mirror of
https://github.com/OpenDiablo2/OpenDiablo2
synced 2024-11-18 02:16:23 -05:00
9ffbf1320c
* logger for d2audio & d2map * logger for d2ui e.t.c * d2inventory now passes on error messages * no more importing log in d2core * implemented #925 * added logger to part of d2networking & fixed "need to be changed" comments * fixed lints * fixed errors Co-authored-by: M. Sz <mszeptuch@protonmail.com>
226 lines
5.9 KiB
Go
226 lines
5.9 KiB
Go
package d2maprenderer
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import (
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2enum"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2fileformats/d2ds1"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2fileformats/d2dt1"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2math"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2util"
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)
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const (
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tileMinHeight int16 = 32
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shadowAdjustY int32 = 80
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defaultFloorTileWidth = 10
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defaultFloorTileHeight = 10
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)
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const (
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blockOffsetY = 32
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tileSurfaceWidth = 160
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tileSurfaceHeight = 80
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)
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func (mr *MapRenderer) generateTileCache() {
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var err error
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mr.palette, err = mr.loadPaletteForAct(d2enum.RegionIdType(mr.mapEngine.LevelType().ID))
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if err != nil {
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mr.Error(err.Error())
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}
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tiles := *mr.mapEngine.Tiles()
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for idx := range tiles {
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tile := &tiles[idx]
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for i := range tile.Components.Floors {
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if !tile.Components.Floors[i].Hidden && tile.Components.Floors[i].Prop1 != 0 {
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mr.generateFloorCache(&tile.Components.Floors[i])
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}
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}
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for i := range tile.Components.Shadows {
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if !tile.Components.Shadows[i].Hidden && tile.Components.Shadows[i].Prop1 != 0 {
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mr.generateShadowCache(&tile.Components.Shadows[i])
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}
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}
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for i := range tile.Components.Walls {
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if !tile.Components.Walls[i].Hidden && tile.Components.Walls[i].Prop1 != 0 {
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mr.generateWallCache(&tile.Components.Walls[i])
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}
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}
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}
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}
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func (mr *MapRenderer) generateFloorCache(tile *d2ds1.FloorShadowRecord) {
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tileOptions := mr.mapEngine.GetTiles(int(tile.Style), int(tile.Sequence), 0)
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var tileData []*d2dt1.Tile
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if tileOptions == nil {
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mr.Errorf("Could not locate tile Style:%d, Seq: %d, Type: %d", tile.Style, tile.Sequence, 0)
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tileData = append(tileData, &d2dt1.Tile{})
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tileData[0].Width = defaultFloorTileWidth
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tileData[0].Height = defaultFloorTileHeight
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} else {
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if !tileOptions[0].MaterialFlags.Lava {
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tileData = append(tileData, &tileOptions[tile.RandomIndex])
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} else {
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tile.Animated = true
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for i := range tileOptions {
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tileData = append(tileData, &tileOptions[i])
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}
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}
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}
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var tileIndex byte
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for i := range tileData {
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if tileData[i].MaterialFlags.Lava {
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tileIndex = byte(tileData[i].RarityFrameIndex)
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} else {
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tileIndex = tile.RandomIndex
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}
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cachedImage := mr.getImageCacheRecord(tile.Style, tile.Sequence, 0, tileIndex)
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if cachedImage != nil {
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return
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}
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tileYMinimum := int32(0)
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for _, block := range tileData[i].Blocks {
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tileYMinimum = d2math.MinInt32(tileYMinimum, int32(block.Y))
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}
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tileYOffset := d2math.AbsInt32(tileYMinimum)
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tileHeight := d2math.AbsInt32(tileData[i].Height)
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image := mr.renderer.NewSurface(int(tileData[i].Width), int(tileHeight))
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indexData := make([]byte, tileData[i].Width*tileHeight)
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d2dt1.DecodeTileGfxData(tileData[i].Blocks, &indexData, tileYOffset, tileData[i].Width)
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pixels := d2util.ImgIndexToRGBA(indexData, mr.palette)
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image.ReplacePixels(pixels)
