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mirror of https://github.com/OpenDiablo2/OpenDiablo2 synced 2024-06-20 14:15:23 +00:00
OpenDiablo2/d2core/d2map/d2mapstamp/factory.go

75 lines
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Go
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remove d2asset singleton (#726) * export d2asset singleton * add *d2asset.AssetManager to d2app - d2app now has a reference to an asset manager which it will use for loading - added asset loader methods to the asset manager - functions in d2asset are now wrappers for asset manager methods * add asset manager reference to audio provider - d2app asset manager reference is now passed to audio provider - asset manager is created in main.go for now to pass into audio provider - CreateSoundEffect is now a method, no longer exported, uses the asset manager reference * d2app passes asset manager refence to map engine test * in d2asset, all calls to LoadFile replaced with call to Singleton.Loadfile * blizzard intro and credits screen - d2app passes reference to the asset manager to these screens * asset manager for d2map - adding MapStampFactory, takes an asset manager reference - embedded MapStampFactory into the MapEngine - LoadStamp is now a method of the MapStampFactory * d2asset: removed LoadFileStream, LoadFile, and FileExists * d2gui changes - singleton now has an asset manager reference - calls to d2asset loader functions removed - createButton is now a method of LayoutManager - moved LayoutEntry to its own file * map entity factory - Map engine has an embedded map entity factory - Map stamp factory gets a reference to the map engine's entity factory - Stamps are given a reference to the map engine entity factory when created - Character select gets a map entity factory - Embedded the stamp factory into the MapEngine * asset manager for d2ui - d2ui is passed an asset manager reference when created - all calls to d2asset loader functions in d2ui now refer to the asset manager - d2gamescreen gets a ui manager when created - help overlay is now passed a ui manager when created * d2gamescreen + d2player: asset manager references added an asset manager reference to - inventory panel + inventory grid - mini panel - game controls - help overlay - character select - main menu - select hero class - hero stats panel * Removed d2asset.LoadAnimation all references to this function have been replaced with calls to the asset manager method * adding asset to help overlay, bugfix for 4d59c91 * Removed d2asset.LoadFont and d2asset.LoadAnimationWithEffect all references to these have been replaced with calls to the asset manager methods * MapRenderer now gets an asset manager reference * removed d2asset.LoadPalette all references have been replaced with calls to an asset manager instance * merged d2object with d2mapentity d2object was only being used to create objects in the map, so the provider function is now a method of the map entity factory. calls to d2asset have been removed. * removed d2asset.LoadComposite all calls are now made to the asset manager method * removed d2asset singleton all singleton references have been removed, a single instance of the asset manager is passed around the entire app * rename Initialize to NewAssetManager
2020-09-12 20:51:30 +00:00
package d2mapstamp
import (
"math"
"math/rand"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2map/d2mapentity"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2data/d2datadict"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2enum"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2fileformats/d2ds1"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2fileformats/d2dt1"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2asset"
)
func NewStampFactory(asset *d2asset.AssetManager, entity *d2mapentity.MapEntityFactory) *StampFactory {
return &StampFactory{asset, entity}
}
type StampFactory struct {
asset *d2asset.AssetManager
entity *d2mapentity.MapEntityFactory
}
// LoadStamp loads the Stamp data from file.
func (f *StampFactory) LoadStamp(levelType d2enum.RegionIdType, levelPreset, fileIndex int) *Stamp {
stamp := &Stamp{
entity: f.entity,
regionID: levelType,
levelType: d2datadict.LevelTypes[levelType],
levelPreset: d2datadict.LevelPresets[levelPreset],
}
for _, levelTypeDt1 := range &stamp.levelType.Files {
if levelTypeDt1 != "" && levelTypeDt1 != "0" {
fileData, err := f.asset.LoadFile("/data/global/tiles/" + levelTypeDt1)
if err != nil {
panic(err)
}
dt1, _ := d2dt1.LoadDT1(fileData)
stamp.tiles = append(stamp.tiles, dt1.Tiles...)
}
}
var levelFilesToPick []string
for _, fileRecord := range stamp.levelPreset.Files {
if fileRecord != "" && fileRecord != "0" {
levelFilesToPick = append(levelFilesToPick, fileRecord)
}
}
levelIndex := int(math.Round(float64(len(levelFilesToPick)-1) * rand.Float64()))
if fileIndex >= 0 && fileIndex < len(levelFilesToPick) {
levelIndex = fileIndex
}
if levelFilesToPick == nil {
panic("no level files to pick from")
}
stamp.regionPath = levelFilesToPick[levelIndex]
fileData, err := f.asset.LoadFile("/data/global/tiles/" + stamp.regionPath)
if err != nil {
panic(err)
}
stamp.ds1, _ = d2ds1.LoadDS1(fileData)
return stamp
}