mirror of
https://github.com/OpenDiablo2/OpenDiablo2
synced 2024-11-05 09:47:18 -05:00
443fea069d
* (Try to) Render inventory based on initial equipment for each hero type
108 lines
4.0 KiB
C#
108 lines
4.0 KiB
C#
/* OpenDiablo 2 - An open source re-implementation of Diablo 2 in C#
|
|
*
|
|
* This program is free software: you can redistribute it and/or modify
|
|
* it under the terms of the GNU General Public License as published by
|
|
* the Free Software Foundation, either version 3 of the License, or
|
|
* (at your option) any later version.
|
|
*
|
|
* This program is distributed in the hope that it will be useful,
|
|
* but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
|
* GNU General Public License for more details.
|
|
*
|
|
* You should have received a copy of the GNU General Public License
|
|
* along with this program. If not, see <https://www.gnu.org/licenses/>.
|
|
*/
|
|
|
|
using System;
|
|
using System.Collections.Generic;
|
|
using System.IO;
|
|
using System.Text;
|
|
using OpenDiablo2.Common.Enums;
|
|
using OpenDiablo2.Common.Models.Mobs;
|
|
|
|
namespace OpenDiablo2.Common.Models
|
|
{
|
|
public sealed class PlayerInfo
|
|
{
|
|
public Guid UID { get; set; }
|
|
public string Name { get; set; }
|
|
public eHero Hero { get; set; }
|
|
public eWeaponClass WeaponClass { get; set; }
|
|
public eArmorType ArmorType { get; set; }
|
|
public eMobMode MobMode { get; set; }
|
|
public PlayerLocationDetails LocationDetails { get; set; }
|
|
public string ShieldCode { get; set; }
|
|
public string WeaponCode { get; set; }
|
|
|
|
public byte[] GetBytes()
|
|
{
|
|
using (var stream = new MemoryStream())
|
|
using (var writer = new BinaryWriter(stream))
|
|
{
|
|
writer.Write((byte)Hero);
|
|
writer.Write((byte)WeaponClass);
|
|
writer.Write((byte)ArmorType);
|
|
writer.Write((byte)MobMode);
|
|
writer.Write(Name);
|
|
writer.Write(ShieldCode != null ? ShieldCode : "");
|
|
writer.Write(WeaponCode != null ? WeaponCode : "");
|
|
writer.Write(LocationDetails.GetBytes());
|
|
writer.Write(UID.ToByteArray());
|
|
|
|
return stream.ToArray();
|
|
}
|
|
}
|
|
|
|
public static PlayerInfo FromBytes(byte[] data, int offset = 0)
|
|
{
|
|
using (var stream = new MemoryStream(data))
|
|
using (var reader = new BinaryReader(stream))
|
|
{
|
|
reader.ReadBytes(offset); // Skip
|
|
|
|
var result = new PlayerInfo
|
|
{
|
|
Hero = (eHero)reader.ReadByte(),
|
|
WeaponClass = (eWeaponClass)reader.ReadByte(),
|
|
ArmorType = (eArmorType)reader.ReadByte(),
|
|
MobMode = (eMobMode)reader.ReadByte(),
|
|
Name = reader.ReadString(),
|
|
ShieldCode = reader.ReadString(),
|
|
WeaponCode = reader.ReadString(),
|
|
LocationDetails = PlayerLocationDetails.FromBytes(reader.ReadBytes(PlayerLocationDetails.SizeInBytes)),
|
|
UID = new Guid(reader.ReadBytes(16))
|
|
};
|
|
|
|
return result;
|
|
}
|
|
}
|
|
|
|
public int SizeInBytes => 8 + Encoding.UTF8.GetByteCount(Name) + PlayerLocationDetails.SizeInBytes + 16;
|
|
}
|
|
|
|
|
|
public static class PlayerInfoExtensions
|
|
{
|
|
// Map the player state to a PlayerInfo network package object.
|
|
public static PlayerInfo ToPlayerInfo(this PlayerState source)
|
|
=> new PlayerInfo
|
|
{
|
|
UID = source.UID,
|
|
Hero = source.HeroType,
|
|
LocationDetails = new PlayerLocationDetails
|
|
{
|
|
PlayerId = source.Id,
|
|
PlayerX = source.GetPosition().X,
|
|
PlayerY = source.GetPosition().Y,
|
|
},
|
|
Name = source.Name,
|
|
WeaponClass = source.WeaponClass,
|
|
ArmorType = source.ArmorType,
|
|
MobMode = source.MobMode,
|
|
ShieldCode = source.ShieldCode,
|
|
WeaponCode = source.WeaponCode
|
|
};
|
|
}
|
|
}
|