2019-12-28 23:32:53 -05:00
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package d2player
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import (
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"errors"
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"fmt"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2enum"
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"log"
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2020-01-31 23:18:11 -05:00
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2020-02-01 18:55:56 -05:00
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"github.com/OpenDiablo2/OpenDiablo2/d2core/d2asset"
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"github.com/OpenDiablo2/OpenDiablo2/d2core/d2render"
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"github.com/OpenDiablo2/OpenDiablo2/d2core/d2ui"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2resource"
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2019-12-28 23:32:53 -05:00
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)
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type InventoryItem interface {
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InventoryGridSize() (width int, height int)
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GetItemCode() string
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InventoryGridSlot() (x int, y int)
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SetInventoryGridSlot(x int, y int)
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}
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var ErrorInventoryFull = errors.New("inventory full")
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// Reusable grid for use with player and merchant inventory.
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// Handles layout and rendering item icons based on code.
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type ItemGrid struct {
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items []InventoryItem
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equipmentSlots map[d2enum.EquippedSlotType]EquipmentSlot
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width int
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height int
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originX int
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originY int
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sprites map[string]*d2ui.Sprite
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slotSize int
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}
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func NewItemGrid(width int, height int, originX int, originY int) *ItemGrid {
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return &ItemGrid{
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width: width,
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height: height,
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originX: originX,
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originY: originY,
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slotSize: 29,
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sprites: make(map[string]*d2ui.Sprite),
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equipmentSlots: genEquipmentSlotsMap(),
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}
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}
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func (g *ItemGrid) SlotToScreen(slotX int, slotY int) (screenX int, screenY int) {
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screenX = g.originX + slotX*g.slotSize
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screenY = g.originY + slotY*g.slotSize
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return screenX, screenY
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}
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func (g *ItemGrid) ScreenToSlot(screenX int, screenY int) (slotX int, slotY int) {
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slotX = (screenX - g.originX) / g.slotSize
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slotY = (screenY - g.originY) / g.slotSize
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return slotX, slotY
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}
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func (g *ItemGrid) GetSlot(x int, y int) InventoryItem {
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for _, item := range g.items {
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slotX, slotY := item.InventoryGridSlot()
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width, height := item.InventoryGridSize()
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if x >= slotX && x < slotX+width && y >= slotY && y < slotY+height {
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return item
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}
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}
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return nil
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}
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func (g *ItemGrid) ChangeEquippedSlot(slot d2enum.EquippedSlotType, item InventoryItem) {
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var curItem = g.equipmentSlots[slot]
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curItem.item = item
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g.equipmentSlots[slot] = curItem
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}
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// Add places a given set of items into the first available slots.
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// Returns a count of the number of items which could be inserted.
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func (g *ItemGrid) Add(items ...InventoryItem) (int, error) {
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added := 0
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var err error
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for _, item := range items {
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if g.add(item) {
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added++
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} else {
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err = ErrorInventoryFull
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break
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}
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}
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g.Load(items...)
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return added, err
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}
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func (g *ItemGrid) loadItem(item InventoryItem) {
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if _, exists := g.sprites[item.GetItemCode()]; !exists {
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var itemSprite *d2ui.Sprite
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// TODO: Put the pattern into D2Shared
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animation, err := d2asset.LoadAnimation(
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fmt.Sprintf("/data/global/items/inv%s.dc6", item.GetItemCode()),
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d2resource.PaletteSky,
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)
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if err != nil {
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log.Printf("failed to load sprite for item (%s): %v", item.GetItemCode(), err)
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return
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}
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itemSprite, err = d2ui.LoadSprite(animation)
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if err != nil {
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log.Printf("Failed to load sprite, error: " + err.Error())
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}
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g.sprites[item.GetItemCode()] = itemSprite
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}
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}
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// Load reads the inventory sprites for items into local cache for rendering.
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func (g *ItemGrid) Load(items ...InventoryItem) {
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for _, item := range items {
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g.loadItem(item)
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}
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for _, eq := range g.equipmentSlots {
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if eq.item != nil {
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g.loadItem(eq.item)
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}
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}
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}
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// Walk from top left to bottom right until a position large enough to hold the item is found.
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// This is inefficient but simplifies the storage. At most a hundred or so cells will be looped, so impact is minimal.
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func (g *ItemGrid) add(item InventoryItem) bool {
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for y := 0; y < g.height; y++ {
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for x := 0; x < g.width; x++ {
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if !g.canFit(x, y, item) {
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continue
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}
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g.set(x, y, item)
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return true
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}
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}
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return false
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}
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// canFit loops over all items to determine if any other items would overlap the given position.
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func (g *ItemGrid) canFit(x int, y int, item InventoryItem) bool {
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insertWidth, insertHeight := item.InventoryGridSize()
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if x+insertWidth > g.width || y+insertHeight > g.height {
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return false
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}
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for _, compItem := range g.items {
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slotX, slotY := compItem.InventoryGridSlot()
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compWidth, compHeight := compItem.InventoryGridSize()
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if x+insertWidth >= slotX &&
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x < slotX+compWidth &&
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y+insertHeight >= slotY &&
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y < slotY+compHeight {
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return false
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}
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}
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return true
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}
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func (g *ItemGrid) Set(x int, y int, item InventoryItem) error {
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if !g.canFit(x, y, item) {
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return fmt.Errorf("can not set item (%s) to position (%v, %v)", item.GetItemCode(), x, y)
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}
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g.set(x, y, item)
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return nil
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}
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func (g *ItemGrid) set(x int, y int, item InventoryItem) {
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item.SetInventoryGridSlot(x, y)
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g.items = append(g.items, item)
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g.Load(item)
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}
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// Remove does an in place filter to remove the element from the slice of items.
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func (g *ItemGrid) Remove(item InventoryItem) {
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n := 0
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for _, compItem := range g.items {
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if compItem == item {
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continue
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}
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g.items[n] = compItem
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n++
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}
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g.items = g.items[:n]
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}
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func (g *ItemGrid) renderItem(item InventoryItem, target d2render.Surface, x int, y int) {
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itemSprite := g.sprites[item.GetItemCode()]
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if itemSprite != nil {
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itemSprite.SetPosition(x, y)
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itemSprite.GetCurrentFrameSize()
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_ = itemSprite.Render(target)
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}
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}
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func (g *ItemGrid) Render(target d2render.Surface) {
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g.renderInventoryItems(target)
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g.renderEquippedItems(target)
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}
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func (g *ItemGrid) renderInventoryItems(target d2render.Surface) {
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for _, item := range g.items {
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itemSprite := g.sprites[item.GetItemCode()]
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slotX, slotY := g.SlotToScreen(item.InventoryGridSlot())
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_, h := itemSprite.GetCurrentFrameSize()
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slotY = slotY + h
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g.renderItem(item, target, slotX, slotY)
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}
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}
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func (g *ItemGrid) renderEquippedItems(target d2render.Surface) {
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for _, eq := range g.equipmentSlots {
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if eq.item != nil {
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itemSprite := g.sprites[eq.item.GetItemCode()]
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itemWidth, itemHeight := itemSprite.GetCurrentFrameSize()
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var x = eq.x + ((eq.width - itemWidth) / 2)
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var y = eq.y - ((eq.height - itemHeight) / 2)
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g.renderItem(eq.item, target, x, y)
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}
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}
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}
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