mirror of
https://github.com/OpenDiablo2/OpenDiablo2
synced 2024-11-19 02:46:35 -05:00
1c2b4869a1
* Switch items to dynamic load with a common struct, add misc.txt loading * Update Ebiten Reference * Switch references to point to D2Shared * Migrate part 2
171 lines
3.7 KiB
Go
171 lines
3.7 KiB
Go
package d2core
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import (
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"io/ioutil"
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"log"
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"os"
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"path"
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"runtime"
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"strconv"
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"strings"
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"time"
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"github.com/OpenDiablo2/D2Shared/d2common"
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"github.com/OpenDiablo2/D2Shared/d2common/d2enum"
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)
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/*
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File Spec
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--------------------------------------------
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UINT32 GameState Version
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INT64 Game Seed
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BYTE Hero Type
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BYTE Hero Level
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BYTE Act
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BYTE Hero Name Length
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BYTE[] Hero Name
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--------------------------------------------
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*/
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type GameState struct {
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Seed int64
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HeroName string
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HeroType d2enum.Hero
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HeroLevel int
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Act int
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FilePath string
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Equipment CharacterEquipment
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}
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const GameStateVersion = uint32(2) // Update this when you make breaking changes
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func HasGameStates() bool {
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files, _ := ioutil.ReadDir(getGameBaseSavePath())
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return len(files) > 0
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}
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func GetAllGameStates() []*GameState {
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// TODO: Make this not crash tf out on bad files
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basePath := getGameBaseSavePath()
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files, _ := ioutil.ReadDir(basePath)
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result := make([]*GameState, 0)
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for _, file := range files {
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fileName := file.Name()
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if file.IsDir() || len(fileName) < 5 || strings.ToLower(fileName[len(fileName)-4:]) != ".od2" {
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continue
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}
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gameState := LoadGameState(path.Join(basePath, file.Name()))
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if gameState == nil {
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continue
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}
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result = append(result, gameState)
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}
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return result
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}
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// CreateTestGameState is used for the map engine previewer
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func CreateTestGameState() *GameState {
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result := &GameState{
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Seed: time.Now().UnixNano(),
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}
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return result
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}
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func LoadGameState(path string) *GameState {
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result := &GameState{
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FilePath: path,
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}
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f, err := os.Open(path)
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if err != nil {
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log.Panicf(err.Error())
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}
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bytes, err := ioutil.ReadAll(f)
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if err != nil {
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log.Panicf(err.Error())
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}
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defer f.Close()
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sr := d2common.CreateStreamReader(bytes)
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if sr.GetUInt32() != GameStateVersion {
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// Unknown game version
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return nil
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}
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result.Seed = sr.GetInt64()
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result.HeroType = d2enum.Hero(sr.GetByte())
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result.HeroLevel = int(sr.GetByte())
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result.Act = int(sr.GetByte())
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heroNameLen := sr.GetByte()
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heroName, _ := sr.ReadBytes(int(heroNameLen))
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result.HeroName = string(heroName)
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return result
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}
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func CreateGameState(heroName string, hero d2enum.Hero, hardcore bool) *GameState {
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result := &GameState{
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HeroName: heroName,
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HeroType: hero,
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Act: 1,
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Seed: time.Now().UnixNano(),
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FilePath: "",
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}
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result.Save()
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return result
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}
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func getGameBaseSavePath() string {
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if runtime.GOOS == "windows" {
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appDataPath := os.Getenv("APPDATA")
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basePath := path.Join(appDataPath, "OpenDiablo2", "Saves")
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if err := os.MkdirAll(basePath, os.ModeDir); err != nil {
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log.Panicf(err.Error())
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}
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return basePath
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}
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homeDir, err := os.UserHomeDir()
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if err != nil {
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log.Panicf(err.Error())
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}
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basePath := path.Join(homeDir, ".OpenDiablo2", "Saves")
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if err := os.MkdirAll(basePath, 0755); err != nil {
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log.Panicf(err.Error())
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}
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// TODO: Is mac supposed to have a super special place for the save games?
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return basePath
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}
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func getFirstFreeFileName() string {
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i := 0
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basePath := getGameBaseSavePath()
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for {
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filePath := path.Join(basePath, strconv.Itoa(i)+".od2")
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if _, err := os.Stat(filePath); os.IsNotExist(err) {
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return filePath
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}
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i++
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}
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}
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func (v *GameState) Save() {
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if v.FilePath == "" {
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v.FilePath = getFirstFreeFileName()
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}
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f, err := os.Create(v.FilePath)
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if err != nil {
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log.Panicf(err.Error())
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}
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defer f.Close()
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sr := d2common.CreateStreamWriter()
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sr.PushUint32(GameStateVersion)
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sr.PushInt64(v.Seed)
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sr.PushByte(byte(v.HeroType))
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sr.PushByte(byte(v.HeroLevel))
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sr.PushByte(byte(v.Act))
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sr.PushByte(byte(len(v.HeroName)))
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for _, ch := range v.HeroName {
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sr.PushByte(byte(ch))
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}
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if _, err := f.Write(sr.GetBytes()); err != nil {
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log.Panicf(err.Error())
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}
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}
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