mirror of
https://github.com/OpenDiablo2/OpenDiablo2
synced 2024-09-05 19:14:14 -04:00
* Switched to json formatted characters * Added infrastructure for networking * Minor updates. * more updates for map engine/rendering * More map engine changes and fixes
84 lines
2.1 KiB
Go
84 lines
2.1 KiB
Go
package d2inventory
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import (
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"log"
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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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)
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type InventoryItemWeapon struct {
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InventorySizeX int `json:"inventorySizeX"`
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InventorySizeY int `json:"inventorySizeY"`
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InventorySlotX int `json:"inventorySlotX"`
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InventorySlotY int `json:"inventorySlotY"`
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ItemName string `json:"itemName"`
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ItemCode string `json:"itemCode"`
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WeaponClass string `json:"weaponClass"`
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WeaponClassOffHand string `json:"weaponClassOffHand"`
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}
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func GetWeaponItemByCode(code string) *InventoryItemWeapon {
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// TODO: Non-normal codes will fail here...
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result := d2datadict.Weapons[code]
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if result == nil {
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log.Fatalf("Could not find weapon entry for code '%s'", code)
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}
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return &InventoryItemWeapon{
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InventorySizeX: result.InventoryWidth,
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InventorySizeY: result.InventoryHeight,
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ItemName: result.Name,
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ItemCode: result.Code,
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WeaponClass: result.WeaponClass,
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WeaponClassOffHand: result.WeaponClass2Hand,
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}
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}
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func (v *InventoryItemWeapon) GetWeaponClass() string {
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if v == nil || v.ItemCode == "" {
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return "hth"
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}
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return v.WeaponClass
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}
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func (v *InventoryItemWeapon) GetWeaponClassOffHand() string {
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if v == nil || v.ItemCode == "" {
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return ""
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}
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return v.WeaponClassOffHand
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}
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func (v *InventoryItemWeapon) InventoryItemName() string {
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if v == nil {
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return ""
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}
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return v.ItemName
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}
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func (v *InventoryItemWeapon) InventoryItemType() d2enum.InventoryItemType {
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return d2enum.InventoryItemTypeWeapon
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}
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func (v *InventoryItemWeapon) InventoryGridSize() (int, int) {
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return v.InventorySizeX, v.InventorySizeY
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}
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func (v *InventoryItemWeapon) InventoryGridSlot() (int, int) {
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return v.InventorySlotX, v.InventorySlotY
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}
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func (v *InventoryItemWeapon) SetInventoryGridSlot(x int, y int) {
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v.InventorySlotX, v.InventorySlotY = x, y
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}
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func (v *InventoryItemWeapon) Serialize() []byte {
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return []byte{}
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}
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func (v *InventoryItemWeapon) GetItemCode() string {
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if v == nil {
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return ""
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}
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return v.ItemCode
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}
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