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mirror of https://github.com/OpenDiablo2/OpenDiablo2 synced 2024-06-16 12:35:22 +00:00

Finally fixed broken map load logic. Made palletes less dumb.

This commit is contained in:
Tim Sarbin 2018-11-24 12:15:54 -05:00
parent 78ee66bdfb
commit 60b453c033
5 changed files with 21 additions and 32 deletions

View File

@ -32,9 +32,7 @@ namespace OpenDiablo2.Common.Models
if (index == -1)
return 0;
var color = palette.Colors[index];
return ((UInt32)255 << 24) + ((UInt32)color.R << 16) + ((UInt32)color.G << 8) + (UInt32)color.B;
return palette.Colors[index];
}
}

View File

@ -154,15 +154,12 @@ namespace OpenDiablo2.Common.Models
else
{
// RLE block
/*
var length = block.Length;
byte b1;
byte b2;
int x = 0;
int y = 0;
int width = (block.Format >> 8);
int height = (block.Format & 0xFF);
block.PixelData = new Int16[256 * 256];
block.PixelData = new Int16[32 * 32];
while (length > 0)
{
b1 = br.ReadByte();
@ -180,12 +177,10 @@ namespace OpenDiablo2.Common.Models
while (b2 > 0)
{
block.PixelData[x + (y * 32)] = br.ReadByte();
br.ReadByte();
x++;
b2--;
}
}
*/
}
}
}

View File

@ -7,34 +7,27 @@ using System.Threading.Tasks;
namespace OpenDiablo2.Common.Models
{
public struct PaletteEntry
{
public int R;
public int G;
public int B;
}
public struct Palette
{
public string Name { get; set; }
public PaletteEntry[] Colors;
public UInt32[] Colors;
public static Palette LoadFromStream(Stream stream, string paletteName)
{
var result = new Palette
{
Name = paletteName,
Colors = new PaletteEntry[256]
Colors = new UInt32[256]
};
var br = new BinaryReader(stream);
for (var i = 0; i <= 255; i++)
result.Colors[i] = new PaletteEntry
{
B = br.ReadByte(),
G = br.ReadByte(),
R = br.ReadByte()
};
{
var b = br.ReadByte();
var g = br.ReadByte();
var r = br.ReadByte();
result.Colors[i] = ((UInt32)255 << 24) + ((UInt32)r << 16) + ((UInt32)g << 8) + (UInt32)b;
}
return result;
}

View File

@ -118,12 +118,17 @@ namespace OpenDiablo2.SDL2_
for (var i = 0; i < FrameSize.Width * FrameSize.Height; i++)
data[i] = 0;
for (var subtileX = 0; subtileX < 5; subtileX++)
{
for (var subtileY = 0; subtileY < 5; subtileY++)
{
var subtileFlags = tile.SubTileFlags[subtileX + (subtileY * 5)];
foreach (var block in tile.Blocks)
{
var px = block.PositionX;
var py = FrameSize.Height + block.PositionY;
for (int yy = 0; yy < 32; yy++)
{
for (int xx = 0; xx < 32; xx++)
{
data[px + xx + ((py + yy) * pitch / 4)] = palette.Colors[block.PixelData[xx + (yy * 32)]];
}
}
}

View File

@ -49,9 +49,7 @@ namespace OpenDiablo2.Scenes
this.mpqProvider = mpqProvider;
this.mouseInfoProvider = mouseInfoProvider;
this.sceneManager = sceneManager;
resourceManager.GetMPQDS1(ResourcePaths.MapAct1TownE1, -1, 1);
backgroundSprite = renderWindow.LoadSprite(ResourcePaths.GameSelectScreen, Palettes.Sky);
diabloLogoLeft = renderWindow.LoadSprite(ResourcePaths.Diablo2LogoFireLeft, Palettes.Units, new Point(400, 120));
diabloLogoLeft.Blend = true;