package d2mapengine import ( "image/color" "log" "math" "math/rand" "strconv" "sync" "github.com/OpenDiablo2/OpenDiablo2/d2data/d2dt1" "github.com/OpenDiablo2/OpenDiablo2/d2data/d2ds1" "github.com/OpenDiablo2/OpenDiablo2/d2core" "github.com/OpenDiablo2/OpenDiablo2/d2helper" "github.com/OpenDiablo2/OpenDiablo2/d2common/d2interface" "github.com/OpenDiablo2/OpenDiablo2/d2common/d2enum" "github.com/OpenDiablo2/OpenDiablo2/d2render" "github.com/OpenDiablo2/OpenDiablo2/d2data" "github.com/OpenDiablo2/OpenDiablo2/d2data/d2datadict" "github.com/hajimehoshi/ebiten" ) type TileCacheRecord struct { Image *ebiten.Image XOffset int YOffset int } type Region struct { RegionPath string LevelType d2datadict.LevelTypeRecord levelPreset d2datadict.LevelPresetRecord TileWidth int32 TileHeight int32 Tiles []d2dt1.Tile DS1 d2ds1.DS1 Palette d2datadict.PaletteRec FloorCache map[uint32]*TileCacheRecord ShadowCache map[uint32]*TileCacheRecord WallCache map[uint32]*TileCacheRecord AnimationEntities []d2render.AnimatedEntity NPCs []*d2core.NPC StartX float64 StartY float64 } type RegionLayerType int const ( RegionLayerTypeFloors RegionLayerType = 0 RegionLayerTypeWalls RegionLayerType = 1 RegionLayerTypeShadows RegionLayerType = 2 ) type RegionIdType int const ( RegionAct1Town RegionIdType = 1 RegionAct1Wilderness RegionIdType = 2 RegionAct1Cave RegionIdType = 3 RegionAct1Crypt RegionIdType = 4 RegionAct1Monestary RegionIdType = 5 RegionAct1Courtyard RegionIdType = 6 RegionAct1Barracks RegionIdType = 7 RegionAct1Jail RegionIdType = 8 RegionAct1Cathedral RegionIdType = 9 RegionAct1Catacombs RegionIdType = 10 RegionAct1Tristram RegionIdType = 11 RegionAct2Town RegionIdType = 12 RegionAct2Sewer RegionIdType = 13 RegionAct2Harem RegionIdType = 14 RegionAct2Basement RegionIdType = 15 RegionAct2Desert RegionIdType = 16 RegionAct2Tomb RegionIdType = 17 RegionAct2Lair RegionIdType = 18 RegionAct2Arcane RegionIdType = 19 RegionAct3Town RegionIdType = 20 RegionAct3Jungle RegionIdType = 21 RegionAct3Kurast RegionIdType = 22 RegionAct3Spider RegionIdType = 23 RegionAct3Dungeon RegionIdType = 24 RegionAct3Sewer RegionIdType = 25 RegionAct4Town RegionIdType = 26 RegionAct4Mesa RegionIdType = 27 RegionAct4Lava RegionIdType = 28 RegonAct5Town RegionIdType = 29 RegionAct5Siege RegionIdType = 30 RegionAct5Barricade RegionIdType = 31 RegionAct5Temple RegionIdType = 32 RegionAct5IceCaves RegionIdType = 33 RegionAct5Baal RegionIdType = 34 RegionAct5Lava RegionIdType = 35 ) func LoadRegion(seed rand.Source, levelType RegionIdType, levelPreset int, fileProvider d2interface.FileProvider) *Region { result := &Region{ LevelType: d2datadict.LevelTypes[levelType], levelPreset: d2datadict.LevelPresets[levelPreset], Tiles: make([]d2dt1.Tile, 0), FloorCache: make(map[uint32]*TileCacheRecord), ShadowCache: make(map[uint32]*TileCacheRecord), WallCache: make(map[uint32]*TileCacheRecord), } result.Palette = d2datadict.Palettes[d2enum.PaletteType("act"+strconv.Itoa(int(result.LevelType.Act)))] //\bm := result.levelPreset.Dt1Mask