mirror of
https://github.com/Phantop/LADXHD.git
synced 2024-11-01 04:14:22 +00:00
1501 lines
57 KiB
C#
1501 lines
57 KiB
C#
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Audio;
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using Microsoft.Xna.Framework.Content;
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using Microsoft.Xna.Framework.Graphics;
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using ProjectZ.InGame.GameSystems;
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using ProjectZ.InGame.Map;
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using ProjectZ.InGame.Overlay;
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using ProjectZ.InGame.SaveLoad;
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namespace ProjectZ.InGame.Things
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{
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public class GameManager
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{
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public struct MiniMapTile
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{
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public int TileIndex;
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public bool DiscoveryState;
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public int HintTileIndex;
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public string HintKey;
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}
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public struct MiniMapOverrides
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{
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public string SaveKey;
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public int PosX;
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public int PosY;
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public int TileIndex;
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}
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public class MiniMap
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{
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public int OffsetX;
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public int OffsetY;
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public MiniMapTile[,] Tiles;
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public MiniMapOverrides[] Overrides;
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}
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private class PlayingSoundEffect
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{
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public bool LowerMusicVolume;
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public float Volume;
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public double EndTime;
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public SoundEffectInstance Instance;
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}
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// _activeRenderTarget == null ???
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public Matrix GetMatrix => Matrix.CreateScale(new Vector3(
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(float)_activeRenderTarget.Width / (int)(Game1.WindowWidth * _scaleMultiplier),
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(float)_activeRenderTarget.Height / (int)(Game1.WindowHeight * _scaleMultiplier), 0));
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public int CurrentRenderWidth;
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public int CurrentRenderHeight;
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public float CurrentRenderScale;
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public int BlurRenderTargetWidth => (int)(Game1.RenderWidth / MapManager.Camera.Scale / 2) + 8;
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public int BlurRenderTargetHeight => (int)(Game1.RenderHeight / MapManager.Camera.Scale / 2) + 8;
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public int SideBlurRenderTargetWidth => BlurRenderTargetWidth * 2;
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public int SideBlurRenderTargetHeight => BlurRenderTargetHeight * 2;
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public MapManager MapManager = new MapManager();
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public OverlayManager InGameOverlay = new OverlayManager();
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public SaveManager SaveManager = new SaveManager();
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public ItemManager ItemManager = new ItemManager();
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public float ForestColorState;
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public bool UseShockEffect;
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public const int EquipmentSlots = 12;
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public GameItemCollected[] Equipment = new GameItemCollected[EquipmentSlots];
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public List<GameItemCollected> CollectedItems = new List<GameItemCollected>();
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// sound effects that are currently playing
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private Dictionary<string, PlayingSoundEffect> CurrentSoundEffects = new Dictionary<string, PlayingSoundEffect>();
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// dungeon maps
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public Dictionary<string, MiniMap> DungeonMaps = new Dictionary<string, MiniMap>();
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public Dictionary<Type, GameSystem> GameSystems = new Dictionary<Type, GameSystem>();
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public Point PlayerDungeonPosition;
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// can be null if the player never left the house in the beginning
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public Point? PlayerMapPosition;
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public bool[,] MapVisibility;
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public string SaveName = "Link";
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public float DrawPlayerOnTopPercentage;
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public bool FreezeWorldAroundPlayer;
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// save game data
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public string LoadedMap;
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public int SavePositionX;
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public int SavePositionY;
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public int SaveDirection;
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public int SaveSlot;
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private float _shakeCountX;
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private float _shakeCountY;
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private float _shakeSpeedX;
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private float _shakeSpeedY;
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private int _maxOffsetX;
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private int _maxOffsetY;
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public int DeathCount;
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public int MaxHearths = 3;
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public int CurrentHealth = 4 * 3;
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public int SwordLevel;
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public int ShieldLevel;
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public int StoneGrabberLevel;
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public bool HasMagnifyingLens;
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public bool DebugMode;
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// 0: marin
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// 1: mambo
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// 2: frog
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public int[] OcarinaSongs = new int[3];
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public int SelectedOcarinaSong = 0;
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public static int CloakGreen = 0;
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public static int CloakBlue = 1;
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public static int CloakRed = 2;
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public int CloakType;
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public Color CloakColor => ItemDrawHelper.CloakColors[CloakType];
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public bool GuardianAcornIsActive;
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public int GuardianAcornCount;
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public int GuardianAcornDamageCount;
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public bool PieceOfPowerIsActive;
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public int PieceOfPowerCount;
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public int PieceOfPowerDamageCount;
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private readonly Dictionary<string, List<DialogPath>> _dialogPaths = new Dictionary<string, List<DialogPath>>();
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private DialogPath _currentDialogPath;
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private readonly Queue<string> _dialogPathQueue = new Queue<string>();
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private RenderTarget2D _activeRenderTarget;
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private RenderTarget2D _inactiveRenderTarget1;
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private RenderTarget2D _inactiveRenderTarget2;
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private RenderTarget2D _shadowRenderTarget;
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private RenderTarget2D _shadowRenderTargetBlur;
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private RenderTarget2D _lightRenderTarget;
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// used for the blured tile layer; use usage of the render targets should probably be optimized
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public RenderTarget2D TempRT0;
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public RenderTarget2D TempRT1;
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public RenderTarget2D TempRT2;
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public float _scaleMultiplier;
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private int _currentDialogPathState;
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// 0: map music, 1: guardian acorn/piece of power, 2: maria singing
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private const int MusicChannels = 3;
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private int[] _musicArray = new int[MusicChannels];
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// counters used to stop music
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private float[] _musicCounter = new float[MusicChannels];
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public GameManager()
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{
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ResetMusic();
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GameSystems.Add(typeof(MapTransitionSystem), new MapTransitionSystem(MapManager));
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GameSystems.Add(typeof(GameOverSystem), new GameOverSystem());
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GameSystems.Add(typeof(EndingSystem), new EndingSystem());
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GameSystems.Add(typeof(MapShowSystem), new MapShowSystem());
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}
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public void Load(ContentManager content)
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{
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ItemDrawHelper.Load();
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InGameOverlay.Load(content);
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MapManager.Load();
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ItemManager.Load();
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// load the dialog paths
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DialogPathLoader.LoadScripts(Values.PathContentFolder + "scripts.zScript", _dialogPaths);
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}
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public void OnLoad()
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{
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InGameOverlay.OnLoad();
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_currentDialogPath = null;
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_dialogPathQueue.Clear();
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// this leads to the music not starting after switching from edit mode and reloading objects
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// not so sure if this is a problem or not
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ResetMusic();
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foreach (var gameSystem in GameSystems)
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gameSystem.Value.OnLoad();
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}
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public void UpdateGame()
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{
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InGameOverlay.Update();
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UpdateSoundEffects();
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UpdateMusic();
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ItemDrawHelper.Update();
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// update the dialogs; forced dialog update is used in sequences where the dialog should be updated but not the normal game
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// needs to come after the ingame overlay update because Game1.UpdateGame can be set to false by it
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if (Game1.UpdateGame || Game1.ForceDialogUpdate)
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{
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UpdateDialog();
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Game1.ForceDialogUpdate = false;
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}
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if (Game1.UpdateGame && Game1.TotalGameTime > Game1.FreezeTime)
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{
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// update the game-systems
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foreach (var gameSystem in GameSystems)
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gameSystem.Value.Update();
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if (Game1.UpdateGame)
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MapManager.Update(false);
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}
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else if (Game1.GameManager.InGameOverlay.UpdateCameraAndAnimation())
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{
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MapManager.Update(true);
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MapManager.UpdateAnimation();
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}
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// update screen shake
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if (Game1.UpdateGame)
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UpdateShake();
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}
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public void DrawGame(SpriteBatch spriteBatch)
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{
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if (GameSettings.EnableShadows && MapManager.CurrentMap.UseShadows && !UseShockEffect)
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{
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// render the shadows
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RenderShadows(spriteBatch);
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Resources.BlurEffectH.Parameters["pixelX"].SetValue(1.0f / _shadowRenderTarget.Width);
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Resources.BlurEffectV.Parameters["pixelY"].SetValue(1.0f / _shadowRenderTarget.Height);
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Resources.BlurEffectH.Parameters["mult0"].SetValue(0.35f);
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Resources.BlurEffectH.Parameters["mult1"].SetValue(0.15f);
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Resources.BlurEffectV.Parameters["mult0"].SetValue(0.35f);
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Resources.BlurEffectV.Parameters["mult1"].SetValue(0.15f);
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// v blur
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Game1.Graphics.GraphicsDevice.SetRenderTarget(_shadowRenderTargetBlur);
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Game1.Graphics.GraphicsDevice.Clear(Color.Transparent);
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spriteBatch.Begin(SpriteSortMode.Immediate, null, SamplerState.AnisotropicClamp, null, null, Resources.BlurEffectV, null);
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spriteBatch.Draw(_shadowRenderTarget, Vector2.Zero, Color.White);
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spriteBatch.End();
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// h blur
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Game1.Graphics.GraphicsDevice.SetRenderTarget(_shadowRenderTarget);
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Game1.Graphics.GraphicsDevice.Clear(Color.Transparent);
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spriteBatch.Begin(SpriteSortMode.Immediate, null, SamplerState.AnisotropicClamp, null, null, Resources.BlurEffectH, null);
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spriteBatch.Draw(_shadowRenderTargetBlur, Vector2.Zero, Color.White);
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spriteBatch.End();
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MapManager.CurrentMap.Objects.ShadowTexture = _shadowRenderTarget;
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}
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ChangeRenderTarget();
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Game1.Graphics.GraphicsDevice.Clear(Color.Black);
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// draw the map
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MapManager.Draw(spriteBatch);
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if (UseShockEffect)
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{
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ChangeRenderTarget();
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var usedShader = MapManager.CurrentMap.UseLight ? Resources.ShockShader1 : Resources.ShockShader0;
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ObjectManager.SetSpriteShader(usedShader);
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spriteBatch.Begin(SpriteSortMode.Deferred, null, SamplerState.PointWrap, null, null, usedShader.Effect);
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spriteBatch.Draw(_inactiveRenderTarget1, Vector2.Zero, Color.White);
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spriteBatch.End();
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}
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// @Move into the World class?
