Added basic map generation for first area of south town (#408)

* Map engine updates. Limited rendering to specific area.

* Added south town border generation
This commit is contained in:
Tim Sarbin 2020-06-23 01:05:01 -04:00 committed by GitHub
parent 15b78372b2
commit c2db7ede66
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23
5 changed files with 229 additions and 88 deletions

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@ -377,6 +377,16 @@ type LevelDetailsRecord struct {
var LevelDetails map[int]*LevelDetailsRecord
func GetLevelDetails(id int) *LevelDetailsRecord {
for i := 0; i < len(LevelDetails); i++ {
if LevelDetails[i].Id == id {
return LevelDetails[i]
}
}
return nil
}
func LoadLevelDetails(file []byte) {
dict := d2common.LoadDataDictionary(string(file))
numRecords := len(dict.Data)

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@ -2,6 +2,7 @@ package d2mapengine
import (
"log"
"strings"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2asset"
@ -28,6 +29,7 @@ type MapEngine struct {
walkMesh []d2common.PathTile // The walk mesh
startSubTileX int // The starting X position
startSubTileY int // The starting Y position
dt1Files []string // The list of DS1 strings
}
// Creates a new instance of the map engine
@ -52,21 +54,55 @@ func (m *MapEngine) ResetMap(levelType d2enum.RegionIdType, width, height int) {
m.tiles = make([]d2ds1.TileRecord, width*height)
m.dt1TileData = make([]d2dt1.Tile, 0)
m.walkMesh = make([]d2common.PathTile, width*height*25)
m.dt1Files = make([]string, 0)
for _, dtFileName := range m.levelType.Files {
if len(dtFileName) == 0 || dtFileName == "0" {
continue
}
fileData, err := d2asset.LoadFile("/data/global/tiles/" + dtFileName)
if err != nil {
panic(err)
}
dt1, _ := d2dt1.LoadDT1(fileData)
m.dt1TileData = append(m.dt1TileData, dt1.Tiles...)
m.addDT1(dtFileName)
}
}
func (m *MapEngine) addDT1(fileName string) {
if len(fileName) == 0 || fileName == "0" {
return
}
fileName = strings.ToLower(fileName)
for i := 0; i < len(m.dt1Files); i++ {
if m.dt1Files[i] == fileName {
return
}
}
fileData, err := d2asset.LoadFile("/data/global/tiles/" + fileName)
if err != nil {
panic(err)
}
dt1, _ := d2dt1.LoadDT1(fileData)
m.dt1TileData = append(m.dt1TileData, dt1.Tiles...)
m.dt1Files = append(m.dt1Files, fileName)
}
func (m *MapEngine) AddDS1(fileName string) {
if len(fileName) == 0 || fileName == "0" {
return
}
fileData, err := d2asset.LoadFile("/data/global/tiles/" + fileName)
if err != nil {
panic(err)
}
ds1, _ := d2ds1.LoadDS1(fileData)
for _, dt1File := range ds1.Files {
dt1File := strings.ToLower(dt1File)
if strings.Contains(dt1File, ".tg1") {
continue
}
dt1File = strings.Replace(dt1File, "c:", "", -1) // Yes they did...
