Commit Graph

91 Commits

Author SHA1 Message Date
gravestench 468f5682ae Merge branch 'd2ds1_refactor' into d2ds1_refactor_wip 2021-03-24 11:55:34 -07:00
Intyre add41494be Replaced kingping with flag package 2020-12-17 21:26:05 +01:00
gravestench d6c9748fef
refactored logging in d2loader, d2record, and d2asset (#898)
* refactored logging in d2config, d2record, and d2asset

* asset manager, record manager, and file loader now utilitize d2util.Logger
* added colored logging to d2util.Logger (excluding windows platforms)
* removed mpq file verification from d2config; d2loader handles this
* record loaders now use the record manager's logger for printing info
* added command line argument for setting log level (`--loglevel 4`, `-l4`, or `-l 4`
* added `LogLevel` parameter to config file
* default log level will show errors, warnings, and info log messages
* specifying log level as an argument overrides setting from config file

* fixed log level tests
2020-11-02 21:23:07 -05:00
Julien Ganichot 1f2771e8bc
Resolves #874 and #892 (#894)
* Move engine initialization to d2app
* adding debug print of error returned from `App.Run`
* adding ClampInt utility function to d2math
* cleaned up argument parsing in app.go, dedicated server no longer starts a renderer

Co-authored-by: gravestench <dknuth0101@gmail.com>
2020-11-01 16:05:50 -08:00
gravestench 33cf06732e
Revert "Misc(CodeCleanup): Moves engine initialization to d2app #874 (#890)" (#891)
This reverts commit 40879db32f.
2020-11-01 12:12:45 -08:00
Julien Ganichot 40879db32f
Misc(CodeCleanup): Moves engine initialization to d2app #874 (#890)
Move engine initialization out of main and into d2app
2020-11-01 11:16:15 -08:00
Zaprit f98e1267fa
Dedicated server (#871)
* My brain hurts, here is a broken dedicated server

* somewhat stablised the server

* Made it less shouty, and added channel

* Split the DS functionallity from the main.go file

* Split the DS functionallity from the main.go file, and remembered to add the server file

* My brain hurts, here is a broken dedicated server

* somewhat stablised the server

* Made it less shouty, and added channel

* Split the DS functionallity from the main.go file

* Split the DS functionallity from the main.go file, and remembered to add the server file

* Added Stable Dedicated Server Functionallity

Co-authored-by: gravestench <dknuth0101@gmail.com>
2020-10-28 21:03:30 -04:00
Tim Sarbin 1a6c6b8e9f
Add panic screen (#878)
* Add panic screen

* Fixed lint error. Updated all module references
2020-10-28 21:02:12 -04:00
gravestench 6e31cfb52a
migrate to ebiten v2.0 API (#860)
* migrate to ebiten v2.0 API

* fixed lint errors
2020-10-28 14:17:42 -04:00
gravestench 6f8b43f8d6
Various lint error fixes and suppressions (#846)
* suppressing the magic number lint errors in mapgen, it will get a heavy refactor soon, hopefully...

* adding string token constants for SkillClass

* adding panic on error to left/right skill select render

* fixed cuddle lint error

* fixed unnecessary conversion, unused func param lint errors in dcc_animation.go

