mirror of
https://github.com/OpenDiablo2/OpenDiablo2
synced 2024-11-16 01:17:10 -05:00
386 lines
9.4 KiB
Go
386 lines
9.4 KiB
Go
package d2asset
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import (
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"errors"
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"fmt"
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"strings"
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"sync"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2enum"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2fileformats/d2cof"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2interface"
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)
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const (
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hardcodedFPS = 25.0
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hardcodedDivisor = 1.0 / 256.0
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speedUnit = hardcodedFPS * hardcodedDivisor
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)
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// Composite is a composite entity animation
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type Composite struct {
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*AssetManager
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baseType d2enum.ObjectType
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basePath string
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token string
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palettePath string
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direction int
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equipment [d2enum.CompositeTypeMax]string
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mode *compositeMode
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size *size
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}
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type size struct {
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Width int
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Height int
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}
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// Advance moves the composite animation forward for a given elapsed time in nanoseconds.
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func (c *Composite) Advance(elapsed float64) error {
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if c.mode == nil {
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return nil
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}
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c.mode.lastFrameTime += elapsed
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framesToAdd := int(c.mode.lastFrameTime / c.mode.animationSpeed)
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c.mode.lastFrameTime -= float64(framesToAdd) * c.mode.animationSpeed
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c.mode.frameIndex += framesToAdd
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c.mode.playedCount += c.mode.frameIndex / c.mode.frameCount
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c.mode.frameIndex %= c.mode.frameCount
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for _, layer := range c.mode.layers {
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if layer != nil {
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if err := layer.Advance(elapsed); err != nil {
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return err
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}
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}
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}
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return nil
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}
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// Render performs drawing of the Composite on the rendered d2interface.Surface.
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func (c *Composite) Render(target d2interface.Surface) error {
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if c.mode == nil {
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return nil
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}
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direction := d2cof.Dir64ToCof(c.direction, c.mode.cof.NumberOfDirections)
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for _, layerIndex := range c.mode.cof.Priority[direction][c.mode.frameIndex] {
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layer := c.mode.layers[layerIndex]
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if layer != nil {
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layer.RenderFromOrigin(target, true)
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}
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}
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for _, layerIndex := range c.mode.cof.Priority[direction][c.mode.frameIndex] {
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layer := c.mode.layers[layerIndex]
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if layer != nil {
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layer.RenderFromOrigin(target, false)
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}
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}
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return nil
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}
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// ObjectAnimationMode returns the object animation mode
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func (c *Composite) ObjectAnimationMode() d2enum.ObjectAnimationMode {
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return c.mode.animationMode.(d2enum.ObjectAnimationMode)
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}
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// GetAnimationMode returns the animation mode the Composite should render with.
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func (c *Composite) GetAnimationMode() string {
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return c.mode.animationMode.String()
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}
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// GetCurrentFrame returns the frame index in the current animation mode.
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func (c *Composite) GetCurrentFrame() int {
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return c.mode.frameIndex
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}
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// GetFrameCount returns the number of frames in the current animation mode.
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func (c *Composite) GetFrameCount() int {
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return c.mode.frameCount
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}
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// GetWeaponClass returns the currently loaded weapon class
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func (c *Composite) GetWeaponClass() string {
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return c.mode.weaponClass
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}
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// SetMode sets the Composite's animation mode weapon class and direction
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func (c *Composite) SetMode(animationMode animationMode, weaponClass string) error {
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if c.mode != nil && c.mode.animationMode.String() == animationMode.String() && c.mode.weaponClass == weaponClass {
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return nil
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}
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mode, err := c.createMode(animationMode, weaponClass)
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if err != nil {
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return err
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}
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c.resetPlayedCount()
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c.mode = mode
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return nil
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}
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// Equip changes the current layer configuration
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func (c *Composite) Equip(equipment *[d2enum.CompositeTypeMax]string) error {
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c.equipment = *equipment
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if c.mode == nil {
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return nil
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}
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mode, err := c.createMode(c.mode.animationMode, c.mode.weaponClass)
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if err != nil {
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return err
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}
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c.mode = mode
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return nil
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}
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// SetAnimSpeed sets the speed at which the Composite's animation should advance through its frames
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func (c *Composite) SetAnimSpeed(speed int) {
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c.mode.animationSpeed = 1.0 / (float64(speed) * speedUnit) //nolint:gomnd // taking inverse
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for layerIdx := range c.mode.layers {
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layer := c.mode.layers[layerIdx]
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if layer != nil {
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layer.SetPlaySpeed(c.mode.animationSpeed)
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}
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}
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}
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// SetDirection sets the direction of the composite and its layers
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func (c *Composite) SetDirection(direction int) {
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if c.mode == nil {
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return
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}
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wg := sync.WaitGroup{}
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c.direction = direction
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wg.Add(len(c.mode.layers))
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for layerIdx := range c.mode.layers {
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go func(idx int) {
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defer wg.Done()
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layer := c.mode.layers[idx]
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if layer != nil {
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if err := layer.SetDirection(c.direction); err != nil {
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fmt.Printf("failed to set direction of layer: %d, err: %v\n", idx, err)
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}
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}
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}(layerIdx)
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}
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wg.Wait()
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}
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// GetDirection returns the current direction the composite is facing
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func (c *Composite) GetDirection() int {
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return c.direction
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}
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// GetPlayedCount returns the number of times the current animation mode has completed all its distinct frames
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func (c *Composite) GetPlayedCount() int {
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if c.mode == nil {
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return 0
