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OpenDiablo2/d2core/d2map/d2mapentity/object.go

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package d2mapentity
import (
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2enum"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2data/d2datadict"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2asset"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2render"
)
// Object represents a composite of animations that can be projected onto the map.
type Object struct {
mapEntity
composite *d2asset.Composite
direction int
objectRecord *d2datadict.ObjectRecord
objectLookup *d2datadict.ObjectLookupRecord
}
// CreateObject creates an instance of AnimatedComposite
func CreateObject(x, y int, object *d2datadict.ObjectLookupRecord, palettePath string) (*Object, error) {
composite, err := d2asset.LoadComposite(object, palettePath)
if err != nil {
return nil, err
}
entity := &Object{
mapEntity: createMapEntity(x, y),
composite: composite,
objectLookup: object,
}
entity.mapEntity.directioner = entity.rotate
entity.objectRecord = d2datadict.Objects[object.ObjectsTxtId]
entity.drawLayer = entity.objectRecord.OrderFlag[d2enum.AnimationModeObjectNeutral]
return entity, nil
}
// SetMode changes the graphical mode of this animated entity
func (ob *Object) SetMode(animationMode, weaponClass string, direction int) error {
ob.composite.SetMode(animationMode, weaponClass, direction)
ob.direction = direction
ob.weaponClass = weaponClass
err := ob.composite.SetMode(animationMode, weaponClass, direction)
if err != nil {
err = ob.composite.SetMode(animationMode, "HTH", direction)
ob.weaponClass = "HTH"
}
ob.mapEntity.drawLayer = ob.objectRecord.OrderFlag[d2enum.ObjectAnimationModeFromString(animationMode)]
// For objects their txt record entry overrides animationdata
ob.composite.SetSpeed(ob.objectRecord.FrameDelta[d2enum.ObjectAnimationModeFromString(animationMode)])
return err
}
// Render draws this animated entity onto the target
func (ob *Object) Render(target d2render.Surface) {
target.PushTranslation(
ob.offsetX+int((ob.subcellX-ob.subcellY)*16),
ob.offsetY+int(((ob.subcellX+ob.subcellY)*8)-5),
)
defer target.Pop()
ob.composite.Render(target)
}
// rotate sets direction and changes animation
func (ob *Object) rotate(direction int) {
}
func (ob *Object) Advance(elapsed float64) {
ob.composite.Advance(elapsed)
}