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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2020-01-31 23:18:11 -05:00
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2020-09-20 17:52:01 -04:00
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"github.com/OpenDiablo2/OpenDiablo2/d2core/d2records"
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2020-06-29 00:41:58 -04:00
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2enum"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2interface"
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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/d2ui"
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2020-01-31 23:18:11 -05:00
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2resource"
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2020-11-18 16:02:49 -05:00
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2util"
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2019-12-28 23:32:53 -05:00
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)
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2020-07-11 11:25:34 -04:00
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// images for 1x1 grid tile items (rings and stuff) are 28x28 pixel
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// however, the grid cells are 29x29 pixels, this is for padding
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// for each row in inventory, we need to account for this padding
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const cellPadding = 1
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2020-10-25 10:21:14 -04:00
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const (
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fmtFlippyFile = "/data/global/items/inv%s.dc6"
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)
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2020-10-22 02:41:21 -04:00
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// InventoryItem is an interface for an items that can be placed in the inventory grid
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2019-12-28 23:32:53 -05:00
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type InventoryItem interface {
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InventoryGridSize() (width int, height int)
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2020-06-13 18:32:09 -04:00
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GetItemCode() string
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2020-08-03 13:44:00 -04:00
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InventoryGridSlot() (x, y int)
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SetInventoryGridSlot(x, y int)
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GetItemDescription() []string
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2019-12-28 23:32:53 -05:00
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}
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2020-09-12 16:25:09 -04:00
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var errorInventoryFull = errors.New("inventory full")
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2019-12-28 23:32:53 -05:00
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2020-10-22 02:41:21 -04:00
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// NewItemGrid creates a new ItemGrid instance
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2020-11-18 16:02:49 -05:00
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func NewItemGrid(asset *d2asset.AssetManager,
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ui *d2ui.UIManager,
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l d2util.LogLevel,
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2020-09-20 17:52:01 -04:00
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record *d2records.InventoryRecord) *ItemGrid {
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2020-07-11 11:25:34 -04:00
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grid := record.Grid
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2020-08-03 13:44:00 -04:00
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2020-11-18 16:02:49 -05:00
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itemGrid := &ItemGrid{
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2020-09-12 16:51:30 -04:00
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asset: asset,
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2020-08-06 10:30:23 -04:00
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uiManager: ui,
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2020-07-11 11:25:34 -04:00
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width: grid.Box.Width,
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height: grid.Box.Height,
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originX: grid.Box.Left,
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originY: grid.Box.Top + (grid.Rows * cellPadding),
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slotSize: grid.CellWidth,
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2020-06-23 14:12:30 -04:00
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sprites: make(map[string]*d2ui.Sprite),
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2020-07-11 11:25:34 -04:00
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equipmentSlots: genEquipmentSlotsMap(record),
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2019-12-28 23:32:53 -05:00
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}
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2020-11-18 16:02:49 -05:00
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2020-11-22 00:36:59 -05:00
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itemGrid.Logger = d2util.NewLogger()
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itemGrid.Logger.SetLevel(l)
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itemGrid.Logger.SetPrefix(logPrefix)
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2020-11-18 16:02:49 -05:00
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return itemGrid
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}
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// ItemGrid is a 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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asset *d2asset.AssetManager
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uiManager *d2ui.UIManager
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items []InventoryItem
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equipmentSlots map[d2enum.EquippedSlot]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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2020-11-22 00:36:59 -05:00
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*d2util.Logger
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2019-12-28 23:32:53 -05:00
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}
