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OpenDiablo2/d2core/d2map/region.go

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package d2map
import (
"errors"
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"image/color"
"log"
"math"
"math/rand"
"github.com/OpenDiablo2/OpenDiablo2/d2common"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2data/d2datadict"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2enum"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2fileformats/d2dat"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2fileformats/d2ds1"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2fileformats/d2dt1"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2resource"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2asset"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2render"
"github.com/beefsack/go-astar"
)
type PathTile struct {
Walkable bool
Up, Down, Left, Right, UpLeft, UpRight, DownLeft, DownRight *PathTile
X, Y float64
}
func (t *PathTile) PathNeighbors() []astar.Pather {
result := make([]astar.Pather, 0)
if t.Up != nil {
result = append(result, t.Up)
}
if t.Right != nil {
result = append(result, t.Right)
}
if t.Down != nil {
result = append(result, t.Down)
}
if t.Left != nil {
result = append(result, t.Left)
}
if t.UpLeft != nil {
result = append(result, t.UpLeft)
}
if t.UpRight != nil {
result = append(result, t.UpRight)
}
if t.DownLeft != nil {
result = append(result, t.DownLeft)
}
if t.DownRight != nil {
result = append(result, t.DownRight)
}
return result
}
func (t *PathTile) PathNeighborCost(to astar.Pather) float64 {
return 1 // No cost specifics currently...
}
func (t *PathTile) PathEstimatedCost(to astar.Pather) float64 {
toT := to.(*PathTile)
absX := toT.X - t.X
if absX < 0 {
absX = -absX
}
absY := toT.Y - t.Y
if absY < 0 {
absY = -absY
}
r := absX + absY
return r
}
type MapRegion struct {
tileRect d2common.Rectangle
regionPath string
levelType d2datadict.LevelTypeRecord
levelPreset d2datadict.LevelPresetRecord
tiles []d2dt1.Tile
ds1 *d2ds1.DS1
palette *d2dat.DATPalette
startX float64
startY float64
imageCacheRecords map[uint32]d2render.Surface
seed int64
currentFrame int
lastFrameTime float64
walkableArea [][]PathTile
}
func loadRegion(seed int64, tileOffsetX, tileOffsetY int, levelType d2enum.RegionIdType, levelPreset int, fileIndex int, cacheTiles bool) (*MapRegion, []MapEntity) {
region := &MapRegion{
levelType: d2datadict.LevelTypes[levelType],
levelPreset: d2datadict.LevelPresets[levelPreset],
imageCacheRecords: map[uint32]d2render.Surface{},
seed: seed,
}
region.palette, _ = loadPaletteForAct(levelType)
for _, levelTypeDt1 := range region.levelType.Files {
if len(levelTypeDt1) != 0 && levelTypeDt1 != "" && levelTypeDt1 != "0" {
fileData, err := d2asset.LoadFile("/data/global/tiles/" + levelTypeDt1)
if err != nil {
panic(err)
}
dt1, _ := d2dt1.LoadDT1(fileData)
region.tiles = append(region.tiles, dt1.Tiles...)
