mirror of
https://github.com/OpenDiablo2/OpenDiablo2
synced 2025-02-05 16:17:45 -05:00
Switch items to dynamic load with a common struct, add misc.txt loading (#185)
This commit is contained in:
parent
0e0ad09e70
commit
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9
d2common/calcstring.go
Normal file
9
d2common/calcstring.go
Normal file
@ -0,0 +1,9 @@
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package d2common
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// a calcstring is a type of string often used in datafiles to specify
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// a value that is calculated dynamically based on the stats of the relevant
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// source, for instance a missile might have a movement speed of lvl*2
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type CalcString string
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// todo: the logic for parsing these should exist here
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@ -73,6 +73,7 @@ func CreateEngine() Engine {
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d2datadict.LoadObjects(&result)
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d2datadict.LoadWeapons(&result)
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d2datadict.LoadArmors(&result)
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d2datadict.LoadMiscItems(&result)
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d2datadict.LoadUniqueItems(&result)
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d2datadict.LoadMissiles(&result)
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d2datadict.LoadSounds(&result)
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@ -2,281 +2,17 @@ package d2datadict
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import (
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"log"
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"strings"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2enum"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2resource"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2interface"
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dh "github.com/OpenDiablo2/OpenDiablo2/d2helper"
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)
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type ArmorRecord struct {
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Name string
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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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MinAC int
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MaxAC int
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Absorbs int // unused?
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Speed int // affects movement speed of wielder, >0 = you move slower, <0 = you move faster
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RequiredStrength int
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Block int // chance to block, capped at 75%
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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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Code string // identifies the item
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NameString string // seems to be identical to code?
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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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AlternateGfx string // code of the DCC used when equipped
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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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SpellOffset int // unknown
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Component int // corresponds to Composit.txt, player animation layer used by this
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InventoryWidth int
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InventoryHeight int
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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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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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// these represent how player animations and graphics change upon wearing this
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// these come from ArmType.txt
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AnimRightArm int
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AnimLeftArm int
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AnimTorso int
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AnimLegs int
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AnimRightShoulderPad int
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AnimLeftShoulderPad int
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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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Throwable bool
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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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Type string // base type in ItemTypes.txt
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Type2 string
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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 // tells what kind of belt this item is
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Quest int // indicates that this item belongs to a given quest?
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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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MinDamage int
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MaxDamage int
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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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GemOffset int // unknown
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BitField1 int // 1 = leather item, 3 = metal
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Vendors map[string]*ItemVendorParams // 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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UnusedMinDamage int
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UnusedMaxDamage int
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Nameable bool // if true, item can be personalized
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}
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type ArmorVendorParams 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 createArmorRecord(line string) ArmorRecord {
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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 := ArmorRecord{
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Name: r[inc()],
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Version: dh.StringToInt(dh.EmptyToZero(r[inc()])),
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CompactSave: dh.StringToInt(dh.EmptyToZero(r[inc()])) == 1,
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Rarity: dh.StringToInt(dh.EmptyToZero(r[inc()])),
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Spawnable: dh.StringToInt(dh.EmptyToZero(r[inc()])) == 1,
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MinAC: dh.StringToInt(dh.EmptyToZero(r[inc()])),
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MaxAC: dh.StringToInt(dh.EmptyToZero(r[inc()])),
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Absorbs: dh.StringToInt(dh.EmptyToZero(r[inc()])),
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Speed: dh.StringToInt(dh.EmptyToZero(r[inc()])),
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RequiredStrength: dh.StringToInt(dh.EmptyToZero(r[inc()])),
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Block: dh.StringToInt(dh.EmptyToZero(r[inc()])),
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Durability: dh.StringToInt(dh.EmptyToZero(r[inc()])),
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NoDurability: dh.StringToInt(dh.EmptyToZero(r[inc()])) == 1,
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Level: dh.StringToInt(dh.EmptyToZero(r[inc()])),
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RequiredLevel: dh.StringToInt(dh.EmptyToZero(r[inc()])),
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Cost: dh.StringToInt(dh.EmptyToZero(r[inc()])),
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GambleCost: dh.StringToInt(dh.EmptyToZero(r[inc()])),
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Code: r[inc()],
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NameString: r[inc()],
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MagicLevel: dh.StringToInt(dh.EmptyToZero(r[inc()])),
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AutoPrefix: dh.StringToInt(dh.EmptyToZero(r[inc()])),
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AlternateGfx: 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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SpellOffset: dh.StringToInt(dh.EmptyToZero(r[inc()])),
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Component: dh.StringToInt(dh.EmptyToZero(r[inc()])),
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InventoryWidth: dh.StringToInt(dh.EmptyToZero(r[inc()])),
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InventoryHeight: dh.StringToInt(dh.EmptyToZero(r[inc()])),
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HasInventory: dh.StringToInt(dh.EmptyToZero(r[inc()])) == 1,
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GemSockets: dh.StringToInt(dh.EmptyToZero(r[inc()])),
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GemApplyType: dh.StringToInt(dh.EmptyToZero(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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AnimRightArm: dh.StringToInt(dh.EmptyToZero(r[inc()])),
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AnimLeftArm: dh.StringToInt(dh.EmptyToZero(r[inc()])),
