mirror of
https://github.com/OpenDiablo2/OpenDiablo2
synced 2024-11-16 09:25:57 -05:00
109 lines
3.1 KiB
Go
109 lines
3.1 KiB
Go
package d2dcc
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import (
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"log"
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"github.com/OpenDiablo2/OpenDiablo2/d2common"
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)
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type DCCDirectionFrame struct {
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Width int
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Height int
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XOffset int
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YOffset int
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NumberOfOptionalBytes int
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NumberOfCodedBytes int
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FrameIsBottomUp bool
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Box d2common.Rectangle
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Cells []DCCCell
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PixelData []byte
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HorizontalCellCount int
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VerticalCellCount int
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valid bool
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}
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func CreateDCCDirectionFrame(bits *d2common.BitMuncher, direction DCCDirection) *DCCDirectionFrame {
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result := &DCCDirectionFrame{}
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bits.GetBits(direction.Variable0Bits) // Variable0
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result.Width = int(bits.GetBits(direction.WidthBits))
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result.Height = int(bits.GetBits(direction.HeightBits))
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result.XOffset = bits.GetSignedBits(direction.XOffsetBits)
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result.YOffset = bits.GetSignedBits(direction.YOffsetBits)
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result.NumberOfOptionalBytes = int(bits.GetBits(direction.OptionalDataBits))
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result.NumberOfCodedBytes = int(bits.GetBits(direction.CodedBytesBits))
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result.FrameIsBottomUp = bits.GetBit() == 1
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if result.FrameIsBottomUp {
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log.Panic("Bottom up frames are not implemented.")
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} else {
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result.Box = d2common.Rectangle{
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Left: result.XOffset,
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Top: result.YOffset - result.Height + 1,
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Width: result.Width,
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Height: result.Height,
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}
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}
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result.valid = true
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return result
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}
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func (v *DCCDirectionFrame) CalculateCells(direction DCCDirection) {
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var w = 4 - ((v.Box.Left - direction.Box.Left) % 4) // Width of the first column (in pixels)
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if (v.Width - w) <= 1 {
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v.HorizontalCellCount = 1
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} else {
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tmp := v.Width - w - 1
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v.HorizontalCellCount = 2 + (tmp / 4)
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if (tmp % 4) == 0 {
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v.HorizontalCellCount--
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}
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}
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h := 4 - ((v.Box.Top - direction.Box.Top) % 4) // Height of the first column (in pixels)
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if (v.Height - h) <= 1 {
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v.VerticalCellCount = 1
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} else {
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tmp := v.Height - h - 1
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v.VerticalCellCount = 2 + (tmp / 4)
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if (tmp % 4) == 0 {
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v.VerticalCellCount--
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}
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}
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// Calculate the cell widths and heights
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cellWidths := make([]int, v.HorizontalCellCount)
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if v.HorizontalCellCount == 1 {
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cellWidths[0] = v.Width
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} else {
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cellWidths[0] = w
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for i := 1; i < (v.HorizontalCellCount - 1); i++ {
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cellWidths[i] = 4
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}
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cellWidths[v.HorizontalCellCount-1] = v.Width - w - (4 * (v.HorizontalCellCount - 2))
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}
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cellHeights := make([]int, v.VerticalCellCount)
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if v.VerticalCellCount == 1 {
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cellHeights[0] = v.Height
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} else {
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cellHeights[0] = h
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for i := 1; i < (v.VerticalCellCount - 1); i++ {
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cellHeights[i] = 4
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}
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cellHeights[v.VerticalCellCount-1] = v.Height - h - (4 * (v.VerticalCellCount - 2))
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}
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v.Cells = make([]DCCCell, v.HorizontalCellCount*v.VerticalCellCount)
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offsetY := v.Box.Top - direction.Box.Top
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for y := 0; y < v.VerticalCellCount; y++ {
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offsetX := v.Box.Left - direction.Box.Left
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for x := 0; x < v.HorizontalCellCount; x++ {
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v.Cells[x+(y*v.HorizontalCellCount)] = DCCCell{
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XOffset: offsetX,
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YOffset: offsetY,
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Width: cellWidths[x],
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Height: cellHeights[y],
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}
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offsetX += cellWidths[x]
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}
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offsetY += cellHeights[y]
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}
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}
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