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[wip] feat(map): dump nearby exits too #418

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26 changes: 26 additions & 0 deletions packages/map/map/d2_client.c
Original file line number Diff line number Diff line change
Expand Up @@ -487,11 +487,37 @@ int d2_dump_map(int seed, int difficulty, int levelCode) {
json_object_end();

json_array_start("objects");
bool levelSeen[200];

for (Room2 *pRoom2 = pLevel->pRoom2First; pRoom2; pRoom2 = pRoom2->pRoom2Next) {
BOOL bAdded = !pRoom2->pRoom1;

if (bAdded) d2common_add_room_data(gameVersion, pAct, pLevel, pRoom2);

for (int i = 0; i < pRoom2->dwRoomsNear; i++) {
if (pLevel->dwLevelNo != pRoom2->pRoom2Near[i]->pLevel->dwLevelNo){
int roomOffsetX = pRoom2->dwPosX * 5 - originX;
int roomOffsetY = pRoom2->dwPosY * 5 - originY;
// todo this offset is wrong
int levelX = roomOffsetX + pRoom2->pRoom2Near[i]->pLevel->dwPosX * 5;
int levelY = roomOffsetY + pRoom2->pRoom2Near[i]->pLevel->dwPosY * 5 ;

int levelNumber = pRoom2->pRoom2Near[i]->pLevel->dwLevelNo;

// Only dump a exit once
if (levelSeen[levelNumber] == 1) continue;
levelSeen[levelNumber] = 1;

json_object_start();
json_key_value("id", levelNumber);
json_key_value("type", "exit");
json_key_value("x", levelX);
json_key_value("y", levelY);
if (is_good_exit(pAct, pLevel, levelNumber)) json_key_value("isGoodExit", true);
json_object_end();
}
}

dump_objects(pAct, pLevel, pRoom2);

if (pRoom2->pRoom1) add_collision_data(pRoom2->pRoom1->Coll, originX, originY);
Expand Down