OpenDiablo2/d2game/d2player/inventory.go

150 lines
3.7 KiB
Go

package d2player
import (
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2enum"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2interface"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2resource"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2asset"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2inventory"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2ui"
)
type Inventory struct {
frame *d2ui.Sprite
panel *d2ui.Sprite
grid *ItemGrid
originX int
originY int
isOpen bool
}
func NewInventory() *Inventory {
originX := 400
originY := 0
return &Inventory{
grid: NewItemGrid(10, 4, originX+19, originY+320),
originX: originX,
originY: originY,
}
}
func (g *Inventory) IsOpen() bool {
return g.isOpen
}
func (g *Inventory) Toggle() {
g.isOpen = !g.isOpen
}
func (g *Inventory) Open() {
g.isOpen = true
}
func (g *Inventory) Close() {
g.isOpen = false
}
func (g *Inventory) Load() {
animation, _ := d2asset.LoadAnimation(d2resource.Frame, d2resource.PaletteSky)
g.frame, _ = d2ui.LoadSprite(animation)
animation, _ = d2asset.LoadAnimation(d2resource.InventoryCharacterPanel, d2resource.PaletteSky)
g.panel, _ = d2ui.LoadSprite(animation)
items := []InventoryItem{
d2inventory.GetWeaponItemByCode("wnd"),
d2inventory.GetWeaponItemByCode("sst"),
d2inventory.GetWeaponItemByCode("jav"),
d2inventory.GetArmorItemByCode("buc"),
d2inventory.GetWeaponItemByCode("clb"),
// TODO: Load the player's actual items
}
g.grid.ChangeEquippedSlot(d2enum.LeftArm, d2inventory.GetWeaponItemByCode("wnd"))
g.grid.ChangeEquippedSlot(d2enum.RightArm, d2inventory.GetArmorItemByCode("buc"))
g.grid.ChangeEquippedSlot(d2enum.Head, d2inventory.GetArmorItemByCode("crn"))
g.grid.ChangeEquippedSlot(d2enum.Torso, d2inventory.GetArmorItemByCode("plt"))
g.grid.ChangeEquippedSlot(d2enum.Legs, d2inventory.GetArmorItemByCode("vbt"))
g.grid.ChangeEquippedSlot(d2enum.Belt, d2inventory.GetArmorItemByCode("vbl"))
g.grid.ChangeEquippedSlot(d2enum.Gloves, d2inventory.GetArmorItemByCode("lgl"))
g.grid.ChangeEquippedSlot(d2enum.LeftHand, d2inventory.GetMiscItemByCode("rin"))
g.grid.ChangeEquippedSlot(d2enum.RightHand, d2inventory.GetMiscItemByCode("rin"))
g.grid.ChangeEquippedSlot(d2enum.Neck, d2inventory.GetMiscItemByCode("amu"))
// TODO: Load the player's actual items
g.grid.Add(items...)
}
func (g *Inventory) Render(target d2interface.Surface) {
if !g.isOpen {
return
}
x, y := g.originX, g.originY
// Frame
// Top left
g.frame.SetCurrentFrame(5)
w, h := g.frame.GetCurrentFrameSize()
g.frame.SetPosition(x, y+h)
g.frame.Render(target)
x += w
// Top right
g.frame.SetCurrentFrame(6)
w, h = g.frame.GetCurrentFrameSize()
g.frame.SetPosition(x, y+h)
g.frame.Render(target)
x += w
y += h
// Right
g.frame.SetCurrentFrame(7)
w, h = g.frame.GetCurrentFrameSize()
g.frame.SetPosition(x-w, y+h)
g.frame.Render(target)
y += h
// Bottom right
g.frame.SetCurrentFrame(8)
w, h = g.frame.GetCurrentFrameSize()
g.frame.SetPosition(x-w, y+h)
g.frame.Render(target)
x -= w
// Bottom left
g.frame.SetCurrentFrame(9)
w, h = g.frame.GetCurrentFrameSize()
g.frame.SetPosition(x-w, y+h)
g.frame.Render(target)
x, y = g.originX, g.originY
y += 64
// Panel
// Top left
g.panel.SetCurrentFrame(4)
w, h = g.panel.GetCurrentFrameSize()
g.panel.SetPosition(x, y+h)
g.panel.Render(target)
x += w
// Top right
g.panel.SetCurrentFrame(5)
w, h = g.panel.GetCurrentFrameSize()
g.panel.SetPosition(x, y+h)
g.panel.Render(target)
y += h
// Bottom right
g.panel.SetCurrentFrame(7)
w, h = g.panel.GetCurrentFrameSize()
g.panel.SetPosition(x, y+h)
g.panel.Render(target)
// Bottom left
g.panel.SetCurrentFrame(6)
w, h = g.panel.GetCurrentFrameSize()
g.panel.SetPosition(x-w, y+h)
g.panel.Render(target)
g.grid.Render(target)
}