mirror of
https://github.com/OpenDiablo2/OpenDiablo2
synced 2024-11-18 02:16:23 -05:00
Composite work (#536)
* Quit using ObjectLookupRecord in composite * Unexport SetMode in map entities * Get rid of weaponClass from MapEntity * Pass ObjectType to composite instead of string * Use layer weaponclass from cof * Manage more stuff directly in composite * Explicitly index when picking equipment
This commit is contained in:
parent
4c3ff12cba
commit
6269726316
@ -4,6 +4,7 @@ package d2enum
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type ObjectType int
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const (
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ObjectTypeCharacter ObjectType = iota + 1
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ObjectTypePlayer ObjectType = iota
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ObjectTypeCharacter
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ObjectTypeItem
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)
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@ -6,7 +6,6 @@ import (
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"strings"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2data"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2data/d2datadict"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2enum"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2fileformats/d2cof"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2interface"
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@ -14,14 +13,19 @@ import (
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// Composite is a composite entity animation
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type Composite struct {
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object *d2datadict.ObjectLookupRecord
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baseType d2enum.ObjectType
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basePath string
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token string
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palettePath string
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direction int
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equipment [d2enum.CompositeTypeMax]string
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mode *compositeMode
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}
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// CreateComposite creates a Composite from a given ObjectLookupRecord and palettePath.
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func CreateComposite(object *d2datadict.ObjectLookupRecord, palettePath string) *Composite {
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return &Composite{object: object, palettePath: palettePath}
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func CreateComposite(baseType d2enum.ObjectType, token, palettePath string) *Composite {
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return &Composite{baseType: baseType, basePath: baseString(baseType),
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token: token, palettePath: palettePath}
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}
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// Advance moves the composite animation forward for a given elapsed time in nanoseconds.
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@ -54,7 +58,8 @@ func (c *Composite) Render(target d2interface.Surface) error {
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return nil
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}
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for _, layerIndex := range c.mode.drawOrder[c.mode.frameIndex] {
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direction := d2cof.Dir64ToCof(c.direction, c.mode.cof.NumberOfDirections)
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for _, layerIndex := range c.mode.cof.Priority[direction][c.mode.frameIndex] {
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layer := c.mode.layers[layerIndex]
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if layer != nil {
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if err := layer.RenderFromOrigin(target); err != nil {
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@ -67,17 +72,22 @@ func (c *Composite) Render(target d2interface.Surface) error {
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}
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// GetAnimationMode returns the animation mode the Composite should render with.
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func (c Composite) GetAnimationMode() string {
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func (c *Composite) GetAnimationMode() string {
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return c.mode.animationMode
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}
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// GetWeaponClass returns the currently loaded weapon class
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func (c *Composite) GetWeaponClass() string {
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return c.mode.weaponClass
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}
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// SetMode sets the Composite's animation mode weapon class and direction
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func (c *Composite) SetMode(animationMode, weaponClass string, direction int) error {
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if c.mode != nil && c.mode.animationMode == animationMode && c.mode.weaponClass == weaponClass && c.mode.cofDirection == direction {
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func (c *Composite) SetMode(animationMode, weaponClass string) error {
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if c.mode != nil && c.mode.animationMode == animationMode && c.mode.weaponClass == weaponClass {
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return nil
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}
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mode, err := c.createMode(animationMode, weaponClass, direction)
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mode, err := c.createMode(animationMode, weaponClass)