}
}
var levelFilesToPick []string
for _, fileRecord := range region.levelPreset.Files {
if len(fileRecord) != 0 && fileRecord != "" && fileRecord != "0" {
levelFilesToPick = append(levelFilesToPick, fileRecord)
}
}
levelIndex := int(math.Round(float64(len(levelFilesToPick)-1) * rand.Float64()))
if fileIndex >= 0 && fileIndex < len(levelFilesToPick) {
levelIndex = fileIndex
}
if levelFilesToPick == nil {
panic("no level files to pick from")
}
region.regionPath = levelFilesToPick[levelIndex]
fileData, err := d2asset.LoadFile("/data/global/tiles/" + region.regionPath)
if err != nil {
panic(err)
}
region.ds1, _ = d2ds1.LoadDS1(fileData)
region.tileRect = d2common.Rectangle{
Left: tileOffsetX,
Top: tileOffsetY,
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Width: int(region.ds1.Width - 1),
Height: int(region.ds1.Height - 1),
}
entities := region.loadEntities()
region.loadSpecials()
region.generateWalkableMatrix()
if cacheTiles {
region.generateTileCache()
}
return region, entities
}
func (mr *MapRegion) generateWalkableMatrix() {
mr.walkableArea = make([][]PathTile, mr.tileRect.Height*5)
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for y := 0; y < mr.tileRect.Height*5; y++ {
mr.walkableArea[y] = make([]PathTile, mr.tileRect.Width*5)
ty := int(float64(y) / 5.0)
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for x := 0; x < mr.tileRect.Width*5; x++ {
tx := int(float64(x) / 5.0)
tile := mr.GetTile(tx, ty)
isBlocked := false
for _, floor := range tile.Floors {
tileData := mr.GetTileData(int32(floor.Style), int32(floor.Sequence), d2enum.Floor)
tileSubAttrs := &d2dt1.SubTileFlags{}
if tileData != nil {
tileSubAttrs = tileData.GetSubTileFlags(x%5, y%5)
}
isBlocked = isBlocked || tileSubAttrs.BlockWalk
if isBlocked {
break
}
}
if !isBlocked {
for _, wall := range tile.Walls {
tileData := mr.GetTileData(int32(wall.Style), int32(wall.Sequence), d2enum.TileType(wall.Type))
tileSubAttrs := &d2dt1.SubTileFlags{}
if tileData != nil {
tileSubAttrs = tileData.GetSubTileFlags(x%5, y%5)
}
isBlocked = isBlocked || tileSubAttrs.BlockWalk
if isBlocked {
break
}
}
}
mr.walkableArea[y][x] = PathTile{
Walkable: !isBlocked,
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X: (float64(x) / 5.0) + float64(mr.tileRect.Left),
Y: (float64(y) / 5.0) + float64(mr.tileRect.Top),
}
if !isBlocked && y > 0 && mr.walkableArea[y-1][x].Walkable {
mr.walkableArea[y][x].Up = &mr.walkableArea[y-1][x]
mr.walkableArea[y-1][x].Down = &mr.walkableArea[y][x]
}
if !isBlocked && x > 0 && mr.walkableArea[y][x-1].Walkable {
mr.walkableArea[y][x].Left = &mr.walkableArea[y][x-1]
mr.walkableArea[y][x-1].Right = &mr.walkableArea[y][x]
}
if !isBlocked && x > 0 && y > 0 && mr.walkableArea[y-1][x-1].Walkable {
mr.walkableArea[y][x].UpLeft = &mr.walkableArea[y-1][x-1]
mr.walkableArea[y-1][x-1].DownRight = &mr.walkableArea[y][x]
}
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if !isBlocked && y > 0 && x < (mr.tileRect.Width*5)-1 && mr.walkableArea[y-1][x+1].Walkable {
mr.walkableArea[y][x].UpRight = &mr.walkableArea[y-1][x+1]
mr.walkableArea[y-1][x+1].DownLeft = &mr.walkableArea[y][x]
}
}
}
}
func (mr *MapRegion) GetTileRect() d2common.Rectangle {
return mr.tileRect
}
func (mr *MapRegion) GetLevelPreset() d2datadict.LevelPresetRecord {
return mr.levelPreset
}
func (mr *MapRegion) GetLevelType() d2datadict.LevelTypeRecord {
return mr.levelType
}
func (mr *MapRegion) GetPath() string {
return mr.regionPath
}
func (mr *MapRegion) loadSpecials() {
for tileY := range mr.ds1.Tiles {
for tileX := range mr.ds1.Tiles[tileY] {
for _, wall := range mr.ds1.Tiles[tileY][tileX].Walls {
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if wall.Type == 10 && wall.Style == 30 && wall.Sequence == 0 && mr.startX == 0 && mr.startY == 0 {