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if (MapManager.CurrentMap.UseLight && !UseShockEffect)
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{
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// draw the lights
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ChangeRenderTarget();
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MapManager.DrawLight(spriteBatch);
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// combine the light with the game
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ChangeRenderTarget();
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_lightRenderTarget = _inactiveRenderTarget1;
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Game1.Graphics.GraphicsDevice.Clear(Color.Black);
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Resources.LightShader.Parameters["sprLight"].SetValue(_lightRenderTarget);
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Resources.LightShader.Parameters["lightState"].SetValue(MapManager.CurrentMap.LightState);
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Resources.LightShader.Parameters["mode"].SetValue(0);
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Resources.LightShader.Parameters["width"].SetValue(_lightRenderTarget.Width);
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Resources.LightShader.Parameters["height"].SetValue(_lightRenderTarget.Height);
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spriteBatch.Begin(SpriteSortMode.Deferred, null, SamplerState.AnisotropicClamp, null, null, Resources.LightShader);
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spriteBatch.Draw(_inactiveRenderTarget2, Vector2.Zero, Color.White);
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spriteBatch.End();
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}
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// update the game-systems
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foreach (var gameSystem in GameSystems)
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gameSystem.Value.Draw(spriteBatch);
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if (MapManager.CurrentMap.UseLight && !UseShockEffect && DrawPlayerOnTopPercentage > 0 && _lightRenderTarget != null)
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{
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Resources.LightShader.Parameters["sprLight"].SetValue(_lightRenderTarget);
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Resources.LightShader.Parameters["lightState"].SetValue(DrawPlayerOnTopPercentage);
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Resources.LightShader.Parameters["mode"].SetValue(1);
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Resources.LightShader.Parameters["width"].SetValue(_lightRenderTarget.Width);
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Resources.LightShader.Parameters["height"].SetValue(_lightRenderTarget.Height);
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spriteBatch.Begin(SpriteSortMode.Deferred, null, SamplerState.PointWrap, null, null, Resources.LightShader, MapManager.Camera.TransformMatrix);
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MapManager.ObjLink.DrawTransition(spriteBatch);
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spriteBatch.End();
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}
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else if (DrawPlayerOnTopPercentage > 0)
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{
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spriteBatch.Begin(SpriteSortMode.Deferred, null, SamplerState.PointWrap, null, null, null, MapManager.Camera.TransformMatrix);
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MapManager.ObjLink.DrawTransition(spriteBatch);
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spriteBatch.End();
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}
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// draw the output of the light and the dark shader passes
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ChangeRenderTarget();
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Game1.Graphics.GraphicsDevice.SetRenderTarget(Game1.MainRenderTarget);
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spriteBatch.Begin(SpriteSortMode.Deferred, null, SamplerState.AnisotropicWrap);
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spriteBatch.Draw(_inactiveRenderTarget1, new Rectangle(0, 0, Game1.Graphics.PreferredBackBufferWidth, Game1.Graphics.PreferredBackBufferHeight), Color.White);
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// debug stuff
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MapManager.Camera.Draw(spriteBatch);
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spriteBatch.End();
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}
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public void StartDialogPath(string dialogKey)
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{
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_dialogPathQueue.Enqueue(dialogKey);
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}
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public void AddFirstDialogPath(string dialogKey)
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{
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// @HACK
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var items = _dialogPathQueue.ToArray();
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_dialogPathQueue.Clear();
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_dialogPathQueue.Enqueue(dialogKey);
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foreach (var item in items)
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_dialogPathQueue.Enqueue(item);
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}
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// @TODO: this should probably be removed and replaced with StartDialogPath
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public void StartDialog(string dialogKey)
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{
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InGameOverlay.TextboxOverlay.StartDialog(Game1.LanguageManager.GetString(dialogKey, "error"));
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}
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/// <summary>
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/// @HACK: used by the map overlay to completly run a dialog path; this does only work for single dialogs
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/// the problem is that the current game dialog should be unaffected by the dialogs run by the map overlay
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/// </summary>
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/// <param name="dialogKey"></param>
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public void RunDialog(string dialogKey)
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{
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// look if a dialog path exists for the key
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DialogPath dialogPath = null;
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if (dialogKey != null && _dialogPaths.ContainsKey(dialogKey))
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{
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var paths = _dialogPaths[dialogKey];
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for (var i = 0; i < paths.Count; i++)
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{
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if (SaveManager.GetString(paths[i].VariableKey) == null && paths[i].Condition == "0" ||
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SaveManager.GetString(paths[i].VariableKey) == paths[i].Condition)
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{
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dialogPath = paths[i];
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break;
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}
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}
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}
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// try to start a new dialog box
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if (dialogPath == null && !Game1.GameManager.InGameOverlay.TextboxOverlay.IsOpen)
|
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{
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// directly start a dialog
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string stateString = null;
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if (dialogKey != null)
|
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stateString = SaveManager.GetString(dialogKey);
|
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InGameOverlay.TextboxOverlay.StartDialog(
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Game1.LanguageManager.GetString(dialogKey + (stateString != null ? "_" + stateString : ""), "error"));
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}
|
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while (dialogPath != null)
|
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{
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var breakLoop = true;
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var dialogPathState = 0;
|
|||
|
|
|||
|
// execute the current dialog path
|
|||
|
if (dialogPath != null)
|
|||
|
{
|
|||
|
while (dialogPath.Action.Count > dialogPathState &&
|
|||
|
dialogPath.Action[dialogPathState].Execute())
|
|||
|
{
|
|||
|
dialogPathState++;
|
|||
|
|
|||
|
// init the next dialog action
|
|||
|
if (dialogPath.Action.Count > dialogPathState)
|
|||
|
dialogPath.Action[dialogPathState].Init();
|
|||
|
}
|
|||
|
|
|||
|
// do not stop executing at a empty dialog path
|
|||
|
if (dialogPath.Action.Count == 0)
|
|||
|
breakLoop = false;
|
|||
|
|
|||
|
// finished current path?
|
|||
|
if (dialogPath.Action.Count <= dialogPathState)
|
|||
|
{
|
|||
|
breakLoop = false;
|
|||
|
dialogPath = null;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
// exit the loop if there is nothing to do
|
|||
|
if (breakLoop)
|
|||
|
break;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
public bool DialogIsRunning()
|
|||
|
{
|
|||
|
return _currentDialogPath != null || _dialogPathQueue.Count > 0;
|
|||
|
}
|
|||
|
|
|||
|
public bool FinalDialogAction()
|
|||
|
{
|
|||
|
return false;
|
|||
|
}
|
|||
|
|
|||
|
private void UpdateDialog()
|
|||
|
{
|
|||
|
while (_currentDialogPath != null || _dialogPathQueue != null)
|
|||
|
{
|
|||
|
var breakLoop = true;
|
|||
|
|
|||
|
// start a new dialog path?
