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OpenDiablo2/d2core/d2map/d2mapentity/player.go

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package d2mapentity
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import (
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"image/color"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2interface"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2data/d2datadict"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2enum"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2resource"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2asset"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2hero"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2inventory"
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"github.com/OpenDiablo2/OpenDiablo2/d2core/d2ui"
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)
type Player struct {
mapEntity
composite *d2asset.Composite
Equipment d2inventory.CharacterEquipment
Stats d2hero.HeroStatsState
Class d2enum.Hero
Id string
direction int
name string
nameLabel d2ui.Label
lastPathSize int
isInTown bool
animationMode string
isRunToggled bool
isRunning bool
isCasting bool
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}
// run speed should be walkspeed * 1.5, since in the original game it is 6 yards walk and 9 yards run.
var baseWalkSpeed = 6.0
var baseRunSpeed = 9.0
func CreatePlayer(id, name string, x, y int, direction int, heroType d2enum.Hero, stats d2hero.HeroStatsState, equipment d2inventory.CharacterEquipment) *Player {
object := &d2datadict.ObjectLookupRecord{
Mode: d2enum.AnimationModePlayerTownNeutral.String(),
Base: "/data/global/chars",
Token: heroType.GetToken(),
Class: equipment.RightHand.GetWeaponClass(),
SH: equipment.Shield.GetItemCode(),
// TODO: Offhand class?
HD: equipment.Head.GetArmorClass(),
TR: equipment.Torso.GetArmorClass(),
LG: equipment.Legs.GetArmorClass(),
RA: equipment.RightArm.GetArmorClass(),
LA: equipment.LeftArm.GetArmorClass(),
RH: equipment.RightHand.GetItemCode(),
LH: equipment.LeftHand.GetItemCode(),
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}
composite, err := d2asset.LoadComposite(object, d2resource.PaletteUnits)
if err != nil {
panic(err)
}
stats.NextLevelExp = d2datadict.GetExperienceBreakpoint(heroType, stats.Level)
stats.Stamina = stats.MaxStamina
result := &Player{
Id: id,
mapEntity: createMapEntity(x, y),
composite: composite,
Equipment: equipment,
Stats: stats,
direction: direction,
name: name,
Class: heroType,
nameLabel: d2ui.CreateLabel(d2resource.FontFormal11, d2resource.PaletteStatic),
isRunToggled: true,
isInTown: true,
isRunning: true,
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}
result.SetSpeed(baseRunSpeed)
result.mapEntity.directioner = result.rotate
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result.nameLabel.Alignment = d2ui.LabelAlignCenter
result.nameLabel.SetText(name)
result.nameLabel.Color = color.White
err = result.SetMode(d2enum.AnimationModePlayerTownNeutral.String(), equipment.RightHand.GetWeaponClass(), direction)
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if err != nil {
panic(err)
}
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return result
}
func (p *Player) SetIsInTown(isInTown bool) {
p.isInTown = isInTown
}
func (p *Player) ToggleRunWalk() {
p.isRunToggled = !p.isRunToggled
}
func (p *Player) IsRunToggled() bool {
return p.isRunToggled
}
func (p *Player) IsRunning() bool {
return p.isRunning
}
func (p *Player) SetIsRunning(isRunning bool) {
p.isRunning = isRunning
if isRunning {
p.SetSpeed(baseRunSpeed)
} else {
p.SetSpeed(baseWalkSpeed)
}
}
func (p Player) IsInTown() bool {
return p.isInTown
}
func (v *Player) Advance(tickTime float64) {
v.Step(tickTime)
if v.IsCasting() && v.composite.GetPlayedCount() >= 1 {
v.isCasting = false
v.SetAnimationMode(v.GetAnimationMode().String())
}
v.composite.Advance(tickTime)
if v.lastPathSize != len(v.path) {
v.lastPathSize = len(v.path)
}
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if v.composite.GetAnimationMode() != v.animationMode {
v.animationMode = v.composite.GetAnimationMode()
}
}
func (v *Player) Render(target d2interface.Surface) {
target.PushTranslation(
v.offsetX+int((v.subcellX-v.subcellY)*16),
v.offsetY+int(((v.subcellX+v.subcellY)*8)-5),
)
defer target.Pop()
v.composite.Render(target)
//v.nameLabel.X = v.offsetX
//v.nameLabel.Y = v.offsetY - 100
//v.nameLabel.Render(target)
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}
func (v *Player) SetMode(animationMode, weaponClass string, direction int) error {
v.composite.SetMode(animationMode, weaponClass, direction)
v.direction = direction
v.weaponClass = weaponClass
err := v.composite.SetMode(animationMode, weaponClass, direction)
if err != nil {
err = v.composite.SetMode(animationMode, "HTH", direction)
v.weaponClass = "HTH"
}
return err
}
func (v *Player) GetAnimationMode() d2enum.PlayerAnimationMode {
if v.IsRunning() && !v.IsAtTarget() {
return d2enum.AnimationModePlayerRun
}
if v.IsInTown() {
if !v.IsAtTarget() {
return d2enum.AnimationModePlayerTownWalk
}
return d2enum.AnimationModePlayerTownNeutral
}
if !v.IsAtTarget() {
return d2enum.AnimationModePlayerWalk
}
if v.IsCasting() {
return d2enum.AnimationModePlayerCast
}
return d2enum.AnimationModePlayerNeutral
}
func (v *Player) SetAnimationMode(animationMode string) error {
return v.composite.SetMode(animationMode, v.weaponClass, v.direction)
}
// rotate sets direction and changes animation
func (v *Player) rotate(direction int) {
newAnimationMode := v.GetAnimationMode().String()
if newAnimationMode != v.composite.GetAnimationMode() || direction != v.direction {
v.SetMode(newAnimationMode, v.weaponClass, direction)
}
}
func (v *Player) Name() string {
return v.name
}
func (v *Player) IsCasting() bool {
return v.isCasting
}
func (v *Player) SetCasting() {
v.isCasting = true
v.SetAnimationMode(d2enum.AnimationModePlayerCast.String())
}
func (v *Player) Selectable() bool {
// Players are selectable when in town
return v.IsInTown()
}