OpenDiablo2/d2render/d2mapengine/region.go

426 lines
14 KiB
Go

package d2mapengine
import (
"image/color"
"log"
"math"
"math/rand"
"strconv"
"github.com/OpenDiablo2/D2Shared/d2data/d2dt1"
"github.com/OpenDiablo2/D2Shared/d2data/d2ds1"
"github.com/OpenDiablo2/OpenDiablo2/d2core"
"github.com/OpenDiablo2/D2Shared/d2helper"
"github.com/OpenDiablo2/OpenDiablo2/d2corehelper"
"github.com/OpenDiablo2/D2Shared/d2common/d2interface"
"github.com/OpenDiablo2/D2Shared/d2common/d2enum"
"github.com/OpenDiablo2/OpenDiablo2/d2render"
"github.com/OpenDiablo2/D2Shared/d2data/d2datadict"
"github.com/hajimehoshi/ebiten"
)
//TODO: move to corresponding file
type ByRarity []d2dt1.Tile
func (a ByRarity) Len() int { return len(a) }
func (a ByRarity) Less(i, j int) bool { return a[i].RarityFrameIndex < a[j].RarityFrameIndex }
func (a ByRarity) Swap(i, j int) { a[i], a[j] = a[j], a[i] }
type Region struct {
RegionPath string
LevelType d2datadict.LevelTypeRecord
LevelPreset d2datadict.LevelPresetRecord
TileWidth int32
TileHeight int32
Tiles []d2dt1.Tile
DS1 d2ds1.DS1
Palette d2datadict.PaletteRec
AnimationEntities []d2render.AnimatedEntity
NPCs []*d2core.NPC
StartX float64
StartY float64
imageCacheRecords map[uint32]*ebiten.Image
tileSource *rand.Rand
seed int64
}
func LoadRegion(seed int64, levelType d2enum.RegionIdType, levelPreset int, fileProvider d2interface.FileProvider, fileIndex int) *Region {
result := &Region{
LevelType: d2datadict.LevelTypes[levelType],
LevelPreset: d2datadict.LevelPresets[levelPreset],
Tiles: make([]d2dt1.Tile, 0),
imageCacheRecords: map[uint32]*ebiten.Image{},
seed: seed,
}
result.Palette = d2datadict.Palettes[d2enum.PaletteType("act"+strconv.Itoa(int(result.LevelType.Act)))]
//bm := result.levelPreset.Dt1Mask
for _, levelTypeDt1 := range result.LevelType.Files {
/*
if bm&1 == 0 {
bm >>= 1
continue
}
bm >>= 1
*/
if len(levelTypeDt1) == 0 || levelTypeDt1 == "" || levelTypeDt1 == "0" {
continue
}
dt1 := d2dt1.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)
}
randomSource := rand.NewSource(seed)
random := rand.New(randomSource)
levelIndex := int(math.Round(float64(len(levelFilesToPick)-1) * random.Float64()))
if fileIndex >= 0 && fileIndex < len(levelFilesToPick) {
levelIndex = fileIndex
}
levelFile := levelFilesToPick[levelIndex]
result.tileSource = rand.New(rand.NewSource(seed))
result.RegionPath = levelFile
result.DS1 = d2ds1.LoadDS1("/data/global/tiles/"+levelFile, fileProvider)
result.TileWidth = result.DS1.Width
result.TileHeight = result.DS1.Height
result.loadObjects(fileProvider)
result.loadSpecials()
return result
}
func (v *Region) loadSpecials() {
for y := range v.DS1.Tiles {
for x := range v.DS1.Tiles[y] {
for _, wall := range v.DS1.Tiles[y][x].Walls {
if wall.Orientation != 10 {
continue
}
if wall.MainIndex == 30 && wall.SubIndex == 0 {
v.StartX = float64(x) + 0.5
v.StartY = float64(y) + 0.5
log.Printf("Starting location: %d, %d", x, y)
}
}
}
}
}
func (v *Region) loadObjects(fileProvider d2interface.FileProvider) {
v.AnimationEntities = make([]d2render.AnimatedEntity, 0)
v.NPCs = make([]*d2core.NPC, 0)
for _, object := range v.DS1.Objects {
switch object.Lookup.Type {
case d2datadict.ObjectTypeCharacter:
// Temp code, maybe..