|
|||
|
if (_dialogPathQueue.Count > 0 && _currentDialogPath == null)
|
|||
|
{
|
|||
|
_currentDialogPath = DequeueDialogPath();
|
|||
|
_currentDialogPathState = 0;
|
|||
|
|
|||
|
if (_currentDialogPath != null && _currentDialogPath.Action.Count > _currentDialogPathState)
|
|||
|
_currentDialogPath.Action[_currentDialogPathState].Init();
|
|||
|
}
|
|||
|
|
|||
|
// execute the current dialog path
|
|||
|
if (_currentDialogPath != null)
|
|||
|
{
|
|||
|
while (_currentDialogPath.Action.Count > _currentDialogPathState &&
|
|||
|
_currentDialogPath.Action[_currentDialogPathState].Execute())
|
|||
|
{
|
|||
|
_currentDialogPathState++;
|
|||
|
|
|||
|
// init the next dialog action
|
|||
|
if (_currentDialogPath.Action.Count > _currentDialogPathState)
|
|||
|
_currentDialogPath.Action[_currentDialogPathState].Init();
|
|||
|
}
|
|||
|
|
|||
|
// do not stop executing at a empty dialog path
|
|||
|
if (_currentDialogPath.Action.Count == 0)
|
|||
|
breakLoop = false;
|
|||
|
|
|||
|
// finished current path?
|
|||
|
if (_currentDialogPath.Action.Count <= _currentDialogPathState)
|
|||
|
{
|
|||
|
breakLoop = false;
|
|||
|
_currentDialogPath = null;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
// exit the loop if there is nothing to do
|
|||
|
if (breakLoop)
|
|||
|
break;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
private DialogPath DequeueDialogPath()
|
|||
|
{
|
|||
|
Game1.GameManager.InGameOverlay.TextboxOverlay.UpdateObjects = false;
|
|||
|
|
|||
|
var dialogKey = _dialogPathQueue.Peek();
|
|||
|
|
|||
|
// look if a dialog path exists for the key
|
|||
|
if (dialogKey != null && _dialogPaths.ContainsKey(dialogKey))
|
|||
|
{
|
|||
|
var paths = _dialogPaths[dialogKey];
|
|||
|
for (var i = 0; i < paths.Count; i++)
|
|||
|
{
|
|||
|
if (SaveManager.GetString(paths[i].VariableKey) == null && paths[i].Condition == "0" ||
|
|||
|
SaveManager.GetString(paths[i].VariableKey) == paths[i].Condition)
|
|||
|
{
|
|||
|
_dialogPathQueue.Dequeue();
|
|||
|
return paths[i];
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
// try to start a new dialog box
|
|||
|
if (!Game1.GameManager.InGameOverlay.TextboxOverlay.IsOpen)
|
|||
|
{
|
|||
|
_dialogPathQueue.Dequeue();
|
|||
|
|
|||
|
// directly start a dialog
|
|||
|
string stateString = null;
|
|||
|
if (dialogKey != null)
|
|||
|
stateString = SaveManager.GetString(dialogKey);
|
|||
|
|
|||
|
InGameOverlay.TextboxOverlay.StartDialog(
|
|||
|
Game1.LanguageManager.GetString(dialogKey + (stateString != null ? "_" + stateString : ""), "error"));
|
|||
|
}
|
|||
|
|
|||
|
return null;
|
|||
|
}
|
|||
|
|
|||
|
public void RenderShadows(SpriteBatch spriteBatch)
|
|||
|
{
|
|||
|
Game1.Graphics.GraphicsDevice.SetRenderTarget(_shadowRenderTarget);
|
|||
|
Game1.Graphics.GraphicsDevice.Clear(Color.Transparent);
|
|||
|
Game1.Graphics.GraphicsDevice.DepthStencilState = DepthStencilState.Default;
|
|||
|
Game1.Graphics.GraphicsDevice.SamplerStates[0] = SamplerState.AnisotropicClamp;
|
|||
|
Game1.Graphics.GraphicsDevice.BlendState = BlendState.NonPremultiplied;
|
|||
|
Game1.Graphics.GraphicsDevice.RasterizerState = RasterizerState.CullNone;
|
|||
|
|
|||
|
MapManager.CurrentMap.Objects.DrawShadow(spriteBatch);
|
|||
|
}
|
|||
|
|
|||
|
public void ChangeRenderTarget()
|
|||
|
{
|
|||
|
var tempActiveRt = _activeRenderTarget;
|
|||
|
_activeRenderTarget = _inactiveRenderTarget2;
|
|||
|
_inactiveRenderTarget2 = _inactiveRenderTarget1;
|
|||
|
_inactiveRenderTarget1 = tempActiveRt;
|
|||
|
|
|||
|
SetActiveRenderTarget();
|
|||
|
}
|
|||
|
|
|||
|
public void SetActiveRenderTarget()
|
|||
|
{
|
|||
|
Game1.Graphics.GraphicsDevice.SetRenderTarget(_activeRenderTarget);
|
|||
|
}
|
|||
|
|
|||
|
public RenderTarget2D GetLastRenderTarget()
|
|||
|
{
|
|||
|
return _inactiveRenderTarget1;
|
|||
|
}
|
|||
|
|
|||
|
public void DrawTop(SpriteBatch spriteBatch)
|
|||
|
{
|
|||
|
// draw the inventory
|
|||
|
InGameOverlay.Draw(spriteBatch);
|
|||
|
}
|
|||
|
|
|||
|
public void DrawRenderTarget(SpriteBatch spriteBatch)
|
|||
|
{
|
|||
|
// draw the rt stuff of the game ui
|
|||
|
InGameOverlay.DrawRenderTarget(spriteBatch);
|
|||
|
}
|
|||
|
|
|||
|
public void SetGameScale(float scale)
|
|||
|
{
|
|||
|
_scaleMultiplier = MathF.Ceiling(scale) / scale;
|
|||
|
|
|||
|
UpdateRenderTargets();
|
|||
|
}
|
|||
|
|
|||
|
public void OnResize()
|
|||
|
{
|
|||
|
InGameOverlay.ResolutionChanged();
|
|||
|
|
|||
|
Game1.RenderWidth = (int)(Game1.WindowWidth * _scaleMultiplier);
|
|||
|
Game1.RenderHeight = (int)(Game1.WindowHeight * _scaleMultiplier);
|
|||
|
|
|||
|
MapManager.Camera.SetBounds(Game1.RenderWidth, Game1.RenderHeight);
|
|||
|
|
|||
|
// center the player
|
|||
|
MapManager.Camera.ForceUpdate(MapManager.GetCameraTarget());
|
|||
|
|
|||
|
UpdateRenderTargets();
|
|||
|
}
|
|||
|
|
|||
|
public void OnResizeEnd()
|
|||
|
{
|
|||
|
InGameOverlay.UpdateRenderTarget();
|
|||
|
|
|||
|
UpdateRenderTargets();
|
|||
|
}
|
|||
|
|
|||
|
public void UpdateRenderTargets()
|
|||
|
{
|
|||
|
if ((CurrentRenderWidth == Game1.RenderWidth &&
|
|||
|
CurrentRenderHeight == Game1.RenderHeight &&
|
|||
|
CurrentRenderScale == MapManager.Camera.Scale) ||
|
|||
|
Game1.RenderWidth == 0 || Game1.RenderHeight == 0)
|
|||
|
return;
|
|||
|
|
|||
|
CurrentRenderWidth = Game1.RenderWidth;
|
|||
|
CurrentRenderHeight = Game1.RenderHeight;
|
|||
|
CurrentRenderScale = MapManager.Camera.Scale;
|
|||
|
|
|||
|
_activeRenderTarget?.Dispose();
|
|||
|
_inactiveRenderTarget1?.Dispose();
|
|||
|
_inactiveRenderTarget2?.Dispose();
|
|||
|
_shadowRenderTarget?.Dispose();
