package d2render import ( "fmt" "log" "math" "strings" "github.com/OpenDiablo2/D2Shared/d2data" "github.com/OpenDiablo2/D2Shared/d2data/d2cof" "github.com/OpenDiablo2/D2Shared/d2data/d2dcc" "github.com/OpenDiablo2/D2Shared/d2helper" "github.com/OpenDiablo2/D2Shared/d2common/d2interface" "github.com/OpenDiablo2/D2Shared/d2common/d2enum" "github.com/OpenDiablo2/D2Shared/d2data/d2datadict" "github.com/hajimehoshi/ebiten" ) var DccLayerNames = []string{"HD", "TR", "LG", "RA", "LA", "RH", "LH", "SH", "S1", "S2", "S3", "S4", "S5", "S6", "S7", "S8"} // DirectionLookup is used to decode the direction offset indexes var DirectionLookup = []int{9, 15, 5, 6, 4, 12, 10, 2, 8, 13, 1, 7, 0, 14, 11, 3} // AnimatedEntity represents an entity on the map that can be animated type AnimatedEntity struct { fileProvider d2interface.FileProvider // LocationX represents the tile X position of the entity LocationX float64 // LocationY represents the tile Y position of the entity subcellX, subcellY float64 // Subcell coordinates within the current tile LocationY float64 dccLayers map[string]d2dcc.DCC Cof *d2cof.COF palette d2enum.PaletteType base string token string animationMode string weaponClass string lastFrameTime float64 framesToAnimate int animationSpeed float64 direction int currentFrame int offsetX, offsetY int32 frames []*ebiten.Image //frameLocations []d2common.Rectangle object *d2datadict.ObjectLookupRecord } // CreateAnimatedEntity creates an instance of AnimatedEntity func CreateAnimatedEntity(x, y int32, object *d2datadict.ObjectLookupRecord, fileProvider d2interface.FileProvider, palette d2enum.PaletteType) AnimatedEntity { result := AnimatedEntity{ fileProvider: fileProvider, base: object.Base, token: object.Token, object: object, palette: palette, frames: []*ebiten.Image{}, //frameLocations: []d2common.Rectangle{}, } result.dccLayers = make(map[string]d2dcc.DCC) result.LocationX = float64(x) / 5 result.LocationY = float64(y) / 5 result.subcellX = 1 + math.Mod(float64(x), 5) result.subcellY = 1 + math.Mod(float64(y), 5) return result } // SetMode changes the graphical mode of this animated entity func (v *AnimatedEntity) SetMode(animationMode, weaponClass string, direction int) { cofPath := fmt.Sprintf("%s/%s/COF/%s%s%s.COF", v.base, v.token, v.token, animationMode, weaponClass) v.Cof = d2cof.LoadCOF(cofPath, v.fileProvider) v.animationMode = animationMode v.weaponClass = weaponClass v.direction = direction if v.direction >= v.Cof.NumberOfDirections { v.direction = v.Cof.NumberOfDirections - 1 } //v.frames = make(map[string][]*ebiten.Image) //v.frameLocations = make(map[string][]d2common.Rectangle) v.dccLayers = make(map[string]d2dcc.DCC) for _, cofLayer := range v.Cof.CofLayers { layerName := DccLayerNames[cofLayer.Type] v.dccLayers[layerName] = v.LoadLayer(layerName, v.fileProvider) if !v.dccLayers[layerName].IsValid() { continue } } v.updateFrameCache() //v.cacheFrames() } func (v *AnimatedEntity) LoadLayer(layer string, fileProvider d2interface.FileProvider) d2dcc.DCC { layerName := "TR" switch strings.ToUpper(layer) { case "HD": // Head layerName = v.object.HD case "TR": // Torso layerName = v.object.TR case "LG": // Legs layerName = v.object.LG case "RA": // RightArm layerName = v.object.RA case "LA": // LeftArm layerName = v.object.LA case "RH": // RightHand layerName = v.object.RH case "LH": // LeftHand layerName = v.object.LH case "SH": // Shield layerName = v.object.SH case "S1": // Special1 layerName = v.object.S1 case "S2": // Special2 layerName = v.object.S2 case "S3": // Special3 layerName = v.object.S3 case "S4": // Special4 layerName = v.object.S4 case "S5": // Special5 layerName = v.object.S5 case "S6": // Special6 layerName = v.object.S6 case "S7": // Special7 layerName = v.object.S7 case "S8": // Special8 layerName = v.object.S8 } if len(layerName) == 0 { return