package d2gamestate import ( "io/ioutil" "log" "os" "path" "strconv" "strings" "time" "github.com/OpenDiablo2/OpenDiablo2/d2common" "github.com/OpenDiablo2/OpenDiablo2/d2core/d2inventory" "github.com/OpenDiablo2/OpenDiablo2/d2common/d2enum" ) /* File Spec -------------------------------------------- UINT32 GameState Version INT64 Game Seed BYTE Hero Type BYTE Hero Level BYTE Act BYTE Hero Name Length BYTE[] Hero Name -------------------------------------------- */ type GameState struct { Seed int64 HeroName string HeroType d2enum.Hero HeroLevel int Act int FilePath string Equipment d2inventory.CharacterEquipment } const GameStateVersion = uint32(2) // Update this when you make breaking changes func HasGameStates() bool { basePath, _ := getGameBaseSavePath() files, _ := ioutil.ReadDir(basePath) return len(files) > 0 } func GetAllGameStates() []*GameState { // TODO: Make this not crash tf out on bad files basePath, _ := getGameBaseSavePath() files, _ := ioutil.ReadDir(basePath) result := make([]*GameState, 0) for _, file := range files { fileName := file.Name() if file.IsDir() || len(fileName) < 5 || strings.ToLower(fileName[len(fileName)-4:]) != ".od2" { continue } gameState := LoadGameState(path.Join(basePath, file.Name())) if gameState == nil { continue } result = append(result, gameState) } return result } // CreateTestGameState is used for the map engine previewer func CreateTestGameState() *GameState { result := &GameState{ Seed: time.Now().UnixNano(), } return result } func LoadGameState(path string) *GameState { result := &GameState{ FilePath: path, } f, err := os.Open(path) if err != nil { log.Panicf(err.Error()) } bytes, err := ioutil.ReadAll(f) if err != nil { log.Panicf(err.Error()) } defer f.Close() sr := d2common.CreateStreamReader(bytes) if sr.GetUInt32() != GameStateVersion { // Unknown game version return nil } result.Seed = sr.GetInt64() result.HeroType = d2enum.Hero(sr.GetByte()) result.HeroLevel = int(sr.GetByte()) result.Act = int(sr.GetByte()) heroNameLen := sr.GetByte() heroName, _ := sr.ReadBytes(int(heroNameLen)) result.HeroName = string(heroName) return result } func CreateGameState(heroName string, hero d2enum.Hero, hardcore bool) *GameState { result := &GameState{ HeroName: heroName, HeroType: hero, Act: 1, Seed: time.Now().UnixNano(), FilePath: "", } result.Save() return result } func getGameBaseSavePath() (string, error) { configDir, err := os.UserConfigDir() if err != nil { return "", err } return path.Join(configDir, "OpenDiablo2/Saves"), nil } func getFirstFreeFileName() string { i := 0 basePath, _ := getGameBaseSavePath() for { filePath := path.Join(basePath, strconv.Itoa(i)+".od2") if _, err := os.Stat(filePath); os.IsNotExist(err) { return filePath } i++ } } func (v *GameState) Save() { if v.FilePath == "" { v.FilePath = getFirstFreeFileName() } if err := os.MkdirAll(path.Dir(v.FilePath), 0755); err != nil { log.Panic(err.Error()) } f, err := os.Create(v.FilePath) if err != nil { log.Panicf(err.Error()) } defer f.Close() sr := d2common.CreateStreamWriter() sr.PushUint32(GameStateVersion) sr.PushInt64(v.Seed) sr.PushByte(byte(v.HeroType)) sr.PushByte(byte(v.HeroLevel)) sr.PushByte(byte(v.Act)) sr.PushByte(byte(len(v.HeroName))) for _, ch := range v.HeroName { sr.PushByte(byte(ch)) } if _, err := f.Write(sr.GetBytes()); err != nil { log.Panicf(err.Error()) } }