|
|||
|
_shadowRenderTargetBlur?.Dispose();
|
|||
|
|
|||
|
_activeRenderTarget = new RenderTarget2D(Game1.Graphics.GraphicsDevice, Game1.RenderWidth, Game1.RenderHeight,
|
|||
|
false, SurfaceFormat.Color, DepthFormat.None, 0, RenderTargetUsage.PreserveContents);
|
|||
|
_inactiveRenderTarget1 = new RenderTarget2D(Game1.Graphics.GraphicsDevice, Game1.RenderWidth, Game1.RenderHeight,
|
|||
|
false, SurfaceFormat.Color, DepthFormat.None, 0, RenderTargetUsage.PreserveContents);
|
|||
|
_inactiveRenderTarget2 = new RenderTarget2D(Game1.Graphics.GraphicsDevice, Game1.RenderWidth, Game1.RenderHeight,
|
|||
|
false, SurfaceFormat.Color, DepthFormat.None, 0, RenderTargetUsage.PreserveContents);
|
|||
|
|
|||
|
// shadow render targets
|
|||
|
var shadowScale = MathHelper.Clamp(MapManager.Camera.Scale / 2, 1, 10);
|
|||
|
var shadowRtWidth = (int)(Game1.RenderWidth / shadowScale);
|
|||
|
var shadowRtHeight = (int)(Game1.RenderHeight / shadowScale);
|
|||
|
_shadowRenderTarget = new RenderTarget2D(Game1.Graphics.GraphicsDevice, shadowRtWidth, shadowRtHeight,
|
|||
|
false, SurfaceFormat.Color, DepthFormat.None, 0, RenderTargetUsage.PreserveContents);
|
|||
|
_shadowRenderTargetBlur = new RenderTarget2D(Game1.Graphics.GraphicsDevice, shadowRtWidth, shadowRtHeight,
|
|||
|
false, SurfaceFormat.Color, DepthFormat.None, 0, RenderTargetUsage.PreserveContents);
|
|||
|
|
|||
|
// temp render targets
|
|||
|
TempRT0?.Dispose();
|
|||
|
TempRT1?.Dispose();
|
|||
|
TempRT2?.Dispose();
|
|||
|
|
|||
|
TempRT0 = new RenderTarget2D(Game1.Graphics.GraphicsDevice, BlurRenderTargetWidth, BlurRenderTargetHeight,
|
|||
|
false, SurfaceFormat.Color, DepthFormat.None, 0, RenderTargetUsage.PreserveContents);
|
|||
|
TempRT1 = new RenderTarget2D(Game1.Graphics.GraphicsDevice, BlurRenderTargetWidth, BlurRenderTargetHeight,
|
|||
|
false, SurfaceFormat.Color, DepthFormat.None, 0, RenderTargetUsage.PreserveContents);
|
|||
|
TempRT2 = new RenderTarget2D(Game1.Graphics.GraphicsDevice, SideBlurRenderTargetWidth, SideBlurRenderTargetHeight,
|
|||
|
false, SurfaceFormat.Color, DepthFormat.None, 0, RenderTargetUsage.PreserveContents);
|
|||
|
}
|
|||
|
|
|||
|
public void HealPlayer(int hearts)
|
|||
|
{
|
|||
|
CurrentHealth += hearts;
|
|||
|
if (CurrentHealth > MaxHearths * 4)
|
|||
|
CurrentHealth = MaxHearths * 4;
|
|||
|
}
|
|||
|
|
|||
|
public void InflictDamage(int damage)
|
|||
|
{
|
|||
|
if (DebugMode)
|
|||
|
return;
|
|||
|
|
|||
|
if (CloakType == CloakBlue)
|
|||
|
damage = (int)MathF.Ceiling(damage / 2f);
|
|||
|
if (GuardianAcornIsActive)
|
|||
|
damage = (int)MathF.Ceiling(damage / 2f);
|
|||
|
|
|||
|
CurrentHealth -= damage;
|
|||
|
|
|||
|
if (CurrentHealth < 0)
|
|||
|
CurrentHealth = 0;
|
|||
|
|
|||
|
// reset count for the guardian acorn
|
|||
|
GuardianAcornCount = 0;
|
|||
|
|
|||
|
if (GuardianAcornIsActive)
|
|||
|
{
|
|||
|
GuardianAcornDamageCount++;
|
|||
|
if (GuardianAcornDamageCount >= 3)
|
|||
|
StopGuardianAcorn();
|
|||
|
}
|
|||
|
|
|||
|
// piece of power
|
|||
|
if (PieceOfPowerIsActive)
|
|||
|
{
|
|||
|
PieceOfPowerDamageCount++;
|
|||
|
if (PieceOfPowerDamageCount >= 3)
|
|||
|
StopPieceOfPower();
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
public void InitGuardianAcorn()
|
|||
|
{
|
|||
|
if (PieceOfPowerIsActive)
|
|||
|
StopPieceOfPower();
|
|||
|
|
|||
|
GuardianAcornIsActive = true;
|
|||
|
GuardianAcornDamageCount = 0;
|
|||
|
|
|||
|
StartPieceOfPowerMusic();
|
|||
|
}
|
|||
|
|
|||
|
public void StopGuardianAcorn()
|
|||
|
{
|
|||
|
GuardianAcornIsActive = false;
|
|||
|
Game1.GameManager.SetMusic(-1, 1, false);
|
|||
|
}
|
|||
|
|
|||
|
public void InitPieceOfPower()
|
|||
|
{
|
|||
|
if (GuardianAcornIsActive)
|
|||
|
StopGuardianAcorn();
|
|||
|
|
|||
|
PieceOfPowerIsActive = true;
|
|||
|
PieceOfPowerDamageCount = 0;
|
|||
|
|
|||
|
StartPieceOfPowerMusic();
|
|||
|
}
|
|||
|
|
|||
|
public void StartPieceOfPowerMusic()
|
|||
|
{
|
|||
|
// start playing music
|
|||
|
Game1.GameManager.SetMusic(72, 1);
|
|||
|
}
|
|||
|
|
|||
|
public void StopPieceOfPower()
|
|||
|
{
|
|||
|
PieceOfPowerIsActive = false;
|
|||
|
Game1.GameManager.SetMusic(-1, 1, false);
|
|||
|
}
|
|||
|
|
|||
|
public void ResetMusic()
|
|||
|
{
|
|||
|
for (var i = 0; i < MusicChannels; i++)
|
|||
|
{
|
|||
|
_musicArray[i] = -1;
|
|||
|
_musicCounter[i] = 0;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
public void UpdateMusic()
|
|||
|
{
|
|||
|
for (var i = 0; i < MusicChannels; i++)
|
|||
|
{
|
|||
|
if (_musicCounter[i] == 0)
|
|||
|
continue;
|
|||
|
|
|||
|
_musicCounter[i] -= Game1.DeltaTime;
|
|||
|
|
|||
|
// finished playing the music?
|
|||
|
if (_musicCounter[i] <= 0)
|
|||
|
{
|
|||
|
_musicCounter[i] = 0;
|
|||
|
_musicArray[i] = -1;
|
|||
|
PlayMusic();
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
public void StopMusic(bool reset = false)
|
|||
|
{
|
|||
|
if (reset)
|
|||
|
ResetMusic();
|
|||
|
|
|||
|
Game1.GbsPlayer.Stop();
|
|||
|
}
|
|||
|
|
|||
|
public void StopMusic(int time, int priority)
|
|||
|
{
|
|||
|
_musicCounter[priority] = time;
|
|||
|
}
|
|||
|
|
|||
|
public void PlayMusic(bool startPlaying = true)
|
|||
|
{
|
|||
|
for (var i = MusicChannels - 1; i >= 0; i--)
|
|||
|
{
|
|||
|
if (_musicArray[i] >= 0)
|
|||
|
{
|
|||
|
var songNumber = (byte)_musicArray[i];
|
|||
|
if (Game1.GbsPlayer.CurrentTrack != songNumber)
|
|||
|
Game1.GbsPlayer.StartTrack(songNumber);
|
|||
|
|
|||
|
if (startPlaying)
|
|||
|
Game1.GbsPlayer.Play();
|
|||
|
|
|||
|
return;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
// no music is playing?