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}
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return c.mode.playedCount
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}
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// SetPlayLoop turns on or off animation looping
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func (c *Composite) SetPlayLoop(loop bool) {
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for layerIdx := range c.mode.layers {
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layer := c.mode.layers[layerIdx]
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if layer != nil {
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layer.SetPlayLoop(loop)
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}
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}
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}
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// SetSubLoop sets a loop to be between the specified frame indices
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func (c *Composite) SetSubLoop(startFrame, endFrame int) {
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for layerIdx := range c.mode.layers {
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layer := c.mode.layers[layerIdx]
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if layer != nil {
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layer.SetSubLoop(startFrame, endFrame)
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}
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}
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}
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// SetCurrentFrame sets the current frame index of the animation
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func (c *Composite) SetCurrentFrame(frame int) {
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for layerIdx := range c.mode.layers {
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layer := c.mode.layers[layerIdx]
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if layer != nil {
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if err := layer.SetCurrentFrame(frame); err != nil {
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fmt.Printf("failed to set current frame of layer: %d, err: %v\n", layerIdx, err)
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}
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}
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}
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}
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func (c *Composite) resetPlayedCount() {
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if c.mode != nil {
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c.mode.playedCount = 0
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}
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}
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type animationMode interface {
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String() string
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}
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type compositeMode struct {
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cof *d2cof.COF
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animationMode animationMode
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weaponClass string
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playedCount int
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layers []d2interface.Animation
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frameCount int
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frameIndex int
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animationSpeed float64
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lastFrameTime float64
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}
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func (c *Composite) createMode(animationMode animationMode, weaponClass string) (*compositeMode, error) {
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cofPath := fmt.Sprintf("%s/%s/COF/%s%s%s.COF", c.basePath, c.token, c.token, animationMode, weaponClass)
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if exists, err := c.FileExists(cofPath); !exists {
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return nil, fmt.Errorf("composite not found at path '%s': %v", cofPath, err)
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}
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cof, err := c.LoadCOF(cofPath)
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if err != nil {
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return nil, err
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}
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animationKey := strings.ToLower(c.token + animationMode.String() + weaponClass)
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animationData := c.Records.Animation.Data[animationKey]
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if len(animationData) == 0 {
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return nil, errors.New("could not find Animation data")
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}
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mode := &compositeMode{
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cof: cof,
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animationMode: animationMode,
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weaponClass: weaponClass,
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layers: make([]d2interface.Animation, d2enum.CompositeTypeMax),
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frameCount: animationData[0].FramesPerDirection,
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animationSpeed: 1.0 / (float64(animationData[0].AnimationSpeed) * speedUnit), //nolint:gomnd // taking inverse
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}
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for _, cofLayer := range cof.CofLayers {
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layerValue := c.equipment[cofLayer.Type]
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if layerValue == "" {
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layerValue = "lit"
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}
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drawEffect := d2enum.DrawEffectNone
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if cofLayer.Transparent {
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drawEffect = cofLayer.DrawEffect
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}
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layer, err := c.loadCompositeLayer(cofLayer.Type.String(), layerValue, animationMode.String(),
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cofLayer.WeaponClass.String(), c.palettePath, drawEffect)
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if err == nil {
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layer.SetPlaySpeed(mode.animationSpeed)
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layer.PlayForward()
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layer.SetShadow(cofLayer.Shadow != 0)
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if err := layer.SetDirection(c.direction); err != nil {
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return nil, err
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}
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mode.layers[cofLayer.Type] = layer
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}
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}
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return mode, nil
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}
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func (c *Composite) loadCompositeLayer(layerKey, layerValue, animationMode, weaponClass,
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palettePath string, drawEffect d2enum.DrawEffect) (d2interface.Animation, error) {
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animationPaths := []string{
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fmt.Sprintf("%s/%s/%s/%s%s%s%s%s.dcc", c.basePath, c.token, layerKey, c.token, layerKey, layerValue, animationMode, weaponClass),
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fmt.Sprintf("%s/%s/%s/%s%s%s%s%s.dc6", c.basePath, c.token, layerKey, c.token, layerKey, layerValue, animationMode, weaponClass),
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}
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for idx := range animationPaths {
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exists, err := c.FileExists(animationPaths[idx])
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if !exists || err != nil {
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return nil, fmt.Errorf("animation path '%s' not found: %v", animationPaths[idx], err)
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}
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animation, err := c.LoadAnimationWithEffect(animationPaths[idx], palettePath, drawEffect)
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if err == nil {
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return animation, nil
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}
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}
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return nil, errors.New("animation not found")
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}
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// GetSize returns the size of the composite
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func (c *Composite) GetSize() (w, h int) {
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c.updateSize()
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return c.size.Width, c.size.Height
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}
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func (c *Composite) updateSize() {
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if c.mode == nil {
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return
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}
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direction := d2cof.Dir64ToCof(c.direction, c.mode.cof.NumberOfDirections)
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biggestW, biggestH := 0, 0
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for _, layerIndex := range c.mode.cof.Priority[direction][c.mode.frameIndex] {
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layer := c.mode.layers[layerIndex]
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if layer != nil {
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w, h := layer.GetCurrentFrameSize()
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if biggestW < w {
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biggestW = w
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}
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if biggestH < h {
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biggestH = h
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}
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}
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}
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if c.size == nil {
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c.size = &size{}
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}
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c.size.Width = biggestW
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c.size.Height = biggestH
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}
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func baseString(baseType d2enum.ObjectType) string {
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switch baseType {
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case d2enum.ObjectTypePlayer:
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return "/data/global/chars"
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case d2enum.ObjectTypeCharacter:
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return "/data/global/monsters"
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case d2enum.ObjectTypeItem:
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return "/data/global/objects"
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default:
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return ""
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}
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}
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