1
1
mirror of https://github.com/OpenDiablo2/OpenDiablo2 synced 2024-06-03 06:20:43 +00:00

Added logic in preparation for tile rendering

This commit is contained in:
Tim Sarbin 2019-10-31 13:39:05 -04:00
parent dd403cb0eb
commit 02082925b5
5 changed files with 168 additions and 29 deletions

View File

@ -29,7 +29,6 @@ type LevelPresetRecord struct {
var LevelPresets []LevelPresetRecord
func LoadLevelPresets(fileProvider FileProvider) {
LevelPresets = make([]LevelPresetRecord, 0)
levelTypesData := fileProvider.LoadFile(ResourcePaths.LevelPreset)
sr := CreateStreamReader(levelTypesData)
numRecords := sr.GetInt32()

View File

@ -15,7 +15,6 @@ type LevelTypeRecord struct {
var LevelTypes []LevelTypeRecord
func LoadLevelTypes(fileProvider FileProvider) {
LevelTypes = make([]LevelTypeRecord, 0)
levelTypesData := fileProvider.LoadFile(ResourcePaths.LevelType)
sr := CreateStreamReader(levelTypesData)
numRecords := sr.GetInt32()

View File

@ -9,13 +9,14 @@ import (
// https://d2mods.info/forum/viewtopic.php?t=65163
type Block struct {
X int16
Y int16
GridX byte
GridY byte
Format int16
Length int32
FileOffset int32
X int16
Y int16
GridX byte
GridY byte
Format BlockDataFormat
EncodedData []byte
Length int32
FileOffset int32
}
type Tile struct {
@ -32,13 +33,20 @@ type Tile struct {
SubTileFlags [25]byte
blockHeaderPointer int32
blockHeaderSize int32
blocks []Block
Blocks []Block
}
type DT1 struct {
Tiles []Tile
}
type BlockDataFormat int16
const (
BlockFormatRLE BlockDataFormat = 0 // Not 1
BlockFormatIsometric BlockDataFormat = 1
)
func LoadDT1(path string, fileProvider Common.FileProvider) *DT1 {
result := &DT1{}
fileData := fileProvider.LoadFile(path)
@ -72,30 +80,29 @@ func LoadDT1(path string, fileProvider Common.FileProvider) *DT1 {
br.SkipBytes(7)
newTile.blockHeaderPointer = br.GetInt32()
newTile.blockHeaderSize = br.GetInt32()
newTile.blocks = make([]Block, br.GetInt32())
newTile.Blocks = make([]Block, br.GetInt32())
br.SkipBytes(12)
result.Tiles[tileIdx] = newTile
}
for tileIdx, tile := range result.Tiles {
br.SetPosition(uint64(tile.blockHeaderPointer))
for blockIdx := range tile.blocks {
result.Tiles[tileIdx].blocks[blockIdx].X = br.GetInt16()
result.Tiles[tileIdx].blocks[blockIdx].Y = br.GetInt16()
for blockIdx := range tile.Blocks {
result.Tiles[tileIdx].Blocks[blockIdx].X = br.GetInt16()
result.Tiles[tileIdx].Blocks[blockIdx].Y = br.GetInt16()
br.SkipBytes(2)
result.Tiles[tileIdx].blocks[blockIdx].GridX = br.GetByte()
result.Tiles[tileIdx].blocks[blockIdx].GridY = br.GetByte()
result.Tiles[tileIdx].blocks[blockIdx].Format = br.GetInt16()
result.Tiles[tileIdx].blocks[blockIdx].Length = br.GetInt32()
result.Tiles[tileIdx].Blocks[blockIdx].GridX = br.GetByte()
result.Tiles[tileIdx].Blocks[blockIdx].GridY = br.GetByte()
result.Tiles[tileIdx].Blocks[blockIdx].Format = BlockDataFormat(br.GetInt16())
result.Tiles[tileIdx].Blocks[blockIdx].Length = br.GetInt32()
br.SkipBytes(2)
result.Tiles[tileIdx].blocks[blockIdx].FileOffset = br.GetInt32()
result.Tiles[tileIdx].Blocks[blockIdx].FileOffset = br.GetInt32()
}
/*
for blockIdx, block := range tile.blocks {
br.SetPosition(uint64(tile.blockHeaderPointer + block.FileOffset))
encodedData, _ := br.ReadBytes(block.Length)
bs := Common.CreateBitStream(encodedData)
}
*/
for blockIndex, block := range tile.Blocks {
br.SetPosition(uint64(tile.blockHeaderPointer + block.FileOffset))
encodedData, _ := br.ReadBytes(int(block.Length))
tile.Blocks[blockIndex].EncodedData = encodedData
}
}
return result
}