d2dcc.DCC{} } dccPath := fmt.Sprintf("%s/%s/%s/%s%s%s%s%s.dcc", v.base, v.token, layer, v.token, layer, layerName, v.animationMode, v.weaponClass) result := d2dcc.LoadDCC(dccPath, fileProvider) if !result.IsValid() { dccPath = fmt.Sprintf("%s/%s/%s/%s%s%s%s%s.dcc", v.base, v.token, layer, v.token, layer, layerName, v.animationMode, "HTH") result = d2dcc.LoadDCC(dccPath, fileProvider) } return result } // Render draws this animated entity onto the target func (v *AnimatedEntity) Render(target *ebiten.Image, offsetX, offsetY int) { if v.animationSpeed > 0 { now := d2helper.Now() framesToAdd := math.Floor((now - v.lastFrameTime) / v.animationSpeed) if framesToAdd > 0 { v.lastFrameTime += v.animationSpeed * framesToAdd v.currentFrame += int(math.Floor(framesToAdd)) for v.currentFrame >= v.framesToAnimate { v.currentFrame -= v.framesToAnimate } } } if v.currentFrame < 0 || v.frames == nil || v.currentFrame >= len(v.frames) || v.frames[v.currentFrame] == nil { return } localX := (v.subcellX - v.subcellY) * 16 localY := ((v.subcellX + v.subcellY) * 8) - 5 opts := &ebiten.DrawImageOptions{} opts.GeoM.Translate(float64(v.offsetX)+float64(offsetX)+localX, float64(v.offsetY)+float64(offsetY)+localY) if err := target.DrawImage(v.frames[v.currentFrame], opts); err != nil { log.Panic(err.Error()) } //for idx := 0; idx < v.Cof.NumberOfLayers; idx++ { // priority := v.Cof.Priority[v.direction][v.currentFrame][idx] // if int(priority) >= len(DccLayerNames) { // continue // } // frameName := DccLayerNames[priority] // if v.frames[frameName] == nil { // continue // } // // // Location within the current tile // localX := (v.subcellX - v.subcellY) * 16 // localY := ((v.subcellX + v.subcellY) * 8) - 5 // // // TODO: Transparency op maybe, but it'l murder batch calls // opts := &ebiten.DrawImageOptions{} // opts.GeoM.Translate(float64(v.frameLocations[frameName][v.currentFrame].Left+offsetX)+localX, // float64(v.frameLocations[frameName][v.currentFrame].Top+offsetY)+localY) // if err := target.DrawImage(v.frames[frameName][v.currentFrame], opts); err != nil { // log.Panic(err.Error()) // } //} } func (v *AnimatedEntity) updateFrameCache() { v.currentFrame = 0 // TODO: This animation data madness is incorrect, yet tasty animDataTemp := d2data.AnimationData[strings.ToLower(v.token+v.animationMode+v.weaponClass)] if animDataTemp == nil { return } animationData := animDataTemp[0] v.animationSpeed = 1.0 / ((float64(animationData.AnimationSpeed) * 25.0) / 256.0) v.framesToAnimate = animationData.FramesPerDirection v.lastFrameTime = d2helper.Now() minX := int32(10000) minY := int32(10000) maxX := int32(-10000) maxY := int32(-10000) for cofLayerIdx := range v.Cof.CofLayers { layerName := DccLayerNames[v.Cof.CofLayers[cofLayerIdx].Type] dccLayer := v.dccLayers[layerName] if !dccLayer.IsValid() { continue } for frameIdx := range dccLayer.Directions[v.direction].Frames { minX = d2helper.MinInt32(minX, int32(dccLayer.Directions[v.direction].Frames[frameIdx].Box.Left)) minY = d2helper.MinInt32(minY, int32(dccLayer.Directions[v.direction].Frames[frameIdx].Box.Top)) maxX = d2helper.MaxInt32(maxX, int32(dccLayer.Directions[v.direction].Frames[frameIdx].Box.Right())) maxY = d2helper.MaxInt32(maxY, int32(dccLayer.Directions[v.direction].Frames[frameIdx].Box.Bottom())) } } v.offsetX = minX v.offsetY = minY actualWidth := maxX - minX actualHeight := maxY - minY if (actualWidth <= 0) || (actualHeight < 0) { log.Printf("Animated entity created with an invalid size of (%d, %d)", actualWidth, actualHeight) return } v.frames = make([]*ebiten.Image, v.framesToAnimate) pixels := make([]byte, actualWidth*actualHeight*4) for animationIdx := 0; animationIdx < v.framesToAnimate; animationIdx++ { // This should be faster than allocating all the bytes all over again... for i := 0; i < int(actualWidth*actualHeight); i++ { pixels[(i*4)+3] = 