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https://github.com/OpenDiablo2/OpenDiablo2
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add Weapons.txt load (#81)
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07b0724575
commit
98d9e61a64
@ -67,6 +67,15 @@ func StringToInt8(text string) int8 {
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return int8(result)
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}
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// StringToFloat64 converts a string to a float64
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func StringToFloat64(text string) float64 {
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result, err := strconv.ParseFloat(text, 64)
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if err != nil {
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panic(err)
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}
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return float64(result)
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}
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func Utf16BytesToString(b []byte) (string, error) {
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if len(b)%2 != 0 {
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282
Common/Weapons.go
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282
Common/Weapons.go
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@ -0,0 +1,282 @@
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package Common
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import (
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"log"
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"strings"
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"github.com/OpenDiablo2/OpenDiablo2/ResourcePaths"
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)
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type WeaponRecord struct {
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Name string
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Type string // base type in ItemTypes.txt
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Type2 string
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Code string // identifies the item
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AlternateGfx string // code of the DCC used when equipped
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NameString string // seems to be identical to code?
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Version int // 0 = classic, 100 = expansion
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CompactSave bool // if true, doesn't store any stats upon saving
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Rarity int // higher, the rarer
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Spawnable bool // if 0, cannot spawn in shops
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MinDamage int
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MaxDamage int
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BarbOneOrTwoHanded bool // if true, barb can wield this in one or two hands
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UsesTwoHands bool // if true, it's a 2handed weapon
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Min2HandDamage int
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Max2HandDamage int
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MinMissileDamage int // ranged damage stats
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MaxMissileDamage int
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MissileSpeed int // unknown, affects movement speed of wielder during ranged attacks?
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ExtraRange int // base range = 1, if this is non-zero add this to the range
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Speed int // affects movement speed of wielder, >0 = you move slower, <0 = you move faster
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StrengthBonus int
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DexterityBonus int
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// final mindam = min * str / strbonus + min * dex / dexbonus
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// same for maxdam
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RequiredStrength int
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RequiredDexterity int
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Durability int // base durability 0-255
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NoDurability bool // if true, item has no durability
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Level int // base item level (controls monster drops, for instance a lv20 monster cannot drop a lv30 item)
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RequiredLevel int // required level to wield
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Cost int // base cost
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GambleCost int // for reference only, not used
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MagicLevel int // additional magic level (for gambling?)
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AutoPrefix int // prefix automatically assigned to this item on spawn, maps to group column of Automagic.txt
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OpenBetaGfx string // unknown
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NormalCode string
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UberCode string
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UltraCode string
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WeaponClass string // what kind of attack does this weapon have (i.e. determines attack animations)
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WeaponClass2Hand string // what kind of attack when wielded with two hands
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Component int // corresponds to Composit.txt, player animation layer used by this
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HitClass string // determines sounds/graphic effects when attacking
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InventoryWidth int
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InventoryHeight int
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Stackable bool // can be stacked in inventory
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MinStack int // min size of stack when item is spawned, used if stackable
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MaxStack int // max size of stack when item is spawned
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SpawnStack int // unknown, something to do with stack size when spawned (sold maybe?)
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FlippyFile string // DC6 file animation to play when item drops on the ground
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InventoryFile string // DC6 file used in your inventory
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UniqueInventoryFile string // DC6 file used by the unique version of this item
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SetInventoryFile string // DC6 file used by the set version of this item
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HasInventory bool // if true, item can store gems or runes
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GemSockets int // number of gems to store
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GemApplyType int // what kind of gem effect is applied
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// 0 = weapon, 1= armor or helmet, 2 = shield
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SpecialFeature string // Just a comment
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Useable bool // can be used via right click if true
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// game knows what to do if used by item code
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DropSound string // sfx for dropping
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DropSfxFrame int // what frame of drop animation the sfx triggers on
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UseSound string // sfx for using
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Unique bool // if true, only spawns as unique
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Transparent bool // unused
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TransTable int // unknown, related to blending mode?
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Quivered bool // if true, requires ammo to use
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LightRadius int // apparently unused
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Belt bool // seems to be unused? supposed to be whether this can go in your quick access belt
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Quest int // indicates that this item belongs to a given quest?
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QuestDifficultyCheck bool // if true, item only works in the difficulty it was found in
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MissileType int // missile gfx for throwing
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DurabilityWarning int // controls what warning icon appears when durability is low
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QuantityWarning int // controls at what quantity the low quantity warning appears
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GemOffset int // unknown
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BitField1 int // 1 = leather item, 3 = metal
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Vendors map[string]*WeaponVendorParams // controls vendor settings
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SourceArt string // unused?
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GameArt string // unused?
