* 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>
* 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>
* finishing up help overlay
* fixes help overlay close button,
adds hack to prevent buysellbtn from rendering all 24 unrelated frames on top of eachother
* 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
* lint fixes, added data caching to filesystem asset
* adding comment for mpq asset close
* Decouple d2asset from d2render
Notable changes in d2common:
* d2dcc.Load now fully decodes the dcc and stores the directions/frames in the dcc struct
* un-exported dcc.decodeDirection, it is only used in d2dcc
* removed font interface from d2interface, we only have one font implementation
* added `Renderer` method to d2interface.Surface, animations use this to bind to a renderer and create surfaces as they need
* added `BindRenderer` method to animation interface
Notable changes in d2common/d2asset:
* **d2asset.NewAssetManager only needs to be passed a d2config.Config**, it is decoupled from d2render
* exported Animation
* Animation implementation binds to the renderer to create surfaces only on the first time it is rendered
* font, dcc, dc6 initialization logic moved out of asset_manager.go
* for dc6 and dcc animations, the process of decoding and creating render surfaces has been broken into different methods
* the d2asset.Font struct now stores font table data for initialization purposes
Notable changes in d2core/d2render:
* Surfaces store a renderer reference, this allows animations to bind to the renderer and create a surface just-in-time
**These last changes should have been a separate PR, sorry.**
Notable changes in d2core/d2ui:
* ui.NewSprite now handles creating an animation internally, only needs image and palette path as arguments
Notable Changes in d2game:
Because of the change in d2ui, all instances of this code pattern...
```golang
animation, err := screen.asset.LoadAnimation(imgPath, palettePath)
sprite, err := screen.ui.NewSprite(animation)
```
... becomes this ...
```golang
sprite, err := screen.ui.NewSprite(imgPath, palettePath)
```
* 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
* Set HP/Mana stats when globes are clicked
* Display HP or Mana stat when hovering over globe
* Display HP/Mana stats when hovering globe or when toggling by clicking the respective globe. Rename internal to assets and move assets package into folder.
* Adding .bmp to assets folder
* 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 simple inventory item descriptions
* adding method to identify items
* offset description so it doesn't overlap with item in inventory grid
* needed to offset inv panel by 1px
* 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
* 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
* 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
* adding resource entry for inventory.txt
* adding loader for inventory.txt
* adding call to inventory.txt loader in d2app
* d2game now uses the inventory.txt records for making the inventory panel
* Add PushEffect, handle effects in renderer
* Set effects instead of blend
* Stop using PushCompositeMode, use PushEffect
* Remove remaining composite mode things
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.
* 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
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.
* 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.
* Add PushBrightness to surface
* Highlight selectable objects
Check if mapentity is selectable. (seems reasonable)
Request objects to highlight themselves is required (idk)
* 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>
* WIP refactor of d2map stuff
* more d2map refactor
adding realm init to game client
passing map engine from client and server into realm at init
change `generate map packet` to have act and level index as data
* client explodes, but getting there
* realm now initializes, networking works, but map generators dont currently do anything
* changed the way that level type records are loaded
* fixed funcs for level data lookups
* started implementing level generator, currently crashing
* client no longer exploding
* d2networking refactor
put exports into d2client.go and d2server.go
kept GameClient and GameServer methods into their respective files
made methods for packet handlers instead of the giant switch statements
* bugfix: getting first level id by act
* minor refactor of gamescreen for readability
* towns now generate on server start, create player takes act and level id as args, levels have their own map engine