mirror of
https://github.com/OpenDiablo2/OpenDiablo2
synced 2024-11-09 03:37:17 -05:00
07b0724575
* fix mpqs, add missiles.txt, fix lvlprest * fix sound loading issue
353 lines
10 KiB
Go
353 lines
10 KiB
Go
package Common
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import (
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"log"
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"strings"
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"github.com/OpenDiablo2/OpenDiablo2/ResourcePaths"
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)
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// An ObjectRecord represents the settings for one type of object from objects.txt
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type ObjectRecord struct {
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Name string
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Description string
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Id int
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Token string // refers to what graphics this object uses
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SpawnMax int // unused?
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Selectable [8]bool // is this mode selectable
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TrapProbability int // unused
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SizeX int
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SizeY int
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NTgtFX int // unknown
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NTgtFY int // unknown
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NTgtBX int // unknown
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NTgtBY int // unknown
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FrameCount [8]int // how many frames does this mode have, 0 = skip
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FrameDelta [8]int // what rate is the animation played at (256 = 100% speed)
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CycleAnimation [8]bool // probably whether animation loops
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LightDiameter [8]int
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BlocksLight [8]bool
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HasCollision [8]bool
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IsAttackable bool // do we kick it when interacting
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StartFrame [8]int
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EnvEffect bool // unknown
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IsDoor bool
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BlockVisibility bool // only works with IsDoor
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Orientation int // unknown (1=sw, 2=nw, 3=se, 4=ne)
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Trans int // controls palette mapping
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OrderFlag [8]int // 0 = object, 1 = floor, 2 = wall
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PreOperate bool // unknown
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HasAnimationMode [8]bool // 'Mode' in source, true if this mode is used
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XOffset int // in pixels offset
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YOffset int
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Draw bool // if false, object isn't drawn (shadow is still drawn and player can still select though)
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LightRed byte // if lightdiameter is set, rgb of the light
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LightGreen byte
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LightBlue byte
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SelHD bool // whether these DCC components are selectable
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SelTR bool
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SelLG bool
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SelRA bool
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SelLA bool
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SelRH bool
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SelLH bool
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SelSH bool
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SelS [8]bool
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TotalPieces int // selectable DCC components count
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SubClass int // subclass of object:
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// 1 = shrine
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// 2 = obelisk
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// 4 = portal
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// 8 = container
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// 16 = arcane sanctuary gateway
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// 32 = well
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// 64 = waypoint
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// 128 = secret jails door
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XSpace int // unknown
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YSpace int
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NameOffset int // pixels to offset the name from the animation pivot
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MonsterOk bool // unknown
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OperateRange int // distance object can be used from, might be unused
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ShrineFunction int // unused
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Restore bool // if true, object is stored in memory and will be retained if you leave and re-enter the area
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Parm [8]int // unknown
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Act int // what acts this object can appear in (15 = all three)
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Lockable bool
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Gore bool // unknown, something with corpses
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Sync bool // unknown
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Flicker bool // light flickers if true
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Damage int // amount of damage done by this (used depending on operatefn)
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Beta bool // if true, appeared in the beta?
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Overlay bool // unknown
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CollisionSubst bool // unknown, controls some kind of special collision checking?
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Left int // unknown, clickable bounding box?
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Top int
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Width int
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Height int
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OperateFn int // what function is called when the player clicks on the object
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// (todo: we should enumerate all the functions somewhere, but probably not here
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// b/c it's a very long list)
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PopulateFn int // what function is used to spawn this object?
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// (see above todo)
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InitFn int // what function is run when the object is initialized?
