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https://github.com/OpenDiablo2/OpenDiablo2
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* move music path enumerations into d2resource * move text dictionary (.tbl) loader into d2fileformats sub-package d2tbl * lint fix, add doc file for d2tbl * moved data_dictionary.go into d2fileformats sub-package d2txt, added doc file * added sub-packages d2geom for geometry-related things, and d2path for path-related things * moved calcstring.go to d2calculation * move bitmuncher, bitstream, stream reader/writer from d2common into sub-package d2datautils * fix lint errors in d2datadict loaders (caused by moving stuf around in d2common) * move size.go into d2geom * move d2common/cache.go into sub-package d2common/d2cache * renamed d2debugutil to d2util, moved utility functions from d2common into d2util
93 lines
2.2 KiB
Go
93 lines
2.2 KiB
Go
package d2datadict
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import (
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"fmt"
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"log"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2fileformats/d2txt"
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)
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const (
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numMonEquippedItems = 3
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fmtLocation = "loc%d"
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fmtQuality = "mod%d"
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fmtCode = "item%d"
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)
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// MonsterEquipmentRecord represents a single line in monequip.txt
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// Information gathered from [https://d2mods.info/forum/kb/viewarticle?a=365]
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type MonsterEquipmentRecord struct {
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// Name of monster, pointer to MonStats.txt
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Name string
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// If true, monster is created by level, otherwise created by skill
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OnInit bool
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// Not written in description, only appear on monsters with OnInit false,
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// Level of skill for which this equipment row can be used?
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Level int
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Equipment []*monEquip
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}
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type monEquip struct {
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// Code of item, probably from ItemCommonRecords
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Code string
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// Location the body location of the item
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Location string
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// Quality of the item
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Quality int
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}
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// MonsterEquipment stores the MonsterEquipmentRecords
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var MonsterEquipment map[string][]*MonsterEquipmentRecord //nolint:gochecknoglobals // Currently global by design
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// LoadMonsterEquipment loads MonsterEquipmentRecords into MonsterEquipment
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func LoadMonsterEquipment(file []byte) {
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MonsterEquipment = make(map[string][]*MonsterEquipmentRecord)
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d := d2txt.LoadDataDictionary(file)
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for d.Next() {
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record := &MonsterEquipmentRecord{
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Name: d.String("monster"),
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OnInit: d.Bool("oninit"),
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Level: d.Number("level"),
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Equipment: make([]*monEquip, 0),
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}
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for idx := 0; idx < numMonEquippedItems; idx++ {
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num := idx + 1
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code := d.String(fmt.Sprintf(fmtCode, num))
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location := d.String(fmt.Sprintf(fmtLocation, num))
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quality := d.Number(fmt.Sprintf(fmtQuality, num))
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if code == "" {
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continue
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}
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equip := &monEquip{code, location, quality}
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record.Equipment = append(record.Equipment, equip)
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}
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if _, ok := MonsterEquipment[record.Name]; !ok {
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MonsterEquipment[record.Name] = make([]*MonsterEquipmentRecord, 0)
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}
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MonsterEquipment[record.Name] = append(MonsterEquipment[record.Name], record)
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}
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if d.Err != nil {
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panic(d.Err)
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}
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length := 0
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for k := range MonsterEquipment {
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length += len(MonsterEquipment[k])
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}
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log.Printf("Loaded %d MonsterEquipment records", length)
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}
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