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https://github.com/OpenDiablo2/OpenDiablo2
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* Remove weapons, armor, misc, itemCommon, itemTyps datadict singletons - removed loader calls from d2app - removed the HeroObjects singleton from `d2core/d2inventory` - added an InventoryItemFactory in d2inventory - package-level functions that use data records are now methods of the InventoryItemFactory - renamed ItemGenerator in d2item to ItemFactory - package-level functions that use records are now methods of ItemFactory - d2map.MapEntityFactory now has an item factory instance for creating items - fixed a bug in unique item record loader where it loaded an empty record - added a PlayerStateFactory for creating a player state (uses the asset manager) - updated the test inventory/equipment code in d2player to handle errors from the ItemFactory - character select and character creation screens have a player state and inventory item factory - updated item tests to use the item factory * minor edit * Removed d2datadict.Experience singleton added a HeroStatsFactory, much like the other factories. The factory gets an asset manager reference in order to use data records. * removed d2datadict.AutoMagic singleton * removed d2datadict.AutoMap singleton * removed d2datadict.BodyLocations singleton * removed d2datadict.Books singleton * Removed singletons for level records - removed loader calls in d2app - changed type references from d2datadict to d2records - added a `MapGenerator` in d2mapgen which uses thew asset manager and map engine - package-level map generation functions are now MapGenerator methods - `d2datadict.GetLevelDetails(id int)` is now a method of the RecordManager * remove SkillCalc and MissileCalc singletons * Removed CharStats and ItemStatCost singletons - added an ItemStatFactory which uses the asset manager to create stats - package-level functions for stats in d2item are now StatFactory methods - changed type references from d2datadict to d2records - `d2player.GetAllPlayerStates` is now a method of the `PlayerStateFactory` * Removed DkillDesc and Skills singletons from d2datadict - removed loader calls from d2app - diablo2stats.Stat instances are given a reference to the factory for doing record lookups * update the stats test to use mock a asset manager and stat factory * fixed diablo2stats tests and diablo2item tests * removed CompCodes singleton from d2datadict * remove cubemain singleton from d2datadict * removed DifficultyLevels singleton from d2datadict * removed ElemTypes singleton from d2datadict * removed events.go loader from d2datadict (was unused) * removed Gems singleton from d2datadict * removed Hireling and Inventory singletons from d2datadict * removed MagicPrefix and MagicSuffix singletons from d2datadict * removed ItemRatios singleton from d2datadict * removed Missiles singleton from d2datadict * removed MonModes singleton * Removed all monster and npc singletons from d2datadict - MapStamp instances now get a reference to their factory for doing record lookups * removed SoundEntry and SoundEnviron singletons from d2datadict
221 lines
6.0 KiB
Go
221 lines
6.0 KiB
Go
package d2mapentity
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import (
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"fmt"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2enum"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2interface"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2math/d2vector"
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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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)
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// Player is the player character entity.
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type Player struct {
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mapEntity
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name string
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animationMode string
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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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Skills map[int]*d2hero.HeroSkill
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LeftSkill *d2hero.HeroSkill
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RightSkill *d2hero.HeroSkill
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Class d2enum.Hero
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lastPathSize int
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isInTown bool
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isRunToggled bool
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isRunning bool
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isCasting bool
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onFinishedCasting func()
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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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const baseWalkSpeed = 6.0
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const baseRunSpeed = 9.0
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// ID returns the Player uuid
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func (p *Player) ID() string {
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return p.mapEntity.uuid
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}
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// SetIsInTown sets a flag indicating that the player is in town.
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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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// ToggleRunWalk sets a flag indicating whether the player is running.
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func (p *Player) ToggleRunWalk() {
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p.isRunToggled = !p.isRunToggled
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}
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// IsRunToggled returns true if the UI button to toggle running is,
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// toggled i.e. not in it's default state.
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func (p *Player) IsRunToggled() bool {
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return p.isRunToggled
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}
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// IsRunning returns true if the player is currently
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func (p *Player) IsRunning() bool {
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return p.isRunning
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}
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// SetIsRunning alters the player speed and sets a flag indicating
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// that the player is running.
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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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// IsInTown returns true if the player is currently in town.
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func (p *Player) IsInTown() bool {
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return p.isInTown
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}
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// Advance is called once per frame and processes a
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// single game tick.
