mirror of
https://github.com/OpenDiablo2/OpenDiablo2
synced 2024-11-09 19:57:20 -05:00
854fce3b14
* 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
58 lines
1.2 KiB
Go
58 lines
1.2 KiB
Go
package d2mapentity
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import (
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"math/rand"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2enum"
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)
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// Finds an init function for the given object
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func initObject(ob *Object) (bool, error) {
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funcs := map[int]func(*Object) error{
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8: initTorch,
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14: initTorch,
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17: initWaypoint,
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34: initTorchRnd,
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}
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fun, ok := funcs[ob.objectRecord.InitFn]
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if !ok {
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return false, nil
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}
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if err := fun(ob); err != nil {
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return false, err
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}
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return true, nil
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}
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// Initializes torch/brazier type objects
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func initTorch(ob *Object) error {
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if ob.objectRecord.HasAnimationMode[d2enum.ObjectAnimationModeOpened] {
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return ob.setMode(d2enum.ObjectAnimationModeOpened, 0, true)
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}
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return nil
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}
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func initWaypoint(ob *Object) error {
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// Turn these on unconditionally for now, they look nice :)
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if ob.objectRecord.HasAnimationMode[d2enum.ObjectAnimationModeOpened] {
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return ob.setMode(d2enum.ObjectAnimationModeOpened, 0, true)
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}
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return nil
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}
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// Randomly spawns in either NU or OP
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func initTorchRnd(ob *Object) error {
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n := rand.Intn(2)
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if n > 0 {
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return ob.setMode(d2enum.ObjectAnimationModeNeutral, 0, true)
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}
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return ob.setMode(d2enum.ObjectAnimationModeOperating, 0, true)
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}
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