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if err != nil {
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return err
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}
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@ -88,8 +98,26 @@ func (c *Composite) SetMode(animationMode, weaponClass string, direction int) er
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return nil
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}
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// SetSpeed sets the speed at which the Composite's animation should advance through its frames
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func (c *Composite) SetSpeed(speed int) {
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// Equip changes the current layer configuration
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func (c *Composite) Equip(equipment *[d2enum.CompositeTypeMax]string) error {
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c.equipment = *equipment
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if c.mode == nil {
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return nil
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}
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mode, err := c.createMode(c.mode.animationMode, c.mode.weaponClass)
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if err != nil {
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return err
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}
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c.mode = mode
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return nil
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}
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// SetAnimSpeed sets the speed at which the Composite's animation should advance through its frames
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func (c *Composite) SetAnimSpeed(speed int) {
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c.mode.animationSpeed = 1.0 / ((float64(speed) * 25.0) / 256.0)
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for layerIdx := range c.mode.layers {
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layer := c.mode.layers[layerIdx]
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@ -99,13 +127,20 @@ func (c *Composite) SetSpeed(speed int) {
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}
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}
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// GetDirectionCount returns the Composites number of available animated directions
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func (c *Composite) GetDirectionCount() int {
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if c.mode == nil {
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return 0
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// SetDirection sets the direction of the composite and its layers
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func (c *Composite) SetDirection(direction int) {
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c.direction = direction
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for layerIdx := range c.mode.layers {
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layer := c.mode.layers[layerIdx]
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if layer != nil {
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layer.SetDirection(c.direction)
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}
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}
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}
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return c.mode.directionCount
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// Direction returns the current direction the composite is facing
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func (c *Composite) GetDirection() int {
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return c.direction
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}
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// GetPlayedCount returns the number of times the current animation mode has completed all its distinct frames
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@ -124,14 +159,12 @@ func (c *Composite) resetPlayedCount() {
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}
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type compositeMode struct {
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animationMode string
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weaponClass string
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cofDirection int
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directionCount int
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playedCount int
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cof *d2cof.COF
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animationMode string
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weaponClass string
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playedCount int
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layers []*Animation
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drawOrder [][]d2enum.CompositeType
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layers []*Animation
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frameCount int
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frameIndex int
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@ -139,8 +172,8 @@ type compositeMode struct {
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lastFrameTime float64
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}
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func (c *Composite) createMode(animationMode, weaponClass string, direction int) (*compositeMode, error) {
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cofPath := fmt.Sprintf("%s/%s/COF/%s%s%s.COF", c.object.Base, c.object.Token, c.object.Token, animationMode, weaponClass)
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func (c *Composite) createMode(animationMode, weaponClass string) (*compositeMode, error) {
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cofPath := fmt.Sprintf("%s/%s/COF/%s%s%s.COF", c.basePath, c.token, c.token, animationMode, weaponClass)
