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mirror of https://github.com/OpenDiablo2/OpenDiablo2 synced 2024-06-27 17:45:24 +00:00
Commit Graph

39 Commits

Author SHA1 Message Date
AndrejMijic
3fea5a096d
Add monequip.txt loader (#662) 2020-07-31 18:24:47 -04:00
AndrejMijic
42cd1e1a3b
Add monumod.txt loader (#653) 2020-07-30 21:49:29 -04:00
AndrejMijic
333b8610ac
Add pettype.txt loader (#648)
* Add pettype.txt loader

* Remove go.mod replace
2020-07-30 11:31:32 -04:00
lord
bfd3f1046d
D2items WIP (#646)
* wip d2items system and item properties

* added loader for TreasureClassEx.txt

* wip item spawn from treasure class records

* wip items

* add call to init item equivalencies, remove treasure class test from d2app

* made item affix records global var a map of affix codes to the records

* changed how item to item common record equivalency is determined

* changed set items records export to a map of their codes to the records, grouped property params into a struct

* changed property parameter field from calcstring to string

* fixed bug in stat value clone

* adding equipper interface as part of stat context, eventually to be used to resolve set bonus (among other things)

* made the item interface simpler, only needs name and description methods

* adding equipper interface, for anything that will equip or have active items

* handle case where min and max are swapped, removed commented code

* added property/stat resolution for magic, rare, set, and unique items

* adding item generator which can roll for items using treasure class records

* fixed item equivalency func being called in the wrong spot
2020-07-30 10:14:15 -04:00
Gürkan Kaymak
7a49f3637f
lint fixes (#615) 2020-07-23 12:56:50 -04:00
dk
1654fd7e90
Removing lint errors in npc.go, mapstamp.go (#597)
- made an enum for NPCActionType to get rid of magic numbers
- moved the enum to d2enum
- fixed lint errors in npc.go
- fixed lint errors in mapstamp.go (because it was using npc.go)
2020-07-17 18:51:19 -04:00
Intyre
9e58b134e5
Refactored d2enum (#567)
* Refactored animation mode enum

* More d2enum changes

* Refactored tile enum

* Refactored weapon class enum

* Refactored more enums

* Refactored item event enum

* Fixed init_functions animation mode

* Removed string2enum from MonsterAnimationMode

* Refactored ItemStatCost description

* Last enum lint errors

* Regenerated monster stringer file
2020-07-09 23:12:28 -04:00
Ziemas
e2e8a303c2
Use our own DrawEffects enum for draw effects (#564)
* Add PushEffect, handle effects in renderer

* Set effects instead of blend

* Stop using PushCompositeMode, use PushEffect

* Remove remaining composite mode things
2020-07-08 21:57:35 -04:00
Intyre
a10a53be26
Renamed EquippedSlot enum (#563) 2020-07-08 19:08:07 -04:00
Ziemas
1ad3c72211
Standardize indexed color to RGBA conversion to one function (#562)
* Common function for indexed color to rgba

* Use ImgIndexToRGBA when decoding tiles

* Pass DrawEffect down to animation
2020-07-08 17:46:45 -04:00
dk
60e6fcb7ac
moving enumerations out of d2interface (#552)
* moved filter constants back to d2enum

* moving key and mouse button enums into d2enum

* moving render type enum into d2enum

* moving input even priority enums into d2enum

* moving terminal enums into d2enum
2020-07-06 21:26:08 -04:00
Ziemas
6269726316
Composite work (#536)
* Quit using ObjectLookupRecord in composite

* Unexport SetMode in map entities

* Get rid of weaponClass from MapEntity

* Pass ObjectType to composite instead of string

* Use layer weaponclass from cof

* Manage more stuff directly in composite

* Explicitly index when picking equipment
2020-07-03 22:52:50 -04:00
dk
de116e8367
moving package comments into doc.go files (#534) 2020-07-03 18:33:46 -04:00
Ziemas
fa20b9ee51
Spawn monster by monstat record (#508)
* 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
2020-07-01 00:06:06 -04:00
Tim Sarbin
e2572b8745
More linting (#500) 2020-06-30 09:58:53 -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
dk
06202a2ddf
fixed monstats lint errors, added doc file for d2datadict (#494)
* adding comments to d2interface for linter

* moved d2render renderer interfaces and types into d2interface

* fixed most lint errors for monstats loader
2020-06-29 18:46:31 -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
Ziemas
11f743aa42
Get and use draw order and animation speed for objects (#473)
* String2enum ObjectAnimationMode

* Render objects at their assigned layer

Gets the orderflag from the object record and assign it to the mapentity
so the renderer can get at it.

This adds another render pass that loops through the objects.