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AnimTorso: dh.StringToInt(dh.EmptyToZero(r[inc()])),
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AnimLegs: dh.StringToInt(dh.EmptyToZero(r[inc()])),
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AnimRightShoulderPad: dh.StringToInt(dh.EmptyToZero(r[inc()])),
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AnimLeftShoulderPad: dh.StringToInt(dh.EmptyToZero(r[inc()])),
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Useable: dh.StringToInt(dh.EmptyToZero(r[inc()])) == 1,
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Throwable: dh.StringToInt(dh.EmptyToZero(r[inc()])) == 1,
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Stackable: dh.StringToInt(dh.EmptyToZero(r[inc()])) == 1,
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MinStack: dh.StringToInt(dh.EmptyToZero(r[inc()])),
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MaxStack: dh.StringToInt(dh.EmptyToZero(r[inc()])),
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Type: r[inc()],
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Type2: r[inc()],
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DropSound: r[inc()],
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DropSfxFrame: dh.StringToInt(dh.EmptyToZero(r[inc()])),
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UseSound: r[inc()],
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Unique: dh.StringToInt(dh.EmptyToZero(r[inc()])) == 1,
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Transparent: dh.StringToInt(dh.EmptyToZero(r[inc()])) == 1,
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TransTable: dh.StringToInt(dh.EmptyToZero(r[inc()])),
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Quivered: dh.StringToInt(dh.EmptyToZero(r[inc()])) == 1,
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LightRadius: dh.StringToInt(dh.EmptyToZero(r[inc()])),
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Belt: dh.StringToInt(dh.EmptyToZero(r[inc()])) == 1,
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Quest: dh.StringToInt(dh.EmptyToZero(r[inc()])),
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MissileType: dh.StringToInt(dh.EmptyToZero(r[inc()])),
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DurabilityWarning: dh.StringToInt(dh.EmptyToZero(r[inc()])),
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QuantityWarning: dh.StringToInt(dh.EmptyToZero(r[inc()])),
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MinDamage: dh.StringToInt(dh.EmptyToZero(r[inc()])),
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MaxDamage: dh.StringToInt(dh.EmptyToZero(r[inc()])),
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StrengthBonus: dh.StringToInt(dh.EmptyToZero(r[inc()])),
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DexterityBonus: dh.StringToInt(dh.EmptyToZero(r[inc()])),
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GemOffset: dh.StringToInt(dh.EmptyToZero(r[inc()])),
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BitField1: dh.StringToInt(dh.EmptyToZero(r[inc()])),
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Vendors: createArmorVendorParams(&r, inc),
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SourceArt: r[inc()],
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GameArt: r[inc()],
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ColorTransform: dh.StringToInt(dh.EmptyToZero(r[inc()])),
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InventoryColorTransform: dh.StringToInt(dh.EmptyToZero(r[inc()])),
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SkipName: dh.StringToInt(dh.EmptyToZero(r[inc()])) == 1,
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NightmareUpgrade: r[inc()],
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HellUpgrade: r[inc()],
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UnusedMinDamage: dh.StringToInt(dh.EmptyToZero(r[inc()])),
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UnusedMaxDamage: dh.StringToInt(dh.EmptyToZero(r[inc()])),
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Nameable: dh.StringToInt(dh.EmptyToZero(r[inc()])) == 1,
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}
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return result
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}
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func createArmorVendorParams(r *[]string, inc func() int) map[string]*ItemVendorParams {
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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] = "Malah"
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vs[16] = "Drehya"
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return CreateItemVendorParams(r, inc, vs)
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}
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var Armors map[string]*ArmorRecord
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var Armors map[string]*ItemCommonRecord
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func LoadArmors(fileProvider d2interface.FileProvider) {
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Armors = make(map[string]*ArmorRecord)
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data := strings.Split(string(fileProvider.LoadFile(d2resource.Armor)), "\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 := createArmorRecord(line)
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Armors[rec.Code] = &rec
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}
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Armors = *LoadCommonItems(fileProvider, d2resource.Armor, d2enum.InventoryItemTypeArmor)
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log.Printf("Loaded %d armors", len(Armors))
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}
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416
d2data/d2datadict/item_common.go
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416
d2data/d2datadict/item_common.go
Normal file
@ -0,0 +1,416 @@
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package d2datadict
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import (
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"strings"
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"strconv"
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"github.com/OpenDiablo2/OpenDiablo2/d2common"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2enum"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2interface"
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)
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type ItemCommonRecord struct {
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Source d2enum.InventoryItemType
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Name string
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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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MinAC int
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MaxAC int
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Absorbs int // unused?
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Speed int // affects movement speed of wielder, >0 = you move slower, <0 = you move faster
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RequiredStrength int
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Block int // chance to block, capped at 75%
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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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Code string // identifies the item
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NameString string // seems to be identical to code?
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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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AlternateGfx string // code of the DCC used when equipped
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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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SpellOffset int // unknown
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Component int // corresponds to Composit.txt, player animation layer used by this
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InventoryWidth int
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InventoryHeight int
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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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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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// these represent how player animations and graphics change upon wearing this
|
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// these come from ArmType.txt
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AnimRightArm int
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AnimLeftArm int
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AnimTorso int
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AnimLegs int
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AnimRightShoulderPad int
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AnimLeftShoulderPad int
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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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Throwable bool
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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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Type string // base type in ItemTypes.txt
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Type2 string
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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
|
||||
LightRadius int // apparently unused
|
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Belt bool // tells what kind of belt this item is
|
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|
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Quest int // indicates that this item belongs to a given quest?
