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mirror of https://github.com/OpenDiablo2/OpenDiablo2 synced 2024-11-10 06:16:27 -05:00
Commit Graph

851 Commits

Author SHA1 Message Date
Ziemas
e2e8a303c2
Use our own DrawEffects enum for draw effects (#564)
* Add PushEffect, handle effects in renderer

* Set effects instead of blend

* Stop using PushCompositeMode, use PushEffect

* Remove remaining composite mode things
2020-07-08 21:57:35 -04:00
Intyre
a10a53be26
Renamed EquippedSlot enum (#563) 2020-07-08 19:08:07 -04:00
Ziemas
1ad3c72211
Standardize indexed color to RGBA conversion to one function (#562)
* Common function for indexed color to rgba

* Use ImgIndexToRGBA when decoding tiles

* Pass DrawEffect down to animation
2020-07-08 17:46:45 -04:00
Maxime Lavigne (malavv)
f18ede6e66
Removing Clone of Font() since all material is sharable, Fixes #515 (#561)
* Removing Clone of Font() since all material is sharable, Fixes #515

* Removed Clone() from the Font interface, as deep copies are not needed.
2020-07-08 11:25:40 -04:00
Gürkan Kaymak
d1f499fb79
lint fixes for the d2common package (#558) 2020-07-08 09:16:56 -04:00
Intyre
db5e844aac
Removed Configuration interface (#560) 2020-07-08 09:16:16 -04:00
Maxime Lavigne (malavv)
f7e0912f5f
Fixing D2GUI based event propagation with d2input. #531 (#559)
d2input made the move to immutable events. (ex. MouseMove) but
d2gui was using "local events" for its recursive layouts. Meaning
when entering a sub-layout, the original event was modified to have
the cursor relative to the x, and y of the parent layout.

After tossing ideas with Grav, we considered (1) making events modifiable,
(2) having an event constructor, (3) changing sub-Layout to use screen layout.

We choose (3), and this is the relevant commit.
2020-07-08 09:15:20 -04:00
Ziemas
38213e749a
Some slight DC6 cleanup (#557) 2020-07-08 09:14:09 -04:00
Maxime Lavigne (malavv)
0a78a1adcc
Centralized usage of Fonts to fix cache #515 (#556)
The split between d2ui and d2asset Font version caused incorrect caching between the two. After looking at d2interface.Font, I saw the d2asset was the most recent and more tightly and cleanly packaged.

I therefore removed the old d2ui.Font and embedded the d2asset version in the d2ui.Label and d2ui.Button.

Looking at the code of d2ui, it would be logical to completly swap it for their d2gui version. But at least for the moment, the d2ui.Button as more functionality since it embeds a Label (instead of a font), and this label now has multiline horizontal alignement.
2020-07-07 20:16:22 -04:00
Ziemas
252e6c6c23
Clean up monstats2 (#555) 2020-07-07 15:04:18 -04:00
Gürkan Kaymak
76862b756c
cleaned globals of the d2render/ebiten package (#554) 2020-07-07 08:57:40 -04:00
Intyre
04c7ff543a
d2datadict reading changes (#553)
* Read excel files with csv.Reader

* Read LvlWarp from txt file

* Fix lint issues in d2datadict

* changed ID back to Id
2020-07-07 08:56:31 -04:00
Ziemas
af0fb11a54
Apply NPC speed from monsats (#551) 2020-07-06 21:32:39 -04:00
dk
60e6fcb7ac
moving enumerations out of d2interface (#552)
* moved filter constants back to d2enum

* moving key and mouse button enums into d2enum

* moving render type enum into d2enum

* moving input even priority enums into d2enum

* moving terminal enums into d2enum
2020-07-06 21:26:08 -04:00
Gürkan Kaymak
473a0b3b19
Remaining lint fixes for the d2gamescreen package (#550)
* lint fixes for the game.go

* lint fixes for the gui_testing.go

* lint fixes for the blizzard_intro.go, map_engine_testing.go and select_hero_class.go

* added package comment for the d2gamescreen package

* fixes after merge
2020-07-06 20:13:55 -04:00
Ziemas
5212270c44
Split up DCC/DC6 animation implementations, decode directions on demand (#548)
* Split DCC and decode direction on demand

* Clean up

* More cleanup

* Make dc6 animation it's own type

* Make base animation private

* Also decode DC6 directions on demand
2020-07-06 20:13:06 -04:00
Ziemas
e473dc2cc5
Apply some more object animation settings (#549)
* Init torches with random start mode