if object.Lookup.Base == "" || object.Lookup.Token == "" || object.Lookup.TR == "" {
continue
}
npc := d2core.CreateNPC(object.X, object.Y, object.Lookup, fileProvider, 1)
npc.SetPaths(object.Paths)
v.NPCs = append(v.NPCs, npc)
case d2datadict.ObjectTypeItem:
if object.ObjectInfo == nil || !object.ObjectInfo.Draw || object.Lookup.Base == "" || object.Lookup.Token == "" {
continue
}
entity := d2render.CreateAnimatedEntity(object.X, object.Y, object.Lookup, fileProvider, d2enum.Units)
entity.SetMode(object.Lookup.Mode, object.Lookup.Class, 0)
v.AnimationEntities = append(v.AnimationEntities, entity)
}
}
}
func (v *Region) RenderTile(offsetX, offsetY, tileX, tileY int, layerType d2enum.RegionLayerType, layerIndex int, target *ebiten.Image) {
offsetX -= 80
switch layerType {
case d2enum.RegionLayerTypeFloors:
v.renderFloor(v.DS1.Tiles[tileY][tileX].Floors[layerIndex], offsetX, offsetY, target, tileX, tileY)
case d2enum.RegionLayerTypeWalls:
v.renderWall(v.DS1.Tiles[tileY][tileX].Walls[layerIndex], offsetX, offsetY, target, tileX, tileY)
case d2enum.RegionLayerTypeShadows:
v.renderShadow(v.DS1.Tiles[tileY][tileX].Shadows[layerIndex], offsetX, offsetY, target, tileX, tileY)
}
}
func (v *Region) getRandomTile(tiles []d2dt1.Tile, x, y int, seed int64) (*d2dt1.Tile, byte) {
// Temporary hack...
return &tiles[0], 0
}
func (v *Region) getTile(mainIndex, subIndex, orientation int32, x, y int, seed int64) (*d2dt1.Tile, byte) {
var tiles []d2dt1.Tile
for _, tile := range v.Tiles {
if tile.MainIndex != mainIndex || tile.SubIndex != subIndex || tile.Orientation != orientation {
continue
}
tiles = append(tiles, tile)
}
if len(tiles) == 0 {
log.Printf("Unknown tile ID [%d %d %d]\n", mainIndex, subIndex, orientation)
return nil, 0
}
return v.getRandomTile(tiles, x, y, seed)
}
func (v *Region) renderFloor(tile d2ds1.FloorShadowRecord, offsetX, offsetY int, target *ebiten.Image, tileX, tileY int) {
opts := &ebiten.DrawImageOptions{}
img := v.GetImageCacheRecord(tile.MainIndex, tile.SubIndex, 0, tile.RandomIndex)
if img == nil {
img = v.generateFloorCache(&tile, tileX, tileY)
}
opts.GeoM.Translate(float64(offsetX), float64(offsetY))
_ = target.DrawImage(img, opts)
return
}
func (v *Region) renderWall(tile d2ds1.WallRecord, offsetX, offsetY int, target *ebiten.Image, tileX, tileY int) {
img := v.GetImageCacheRecord(tile.MainIndex, tile.SubIndex, tile.Orientation, tile.RandomIndex)
if img == nil {
img = v.generateWallCache(&tile, tileX, tileY)
if img == nil {
return
}
}
tileData, _ := v.getTile(int32(tile.MainIndex), int32(tile.SubIndex), int32(tile.Orientation), tileX, tileY, v.seed)
if tileData == nil {
return
}
var newTileData *d2dt1.Tile = nil
if tile.Orientation == 3 {
newTileData, _ = v.getTile(int32(tile.MainIndex), int32(tile.SubIndex), int32(4), tileX, tileY, v.seed)
}
tileMinY := int32(0)
tileMaxY := int32(0)
targetTileData := tileData
if newTileData != nil && newTileData.Height < tileData.Height {
targetTileData = newTileData
}
for _, block := range targetTileData.Blocks {
tileMinY = d2helper.MinInt32(tileMinY, int32(block.Y))
tileMaxY = d2helper.MaxInt32(tileMaxY, int32(block.Y+32))
}
yAdjust := 0
if tile.Orientation == 15 {
// Roof
yAdjust = -int(tileData.RoofHeight)
} else {
// Upper Walls, Special Tiles
yAdjust = int(tileMinY) + 80
}
