* quest log disabled icon
* removed unused functions for text colorizing
* terminal printing
* fixed saving key change bug
* help overlay text
* removed unused issue comments
* Update Ebiten to v2.0.2
* changed terminal color separator & changed logLevelNone to logLevelDefault in app.go
* status and screens update
* quest animation initial.
* escape menu hotkeys
* hero save file
* add-buttons init
* add-buttons actions
* stats changing: hero stats panel
* skill tre - remaining points label
* revert:hero save file (app.go)
* escape menu hotkeys
* hero save file
* updated d2hero.HeroStatsState
* corrected grammar errors
* animation is played and last frame is completedFrame
* animation stops playing, when quest log is closed & quest socket gets highlighted, when animation is playing & fixed highlight bug
* fixed quest descr bug & added code description
* level-up buttons tooltips
* Replaced kingping with flag package
* Cleanup d2records logging
* Renamed CharStatRecord
* Renamed SoundDetailRecord
* Renamed MonStatRecord
* Renamed ObjectDetailRecord
* Renamed MonStat2Record
* fixed onHover bug in d2ui.Sprite (#992)
Co-authored-by: M. Sz <mszeptuch@protonmail.com>
* added static checks to d2ui (#990)
Co-authored-by: M. Sz <mszeptuch@protonmail.com>
* fixed onHover bug in d2ui.Label (#991)
Co-authored-by: M. Sz <mszeptuch@protonmail.com>
* Revert "fixed onHover bug in d2ui.Sprite"
This reverts commit 8b557062fbee330c0806dfa76979d4ad985cc8d5.
* tip-labels in tcpip menu
* skill select menu dependencies (when we open skillselect menu, other panels are closed)
* Cleaned up d2term
* A wild } appeared
* Fixed linter issues
* ckecked value of italian modifier
* game-controls refactor
* fixed build and lint errors
* removed unnecessary switch-case statments from onKeyUp and onEscKey
* fixed bug with terminal's logLevel
* Refactor StreamWriter
* Refactor StreamReader
* Fixed gocritic linter issues
* Reduce GetTiles slice allocation
* Networking bugfixes and cleanup
Make sure connections close properly, without weird error messages
Remove player map entity when a player disconnects from a multiplayer game
Close server properly when host disconnects, handle ServerClose on remote clients
Don't mix JSON decoders and raw TCP writes
Actually handle incoming packets from remote clients
General code cleanup for simplicity and consistency
* Switched to self hosted build agent
* Removed PR requirement for action
* remove build job requirement
* Fiddling with actions names
* Updated workflows
* Fix yaml errors
* Yet another yaml fix
* Removed improper ebiten dependency in d2interface.
* Add checkboxes, checkbox test scene
* Render HUD before Panels (in this Case 'Panels' only does mean Inventory Panel). This is to avoid Entity Labels to be renderd above the Inventory Panel. Fixes#936
* This DCC frame size calculation seems useless
TBH there some to be some other overcomplicated things going on in
DCCAnimation but too tired to use brain right now.
* De-lint ecs branch
* bugfix: file_handle_resolver
* Add boot state to scenes, fix loading screen scene
* added label-button widget (#989)
Co-authored-by: M. Sz <mszeptuch@protonmail.com>
* removed links to closed issues from code (#1005)
Co-authored-by: M. Sz <mszeptuch@protonmail.com>
Co-authored-by: gravestench <dknuth0101@gmail.com>
* removed unused fields from d2player.GameControl.actionableRegions (#997)
Co-authored-by: M. Sz <mszeptuch@protonmail.com>
Co-authored-by: gravestench <dknuth0101@gmail.com>
* d2ui.Frame refactor (#994)
* d2ui.Frame refactor
* removed unneccessery d2asset.AssetManager argument from d2ui.NewUIFrame
* d2ui.Frame refactor
* removed unneccessery d2asset.AssetManager argument from d2ui.NewUIFrame
Co-authored-by: M. Sz <mszeptuch@protonmail.com>
Co-authored-by: Tim Sarbin <tim.sarbin@gmail.com>
Co-authored-by: gravestench <dknuth0101@gmail.com>
* d2mpq refactored (#1020)
* d2mpq refactor
* d2mpq refactor last standing lint error
* d2mpq refactor: less linter noise
* d2mpq refactor: more linter issues
Co-authored-by: M. Sz <mszeptuch@protonmail.com>
Co-authored-by: Tim Sarbin <tim.sarbin@gmail.com>
Co-authored-by: Hajime Hoshi <hajimehoshi@gmail.com>
Co-authored-by: gucio321 <73652197+gucio321@users.noreply.github.com>
Co-authored-by: Intyre <intyre@gmail.com>
Co-authored-by: ThomasChr <thomaschristlieb@hotmail.com>
Co-authored-by: Ziemas <ziemas@ziemas.se>
Co-authored-by: gravestench <dknuth0101@gmail.com>
* Init for gold button and label
* gold button and label in inventory menu
* gold value saved/loaded from player save file
Co-authored-by: M. Sz <mszeptuch@protonmail.com>
This reverts commit 77cd538c2f8995845280fcbcc606624eeff74dbc.
