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mirror of https://github.com/OpenDiablo2/OpenDiablo2 synced 2024-10-31 16:27:18 -04:00
OpenDiablo2/d2render/d2mapengine/engine.go
Ziemas e70378d627 Increase draw distance up and down (#209)
* Scroll slowly in map test by holding shift
* Increase draw distance up and down
Avoid issues with long tiles popping in and out of view. (As long as
camera is reasonably within bounds)
2019-11-18 18:23:33 -05:00

304 lines
10 KiB
Go

package d2mapengine
import (
"fmt"
"image/color"
"math"
"math/rand"
"strings"
"github.com/OpenDiablo2/D2Shared/d2common/d2enum"
"github.com/OpenDiablo2/D2Shared/d2helper"
"github.com/OpenDiablo2/D2Shared/d2common/d2interface"
"github.com/OpenDiablo2/OpenDiablo2/d2core"
"github.com/OpenDiablo2/D2Shared/d2common"
"github.com/OpenDiablo2/OpenDiablo2/d2audio"
"github.com/hajimehoshi/ebiten"
"github.com/hajimehoshi/ebiten/ebitenutil"
)
type RegionTile struct {
tileX, tileY int // tile coordinates
offX, offY int // world space coordinates of tile origin
}
type EngineRegion struct {
Rect d2common.Rectangle
Region *Region
Tiles []RegionTile
}
type Engine struct {
soundManager *d2audio.Manager
gameState *d2core.GameState
fileProvider d2interface.FileProvider
regions []EngineRegion
OffsetX float64
OffsetY float64
ShowTiles int
Hero *d2core.Hero
}
func CreateMapEngine(gameState *d2core.GameState, soundManager *d2audio.Manager, fileProvider d2interface.FileProvider) *Engine {
result := &Engine{
gameState: gameState,
soundManager: soundManager,
fileProvider: fileProvider,
regions: make([]EngineRegion, 0),
}
return result
}
func (v *Engine) GetRegion(regionIndex int) *EngineRegion {
return &v.regions[regionIndex]
}
func (v *Engine) CenterCameraOn(x, y float64) {
v.OffsetX = -(x - 400)
v.OffsetY = -(y - 300)
}
func (v *Engine) GenerateMap(regionType d2enum.RegionIdType, levelPreset int, fileIndex int) {
randomSource := rand.NewSource(v.gameState.Seed)
region := LoadRegion(randomSource, regionType, levelPreset, v.fileProvider, fileIndex)
fmt.Printf("Loading region: %v\n", region.RegionPath)
v.regions = append(v.regions, EngineRegion{
Rect: d2common.Rectangle{0, 0, int(region.TileWidth), int(region.TileHeight)},
Region: region,
})
for i, _ := range v.regions {
v.GenTiles(&v.regions[i])
v.GenTilesCache(&v.regions[i])
}
}
func (v *Engine) GenerateAct1Overworld() {
v.soundManager.PlayBGM("/data/global/music/Act1/town1.wav") // TODO: Temp stuff here
randomSource := rand.NewSource(v.gameState.Seed)
region := LoadRegion(randomSource, d2enum.RegionAct1Town, 1, v.fileProvider, -1)
v.regions = append(v.regions, EngineRegion{
Rect: d2common.Rectangle{0, 0, int(region.TileWidth), int(region.TileHeight)},
Region: region,
})
if strings.Contains(region.RegionPath, "E1") {
region2 := LoadRegion(randomSource, d2enum.RegionAct1Town, 2, v.fileProvider, -1)
v.regions = append(v.regions, EngineRegion{
Rect: d2common.Rectangle{int(region.TileWidth - 1), 0, int(region2.TileWidth), int(region2.TileHeight)},
Region: region2,
})
} else if strings.Contains(region.RegionPath, "S1") {
region2 := LoadRegion(randomSource, d2enum.RegionAct1Town, 3, v.fileProvider, -1)
v.regions = append(v.regions, EngineRegion{
Rect: d2common.Rectangle{0, int(region.TileHeight - 1), int(region2.TileWidth), int(region2.TileHeight)},
Region: region2,
})
}
for i, _ := range v.regions {
v.GenTiles(&v.regions[i])
