mirror of
https://github.com/OpenDiablo2/OpenDiablo2
synced 2024-12-25 11:36:26 -05:00
add Weapons.txt load (#81)
This commit is contained in:
parent
07b0724575
commit
98d9e61a64
@ -67,6 +67,15 @@ func StringToInt8(text string) int8 {
|
||||
return int8(result)
|
||||
}
|
||||
|
||||
// StringToFloat64 converts a string to a float64
|
||||
func StringToFloat64(text string) float64 {
|
||||
result, err := strconv.ParseFloat(text, 64)
|
||||
if err != nil {
|
||||
panic(err)
|
||||
}
|
||||
return float64(result)
|
||||
}
|
||||
|
||||
func Utf16BytesToString(b []byte) (string, error) {
|
||||
|
||||
if len(b)%2 != 0 {
|
||||
|
282
Common/Weapons.go
Normal file
282
Common/Weapons.go
Normal file
@ -0,0 +1,282 @@
|
||||
package Common
|
||||
|
||||
import (
|
||||
"log"
|
||||
"strings"
|
||||
|
||||
"github.com/OpenDiablo2/OpenDiablo2/ResourcePaths"
|
||||
)
|
||||
|
||||
type WeaponRecord struct {
|
||||
Name string
|
||||
|
||||
Type string // base type in ItemTypes.txt
|
||||
Type2 string
|
||||
Code string // identifies the item
|
||||
AlternateGfx string // code of the DCC used when equipped
|
||||
NameString string // seems to be identical to code?
|
||||
Version int // 0 = classic, 100 = expansion
|
||||
CompactSave bool // if true, doesn't store any stats upon saving
|
||||
Rarity int // higher, the rarer
|
||||
Spawnable bool // if 0, cannot spawn in shops
|
||||
|
||||
MinDamage int
|
||||
MaxDamage int
|
||||
BarbOneOrTwoHanded bool // if true, barb can wield this in one or two hands
|
||||
UsesTwoHands bool // if true, it's a 2handed weapon
|
||||
Min2HandDamage int
|
||||
Max2HandDamage int
|
||||
MinMissileDamage int // ranged damage stats
|
||||
MaxMissileDamage int
|
||||
MissileSpeed int // unknown, affects movement speed of wielder during ranged attacks?
|
||||
ExtraRange int // base range = 1, if this is non-zero add this to the range
|
||||
Speed int // affects movement speed of wielder, >0 = you move slower, <0 = you move faster
|
||||
StrengthBonus int
|
||||
DexterityBonus int
|
||||
// final mindam = min * str / strbonus + min * dex / dexbonus
|
||||
// same for maxdam
|
||||
RequiredStrength int
|
||||
RequiredDexterity int
|
||||
Durability int // base durability 0-255
|
||||
NoDurability bool // if true, item has no durability
|
||||
|
||||
Level int // base item level (controls monster drops, for instance a lv20 monster cannot drop a lv30 item)
|
||||
RequiredLevel int // required level to wield
|
||||
Cost int // base cost
|
||||
GambleCost int // for reference only, not used
|
||||
MagicLevel int // additional magic level (for gambling?)
|
||||
AutoPrefix int // prefix automatically assigned to this item on spawn, maps to group column of Automagic.txt
|
||||
OpenBetaGfx string // unknown
|
||||
NormalCode string
|
||||
UberCode string
|
||||
UltraCode string
|
||||
|
||||
WeaponClass string // what kind of attack does this weapon have (i.e. determines attack animations)
|
||||
WeaponClass2Hand string // what kind of attack when wielded with two hands
|
||||
Component int // corresponds to Composit.txt, player animation layer used by this
|
||||
HitClass string // determines sounds/graphic effects when attacking
|
||||
InventoryWidth int
|
||||
InventoryHeight int
|
||||
Stackable bool // can be stacked in inventory
|
||||
MinStack int // min size of stack when item is spawned, used if stackable
|
||||
MaxStack int // max size of stack when item is spawned
|
||||
SpawnStack int // unknown, something to do with stack size when spawned (sold maybe?)
|
||||
|
||||
FlippyFile string // DC6 file animation to play when item drops on the ground
|
||||
InventoryFile string // DC6 file used in your inventory
|
||||
UniqueInventoryFile string // DC6 file used by the unique version of this item
|
||||
SetInventoryFile string // DC6 file used by the set version of this item
|
||||
|
||||
HasInventory bool // if true, item can store gems or runes
|
||||
GemSockets int // number of gems to store
|
||||
GemApplyType int // what kind of gem effect is applied
|
||||
// 0 = weapon, 1= armor or helmet, 2 = shield
|
||||
|
||||
SpecialFeature string // Just a comment
|
||||
|
||||
Useable bool // can be used via right click if true
|
||||
// game knows what to do if used by item code
|
||||
DropSound string // sfx for dropping
|
||||
DropSfxFrame int // what frame of drop animation the sfx triggers on
|
||||
UseSound string // sfx for using
|
||||
|
||||
Unique bool // if true, only spawns as unique
|
||||
Transparent bool // unused
|
||||
TransTable int // unknown, related to blending mode?