129
MapEngine/Region.go Normal file
View File

@ -0,0 +1,129 @@
package MapEngine
import (
"log"
"math"
"math/rand"
"github.com/hajimehoshi/ebiten"
"github.com/essial/OpenDiablo2/Common"
)
type Region struct {
levelType Common.LevelTypeRecord
levelPreset Common.LevelPresetRecord
TileWidth int32
TileHeight int32
Tiles []Tile
DS1 *DS1
}
type RegionLayerType int
const (
RegionLayerTypeFloors RegionLayerType = 0
RegionLayerTypeWalls RegionLayerType = 1
)
type RegionIdType int
const (
RegionNoneRegionAct1Town = 1
RegionAct1Wilderness RegionIdType = 2
RegionAct1Cave RegionIdType = 3
RegionAct1Crypt RegionIdType = 4
RegionAct1Monestary RegionIdType = 5
RegionAct1Courtyard RegionIdType = 6
RegionAct1Barracks RegionIdType = 7
RegionAct1Jail RegionIdType = 8
RegionAct1Cathedral RegionIdType = 9
RegionAct1Catacombs RegionIdType = 10
RegionAct1Tristram RegionIdType = 11
RegionAct2Town RegionIdType = 12
RegionAct2Sewer RegionIdType = 13
RegionAct2Harem RegionIdType = 14
RegionAct2Basement RegionIdType = 15
RegionAct2Desert RegionIdType = 16
RegionAct2Tomb RegionIdType = 17
RegionAct2Lair RegionIdType = 18
RegionAct2Arcane RegionIdType = 19
RegionAct3Town RegionIdType = 20
RegionAct3Jungle RegionIdType = 21
RegionAct3Kurast RegionIdType = 22
RegionAct3Spider RegionIdType = 23
RegionAct3Dungeon RegionIdType = 24
RegionAct3Sewer RegionIdType = 25
RegionAct4Town RegionIdType = 26
RegionAct4Mesa RegionIdType = 27
RegionAct4Lava RegionIdType = 28
RegonAct5Town RegionIdType = 29
RegionAct5Siege RegionIdType = 30
RegionAct5Barricade RegionIdType = 31
RegionAct5Temple RegionIdType = 32
RegionAct5IceCaves RegionIdType = 33
RegionAct5Baal RegionIdType = 34
RegionAct5Lava RegionIdType = 35
)
func LoadRegion(seed rand.Source, levelType RegionIdType, levelPreset int, fileProvider Common.FileProvider) *Region {
result := &Region{
levelType: Common.LevelTypes[levelType],
levelPreset: Common.LevelPresets[levelPreset],
Tiles: make([]Tile, 0),
}
for _, levelTypeDt1 := range result.levelType.Files {
if len(levelTypeDt1) == 0 || levelTypeDt1 == "" || levelTypeDt1 == "0" {
continue
}
dt1 := LoadDT1("/data/global/tiles/"+levelTypeDt1, fileProvider)
for _, tileData := range dt1.Tiles {
result.Tiles = append(result.Tiles, tileData)
}
}
levelFilesToPick := make([]string, 0)
for _, fileRecord := range result.levelPreset.Files {
if len(fileRecord) == 0 || fileRecord == "" || fileRecord == "0" {
continue
}
levelFilesToPick = append(levelFilesToPick, fileRecord)
}
random := rand.New(seed)
levelIndex := int(math.Round(float64(len(levelFilesToPick)-1) * random.Float64()))
levelFile := levelFilesToPick[levelIndex]
result.DS1 = LoadDS1("/data/global/tiles/"+levelFile, fileProvider)
result.TileWidth = result.DS1.Width
result.TileHeight = result.DS1.Height
return result
}
func (v *Region) RenderTile(offsetX, offsetY, tileX, tileY int, layerType RegionLayerType, layerIndex int, target *ebiten.Image) {
switch layerType {
case RegionLayerTypeFloors:
v.renderFloor(v.DS1.Tiles[tileY][tileX].Floors[layerIndex], offsetX, offsetY, target)
case RegionLayerTypeWalls:
v.renderWall(v.DS1.Tiles[tileY][tileX].Walls[layerIndex], offsetX, offsetY, target)
}
}
func (v *Region) getTile(mainIndex, subIndex int32) Tile {
// TODO: Need to support randomly grabbing tile based on x/y as there can be multiple matches for same main/sub index
for _, tile := range v.Tiles {
if tile.MainIndex != mainIndex || tile.SubIndex != subIndex {
continue
}
return tile
}
log.Fatalf("Unknown tile ID [%d %d]", mainIndex, subIndex)
return Tile{}
}
func (v *Region) renderFloor(tile FloorShadowRecord, offsetX, offsetY int, target *ebiten.Image) {
tileData := v.getTile(int32(tile.MainIndex), int32(tile.SubIndex))
log.Printf("Pro1: %d", tileData.Direction)
}
func (v *Region) renderWall(tile WallRecord, offsetX, offsetY int, target *ebiten.Image) {
}

View File

@ -1,6 +1,9 @@
package Scenes
import (
"math/rand"
"time"
"github.com/essial/OpenDiablo2/Common"
"github.com/essial/OpenDiablo2/MapEngine"
"github.com/essial/OpenDiablo2/Sound"
@ -13,6 +16,7 @@ type MapEngineTest struct {
soundManager *Sound.Manager
fileProvider Common.FileProvider
sceneProvider SceneProvider
region *MapEngine.Region
}
func CreateMapEngineTest(fileProvider Common.FileProvider, sceneProvider SceneProvider, uiManager *UI.Manager, soundManager *Sound.Manager) *MapEngineTest {
@ -26,11 +30,12 @@ func CreateMapEngineTest(fileProvider Common.FileProvider, sceneProvider ScenePr
}
func (v *MapEngineTest) Load() []func() {
// TODO: Game seed comes from the game state object
randomSource := rand.NewSource(time.Now().UnixNano())
v.soundManager.PlayBGM("")
return []func(){
func() {
//_ = MapEngine.LoadDS1("/data/global/tiles/ACT1/town/townE1.ds1", v.fileProvider)
_ = MapEngine.LoadDT1("/data/global/tiles/ACT1/town/floor.dt1", v.fileProvider)
v.region = MapEngine.LoadRegion(randomSource, MapEngine.RegionAct1Tristram, 300, v.fileProvider)
},
}
}
@ -40,7 +45,7 @@ func (v *MapEngineTest) Unload() {
}
func (v *MapEngineTest) Render(screen *ebiten.Image) {
v.region.RenderTile(300, 300, 0, 0, MapEngine.RegionLayerTypeFloors, 0, screen)
}
func (v *MapEngineTest) Update(tickTime float64) {