mirror of
https://github.com/OpenDiablo2/OpenDiablo2
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09a6869aea
* Use d2vector.Position in objects * Remove arbitrary render offset If things are actually wrong lets figure out why * Remove arbitrary wall offset This broke maggot lair
141 lines
3.7 KiB
Go
141 lines
3.7 KiB
Go
// Package d2object implements objects placed on the map and their functionality
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package d2object
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import (
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"math/rand"
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"github.com/OpenDiablo2/OpenDiablo2/d2common"
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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/d2math/d2vector"
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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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Position d2vector.Position
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composite *d2asset.Composite
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highlight bool
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// nameLabel d2ui.Label
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objectRecord *d2datadict.ObjectRecord
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drawLayer int
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name string
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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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locX, locY := float64(x), float64(y)
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entity := &Object{
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objectRecord: objectRec,
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Position: d2vector.NewPosition(locX, locY),
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name: d2common.TranslateString(objectRec.Name),
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}
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objectType := &d2datadict.ObjectTypes[objectRec.Index]
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composite, err := d2asset.LoadComposite(d2enum.ObjectTypeItem, 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.setMode(d2enum.ObjectAnimationModeNeutral, 0, false)
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initObject(entity)
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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 d2enum.ObjectAnimationMode, direction int, randomFrame bool) error {
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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.drawLayer = ob.objectRecord.OrderFlag[d2enum.ObjectAnimationModeNeutral]
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// For objects their txt record entry overrides animationdata
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speed := ob.objectRecord.FrameDelta[animationMode]
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if speed != 0 {
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ob.composite.SetAnimSpeed(speed)
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}
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frameCount := ob.objectRecord.FrameCount[animationMode]
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if frameCount != 0 {
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ob.composite.SetSubLoop(0, frameCount)
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}
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ob.composite.SetPlayLoop(ob.objectRecord.CycleAnimation[animationMode])
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ob.composite.SetCurrentFrame(ob.objectRecord.StartFrame[animationMode])
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if randomFrame {
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n := rand.Intn(frameCount)
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ob.composite.SetCurrentFrame(n)
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}
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return err
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}
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// Highlight sets the entity highlighted flag to true.
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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 := ob.composite.ObjectAnimationMode()
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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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renderOffset := ob.Position.RenderOffset()
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target.PushTranslation(
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int((renderOffset.X()-renderOffset.Y())*16),
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int(((renderOffset.X() + renderOffset.Y()) * 8)),
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)
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if ob.highlight {
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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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// Advance updates the animation
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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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// GetLayer returns which layer of the map the object is drawn
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func (ob *Object) GetLayer() int {
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return ob.drawLayer
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}
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// GetPosition of the object
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func (ob *Object) GetPosition() (x, y float64) {
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w := ob.Position.Tile()
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return w.X(), w.Y()
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}
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// GetPositionF of the object but differently
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func (ob *Object) GetPositionF() (x, y float64) {
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w := ob.Position.World()
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return w.X(), w.Y()
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}
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// Name gets the name of the object
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func (ob *Object) Name() string {
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return ob.name
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}
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