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mirror of https://github.com/OpenDiablo2/OpenDiablo2 synced 2024-07-18 19:24:13 -04:00
OpenDiablo2/d2core/d2gamestate/d2gamestate.go
Tim Sarbin 52f8cd6d0c
Initial work to separate client and server logic (#330)
* Switched to json formatted characters

* Added infrastructure for networking

* Minor updates.

* more updates for map engine/rendering

* More map engine changes and fixes
2020-06-13 18:32:09 -04:00

123 lines
2.8 KiB
Go

package d2gamestate
import (
"encoding/json"
"io/ioutil"
"log"
"os"
"path"
"strconv"
"strings"
"time"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2inventory"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2enum"
)
type GameState struct {
Seed int64 `json:"seed"` // TODO: Seed needs to be regenerated every time the game starts
HeroName string `json:"heroName"`
HeroType d2enum.Hero `json:"heroType"`
HeroLevel int `json:"heroLevel"`
Act int `json:"act"`
FilePath string `json:"-"`
Equipment d2inventory.CharacterEquipment `json:"equipment"`
}
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 {
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 {
strData, err := ioutil.ReadFile(path)
if err != nil {
return nil
}
result := &GameState{
FilePath: path,
}
err = json.Unmarshal(strData, result)
if err != nil {
return nil
}
return result
}
func CreateGameState(heroName string, hero d2enum.Hero, hardcore bool) *GameState {
result := &GameState{
HeroName: heroName,
HeroType: hero,
Act: 1,
Seed: time.Now().UnixNano(),
Equipment: d2inventory.HeroObjects[hero],
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())
}
fileJson, _ := json.MarshalIndent(v, "", " ")
ioutil.WriteFile(v.FilePath, fileJson, 0644)
}