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mirror of https://github.com/OpenDiablo2/OpenDiablo2 synced 2024-11-14 00:06:45 -05:00
OpenDiablo2/d2core/d2asset/composite.go
Ziemas 5212270c44
Split up DCC/DC6 animation implementations, decode directions on demand (#548)
* Split DCC and decode direction on demand

* Clean up

* More cleanup

* Make dc6 animation it's own type

* Make base animation private

* Also decode DC6 directions on demand
2020-07-06 20:13:06 -04:00

307 lines
7.9 KiB
Go

package d2asset
import (
"errors"
"fmt"
"log"
"strings"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2data"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2enum"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2fileformats/d2cof"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2interface"
)
// Composite is a composite entity animation
type Composite struct {
baseType d2enum.ObjectType
basePath string
token string
palettePath string
direction int
equipment [d2enum.CompositeTypeMax]string
mode *compositeMode
}
// CreateComposite creates a Composite from a given ObjectLookupRecord and palettePath.
func CreateComposite(baseType d2enum.ObjectType, token, palettePath string) *Composite {
return &Composite{baseType: baseType, basePath: baseString(baseType),
token: token, palettePath: palettePath}
}
// Advance moves the composite animation forward for a given elapsed time in nanoseconds.
func (c *Composite) Advance(elapsed float64) error {
if c.mode == nil {
return nil
}
c.mode.lastFrameTime += elapsed
framesToAdd := int(c.mode.lastFrameTime / c.mode.animationSpeed)
c.mode.lastFrameTime -= float64(framesToAdd) * c.mode.animationSpeed
c.mode.frameIndex += framesToAdd
c.mode.playedCount += c.mode.frameIndex / c.mode.frameCount
c.mode.frameIndex %= c.mode.frameCount
for _, layer := range c.mode.layers {
if layer != nil {
if err := layer.Advance(elapsed); err != nil {
return err
}
}
}
return nil
}
// Render performs drawing of the Composite on the rendered d2interface.Surface.
func (c *Composite) Render(target d2interface.Surface) error {
if c.mode == nil {
return nil
}
direction := d2cof.Dir64ToCof(c.direction, c.mode.cof.NumberOfDirections)
for _, layerIndex := range c.mode.cof.Priority[direction][c.mode.frameIndex] {
layer := c.mode.layers[layerIndex]
if layer != nil {
if err := layer.RenderFromOrigin(target); err != nil {
return err
}
}
}
return nil
}
// GetAnimationMode returns the animation mode the Composite should render with.
func (c *Composite) GetAnimationMode() string {
return c.mode.animationMode
}
// GetWeaponClass returns the currently loaded weapon class
func (c *Composite) GetWeaponClass() string {
return c.mode.weaponClass
}
// SetMode sets the Composite's animation mode weapon class and direction
func (c *Composite) SetMode(animationMode, weaponClass string) error {
if c.mode != nil && c.mode.animationMode == animationMode && c.mode.weaponClass == weaponClass {
return nil
}
mode, err := c.createMode(animationMode, weaponClass)
if err != nil {
return err
}
c.resetPlayedCount()
c.mode = mode
return nil
}
// Equip changes the current layer configuration
func (c *Composite) Equip(equipment *[d2enum.CompositeTypeMax]string) error {
c.equipment = *equipment
if c.mode == nil {
return nil
}
mode, err := c.createMode(c.mode.animationMode, c.mode.weaponClass)
if err != nil {
return err
}
c.mode = mode
return nil
}
// SetAnimSpeed sets the speed at which the Composite's animation should advance through its frames
func (c *Composite) SetAnimSpeed(speed int) {
c.mode.animationSpeed = 1.0 / ((float64(speed) * 25.0) / 256.0)
for layerIdx := range c.mode.layers {
layer := c.mode.layers[layerIdx]
if layer != nil {
layer.SetPlaySpeed(c.mode.animationSpeed)
}
}
}
// SetDirection sets the direction of the composite and its layers
func (c *Composite) SetDirection(direction int) {
c.direction = direction
for layerIdx := range c.mode.layers {
layer := c.mode.layers[layerIdx]
if layer != nil {
layer.SetDirection(c.direction)
}
}
}
// GetDirection returns the current direction the composite is facing
