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https://github.com/OpenDiablo2/OpenDiablo2
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6269726316
* Quit using ObjectLookupRecord in composite * Unexport SetMode in map entities * Get rid of weaponClass from MapEntity * Pass ObjectType to composite instead of string * Use layer weaponclass from cof * Manage more stuff directly in composite * Explicitly index when picking equipment
113 lines
3.0 KiB
Go
113 lines
3.0 KiB
Go
package d2mapentity
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import (
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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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mapEntity
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composite *d2asset.Composite
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direction int
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highlight bool
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// nameLabel d2ui.Label
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objectLookup *d2datadict.ObjectLookupRecord
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objectRecord *d2datadict.ObjectRecord
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objectType *d2datadict.ObjectTypeRecord
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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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entity := &Object{
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mapEntity: createMapEntity(x, y),
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objectRecord: objectRec,
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objectType: &d2datadict.ObjectTypes[objectRec.Index],
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// nameLabel: d2ui.CreateLabel(renderer, d2resource.FontFormal11, d2resource.PaletteStatic),
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}
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composite, err := d2asset.LoadComposite(d2enum.ObjectTypeItem, entity.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.mapEntity.directioner = entity.rotate
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entity.drawLayer = entity.objectRecord.OrderFlag[d2enum.AnimationModeObjectNeutral]
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entity.setMode("NU", 0)
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// stop torches going crazy for now
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// need initFunc handling to set objects up properly
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if objectRec.HasAnimationMode[d2enum.AnimationModeObjectOpened] {
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entity.setMode("ON", 0)
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}
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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) error {
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ob.direction = direction
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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.mapEntity.drawLayer = ob.objectRecord.OrderFlag[mode]
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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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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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ob.offsetX+int((ob.subcellX-ob.subcellY)*16),
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ob.offsetY+int(((ob.subcellX+ob.subcellY)*8)-5),
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)
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if ob.highlight {
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// ob.nameLabel.SetText(d2common.TranslateString(ob.objectRecord.Name))
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// ob.nameLabel.SetPosition(-50, -50)
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// ob.nameLabel.Render(target)
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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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// rotate sets direction and changes animation
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func (ob *Object) rotate(direction int) {
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}
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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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