mirror of
https://github.com/OpenDiablo2/OpenDiablo2
synced 2025-02-03 15:17:04 -05:00
153 lines
6.8 KiB
C#
153 lines
6.8 KiB
C#
/* OpenDiablo 2 - An open source re-implementation of Diablo 2 in C#
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <https://www.gnu.org/licenses/>.
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*/
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using OpenDiablo2.Common;
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using OpenDiablo2.Common.Enums;
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using OpenDiablo2.Common.Exceptions;
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using OpenDiablo2.Common.Interfaces;
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using OpenDiablo2.Common.Models;
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using OpenDiablo2.Common.Models.Mobs;
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using System.Collections;
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using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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namespace OpenDiablo2.Core
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{
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public sealed class MpqProvider : IMPQProvider
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{
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private static readonly log4net.ILog _log = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
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private readonly IList<MPQ> _mpqs;
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private readonly Dictionary<string, int> _mpqLookup = new Dictionary<string, int>();
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public MpqProvider(GlobalConfiguration globalConfiguration)
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{
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// TODO: Make this less dumb. We need to an external file to configure mpq load order.
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_mpqs = Directory
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.EnumerateFiles(globalConfiguration.BaseDataPath, "*.mpq")
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.Where(x => !(Path.GetFileName(x)?.StartsWith("patch") ?? false))
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.Select(file => new MPQ(file))
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.ToArray();
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if (!_mpqs.Any())
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{
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_log.Fatal("No data files were found! Are you specifying the correct data path?");
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throw new OpenDiablo2Exception("No data files were found.");
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}
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// Load the base game files
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for(var i = 0; i < _mpqs.Count; i++)
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{
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var path = Path.GetFileName(_mpqs[i].Path) ?? string.Empty;
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if (path.StartsWith("d2exp") || path.StartsWith("d2x"))
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continue;
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foreach(var file in _mpqs[i].Files)
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_mpqLookup[file.ToLower()] = i;
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}
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// Load the expansion game files
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for (var i = 0; i < _mpqs.Count; i++)
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{
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var path = Path.GetFileName(_mpqs[i].Path) ?? string.Empty;
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if (!path.StartsWith("d2exp") && !path.StartsWith("d2x"))
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continue;
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foreach (var file in _mpqs[i].Files)
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_mpqLookup[file.ToLower()] = i;
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}
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}
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public byte[] GetBytes(string fileName)
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{
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var stream = GetStream(fileName);
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var result = new byte[stream.Length];
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stream.Read(result, 0, (int)stream.Length);
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return result;
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}
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public IEnumerator<MPQ> GetEnumerator() => _mpqs.GetEnumerator();
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IEnumerator IEnumerable.GetEnumerator() => GetEnumerator();
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public Stream GetStream(string fileName) => !_mpqLookup.ContainsKey(fileName.ToLower())
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? null
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: _mpqs[_mpqLookup[fileName.ToLower()]].OpenFile(fileName);
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public IEnumerable<string> GetTextFile(string fileName)
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=> new StreamReader(_mpqs[_mpqLookup[fileName.ToLower()]].OpenFile(fileName)).ReadToEnd().Split('\n');
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public string GetCharacterDccPath(eHero hero, eMobMode mobMode, eCompositType compositType, PlayerEquipment equipment)
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{
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var fileName = $@"{ResourcePaths.PlayerAnimationBase}\{hero.ToToken()}\{compositType.ToToken()}\{hero.ToToken()}{compositType.ToToken()}".ToLower();
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switch (compositType)
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{
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case eCompositType.Head:
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fileName += $"{equipment.Head?.Item.Code ?? eArmorType.Lite.ToToken()}{mobMode.ToToken()}";
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return _mpqLookup.ContainsKey($"{fileName}{equipment.WeaponClass.ToToken()}.dcc".ToLower())
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? $"{fileName}{equipment.WeaponClass.ToToken()}.dcc".ToLower()
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: $"{fileName}{eWeaponClass.HandToHand.ToToken()}.dcc".ToLower();
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case eCompositType.Torso:
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case eCompositType.Legs:
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case eCompositType.RightArm:
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case eCompositType.LeftArm:
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fileName += $"{equipment.ArmorType.ToToken()}{mobMode.ToToken()}";
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return _mpqLookup.ContainsKey($"{fileName}{equipment.WeaponClass.ToToken()}.dcc".ToLower())
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? $"{fileName}{equipment.WeaponClass.ToToken()}.dcc".ToLower()
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: $"{fileName}{eWeaponClass.HandToHand.ToToken()}.dcc".ToLower();
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case eCompositType.RightHand:
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if (!(equipment.RightArm?.Item is Weapon))
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return null;
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fileName += $"{equipment.RightArm.Item.Code}{mobMode.ToToken()}{equipment.WeaponClass.ToToken()}.dcc".ToLower();
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return fileName;
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case eCompositType.LeftHand:
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if (!(equipment.LeftArm?.Item is Weapon))
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return null;
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fileName += $"{equipment.LeftArm.Item.Code}{mobMode.ToToken()}{equipment.WeaponClass.ToToken()}.dcc".ToLower();
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return fileName;
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case eCompositType.Shield:
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if (!(equipment.LeftArm?.Item is Armor))
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return null;
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fileName += $"{equipment.LeftArm.Item.Code}{mobMode.ToToken()}";
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return _mpqLookup.ContainsKey($"{fileName}{equipment.WeaponClass.ToToken()}.dcc".ToLower())
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? $"{fileName}{equipment.WeaponClass.ToToken()}.dcc".ToLower()
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: $"{fileName}{eWeaponClass.HandToHand.ToToken()}.dcc".ToLower();
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// TODO: Figure these out...
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case eCompositType.Special1:
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case eCompositType.Special2:
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fileName += $"{equipment.ArmorType.ToToken()}{mobMode.ToToken()}{equipment.WeaponClass}.dcc".ToLower();
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return _mpqLookup.ContainsKey(fileName)
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? fileName
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: null; // TODO: Should we silence this?
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case eCompositType.Special3:
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case eCompositType.Special4:
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case eCompositType.Special5:
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case eCompositType.Special6:
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case eCompositType.Special7:
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case eCompositType.Special8:
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default:
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return null;
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}
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}
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}
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}
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