package common import ( "log" "strings" "github.com/OpenDiablo2/OpenDiablo2/resourcepaths" ) type ArmorRecord struct { Name string 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 MinAC int MaxAC int Absorbs int // unused? Speed int // affects movement speed of wielder, >0 = you move slower, <0 = you move faster RequiredStrength int Block int // chance to block, capped at 75% 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 Code string // identifies the item NameString string // seems to be identical to code? MagicLevel int // additional magic level (for gambling?) AutoPrefix int // prefix automatically assigned to this item on spawn, maps to group column of Automagic.txt AlternateGfx string // code of the DCC used when equipped OpenBetaGfx string // unknown NormalCode string UberCode string UltraCode string SpellOffset int // unknown Component int // corresponds to Composit.txt, player animation layer used by this InventoryWidth int InventoryHeight int 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 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 // these represent how player animations and graphics change upon wearing this // these come from ArmType.txt AnimRightArm int AnimLeftArm int AnimTorso int AnimLegs int AnimRightShoulderPad int AnimLeftShoulderPad int Useable bool // can be used via right click if true // game knows what to do if used by item code Throwable bool 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 Type string // base type in ItemTypes.txt Type2 string 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 // tells what kind of belt this item is Quest int // indicates that this item belongs to a given quest? 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 MinDamage int MaxDamage int StrengthBonus int DexterityBonus int // final mindam = min * str / strbonus + min * dex / dexbonus // same for maxdam 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 UnusedMinDamage int UnusedMaxDamage int Nameable bool // if true, item can be personalized } type ArmorVendorParams struct { Min int // minimum of this item they can stock Max int // max they can stock MagicMin int MagicMax int MagicLevel uint8 } func createArmorRecord(line string) ArmorRecord { r := strings.Split(line, "\t") i := -1 inc := func() int { i++ return i } result := ArmorRecord{ Name: r[inc()], Version: StringToInt(EmptyToZero(r[inc()])), CompactSave: StringToInt(EmptyToZero(r[inc()])) == 1, Rarity: StringToInt(EmptyToZero(r[inc()])), Spawnable: StringToInt(EmptyToZero(r[inc()])) == 1, MinAC: StringToInt(EmptyToZero(r[inc()])), MaxAC: StringToInt(EmptyToZero(r[inc()])), Absorbs: StringToInt(EmptyToZero(r[inc()])), Speed: StringToInt(EmptyToZero(r[inc()])), RequiredStrength: StringToInt(EmptyToZero(r[inc()])), Block: StringToInt(EmptyToZero(r[inc()])), Durability: StringToInt(EmptyToZero(r[inc()])), NoDurability: StringToInt(EmptyToZero(r[inc()])) == 1, Level: StringToInt(EmptyToZero(r[inc()])), RequiredLevel: StringToInt(EmptyToZero(r[inc()])), Cost: StringToInt(EmptyToZero(r[inc()])), GambleCost: StringToInt(EmptyToZero(r[inc()])), Code: r[inc()], NameString: r[inc()], MagicLevel: StringToInt(EmptyToZero(r[inc()])), AutoPrefix: StringToInt(EmptyToZero(r[inc()])), AlternateGfx: r[inc()], OpenBetaGfx: r[inc()], NormalCode: r[inc()], UberCode: r[inc()], UltraCode: r[inc()], SpellOffset: StringToInt(EmptyToZero(r[inc()])), Component: StringToInt(EmptyToZero(r[inc()])), InventoryWidth: StringToInt(EmptyToZero(r[inc()])), InventoryHeight: StringToInt(EmptyToZero(r[inc()])), HasInventory: StringToInt(EmptyToZero(r[inc()])) == 1, GemSockets: StringToInt(EmptyToZero(r[inc()])), GemApplyType: StringToInt(EmptyToZero(r[inc()])), FlippyFile: r[inc()], InventoryFile: r[inc()], UniqueInventoryFile: r[inc()], SetInventoryFile: r[inc()], AnimRightArm: StringToInt(EmptyToZero(r[inc()])), AnimLeftArm: StringToInt(EmptyToZero(r[inc()])), AnimTorso: StringToInt(EmptyToZero(r[inc()])), AnimLegs: StringToInt(EmptyToZero(r[inc()])), AnimRightShoulderPad: StringToInt(EmptyToZero(r[inc()])), AnimLeftShoulderPad: StringToInt(EmptyToZero(r[inc()])), Useable: StringToInt(EmptyToZero(r[inc()])) == 1, Throwable: StringToInt(EmptyToZero(r[inc()])) == 1, Stackable: StringToInt(EmptyToZero(r[inc()])) == 1, MinStack: StringToInt(EmptyToZero(r[inc()])), MaxStack: StringToInt(EmptyToZero(r[inc()])), Type: r[inc()], Type2: r[inc()], DropSound: r[inc()], DropSfxFrame: StringToInt(EmptyToZero(r[inc()])), UseSound: r[inc()], Unique: StringToInt(EmptyToZero(r[inc()])) == 1, Transparent: StringToInt(EmptyToZero(r[inc()])) == 1, TransTable: StringToInt(EmptyToZero(r[inc()])), Quivered: StringToInt(EmptyToZero(r[inc()])) == 1, LightRadius: StringToInt(EmptyToZero(r[inc()])), Belt: StringToInt(EmptyToZero(r[inc()])) == 1, Quest: StringToInt(EmptyToZero(r[inc()])), MissileType: StringToInt(EmptyToZero(r[inc()])), DurabilityWarning: StringToInt(EmptyToZero(r[inc()])), QuantityWarning: StringToInt(EmptyToZero(r[inc()])), MinDamage: StringToInt(EmptyToZero(r[inc()])), MaxDamage: StringToInt(EmptyToZero(r[inc()])), StrengthBonus: StringToInt(EmptyToZero(r[inc()])), DexterityBonus: StringToInt(EmptyToZero(r[inc()])), GemOffset: StringToInt(EmptyToZero(r[inc()])), BitField1: StringToInt(EmptyToZero(r[inc()])), Vendors: createArmorVendorParams(&r, inc), SourceArt: r[inc()], GameArt: r[inc()], ColorTransform: StringToInt(EmptyToZero(r[inc()])), InventoryColorTransform: StringToInt(EmptyToZero(r[inc()])), SkipName: StringToInt(EmptyToZero(r[inc()])) == 1, NightmareUpgrade: r[inc()], HellUpgrade: r[inc()], UnusedMinDamage: StringToInt(EmptyToZero(r[inc()])), UnusedMaxDamage: StringToInt(EmptyToZero(r[inc()])), Nameable: StringToInt(EmptyToZero(r[inc()])) == 1, } return result } func createArmorVendorParams(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] = "Malah" vs[16] = "Drehya" return CreateItemVendorParams(r, inc, vs) } var Armors map[string]*ArmorRecord func LoadArmors(fileProvider FileProvider) { Armors = make(map[string]*ArmorRecord) data := strings.Split(string(fileProvider.LoadFile(resourcepaths.Armor)), "\r\n")[1:] for _, line := range data { if len(line) == 0 { continue } rec := createArmorRecord(line) Armors[rec.Code] = &rec } log.Printf("Loaded %d armors", len(Armors)) }