dt1File = strings.Replace(dt1File, "\\d2\\data\\global\\tiles\\", "", -1)
m.addDT1(strings.Replace(dt1File, "\\", "/", -1))
}
}
func (m *MapEngine) FindTile(style, sequence, tileType int32) d2dt1.Tile {
for _, tile := range m.dt1TileData {
if tile.Style == style && tile.Sequence == sequence && tile.Type == tileType {

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@ -3,35 +3,140 @@ package d2mapgen
import (
"log"
"math/rand"
"strings"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2map/d2mapgen/d2wilderness"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2fileformats/d2ds1"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2data/d2datadict"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2enum"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2map/d2mapengine"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2map/d2mapstamp"
)
var wildernessGrass = d2ds1.FloorShadowRecord{Prop1: 1, Style: 0, Sequence: 0}
type TownDirection int
const (
TownDirectionNorth TownDirection = iota
TownDirectionSouth
TownDirectionEast
TownDirectionWest
)
func loadPreset(mapEngine *d2mapengine.MapEngine, id, index int) *d2mapstamp.Stamp {
for _, file := range d2datadict.LevelPresets[id].Files {
mapEngine.AddDS1(file)
}
return d2mapstamp.LoadStamp(d2enum.RegionAct1Wilderness, id, index)
}
func GenerateAct1Overworld(mapEngine *d2mapengine.MapEngine) {
log.Printf("Map seed: %d", mapEngine.Seed())
rand.Seed(mapEngine.Seed())
townStamp := d2mapstamp.LoadStamp(d2enum.RegionAct1Town, 1, -1)
townSize := townStamp.Size()
mapEngine.ResetMap(d2enum.RegionAct1Town, 100, 100) // TODO: Mapgen - Needs levels.txt stuff
wildernessGrass := d2ds1.FloorShadowRecord{
Prop1: 195,
Style: 0,
}
wilderness1Details := d2datadict.GetLevelDetails(2)
mapEngine.ResetMap(d2enum.RegionAct1Town, 150, 150)
mapWidth := mapEngine.Size().Width
for y := 0; y < 100; y++ {
for x := 0; x < 100; x++ {
(*mapEngine.Tiles())[x+(y*mapWidth)].RegionType = d2enum.RegionAct1Wilderness
(*mapEngine.Tiles())[x+(y*mapWidth)].Floors = []d2ds1.FloorShadowRecord{wildernessGrass}
}
}
mapHeight := mapEngine.Size().Height
mapEngine.PlaceStamp(townStamp, 50-(townSize.Width/2), 50-(townSize.Height/2))
townStamp := d2mapstamp.LoadStamp(d2enum.RegionAct1Town, 1, -1)
townStamp.RegionPath()
townSize := townStamp.Size()
var townDirection TownDirection
log.Printf("Region Path: %s", townStamp.RegionPath())
if strings.Contains(townStamp.RegionPath(), "E1") {
// East Exit
townDirection = TownDirectionEast
mapEngine.PlaceStamp(townStamp, 0, 0)
} else if strings.Contains(townStamp.RegionPath(), "S1") {
// South Exit
townDirection = TownDirectionSouth
mapEngine.PlaceStamp(townStamp, mapWidth-townSize.Width, 0)
rightWaterBorderStamp := d2mapstamp.LoadStamp(d2enum.RegionAct1Wilderness, d2wilderness.WaterBorderEast, 0)
rightWaterBorderStamp2 := d2mapstamp.LoadStamp(d2enum.RegionAct1Wilderness, d2wilderness.WaterBorderWest, 0)
// Place the water on the right side of the map
for y := townSize.Height; y < mapHeight-9; y += 9 {
mapEngine.PlaceStamp(rightWaterBorderStamp, mapWidth-17, y)
mapEngine.PlaceStamp(rightWaterBorderStamp2, mapWidth-9, y)
}
generateWilderness1(mapEngine, mapWidth-wilderness1Details.SizeXNormal-14, townSize.Height, townDirection)
} else if strings.Contains(townStamp.RegionPath(), "W1") {
// West Exit