mr.startX, mr.startY = mr.getTileWorldPosition(tileX, tileY)
mr.startX += 0.5
mr.startY += 0.5
return
}
}
}
}
}
func (mr *MapRegion) GetTile(x, y int) *d2ds1.TileRecord {
return &mr.ds1.Tiles[y][x]
}
func (mr *MapRegion) GetTileData(style int32, sequence int32, tileType d2enum.TileType) *d2dt1.Tile {
for _, tile := range mr.tiles {
if tile.Style == style && tile.Sequence == sequence && tile.Type == int32(tileType) {
return &tile
}
}
return nil
}
func (mr *MapRegion) GetTileSize() (int, int) {
return mr.tileRect.Width, mr.tileRect.Height
}
func (mr *MapRegion) loadEntities() []MapEntity {
var entities []MapEntity
for _, object := range mr.ds1.Objects {
worldX, worldY := mr.getTileWorldPosition(object.X, object.Y)
switch object.Lookup.Type {
case d2datadict.ObjectTypeCharacter:
if object.Lookup.Base != "" && object.Lookup.Token != "" && object.Lookup.TR != "" {
npc := CreateNPC(int(worldX), int(worldY), object.Lookup, 0)
npc.SetPaths(object.Paths)
entities = append(entities, npc)
}
case d2datadict.ObjectTypeItem:
if object.ObjectInfo != nil && object.ObjectInfo.Draw && object.Lookup.Base != "" && object.Lookup.Token != "" {
entity, err := CreateAnimatedComposite(int(worldX), int(worldY), object.Lookup, d2resource.PaletteUnits)
if err != nil {
panic(err)
}
entity.SetMode(object.Lookup.Mode, object.Lookup.Class, 0)
entities = append(entities, entity)
}
}
}
return entities
}
func (mr *MapRegion) getStartTilePosition() (float64, float64) {
return float64(mr.tileRect.Left) + mr.startX, float64(mr.tileRect.Top) + mr.startY
}
func (mr *MapRegion) getRandomTile(tiles []d2dt1.Tile, x, y int, seed int64) byte {
/* Walker's Alias Method for weighted random selection
* with xorshifting for random numbers */
var tileSeed uint64
tileSeed = uint64(seed) + uint64(x)
tileSeed *= uint64(y) + uint64(mr.levelType.Id)
tileSeed ^= tileSeed << 13
tileSeed ^= tileSeed >> 17
tileSeed ^= tileSeed << 5
weightSum := 0
for _, tile := range tiles {
weightSum += int(tile.RarityFrameIndex)
}
if weightSum == 0 {
return 0
}
random := tileSeed % uint64(weightSum)
sum := 0
for i, tile := range tiles {
sum += int(tile.RarityFrameIndex)
if sum >= int(random) {
return byte(i)
}
}
// This return shouldn't be hit
return 0
}
func (mr *MapRegion) getTiles(style, sequence, tileType int32) []d2dt1.Tile {
var tiles []d2dt1.Tile
for _, tile := range mr.tiles {
if tile.Style != style || tile.Sequence != sequence || tile.Type != tileType {
continue
}
tiles = append(tiles, tile)
}
if len(tiles) == 0 {
log.Printf("Unknown tile ID [%d %d %d]\n", style, sequence, tileType)
return nil
}
return tiles
}
func (mr *MapRegion) isVisbile(viewport *Viewport) bool {
return viewport.IsTileRectVisible(mr.tileRect)
}
func (mr *MapRegion) advance(elapsed float64) {
frameLength := 0.1
mr.lastFrameTime += elapsed
framesAdvanced := int(mr.lastFrameTime / frameLength)
mr.lastFrameTime -= float64(framesAdvanced) * frameLength
mr.currentFrame += framesAdvanced
if mr.currentFrame > 9 {
mr.currentFrame = 0
}
}
func (mr *MapRegion) getTileWorldPosition(tileX, tileY int) (float64, float64) {
return float64(tileX + mr.tileRect.Left), float64(tileY + mr.tileRect.Top)
}
func (mr *MapRegion) renderPass1(viewport *Viewport, target d2render.Surface) {
for tileY := range mr.ds1.Tiles {
for tileX, tile := range mr.ds1.Tiles[tileY] {
worldX, worldY := mr.getTileWorldPosition(tileX, tileY)
if viewport.IsTileVisible(worldX, worldY) {
viewport.PushTranslationWorld(worldX, worldY)
mr.renderTilePass1(tile, viewport, target)
viewport.PopTranslation()
}
}
}
}
func (mr *MapRegion) renderPass2(entities MapEntitiesSearcher, viewport *Viewport, target d2render.Surface) {
tileEntities := entities.SearchByRect(mr.tileRect)
nextIndex := 0
for tileY := range mr.ds1.Tiles {
