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https://github.com/OpenDiablo2/OpenDiablo2
synced 2024-11-18 02:16:23 -05:00
fixed Id renaming in strings (#618)
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9e61079e93
commit
1ce81f1aec
@ -96,7 +96,7 @@ func LoadHireling(file []byte) {
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hireling := &HirelingRecord{
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Hireling: d.String("Hireling"),
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SubType: d.String("SubType"),
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ID: d.Number("ID"),
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ID: d.Number("Id"),
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Class: d.Number("Class"),
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Act: d.Number("Act"),
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Difficulty: d.Number("Difficulty"),
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@ -109,7 +109,7 @@ func LoadHireling(file []byte) {
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HP: d.Number("HP"),
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HPPerLvl: d.Number("HP/Lvl"),
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Defense: d.Number("Defense"),
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DefPerLvl: d.Number("ID"),
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DefPerLvl: d.Number("Id"),
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Str: d.Number("Str"),
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StrPerLvl: d.Number("Str/Lvl"),
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Dex: d.Number("Dex"),
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@ -36,7 +36,7 @@ func LoadLevelWarps(file []byte) {
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for d.Next() {
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record := &LevelWarpRecord{
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Name: d.String("Name"),
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ID: d.Number("ID"),
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ID: d.Number("Id"),
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SelectX: d.Number("SelectX"),
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SelectY: d.Number("SelectY"),
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SelectDX: d.Number("SelectDX"),
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@ -95,7 +95,7 @@ type LevelDetailsRecord struct {
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// ID
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// Level ID (used in columns like VIS0-7)
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Id int //nolint:golint,stylecheck // ID is the right key
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ID int
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// Palette is the Act Palette . Reference only
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Palette int // Pal
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@ -138,7 +138,7 @@ type LevelDetailsRecord struct {
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// location.
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DependantLevelID int // Depend
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// The type of the Level (ID from lvltypes.txt)
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// The type of the Level (Id from lvltypes.txt)
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LevelType int // LevelType
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// Controls if teleport is allowed in that level.
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@ -367,10 +367,10 @@ type LevelDetailsRecord struct {
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//nolint:gochecknoglobals // Currently global by design, only written once
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var LevelDetails map[int]*LevelDetailsRecord
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// GetLevelDetails gets a LevelDetailsRecord by the record ID
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// GetLevelDetails gets a LevelDetailsRecord by the record Id
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func GetLevelDetails(id int) *LevelDetailsRecord {
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for i := 0; i < len(LevelDetails); i++ {
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if LevelDetails[i].Id == id {
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if LevelDetails[i].ID == id {
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return LevelDetails[i]
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}
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}
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@ -387,7 +387,7 @@ func LoadLevelDetails(file []byte) {
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for d.Next() {
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record := &LevelDetailsRecord{
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Name: d.String("Name "),
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Id: d.Number("ID"),
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ID: d.Number("Id"),
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Palette: d.Number("Pal"),
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Act: d.Number("Act"),
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QuestFlag: d.Number("QuestFlag"),
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@ -532,7 +532,7 @@ func LoadLevelDetails(file []byte) {
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ObjectGroupSpawnChance6: d.Number("ObjPrb6"),
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ObjectGroupSpawnChance7: d.Number("ObjPrb7"),
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}
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LevelDetails[record.Id] = record
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LevelDetails[record.ID] = record
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}
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if d.Err != nil {
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@ -17,9 +17,9 @@ type (
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// Key contains the pointer that will be used in other txt files
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// such as levels.txt and superuniques.txt.
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Key string // called `ID` in monstats.txt
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Key string // called `Id` in monstats.txt
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// ID is the actual internal ID of the unit (this is what the ID pointer
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// Id is the actual internal ID of the unit (this is what the ID pointer
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// actually points at) remember that no two units can have the same ID,
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// this will result in lots of unpredictable behavior and crashes so please
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// don’t do it. This 'HarcCodedInDeX' is used for several things, such as
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@ -28,7 +28,7 @@ type (
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// column also links other hardcoded effects to the units, such as the
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// transparency on necro summons and the name-color change on unique boss
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// units (thanks to Kingpin for the info)
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Id int //nolint:golint,stylecheck // called `hcIdx` in monstats.txt
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ID int // called `hcIdx` in monstats.txt
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// BaseKey is an ID pointer of the “base” unit for this specific
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// monster type (ex. There are five types of “Fallen”; all of them have
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@ -80,10 +80,10 @@ type (
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// which animation mode will the spawned monster be spawned in.
