OpenDiablo2/Map/Region.go

128 lines
4.1 KiB
Go

package Map
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)
result.Tiles = append(result.Tiles, dt1.Tiles...)
}
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) {
}