mirror of
https://github.com/OpenDiablo2/OpenDiablo2
synced 2024-11-02 09:17:19 -04:00
2461142fbd
* Minor changes to reduce interdependencies on modules.
412 lines
15 KiB
Go
412 lines
15 KiB
Go
package d2datadict
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import (
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"strconv"
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"strings"
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"github.com/OpenDiablo2/OpenDiablo2/d2common"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2enum"
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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
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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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Nameable bool // if true, item can be personalized
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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
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HitClass string // determines sounds/graphic effects when attacking
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SpawnStack int // unknown, something to do with stack size when spawned (sold maybe?)
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SpecialFeature string // Just a comment
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QuestDifficultyCheck bool // if true, item only works in the difficulty it was found in
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PermStoreItem bool // if true, vendor will always sell this
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// misc params
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FlavorText string // unknown, probably just for reference
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Transmogrify bool // if true, can be turned into another item via right click
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TransmogCode string // the 3 char code representing the item this becomes via transmog
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TransmogMin int // min amount of the transmog item to create
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TransmogMax int // max ''
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AutoBelt bool // if true, item is put into your belt when picked up
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SpellIcon int // which icon to display when used? Is this always -1?
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SpellType int // determines what kind of function is used when you use this item
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OverlayState string // name of the overlay state to be applied upon use of this item
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CureOverlayStates [2]string // name of the overlay states that are removed upon use of this item
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EffectLength int // timer for timed usage effects
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UsageStats [3]ItemUsageStat // stat boosts applied upon usage
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SpellDescriptionType int // specifies how to format the usage description
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// 0 = none, 1 = use desc string, 2 = use desc string + calc value
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SpellDescriptionString string // points to a string containing the description
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SpellDescriptionCalc d2common.CalcString // a calc string what value to display
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BetterGem string // 3 char code pointing to the gem this upgrades to (non if not applicable)
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Multibuy bool // if true, when you buy via right click + shift it will fill your belt automatically
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}
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type ItemUsageStat struct {
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Stat string // name of the stat to add to
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Calc d2common.CalcString // calc string representing the amount to add
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}
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type ItemVendorParams 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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// Loading Functions
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var CommonItems map[string]*ItemCommonRecord
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func LoadCommonItems(file []byte, source d2enum.InventoryItemType) *map[string]*ItemCommonRecord {
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if CommonItems == nil {
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CommonItems = make(map[string]*ItemCommonRecord)
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}
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items := make(map[string]*ItemCommonRecord)
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data := strings.Split(string(file), "\r\n")
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mapping := MapHeaders(data[0])
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for lineno, line := range data {
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if lineno == 0 {
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continue
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}
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if len(line) == 0 {
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continue
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}
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rec := createCommonItemRecord(line, &mapping, source)
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items[rec.Code] = &rec
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CommonItems[rec.Code] = &rec
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}
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return &items
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}
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func createCommonItemRecord(line string, mapping *map[string]int, source d2enum.InventoryItemType) ItemCommonRecord {
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r := strings.Split(line, "\t")
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result := ItemCommonRecord{
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Source: source,
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Name: MapLoadString(&r, mapping, "name"),
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Version: MapLoadInt(&r, mapping, "version"),
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CompactSave: MapLoadBool(&r, mapping, "compactsave"),