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if exists, _ := FileExists(cofPath); !exists {
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return nil, errors.New("composite not found")
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}
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@ -150,7 +183,7 @@ func (c *Composite) createMode(animationMode, weaponClass string, direction int)
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return nil, err
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}
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animationKey := strings.ToLower(c.object.Token + animationMode + weaponClass)
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animationKey := strings.ToLower(c.token + animationMode + weaponClass)
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animationData := d2data.AnimationData[animationKey]
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if len(animationData) == 0 {
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@ -158,62 +191,23 @@ func (c *Composite) createMode(animationMode, weaponClass string, direction int)
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}
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mode := &compositeMode{
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cof: cof,
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animationMode: animationMode,
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weaponClass: weaponClass,
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directionCount: cof.NumberOfDirections,
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cofDirection: d2cof.Dir64ToCof(direction, cof.NumberOfDirections),
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layers: make([]*Animation, d2enum.CompositeTypeMax),
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frameCount: animationData[0].FramesPerDirection,
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animationSpeed: 1.0 / ((float64(animationData[0].AnimationSpeed) * 25.0) / 256.0),
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}
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mode.drawOrder = make([][]d2enum.CompositeType, mode.frameCount)
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for frame := 0; frame < mode.frameCount; frame++ {
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mode.drawOrder[frame] = cof.Priority[mode.cofDirection][frame]
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}
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for _, cofLayer := range cof.CofLayers {
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var layerValue string
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switch cofLayer.Type {
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case d2enum.CompositeTypeHead:
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layerValue = c.object.HD
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case d2enum.CompositeTypeTorso:
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layerValue = c.object.TR
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case d2enum.CompositeTypeLegs:
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layerValue = c.object.LG
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case d2enum.CompositeTypeRightArm:
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layerValue = c.object.RA
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case d2enum.CompositeTypeLeftArm:
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layerValue = c.object.LA
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case d2enum.CompositeTypeRightHand:
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layerValue = c.object.RH
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case d2enum.CompositeTypeLeftHand:
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layerValue = c.object.LH
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case d2enum.CompositeTypeShield:
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layerValue = c.object.SH
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case d2enum.CompositeTypeSpecial1:
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layerValue = c.object.S1
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case d2enum.CompositeTypeSpecial2:
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layerValue = c.object.S2
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case d2enum.CompositeTypeSpecial3:
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layerValue = c.object.S3
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case d2enum.CompositeTypeSpecial4:
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layerValue = c.object.S4
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case d2enum.CompositeTypeSpecial5:
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layerValue = c.object.S5
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case d2enum.CompositeTypeSpecial6:
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layerValue = c.object.S6
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case d2enum.CompositeTypeSpecial7:
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layerValue = c.object.S7
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case d2enum.CompositeTypeSpecial8:
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layerValue = c.object.S8
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default:
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return nil, errors.New("unknown layer type")
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layerValue := c.equipment[cofLayer.Type]
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if layerValue == "" {
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layerValue = "lit"
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}
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blend := false
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transparency := 255
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if cofLayer.Transparent {
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switch cofLayer.DrawEffect {
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case d2enum.DrawEffectPctTransparency25:
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@ -227,14 +221,17 @@ func (c *Composite) createMode(animationMode, weaponClass string, direction int)
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}
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}
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layer, err := loadCompositeLayer(c.object, cofLayer.Type.String(), layerValue, animationMode, weaponClass, c.palettePath, transparency)
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layer, err := c.loadCompositeLayer(cofLayer.Type.String(), layerValue, animationMode,
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cofLayer.WeaponClass.String(), c.palettePath, transparency)
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if err == nil {
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layer.SetPlaySpeed(mode.animationSpeed)
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layer.PlayForward()
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layer.SetBlend(blend)
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if err := layer.SetDirection(direction); err != nil {
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if err := layer.SetDirection(c.direction); err != nil {
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return nil, err
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}
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mode.layers[cofLayer.Type] = layer
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}
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}
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@ -242,12 +239,11 @@ func (c *Composite) createMode(animationMode, weaponClass string, direction int)
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return mode, nil
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}
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func loadCompositeLayer(object *d2datadict.ObjectLookupRecord, layerKey, layerValue, animationMode, weaponClass, palettePath string, transparency int) (*Animation, error) {
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func (c *Composite) loadCompositeLayer(layerKey, layerValue, animationMode, weaponClass,
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palettePath string, transparency int) (*Animation, error) {
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animationPaths := []string{
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fmt.Sprintf("%s/%s/%s/%s%s%s%s%s.dcc", object.Base, object.Token, layerKey, object.Token, layerKey, layerValue, animationMode, weaponClass),
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fmt.Sprintf("%s/%s/%s/%s%s%s%s%s.dcc", object.Base, object.Token, layerKey, object.Token, layerKey, layerValue, animationMode, "HTH"),
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fmt.Sprintf("%s/%s/%s/%s%s%s%s%s.dc6", object.Base, object.Token, layerKey, object.Token, layerKey, layerValue, animationMode, weaponClass),
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fmt.Sprintf("%s/%s/%s/%s%s%s%s%s.dc6", object.Base, object.Token, layerKey, object.Token, layerKey, layerValue, animationMode, "HTH"),
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fmt.Sprintf("%s/%s/%s/%s%s%s%s%s.dcc", c.basePath, c.token, layerKey, c.token, layerKey, layerValue, animationMode, weaponClass),
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fmt.Sprintf("%s/%s/%s/%s%s%s%s%s.dc6", c.basePath, c.token, layerKey, c.token, layerKey, layerValue, animationMode, weaponClass),
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}
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for _, animationPath := range animationPaths {
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@ -261,3 +257,16 @@ func loadCompositeLayer(object *d2datadict.ObjectLookupRecord, layerKey, layerVa
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return nil, errors.New("animation not found")
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}
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func baseString(baseType d2enum.ObjectType) string {
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switch baseType {
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case d2enum.ObjectTypePlayer:
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return "/data/global/chars"
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case d2enum.ObjectTypeCharacter:
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return "/data/global/monsters"
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case d2enum.ObjectTypeItem:
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return "/data/global/objects"
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default:
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return ""
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}
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}
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@ -3,7 +3,7 @@ package d2asset
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import (
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"log"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2data/d2datadict"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2enum"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2fileformats/d2dat"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2fileformats/d2mpq"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2interface"
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@ -121,8 +121,8 @@ func LoadAnimationWithTransparency(animationPath, palettePath string, transparen
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}
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// LoadComposite creates a composite object from a ObjectLookupRecord and palettePath describing it
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func LoadComposite(object *d2datadict.ObjectLookupRecord, palettePath string) (*Composite, error) {
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return CreateComposite(object, palettePath), nil
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func LoadComposite(baseType d2enum.ObjectType, token, palettePath string) (*Composite, error) {
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return CreateComposite(baseType, token, palettePath), nil
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}