for tileX, tile := range mr.ds1.Tiles[tileY] {
worldX, worldY := mr.getTileWorldPosition(tileX, tileY)
if viewport.IsTileVisible(worldX, worldY) {
viewport.PushTranslationWorld(worldX, worldY)
mr.renderTilePass2(tile, viewport, target)
for nextIndex < len(tileEntities) {
nextX, nextY := tileEntities[nextIndex].GetPosition()
if nextX == worldX && nextY == worldY {
target.PushTranslation(viewport.GetTranslationScreen())
tileEntities[nextIndex].Render(target)
target.Pop()
nextIndex++
} else if (nextY == worldY && nextX < worldX) || nextY < worldY {
nextIndex++
} else {
break
}
}
viewport.PopTranslation()
}
}
}
}
func (mr *MapRegion) renderPass3(viewport *Viewport, target d2render.Surface) {
for tileY := range mr.ds1.Tiles {
for tileX, tile := range mr.ds1.Tiles[tileY] {
worldX, worldY := mr.getTileWorldPosition(tileX, tileY)
if viewport.IsTileVisible(worldX, worldY) {
viewport.PushTranslationWorld(worldX, worldY)
mr.renderTilePass3(tile, viewport, target)
viewport.PopTranslation()
}
}
}
}
func (mr *MapRegion) renderTilePass1(tile d2ds1.TileRecord, viewport *Viewport, target d2render.Surface) {
for _, wall := range tile.Walls {
if !wall.Hidden && wall.Prop1 != 0 && wall.Type.LowerWall() {
mr.renderWall(wall, viewport, target)
}
}
for _, floor := range tile.Floors {
if !floor.Hidden && floor.Prop1 != 0 {
mr.renderFloor(floor, viewport, target)
}
}
for _, shadow := range tile.Shadows {
if !shadow.Hidden && shadow.Prop1 != 0 {
mr.renderShadow(shadow, viewport, target)
}
}
}
func (mr *MapRegion) renderTilePass2(tile d2ds1.TileRecord, viewport *Viewport, target d2render.Surface) {
for _, wall := range tile.Walls {
if !wall.Hidden && wall.Type.UpperWall() {
mr.renderWall(wall, viewport, target)
}
}
}
func (mr *MapRegion) renderTilePass3(tile d2ds1.TileRecord, viewport *Viewport, target d2render.Surface) {
for _, wall := range tile.Walls {
if wall.Type == d2enum.Roof {
mr.renderWall(wall, viewport, target)
}
}
}
func (mr *MapRegion) renderFloor(tile d2ds1.FloorShadowRecord, viewport *Viewport, target d2render.Surface) {
var img d2render.Surface
if !tile.Animated {
img = mr.getImageCacheRecord(tile.Style, tile.Sequence, 0, tile.RandomIndex)
} else {
img = mr.getImageCacheRecord(tile.Style, tile.Sequence, 0, byte(mr.currentFrame))
}
if img == nil {
log.Printf("Render called on uncached floor {%v,%v}", tile.Style, tile.Sequence)
return
}
viewport.PushTranslationOrtho(-80, float64(tile.YAdjust))
defer viewport.PopTranslation()
target.PushTranslation(viewport.GetTranslationScreen())
defer target.Pop()
target.Render(img)
}
func (mr *MapRegion) renderWall(tile d2ds1.WallRecord, viewport *Viewport, target d2render.Surface) {
img := mr.getImageCacheRecord(tile.Style, tile.Sequence, tile.Type, tile.RandomIndex)
if img == nil {
log.Printf("Render called on uncached wall {%v,%v,%v}", tile.Style, tile.Sequence, tile.Type)
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return
}
viewport.PushTranslationOrtho(-80, float64(tile.YAdjust)-8)
defer viewport.PopTranslation()
target.PushTranslation(viewport.GetTranslationScreen())
defer target.Pop()
target.Render(img)
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}
func (mr *MapRegion) renderShadow(tile d2ds1.FloorShadowRecord, viewport *Viewport, target d2render.Surface) {
img := mr.getImageCacheRecord(tile.Style, tile.Sequence, 13, tile.RandomIndex)
if img == nil {
log.Printf("Render called on uncached shadow {%v,%v}", tile.Style, tile.Sequence)
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return
}
viewport.PushTranslationOrtho(-80, float64(tile.YAdjust))
defer viewport.PopTranslation()
target.PushTranslation(viewport.GetTranslationScreen())
target.PushColor(color.RGBA{R: 255, G: 255, B: 255, A: 160})
defer target.PopN(2)