for _, levelTypeDt1 := range result.LevelType.Files { /* if bm&1 == 0 { bm >>= 1 continue } bm >>= 1 */ if len(levelTypeDt1) == 0 || levelTypeDt1 == "" || levelTypeDt1 == "0" { continue } dt1 := d2dt1.LoadDT1("/data/global/tiles/"+levelTypeDt1, fileProvider) result.Tiles = append(result.Tiles, dt1.Tiles...) } levelFilesToPick := make([]string, 0) for _, fileRecord := range result.levelPreset.Files { if len(fileRecord) == 0 || fileRecord == "" || fileRecord == "0" { continue } levelFilesToPick = append(levelFilesToPick, fileRecord) } random := rand.New(seed) levelIndex := int(math.Round(float64(len(levelFilesToPick)-1) * random.Float64())) levelFile := levelFilesToPick[levelIndex] result.RegionPath = levelFile result.DS1 = d2ds1.LoadDS1("/data/global/tiles/"+levelFile, fileProvider) result.TileWidth = result.DS1.Width result.TileHeight = result.DS1.Height result.loadObjects(fileProvider) return result } func (v *Region) loadObjects(fileProvider d2interface.FileProvider) { var wg sync.WaitGroup wg.Add(len(v.DS1.Objects)) v.AnimationEntities = make([]d2render.AnimatedEntity, 0) v.NPCs = make([]*d2core.NPC, 0) for _, object := range v.DS1.Objects { go func(object d2data.Object) { defer wg.Done() switch object.Lookup.Type { case d2datadict.ObjectTypeCharacter: // Temp code, maybe.. if object.Lookup.Base == "" || object.Lookup.Token == "" || object.Lookup.TR == "" { return } npc := d2core.CreateNPC(object, fileProvider) v.NPCs = append(v.NPCs, npc) case d2datadict.ObjectTypeItem: if object.ObjectInfo == nil || !object.ObjectInfo.Draw || object.Lookup.Base == "" || object.Lookup.Token == "" { return } entity := d2render.CreateAnimatedEntity(object, fileProvider, d2enum.Units) entity.SetMode(object.Lookup.Mode, object.Lookup.Class, 0, fileProvider) v.AnimationEntities = append(v.AnimationEntities, entity) } }(object) } wg.Wait() } func (v *Region) RenderTile(offsetX, offsetY, tileX, tileY int, layerType RegionLayerType, layerIndex int, target *ebiten.Image) { offsetX -= 80 switch layerType { case RegionLayerTypeFloors: v.renderFloor(v.DS1.Tiles[tileY][tileX].Floors[layerIndex], offsetX, offsetY, target) case RegionLayerTypeWalls: v.renderWall(v.DS1.Tiles[tileY][tileX].Walls[layerIndex], offsetX, offsetY, target) case RegionLayerTypeShadows: v.renderShadow(v.DS1.Tiles[tileY][tileX].Shadows[layerIndex], offsetX, offsetY, target) } } func (v *Region) getTile(mainIndex, subIndex, orientation int32) *d2dt1.Tile { // TODO: Need to support randomly grabbing tile based on x/y as there can be multiple matches for same main/sub index for _, tile := range v.Tiles { if tile.MainIndex != mainIndex || tile.SubIndex != subIndex || tile.Orientation != orientation { continue } return &tile } //log.Fatalf("Unknown tile ID [%d %d %d]", mainIndex, subIndex, orientation) return nil } func (v *Region) renderFloor(tile d2ds1.FloorShadowRecord, offsetX, offsetY int, target *ebiten.Image) { tileCacheIndex := (uint32(tile.MainIndex) << 16) | (uint32(tile.SubIndex) << 8) tileCache, exists := v.FloorCache[tileCacheIndex] if !exists { v.FloorCache[tileCacheIndex] = v.generateFloorCache(tile) tileCache = v.FloorCache[tileCacheIndex] if tileCache == nil { log.Fatal("Could not load floor tile") } } opts := &ebiten.DrawImageOptions{} opts.GeoM.Translate(float64(offsetX+tileCache.XOffset), float64(offsetY+tileCache.YOffset)) target.DrawImage(tileCache.Image, opts) } func (v *Region) renderWall(tile d2ds1.WallRecord, offsetX, offsetY int, target *ebiten.Image) { tileCacheIndex := (uint32(tile.MainIndex) << 16) | (uint32(tile.SubIndex) << 8) | (uint32(tile.Orientation)) tileCache, exists := v.WallCache[tileCacheIndex] if !exists { v.WallCache[tileCacheIndex] = v.generateWallCache(tile) if v.WallCache[tileCacheIndex] == nil { log.Fatal("Could not generate wall") } tileCache = v.WallCache[tileCacheIndex] } opts := &ebiten.DrawImageOptions{} opts.GeoM.Translate(float64(offsetX+tileCache.XOffset), float64(offsetY+tileCache.YOffset)) target.DrawImage(tileCache.Image, opts) } func (v *Region) renderShadow(tile d2ds1.FloorShadowRecord, offsetX, offsetY int, target *ebiten.Image) { tileCacheIndex := (uint32(tile.MainIndex) << 16) + (uint32(tile.SubIndex) << 8) + 0 tileCache, exists := v.ShadowCache[tileCacheIndex] if !exists { v.ShadowCache[tileCacheIndex] = v.generateShadowCache(tile) tileCache = v.ShadowCache[tileCacheIndex] if tileCache == nil { log.Fatal("Could not load shadow tile") } } opts := &ebiten.DrawImageOptions{} opts.GeoM.Translate(float64(offsetX+tileCache.XOffset), float64(offsetY+tileCache.YOffset)) opts.ColorM = d2helper.ColorToColorM(color.RGBA{255, 255, 255, 160}) target.DrawImage(tileCache.Image, opts) } func (v *Region) decodeTileGfxData(blocks []d2dt1.Block, pixels []byte, tileYOffset int32, tileWidth int32) { for _, block := range blocks { if block.Format == d2dt1.BlockFormatIsometric { // 3D isometric decoding xjump := []int32{14, 12, 10, 8, 6, 4, 2, 0, 2, 4, 6, 8, 10, 12, 14} nbpix := []int32{4, 8, 12, 16, 20, 24, 28, 32, 28, 24, 20, 16, 12, 8, 4} blockX := int32(block.X) blockY := int32(block.Y) length := int32(256) x := int32(0) y := int32(0) idx := 0 for length > 0 { x = xjump[y] n := nbpix[y] length -= n for n > 0 { colorIndex := block.EncodedData[idx] if colorIndex != 0 { pixelColor := v.Palette.Colors[colorIndex] offset := 4 * (((blockY + y + tileYOffset) * tileWidth) + (blockX + x)) pixels[offset] = pixelColor.R pixels[offset+1] = pixelColor.G pixels[offset+2] = pixelColor.B pixels[offset+3] = 255 } x++ n-- idx++ } y++ } } else { // RLE Encoding blockX := int32(block.X) blockY := int32(block.Y) x := int32(0) y := int32(0) idx := 0 length := block.Length for length > 0 { b1 := block.EncodedData[idx] b2 := block.EncodedData[idx+1] idx += 2 length -= 2 if (b1 | b2) == 0 { x = 0 y++ continue } x += int32(b1) length -= int32(b2) for b2 > 0 { colorIndex := block.EncodedData[idx] if colorIndex != 0 { pixelColor := v.Palette.Colors[colorIndex] offset := 4 * (((blockY + y + tileYOffset) * tileWidth) + (blockX + x)) pixels[offset] = pixelColor.R