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https://github.com/OpenDiablo2/OpenDiablo2
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fc87b2be7a
* 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
246 lines
7.2 KiB
Go
246 lines
7.2 KiB
Go
package d2mapentity
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import (
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"fmt"
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"github.com/OpenDiablo2/OpenDiablo2/d2core/d2records"
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uuid "github.com/satori/go.uuid"
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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/d2fileformats/d2tbl"
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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/d2common/d2resource"
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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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"github.com/OpenDiablo2/OpenDiablo2/d2core/d2item/diablo2item"
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)
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// NewMapEntityFactory creates a MapEntityFactory instance with the given asset manager
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func NewMapEntityFactory(asset *d2asset.AssetManager) (*MapEntityFactory, error) {
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itemFactory, err := diablo2item.NewItemFactory(asset)
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if err != nil {
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return nil, err
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}
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stateFactory, err := d2hero.NewHeroStateFactory(asset)
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if err != nil {
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return nil, err
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}
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entityFactory := &MapEntityFactory{
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stateFactory,
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asset,
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itemFactory,
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}
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return entityFactory, nil
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}
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// MapEntityFactory creates map entities for the MapEngine
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type MapEntityFactory struct {
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*d2hero.HeroStateFactory
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asset *d2asset.AssetManager
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item *diablo2item.ItemFactory
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}
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// NewAnimatedEntity creates an instance of AnimatedEntity
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func NewAnimatedEntity(x, y int, animation d2interface.Animation) *AnimatedEntity {
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entity := &AnimatedEntity{
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mapEntity: newMapEntity(x, y),
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animation: animation,
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}
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entity.mapEntity.directioner = entity.rotate
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return entity
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}
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// NewPlayer creates a new player entity and returns a pointer to it.
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func (f *MapEntityFactory) NewPlayer(id, name string, x, y, direction int, heroType d2enum.Hero,
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stats *d2hero.HeroStatsState, skills map[int]*d2hero.HeroSkill, equipment *d2inventory.CharacterEquipment) *Player {
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layerEquipment := &[d2enum.CompositeTypeMax]string{
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d2enum.CompositeTypeHead: equipment.Head.GetArmorClass(),
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d2enum.CompositeTypeTorso: equipment.Torso.GetArmorClass(),
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d2enum.CompositeTypeLegs: equipment.Legs.GetArmorClass(),
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d2enum.CompositeTypeRightArm: equipment.RightArm.GetArmorClass(),
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d2enum.CompositeTypeLeftArm: equipment.LeftArm.GetArmorClass(),
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d2enum.CompositeTypeRightHand: equipment.RightHand.GetItemCode(),
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d2enum.CompositeTypeLeftHand: equipment.LeftHand.GetItemCode(),
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d2enum.CompositeTypeShield: equipment.Shield.GetItemCode(),
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}
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composite, err := f.asset.LoadComposite(d2enum.ObjectTypePlayer, heroType.GetToken(),
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d2resource.PaletteUnits)
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if err != nil {
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panic(err)
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}
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stats.NextLevelExp = f.asset.Records.GetExperienceBreakpoint(heroType, stats.Level)
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stats.Stamina = stats.MaxStamina
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defaultCharStats := f.asset.Records.Character.Stats[heroType]
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statsState := f.HeroStateFactory.CreateHeroStatsState(heroType, defaultCharStats)
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heroState, _ := f.CreateHeroState(name, heroType, statsState)
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attackSkillID := 0
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result := &Player{
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mapEntity: newMapEntity(x, y),
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composite: composite,
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Equipment: equipment,
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Stats: heroState.Stats,
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Skills: heroState.Skills,
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//TODO: active left & right skill should be loaded from save file instead
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LeftSkill: heroState.Skills[attackSkillID],
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RightSkill: heroState.Skills[attackSkillID],
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name: name,
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Class: heroType,
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//nameLabel: d2ui.NewLabel(d2resource.FontFormal11, d2resource.PaletteStatic),
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isRunToggled: true,
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isInTown: true,
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isRunning: true,
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}
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result.mapEntity.uuid = id
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result.SetSpeed(baseRunSpeed)
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result.mapEntity.directioner = result.rotate
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err = composite.SetMode(d2enum.PlayerAnimationModeTownNeutral, equipment.RightHand.GetWeaponClass())
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if err != nil {
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panic(err)
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}
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composite.SetDirection(direction)
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if err := composite.Equip(layerEquipment); err != nil {
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fmt.Printf("failed to equip, err: %v\n", err)
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}
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return result
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}
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// NewMissile creates a new Missile and initializes it's animation.