0 } for cofLayerIdx := range v.Cof.CofLayers { layerName := DccLayerNames[v.Cof.CofLayers[cofLayerIdx].Type] dccLayer := v.dccLayers[layerName] if !dccLayer.IsValid() { continue } transparency := byte(255) if v.Cof.CofLayers[cofLayerIdx].Transparent { transparency = byte(128) } if animationIdx >= len(dccLayer.Directions[v.direction].Frames) { log.Printf("Invalid animation index of %d for animated entity", animationIdx) continue } frame := dccLayer.Directions[v.direction].Frames[animationIdx] for y := 0; y < dccLayer.Directions[v.direction].Box.Height; y++ { for x := 0; x < dccLayer.Directions[v.direction].Box.Width; x++ { paletteIndex := frame.PixelData[x+(y*dccLayer.Directions[v.direction].Box.Width)] if paletteIndex == 0 { continue } color := d2datadict.Palettes[v.palette].Colors[paletteIndex] actualX := (x + dccLayer.Directions[v.direction].Box.Left) - int(minX) actualY := (y + dccLayer.Directions[v.direction].Box.Top) - int(minY) pixels[(actualX*4)+(actualY*int(actualWidth)*4)] = color.R pixels[(actualX*4)+(actualY*int(actualWidth)*4)+1] = color.G pixels[(actualX*4)+(actualY*int(actualWidth)*4)+2] = color.B pixels[(actualX*4)+(actualY*int(actualWidth)*4)+3] = transparency } } } v.frames[animationIdx], _ = ebiten.NewImage(int(actualWidth), int(actualHeight), ebiten.FilterNearest) _ = v.frames[animationIdx].ReplacePixels(pixels) } } //func (v *AnimatedEntity) cacheFrames(layerName string) { // dcc := v.dccLayers[layerName] // v.currentFrame = 0 // animationData := d2data.AnimationData[strings.ToLower(v.token+v.animationMode+v.weaponClass)][0] // v.animationSpeed = 1.0 / ((float64(animationData.AnimationSpeed) * 25.0) / 256.0) // v.framesToAnimate = animationData.FramesPerDirection // v.lastFrameTime = d2helper.Now() // minX := int32(10000) // minY := int32(10000) // maxX := int32(-10000) // maxY := int32(-10000) // for _, layer := range dcc.Directions { // minX = d2helper.MinInt32(minX, int32(layer.Box.Left)) // minY = d2helper.MinInt32(minY, int32(layer.Box.Top)) // maxX = d2helper.MaxInt32(maxX, int32(layer.Box.Right())) // maxY = d2helper.MaxInt32(maxY, int32(layer.Box.Bottom())) // } // frameW := maxX - minX // frameH := maxY - minY // v.frames[layerName] = make([]*ebiten.Image, v.framesToAnimate) // v.frameLocations[layerName] = make([]d2common.Rectangle, v.framesToAnimate) // for frameIndex := range v.frames[layerName] { // v.frames[layerName][frameIndex], _ = ebiten.NewImage(int(frameW), int(frameH), ebiten.FilterNearest) // for layerIdx := 0; layerIdx < v.Cof.NumberOfLayers; layerIdx++ { // transparency := byte(255) // if v.Cof.CofLayers[layerIdx].Transparent { // transparency = byte(128) // } // // direction := dcc.Directions[v.direction] // if frameIndex >= len(direction.Frames) { // continue // } // frame := direction.Frames[frameIndex] // img := image.NewRGBA(image.Rect(0, 0, int(frameW), int(frameH))) // for y := 0; y < direction.Box.Height; y++ { // for x := 0; x < direction.Box.Width; x++ { // paletteIndex := frame.PixelData[x+(y*direction.Box.Width)] // // if paletteIndex == 0 { // continue // } // color := d2datadict.Palettes[v.palette].Colors[paletteIndex] // actualX := x + direction.Box.Left - int(minX) // actualY := y + direction.Box.Top - int(minY) // img.Pix[(actualX*4)+(actualY*int(frameW)*4)] = color.R // img.Pix[(actualX*4)+(actualY*int(frameW)*4)+1] = color.G // img.Pix[(actualX*4)+(actualY*int(frameW)*4)+2] = color.B // img.Pix[(actualX*4)+(actualY*int(frameW)*4)+3] = transparency // } // } // newImage, _ := ebiten.NewImageFromImage(img, ebiten.FilterNearest) // img = nil // v.frames[layerName][frameIndex] = newImage // v.frameLocations[layerName][frameIndex] = d2common.Rectangle{ // Left: int(minX), // Top: int(minY), // Width: int(frameW), // Height: int(frameH), // } // } // } //} func (v AnimatedEntity) GetDirection() int { return v.direction }