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ColorTransform int // colormap to use for player's gfx
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InventoryColorTransform int // colormap to use for inventory's gfx
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SkipName bool // if true, don't include the base name in the item description
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NightmareUpgrade string // upgraded in higher difficulties
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HellUpgrade string
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Nameable bool // if true, item can be personalized
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PermStoreItem bool // if true, vendor will always sell this
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}
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type WeaponVendorParams struct {
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Min int // minimum of this item they can stock
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Max int // max they can stock
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MagicMin int
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MagicMax int
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MagicLevel uint8
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}
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func createWeaponRecord(line string) WeaponRecord {
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r := strings.Split(line, "\t")
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i := -1
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inc := func() int {
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i++
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return i
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}
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result := WeaponRecord{
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Name: r[inc()],
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Type: r[inc()],
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Type2: r[inc()],
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Code: r[inc()],
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AlternateGfx: r[inc()],
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NameString: r[inc()],
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Version: StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))),
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CompactSave : StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))) == 1,
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Rarity: StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))),
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Spawnable : StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))) == 1,
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MinDamage: StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))),
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MaxDamage: StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))),
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BarbOneOrTwoHanded : StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))) == 1,
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UsesTwoHands : StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))) == 1,
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Min2HandDamage: StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))),
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Max2HandDamage: StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))),
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MinMissileDamage: StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))),
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MaxMissileDamage: StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))),
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MissileSpeed: StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))),
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ExtraRange: StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))),
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Speed: StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))),
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StrengthBonus: StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))),
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DexterityBonus: StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))),
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RequiredStrength: StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))),
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RequiredDexterity: StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))),
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Durability: StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))),
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NoDurability : StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))) == 1,
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Level: StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))),
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RequiredLevel: StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))),
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Cost: StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))),
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GambleCost: StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))),
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MagicLevel: StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))),
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AutoPrefix: StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))),
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OpenBetaGfx: r[inc()],
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NormalCode: r[inc()],
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UberCode: r[inc()],
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UltraCode: r[inc()],
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WeaponClass: r[inc()],
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WeaponClass2Hand: r[inc()],
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Component: StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))),
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HitClass: r[inc()],
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InventoryWidth: StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))),
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InventoryHeight: StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))),
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Stackable : StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))) == 1,
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MinStack: StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))),
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MaxStack: StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))),
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SpawnStack: StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))),
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FlippyFile: r[inc()],
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InventoryFile: r[inc()],
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UniqueInventoryFile: r[inc()],
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SetInventoryFile: r[inc()],
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HasInventory : StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))) == 1,
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GemSockets: StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))),
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GemApplyType: StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))),
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SpecialFeature: r[inc()],
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Useable : StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))) == 1,
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DropSound: r[inc()],
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DropSfxFrame: StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))),
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UseSound: r[inc()],
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Unique : StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))) == 1,
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Transparent : StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))) == 1,
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TransTable: StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))),
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Quivered : StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))) == 1,
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LightRadius: StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))),
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Belt : StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))) == 1,
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Quest: StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))),
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QuestDifficultyCheck : StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))) == 1,
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MissileType: StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))),
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DurabilityWarning: StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))),
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QuantityWarning: StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))),
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GemOffset: StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))),
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BitField1: StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))),
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Vendors: createWeaponVendorParams(&r, inc),
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SourceArt: r[inc()],
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GameArt: r[inc()],
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ColorTransform: StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))),
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InventoryColorTransform: StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))),
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SkipName : StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))) == 1,
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NightmareUpgrade: r[inc()],
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HellUpgrade: r[inc()],
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Nameable : StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))) == 1,
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PermStoreItem : StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))) == 1,
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}
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return result
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}
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func createWeaponVendorParams(r *[]string, inc func() int) map[string]*WeaponVendorParams {
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result := make(map[string]*WeaponVendorParams)
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vs := make([]string, 17)
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vs[0] = "Charsi"
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vs[1] = "Gheed"
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vs[2] = "Akara"
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vs[3] = "Fara"
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vs[4] = "Lysander"
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vs[5] = "Drognan"
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vs[6] = "Hralti"
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vs[7] = "Alkor"
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vs[8] = "Ormus"
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vs[9] = "Elzix"
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vs[10] = "Asheara"
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vs[11] = "Cain"
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vs[12] = "Halbu"
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vs[13] = "Jamella"
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vs[14] = "Larzuk"
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vs[15] = "Drehya"
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vs[16] = "Malah"
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for _, name := range vs {
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wvp := WeaponVendorParams{
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Min: StringToInt(EmptyToZero((*r)[inc()])),
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Max: StringToInt(EmptyToZero((*r)[inc()])),
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MagicMin: StringToInt(EmptyToZero((*r)[inc()])),
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MagicMax: StringToInt(EmptyToZero((*r)[inc()])),
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MagicLevel: StringToUint8(EmptyToZero((*r)[inc()])),
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}
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result[name] = &wvp;
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}
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return result
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}
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var Weapons map[string]*WeaponRecord
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func LoadWeapons(fileProvider FileProvider) {
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Weapons = make(map[string]*WeaponRecord)
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data := strings.Split(string(fileProvider.LoadFile(ResourcePaths.Weapons)), "\r\n")[1:]
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for _, line := range data {
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if len(line) == 0 {
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continue
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}
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rec := createWeaponRecord(line)
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Weapons[rec.Code] = &rec
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}
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log.Printf("Loaded %d weapons", len(Weapons))
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}
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@ -71,6 +71,7 @@ func CreateEngine() *Engine {
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Common.LoadLevelWarps(result)
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Common.LoadObjectTypes(result)
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Common.LoadObjects(result)
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Common.LoadWeapons(result)
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Common.LoadMissiles(result)
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Common.LoadSounds(result)
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result.SoundManager = Sound.CreateManager(result)
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