opts := &ebiten.DrawImageOptions{}
opts.GeoM.Translate(float64(offsetX), float64(offsetY+yAdjust))
target.DrawImage(img, opts)
}
func (v *Region) renderShadow(tile d2ds1.FloorShadowRecord, offsetX, offsetY int, target *ebiten.Image, tileX, tileY int) {
img := v.GetImageCacheRecord(tile.MainIndex, tile.SubIndex, 13, tile.RandomIndex)
if img == nil {
img = v.generateShadowCache(&tile, tileX, tileY)
}
tileData, _ := v.getTile(int32(tile.MainIndex), int32(tile.SubIndex), 13, tileX, tileY, v.seed)
if tileData == nil {
return
}
tileMinY := int32(0)
for _, block := range tileData.Blocks {
tileMinY = d2helper.MinInt32(tileMinY, int32(block.Y))
}
opts := &ebiten.DrawImageOptions{}
opts.GeoM.Translate(float64(offsetX), float64(offsetY+int(tileMinY)+80))
opts.ColorM = d2corehelper.ColorToColorM(color.RGBA{255, 255, 255, 160})
target.DrawImage(img, opts)
}
func (v *Region) decodeTileGfxData(blocks []d2dt1.Block, pixels *[]byte, tileYOffset int32, tileWidth int32) {
for _, block := range blocks {
if block.Format == d2dt1.BlockFormatIsometric {
// 3D isometric decoding
xjump := []int32{14, 12, 10, 8, 6, 4, 2, 0, 2, 4, 6, 8, 10, 12, 14}
nbpix := []int32{4, 8, 12, 16, 20, 24, 28, 32, 28, 24, 20, 16, 12, 8, 4}
blockX := int32(block.X)
blockY := int32(block.Y)
length := int32(256)
x := int32(0)
y := int32(0)
idx := 0
for length > 0 {
x = xjump[y]
n := nbpix[y]
length -= n
for n > 0 {
colorIndex := block.EncodedData[idx]
if colorIndex != 0 {
pixelColor := v.Palette.Colors[colorIndex]
offset := 4 * (((blockY + y + tileYOffset) * tileWidth) + (blockX + x))
(*pixels)[offset] = pixelColor.R
(*pixels)[offset+1] = pixelColor.G
(*pixels)[offset+2] = pixelColor.B
(*pixels)[offset+3] = 255
}
x++
n--
idx++
}
y++
}
} else {
// RLE Encoding
blockX := int32(block.X)
blockY := int32(block.Y)
x := int32(0)
y := int32(0)
idx := 0
length := block.Length
for length > 0 {
b1 := block.EncodedData[idx]
b2 := block.EncodedData[idx+1]
idx += 2
length -= 2
if (b1 | b2) == 0 {
x = 0
y++
continue
}
x += int32(b1)
length -= int32(b2)
for b2 > 0 {
colorIndex := block.EncodedData[idx]
if colorIndex != 0 {
pixelColor := v.Palette.Colors[colorIndex]
offset := 4 * (((blockY + y + tileYOffset) * tileWidth) + (blockX + x))
(*pixels)[offset] = pixelColor.R
(*pixels)[offset+1] = pixelColor.G
(*pixels)[offset+2] = pixelColor.B
(*pixels)[offset+3] = 255
}
idx++
x++
b2--
}
}
}
}
}
func (v *Region) generateFloorCache(tile *d2ds1.FloorShadowRecord, tileX, tileY int) *ebiten.Image {
tileData, tileIndex := v.getTile(int32(tile.MainIndex), int32(tile.SubIndex), 0, tileX, tileY, v.seed)
if tileData == nil {
log.Printf("Could not locate tile Idx:%d, Sub: %d, Ori: %d\n", tile.MainIndex, tile.SubIndex, 0)
tileData = &d2dt1.Tile{}
tileData.Width = 10
tileData.Height = 10
}
cachedImage := v.GetImageCacheRecord(tile.MainIndex, tile.SubIndex, 0, tileIndex)
if cachedImage != nil {
return cachedImage
}
tile.RandomIndex = tileIndex
tileYMinimum := int32(0)
for _, block := range tileData.Blocks {
tileYMinimum = d2helper.MinInt32(tileYMinimum, int32(block.Y))
}
tileYOffset := d2helper.AbsInt32(tileYMinimum)
tileHeight := d2helper.AbsInt32(tileData.Height)
image, _ := ebiten.NewImage(int(tileData.Width), int(tileHeight), ebiten.FilterNearest)
pixels := make([]byte, 4*tileData.Width*tileHeight)