Since we removed the return of errors from the Render() method, we no
longer require the RenderNoError() method.
this simplifies error handling statements all over the ui code. Before
we had to write:
if err := foo.Render(target); err != nil {
return err
}
which simplifies now to foo.Render(target)
this also adds missing methods to elements not implementing widget. Note
here that we do not enable sprite and label, as this would produce a
crazy amount of linter warnings due to render() requiering error
handling then, which non of the callers handle. Since we remove the
render calls later anyways, we can postpone this static check for now.
* d2ui: Add tooltip class
we reimplemented tooltips in several places
(inventory/skill_select_panel). Let's make it its own ui element.
* d2player: Refactor skill_select_panel to use the tooltip class
* d2player: Refactor inventory to use the tooltip class
* Make linter happy
* Make golangci-lint 1.27.0 happy as well
* tooltip: Remove const and rather disable linter
* d2player/inventory.go: fixed gocyclo error, broke up render method to smaller methods
* d2client/game_client.go: suppressing gocyclo error for OnPacketReceived, doesnt make sense to split
* d2remoteclient/remote_client_connection.go: suppressing gocyclo error for decodeToPacket, doesnt make sense to split
* d2dcc/dcc_direction.go: suppressing gocyclo error in generateFrames
* d2player/panels: Add close button to hero/inventory/skilltree panel
we require a OnClose callback here, as we need to update the perspective
of the view which is handled by gamecontrols.updateLayout().
* d2player/skilltree: Fix using the same tab label for all tabs
* d2player/game_controls: Fix wrong position of left/right menu
the character would not detect that a click was in a menu and start
walking.
* removed the rest of the magic number errors from d2game
* hotfix for bug i added in map engine test
* removed TODO's from d2mapengine/engine.go, added link to github issue
* removed TODO's and made issues and other minor lint work
* lint cleanup, mostly removing TODO's and putting links to their issues on github
* d2game/d2player/inventory.go: magic number lint cleanup
* d2game/d2player/mini_panel.go: magic number lint cleanup
* d2game/d2player/skill_select_panel.go: lint cleanup
* d2game/d2player/skilltree.go: removed all lint errors
* removed the rest of the magic number errors from d2game
* hotfix for bug i added in map engine test
* all magic numbers removed (excluding mapgen)
* d2ui/UIFrame: Refactor into its own class
it's not useful to have the handling of frames for the
inventory/herostate/skilltree/quest panels individually in each of
those.
* d2ui/button: Fix crash when a buttonlayout was not allowing FrameChange
When AllowFrameChange is false we do not create pressedSurface. So if we
press the button the game will crash.
* d2ui/button: Allow label-only buttons
At least for the skillmenu we need buttons were the graphic size does
not match the buttonsize. So let's render the graphic in there and make
the button label only.
* d2hero/hero_state_factory: Give all heroes their class specific skills
* d2player/gamecontrols: Fix wrong inventory/stats layouts for exp chars
For Druid/Assassin the inventory frame was rendered for a 640x480
resolution. This brings it in line with all other characters.
* d2player: Add inital Skilltree panel
* d2player/game_controls: Enable skilltree
Note here, that the inventory panel and skilltree panel can overlap.
* d2player/skilltree: Add skillicon rendering
Note here, that I couldn't figure out how to render them dark if no
skillpoints are invested.
Signed-off-by: juander <juander@rumtueddeln.de>
* 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
* 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)
```
* 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
* 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 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 InventoryItemMisc struct
* Add GetMiscItemByCode function
* Implement InventoryItem interface for InventoryItemMisc
* Add rings and amulets to the example items loading.
* Fix Y of LeftHand and RightHand equipment slots.
* Add "Ripolak" name to CONTRIBUTORS
* Remove double item
* Add basic EquipmentSlot struct
* Add Load function to EquipmentSlot
* Move EquipmentSlot struct to inventory_grid.go
* Add equipmentSlots arg to ItemGrid struct
* Add basic rendering of equipment slots.
* Change rendering of equipment slots to simply use their static x and y
* Add ChangeEquippedSlot function
* Add initialization to all equipped slots types.
* Fix Y locations of equipment slots
* Move default equipment slots to a genEquipmentSlotsMap function.
* Change Item to item
* Fix coordinates
* Change usage of string to EquippedSlotType when dealing with different slots in rendering.
* Fix import error
* Remove neck example
* Add loading sprites of equipped items.
* Clean code in Inventory rendering
* Clean code in Inventory rendering
* Clean code in Inventory rendering
* Change default items that get rendered.
* Change default items that get rendered.
* Add width and height to EquipementSlot struct
* Fill in width and height to current equipment slots.
* Fix Y setting of equipment slots
* Rename variables for clean code.
* Change handling nil itemSprite to condition instead of loop return.
* Split Render function to 2 functions.
* Add TODO
* Change comment to start with capital I