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func (p *Player) Advance(tickTime float64) {
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p.Step(tickTime)
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if p.IsCasting() && p.composite.GetPlayedCount() >= 1 {
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p.isCasting = false
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if p.onFinishedCasting != nil {
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p.onFinishedCasting()
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p.onFinishedCasting = nil
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}
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if err := p.SetAnimationMode(p.GetAnimationMode()); err != nil {
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fmt.Printf("failed to set animationMode to: %d, err: %v\n", p.GetAnimationMode(), err)
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}
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}
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if err := p.composite.Advance(tickTime); err != nil {
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fmt.Printf("failed to advance composite animation of player: %s, err: %v\n", p.ID(), err)
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}
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if p.lastPathSize != len(p.path) {
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p.lastPathSize = len(p.path)
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}
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if p.composite.GetAnimationMode() != p.animationMode {
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p.animationMode = p.composite.GetAnimationMode()
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}
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}
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// Render renders the animated composite for this entity.
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func (p *Player) Render(target d2interface.Surface) {
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renderOffset := p.Position.RenderOffset()
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target.PushTranslation(
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int((renderOffset.X()-renderOffset.Y())*16),
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int(((renderOffset.X()+renderOffset.Y())*8)-5),
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)
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defer target.Pop()
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if err := p.composite.Render(target); err != nil {
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fmt.Printf("failed to render the composite of player: %s, err: %v\n", p.ID(), err)
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}
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}
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// GetAnimationMode returns the current animation mode based on what the player is doing and where they are.
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func (p *Player) GetAnimationMode() d2enum.PlayerAnimationMode {
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if p.IsRunning() && !p.atTarget() {
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return d2enum.PlayerAnimationModeRun
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}
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if p.IsInTown() {
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if !p.atTarget() {
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return d2enum.PlayerAnimationModeTownWalk
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}
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return d2enum.PlayerAnimationModeTownNeutral
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}
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if !p.atTarget() {
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return d2enum.PlayerAnimationModeWalk
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}
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if p.IsCasting() {
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return d2enum.PlayerAnimationModeCast
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}
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return d2enum.PlayerAnimationModeNeutral
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}
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// SetAnimationMode sets the Composite's animation mode weapon class and direction.
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func (p *Player) SetAnimationMode(animationMode d2enum.PlayerAnimationMode) error {
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return p.composite.SetMode(animationMode, p.composite.GetWeaponClass())
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}
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// rotate sets direction and changes animation
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func (p *Player) rotate(direction int) {
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newAnimationMode := p.GetAnimationMode()
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if newAnimationMode.String() != p.composite.GetAnimationMode() {
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if err := p.composite.SetMode(newAnimationMode, p.composite.GetWeaponClass()); err != nil {
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fmt.Printf("failed to update animationMode of %s, err: %v\n", p.composite.GetWeaponClass(), err)
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}
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}
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if direction != p.composite.GetDirection() {
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p.composite.SetDirection(direction)
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}
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}
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// SetDirection will rotate the player and change the animation
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func (p *Player) SetDirection(direction int) {
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p.rotate(direction)
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}
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// Name returns the player name.
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func (p *Player) Name() string {
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return p.name
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}
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// IsCasting returns true if
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func (p *Player) IsCasting() bool {
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return p.isCasting
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}
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// StartCasting sets a flag indicating the player is casting a skill and
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// sets the animation mode to the casting animation.
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func (p *Player) StartCasting(onFinishedCasting func()) {
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p.isCasting = true
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p.onFinishedCasting = onFinishedCasting
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if err := p.SetAnimationMode(d2enum.PlayerAnimationModeCast); err != nil {
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fmtStr := "failed to set animationMode of player: %s to: %d, err: %v\n"
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fmt.Printf(fmtStr, p.ID(), d2enum.PlayerAnimationModeCast, err)
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}
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}
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// Selectable returns true if the player is in town.
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func (p *Player) Selectable() bool {
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// Players are selectable when in town
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return p.IsInTown()
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}
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// GetPosition returns the entity's position
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func (p *Player) GetPosition() d2vector.Position {
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return p.mapEntity.Position
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}
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// GetVelocity returns the entity's velocity vector
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func (p *Player) GetVelocity() d2vector.Vector {
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return p.mapEntity.velocity
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}
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// GetSize returns the current frame size
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func (p *Player) GetSize() (width, height int) {
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width, height = p.composite.GetSize()
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// hack: we need to get full size of composite animations, currently only gets legs
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height = (height * 2) - (height / 2)
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return width, height
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}
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