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// (see above todo)
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ClientFn int // controls special audio-visual functions
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// (see above todo)
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RestoreVirgins bool // if true, only restores unused objects (see Restore)
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BlockMissile bool // if true, missiles collide with this
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DrawUnder bool // if true, drawn as a floor tile is
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OpenWarp bool // needs clarification, controls whether highlighting shows
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// 'To ...' or 'trap door' when highlighting, not sure which is T/F
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AutoMap int // controls how this object appears on the map
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// 0 = it doesn't, rest of modes need to be analyzed
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}
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// CreateObjectRecord parses a row from objects.txt into an object record
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func createObjectRecord(props []string) ObjectRecord {
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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 := ObjectRecord{
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Name: props[inc()],
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Description: props[inc()],
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Id: StringToInt(props[inc()]),
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Token: props[inc()],
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SpawnMax: StringToInt(props[inc()]),
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Selectable: [8]bool{
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StringToUint8(props[inc()]) == 1,
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StringToUint8(props[inc()]) == 1,
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StringToUint8(props[inc()]) == 1,
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StringToUint8(props[inc()]) == 1,
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StringToUint8(props[inc()]) == 1,
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StringToUint8(props[inc()]) == 1,
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StringToUint8(props[inc()]) == 1,
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StringToUint8(props[inc()]) == 1,
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},
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TrapProbability: StringToInt(props[inc()]),
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SizeX: StringToInt(props[inc()]),
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SizeY: StringToInt(props[inc()]),
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NTgtFX: StringToInt(props[inc()]),
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NTgtFY: StringToInt(props[inc()]),
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NTgtBX: StringToInt(props[inc()]),
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NTgtBY: StringToInt(props[inc()]),
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FrameCount: [8]int{
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StringToInt(props[inc()]),
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StringToInt(props[inc()]),
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StringToInt(props[inc()]),
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StringToInt(props[inc()]),
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StringToInt(props[inc()]),
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StringToInt(props[inc()]),
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StringToInt(props[inc()]),
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StringToInt(props[inc()]),
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},
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FrameDelta: [8]int{
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StringToInt(props[inc()]),
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StringToInt(props[inc()]),
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StringToInt(props[inc()]),
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StringToInt(props[inc()]),
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StringToInt(props[inc()]),
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StringToInt(props[inc()]),
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StringToInt(props[inc()]),
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StringToInt(props[inc()]),
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},
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CycleAnimation: [8]bool{
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StringToUint8(props[inc()]) == 1,
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StringToUint8(props[inc()]) == 1,
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StringToUint8(props[inc()]) == 1,
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StringToUint8(props[inc()]) == 1,
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StringToUint8(props[inc()]) == 1,
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StringToUint8(props[inc()]) == 1,
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StringToUint8(props[inc()]) == 1,
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StringToUint8(props[inc()]) == 1,
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},
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LightDiameter: [8]int{
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StringToInt(props[inc()]),
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StringToInt(props[inc()]),
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StringToInt(props[inc()]),
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StringToInt(props[inc()]),
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StringToInt(props[inc()]),
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StringToInt(props[inc()]),
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StringToInt(props[inc()]),
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StringToInt(props[inc()]),
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},
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BlocksLight: [8]bool{
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StringToUint8(props[inc()]) == 1,
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StringToUint8(props[inc()]) == 1,
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StringToUint8(props[inc()]) == 1,
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StringToUint8(props[inc()]) == 1,
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StringToUint8(props[inc()]) == 1,
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StringToUint8(props[inc()]) == 1,
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StringToUint8(props[inc()]) == 1,
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StringToUint8(props[inc()]) == 1,
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},
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HasCollision: [8]bool{
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StringToUint8(props[inc()]) == 1,
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StringToUint8(props[inc()]) == 1,
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StringToUint8(props[inc()]) == 1,
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StringToUint8(props[inc()]) == 1,
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StringToUint8(props[inc()]) == 1,
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StringToUint8(props[inc()]) == 1,
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StringToUint8(props[inc()]) == 1,
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StringToUint8(props[inc()]) == 1,
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},
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IsAttackable: StringToUint8(props[inc()]) == 1,
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StartFrame: [8]int{
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StringToInt(props[inc()]),
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StringToInt(props[inc()]),
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StringToInt(props[inc()]),
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StringToInt(props[inc()]),
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StringToInt(props[inc()]),
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StringToInt(props[inc()]),
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StringToInt(props[inc()]),
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StringToInt(props[inc()]),
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},
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EnvEffect: StringToUint8(props[inc()]) == 1,
