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OpenDiablo2/d2core/d2map/d2maprenderer/tile_cache.go

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package d2maprenderer
import (
"log"
"github.com/OpenDiablo2/OpenDiablo2/d2common"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2enum"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2fileformats/d2ds1"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2fileformats/d2dt1"
)
func (mr *MapRenderer) generateTileCache() {
mr.palette, _ = loadPaletteForAct(d2enum.RegionIdType(mr.mapEngine.LevelType().ID))
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mapEngineSize := mr.mapEngine.Size()
for idx, tile := range *mr.mapEngine.Tiles() {
tileX := idx % mapEngineSize.Width
tileY := (idx - tileX) / mapEngineSize.Width
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)
}
}
for i := range tile.Walls {
if !tile.Walls[i].Hidden && tile.Walls[i].Prop1 != 0 {
mr.generateWallCache(&tile.Walls[i], tileX, tileY)
}
}
}
}
func (mr *MapRenderer) generateFloorCache(tile *d2ds1.FloorShadowRecord, tileX, tileY int) {
tileOptions := mr.mapEngine.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.mapEngine.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)
image, _ := mr.renderer.NewSurface(int(tileData[i].Width), int(tileHeight), d2enum.FilterNearest)
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pixels := make([]byte, 4*tileData[i].Width*tileHeight)
mr.decodeTileGfxData(tileData[i].Blocks, &pixels, tileYOffset, tileData[i].Width)
_ = image.ReplacePixels(pixels)
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mr.setImageCacheRecord(tile.Style, tile.Sequence, 0, tileIndex, image)
}
}
func (mr *MapRenderer) generateShadowCache(tile *d2ds1.FloorShadowRecord, tileX, tileY int) {
tileOptions := mr.mapEngine.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.mapEngine.Seed())
tileData = &tileOptions[tileIndex]
}
if tileData.Width == 0 || tileData.Height == 0 {
return
}
tile.RandomIndex = tileIndex
tileMinY := int32(0)
tileMaxY := int32(0)
for _, block := range tileData.Blocks {
tileMinY = d2common.MinInt32(tileMinY, int32(block.Y))
tileMaxY = d2common.MaxInt32(tileMaxY, int32(block.Y+32))
}
tileYOffset := -tileMinY
tileHeight := int(tileMaxY - tileMinY)
tile.YAdjust = int(tileMinY + 80)
cachedImage := mr.getImageCacheRecord(tile.Style, tile.Sequence, 13, tileIndex)
if cachedImage != nil {
return
}
image, _ := mr.renderer.NewSurface(int(tileData.Width), tileHeight, d2enum.FilterNearest)
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pixels := make([]byte, 4*tileData.Width*int32(tileHeight))
mr.decodeTileGfxData(tileData.Blocks, &pixels, tileYOffset, tileData.Width)
_ = image.ReplacePixels(pixels)
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mr.setImageCacheRecord(tile.Style, tile.Sequence, 13, tileIndex, image)
}
func (mr *MapRenderer) generateWallCache(tile *d2ds1.WallRecord, tileX, tileY int) {
tileOptions := mr.mapEngine.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.mapEngine.Seed())
tileData = &tileOptions[tileIndex]
}
tile.RandomIndex = tileIndex
var newTileData *d2dt1.Tile = nil
if tile.Type == 3 {
newTileOptions := mr.mapEngine.GetTiles(int32(tile.Style), int32(tile.Sequence), int32(4))
newTileIndex := mr.getRandomTile(newTileOptions, tileX, tileY, mr.mapEngine.Seed())
newTileData = &newTileOptions[newTileIndex]
}
tileMinY := int32(0)
tileMaxY := int32(0)
target := tileData
if newTileData != nil && newTileData.Height < tileData.Height {
target = newTileData
}
for _, block := range target.Blocks {
tileMinY = d2common.MinInt32(tileMinY, int32(block.Y))
tileMaxY = d2common.MaxInt32(tileMaxY, int32(block.Y+32))
}
realHeight := d2common.MaxInt32(d2common.AbsInt32(tileData.Height), tileMaxY-tileMinY)
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
}
if realHeight == 0 {
log.Printf("Invalid 0 height for wall tile")
return
}
image, _ := mr.renderer.NewSurface(160, int(realHeight), d2enum.FilterNearest)
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pixels := make([]byte, 4*160*realHeight)
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mr.decodeTileGfxData(tileData.Blocks, &pixels, tileYOffset, 160)
if newTileData != nil {
mr.decodeTileGfxData(newTileData.Blocks, &pixels, tileYOffset, 160)
}
if err := image.ReplacePixels(pixels); err != nil {
log.Panicf(err.Error())
}
mr.setImageCacheRecord(tile.Style, tile.Sequence, tile.Type, tileIndex, image)
}
func (mr *MapRenderer) 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.mapEngine.LevelType().ID)
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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
}