* Casting a skill now plays the corresponding overlay(if any).
* Prevent a crash caused by nil pointer in HeroSkill deserialization, happening when
unmarshalling HeroSkill from packets as a remote client.
* Add PlayerAnimationModeNone to handle some of the Skills(e.g.
Paladin auras) having "" as animation mode.
* Joining a game as remote client now waits for map generation to finish
before rendering map or processing map entities. This is temporary hack to prevent the game from
crashing due to concurrent map read & write exception.
* Send CastSkill packet to other clients.
Co-authored-by: Presiyan Ivanov <presiyan-ivanov@users.noreply.github.com>
* adds error handling, returns early from funcs where it makes sense
* fixes build errors
* merge ballresin PR with upstream
* adds error handling, returns early from funcs where it makes sense
* fixes build errors
* merge ballresin PR with upstream
Co-authored-by: dknuth <dknuth0101@gmail.com>
* removing objects records from d2datadict
* removing Overlay singleton from d2datadict
* remove PetTypes singleton from d2datadict
* remove PlayerClass singleton from d2datadict
* removed PlrModes singleton from d2datadict
* removed Properties singleton from d2datadict
* removed ItemQuality singleton from d2datadict
* removed RarePrefix and RareSuffix singletons from d2datadict
* removed States singleton from d2datadict
* removed Runewords singleton from d2datadict
* removed Sets and SetItems singletons from d2datadict
* remoed Shrines singleton from d2datadict
* removed UniqueItems singleton from d2datadict
* removed SuperUniques singleton from d2datadict
* removed TreasureClass singleton from d2datadict
* removed UniqueAppellation singleton from d2datadict
* removed d2datadict
* removed data dict init from d2app, this has moved to asset manager init
* Remove weapons, armor, misc, itemCommon, itemTyps datadict singletons
- removed loader calls from d2app
- removed the HeroObjects singleton from `d2core/d2inventory`
- added an InventoryItemFactory in d2inventory
- package-level functions that use data records are now methods of the InventoryItemFactory
- renamed ItemGenerator in d2item to ItemFactory
- package-level functions that use records are now methods of ItemFactory
- d2map.MapEntityFactory now has an item factory instance for creating items
- fixed a bug in unique item record loader where it loaded an empty record
- added a PlayerStateFactory for creating a player state (uses the asset manager)
- updated the test inventory/equipment code in d2player to handle errors from the ItemFactory
- character select and character creation screens have a player state and inventory item factory
- updated item tests to use the item factory
* minor edit
* Removed d2datadict.Experience singleton
added a HeroStatsFactory, much like the other factories. The factory gets an
asset manager reference in order to use data records.
* removed d2datadict.AutoMagic singleton
* removed d2datadict.AutoMap singleton
* removed d2datadict.BodyLocations singleton
* removed d2datadict.Books singleton
* Removed singletons for level records
- removed loader calls in d2app
- changed type references from d2datadict to d2records
- added a `MapGenerator` in d2mapgen which uses thew asset manager and map engine
- package-level map generation functions are now MapGenerator methods
- `d2datadict.GetLevelDetails(id int)` is now a method of the RecordManager
* remove SkillCalc and MissileCalc singletons
* Removed CharStats and ItemStatCost singletons
- added an ItemStatFactory which uses the asset manager to create stats
- package-level functions for stats in d2item are now StatFactory methods
- changed type references from d2datadict to d2records
- `d2player.GetAllPlayerStates` is now a method of the `PlayerStateFactory`
* Removed DkillDesc and Skills singletons from d2datadict
- removed loader calls from d2app
- diablo2stats.Stat instances are given a reference to the factory for doing record lookups
* update the stats test to use mock a asset manager and stat factory
* fixed diablo2stats tests and diablo2item tests
* removed CompCodes singleton from d2datadict
* remove cubemain singleton from d2datadict
* removed DifficultyLevels singleton from d2datadict
* removed ElemTypes singleton from d2datadict
* removed events.go loader from d2datadict (was unused)
* removed Gems singleton from d2datadict
* removed Hireling and Inventory singletons from d2datadict
* removed MagicPrefix and MagicSuffix singletons from d2datadict
* removed ItemRatios singleton from d2datadict
* removed Missiles singleton from d2datadict
* removed MonModes singleton
* Removed all monster and npc singletons from d2datadict
- MapStamp instances now get a reference to their factory for doing record lookups
* removed SoundEntry and SoundEnviron singletons from d2datadict
* Initial player Left skill and Right skill handling
* Handle empty skill names in charStats.BaseSkils + add Attack skill for all classes.
