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mirror of https://github.com/OpenDiablo2/OpenDiablo2 synced 2024-11-10 14:26:15 -05:00
OpenDiablo2/d2core/d2hero/hero.go
Tim Sarbin 2461142fbd
Minor changes to project layout (#276)
* Minor changes to reduce interdependencies on modules.
2020-01-31 23:18:11 -05:00

62 lines
1.9 KiB
Go

package d2hero
import (
"github.com/OpenDiablo2/OpenDiablo2/d2common"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2data/d2datadict"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2enum"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2resource"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2assetmanager"
)
type Hero struct {
AnimatedEntity *d2assetmanager.AnimatedEntity
Equipment CharacterEquipment
mode d2enum.AnimationMode
direction int
}
func CreateHero(x, y int32, direction int, heroType d2enum.Hero, equipment CharacterEquipment) *Hero {
object := &d2datadict.ObjectLookupRecord{
Mode: d2enum.AnimationModePlayerNeutral.String(),
Base: "/data/global/chars",
Token: heroType.GetToken(),
Class: equipment.RightHand.WeaponClass(),
SH: equipment.Shield.ItemCode(),
// TODO: Offhand class?
HD: equipment.Head.ArmorClass(),
TR: equipment.Torso.ArmorClass(),
LG: equipment.Legs.ArmorClass(),
RA: equipment.RightArm.ArmorClass(),
LA: equipment.LeftArm.ArmorClass(),
RH: equipment.RightHand.ItemCode(),
LH: equipment.LeftHand.ItemCode(),
}
entity, err := d2assetmanager.CreateAnimatedEntity(x, y, object, d2resource.PaletteUnits)
if err != nil {
panic(err)
}
result := &Hero{AnimatedEntity: entity, Equipment: equipment, mode: d2enum.AnimationModePlayerTownNeutral, direction: direction}
result.AnimatedEntity.SetMode(result.mode.String(), equipment.RightHand.WeaponClass(), direction)
return result
}
func (v *Hero) Advance(tickTime float64) {
// TODO: Pathfinding
if v.AnimatedEntity.LocationX != v.AnimatedEntity.TargetX ||
v.AnimatedEntity.LocationY != v.AnimatedEntity.TargetY {
v.AnimatedEntity.Step(tickTime)
}
v.AnimatedEntity.Advance(tickTime)
}
func (v *Hero) Render(target d2common.Surface) {
v.AnimatedEntity.Render(target)
}
func (v *Hero) GetPosition() (float64, float64) {
return v.AnimatedEntity.GetPosition()
}