mirror of
https://github.com/OpenDiablo2/OpenDiablo2
synced 2024-11-10 06:16:27 -05:00
e473dc2cc5
* Init torches with random start mode * Apply more object animation settings Also add ability to start object animation on random frame
145 lines
3.8 KiB
Go
145 lines
3.8 KiB
Go
// Package d2object implements objects placed on the map and their functionality
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package d2object
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import (
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"math"
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"math/rand"
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"github.com/OpenDiablo2/OpenDiablo2/d2common"
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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/d2interface"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2resource"
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"github.com/OpenDiablo2/OpenDiablo2/d2core/d2asset"
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)
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// Object represents a composite of animations that can be projected onto the map.
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type Object struct {
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composite *d2asset.Composite
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highlight bool
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LocationX float64
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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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// nameLabel d2ui.Label
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objectRecord *d2datadict.ObjectRecord
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drawLayer int
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name string
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}
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// CreateObject creates an instance of AnimatedComposite
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func CreateObject(x, y int, objectRec *d2datadict.ObjectRecord, palettePath string) (*Object, error) {
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locX, locY := float64(x), float64(y)
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entity := &Object{
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objectRecord: objectRec,
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LocationX: locX,
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LocationY: locY,
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subcellX: 1 + math.Mod(locX, 5),
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subcellY: 1 + math.Mod(locY, 5),
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TileX: x / 5,
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TileY: y / 5,
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name: d2common.TranslateString(objectRec.Name),
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}
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objectType := &d2datadict.ObjectTypes[objectRec.Index]
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composite, err := d2asset.LoadComposite(d2enum.ObjectTypeItem, objectType.Token,
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d2resource.PaletteUnits)
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if err != nil {
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return nil, err
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}
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entity.composite = composite
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entity.setMode("NU", 0, false)
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initObject(entity)
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return entity, nil
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}
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// setMode changes the graphical mode of this animated entity
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func (ob *Object) setMode(animationMode string, direction int, randomFrame bool) error {
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err := ob.composite.SetMode(animationMode, "HTH")
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if err != nil {
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return err
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}
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ob.composite.SetDirection(direction)
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mode := d2enum.ObjectAnimationModeFromString(animationMode)
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ob.drawLayer = ob.objectRecord.OrderFlag[d2enum.AnimationModeObjectNeutral]
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// For objects their txt record entry overrides animationdata
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speed := ob.objectRecord.FrameDelta[mode]
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if speed != 0 {
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ob.composite.SetAnimSpeed(speed)
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}
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frameCount := ob.objectRecord.FrameCount[mode]
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if frameCount != 0 {
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ob.composite.SetSubLoop(0, frameCount)
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}
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ob.composite.SetPlayLoop(ob.objectRecord.CycleAnimation[mode])
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ob.composite.SetCurrentFrame(ob.objectRecord.StartFrame[mode])
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if randomFrame {
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n := rand.Intn(frameCount)
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ob.composite.SetCurrentFrame(n)
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}
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return err
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}
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func (ob *Object) Highlight() {
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ob.highlight = true
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}
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func (ob *Object) Selectable() bool {
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mode := d2enum.ObjectAnimationModeFromString(ob.composite.GetAnimationMode())
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return ob.objectRecord.Selectable[mode]
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}
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// Render draws this animated entity onto the target
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func (ob *Object) Render(target d2interface.Surface) {
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target.PushTranslation(
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int((ob.subcellX-ob.subcellY)*16),
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int(((ob.subcellX + ob.subcellY) * 8)),
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)
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if ob.highlight {
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target.PushBrightness(2)
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defer target.Pop()
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}
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defer target.Pop()
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ob.composite.Render(target)
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ob.highlight = false
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}
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// Advance updates the animation
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func (ob *Object) Advance(elapsed float64) {
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ob.composite.Advance(elapsed)
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}
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// GetLayer returns which layer of the map the object is drawn
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func (ob *Object) GetLayer() int {
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return ob.drawLayer
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}
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// GetPosition of the object
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func (ob *Object) GetPosition() (x, y float64) {
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return float64(ob.TileX), float64(ob.TileY)
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}
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// GetPositionF of the object but differently
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func (ob *Object) GetPositionF() (x, y float64) {
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return float64(ob.TileX) + (ob.subcellX / 5.0), float64(ob.TileY) + ob.subcellY/5.0
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}
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// Name gets the name of the object
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func (ob *Object) Name() string {
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return ob.name
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}
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