target.Render(img)
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}
func (mr *MapRegion) renderDebug(debugVisLevel int, viewport *Viewport, target d2render.Surface) {
for tileY := range mr.ds1.Tiles {
for tileX := range mr.ds1.Tiles[tileY] {
worldX, worldY := mr.getTileWorldPosition(tileX, tileY)
if viewport.IsTileVisible(worldX, worldY) {
mr.renderTileDebug(int(worldX), int(worldY), debugVisLevel, viewport, target)
}
}
}
}
func (mr *MapRegion) renderTileDebug(x, y int, debugVisLevel int, viewport *Viewport, target d2render.Surface) {
ax := x - mr.tileRect.Left
ay := y - mr.tileRect.Top
if debugVisLevel > 0 {
if ay < 0 || ax < 0 || ay >= len(mr.ds1.Tiles) || x >= len(mr.ds1.Tiles[ay]) {
return
}
subTileColor := color.RGBA{R: 80, G: 80, B: 255, A: 50}
tileColor := color.RGBA{R: 255, G: 255, B: 255, A: 100}
tileCollisionColor := color.RGBA{R: 128, G: 0, B: 0, A: 100}
screenX1, screenY1 := viewport.WorldToScreen(float64(x), float64(y))
screenX2, screenY2 := viewport.WorldToScreen(float64(x+1), float64(y))
screenX3, screenY3 := viewport.WorldToScreen(float64(x), float64(y+1))
target.PushTranslation(screenX1, screenY1)
defer target.Pop()
target.DrawLine(screenX2-screenX1, screenY2-screenY1, tileColor)
target.DrawLine(screenX3-screenX1, screenY3-screenY1, tileColor)
target.PushTranslation(-10, 10)
target.DrawText("%v, %v", x, y)
target.Pop()
if debugVisLevel > 1 {
for i := 1; i <= 4; i++ {
x2 := i * 16
y2 := i * 8
target.PushTranslation(-x2, y2)
target.DrawLine(80, 40, subTileColor)
target.Pop()
target.PushTranslation(x2, y2)
target.DrawLine(-80, 40, subTileColor)
target.Pop()
}
tile := mr.ds1.Tiles[ay][ax]
for i, floor := range tile.Floors {
target.PushTranslation(-20, 10+(i+1)*14)
target.DrawText("f: %v-%v", floor.Style, floor.Sequence)
target.Pop()
}
for yy := 0; yy < 5; yy++ {
for xx := 0; xx < 5; xx++ {
isoX := (xx - yy) * 16
isoY := (xx + yy) * 8
if !((len(mr.walkableArea) <= yy+(ay*5)) || (len(mr.walkableArea[yy+(ay*5)]) <= xx+(ax*5))) {
var walkableArea = mr.walkableArea[yy+(ay*5)][xx+(ax*5)]
if !walkableArea.Walkable {
target.PushTranslation(isoX-3, isoY+4)
target.DrawRect(5, 5, tileCollisionColor)
target.Pop()
}
}
}
}
}
}
}
func (mr *MapRegion) generateTileCache() {
for tileY := range mr.ds1.Tiles {
for tileX := range mr.ds1.Tiles[tileY] {
tile := mr.ds1.Tiles[tileY][tileX]
for i := range tile.Floors {
if !tile.Floors[i].Hidden && tile.Floors[i].Prop1 != 0 {
mr.generateFloorCache(&tile.Floors[i], tileX, tileY)
}
}
for i := range tile.Shadows {
if !tile.Shadows[i].Hidden && tile.Shadows[i].Prop1 != 0 {
mr.generateShadowCache(&tile.Shadows[i], tileX, tileY)
}
}
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for i := range tile.Walls {
if !tile.Walls[i].Hidden && tile.Walls[i].Prop1 != 0 {
mr.generateWallCache(&tile.Walls[i], tileX, tileY)
}
}
}
}
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}
func (mr *MapRegion) getImageCacheRecord(style, sequence byte, tileType d2enum.TileType, randomIndex byte) d2render.Surface {
lookupIndex := uint32(style)<<24 | uint32(sequence)<<16 | uint32(tileType)<<8 | uint32(randomIndex)
return mr.imageCacheRecords[lookupIndex]
}
func (mr *MapRegion) setImageCacheRecord(style, sequence byte, tileType d2enum.TileType, randomIndex byte, image d2render.Surface) {
lookupIndex := uint32(style)<<24 | uint32(sequence)<<16 | uint32(tileType)<<8 | uint32(randomIndex)
mr.imageCacheRecords[lookupIndex] = image
}
func (mr *MapRegion) generateFloorCache(tile *d2ds1.FloorShadowRecord, tileX, tileY int) {
tileOptions := mr.getTiles(int32(tile.Style), int32(tile.Sequence), 0)
var tileData []*d2dt1.Tile
var tileIndex byte
if tileOptions == nil {
log.Printf("Could not locate tile Style:%d, Seq: %d, Type: %d\n", tile.Style, tile.Sequence, 0)
