Wide);
            btnSinglePlayer.Text       = "Single Player".ToUpper();
            btnSinglePlayer.Location   = new Point(264, 290);
            btnSinglePlayer.OnActivate = OnSinglePlayerClicked;

            btnWebsite            = createButton(eButtonType.Wide);
            btnWebsite.Text       = "Visit Github".ToUpper();
            btnWebsite.Location   = new Point(264, 460);
            btnWebsite.OnActivate = OnVisitWebsiteClicked;

            btnExit            = createButton(eButtonType.Wide);
            btnExit.Text       = "Exit Diablo II".ToUpper();
            btnExit.Location   = new Point(264, 500);
            btnExit.OnActivate = OnExitClicked;

            labelFont          = renderWindow.LoadFont(ResourcePaths.Font16, Palettes.Static);
            versionLabel       = renderWindow.CreateLabel(labelFont, new Point(50, 555), "v0.01 Pre-Alpha");
            urlLabel           = renderWindow.CreateLabel(labelFont, new Point(50, 569), "https://github.com/essial/OpenDiablo2/");
            urlLabel.TextColor = Color.Magenta;

            var loadingSprite = renderWindow.LoadSprite(ResourcePaths.LoadingScreen, Palettes.Loading, new Point(300, 400));


            // Pre-load all the scenes for now until we fix the sdl load problem
            var scenesToLoad = new string[] { "Select Hero Class" };

            for (int i = 0; i < scenesToLoad.Count(); i++)
            {
                renderWindow.Clear();
                renderWindow.Draw(loadingSprite, (int)((float)loadingSprite.TotalFrames * ((float)i / (float)scenesToLoad.Count())));
                renderWindow.Sync();
                getScene(scenesToLoad[i]);
            }



            /*
             * musicProvider.LoadSong(mpqProvider.GetStream("data\\global\\music\\introedit.wav"));
             *
             * musicProvider.PlaySong();
             */
        }
Example #6
0
        public SelectHeroClass(
            IRenderWindow renderWindow,
            IPaletteProvider paletteProvider,
            IMPQProvider mpqProvider,
            IMouseInfoProvider mouseInfoProvider,
            IMusicProvider musicProvider,
            ISceneManager sceneManager,
            Func <eButtonType, IButton> createButton,
            Func <ITextBox> createTextBox,
            ITextDictionary textDictionary,
            IKeyboardInfoProvider keyboardInfoProvider,
            IGameState gameState
            )
        {
            this.renderWindow         = renderWindow;
            this.paletteProvider      = paletteProvider;
            this.mpqProvider          = mpqProvider;
            this.mouseInfoProvider    = mouseInfoProvider;
            this.sceneManager         = sceneManager;
            this.textDictionary       = textDictionary;
            this.keyboardInfoProvider = keyboardInfoProvider;
            this.gameState            = gameState;


            backgroundSprite     = renderWindow.LoadSprite(ResourcePaths.CharacterSelectBackground, Palettes.Fechar);
            campfireSprite       = renderWindow.LoadSprite(ResourcePaths.CharacterSelectCampfire, Palettes.Fechar, new Point(380, 335));
            campfireSprite.Blend = true;

            heroRenderInfo[eHero.Barbarian] = new HeroRenderInfo
            {
                Stance                   = eHeroStance.Idle,
                IdleSprite               = renderWindow.LoadSprite(ResourcePaths.CharacterSelectBarbarianUnselected, Palettes.Fechar, new Point(400, 330)),
                IdleSelectedSprite       = renderWindow.LoadSprite(ResourcePaths.CharacterSelectBarbarianUnselectedH, Palettes.Fechar, new Point(400, 330)),
                ForwardWalkSprite        = renderWindow.LoadSprite(ResourcePaths.CharacterSelectBarbarianForwardWalk, Palettes.Fechar, new Point(400, 330)),
                ForwardWalkSpriteOverlay = renderWindow.LoadSprite(ResourcePaths.CharacterSelectBarbarianForwardWalkOverlay, Palettes.Fechar, new Point(400, 330)),
                SelectedSprite           = renderWindow.LoadSprite(ResourcePaths.CharacterSelectBarbarianSelected, Palettes.Fechar, new Point(400, 330)),
                BackWalkSprite           = renderWindow.LoadSprite(ResourcePaths.CharacterSelectBarbarianBackWalk, Palettes.Fechar, new Point(400, 330)),
                SelectionBounds          = new Rectangle(364, 201, 90, 170),
                ForwardWalkTimeMs        = 3000,
                BackWalkTimeMs           = 1000
            };