|
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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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|
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MinDamage int
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MaxDamage int
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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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|
||||
GemOffset int // unknown
|
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BitField1 int // 1 = leather item, 3 = metal
|
||||
|
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Vendors map[string]*ItemVendorParams // controls vendor settings
|
||||
|
||||
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
|
||||
HellUpgrade string
|
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|
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Nameable bool // if true, item can be personalized
|
||||
|
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|
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// weapon params
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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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// final mindam = min * str / strbonus + min * dex / dexbonus
|
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// same for maxdam
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RequiredDexterity int
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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
|
||||
HitClass string // determines sounds/graphic effects when attacking
|
||||
SpawnStack int // unknown, something to do with stack size when spawned (sold maybe?)
|
||||
|
||||
SpecialFeature string // Just a comment
|
||||
|
||||
QuestDifficultyCheck bool // if true, item only works in the difficulty it was found in
|
||||
|
||||
PermStoreItem bool // if true, vendor will always sell this
|
||||
|
||||
// misc params
|
||||
FlavorText string // unknown, probably just for reference
|
||||
|
||||
Transmogrify bool // if true, can be turned into another item via right click
|
||||
TransmogCode string // the 3 char code representing the item this becomes via transmog
|
||||
TransmogMin int // min amount of the transmog item to create
|
||||
TransmogMax int // max ''
|
||||
|
||||
AutoBelt bool // if true, item is put into your belt when picked up
|
||||
|
||||
SpellIcon int // which icon to display when used? Is this always -1?
|
||||
SpellType int // determines what kind of function is used when you use this item
|
||||
OverlayState string // name of the overlay state to be applied upon use of this item
|
||||
CureOverlayStates [2]string // name of the overlay states that are removed upon use of this item
|
||||
EffectLength int // timer for timed usage effects
|
||||
UsageStats [3]ItemUsageStat // stat boosts applied upon usage
|
||||
|
||||
SpellDescriptionType int // specifies how to format the usage description
|
||||
// 0 = none, 1 = use desc string, 2 = use desc string + calc value
|
||||
SpellDescriptionString string // points to a string containing the description
|
||||
SpellDescriptionCalc d2common.CalcString // a calc string what value to display
|
||||
|
||||
BetterGem string // 3 char code pointing to the gem this upgrades to (non if not applicable)
|
||||
|
||||
Multibuy bool // if true, when you buy via right click + shift it will fill your belt automatically
|
||||
}
|
||||
|
||||
type ItemUsageStat struct {
|
||||
Stat string // name of the stat to add to
|
||||
Calc d2common.CalcString // calc string representing the amount to add
|
||||
}
|
||||
|
||||
type ItemVendorParams struct {
|
||||
Min int // minimum of this item they can stock
|
||||
Max int // max they can stock
|
||||
MagicMin int
|
||||
MagicMax int
|
||||
MagicLevel uint8
|
||||
}
|
||||
|
||||
|
||||
|
||||
// Loading Functions
|
||||
var CommonItems map[string]*ItemCommonRecord
|
||||
|
||||
func LoadCommonItems(fileProvider d2interface.FileProvider, filepath string, source d2enum.InventoryItemType) *map[string]*ItemCommonRecord {
|
||||
if CommonItems == nil {
|
||||
CommonItems = make(map[string]*ItemCommonRecord)
