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mirror of https://github.com/OpenDiablo2/OpenDiablo2 synced 2024-09-06 19:44:15 -04:00
OpenDiablo2/OpenDiablo2.Core/Map Engine/MapGenerator.cs

159 lines
6.3 KiB
C#

using System;
using System.Drawing;
using OpenDiablo2.Common.Enums;
using OpenDiablo2.Common.Interfaces;
namespace OpenDiablo2.Core.Map_Engine
{
public sealed class MapGenerator
{
private readonly IGameState gameState;
public MapGenerator(IGameState gameState)
{
this.gameState = gameState;
}
public void Generate()
{
GenerateAct1Town();
}
private void GenerateAct1Town()
{
var townMap = gameState.LoadMap(eLevelId.Act1_Town1, new Point(0, 0));
//var wildBorder = 5; // (4-15)
Rectangle bloodMooreRect;
// 32-37 is grassy field?
bool westExit = false;
bool eastExit = false;
bool southExit = false;
bool northExit = false;
if (townMap.FileData.MapFile.Contains("S1"))
{
var defId = 3; // Act 1 - Town 1 Transition S
var borderMap = gameState.LoadSubMap(defId, new Point(0, townMap.FileData.Height - 2), townMap);
borderMap.PrimaryMap = townMap;
var wilderness = gameState.LoadSubMap(defId, new Point(26, townMap.FileData.Height + borderMap.FileData.Height - 2), townMap);
wilderness.PrimaryMap = townMap;
bloodMooreRect = new Rectangle(-40, townMap.FileData.Height + borderMap.FileData.Height + 4, 120, 80);
southExit = true;
}
else if (townMap.FileData.MapFile.Contains("E1"))
{
var defId = 2; // Act 1 - Town 1 Transition E
var borderMap = gameState.LoadSubMap(defId, new Point(townMap.FileData.Width - 2, 0), townMap);
borderMap.PrimaryMap = townMap;
bloodMooreRect = new Rectangle(townMap.FileData.Width + borderMap.FileData.Width - 4, -40, 80, 120);
eastExit = true;
}
else if (townMap.FileData.MapFile.Contains("W1"))
{
// West
bloodMooreRect = new Rectangle(-120, 0, 120, townMap.FileData.Height);
westExit = true;
}
else // North
{
bloodMooreRect = new Rectangle(0, -120, townMap.FileData.Width - 8, 120);
northExit = true;
}
// Generate the Blood Moore?
for (var y = 0; y < bloodMooreRect.Height; y += 8)
{
for (var x = 0; x < bloodMooreRect.Width; x += 8)
{
var px = bloodMooreRect.Left + x;
var py = bloodMooreRect.Top + y;
if ((x == 0) && (y == 0)) // North West
{
gameState.LoadSubMap((int)eWildBorder.NorthWest, new Point(px, py), townMap, 0);
}
else if ((x == bloodMooreRect.Width - 9) && (y == 0)) // North East
{
gameState.LoadSubMap((int)eWildBorder.NorthEast, new Point(px, py), townMap, 0);
}
else if ((x == bloodMooreRect.Width - 9) && (y == bloodMooreRect.Height - 9)) // South East
{
if (northExit)
{
gameState.LoadSubMap((int)eWildBorder.RiverUpper, new Point(bloodMooreRect.Left + x, bloodMooreRect.Top + y), townMap, 0);
}
else gameState.LoadSubMap((int)eWildBorder.SouthEast, new Point(px, py), townMap, 0);
}
else if ((x == 0) && (y == bloodMooreRect.Height - 9)) // South West
{
if (northExit)
{
gameState.LoadSubMap((int)eWildBorder.West, new Point(px, py), townMap, 0);
}
else gameState.LoadSubMap((int)eWildBorder.SouthWest, new Point(px, py), townMap, 0);
}
else if ((x == 0) && ((y % 8) == 0)) // West
{
if (westExit)
{
gameState.LoadSubMap((int)eWildBorder.RiverUpper, new Point(px, py), townMap, 3);
}
else if (eastExit)
{
// TODO: Transition to town
}
else gameState.LoadSubMap((int)eWildBorder.West, new Point(px, py), townMap, 0);
}
else if ((x == bloodMooreRect.Width - 9) && ((y % 8) == 0)) // East
{
if (westExit)
{
// TODO: Transition to town
}
if (northExit || eastExit)
{
gameState.LoadSubMap((int)eWildBorder.RiverUpper, new Point(px, py), townMap, 3);
}
else gameState.LoadSubMap((int)eWildBorder.East, new Point(px, py), townMap, 0);
}
else if (((x % 8) == 0) && (y == 0)) // North
{
if (southExit)
{
}
else gameState.LoadSubMap((int)eWildBorder.North, new Point(px, py), townMap, 0);
}
else if (((x % 8) == 0) && (y == (bloodMooreRect.Height - 9))) // South
{
if (northExit)
{
//var tileIdx = 31; // 8x8 fill
//gameState.LoadSubMap(tileIdx, new Point(bloodMooreRect.Left + x, bloodMooreRect.Top + y), townMap);
}
else gameState.LoadSubMap((int)eWildBorder.South, new Point(px, py), townMap, 0);
}
else
{
if (((x % 8) == 0) && ((y % 8)) == 0)
{
var tileIdx = 31; // 8x8 fill
gameState.LoadSubMap(tileIdx, new Point(bloodMooreRect.Left + x, bloodMooreRect.Top + y), townMap, 0);
}
}
}
}
}
}
}