* adding comment for skill class tokens

* fixed typo in comment

* removed unused parameter in dcc/dc6 animations

* supress warning about Object.setMode always being passed direction value of 0

* fixed all invalid golint directives

* fixed a couple gocritic lint errors
2020-10-26 02:04:50 -07:00
Brendan Porter ca45be0948
Adds error handling everywhere (#743)
* 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>
2020-09-23 13:30:54 -04:00
lord 7e3aff557b
Decouple asset manager from renderer (#730)
* 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)
```
2020-09-14 17:31:45 -04:00
lord 7f6ae1b785
improve AssetManager implementation (#728)
* 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
2020-09-14 14:47:11 -04:00
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
Gürkan Kaymak 858fa18068
lint fixes (#703) 2020-08-11 18:01:33 -04:00
lord 0a6915a040
fixed lint errors in d2input (#693) 2020-08-05 13:51:35 -04:00
David Carrell cc893e4dd4
504 - removes input singleton in favor of d2interface.InputManager constructor injection (#584)
Co-authored-by: carrelda <carrelda@git>
2020-07-13 20:29:17 -04:00
William d85e2bdd51
Javascript console commands (#572)
* Allow the execution of JS from the terminal when hosting a local game or playing a single game

Signed-off-by: William Claude <w.claude@thebeat.co>

* Reorganise imports on edited files

Signed-off-by: William Claude <w.claude@thebeat.co>

* Remove Reset

Signed-off-by: William Claude <w.claude@thebeat.co>
2020-07-11 11:24:04 -04:00
Intyre db5e844aac
Removed Configuration interface (#560) 2020-07-08 09:16:16 -04:00
dk 62b8a610c0
D2input abstraction (#532)
* abstract d2input manager/service/events/keys/buttons to interface

* abstract d2input manager/service/events/keys/buttons to interface

* fixing lint error
2020-07-03 15:09:16 -04:00
Tim Sarbin 5bfec3ccb0 Removed render singleton. Updated refs. 2020-07-03 14:00:56 -04:00
Tim Sarbin cec12e4138
Seperated out the main and app logic (#502) 2020-06-30 12:36:48 -04:00
dk 4938ec1f44
Resolved most lint errors in d2data and d2datadict (#499)
* adding comments to d2interface for linter

* moved d2render renderer interfaces and types into d2interface

* fixed most lint errors for monstats loader

* de-lint d2data wip

* d2data: resolve linting errors
2020-06-30 09:17:07 -04:00
Ziemas aae565d528
Monstat2 loading and a bunch of lint issues (#491)
* MonStat2 loader

* Fix a bunch of lint issues in d2datadict
2020-06-29 12:37:11 -04:00
dk 55dc3e42ed
minor edits (#486)
* adding comments to d2interface for linter

* moved d2render renderer interfaces and types into d2interface
2020-06-29 00:41:58 -04:00
dk 09a28c2822
removed d2term singleton (#483) 2020-06-28 21:40:52 -04:00
Tim Sarbin 3f575cf1d8
Removed audio singleton (#482) 2020-06-28 19:31:10 -04:00
Ziemas 3f1fe538e2
Load monpreset and use that to find monstat entries for NPC's (#477)
* Load monpreset.txt

* Get monstat for npc's and their name from strings

Using monpreset to grab the key for monstat

* Object name tags
2020-06-27 23:15:20 -04:00
Gürkan Kaymak d4ec09db6c
added a startup error screen shown when the mpq files are not found (#442) 2020-06-24 14:42:39 -04:00
David Carrell 37ae98d81b
Abstract away remaining ebiten references (#409)
* 337 - remove ebiten from character selection

* 337 - abstract d2input away from ebiten implementation

* WIP 337 - remove ebiten use from d2ui

* 337 - fix accidental left->right change

* 337 - fix ui button selection bugs

* 337 - fix textbox bugs

* 337 - fix scrollbar bugs

* 337 - address PR comments

* 337 - fix invalid hero selection bug

Co-authored-by: David Carrell <carrelda@Davids-MacBook-Pro.local>
2020-06-23 18:12:08 -04:00
Intyre f119d1197c
Fix mpq wav decompression and profiler (#423)
* Fix for mpq wav decompression

* Fix for profiler
2020-06-23 14:49:46 -04:00
Gürkan Kaymak 7f4db3b874
Added call to loading SuperUniques data dict (#415)
* added SuperUniques data dictionary

* added a call to LoadSuperUniques() method from the main

* added a call to LoadSuperUniques() method from the main
2020-06-23 09:30:39 -04:00
danhale-git fe0fa6f14d
Feature/cubemain (#410)
* Added automap.go stub

* Handle errors in original AutoMap.txt file

* Completed AutoMapRecord struct and comments

* AutoMap loader implemented

* Update from base repo

* Added cubemain.go stub

* Input and requirement fields

* Removed CubeRecipeRequirement added CubeRecipeResult

* Comments and some name changes

* Implemented cubemain.go

* Corrected log line
2020-06-23 02:02:35 -04:00
Intyre 6ed86ee660
Profiler: write to pprof directory (#405)
* Profiler: fixed flags and output to pprof directory

* Profiler: dumpheap command writes to pprof/heap.pprof
2020-06-22 22:17:54 -04:00
dk 953271b8e6
minor edits (#401)
* make game update at 25fps, ui update at max fps

* minor edits to func names, d2resource constants

* renamed `loadDictionary` to `loadTextDictionary` to avoid confusion with `LoadDataDictionary`
* updated line in main.go that calls `loadTextDictionary`
* added tokens as constants inside of `d2resource/resource_paths.go` that are used in font/language paths
* moved locale string handling stuff into it's own func, now uses tokens defined in d2resource

* minor edits to func names, d2resource constants

* renamed `loadDictionary` to `loadTextDictionary` to avoid confusion with `LoadDataDictionary`
* updated line in main.go that calls `loadTextDictionary`
* added tokens as constants inside of `d2resource/resource_paths.go` that are used in font/language paths
* moved locale string handling stuff into it's own func, now uses tokens defined in d2resource

* fix: accidentally renamed func in d2asset

* git is hard

accidentally added changes not meant for this commit
2020-06-22 17:36:45 -04:00
Tim Sarbin 8dcec1f209
