// Package d2object implements objects placed on the map and their functionality package d2object import ( "math/rand" "github.com/OpenDiablo2/OpenDiablo2/d2common" "github.com/OpenDiablo2/OpenDiablo2/d2common/d2data/d2datadict" "github.com/OpenDiablo2/OpenDiablo2/d2common/d2enum" "github.com/OpenDiablo2/OpenDiablo2/d2common/d2interface" "github.com/OpenDiablo2/OpenDiablo2/d2common/d2math/d2vector" "github.com/OpenDiablo2/OpenDiablo2/d2common/d2resource" "github.com/OpenDiablo2/OpenDiablo2/d2core/d2asset" ) // Object represents a composite of animations that can be projected onto the map. type Object struct { Position d2vector.Position composite *d2asset.Composite highlight bool // nameLabel d2ui.Label objectRecord *d2datadict.ObjectRecord drawLayer int name string } // CreateObject creates an instance of AnimatedComposite func CreateObject(x, y int, objectRec *d2datadict.ObjectRecord, palettePath string) (*Object, error) { locX, locY := float64(x), float64(y) entity := &Object{ objectRecord: objectRec, Position: d2vector.NewPosition(locX, locY), name: d2common.TranslateString(objectRec.Name), } objectType := &d2datadict.ObjectTypes[objectRec.Index] composite, err := d2asset.LoadComposite(d2enum.ObjectTypeItem, objectType.Token, d2resource.PaletteUnits) if err != nil { return nil, err } entity.composite = composite entity.setMode(d2enum.ObjectAnimationModeNeutral, 0, false) initObject(entity) return entity, nil } // setMode changes the graphical mode of this animated entity func (ob *Object) setMode(animationMode d2enum.ObjectAnimationMode, direction int, randomFrame bool) error { err := ob.composite.SetMode(animationMode, "HTH") if err != nil { return err } ob.composite.SetDirection(direction) // mode := d2enum.ObjectAnimationModeFromString(animationMode) ob.drawLayer = ob.objectRecord.OrderFlag[d2enum.ObjectAnimationModeNeutral] // For objects their txt record entry overrides animationdata speed := ob.objectRecord.FrameDelta[animationMode] if speed != 0 { ob.composite.SetAnimSpeed(speed) } frameCount := ob.objectRecord.FrameCount[animationMode] if frameCount != 0 { ob.composite.SetSubLoop(0, frameCount) } ob.composite.SetPlayLoop(ob.objectRecord.CycleAnimation[animationMode]) ob.composite.SetCurrentFrame(ob.objectRecord.StartFrame[animationMode]) if randomFrame { n := rand.Intn(frameCount) ob.composite.SetCurrentFrame(n) } return err } // Highlight sets the entity highlighted flag to true. func (ob *Object) Highlight() { ob.highlight = true } func (ob *Object) Selectable() bool { mode := ob.composite.ObjectAnimationMode() return ob.objectRecord.Selectable[mode] } // Render draws this animated entity onto the target func (ob *Object) Render(target d2interface.Surface) { renderOffset := ob.Position.RenderOffset() target.PushTranslation( int((renderOffset.X()-renderOffset.Y())*16), int(((renderOffset.X() + renderOffset.Y()) * 8)), ) if ob.highlight { target.PushBrightness(2) defer target.Pop() } defer target.Pop() ob.composite.Render(target) ob.highlight = false } // Advance updates the animation func (ob *Object) Advance(elapsed float64) { ob.composite.Advance(elapsed) } // GetLayer returns which layer of the map the object is drawn func (ob *Object) GetLayer() int { return ob.drawLayer } // GetPositionF of the object but differently func (ob *Object) GetPositionF() (x, y float64) { w := ob.Position.World() return w.X(), w.Y() } // Name gets the name of the object func (ob *Object) Name() string { return ob.name } // GetPosition returns the object's position func (ob *Object) GetPosition() d2vector.Position { return ob.Position } // GetVelocity returns the object's velocity vector func (ob *Object) GetVelocity() d2vector.Vector { return *d2vector.VectorZero() }