mirror of
https://github.com/OpenDiablo2/OpenDiablo2
synced 2024-09-20 02:05:55 -04:00
78ecc3557e
* wip d2items system and item properties * added loader for TreasureClassEx.txt * wip item spawn from treasure class records * wip items * add call to init item equivalencies, remove treasure class test from d2app * made item affix records global var a map of affix codes to the records * changed how item to item common record equivalency is determined * changed set items records export to a map of their codes to the records, grouped property params into a struct * changed property parameter field from calcstring to string * fixed bug in stat value clone * adding equipper interface as part of stat context, eventually to be used to resolve set bonus (among other things) * made the item interface simpler, only needs name and description methods * adding equipper interface, for anything that will equip or have active items * handle case where min and max are swapped, removed commented code * added property/stat resolution for magic, rare, set, and unique items * adding item generator which can roll for items using treasure class records * fixed item equivalency func being called in the wrong spot * added item spawning - added packet type for spawning items - added client/server handlers for SpawnItem packets - added map entity for items - added simpler item provider function in diablo2item package - added debug terminal command for spawning items
57 lines
1.1 KiB
Go
57 lines
1.1 KiB
Go
package d2mapentity
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import (
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"errors"
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"fmt"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2math/d2vector"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2resource"
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"github.com/OpenDiablo2/OpenDiablo2/d2core/d2asset"
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"github.com/OpenDiablo2/OpenDiablo2/d2core/d2item/diablo2item"
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)
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const (
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errInvalidItemCodes = "invalid item codes supplied"
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)
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type Item struct {
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*AnimatedEntity
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Item *diablo2item.Item
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}
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func (i *Item) GetPosition() d2vector.Position {
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return i.AnimatedEntity.Position
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}
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func (i *Item) GetVelocity() d2vector.Vector {
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return i.AnimatedEntity.velocity
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}
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func CreateItem(x, y int, codes ...string) (*Item, error) {
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item := diablo2item.NewItem(codes...)
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if item == nil {
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return nil, errors.New(errInvalidItemCodes)
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}
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animation, err := d2asset.LoadAnimation(
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fmt.Sprintf("%s/%s.DC6", d2resource.ItemGraphics, item.CommonRecord().FlippyFile),
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d2resource.PaletteUnits,
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)
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if err != nil {
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return nil, err
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}
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animation.PlayForward()
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animation.SetPlayLoop(false)
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entity := CreateAnimatedEntity(x*5, y*5, animation)
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result := &Item{
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AnimatedEntity: entity,
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Item: item,
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}
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return result, nil
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}
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