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OpenDiablo2/d2core/d2map/hero.go

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package d2map
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import (
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2data/d2datadict"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2enum"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2resource"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2inventory"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2render"
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)
type Hero struct {
*AnimatedComposite
Equipment d2inventory.CharacterEquipment
mode d2enum.AnimationMode
direction int
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}
func CreateHero(x, y int, direction int, heroType d2enum.Hero, equipment d2inventory.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(),
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}
entity, err := CreateAnimatedComposite(x, y, object, d2resource.PaletteUnits)
if err != nil {
panic(err)
}
result := &Hero{
AnimatedComposite: entity,
Equipment: equipment,
mode: d2enum.AnimationModePlayerTownNeutral,
direction: direction,
}
result.SetMode(result.mode.String(), equipment.RightHand.WeaponClass(), direction)
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return result
}
func (v *Hero) Advance(tickTime float64) {
v.Step(tickTime)
v.AnimatedComposite.Advance(tickTime)
}
func (v *Hero) Render(target d2render.Surface) {
v.AnimatedComposite.Render(target)
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}
func (v *Hero) GetPosition() (float64, float64) {
return v.AnimatedComposite.GetPosition()
}