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mirror of https://github.com/OpenDiablo2/OpenDiablo2 synced 2024-12-25 11:36:26 -05:00

Added render priority for layers

This commit is contained in:
Tim Sarbin 2018-12-11 19:58:13 -05:00
parent 6646efd0c3
commit 0402119ec7
3 changed files with 19 additions and 21 deletions

View File

@ -55,9 +55,10 @@ namespace OpenDiablo2.Common.Models
public eMobMode MobMode { get; private set; }
public List<AnimationData> Animations { get; private set; }
public IEnumerable<COFLayer> Layers { get; private set; }
public COFLayer[] Layers { get; private set; }
public Dictionary<eCompositType, int> CompositLayers { get; private set; }
public IEnumerable<eAnimationFrame> AnimationFrames { get; private set; }
public byte[] Priority { get; private set; }
public eCompositType[] Priority { get; private set; }
public int NumberOfDirections { get; internal set; }
public int FramesPerDirection { get; internal set; }
public int NumberOfLayers { get; internal set; }
@ -80,6 +81,8 @@ namespace OpenDiablo2.Common.Models
br.ReadBytes(25); // Skip 25 unknown bytes...
var layers = new List<COFLayer>();
result.CompositLayers = new Dictionary<eCompositType, int>();
for (var layerIdx = 0; layerIdx < result.NumberOfLayers; layerIdx++)
{
var layer = new COFLayer
@ -91,14 +94,15 @@ namespace OpenDiablo2.Common.Models
br.ReadByte(); // Unknown
layer.IsTransparent = br.ReadByte() != 0;
layer.DrawEffect = (eDrawEffect)br.ReadByte();
layers.Add(layer);
layer.WeaponClass = Encoding.ASCII.GetString(br.ReadBytes(4)).Trim('\0').ToWeaponClass();
layer.ShieldCode = ShieldCode;
layer.WeaponCode = weaponCode;
layers.Add(layer);
result.CompositLayers[layer.CompositType] = layerIdx;
}
result.Layers = layers;
result.Layers = layers.ToArray();
result.AnimationFrames = br.ReadBytes(result.FramesPerDirection).Select(x => (eAnimationFrame)x);
result.Priority = br.ReadBytes(result.FramesPerDirection * result.NumberOfLayers * result.NumberOfDirections);
result.Priority = br.ReadBytes(result.FramesPerDirection * result.NumberOfLayers * result.NumberOfDirections).Select(x => (eCompositType)x).ToArray();
var cofName = $"{hero.ToToken()}{mobMode.ToToken()}{weaponClass.ToToken()}".ToUpper();
result.Animations = animations[cofName];

View File

@ -89,8 +89,7 @@ namespace OpenDiablo2.Core
binaryData = new byte[stream.Length];
stream.Read(binaryData, 0, (int)stream.Length);
}
var result = new MPQDCC(binaryData, palette);
return result;
return new MPQDCC(binaryData, palette);
});
}
}

View File

@ -192,23 +192,18 @@ namespace OpenDiablo2.SDL2_
SDL.SDL_LockTexture(texture, IntPtr.Zero, out IntPtr pixels, out int pitch);
UInt32* data = (UInt32*)pixels;
var priorities = new int[animationData.NumberOfLayers];
Array.Copy(
animationData.Priority,
(directionConversion[LocationDetails.MovementDirection] * animationData.FramesPerDirection * animationData.NumberOfLayers)
+ (frameIndex * animationData.NumberOfLayers),
priorities,
0,
animationData.NumberOfLayers
);
for (var i = 0; i < layerData.Length; i++)
var priorityBase = (directionConversion[LocationDetails.MovementDirection] * animationData.FramesPerDirection * animationData.NumberOfLayers)
+ (frameIndex * animationData.NumberOfLayers);
for (var i = 0; i < animationData.NumberOfLayers; i++)
{
//var layer = layerData[priorities[i]];
var layer = layerData[i];
var comp = animationData.Priority[priorityBase + i];
if (!animationData.CompositLayers.ContainsKey(comp))
continue;
var layer = layerData[animationData.CompositLayers[comp]];
if (layer == null)
continue;
continue; // TODO: This is most likely not ok
var direction = layer.Directions[directionConversion[LocationDetails.MovementDirection]];
var frame = direction.Frames[frameIndex];