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mirror of https://github.com/OpenDiablo2/OpenDiablo2 synced 2024-11-18 10:26:02 -05:00
OpenDiablo2/d2core/d2map/d2mapentity/object.go
gravestench 18c9e85cbc
d2game/d2player/ lint error cleanup (#788)
* d2game/d2player/inventory.go: magic number lint cleanup

* d2game/d2player/mini_panel.go: magic number lint cleanup

* d2game/d2player/skill_select_panel.go: lint cleanup

* d2game/d2player/skilltree.go: removed all lint errors

* removed the rest of the magic number errors from d2game

* hotfix for bug i added in map engine test

* all magic numbers removed (excluding  mapgen)
2020-10-25 00:42:31 -07:00

137 lines
3.4 KiB
Go

// Package d2mapentity implements map entities
package d2mapentity
import (
"fmt"
"math/rand"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2records"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2enum"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2interface"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2math/d2vector"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2asset"
)
// Object represents a composite of animations that can be projected onto the map.
type Object struct {
uuid string
Position d2vector.Position
composite *d2asset.Composite
highlight bool
// nameLabel d2ui.Label
objectRecord *d2records.ObjectDetailsRecord
drawLayer int
name string
}
// 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)
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
}
// ID returns the object uuid
func (ob *Object) ID() string {
return ob.uuid
}
// Highlight sets the entity highlighted flag to true.
func (ob *Object) Highlight() {
ob.highlight = true
}
// Selectable returns if the object is selectable or not
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())*subtileWidth),
int(((renderOffset.X() + renderOffset.Y()) * subtileHeight)),
)
if ob.highlight {
target.PushBrightness(highlightBrightness)
defer target.Pop()
}
defer target.Pop()
if err := ob.composite.Render(target); err != nil {
fmt.Printf("failed to render composite animation, err: %v\n", err)
}
ob.highlight = false
}
// Advance updates the animation
func (ob *Object) Advance(elapsed float64) {
if err := ob.composite.Advance(elapsed); err != nil {
fmt.Printf("failed to advance composiste animation, err: %v\n", err)
}
}
// 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()
}
// Label gets the name of the object
func (ob *Object) Label() 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()
}
// GetSize returns the current frame size
func (ob *Object) GetSize() (width, height int) {
return ob.composite.GetSize()
}