townDirection = TownDirectionWest
mapEngine.PlaceStamp(townStamp, mapWidth-townSize.Width, mapHeight-townSize.Height)
} else {
// North Exit
townDirection = TownDirectionNorth
mapEngine.PlaceStamp(townStamp, mapWidth-townSize.Width, mapHeight-townSize.Height)
}
mapEngine.RegenerateWalkPaths()
}
func generateWilderness1(mapEngine *d2mapengine.MapEngine, startX, startY int, townDirection TownDirection) {
levelDetails := d2datadict.GetLevelDetails(2)
mapWidth := mapEngine.Size().Width
fenceNorthStamp := []*d2mapstamp.Stamp{
loadPreset(mapEngine, d2wilderness.TreeBorderNorth, 0),
loadPreset(mapEngine, d2wilderness.TreeBorderNorth, 1),
loadPreset(mapEngine, d2wilderness.TreeBorderNorth, 2),
}
fenceWestStamp := []*d2mapstamp.Stamp{
loadPreset(mapEngine, d2wilderness.TreeBorderWest, 0),
loadPreset(mapEngine, d2wilderness.TreeBorderWest, 1),
loadPreset(mapEngine, d2wilderness.TreeBorderWest, 2),
}
fenceSouthStamp := []*d2mapstamp.Stamp{
loadPreset(mapEngine, d2wilderness.TreeBorderSouth, 0),
loadPreset(mapEngine, d2wilderness.TreeBorderSouth, 1),
loadPreset(mapEngine, d2wilderness.TreeBorderSouth, 2),
}
fenceNorthWestStamp := loadPreset(mapEngine, d2wilderness.TreeBorderNorthWest, 0)
fenceSouthWestStamp := loadPreset(mapEngine, d2wilderness.TreeBorderSouthWest, 0)
fenceWaterBorderSouthEast := loadPreset(mapEngine, d2wilderness.WaterBorderEast, 1)
// Fill in the grass
for y := 0; y < levelDetails.SizeYNormal; y++ {
for x := 0; x < levelDetails.SizeXNormal; x++ {
(*mapEngine.Tiles())[startX+x+((startY+y)*mapWidth)].RegionType = d2enum.RegionIdType(levelDetails.LevelType)
(*mapEngine.Tiles())[startX+x+((startY+y)*mapWidth)].Floors = []d2ds1.FloorShadowRecord{wildernessGrass}
}
}
// Draw the north fence
if townDirection == TownDirectionSouth {
for i := 0; i < 4; i++ {
mapEngine.PlaceStamp(fenceNorthStamp[rand.Intn(3)], startX+(i*9)+5, startY-6)
}
}
// Draw the west fence
if townDirection == TownDirectionSouth {
for i := 0; i < 8; i++ {
mapEngine.PlaceStamp(fenceWestStamp[rand.Intn(3)], startX, startY+(i*9)+3)
}
}
// Draw the south fence
if townDirection == TownDirectionSouth {
for i := 1; i < 9; i++ {
mapEngine.PlaceStamp(fenceSouthStamp[rand.Intn(3)], startX+(i*9), startY+(8*9)+3)
}
}
mapEngine.PlaceStamp(fenceNorthWestStamp, startX, startY-6)
mapEngine.PlaceStamp(fenceSouthWestStamp, startX, startY+(8*9)+3)
mapEngine.PlaceStamp(fenceWaterBorderSouthEast, startX+(9*9)-4, startY+(8*9)+1)
}

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@ -4,6 +4,7 @@ import (
"errors"
"image/color"
"log"
"math"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2map/d2mapengine"
@ -58,12 +59,20 @@ func (mr *MapRenderer) SetMapEngine(mapEngine *d2mapengine.MapEngine) {
}
func (mr *MapRenderer) Render(target d2render.Surface) {
mr.renderPass1(mr.viewport, target)
mapSize := mr.mapEngine.Size()
stxf, styf := mr.viewport.ScreenToWorld(400, -200)
etxf, etyf := mr.viewport.ScreenToWorld(400, 1050)
startX := int(math.Max(0, math.Floor(stxf)))
startY := int(math.Max(0, math.Floor(styf)))
endX := int(math.Min(float64(mapSize.Width), math.Ceil(etxf)))
endY := int(math.Min(float64(mapSize.Height), math.Ceil(etyf)))
mr.renderPass1(target, startX, startY, endX, endY)
if mr.debugVisLevel > 0 {
mr.renderDebug(mr.debugVisLevel, mr.viewport, target)
mr.renderDebug(mr.debugVisLevel, target, startX, startY, endX, endY)
