mirror of
https://github.com/OpenDiablo2/OpenDiablo2
synced 2024-12-25 19:46:50 -05:00
920a4f51b0
* Started adding support for NPCs. Added Monstats dictionary.
390 lines
12 KiB
Go
390 lines
12 KiB
Go
package _map
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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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"sync"
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"github.com/OpenDiablo2/OpenDiablo2/palettedefs"
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"github.com/hajimehoshi/ebiten"
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"github.com/OpenDiablo2/OpenDiablo2/common"
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)
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type TileCacheRecord struct {
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Image *ebiten.Image
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XOffset int
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YOffset int
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}
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type Region struct {
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RegionPath string
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LevelType common.LevelTypeRecord
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levelPreset *common.LevelPresetRecord
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TileWidth int32
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TileHeight int32
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Tiles []Tile
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DS1 *DS1
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Palette common.PaletteRec
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FloorCache map[uint32]*TileCacheRecord
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ShadowCache map[uint32]*TileCacheRecord
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WallCache map[uint32]*TileCacheRecord
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AnimationEntities []*common.AnimatedEntity
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NPCs []*common.NPC
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StartX float64
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StartY float64
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}
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type RegionLayerType int
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const (
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RegionLayerTypeFloors RegionLayerType = 0
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RegionLayerTypeWalls RegionLayerType = 1
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RegionLayerTypeShadows RegionLayerType = 2
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)
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type RegionIdType int
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const (
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RegionAct1Town RegionIdType = 1
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RegionAct1Wilderness RegionIdType = 2
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RegionAct1Cave RegionIdType = 3
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RegionAct1Crypt RegionIdType = 4
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RegionAct1Monestary RegionIdType = 5
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RegionAct1Courtyard RegionIdType = 6
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RegionAct1Barracks RegionIdType = 7
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RegionAct1Jail RegionIdType = 8
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RegionAct1Cathedral RegionIdType = 9
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RegionAct1Catacombs RegionIdType = 10
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RegionAct1Tristram RegionIdType = 11
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RegionAct2Town RegionIdType = 12
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RegionAct2Sewer RegionIdType = 13
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RegionAct2Harem RegionIdType = 14
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RegionAct2Basement RegionIdType = 15
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RegionAct2Desert RegionIdType = 16
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RegionAct2Tomb RegionIdType = 17
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RegionAct2Lair RegionIdType = 18
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RegionAct2Arcane RegionIdType = 19
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RegionAct3Town RegionIdType = 20
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RegionAct3Jungle RegionIdType = 21
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RegionAct3Kurast RegionIdType = 22
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RegionAct3Spider RegionIdType = 23
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RegionAct3Dungeon RegionIdType = 24
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RegionAct3Sewer RegionIdType = 25
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RegionAct4Town RegionIdType = 26
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RegionAct4Mesa RegionIdType = 27
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RegionAct4Lava RegionIdType = 28
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RegonAct5Town RegionIdType = 29
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RegionAct5Siege RegionIdType = 30
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RegionAct5Barricade RegionIdType = 31
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RegionAct5Temple RegionIdType = 32
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RegionAct5IceCaves RegionIdType = 33
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RegionAct5Baal RegionIdType = 34
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RegionAct5Lava RegionIdType = 35
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)
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func LoadRegion(seed rand.Source, levelType RegionIdType, levelPreset int, fileProvider common.FileProvider) *Region {
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result := &Region{
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LevelType: common.LevelTypes[levelType],
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levelPreset: common.LevelPresets[levelPreset],
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Tiles: make([]Tile, 0),
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FloorCache: make(map[uint32]*TileCacheRecord),
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ShadowCache: make(map[uint32]*TileCacheRecord),
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WallCache: make(map[uint32]*TileCacheRecord),
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}
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result.Palette = common.Palettes[palettedefs.PaletteType("act"+strconv.Itoa(int(result.LevelType.Act)))]
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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 := 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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random := rand.New(seed)
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levelIndex := int(math.Round(float64(len(levelFilesToPick)-1) * random.Float64()))
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levelFile := levelFilesToPick[levelIndex]
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result.RegionPath = levelFile
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result.DS1 = 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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return result
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}
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func (v *Region) loadObjects(fileProvider common.FileProvider) {
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var wg sync.WaitGroup
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wg.Add(len(v.DS1.Objects))
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v.AnimationEntities = make([]*common.AnimatedEntity, 0)
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v.NPCs = make([]*common.NPC, 0)
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for _, object := range v.DS1.Objects {
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go func(object common.Object) {
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defer wg.Done()
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switch object.Lookup.Type {
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case common.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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return
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}
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npc := common.CreateNPC(object, fileProvider)
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v.NPCs = append(v.NPCs, npc)
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case common.ObjectTypeItem:
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if object.ObjectInfo == nil || !object.ObjectInfo.Draw || object.Lookup.Base == "" || object.Lookup.Token == "" || object.Lookup.TR == "" {
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return
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}
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entity := common.CreateAnimatedEntity(object, fileProvider, palettedefs.Units)
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entity.SetMode(object.Lookup.Mode, object.Lookup.Class, 0, fileProvider)
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v.AnimationEntities = append(v.AnimationEntities, entity)
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}
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}(object)
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}
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wg.Wait()
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}
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func (v *Region) RenderTile(offsetX, offsetY, tileX, tileY int, layerType RegionLayerType, layerIndex int, target *ebiten.Image) {
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offsetX -= 80
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switch layerType {
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case RegionLayerTypeFloors:
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v.renderFloor(v.DS1.Tiles[tileY][tileX].Floors[layerIndex], offsetX, offsetY, target)
