1
1
mirror of https://github.com/OpenDiablo2/OpenDiablo2 synced 2024-09-29 14:45:58 -04:00
OpenDiablo2/d2game/d2player/inventory_grid.go
gravestench fc87b2be7a
Removing d2datadict singletons (#738)
* Remove weapons, armor, misc, itemCommon, itemTyps datadict singletons

- removed loader calls from d2app
- removed the HeroObjects singleton from `d2core/d2inventory`
- added an InventoryItemFactory in d2inventory
- package-level functions that use data records are now methods of the InventoryItemFactory
- renamed ItemGenerator in d2item to ItemFactory
- package-level functions that use records are now methods of ItemFactory
- d2map.MapEntityFactory now has an item factory instance for creating items
- fixed a bug in unique item record loader where it loaded an empty record
- added a PlayerStateFactory for creating a player state (uses the asset manager)
- updated the test inventory/equipment code in d2player to handle errors from the ItemFactory
- character select and character creation screens have a player state and inventory item factory
- updated item tests to use the item factory

* minor edit

* Removed d2datadict.Experience singleton

added a HeroStatsFactory, much like the other factories. The factory  gets an
asset manager reference in order to use data records.

* removed d2datadict.AutoMagic singleton

* removed d2datadict.AutoMap singleton

* removed d2datadict.BodyLocations singleton

* removed d2datadict.Books singleton

* Removed singletons for level records

- removed loader calls in d2app
- changed type references from d2datadict to d2records
- added a `MapGenerator` in d2mapgen which uses thew asset manager and map engine
- package-level map generation functions are now MapGenerator methods
- `d2datadict.GetLevelDetails(id int)` is now a method of the RecordManager

* remove SkillCalc and MissileCalc singletons

* Removed CharStats and ItemStatCost singletons

- added an ItemStatFactory which uses the asset manager to create stats
- package-level functions for stats in d2item are now StatFactory methods
- changed type references from d2datadict to d2records
- `d2player.GetAllPlayerStates` is now a method of the `PlayerStateFactory`

* Removed DkillDesc and Skills singletons from d2datadict

- removed loader calls from d2app
- diablo2stats.Stat instances are given a reference to the factory for doing record lookups

* update the stats test to use mock a asset manager and stat factory

* fixed diablo2stats tests and diablo2item tests

* removed CompCodes singleton from d2datadict

* remove cubemain singleton from d2datadict

* removed DifficultyLevels singleton from d2datadict

* removed ElemTypes singleton from d2datadict

* removed events.go loader from d2datadict (was unused)

* removed Gems singleton from d2datadict

* removed Hireling and Inventory singletons from d2datadict

* removed MagicPrefix and MagicSuffix singletons from d2datadict

* removed ItemRatios singleton from d2datadict

* removed Missiles singleton from d2datadict

* removed MonModes singleton

* Removed all monster and npc singletons from d2datadict

- MapStamp instances now get a reference to their factory for doing record lookups

* removed SoundEntry and SoundEnviron singletons from d2datadict
2020-09-20 17:52:01 -04:00