|
||||
}
|
||||
items := make(map[string]*ItemCommonRecord)
|
||||
data := strings.Split(string(fileProvider.LoadFile(filepath)), "\r\n")
|
||||
mapping := MapHeaders(data[0])
|
||||
for lineno, line := range data {
|
||||
if lineno == 0 {
|
||||
continue
|
||||
}
|
||||
if len(line) == 0 {
|
||||
continue
|
||||
}
|
||||
rec := createCommonItemRecord(line, &mapping, source)
|
||||
items[rec.Code] = &rec
|
||||
CommonItems[rec.Code] = &rec
|
||||
}
|
||||
return &items
|
||||
}
|
||||
|
||||
func createCommonItemRecord(line string, mapping *map[string]int, source d2enum.InventoryItemType) ItemCommonRecord {
|
||||
r := strings.Split(line, "\t")
|
||||
result := ItemCommonRecord{
|
||||
Source: source,
|
||||
|
||||
Name: MapLoadString(&r, mapping, "name"),
|
||||
|
||||
Version: MapLoadInt(&r, mapping, "version"),
|
||||
CompactSave: MapLoadBool(&r, mapping, "compactsave"),
|
||||
Rarity: MapLoadInt(&r, mapping, "rarity"),
|
||||
Spawnable: MapLoadBool(&r, mapping, "spawnable"),
|
||||
|
||||
MinAC: MapLoadInt(&r, mapping, "minac"),
|
||||
MaxAC: MapLoadInt(&r, mapping, "maxac"),
|
||||
Absorbs: MapLoadInt(&r, mapping, "absorbs"),
|
||||
Speed: MapLoadInt(&r, mapping, "speed"),
|
||||
RequiredStrength: MapLoadInt(&r, mapping, "reqstr"),
|
||||
Block: MapLoadInt(&r, mapping, "block"),
|
||||
Durability: MapLoadInt(&r, mapping, "durability"),
|
||||
NoDurability: MapLoadBool(&r, mapping, "nodurability"),
|
||||
|
||||
Level: MapLoadInt(&r, mapping, "level"),
|
||||
RequiredLevel: MapLoadInt(&r, mapping, "levelreq"),
|
||||
Cost: MapLoadInt(&r, mapping, "cost"),
|
||||
GambleCost: MapLoadInt(&r, mapping, "gamble cost"),
|
||||
Code: MapLoadString(&r, mapping, "code"),
|
||||
NameString: MapLoadString(&r, mapping, "namestr"),
|
||||
MagicLevel: MapLoadInt(&r, mapping, "magic lvl"),
|
||||
AutoPrefix: MapLoadInt(&r, mapping, "auto prefix"),
|
||||
|
||||
AlternateGfx: MapLoadString(&r, mapping, "alternategfx"),
|
||||
OpenBetaGfx: MapLoadString(&r, mapping, "OpenBetaGfx"),
|
||||
NormalCode: MapLoadString(&r, mapping, "normcode"),
|
||||
UberCode: MapLoadString(&r, mapping, "ubercode"),
|
||||
UltraCode: MapLoadString(&r, mapping, "ultracode"),
|
||||
|
||||
SpellOffset: MapLoadInt(&r, mapping, "spelloffset"),
|
||||
|
||||
Component: MapLoadInt(&r, mapping, "component"),
|
||||
InventoryWidth: MapLoadInt(&r, mapping, "invwidth"),
|
||||
InventoryHeight: MapLoadInt(&r, mapping, "invheight"),
|
||||
HasInventory: MapLoadBool(&r, mapping, "hasinv"),
|
||||
GemSockets: MapLoadInt(&r, mapping, "gemsockets"),
|
||||
GemApplyType: MapLoadInt(&r, mapping, "gemapplytype"),
|
||||
|
||||
FlippyFile: MapLoadString(&r, mapping, "flippyfile"),
|
||||
InventoryFile: MapLoadString(&r, mapping, "invfile"),
|
||||
UniqueInventoryFile: MapLoadString(&r, mapping, "uniqueinvfile"),
|
||||
SetInventoryFile: MapLoadString(&r, mapping, "setinvfile"),
|
||||
|
||||
AnimRightArm: MapLoadInt(&r, mapping, "rArm"),
|
||||
AnimLeftArm: MapLoadInt(&r, mapping, "lArm"),
|
||||
AnimTorso: MapLoadInt(&r, mapping, "Torso"),
|
||||
AnimLegs: MapLoadInt(&r, mapping, "Legs"),
|
||||
AnimRightShoulderPad: MapLoadInt(&r, mapping, "rSPad"),
|
||||
AnimLeftShoulderPad: MapLoadInt(&r, mapping, "lSPad"),
|
||||
|
||||
Useable: MapLoadBool(&r, mapping, "useable"),
|
||||
|
||||
Throwable: MapLoadBool(&r, mapping, "throwable"),
|
||||
Stackable: MapLoadBool(&r, mapping, "stackable"),
|
||||
MinStack: MapLoadInt(&r, mapping, "minstack"),
|
||||
MaxStack: MapLoadInt(&r, mapping, "maxstack"),
|
||||
|
||||
Type: MapLoadString(&r, mapping, "type"),
|
||||
Type2: MapLoadString(&r, mapping, "type2"),
|
||||
|
||||
DropSound: MapLoadString(&r, mapping, "dropsound"),
|
||||
DropSfxFrame: MapLoadInt(&r, mapping, "dropsfxframe"),
|
||||
UseSound: MapLoadString(&r, mapping, "usesound"),
|
||||
|
||||
Unique: MapLoadBool(&r, mapping, "unique"),
|
||||
Transparent: MapLoadBool(&r, mapping, "transparent"),
|
||||
TransTable: MapLoadInt(&r, mapping, "transtbl"),
|
||||
Quivered: MapLoadBool(&r, mapping, "quivered"),
|
||||
LightRadius: MapLoadInt(&r, mapping, "lightradius"),
|
||||
Belt: MapLoadBool(&r, mapping, "belt"),
|
||||
|
||||
Quest: MapLoadInt(&r, mapping, "quest"),
|
||||
|
||||
