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OpenDiablo2/d2render/d2mapengine/region.go

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package d2mapengine
import (
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"image/color"
"log"
"math"
"math/rand"
"strconv"
"sync"
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"github.com/OpenDiablo2/OpenDiablo2/d2data/d2dt1"
"github.com/OpenDiablo2/OpenDiablo2/d2data/d2ds1"
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"github.com/OpenDiablo2/OpenDiablo2/d2core"
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"github.com/OpenDiablo2/OpenDiablo2/d2helper"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2interface"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2enum"
"github.com/OpenDiablo2/OpenDiablo2/d2render"
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"github.com/OpenDiablo2/OpenDiablo2/d2data"
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"github.com/OpenDiablo2/OpenDiablo2/d2data/d2datadict"
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"github.com/hajimehoshi/ebiten"
)
type Region struct {
RegionPath string
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LevelType d2datadict.LevelTypeRecord
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levelPreset d2datadict.LevelPresetRecord
TileWidth int32
TileHeight int32
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Tiles []d2dt1.Tile
DS1 d2ds1.DS1
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Palette d2datadict.PaletteRec
FloorCache map[uint32]*TileCacheRecord
ShadowCache map[uint32]*TileCacheRecord
WallCache map[uint32]*TileCacheRecord
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AnimationEntities []d2render.AnimatedEntity
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NPCs []*d2core.NPC
StartX float64
StartY float64
}
func LoadRegion(seed rand.Source, levelType d2enum.RegionIdType, levelPreset int, fileProvider d2interface.FileProvider) *Region {
result := &Region{
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LevelType: d2datadict.LevelTypes[levelType],
levelPreset: d2datadict.LevelPresets[levelPreset],
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Tiles: make([]d2dt1.Tile, 0),
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FloorCache: make(map[uint32]*TileCacheRecord),
ShadowCache: make(map[uint32]*TileCacheRecord),
WallCache: make(map[uint32]*TileCacheRecord),
}
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result.Palette = d2datadict.Palettes[d2enum.PaletteType("act"+strconv.Itoa(int(result.LevelType.Act)))]
//bm := result.levelPreset.Dt1Mask
for _, levelTypeDt1 := range result.LevelType.Files {
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/*
if bm&1 == 0 {
bm >>= 1
continue
}
bm >>= 1
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*/
if len(levelTypeDt1) == 0 || levelTypeDt1 == "" || levelTypeDt1 == "0" {
continue
}
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dt1 := d2dt1.LoadDT1("/data/global/tiles/"+levelTypeDt1, fileProvider)
result.Tiles = append(result.Tiles, dt1.Tiles...)
}
levelFilesToPick := make([]string, 0)
for _, fileRecord := range result.levelPreset.Files {
if len(fileRecord) == 0 || fileRecord == "" || fileRecord == "0" {
continue
}
levelFilesToPick = append(levelFilesToPick, fileRecord)
}
random := rand.New(seed)
levelIndex := int(math.Round(float64(len(levelFilesToPick)-1) * random.Float64()))
levelFile := levelFilesToPick[levelIndex]
result.RegionPath = levelFile
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result.DS1 = d2ds1.LoadDS1("/data/global/tiles/"+levelFile, fileProvider)
result.TileWidth = result.DS1.Width
result.TileHeight = result.DS1.Height
result.loadObjects(fileProvider)
return result
}
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func (v *Region) loadObjects(fileProvider d2interface.FileProvider) {
var wg sync.WaitGroup
wg.Add(len(v.DS1.Objects))
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v.AnimationEntities = make([]d2render.AnimatedEntity, 0)
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v.NPCs = make([]*d2core.NPC, 0)
for _, object := range v.DS1.Objects {
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go func(object d2data.Object) {
defer wg.Done()
switch object.Lookup.Type {
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case d2datadict.ObjectTypeCharacter:
// Temp code, maybe..