|
|||
|
Game1.GbsPlayer.Stop();
|
|||
|
}
|
|||
|
|
|||
|
public void SetMusic(int songNr, int priority, bool startPlaying = true)
|
|||
|
{
|
|||
|
// @HACK: don't restart the overworld track if the version with the intro was already started;
|
|||
|
// make sure to not restart the music while showing the overworld in the final sequence
|
|||
|
if ((songNr == 4 && _musicArray[priority] == 48) || (priority != 2 && _musicArray[2] == 62))
|
|||
|
return;
|
|||
|
|
|||
|
_musicArray[priority] = songNr;
|
|||
|
|
|||
|
PlayMusic(startPlaying);
|
|||
|
}
|
|||
|
|
|||
|
public int GetCurrentMusic()
|
|||
|
{
|
|||
|
for (var i = _musicArray.Length - 1; i >= 0; i--)
|
|||
|
if (_musicArray[i] >= 0)
|
|||
|
return _musicArray[i];
|
|||
|
|
|||
|
return -1;
|
|||
|
}
|
|||
|
|
|||
|
public void UpdateSoundEffects()
|
|||
|
{
|
|||
|
var lowerVolume = false;
|
|||
|
|
|||
|
// we use ToList to be able to remove entries in the foreach loop
|
|||
|
foreach (var soundEffect in CurrentSoundEffects.ToList())
|
|||
|
{
|
|||
|
if (CurrentSoundEffects[soundEffect.Key].LowerMusicVolume)
|
|||
|
lowerVolume = true;
|
|||
|
|
|||
|
// update the volume of the sound effects to match the current settings
|
|||
|
soundEffect.Value.Instance.Volume = CurrentSoundEffects[soundEffect.Key].Volume * GameSettings.EffectVolume / 100 * Values.SoundEffectVolumeMult;
|
|||
|
|
|||
|
soundEffect.Value.Instance.IsLooped = false;
|
|||
|
|
|||
|
if (soundEffect.Value.EndTime != 0 &&
|
|||
|
soundEffect.Value.EndTime < Game1.TotalGameTime)
|
|||
|
soundEffect.Value.Instance.Stop();
|
|||
|
|
|||
|
// finished playing?
|
|||
|
if (soundEffect.Value.Instance.State == SoundState.Stopped)
|
|||
|
CurrentSoundEffects.Remove(soundEffect.Key);
|
|||
|
}
|
|||
|
|
|||
|
if (lowerVolume)
|
|||
|
Game1.GbsPlayer.SetVolumeMultiplier(0.35f);
|
|||
|
}
|
|||
|
|
|||
|
public void PauseSoundEffects()
|
|||
|
{
|
|||
|
foreach (var soundEffect in CurrentSoundEffects)
|
|||
|
if (soundEffect.Value.Instance.State == SoundState.Playing)
|
|||
|
soundEffect.Value.Instance.Pause();
|
|||
|
}
|
|||
|
|
|||
|
public void ContinueSoundEffects()
|
|||
|
{
|
|||
|
foreach (var soundEffect in CurrentSoundEffects)
|
|||
|
if (soundEffect.Value.Instance.State == SoundState.Paused)
|
|||
|
soundEffect.Value.Instance.Resume();
|
|||
|
}
|
|||
|
|
|||
|
public void PlaySoundEffect(string name, bool restart, Vector2 position, float range = 256)
|
|||
|
{
|
|||
|
var playerDistance = MapManager.ObjLink.EntityPosition.Position - position;
|
|||
|
var volume = 1 - playerDistance.Length() / range;
|
|||
|
|
|||
|
if (volume > 0)
|
|||
|
PlaySoundEffect(name, restart, volume);
|
|||
|
}
|
|||
|
|
|||
|
public void PlaySoundEffect(string name, bool restart = true, float volume = 1, float pitch = 0, bool lowerMusicVolume = false, float playtime = 0)
|
|||
|
{
|
|||
|
CurrentSoundEffects.TryGetValue(name, out var entry);
|
|||
|
|
|||
|
// if the same sound is playing it will be stopped and replaced with the new instance
|
|||
|
if (restart && entry!= null && entry.Instance != null)
|
|||
|
{
|
|||
|
entry.Instance.Stop();
|
|||
|
CurrentSoundEffects.Remove(name);
|
|||
|
}
|
|||
|
if (!restart && entry != null && entry.Instance != null)
|
|||
|
{
|
|||
|
entry.Volume = volume;
|
|||
|
if (playtime != 0)
|
|||
|
entry.EndTime = Game1.TotalGameTime + playtime;
|
|||
|
|
|||
|
entry.Instance.Volume = volume * GameSettings.EffectVolume / 100f * Values.SoundEffectVolumeMult;
|
|||
|
entry.Instance.Pitch = pitch;
|
|||
|
|
|||
|
return;
|
|||
|
}
|
|||
|
|
|||
|
entry = new PlayingSoundEffect() { Volume = volume, LowerMusicVolume = lowerMusicVolume };
|
|||
|
entry.Instance = Resources.SoundEffects[name].CreateInstance();
|
|||
|
// the volume of the sound effects is higher than the music; so scale effect volume a little down
|
|||
|
entry.Instance.Volume = volume * GameSettings.EffectVolume / 100f * Values.SoundEffectVolumeMult;
|
|||
|
entry.Instance.Pitch = pitch;
|
|||
|
|
|||
|
if (playtime != 0)
|
|||
|
{
|
|||
|
entry.Instance.IsLooped = true;
|
|||
|
entry.EndTime = Game1.TotalGameTime + playtime;
|
|||
|
}
|
|||
|
|
|||
|
entry.Instance.Play();
|
|||
|
|
|||
|
CurrentSoundEffects.Add(name, entry);
|
|||
|
}
|
|||
|
|
|||
|
public void StopSoundEffect(string name)
|
|||
|
{
|
|||
|
if (CurrentSoundEffects.TryGetValue(name, out var entry))
|
|||
|
entry.Instance.Stop();
|
|||
|
}
|
|||
|
|
|||
|
public bool IsPlaying(string name)
|
|||
|
{
|
|||
|
if (CurrentSoundEffects.TryGetValue(name, out var entry))
|
|||
|
return entry.Instance.State == SoundState.Playing;
|
|||
|
|
|||
|
return false;
|
|||
|
}
|
|||
|
|
|||
|
public void ShakeScreenContinue(int time, int maxX, int maxY, float shakeSpeedX, float shakeSpeedY)
|
|||
|
{
|
|||
|
var periodsX = (_shakeCountX / 100f * _shakeSpeedX) % (MathF.PI * 2);
|
|||
|
_shakeCountX = time;
|
|||
|
if (_shakeSpeedX > 0)
|
|||
|
_shakeCountX += periodsX / _shakeSpeedX * 100f;
|
|||
|
|
|||
|
_shakeCountY = time;
|
|||
|
_maxOffsetX = maxX;
|
|||
|
_maxOffsetY = maxY;
|
|||
|
_shakeSpeedX = shakeSpeedX;
|
|||
|
_shakeSpeedY = shakeSpeedY;
|
|||
|
}
|
|||
|
|
|||
|
public void ShakeScreen(int time, int maxX, int maxY, float shakeSpeedX, float shakeSpeedY, int startDirX = 1, int startDirY = 1)
|
|||
|
{
|
|||
|
_shakeCountX = time;
|
|||
|
_shakeCountY = time;
|
|||
|
_maxOffsetX = maxX;
|
|||
|
_maxOffsetY = maxY;
|
|||
|
_shakeSpeedX = shakeSpeedX;
|
|||
|
_shakeSpeedY = shakeSpeedY;
|
|||
|
|
|||
|
if (_shakeSpeedX > 0)
|
|||
|
{
|
|||
|
var periodsX = MathF.Round((time / 100f * _shakeSpeedX) / MathF.PI);
|
|||
|
if ((startDirX == -1 && periodsX % 2 == 0) ||
|
|||
|
(startDirX == 1 && periodsX % 2 == 1))
|
|||
|
periodsX += 1;
|
|||
|
_shakeCountX = (periodsX * MathF.PI) / _shakeSpeedX * 100f;
|
|||
|
}
|
|||
|
|
|||
|
if (_shakeSpeedY > 0)
|
|||
|
{
|
|||
|
var periodsY = MathF.Round((time / 100f * _shakeSpeedY) / MathF.PI);
|
|||
|
if ((startDirY == 1 && periodsY % 2 == 0) ||
|
|||
|
(startDirY == -1 && periodsY % 2 == 1))
|
|||
|
periodsY += 1;
|
|||
|
_shakeCountY = (periodsY * MathF.PI) / _shakeSpeedY * 100f;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
public void UpdateShake()
|
|||
|
{
|
|||
|
if (_shakeCountX > 0)
|
|||
|
{
|
|||
|
_shakeCountX -= Game1.DeltaTime;
|
|||
|
MapManager.Camera.ShakeOffsetX = (float)Math.Sin(_shakeCountX / 100f * _shakeSpeedX) * _maxOffsetX;
|
|||
|
}
|
|||
|
|
|||
|
if (_shakeCountY > 0)
|
|||
|
{
|
|||
|
_shakeCountY -= Game1.DeltaTime;
|
|||
|
MapManager.Camera.ShakeOffsetY = (float)Math.Sin(_shakeCountY / 100f * _shakeSpeedY) * _maxOffsetY;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
public bool LoadMiniMap(string mapName)
|
|||
|
{
|
|||
|
// already loaded the levels?
