package d2mapentity import ( "github.com/OpenDiablo2/OpenDiablo2/d2common/d2interface" "github.com/OpenDiablo2/OpenDiablo2/d2common/d2data/d2datadict" "github.com/OpenDiablo2/OpenDiablo2/d2common/d2enum" "github.com/OpenDiablo2/OpenDiablo2/d2common/d2resource" "github.com/OpenDiablo2/OpenDiablo2/d2core/d2asset" "github.com/OpenDiablo2/OpenDiablo2/d2core/d2hero" "github.com/OpenDiablo2/OpenDiablo2/d2core/d2inventory" ) type Player struct { mapEntity composite *d2asset.Composite Equipment d2inventory.CharacterEquipment Stats d2hero.HeroStatsState Class d2enum.Hero Id string direction int name string // nameLabel d2ui.Label lastPathSize int isInTown bool animationMode string isRunToggled bool isRunning bool isCasting bool } // run speed should be walkspeed * 1.5, since in the original game it is 6 yards walk and 9 yards run. var baseWalkSpeed = 6.0 var baseRunSpeed = 9.0 func CreatePlayer(id, name string, x, y int, direction int, heroType d2enum.Hero, stats d2hero.HeroStatsState, equipment d2inventory.CharacterEquipment) *Player { object := &d2datadict.ObjectLookupRecord{ Mode: d2enum.AnimationModePlayerTownNeutral.String(), Base: "/data/global/chars", Token: heroType.GetToken(), Class: equipment.RightHand.GetWeaponClass(), SH: equipment.Shield.GetItemCode(), // TODO: Offhand class? HD: equipment.Head.GetArmorClass(), TR: equipment.Torso.GetArmorClass(), LG: equipment.Legs.GetArmorClass(), RA: equipment.RightArm.GetArmorClass(), LA: equipment.LeftArm.GetArmorClass(), RH: equipment.RightHand.GetItemCode(), LH: equipment.LeftHand.GetItemCode(), } composite, err := d2asset.LoadComposite(object, d2resource.PaletteUnits) if err != nil { panic(err) } stats.NextLevelExp = d2datadict.GetExperienceBreakpoint(heroType, stats.Level) stats.Stamina = stats.MaxStamina result := &Player{ Id: id, mapEntity: createMapEntity(x, y), composite: composite, Equipment: equipment, Stats: stats, direction: direction, name: name, Class: heroType, //nameLabel: d2ui.CreateLabel(d2resource.FontFormal11, d2resource.PaletteStatic), isRunToggled: true, isInTown: true, isRunning: true, } result.SetSpeed(baseRunSpeed) result.mapEntity.directioner = result.rotate //result.nameLabel.Alignment = d2ui.LabelAlignCenter //result.nameLabel.SetText(name) //result.nameLabel.Color = color.White err = result.SetMode(d2enum.AnimationModePlayerTownNeutral.String(), equipment.RightHand.GetWeaponClass(), direction) if err != nil { panic(err) } return result } func (p *Player) SetIsInTown(isInTown bool) { p.isInTown = isInTown } func (p *Player) ToggleRunWalk() { p.isRunToggled = !p.isRunToggled } func (p *Player) IsRunToggled() bool { return p.isRunToggled } func (p *Player) IsRunning() bool { return p.isRunning } func (p *Player) SetIsRunning(isRunning bool) { p.isRunning = isRunning if isRunning { p.SetSpeed(baseRunSpeed) } else { p.SetSpeed(baseWalkSpeed) } } func (p Player) IsInTown() bool { return p.isInTown } func (v *Player) Advance(tickTime float64) { v.Step(tickTime) if v.IsCasting() && v.composite.GetPlayedCount() >= 1 { v.isCasting = false v.SetAnimationMode(v.GetAnimationMode().String()) } v.composite.Advance(tickTime) if v.lastPathSize != len(v.path) { v.lastPathSize = len(v.path) } if v.composite.GetAnimationMode() != v.animationMode { v.animationMode = v.composite.GetAnimationMode() } } func (v *Player) Render(target d2interface.Surface) { target.PushTranslation( v.offsetX+int((v.subcellX-v.subcellY)*16), v.offsetY+int(((v.subcellX+v.subcellY)*8)-5), ) defer target.Pop() v.composite.Render(target) //v.nameLabel.X = v.offsetX //v.nameLabel.Y = v.offsetY - 100 //v.nameLabel.Render(target) } func (v *Player) SetMode(animationMode, weaponClass string, direction int) error { v.composite.SetMode(animationMode, weaponClass, direction) v.direction = direction v.weaponClass = weaponClass err := v.composite.SetMode(animationMode, weaponClass, direction) if err != nil { err = v.composite.SetMode(animationMode, "HTH", direction) v.weaponClass = "HTH" } return err } func (v *Player) GetAnimationMode() d2enum.PlayerAnimationMode { if v.IsRunning() && !v.IsAtTarget() { return d2enum.AnimationModePlayerRun } if v.IsInTown() { if !v.IsAtTarget() { return d2enum.AnimationModePlayerTownWalk } return d2enum.AnimationModePlayerTownNeutral } if !v.IsAtTarget() { return d2enum.AnimationModePlayerWalk } if v.IsCasting() { return d2enum.AnimationModePlayerCast } return d2enum.AnimationModePlayerNeutral } func (v *Player) SetAnimationMode(animationMode string) error { return v.composite.SetMode(animationMode, v.weaponClass, v.direction) } // rotate sets direction and changes animation func (v *Player) rotate(direction int) { newAnimationMode := v.GetAnimationMode().String() if newAnimationMode != v.composite.GetAnimationMode() || direction != v.direction { v.SetMode(newAnimationMode, v.weaponClass, direction) } } func (v *Player) Name() string { return v.name } func (v *Player) IsCasting() bool { return v.isCasting } func (v *Player) SetCasting() { v.isCasting = true v.SetAnimationMode(d2enum.AnimationModePlayerCast.String()) } func (v *Player) Selectable() bool { // Players are selectable when in town return v.IsInTown() }