MissileType: MapLoadInt(&r, mapping, "missiletype"),
|
||||
DurabilityWarning: MapLoadInt(&r, mapping, "durwarning"),
|
||||
QuantityWarning: MapLoadInt(&r, mapping, "qntwarning"),
|
||||
|
||||
MinDamage: MapLoadInt(&r, mapping, "mindam"),
|
||||
MaxDamage: MapLoadInt(&r, mapping, "maxdam"),
|
||||
StrengthBonus: MapLoadInt(&r, mapping, "StrBonus"),
|
||||
DexterityBonus: MapLoadInt(&r, mapping, "DexBonus"),
|
||||
|
||||
GemOffset: MapLoadInt(&r, mapping, "gemoffset"),
|
||||
BitField1: MapLoadInt(&r, mapping, "bitfield1"),
|
||||
|
||||
Vendors: createItemVendorParams(&r, mapping),
|
||||
|
||||
SourceArt: MapLoadString(&r, mapping, "Source Art"),
|
||||
GameArt: MapLoadString(&r, mapping, "Game Art"),
|
||||
ColorTransform: MapLoadInt(&r, mapping, "Transform"),
|
||||
InventoryColorTransform: MapLoadInt(&r, mapping, "InvTrans"),
|
||||
|
||||
SkipName: MapLoadBool(&r, mapping, "SkipName"),
|
||||
NightmareUpgrade: MapLoadString(&r, mapping, "NightmareUpgrade"),
|
||||
HellUpgrade: MapLoadString(&r, mapping, "HellUpgrade"),
|
||||
|
||||
Nameable: MapLoadBool(&r, mapping, "Nameable"),
|
||||
|
||||
// weapon params
|
||||
BarbOneOrTwoHanded: MapLoadBool(&r, mapping, "1or2handed"),
|
||||
UsesTwoHands: MapLoadBool(&r, mapping, "2handed"),
|
||||
Min2HandDamage: MapLoadInt(&r, mapping, "2handmindam"),
|
||||
Max2HandDamage: MapLoadInt(&r, mapping, "2handmaxdam"),
|
||||
MinMissileDamage: MapLoadInt(&r, mapping, "minmisdam"),
|
||||
MaxMissileDamage: MapLoadInt(&r, mapping, "maxmisdam"),
|
||||
MissileSpeed: MapLoadInt(&r, mapping, "misspeed"),
|
||||
ExtraRange: MapLoadInt(&r, mapping, "rangeadder"),
|
||||
|
||||
RequiredDexterity: MapLoadInt(&r, mapping, "reqdex"),
|
||||
|
||||
WeaponClass: MapLoadString(&r, mapping, "wclass"),
|
||||
WeaponClass2Hand: MapLoadString(&r, mapping, "2handedwclass"),
|
||||
|
||||
HitClass: MapLoadString(&r, mapping, "hit class"),
|
||||
SpawnStack: MapLoadInt(&r, mapping, "spawnstack"),
|
||||
|
||||
SpecialFeature: MapLoadString(&r, mapping, "special"),
|
||||
|
||||
QuestDifficultyCheck: MapLoadBool(&r, mapping, "questdiffcheck"),
|
||||
|
||||
PermStoreItem: MapLoadBool(&r, mapping, "PermStoreItem"),
|
||||
|
||||
// misc params
|
||||
FlavorText: MapLoadString(&r, mapping, "szFlavorText"),
|
||||
|
||||
Transmogrify: MapLoadBool(&r, mapping, "Transmogrify"),
|
||||
TransmogCode: MapLoadString(&r, mapping, "TMogType"),
|
||||
TransmogMin: MapLoadInt(&r, mapping, "TMogMin"),
|
||||
TransmogMax: MapLoadInt(&r, mapping, "TMogMax"),
|
||||
|
||||
AutoBelt: MapLoadBool(&r, mapping, "autobelt"),
|
||||
|
||||
SpellIcon: MapLoadInt(&r, mapping, "spellicon"),
|
||||
SpellType: MapLoadInt(&r, mapping, "pSpell"),
|
||||
OverlayState: MapLoadString(&r, mapping, "state"),
|
||||
CureOverlayStates: [2]string{
|
||||
MapLoadString(&r, mapping, "cstate1"),
|
||||
MapLoadString(&r, mapping, "cstate2"),
|
||||
},
|
||||
EffectLength: MapLoadInt(&r, mapping, "len"),
|
||||
UsageStats: createItemUsageStats(&r, mapping),
|
||||
|
||||
SpellDescriptionType: MapLoadInt(&r, mapping, "spelldesc"),
|
||||
// 0 = none, 1 = use desc string, 2 = use desc string + calc value
|
||||
SpellDescriptionString: MapLoadString(&r, mapping, "spelldescstr"),
|
||||
SpellDescriptionCalc: d2common.CalcString(MapLoadString(&r, mapping, "spelldesccalc")),
|
||||
|
||||
BetterGem: MapLoadString(&r, mapping, "BetterGem"),
|
||||
|
||||
Multibuy: MapLoadBool(&r, mapping, "multibuy"),
|
||||
}
|
||||
return result
|
||||
}
|
||||
|
||||
func createItemVendorParams(r *[]string, mapping *map[string]int) map[string]*ItemVendorParams {
|
||||
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] = "Malah"
|
||||
vs[16] = "Drehya"
|
||||
|
||||
result := make(map[string]*ItemVendorParams)
|
||||
|
||||
for _, name := range vs {
|
||||
wvp := ItemVendorParams{
|
||||
Min: MapLoadInt(r, mapping, name + "Min"),
|
||||
Max: MapLoadInt(r, mapping, name + "Max"),
|
||||
MagicMin: MapLoadInt(r, mapping, name + "MagicMin"),
|
||||
MagicMax: MapLoadInt(r, mapping, name + "MagicMax"),
|
||||
MagicLevel: MapLoadUint8(r, mapping, name + "MagicLvl"),
|
||||
}
|
||||
result[name] = &wvp
|
||||
}
|
||||
return result
|
||||
}
|
||||
|
||||
