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OpenDiablo2/d2game/d2player/inventory_grid.go

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package d2player
import (
"errors"
"fmt"
"log"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2asset"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2render"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2ui"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2resource"
)
type InventoryItem interface {
InventoryGridSize() (width int, height int)
GetItemCode() string
InventoryGridSlot() (x int, y int)
SetInventoryGridSlot(x int, y int)
}
var ErrorInventoryFull = errors.New("inventory full")
// Reusable grid for use with player and merchant inventory.
// Handles layout and rendering item icons based on code.
type ItemGrid struct {
items []InventoryItem
width int
height int
originX int
originY int
sprites map[string]*d2ui.Sprite
slotSize int
}
func NewItemGrid(width int, height int, originX int, originY int) *ItemGrid {
return &ItemGrid{
width: width,
height: height,
originX: originX,
originY: originY,
slotSize: 29,
sprites: make(map[string]*d2ui.Sprite),
}
}
func (g *ItemGrid) SlotToScreen(slotX int, slotY int) (screenX int, screenY int) {
screenX = g.originX + slotX*g.slotSize
screenY = g.originY + slotY*g.slotSize
return screenX, screenY
}
func (g *ItemGrid) ScreenToSlot(screenX int, screenY int) (slotX int, slotY int) {
slotX = (screenX - g.originX) / g.slotSize
slotY = (screenY - g.originY) / g.slotSize
return slotX, slotY
}
func (g *ItemGrid) GetSlot(x int, y int) InventoryItem {
for _, item := range g.items {
slotX, slotY := item.InventoryGridSlot()
width, height := item.InventoryGridSize()
if x >= slotX && x < slotX+width && y >= slotY && y < slotY+height {
return item
}
}
return nil
}
// Add places a given set of items into the first available slots.
// Returns a count of the number of items which could be inserted.
func (g *ItemGrid) Add(items ...InventoryItem) (int, error) {
added := 0
var err error
for _, item := range items {
if g.add(item) {
added++
} else {
err = ErrorInventoryFull
break
}
}
g.Load(items...)
return added, err
}
// Load reads the inventory sprites for items into local cache for rendering.
func (g *ItemGrid) Load(items ...InventoryItem) {
var itemSprite *d2ui.Sprite
for _, item := range items {
if _, exists := g.sprites[item.GetItemCode()]; exists {
// Already loaded, don't reload.
continue
}
// TODO: Put the pattern into D2Shared
animation, err := d2asset.LoadAnimation(
fmt.Sprintf("/data/global/items/inv%s.dc6", item.GetItemCode()),
d2resource.PaletteSky,
)
if err != nil {
log.Printf("failed to load sprite for item (%s): %v", item.GetItemCode(), err)
continue
}
itemSprite, err = d2ui.LoadSprite(animation)
g.sprites[item.GetItemCode()] = itemSprite
}
}
// Walk from top left to bottom right until a position large enough to hold the item is found.
// This is inefficient but simplifies the storage. At most a hundred or so cells will be looped, so impact is minimal.
func (g *ItemGrid) add(item InventoryItem) bool {
for y := 0; y < g.height; y++ {
for x := 0; x < g.width; x++ {
if !g.canFit(x, y, item) {
continue
}
g.set(x, y, item)
return true
}
}
return false
}
// canFit loops over all items to determine if any other items would overlap the given position.
func (g *ItemGrid) canFit(x int, y int, item InventoryItem) bool {
insertWidth, insertHeight := item.InventoryGridSize()
if x+insertWidth > g.width || y+insertHeight > g.height {
return false
}
for _, compItem := range g.items {
slotX, slotY := compItem.InventoryGridSlot()
compWidth, compHeight := compItem.InventoryGridSize()
if x+insertWidth >= slotX &&
x < slotX+compWidth &&
y+insertHeight >= slotY &&
y < slotY+compHeight {
return false
}
}
return true
}
func (g *ItemGrid) Set(x int, y int, item InventoryItem) error {
if !g.canFit(x, y, item) {
return fmt.Errorf("can not set item (%s) to position (%v, %v)", item.GetItemCode(), x, y)
}
g.set(x, y, item)
return nil
}
func (g *ItemGrid) set(x int, y int, item InventoryItem) {
item.SetInventoryGridSlot(x, y)
g.items = append(g.items, item)
g.Load(item)
}
// Remove does an in place filter to remove the element from the slice of items.
func (g *ItemGrid) Remove(item InventoryItem) {
n := 0
for _, compItem := range g.items {
if compItem == item {
continue
}
g.items[n] = compItem
n++
}
g.items = g.items[:n]
}
func (g *ItemGrid) Render(target d2render.Surface) {
for _, item := range g.items {
if item == nil {
continue
}
itemSprite := g.sprites[item.GetItemCode()]
if itemSprite == nil {
// In case it failed to load.
// TODO: fallback to something
continue
}
slotX, slotY := g.SlotToScreen(item.InventoryGridSlot())
_, h := itemSprite.GetCurrentFrameSize()
itemSprite.SetPosition(slotX, slotY+h)
_ = itemSprite.Render(target)
}
}