* Prevent player movement and casting if current spell cast is not finished yet
* Properly format the fields of Player struct
Co-authored-by: Presiyan Ivanov <presiyan-ivanov@users.noreply.github.com>
* adding debug printing boxes for entity bounds
* minor edits
- adding `spawnmon` command. currently does not have a netpacket, just for debug
- adding `GetSize` method to map entities for getting frame bounds (for debug printing)
* bug fix
* added highlight to animated entity
* moving provider functions for item, missile, npc, player into package export file d2mapentity.go
* changed `Create` to `New` in map entity provider functions
* add item highlight on hover
* add Name method to item entity
* entity debug rendering, with command
needed to add getter method to MapEntity interface, so that's the reasoning for changing objects/npcs/player/etc
this currently brings allocs/s up to 10 (you can check by running `fps` command, se we need to look into d2debugutils and how it handles drawing text
* reverting velocity copy, broke the map entity tests. debug display wont show velocity currently.
* adding velocity debug
* Reorganize MapEngine
This is already turning into a mess...
* Map engine selects tile index to use
Still very ugly
* Fix subtile flag combination
* Prepare randomly generated base tiles
* Restore collision viewer
* Movement works again, searches for straight paths
Paths are now d2vector slices
* Fix LOS calculation
* Fix test (I think)
* Unnecessary constructor assignments removed.
* Position implemented in d2common.Path
* Position implemented in mapEntity.Step.
* Position implemented in d2common.PathTile.
* Initial test and benchmark for mapEntity.Step().
* Removed `&& !m.hasPath()` from mapEntity.atTarget
* Direction is now updated when the path node changes mid-step and target is updated when path is set.
* Test improvements.
* Deleted old benchmark function and tidying.
* d2math.Abs added.
* Abs benchmark and optimisation.
* Negate and Distance benchmark.
* Length and SetLength benchmark.
* Lerp and Dot benchmark.
* Cross and Normalize benchmark.
* Angle and SignedAngle benchmark.
* Trivial change to Vector.Abs()
* Fixed NaN on normalize 0 vector.
* Tentative implementation in getStepLength.
* mapEntity.TileX/Y removed.
* Fixed Position and Target not being initialised in createMapEntity.
* mapEntity.Position is no longer embedded.
* mapEntity.LocationX/Y no longer used outside map_entity.go.
* mapEntity.subCellX/Y removed.
* mapEntity.LocationX/Y removed.
* mapEntity.OffsetX/Y and TargetX/Y removed.
* Direction method added to Vector, returns 0-64 direction.
* Moved Vector.Direction() to Position.DirectionTo and refactored.
* Renamed RenderOffset from SubCell and tested IsZero.
* d2math.WrapInt added for use with directions.
* Tidied up position and tests.
* Refactored d2common.AdjustWithRemainder into d2mapEntity.
* Tidying up d2mapEntity.
* Final cleanup.
* Lint warnings.
* Spelling correction.
* Comments and newlines in engine.go
* Comments and newlines in object.go
* Comments and newlines in animated_entity.go
* Comments and newlines in missile.go
* Comments and newlines in npc.go
* Comments and newlines in player.go
* Removed object.go (incorrectly merged it in during rebase).
* Comments and newlines in renderer.go.
* Comments and newlines in map_entity.go.
* Comments and newlines in walk_mesh.go.
* Comments and newlines in viewport.go and tile_cache.go.
* Comments and newlines in stamp.go and wilderness_tile_types.go.
* Comments and newlines in everything else.
* 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
* 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
* Add PushBrightness to surface
* Highlight selectable objects
Check if mapentity is selectable. (seems reasonable)
Request objects to highlight themselves is required (idk)
* String2enum ObjectAnimationMode
* Render objects at their assigned layer
Gets the orderflag from the object record and assign it to the mapentity
so the renderer can get at it.
This adds another render pass that loops through the objects.
* Get object animation speed from their txt entry
* 412 - move missle code to game_client and add animation, still buggy
* mostly working casting animation that cancels path
Co-authored-by: carrelda@Davids-MacBook-Pro.local <carrelda@Davids-MacBook-Pro.local>
* Use integer directions for rotating map entities
* Manage composite directly in npc
* Player manages its own composite
* Split up animation mode types
Players, monsters, objects all have their own types
* Clean up AnimatedEntity
* Rename AnimatedEntity -> Object
* Keep the object txt record on hand in Object
Copied go-astar into d2common/d2astar, made a few optimizations. Runs
roughly 30% faster according to my benchmarking.
Added a `maxCost` param to prevent searching the entire map for a path.
This probably needs tweaked a bit, but follows the original game more
closely.
Co-authored-by: Nicholas Eden <neden@zigzagame.com>
* Improve run/walk/neutral animation handling. Initial parsing of LevelDetail records. Support for holding mouse buttons.
- Run/walk/neutral positions now map to a different animation mode(and speed) depending if in or out of town.
- Run/walk toggle which can be activated/deactivated with R key.
- Temporary(and incorrect) loading and mapping for LevelDetails records.
- Zone change label which shows the level name from LevelDetailsRecord when the player enters a different zone.
- Allow holding mouse left/right button to repeatedly generate an action.
* Remove duplicate load of LevelDetails. Replace numbers in zone change logic with their corresponding RegionIdType
* Move zone change check at the correct place
Co-authored-by: Presiyan Ivanov <presiyan-ivanov@users.noreply.github.com>