v.GenTilesCache(&v.regions[i])
}
sx, sy := d2helper.IsoToScreen(int(region.StartX), int(region.StartY), 0, 0)
v.OffsetX = float64(sx) - 400
v.OffsetY = float64(sy) - 300
}
func (v *Engine) GetRegionAt(x, y int) *EngineRegion {
if v.regions == nil {
return nil
}
for _, region := range v.regions {
if !region.Rect.IsInRect(x, y) {
continue
}
return &region
}
return nil
}
func (v *Engine) Render(target *ebiten.Image) {
for _, region := range v.regions {
v.RenderRegion(region, target)
}
}
func (v *Engine) GenTiles(region *EngineRegion) {
for y := 0; y < int(region.Region.TileHeight); y++ {
offX := -((y + region.Rect.Top) * 80) + (region.Rect.Left * 80)
offY := ((y + region.Rect.Top) * 40) + (region.Rect.Left * 40)
for x := 0; x < int(region.Region.TileWidth); x++ {
region.Tiles = append(region.Tiles, RegionTile{
tileX: x,
tileY: y,
offX: offX,
offY: offY,
})
offX += 80
offY += 40
}
}
}
func (v *Engine) GenTilesCache(region *EngineRegion) {
n := 0
for tileIdx := range region.Tiles {
t := &region.Tiles[tileIdx]
if t.tileY < len(region.Region.DS1.Tiles) && t.tileX < len(region.Region.DS1.Tiles[t.tileY]) {
tile := region.Region.DS1.Tiles[t.tileY][t.tileX]
for i := range tile.Floors {
if tile.Floors[i].Hidden || tile.Floors[i].Prop1 == 0 {
continue
}
region.Region.generateFloorCache(tile.Floors[i])
n++
}
for i, shadow := range tile.Shadows {
if tile.Shadows[i].Hidden || tile.Shadows[i].Prop1 == 0 {
continue
}
region.Region.generateShadowCache(shadow)
n++
}
for i, wall := range tile.Walls {
if tile.Walls[i].Hidden {
continue
}
region.Region.generateWallCache(wall)
n++
}
}
}
}
func (v *Engine) RenderRegion(region EngineRegion, target *ebiten.Image) {
for tileIdx := range region.Tiles {
sx, sy := d2helper.IsoToScreen(region.Tiles[tileIdx].tileX+region.Rect.Left, region.Tiles[tileIdx].tileY+region.Rect.Top, int(v.OffsetX), int(v.OffsetY))
if sx > -160 && sy > -380 && sx <= 880 && sy <= 1240 {
v.RenderPass1(region.Region, region.Tiles[tileIdx].offX, region.Tiles[tileIdx].offY, region.Tiles[tileIdx].tileX, region.Tiles[tileIdx].tileY, target)
if v.ShowTiles > 0 {
v.DrawTileLines(region.Region, region.Tiles[tileIdx].offX, region.Tiles[tileIdx].offY, region.Tiles[tileIdx].tileX, region.Tiles[tileIdx].tileY, target)
}
}
}
for tileIdx := range region.Tiles {
sx, sy := d2helper.IsoToScreen(region.Tiles[tileIdx].tileX+region.Rect.Left, region.Tiles[tileIdx].tileY+region.Rect.Top, int(v.OffsetX), int(v.OffsetY))
if sx > -160 && sy > -380 && sx <= 880 && sy <= 1240 {
v.RenderPass2(region.Region, region.Tiles[tileIdx].offX, region.Tiles[tileIdx].offY, region.Tiles[tileIdx].tileX, region.Tiles[tileIdx].tileY, target)
}
}
for tileIdx := range region.Tiles {
sx, sy := d2helper.IsoToScreen(region.Tiles[tileIdx].tileX+region.Rect.Left, region.Tiles[tileIdx].tileY+region.Rect.Top, int(v.OffsetX), int(v.OffsetY))
if sx > -160 && sy > -380 && sx <= 880 && sy <= 1240 {
v.RenderPass3(region.Region, region.Tiles[tileIdx].offX, region.Tiles[tileIdx].offY, region.Tiles[tileIdx].tileX, region.Tiles[tileIdx].tileY, target)
}
}
}
func (v *Engine) RenderPass1(region *Region, offX, offY, x, y int, target *ebiten.Image) {
tile := region.DS1.Tiles[y][x]
// Draw lower walls
for i := range tile.Walls {
if tile.Walls[i].Orientation <= 15 {
continue
}
if tile.Walls[i].Hidden || tile.Walls[i].Orientation == 10 || tile.Walls[i].Orientation == 11 || tile.Walls[i].Orientation == 0 {