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case RegionLayerTypeWalls:
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v.renderWall(v.DS1.Tiles[tileY][tileX].Walls[layerIndex], offsetX, offsetY, target)
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case RegionLayerTypeShadows:
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v.renderShadow(v.DS1.Tiles[tileY][tileX].Shadows[layerIndex], offsetX, offsetY, target)
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}
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}
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func (v *Region) getTile(mainIndex, subIndex, orientation int32) *Tile {
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// TODO: Need to support randomly grabbing tile based on x/y as there can be multiple matches for same main/sub index
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for _, tile := range v.Tiles {
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if tile.MainIndex != mainIndex || tile.SubIndex != subIndex || tile.Orientation != orientation {
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continue
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}
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return &tile
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}
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//log.Fatalf("Unknown tile ID [%d %d %d]", mainIndex, subIndex, orientation)
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return nil
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}
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func (v *Region) renderFloor(tile FloorShadowRecord, offsetX, offsetY int, target *ebiten.Image) {
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tileCacheIndex := (uint32(tile.MainIndex) << 16) | (uint32(tile.SubIndex) << 8)
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tileCache, exists := v.FloorCache[tileCacheIndex]
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if !exists {
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v.FloorCache[tileCacheIndex] = v.generateFloorCache(tile)
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tileCache = v.FloorCache[tileCacheIndex]
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if tileCache == nil {
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log.Fatal("Could not load floor tile")
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}
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}
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opts := &ebiten.DrawImageOptions{}
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opts.GeoM.Translate(float64(offsetX+tileCache.XOffset), float64(offsetY+tileCache.YOffset))
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target.DrawImage(tileCache.Image, opts)
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}
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func (v *Region) renderWall(tile WallRecord, offsetX, offsetY int, target *ebiten.Image) {
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tileCacheIndex := (uint32(tile.MainIndex) << 16) | (uint32(tile.SubIndex) << 8) | (uint32(tile.Orientation))
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tileCache, exists := v.WallCache[tileCacheIndex]
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if !exists {
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v.WallCache[tileCacheIndex] = v.generateWallCache(tile)
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if v.WallCache[tileCacheIndex] == nil {
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log.Fatal("Could not generate wall")
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}
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tileCache = v.WallCache[tileCacheIndex]
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}
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opts := &ebiten.DrawImageOptions{}
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opts.GeoM.Translate(float64(offsetX+tileCache.XOffset), float64(offsetY+tileCache.YOffset))
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target.DrawImage(tileCache.Image, opts)
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}
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func (v *Region) renderShadow(tile FloorShadowRecord, offsetX, offsetY int, target *ebiten.Image) {
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tileCacheIndex := (uint32(tile.MainIndex) << 16) + (uint32(tile.SubIndex) << 8) + 0
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tileCache, exists := v.ShadowCache[tileCacheIndex]
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if !exists {
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v.ShadowCache[tileCacheIndex] = v.generateShadowCache(tile)
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tileCache = v.ShadowCache[tileCacheIndex]
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if tileCache == nil {
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log.Fatal("Could not load shadow tile")
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}
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}
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opts := &ebiten.DrawImageOptions{}
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opts.GeoM.Translate(float64(offsetX+tileCache.XOffset), float64(offsetY+tileCache.YOffset))
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opts.ColorM = common.ColorToColorM(color.RGBA{255, 255, 255, 160})
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target.DrawImage(tileCache.Image, opts)
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}
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func (v *Region) decodeTileGfxData(blocks []Block, pixels []byte, tileYOffset int32, tileWidth int32) {
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for _, block := range blocks {
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if block.Format == 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 FloorShadowRecord) *TileCacheRecord {
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tileData := v.getTile(int32(tile.MainIndex), int32(tile.SubIndex), 0)
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if tileData == nil {
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log.Fatalf("Could not locate tile Idx:%d, Sub: %d, Ori: %d", tile.MainIndex, tile.SubIndex, 0)
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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 = common.MinInt32(tileYMinimum, int32(block.Y))
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}
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tileYOffset := common.AbsInt32(tileYMinimum)
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tileHeight := common.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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return &TileCacheRecord{image, 0, 0}
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}
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func (v *Region) generateShadowCache(tile FloorShadowRecord) *TileCacheRecord {
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tileData := v.getTile(int32(tile.MainIndex), int32(tile.SubIndex), 13)
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if tileData == nil {
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return nil
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}
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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 = common.MinInt32(tileMinY, int32(block.Y))
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tileMaxY = common.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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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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return &TileCacheRecord{image, 0, int(tileMinY) + 80}
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}
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func (v *Region) generateWallCache(tile WallRecord) *TileCacheRecord {
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tileData := v.getTile(int32(tile.MainIndex), int32(tile.SubIndex), int32(tile.Orientation))
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if tileData == nil {
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return nil
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}
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var newTileData *Tile = nil
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if tile.Orientation == 3 {
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newTileData = v.getTile(int32(tile.MainIndex), int32(tile.SubIndex), int32(4))
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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 = common.MinInt32(tileMinY, int32(block.Y))
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tileMaxY = common.MaxInt32(tileMaxY, int32(block.Y+32))
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}
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realHeight := common.MaxInt32(common.AbsInt32(tileData.Height), tileMaxY-tileMinY)
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tileYOffset := -tileMinY
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//tileHeight := int(tileMaxY - tileMinY)
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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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yAdjust := 0
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if tile.Orientation > 15 {
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// Lower Walls
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yAdjust = 80
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} else if tile.Orientation == 15 {
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// Roof
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yAdjust = -int(tileData.RoofHeight)
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} else {
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// Upper Walls, Special Tiles
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yAdjust = int(tileMinY) + 80
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}
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image.ReplacePixels(pixels)
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return &TileCacheRecord{
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image,
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0,
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yAdjust,
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}
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}
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