package d2mapstamp import ( "math" "math/rand" "github.com/OpenDiablo2/OpenDiablo2/d2core/d2map/d2mapentity" "github.com/OpenDiablo2/OpenDiablo2/d2core/d2object" "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/d2common/d2fileformats/d2dt1" "github.com/OpenDiablo2/OpenDiablo2/d2common/d2interface" "github.com/OpenDiablo2/OpenDiablo2/d2common/d2resource" "github.com/OpenDiablo2/OpenDiablo2/d2core/d2asset" ) // Stamp represents a pre-fabricated map stamp that can be placed on a map. type Stamp struct { regionPath string // The file path of the region levelType d2datadict.LevelTypeRecord // The level type id for this stamp levelPreset d2datadict.LevelPresetRecord // The level preset id for this stamp tiles []d2dt1.Tile // The tiles contained on this stamp ds1 *d2ds1.DS1 // The backing DS1 file for this stamp } // LoadStamp loads the Stamp data from file. func LoadStamp(levelType d2enum.RegionIdType, levelPreset, fileIndex int) *Stamp { stamp := &Stamp{ levelType: d2datadict.LevelTypes[levelType], levelPreset: d2datadict.LevelPresets[levelPreset], } for _, levelTypeDt1 := range &stamp.levelType.Files { if levelTypeDt1 != "" && levelTypeDt1 != "0" { fileData, err := d2asset.LoadFile("/data/global/tiles/" + levelTypeDt1) if err != nil { panic(err) } dt1, _ := d2dt1.LoadDT1(fileData) stamp.tiles = append(stamp.tiles, dt1.Tiles...) } } var levelFilesToPick []string for _, fileRecord := range stamp.levelPreset.Files { if fileRecord != "" && fileRecord != "0" { levelFilesToPick = append(levelFilesToPick, fileRecord) } } levelIndex := int(math.Round(float64(len(levelFilesToPick)-1) * rand.Float64())) if fileIndex >= 0 && fileIndex < len(levelFilesToPick) { levelIndex = fileIndex } if levelFilesToPick == nil { panic("no level files to pick from") } stamp.regionPath = levelFilesToPick[levelIndex] fileData, err := d2asset.LoadFile("/data/global/tiles/" + stamp.regionPath) if err != nil { panic(err) } stamp.ds1, _ = d2ds1.LoadDS1(fileData) // Update the region info for the tiles for rx := 0; rx < len(stamp.ds1.Tiles); rx++ { for x := 0; x < len(stamp.ds1.Tiles[rx]); x++ { stamp.ds1.Tiles[rx][x].RegionType = levelType } } return stamp } // Size returns the size of the stamp in tiles. func (mr *Stamp) Size() d2common.Size { return d2common.Size{Width: int(mr.ds1.Width), Height: int(mr.ds1.Height)} } // LevelPreset returns the level preset ID. func (mr *Stamp) LevelPreset() d2datadict.LevelPresetRecord { return mr.levelPreset } // LevelType returns the level type ID. func (mr *Stamp) LevelType() d2datadict.LevelTypeRecord { return mr.levelType } // RegionPath returns the file path of the region. func (mr *Stamp) RegionPath() string { return mr.regionPath } // Tile returns the tile at the given x and y tile coordinates. func (mr *Stamp) Tile(x, y int) *d2ds1.TileRecord { return &mr.ds1.Tiles[y][x] } // TileData returns the tile data for the tile with given style, sequence and type. func (mr *Stamp) TileData(style, sequence int32, tileType d2enum.TileType) *d2dt1.Tile { for idx := range mr.tiles { tile := &mr.tiles[idx] if tile.Style == style && tile.Sequence == sequence && tile.Type == int32(tileType) { return tile } } return nil } // Entities spawns all entities and objects in this tile on the map. func (mr *Stamp) Entities(tileOffsetX, tileOffsetY int) []d2interface.MapEntity { entities := make([]d2interface.MapEntity, 0) for _, object := range mr.ds1.Objects { if object.Type == int(d2enum.ObjectTypeCharacter) { monstat := d2datadict.MonStats[d2datadict.MonPresets[mr.ds1.Act][object.Id]] // If monstat is nil here it is a place_ type object, idk how to handle those yet. // (See monpreset and monplace txts for reference) if monstat != nil { // Temorary use of Lookup. npcX, npcY := (tileOffsetX*5)+object.X, (tileOffsetY*5)+object.Y npc, err := d2mapentity.CreateNPC(npcX, npcY, monstat, 0) if err == nil { npc.SetPaths(convertPaths(tileOffsetX, tileOffsetY, object.Paths)) entities = append(entities, npc) } } } if object.Type == int(d2enum.ObjectTypeItem) { // For objects the DS1 ID to objectID is hardcoded in the game // use the lookup table lookup := d2datadict.LookupObject(int(mr.ds1.Act), object.Type, object.Id) if lookup == nil { continue } objectRecord := d2datadict.Objects[lookup.ObjectsTxtId] if objectRecord != nil { entity, err := d2object.CreateObject((tileOffsetX*5)+object.X, (tileOffsetY*5)+object.Y, objectRecord, d2resource.PaletteUnits) if err != nil { panic(err) } entities = append(entities, entity) } } } return entities } func convertPaths(tileOffsetX, tileOffsetY int, paths []d2common.Path) []d2common.Path { result := make([]d2common.Path, len(paths)) for i := 0; i < len(paths); i++ { result[i].Action = paths[i].Action result[i].X = paths[i].X + (tileOffsetX * 5) result[i].Y = paths[i].Y + (tileOffsetY * 5) } return result }