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Rarity: MapLoadInt(&r, mapping, "rarity"),
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Spawnable: MapLoadBool(&r, mapping, "spawnable"),
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MinAC: MapLoadInt(&r, mapping, "minac"),
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MaxAC: MapLoadInt(&r, mapping, "maxac"),
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Absorbs: MapLoadInt(&r, mapping, "absorbs"),
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Speed: MapLoadInt(&r, mapping, "speed"),
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RequiredStrength: MapLoadInt(&r, mapping, "reqstr"),
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Block: MapLoadInt(&r, mapping, "block"),
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Durability: MapLoadInt(&r, mapping, "durability"),
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NoDurability: MapLoadBool(&r, mapping, "nodurability"),
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Level: MapLoadInt(&r, mapping, "level"),
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RequiredLevel: MapLoadInt(&r, mapping, "levelreq"),
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Cost: MapLoadInt(&r, mapping, "cost"),
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GambleCost: MapLoadInt(&r, mapping, "gamble cost"),
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Code: MapLoadString(&r, mapping, "code"),
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NameString: MapLoadString(&r, mapping, "namestr"),
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MagicLevel: MapLoadInt(&r, mapping, "magic lvl"),
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AutoPrefix: MapLoadInt(&r, mapping, "auto prefix"),
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AlternateGfx: MapLoadString(&r, mapping, "alternategfx"),
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OpenBetaGfx: MapLoadString(&r, mapping, "OpenBetaGfx"),
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NormalCode: MapLoadString(&r, mapping, "normcode"),
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UberCode: MapLoadString(&r, mapping, "ubercode"),
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UltraCode: MapLoadString(&r, mapping, "ultracode"),
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SpellOffset: MapLoadInt(&r, mapping, "spelloffset"),
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Component: MapLoadInt(&r, mapping, "component"),
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InventoryWidth: MapLoadInt(&r, mapping, "invwidth"),
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InventoryHeight: MapLoadInt(&r, mapping, "invheight"),
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HasInventory: MapLoadBool(&r, mapping, "hasinv"),
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GemSockets: MapLoadInt(&r, mapping, "gemsockets"),
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GemApplyType: MapLoadInt(&r, mapping, "gemapplytype"),
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FlippyFile: MapLoadString(&r, mapping, "flippyfile"),
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InventoryFile: MapLoadString(&r, mapping, "invfile"),
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UniqueInventoryFile: MapLoadString(&r, mapping, "uniqueinvfile"),
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SetInventoryFile: MapLoadString(&r, mapping, "setinvfile"),
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AnimRightArm: MapLoadInt(&r, mapping, "rArm"),
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AnimLeftArm: MapLoadInt(&r, mapping, "lArm"),
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AnimTorso: MapLoadInt(&r, mapping, "Torso"),
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AnimLegs: MapLoadInt(&r, mapping, "Legs"),
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AnimRightShoulderPad: MapLoadInt(&r, mapping, "rSPad"),
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AnimLeftShoulderPad: MapLoadInt(&r, mapping, "lSPad"),
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Useable: MapLoadBool(&r, mapping, "useable"),
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Throwable: MapLoadBool(&r, mapping, "throwable"),
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Stackable: MapLoadBool(&r, mapping, "stackable"),
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MinStack: MapLoadInt(&r, mapping, "minstack"),
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MaxStack: MapLoadInt(&r, mapping, "maxstack"),
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Type: MapLoadString(&r, mapping, "type"),
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Type2: MapLoadString(&r, mapping, "type2"),
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DropSound: MapLoadString(&r, mapping, "dropsound"),
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DropSfxFrame: MapLoadInt(&r, mapping, "dropsfxframe"),
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UseSound: MapLoadString(&r, mapping, "usesound"),
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Unique: MapLoadBool(&r, mapping, "unique"),
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Transparent: MapLoadBool(&r, mapping, "transparent"),
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TransTable: MapLoadInt(&r, mapping, "transtbl"),
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Quivered: MapLoadBool(&r, mapping, "quivered"),
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LightRadius: MapLoadInt(&r, mapping, "lightradius"),
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Belt: MapLoadBool(&r, mapping, "belt"),
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Quest: MapLoadInt(&r, mapping, "quest"),
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MissileType: MapLoadInt(&r, mapping, "missiletype"),
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DurabilityWarning: MapLoadInt(&r, mapping, "durwarning"),
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QuantityWarning: MapLoadInt(&r, mapping, "qntwarning"),
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MinDamage: MapLoadInt(&r, mapping, "mindam"),
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MaxDamage: MapLoadInt(&r, mapping, "maxdam"),
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StrengthBonus: MapLoadInt(&r, mapping, "StrBonus"),
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DexterityBonus: MapLoadInt(&r, mapping, "DexBonus"),
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GemOffset: MapLoadInt(&r, mapping, "gemoffset"),
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BitField1: MapLoadInt(&r, mapping, "bitfield1"),
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Vendors: createItemVendorParams(&r, mapping),