}
mr.renderPass2(mr.viewport, target)
mr.renderPass3(mr.viewport, target)
mr.renderPass2(target, startX, startY, endX, endY)
mr.renderPass3(target, startX, startY, endX, endY)
}
func (mr *MapRenderer) MoveCameraTo(x, y float64) {
@ -86,59 +95,47 @@ func (mr *MapRenderer) WorldToOrtho(x, y float64) (float64, float64) {
return mr.viewport.WorldToOrtho(x, y)
}
func (mr *MapRenderer) renderPass1(viewport *Viewport, target d2render.Surface) {
mapSize := mr.mapEngine.Size()
// TODO: Render based on visible area
for tileY := 0; tileY < mapSize.Height; tileY++ {
for tileX := 0; tileX < mapSize.Width; tileX++ {
func (mr *MapRenderer) renderPass1(target d2render.Surface, startX, startY, endX, endY int) {
for tileY := startY; tileY < endY; tileY++ {
for tileX := startX; tileX < endX; tileX++ {
tile := mr.mapEngine.TileAt(tileX, tileY)
if viewport.IsTileVisible(float64(tileX), float64(tileY)) {
viewport.PushTranslationWorld(float64(tileX), float64(tileY))
mr.renderTilePass1(tile, target)
viewport.PopTranslation()
}
mr.viewport.PushTranslationWorld(float64(tileX), float64(tileY))
mr.renderTilePass1(tile, target)
mr.viewport.PopTranslation()
}
}
}
func (mr *MapRenderer) renderPass2(viewport *Viewport, target d2render.Surface) {
mapSize := mr.mapEngine.Size()
// TODO: Render based on visible area
for tileY := 0; tileY < mapSize.Height; tileY++ {
for tileX := 0; tileX < mapSize.Width; tileX++ {
func (mr *MapRenderer) renderPass2(target d2render.Surface, startX, startY, endX, endY int) {
for tileY := startY; tileY < endY; tileY++ {
for tileX := startX; tileX < endX; tileX++ {
tile := mr.mapEngine.TileAt(tileX, tileY)
if viewport.IsTileVisible(float64(tileX), float64(tileY)) {
viewport.PushTranslationWorld(float64(tileX), float64(tileY))
mr.renderTilePass2(tile, target)
mr.viewport.PushTranslationWorld(float64(tileX), float64(tileY))
mr.renderTilePass2(tile, target)
// TODO: Do not loop over every entity every frame
for _, mapEntity := range *mr.mapEngine.Entities() {
entityX, entityY := mapEntity.GetPosition()
if (int(entityX) != tileX) || (int(entityY) != tileY) {
continue
}
target.PushTranslation(viewport.GetTranslationScreen())
mapEntity.Render(target)
target.Pop()
// TODO: Do not loop over every entity every frame
for _, mapEntity := range *mr.mapEngine.Entities() {
entityX, entityY := mapEntity.GetPosition()
if (int(entityX) != tileX) || (int(entityY) != tileY) {
continue
}
viewport.PopTranslation()
target.PushTranslation(mr.viewport.GetTranslationScreen())
mapEntity.Render(target)
target.Pop()
}
mr.viewport.PopTranslation()
}
}
}
func (mr *MapRenderer) renderPass3(viewport *Viewport, target d2render.Surface) {
mapSize := mr.mapEngine.Size()
// TODO: Render based on visible area
for tileY := 0; tileY < mapSize.Height; tileY++ {
for tileX := 0; tileX < mapSize.Width; tileX++ {
func (mr *MapRenderer) renderPass3(target d2render.Surface, startX, startY, endX, endY int) {
for tileY := startY; tileY < endY; tileY++ {
for tileX := startX; tileX < endX; tileX++ {
tile := mr.mapEngine.TileAt(tileX, tileY)
if viewport.IsTileVisible(float64(tileX), float64(tileY)) {
viewport.PushTranslationWorld(float64(tileX), float64(tileY))
mr.renderTilePass3(tile, target)
viewport.PopTranslation()
}
mr.viewport.PushTranslationWorld(float64(tileX), float64(tileY))
