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https://github.com/OpenDiablo2/OpenDiablo2
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458b17bcc6
* Only render visible regions This will need tweaking later to ensure there are no tiles popping in or out of from regions coming in and out of view. * Temp hack for act5 lava palette
435 lines
13 KiB
Go
435 lines
13 KiB
Go
package d2mapengine
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import (
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"image/color"
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"log"
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"math"
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"math/rand"
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"strconv"
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"github.com/OpenDiablo2/D2Shared/d2data/d2dt1"
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"github.com/OpenDiablo2/D2Shared/d2data/d2ds1"
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"github.com/OpenDiablo2/OpenDiablo2/d2core"
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"github.com/OpenDiablo2/D2Shared/d2helper"
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"github.com/OpenDiablo2/OpenDiablo2/d2corehelper"
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"github.com/OpenDiablo2/D2Shared/d2common/d2interface"
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"github.com/OpenDiablo2/D2Shared/d2common/d2enum"
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"github.com/OpenDiablo2/OpenDiablo2/d2render"
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"github.com/OpenDiablo2/D2Shared/d2data/d2datadict"
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"github.com/hajimehoshi/ebiten"
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)
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type Region struct {
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RegionPath string
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LevelType d2datadict.LevelTypeRecord
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LevelPreset d2datadict.LevelPresetRecord
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TileWidth int32
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TileHeight int32
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Tiles []d2dt1.Tile
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DS1 d2ds1.DS1
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Palette d2datadict.PaletteRec
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AnimationEntities []d2render.AnimatedEntity
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NPCs []*d2core.NPC
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StartX float64
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StartY float64
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imageCacheRecords map[uint32]*ebiten.Image
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seed int64
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}
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func LoadRegion(seed int64, levelType d2enum.RegionIdType, levelPreset int, fileProvider d2interface.FileProvider, fileIndex int) *Region {
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result := &Region{
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LevelType: d2datadict.LevelTypes[levelType],
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LevelPreset: d2datadict.LevelPresets[levelPreset],
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Tiles: make([]d2dt1.Tile, 0),
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imageCacheRecords: map[uint32]*ebiten.Image{},
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seed: seed,
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}
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result.Palette = d2datadict.Palettes[d2enum.PaletteType("act"+strconv.Itoa(int(result.LevelType.Act)))]
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// Temp hack
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if levelType == d2enum.RegionAct5Lava {
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result.Palette = d2datadict.Palettes[d2enum.PaletteType("act4")]
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}
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//bm := result.levelPreset.Dt1Mask
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for _, levelTypeDt1 := range result.LevelType.Files {
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/*
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if bm&1 == 0 {
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bm >>= 1
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continue
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}
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bm >>= 1
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*/
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if len(levelTypeDt1) == 0 || levelTypeDt1 == "" || levelTypeDt1 == "0" {
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continue
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}
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dt1 := d2dt1.LoadDT1("/data/global/tiles/"+levelTypeDt1, fileProvider)
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result.Tiles = append(result.Tiles, dt1.Tiles...)
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}
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levelFilesToPick := make([]string, 0)
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for _, fileRecord := range result.LevelPreset.Files {
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if len(fileRecord) == 0 || fileRecord == "" || fileRecord == "0" {
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continue
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}
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levelFilesToPick = append(levelFilesToPick, fileRecord)
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}
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levelIndex := int(math.Round(float64(len(levelFilesToPick)-1) * rand.Float64()))
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if fileIndex >= 0 && fileIndex < len(levelFilesToPick) {
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levelIndex = fileIndex
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}
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levelFile := levelFilesToPick[levelIndex]
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result.RegionPath = levelFile
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result.DS1 = d2ds1.LoadDS1("/data/global/tiles/"+levelFile, fileProvider)
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result.TileWidth = result.DS1.Width
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result.TileHeight = result.DS1.Height
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result.loadObjects(fileProvider)
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result.loadSpecials()
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return result
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}
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func (v *Region) loadSpecials() {
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for y := range v.DS1.Tiles {
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for x := range v.DS1.Tiles[y] {
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for _, wall := range v.DS1.Tiles[y][x].Walls {
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if wall.Type != 10 {
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continue
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}
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if wall.Style == 30 && wall.Sequence == 0 {
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v.StartX = float64(x) + 0.5
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v.StartY = float64(y) + 0.5
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log.Printf("Starting location: %d, %d", x, y)
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}
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}
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}
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}
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}
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func (v *Region) loadObjects(fileProvider d2interface.FileProvider) {
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v.AnimationEntities = make([]d2render.AnimatedEntity, 0)
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v.NPCs = make([]*d2core.NPC, 0)
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for _, object := range v.DS1.Objects {
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switch object.Lookup.Type {
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case d2datadict.ObjectTypeCharacter:
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// Temp code, maybe..