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IsDoor: StringToUint8(props[inc()]) == 1,
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BlockVisibility: StringToUint8(props[inc()]) == 1,
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Orientation: StringToInt(props[inc()]),
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Trans: StringToInt(props[inc()]),
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OrderFlag: [8]int{
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StringToInt(props[inc()]),
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StringToInt(props[inc()]),
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StringToInt(props[inc()]),
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StringToInt(props[inc()]),
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StringToInt(props[inc()]),
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StringToInt(props[inc()]),
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StringToInt(props[inc()]),
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StringToInt(props[inc()]),
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},
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PreOperate: StringToUint8(props[inc()]) == 1,
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HasAnimationMode: [8]bool{
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StringToUint8(props[inc()]) == 1,
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StringToUint8(props[inc()]) == 1,
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StringToUint8(props[inc()]) == 1,
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StringToUint8(props[inc()]) == 1,
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StringToUint8(props[inc()]) == 1,
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StringToUint8(props[inc()]) == 1,
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StringToUint8(props[inc()]) == 1,
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StringToUint8(props[inc()]) == 1,
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},
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XOffset: StringToInt(props[inc()]),
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YOffset: StringToInt(props[inc()]),
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Draw: StringToUint8(props[inc()]) == 1,
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LightRed: StringToUint8(props[inc()]),
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LightGreen: StringToUint8(props[inc()]),
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LightBlue: StringToUint8(props[inc()]),
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SelHD: StringToUint8(props[inc()]) == 1,
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SelTR: StringToUint8(props[inc()]) == 1,
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SelLG: StringToUint8(props[inc()]) == 1,
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SelRA: StringToUint8(props[inc()]) == 1,
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SelLA: StringToUint8(props[inc()]) == 1,
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SelRH: StringToUint8(props[inc()]) == 1,
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SelLH: StringToUint8(props[inc()]) == 1,
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SelSH: StringToUint8(props[inc()]) == 1,
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SelS: [8]bool{
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StringToUint8(props[inc()]) == 1,
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StringToUint8(props[inc()]) == 1,
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StringToUint8(props[inc()]) == 1,
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StringToUint8(props[inc()]) == 1,
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StringToUint8(props[inc()]) == 1,
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StringToUint8(props[inc()]) == 1,
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StringToUint8(props[inc()]) == 1,
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StringToUint8(props[inc()]) == 1,
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},
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TotalPieces: StringToInt(props[inc()]),
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SubClass: StringToInt(props[inc()]),
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XSpace: StringToInt(props[inc()]),
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YSpace: StringToInt(props[inc()]),
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NameOffset: StringToInt(props[inc()]),
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MonsterOk: StringToUint8(props[inc()]) == 1,
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OperateRange: StringToInt(props[inc()]),
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ShrineFunction: StringToInt(props[inc()]),
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Restore: StringToUint8(props[inc()]) == 1,
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Parm: [8]int{
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StringToInt(props[inc()]),
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StringToInt(props[inc()]),
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StringToInt(props[inc()]),
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StringToInt(props[inc()]),
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StringToInt(props[inc()]),
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StringToInt(props[inc()]),
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StringToInt(props[inc()]),
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StringToInt(props[inc()]),
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},
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Act: StringToInt(props[inc()]),
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Lockable: StringToUint8(props[inc()]) == 1,
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Gore: StringToUint8(props[inc()]) == 1,
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Sync: StringToUint8(props[inc()]) == 1,
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Flicker: StringToUint8(props[inc()]) == 1,
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Damage: StringToInt(props[inc()]),
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Beta: StringToUint8(props[inc()]) == 1,
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Overlay: StringToUint8(props[inc()]) == 1,
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CollisionSubst: StringToUint8(props[inc()]) == 1,
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Left: StringToInt(props[inc()]),
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Top: StringToInt(props[inc()]),
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Width: StringToInt(props[inc()]),
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Height: StringToInt(props[inc()]),
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OperateFn: StringToInt(props[inc()]),
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PopulateFn: StringToInt(props[inc()]),
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InitFn: StringToInt(props[inc()]),
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ClientFn: StringToInt(props[inc()]),
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RestoreVirgins: StringToUint8(props[inc()]) == 1,
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BlockMissile: StringToUint8(props[inc()]) == 1,
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DrawUnder: StringToUint8(props[inc()]) == 1,
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OpenWarp: StringToUint8(props[inc()]) == 1,
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AutoMap: StringToInt(props[inc()]),
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}
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return result
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}
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var Objects map[int]*ObjectRecord
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func LoadObjects(fileProvider FileProvider) {
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Objects = make(map[int]*ObjectRecord)
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data := strings.Split(string(fileProvider.LoadFile(ResourcePaths.ObjectDetails)), "\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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props := strings.Split(line, "\t")
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if props[2] == "" {
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continue // skip a line that doesn't have an id
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}
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rec := createObjectRecord(props)
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Objects[rec.Id] = &rec
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}
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log.Printf("Loaded %d objects", len(Objects))
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} |