v.decodeTileGfxData(tileData.Blocks, &pixels, tileYOffset, tileData.Width)
image.ReplacePixels(pixels)
v.SetImageCacheRecord(tile.MainIndex, tile.SubIndex, 0, tileIndex, image)
return image
}
func (v *Region) generateShadowCache(tile *d2ds1.FloorShadowRecord, tileX, tileY int) *ebiten.Image {
tileData, tileIndex := v.getTile(int32(tile.MainIndex), int32(tile.SubIndex), 13, tileX, tileY, v.seed)
if tileData == nil {
return nil
}
tile.RandomIndex = tileIndex
cachedImage := v.GetImageCacheRecord(tile.MainIndex, tile.SubIndex, 13, tileIndex)
if cachedImage != nil {
return cachedImage
}
tileMinY := int32(0)
tileMaxY := int32(0)
for _, block := range tileData.Blocks {
tileMinY = d2helper.MinInt32(tileMinY, int32(block.Y))
tileMaxY = d2helper.MaxInt32(tileMaxY, int32(block.Y+32))
}
tileYOffset := -tileMinY
tileHeight := int(tileMaxY - tileMinY)
image, _ := ebiten.NewImage(int(tileData.Width), int(tileHeight), ebiten.FilterNearest)
pixels := make([]byte, 4*tileData.Width*int32(tileHeight))
v.decodeTileGfxData(tileData.Blocks, &pixels, tileYOffset, tileData.Width)
image.ReplacePixels(pixels)
v.SetImageCacheRecord(tile.MainIndex, tile.SubIndex, 13, tileIndex, image)
return image
}
func (v *Region) generateWallCache(tile *d2ds1.WallRecord, tileX, tileY int) *ebiten.Image {
tileData, tileIndex := v.getTile(int32(tile.MainIndex), int32(tile.SubIndex), int32(tile.Orientation), tileX, tileY, v.seed)
if tileData == nil {
return nil
}
tile.RandomIndex = tileIndex
var newTileData *d2dt1.Tile = nil
if tile.Orientation == 3 {
newTileData, _ = v.getTile(int32(tile.MainIndex), int32(tile.SubIndex), int32(4), tileX, tileY, v.seed)
}
tileMinY := int32(0)
tileMaxY := int32(0)
target := tileData
if newTileData != nil && newTileData.Height < tileData.Height {
target = newTileData
}
for _, block := range target.Blocks {
tileMinY = d2helper.MinInt32(tileMinY, int32(block.Y))
tileMaxY = d2helper.MaxInt32(tileMaxY, int32(block.Y+32))
}
realHeight := d2helper.MaxInt32(d2helper.AbsInt32(tileData.Height), tileMaxY-tileMinY)
tileYOffset := -tileMinY
//tileHeight := int(tileMaxY - tileMinY)
cachedImage := v.GetImageCacheRecord(tile.MainIndex, tile.SubIndex, tile.Orientation, tileIndex)
if cachedImage != nil {
return cachedImage //, 0, yAdjust}
}
if realHeight == 0 {
log.Printf("Invalid 0 height for wall tile")
return nil
}
image, _ := ebiten.NewImage(160, int(realHeight), ebiten.FilterNearest)
pixels := make([]byte, 4*160*realHeight)
v.decodeTileGfxData(tileData.Blocks, &pixels, tileYOffset, 160)
if newTileData != nil {
v.decodeTileGfxData(newTileData.Blocks, &pixels, tileYOffset, 160)
}
if err := image.ReplacePixels(pixels); err != nil {
log.Panicf(err.Error())
}
v.SetImageCacheRecord(tile.MainIndex, tile.SubIndex, tile.Orientation, tileIndex, image)
return image //,0,yAdjust,
}
func (v *Region) GetImageCacheRecord(mainIndex, subIndex, orientation, randomIndex byte) *ebiten.Image {
lookupIndex := uint32(mainIndex)<<24 | uint32(subIndex)<<16 | uint32(orientation)<<8 | uint32(randomIndex)
return v.imageCacheRecords[lookupIndex]
}
func (v *Region) SetImageCacheRecord(mainIndex, subIndex, orientation, randomIndex byte, image *ebiten.Image) {
lookupIndex := uint32(mainIndex)<<24 | uint32(subIndex)<<16 | uint32(orientation)<<8 | uint32(randomIndex)
v.imageCacheRecords[lookupIndex] = image
}