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2020-10-22 02:41:21 -04:00
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// SlotToScreen translates slot coordinates to screen coordinates
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2020-09-12 16:25:09 -04:00
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func (g *ItemGrid) SlotToScreen(slotX, slotY int) (screenX, screenY int) {
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2019-12-28 23:32:53 -05:00
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screenX = g.originX + slotX*g.slotSize
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screenY = g.originY + slotY*g.slotSize
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2020-08-03 13:44:00 -04:00
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2019-12-28 23:32:53 -05:00
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return screenX, screenY
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}
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2020-10-22 02:41:21 -04:00
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// ScreenToSlot translates screen coordinates to slot coordinates
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2020-09-12 16:25:09 -04:00
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func (g *ItemGrid) ScreenToSlot(screenX, screenY int) (slotX, slotY int) {
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2019-12-28 23:32:53 -05:00
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slotX = (screenX - g.originX) / g.slotSize
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slotY = (screenY - g.originY) / g.slotSize
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2020-08-03 13:44:00 -04:00
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2019-12-28 23:32:53 -05:00
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return slotX, slotY
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}
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2020-10-22 02:41:21 -04:00
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// GetSlot returns the inventory item at a given slot (can return nil)
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2020-08-03 13:44:00 -04:00
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func (g *ItemGrid) GetSlot(x, y int) InventoryItem {
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2019-12-28 23:32:53 -05:00
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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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2020-10-22 02:41:21 -04:00
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// ChangeEquippedSlot sets the item for an equipment slot
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2020-07-08 19:08:07 -04:00
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func (g *ItemGrid) ChangeEquippedSlot(slot d2enum.EquippedSlot, item InventoryItem) {
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2020-06-23 14:12:30 -04:00
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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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2019-12-28 23:32:53 -05:00
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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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2020-08-03 13:44:00 -04:00
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2019-12-28 23:32:53 -05:00
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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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2020-09-12 16:25:09 -04:00
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err = errorInventoryFull
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2019-12-28 23:32:53 -05:00
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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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2020-06-23 14:12:30 -04:00
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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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2019-12-28 23:32:53 -05:00
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2020-10-25 10:21:14 -04:00
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imgPath := fmt.Sprintf(fmtFlippyFile, item.GetItemCode())
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2020-10-22 01:12:06 -04:00
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Decouple asset manager from renderer (#730)
* improve AssetManager implementation
Notable changes are:
* removed the individual managers inside of d2asset, only one asset manager
* AssetManager now has caches for the types of files it loads
* created a type for TextDictionary (the txt file structs)
* fixed a file path bug in d2loader Source
* fixed a asset stream bug in d2loader Asset
* d2loader.Loader now needs a d2config.Config on creation (for resolving locale files)
* updated the mpq file in d2asset test data, added test case for "sub-directory"
* added a Data method to d2asset.Asset. The data is cached on first full read.
* renamed ArchiveDataStream to DataStream in d2interface
* moved palette utility func out of d2asset and into d2util
* bugfix for MacOS mpq loader issue
* lint fixes, added data caching to filesystem asset
* adding comment for mpq asset close
* Decouple d2asset from d2render
Notable changes in d2common:
* d2dcc.Load now fully decodes the dcc and stores the directions/frames in the dcc struct
* un-exported dcc.decodeDirection, it is only used in d2dcc
* removed font interface from d2interface, we only have one font implementation
* added `Renderer` method to d2interface.Surface, animations use this to bind to a renderer and create surfaces as they need
* added `BindRenderer` method to animation interface
Notable changes in d2common/d2asset:
* **d2asset.NewAssetManager only needs to be passed a d2config.Config**, it is decoupled from d2render
* exported Animation
* Animation implementation binds to the renderer to create surfaces only on the first time it is rendered
* font, dcc, dc6 initialization logic moved out of asset_manager.go
* for dc6 and dcc animations, the process of decoding and creating render surfaces has been broken into different methods
* the d2asset.Font struct now stores font table data for initialization purposes
Notable changes in d2core/d2render:
* Surfaces store a renderer reference, this allows animations to bind to the renderer and create a surface just-in-time
**These last changes should have been a separate PR, sorry.**
Notable changes in d2core/d2ui:
* ui.NewSprite now handles creating an animation internally, only needs image and palette path as arguments
Notable Changes in d2game:
Because of the change in d2ui, all instances of this code pattern...
```golang
animation, err := screen.asset.LoadAnimation(imgPath, palettePath)
sprite, err := screen.ui.NewSprite(animation)
```
... becomes this ...