tileData = append(tileData, &d2dt1.Tile{})
tileData[0].Width = 10
tileData[0].Height = 10
} else {
if !tileOptions[0].MaterialFlags.Lava {
tileIndex = mr.getRandomTile(tileOptions, tileX, tileY, mr.seed)
tileData = append(tileData, &tileOptions[tileIndex])
} else {
tile.Animated = true
for i := range tileOptions {
tileData = append(tileData, &tileOptions[i])
}
}
}
for i := range tileData {
if !tileData[i].MaterialFlags.Lava {
tile.RandomIndex = tileIndex
} else {
tileIndex = byte(tileData[i].RarityFrameIndex)
}
cachedImage := mr.getImageCacheRecord(tile.Style, tile.Sequence, 0, tileIndex)
if cachedImage != nil {
return
}
tileYMinimum := int32(0)
for _, block := range tileData[i].Blocks {
tileYMinimum = d2common.MinInt32(tileYMinimum, int32(block.Y))
}
tileYOffset := d2common.AbsInt32(tileYMinimum)
tileHeight := d2common.AbsInt32(tileData[i].Height)
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image, _ := d2render.NewSurface(int(tileData[i].Width), int(tileHeight), d2render.FilterNearest)
pixels := make([]byte, 4*tileData[i].Width*tileHeight)
mr.decodeTileGfxData(tileData[i].Blocks, &pixels, tileYOffset, tileData[i].Width)
image.ReplacePixels(pixels)
mr.setImageCacheRecord(tile.Style, tile.Sequence, 0, tileIndex, image)
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}
}
func (mr *MapRegion) generateShadowCache(tile *d2ds1.FloorShadowRecord, tileX, tileY int) {
tileOptions := mr.getTiles(int32(tile.Style), int32(tile.Sequence), 13)
var tileIndex byte
var tileData *d2dt1.Tile
if tileOptions == nil {
return
} else {
tileIndex = mr.getRandomTile(tileOptions, tileX, tileY, mr.seed)
tileData = &tileOptions[tileIndex]
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}
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if tileData.Width == 0 || tileData.Height == 0 {
return
}
tile.RandomIndex = tileIndex
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tileMinY := int32(0)
tileMaxY := int32(0)
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for _, block := range tileData.Blocks {
tileMinY = d2common.MinInt32(tileMinY, int32(block.Y))
tileMaxY = d2common.MaxInt32(tileMaxY, int32(block.Y+32))
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}
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tileYOffset := -tileMinY
tileHeight := int(tileMaxY - tileMinY)
tile.YAdjust = int(tileMinY + 80)
cachedImage := mr.getImageCacheRecord(tile.Style, tile.Sequence, 13, tileIndex)
if cachedImage != nil {
return
}
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image, _ := d2render.NewSurface(int(tileData.Width), tileHeight, d2render.FilterNearest)
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pixels := make([]byte, 4*tileData.Width*int32(tileHeight))
mr.decodeTileGfxData(tileData.Blocks, &pixels, tileYOffset, tileData.Width)
image.ReplacePixels(pixels)
mr.setImageCacheRecord(tile.Style, tile.Sequence, 13, tileIndex, image)
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}
func (mr *MapRegion) generateWallCache(tile *d2ds1.WallRecord, tileX, tileY int) {
tileOptions := mr.getTiles(int32(tile.Style), int32(tile.Sequence), int32(tile.Type))
var tileIndex byte
var tileData *d2dt1.Tile
if tileOptions == nil {
return
} else {
tileIndex = mr.getRandomTile(tileOptions, tileX, tileY, mr.seed)
tileData = &tileOptions[tileIndex]
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}
tile.RandomIndex = tileIndex
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var newTileData *d2dt1.Tile = nil
if tile.Type == 3 {
newTileOptions := mr.getTiles(int32(tile.Style), int32(tile.Sequence), int32(4))
newTileIndex := mr.getRandomTile(newTileOptions, tileX, tileY, mr.seed)
newTileData = &newTileOptions[newTileIndex]
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}
