OpenDiablo2/d2core/d2map/d2mapentity/npc.go

146 lines
3.5 KiB
Go

package d2mapentity
import (
"math/rand"
"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/d2asset"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2render"
)
type NPC struct {
mapEntity
composite *d2asset.Composite
action int
HasPaths bool
Paths []d2common.Path
path int
isDone bool
repetitions int
direction int
objectLookup *d2datadict.ObjectLookupRecord
}
func CreateNPC(x, y int, object *d2datadict.ObjectLookupRecord, direction int) *NPC {
composite, err := d2asset.LoadComposite(object, d2resource.PaletteUnits)
if err != nil {
panic(err)
}
result := &NPC{
mapEntity: createMapEntity(x, y),
composite: composite,
objectLookup: object,
HasPaths: false,
}
result.SetMode(object.Mode, object.Class, direction)
result.mapEntity.directioner = result.rotate
return result
}
func (v *NPC) Render(target d2render.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)
}
func (v *NPC) Path() d2common.Path {
return v.Paths[v.path]
}
func (v *NPC) NextPath() d2common.Path {
v.path++
if v.path == len(v.Paths) {
v.path = 0
}
return v.Paths[v.path]
}
func (v *NPC) SetPaths(paths []d2common.Path) {
v.Paths = paths
v.HasPaths = len(paths) > 0
v.isDone = true
}
func (v *NPC) Advance(tickTime float64) {
v.Step(tickTime)
v.composite.Advance(tickTime)
if v.HasPaths && v.wait() {
// If at the target, set target to the next path.
v.isDone = false
path := v.NextPath()
v.SetTarget(
float64(path.X),
float64(path.Y),
v.next,
)
v.action = path.Action
}
}
// If an npc has a path to pause at each location.
// Waits for animation to end and all repetitions to be exhausted.
func (v *NPC) wait() bool {
return v.isDone && v.composite.GetPlayedCount() > v.repetitions
}
func (v *NPC) next() {
v.isDone = true
v.repetitions = 3 + rand.Intn(5)
newAnimationMode := d2enum.AnimationModeMonsterNeutral
// TODO: Figure out what 1-3 are for, 4 is correct.
switch v.action {
case 1:
newAnimationMode = d2enum.AnimationModeMonsterNeutral
case 2:
newAnimationMode = d2enum.AnimationModeMonsterNeutral
case 3:
newAnimationMode = d2enum.AnimationModeMonsterNeutral
case 4:
newAnimationMode = d2enum.AnimationModeMonsterSkill1
v.repetitions = 0
default:
v.repetitions = 0
}
if v.composite.GetAnimationMode() != newAnimationMode.String() {
v.SetMode(newAnimationMode.String(), v.weaponClass, v.direction)
}
}
// rotate sets direction and changes animation
func (v *NPC) rotate(direction int) {
var newMode d2enum.MonsterAnimationMode
if !v.IsAtTarget() {
newMode = d2enum.AnimationModeMonsterWalk
} else {
newMode = d2enum.AnimationModeMonsterNeutral
}
if newMode.String() != v.composite.GetAnimationMode() || direction != v.direction {
v.SetMode(newMode.String(), v.weaponClass, direction)
}
}
// SetMode changes the graphical mode of this animated entity
func (v *NPC) SetMode(animationMode, weaponClass string, direction int) error {
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
}