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if object.Lookup.Base == "" || object.Lookup.Token == "" || object.Lookup.TR == "" {
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continue
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}
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npc := d2core.CreateNPC(object.X, object.Y, object.Lookup, fileProvider, 1)
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npc.SetPaths(object.Paths)
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v.NPCs = append(v.NPCs, npc)
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case d2datadict.ObjectTypeItem:
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if object.ObjectInfo == nil || !object.ObjectInfo.Draw || object.Lookup.Base == "" || object.Lookup.Token == "" {
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continue
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}
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entity := d2render.CreateAnimatedEntity(object.X, object.Y, object.Lookup, fileProvider, d2enum.Units)
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entity.SetMode(object.Lookup.Mode, object.Lookup.Class, 0)
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v.AnimationEntities = append(v.AnimationEntities, entity)
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}
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}
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}
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func (v *Region) RenderTile(offsetX, offsetY, tileX, tileY int, layerType d2enum.RegionLayerType, layerIndex int, target *ebiten.Image) {
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offsetX -= 80
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switch layerType {
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case d2enum.RegionLayerTypeFloors:
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v.renderFloor(v.DS1.Tiles[tileY][tileX].Floors[layerIndex], offsetX, offsetY, target, tileX, tileY)
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case d2enum.RegionLayerTypeWalls:
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v.renderWall(v.DS1.Tiles[tileY][tileX].Walls[layerIndex], offsetX, offsetY, target, tileX, tileY)
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case d2enum.RegionLayerTypeShadows:
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v.renderShadow(v.DS1.Tiles[tileY][tileX].Shadows[layerIndex], offsetX, offsetY, target, tileX, tileY)
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}
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}
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func (v *Region) getRandomTile(tiles []d2dt1.Tile, x, y int, seed int64) (*d2dt1.Tile, byte) {
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/* Walker's Alias Method for weighted random selection
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* with xorshifting for random numbers */
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var tileSeed uint64
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tileSeed = uint64(seed) + uint64(x)
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tileSeed *= uint64(y) + uint64(v.LevelType.Id)
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tileSeed ^= tileSeed << 13
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tileSeed ^= tileSeed >> 17
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tileSeed ^= tileSeed << 5
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weightSum := 0
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for _, tile := range tiles {
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weightSum += int(tile.RarityFrameIndex)
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}
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if weightSum == 0 {
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return &tiles[0], 0
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}
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random := (tileSeed % uint64(weightSum))
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sum := 0
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for i, tile := range tiles {
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sum += int(tile.RarityFrameIndex)
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if sum >= int(random) {
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return &tiles[i], byte(i)
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}
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}
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// This return shouldn't be hit
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return &tiles[0], 0
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}
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func (v *Region) getTile(style, sequence, tileType int32, x, y int, seed int64) (*d2dt1.Tile, byte) {
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var tiles []d2dt1.Tile
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for _, tile := range v.Tiles {
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if tile.Style != style || tile.Sequence != sequence || tile.Type != tileType {
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continue
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}
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tiles = append(tiles, tile)
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}
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if len(tiles) == 0 {
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log.Printf("Unknown tile ID [%d %d %d]\n", style, sequence, tileType)
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return nil, 0
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}
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return v.getRandomTile(tiles, x, y, seed)
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}
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func (v *Region) renderFloor(tile d2ds1.FloorShadowRecord, offsetX, offsetY int, target *ebiten.Image, tileX, tileY int) {
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img := v.GetImageCacheRecord(tile.Style, tile.Sequence, 0, tile.RandomIndex)
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if img == nil {
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log.Printf("Render called on uncached floor {%v,%v}", tile.Style, tile.Sequence)
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return
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}
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opts := &ebiten.DrawImageOptions{}
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opts.GeoM.Translate(float64(offsetX), float64(offsetY))
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_ = target.DrawImage(img, opts)
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return
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}
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func (v *Region) renderWall(tile d2ds1.WallRecord, offsetX, offsetY int, target *ebiten.Image, tileX, tileY int) {
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img := v.GetImageCacheRecord(tile.Style, tile.Sequence, tile.Type, tile.RandomIndex)
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if img == nil {
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log.Printf("Render called on uncached wall {%v,%v,%v}", tile.Style, tile.Sequence, tile.Type)
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return
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}
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opts := &ebiten.DrawImageOptions{}
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opts.GeoM.Translate(float64(offsetX), float64(offsetY+tile.YAdjust))