if object.Lookup.Base == "" || object.Lookup.Token == "" || object.Lookup.TR == "" {
return
}
npc := d2core.CreateNPC(object.X, object.Y, object.Lookup, fileProvider, 1)
npc.SetPaths(object.Paths)
v.NPCs = append(v.NPCs, npc)
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case d2datadict.ObjectTypeItem:
if object.ObjectInfo == nil || !object.ObjectInfo.Draw || object.Lookup.Base == "" || object.Lookup.Token == "" {
return
}
entity := d2render.CreateAnimatedEntity(object.X, object.Y, object.Lookup, fileProvider, d2enum.Units)
entity.SetMode(object.Lookup.Mode, object.Lookup.Class, 0, fileProvider)
v.AnimationEntities = append(v.AnimationEntities, entity)
}
}(object)
}
wg.Wait()
}
func (v *Region) RenderTile(offsetX, offsetY, tileX, tileY int, layerType d2enum.RegionLayerType, layerIndex int, target *ebiten.Image) {
offsetX -= 80
switch layerType {
case d2enum.RegionLayerTypeFloors:
v.renderFloor(v.DS1.Tiles[tileY][tileX].Floors[layerIndex], offsetX, offsetY, target)
case d2enum.RegionLayerTypeWalls:
v.renderWall(v.DS1.Tiles[tileY][tileX].Walls[layerIndex], offsetX, offsetY, target)
case d2enum.RegionLayerTypeShadows:
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v.renderShadow(v.DS1.Tiles[tileY][tileX].Shadows[layerIndex], offsetX, offsetY, target)
}
}
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func (v *Region) getTile(mainIndex, subIndex, orientation int32) *d2dt1.Tile {
// TODO: Need to support randomly grabbing tile based on x/y as there can be multiple matches for same main/sub index
for _, tile := range v.Tiles {
if tile.MainIndex != mainIndex || tile.SubIndex != subIndex || tile.Orientation != orientation {
continue
}
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return &tile
}
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//log.Fatalf("Unknown tile ID [%d %d %d]", mainIndex, subIndex, orientation)
return nil
}
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func (v *Region) renderFloor(tile d2ds1.FloorShadowRecord, offsetX, offsetY int, target *ebiten.Image) {
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tileCacheIndex := (uint32(tile.MainIndex) << 16) | (uint32(tile.SubIndex) << 8)
tileCache, exists := v.FloorCache[tileCacheIndex]
if !exists {
v.FloorCache[tileCacheIndex] = v.generateFloorCache(tile)
tileCache = v.FloorCache[tileCacheIndex]
if tileCache == nil {
log.Fatal("Could not load floor tile")
}
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}
opts := &ebiten.DrawImageOptions{}
opts.GeoM.Translate(float64(offsetX+tileCache.XOffset), float64(offsetY+tileCache.YOffset))
target.DrawImage(tileCache.Image, opts)
}
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func (v *Region) renderWall(tile d2ds1.WallRecord, offsetX, offsetY int, target *ebiten.Image) {
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tileCacheIndex := (uint32(tile.MainIndex) << 16) | (uint32(tile.SubIndex) << 8) | (uint32(tile.Orientation))
tileCache, exists := v.WallCache[tileCacheIndex]
if !exists {
v.WallCache[tileCacheIndex] = v.generateWallCache(tile)
if v.WallCache[tileCacheIndex] == nil {
log.Fatal("Could not generate wall")
}
tileCache = v.WallCache[tileCacheIndex]
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}
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opts := &ebiten.DrawImageOptions{}
opts.GeoM.Translate(float64(offsetX+tileCache.XOffset), float64(offsetY+tileCache.YOffset))
target.DrawImage(tileCache.Image, opts)
}
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func (v *Region) renderShadow(tile d2ds1.FloorShadowRecord, offsetX, offsetY int, target *ebiten.Image) {
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tileCacheIndex := (uint32(tile.MainIndex) << 16) + (uint32(tile.SubIndex) << 8) + 0
tileCache, exists := v.ShadowCache[tileCacheIndex]
if !exists {
v.ShadowCache[tileCacheIndex] = v.generateShadowCache(tile)
tileCache = v.ShadowCache[tileCacheIndex]
if tileCache == nil {
log.Fatal("Could not load shadow tile")
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}
}
opts := &ebiten.DrawImageOptions{}
opts.GeoM.Translate(float64(offsetX+tileCache.XOffset), float64(offsetY+tileCache.YOffset))
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opts.ColorM = d2helper.ColorToColorM(color.RGBA{255, 255, 255, 160})
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target.DrawImage(tileCache.Image, opts)
}
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func (v *Region) decodeTileGfxData(blocks []d2dt1.Block, pixels []byte, tileYOffset int32, tileWidth int32) {
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for _, block := range blocks {
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if block.Format == d2dt1.BlockFormatIsometric {
// 3D isometric decoding
xjump := []int32{14, 12, 10, 8, 6, 4, 2, 0, 2, 4, 6, 8, 10, 12, 14}
nbpix := []int32{4, 8, 12, 16, 20, 24, 28, 32, 28, 24, 20, 16, 12, 8, 4}
blockX := int32(block.X)
blockY := int32(block.Y)
length := int32(256)
x := int32(0)
y := int32(0)
idx := 0
for length > 0 {
x = xjump[y]
n := nbpix[y]
length -= n
for n > 0 {
colorIndex := block.EncodedData[idx]
if colorIndex != 0 {
pixelColor := v.Palette.Colors[colorIndex]
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offset := 4 * (((blockY + y + tileYOffset) * tileWidth) + (blockX + x))
pixels[offset] = pixelColor.R
pixels[offset+1] = pixelColor.G
pixels[offset+2] = pixelColor.B
pixels[offset+3] = 255
}
x++
n--
idx++
}
y++
}
} else {
// RLE Encoding
blockX := int32(block.X)
blockY := int32(block.Y)
x := int32(0)
y := int32(0)
idx := 0
length := block.Length
for length > 0 {