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SpawnAnimationKey string // called `spawnmode` in monstats.txt
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// MinionId1 is an ID of a minion that spawns when this monster is created
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// MinionId1 is an Id of a minion that spawns when this monster is created
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MinionId1 string //nolint:golint,stylecheck // called `minion1` in monstats.txt
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// MinionId2 is an ID of a minion that spawns when this monster is created
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// MinionId2 is an Id of a minion that spawns when this monster is created
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MinionId2 string //nolint:golint,stylecheck // called `minion2` in monstats.txt
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// SoundKeyNormal, SoundKeySpecial
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@ -690,8 +690,8 @@ func LoadMonStats(file []byte) { // nolint:funlen // Makes no sense to split
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d := d2common.LoadDataDictionary(file)
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for d.Next() {
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record := &MonStatsRecord{
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Key: d.String("ID"),
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Id: d.Number("hcIdx"),
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Key: d.String("Id"),
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ID: d.Number("hcIdx"),
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BaseKey: d.String("BaseId"),
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NextKey: d.String("NextInClass"),
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PaletteId: d.Number("TransLvl"),
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@ -177,7 +177,7 @@ func LoadMonStats2(file []byte) {
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d := d2common.LoadDataDictionary(file)
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for d.Next() {
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record := &MonStats2Record{
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Key: d.String("ID"),
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Key: d.String("Id"),
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Height: d.Number("Height"),
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OverlayHeight: d.Number("OverlayHeight"),
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PixelHeight: d.Number("pixHeight"),
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@ -281,7 +281,7 @@ func LoadSkills(file []byte) {
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for d.Next() {
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record := &SkillRecord{
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Skill: d.String("skill"),
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ID: d.Number("ID"),
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ID: d.Number("Id"),
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Charclass: d.String("charclass"),
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Skilldesc: d.String("skilldesc"),
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Srvstfunc: d.Number("srvstfunc"),
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@ -7,7 +7,7 @@ import (
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// Object is a game world object
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type Object struct {
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Type int
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Id int //nolint:golint ID is the right key
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ID int
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X int
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Y int
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Flags int
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@ -115,7 +115,7 @@ func (ds1 *DS1) loadObjects(br *d2common.StreamReader) {
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for objIdx := 0; objIdx < int(numberOfObjects); objIdx++ {
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newObject := d2data.Object{}
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newObject.Type = int(br.GetInt32())
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newObject.Id = int(br.GetInt32())
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newObject.ID = int(br.GetInt32())
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newObject.X = int(br.GetInt32())
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newObject.Y = int(br.GetInt32())
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newObject.Flags = int(br.GetInt32())
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@ -127,7 +127,7 @@ func (mr *Stamp) Entities(tileOffsetX, tileOffsetY int) []d2interface.MapEntity
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for _, object := range mr.ds1.Objects {
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if object.Type == int(d2enum.ObjectTypeCharacter) {
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monstat := d2datadict.MonStats[d2datadict.MonPresets[mr.ds1.Act][object.Id]]
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monstat := d2datadict.MonStats[d2datadict.MonPresets[mr.ds1.Act][object.ID]]
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// If monstat is nil here it is a place_ type object, idk how to handle those yet.
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// (See monpreset and monplace txts for reference)
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if monstat != nil {
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@ -145,7 +145,7 @@ func (mr *Stamp) Entities(tileOffsetX, tileOffsetY int) []d2interface.MapEntity
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if object.Type == int(d2enum.ObjectTypeItem) {
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// For objects the DS1 ID to objectID is hardcoded in the game
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// use the lookup table
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lookup := d2datadict.LookupObject(int(mr.ds1.Act), object.Type, object.Id)
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lookup := d2datadict.LookupObject(int(mr.ds1.Act), object.Type, object.ID)
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if lookup == nil {
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continue
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@ -250,7 +250,7 @@ func TestStat_InitMockData(t *testing.T) {
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}
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var monStats = map[string]*d2datadict.MonStatsRecord{
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"Specter": {NameString: "Specter", Id: 40},
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"Specter": {NameString: "Specter", ID: 40},
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}
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d2datadict.ItemStatCosts = itemStatCosts
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@ -74,7 +74,7 @@ func stringerSkillName(sv d2stats.StatValue) string {
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func stringerMonsterName(sv d2stats.StatValue) string {
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for key := range d2datadict.MonStats {
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if d2datadict.MonStats[key].Id == sv.Int() {
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if d2datadict.MonStats[key].ID == sv.Int() {
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return d2datadict.MonStats[key].NameString
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}
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}
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