func createItemUsageStats(r *[]string, mapping *map[string]int) [3]ItemUsageStat {
|
||||
result := [3]ItemUsageStat{}
|
||||
for i := 0; i < 3; i++ {
|
||||
result[i].Stat = MapLoadString(r, mapping, "stat" + strconv.Itoa(i))
|
||||
result[i].Calc = d2common.CalcString(MapLoadString(r, mapping, "calc" + strconv.Itoa(i)))
|
||||
}
|
||||
return result
|
||||
}
|
43
d2data/d2datadict/map_helper.go
Normal file
43
d2data/d2datadict/map_helper.go
Normal file
@ -0,0 +1,43 @@
|
||||
package d2datadict
|
||||
|
||||
import (
|
||||
"strings"
|
||||
dh "github.com/OpenDiablo2/OpenDiablo2/d2helper"
|
||||
)
|
||||
|
||||
func MapHeaders(line string) map[string]int {
|
||||
m := make(map[string]int)
|
||||
r := strings.Split(line, "\t")
|
||||
for index, header := range r {
|
||||
m[header] = index
|
||||
}
|
||||
return m
|
||||
}
|
||||
|
||||
func MapLoadInt(r *[]string, mapping *map[string]int, field string) int {
|
||||
index, ok := (*mapping)[field]
|
||||
if ok {
|
||||
return dh.StringToInt(dh.EmptyToZero(dh.AsterToEmpty((*r)[index])))
|
||||
}
|
||||
return 0
|
||||
}
|
||||
|
||||
func MapLoadString(r *[]string, mapping *map[string]int, field string) string {
|
||||
index, ok := (*mapping)[field]
|
||||
if ok {
|
||||
return dh.AsterToEmpty((*r)[index])
|
||||
}
|
||||
return ""
|
||||
}
|
||||
|
||||
func MapLoadBool(r *[]string, mapping *map[string]int, field string) bool {
|
||||
return MapLoadInt(r, mapping, field) == 1
|
||||
}
|
||||
|
||||
func MapLoadUint8(r *[]string, mapping *map[string]int, field string) uint8 {
|
||||
index, ok := (*mapping)[field]
|
||||
if ok {
|
||||
return dh.StringToUint8(dh.EmptyToZero(dh.AsterToEmpty((*r)[index])))
|
||||
}
|
||||
return 0
|
||||
}
|
18
d2data/d2datadict/misc.go
Normal file
18
d2data/d2datadict/misc.go
Normal file
@ -0,0 +1,18 @@
|
||||
package d2datadict
|
||||
|
||||
import (
|
||||
"log"
|
||||
|
||||
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2enum"
|
||||
|
||||
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2resource"
|
||||
|
||||
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2interface"
|
||||
)
|
||||
|
||||
var MiscItems map[string]*ItemCommonRecord
|
||||
|
||||
func LoadMiscItems(fileProvider d2interface.FileProvider) {
|
||||
MiscItems = *LoadCommonItems(fileProvider, d2resource.Misc, d2enum.InventoryItemTypeItem)
|
||||
log.Printf("Loaded %d misc items", len(MiscItems))
|
||||
}
|
@ -4,6 +4,8 @@ import (
|
||||
"log"
|
||||
"strings"
|
||||
|
||||
"github.com/OpenDiablo2/OpenDiablo2/d2common"
|
||||
|
||||
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2resource"
|
||||
|
||||
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2interface"
|
||||
@ -17,7 +19,7 @@ type MissileCalcParam struct {
|
||||
}
|
||||
|
||||
type MissileCalc struct {
|
||||
Calc string
|
||||
Calc d2common.CalcString
|
||||
Desc string
|
||||
Params []MissileCalcParam
|
||||
}
|
||||
@ -64,7 +66,7 @@ type MissileDamage struct {
|
||||
MinLevelDamage [5]int // additional damage per missile level
|
||||
// [0]: lvs 2-8, [1]: lvs 9-16, [2]: lvs 17-22, [3]: lvs 23-28, [4]: lv 29+
|
||||
MaxLevelDamage [5]int // see above
|
||||
DamageSynergyPerCalc string // works like synergy in skills.txt, not clear
|
||||
DamageSynergyPerCalc d2common.CalcString // works like synergy in skills.txt, not clear
|
||||
}
|
||||
|
||||
type MissileElementalDamage struct {
|
||||
@ -318,7 +320,7 @@ func loadMissileCalcParam(r *[]string, inc func() int) MissileCalcParam {
|
||||
|
||||
func loadMissileCalc(r *[]string, inc func() int, params int) MissileCalc {
|
||||
result := MissileCalc{
|
||||
Calc: (*r)[inc()],
|
||||
Calc: d2common.CalcString((*r)[inc()]),
|
||||
Desc: (*r)[inc()],
|
||||
}
|
||||
result.Params = make([]MissileCalcParam, params)
|
||||
@ -389,7 +391,7 @@ func loadMissileDamage(r *[]string, inc func() int) MissileDamage {
|
||||
dh.StringToInt(dh.EmptyToZero((*r)[inc()])),
|
||||
dh.StringToInt(dh.EmptyToZero((*r)[inc()])),
|
||||
},
|
||||
DamageSynergyPerCalc: (*r)[inc()],
|
||||
DamageSynergyPerCalc: d2common.CalcString((*r)[inc()]),
|
||||
}
|
||||
return result
|
||||
}
|
||||
|
@ -4,6 +4,8 @@ import (
|
||||
"log"
|
||||
"strings"
|
||||
|
||||
"github.com/OpenDiablo2/OpenDiablo2/d2common"
|
||||
