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OpenDiablo2/d2core/d2object/object.go

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// Package d2object implements objects placed on the map and their functionality
package d2object
import (
"math/rand"
"github.com/OpenDiablo2/OpenDiablo2/d2common"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2data/d2datadict"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2enum"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2interface"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2math/d2vector"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2resource"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2asset"
)
// Object represents a composite of animations that can be projected onto the map.
type Object struct {
Position d2vector.Position
composite *d2asset.Composite
highlight bool
// nameLabel d2ui.Label
objectRecord *d2datadict.ObjectRecord
drawLayer int
name string
}
// CreateObject creates an instance of AnimatedComposite
func CreateObject(x, y int, objectRec *d2datadict.ObjectRecord, palettePath string) (*Object, error) {
locX, locY := float64(x), float64(y)
entity := &Object{
objectRecord: objectRec,
Position: d2vector.NewPosition(locX, locY),
name: d2common.TranslateString(objectRec.Name),
}
objectType := &d2datadict.ObjectTypes[objectRec.Index]
composite, err := d2asset.LoadComposite(d2enum.ObjectTypeItem, objectType.Token,
d2resource.PaletteUnits)
if err != nil {
return nil, err
}
entity.composite = composite
entity.setMode(d2enum.ObjectAnimationModeNeutral, 0, false)
initObject(entity)
return entity, nil
}
// setMode changes the graphical mode of this animated entity
func (ob *Object) setMode(animationMode d2enum.ObjectAnimationMode, direction int, randomFrame bool) error {
err := ob.composite.SetMode(animationMode, "HTH")
if err != nil {
return err
}
ob.composite.SetDirection(direction)
// mode := d2enum.ObjectAnimationModeFromString(animationMode)
ob.drawLayer = ob.objectRecord.OrderFlag[d2enum.ObjectAnimationModeNeutral]
// For objects their txt record entry overrides animationdata
speed := ob.objectRecord.FrameDelta[animationMode]
if speed != 0 {
ob.composite.SetAnimSpeed(speed)
}
frameCount := ob.objectRecord.FrameCount[animationMode]
if frameCount != 0 {
ob.composite.SetSubLoop(0, frameCount)
}
ob.composite.SetPlayLoop(ob.objectRecord.CycleAnimation[animationMode])
ob.composite.SetCurrentFrame(ob.objectRecord.StartFrame[animationMode])
if randomFrame {
n := rand.Intn(frameCount)
ob.composite.SetCurrentFrame(n)
}
return err
}
// Highlight sets the entity highlighted flag to true.
func (ob *Object) Highlight() {
ob.highlight = true
}
func (ob *Object) Selectable() bool {
mode := ob.composite.ObjectAnimationMode()
return ob.objectRecord.Selectable[mode]
}
// Render draws this animated entity onto the target
func (ob *Object) Render(target d2interface.Surface) {
renderOffset := ob.Position.RenderOffset()
target.PushTranslation(
int((renderOffset.X()-renderOffset.Y())*16),
int(((renderOffset.X() + renderOffset.Y()) * 8)),
)
if ob.highlight {
target.PushBrightness(2)
defer target.Pop()
}
defer target.Pop()
ob.composite.Render(target)
ob.highlight = false
}
// Advance updates the animation
func (ob *Object) Advance(elapsed float64) {
ob.composite.Advance(elapsed)
}
// GetLayer returns which layer of the map the object is drawn
func (ob *Object) GetLayer() int {
return ob.drawLayer
}
// GetPosition of the object
func (ob *Object) GetPosition() (x, y float64) {
w := ob.Position.Tile()
return w.X(), w.Y()
}
// GetPositionF of the object but differently
func (ob *Object) GetPositionF() (x, y float64) {
w := ob.Position.World()
return w.X(), w.Y()
}
// Name gets the name of the object
func (ob *Object) Name() string {
return ob.name
}