mirror of
https://github.com/OpenDiablo2/OpenDiablo2
synced 2024-12-26 12:06:24 -05:00
Finally fixed broken map load logic. Made palletes less dumb.
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parent
78ee66bdfb
commit
60b453c033
@ -32,9 +32,7 @@ namespace OpenDiablo2.Common.Models
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if (index == -1)
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return 0;
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var color = palette.Colors[index];
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return ((UInt32)255 << 24) + ((UInt32)color.R << 16) + ((UInt32)color.G << 8) + (UInt32)color.B;
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return palette.Colors[index];
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}
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}
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@ -154,15 +154,12 @@ namespace OpenDiablo2.Common.Models
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else
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{
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// RLE block
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/*
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var length = block.Length;
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byte b1;
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byte b2;
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int x = 0;
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int y = 0;
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int width = (block.Format >> 8);
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int height = (block.Format & 0xFF);
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block.PixelData = new Int16[256 * 256];
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block.PixelData = new Int16[32 * 32];
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while (length > 0)
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{
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b1 = br.ReadByte();
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@ -180,12 +177,10 @@ namespace OpenDiablo2.Common.Models
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while (b2 > 0)
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{
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block.PixelData[x + (y * 32)] = br.ReadByte();
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br.ReadByte();
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x++;
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b2--;
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}
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}
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*/
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}
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}
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}
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@ -7,34 +7,27 @@ using System.Threading.Tasks;
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namespace OpenDiablo2.Common.Models
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{
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public struct PaletteEntry
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{
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public int R;
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public int G;
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public int B;
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}
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public struct Palette
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{
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public string Name { get; set; }
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public PaletteEntry[] Colors;
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public UInt32[] Colors;
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public static Palette LoadFromStream(Stream stream, string paletteName)
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{
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var result = new Palette
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{
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Name = paletteName,
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Colors = new PaletteEntry[256]
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Colors = new UInt32[256]
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};
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var br = new BinaryReader(stream);
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for (var i = 0; i <= 255; i++)
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result.Colors[i] = new PaletteEntry
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{
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B = br.ReadByte(),
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G = br.ReadByte(),
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R = br.ReadByte()
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};
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var b = br.ReadByte();
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var g = br.ReadByte();
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var r = br.ReadByte();
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result.Colors[i] = ((UInt32)255 << 24) + ((UInt32)r << 16) + ((UInt32)g << 8) + (UInt32)b;
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}
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return result;
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}
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@ -118,12 +118,17 @@ namespace OpenDiablo2.SDL2_
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for (var i = 0; i < FrameSize.Width * FrameSize.Height; i++)
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data[i] = 0;
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for (var subtileX = 0; subtileX < 5; subtileX++)
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{
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for (var subtileY = 0; subtileY < 5; subtileY++)
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{
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var subtileFlags = tile.SubTileFlags[subtileX + (subtileY * 5)];
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foreach (var block in tile.Blocks)
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{
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var px = block.PositionX;
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var py = FrameSize.Height + block.PositionY;
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for (int yy = 0; yy < 32; yy++)
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{
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for (int xx = 0; xx < 32; xx++)
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{
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data[px + xx + ((py + yy) * pitch / 4)] = palette.Colors[block.PixelData[xx + (yy * 32)]];
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}
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}
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}
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@ -50,8 +50,6 @@ namespace OpenDiablo2.Scenes
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this.mouseInfoProvider = mouseInfoProvider;
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this.sceneManager = sceneManager;
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resourceManager.GetMPQDS1(ResourcePaths.MapAct1TownE1, -1, 1);
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backgroundSprite = renderWindow.LoadSprite(ResourcePaths.GameSelectScreen, Palettes.Sky);
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diabloLogoLeft = renderWindow.LoadSprite(ResourcePaths.Diablo2LogoFireLeft, Palettes.Units, new Point(400, 120));
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diabloLogoLeft.Blend = true;
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