OpenDiablo2/d2core/d2map/d2mapentity/d2mapentity.go

177 lines
5.1 KiB
Go

package d2mapentity
import (
"errors"
"fmt"
"github.com/OpenDiablo2/OpenDiablo2/d2common"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2data/d2datadict"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2enum"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2interface"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2resource"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2asset"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2hero"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2inventory"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2item/diablo2item"
)
// NewAnimatedEntity creates an instance of AnimatedEntity
func NewAnimatedEntity(x, y int, animation d2interface.Animation) *AnimatedEntity {
entity := &AnimatedEntity{
mapEntity: newMapEntity(x, y),
animation: animation,
}
entity.mapEntity.directioner = entity.rotate
return entity
}
// NewPlayer creates a new player entity and returns a pointer to it.
func NewPlayer(id, name string, x, y, direction int, heroType d2enum.Hero,
stats *d2hero.HeroStatsState, equipment *d2inventory.CharacterEquipment) *Player {
layerEquipment := &[d2enum.CompositeTypeMax]string{
d2enum.CompositeTypeHead: equipment.Head.GetArmorClass(),
d2enum.CompositeTypeTorso: equipment.Torso.GetArmorClass(),
d2enum.CompositeTypeLegs: equipment.Legs.GetArmorClass(),
d2enum.CompositeTypeRightArm: equipment.RightArm.GetArmorClass(),
d2enum.CompositeTypeLeftArm: equipment.LeftArm.GetArmorClass(),
d2enum.CompositeTypeRightHand: equipment.RightHand.GetItemCode(),
d2enum.CompositeTypeLeftHand: equipment.LeftHand.GetItemCode(),
d2enum.CompositeTypeShield: equipment.Shield.GetItemCode(),
}
composite, err := d2asset.LoadComposite(d2enum.ObjectTypePlayer, heroType.GetToken(),
d2resource.PaletteUnits)
if err != nil {
panic(err)
}
stats.NextLevelExp = d2datadict.GetExperienceBreakpoint(heroType, stats.Level)
stats.Stamina = stats.MaxStamina
result := &Player{
mapEntity: newMapEntity(x, y),
composite: composite,
Equipment: equipment,
Stats: stats,
name: name,
Class: heroType,
//nameLabel: d2ui.CreateLabel(d2resource.FontFormal11, d2resource.PaletteStatic),
isRunToggled: true,
isInTown: true,
isRunning: true,
}
result.mapEntity.uuid = id
result.SetSpeed(baseRunSpeed)
result.mapEntity.directioner = result.rotate
err = composite.SetMode(d2enum.PlayerAnimationModeTownNeutral, equipment.RightHand.GetWeaponClass())
if err != nil {
panic(err)
}
composite.SetDirection(direction)
if err := composite.Equip(layerEquipment); err != nil {
fmt.Printf("failed to equip, err: %v\n", err)
}
return result
}
// NewMissile creates a new Missile and initializes it's animation.
func NewMissile(x, y int, record *d2datadict.MissileRecord) (*Missile, error) {
animation, err := d2asset.LoadAnimation(
fmt.Sprintf("%s/%s.dcc", d2resource.MissileData, record.Animation.CelFileName),
d2resource.PaletteUnits,
)
if err != nil {
return nil, err
}
if record.Animation.HasSubLoop {
animation.SetSubLoop(record.Animation.SubStartingFrame, record.Animation.SubEndingFrame)
}
animation.SetEffect(d2enum.DrawEffectModulate)
animation.SetPlayLoop(record.Animation.LoopAnimation)
animation.PlayForward()
entity := NewAnimatedEntity(x, y, animation)
result := &Missile{
AnimatedEntity: entity,
record: record,
}
result.Speed = float64(record.Velocity)
return result, nil
}
// NewItem creates an item map entity
func NewItem(x, y int, codes ...string) (*Item, error) {
item := diablo2item.NewItem(codes...)
if item == nil {
return nil, errors.New(errInvalidItemCodes)
}
filename := item.CommonRecord().FlippyFile
filepath := fmt.Sprintf("%s/%s.DC6", d2resource.ItemGraphics, filename)
animation, err := d2asset.LoadAnimation(filepath, d2resource.PaletteUnits)
if err != nil {
return nil, err
}
animation.PlayForward()
animation.SetPlayLoop(false)
entity := NewAnimatedEntity(x*5, y*5, animation)
result := &Item{
AnimatedEntity: entity,
Item: item,
}
return result, nil
}
// NewNPC creates a new NPC and returns a pointer to it.
func NewNPC(x, y int, monstat *d2datadict.MonStatsRecord, direction int) (*NPC, error) {
result := &NPC{
mapEntity: newMapEntity(x, y),
HasPaths: false,
monstatRecord: monstat,
monstatEx: d2datadict.MonStats2[monstat.ExtraDataKey],
}
var equipment [16]string
for compType, opts := range result.monstatEx.EquipmentOptions {
equipment[compType] = selectEquip(opts)
}
composite, _ := d2asset.LoadComposite(d2enum.ObjectTypeCharacter, monstat.AnimationDirectoryToken,
d2resource.PaletteUnits)
result.composite = composite
if err := composite.SetMode(d2enum.MonsterAnimationModeNeutral,
result.monstatEx.BaseWeaponClass); err != nil {
return nil, err
}
if err := composite.Equip(&equipment); err != nil {
return nil, err
}
result.SetSpeed(float64(monstat.SpeedBase))
result.mapEntity.directioner = result.rotate
result.composite.SetDirection(direction)
if result.monstatRecord != nil && result.monstatRecord.IsInteractable {
result.name = d2common.TranslateString(result.monstatRecord.NameString)
}
return result, nil
}