mirror of
https://github.com/OpenDiablo2/OpenDiablo2
synced 2024-06-10 18:00:42 +00:00
ae6bfb839e
* fixed lint issues of the package d2core/d2inventory * fixed lint issues of the d2script package * fixed lint issues of the d2common/d2interface package * fixed lint issues of the d2common/d2resource package * fixed lint issues of the d2core/d2term package * fixed conflict errors
100 lines
2.8 KiB
Go
100 lines
2.8 KiB
Go
package d2inventory
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import (
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"log"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2data/d2datadict"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2enum"
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)
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// InventoryItemWeapon stores the info of an weapon item in the inventory
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type InventoryItemWeapon struct {
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InventorySizeX int `json:"inventorySizeX"`
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InventorySizeY int `json:"inventorySizeY"`
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InventorySlotX int `json:"inventorySlotX"`
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InventorySlotY int `json:"inventorySlotY"`
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ItemName string `json:"itemName"`
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ItemCode string `json:"itemCode"`
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WeaponClass string `json:"weaponClass"`
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WeaponClassOffHand string `json:"weaponClassOffHand"`
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}
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// GetWeaponItemByCode returns the weapon item for the given code
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func GetWeaponItemByCode(code string) *InventoryItemWeapon {
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// TODO: Non-normal codes will fail here...
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result := d2datadict.Weapons[code]
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if result == nil {
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log.Fatalf("Could not find weapon entry for code '%s'", code)
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}
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return &InventoryItemWeapon{
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InventorySizeX: result.InventoryWidth,
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InventorySizeY: result.InventoryHeight,
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ItemName: result.Name,
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ItemCode: result.Code,
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WeaponClass: result.WeaponClass,
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WeaponClassOffHand: result.WeaponClass2Hand,
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}
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}
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// GetWeaponClass returns the class of the weapon
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func (v *InventoryItemWeapon) GetWeaponClass() string {
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if v == nil || v.ItemCode == "" {
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return "hth"
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}
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return v.WeaponClass
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}
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// GetWeaponClassOffHand returns the class of the off hand weapon
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func (v *InventoryItemWeapon) GetWeaponClassOffHand() string {
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if v == nil || v.ItemCode == "" {
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return ""
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}
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return v.WeaponClassOffHand
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}
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// InventoryItemName returns the name of the weapon
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func (v *InventoryItemWeapon) InventoryItemName() string {
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if v == nil {
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return ""
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}
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return v.ItemName
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}
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// InventoryItemType returns the item type of the weapon
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func (v *InventoryItemWeapon) InventoryItemType() d2enum.InventoryItemType {
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return d2enum.InventoryItemTypeWeapon
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}
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// InventoryGridSize returns the grid size of the weapon
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func (v *InventoryItemWeapon) InventoryGridSize() (sizeX, sizeY int) {
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return v.InventorySizeX, v.InventorySizeY
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}
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// InventoryGridSlot returns the grid slot coordinates of the weapon
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func (v *InventoryItemWeapon) InventoryGridSlot() (slotX, slotY int) {
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return v.InventorySlotX, v.InventorySlotY
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}
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// SetInventoryGridSlot sets the InventorySlotX and InventorySlotY of the weapon with the given x and y values
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func (v *InventoryItemWeapon) SetInventoryGridSlot(x, y int) {
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v.InventorySlotX, v.InventorySlotY = x, y
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}
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// Serialize returns the weapon object as a byte array
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func (v *InventoryItemWeapon) Serialize() []byte {
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return []byte{}
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}
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// GetItemCode returns the item code of the weapon
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func (v *InventoryItemWeapon) GetItemCode() string {
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if v == nil {
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return ""
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}
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return v.ItemCode
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}
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