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mirror of https://github.com/OpenDiablo2/OpenDiablo2 synced 2024-11-15 16:56:00 -05:00
OpenDiablo2/d2game/d2player/inventory_grid.go
gravestench 589850a728
Removing TODO comments, making issues for them (#807)
* removed the rest of the magic number errors from d2game

* hotfix for bug i added in map engine test

* removed TODO's from d2mapengine/engine.go, added link to github issue

* removed TODO's and made issues and other minor lint work

* lint cleanup, mostly removing TODO's and putting links to their issues on github
2020-10-25 10:21:14 -04:00

276 lines
6.9 KiB
Go

package d2player
import (
"errors"
"fmt"
"log"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2records"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2enum"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2interface"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2asset"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2ui"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2resource"
)
// images for 1x1 grid tile items (rings and stuff) are 28x28 pixel
// however, the grid cells are 29x29 pixels, this is for padding
// for each row in inventory, we need to account for this padding
const cellPadding = 1
const (
fmtFlippyFile = "/data/global/items/inv%s.dc6"
)
// InventoryItem is an interface for an items that can be placed in the inventory grid
type InventoryItem interface {
InventoryGridSize() (width int, height int)
GetItemCode() string
InventoryGridSlot() (x, y int)
SetInventoryGridSlot(x, y int)
GetItemDescription() []string
}
var errorInventoryFull = errors.New("inventory full")
// ItemGrid is a reusable grid for use with player and merchant inventory.
// Handles layout and rendering item icons based on code.
type ItemGrid struct {
asset *d2asset.AssetManager
uiManager *d2ui.UIManager
items []InventoryItem
equipmentSlots map[d2enum.EquippedSlot]EquipmentSlot
width int
height int
originX int
originY int
sprites map[string]*d2ui.Sprite
slotSize int
}
// NewItemGrid creates a new ItemGrid instance
func NewItemGrid(asset *d2asset.AssetManager, ui *d2ui.UIManager,
record *d2records.InventoryRecord) *ItemGrid {
grid := record.Grid
return &ItemGrid{
asset: asset,
uiManager: ui,
width: grid.Box.Width,
height: grid.Box.Height,
originX: grid.Box.Left,
originY: grid.Box.Top + (grid.Rows * cellPadding),
slotSize: grid.CellWidth,
sprites: make(map[string]*d2ui.Sprite),
equipmentSlots: genEquipmentSlotsMap(record),
}
}
// SlotToScreen translates slot coordinates to screen coordinates
func (g *ItemGrid) SlotToScreen(slotX, slotY int) (screenX, screenY int) {
screenX = g.originX + slotX*g.slotSize
screenY = g.originY + slotY*g.slotSize
return screenX, screenY
}
// ScreenToSlot translates screen coordinates to slot coordinates
func (g *ItemGrid) ScreenToSlot(screenX, screenY int) (slotX, slotY int) {
slotX = (screenX - g.originX) / g.slotSize
slotY = (screenY - g.originY) / g.slotSize
return slotX, slotY
}
// GetSlot returns the inventory item at a given slot (can return nil)
func (g *ItemGrid) GetSlot(x, y int) InventoryItem {
for _, item := range g.items {
slotX, slotY := item.InventoryGridSlot()
width, height := item.InventoryGridSize()
if x >= slotX && x < slotX+width && y >= slotY && y < slotY+height {
return item
}
}
return nil
}
// ChangeEquippedSlot sets the item for an equipment slot
func (g *ItemGrid) ChangeEquippedSlot(slot d2enum.EquippedSlot, item InventoryItem) {
var curItem = g.equipmentSlots[slot]
curItem.item = item
g.equipmentSlots[slot] = curItem
}
// Add places a given set of items into the first available slots.
