mirror of
https://github.com/OpenDiablo2/OpenDiablo2
synced 2024-11-19 10:56:07 -05:00
9e58b134e5
* Refactored animation mode enum * More d2enum changes * Refactored tile enum * Refactored weapon class enum * Refactored more enums * Refactored item event enum * Fixed init_functions animation mode * Removed string2enum from MonsterAnimationMode * Refactored ItemStatCost description * Last enum lint errors * Regenerated monster stringer file
52 lines
1.0 KiB
Go
52 lines
1.0 KiB
Go
package d2object
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import (
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"math/rand"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2enum"
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)
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// Finds an init function for the given object
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func initObject(ob *Object) bool {
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funcs := map[int]func(*Object){
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8: initTorch,
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14: initTorch,
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17: initWaypoint,
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34: initTorchRnd,
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}
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fun, ok := funcs[ob.objectRecord.InitFn]
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if !ok {
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return false
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}
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fun(ob)
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return true
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}
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// Initializes torch/brazier type objects
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func initTorch(ob *Object) {
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if ob.objectRecord.HasAnimationMode[d2enum.ObjectAnimationModeOpened] {
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ob.setMode(d2enum.ObjectAnimationModeOpened, 0, true)
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}
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}
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func initWaypoint(ob *Object) {
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// Turn these on unconditionally for now, they look nice :)
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if ob.objectRecord.HasAnimationMode[d2enum.ObjectAnimationModeOpened] {
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ob.setMode(d2enum.ObjectAnimationModeOpened, 0, true)
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}
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}
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// Randomly spawns in either NU or OP
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func initTorchRnd(ob *Object) {
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n := rand.Intn(2)
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if n > 0 {
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ob.setMode(d2enum.ObjectAnimationModeNeutral, 0, true)
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} else {
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ob.setMode(d2enum.ObjectAnimationModeOperating, 0, true)
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}
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}
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