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b1 := block.EncodedData[idx]
b2 := block.EncodedData[idx+1]
idx += 2
length -= 2
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if (b1 | b2) == 0 {
x = 0
y++
continue
}
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x += int32(b1)
length -= int32(b2)
for b2 > 0 {
colorIndex := block.EncodedData[idx]
if colorIndex != 0 {
pixelColor := v.Palette.Colors[colorIndex]
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offset := 4 * (((blockY + y + tileYOffset) * tileWidth) + (blockX + x))
pixels[offset] = pixelColor.R
pixels[offset+1] = pixelColor.G
pixels[offset+2] = pixelColor.B
pixels[offset+3] = 255
}
idx++
x++
b2--
}
}
}
}
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}
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func (v *Region) generateFloorCache(tile d2ds1.FloorShadowRecord) *TileCacheRecord {
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tileData := v.getTile(int32(tile.MainIndex), int32(tile.SubIndex), 0)
if tileData == nil {
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log.Fatalf("Could not locate tile Idx:%d, Sub: %d, Ori: %d", tile.MainIndex, tile.SubIndex, 0)
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}
tileYMinimum := int32(0)
for _, block := range tileData.Blocks {
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tileYMinimum = d2helper.MinInt32(tileYMinimum, int32(block.Y))
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}
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tileYOffset := d2helper.AbsInt32(tileYMinimum)
tileHeight := d2helper.AbsInt32(tileData.Height)
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image, _ := ebiten.NewImage(int(tileData.Width), int(tileHeight), ebiten.FilterNearest)
pixels := make([]byte, 4*tileData.Width*tileHeight)
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v.decodeTileGfxData(tileData.Blocks, pixels, tileYOffset, tileData.Width)
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image.ReplacePixels(pixels)
return &TileCacheRecord{image, 0, 0}
}
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func (v *Region) generateShadowCache(tile d2ds1.FloorShadowRecord) *TileCacheRecord {
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tileData := v.getTile(int32(tile.MainIndex), int32(tile.SubIndex), 13)
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if tileData == nil {
return nil
}
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tileMinY := int32(0)
tileMaxY := int32(0)
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for _, block := range tileData.Blocks {
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tileMinY = d2helper.MinInt32(tileMinY, int32(block.Y))
tileMaxY = d2helper.MaxInt32(tileMaxY, int32(block.Y+32))
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}
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tileYOffset := -tileMinY
tileHeight := int(tileMaxY - tileMinY)
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image, _ := ebiten.NewImage(int(tileData.Width), int(tileHeight), ebiten.FilterNearest)
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pixels := make([]byte, 4*tileData.Width*int32(tileHeight))
v.decodeTileGfxData(tileData.Blocks, pixels, tileYOffset, tileData.Width)
image.ReplacePixels(pixels)
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return &TileCacheRecord{image, 0, int(tileMinY) + 80}
}
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func (v *Region) generateWallCache(tile d2ds1.WallRecord) *TileCacheRecord {
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tileData := v.getTile(int32(tile.MainIndex), int32(tile.SubIndex), int32(tile.Orientation))
if tileData == nil {
return nil
}
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var newTileData *d2dt1.Tile = nil
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if tile.Orientation == 3 {
newTileData = v.getTile(int32(tile.MainIndex), int32(tile.SubIndex), int32(4))
}
tileMinY := int32(0)
tileMaxY := int32(0)
target := tileData
if newTileData != nil && newTileData.Height < tileData.Height {
target = newTileData
}
for _, block := range target.Blocks {
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tileMinY = d2helper.MinInt32(tileMinY, int32(block.Y))
tileMaxY = d2helper.MaxInt32(tileMaxY, int32(block.Y+32))
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}
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realHeight := d2helper.MaxInt32(d2helper.AbsInt32(tileData.Height), tileMaxY-tileMinY)
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tileYOffset := -tileMinY
//tileHeight := int(tileMaxY - tileMinY)
image, _ := ebiten.NewImage(160, int(realHeight), ebiten.FilterNearest)
pixels := make([]byte, 4*160*realHeight)
v.decodeTileGfxData(tileData.Blocks, pixels, tileYOffset, 160)
if newTileData != nil {
v.decodeTileGfxData(newTileData.Blocks, pixels, tileYOffset, 160)
}
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yAdjust := 0
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if tile.Orientation > 15 {
// Lower Walls
yAdjust = 80
} else if tile.Orientation == 15 {
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// Roof
yAdjust = -int(tileData.RoofHeight)
} else {
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// Upper Walls, Special Tiles
yAdjust = int(tileMinY) + 80
}
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// TODO: This may also need to be an atlas, but could get pretty large...
if err := image.ReplacePixels(pixels); err != nil {
log.Panicf(err.Error())
}
return &TileCacheRecord{
image,
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0,
yAdjust,
}
}