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https://github.com/OpenDiablo2/OpenDiablo2
synced 2024-11-16 01:17:10 -05:00
removed unused table
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9f112f6c12
commit
708ee12182
@ -87,49 +87,20 @@ const (
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questNone = 0
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)
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func (s *QuestLog) questTable(act, number int) struct {
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numberOfDescrs int
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status int
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x int
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y int
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} {
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var quests = []struct {
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numberOfDescrs int // number of possible descriptions (not used yet)
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status int // status of quest (not used yet)
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x, y int // position of quest
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func (s *QuestLog) getPositionForSocket(number int) (x, y int) {
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pos := []struct {
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x int
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y int
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}{
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{5, 0, q1SocketX, q1SocketY},
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{0, 0, q2SocketX, q2SocketY},
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{0, 0, q3SocketX, q3SocketY},
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{0, 0, q4SocketX, q4SocketY},
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{0, 0, q5SocketX, q5SocketY},
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{0, 0, q6SocketX, q6SocketY},
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{0, 0, q1SocketX, q1SocketY},
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{0, 0, q2SocketX, q2SocketY},
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{0, 0, q3SocketX, q3SocketY},
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{0, 0, q4SocketX, q4SocketY},
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{0, 0, q5SocketX, q5SocketY},
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{0, 0, q6SocketX, q6SocketY},
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{0, 0, q1SocketX, q1SocketY},
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{0, 0, q2SocketX, q2SocketY},
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{0, 0, q3SocketX, q3SocketY},
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{0, 0, q4SocketX, q4SocketY},
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{0, 0, q5SocketX, q5SocketY},
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{0, 0, q6SocketX, q6SocketY},
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{0, 0, q1SocketX, q1SocketY},
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{0, 0, q2SocketX, q2SocketY},
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{0, 0, q3SocketX, q3SocketY},
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{0, 0, q1SocketX, q1SocketY},
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{0, 0, q2SocketX, q2SocketY},
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{0, 0, q3SocketX, q3SocketY},
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{0, 0, q4SocketX, q4SocketY},
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{0, 0, q5SocketX, q5SocketY},
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{0, 0, q6SocketX, q6SocketY},
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{q1SocketX, q1SocketY},
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{q2SocketX, q2SocketY},
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{q3SocketX, q3SocketY},
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{q4SocketX, q4SocketY},
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{q5SocketX, q5SocketY},
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{q6SocketX, q6SocketY},
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}
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key := s.cordsToQuestID(act, number)
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return quests[key]
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return pos[number].x, pos[number].y
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}
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// NewQuestLog creates a new quest log
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@ -370,43 +341,49 @@ func (s *QuestLog) loadQuestIconsForAct(act int) *d2ui.WidgetGroup {
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var icon *d2ui.Sprite
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for n := 0; n < questsInAct; n++ {
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q := s.questTable(act, n)
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x, y := s.getPositionForSocket(n)
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socket, err := s.uiManager.NewSprite(d2resource.QuestLogSocket, d2resource.PaletteSky)
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if err != nil {
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s.Error(err.Error())
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}
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socket.SetPosition(q.x+questOffsetX, q.y+iconOffsetY+2*questOffsetY)
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socket.SetPosition(x+questOffsetX, y+iconOffsetY+2*questOffsetY)
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sockets = append(sockets, socket)
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button := s.uiManager.NewButton(d2ui.ButtonTypeBlankQuestBtn, "")
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button.SetPosition(q.x+questOffsetX, q.y+questOffsetY)
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button.SetPosition(x+questOffsetX, y+questOffsetY)
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buttons = append(buttons, button)
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icon, err = s.uiManager.NewSprite(s.questIconsTable(act, n), d2resource.PaletteSky)
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if err != nil {
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s.Error(err.Error())
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}
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switch s.questStatus[s.cordsToQuestID(act, n)] {
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case questStatusCompleted, questStatusCompleting:
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case questStatusCompleted:
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err = icon.SetCurrentFrame(completedFrame)
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case questStatusCompleting:
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// that's not complet now
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err = icon.SetCurrentFrame(0)
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if err != nil {
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s.Error(err.Error())
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}
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icon.PlayForward()
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err = icon.SetCurrentFrame(completedFrame)
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s.questStatus[s.cordsToQuestID(act, n)] = questStatusCompleted
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case questStatusNotStarted:
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err = icon.SetCurrentFrame(notStartedFrame)
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if err != nil {
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s.Error(err.Error())
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}
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default:
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err = icon.SetCurrentFrame(inProgresFrame)
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if err != nil {
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s.Error(err.Error())
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}
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}
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icon.SetPosition(q.x+questOffsetX, q.y+questOffsetY+iconOffsetY)
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if err != nil {
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s.Error(err.Error())
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}
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icon.SetPosition(x+questOffsetX, y+questOffsetY+iconOffsetY)
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wg.AddWidget(icon)
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}
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