func (c *Composite) GetDirection() int {
return c.direction
}
// GetPlayedCount returns the number of times the current animation mode has completed all its distinct frames
func (c *Composite) GetPlayedCount() int {
if c.mode == nil {
return 0
}
return c.mode.playedCount
}
// SetPlayLoop turns on or off animation looping
func (c *Composite) SetPlayLoop(loop bool) {
for layerIdx := range c.mode.layers {
layer := c.mode.layers[layerIdx]
if layer != nil {
layer.SetPlayLoop(loop)
}
}
}
// SetSubLoop sets a loop to be between the specified frame indices
func (c *Composite) SetSubLoop(startFrame, endFrame int) {
for layerIdx := range c.mode.layers {
layer := c.mode.layers[layerIdx]
if layer != nil {
layer.SetSubLoop(startFrame, endFrame)
}
}
}
// SetCurrentFrame sets the current frame index of the animation
func (c *Composite) SetCurrentFrame(frame int) {
for layerIdx := range c.mode.layers {
layer := c.mode.layers[layerIdx]
if layer != nil {
layer.SetCurrentFrame(frame)
}
}
}
func (c *Composite) resetPlayedCount() {
if c.mode != nil {
c.mode.playedCount = 0
}
}
type compositeMode struct {
cof *d2cof.COF
animationMode string
weaponClass string
playedCount int
layers []d2interface.Animation
frameCount int
frameIndex int
animationSpeed float64
lastFrameTime float64
}
func (c *Composite) createMode(animationMode, weaponClass string) (*compositeMode, error) {
cofPath := fmt.Sprintf("%s/%s/COF/%s%s%s.COF", c.basePath, c.token, c.token, animationMode, weaponClass)
if exists, _ := FileExists(cofPath); !exists {
return nil, errors.New("composite not found")
}
cof, err := loadCOF(cofPath)
if err != nil {
return nil, err
}
animationKey := strings.ToLower(c.token + animationMode + weaponClass)
animationData := d2data.AnimationData[animationKey]
if len(animationData) == 0 {
return nil, errors.New("could not find animation data")
}
mode := &compositeMode{
cof: cof,
animationMode: animationMode,
weaponClass: weaponClass,
layers: make([]d2interface.Animation, d2enum.CompositeTypeMax),
frameCount: animationData[0].FramesPerDirection,
animationSpeed: 1.0 / ((float64(animationData[0].AnimationSpeed) * 25.0) / 256.0),
}
for _, cofLayer := range cof.CofLayers {
layerValue := c.equipment[cofLayer.Type]
if layerValue == "" {
layerValue = "lit"
}
blend := false
transparency := 255
if cofLayer.Transparent {
switch cofLayer.DrawEffect {
case d2enum.DrawEffectPctTransparency25:
transparency = 64
case d2enum.DrawEffectPctTransparency50:
transparency = 128
case d2enum.DrawEffectPctTransparency75:
transparency = 192
case d2enum.DrawEffectModulate:
blend = true
default:
log.Println("Unhandled DrawEffect ", cofLayer.DrawEffect, " requested for layer ", cofLayer.Type.String(), " of ", c.token)
}
}
layer, err := c.loadCompositeLayer(cofLayer.Type.String(), layerValue, animationMode,
cofLayer.WeaponClass.String(), c.palettePath, transparency)
if err == nil {
layer.SetPlaySpeed(mode.animationSpeed)
layer.PlayForward()
layer.SetBlend(blend)
if err := layer.SetDirection(c.direction); err != nil {
return nil, err
}
mode.layers[cofLayer.Type] = layer
}
}
return mode, nil
}
func (c *Composite) loadCompositeLayer(layerKey, layerValue, animationMode, weaponClass,
palettePath string, transparency int) (d2interface.Animation, error) {
animationPaths := []string{
fmt.Sprintf("%s/%s/%s/%s%s%s%s%s.dcc", c.basePath, c.token, layerKey, c.token, layerKey, layerValue, animationMode, weaponClass),
fmt.Sprintf("%s/%s/%s/%s%s%s%s%s.dc6", c.basePath, c.token, layerKey, c.token, layerKey, layerValue, animationMode, weaponClass),
}
for _, animationPath := range animationPaths {
if exists, _ := FileExists(animationPath); exists {
animation, err := LoadAnimationWithTransparency(animationPath, palettePath, transparency)
if err == nil {
return animation, nil
}
}
}
return nil, errors.New("animation not found")
}
func baseString(baseType d2enum.ObjectType) string {
switch baseType {
case d2enum.ObjectTypePlayer:
return "/data/global/chars"
case d2enum.ObjectTypeCharacter:
return "/data/global/monsters"
case d2enum.ObjectTypeItem:
return "/data/global/objects"
default:
return ""
}
}