|
||||
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2resource"
|
||||
|
||||
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2interface"
|
||||
@ -47,7 +49,7 @@ type UniqueItemRecord struct {
|
||||
|
||||
type UniqueItemProperty struct {
|
||||
Property string
|
||||
Parameter string // depending on the property, this may be an int (usually), or a string
|
||||
Parameter d2common.CalcString // depending on the property, this may be an int (usually), or a string
|
||||
Min int
|
||||
Max int
|
||||
}
|
||||
@ -109,7 +111,7 @@ func createUniqueItemRecord(r []string) UniqueItemRecord {
|
||||
func createUniqueItemProperty(r *[]string, inc func() int) UniqueItemProperty {
|
||||
result := UniqueItemProperty{
|
||||
Property: (*r)[inc()],
|
||||
Parameter: (*r)[inc()],
|
||||
Parameter: d2common.CalcString((*r)[inc()]),
|
||||
Min: dh.StringToInt(dh.EmptyToZero((*r)[inc()])),
|
||||
Max: dh.StringToInt(dh.EmptyToZero((*r)[inc()])),
|
||||
}
|
||||
|
@ -2,288 +2,17 @@ package d2datadict
|
||||
|
||||
import (
|
||||
"log"
|
||||
"strings"
|
||||
|
||||
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2enum"
|
||||
|
||||
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2resource"
|
||||
|
||||
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2interface"
|
||||
|
||||
dh "github.com/OpenDiablo2/OpenDiablo2/d2helper"
|
||||
)
|
||||
|
||||
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]*ItemVendorParams // 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 ItemVendorParams 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: dh.StringToInt(dh.EmptyToZero(dh.AsterToEmpty(r[inc()]))),
|
||||
CompactSave: dh.StringToInt(dh.EmptyToZero(dh.AsterToEmpty(r[inc()]))) == 1,
|
||||
Rarity: dh.StringToInt(dh.EmptyToZero(dh.AsterToEmpty(r[inc()]))),
|
||||
Spawnable: dh.StringToInt(dh.EmptyToZero(dh.AsterToEmpty(r[inc()]))) == 1,
|
||||
|
||||
MinDamage: dh.StringToInt(dh.EmptyToZero(dh.AsterToEmpty(r[inc()]))),
|
||||
MaxDamage: dh.StringToInt(dh.EmptyToZero(dh.AsterToEmpty(r[inc()]))),
|
||||
BarbOneOrTwoHanded: dh.StringToInt(dh.EmptyToZero(dh.AsterToEmpty(r[inc()]))) == 1,
|
||||
UsesTwoHands: dh.StringToInt(dh.EmptyToZero(dh.AsterToEmpty(r[inc()]))) == 1,
|
||||
Min2HandDamage: dh.StringToInt(dh.EmptyToZero(dh.AsterToEmpty(r[inc()]))),
|
||||
Max2HandDamage: dh.StringToInt(dh.EmptyToZero(dh.AsterToEmpty(r[inc()]))),
|
||||
MinMissileDamage: dh.StringToInt(dh.EmptyToZero(dh.AsterToEmpty(r[inc()]))),
|
||||
MaxMissileDamage: dh.StringToInt(dh.EmptyToZero(dh.AsterToEmpty(r[inc()]))),
|
||||
MissileSpeed: dh.StringToInt(dh.EmptyToZero(dh.AsterToEmpty(r[inc()]))),
|
||||
ExtraRange: dh.StringToInt(dh.EmptyToZero(dh.AsterToEmpty(r[inc()]))),
|
||||
Speed: dh.StringToInt(dh.EmptyToZero(dh.AsterToEmpty(r[inc()]))),
|
||||
StrengthBonus: dh.StringToInt(dh.EmptyToZero(dh.AsterToEmpty(r[inc()]))),
|
||||
DexterityBonus: dh.StringToInt(dh.EmptyToZero(dh.AsterToEmpty(r[inc()]))),
|
||||
|
||||
RequiredStrength: dh.StringToInt(dh.EmptyToZero(dh.AsterToEmpty(r[inc()]))),
|
||||
RequiredDexterity: dh.StringToInt(dh.EmptyToZero(dh.AsterToEmpty(r[inc()]))),
|
||||
Durability: dh.StringToInt(dh.EmptyToZero(dh.AsterToEmpty(r[inc()]))),
|
||||
NoDurability: dh.StringToInt(dh.EmptyToZero(dh.AsterToEmpty(r[inc()]))) == 1,
|
||||
|
||||
Level: dh.StringToInt(dh.EmptyToZero(dh.AsterToEmpty(r[inc()]))),
|
||||
RequiredLevel: dh.StringToInt(dh.EmptyToZero(dh.AsterToEmpty(r[inc()]))),
|
||||
Cost: dh.StringToInt(dh.EmptyToZero(dh.AsterToEmpty(r[inc()]))),
|
||||
GambleCost: dh.StringToInt(dh.EmptyToZero(dh.AsterToEmpty(r[inc()]))),
|
||||
MagicLevel: dh.StringToInt(dh.EmptyToZero(dh.AsterToEmpty(r[inc()]))),
|
||||
AutoPrefix: dh.StringToInt(dh.EmptyToZero(dh.AsterToEmpty(r[inc()]))),
|
||||
OpenBetaGfx: r[inc()],
|
||||
NormalCode: r[inc()],
|
||||
UberCode: r[inc()],
|
||||
UltraCode: r[inc()],
|
||||
|
||||
WeaponClass: r[inc()],
|
||||
WeaponClass2Hand: r[inc()],
|
||||
Component: dh.StringToInt(dh.EmptyToZero(dh.AsterToEmpty(r[inc()]))),
|
||||
HitClass: r[inc()],
|
||||
InventoryWidth: dh.StringToInt(dh.EmptyToZero(dh.AsterToEmpty(r[inc()]))),
|
||||
InventoryHeight: dh.StringToInt(dh.EmptyToZero(dh.AsterToEmpty(r[inc()]))),
|
||||