            heroRenderInfo[eHero.Sorceress] = new HeroRenderInfo
            {
                Stance                   = eHeroStance.Idle,
                IdleSprite               = renderWindow.LoadSprite(ResourcePaths.CharacterSelecSorceressUnselected, Palettes.Fechar, new Point(626, 352)),
                IdleSelectedSprite       = renderWindow.LoadSprite(ResourcePaths.CharacterSelecSorceressUnselectedH, Palettes.Fechar, new Point(626, 352)),
                ForwardWalkSprite        = renderWindow.LoadSprite(ResourcePaths.CharacterSelecSorceressForwardWalk, Palettes.Fechar, new Point(626, 352)),
                ForwardWalkSpriteOverlay = renderWindow.LoadSprite(ResourcePaths.CharacterSelecSorceressForwardWalkOverlay, Palettes.Fechar, new Point(626, 352)),
                SelectedSprite           = renderWindow.LoadSprite(ResourcePaths.CharacterSelecSorceressSelected, Palettes.Fechar, new Point(626, 352)),
                SelectedSpriteOverlay    = renderWindow.LoadSprite(ResourcePaths.CharacterSelecSorceressSelectedOverlay, Palettes.Fechar, new Point(626, 352)),
                BackWalkSprite           = renderWindow.LoadSprite(ResourcePaths.CharacterSelecSorceressBackWalk, Palettes.Fechar, new Point(626, 352)),
                BackWalkSpriteOverlay    = renderWindow.LoadSprite(ResourcePaths.CharacterSelecSorceressBackWalkOverlay, Palettes.Fechar, new Point(626, 352)),
                SelectionBounds          = new Rectangle(580, 240, 65, 160),
                ForwardWalkTimeMs        = 3000,
                BackWalkTimeMs           = 1200
            };
            heroRenderInfo[eHero.Sorceress].SelectedSpriteOverlay.Blend    = true;
            heroRenderInfo[eHero.Sorceress].ForwardWalkSpriteOverlay.Blend = true;
            heroRenderInfo[eHero.Sorceress].BackWalkSpriteOverlay.Blend    = true;


            heroRenderInfo[eHero.Necromancer] = new HeroRenderInfo
            {
                Stance                   = eHeroStance.Idle,
                IdleSprite               = renderWindow.LoadSprite(ResourcePaths.CharacterSelectNecromancerUnselected, Palettes.Fechar, new Point(300, 335)),
                IdleSelectedSprite       = renderWindow.LoadSprite(ResourcePaths.CharacterSelectNecromancerUnselectedH, Palettes.Fechar, new Point(300, 335)),
                ForwardWalkSprite        = renderWindow.LoadSprite(ResourcePaths.CharacterSelecNecromancerForwardWalk, Palettes.Fechar, new Point(300, 335)),
                ForwardWalkSpriteOverlay = renderWindow.LoadSprite(ResourcePaths.CharacterSelecNecromancerForwardWalkOverlay, Palettes.Fechar, new Point(300, 335)),
                SelectedSprite           = renderWindow.LoadSprite(ResourcePaths.CharacterSelecNecromancerSelected, Palettes.Fechar, new Point(300, 335)),
                SelectedSpriteOverlay    = renderWindow.LoadSprite(ResourcePaths.CharacterSelecNecromancerSelectedOverlay, Palettes.Fechar, new Point(300, 335)),
                BackWalkSprite           = renderWindow.LoadSprite(ResourcePaths.CharacterSelecNecromancerBackWalk, Palettes.Fechar, new Point(300, 335)),
                BackWalkSpriteOverlay    = renderWindow.LoadSprite(ResourcePaths.CharacterSelecNecromancerBackWalkOverlay, Palettes.Fechar, new Point(300, 335)),
                SelectionBounds          = new Rectangle(265, 220, 55, 175),
                ForwardWalkTimeMs        = 2000,
                BackWalkTimeMs           = 1500,
            };
            heroRenderInfo[eHero.Necromancer].ForwardWalkSpriteOverlay.Blend = true;
            heroRenderInfo[eHero.Necromancer].BackWalkSpriteOverlay.Blend    = true;
            heroRenderInfo[eHero.Necromancer].SelectedSpriteOverlay.Blend    = true;