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SourceArt: MapLoadString(&r, mapping, "Source Art"),
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GameArt: MapLoadString(&r, mapping, "Game Art"),
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ColorTransform: MapLoadInt(&r, mapping, "Transform"),
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InventoryColorTransform: MapLoadInt(&r, mapping, "InvTrans"),
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SkipName: MapLoadBool(&r, mapping, "SkipName"),
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NightmareUpgrade: MapLoadString(&r, mapping, "NightmareUpgrade"),
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HellUpgrade: MapLoadString(&r, mapping, "HellUpgrade"),
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Nameable: MapLoadBool(&r, mapping, "Nameable"),
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// weapon params
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BarbOneOrTwoHanded: MapLoadBool(&r, mapping, "1or2handed"),
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UsesTwoHands: MapLoadBool(&r, mapping, "2handed"),
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Min2HandDamage: MapLoadInt(&r, mapping, "2handmindam"),
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Max2HandDamage: MapLoadInt(&r, mapping, "2handmaxdam"),
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MinMissileDamage: MapLoadInt(&r, mapping, "minmisdam"),
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MaxMissileDamage: MapLoadInt(&r, mapping, "maxmisdam"),
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MissileSpeed: MapLoadInt(&r, mapping, "misspeed"),
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ExtraRange: MapLoadInt(&r, mapping, "rangeadder"),
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RequiredDexterity: MapLoadInt(&r, mapping, "reqdex"),
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WeaponClass: MapLoadString(&r, mapping, "wclass"),
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WeaponClass2Hand: MapLoadString(&r, mapping, "2handedwclass"),
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HitClass: MapLoadString(&r, mapping, "hit class"),
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SpawnStack: MapLoadInt(&r, mapping, "spawnstack"),
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SpecialFeature: MapLoadString(&r, mapping, "special"),
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QuestDifficultyCheck: MapLoadBool(&r, mapping, "questdiffcheck"),
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PermStoreItem: MapLoadBool(&r, mapping, "PermStoreItem"),
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// misc params
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FlavorText: MapLoadString(&r, mapping, "szFlavorText"),
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Transmogrify: MapLoadBool(&r, mapping, "Transmogrify"),
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TransmogCode: MapLoadString(&r, mapping, "TMogType"),
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TransmogMin: MapLoadInt(&r, mapping, "TMogMin"),
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TransmogMax: MapLoadInt(&r, mapping, "TMogMax"),
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AutoBelt: MapLoadBool(&r, mapping, "autobelt"),
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SpellIcon: MapLoadInt(&r, mapping, "spellicon"),
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SpellType: MapLoadInt(&r, mapping, "pSpell"),
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OverlayState: MapLoadString(&r, mapping, "state"),
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CureOverlayStates: [2]string{
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MapLoadString(&r, mapping, "cstate1"),
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MapLoadString(&r, mapping, "cstate2"),
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},
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EffectLength: MapLoadInt(&r, mapping, "len"),
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UsageStats: createItemUsageStats(&r, mapping),
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SpellDescriptionType: MapLoadInt(&r, mapping, "spelldesc"),
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// 0 = none, 1 = use desc string, 2 = use desc string + calc value
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SpellDescriptionString: MapLoadString(&r, mapping, "spelldescstr"),
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SpellDescriptionCalc: d2common.CalcString(MapLoadString(&r, mapping, "spelldesccalc")),
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BetterGem: MapLoadString(&r, mapping, "BetterGem"),
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Multibuy: MapLoadBool(&r, mapping, "multibuy"),
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}
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return result
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}
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func createItemVendorParams(r *[]string, mapping *map[string]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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result := make(map[string]*ItemVendorParams)
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for _, name := range vs {
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wvp := ItemVendorParams{
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Min: MapLoadInt(r, mapping, name+"Min"),
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Max: MapLoadInt(r, mapping, name+"Max"),
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MagicMin: MapLoadInt(r, mapping, name+"MagicMin"),
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MagicMax: MapLoadInt(r, mapping, name+"MagicMax"),
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MagicLevel: MapLoadUint8(r, mapping, name+"MagicLvl"),
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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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func createItemUsageStats(r *[]string, mapping *map[string]int) [3]ItemUsageStat {
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result := [3]ItemUsageStat{}
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for i := 0; i < 3; i++ {
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result[i].Stat = MapLoadString(r, mapping, "stat"+strconv.Itoa(i))
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result[i].Calc = d2common.CalcString(MapLoadString(r, mapping, "calc"+strconv.Itoa(i)))
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}
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return result
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}
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