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mr.setImageCacheRecord(tile.Style, tile.Sequence, 0, tileIndex, image)
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}
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}
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func (mr *MapRenderer) generateShadowCache(tile *d2ds1.FloorShadowRecord) {
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tileOptions := mr.mapEngine.GetTiles(int(tile.Style), int(tile.Sequence), d2enum.TileShadow)
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var tileData *d2dt1.Tile
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if tileOptions == nil {
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return
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}
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tileData = &tileOptions[tile.RandomIndex]
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if tileData.Width == 0 || tileData.Height == 0 {
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return
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}
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tileMinY := int32(0)
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tileMaxY := int32(0)
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for _, block := range tileData.Blocks {
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tileMinY = d2math.MinInt32(tileMinY, int32(block.Y))
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tileMaxY = d2math.MaxInt32(tileMaxY, int32(block.Y+tileMinHeight))
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}
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tileYOffset := -tileMinY
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tileHeight := int(tileMaxY - tileMinY)
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tile.YAdjust = int(tileMinY + shadowAdjustY)
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cachedImage := mr.getImageCacheRecord(tile.Style, tile.Sequence, d2enum.TileShadow, tile.RandomIndex)
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if cachedImage != nil {
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return
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}
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image := mr.renderer.NewSurface(int(tileData.Width), tileHeight)
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indexData := make([]byte, tileData.Width*int32(tileHeight))
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d2dt1.DecodeTileGfxData(tileData.Blocks, &indexData, tileYOffset, tileData.Width)
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pixels := d2util.ImgIndexToRGBA(indexData, mr.palette)
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image.ReplacePixels(pixels)
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mr.setImageCacheRecord(tile.Style, tile.Sequence, d2enum.TileShadow, tile.RandomIndex, image)
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}
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func (mr *MapRenderer) generateWallCache(tile *d2ds1.WallRecord) {
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tileOptions := mr.mapEngine.GetTiles(int(tile.Style), int(tile.Sequence), tile.Type)
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var tileData *d2dt1.Tile
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if tileOptions == nil {
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return
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}
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tileData = &tileOptions[tile.RandomIndex]
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var newTileData *d2dt1.Tile = nil
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if tile.Type == d2enum.TileRightPartOfNorthCornerWall {
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newTileOptions := mr.mapEngine.GetTiles(
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int(tile.Style), int(tile.Sequence),
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d2enum.TileLeftPartOfNorthCornerWall,
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)
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newTileData = &newTileOptions[tile.RandomIndex]
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}
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tileMinY := int32(0)
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tileMaxY := int32(0)
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target := tileData
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if newTileData != nil && newTileData.Height < tileData.Height {
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target = newTileData
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}
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for _, block := range target.Blocks {
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tileMinY = d2math.MinInt32(tileMinY, int32(block.Y))
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tileMaxY = d2math.MaxInt32(tileMaxY, int32(block.Y+blockOffsetY))
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}
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realHeight := d2math.MaxInt32(d2math.AbsInt32(tileData.Height), tileMaxY-tileMinY)
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tileYOffset := -tileMinY
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if tile.Type == d2enum.TileRoof {
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tile.YAdjust = -int(tileData.RoofHeight)
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} else {
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tile.YAdjust = int(tileMinY) + tileSurfaceHeight
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}
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cachedImage := mr.getImageCacheRecord(tile.Style, tile.Sequence, tile.Type, tile.RandomIndex)
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if cachedImage != nil {
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return
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}
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if realHeight == 0 {
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mr.Error("Invalid 0 height for wall tile")
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return
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}
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image := mr.renderer.NewSurface(tileSurfaceWidth, int(realHeight))
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indexData := make([]byte, tileSurfaceWidth*realHeight)
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d2dt1.DecodeTileGfxData(tileData.Blocks, &indexData, tileYOffset, tileSurfaceWidth)
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if newTileData != nil {
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d2dt1.DecodeTileGfxData(newTileData.Blocks, &indexData, tileYOffset, tileSurfaceWidth)
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}
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pixels := d2util.ImgIndexToRGBA(indexData, mr.palette)
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image.ReplacePixels(pixels)
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mr.setImageCacheRecord(tile.Style, tile.Sequence, tile.Type, tile.RandomIndex, image)
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}
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