Co-authored-by: Presiyan Ivanov <presiyan-ivanov@users.noreply.github.com>
* 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>
* improve AssetManager implementation
Notable changes are:
* removed the individual managers inside of d2asset, only one asset manager
* AssetManager now has caches for the types of files it loads
* created a type for TextDictionary (the txt file structs)
* fixed a file path bug in d2loader Source
* fixed a asset stream bug in d2loader Asset
* d2loader.Loader now needs a d2config.Config on creation (for resolving locale files)
* updated the mpq file in d2asset test data, added test case for "sub-directory"
* added a Data method to d2asset.Asset. The data is cached on first full read.
* renamed ArchiveDataStream to DataStream in d2interface
* moved palette utility func out of d2asset and into d2util
* bugfix for MacOS mpq loader issue
* minor lint fixes
* removed obsolete interfaces from d2interface
* lint fixes, added data caching to filesystem asset
* adding comment for mpq asset close
* adding comment for mpq asset close
* export d2asset singleton
* add *d2asset.AssetManager to d2app
- d2app now has a reference to an asset manager which it will use for loading
- added asset loader methods to the asset manager
- functions in d2asset are now wrappers for asset manager methods
* add asset manager reference to audio provider
- d2app asset manager reference is now passed to audio provider
- asset manager is created in main.go for now to pass into audio provider
- CreateSoundEffect is now a method, no longer exported, uses the asset manager reference
* d2app passes asset manager refence to map engine test
* in d2asset, all calls to LoadFile replaced with call to Singleton.Loadfile
* blizzard intro and credits screen
- d2app passes reference to the asset manager to these screens
* asset manager for d2map
- adding MapStampFactory, takes an asset manager reference
- embedded MapStampFactory into the MapEngine
- LoadStamp is now a method of the MapStampFactory
* d2asset: removed LoadFileStream, LoadFile, and FileExists
* d2gui changes
- singleton now has an asset manager reference
- calls to d2asset loader functions removed
- createButton is now a method of LayoutManager
- moved LayoutEntry to its own file
* map entity factory
- Map engine has an embedded map entity factory
- Map stamp factory gets a reference to the map engine's entity factory
- Stamps are given a reference to the map engine entity factory when created
- Character select gets a map entity factory
- Embedded the stamp factory into the MapEngine
* asset manager for d2ui
- d2ui is passed an asset manager reference when created
- all calls to d2asset loader functions in d2ui now refer to the asset manager
- d2gamescreen gets a ui manager when created
- help overlay is now passed a ui manager when created
* d2gamescreen + d2player: asset manager references
added an asset manager reference to
- inventory panel + inventory grid
- mini panel
- game controls
- help overlay
- character select
- main menu
- select hero class
- hero stats panel
* Removed d2asset.LoadAnimation
all references to this function have been replaced with calls to the asset manager method
* adding asset to help overlay, bugfix for 4d59c91
* Removed d2asset.LoadFont and d2asset.LoadAnimationWithEffect
all references to these have been replaced with calls to the asset manager methods
* MapRenderer now gets an asset manager reference
* removed d2asset.LoadPalette
all references have been replaced with calls to an asset manager instance
* merged d2object with d2mapentity
d2object was only being used to create objects in the map, so the provider
function is now a method of the map entity factory. calls to d2asset have
been removed.