|
|||
|
if (DungeonMaps.ContainsKey(mapName))
|
|||
|
return true;
|
|||
|
|
|||
|
// load the mini map
|
|||
|
var fileName = Values.PathMinimapFolder + mapName + ".txt";
|
|||
|
var dungeonMap = SaveLoadMap.LoadMiniMap(fileName);
|
|||
|
|
|||
|
if (dungeonMap == null)
|
|||
|
return false;
|
|||
|
|
|||
|
DungeonMaps.Add(mapName, dungeonMap);
|
|||
|
return true;
|
|||
|
}
|
|||
|
|
|||
|
public void SetDungeon(string dungeonName, int dungeonLevel)
|
|||
|
{
|
|||
|
// TODO_Opt preload all the minimaps
|
|||
|
|
|||
|
var level = 0;
|
|||
|
while (true)
|
|||
|
{
|
|||
|
if (!LoadMiniMap(dungeonName + "_" + level))
|
|||
|
break;
|
|||
|
|
|||
|
LoadMiniMap(dungeonName + "_" + level + "_alt");
|
|||
|
|
|||
|
level++;
|
|||
|
}
|
|||
|
|
|||
|
MapManager.NextMap.DungeonMode = true;
|
|||
|
MapManager.NextMap.LocationName = dungeonName;
|
|||
|
MapManager.NextMap.LocationFullName = dungeonName + "_" + dungeonLevel;
|
|||
|
}
|
|||
|
|
|||
|
public void DungeonUpdatePlayerPosition(Point position)
|
|||
|
{
|
|||
|
// updated map discovery state
|
|||
|
if (MapManager.CurrentMap.LocationFullName != null &&
|
|||
|
DungeonMaps.ContainsKey(MapManager.CurrentMap.LocationFullName) &&
|
|||
|
position.X >= 0 && position.Y >= 0 &&
|
|||
|
position.X < DungeonMaps[MapManager.CurrentMap.LocationFullName].Tiles.GetLength(0) &&
|
|||
|
position.Y < DungeonMaps[MapManager.CurrentMap.LocationFullName].Tiles.GetLength(1))
|
|||
|
DungeonMaps[MapManager.CurrentMap.LocationFullName].Tiles[position.X, position.Y].DiscoveryState = true;
|
|||
|
|
|||
|
PlayerDungeonPosition = position;
|
|||
|
}
|
|||
|
|
|||
|
public void SetMapPosition(Point position)
|
|||
|
{
|
|||
|
if (MapVisibility == null ||
|
|||
|
0 > position.X || position.X >= MapVisibility.GetLength(0) ||
|
|||
|
0 > position.Y || position.Y >= MapVisibility.GetLength(1))
|
|||
|
return;
|
|||
|
|
|||
|
MapVisibility[position.X, position.Y] = true;
|
|||
|
PlayerMapPosition = position;
|
|||
|
}
|
|||
|
|
|||
|
public GameItemCollected GetItem(string itemId)
|
|||
|
{
|
|||
|
for (var i = 0; i < Equipment.Length; i++)
|
|||
|
{
|
|||
|
if (Equipment[i] != null && Equipment[i].Name == itemId &&
|
|||
|
(string.IsNullOrEmpty(Equipment[i].LocationBounding) ||
|
|||
|
Equipment[i].LocationBounding == MapManager.CurrentMap.LocationName))
|
|||
|
return Equipment[i];
|
|||
|
}
|
|||
|
|
|||
|
for (var i = 0; i < CollectedItems.Count; i++)
|
|||
|
{
|
|||
|
// player has item
|
|||
|
if (CollectedItems[i].Name == itemId &&
|
|||
|
(string.IsNullOrEmpty(CollectedItems[i].LocationBounding) ||
|
|||
|
CollectedItems[i].LocationBounding == MapManager.CurrentMap.LocationName))
|
|||
|
return CollectedItems[i];
|
|||
|
}
|
|||
|
|
|||
|
return null;
|
|||
|
}
|
|||
|
|
|||
|
public void CollectItem(GameItemCollected itemCollected, int equipmentSlot = -1)
|
|||
|
{
|
|||
|
if (itemCollected.LocationBounding == "")
|
|||
|
itemCollected.LocationBounding = null;
|
|||
|
|
|||
|
var item = Game1.GameManager.ItemManager[itemCollected.Name];
|
|||
|
// the base item has the max count information
|
|||
|
var baseItem = Game1.GameManager.ItemManager[item.Name];
|
|||
|
|
|||
|
// make sure to replace then name
|
|||
|
// this is used for items that have different variations like the normal powder or powderPD with dialog
|
|||
|
itemCollected.Name = item.Name;
|
|||
|
|
|||
|
// add the arrow count to the bow and remove the arrows
|
|||
|
if (itemCollected.Name == "bow")
|
|||
|
{
|
|||
|
var arrow = Game1.GameManager.GetItem("arrow");
|
|||
|
if (arrow != null)
|
|||
|
{
|
|||
|
itemCollected.Count += arrow.Count;
|
|||
|
Game1.GameManager.RemoveItem("arrow", arrow.Count);
|
|||
|
}
|
|||
|
}
|
|||
|
// if we have the bow collected change the type to bow
|
|||
|
if (itemCollected.Name == "arrow")
|
|||
|
{
|
|||
|
var bow = Game1.GameManager.GetItem("bow");
|
|||
|
if (bow != null)
|
|||
|
{
|
|||
|
itemCollected.Name = "bow";
|
|||
|
item = Game1.GameManager.ItemManager[itemCollected.Name];
|
|||
|
baseItem = Game1.GameManager.ItemManager[item.Name];
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
if (itemCollected.Name == "cloakBlue")
|
|||
|
CloakType = CloakBlue;
|
|||
|
else if (itemCollected.Name == "cloakRed")
|
|||
|
CloakType = CloakRed;
|
|||
|
|
|||
|
// unlock the ocarina songs
|
|||
|
if (itemCollected.Name == "ocarina_maria")
|
|||
|
{
|
|||
|
OcarinaSongs[0] = 1;
|
|||
|
|
|||
|
if (SelectedOcarinaSong == -1)
|
|||
|
SelectedOcarinaSong = 0;
|
|||
|
}
|
|||
|
if (itemCollected.Name == "ocarina_manbo")
|
|||
|
{
|
|||
|
OcarinaSongs[1] = 1;
|
|||
|
|
|||
|
if (SelectedOcarinaSong == -1)
|
|||
|
SelectedOcarinaSong = 1;
|
|||
|
}
|
|||
|
if (itemCollected.Name == "ocarina_frog")
|
|||
|
{
|
|||
|
OcarinaSongs[2] = 1;
|
|||
|
|
|||
|
if (SelectedOcarinaSong == -1)
|
|||
|
SelectedOcarinaSong = 2;
|
|||
|
}
|
|||
|
|
|||
|
// magnifying lens collected
|
|||
|
if (itemCollected.Name == "trade13")
|
|||
|
HasMagnifyingLens = true;
|
|||
|
|
|||
|
if (baseItem.Equipable)
|
|||
|
{
|
|||
|
var maxCount = baseItem.MaxCount;
|
|||
|
|
|||
|
if (itemCollected.Name == "sword1")
|
|||
|
SwordLevel = 1;
|
|||
|
else if (itemCollected.Name == "sword2")
|
|||
|
SwordLevel = 2;
|
|||
|
|
|||
|
if (itemCollected.Name == "shield" ||
|
|||
|
itemCollected.Name == "mirrorShield")
|
|||
|
ShieldLevel = item.Level;
|
|||
|
if (itemCollected.Name == "stonelifter" || itemCollected.Name == "stonelifter2")
|
|||
|
StoneGrabberLevel = item.Level;
|
|||
|
|
|||
|
// powder, bomb or arrow?