tileMinY := int32(0)
tileMaxY := int32(0)
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target := tileData
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if newTileData != nil && newTileData.Height < tileData.Height {
target = newTileData
}
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for _, block := range target.Blocks {
tileMinY = d2common.MinInt32(tileMinY, int32(block.Y))
tileMaxY = d2common.MaxInt32(tileMaxY, int32(block.Y+32))
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}
realHeight := d2common.MaxInt32(d2common.AbsInt32(tileData.Height), tileMaxY-tileMinY)
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tileYOffset := -tileMinY
//tileHeight := int(tileMaxY - tileMinY)
if tile.Type == 15 {
tile.YAdjust = -int(tileData.RoofHeight)
} else {
tile.YAdjust = int(tileMinY) + 80
}
cachedImage := mr.getImageCacheRecord(tile.Style, tile.Sequence, tile.Type, tileIndex)
if cachedImage != nil {
return
}
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if realHeight == 0 {
log.Printf("Invalid 0 height for wall tile")
return
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}
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image, _ := d2render.NewSurface(160, int(realHeight), d2render.FilterNearest)
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pixels := make([]byte, 4*160*realHeight)
mr.decodeTileGfxData(tileData.Blocks, &pixels, tileYOffset, 160)
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if newTileData != nil {
mr.decodeTileGfxData(newTileData.Blocks, &pixels, tileYOffset, 160)
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}
if err := image.ReplacePixels(pixels); err != nil {
log.Panicf(err.Error())
}
mr.setImageCacheRecord(tile.Style, tile.Sequence, tile.Type, tileIndex, image)
}
func (mr *MapRegion) decodeTileGfxData(blocks []d2dt1.Block, pixels *[]byte, tileYOffset int32, tileWidth int32) {
for _, block := range blocks {
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 := mr.palette.Colors[colorIndex]
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 {
b1 := block.EncodedData[idx]
b2 := block.EncodedData[idx+1]
idx += 2
length -= 2
if (b1 | b2) == 0 {
x = 0
y++
continue
}
x += int32(b1)
length -= int32(b2)
for b2 > 0 {
colorIndex := block.EncodedData[idx]
if colorIndex != 0 {
pixelColor := mr.palette.Colors[colorIndex]
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--
}
}
}
}
}
func loadPaletteForAct(levelType d2enum.RegionIdType) (*d2dat.DATPalette, error) {
var palettePath string
switch levelType {
case d2enum.RegionAct1Town, d2enum.RegionAct1Wilderness, d2enum.RegionAct1Cave, d2enum.RegionAct1Crypt,
d2enum.RegionAct1Monestary, d2enum.RegionAct1Courtyard, d2enum.RegionAct1Barracks,
d2enum.RegionAct1Jail, d2enum.RegionAct1Cathedral, d2enum.RegionAct1Catacombs, d2enum.RegionAct1Tristram:
palettePath = d2resource.PaletteAct1
break
case d2enum.RegionAct2Town, d2enum.RegionAct2Sewer, d2enum.RegionAct2Harem, d2enum.RegionAct2Basement,
d2enum.RegionAct2Desert, d2enum.RegionAct2Tomb, d2enum.RegionAct2Lair, d2enum.RegionAct2Arcane:
palettePath = d2resource.PaletteAct2
break
case d2enum.RegionAct3Town, d2enum.RegionAct3Jungle, d2enum.RegionAct3Kurast, d2enum.RegionAct3Spider,
d2enum.RegionAct3Dungeon, d2enum.RegionAct3Sewer:
palettePath = d2resource.PaletteAct3
break
case d2enum.RegionAct4Town, d2enum.RegionAct4Mesa, d2enum.RegionAct4Lava, d2enum.RegionAct5Lava:
palettePath = d2resource.PaletteAct4
break
case d2enum.RegonAct5Town, d2enum.RegionAct5Siege, d2enum.RegionAct5Barricade, d2enum.RegionAct5Temple,
d2enum.RegionAct5IceCaves, d2enum.RegionAct5Baal:
palettePath = d2resource.PaletteAct5
break
default:
return nil, errors.New("failed to find palette for region")
}
return d2asset.LoadPalette(palettePath)
}