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mirror of https://github.com/OpenDiablo2/OpenDiablo2 synced 2024-06-25 00:25:23 +00:00
OpenDiablo2/Map/Engine.go
Tim Sarbin da4ffba9c1
Map stitching and render upates (#95)
* Added region stitching and modified the rendering loops.
2019-11-06 21:25:09 -05:00

135 lines
4.2 KiB
Go

package Map
import (
"math"
"math/rand"
"strings"
"github.com/OpenDiablo2/OpenDiablo2/Common"
"github.com/OpenDiablo2/OpenDiablo2/Sound"
"github.com/hajimehoshi/ebiten"
)
type EngineRegion struct {
Rect Common.Rectangle
Region *Region
}
type Engine struct {
soundManager *Sound.Manager
gameState *Common.GameState
fileProvider Common.FileProvider
regions []EngineRegion
OffsetX float64
OffsetY float64
}
func CreateMapEngine(gameState *Common.GameState, soundManager *Sound.Manager, fileProvider Common.FileProvider) *Engine {
result := &Engine{
gameState: gameState,
soundManager: soundManager,
fileProvider: fileProvider,
regions: make([]EngineRegion, 0),
}
return result
}
func (v *Engine) GenerateMap(regionType RegionIdType, levelPreset int) {
randomSource := rand.NewSource(v.gameState.Seed)
region := LoadRegion(randomSource, regionType, levelPreset, v.fileProvider)
v.regions = append(v.regions, EngineRegion{
Rect: Common.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, RegionAct1Town, 1, v.fileProvider)
v.regions = append(v.regions, EngineRegion{
Rect: Common.Rectangle{0, 0, int(region.TileWidth), int(region.TileHeight)},
Region: region,
})
if strings.Contains(region.RegionPath, "E1") {
region2 := LoadRegion(randomSource, RegionAct1Town, 2, v.fileProvider)
v.regions = append(v.regions, EngineRegion{
Rect: Common.Rectangle{int(region.TileWidth - 1), 0, int(region2.TileWidth), int(region2.TileHeight)},
Region: region2,
})
} else if strings.Contains(region.RegionPath, "S1") {
region2 := LoadRegion(randomSource, RegionAct1Town, 3, v.fileProvider)
v.regions = append(v.regions, EngineRegion{
Rect: Common.Rectangle{0, int(region.TileHeight - 1), int(region2.TileWidth), int(region2.TileHeight)},
Region: region2,
})
}
}
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 &region
}
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 := Common.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, 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, 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, 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 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, RegionLayerTypeWalls, i, target)
}
}