1
1
mirror of https://github.com/OpenDiablo2/OpenDiablo2 synced 2024-06-20 06:05:23 +00:00
Commit Graph

24 Commits

Author SHA1 Message Date
lord
8b2b991b12
D2mapengine remove entity, minor edits (#694)
* implement entity removal

* add rgba color func, fix some lint errors in d2map

* bugfix for map entity tests
2020-08-05 21:27:45 -04:00
lord
524132c122
D2datadict unique items bugfix (#669)
* d2ui.Label: add support for color tokens in labels, multiple colors per label

* unique items should use the item name as the map key
2020-08-02 21:26:07 -04:00
lord
6a8b9aada1
Minor edits: debug entity frame bounds, debug spawnmon command (#666)
* adding debug printing boxes for entity bounds

* minor edits

- adding `spawnmon` command. currently does not have a netpacket, just for debug
- adding `GetSize` method to map entities for getting frame bounds (for debug printing)

* bug fix
2020-08-01 19:03:09 -04:00
lord
1275a7f654
D2item hover highlight + name (#656)
* added highlight to animated entity

* moving provider functions for item, missile, npc, player into package export file d2mapentity.go

* changed `Create` to `New` in map entity provider functions

* add item highlight on hover

* add Name method to item entity
2020-07-31 17:55:11 -04:00
Gürkan Kaymak
7a49f3637f
lint fixes (#615) 2020-07-23 12:56:50 -04:00
lord
362147848d
entity debug rendering (#609)
* entity debug rendering, with command

needed to add getter method to MapEntity interface, so that's the reasoning for changing objects/npcs/player/etc

this currently brings allocs/s up to 10 (you can check by running `fps` command, se we need to look into d2debugutils and how it handles drawing text

* reverting velocity copy, broke the map entity tests. debug display wont show velocity currently.

* adding velocity debug
2020-07-21 08:51:09 -04:00
danhale-git
727e8244c6
Implemented Position in Path and PathTile (#605)
* Unnecessary constructor assignments removed.

* Position implemented in d2common.Path

* Position implemented in mapEntity.Step.

* Position implemented in d2common.PathTile.
2020-07-18 18:07:13 -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
dk
cf6029eb95
Stat descriptions + tests, Skilldesc.txt loader (#590)
* adding ranged number type, for use in stats

* Loaded Skills.txt

* asset manager only binds terminal commands if terminal != nil

* WIP stats

* cache getter and clear methods were not implemented

* asset manager handles a nil terminal pointer

* adding skilldesc.txt loader (needs work)

* ctc stat descriptions functions working

* moving description functionality out of itemstatcost loader and into stats

* stats seem like a central part of diablo, moving into d2core.

* stats seem like a central part of diablo, moving into d2core.

* delint

* adding statlist, statlist reduction, unit tests

* minor edits to stat.go

* lint error in statlist.go

* Remove dependency on actual data from mpq files

stats unit tests now use mock data

* fixing some lint errors, formatting

Co-authored-by: Maxime Lavigne (malavv) <duguigne@gmail.com>
2020-07-17 18:50:45 -04:00
danhale-git
921d44a70c
mapEntity.Step() benchmark and improvements. (#593)
* Initial test and benchmark for mapEntity.Step().

* Removed `&& !m.hasPath()` from mapEntity.atTarget

* Direction is now updated when the path node changes mid-step and target is updated when path is set.

* Test improvements.

* Deleted old benchmark function and tidying.

* d2math.Abs added.

* Abs benchmark and optimisation.

* Negate and Distance benchmark.

* Length and SetLength benchmark.

* Lerp and Dot benchmark.

* Cross and Normalize benchmark.

* Angle and SignedAngle benchmark.

* Trivial change to Vector.Abs()
2020-07-16 12:06:08 -04:00
Ziemas
09a6869aea
Use vectors for object positioning (#587)
* Use d2vector.Position in objects

* Remove arbitrary render offset

If things are actually wrong lets figure out why

* Remove arbitrary wall offset

This broke maggot lair
2020-07-14 00:25:23 -04:00
danhale-git
894c60f77a
Map entity rework - vectors in mapEntity (#579)
* Fixed NaN on normalize 0 vector.

* Tentative implementation in getStepLength.

* mapEntity.TileX/Y removed.

* Fixed Position and Target not being initialised in createMapEntity.

* mapEntity.Position is no longer embedded.

* mapEntity.LocationX/Y no longer used outside map_entity.go.

* mapEntity.subCellX/Y removed.

* mapEntity.LocationX/Y removed.

* mapEntity.OffsetX/Y and TargetX/Y removed.

* Direction method added to Vector, returns 0-64 direction.

* Moved Vector.Direction() to Position.DirectionTo and refactored.

* Renamed RenderOffset from SubCell and tested IsZero.

* d2math.WrapInt added for use with directions.

* Tidied up position and tests.

* Refactored d2common.AdjustWithRemainder into d2mapEntity.

* Tidying up d2mapEntity.

* Final cleanup.

* Lint warnings.

* Spelling correction.
2020-07-13 09:06:50 -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
danhale-git
6104adc700
D2map lint warnings (#566)
* Comments and newlines in engine.go

* Comments and newlines in object.go

* Comments and newlines in animated_entity.go

* Comments and newlines in missile.go

* Comments and newlines in npc.go

* Comments and newlines in player.go

* Removed object.go (incorrectly merged it in during rebase).

* Comments and newlines in renderer.go.

* Comments and newlines in map_entity.go.

* Comments and newlines in walk_mesh.go.

* Comments and newlines in viewport.go and tile_cache.go.

* Comments and newlines in stamp.go and wilderness_tile_types.go.

* Comments and newlines in everything else.
2020-07-09 16:11:01 -04:00
Ziemas
252e6c6c23
Clean up monstats2 (#555) 2020-07-07 15:04:18 -04:00
Ziemas
af0fb11a54
Apply NPC speed from monsats (#551) 2020-07-06 21:32:39 -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
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
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
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
Ziemas
b00fa58fc4
Object Highlights (#476)
* Add PushBrightness to surface

* Highlight selectable objects

Check if mapentity is selectable. (seems reasonable)
Request objects to highlight themselves is required (idk)
2020-06-27 18:58:41 -04:00
Tim Sarbin
6dae0097b9
Added npc labels. More mapgen stuff. (#449) 2020-06-25 00:39:09 -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
Tim Sarbin
912aaf044c
Re-tooled rendering engine (#379) 2020-06-21 18:40:37 -04:00