Stackable: dh.StringToInt(dh.EmptyToZero(dh.AsterToEmpty(r[inc()]))) == 1,
|
||||
MinStack: dh.StringToInt(dh.EmptyToZero(dh.AsterToEmpty(r[inc()]))),
|
||||
MaxStack: dh.StringToInt(dh.EmptyToZero(dh.AsterToEmpty(r[inc()]))),
|
||||
SpawnStack: dh.StringToInt(dh.EmptyToZero(dh.AsterToEmpty(r[inc()]))),
|
||||
|
||||
FlippyFile: r[inc()],
|
||||
InventoryFile: r[inc()],
|
||||
UniqueInventoryFile: r[inc()],
|
||||
SetInventoryFile: r[inc()],
|
||||
|
||||
HasInventory: dh.StringToInt(dh.EmptyToZero(dh.AsterToEmpty(r[inc()]))) == 1,
|
||||
GemSockets: dh.StringToInt(dh.EmptyToZero(dh.AsterToEmpty(r[inc()]))),
|
||||
GemApplyType: dh.StringToInt(dh.EmptyToZero(dh.AsterToEmpty(r[inc()]))),
|
||||
|
||||
SpecialFeature: r[inc()],
|
||||
|
||||
Useable: dh.StringToInt(dh.EmptyToZero(dh.AsterToEmpty(r[inc()]))) == 1,
|
||||
|
||||
DropSound: r[inc()],
|
||||
DropSfxFrame: dh.StringToInt(dh.EmptyToZero(dh.AsterToEmpty(r[inc()]))),
|
||||
UseSound: r[inc()],
|
||||
|
||||
Unique: dh.StringToInt(dh.EmptyToZero(dh.AsterToEmpty(r[inc()]))) == 1,
|
||||
Transparent: dh.StringToInt(dh.EmptyToZero(dh.AsterToEmpty(r[inc()]))) == 1,
|
||||
TransTable: dh.StringToInt(dh.EmptyToZero(dh.AsterToEmpty(r[inc()]))),
|
||||
Quivered: dh.StringToInt(dh.EmptyToZero(dh.AsterToEmpty(r[inc()]))) == 1,
|
||||
LightRadius: dh.StringToInt(dh.EmptyToZero(dh.AsterToEmpty(r[inc()]))),
|
||||
Belt: dh.StringToInt(dh.EmptyToZero(dh.AsterToEmpty(r[inc()]))) == 1,
|
||||
|
||||
Quest: dh.StringToInt(dh.EmptyToZero(dh.AsterToEmpty(r[inc()]))),
|
||||
QuestDifficultyCheck: dh.StringToInt(dh.EmptyToZero(dh.AsterToEmpty(r[inc()]))) == 1,
|
||||
|
||||
MissileType: dh.StringToInt(dh.EmptyToZero(dh.AsterToEmpty(r[inc()]))),
|
||||
DurabilityWarning: dh.StringToInt(dh.EmptyToZero(dh.AsterToEmpty(r[inc()]))),
|
||||
QuantityWarning: dh.StringToInt(dh.EmptyToZero(dh.AsterToEmpty(r[inc()]))),
|
||||
GemOffset: dh.StringToInt(dh.EmptyToZero(dh.AsterToEmpty(r[inc()]))),
|
||||
BitField1: dh.StringToInt(dh.EmptyToZero(dh.AsterToEmpty(r[inc()]))),
|
||||
|
||||
Vendors: createWeaponVendorParams(&r, inc),
|
||||
|
||||
SourceArt: r[inc()],
|
||||
GameArt: r[inc()],
|
||||
ColorTransform: dh.StringToInt(dh.EmptyToZero(dh.AsterToEmpty(r[inc()]))),
|
||||
InventoryColorTransform: dh.StringToInt(dh.EmptyToZero(dh.AsterToEmpty(r[inc()]))),
|
||||
|
||||
SkipName: dh.StringToInt(dh.EmptyToZero(dh.AsterToEmpty(r[inc()]))) == 1,
|
||||
NightmareUpgrade: r[inc()],
|
||||
HellUpgrade: r[inc()],
|
||||
|
||||
Nameable: dh.StringToInt(dh.EmptyToZero(dh.AsterToEmpty(r[inc()]))) == 1,
|
||||
PermStoreItem: dh.StringToInt(dh.EmptyToZero(dh.AsterToEmpty(r[inc()]))) == 1,
|
||||
}
|
||||
return result
|
||||
}
|
||||
|
||||
func createWeaponVendorParams(r *[]string, inc func() int) map[string]*ItemVendorParams {
|
||||
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"
|
||||
|
||||
return CreateItemVendorParams(r, inc, vs)
|
||||
}
|
||||
|
||||
func CreateItemVendorParams(r *[]string, inc func() int, vs []string) map[string]*ItemVendorParams {
|
||||
result := make(map[string]*ItemVendorParams)
|
||||
|
||||
for _, name := range vs {
|
||||
wvp := ItemVendorParams{
|
||||
Min: dh.StringToInt(dh.EmptyToZero((*r)[inc()])),
|
||||
Max: dh.StringToInt(dh.EmptyToZero((*r)[inc()])),
|
||||
MagicMin: dh.StringToInt(dh.EmptyToZero((*r)[inc()])),
|
||||
MagicMax: dh.StringToInt(dh.EmptyToZero((*r)[inc()])),
|
||||
MagicLevel: dh.StringToUint8(dh.EmptyToZero((*r)[inc()])),
|
||||
}
|
||||
result[name] = &wvp
|
||||
}
|
||||
return result
|
||||
}
|
||||
|
||||
var Weapons map[string]*WeaponRecord
|
||||
var Weapons map[string]*ItemCommonRecord
|
||||
|
||||
func LoadWeapons(fileProvider d2interface.FileProvider) {
|
||||
Weapons = make(map[string]*WeaponRecord)
|
||||
data := strings.Split(string(fileProvider.LoadFile(d2resource.Weapons)), "\r\n")[1:]
|
||||
for _, line := range data {
|
||||
if len(line) == 0 {
|
||||
continue
|
||||
}
|
||||
rec := createWeaponRecord(line)
|
||||
Weapons[rec.Code] = &rec
|
||||
}
|
||||
Weapons = *LoadCommonItems(fileProvider, d2resource.Weapons, d2enum.InventoryItemTypeWeapon)
|
||||
log.Printf("Loaded %d weapons", len(Weapons))
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user