260 lines
6.4 KiB
Go

package d2player
import (
"errors"
"fmt"
"log"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2records"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2enum"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2interface"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2asset"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2ui"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2resource"
)
// images for 1x1 grid tile items (rings and stuff) are 28x28 pixel
// however, the grid cells are 29x29 pixels, this is for padding
// for each row in inventory, we need to account for this padding
const cellPadding = 1
type InventoryItem interface {
InventoryGridSize() (width int, height int)
GetItemCode() string
InventoryGridSlot() (x, y int)
SetInventoryGridSlot(x, y int)
GetItemDescription() []string
}
var errorInventoryFull = errors.New("inventory full")
// ItemGrid is a reusable grid for use with player and merchant inventory.
// Handles layout and rendering item icons based on code.
type ItemGrid struct {
asset *d2asset.AssetManager
uiManager *d2ui.UIManager
items []InventoryItem
equipmentSlots map[d2enum.EquippedSlot]EquipmentSlot
width int
height int
originX int
originY int
sprites map[string]*d2ui.Sprite
slotSize int
}
func NewItemGrid(asset *d2asset.AssetManager, ui *d2ui.UIManager,
record *d2records.InventoryRecord) *ItemGrid {
grid := record.Grid
return &ItemGrid{
asset: asset,
uiManager: ui,
width: grid.Box.Width,
height: grid.Box.Height,
originX: grid.Box.Left,
originY: grid.Box.Top + (grid.Rows * cellPadding),
slotSize: grid.CellWidth,
sprites: make(map[string]*d2ui.Sprite),
equipmentSlots: genEquipmentSlotsMap(record),
}
}
func (g *ItemGrid) SlotToScreen(slotX, slotY int) (screenX, screenY int) {
screenX = g.originX + slotX*g.slotSize
screenY = g.originY + slotY*g.slotSize
return screenX, screenY
}
func (g *ItemGrid) ScreenToSlot(screenX, screenY int) (slotX, slotY int) {
slotX = (screenX - g.originX) / g.slotSize
slotY = (screenY - g.originY) / g.slotSize
return slotX, slotY
}
func (g *ItemGrid) GetSlot(x, y int) InventoryItem {
for _, item := range g.items {
slotX, slotY := item.InventoryGridSlot()
width, height := item.InventoryGridSize()
if x >= slotX && x < slotX+width && y >= slotY && y < slotY+height {
return item
}
}
return nil
}
func (g *ItemGrid) ChangeEquippedSlot(slot d2enum.EquippedSlot, item InventoryItem) {
var curItem = g.equipmentSlots[slot]
curItem.item = item
g.equipmentSlots[slot] = curItem
}
// Add places a given set of items into the first available slots.
// Returns a count of the number of items which could be inserted.
func (g *ItemGrid) Add(items ...InventoryItem) (int, error) {
added := 0
var err error
for _, item := range items {
if g.add(item) {
added++
} else {
err = errorInventoryFull
break
}
}
g.Load(items...)
return added, err
}
func (g *ItemGrid) loadItem(item InventoryItem) {
if _, exists := g.sprites[item.GetItemCode()]; !exists {
var itemSprite *d2ui.Sprite
// TODO: Put the pattern into D2Shared
imgPath := fmt.Sprintf("/data/global/items/inv%s.dc6", item.GetItemCode())
itemSprite, err := g.uiManager.NewSprite(imgPath, d2resource.PaletteSky)
if err != nil {
log.Printf("Failed to load sprite, error: " + err.Error())
}
g.sprites[item.GetItemCode()] = itemSprite
}
}
// Load reads the inventory sprites for items into local cache for rendering.
func (g *ItemGrid) Load(items ...InventoryItem) {
for _, item := range items {
g.loadItem(item)
}
for _, eq := range g.equipmentSlots {
if eq.item != nil {
g.loadItem(eq.item)
}
}
}
// Walk from top left to bottom right until a position large enough to hold the item is found.
// This is inefficient but simplifies the storage. At most a hundred or so cells will be looped, so impact is minimal.
func (g *ItemGrid) add(item InventoryItem) bool {
for y := 0; y < g.height; y++ {
for x := 0; x < g.width; x++ {
if !g.canFit(x, y, item) {
continue
}
g.set(x, y, item)
return true
}
}
return false
}
// canFit loops over all items to determine if any other items would overlap the given position.
func (g *ItemGrid) canFit(x, y int, item InventoryItem) bool {
insertWidth, insertHeight := item.InventoryGridSize()
if x+insertWidth > g.width || y+insertHeight > g.height {
return false
}
for _, compItem := range g.items {
slotX, slotY := compItem.InventoryGridSlot()
compWidth, compHeight := compItem.InventoryGridSize()
if x+insertWidth >= slotX &&
x < slotX+compWidth &&
y+insertHeight >= slotY &&
y < slotY+compHeight {
return false
}
}
return true
}
func (g *ItemGrid) Set(x, y int, item InventoryItem) error {
if !g.canFit(x, y, item) {
return fmt.Errorf("can not set item (%s) to position (%v, %v)", item.GetItemCode(), x, y)
}
g.set(x, y, item)
return nil
}
func (g *ItemGrid) set(x, y int, item InventoryItem) {
item.SetInventoryGridSlot(x, y)
g.items = append(g.items, item)
g.Load(item)
}
// Remove does an in place filter to remove the element from the slice of items.
func (g *ItemGrid) Remove(item InventoryItem) {
n := 0
for _, compItem := range g.items {
if compItem == item {
continue
}
g.items[n] = compItem
n++
}
g.items = g.items[:n]
}
func (g *ItemGrid) renderItem(item InventoryItem, target d2interface.Surface, x, y int) {
itemSprite := g.sprites[item.GetItemCode()]
if itemSprite != nil {
itemSprite.SetPosition(x, y)
itemSprite.GetCurrentFrameSize()
_ = itemSprite.Render(target)
}
}
func (g *ItemGrid) Render(target d2interface.Surface) {
g.renderInventoryItems(target)
g.renderEquippedItems(target)
}
func (g *ItemGrid) renderInventoryItems(target d2interface.Surface) {
for _, item := range g.items {
itemSprite := g.sprites[item.GetItemCode()]
slotX, slotY := g.SlotToScreen(item.InventoryGridSlot())
_, h := itemSprite.GetCurrentFrameSize()
slotY += h
g.renderItem(item, target, slotX, slotY)
}
}
func (g *ItemGrid) renderEquippedItems(target d2interface.Surface) {
for _, eq := range g.equipmentSlots {
if eq.item == nil {
continue
}
itemSprite := g.sprites[eq.item.GetItemCode()]
itemWidth, itemHeight := itemSprite.GetCurrentFrameSize()
x := eq.x + ((eq.width - itemWidth) / 2)
y := eq.y - ((eq.height - itemHeight) / 2)
g.renderItem(eq.item, target, x, y)
}
}