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// LoadFont loads a font the resource files
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@ -26,7 +26,6 @@ type mapEntity struct {
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LocationY float64
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TileX, TileY int // Coordinates of the tile the unit is within
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subcellX, subcellY float64 // Subcell coordinates within the current tile
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weaponClass string
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offsetX, offsetY int
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TargetX float64
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TargetY float64
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@ -21,8 +21,6 @@ type NPC struct {
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path int
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isDone bool
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repetitions int
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direction int
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objectLookup *d2datadict.ObjectLookupRecord
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monstatRecord *d2datadict.MonStatsRecord
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monstatEx *d2datadict.MonStats2Record
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name string
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@ -36,29 +34,32 @@ func CreateNPC(x, y int, monstat *d2datadict.MonStatsRecord, direction int) *NPC
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monstatEx: d2datadict.MonStats2[monstat.ExtraDataKey],
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}
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object := &d2datadict.ObjectLookupRecord{
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Base: "/Data/Global/Monsters",
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Token: monstat.AnimationDirectoryToken,
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Mode: result.monstatEx.ResurrectMode.String(),
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Class: result.monstatEx.BaseWeaponClass,
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TR: selectEquip(result.monstatEx.TRv),
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LG: selectEquip(result.monstatEx.LGv),
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RH: selectEquip(result.monstatEx.RHv),
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SH: selectEquip(result.monstatEx.SHv),
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RA: selectEquip(result.monstatEx.Rav),
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LA: selectEquip(result.monstatEx.Lav),
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LH: selectEquip(result.monstatEx.LHv),
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HD: selectEquip(result.monstatEx.HDv),
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equipment := &[d2enum.CompositeTypeMax]string{
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d2enum.CompositeTypeHead: selectEquip(result.monstatEx.HDv),
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d2enum.CompositeTypeTorso: selectEquip(result.monstatEx.TRv),
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d2enum.CompositeTypeLegs: selectEquip(result.monstatEx.LGv),
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d2enum.CompositeTypeRightArm: selectEquip(result.monstatEx.Rav),
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d2enum.CompositeTypeLeftArm: selectEquip(result.monstatEx.Lav),
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d2enum.CompositeTypeRightHand: selectEquip(result.monstatEx.RHv),
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d2enum.CompositeTypeLeftHand: selectEquip(result.monstatEx.LHv),
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d2enum.CompositeTypeShield: selectEquip(result.monstatEx.SHv),
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d2enum.CompositeTypeSpecial1: selectEquip(result.monstatEx.S1v),
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d2enum.CompositeTypeSpecial2: selectEquip(result.monstatEx.S2v),
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d2enum.CompositeTypeSpecial3: selectEquip(result.monstatEx.S3v),
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d2enum.CompositeTypeSpecial4: selectEquip(result.monstatEx.S4v),
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d2enum.CompositeTypeSpecial5: selectEquip(result.monstatEx.S5v),
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d2enum.CompositeTypeSpecial6: selectEquip(result.monstatEx.S6v),
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d2enum.CompositeTypeSpecial7: selectEquip(result.monstatEx.S7v),
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d2enum.CompositeTypeSpecial8: selectEquip(result.monstatEx.S8v),
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}
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result.objectLookup = object
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composite, err := d2asset.LoadComposite(object, d2resource.PaletteUnits)
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composite, _ := d2asset.LoadComposite(d2enum.ObjectTypeCharacter, monstat.AnimationDirectoryToken,
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d2resource.PaletteUnits)
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result.composite = composite
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if err != nil {
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panic(err)
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}
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composite.SetMode("NU", result.monstatEx.BaseWeaponClass)
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composite.Equip(equipment)
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result.SetMode(object.Mode, object.Class, direction)
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result.mapEntity.directioner = result.rotate
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if result.monstatRecord != nil && result.monstatRecord.IsInteractable {
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@ -76,7 +77,6 @@ func selectEquip(slice []string) string {