pixels[offset+1] = pixelColor.G pixels[offset+2] = pixelColor.B pixels[offset+3] = 255 } idx++ x++ b2-- } } } } } func (v *Region) generateFloorCache(tile d2ds1.FloorShadowRecord) *TileCacheRecord { tileData := v.getTile(int32(tile.MainIndex), int32(tile.SubIndex), 0) if tileData == nil { log.Fatalf("Could not locate tile Idx:%d, Sub: %d, Ori: %d", tile.MainIndex, tile.SubIndex, 0) } tileYMinimum := int32(0) for _, block := range tileData.Blocks { tileYMinimum = d2helper.MinInt32(tileYMinimum, int32(block.Y)) } tileYOffset := d2helper.AbsInt32(tileYMinimum) tileHeight := d2helper.AbsInt32(tileData.Height) image, _ := ebiten.NewImage(int(tileData.Width), int(tileHeight), ebiten.FilterNearest) pixels := make([]byte, 4*tileData.Width*tileHeight) v.decodeTileGfxData(tileData.Blocks, pixels, tileYOffset, tileData.Width) image.ReplacePixels(pixels) return &TileCacheRecord{image, 0, 0} } func (v *Region) generateShadowCache(tile d2ds1.FloorShadowRecord) *TileCacheRecord { tileData := v.getTile(int32(tile.MainIndex), int32(tile.SubIndex), 13) if tileData == nil { return nil } tileMinY := int32(0) tileMaxY := int32(0) for _, block := range tileData.Blocks { tileMinY = d2helper.MinInt32(tileMinY, int32(block.Y)) tileMaxY = d2helper.MaxInt32(tileMaxY, int32(block.Y+32)) } tileYOffset := -tileMinY tileHeight := int(tileMaxY - tileMinY) image, _ := ebiten.NewImage(int(tileData.Width), int(tileHeight), ebiten.FilterNearest) pixels := make([]byte, 4*tileData.Width*int32(tileHeight)) v.decodeTileGfxData(tileData.Blocks, pixels, tileYOffset, tileData.Width) image.ReplacePixels(pixels) return &TileCacheRecord{image, 0, int(tileMinY) + 80} } func (v *Region) generateWallCache(tile d2ds1.WallRecord) *TileCacheRecord { tileData := v.getTile(int32(tile.MainIndex), int32(tile.SubIndex), int32(tile.Orientation)) if tileData == nil { return nil } var newTileData *d2dt1.Tile = nil if tile.Orientation == 3 { newTileData = v.getTile(int32(tile.MainIndex), int32(tile.SubIndex), int32(4)) } tileMinY := int32(0) tileMaxY := int32(0) target := tileData if newTileData != nil && newTileData.Height < tileData.Height { target = newTileData } for _, block := range target.Blocks { tileMinY = d2helper.MinInt32(tileMinY, int32(block.Y)) tileMaxY = d2helper.MaxInt32(tileMaxY, int32(block.Y+32)) } realHeight := d2helper.MaxInt32(d2helper.AbsInt32(tileData.Height), tileMaxY-tileMinY) tileYOffset := -tileMinY //tileHeight := int(tileMaxY - tileMinY) image, _ := ebiten.NewImage(160, int(realHeight), ebiten.FilterNearest) pixels := make([]byte, 4*160*realHeight) v.decodeTileGfxData(tileData.Blocks, pixels, tileYOffset, 160) if newTileData != nil { v.decodeTileGfxData(newTileData.Blocks, pixels, tileYOffset, 160) } yAdjust := 0 if tile.Orientation > 15 { // Lower Walls yAdjust = 80 } else if tile.Orientation == 15 { // Roof yAdjust = -int(tileData.RoofHeight) } else { // Upper Walls, Special Tiles yAdjust = int(tileMinY) + 80 } image.ReplacePixels(pixels) return &TileCacheRecord{ image, 0, yAdjust, } }