```golang
sprite, err := screen.ui.NewSprite(imgPath, palettePath)
```
2020-09-14 17:31:45 -04:00
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itemSprite, err := g.uiManager.NewSprite(imgPath, d2resource.PaletteSky)
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2020-06-23 14:12:30 -04:00
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if err != nil {
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2020-11-22 00:36:59 -05:00
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g.Error("Failed to load sprite, error: " + err.Error())
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2020-06-23 14:12:30 -04:00
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}
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2020-08-03 13:44:00 -04:00
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2020-06-13 18:32:09 -04:00
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g.sprites[item.GetItemCode()] = itemSprite
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2019-12-28 23:32:53 -05:00
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}
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2020-06-23 14:12:30 -04:00
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}
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2019-12-28 23:32:53 -05:00
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2020-06-23 14:12:30 -04:00
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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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2020-08-03 13:44:00 -04:00
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2020-06-23 14:12:30 -04:00
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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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2019-12-28 23:32:53 -05:00
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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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2020-08-03 13:44:00 -04:00
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2019-12-28 23:32:53 -05:00
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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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2020-08-03 13:44:00 -04:00
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func (g *ItemGrid) canFit(x, y int, item InventoryItem) bool {
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2019-12-28 23:32:53 -05:00
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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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2020-10-22 02:41:21 -04:00
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// Set an inventory item at the given grid coordinate
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2020-08-03 13:44:00 -04:00
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func (g *ItemGrid) Set(x, y int, item InventoryItem) error {
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2019-12-28 23:32:53 -05:00
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if !g.canFit(x, y, item) {
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2020-06-13 18:32:09 -04:00
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return fmt.Errorf("can not set item (%s) to position (%v, %v)", item.GetItemCode(), x, y)
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2019-12-28 23:32:53 -05:00
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}
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2020-08-03 13:44:00 -04:00
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2019-12-28 23:32:53 -05:00
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g.set(x, y, item)
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2020-08-03 13:44:00 -04:00
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2019-12-28 23:32:53 -05:00
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return nil
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}
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2020-08-03 13:44:00 -04:00
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func (g *ItemGrid) set(x, y int, item InventoryItem) {
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2019-12-28 23:32:53 -05:00
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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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2020-08-03 13:44:00 -04:00
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2019-12-28 23:32:53 -05:00
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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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2020-08-03 13:44:00 -04:00
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2019-12-28 23:32:53 -05:00
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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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2020-08-03 13:44:00 -04:00
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func (g *ItemGrid) renderItem(item InventoryItem, target d2interface.Surface, x, y int) {
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2020-06-23 14:12:30 -04:00
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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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2020-11-11 09:05:04 -05:00
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itemSprite.Render(target)
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2020-06-23 14:12:30 -04:00
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}
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}
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2020-10-22 02:41:21 -04:00
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// Render the item grid to the given surface
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2020-06-29 00:41:58 -04:00
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func (g *ItemGrid) Render(target d2interface.Surface) {
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2020-06-23 14:12:30 -04:00
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g.renderInventoryItems(target)
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g.renderEquippedItems(target)
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}
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2019-12-28 23:32:53 -05:00
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2020-06-29 00:41:58 -04:00
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func (g *ItemGrid) renderInventoryItems(target d2interface.Surface) {
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2020-06-23 14:12:30 -04:00
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for _, item := range g.items {
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2020-06-13 18:32:09 -04:00
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itemSprite := g.sprites[item.GetItemCode()]
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2019-12-28 23:32:53 -05:00
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slotX, slotY := g.SlotToScreen(item.InventoryGridSlot())
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_, h := itemSprite.GetCurrentFrameSize()
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2020-08-03 13:44:00 -04:00
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slotY += h
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2020-06-23 14:12:30 -04:00
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g.renderItem(item, target, slotX, slotY)
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}
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}
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2019-12-28 23:32:53 -05:00
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2020-06-29 00:41:58 -04:00
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func (g *ItemGrid) renderEquippedItems(target d2interface.Surface) {
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2020-06-23 14:12:30 -04:00
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for _, eq := range g.equipmentSlots {
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2020-08-03 13:44:00 -04:00
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if eq.item == nil {
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continue
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}
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2020-08-03 13:44:00 -04:00
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|
|
|
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itemSprite := g.sprites[eq.item.GetItemCode()]
|
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|
|
itemWidth, itemHeight := itemSprite.GetCurrentFrameSize()
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|
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x := eq.x + ((eq.width - itemWidth) / 2)
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y := eq.y - ((eq.height - itemHeight) / 2)
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|
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g.renderItem(eq.item, target, x, y)
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2019-12-28 23:32:53 -05:00
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}
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|
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}
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