package d2mapengine import ( "math" "math/rand" "strings" "github.com/OpenDiablo2/OpenDiablo2/d2common/d2enum" "github.com/OpenDiablo2/OpenDiablo2/d2helper" "github.com/OpenDiablo2/OpenDiablo2/d2common/d2interface" "github.com/OpenDiablo2/OpenDiablo2/d2core" "github.com/OpenDiablo2/OpenDiablo2/d2audio" "github.com/OpenDiablo2/OpenDiablo2/d2common" "github.com/hajimehoshi/ebiten" ) type EngineRegion struct { Rect d2common.Rectangle Region *Region } type Engine struct { soundManager *d2audio.Manager gameState *d2core.GameState fileProvider d2interface.FileProvider regions []EngineRegion OffsetX float64 OffsetY float64 } func CreateMapEngine(gameState *d2core.GameState, soundManager *d2audio.Manager, fileProvider d2interface.FileProvider) *Engine { result := &Engine{ gameState: gameState, soundManager: soundManager, fileProvider: fileProvider, regions: make([]EngineRegion, 0), } return result } func (v *Engine) GenerateMap(regionType d2enum.RegionIdType, levelPreset int) { randomSource := rand.NewSource(v.gameState.Seed) region := LoadRegion(randomSource, regionType, levelPreset, v.fileProvider) v.regions = append(v.regions, EngineRegion{ Rect: d2common.Rectangle{0, 0, int(region.TileWidth), int(region.TileHeight)}, Region: region, }) } func (v *Engine) GenerateAct1Overworld() { v.soundManager.PlayBGM("/data/global/music/Act1/town1.wav") // TODO: Temp stuff here randomSource := rand.NewSource(v.gameState.Seed) region := LoadRegion(randomSource, d2enum.RegionAct1Town, 1, v.fileProvider) v.regions = append(v.regions, EngineRegion{ Rect: d2common.Rectangle{0, 0, int(region.TileWidth), int(region.TileHeight)}, Region: region, }) if strings.Contains(region.RegionPath, "E1") { region2 := LoadRegion(randomSource, d2enum.RegionAct1Town, 2, v.fileProvider) v.regions = append(v.regions, EngineRegion{ Rect: d2common.Rectangle{int(region.TileWidth - 1), 0, int(region2.TileWidth), int(region2.TileHeight)}, Region: region2, }) } else if strings.Contains(region.RegionPath, "S1") { region2 := LoadRegion(randomSource, d2enum.RegionAct1Town, 3, v.fileProvider) v.regions = append(v.regions, EngineRegion{ Rect: d2common.Rectangle{0, int(region.TileHeight - 1), int(region2.TileWidth), int(region2.TileHeight)}, Region: region2, }) } sx, sy := d2helper.IsoToScreen(int(region.StartX), int(region.StartY), 0, 0) v.OffsetX = float64(sx) - 400 v.OffsetY = float64(sy) - 300 } func (v *Engine) GetRegionAt(x, y int) *EngineRegion { if v.regions == nil { return nil } for _, region := range v.regions { if !region.Rect.IsInRect(x, y) { continue } return ®ion } return nil } func (v *Engine) Render(target *ebiten.Image) { for _, region := range v.regions { v.RenderRegion(region, target) } } func (v *Engine) RenderRegion(region EngineRegion, target *ebiten.Image) { for y := 0; y < int(region.Region.TileHeight); y++ { offX := -((y + region.Rect.Top) * 80) + (region.Rect.Left * 80) offY := ((y + region.Rect.Top) * 40) + (region.Rect.Left * 40) for x := 0; x < int(region.Region.TileWidth); x++ { sx, sy := d2helper.IsoToScreen(x+region.Rect.Left, y+region.Rect.Top, int(v.OffsetX), int(v.OffsetY)) if sx > -160 && sy > -160 && sx <= 880 && sy <= 1000 { v.RenderTile(region.Region, offX, offY, x, y, target) } offX += 80 offY += 40 } } } func (v *Engine) RenderTile(region *Region, offX, offY, x, y int, target *ebiten.Image) { tile := region.DS1.Tiles[y][x] for i := range tile.Floors { if tile.Floors[i].Hidden || tile.Floors[i].Prop1 == 0 { continue } region.RenderTile(offX+int(v.OffsetX), offY+int(v.OffsetY), x, y, d2enum.RegionLayerTypeFloors, i, target) } for i := range tile.Shadows { if tile.Shadows[i].Hidden || tile.Shadows[i].Prop1 == 0 { continue } region.RenderTile(offX+int(v.OffsetX), offY+int(v.OffsetY), x, y, d2enum.RegionLayerTypeShadows, i, target) } for i := range tile.Walls { if tile.Walls[i].Hidden || tile.Walls[i].Orientation == 15 || tile.Walls[i].Orientation == 10 || tile.Walls[i].Orientation == 11 || tile.Walls[i].Orientation == 0 { continue } region.RenderTile(offX+int(v.OffsetX), offY+int(v.OffsetY), x, y, d2enum.RegionLayerTypeWalls, i, target) } for _, obj := range region.AnimationEntities { if int(math.Floor(obj.LocationX)) == x && int(math.Floor(obj.LocationY)) == y { obj.Render(target, offX+int(v.OffsetX), offY+int(v.OffsetY)) } } for _, npc := range region.NPCs { if int(math.Floor(npc.AnimatedEntity.LocationX)) == x && int(math.Floor(npc.AnimatedEntity.LocationY)) == y { npc.Render(target, offX+int(v.OffsetX), offY+int(v.OffsetY)) } } for i := range tile.Walls { if tile.Walls[i].Hidden || tile.Walls[i].Orientation != 15 { continue } region.RenderTile(offX+int(v.OffsetX), offY+int(v.OffsetY), x, y, d2enum.RegionLayerTypeWalls, i, target) } }