package d2render import ( "fmt" "log" "math" "math/rand" "strings" "github.com/OpenDiablo2/D2Shared/d2common/d2enum" "github.com/OpenDiablo2/D2Shared/d2common/d2interface" "github.com/OpenDiablo2/D2Shared/d2data" "github.com/OpenDiablo2/D2Shared/d2data/d2cof" "github.com/OpenDiablo2/D2Shared/d2data/d2datadict" "github.com/OpenDiablo2/D2Shared/d2data/d2dcc" "github.com/OpenDiablo2/D2Shared/d2helper" "github.com/hajimehoshi/ebiten" ) var DccLayerNames = []string{"HD", "TR", "LG", "RA", "LA", "RH", "LH", "SH", "S1", "S2", "S3", "S4", "S5", "S6", "S7", "S8"} type LayerCacheEntry struct { frames []*ebiten.Image compositeMode ebiten.CompositeMode offsetX, offsetY int32 } // AnimatedEntity represents an entity on the map that can be animated type AnimatedEntity struct { fileProvider d2interface.FileProvider LocationX float64 LocationY float64 TileX, TileY int // Coordinates of the tile the unit is within subcellX, subcellY float64 // Subcell coordinates within the current tile 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 //frameLocations []d2common.Rectangle object *d2datadict.ObjectLookupRecord layerCache []LayerCacheEntry drawOrder [][]d2enum.CompositeType TargetX float64 TargetY float64 action int32 repetitions int32 } // 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, layerCache: make([]LayerCacheEntry, d2enum.CompositeTypeMax), //frameLocations: []d2common.Rectangle{}, } result.dccLayers = make(map[string]d2dcc.DCC) result.LocationX = float64(x) result.LocationY = float64(y) result.TargetX = result.LocationX result.TargetY = result.LocationY result.TileX = int(result.LocationX / 5) result.TileY = int(result.LocationY / 5) result.subcellX = 1 + math.Mod(result.LocationX, 5) result.subcellY = 1 + math.Mod(result.LocationY, 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) if v.Cof.NumberOfDirections == 0 || v.Cof.NumberOfLayers == 0 || v.Cof.FramesPerDirection == 0 { return } resetAnimation := v.animationMode != animationMode || v.weaponClass != weaponClass v.animationMode = animationMode v.weaponClass = weaponClass v.direction = direction if v.direction >= v.Cof.NumberOfDirections { v.direction = v.Cof.NumberOfDirections - 1 } 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(resetAnimation) } 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 } // If an npc has a path to pause at each location. // Waits for animation to end and all repetitions to be exhausted. func (v AnimatedEntity) Wait() bool { // currentFrame might skip the final frame if framesToAdd doesn't match up, // bail immediately after the last repetition if that happens. return v.repetitions < 0 || (v.repetitions == 0 && v.currentFrame >= v.framesToAnimate-1) } // 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 v.repetitions = d2helper.MinInt32(-1, v.repetitions-1) } } } localX := (v.subcellX - v.subcellY) * 16 localY := ((v.subcellX + v.subcellY) * 8) - 5 if v.drawOrder == nil { return } for _, layerIdx := range v.drawOrder[v.currentFrame] { if v.currentFrame < 0 || v.layerCache[layerIdx].frames == nil || v.currentFrame >= len(v.layerCache[layerIdx].frames) || v.layerCache[layerIdx].frames[v.currentFrame] == nil { continue } opts := &ebiten.DrawImageOptions{} x := float64(v.offsetX) + float64(offsetX) + localX + float64(v.layerCache[layerIdx].offsetX) y := float64(v.offsetY) + float64(offsetY) + localY + float64(v.layerCache[layerIdx].offsetY) opts.GeoM.Translate(x, y) opts.CompositeMode = v.layerCache[layerIdx].compositeMode if err := target.DrawImage(v.layerCache[layerIdx].frames[v.currentFrame], opts); err != nil { log.Panic(err.Error()) } } } func (v *AnimatedEntity) updateFrameCache(resetAnimation bool) { if resetAnimation { 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() v.drawOrder = make([][]d2enum.CompositeType, v.framesToAnimate) var dccDirection int switch v.Cof.NumberOfDirections { case 4: dccDirection = d2dcc.CofToDir4[v.direction] case 8: dccDirection = d2dcc.CofToDir8[v.direction] case 16: dccDirection = d2dcc.CofToDir16[v.direction] case 32: dccDirection = d2dcc.CofToDir32[v.direction] default: dccDirection = 0 } for frame := 0; frame < v.framesToAnimate; frame++ { v.drawOrder[frame] = v.Cof.Priority[v.direction][frame] } for cofLayerIdx := range v.Cof.CofLayers { layerType := v.Cof.CofLayers[cofLayerIdx].Type layerName := DccLayerNames[layerType] dccLayer := v.dccLayers[layerName] if !dccLayer.IsValid() { continue } v.layerCache[layerType].frames = make([]*ebiten.Image, v.framesToAnimate) minX := int32(10000) minY := int32(10000) maxX := int32(-10000) maxY := int32(-10000) for frameIdx := range dccLayer.Directions[dccDirection].Frames { minX = d2helper.MinInt32(minX, int32(dccLayer.Directions[dccDirection].Frames[frameIdx].Box.Left)) minY = d2helper.MinInt32(minY, int32(dccLayer.Directions[dccDirection].Frames[frameIdx].Box.Top)) maxX = d2helper.MaxInt32(maxX, int32(dccLayer.Directions[dccDirection].Frames[frameIdx].Box.Right())) maxY = d2helper.MaxInt32(maxY, int32(dccLayer.Directions[dccDirection].Frames[frameIdx].Box.Bottom())) } v.layerCache[layerType].offsetX = minX v.layerCache[layerType].