mirror of
https://github.com/OpenDiablo2/OpenDiablo2
synced 2024-11-14 00:06:45 -05:00
55dc3e42ed
* adding comments to d2interface for linter * moved d2render renderer interfaces and types into d2interface
216 lines
5.4 KiB
Go
216 lines
5.4 KiB
Go
package d2mapentity
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import (
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"image/color"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2interface"
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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/d2asset"
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"github.com/OpenDiablo2/OpenDiablo2/d2core/d2hero"
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"github.com/OpenDiablo2/OpenDiablo2/d2core/d2inventory"
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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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mapEntity
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composite *d2asset.Composite
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Equipment d2inventory.CharacterEquipment
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Stats d2hero.HeroStatsState
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Class d2enum.Hero
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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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isCasting 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, stats d2hero.HeroStatsState, 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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composite, err := d2asset.LoadComposite(object, d2resource.PaletteUnits)
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if err != nil {
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panic(err)
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}
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stats.NextLevelExp = d2datadict.GetExperienceBreakpoint(heroType, stats.Level)
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stats.Stamina = stats.MaxStamina
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result := &Player{
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Id: id,
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mapEntity: createMapEntity(x, y),
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composite: composite,
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Equipment: equipment,
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Stats: stats,
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direction: direction,
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name: name,
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Class: heroType,
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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.SetSpeed(baseRunSpeed)
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result.mapEntity.directioner = result.rotate
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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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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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if v.IsCasting() && v.composite.GetPlayedCount() >= 1 {
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v.isCasting = false
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v.SetAnimationMode(v.GetAnimationMode().String())
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}
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v.composite.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.composite.GetAnimationMode() != v.animationMode {
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v.animationMode = v.composite.GetAnimationMode()
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}
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}
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func (v *Player) Render(target d2interface.Surface) {
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target.PushTranslation(
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v.offsetX+int((v.subcellX-v.subcellY)*16),
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v.offsetY+int(((v.subcellX+v.subcellY)*8)-5),
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)
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defer target.Pop()
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v.composite.Render(target)
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//v.nameLabel.X = v.offsetX
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//v.nameLabel.Y = v.offsetY - 100
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//v.nameLabel.Render(target)
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}
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func (v *Player) SetMode(animationMode, weaponClass string, direction int) error {
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v.composite.SetMode(animationMode, weaponClass, direction)
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v.direction = direction
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v.weaponClass = weaponClass
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err := v.composite.SetMode(animationMode, weaponClass, direction)
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if err != nil {
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err = v.composite.SetMode(animationMode, "HTH", direction)
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v.weaponClass = "HTH"
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}
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return err
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}
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func (v *Player) GetAnimationMode() d2enum.PlayerAnimationMode {
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if v.IsRunning() && !v.IsAtTarget() {
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return d2enum.AnimationModePlayerRun
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}
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if v.IsInTown() {
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if !v.IsAtTarget() {
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return d2enum.AnimationModePlayerTownWalk
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}
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return d2enum.AnimationModePlayerTownNeutral
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}
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if !v.IsAtTarget() {
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return d2enum.AnimationModePlayerWalk
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}
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if v.IsCasting() {
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return d2enum.AnimationModePlayerCast
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}
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return d2enum.AnimationModePlayerNeutral
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}
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func (v *Player) SetAnimationMode(animationMode string) error {
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return v.composite.SetMode(animationMode, v.weaponClass, v.direction)
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}
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// rotate sets direction and changes animation
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func (v *Player) rotate(direction int) {
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newAnimationMode := v.GetAnimationMode().String()
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if newAnimationMode != v.composite.GetAnimationMode() || direction != v.direction {
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v.SetMode(newAnimationMode, v.weaponClass, direction)
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}
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}
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func (v *Player) Name() string {
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return v.name
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}
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func (v *Player) IsCasting() bool {
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return v.isCasting
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}
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func (v *Player) SetCasting() {
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v.isCasting = true
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v.SetAnimationMode(d2enum.AnimationModePlayerCast.String())
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}
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func (v *Player) Selectable() bool {
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// Players are selectable when in town
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return v.IsInTown()
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}
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