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OpenDiablo2/d2core/d2map/npc.go

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package d2map
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import (
"github.com/OpenDiablo2/OpenDiablo2/d2common"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2data/d2datadict"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2resource"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2render"
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)
type NPC struct {
AnimatedEntity *AnimatedEntity
HasPaths bool
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Paths []d2common.Path
path int
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}
func CreateNPC(x, y int32, object *d2datadict.ObjectLookupRecord, direction int) *NPC {
entity, err := CreateAnimatedEntity(x, y, object, d2resource.PaletteUnits)
if err != nil {
panic(err)
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}
result := &NPC{AnimatedEntity: entity, HasPaths: false}
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result.AnimatedEntity.SetMode(object.Mode, object.Class, direction)
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return result
}
func (v *NPC) Path() d2common.Path {
return v.Paths[v.path]
}
func (v *NPC) NextPath() d2common.Path {
v.path++
if v.path == len(v.Paths) {
v.path = 0
}
return v.Paths[v.path]
}
func (v *NPC) SetPaths(paths []d2common.Path) {
v.Paths = paths
v.HasPaths = len(paths) > 0
}
func (v *NPC) Render(target d2render.Surface) {
v.AnimatedEntity.Render(target)
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}
func (v *NPC) GetPosition() (float64, float64) {
return v.AnimatedEntity.GetPosition()
}
func (v *NPC) Advance(tickTime float64) {
if v.HasPaths &&
v.AnimatedEntity.LocationX == v.AnimatedEntity.TargetX &&
v.AnimatedEntity.LocationY == v.AnimatedEntity.TargetY &&
v.AnimatedEntity.Wait() {
// If at the target, set target to the next path.
path := v.NextPath()
v.AnimatedEntity.SetTarget(
float64(path.X),
float64(path.Y),
path.Action,
)
}
if v.AnimatedEntity.LocationX != v.AnimatedEntity.TargetX ||
v.AnimatedEntity.LocationY != v.AnimatedEntity.TargetY {
v.AnimatedEntity.Step(tickTime)
}
v.AnimatedEntity.Advance(tickTime)
}