16474a215f
Replaced gdx object pool with thread-safe com.riiablo.util.Pool
2020-09-22 13:40:36 -07:00
5c10340222
Added support for initial capacity pre-init to Pool
2020-09-22 13:35:23 -07:00
63c17b0e17
Created com.riiablo.util.Pool thread safe pool ( closes #116 )
2020-09-22 13:22:24 -07:00
6d8cefb2c8
Committing tests of mpq_bytebuf package
2020-09-22 12:37:09 -07:00
bd9b30a33d
Upgraded mpq_bytebuf library
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Created MPQFileHandleResolver to resolve a filename to an MPQ
Greatly improved efficiency of MPQInputStream and reduced overhead
Added support for fast-path ByteBufInputStream for a native memory read
MPQFileHandle now supports key/offset caching for faster lookup
MPQ now initializes using a FileChannel instead of a RandomAccessFile
MPQ hash and block tables are read using a buffer
Moved MPQFileHandle file operations to MPQFileHandle from MPQ
Added ability to retrieve MPQ block table entry from an MPQ hash table entry
Inlined Exploder#TRUNCATE
Decryptor now works using arrays directly (asserted input is a heap byte buf)
Decryptor returns a long tuple consisting of key and seed state for buffered calls
2020-09-22 12:36:40 -07:00
35504fccdc
Improved logger throughput
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Added initial size and pool object init
AsyncAppender now releases events more reliably
Workaround for #116
2020-09-21 13:36:12 -07:00
24f8c764bb
Created var-arg alternative methods
2020-09-21 02:32:19 -07:00
368f2f71bf
Deferred log message creation until enabled is evaluated
2020-09-21 02:25:44 -07:00
6117efc25e
Created AsyncOutputStreamAppender to support logging output on separate threads
2020-09-21 02:02:16 -07:00
bb4efb7967
Created Pooled variations of message factory implementations
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Created Pooled variations of message factory implementations
Set logger to default to use these pooled message factories
2020-09-21 01:45:23 -07:00
aa04ebd132
Changed LogEvent to support pooling
2020-09-21 01:32:55 -07:00
703be01ceb
Created Message#release()
2020-09-21 01:30:56 -07:00
dd0707a759
Created methods for non-varargs log functions
2020-09-21 01:25:10 -07:00
5b22902b10
Changed varargs to array
2020-09-21 01:10:16 -07:00
68ada6121f
Added virtuals for newMessage without var args
2020-09-21 01:09:26 -07:00
bd0752cc6a
Created Message#numParameters()
2020-09-21 00:54:47 -07:00
f2816b24ab
Removed AbstractLogger and implemented functionality directly into Logger class
2020-09-21 00:42:56 -07:00
2e4f7f6690
Created Actioneer#canInterrupt(int) to check whether an entity action can be interrupted
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Implemented interruption checking into CursorMovementSystem#updateLeft()
2020-09-20 21:41:53 -07:00
b8756bbe8d
MPQ library implemented with ByteBuf and MappedByteBuffer (see #8 )
2020-09-19 22:23:27 -07:00
9009cdcfd9
Resolved a concurrency issue regarding shared state within static decompress method
2020-09-18 22:36:18 -07:00
303e063586
Tested charclass sound against local player component
2020-09-13 19:46:10 -07:00
aa948b9b1f
Resetting Animation instances clears Animation#cof reference (see #113 )
2020-09-13 13:46:27 -07:00
28fb71de85
Fixed radial spells to 64 directions
2020-09-13 13:21:59 -07:00
add2ea22b5
Added support for per-layer shadow flag
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Added support for per-layer shadow flag
Set automatically for now based on blendMode
2020-09-13 13:15:50 -07:00
c98c3dc2c8
Added support for cltdofunc 25 (shouts / novas)
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Added support for cltdofunc 25 (shouts / novas)
Changed animation frame delta for missiles to 256 from Missile.Entry.animrate
Disabled Missie.Entry.TravelSound audio until it can be figured out better
Added Skills.Entry.cltmissile(a-d)
2020-09-12 15:31:45 -07:00
372f501b4b
Created RADIANS_64
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Created RADIANS_64
Redefined RADIANS_X tables mathematically to improve readability
2020-09-12 15:19:35 -07:00
54216795f6
Enabled bullet flag for missiles and changed to sensors to disable collision
2020-09-12 14:48:39 -07:00
efc6a5c0e4
Created MissileHandler to dispose of missile entities past their range
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Created MissileHandler to dispose of missile entities past their range
MissileLoader now resets direction to 0 when missile is loaded
2020-09-12 14:21:48 -07:00
b01f5180b2
Changed monster placement algorithm to distribute grouped monsters across an area
2020-09-11 13:26:59 -07:00
0dccc53c44
Monster label now shows first non-empty hitpoints monster
2020-09-11 13:24:01 -07:00
8eb29c9cfb
Monster label will hide itself if the target monster is dead
2020-09-11 13:20:46 -07:00
8be6bee27a
Increased default mele range to 3 units
2020-09-11 13:20:00 -07:00
143634858d
Fixed encoding for negative fixed point numbers
2020-09-11 13:08:35 -07:00
6cc41eb633
Assigned missiles a physics body (see #113 )
2020-09-10 23:46:27 -07:00
63bfa85173
Resolved the actual crash this time
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It would appear that a valid targetId is given that has a position, except that the position is null? This will be looked into later.
2020-09-10 23:31:17 -07:00
0590ddc166
Fixed crash caused resulting by a previous fix which incorrectly unset target entity
2020-09-10 23:28:02 -07:00
30f4190ead
Added support for MonsterLabelManager to draw monster health
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Added support for MonsterLabelManager to draw monster health
Added percent and modal params to PaletteIndexedColorDrawable to allow use as a progress bar
2020-09-10 23:27:22 -07:00
c906a20817
Added sound effect for hit impact
2020-09-10 22:50:47 -07:00
39f3d5aaca
Added attack range check for left click
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Added attack range check for left click
Added null check for dangling target
2020-09-10 22:41:02 -07:00
c64042bafe
Created DamageHandler and implemented hit sounds
2020-09-10 19:16:08 -07:00
4e0e2c142a
Created DamageEvent and dispatching
2020-09-10 19:11:28 -07:00
7b227fe2ed
Committing DeathEvent
2020-09-10 19:09:14 -07:00
61985ed440
Checks if target is still valid (some trailing event target ids?)
2020-09-10 18:40:27 -07:00
28d6eddcb6
Another workaround for #113
2020-09-10 18:39:59 -07:00
83c0e87a9a
Unset killer target if target was victim
2020-09-10 18:32:05 -07:00
52edd64327
Fixed spelling error DC.Direction#toReadDir -> #toRealDir
2020-09-10 18:31:42 -07:00
0087e832c2
Implemented monster deaths
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Added AI death state and AI#kill() virtual method
DeathHandler handles state transition and entity disposal
2020-09-10 18:22:44 -07:00
bfcee599bf
Increased damage and added death event with subscriber to play death sequence
2020-09-10 17:31:41 -07:00
f3c9ff82aa
Fixed an issue where consecutive stat gets were corrupting previous values
2020-09-10 16:59:22 -07:00
d77a109be2
Added support for getting a stat from Attributes into a provided tuple
2020-09-10 16:58:44 -07:00