package d2mapgen import ( "log" "math/rand" "strings" "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/d2core/d2map/d2mapengine" "github.com/OpenDiablo2/OpenDiablo2/d2core/d2map/d2mapgen/d2wilderness" "github.com/OpenDiablo2/OpenDiablo2/d2core/d2map/d2mapstamp" ) var wildernessGrass = d2ds1.FloorShadowRecord{Prop1: 1, Style: 0, Sequence: 0} func loadPreset(mapEngine *d2mapengine.MapEngine, id, index int) *d2mapstamp.Stamp { for _, file := range d2datadict.LevelPreset(id).Files { mapEngine.AddDS1(file) } return d2mapstamp.LoadStamp(d2enum.RegionAct1Wilderness, id, index) } // GenerateAct1Overworld generates the map and entities for the first town and surrounding area. func GenerateAct1Overworld(mapEngine *d2mapengine.MapEngine) { rand.Seed(mapEngine.Seed()) wilderness1Details := d2datadict.GetLevelDetails(2) mapEngine.ResetMap(d2enum.RegionAct1Town, 150, 150) mapWidth := mapEngine.Size().Width mapHeight := mapEngine.Size().Height townStamp := d2mapstamp.LoadStamp(d2enum.RegionAct1Town, 1, -1) townStamp.RegionPath() townSize := townStamp.Size() log.Printf("Region Path: %s", townStamp.RegionPath()) if strings.Contains(townStamp.RegionPath(), "E1") { // East Exit mapEngine.PlaceStamp(townStamp, 0, 0) generateWilderness1TownEast(mapEngine, townSize.Width, 0) } else if strings.Contains(townStamp.RegionPath(), "S1") { // South Exit mapEngine.PlaceStamp(townStamp, mapWidth-townSize.Width, 0) // Generate the river running along the edge of the map rightWaterBorderStamp := loadPreset(mapEngine, d2wilderness.WaterBorderEast, 0) rightWaterBorderStamp2 := loadPreset(mapEngine, d2wilderness.WaterBorderWest, 0) // Place the water on the right side of the map for y := townSize.Height; y < mapHeight-9; y += 9 { mapEngine.PlaceStamp(rightWaterBorderStamp, mapWidth-17, y) mapEngine.PlaceStamp(rightWaterBorderStamp2, mapWidth-9, y) } generateWilderness1TownSouth(mapEngine, mapWidth-wilderness1Details.SizeXNormal-14, townSize.Height) } else if strings.Contains(townStamp.RegionPath(), "W1") { // West Exit mapEngine.PlaceStamp(townStamp, mapWidth-townSize.Width, mapHeight-townSize.Height) generateWilderness1TownWest(mapEngine, mapWidth-townSize.Width-wilderness1Details.SizeXNormal, mapHeight-wilderness1Details.SizeYNormal) } else { // North Exit mapEngine.PlaceStamp(townStamp, mapWidth-townSize.Width, mapHeight-townSize.Height) } mapEngine.RegenerateWalkPaths() } func generateWilderness1TownEast(mapEngine *d2mapengine.MapEngine, startX, startY int) { levelDetails := d2datadict.GetLevelDetails(2) fenceNorthStamp := []*d2mapstamp.Stamp{ loadPreset(mapEngine, d2wilderness.TreeBorderNorth, 0), loadPreset(mapEngine, d2wilderness.TreeBorderNorth, 1), loadPreset(mapEngine, d2wilderness.TreeBorderNorth, 2), } fenceSouthStamp := []*d2mapstamp.Stamp{ loadPreset(mapEngine, d2wilderness.TreeBorderSouth, 0), loadPreset(mapEngine, d2wilderness.TreeBorderSouth, 