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mirror of https://github.com/OpenDiablo2/OpenDiablo2 synced 2024-11-03 01:37:18 -04:00
OpenDiablo2/d2common/d2fileformats/d2animdata/animdata.go
2021-02-26 15:11:56 +01:00

240 lines
5.5 KiB
Go

package d2animdata
import (
"errors"
"fmt"
"strings"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2datautils"
)
const (
numBlocks = 256
maxRecordsPerBlock = 67
byteCountName = 8
byteCountSpeedPadding = 2
numEvents = 144
speedDivisor = 256
speedBaseFPS = 25
milliseconds = 1000
)
// AnimationData is a representation of the binary data from `data/global/AnimData.d2`
type AnimationData struct {
hashTable
blocks [numBlocks]*block
entries map[string][]*AnimationDataRecord
}
// GetRecordNames returns a slice of all record name strings
func (ad *AnimationData) GetRecordNames() []string {
result := make([]string, 0)
for name := range ad.entries {
result = append(result, name)
}
return result
}
// GetRecord returns a single AnimationDataRecord with the given name string. If there is more
// than one record with the given name string, the last record entry will be returned.
func (ad *AnimationData) GetRecord(name string) *AnimationDataRecord {
records := ad.GetRecords(name)
numRecords := len(records)
if numRecords < 1 {
return nil
}
return records[numRecords-1]
}
// GetRecords returns all records that have the given name string. The AnimData.d2 files have
// multiple records with the same name, but other values in the record are different.
func (ad *AnimationData) GetRecords(name string) []*AnimationDataRecord {
return ad.entries[name]
}
// GetRecordsCount returns number of animation data records
func (ad *AnimationData) GetRecordsCount() int {
return len(ad.entries)
}
// Load loads the data into an AnimationData struct
//nolint:gocognit,funlen // can't reduce
func Load(data []byte) (*AnimationData, error) {
reader := d2datautils.CreateStreamReader(data)
animdata := &AnimationData{}
hashIdx := 0
animdata.entries = make(map[string][]*AnimationDataRecord)
for blockIdx := range animdata.blocks {
recordCount, err := reader.ReadUInt32()
if err != nil {
return nil, err
}
if recordCount > maxRecordsPerBlock {
return nil, fmt.Errorf("more than %d records in block", maxRecordsPerBlock)
}
records := make([]*AnimationDataRecord, recordCount)
for recordIdx := uint32(0); recordIdx < recordCount; recordIdx++ {
nameBytes, err := reader.ReadBytes(byteCountName)
if err != nil {
return nil, err
}
if nameBytes[byteCountName-1] != byte(0) {
return nil, errors.New("animdata AnimationDataRecord name missing null terminator byte")
}
name := string(nameBytes)
name = strings.ReplaceAll(name, string(byte(0)), "")
animdata.hashTable[hashIdx] = hashName(name)
frames, err := reader.ReadUInt32()
if err != nil {
return nil, err
}
speed, err := reader.ReadUInt16()
if err != nil {
return nil, err
}
reader.SkipBytes(byteCountSpeedPadding)
events := make(map[int]AnimationEvent)
for eventIdx := 0; eventIdx < numEvents; eventIdx++ {
eventByte, err := reader.ReadByte()
if err != nil {
return nil, err
}
event := AnimationEvent(eventByte)
if event != AnimationEventNone {
events[eventIdx] = event
}
}
r := &AnimationDataRecord{
name,
frames,
speed,
events,
}
records[recordIdx] = r
if _, found := animdata.entries[r.name]; !found {
animdata.entries[r.name] = make([]*AnimationDataRecord, 0)
}
animdata.entries[r.name] = append(animdata.entries[r.name], r)
}
b := &block{
recordCount,
records,
}
animdata.blocks[blockIdx] = b
}
if reader.Position() != uint64(len(data)) {
return nil, fmt.Errorf("unable to parse animation data: %d != %d", reader.Position(), len(data))
}
return animdata, nil
}
// Marshal encodes animation data back into byte slice
// basing on AnimationData.records
func (ad *AnimationData) Marshal() []byte {
sw := d2datautils.CreateStreamWriter()
// keys - all entries in animationData
keys := make([]string, len(ad.entries))
// we must manually add index
idx := 0
for i := range ad.entries {
keys[idx] = i
idx++
}
// name terminates current name
name := 0
// recordIdx determinates current record index
recordIdx := 0
// numberOfEntries is a number of entries in all map indexes
var numberOfEntries int = 0
for i := 0; i < len(keys); i++ {
numberOfEntries += len(ad.entries[keys[i]])
}
for idx := 0; idx < numBlocks; idx++ {
// number of records (max is maxRecordsPerObject)
l := 0
switch {
// first condition: end up with all this and push 0 to dhe end
case numberOfEntries == 0:
sw.PushUint32(0)
continue
case numberOfEntries < maxRecordsPerBlock:
// second condition - if number of entries left is smaller than
// maxRecordsPerBlock, push...
l = numberOfEntries
sw.PushUint32(uint32(l))
default:
// else use maxRecordsPerBlock
l = maxRecordsPerBlock
sw.PushUint32(maxRecordsPerBlock)
}
for currentRecordIdx := 0; currentRecordIdx < l; currentRecordIdx++ {
numberOfEntries--
if recordIdx == len(ad.entries[keys[name]]) {
recordIdx = 0
name++
}
animationRecord := ad.entries[keys[name]][recordIdx]
recordIdx++
name := animationRecord.name
missingZeroBytes := byteCountName - len(name)
sw.PushBytes([]byte(name)...)
for i := 0; i < missingZeroBytes; i++ {
sw.PushBytes(0)
}
sw.PushUint32(animationRecord.framesPerDirection)
sw.PushUint16(animationRecord.speed)
for i := 0; i < byteCountSpeedPadding; i++ {
sw.PushBytes(0)
}
for event := 0; event < numEvents; event++ {
sw.PushBytes(byte(animationRecord.events[event]))
}
}
}
return sw.GetBytes()
}