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target.DrawImage(img, opts)
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}
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func (v *Region) renderShadow(tile d2ds1.FloorShadowRecord, offsetX, offsetY int, target *ebiten.Image, tileX, tileY int) {
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img := v.GetImageCacheRecord(tile.Style, tile.Sequence, 13, tile.RandomIndex)
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if img == nil {
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log.Printf("Render called on uncached shadow {%v,%v}", tile.Style, tile.Sequence)
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return
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}
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opts := &ebiten.DrawImageOptions{}
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opts.GeoM.Translate(float64(offsetX), float64(offsetY+tile.YAdjust))
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opts.ColorM = d2corehelper.ColorToColorM(color.RGBA{255, 255, 255, 160})
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target.DrawImage(img, opts)
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}
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func (v *Region) decodeTileGfxData(blocks []d2dt1.Block, pixels *[]byte, tileYOffset int32, tileWidth int32) {
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for _, block := range blocks {
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if block.Format == d2dt1.BlockFormatIsometric {
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// 3D isometric decoding
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xjump := []int32{14, 12, 10, 8, 6, 4, 2, 0, 2, 4, 6, 8, 10, 12, 14}
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nbpix := []int32{4, 8, 12, 16, 20, 24, 28, 32, 28, 24, 20, 16, 12, 8, 4}
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blockX := int32(block.X)
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blockY := int32(block.Y)
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length := int32(256)
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x := int32(0)
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y := int32(0)
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idx := 0
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for length > 0 {
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x = xjump[y]
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n := nbpix[y]
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length -= n
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for n > 0 {
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colorIndex := block.EncodedData[idx]
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if colorIndex != 0 {
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pixelColor := v.Palette.Colors[colorIndex]
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offset := 4 * (((blockY + y + tileYOffset) * tileWidth) + (blockX + x))
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(*pixels)[offset] = pixelColor.R
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(*pixels)[offset+1] = pixelColor.G
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(*pixels)[offset+2] = pixelColor.B
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(*pixels)[offset+3] = 255
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}
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x++
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n--
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idx++
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}
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y++
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}
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} else {
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// RLE Encoding
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blockX := int32(block.X)
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blockY := int32(block.Y)
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x := int32(0)
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y := int32(0)
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idx := 0
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length := block.Length
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for length > 0 {
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b1 := block.EncodedData[idx]
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b2 := block.EncodedData[idx+1]
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idx += 2
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length -= 2
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if (b1 | b2) == 0 {
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x = 0
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y++
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continue
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}
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x += int32(b1)
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length -= int32(b2)
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for b2 > 0 {
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colorIndex := block.EncodedData[idx]
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if colorIndex != 0 {
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pixelColor := v.Palette.Colors[colorIndex]
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offset := 4 * (((blockY + y + tileYOffset) * tileWidth) + (blockX + x))
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(*pixels)[offset] = pixelColor.R
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(*pixels)[offset+1] = pixelColor.G
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(*pixels)[offset+2] = pixelColor.B
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(*pixels)[offset+3] = 255
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}
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idx++
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x++
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b2--
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}
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}
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}
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}
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}
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func (v *Region) generateFloorCache(tile *d2ds1.FloorShadowRecord, tileX, tileY int) *ebiten.Image {
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tileData, tileIndex := v.getTile(int32(tile.Style), int32(tile.Sequence), 0, tileX, tileY, v.seed)
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if tileData == nil {
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log.Printf("Could not locate tile Style:%d, Seq: %d, Type: %d\n", tile.Style, tile.Sequence, 0)
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tileData = &d2dt1.Tile{}
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tileData.Width = 10
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tileData.Height = 10
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}
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tile.RandomIndex = tileIndex
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cachedImage := v.GetImageCacheRecord(tile.Style, tile.Sequence, 0, tileIndex)
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if cachedImage != nil {
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return cachedImage
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}
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tileYMinimum := int32(0)