* Get object animation speed from their txt entry
2020-06-27 14:30:23 -04:00
Tim Sarbin
1ca534cc13
Revert "Refactor d2map (#468)" (#469)
This reverts commit fe47e51351.
2020-06-26 17:12:19 -04:00
dk
fe47e51351
Refactor d2map (#468)
* WIP refactor of d2map stuff

* more d2map refactor

adding realm init to game client
passing map engine from client and server into realm at init
change `generate map packet` to have act and level index as data

* client explodes, but getting there

* realm now initializes, networking works, but map generators dont currently do anything

* changed the way that level type records are loaded

* fixed funcs for level data lookups

* started implementing level generator, currently crashing

* client no longer exploding

* d2networking refactor

put exports into d2client.go and d2server.go
kept GameClient and GameServer methods into their respective files
made methods for packet handlers instead of the giant switch statements

* bugfix: getting first level id by act

* minor refactor of gamescreen for readability

* towns now generate on server start, create player takes act and level id as args, levels have their own map engine
2020-06-26 16:50:24 -04:00
Ziemas
02605227c3
Various map entity reworks (#439)
* Use integer directions for rotating map entities

* Manage composite directly in npc

* Player manages its own composite

* Split up animation mode types

Players, monsters, objects all have their own types

* Clean up AnimatedEntity

* Rename AnimatedEntity -> Object

* Keep the object txt record on hand in Object
2020-06-24 13:49:13 -04:00
Ripolak
2332bd7b58
Feature/player equipment ui (#419)
* Add basic EquipmentSlot struct

* Add Load function to EquipmentSlot

* Move EquipmentSlot struct to inventory_grid.go

* Add equipmentSlots arg to ItemGrid struct

* Add basic rendering of equipment slots.

* Change rendering of equipment slots to simply use their static x and y

* Add ChangeEquippedSlot function

* Add initialization to all equipped slots types.

* Fix Y locations of equipment slots

* Move default equipment slots to a genEquipmentSlotsMap function.

* Change Item to item

* Fix coordinates

* Change usage of string to EquippedSlotType when dealing with different slots in rendering.

* Fix import error

* Remove neck example

* Add loading sprites of equipped items.

* Clean code in Inventory rendering

* Clean code in Inventory rendering

* Clean code in Inventory rendering

* Change default items that get rendered.

* Change default items that get rendered.

* Add width and height to EquipementSlot struct

* Fill in width and height to current equipment slots.

* Fix Y setting of equipment slots

* Rename variables for clean code.

* Change handling nil itemSprite to condition instead of loop return.

* Split Render function to 2 functions.

* Add TODO

* Change comment to start with capital I
2020-06-23 14:12:30 -04:00
Ziemas
75112ec736
Show special tiles in mapdebug (#386)
More useful than the floor stuff

Also method for testing if special
2020-06-21 22:14:06 -04:00
Tim Sarbin
912aaf044c
Re-tooled rendering engine (#379) 2020-06-21 18:40:37 -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
dk
a25e42518d
DataDictionary loader for ItemStatCost (#333)
* 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
2020-06-13 19:52:22 -04:00
dk
515b66736d
Item Affixes (#328)
* 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
2020-05-08 12:33:37 -04:00
Alex Yatskov
664b8416f1
Remove global palettes; everything goes through d2asset now (#322)
* Configuration cleanup

* Cleanup

* remove global palettes
2020-02-26 22:46:47 -05:00
Tim Sarbin
6606774ece
Refectoring to reduce code warnings (#283) 2020-02-01 21:51:49 -05:00
Tim Sarbin
6832a5a0db
merged d2shared into the core package (#275) 2020-01-26 00:39:13 -05:00
ndechiara
1c2b4869a1 Migrate out d2common d2helper d2data modules (#195)
* Switch items to dynamic load with a common struct, add misc.txt loading
* Update Ebiten Reference
* Switch references to point to D2Shared
* Migrate part 2
2019-11-17 00:16:33 -05:00
Tim Sarbin
b97bf6353d
Added inventory objects. (#177) 2019-11-14 22:20:01 -05:00
Robin Eklind
12f8ca1004 d2enum: update readme to mention go generate (#133) 2019-11-12 17:36:30 -05:00
Tim Sarbin
a6a9434267
Added more functionality to character select screen. (#143) 2019-11-11 23:48:55 -05:00
Tim Sarbin
3f01ad09ae
Renamed files to lowercase. (#137) 2019-11-10 17:36:25 -05:00
Tim Sarbin
5d5009208b
Renamed all files to proper go conventions. (#134) 2019-11-10 14:06:05 -05:00
Tim Sarbin
e8292e9c42
More optimizations and cleanup. (#131) 2019-11-10 10:44:13 -05:00
Tim Sarbin
b41f7f4dab
Restructured everything. (#128) 2019-11-10 03:36:53 -05:00