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mirror of https://github.com/OpenDiablo2/OpenDiablo2 synced 2024-11-08 19:27:18 -05:00
OpenDiablo2/OpenDiablo2.Core/Map Engine/MapEngine.cs

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C#
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using System;
using System.Collections.Generic;
using System.Drawing;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using OpenDiablo2.Common;
using OpenDiablo2.Common.Interfaces;
using OpenDiablo2.Common.Models;
namespace OpenDiablo2.Core.Map_Engine
{
public sealed class MapEngine : IMapEngine
{
private readonly IGameState gameState;
private readonly IRenderWindow renderWindow;
private readonly IResourceManager resourceManager;
// TODO: Break this out further so we can support multiple maps
private Dictionary<Guid, List<MapCellInfo>> mapDataLookup = new Dictionary<Guid, List<MapCellInfo>>();
private PointF cameraLocation = new PointF();
public PointF CameraLocation
{
get => cameraLocation;
set
{
if (cameraLocation == value)
return;
cameraLocation = value;
cOffX = (int)((cameraLocation.X - cameraLocation.Y) * (cellSizeX / 2));
cOffY = (int)((cameraLocation.X + cameraLocation.Y) * (cellSizeY / 2));
}
}
private ISprite loadingSprite;
private int cOffX, cOffY;
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//private ISprite[] tempMapCell;
private const int
cellSizeX = 160,
cellSizeY = 80,
renderCellsX = (800 / cellSizeX) + 1,
renderCellsY = (600 / cellSizeY) + 1;
public MapEngine(
IGameState gameState,
IRenderWindow renderWindow,
IResourceManager resourceManager
)
{
this.gameState = gameState;
this.renderWindow = renderWindow;
this.resourceManager = resourceManager;
loadingSprite = renderWindow.LoadSprite(ResourcePaths.LoadingScreen, Palettes.Loading, new Point(300, 400));
}
public void NotifyMapChanged()
{
PurgeAllMapData();
LoadNewMapData();
CameraLocation = new PointF(gameState.MapData.Width / 2, gameState.MapData.Height / 2);
}
private void LoadNewMapData()
{
}
public void Render()
{
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// Lower Walls, Floors, and Shadows
for (int y = 0; y < gameState.MapData.Height; y++)
{
for (int x = 0; x < gameState.MapData.Width; x++)
{
var visualX = ((x - y) * (cellSizeX / 2)) - cOffX;
var visualY = ((x + y) * (cellSizeY / 2)) - cOffY;
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DrawFloor(x, y, visualX, visualY);
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DrawWall(x, y, visualX, visualY, false);
DrawWall(x, y, visualX, visualY, true);
DrawRoof(x, y, visualX, visualY);
// //DrawShadow(x, y, visualX, visualY);
}
}
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}
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private void DrawRoof(int x, int y, int visualX, int visualY)
{
var cx = ((x - y) * 80) - cOffX;
var cy = ((x + y) * 40) - cOffY;
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foreach (var wallLayer in gameState.MapData.WallLayers)
{
var wall = wallLayer.Props[x + (y * gameState.MapData.Width)];
var orientation = wallLayer.Orientations[x + (y * gameState.MapData.Width)].Orientation1;
if (orientation != 15) // Only 15 (roof)
return;
if (wall.Prop1 == 0)
continue;
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if ((wall.Prop4 & 0x80) > 0)
{
if (orientation != 10 && orientation != 11)
return;
}
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var sub_index = wall.Prop2;
var main_index = (wall.Prop3 >> 4) + ((wall.Prop4 & 0x03) << 4);
var lt = gameState.MapData.LookupTable.First(z => z.MainIndex == main_index && z.SubIndex == sub_index && z.Orientation == orientation);
renderWindow.DrawMapCell(x, y, cx, cy - lt.TileRef.RoofHeight, gameState.MapData, main_index, sub_index, gameState.CurrentPalette, orientation);
}
}
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private void DrawShadow(int x, int y, int visualX, int visualY)
{
}
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private void DrawFloor(int x, int y, int visualX, int visualY)
{
if (visualX < -160 || visualX > 800 || visualY < -120 || visualY > 650)
return;
var cx = ((x - y) * 80) - cOffX;
var cy = ((x + y) * 40) - cOffY;
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// Render the floor
foreach (var floorLayer in gameState.MapData.FloorLayers)
{
var idx = x + (y * gameState.MapData.Width);
if (idx >= floorLayer.Props.Length)
break;
var floor = floorLayer.Props[idx];
if (floor.Prop1 == 0)
continue;
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var sub_index = floor.Prop2;
var main_index = (floor.Prop3 >> 4) + ((floor.Prop4 & 0x03) << 4);
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renderWindow.DrawMapCell(x, y, cx, cy, gameState.MapData, main_index, sub_index, gameState.CurrentPalette);
}
}
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private void DrawWall(int x, int y, int visualX, int visualY, bool upper)
{
var cx = ((x - y) * 80) - cOffX;
var cy = ((x + y) * 40) - cOffY;
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foreach (var wallLayer in gameState.MapData.WallLayers)
{
var wall = wallLayer.Props[x + (y * gameState.MapData.Width)];
var orientation = wallLayer.Orientations[x + (y * gameState.MapData.Width)].Orientation1;
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if (wall.Prop1 == 0)
continue;
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if (upper && orientation <= 15)
return;
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if (orientation == 10 || orientation == 11)
return; // TODO: Support special walls
if ((wall.Prop4 & 0x80) > 0)
{
if (orientation != 10 && orientation != 11)
return;
}
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var sub_index = wall.Prop2;
var main_index = (wall.Prop3 >> 4) + ((wall.Prop4 & 0x03) << 4);
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var lt = gameState.MapData.LookupTable.First(z => z.MainIndex == main_index && z.SubIndex == sub_index && z.Orientation == orientation);
renderWindow.DrawMapCell(x, y, cx, cy + 80, gameState.MapData, main_index, sub_index, gameState.CurrentPalette, orientation);
}
}
public void Update(long ms)
{
}
private void PurgeAllMapData()
{
}
public MapCellInfo GetMapCellInfo(Guid mapId, Guid tileId)
{
if (!mapDataLookup.ContainsKey(mapId))
return null;
return mapDataLookup[mapId].FirstOrDefault(x => x.TileId == tileId);
}
public void SetMapCellInfo(Guid mapId, MapCellInfo cellInfo)
{
if (!mapDataLookup.ContainsKey(mapId))
mapDataLookup[mapId] = new List<MapCellInfo>();
mapDataLookup[mapId].Add(cellInfo);
}
}
}