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return ""
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}
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func (v *NPC) Render(target d2interface.Surface) {
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target.PushTranslation(
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v.offsetX+int((v.subcellX-v.subcellY)*16),
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@ -148,7 +148,7 @@ func (v *NPC) next() {
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}
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if v.composite.GetAnimationMode() != newAnimationMode.String() {
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v.SetMode(newAnimationMode.String(), v.weaponClass, v.direction)
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v.composite.SetMode(newAnimationMode.String(), v.composite.GetWeaponClass())
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}
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}
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@ -160,23 +160,14 @@ func (v *NPC) rotate(direction int) {
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} else {
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newMode = d2enum.AnimationModeMonsterNeutral
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}
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if newMode.String() != v.composite.GetAnimationMode() || direction != v.direction {
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v.SetMode(newMode.String(), v.weaponClass, direction)
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}
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}
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// SetMode changes the graphical mode of this animated entity
|
||||
func (v *NPC) SetMode(animationMode, weaponClass string, direction int) error {
|
||||
v.direction = direction
|
||||
v.weaponClass = weaponClass
|
||||
|
||||
err := v.composite.SetMode(animationMode, weaponClass, direction)
|
||||
if err != nil {
|
||||
err = v.composite.SetMode(animationMode, "HTH", direction)
|
||||
v.weaponClass = "HTH"
|
||||
if newMode.String() != v.composite.GetAnimationMode() {
|
||||
v.composite.SetMode(newMode.String(), v.composite.GetWeaponClass())
|
||||
}
|
||||
|
||||
return err
|
||||
if v.composite.GetDirection() != direction {
|
||||
v.composite.SetDirection(direction)
|
||||
}
|
||||
}
|
||||
|
||||
func (m *NPC) Selectable() bool {
|
||||
|
@ -4,6 +4,7 @@ import (
|
||||
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2data/d2datadict"
|
||||
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2enum"
|
||||
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2interface"
|
||||
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2resource"
|
||||
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2asset"
|
||||
)
|
||||
|
||||
@ -28,32 +29,8 @@ func CreateObject(x, y int, objectRec *d2datadict.ObjectRecord, palettePath stri
|
||||
// nameLabel: d2ui.CreateLabel(renderer, d2resource.FontFormal11, d2resource.PaletteStatic),
|
||||
}
|
||||
|
||||
object := &d2datadict.ObjectLookupRecord{
|
||||
Base: "/Data/Global/Objects",
|
||||
Token: entity.objectType.Token,
|
||||
Mode: "NU",
|
||||
Class: "HTH",
|
||||
HD: "LIT",
|
||||
TR: "LIT",
|
||||
LG: "LIT",
|
||||
RA: "LIT",
|
||||
LA: "LIT",
|
||||
RH: "LIT",
|
||||
LH: "LIT",
|
||||
SH: "LIT",
|
||||
S1: "LIT",
|
||||
S2: "LIT",
|
||||
S3: "LIT",
|
||||
S4: "LIT",
|
||||
S5: "LIT",
|
||||
S6: "LIT",
|
||||
S7: "LIT",
|
||||
S8: "LIT",
|
||||
}
|
||||
|
||||
entity.objectLookup = object
|
||||
|
||||
composite, err := d2asset.LoadComposite(object, palettePath)
|
||||
composite, err := d2asset.LoadComposite(d2enum.ObjectTypeItem, entity.objectType.Token,
|
||||
d2resource.PaletteUnits)
|
||||
if err != nil {
|
||||
return nil, err
|
||||
}
|
||||
@ -63,36 +40,35 @@ func CreateObject(x, y int, objectRec *d2datadict.ObjectRecord, palettePath stri
|
||||
entity.mapEntity.directioner = entity.rotate
|
||||
entity.drawLayer = entity.objectRecord.OrderFlag[d2enum.AnimationModeObjectNeutral]
|
||||
|
||||
entity.SetMode(object.Mode, object.Class, 0)
|
||||
entity.setMode("NU", 0)
|
||||
|
||||
// stop torches going crazy for now
|
||||
// need initFunc handling to set objects up properly
|
||||
if objectRec.HasAnimationMode[d2enum.AnimationModeObjectOpened] {
|
||||
entity.SetMode("ON", "HTH", 0)
|
||||
entity.setMode("ON", 0)
|
||||
}
|
||||
|
||||
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)
|
||||
// setMode changes the graphical mode of this animated entity
|
||||
func (ob *Object) setMode(animationMode string, direction int) error {
|
||||
ob.direction = direction
|
||||
ob.weaponClass = weaponClass
|
||||
|
||||
err := ob.composite.SetMode(animationMode, weaponClass, direction)
|
||||
err := ob.composite.SetMode(animationMode, "HTH")
|
||||
if err != nil {
|
||||
err = ob.composite.SetMode(animationMode, "HTH", direction)
|
||||
ob.weaponClass = "HTH"
|
||||
return err
|
||||
}
|
||||
|
||||
ob.composite.SetDirection(direction)
|
||||
|
||||
mode := d2enum.ObjectAnimationModeFromString(animationMode)
|
||||
ob.mapEntity.drawLayer = ob.objectRecord.OrderFlag[mode]
|
||||
|
||||
// For objects their txt record entry overrides animationdata
|
||||
speed := ob.objectRecord.FrameDelta[mode]
|
||||
if speed != 0 {
|
||||
ob.composite.SetSpeed(speed)
|
||||
ob.composite.SetAnimSpeed(speed)
|
||||
}
|
||||
|
||||
return err
|
||||
|
@ -18,7 +18,6 @@ type Player struct {
|
||||
Stats d2hero.HeroStatsState
|
||||
Class d2enum.Hero
|
||||
Id string
|
||||
direction int
|
||||
name string
|
||||
// nameLabel d2ui.Label
|
||||
lastPathSize int
|
||||
@ -34,23 +33,19 @@ var baseWalkSpeed = 6.0
|
||||
var baseRunSpeed = 9.0
|
||||
|
||||
func CreatePlayer(id, name string, x, y int, direction int, heroType d2enum.Hero, stats d2hero.HeroStatsState, equipment d2inventory.CharacterEquipment) *Player {
|
||||
object := &d2datadict.ObjectLookupRecord{
|
||||
Mode: d2enum.AnimationModePlayerTownNeutral.String(),
|
||||
Base: "/data/global/chars",
|
||||
Token: heroType.GetToken(),
|
||||
Class: equipment.RightHand.GetWeaponClass(),
|
||||
SH: equipment.Shield.GetItemCode(),
|
||||
// TODO: Offhand class?
