mirror of
https://github.com/OpenDiablo2/OpenDiablo2
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18c9e85cbc
* 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)
137 lines
3.4 KiB
Go
137 lines
3.4 KiB
Go
// Package d2mapentity implements map entities
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package d2mapentity
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import (
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"fmt"
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"math/rand"
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"github.com/OpenDiablo2/OpenDiablo2/d2core/d2records"
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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/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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uuid string
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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 *d2records.ObjectDetailsRecord
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drawLayer int
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name string
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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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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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// ID returns the object uuid
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func (ob *Object) ID() string {
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return ob.uuid
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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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// Selectable returns if the object is selectable or not
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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())*subtileWidth),
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int(((renderOffset.X() + renderOffset.Y()) * subtileHeight)),
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)
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if ob.highlight {
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target.PushBrightness(highlightBrightness)
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defer target.Pop()
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}
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defer target.Pop()
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if err := ob.composite.Render(target); err != nil {
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fmt.Printf("failed to render composite animation, err: %v\n", err)
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}
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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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if err := ob.composite.Advance(elapsed); err != nil {
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fmt.Printf("failed to advance composiste animation, err: %v\n", err)
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}
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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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// 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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// Label gets the name of the object
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func (ob *Object) Label() string {
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return ob.name
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}
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// GetPosition returns the object's position
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func (ob *Object) GetPosition() d2vector.Position {
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return ob.Position
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}
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// GetVelocity returns the object's velocity vector
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func (ob *Object) GetVelocity() d2vector.Vector {
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return *d2vector.VectorZero()
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}
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// GetSize returns the current frame size
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func (ob *Object) GetSize() (width, height int) {
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return ob.composite.GetSize()
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}
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