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https://github.com/OpenDiablo2/OpenDiablo2
synced 2025-02-03 07:07:25 -05:00
d2ds1.FloorShadow is now private
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parent
09bbcf0b4d
commit
84d510fe16
@ -215,10 +215,10 @@ func TestDS1_SetTiles(t *testing.T) {
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ds1 := exampleDS1()
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exampleTile1 := Tile{
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Floors: []FloorShadow{
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Floors: []floorShadow{
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{0, 0, 2, 3, 4, 55, 33, true, 999},
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},
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Shadows: []FloorShadow{
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Shadows: []floorShadow{
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{2, 4, 5, 33, 6, 7, 0, false, 1024},
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},
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}
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@ -227,7 +227,7 @@ func TestDS1_SetTiles(t *testing.T) {
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Walls: []Wall{
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{2, 3, 4, 5, 3, 2, 3, 0, 33, 99},
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},
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Shadows: []FloorShadow{
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Shadows: []floorShadow{
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{2, 4, 5, 33, 6, 7, 0, false, 1024},
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},
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}
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@ -267,14 +267,14 @@ func TestDS1_SetTile(t *testing.T) {
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ds1 := exampleDS1()
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exampleTile := Tile{
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Floors: []FloorShadow{
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Floors: []floorShadow{
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{5, 8, 9, 4, 3, 4, 2, true, 1024},
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{8, 22, 7, 9, 6, 3, 0, false, 1024},
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},
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Walls: []Wall{
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{2, 3, 4, 5, 3, 2, 3, 0, 33, 99},
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},
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Shadows: []FloorShadow{
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Shadows: []floorShadow{
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{2, 44, 99, 2, 4, 3, 2, true, 933},
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},
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}
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@ -30,8 +30,7 @@ const (
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hiddenLength = 1
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)
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// FloorShadow represents a floor or shadow record in a DS1 file (they share a common struct).
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type FloorShadow struct {
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type floorShadow struct {
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Prop1 byte
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Sequence byte
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Unknown1 byte
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@ -43,11 +42,11 @@ type FloorShadow struct {
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YAdjust int
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}
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// Floor represents a floor record in a DS1 file. (it is just an alias of FloorShadow).
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type Floor = FloorShadow
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// Floor represents a floor record in a DS1 file. (it is just an alias of floorShadow).
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type Floor = floorShadow
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// Shadow represents a shadow record in a DS1 file. (it is just an alias of FloorShadow).
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type Shadow = FloorShadow
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// Shadow represents a shadow record in a DS1 file. (it is just an alias of floorShadow).
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type Shadow = floorShadow
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// Hidden returns if floor/shadow is hidden
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func (f *Floor) Hidden() bool {
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@ -284,7 +284,7 @@ func (g *MapGenerator) generateWilderness1Contents(rect d2geom.Rectangle) {
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for x := 0; x < rect.Width; x++ {
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tile := g.engine.Tile(rect.Left+x, rect.Top+y)
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tile.RegionType = d2enum.RegionIdType(levelDetails.LevelType)
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tile.Components.Floors = []d2ds1.FloorShadow{{Prop1: 1, Style: 0, Sequence: 0}} // wildernessGrass
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tile.Components.Floors = []d2ds1.Floor{{Prop1: 1, Style: 0, Sequence: 0}} // wildernessGrass
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tile.PrepareTile(x, y, g.engine)
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}
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}
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@ -393,7 +393,7 @@ func (mr *MapRenderer) renderTilePass3(tile *d2mapengine.MapTile, target d2inter
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}
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}
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func (mr *MapRenderer) renderFloor(tile d2ds1.FloorShadow, target d2interface.Surface) {
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func (mr *MapRenderer) renderFloor(tile d2ds1.Floor, target d2interface.Surface) {
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var img d2interface.Surface
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if !tile.Animated {
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img = mr.getImageCacheRecord(tile.Style, tile.Sequence, 0, tile.RandomIndex)
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@ -431,7 +431,7 @@ func (mr *MapRenderer) renderWall(tile d2ds1.Wall, viewport *Viewport, target d2
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target.Render(img)
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}
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func (mr *MapRenderer) renderShadow(tile d2ds1.FloorShadow, target d2interface.Surface) {
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func (mr *MapRenderer) renderShadow(tile d2ds1.Shadow, target d2interface.Surface) {
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img := mr.getImageCacheRecord(tile.Style, tile.Sequence, 13, tile.RandomIndex)
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if img == nil {
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mr.Warningf("Render called on uncached shadow {%v,%v}", tile.Style, tile.Sequence)
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@ -53,7 +53,7 @@ func (mr *MapRenderer) generateTileCache() {
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}
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}
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func (mr *MapRenderer) generateFloorCache(tile *d2ds1.FloorShadow) {
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func (mr *MapRenderer) generateFloorCache(tile *d2ds1.Floor) {
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tileOptions := mr.mapEngine.GetTiles(int(tile.Style), int(tile.Sequence), 0)
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var tileData []*d2dt1.Tile
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@ -110,7 +110,7 @@ func (mr *MapRenderer) generateFloorCache(tile *d2ds1.FloorShadow) {
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}
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}
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func (mr *MapRenderer) generateShadowCache(tile *d2ds1.FloorShadow) {
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func (mr *MapRenderer) generateShadowCache(tile *d2ds1.Shadow) {
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tileOptions := mr.mapEngine.GetTiles(int(tile.Style), int(tile.Sequence), d2enum.TileShadow)
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var tileData *d2dt1.Tile
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