* Apply more object animation settings

Also add ability to start object animation on random frame
2020-07-06 20:12:53 -04:00
dk
321a353461
Font manager abstraction (#545)
* abstracted palettes, colors, and palette manager

* make asset manager use the palette manager interface

* added BGRA setter/getter, fixed lint errors

* abstraction for animation and animation manager

* abstracted font and font manager
2020-07-05 15:56:48 -04:00
dk
c1a88c9cf7
Animation manager abstraction (#544)
* abstracted palettes, colors, and palette manager

* make asset manager use the palette manager interface

* added BGRA setter/getter, fixed lint errors

* abstraction for animation and animation manager
2020-07-05 13:01:44 -04:00
dk
8809fb2c22
Made abstractiong for the file manager (#542)
I realized that the file manager is actually managing file access
to the archives, but it's doing so through the archive manager.

I've renamed it, it's now called ArchivedFileManager because that
is really what it is.
2020-07-05 00:00:00 -04:00
dk
0a72ccaf16
Abstraction for archives and archive manager (#541)
* archive abstraction

* archive manager abstraction

* fixinglint errors

* archive abstraction

* archive manager abstraction

* fixinglint errors
2020-07-04 22:37:13 -04:00
danhale-git
07d90e9681
Position struct for managing world coordinates (#540)
* Fixed nil pointer in Copy()

* Position added

Added Floor() and String() methods to Vector.

Also added Position which declares an embedded Vector2 and returns various forms of it.

* Position tests improved
2020-07-04 19:25:53 -04:00
danhale-git
853ad7ae64
Cardinal vectors (#539)
* Comments and newlines in vector.go

* Added cardinal direction functions.

* Moved vector.go into d2vector.
2020-07-04 08:02:47 -04:00
dk
cf35285b48
abstracted d2config to an interface (still have a singleton, though) (#538) 2020-07-04 00:49:16 -04:00
Ziemas
3757ff1ac5
New package d2object, first object initFun (#537)
* Move MapEntity to d2interface

* New package d2object, first object initFun

Moves objects out to their own package and implements the very first
init function, torches/braziers now gets their animation mode set at creation.

* Apply name again

* Turn on waypoints
2020-07-04 00:48:31 -04:00
Ziemas
6269726316
Composite work (#536)
* Quit using ObjectLookupRecord in composite

* Unexport SetMode in map entities

* Get rid of weaponClass from MapEntity

* Pass ObjectType to composite instead of string

* Use layer weaponclass from cof

* Manage more stuff directly in composite

* Explicitly index when picking equipment
2020-07-03 22:52:50 -04:00
dk
4c3ff12cba
abstracted cache to an interface (#535) 2020-07-03 21:23:44 -04:00
dk
de116e8367
moving package comments into doc.go files (#534) 2020-07-03 18:33:46 -04:00
dk
18003a8543
fixed lint errors in d2astar (#533)
* fixed lint errors in d2astar

* Update astar.go
2020-07-03 18:33:14 -04:00
dk
62b8a610c0
D2input abstraction (#532)
* abstract d2input manager/service/events/keys/buttons to interface

* abstract d2input manager/service/events/keys/buttons to interface

* fixing lint error
2020-07-03 15:09:16 -04:00
Tim Sarbin
5bfec3ccb0 Removed render singleton. Updated refs. 2020-07-03 14:00:56 -04:00
Ziemas
7ce01ab694
Create objects by passing the object record to CreateObject (#530)
* Create object by Objects.txt entry

Get graphics token from objectType

* Unexport some unused ObjectRecord stuff.
2020-07-03 10:38:22 -04:00
dk
ec0bddc01e
bugfix for issue #528 (#529) 2020-07-03 03:03:44 -04:00
dk
48bde64a7e
vector implementation with big.Float (#527) 2020-07-03 02:26:59 -04:00
Ziemas
e21e39e227
Fix d2datadict.Objects index (#525) 2020-07-02 21:55:10 -04:00
Intyre
5b9a0fe5bc
Fixes #523, unbind the escapeMenu when game is unloaded (#524) 2020-07-02 20:03:15 -04:00
danhale-git
6367929688
Tidy remote_client_connection.go and resolve lint warnings (#522)
* Added automap.go stub

* Fixed bad error handling

* Handle header error from io.Copy()

* d2client.ClientConnection renamed to ServerConnection

Having two interfaces named ClientConnection in adjacent packages was a point of confusion for me. Renamed the client ClientConnection to ServerConnection since clients connect to servers and servers to clients.

