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https://github.com/OpenDiablo2/OpenDiablo2
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bdfdeda67b
* WIP: Add support for missiles Break AnimatedEntity into two parts to support single and composite animations. Summon misssiles on right click. * Break animated entity down further Move npc only logic to npc struct, reduce duplication in map entities * Change a bunch of int32s to int
62 lines
1.7 KiB
Go
62 lines
1.7 KiB
Go
package d2map
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import (
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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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)
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type Hero struct {
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*AnimatedComposite
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Equipment d2inventory.CharacterEquipment
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mode d2enum.AnimationMode
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direction int
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}
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func CreateHero(x, y int, direction int, heroType d2enum.Hero, equipment d2inventory.CharacterEquipment) *Hero {
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object := &d2datadict.ObjectLookupRecord{
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Mode: d2enum.AnimationModePlayerNeutral.String(),
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Base: "/data/global/chars",
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Token: heroType.GetToken(),
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Class: equipment.RightHand.WeaponClass(),
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SH: equipment.Shield.ItemCode(),
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// TODO: Offhand class?
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HD: equipment.Head.ArmorClass(),
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TR: equipment.Torso.ArmorClass(),
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LG: equipment.Legs.ArmorClass(),
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RA: equipment.RightArm.ArmorClass(),
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LA: equipment.LeftArm.ArmorClass(),
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RH: equipment.RightHand.ItemCode(),
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LH: equipment.LeftHand.ItemCode(),
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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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result := &Hero{
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AnimatedComposite: entity,
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Equipment: equipment,
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mode: d2enum.AnimationModePlayerTownNeutral,
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direction: direction,
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}
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result.SetMode(result.mode.String(), equipment.RightHand.WeaponClass(), direction)
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return result
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}
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func (v *Hero) Advance(tickTime float64) {
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v.Step(tickTime)
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v.AnimatedComposite.Advance(tickTime)
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}
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func (v *Hero) Render(target d2render.Surface) {
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v.AnimatedComposite.Render(target)
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}
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func (v *Hero) GetPosition() (float64, float64) {
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return v.AnimatedComposite.GetPosition()
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}
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