            heroRenderInfo[eHero.Paladin] = new HeroRenderInfo
            {
                Stance                   = eHeroStance.Idle,
                IdleSprite               = renderWindow.LoadSprite(ResourcePaths.CharacterSelectPaladinUnselected, Palettes.Fechar, new Point(521, 338)),
                IdleSelectedSprite       = renderWindow.LoadSprite(ResourcePaths.CharacterSelectPaladinUnselectedH, Palettes.Fechar, new Point(521, 338)),
                ForwardWalkSprite        = renderWindow.LoadSprite(ResourcePaths.CharacterSelecPaladinForwardWalk, Palettes.Fechar, new Point(521, 338)),
                ForwardWalkSpriteOverlay = renderWindow.LoadSprite(ResourcePaths.CharacterSelecPaladinForwardWalkOverlay, Palettes.Fechar, new Point(521, 338)),
                SelectedSprite           = renderWindow.LoadSprite(ResourcePaths.CharacterSelecPaladinSelected, Palettes.Fechar, new Point(521, 338)),
                BackWalkSprite           = renderWindow.LoadSprite(ResourcePaths.CharacterSelecPaladinBackWalk, Palettes.Fechar, new Point(521, 338)),
                SelectionBounds          = new Rectangle(490, 210, 65, 180),
                ForwardWalkTimeMs        = 4000,
                BackWalkTimeMs           = 1300
            };

            heroRenderInfo[eHero.Amazon] = new HeroRenderInfo
            {
                Stance             = eHeroStance.Idle,
                IdleSprite         = renderWindow.LoadSprite(ResourcePaths.CharacterSelectAmazonUnselected, Palettes.Fechar, new Point(100, 339)),
                IdleSelectedSprite = renderWindow.LoadSprite(ResourcePaths.CharacterSelectAmazonUnselectedH, Palettes.Fechar, new Point(100, 339)),
                ForwardWalkSprite  = renderWindow.LoadSprite(ResourcePaths.CharacterSelecAmazonForwardWalk, Palettes.Fechar, new Point(100, 339)),
                //ForwardWalkSpriteOverlay = renderWindow.LoadSprite(ResourcePaths.CharacterSelecAmazonForwardWalkOverlay, Palettes.Fechar, new Point(100, 339)),
                SelectedSprite    = renderWindow.LoadSprite(ResourcePaths.CharacterSelecAmazonSelected, Palettes.Fechar, new Point(100, 339)),
                BackWalkSprite    = renderWindow.LoadSprite(ResourcePaths.CharacterSelecAmazonBackWalk, Palettes.Fechar, new Point(100, 339)),
                SelectionBounds   = new Rectangle(70, 220, 55, 200),
                ForwardWalkTimeMs = 2600,
                BackWalkTimeMs    = 1500
            };