|
||||
HD: equipment.Head.GetArmorClass(),
|
||||
TR: equipment.Torso.GetArmorClass(),
|
||||
LG: equipment.Legs.GetArmorClass(),
|
||||
RA: equipment.RightArm.GetArmorClass(),
|
||||
LA: equipment.LeftArm.GetArmorClass(),
|
||||
RH: equipment.RightHand.GetItemCode(),
|
||||
LH: equipment.LeftHand.GetItemCode(),
|
||||
layerEquipment := &[d2enum.CompositeTypeMax]string{
|
||||
d2enum.CompositeTypeHead: equipment.Head.GetArmorClass(),
|
||||
d2enum.CompositeTypeTorso: equipment.Torso.GetArmorClass(),
|
||||
d2enum.CompositeTypeLegs: equipment.Legs.GetArmorClass(),
|
||||
d2enum.CompositeTypeRightArm: equipment.RightArm.GetArmorClass(),
|
||||
d2enum.CompositeTypeLeftArm: equipment.LeftArm.GetArmorClass(),
|
||||
d2enum.CompositeTypeRightHand: equipment.RightHand.GetItemCode(),
|
||||
d2enum.CompositeTypeLeftHand: equipment.LeftHand.GetItemCode(),
|
||||
d2enum.CompositeTypeShield: equipment.Shield.GetItemCode(),
|
||||
}
|
||||
|
||||
composite, err := d2asset.LoadComposite(object, d2resource.PaletteUnits)
|
||||
composite, err := d2asset.LoadComposite(d2enum.ObjectTypePlayer, heroType.GetToken(),
|
||||
d2resource.PaletteUnits)
|
||||
if err != nil {
|
||||
panic(err)
|
||||
}
|
||||
@ -64,7 +59,6 @@ func CreatePlayer(id, name string, x, y int, direction int, heroType d2enum.Hero
|
||||
composite: composite,
|
||||
Equipment: equipment,
|
||||
Stats: stats,
|
||||
direction: direction,
|
||||
name: name,
|
||||
Class: heroType,
|
||||
//nameLabel: d2ui.CreateLabel(d2resource.FontFormal11, d2resource.PaletteStatic),
|
||||
@ -77,10 +71,13 @@ func CreatePlayer(id, name string, x, y int, direction int, heroType d2enum.Hero
|
||||
//result.nameLabel.Alignment = d2ui.LabelAlignCenter
|
||||
//result.nameLabel.SetText(name)
|
||||
//result.nameLabel.Color = color.White
|
||||
err = result.SetMode(d2enum.AnimationModePlayerTownNeutral.String(), equipment.RightHand.GetWeaponClass(), direction)
|
||||
err = composite.SetMode(d2enum.AnimationModePlayerTownNeutral.String(), equipment.RightHand.GetWeaponClass())
|
||||
if err != nil {
|
||||
panic(err)
|
||||
}
|
||||
composite.SetDirection(direction)
|
||||
composite.Equip(layerEquipment)
|
||||
|
||||
return result
|
||||
}
|
||||
|
||||
@ -142,20 +139,6 @@ func (v *Player) Render(target d2interface.Surface) {
|
||||
//v.nameLabel.Render(target)
|
||||
}
|
||||
|
||||
func (v *Player) SetMode(animationMode, weaponClass string, direction int) error {
|
||||
v.composite.SetMode(animationMode, weaponClass, direction)
|
||||
v.direction = direction
|
||||
v.weaponClass = weaponClass
|
||||
|
||||
err := v.composite.SetMode(animationMode, weaponClass, direction)
|
||||
if err != nil {
|
||||
err = v.composite.SetMode(animationMode, "HTH", direction)
|
||||
v.weaponClass = "HTH"
|
||||
}
|
||||
|
||||
return err
|
||||
}
|
||||
|
||||
func (v *Player) GetAnimationMode() d2enum.PlayerAnimationMode {
|
||||
if v.IsRunning() && !v.IsAtTarget() {
|
||||
return d2enum.AnimationModePlayerRun
|
||||
@ -181,15 +164,19 @@ func (v *Player) GetAnimationMode() d2enum.PlayerAnimationMode {
|
||||
}
|
||||
|
||||
func (v *Player) SetAnimationMode(animationMode string) error {
|
||||
return v.composite.SetMode(animationMode, v.weaponClass, v.direction)
|
||||
return v.composite.SetMode(animationMode, v.composite.GetWeaponClass())
|
||||
}
|
||||
|
||||
// rotate sets direction and changes animation
|
||||
func (v *Player) rotate(direction int) {
|
||||
newAnimationMode := v.GetAnimationMode().String()
|
||||
|
||||
if newAnimationMode != v.composite.GetAnimationMode() || direction != v.direction {
|
||||
v.SetMode(newAnimationMode, v.weaponClass, direction)
|
||||
if newAnimationMode != v.composite.GetAnimationMode() {
|
||||
v.composite.SetMode(newAnimationMode, v.composite.GetWeaponClass())
|
||||
}
|
||||
|
||||
if direction != v.composite.GetDirection() {
|
||||
v.composite.SetDirection(direction)
|
||||
}
|
||||
}
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user