* Fix lint warnings in remote_client_connection.go

* Tidying and lint warnings in remote_client_connection.go

* Switch statement in remote_client_connection.go now has matching blocks.

* RemoteClientConnection.serverListener refactor.

The switch statement is still repetitive but now it's separate. I think we would need generics to make it smaller.

* Receiver name change from l to r.

* Comments and other adjustments.

* Old commits

* Fixed bad error handling

* Cleaned up remote_client_connection.go

* SendPacketToClient removed.
2020-07-02 16:29:28 -04:00
Gürkan Kaymak
9c2b1dccaf
Lint fixes for the d2game/d2gamescreen (#516)
* more lint fixes for the d2core/d2term

* lint fixes for the escape_menu.go

* fixed lint issues of credits screen

* more lint fixes for the d2gamescreen

* lint fixes for the main menu of d2game/d2gamescreen package

* lint fixes for the main menu and map engine testing of d2game/d2gamescreen package

* more lint fixes for the main menu of d2game/d2gamescreen package

* lint fixes for the character select screen of d2game/d2gamescreen package
2020-07-02 13:55:43 -04:00
Intyre
8e2c7d1f38
Check and start profiler first (#520) 2020-07-01 19:24:09 -04:00
David Carrell
c8ec4c018e
first pass at resolving linting issues in d2asset (#518) 2020-07-01 14:09:18 -04:00
Maxime Lavigne (malavv)
973e969002
Working on d2input.go for #487 (#514)
d2input/ is now clear of lint.
2020-07-01 14:03:40 -04:00
Ziemas
0272b593fb
Cof direction lookup (#517)
Generated these based on the d2dcc direction lookup hopefully they're
correct (they seem to be at least)
2020-07-01 14:02:47 -04:00
Natureknight
04ed9466f4
fixed linting issues in d2screen and d2render (#487) (#512) 2020-07-01 08:59:24 -04:00
thetogi
5b26624cb8
lint updates for /d2astar (#507) 2020-07-01 00:13:25 -04:00
Maxime Lavigne (malavv)
0f9e846834
Fixes #509, Creates a Allocation Rate Debug Metric. (#510)
In order to be stable, it needs to collect many samples. Hence, I use a Ring to always know what was the Total Allocation 100 frames before.
2020-07-01 00:10:15 -04:00
Ziemas
fa20b9ee51
Spawn monster by monstat record (#508)
* DS1 reader no longer looks up objects

* Start of enteties managing their own equipment

* stringer and string2enum CompositeType

String2enum

* Use CompositeType stringer to simplify composite

* Finally fix GetDelimitedList

And lint issues

* NPC selects random equipment
2020-07-01 00:06:06 -04:00
danhale-git
c27fb572bc
D2networking resolve lint issues (#497)
* Added automap.go stub

* Handle errors in original AutoMap.txt file

* Completed AutoMapRecord struct and comments

* AutoMap loader implemented

* Update from base repo

* Comments added to d2netpacket and d2netpackettype.

Note, the Overview for d2netpacket is in net_packet.go. It could be placed in a doc.go file but net_packet.go seemed appropriate in this case.

* Comments added to d2server

* client_connection.go missed from previous commit

* Comments added to d2client

* Doc.go added to d2networking and other corrections

* Unused parameter present to satisfy interface, named it '_'

* Unhandled errors and other issues resolved in d2networking.

This commit adds simple error reporting and creates a lot of mess. I will be doing one more pass to tidy things up a bit before I move on.

* Commented out continue on RemoteClientConnection error and implemented stringer in message type

* NetPacketType.String uses map instead of switch.

* Map moved into String method
2020-06-30 20:01:51 -04:00
Gürkan Kaymak
ae6bfb839e
Lint fixes for the following packages (#505)
* 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
2020-06-30 17:04:41 -04:00
Maxime Lavigne (malavv)
d15221c21c
d2hero is *nearly* lint free #487. (#506)
Only lint left are meaningful TODOs.

I also defaulted the level and exp parameters as if we were to handle non-default state, we would need much more information. It might be worth creating another function at that point.
2020-06-30 17:03:20 -04:00
Maxime Lavigne (malavv)
3990df3bac
Fixes #496 and improves memory consumption on render of game_controls (#501)
* Fixes #496 using ebiten.SubImage to Render Section of a Surface.

I had to add matching functions to both animation and sprite to get it to be called
for a sprite object.

* Fixed linter warning on comments for Sprite and Animation.

* Removing what's remaining of the old Sprite re-generation and caching.
2020-06-30 12:43:13 -04:00