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mirror of https://github.com/OpenDiablo2/OpenDiablo2 synced 2024-11-09 19:57:20 -05:00
OpenDiablo2/d2core/d2map/d2mapentity/object_init.go
lord 854fce3b14
remove d2asset singleton (#726)
* 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
2020-09-12 16:51:30 -04:00

58 lines
1.2 KiB
Go

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