* removed d2asset.LoadComposite
all calls are now made to the asset manager method
* removed d2asset singleton
all singleton references have been removed, a single instance of the
asset manager is passed around the entire app
* rename Initialize to NewAssetManager
* move music path enumerations into d2resource
* move text dictionary (.tbl) loader into d2fileformats sub-package d2tbl
* lint fix, add doc file for d2tbl
* moved data_dictionary.go into d2fileformats sub-package d2txt, added doc file
* added sub-packages d2geom for geometry-related things, and d2path for path-related things
* moved calcstring.go to d2calculation
* move bitmuncher, bitstream, stream reader/writer from d2common into sub-package d2datautils
* fix lint errors in d2datadict loaders (caused by moving stuf around in d2common)
* move size.go into d2geom
* move d2common/cache.go into sub-package d2common/d2cache
* renamed d2debugutil to d2util, moved utility functions from d2common into d2util
* fixed lint errors in button.go
* fixed lint errors in checkbox.go
* Removed d2ui singleton, fixed nearly all lint errors
- Changed `UI` struct to `UIManager`, removed singleton
- UI element provider functions are now methods of the UI Manager
- Screens now use the UI manager to create UI elements
- game panels in d2player now use the UI Manager to create UI elements
- Only the UI manager knows about "widgets"; calls to `d2ui.AddWidget` in Screen instances have been removed
* changed ui element provider methods from `Create` to `New`
* 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
* wip d2items system and item properties
* added loader for TreasureClassEx.txt
* wip item spawn from treasure class records
* wip items
* add call to init item equivalencies, remove treasure class test from d2app
* made item affix records global var a map of affix codes to the records
* changed how item to item common record equivalency is determined
* changed set items records export to a map of their codes to the records, grouped property params into a struct
* changed property parameter field from calcstring to string
* fixed bug in stat value clone
* adding equipper interface as part of stat context, eventually to be used to resolve set bonus (among other things)
* made the item interface simpler, only needs name and description methods
* adding equipper interface, for anything that will equip or have active items
* handle case where min and max are swapped, removed commented code
* added property/stat resolution for magic, rare, set, and unique items
* adding item generator which can roll for items using treasure class records
* fixed item equivalency func being called in the wrong spot
* added item spawning
- added packet type for spawning items
- added client/server handlers for SpawnItem packets
- added map entity for items
- added simpler item provider function in diablo2item package
- added debug terminal command for spawning items
* 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)
* smooth camera with vectors
* add smooth cam support to map engine test
smooth cam now works in map engine test.
clicking or holding the left-mouse button will move the camera.
also works with freecam mode in single-player.
* Update ebiten_renderer.go
did not mean to edit this file
* Unnecessary constructor assignments removed.
* Position implemented in d2common.Path
* Position implemented in mapEntity.Step.
* Position implemented in d2common.PathTile.
* delint_d2networking
not sure what to do about lint error G110 on calls to `io.Copy`, warns
about gzip compression bomb possibility, leaving those.
all todo's have been left.
* removed duplicate const
- made an enum for NPCActionType to get rid of magic numbers
- moved the enum to d2enum
- fixed lint errors in npc.go
- fixed lint errors in mapstamp.go (because it was using npc.go)
* adding ranged number type, for use in stats
* Loaded Skills.txt
* asset manager only binds terminal commands if terminal != nil
* WIP stats
* cache getter and clear methods were not implemented
* asset manager handles a nil terminal pointer
* adding skilldesc.txt loader (needs work)
* ctc stat descriptions functions working
* moving description functionality out of itemstatcost loader and into stats
* stats seem like a central part of diablo, moving into d2core.
* stats seem like a central part of diablo, moving into d2core.
* delint
* adding statlist, statlist reduction, unit tests
* minor edits to stat.go
* lint error in statlist.go
* Remove dependency on actual data from mpq files
stats unit tests now use mock data
* fixing some lint errors, formatting
Co-authored-by: Maxime Lavigne (malavv) <duguigne@gmail.com>
* 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()
* Use d2vector.Position in objects
* Remove arbitrary render offset
If things are actually wrong lets figure out why
* Remove arbitrary wall offset
This broke maggot lair
* 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.
* Add PushEffect, handle effects in renderer
* Set effects instead of blend
* Stop using PushCompositeMode, use PushEffect
* Remove remaining composite mode things
* 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
* 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
* 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