* 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.
* 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
* 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
* 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
* adding comments to d2interface for linter
* moved d2render renderer interfaces and types into d2interface
* fixed most lint errors for monstats loader
* decouple bitmuncher to interface
* camera offset for ui panels :
added maprenderer viewport to be aligned left or right
calling alignement on keyPress in game_controls
* check if already aligned
* fix bugs
-forgot to assign alignement
-defaultScreenRect instead of screenRect because of issue mentionned in original comment
* remove config.json and replace go.mod line
* removing duplicate import of d2common
replacing all dh to d2common
* remove useless breaks from switch statement
* better range when value unused + prettying import
* item_affix rewrite
using return values instead of pointer references in arguments
* ebiten deprecated calls
* small fixes
* adding pl2 as a fiel format and an asset manager for pl2 files
* adding pl2 as a file format and an asset manager for pl2 files
* pl2 asset manager and file format
* added call in main.go to load palette transforms
* removed incorrect PaletteTransformType declarations from main.go
* removingn bad resource path for palette transform
* PL2 file format added, added to asset management
PL2 files are beside palette files in the mpq
These files define palette transforms of their respective base palette.
I've bound a command to d2term (in d2asset.go)
load_pl2 <path>
* Clean up PL2 asset stuff
removed pl2 stuff from d2datadict, didn't belong in there
removed d2term debug binding
* minor cleanup for d2pl2
* Take directions in the range of 0-63
* Shift direction handling in animation further back
* Don't need to get the DCC direction here.
Because it was added to animation.
* Check direction is within range
* WIP: Add support for missiles
Break AnimatedEntity into two parts to support single and composite animations. Summon misssiles on right click.
* Break animated entity down further
Move npc only logic to npc struct, reduce duplication in map entities
* Change a bunch of int32s to int
* Switch to a 2d array for looking up subtile flags
Also fix up the walkableArea generation
* Check correct tiletype for walls
And fix the subtile tooltip text.