1), loadPreset(mapEngine, d2wilderness.TreeBorderSouth, 2), } fenceWestStamp := []*d2mapstamp.Stamp{ loadPreset(mapEngine, d2wilderness.TreeBorderWest, 0), loadPreset(mapEngine, d2wilderness.TreeBorderWest, 1), loadPreset(mapEngine, d2wilderness.TreeBorderWest, 2), } fenceEastStamp := []*d2mapstamp.Stamp{ loadPreset(mapEngine, d2wilderness.TreeBorderEast, 0), loadPreset(mapEngine, d2wilderness.TreeBorderEast, 1), loadPreset(mapEngine, d2wilderness.TreeBorderEast, 2), } fenceSouthWestStamp := loadPreset(mapEngine, d2wilderness.TreeBorderSouthWest, 0) fenceNorthEastStamp := loadPreset(mapEngine, d2wilderness.TreeBorderNorthEast, 0) fenceSouthEastStamp := loadPreset(mapEngine, d2wilderness.TreeBorderSouthEast, 0) fenceWestEdge := loadPreset(mapEngine, d2wilderness.TreeBoxNorthEast, 0) areaRect := d2common.Rectangle{ Left: startX, Top: startY + 9, Width: levelDetails.SizeXNormal, Height: levelDetails.SizeYNormal - 3, } generateWilderness1Contents(mapEngine, areaRect) // Draw the north and south fence for i := 0; i < 9; i++ { mapEngine.PlaceStamp(fenceNorthStamp[rand.Intn(3)], startX+(i*9), startY) mapEngine.PlaceStamp(fenceSouthStamp[rand.Intn(3)], startX+(i*9), startY+(levelDetails.SizeYNormal+6)) } // West fence for i := 1; i < 6; i++ { mapEngine.PlaceStamp(fenceWestStamp[rand.Intn(3)], startX, startY+(levelDetails.SizeYNormal+6)-(i*9)) } // East Fence for i := 1; i < 10; i++ { mapEngine.PlaceStamp(fenceEastStamp[rand.Intn(3)], startX+levelDetails.SizeXNormal, startY+(i*9)) } mapEngine.PlaceStamp(fenceSouthWestStamp, startX, startY+levelDetails.SizeYNormal+6) mapEngine.PlaceStamp(fenceWestEdge, startX, startY+(levelDetails.SizeYNormal-3)-45) mapEngine.PlaceStamp(fenceNorthEastStamp, startX+levelDetails.SizeXNormal, startY) mapEngine.PlaceStamp(fenceSouthEastStamp, startX+levelDetails.SizeXNormal, startY+levelDetails.SizeYNormal+6) } func generateWilderness1TownSouth(mapEngine *d2mapengine.MapEngine, startX, startY int) { levelDetails := d2datadict.GetLevelDetails(2) fenceNorthStamp := []*d2mapstamp.Stamp{ loadPreset(mapEngine, d2wilderness.TreeBorderNorth, 0), loadPreset(mapEngine, d2wilderness.TreeBorderNorth, 1), loadPreset(mapEngine, d2wilderness.TreeBorderNorth, 2), } fenceWestStamp := []*d2mapstamp.Stamp{ loadPreset(mapEngine, d2wilderness.TreeBorderWest, 0), loadPreset(mapEngine, d2wilderness.TreeBorderWest, 1), loadPreset(mapEngine, d2wilderness.TreeBorderWest, 2), } fenceSouthStamp := []*d2mapstamp.Stamp{ loadPreset(mapEngine, d2wilderness.TreeBorderSouth, 0), loadPreset(mapEngine, d2wilderness.TreeBorderSouth, 1), loadPreset(mapEngine, d2wilderness.TreeBorderSouth, 2), } fenceNorthWestStamp := loadPreset(mapEngine, d2wilderness.TreeBorderNorthWest, 0) fenceSouthWestStamp := loadPreset(mapEngine, d2wilderness.TreeBorderSouthWest, 0) fenceWaterBorderSouthEast := loadPreset(mapEngine, d2wilderness.WaterBorderEast, 