|
||||
Quivered bool // if true, requires ammo to use
|
||||
LightRadius int // apparently unused
|
||||
Belt bool // seems to be unused? supposed to be whether this can go in your quick access belt
|
||||
|
||||
Quest int // indicates that this item belongs to a given quest?
|
||||
QuestDifficultyCheck bool // if true, item only works in the difficulty it was found in
|
||||
|
||||
MissileType int // missile gfx for throwing
|
||||
DurabilityWarning int // controls what warning icon appears when durability is low
|
||||
QuantityWarning int // controls at what quantity the low quantity warning appears
|
||||
GemOffset int // unknown
|
||||
BitField1 int // 1 = leather item, 3 = metal
|
||||
|
||||
Vendors map[string]*WeaponVendorParams // controls vendor settings
|
||||
|
||||
SourceArt string // unused?
|
||||
GameArt string // unused?
|
||||
ColorTransform int // colormap to use for player's gfx
|
||||
InventoryColorTransform int // colormap to use for inventory's gfx
|
||||
|
||||
SkipName bool // if true, don't include the base name in the item description
|
||||
NightmareUpgrade string // upgraded in higher difficulties
|
||||
HellUpgrade string
|
||||
|
||||
Nameable bool // if true, item can be personalized
|
||||
PermStoreItem bool // if true, vendor will always sell this
|
||||
}
|
||||
|
||||
type WeaponVendorParams struct {
|
||||
Min int // minimum of this item they can stock
|
||||
Max int // max they can stock
|
||||
MagicMin int
|
||||
MagicMax int
|
||||
MagicLevel uint8
|
||||
}
|
||||
|
||||
func createWeaponRecord(line string) WeaponRecord {
|
||||
r := strings.Split(line, "\t")
|
||||
i := -1
|
||||
inc := func() int {
|
||||
i++
|
||||
return i
|
||||
}
|
||||
result := WeaponRecord{
|
||||
Name: r[inc()],
|
||||
|
||||
Type: r[inc()],
|
||||
Type2: r[inc()],
|
||||
Code: r[inc()],
|
||||
AlternateGfx: r[inc()],
|
||||
NameString: r[inc()],
|
||||
Version: StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))),
|
||||
CompactSave : StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))) == 1,
|
||||
Rarity: StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))),
|
||||
Spawnable : StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))) == 1,
|
||||
|
||||
MinDamage: StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))),
|
||||
MaxDamage: StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))),
|
||||
BarbOneOrTwoHanded : StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))) == 1,
|
||||
UsesTwoHands : StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))) == 1,
|
||||
Min2HandDamage: StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))),
|
||||
Max2HandDamage: StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))),
|
||||
MinMissileDamage: StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))),
|
||||
MaxMissileDamage: StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))),
|
||||
MissileSpeed: StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))),
|
||||
ExtraRange: StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))),
|
||||
Speed: StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))),
|
||||
StrengthBonus: StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))),
|
||||
DexterityBonus: StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))),
|
||||
|
||||
|
||||
RequiredStrength: StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))),
|
||||
RequiredDexterity: StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))),
|
||||
Durability: StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))),
|
||||
NoDurability : StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))) == 1,
|
||||
|
||||
Level: StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))),
|
||||
RequiredLevel: StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))),
|
||||
Cost: StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))),
|
||||
GambleCost: StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))),
|
||||
MagicLevel: StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))),
|
||||
AutoPrefix: StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))),
|
||||
OpenBetaGfx: r[inc()],
|
||||
NormalCode: r[inc()],
|
||||
UberCode: r[inc()],
|
||||
UltraCode: r[inc()],
|
||||
|
||||
WeaponClass: r[inc()],
|
||||
WeaponClass2Hand: r[inc()],
|
||||
Component: StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))),
|
||||
HitClass: r[inc()],
|
||||
InventoryWidth: StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))),
|
||||
InventoryHeight: StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))),
|
||||