Added profiler options (#398) 2020-06-22 12:43:26 -04:00
Haashi 5e1725dd7d
385/lintissues (#391)
* 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
2020-06-22 11:53:44 -04:00
dk 95621a8262
make game update at 25fps, ui update at max fps (#389) 2020-06-22 00:48:51 -04:00
dk 3fe57700a5
adding loader for level maze details (#377) 2020-06-21 18:48:53 -04:00
dk 5260ce3c87
adding loader for LvlSub.txt (level substitution details) (#378) 2020-06-21 18:41:28 -04:00
dk 6eb85d673a
Feature d2datadict levels (#373)
* main, d2common: load Magic/Rare/Unique Affix

* d2common: item affixes only

removed Rare/Unique Prefix/Suffix as those are related to monsters, not items.

* removed debug print from item_affix.go

* changed item affix type names for clarity, removed debug print from data_dictionary

* d2common: item affix datadict and records

Item Affixes are defined in `/data/global/excel/Magic{Prefix,Suffix}.txt`
Rare and Unique Pre/Suffixes seem to be for monsters, not items.

d2common: item affixes only

removed Rare/Unique Prefix/Suffix as those are related to monsters, not items.

removed debug print from item_affix.go

changed item affix type names for clarity, removed debug print from data_dictionary

* reverting to pre-allocating memory for parsing txt lines

* removing the rest of the rare/unique definitions

* removing the rest of the rare/unique definitions

* mend

* adding datadict loader for levels.txt

* adding comments from PK forums in the added d2enum files
2020-06-21 16:45:22 -04:00
Tim Sarbin b9f17f433f
Performance/Memory Improvements (#365)
* Performance improvements

* fix readbytes variable
2020-06-20 21:07:36 -04:00
danhale-git 99b10b2599
Feature/automap (#364)
* Added automap.go stub

* Handle errors in original AutoMap.txt file

* Completed AutoMapRecord struct and comments

* AutoMap loader implemented
2020-06-20 19:53:29 -04:00
dk c14f285a21
Feature d2datadict difficultylevels (#363)
* adding rules for swap files to .gitignore

* main, d2common: load Magic/Rare/Unique Affix

* d2common: item affixes only

removed Rare/Unique Prefix/Suffix as those are related to monsters, not items.

* removed debug print from item_affix.go

* changed item affix type names for clarity, removed debug print from data_dictionary

* d2common: item affix datadict and records

Item Affixes are defined in `/data/global/excel/Magic{Prefix,Suffix}.txt`
Rare and Unique Pre/Suffixes seem to be for monsters, not items.

d2common: item affixes only

removed Rare/Unique Prefix/Suffix as those are related to monsters, not items.

removed debug print from item_affix.go

changed item affix type names for clarity, removed debug print from data_dictionary

* reverting to pre-allocating memory for parsing txt lines

* removing the rest of the rare/unique definitions

* removing the rest of the rare/unique definitions

* adding ItemStatCost data dict loader

* adding data dict loader for difficulty levels
2020-06-20 15:59:20 -04:00
Ripolak 5edf314b48
Feature/gems (#347)
* Add GemsRecord struct

* Implement LoadGems function.

* Add condition for loading gems for excluding a visually separating line.

* Add 'gems.txt' file to resource_paths.go

* Add call for loading gems in main.go

* Remove spaces

* Add logging for gems loading.
2020-06-20 11:54:23 -04:00
Ripolak 2a54ad955b
Feature/hirelings (#348)
* Add basic HirelingRecord struct.

* Add LoadHireling func implementation

* Add call to loading hirelings

* Fix hireling field names
2020-06-20 11:52:55 -04:00
dk dd72dc413b
Feature d2datadict experience (#343)
* adding experience breakpoints data dict loader
2020-06-19 20:56:04 -04:00
dk 983f757db3
Feature d2datadict monstats (#341)
* adding rules for swap files to .gitignore

* main, d2common: load Magic/Rare/Unique Affix

* d2common: item affixes only

removed Rare/Unique Prefix/Suffix as those are related to monsters, not items.

* removed debug print from item_affix.go

* changed item affix type names for clarity, removed debug print from data_dictionary

* d2common: item affix datadict and records

Item Affixes are defined in `/data/global/excel/Magic{Prefix,Suffix}.txt`
Rare and Unique Pre/Suffixes seem to be for monsters, not items.

d2common: item affixes only

removed Rare/Unique Prefix/Suffix as those are related to monsters, not items.

removed debug print from item_affix.go

changed item affix type names for clarity, removed debug print from data_dictionary

* reverting to pre-allocating memory for parsing txt lines

* removing the rest of the rare/unique definitions

* removing the rest of the rare/unique definitions

* adding ItemStatCost data dict loader

* Adding monstats.txt data dict loader

* adding myself to contributors file
2020-06-19 18:24:03 -04:00
dk be498ee869
Feature d2datadict charstats (#339)
* main, d2common: load Magic/Rare/Unique Affix
* d2common: item affixes only
removed Rare/Unique Prefix/Suffix as those are related to monsters, not items.
* removed debug print from item_affix.go
* changed item affix type names for clarity, removed debug print from data_dictionary
* d2common: item affix datadict and records
Item Affixes are defined in `/data/global/excel/Magic{Prefix,Suffix}.txt`
Rare and Unique Pre/Suffixes seem to be for monsters, not items.
d2common: item affixes only
removed Rare/Unique Prefix/Suffix as those are related to monsters, not items.
removed debug print from item_affix.go
changed item affix type names for clarity, removed debug print from data_dictionary
* reverting to pre-allocating memory for parsing txt lines
* removing the rest of the rare/unique definitions
* removing the rest of the rare/unique definitions
* adding charstats datadict loader
2020-06-18 22:42:38 -04:00
Tim Sarbin 2da08884c4
Added multiplayer support (#336) 2020-06-18 14:11:04 -04:00