// Returns a count of the number of items which could be inserted.
func (g *ItemGrid) Add(items ...InventoryItem) (int, error) {
added := 0
var err error
for _, item := range items {
if g.add(item) {
added++
} else {
err = errorInventoryFull
break
}
}
g.Load(items...)
return added, err
}
func (g *ItemGrid) loadItem(item InventoryItem) {
if _, exists := g.sprites[item.GetItemCode()]; !exists {
var itemSprite *d2ui.Sprite
imgPath := fmt.Sprintf(fmtFlippyFile, item.GetItemCode())
itemSprite, err := g.uiManager.NewSprite(imgPath, d2resource.PaletteSky)
if err != nil {
log.Printf("Failed to load sprite, error: " + err.Error())
}
g.sprites[item.GetItemCode()] = itemSprite
}
}
// Load reads the inventory sprites for items into local cache for rendering.
func (g *ItemGrid) Load(items ...InventoryItem) {
for _, item := range items {
g.loadItem(item)
}
for _, eq := range g.equipmentSlots {
if eq.item != nil {
g.loadItem(eq.item)
}
}
}
// Walk from top left to bottom right until a position large enough to hold the item is found.
// This is inefficient but simplifies the storage. At most a hundred or so cells will be looped, so impact is minimal.
func (g *ItemGrid) add(item InventoryItem) bool {
for y := 0; y < g.height; y++ {
for x := 0; x < g.width; x++ {
if !g.canFit(x, y, item) {
continue
}
g.set(x, y, item)
return true
}
}
return false
}
// canFit loops over all items to determine if any other items would overlap the given position.
func (g *ItemGrid) canFit(x, y int, item InventoryItem) bool {
insertWidth, insertHeight := item.InventoryGridSize()
if x+insertWidth > g.width || y+insertHeight > g.height {
return false
}
for _, compItem := range g.items {
slotX, slotY := compItem.InventoryGridSlot()
compWidth, compHeight := compItem.InventoryGridSize()
if x+insertWidth >= slotX &&
x < slotX+compWidth &&
y+insertHeight >= slotY &&
y < slotY+compHeight {
return false
}
}
return true
}
// Set an inventory item at the given grid coordinate
func (g *ItemGrid) Set(x, y int, item InventoryItem) error {
if !g.canFit(x, y, item) {
return fmt.Errorf("can not set item (%s) to position (%v, %v)", item.GetItemCode(), x, y)
}
g.set(x, y, item)
return nil
}
func (g *ItemGrid) set(x, y int, item InventoryItem) {
item.SetInventoryGridSlot(x, y)
g.items = append(g.items, item)
g.Load(item)
}
// Remove does an in place filter to remove the element from the slice of items.
func (g *ItemGrid) Remove(item InventoryItem) {
n := 0
for _, compItem := range g.items {
if compItem == item {
continue
}
g.items[n] = compItem
n++
}
g.items = g.items[:n]
}
func (g *ItemGrid) renderItem(item InventoryItem, target d2interface.Surface, x, y int) {
itemSprite := g.sprites[item.GetItemCode()]
if itemSprite != nil {
itemSprite.SetPosition(x, y)
itemSprite.GetCurrentFrameSize()
err := itemSprite.Render(target)
if err != nil {
log.Print(err)
}
}
}
// Render the item grid to the given surface
func (g *ItemGrid) Render(target d2interface.Surface) {
g.renderInventoryItems(target)
g.renderEquippedItems(target)
}
func (g *ItemGrid) renderInventoryItems(target d2interface.Surface) {
for _, item := range g.items {
itemSprite := g.sprites[item.GetItemCode()]
slotX, slotY := g.SlotToScreen(item.InventoryGridSlot())
_, h := itemSprite.GetCurrentFrameSize()
slotY += h
g.renderItem(item, target, slotX, slotY)
}
}
func (g *ItemGrid) renderEquippedItems(target d2interface.Surface) {
for _, eq := range g.equipmentSlots {
if eq.item == nil {
continue
}
itemSprite := g.sprites[eq.item.GetItemCode()]
itemWidth, itemHeight := itemSprite.GetCurrentFrameSize()
x := eq.x + ((eq.width - itemWidth) / 2)
y := eq.y - ((eq.height - itemHeight) / 2)
g.renderItem(eq.item, target, x, y)
}
}