mirror of
https://github.com/OpenDiablo2/OpenDiablo2
synced 2024-11-14 16:26:31 -05:00
284 lines
7.1 KiB
Go
284 lines
7.1 KiB
Go
package d2player
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import (
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"errors"
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"fmt"
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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/d2core/d2asset"
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"github.com/OpenDiablo2/OpenDiablo2/d2core/d2ui"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2resource"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2util"
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)
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// images for 1x1 grid tile items (rings and stuff) are 28x28 pixel
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// however, the grid cells are 29x29 pixels, this is for padding
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// for each row in inventory, we need to account for this padding
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const cellPadding = 1
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const (
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fmtFlippyFile = "/data/global/items/inv%s.dc6"
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)
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// InventoryItem is an interface for an items that can be placed in the inventory grid
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type InventoryItem interface {
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InventoryGridSize() (width int, height int)
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GetItemCode() string
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InventoryGridSlot() (x, y int)
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SetInventoryGridSlot(x, y int)
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GetItemDescription() []string
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}
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var errorInventoryFull = errors.New("inventory full")
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// NewItemGrid creates a new ItemGrid instance
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func NewItemGrid(asset *d2asset.AssetManager,
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ui *d2ui.UIManager,
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l d2util.LogLevel,
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record *d2records.InventoryRecord) *ItemGrid {
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grid := record.Grid
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itemGrid := &ItemGrid{
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asset: asset,
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uiManager: ui,
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width: grid.Box.Width,
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height: grid.Box.Height,
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originX: grid.Box.Left,
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originY: grid.Box.Top + (grid.Rows * cellPadding),
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slotSize: grid.CellWidth,
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sprites: make(map[string]*d2ui.Sprite),
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equipmentSlots: genEquipmentSlotsMap(record),
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}
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itemGrid.Logger = d2util.NewLogger()
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itemGrid.Logger.SetLevel(l)
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itemGrid.Logger.SetPrefix(logPrefix)
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return itemGrid
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}
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// ItemGrid is a reusable grid for use with player and merchant inventory.
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// Handles layout and rendering item icons based on code.
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type ItemGrid struct {
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asset *d2asset.AssetManager
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uiManager *d2ui.UIManager
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items []InventoryItem
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equipmentSlots map[d2enum.EquippedSlot]EquipmentSlot
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width int
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height int
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originX int
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originY int
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sprites map[string]*d2ui.Sprite
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slotSize int
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*d2util.Logger
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}
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// SlotToScreen translates slot coordinates to screen coordinates
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func (g *ItemGrid) SlotToScreen(slotX, slotY int) (screenX, screenY int) {
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screenX = g.originX + slotX*g.slotSize
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screenY = g.originY + slotY*g.slotSize
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return screenX, screenY
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}
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// ScreenToSlot translates screen coordinates to slot coordinates
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func (g *ItemGrid) ScreenToSlot(screenX, screenY int) (slotX, slotY int) {
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slotX = (screenX - g.originX) / g.slotSize
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slotY = (screenY - g.originY) / g.slotSize
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return slotX, slotY
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}
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// GetSlot returns the inventory item at a given slot (can return nil)
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func (g *ItemGrid) GetSlot(x, y int) InventoryItem {
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for _, item := range g.items {
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slotX, slotY := item.InventoryGridSlot()
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width, height := item.InventoryGridSize()
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if x >= slotX && x < slotX+width && y >= slotY && y < slotY+height {
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return item
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}
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}
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return nil
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}
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// ChangeEquippedSlot sets the item for an equipment slot
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func (g *ItemGrid) ChangeEquippedSlot(slot d2enum.EquippedSlot, item InventoryItem) {
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var curItem = g.equipmentSlots[slot]
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curItem.item = item
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g.equipmentSlots[slot] = curItem
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}
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// Add places a given set of items into the first available slots.
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// Returns a count of the number of items which could be inserted.
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func (g *ItemGrid) Add(items ...InventoryItem) (int, error) {
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added := 0
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var err error
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for _, item := range items {
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if g.add(item) {
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added++
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} else {
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err = errorInventoryFull
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break
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}
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}
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g.Load(items...)