mr.renderTilePass3(tile, target)
mr.viewport.PopTranslation()
}
}
@ -233,16 +230,12 @@ func (mr *MapRenderer) renderShadow(tile d2ds1.FloorShadowRecord, target d2rende
target.Render(img)
}
func (mr *MapRenderer) renderDebug(debugVisLevel int, viewport *Viewport, target d2render.Surface) {
mapSize := mr.mapEngine.Size()
// TODO: Render based on visible area
for tileY := 0; tileY < mapSize.Height; tileY++ {
for tileX := 0; tileX < mapSize.Width; tileX++ {
if viewport.IsTileVisible(float64(tileX), float64(tileY)) {
viewport.PushTranslationWorld(float64(tileX), float64(tileY))
mr.renderTileDebug(tileX, tileY, debugVisLevel, target)
viewport.PopTranslation()
}
func (mr *MapRenderer) renderDebug(debugVisLevel int, target d2render.Surface, startX, startY, endX, endY int) {
for tileY := startY; tileY < endY; tileY++ {
for tileX := startX; tileX < endX; tileX++ {
mr.viewport.PushTranslationWorld(float64(tileX), float64(tileY))
mr.renderTileDebug(tileX, tileY, debugVisLevel, target)
mr.viewport.PopTranslation()
}
}
}

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@ -1,6 +1,7 @@
package d2gamescreen
import (
"log"
"os"
"time"
@ -104,6 +105,7 @@ func CreateMapEngineTest(currentRegion int, levelPreset int) *MapEngineTest {
}
func (met *MapEngineTest) LoadRegionByIndex(n int, levelPreset, fileIndex int) {
log.Printf("Loaded region: Type(%d) LevelPreset(%d) FileIndex(%d)", n, levelPreset, fileIndex)
d2maprenderer.InvalidateImageCache()
for _, spec := range regions {
if spec.regionType == d2enum.RegionIdType(n) {
@ -158,8 +160,6 @@ func (met *MapEngineTest) OnUnload() error {
func (met *MapEngineTest) Render(screen d2render.Surface) error {
met.mapRenderer.Render(screen)
//screenX, screenY := d2render.GetCursorPos()
//worldX, worldY := met.mapRenderer.ScreenToWorld(screenX, screenY)
//
//levelFilesToPick := make([]string, 0)
//fileIndex := met.fileIndex
@ -179,11 +179,6 @@ func (met *MapEngineTest) Render(screen d2render.Surface) error {
//}
//met.filesCount = len(levelFilesToPick)
//
//tileX := int(math.Floor(worldX))
//tileY := int(math.Floor(worldY))
//
//subtileX := int((worldX - float64(int(worldX))) * 5)
//subtileY := int((worldY - float64(int(worldY))) * 5)
//
//regionWidth, regionHeight := curRegion.GetTileSize()
//if tileX >= 0 && tileY >= 0 && tileX < regionWidth && tileY < regionHeight {
@ -305,7 +300,8 @@ func (met *MapEngineTest) OnKeyDown(event d2input.KeyEvent) bool {
if event.Key == d2input.KeyN {
if event.KeyMod == d2input.KeyModControl {
met.fileIndex = increment(met.fileIndex, 0, met.filesCount-1)
//met.fileIndex = increment(met.fileIndex, 0, met.filesCount-1)
met.fileIndex++
d2screen.SetNextScreen(met)
} else if event.KeyMod == d2input.KeyModShift {
met.levelPreset = increment(met.levelPreset, met.regionSpec.startPresetIndex, met.regionSpec.endPresetIndex)
@ -320,7 +316,8 @@ func (met *MapEngineTest) OnKeyDown(event d2input.KeyEvent) bool {
if event.Key == d2input.KeyP {
if event.KeyMod == d2input.KeyModControl {
met.fileIndex = decrement(met.fileIndex, 0, met.filesCount-1)
//met.fileIndex = decrement(met.fileIndex, 0, met.filesCount-1)
met.fileIndex--
d2screen.SetNextScreen(met)
} else if event.KeyMod == d2input.KeyModShift {
met.levelPreset = decrement(met.levelPreset, met.regionSpec.startPresetIndex, met.regionSpec.endPresetIndex)