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mirror of https://github.com/OpenDiablo2/OpenDiablo2 synced 2024-11-16 01:17:10 -05:00
OpenDiablo2/d2core/d2asset/composite.go
2021-01-10 02:44:42 -05:00

386 lines
9.4 KiB
Go

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