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return added, err
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}
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func (g *ItemGrid) loadItem(item InventoryItem) {
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if _, exists := g.sprites[item.GetItemCode()]; !exists {
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var itemSprite *d2ui.Sprite
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imgPath := fmt.Sprintf(fmtFlippyFile, item.GetItemCode())
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itemSprite, err := g.uiManager.NewSprite(imgPath, d2resource.PaletteSky)
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if err != nil {
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g.Error("Failed to load sprite, error: " + err.Error())
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}
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g.sprites[item.GetItemCode()] = itemSprite
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}
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}
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// Load reads the inventory sprites for items into local cache for rendering.
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func (g *ItemGrid) Load(items ...InventoryItem) {
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for _, item := range items {
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g.loadItem(item)
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}
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for _, eq := range g.equipmentSlots {
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if eq.item != nil {
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g.loadItem(eq.item)
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}
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}
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}
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// Walk from top left to bottom right until a position large enough to hold the item is found.
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// This is inefficient but simplifies the storage. At most a hundred or so cells will be looped, so impact is minimal.
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func (g *ItemGrid) add(item InventoryItem) bool {
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for y := 0; y < g.height; y++ {
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for x := 0; x < g.width; x++ {
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if !g.canFit(x, y, item) {
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continue
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}
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g.set(x, y, item)
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return true
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}
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}
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return false
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}
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// canFit loops over all items to determine if any other items would overlap the given position.
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func (g *ItemGrid) canFit(x, y int, item InventoryItem) bool {
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insertWidth, insertHeight := item.InventoryGridSize()
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if x+insertWidth > g.width || y+insertHeight > g.height {
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return false
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}
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for _, compItem := range g.items {
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slotX, slotY := compItem.InventoryGridSlot()
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compWidth, compHeight := compItem.InventoryGridSize()
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if x+insertWidth >= slotX &&
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x < slotX+compWidth &&
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y+insertHeight >= slotY &&
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y < slotY+compHeight {
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return false
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}
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}
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return true
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}
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// Set an inventory item at the given grid coordinate
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func (g *ItemGrid) Set(x, y int, item InventoryItem) error {
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if !g.canFit(x, y, item) {
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return fmt.Errorf("can not set item (%s) to position (%v, %v)", item.GetItemCode(), x, y)
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}
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g.set(x, y, item)
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return nil
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}
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func (g *ItemGrid) set(x, y int, item InventoryItem) {
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item.SetInventoryGridSlot(x, y)
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g.items = append(g.items, item)
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g.Load(item)
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}
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// Remove does an in place filter to remove the element from the slice of items.
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func (g *ItemGrid) Remove(item InventoryItem) {
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n := 0
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for _, compItem := range g.items {
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if compItem == item {
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continue
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}
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g.items[n] = compItem
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n++
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}
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g.items = g.items[:n]
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}
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func (g *ItemGrid) renderItem(item InventoryItem, target d2interface.Surface, x, y int) {
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itemSprite := g.sprites[item.GetItemCode()]
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if itemSprite != nil {
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itemSprite.SetPosition(x, y)
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itemSprite.GetCurrentFrameSize()
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itemSprite.Render(target)
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}
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}
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// Render the item grid to the given surface
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func (g *ItemGrid) Render(target d2interface.Surface) {
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g.renderInventoryItems(target)
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g.renderEquippedItems(target)
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}
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func (g *ItemGrid) renderInventoryItems(target d2interface.Surface) {
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for _, item := range g.items {
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itemSprite := g.sprites[item.GetItemCode()]
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slotX, slotY := g.SlotToScreen(item.InventoryGridSlot())
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_, h := itemSprite.GetCurrentFrameSize()
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slotY += h
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g.renderItem(item, target, slotX, slotY)
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}
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}
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func (g *ItemGrid) renderEquippedItems(target d2interface.Surface) {
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for _, eq := range g.equipmentSlots {
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if eq.item == nil {
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continue
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}
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itemSprite := g.sprites[eq.item.GetItemCode()]
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itemWidth, itemHeight := itemSprite.GetCurrentFrameSize()
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// nolint:gomnd // 1/2 ov width
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x := eq.x + ((eq.width - itemWidth) / 2)
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// nolint:gomnd // 1/2 ov height
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y := eq.y - ((eq.height - itemHeight) / 2)
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g.renderItem(eq.item, target, x, y)
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}
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}
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