package d2mapentity import ( "fmt" "github.com/OpenDiablo2/OpenDiablo2/d2common/d2data/d2datadict" "github.com/OpenDiablo2/OpenDiablo2/d2common/d2enum" "github.com/OpenDiablo2/OpenDiablo2/d2common/d2interface" "github.com/OpenDiablo2/OpenDiablo2/d2common/d2math/d2vector" "github.com/OpenDiablo2/OpenDiablo2/d2common/d2resource" "github.com/OpenDiablo2/OpenDiablo2/d2core/d2asset" "github.com/OpenDiablo2/OpenDiablo2/d2core/d2hero" "github.com/OpenDiablo2/OpenDiablo2/d2core/d2inventory" ) // Player is the player character entity. type Player struct { mapEntity ID string name string animationMode string composite *d2asset.Composite Equipment *d2inventory.CharacterEquipment Stats *d2hero.HeroStatsState Class d2enum.Hero lastPathSize int isInTown bool isRunToggled bool isRunning bool isCasting bool // nameLabel d2ui.Label } // run speed should be walkspeed * 1.5, since in the original game it is 6 yards walk and 9 yards run. const baseWalkSpeed = 6.0 const baseRunSpeed = 9.0 // CreatePlayer creates a new player entity and returns a pointer to it. func CreatePlayer(id, name string, x, y, direction int, heroType d2enum.Hero, stats *d2hero.HeroStatsState, equipment *d2inventory.CharacterEquipment) *Player { layerEquipment := &[d2enum.CompositeTypeMax]string{ d2enum.CompositeTypeHead: equipment.Head.GetArmorClass(), d2enum.CompositeTypeTorso: equipment.Torso.GetArmorClass(), d2enum.CompositeTypeLegs: equipment.Legs.GetArmorClass(), d2enum.CompositeTypeRightArm: equipment.RightArm.GetArmorClass(), d2enum.CompositeTypeLeftArm: equipment.LeftArm.GetArmorClass(), d2enum.CompositeTypeRightHand: equipment.RightHand.GetItemCode(), d2enum.CompositeTypeLeftHand: equipment.LeftHand.GetItemCode(), d2enum.CompositeTypeShield: equipment.Shield.GetItemCode(), } composite, err := d2asset.LoadComposite(d2enum.ObjectTypePlayer, heroType.GetToken(), d2resource.PaletteUnits) if err != nil { panic(err) } stats.NextLevelExp = d2datadict.GetExperienceBreakpoint(heroType, stats.Level) stats.Stamina = stats.MaxStamina result := &Player{ ID: id, mapEntity: newMapEntity(x, y), composite: composite, Equipment: equipment, Stats: stats, name: name, Class: heroType, //nameLabel: d2ui.CreateLabel(d2resource.FontFormal11, d2resource.PaletteStatic), isRunToggled: true, isInTown: true, isRunning: true, } result.SetSpeed(baseRunSpeed) result.mapEntity.directioner = result.rotate err = composite.SetMode(d2enum.PlayerAnimationModeTownNeutral, equipment.RightHand.GetWeaponClass()) if err != nil { panic(err) } composite.SetDirection(direction) if err := composite.Equip(layerEquipment); err != nil { fmt.Printf("failed to equip, err: %v\n", err) } return result } // SetIsInTown sets a flag indicating that the player is in town. func (p *Player) SetIsInTown(isInTown bool) { p.isInTown = isInTown } // ToggleRunWalk sets a flag indicating whether the player is running. func (p *Player) ToggleRunWalk() { p.isRunToggled = !p.isRunToggled } // IsRunToggled returns true if the UI button to toggle running is, // toggled i.e. not in it's default state. func (p *Player) IsRunToggled() bool { return p.isRunToggled } // IsRunning returns true if the player is currently func (p *Player) IsRunning() bool { return p.isRunning } // SetIsRunning alters the player speed and sets a flag indicating // that the player is running. func (p *Player) SetIsRunning(isRunning bool) { p.isRunning = isRunning if isRunning { p.SetSpeed(baseRunSpeed) } else { p.SetSpeed(baseWalkSpeed) } } // IsInTown returns true if the player is currently in town. func (p *Player) IsInTown() bool { return p.isInTown } // Advance is called once per frame and processes a // single game tick. func (p *Player) Advance(tickTime float64) { p.Step(tickTime) if p.IsCasting() && p.composite.GetPlayedCount() >= 1 { p.isCasting = false if err := p.SetAnimationMode(p.GetAnimationMode()); err != nil { fmt.Printf("failed to set animationMode to: %d, err: %v\n", p.GetAnimationMode(), err) } } if err := p.composite.Advance(tickTime); err != nil { fmt.Printf("failed to advance composite animation of player: %s, err: %v\n", p.ID, err) } if p.lastPathSize != len(p.path) { p.lastPathSize = len(p.path) } if p.composite.GetAnimationMode() != p.animationMode { p.animationMode = p.composite.GetAnimationMode() } } // Render renders the animated composite for this entity. func (p *Player) Render(target d2interface.Surface) { renderOffset := p.Position.RenderOffset() target.PushTranslation( int((renderOffset.X()-renderOffset.Y())*16), int(((renderOffset.X()+renderOffset.Y())*8)-5), ) defer target.Pop() if err := p.composite.Render(target); err != nil { fmt.Printf("failed to render the composite of player: %s, err: %v\n", p.ID, err) } } // GetAnimationMode returns the current animation mode based on what the player is doing and where they are. func (p *Player) GetAnimationMode() d2enum.PlayerAnimationMode { if p.IsRunning() && !p.atTarget() { return d2enum.PlayerAnimationModeRun } if p.IsInTown() { if !p.atTarget() { return d2enum.PlayerAnimationModeTownWalk } return d2enum.PlayerAnimationModeTownNeutral } if !p.atTarget() { return d2enum.PlayerAnimationModeWalk } if p.IsCasting() { return d2enum.PlayerAnimationModeCast } return d2enum.PlayerAnimationModeNeutral } // SetAnimationMode sets the Composite's animation mode weapon class and direction. func (p *Player) SetAnimationMode(animationMode d2enum.PlayerAnimationMode) error { return p.composite.SetMode(animationMode, p.composite.GetWeaponClass()) } // rotate sets direction and changes animation func (p *Player) rotate(direction int) { newAnimationMode := p.GetAnimationMode() if newAnimationMode.String() != p.composite.GetAnimationMode() { if err := p.composite.SetMode(newAnimationMode, p.composite.GetWeaponClass()); err != nil { fmt.Printf("failed to update animationMode of %s, err: %v\n", p.composite.GetWeaponClass(), err) } } if direction != p.composite.GetDirection() { p.composite.SetDirection(direction) } } // Name returns the player name. func (p *Player) Name() string { return p.name } // IsCasting returns true if func (p *Player) IsCasting() bool { return p.isCasting } // SetCasting sets a flag indicating the player is casting a skill and // sets the animation mode to the casting animation. func (p *Player) SetCasting() { p.isCasting = true if err := p.SetAnimationMode(d2enum.PlayerAnimationModeCast); err != nil { fmt.Printf("failed to set animationMode of player: %s to: %d, err: %v\n", p.ID, d2enum.PlayerAnimationModeCast, err) } } // Selectable returns true if the player is in town. func (p *Player) Selectable() bool { // Players are selectable when in town return p.IsInTown() } // GetPosition returns the entity's position func (p *Player) GetPosition() d2vector.Position { return p.mapEntity.Position } // GetVelocity returns the entity's velocity vector func (p *Player) GetVelocity() d2vector.Vector { return p.mapEntity.velocity }