mirror of
https://github.com/OpenDiablo2/OpenDiablo2
synced 2024-11-14 00:06:45 -05:00
2835ff4cf1
* Improve run/walk/neutral animation handling. Initial parsing of LevelDetail records. Support for holding mouse buttons. - Run/walk/neutral positions now map to a different animation mode(and speed) depending if in or out of town. - Run/walk toggle which can be activated/deactivated with R key. - Temporary(and incorrect) loading and mapping for LevelDetails records. - Zone change label which shows the level name from LevelDetailsRecord when the player enters a different zone. - Allow holding mouse left/right button to repeatedly generate an action. * Remove duplicate load of LevelDetails. Replace numbers in zone change logic with their corresponding RegionIdType * Move zone change check at the correct place Co-authored-by: Presiyan Ivanov <presiyan-ivanov@users.noreply.github.com>
131 lines
3.5 KiB
Go
131 lines
3.5 KiB
Go
package d2mapentity
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import (
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"image/color"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2data/d2datadict"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2enum"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2resource"
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"github.com/OpenDiablo2/OpenDiablo2/d2core/d2inventory"
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"github.com/OpenDiablo2/OpenDiablo2/d2core/d2render"
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"github.com/OpenDiablo2/OpenDiablo2/d2core/d2ui"
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)
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type Player struct {
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*AnimatedComposite
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Equipment d2inventory.CharacterEquipment
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Id string
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direction int
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Name string
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nameLabel d2ui.Label
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lastPathSize int
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isInTown bool
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animationMode string
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isRunToggled bool
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isRunning bool
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}
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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.
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var baseWalkSpeed = 6.0
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var baseRunSpeed = 9.0
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func CreatePlayer(id, name string, x, y int, direction int, heroType d2enum.Hero, equipment d2inventory.CharacterEquipment) *Player {
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object := &d2datadict.ObjectLookupRecord{
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Mode: d2enum.AnimationModePlayerTownNeutral.String(),
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Base: "/data/global/chars",
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Token: heroType.GetToken(),
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Class: equipment.RightHand.GetWeaponClass(),
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SH: equipment.Shield.GetItemCode(),
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// TODO: Offhand class?
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HD: equipment.Head.GetArmorClass(),
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TR: equipment.Torso.GetArmorClass(),
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LG: equipment.Legs.GetArmorClass(),
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RA: equipment.RightArm.GetArmorClass(),
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LA: equipment.LeftArm.GetArmorClass(),
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RH: equipment.RightHand.GetItemCode(),
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LH: equipment.LeftHand.GetItemCode(),
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}
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entity, err := CreateAnimatedComposite(x, y, object, d2resource.PaletteUnits)
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if err != nil {
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panic(err)
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}
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entity.SetSpeed(baseRunSpeed)
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result := &Player{
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Id: id,
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AnimatedComposite: entity,
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Equipment: equipment,
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direction: direction,
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Name: name,
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nameLabel: d2ui.CreateLabel(d2resource.FontFormal11, d2resource.PaletteStatic),
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isRunToggled: true,
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isInTown: true,
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isRunning: true,
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}
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result.nameLabel.Alignment = d2ui.LabelAlignCenter
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result.nameLabel.SetText(name)
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result.nameLabel.Color = color.White
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result.SetPlayer(result)
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err = result.SetMode(d2enum.AnimationModePlayerTownNeutral.String(), equipment.RightHand.GetWeaponClass(), direction)
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if err != nil {
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panic(err)
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}
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return result
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}
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func (p *Player) SetIsInTown(isInTown bool) {
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p.isInTown = isInTown
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}
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func (p *Player) ToggleRunWalk() {
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p.isRunToggled = !p.isRunToggled
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}
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func (p *Player) IsRunToggled() bool {
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return p.isRunToggled
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}
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func (p *Player) IsRunning() bool {
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return p.isRunning
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}
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func (p *Player) SetIsRunning(isRunning bool) {
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p.isRunning = isRunning
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if isRunning {
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p.SetSpeed(baseRunSpeed)
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} else {
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p.SetSpeed(baseWalkSpeed)
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}
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}
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func (p Player) IsInTown() bool {
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return p.isInTown
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}
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func (v *Player) Advance(tickTime float64) {
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v.Step(tickTime)
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v.AnimatedComposite.Advance(tickTime)
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if v.lastPathSize != len(v.path) {
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v.lastPathSize = len(v.path)
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}
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if v.AnimatedComposite.composite.GetAnimationMode() != v.animationMode {
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v.animationMode = v.AnimatedComposite.composite.GetAnimationMode()
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}
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}
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func (v *Player) Render(target d2render.Surface) {
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v.AnimatedComposite.Render(target)
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offX := v.AnimatedComposite.offsetX + int((v.AnimatedComposite.subcellX-v.AnimatedComposite.subcellY)*16)
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offY := v.AnimatedComposite.offsetY + int(((v.AnimatedComposite.subcellX+v.AnimatedComposite.subcellY)*8)-5)
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v.nameLabel.X = offX
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v.nameLabel.Y = offY - 100
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v.nameLabel.Render(target)
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}
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func (v *Player) GetPosition() (float64, float64) {
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return v.AnimatedComposite.GetPosition()
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}
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