|
|||
|
// check if the inventory was upgraded or not
|
|||
|
if (item.Name == "powder" && SaveManager.GetString("upgradePowder") == "1")
|
|||
|
maxCount += 20;
|
|||
|
if (item.Name == "bomb" && SaveManager.GetString("upgradeBomb") == "1")
|
|||
|
maxCount += 30;
|
|||
|
if (item.Name == "bow" && SaveManager.GetString("upgradeBow") == "1")
|
|||
|
maxCount += 30;
|
|||
|
|
|||
|
// search if the player already owns the equipment
|
|||
|
for (var i = 0; i < Equipment.Length; i++)
|
|||
|
{
|
|||
|
if (Equipment[i] != null && Equipment[i].Name == item.Name)
|
|||
|
{
|
|||
|
Equipment[i].Count += itemCollected.Count;
|
|||
|
|
|||
|
if (maxCount > 0 && Equipment[i].Count > maxCount)
|
|||
|
Equipment[i].Count = maxCount;
|
|||
|
|
|||
|
return;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
if (maxCount > 0 && itemCollected.Count > maxCount)
|
|||
|
itemCollected.Count = maxCount;
|
|||
|
|
|||
|
// requested equipment slot is empty?
|
|||
|
if (0 <= equipmentSlot && equipmentSlot < Equipment.Length && Equipment[equipmentSlot] == null)
|
|||
|
{
|
|||
|
SetEquipment(equipmentSlot, itemCollected);
|
|||
|
return;
|
|||
|
}
|
|||
|
|
|||
|
// add item to the collected item list
|
|||
|
var start = equipmentSlot < 0 ? 4 : 0;
|
|||
|
for (var i = start; i < Equipment.Length; i++)
|
|||
|
{
|
|||
|
if (Equipment[i] != null)
|
|||
|
continue;
|
|||
|
|
|||
|
SetEquipment(i, itemCollected);
|
|||
|
return;
|
|||
|
}
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
// search if the player already owns the item
|
|||
|
var found = false;
|
|||
|
for (var i = 0; i < CollectedItems.Count; i++)
|
|||
|
{
|
|||
|
if (CollectedItems[i].Name == item.Name &&
|
|||
|
CollectedItems[i].LocationBounding == itemCollected.LocationBounding)
|
|||
|
{
|
|||
|
CollectedItems[i].Count += itemCollected.Count;
|
|||
|
|
|||
|
if (baseItem.MaxCount > 0 && CollectedItems[i].Count > baseItem.MaxCount)
|
|||
|
CollectedItems[i].Count = baseItem.MaxCount;
|
|||
|
|
|||
|
found = true;
|
|||
|
break;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
if (!found)
|
|||
|
{
|
|||
|
// add new item
|
|||
|
CollectedItems.Add(itemCollected);
|
|||
|
}
|
|||
|
|
|||
|
if (item.Name == "heartMeter")
|
|||
|
{
|
|||
|
var heart = Game1.GameManager.GetItem("heartMeter");
|
|||
|
|
|||
|
// expand hearts?
|
|||
|
while (heart?.Count >= 4)
|
|||
|
{
|
|||
|
heart.Count -= 4;
|
|||
|
Game1.GameManager.MaxHearths++;
|
|||
|
Game1.GameManager.HealPlayer(99);
|
|||
|
ItemDrawHelper.EnableHeartAnimationSound();
|
|||
|
}
|
|||
|
}
|
|||
|
else if (item.Name == "flippers")
|
|||
|
MapManager.ObjLink.HasFlippers = true;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
public int GetEquipmentSlot(string itemName)
|
|||
|
{
|
|||
|
for (var i = 0; i < Equipment.Length; i++)
|
|||
|
{
|
|||
|
if (Equipment[i] != null && Equipment[i].Name == itemName)
|
|||
|
return i;
|
|||
|
}
|
|||
|
|
|||
|
return 0;
|
|||
|
}
|
|||
|
|
|||
|
public bool RemoveItem(string itemName, int count)
|
|||
|
{
|
|||
|
// equipment
|
|||
|
for (var i = 0; i < Equipment.Length; i++)
|
|||
|
{
|
|||
|
if (Equipment[i] == null || Equipment[i].Name != itemName ||
|
|||
|
Game1.GameManager.ItemManager[Equipment[i].Name].Level == 0 && Equipment[i].Count < count)
|
|||
|
continue;
|
|||
|
|
|||
|
Equipment[i].Count -= count;
|
|||
|
|
|||
|
// remove the item from the inventory if the player can only have 1 of it
|
|||
|
// bombs, powder, etc will stay in the inventory
|
|||
|
if (Equipment[i].Count <= 0 && Game1.GameManager.ItemManager[Equipment[i].Name].MaxCount == 1)
|
|||
|
Equipment[i] = null;
|
|||
|
|
|||
|
// remove the item?
|
|||
|
// not sure what to do here
|
|||
|
// in the original powder gets removed but bombs not; what happens to arrows I do not know
|
|||
|
if (itemName == "powder" && Equipment[i] != null && Equipment[i].Count == 0)
|
|||
|
Equipment[i] = null;
|
|||
|
|
|||
|
return true;
|
|||
|
}
|
|||
|
|
|||
|
// items
|
|||
|
for (var i = 0; i < CollectedItems.Count; i++)
|
|||
|
{
|
|||
|
if (CollectedItems[i] == null || CollectedItems[i].Name != itemName ||
|
|||
|
Game1.GameManager.ItemManager[CollectedItems[i].Name].Level == 0 && CollectedItems[i].Count < count ||
|
|||
|
!string.IsNullOrEmpty(CollectedItems[i].LocationBounding) && CollectedItems[i].LocationBounding != MapManager.CurrentMap.LocationName)
|
|||
|
continue;
|
|||
|
|
|||
|
CollectedItems[i].Count -= count;
|
|||
|
|
|||
|
// remove the item?
|
|||
|
if (Game1.GameManager.ItemManager[CollectedItems[i].Name].Level != 0 || CollectedItems[i].Count == 0)
|
|||
|
{
|
|||
|
CollectedItems.RemoveAt(i);
|
|||
|
|
|||
|
if (itemName == "flippers")
|
|||
|
MapManager.ObjLink.HasFlippers = false;
|
|||
|
}
|
|||
|
|
|||
|
return true;
|
|||
|
}
|
|||
|
|
|||
|
return false;
|
|||
|
}
|
|||
|
|
|||
|
public void ChangeItem(int oldSlot, int newSlot)
|
|||
|
{
|
|||
|
var tempAcc = Equipment[oldSlot];
|
|||
|
|
|||
|
SetEquipment(oldSlot, Equipment[newSlot]);
|
|||
|
SetEquipment(newSlot, tempAcc);
|
|||
|
}
|
|||
|
|
|||
|
public void SetEquipment(int index, GameItemCollected item)
|
|||
|
{
|
|||
|
Equipment[index] = item;
|
|||
|
UpdateEquipment();
|
|||
|
}
|
|||
|
|
|||
|
private void UpdateEquipment()
|
|||
|
{
|
|||
|
// check if link is carrying a shield
|
|||
|
MapManager.ObjLink.CarrySword = false;
|
|||
|
MapManager.ObjLink.CarryShield = false;
|
|||
|
|
|||
|
for (var i = 0; i < Values.HandItemSlots; i++)
|
|||
|
{
|
|||
|
if (Equipment[i]?.Name == "sword1" || Equipment[i]?.Name == "sword2")
|
|||
|
MapManager.ObjLink.CarrySword = true;
|
|||
|
else if (Equipment[i]?.Name == "shield" || Equipment[i]?.Name == "mirrorShield")
|
|||
|
MapManager.ObjLink.CarryShield = true;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
public void StartNewGame(int slot, string slotName)
|
|||
|
{
|
|||
|
ResetStuff();
|
|||
|
|
|||
|
SaveName = slotName;
|
|||
|
|
|||
|
Equipment = new GameItemCollected[EquipmentSlots];
|
|||
|
|
|||
|
UpdateEquipment();
|
|||
|
|
|||
|
SaveManager.Reset();
|
|||
|
|
|||
|
// set up values
|
|||
|
// debug fill the inventory
|
|||
|
if (SaveName == "DebugMode")
|
|||
|
{
|
|||
|
DebugMode = true;
|
|||
|
|
|||
|
