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mirror of https://github.com/OpenDiablo2/OpenDiablo2 synced 2024-11-18 10:26:02 -05:00
OpenDiablo2/d2core/d2map/d2mapentity/object.go
Ziemas 3f1fe538e2
Load monpreset and use that to find monstat entries for NPC's (#477)
* Load monpreset.txt

* Get monstat for npc's and their name from strings

Using monpreset to grab the key for monstat

* Object name tags
2020-06-27 23:15:20 -04:00

101 lines
3.0 KiB
Go

package d2mapentity
import (
"github.com/OpenDiablo2/OpenDiablo2/d2common"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2data/d2datadict"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2enum"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2resource"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2asset"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2render"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2ui"
)
// Object represents a composite of animations that can be projected onto the map.
type Object struct {
mapEntity
composite *d2asset.Composite
direction int
highlight bool
nameLabel d2ui.Label
objectRecord *d2datadict.ObjectRecord
objectLookup *d2datadict.ObjectLookupRecord
}
// CreateObject creates an instance of AnimatedComposite
func CreateObject(x, y int, object *d2datadict.ObjectLookupRecord, palettePath string) (*Object, error) {
composite, err := d2asset.LoadComposite(object, palettePath)
if err != nil {
return nil, err
}
entity := &Object{
mapEntity: createMapEntity(x, y),
composite: composite,
objectLookup: object,
nameLabel: d2ui.CreateLabel(d2resource.FontFormal11, d2resource.PaletteStatic),
}
entity.mapEntity.directioner = entity.rotate
entity.objectRecord = d2datadict.Objects[object.ObjectsTxtId]
entity.drawLayer = entity.objectRecord.OrderFlag[d2enum.AnimationModeObjectNeutral]
return entity, nil
}
// SetMode changes the graphical mode of this animated entity
func (ob *Object) SetMode(animationMode, weaponClass string, direction int) error {
ob.composite.SetMode(animationMode, weaponClass, direction)
ob.direction = direction
ob.weaponClass = weaponClass
err := ob.composite.SetMode(animationMode, weaponClass, direction)
if err != nil {
err = ob.composite.SetMode(animationMode, "HTH", direction)
ob.weaponClass = "HTH"
}
mode := d2enum.ObjectAnimationModeFromString(animationMode)
ob.mapEntity.drawLayer = ob.objectRecord.OrderFlag[mode]
// For objects their txt record entry overrides animationdata
speed := ob.objectRecord.FrameDelta[mode]
if speed != 0 {
ob.composite.SetSpeed(speed)
}
return err
}
func (ob *Object) Highlight() {
ob.highlight = true
}
func (ob *Object) Selectable() bool {
mode := d2enum.ObjectAnimationModeFromString(ob.composite.GetAnimationMode())
return ob.objectRecord.Selectable[mode]
}
// Render draws this animated entity onto the target
func (ob *Object) Render(target d2render.Surface) {
target.PushTranslation(
ob.offsetX+int((ob.subcellX-ob.subcellY)*16),
ob.offsetY+int(((ob.subcellX+ob.subcellY)*8)-5),
)
if ob.highlight {
ob.nameLabel.SetText(d2common.TranslateString(ob.objectRecord.Name))
ob.nameLabel.SetPosition(-50, -50)
ob.nameLabel.Render(target)
target.PushBrightness(2)
defer target.Pop()
}
defer target.Pop()
ob.composite.Render(target)
ob.highlight = false
}
// rotate sets direction and changes animation
func (ob *Object) rotate(direction int) {
}
func (ob *Object) Advance(elapsed float64) {
ob.composite.Advance(elapsed)
}