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for _, block := range tileData.Blocks {
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tileYMinimum = d2helper.MinInt32(tileYMinimum, int32(block.Y))
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}
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tileYOffset := d2helper.AbsInt32(tileYMinimum)
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tileHeight := d2helper.AbsInt32(tileData.Height)
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image, _ := ebiten.NewImage(int(tileData.Width), int(tileHeight), ebiten.FilterNearest)
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pixels := make([]byte, 4*tileData.Width*tileHeight)
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v.decodeTileGfxData(tileData.Blocks, &pixels, tileYOffset, tileData.Width)
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image.ReplacePixels(pixels)
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v.SetImageCacheRecord(tile.Style, tile.Sequence, 0, tileIndex, image)
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return image
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}
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func (v *Region) generateShadowCache(tile *d2ds1.FloorShadowRecord, tileX, tileY int) *ebiten.Image {
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tileData, tileIndex := v.getTile(int32(tile.Style), int32(tile.Sequence), 13, tileX, tileY, v.seed)
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if tileData == nil {
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return nil
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}
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tile.RandomIndex = tileIndex
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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 = d2helper.MinInt32(tileMinY, int32(block.Y))
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tileMaxY = d2helper.MaxInt32(tileMaxY, int32(block.Y+32))
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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 + 80)
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cachedImage := v.GetImageCacheRecord(tile.Style, tile.Sequence, 13, tileIndex)
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if cachedImage != nil {
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return cachedImage
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}
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image, _ := ebiten.NewImage(int(tileData.Width), int(tileHeight), ebiten.FilterNearest)
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pixels := make([]byte, 4*tileData.Width*int32(tileHeight))
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v.decodeTileGfxData(tileData.Blocks, &pixels, tileYOffset, tileData.Width)
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image.ReplacePixels(pixels)
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v.SetImageCacheRecord(tile.Style, tile.Sequence, 13, tileIndex, image)
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return image
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}
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func (v *Region) generateWallCache(tile *d2ds1.WallRecord, tileX, tileY int) *ebiten.Image {
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tileData, tileIndex := v.getTile(int32(tile.Style), int32(tile.Sequence), int32(tile.Type), tileX, tileY, v.seed)
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if tileData == nil {
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return nil
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}
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tile.RandomIndex = tileIndex
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var newTileData *d2dt1.Tile = nil
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if tile.Type == 3 {
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newTileData, _ = v.getTile(int32(tile.Style), int32(tile.Sequence), int32(4), tileX, tileY, v.seed)
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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 = d2helper.MinInt32(tileMinY, int32(block.Y))
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tileMaxY = d2helper.MaxInt32(tileMaxY, int32(block.Y+32))
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}
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realHeight := d2helper.MaxInt32(d2helper.AbsInt32(tileData.Height), tileMaxY-tileMinY)
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tileYOffset := -tileMinY
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//tileHeight := int(tileMaxY - tileMinY)
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if tile.Type == 15 {
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tile.YAdjust = -int(tileData.RoofHeight)
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} else {
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tile.YAdjust = int(tileMinY) + 80
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}
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cachedImage := v.GetImageCacheRecord(tile.Style, tile.Sequence, tile.Type, tileIndex)
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if cachedImage != nil {
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return cachedImage
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}
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if realHeight == 0 {
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log.Printf("Invalid 0 height for wall tile")
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return nil
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}
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image, _ := ebiten.NewImage(160, int(realHeight), ebiten.FilterNearest)
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pixels := make([]byte, 4*160*realHeight)
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v.decodeTileGfxData(tileData.Blocks, &pixels, tileYOffset, 160)
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if newTileData != nil {
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v.decodeTileGfxData(newTileData.Blocks, &pixels, tileYOffset, 160)
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}
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if err := image.ReplacePixels(pixels); err != nil {
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log.Panicf(err.Error())
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}
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v.SetImageCacheRecord(tile.Style, tile.Sequence, tile.Type, tileIndex, image)
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return image
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}
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func (v *Region) GetImageCacheRecord(style, sequence byte, tileType d2enum.TileType, randomIndex byte) *ebiten.Image {
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lookupIndex := uint32(style)<<24 | uint32(sequence)<<16 | uint32(tileType)<<8 | uint32(randomIndex)
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return v.imageCacheRecords[lookupIndex]
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}
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func (v *Region) SetImageCacheRecord(style, sequence byte, tileType d2enum.TileType, randomIndex byte, image *ebiten.Image) {
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lookupIndex := uint32(style)<<24 | uint32(sequence)<<16 | uint32(tileType)<<8 | uint32(randomIndex)
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v.imageCacheRecords[lookupIndex] = image
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}
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