CollectItem(new GameItemCollected("sword1") { Count = 1 }, 0);
|
|||
|
CollectItem(new GameItemCollected("shield") { Count = 1 }, 0);
|
|||
|
CollectItem(new GameItemCollected("feather") { Count = 1 }, 0);
|
|||
|
CollectItem(new GameItemCollected("stonelifter") { Count = 1 }, 0);
|
|||
|
CollectItem(new GameItemCollected("pegasusBoots") { Count = 1 }, 0);
|
|||
|
CollectItem(new GameItemCollected("shovel") { Count = 1 }, 0);
|
|||
|
CollectItem(new GameItemCollected("flippers") { Count = 1 }, 0);
|
|||
|
CollectItem(new GameItemCollected("magicRod") { Count = 1 }, 0);
|
|||
|
CollectItem(new GameItemCollected("hookshot") { Count = 1 }, 0);
|
|||
|
CollectItem(new GameItemCollected("boomerang") { Count = 1 }, 0);
|
|||
|
CollectItem(new GameItemCollected("powder") { Count = 999 }, 0);
|
|||
|
CollectItem(new GameItemCollected("bomb") { Count = 999 }, 0);
|
|||
|
CollectItem(new GameItemCollected("bow") { Count = 999 }, 0);
|
|||
|
CollectItem(new GameItemCollected("ocarina") { Count = 1 }, 0);
|
|||
|
}
|
|||
|
|
|||
|
CollectedItems.Clear();
|
|||
|
|
|||
|
DungeonMaps.Clear();
|
|||
|
|
|||
|
ItemDrawHelper.Init();
|
|||
|
|
|||
|
SwordLevel = 0;
|
|||
|
CloakType = CloakGreen;
|
|||
|
|
|||
|
SelectedOcarinaSong = 0;
|
|||
|
OcarinaSongs[0] = 0;
|
|||
|
OcarinaSongs[1] = 0;
|
|||
|
OcarinaSongs[2] = 0;
|
|||
|
|
|||
|
MaxHearths = 3;
|
|||
|
CurrentHealth = MaxHearths * 4;
|
|||
|
|
|||
|
PlayerMapPosition = null;
|
|||
|
MapVisibility = new bool[16, 16];
|
|||
|
|
|||
|
SaveSlot = slot;
|
|||
|
|
|||
|
// randomize the directions of the egg
|
|||
|
Game1.GameManager.SaveManager.SetString("eggDirections", Game1.RandomNumber.Next(0, 4).ToString());
|
|||
|
|
|||
|
// create empty map
|
|||
|
MapManager.CurrentMap = Map.Map.CreateEmptyMap();
|
|||
|
|
|||
|
MapManager.ObjLink.Map = MapManager.CurrentMap;
|
|||
|
MapManager.ObjLink.MapTransitionStart = MapManager.ObjLink.EntityPosition.Position;
|
|||
|
MapManager.ObjLink.MapTransitionEnd = MapManager.ObjLink.EntityPosition.Position;
|
|||
|
MapManager.ObjLink.EntityPosition.Z = 0;
|
|||
|
MapManager.ObjLink.TransitionOutWalking = false;
|
|||
|
MapManager.ObjLink.TransitionInWalking = false;
|
|||
|
|
|||
|
MapManager.ObjLink.InitGame();
|
|||
|
|
|||
|
MapManager.Camera.ForceUpdate(MapManager.GetCameraTargetLink());
|
|||
|
|
|||
|
// load the map
|
|||
|
MapManager.ObjLink.SetNextMapPosition(new Vector2(MapManager.ObjLink.PosX, MapManager.ObjLink.PosY));
|
|||
|
((MapTransitionSystem)GameSystems[typeof(MapTransitionSystem)]).LoadMapFromFile("house1.map", true, true, Values.MapFirstTransitionColor, false);
|
|||
|
((MapTransitionSystem)GameSystems[typeof(MapTransitionSystem)]).AdditionalBlackScreenDelay = Values.GameSaveBlackScreen;
|
|||
|
}
|
|||
|
|
|||
|
public void LoadSaveFile(int slot)
|
|||
|
{
|
|||
|
ResetStuff();
|
|||
|
|
|||
|
MapManager.ObjLink.InitGame();
|
|||
|
|
|||
|
SaveGameSaveLoad.LoadSaveFile(this, slot);
|
|||
|
|
|||
|
ItemDrawHelper.Init();
|
|||
|
|
|||
|
UpdateEquipment();
|
|||
|
|
|||
|
// create empty map
|
|||
|
MapManager.CurrentMap = Map.Map.CreateEmptyMap();
|
|||
|
MapManager.CurrentMap.Objects.SpawnObject(MapManager.ObjLink);
|
|||
|
|
|||
|
MapManager.ObjLink.Map = MapManager.CurrentMap;
|
|||
|
MapManager.ObjLink.SetWalkingDirection(SaveDirection);
|
|||
|
|
|||
|
MapManager.Camera.ForceUpdate(MapManager.GetCameraTargetLink());
|
|||
|
|
|||
|
MapManager.ObjLink.MapTransitionStart = MapManager.ObjLink.EntityPosition.Position;
|
|||
|
MapManager.ObjLink.MapTransitionEnd = MapManager.ObjLink.EntityPosition.Position;
|
|||
|
MapManager.ObjLink.DirectionEntry = SaveDirection;
|
|||
|
MapManager.ObjLink.EntityPosition.Z = 0;
|
|||
|
MapManager.ObjLink.TransitionOutWalking = false;
|
|||
|
MapManager.ObjLink.TransitionInWalking = false;
|
|||
|
|
|||
|
// load the map
|
|||
|
var transitionSystem = ((MapTransitionSystem)GameSystems[typeof(MapTransitionSystem)]);
|
|||
|
MapManager.ObjLink.SetNextMapPosition(new Vector2(SavePositionX, SavePositionY));
|
|||
|
transitionSystem.LoadMapFromFile(LoadedMap, true, true, Values.MapFirstTransitionColor, false);
|
|||
|
transitionSystem.AdditionalBlackScreenDelay = Values.GameSaveBlackScreen;
|
|||
|
}
|
|||
|
|
|||
|
public void RespawnPlayer()
|
|||
|
{
|
|||
|
if (Game1.GameManager.SaveManager.HistoryEnabled)
|
|||
|
{
|
|||
|
Game1.GameManager.SaveManager.RevertHistory();
|
|||
|
Game1.GameManager.SaveManager.DisableHistory();
|
|||
|
}
|
|||
|
|
|||
|
ResetStuff();
|
|||
|
|
|||
|
// create empty map
|
|||
|
MapManager.CurrentMap = Map.Map.CreateEmptyMap();
|
|||
|
MapManager.CurrentMap.Objects.SpawnObject(MapManager.ObjLink);
|
|||
|
MapManager.ObjLink.Map = MapManager.CurrentMap;
|
|||
|
|
|||
|
MapManager.Camera.ForceUpdate(MapManager.GetCameraTargetLink());
|
|||
|
|
|||
|
// respawn the player
|
|||
|
MapManager.ObjLink.Respawn();
|
|||
|
|
|||
|
ItemDrawHelper.Init();
|
|||
|
|
|||
|
MapManager.ObjLink.MapTransitionStart = MapManager.ObjLink.EntityPosition.Position;
|
|||
|
MapManager.ObjLink.MapTransitionEnd = MapManager.ObjLink.EntityPosition.Position;
|
|||
|
|
|||
|
MapManager.ObjLink.TransitionOutWalking = false;
|
|||
|
MapManager.ObjLink.TransitionInWalking = false;
|
|||
|
|
|||
|
// respawn looking down
|
|||
|
MapManager.ObjLink.DirectionEntry = 3;
|
|||
|
MapManager.ObjLink.SetWalkingDirection(3);
|
|||
|
MapManager.ObjLink.SetNextMapPosition(MapManager.ObjLink.SavePosition);
|
|||
|
|
|||
|
// load the map
|
|||
|
var transitionSystem = ((MapTransitionSystem)GameSystems[typeof(MapTransitionSystem)]);
|
|||
|
transitionSystem.LoadMapFromFile(MapManager.ObjLink.SaveMap, true, true, Values.MapFirstTransitionColor, false);
|
|||
|
transitionSystem.AdditionalBlackScreenDelay = Values.GameRespawnBlackScreen;
|
|||
|
}
|
|||
|
|
|||
|
private void ResetStuff()
|
|||
|
{
|
|||
|
SaveGameSaveLoad.ClearSaveState();
|
|||
|
Game1.GameManager.SaveManager.DisableHistory();
|
|||
|
|
|||
|
// this was done to support DialogActionCooldown working after loading a new save
|
|||
|
Game1.TotalGameTime = 0;
|
|||
|
Game1.TotalGameTimeLast = 0;
|
|||
|
Game1.FreezeTime = 0;
|
|||
|
|
|||
|
_shakeCountX = 0;
|
|||
|
_shakeCountY = 0;
|
|||
|
}
|
|||
|
}
|
|||
|
}
|