            heroRenderInfo[eHero.Assassin] = new HeroRenderInfo
            {
                Stance             = eHeroStance.Idle,
                IdleSprite         = renderWindow.LoadSprite(ResourcePaths.CharacterSelectAssassinUnselected, Palettes.Fechar, new Point(231, 365)),
                IdleSelectedSprite = renderWindow.LoadSprite(ResourcePaths.CharacterSelectAssassinUnselectedH, Palettes.Fechar, new Point(231, 365)),
                ForwardWalkSprite  = renderWindow.LoadSprite(ResourcePaths.CharacterSelectAssassinForwardWalk, Palettes.Fechar, new Point(231, 365)),
                SelectedSprite     = renderWindow.LoadSprite(ResourcePaths.CharacterSelectAssassinSelected, Palettes.Fechar, new Point(231, 365)),
                BackWalkSprite     = renderWindow.LoadSprite(ResourcePaths.CharacterSelectAssassinBackWalk, Palettes.Fechar, new Point(231, 365)),
                SelectionBounds    = new Rectangle(175, 235, 50, 180),
                ForwardWalkTimeMs  = 3000,
                BackWalkTimeMs     = 1500
            };

            heroRenderInfo[eHero.Druid] = new HeroRenderInfo
            {
                Stance             = eHeroStance.Idle,
                IdleSprite         = renderWindow.LoadSprite(ResourcePaths.CharacterSelectDruidUnselected, Palettes.Fechar, new Point(720, 370)),
                IdleSelectedSprite = renderWindow.LoadSprite(ResourcePaths.CharacterSelectDruidUnselectedH, Palettes.Fechar, new Point(720, 370)),
                ForwardWalkSprite  = renderWindow.LoadSprite(ResourcePaths.CharacterSelectDruidForwardWalk, Palettes.Fechar, new Point(720, 370)),
                SelectedSprite     = renderWindow.LoadSprite(ResourcePaths.CharacterSelectDruidSelected, Palettes.Fechar, new Point(720, 370)),
                BackWalkSprite     = renderWindow.LoadSprite(ResourcePaths.CharacterSelectDruidBackWalk, Palettes.Fechar, new Point(720, 370)),
                SelectionBounds    = new Rectangle(680, 220, 70, 195),
                ForwardWalkTimeMs  = 3000,
                BackWalkTimeMs     = 1500
            };

            headingFont  = renderWindow.LoadFont(ResourcePaths.Font30, Palettes.Units);
            heroDescFont = renderWindow.LoadFont(ResourcePaths.Font16, Palettes.Units);
            uiFont       = renderWindow.LoadFont(ResourcePaths.Font16, Palettes.Units);

            headingLabel          = renderWindow.CreateLabel(headingFont);
            headingLabel.Text     = textDictionary.Translate("strSelectHeroClass");
            headingLabel.Location = new Point(400 - (headingLabel.TextArea.Width / 2), 17);

            heroClassLabel          = renderWindow.CreateLabel(headingFont);
            heroClassLabel.Text     = "";
            heroClassLabel.Location = new Point(400 - (heroClassLabel.TextArea.Width / 2), 65);

            heroDesc1Label = renderWindow.CreateLabel(heroDescFont);
            heroDesc2Label = renderWindow.CreateLabel(heroDescFont);
            heroDesc3Label = renderWindow.CreateLabel(heroDescFont);

            characterNameLabel           = renderWindow.CreateLabel(uiFont);
            characterNameLabel.Text      = textDictionary.Translate("strCharacterName");
            characterNameLabel.Location  = new Point(320, 475);
            characterNameLabel.TextColor = Color.FromArgb(216, 196, 128);

            exitButton            = createButton(eButtonType.Medium);
            exitButton.Text       = textDictionary.Translate("strExit");
            exitButton.Location   = new Point(30, 540);
            exitButton.OnActivate = OnExitClicked;

            okButton            = createButton(eButtonType.Medium);
            okButton.Text       = textDictionary.Translate("strOk");
            okButton.Location   = new Point(630, 540);
            okButton.OnActivate = OnOkclicked;
            okButton.Enabled    = false;

            characterNameTextBox          = createTextBox();
            characterNameTextBox.Text     = "";
            characterNameTextBox.Location = new Point(320, 493);
        }
Example #7
0
 public SDL2CharacterRenderer(IntPtr renderer, IResourceManager resourceManager, IPaletteProvider paletteProvider)
 {
     this.resourceManager = resourceManager;
     this.paletteProvider = paletteProvider;
     this.renderer        = renderer;
 }