2019-11-06 22:12:15 -05:00
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package common
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2019-11-06 18:25:19 -05:00
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import (
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"fmt"
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"strings"
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"time"
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2019-11-06 22:12:15 -05:00
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"github.com/OpenDiablo2/OpenDiablo2/palettedefs"
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2019-11-06 18:25:19 -05:00
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"github.com/hajimehoshi/ebiten"
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)
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2019-11-06 22:12:15 -05:00
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// AnimatedEntity represents an entity on the map that can be animated
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type AnimatedEntity struct {
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// LocationX represents the tile X position of the entity
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LocationX float64
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// LocationY represents the tile Y position of the entity
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LocationY float64
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dcc *DCC
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cof *Cof
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palette palettedefs.PaletteType
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base string
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token string
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tr string
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animationMode string
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weaponClass string
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lastFrameTime time.Time
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framesToAnimate int
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animationSpeed int
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direction int
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currentFrame int
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frames []*ebiten.Image
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frameLocations []Rectangle
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}
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// CreateAnimatedEntity creates an instance of AnimatedEntity
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func CreateAnimatedEntity(base, token, tr string, palette palettedefs.PaletteType) *AnimatedEntity {
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result := &AnimatedEntity{
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base: base,
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token: token,
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tr: tr,
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palette: palette,
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}
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return result
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}
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// DirectionLookup is used to decode the direction offset indexes
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var DirectionLookup = []int{3, 15, 4, 8, 0, 9, 5, 10, 1, 11, 6, 12, 2, 13, 7, 14}
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// SetMode changes the graphical mode of this animated entity
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func (v *AnimatedEntity) SetMode(animationMode, weaponClass string, direction int, provider FileProvider) {
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dccPath := fmt.Sprintf("%s/%s/tr/%str%s%s%s.dcc", v.base, v.token, v.token, v.tr, animationMode, weaponClass)
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v.dcc = LoadDCC(dccPath, provider)
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cofPath := fmt.Sprintf("%s/%s/cof/%s%s%s.cof", v.base, v.token, v.token, animationMode, weaponClass)
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v.cof = LoadCof(cofPath, provider)
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v.animationMode = animationMode
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v.weaponClass = weaponClass
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v.direction = direction
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v.cacheFrames()
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}
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// Render draws this animated entity onto the target
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func (v *AnimatedEntity) Render(target *ebiten.Image, offsetX, offsetY int) {
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for v.lastFrameTime.Add(time.Millisecond * time.Duration(v.animationSpeed)).Before(time.Now()) {
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v.lastFrameTime = v.lastFrameTime.Add(time.Millisecond * time.Duration(v.animationSpeed))
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v.currentFrame++
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if v.currentFrame >= v.framesToAnimate {
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v.currentFrame = 0
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}
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}
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opts := &ebiten.DrawImageOptions{}
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opts.GeoM.Translate(float64(v.frameLocations[v.currentFrame].Left+offsetX), float64(v.frameLocations[v.currentFrame].Top+offsetY+40))
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target.DrawImage(v.frames[v.currentFrame], opts)
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}
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func (v *AnimatedEntity) cacheFrames() {
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animationData := AnimationData[strings.ToLower(v.token+v.animationMode+v.weaponClass)][v.direction]
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v.animationSpeed = int((float64(animationData.AnimationSpeed) / 255.0) * 0.04 * 1000.0)
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v.framesToAnimate = animationData.FramesPerDirection
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v.lastFrameTime = time.Now()
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minX := int32(2147483647)
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minY := int32(2147483647)
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maxX := int32(-2147483648)
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maxY := int32(-2147483648)
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for _, layer := range v.dcc.Directions {
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minX = MinInt32(minX, int32(layer.Box.Left))
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minY = MinInt32(minY, int32(layer.Box.Top))
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maxX = MaxInt32(maxX, int32(layer.Box.Right()))
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maxY = MaxInt32(maxY, int32(layer.Box.Bottom()))
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}
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frameW := maxX - minX
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frameH := maxY - minY
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v.frames = make([]*ebiten.Image, v.framesToAnimate)
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v.frameLocations = make([]Rectangle, v.framesToAnimate)
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for frameIndex := range v.frames {
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v.frames[frameIndex], _ = ebiten.NewImage(int(frameW), int(frameH), ebiten.FilterNearest)
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priorityBase := (v.direction * animationData.FramesPerDirection * v.cof.NumberOfLayers) + (frameIndex * v.cof.NumberOfLayers)
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for layerIdx := 0; layerIdx < v.cof.NumberOfLayers; layerIdx++ {
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comp := v.cof.Priority[priorityBase+layerIdx]
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if _, found := v.cof.CompositeLayers[comp]; !found {
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continue
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}
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direction := v.dcc.Directions[v.direction]
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frame := direction.Frames[frameIndex]
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pixelData := make([]byte, 4*frameW*frameH)
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for y := 0; y < direction.Box.Height; y++ {
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for x := 0; x < direction.Box.Width; x++ {
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paletteIndex := frame.PixelData[x+(y*direction.Box.Width)]
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if paletteIndex == 0 {
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continue
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}
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color := Palettes[v.palette].Colors[paletteIndex]
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actualX := x + direction.Box.Left - int(minX)
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actualY := y + direction.Box.Top - int(minY)
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pixelData[(actualX*4)+(actualY*int(frameW)*4)] = color.R
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pixelData[(actualX*4)+(actualY*int(frameW)*4)+1] = color.G
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pixelData[(actualX*4)+(actualY*int(frameW)*4)+2] = color.B
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pixelData[(actualX*4)+(actualY*int(frameW)*4)+3] = 255
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}
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}
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v.frames[frameIndex].ReplacePixels(pixelData)
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v.frameLocations[frameIndex] = Rectangle{
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Left: int(minX),
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Top: int(minY),
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Width: int(frameW),
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Height: int(frameH),
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}
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}
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}
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}
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