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OpenDiablo2/d2core/d2map/d2mapstamp/stamp.go

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package d2mapstamp
import (
"math"
"math/rand"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2math/d2vector"
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"github.com/OpenDiablo2/OpenDiablo2/d2core/d2map/d2mapentity"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2object"
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"github.com/OpenDiablo2/OpenDiablo2/d2common"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2data/d2datadict"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2enum"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2fileformats/d2ds1"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2fileformats/d2dt1"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2interface"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2resource"
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"github.com/OpenDiablo2/OpenDiablo2/d2core/d2asset"
)
// Stamp represents a pre-fabricated map stamp that can be placed on a map.
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type Stamp struct {
regionPath string // The file path of the region
levelType d2datadict.LevelTypeRecord // The level type id for this stamp
levelPreset d2datadict.LevelPresetRecord // The level preset id for this stamp
tiles []d2dt1.Tile // The tiles contained on this stamp
ds1 *d2ds1.DS1 // The backing DS1 file for this stamp
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}
// LoadStamp loads the Stamp data from file.
func LoadStamp(levelType d2enum.RegionIdType, levelPreset, fileIndex int) *Stamp {
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stamp := &Stamp{
levelType: d2datadict.LevelTypes[levelType],
levelPreset: d2datadict.LevelPresets[levelPreset],
}
for _, levelTypeDt1 := range &stamp.levelType.Files {
if levelTypeDt1 != "" && levelTypeDt1 != "0" {
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fileData, err := d2asset.LoadFile("/data/global/tiles/" + levelTypeDt1)
if err != nil {
panic(err)
}
dt1, _ := d2dt1.LoadDT1(fileData)
stamp.tiles = append(stamp.tiles, dt1.Tiles...)
}
}
var levelFilesToPick []string
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for _, fileRecord := range stamp.levelPreset.Files {
if fileRecord != "" && fileRecord != "0" {
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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")
}
stamp.regionPath = levelFilesToPick[levelIndex]
fileData, err := d2asset.LoadFile("/data/global/tiles/" + stamp.regionPath)
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if err != nil {
panic(err)
}
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stamp.ds1, _ = d2ds1.LoadDS1(fileData)
// Update the region info for the tiles
for rx := 0; rx < len(stamp.ds1.Tiles); rx++ {
for x := 0; x < len(stamp.ds1.Tiles[rx]); x++ {
stamp.ds1.Tiles[rx][x].RegionType = levelType
}
}
return stamp
}
// Size returns the size of the stamp in tiles.
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func (mr *Stamp) Size() d2common.Size {
return d2common.Size{Width: int(mr.ds1.Width), Height: int(mr.ds1.Height)}
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}
// LevelPreset returns the level preset ID.
func (mr *Stamp) LevelPreset() d2datadict.LevelPresetRecord {
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return mr.levelPreset
}
// LevelType returns the level type ID.
func (mr *Stamp) LevelType() d2datadict.LevelTypeRecord {
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return mr.levelType
}
// RegionPath returns the file path of the region.
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func (mr *Stamp) RegionPath() string {
return mr.regionPath
}
// Tile returns the tile at the given x and y tile coordinates.
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func (mr *Stamp) Tile(x, y int) *d2ds1.TileRecord {
return &mr.ds1.Tiles[y][x]
}
// TileData returns the tile data for the tile with given style, sequence and type.
func (mr *Stamp) TileData(style, sequence int32, tileType d2enum.TileType) *d2dt1.Tile {
for idx := range mr.tiles {
tile := &mr.tiles[idx]
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if tile.Style == style && tile.Sequence == sequence && tile.Type == int32(tileType) {
return tile
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}
}
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return nil
}
// Entities spawns all entities and objects in this tile on the map.
func (mr *Stamp) Entities(tileOffsetX, tileOffsetY int) []d2interface.MapEntity {
entities := make([]d2interface.MapEntity, 0)
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for _, object := range mr.ds1.Objects {
if object.Type == int(d2enum.ObjectTypeCharacter) {
monstat := d2datadict.MonStats[d2datadict.MonPresets[mr.ds1.Act][object.Id]]
// If monstat is nil here it is a place_ type object, idk how to handle those yet.
// (See monpreset and monplace txts for reference)
if monstat != nil {
// Temorary use of Lookup.
npcX, npcY := (tileOffsetX*5)+object.X, (tileOffsetY*5)+object.Y
npc, err := d2mapentity.CreateNPC(npcX, npcY, monstat, 0)
if err == nil {
npc.SetPaths(convertPaths(tileOffsetX, tileOffsetY, object.Paths))
entities = append(entities, npc)
}
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}
}
if object.Type == int(d2enum.ObjectTypeItem) {
// For objects the DS1 ID to objectID is hardcoded in the game
// use the lookup table
lookup := d2datadict.LookupObject(int(mr.ds1.Act), object.Type, object.Id)
if lookup == nil {
continue
}
objectRecord := d2datadict.Objects[lookup.ObjectsTxtId]
if objectRecord != nil {
entity, err := d2object.CreateObject((tileOffsetX*5)+object.X,
(tileOffsetY*5)+object.Y, objectRecord, d2resource.PaletteUnits)
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if err != nil {
panic(err)
}
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entities = append(entities, entity)
}
}
}
return entities
}
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func convertPaths(tileOffsetX, tileOffsetY int, paths []d2common.Path) []d2common.Path {
result := make([]d2common.Path, len(paths))
for i := 0; i < len(paths); i++ {
result[i].Action = paths[i].Action
result[i].Position = d2vector.NewPosition(
paths[i].Position.X()+float64(tileOffsetX*5),
paths[i].Position.Y()+float64(tileOffsetY*5))
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}
return result
}