1) areaRect := d2common.Rectangle{ Left: startX + 2, Top: startY, Width: levelDetails.SizeXNormal - 2, Height: levelDetails.SizeYNormal - 3, } generateWilderness1Contents(mapEngine, areaRect) // Draw the north fence for i := 0; i < 4; i++ { mapEngine.PlaceStamp(fenceNorthStamp[rand.Intn(3)], startX+(i*9)+5, startY-6) } // Draw the west fence for i := 0; i < 8; i++ { mapEngine.PlaceStamp(fenceWestStamp[rand.Intn(3)], startX, startY+(i*9)+3) } // Draw the south fence for i := 1; i < 9; i++ { mapEngine.PlaceStamp(fenceSouthStamp[rand.Intn(3)], startX+(i*9), startY+(8*9)+3) } mapEngine.PlaceStamp(fenceNorthWestStamp, startX, startY-6) mapEngine.PlaceStamp(fenceSouthWestStamp, startX, startY+(8*9)+3) mapEngine.PlaceStamp(fenceWaterBorderSouthEast, startX+(9*9)-4, startY+(8*9)+1) } func generateWilderness1TownWest(mapEngine *d2mapengine.MapEngine, startX, startY int) { levelDetails := d2datadict.GetLevelDetails(2) fenceEastEdge := loadPreset(mapEngine, d2wilderness.TreeBoxSouthWest, 0) fenceNorthWestStamp := loadPreset(mapEngine, d2wilderness.TreeBorderNorthWest, 0) fenceNorthEastStamp := loadPreset(mapEngine, d2wilderness.TreeBorderNorthEast, 0) fenceSouthWestStamp := loadPreset(mapEngine, d2wilderness.TreeBorderSouthWest, 0) fenceSouthStamp := []*d2mapstamp.Stamp{ loadPreset(mapEngine, d2wilderness.TreeBorderSouth, 0), loadPreset(mapEngine, d2wilderness.TreeBorderSouth, 1), loadPreset(mapEngine, d2wilderness.TreeBorderSouth, 2), } fenceNorthStamp := []*d2mapstamp.Stamp{ loadPreset(mapEngine, d2wilderness.TreeBorderNorth, 0), loadPreset(mapEngine, d2wilderness.TreeBorderNorth, 1), loadPreset(mapEngine, d2wilderness.TreeBorderNorth, 2), } fenceEastStamp := []*d2mapstamp.Stamp{ loadPreset(mapEngine, d2wilderness.TreeBorderEast, 0), loadPreset(mapEngine, d2wilderness.TreeBorderEast, 1), loadPreset(mapEngine, d2wilderness.TreeBorderEast, 2), } fenceWestStamp := []*d2mapstamp.Stamp{ loadPreset(mapEngine, d2wilderness.TreeBorderWest, 0), loadPreset(mapEngine, d2wilderness.TreeBorderWest, 1), loadPreset(mapEngine, d2wilderness.TreeBorderWest, 2), } // Draw the north and south fences for i := 0; i < 9; i++ { if i > 0 && i < 8 { mapEngine.PlaceStamp(fenceNorthStamp[rand.Intn(3)], startX+(i*9)-1, startY-15) } mapEngine.PlaceStamp(fenceSouthStamp[rand.Intn(3)], startX+(i*9)-1, startY+levelDetails.SizeYNormal-12) } // Draw the east fence for i := 0; i < 6; i++ { mapEngine.PlaceStamp(fenceEastStamp[rand.Intn(3)], startX+levelDetails.SizeXNormal-9, startY+(i*9)-6) } // Draw the west fence for i := 0; i < 9; i++ { mapEngine.PlaceStamp(fenceWestStamp[rand.Intn(3)], startX, startY+(i*9)-6) } // Draw the west fence mapEngine.PlaceStamp(fenceEastEdge, startX+levelDetails.SizeXNormal-9, startY+39) mapEngine.PlaceStamp(fenceNorthWestStamp, startX, startY-15) mapEngine.PlaceStamp(fenceSouthWestStamp, startX, startY+levelDetails.SizeYNormal-12) mapEngine.PlaceStamp(fenceNorthEastStamp, startX+levelDetails.SizeXNormal-9, startY-15) areaRect := d2common.Rectangle{ Left: startX + 9, Top: startY - 10, Width: levelDetails.SizeXNormal - 9, Height: levelDetails.SizeYNormal - 2, } generateWilderness1Contents(mapEngine, areaRect) } func generateWilderness1Contents(mapEngine *d2mapengine.MapEngine, rect d2common.Rectangle) { levelDetails := d2datadict.GetLevelDetails(2) denOfEvil := loadPreset(mapEngine, d2wilderness.DenOfEvilEntrance, 0) denOfEvilLoc := d2common.Point{ X: rect.Left + (rect.Width / 2) + rand.Intn(10), Y: rect.Top + (rect.Height / 2) + rand.Intn(10), } // Fill in the grass for y := 0; y < rect.Height; y++ { for x := 0; x < rect.Width; x++ { tile := mapEngine.Tile(rect.Left+x, rect.Top+y) tile.RegionType = d2enum.RegionIdType(levelDetails.LevelType) tile.Floors = []d2ds1.FloorShadowRecord{wildernessGrass} } } stuff := []*d2mapstamp.Stamp{ loadPreset(mapEngine, d2wilderness.StoneFill1, 0), loadPreset(mapEngine, d2wilderness.StoneFill1, 1), loadPreset(mapEngine, d2wilderness.StoneFill1, 2), loadPreset(mapEngine, d2wilderness.StoneFill2, 0), loadPreset(mapEngine, d2wilderness.StoneFill2, 1), loadPreset(mapEngine, d2wilderness.StoneFill2, 2), loadPreset(mapEngine, d2wilderness.Cottages1, 0), loadPreset(mapEngine, d2wilderness.Cottages1, 1), loadPreset(mapEngine, d2wilderness.Cottages1, 2), loadPreset(mapEngine, d2wilderness.Cottages1, 3), loadPreset(mapEngine, d2wilderness.Cottages1, 4), loadPreset(mapEngine, d2wilderness.Cottages1, 5), loadPreset(mapEngine, d2wilderness.FallenCamp1, 0), loadPreset(mapEngine, d2wilderness.FallenCamp1, 1), loadPreset(mapEngine, d2wilderness.FallenCamp1, 2), loadPreset(mapEngine, d2wilderness.FallenCamp1, 3), loadPreset(mapEngine, d2wilderness.Pond, 0), loadPreset(mapEngine, d2wilderness.SwampFill1, 0), loadPreset(mapEngine, d2wilderness.SwampFill2, 0), } mapEngine.PlaceStamp(denOfEvil, denOfEvilLoc.X, denOfEvilLoc.Y) numPlaced := 0 for numPlaced < 25 { stamp := stuff[rand.Intn(len(stuff))] stampRect := d2common.Rectangle{ Left: rect.Left + rand.Intn(rect.Width) - stamp.Size().Width, Top: rect.Top + rand.Intn(rect.Height) - stamp.Size().Height, Width: stamp.Size().Width, Height: stamp.Size().Height, } if areaEmpty(mapEngine, stampRect) { mapEngine.PlaceStamp(stamp, stampRect.Left, stampRect.Top) numPlaced++ } } } func areaEmpty(mapEngine *d2mapengine.MapEngine, rect d2common.Rectangle) bool { mapHeight := mapEngine.Size().Height mapWidth := mapEngine.Size().Width if rect.Top < 0 || rect.Left < 0 || rect.Bottom() >= mapHeight || rect.Right() >= mapWidth { return false } for y := rect.Top; y <= rect.Bottom(); y++ { for x := rect.Left; x <= rect.Right(); x++ { if len(mapEngine.Tile(x, y).Floors) == 0 { continue } floor := mapEngine.Tile(x, y).Floors[0] if floor.Style != 0 || floor.Sequence != 0 || floor.Prop1 != 1 { return false } } } return true }