package d2mapentity import ( "github.com/OpenDiablo2/OpenDiablo2/d2common/d2data/d2datadict" "github.com/OpenDiablo2/OpenDiablo2/d2common/d2enum" "github.com/OpenDiablo2/OpenDiablo2/d2core/d2asset" "github.com/OpenDiablo2/OpenDiablo2/d2core/d2render" ) // Object represents a composite of animations that can be projected onto the map. type Object struct { mapEntity composite *d2asset.Composite direction int highlight bool objectRecord *d2datadict.ObjectRecord objectLookup *d2datadict.ObjectLookupRecord } // CreateObject creates an instance of AnimatedComposite func CreateObject(x, y int, object *d2datadict.ObjectLookupRecord, palettePath string) (*Object, error) { composite, err := d2asset.LoadComposite(object, palettePath) if err != nil { return nil, err } entity := &Object{ mapEntity: createMapEntity(x, y), composite: composite, objectLookup: object, } entity.mapEntity.directioner = entity.rotate entity.objectRecord = d2datadict.Objects[object.ObjectsTxtId] entity.drawLayer = entity.objectRecord.OrderFlag[d2enum.AnimationModeObjectNeutral] 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) ob.direction = direction ob.weaponClass = weaponClass err := ob.composite.SetMode(animationMode, weaponClass, direction) if err != nil { err = ob.composite.SetMode(animationMode, "HTH", direction) ob.weaponClass = "HTH" } 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) } return err } func (ob *Object) Highlight() { ob.highlight = true } func (ob *Object) Selectable() bool { mode := d2enum.ObjectAnimationModeFromString(ob.composite.GetAnimationMode()) return ob.objectRecord.Selectable[mode] } // Render draws this animated entity onto the target func (ob *Object) Render(target d2render.Surface) { target.PushTranslation( ob.offsetX+int((ob.subcellX-ob.subcellY)*16), ob.offsetY+int(((ob.subcellX+ob.subcellY)*8)-5), ) if ob.highlight { target.PushBrightness(2) defer target.Pop() } defer target.Pop() ob.composite.Render(target) ob.highlight = false } // rotate sets direction and changes animation func (ob *Object) rotate(direction int) { } func (ob *Object) Advance(elapsed float64) { ob.composite.Advance(elapsed) }