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https://github.com/OpenDiablo2/OpenDiablo2
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* Remove weapons, armor, misc, itemCommon, itemTyps datadict singletons - removed loader calls from d2app - removed the HeroObjects singleton from `d2core/d2inventory` - added an InventoryItemFactory in d2inventory - package-level functions that use data records are now methods of the InventoryItemFactory - renamed ItemGenerator in d2item to ItemFactory - package-level functions that use records are now methods of ItemFactory - d2map.MapEntityFactory now has an item factory instance for creating items - fixed a bug in unique item record loader where it loaded an empty record - added a PlayerStateFactory for creating a player state (uses the asset manager) - updated the test inventory/equipment code in d2player to handle errors from the ItemFactory - character select and character creation screens have a player state and inventory item factory - updated item tests to use the item factory * minor edit * Removed d2datadict.Experience singleton added a HeroStatsFactory, much like the other factories. The factory gets an asset manager reference in order to use data records. * removed d2datadict.AutoMagic singleton * removed d2datadict.AutoMap singleton * removed d2datadict.BodyLocations singleton * removed d2datadict.Books singleton * Removed singletons for level records - removed loader calls in d2app - changed type references from d2datadict to d2records - added a `MapGenerator` in d2mapgen which uses thew asset manager and map engine - package-level map generation functions are now MapGenerator methods - `d2datadict.GetLevelDetails(id int)` is now a method of the RecordManager * remove SkillCalc and MissileCalc singletons * Removed CharStats and ItemStatCost singletons - added an ItemStatFactory which uses the asset manager to create stats - package-level functions for stats in d2item are now StatFactory methods - changed type references from d2datadict to d2records - `d2player.GetAllPlayerStates` is now a method of the `PlayerStateFactory` * Removed DkillDesc and Skills singletons from d2datadict - removed loader calls from d2app - diablo2stats.Stat instances are given a reference to the factory for doing record lookups * update the stats test to use mock a asset manager and stat factory * fixed diablo2stats tests and diablo2item tests * removed CompCodes singleton from d2datadict * remove cubemain singleton from d2datadict * removed DifficultyLevels singleton from d2datadict * removed ElemTypes singleton from d2datadict * removed events.go loader from d2datadict (was unused) * removed Gems singleton from d2datadict * removed Hireling and Inventory singletons from d2datadict * removed MagicPrefix and MagicSuffix singletons from d2datadict * removed ItemRatios singleton from d2datadict * removed Missiles singleton from d2datadict * removed MonModes singleton * Removed all monster and npc singletons from d2datadict - MapStamp instances now get a reference to their factory for doing record lookups * removed SoundEntry and SoundEnviron singletons from d2datadict
135 lines
4.2 KiB
Go
135 lines
4.2 KiB
Go
package d2mapstamp
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import (
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2data/d2datadict"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2enum"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2fileformats/d2ds1"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2fileformats/d2dt1"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2geom"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2interface"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2math/d2vector"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2path"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2resource"
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"github.com/OpenDiablo2/OpenDiablo2/d2core/d2map/d2mapentity"
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"github.com/OpenDiablo2/OpenDiablo2/d2core/d2records"
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)
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const (
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subtilesPerTile = 5
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)
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// Stamp represents a pre-fabricated map stamp that can be placed on a map.
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type Stamp struct {
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factory *StampFactory
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entity *d2mapentity.MapEntityFactory
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regionPath string // The file path of the region
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regionID d2enum.RegionIdType
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levelType d2records.LevelTypeRecord // The level type id for this stamp
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levelPreset d2records.LevelPresetRecord // The level preset id for this stamp
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tiles []d2dt1.Tile // The tiles contained on this stamp
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ds1 *d2ds1.DS1 // The backing DS1 file for this stamp
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}
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// Size returns the size of the stamp in tiles.
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func (mr *Stamp) Size() d2geom.Size {
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return d2geom.Size{Width: int(mr.ds1.Width), Height: int(mr.ds1.Height)}
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}
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// LevelPreset returns the level preset ID.
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func (mr *Stamp) LevelPreset() d2records.LevelPresetRecord {
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return mr.levelPreset
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}
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// LevelType returns the level type ID.
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func (mr *Stamp) LevelType() d2records.LevelTypeRecord {
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return mr.levelType
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}
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// RegionID returns the regionID
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func (mr *Stamp) RegionID() d2enum.RegionIdType {
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return mr.regionID
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}
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// RegionPath returns the file path of the region.
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func (mr *Stamp) RegionPath() string {
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return mr.regionPath
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}
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// Tile returns the tile at the given x and y tile coordinates.
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func (mr *Stamp) Tile(x, y int) *d2ds1.TileRecord {
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return &mr.ds1.Tiles[y][x]
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}
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// TileData returns the tile data for the tile with given style, sequence and type.
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func (mr *Stamp) TileData(style, sequence int32, tileType d2enum.TileType) *d2dt1.Tile {
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for idx := range mr.tiles {
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tile := &mr.tiles[idx]
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if tile.Style == style && tile.Sequence == sequence && tile.Type == int32(tileType) {
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return tile
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}
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}
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return nil
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}
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// Entities spawns all entities and objects in this tile on the map.
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func (mr *Stamp) Entities(tileOffsetX, tileOffsetY int) []d2interface.MapEntity {
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entities := make([]d2interface.MapEntity, 0)
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for _, object := range mr.ds1.Objects {
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if object.Type == int(d2enum.ObjectTypeCharacter) {
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monPreset := mr.factory.asset.Records.Monster.Presets[mr.ds1.Act][object.ID]
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monstat := mr.factory.asset.Records.Monster.Stats[monPreset]
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// If monstat is nil here it is a place_ type object, idk how to handle those yet.
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// (See monpreset and monplace txts for reference)
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if monstat != nil {
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// Temorary use of Lookup.
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npcX, npcY := (tileOffsetX*5)+object.X, (tileOffsetY*5)+object.Y
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npc, err := mr.entity.NewNPC(npcX, npcY, monstat, 0)
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if err == nil {
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npc.SetPaths(convertPaths(tileOffsetX, tileOffsetY, object.Paths))
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entities = append(entities, npc)
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}
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}
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}
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if object.Type == int(d2enum.ObjectTypeItem) {
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// For objects the DS1 ID to objectID is hardcoded in the game
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// use the lookup table
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lookup := d2datadict.LookupObject(int(mr.ds1.Act), object.Type, object.ID)
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if lookup == nil {
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continue
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}
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objectRecord := d2datadict.Objects[lookup.ObjectsTxtId]
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if objectRecord != nil {
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entity, err := mr.entity.NewObject((tileOffsetX*5)+object.X,
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(tileOffsetY*5)+object.Y, objectRecord, d2resource.PaletteUnits)
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if err != nil {
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panic(err)
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}
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entities = append(entities, entity)
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}
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}
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}
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return entities
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}
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func convertPaths(tileOffsetX, tileOffsetY int, paths []d2path.Path) []d2path.Path {
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result := make([]d2path.Path, len(paths))
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for i := 0; i < len(paths); i++ {
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result[i].Action = paths[i].Action
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result[i].Position = d2vector.NewPosition(
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paths[i].Position.X()+float64(tileOffsetX*subtilesPerTile),
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paths[i].Position.Y()+float64(tileOffsetY*subtilesPerTile))
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}
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return result
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}
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