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func (f *MapEntityFactory) NewMissile(x, y int, record *d2records.MissileRecord) (*Missile, error) {
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animation, err := f.asset.LoadAnimation(
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fmt.Sprintf("%s/%s.dcc", d2resource.MissileData, record.Animation.CelFileName),
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d2resource.PaletteUnits,
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)
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if err != nil {
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return nil, err
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}
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if record.Animation.HasSubLoop {
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animation.SetSubLoop(record.Animation.SubStartingFrame, record.Animation.SubEndingFrame)
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}
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animation.SetEffect(d2enum.DrawEffectModulate)
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animation.SetPlayLoop(record.Animation.LoopAnimation)
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animation.PlayForward()
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entity := NewAnimatedEntity(x, y, animation)
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result := &Missile{
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AnimatedEntity: entity,
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record: record,
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}
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result.Speed = float64(record.Velocity)
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return result, nil
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}
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// NewItem creates an item map entity
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func (f *MapEntityFactory) NewItem(x, y int, codes ...string) (*Item, error) {
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item, err := f.item.NewItem(codes...)
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if err != nil {
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return nil, err
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}
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filename := item.CommonRecord().FlippyFile
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filepath := fmt.Sprintf("%s/%s.DC6", d2resource.ItemGraphics, filename)
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animation, err := f.asset.LoadAnimation(filepath, d2resource.PaletteUnits)
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if err != nil {
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return nil, err
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}
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animation.PlayForward()
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animation.SetPlayLoop(false)
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entity := NewAnimatedEntity(x*5, y*5, animation)
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result := &Item{
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AnimatedEntity: entity,
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Item: item,
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}
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return result, nil
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}
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// NewNPC creates a new NPC and returns a pointer to it.
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func (f *MapEntityFactory) NewNPC(x, y int, monstat *d2records.MonStatsRecord, direction int) (*NPC, error) {
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result := &NPC{
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mapEntity: newMapEntity(x, y),
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HasPaths: false,
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monstatRecord: monstat,
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monstatEx: f.asset.Records.Monster.Stats2[monstat.ExtraDataKey],
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}
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var equipment [16]string
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for compType, opts := range result.monstatEx.EquipmentOptions {
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equipment[compType] = selectEquip(opts)
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}
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composite, _ := f.asset.LoadComposite(d2enum.ObjectTypeCharacter, monstat.AnimationDirectoryToken,
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d2resource.PaletteUnits)
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result.composite = composite
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if err := composite.SetMode(d2enum.MonsterAnimationModeNeutral,
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result.monstatEx.BaseWeaponClass); err != nil {
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return nil, err
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}
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if err := composite.Equip(&equipment); err != nil {
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return nil, err
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}
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result.SetSpeed(float64(monstat.SpeedBase))
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result.mapEntity.directioner = result.rotate
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result.composite.SetDirection(direction)
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if result.monstatRecord != nil && result.monstatRecord.IsInteractable {
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result.name = d2tbl.TranslateString(result.monstatRecord.NameString)
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}
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return result, nil
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}
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// NewObject creates an instance of AnimatedComposite
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func (f *MapEntityFactory) NewObject(x, y int, objectRec *d2datadict.ObjectRecord,
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palettePath string) (*Object, error) {
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locX, locY := float64(x), float64(y)
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entity := &Object{
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uuid: uuid.NewV4().String(),
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objectRecord: objectRec,
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Position: d2vector.NewPosition(locX, locY),
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name: d2tbl.TranslateString(objectRec.Name),
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}
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objectType := &d2datadict.ObjectTypes[objectRec.Index]
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composite, err := f.asset.LoadComposite(d2enum.ObjectTypeItem, objectType.Token,
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palettePath)
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if err != nil {
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return nil, err
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}
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entity.composite = composite
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_ = entity.setMode(d2enum.ObjectAnimationModeNeutral, 0, false)
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_, _ = initObject(entity)
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return entity, nil
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}
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