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 } transparency := byte(255) if v.Cof.CofLayers[cofLayerIdx].Transparent { switch v.Cof.CofLayers[cofLayerIdx].DrawEffect { //Lets pick whatever we have that's closest. case d2enum.DrawEffectPctTransparency25: transparency = byte(64) case d2enum.DrawEffectPctTransparency50: transparency = byte(128) case d2enum.DrawEffectPctTransparency75: transparency = byte(192) case d2enum.DrawEffectModulate: v.layerCache[layerType].compositeMode = ebiten.CompositeModeLighter case d2enum.DrawEffectBurn: // Flies in tal rasha's tomb use this case d2enum.DrawEffectNormal: } } pixels := make([]byte, actualWidth*actualHeight*4) for animationIdx := 0; animationIdx < v.framesToAnimate; animationIdx++ { for i := 0; i < int(actualWidth*actualHeight); i++ { pixels[(i*4)+3] = 0 } if animationIdx >= len(dccLayer.Directions[dccDirection].Frames) { log.Printf("Invalid animation index of %d for animated entity", animationIdx) continue } frame := dccLayer.Directions[dccDirection].Frames[animationIdx] for y := 0; y < dccLayer.Directions[dccDirection].Box.Height; y++ { for x := 0; x < dccLayer.Directions[dccDirection].Box.Width; x++ { paletteIndex := frame.PixelData[x+(y*dccLayer.Directions[dccDirection].Box.Width)] if paletteIndex == 0 { continue } color := d2datadict.Palettes[v.palette].Colors[paletteIndex] actualX := (x + dccLayer.Directions[dccDirection].Box.Left) - int(minX) actualY := (y + dccLayer.Directions[dccDirection].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.layerCache[layerType].frames[animationIdx], _ = ebiten.NewImage(int(actualWidth), int(actualHeight), ebiten.FilterNearest) _ = v.layerCache[layerType].frames[animationIdx].ReplacePixels(pixels) } } } func (v AnimatedEntity) GetDirection() int { return v.direction } func (v *AnimatedEntity) getStepLength(tickTime float64) (float64, float64) { speed := 6.0 length := tickTime * speed angle := 359 - d2helper.GetAngleBetween( v.LocationX, v.LocationY, v.TargetX, v.TargetY, ) radians := (math.Pi / 180.0) * float64(angle) oneStepX := length * math.Cos(radians) oneStepY := length * math.Sin(radians) return oneStepX, oneStepY } func (v *AnimatedEntity) Step(tickTime float64) { stepX, stepY := v.getStepLength(tickTime) if d2helper.AlmostEqual(v.LocationX, v.TargetX, stepX) { v.LocationX = v.TargetX } if d2helper.AlmostEqual(v.LocationY, v.TargetY, stepY) { v.LocationY = v.TargetY } if v.LocationX != v.TargetX { v.LocationX += stepX } if v.LocationY != v.TargetY { v.LocationY += stepY } v.subcellX = 1 + math.Mod(v.LocationX, 5) v.subcellY = 1 + math.Mod(v.LocationY, 5) v.TileX = int(v.LocationX / 5) v.TileY = int(v.LocationY / 5) if v.LocationX == v.TargetX && v.LocationY == v.TargetY { v.repetitions = 3 + rand.Int31n(5) newAnimationMode := d2enum.AnimationModeObjectNeutral // TODO: Figure out what 1-3 are for, 4 is correct. switch v.action { case 1: newAnimationMode = d2enum.AnimationModeMonsterNeutral case 2: newAnimationMode = d2enum.AnimationModeMonsterNeutral case 3: newAnimationMode = d2enum.AnimationModeMonsterNeutral case 4: newAnimationMode = d2enum.AnimationModeMonsterSkill1 v.repetitions = 0 } if v.animationMode != newAnimationMode.String() { v.SetMode(newAnimationMode.String(), v.weaponClass, v.direction) } } } // SetTarget sets target coordinates and changes animation based on proximity and direction func (v *AnimatedEntity) SetTarget(tx, ty float64, action int32) { angle := 359 - d2helper.GetAngleBetween( v.LocationX, v.LocationY, tx, ty, ) v.action = action // TODO: Check if is in town and if is player. newAnimationMode := d2enum.AnimationModeMonsterWalk.String() if tx != v.LocationX || ty != v.LocationY { v.TargetX, v.TargetY = tx, ty newAnimationMode = d2enum.AnimationModeMonsterWalk.String() } newDirection := angleToDirection(float64(angle), v.Cof.NumberOfDirections) if newDirection != v.GetDirection() || newAnimationMode != v.animationMode { v.SetMode(newAnimationMode, v.weaponClass, newDirection) } } func angleToDirection(angle float64, numberOfDirections int) int { if numberOfDirections == 0 { return 0 } degreesPerDirection := 360.0 / float64(numberOfDirections) offset := 45.0 - (degreesPerDirection / 2) newDirection := int((angle - offset) / degreesPerDirection) if newDirection >= numberOfDirections { newDirection = newDirection - numberOfDirections } else if newDirection < 0 { newDirection = numberOfDirections + newDirection } return newDirection } func (v *AnimatedEntity) Advance(tickTime float64) { } func (v *AnimatedEntity) GetPosition() (float64, float64) { return float64(v.TileX), float64(v.TileY) }