continue
}
region.RenderTile(offX+int(v.OffsetX), offY+int(v.OffsetY), x, y, d2enum.RegionLayerTypeWalls, i, target)
}
for i := range tile.Floors {
if tile.Floors[i].Hidden || tile.Floors[i].Prop1 == 0 {
continue
}
region.RenderTile(offX+int(v.OffsetX), offY+int(v.OffsetY), x, y, d2enum.RegionLayerTypeFloors, i, target)
}
for i := range tile.Shadows {
if tile.Shadows[i].Hidden || tile.Shadows[i].Prop1 == 0 {
continue
}
region.RenderTile(offX+int(v.OffsetX), offY+int(v.OffsetY), x, y, d2enum.RegionLayerTypeShadows, i, target)
}
}
func (v *Engine) RenderPass2(region *Region, offX, offY, x, y int, target *ebiten.Image) {
tile := region.DS1.Tiles[y][x]
// Draw upper walls
for i := range tile.Walls {
if tile.Walls[i].Orientation >= 15 {
continue
}
if tile.Walls[i].Hidden || tile.Walls[i].Orientation == 10 || tile.Walls[i].Orientation == 11 || tile.Walls[i].Orientation == 0 {
continue
}
region.RenderTile(offX+int(v.OffsetX), offY+int(v.OffsetY), x, y, d2enum.RegionLayerTypeWalls, i, target)
}
for _, obj := range region.AnimationEntities {
if int(math.Floor(obj.LocationX)) == x && int(math.Floor(obj.LocationY)) == y {
obj.Render(target, offX+int(v.OffsetX), offY+int(v.OffsetY))
}
}
for _, npc := range region.NPCs {
if int(math.Floor(npc.AnimatedEntity.LocationX)) == x && int(math.Floor(npc.AnimatedEntity.LocationY)) == y {
npc.Render(target, offX+int(v.OffsetX), offY+int(v.OffsetY))
}
}
if v.Hero != nil && int(v.Hero.AnimatedEntity.LocationX) == x && int(v.Hero.AnimatedEntity.LocationY) == y {
v.Hero.Render(target, offX+int(v.OffsetX), offY+int(v.OffsetY))
}
}
func (v *Engine) RenderPass3(region *Region, offX, offY, x, y int, target *ebiten.Image) {
tile := region.DS1.Tiles[y][x]
// Draw ceilings
for i := range tile.Walls {
if tile.Walls[i].Orientation != 15 {
continue
}
region.RenderTile(offX+int(v.OffsetX), offY+int(v.OffsetY), x, y, d2enum.RegionLayerTypeWalls, i, target)
}
}
func (v *Engine) DrawTileLines(region *Region, offX, offY, x, y int, target *ebiten.Image) {
if v.ShowTiles > 0 {
subtileColor := color.RGBA{80, 80, 255, 100}
tileColor := color.RGBA{255, 255, 255, 255}
ebitenutil.DrawLine(target, float64(offX)+v.OffsetX, float64(offY)+v.OffsetY, float64(offX)+v.OffsetX+80, float64(offY)+v.OffsetY+40, tileColor)
ebitenutil.DrawLine(target, float64(offX)+v.OffsetX, float64(offY)+v.OffsetY, float64(offX)+v.OffsetX-80, float64(offY)+v.OffsetY+40, tileColor)
coords := fmt.Sprintf("%v,%v", x, y)
ebitenutil.DebugPrintAt(target, coords, offX+int(v.OffsetX)-10, offY+int(v.OffsetY)+10)
if v.ShowTiles > 1 {
for i := 1; i <= 4; i++ {
x := (16 * i)
y := (8 * i)
ebitenutil.DrawLine(target, float64(offX-x)+v.OffsetX, float64(offY+y)+v.OffsetY,
float64(offX-x)+v.OffsetX+80, float64(offY+y)+v.OffsetY+40, subtileColor)
ebitenutil.DrawLine(target, float64(offX+x)+v.OffsetX, float64(offY+y)+v.OffsetY,
float64(offX+x)+v.OffsetX-80, float64(offY+y)+v.OffsetY+40, subtileColor)
}
tile := region.DS1.Tiles[y][x]
for i := range tile.Floors {
floorSpec := fmt.Sprintf("f: %v-%v", tile.Floors[i].MainIndex, tile.Floors[i].SubIndex)
ebitenutil.DebugPrintAt(target, floorSpec, offX+int(v.OffsetX)-20, offY+int(v.OffsetY)+10+((i+1)*14))
}
// wallSpec := fmt.Sprintf("w: %v-%v", tile.Walls[0].MainIndex, tile.Walls[0].SubIndex)
// ebitenutil.DebugPrintAt(target, wallSpec, offX+int(v.OffsetX)-20, offY+int(v.OffsetY)+34)
}
}
}