Stackable : StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))) == 1,
|
||||
MinStack: StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))),
|
||||
MaxStack: StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))),
|
||||
SpawnStack: StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))),
|
||||
|
||||
FlippyFile: r[inc()],
|
||||
InventoryFile: r[inc()],
|
||||
UniqueInventoryFile: r[inc()],
|
||||
SetInventoryFile: r[inc()],
|
||||
|
||||
HasInventory : StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))) == 1,
|
||||
GemSockets: StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))),
|
||||
GemApplyType: StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))),
|
||||
|
||||
|
||||
SpecialFeature: r[inc()],
|
||||
|
||||
Useable : StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))) == 1,
|
||||
|
||||
DropSound: r[inc()],
|
||||
DropSfxFrame: StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))),
|
||||
UseSound: r[inc()],
|
||||
|
||||
Unique : StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))) == 1,
|
||||
Transparent : StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))) == 1,
|
||||
TransTable: StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))),
|
||||
Quivered : StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))) == 1,
|
||||
LightRadius: StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))),
|
||||
Belt : StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))) == 1,
|
||||
|
||||
Quest: StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))),
|
||||
QuestDifficultyCheck : StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))) == 1,
|
||||
|
||||
MissileType: StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))),
|
||||
DurabilityWarning: StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))),
|
||||
QuantityWarning: StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))),
|
||||
GemOffset: StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))),
|
||||
BitField1: StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))),
|
||||
|
||||
Vendors: createWeaponVendorParams(&r, inc),
|
||||
|
||||
SourceArt: r[inc()],
|
||||
GameArt: r[inc()],
|
||||
ColorTransform: StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))),
|
||||
InventoryColorTransform: StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))),
|
||||
|
||||
SkipName : StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))) == 1,
|
||||
NightmareUpgrade: r[inc()],
|
||||
HellUpgrade: r[inc()],
|
||||
|
||||
Nameable : StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))) == 1,
|
||||
PermStoreItem : StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))) == 1,
|
||||
}
|
||||
return result
|
||||
}
|
||||
|
||||
func createWeaponVendorParams(r *[]string, inc func() int) map[string]*WeaponVendorParams {
|
||||
result := make(map[string]*WeaponVendorParams)
|
||||
vs := make([]string, 17)
|
||||
vs[0] = "Charsi"
|
||||
vs[1] = "Gheed"
|
||||
vs[2] = "Akara"
|
||||
vs[3] = "Fara"
|
||||
vs[4] = "Lysander"
|
||||
vs[5] = "Drognan"
|
||||
vs[6] = "Hralti"
|
||||
vs[7] = "Alkor"
|
||||
vs[8] = "Ormus"
|
||||
vs[9] = "Elzix"
|
||||
vs[10] = "Asheara"
|
||||
vs[11] = "Cain"
|
||||
vs[12] = "Halbu"
|
||||
vs[13] = "Jamella"
|
||||
vs[14] = "Larzuk"
|
||||
vs[15] = "Drehya"
|
||||
vs[16] = "Malah"
|
||||
|
||||
for _, name := range vs {
|
||||
wvp := WeaponVendorParams{
|
||||
Min: StringToInt(EmptyToZero((*r)[inc()])),
|
||||
Max: StringToInt(EmptyToZero((*r)[inc()])),
|
||||
MagicMin: StringToInt(EmptyToZero((*r)[inc()])),
|
||||
MagicMax: StringToInt(EmptyToZero((*r)[inc()])),
|
||||
MagicLevel: StringToUint8(EmptyToZero((*r)[inc()])),
|
||||
}
|
||||
result[name] = &wvp;
|
||||
}
|
||||
return result
|
||||
}
|
||||
|
||||
var Weapons map[string]*WeaponRecord
|
||||
|
||||
func LoadWeapons(fileProvider FileProvider) {
|
||||
Weapons = make(map[string]*WeaponRecord)
|
||||
data := strings.Split(string(fileProvider.LoadFile(ResourcePaths.Weapons)), "\r\n")[1:]
|
||||
for _, line := range data {
|
||||
if len(line) == 0 {
|
||||
continue
|
||||
}
|
||||
rec := createWeaponRecord(line)
|
||||
Weapons[rec.Code] = &rec
|
||||
}
|
||||
log.Printf("Loaded %d weapons", len(Weapons))
|
||||
}
|
@ -71,6 +71,7 @@ func CreateEngine() *Engine {
|
||||
Common.LoadLevelWarps(result)
|
||||
Common.LoadObjectTypes(result)
|
||||
Common.LoadObjects(result)
|
||||
Common.LoadWeapons(result)
|
||||
Common.LoadMissiles(result)
|
||||
Common.LoadSounds(result)
|
||||
result.SoundManager = Sound.CreateManager(result)
|
||||
|
Loading…
Reference in New Issue
Block a user