mirror of
https://github.com/OpenDiablo2/OpenDiablo2
synced 2024-11-02 17:27:23 -04:00
fc87b2be7a
* Remove weapons, armor, misc, itemCommon, itemTyps datadict singletons - removed loader calls from d2app - removed the HeroObjects singleton from `d2core/d2inventory` - added an InventoryItemFactory in d2inventory - package-level functions that use data records are now methods of the InventoryItemFactory - renamed ItemGenerator in d2item to ItemFactory - package-level functions that use records are now methods of ItemFactory - d2map.MapEntityFactory now has an item factory instance for creating items - fixed a bug in unique item record loader where it loaded an empty record - added a PlayerStateFactory for creating a player state (uses the asset manager) - updated the test inventory/equipment code in d2player to handle errors from the ItemFactory - character select and character creation screens have a player state and inventory item factory - updated item tests to use the item factory * minor edit * Removed d2datadict.Experience singleton added a HeroStatsFactory, much like the other factories. The factory gets an asset manager reference in order to use data records. * removed d2datadict.AutoMagic singleton * removed d2datadict.AutoMap singleton * removed d2datadict.BodyLocations singleton * removed d2datadict.Books singleton * Removed singletons for level records - removed loader calls in d2app - changed type references from d2datadict to d2records - added a `MapGenerator` in d2mapgen which uses thew asset manager and map engine - package-level map generation functions are now MapGenerator methods - `d2datadict.GetLevelDetails(id int)` is now a method of the RecordManager * remove SkillCalc and MissileCalc singletons * Removed CharStats and ItemStatCost singletons - added an ItemStatFactory which uses the asset manager to create stats - package-level functions for stats in d2item are now StatFactory methods - changed type references from d2datadict to d2records - `d2player.GetAllPlayerStates` is now a method of the `PlayerStateFactory` * Removed DkillDesc and Skills singletons from d2datadict - removed loader calls from d2app - diablo2stats.Stat instances are given a reference to the factory for doing record lookups * update the stats test to use mock a asset manager and stat factory * fixed diablo2stats tests and diablo2item tests * removed CompCodes singleton from d2datadict * remove cubemain singleton from d2datadict * removed DifficultyLevels singleton from d2datadict * removed ElemTypes singleton from d2datadict * removed events.go loader from d2datadict (was unused) * removed Gems singleton from d2datadict * removed Hireling and Inventory singletons from d2datadict * removed MagicPrefix and MagicSuffix singletons from d2datadict * removed ItemRatios singleton from d2datadict * removed Missiles singleton from d2datadict * removed MonModes singleton * Removed all monster and npc singletons from d2datadict - MapStamp instances now get a reference to their factory for doing record lookups * removed SoundEntry and SoundEnviron singletons from d2datadict
317 lines
8.4 KiB
Go
317 lines
8.4 KiB
Go
package d2records
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import (
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"log"
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"strings"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2fileformats/d2txt"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2calculation"
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)
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func missilesLoader(r *RecordManager, d *d2txt.DataDictionary) error {
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records := make(Missiles)
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r.missilesByName = make(missilesByName)
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for d.Next() {
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record := &MissileRecord{
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Name: d.String("Missile"),
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Id: d.Number("Id"),
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ClientMovementFunc: d.Number("pCltDoFunc"),
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ClientCollisionFunc: d.Number("pCltHitFunc"),
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ServerMovementFunc: d.Number("pSrvDoFunc"),
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ServerCollisionFunc: d.Number("pSrvHitFunc"),
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ServerDamageFunc: d.Number("pSrvDmgFunc"),
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ServerMovementCalc: MissileCalc{
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Calc: "SrvCalc1",
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Desc: "*srv calc 1 desc",
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Params: []MissileCalcParam{
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{
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d.Number("Param1"),
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d.String("*param1 desc"),
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},
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{
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d.Number("Param2"),
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d.String("*param2 desc"),
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},
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{
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d.Number("Param3"),
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d.String("*param3 desc"),
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},
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{
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d.Number("Param4"),
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d.String("*param4 desc"),
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},
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{
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d.Number("Param5"),
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d.String("*param5 desc"),
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},
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},
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},
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ClientMovementCalc: MissileCalc{
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Calc: "CltCalc1",
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Desc: "*client calc 1 desc",
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Params: []MissileCalcParam{
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{
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d.Number("CltParam1"),
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d.String("*client param1 desc"),
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},
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{
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d.Number("CltParam2"),
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d.String("*client param2 desc"),
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},
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{
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d.Number("CltParam3"),
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d.String("*client param3 desc"),
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},
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{
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d.Number("CltParam4"),
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d.String("*client param4 desc"),
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},
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{
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d.Number("CltParam5"),
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d.String("*client param5 desc"),
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},
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},
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},
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ServerCollisionCalc: MissileCalc{
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Calc: "SHitCalc1",
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Desc: "*server hit calc 1 desc",
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Params: []MissileCalcParam{
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{
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d.Number("sHitPar1"),
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d.String("*server hit param1 desc"),
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},
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{
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d.Number("sHitPar2"),
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d.String("*server hit param2 desc"),
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},
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{
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d.Number("sHitPar3"),
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d.String("*server hit param3 desc"),
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},
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},
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},
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ClientCollisionCalc: MissileCalc{
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Calc: "CHitCalc1",
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Desc: "*client hit calc 1 desc",
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Params: []MissileCalcParam{
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{
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d.Number("cHitPar1"),
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d.String("*client hit param1 desc"),
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},
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{
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d.Number("cHitPar2"),
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d.String("*client hit param2 desc"),
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},
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{
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d.Number("cHitPar3"),
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d.String("*client hit param3 desc"),
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},
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},
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},
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ServerDamageCalc: MissileCalc{
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Calc: "DmgCalc1",
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Desc: "*damage calc 1",
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Params: []MissileCalcParam{
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{
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d.Number("dParam1"),
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d.String("*damage param1 desc"),
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},
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{
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d.Number("dParam2"),
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d.String("*damage param2 desc"),
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},
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},
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},
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Velocity: d.Number("Vel"),
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MaxVelocity: d.Number("MaxVel"),
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LevelVelocityBonus: d.Number("VelLev"),
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Accel: d.Number("Accel"),
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Range: d.Number("Range"),
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LevelRangeBonus: d.Number("LevRange"),
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Light: MissileLight{
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Diameter: d.Number("Light"),
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Flicker: d.Number("Flicker"),
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Red: uint8(d.Number("Red")),
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Green: uint8(d.Number("Green")),
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Blue: uint8(d.Number("Blue")),
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},
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Animation: MissileAnimation{
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StepsBeforeVisible: d.Number("InitSteps"),
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StepsBeforeActive: d.Number("Activate"),
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LoopAnimation: d.Number("LoopAnim") > 0,
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CelFileName: d.String("CelFile"),
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AnimationRate: d.Number("animrate"),
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AnimationLength: d.Number("AnimLen"),
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AnimationSpeed: d.Number("AnimSpeed"),
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StartingFrame: d.Number("RandStart"),
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HasSubLoop: d.Number("SubLoop") > 0,
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SubStartingFrame: d.Number("SubStart"),
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SubEndingFrame: d.Number("SubStop"),
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},
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Collision: MissileCollision{
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CollisionType: d.Number("CollideType"),
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DestroyedUponCollision: d.Number("CollideKill") > 0,
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FriendlyFire: d.Number("CollideFriend") > 0,
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LastCollide: d.Number("LastCollide") > 0,
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Collision: d.Number("Collision") > 0,
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ClientCollision: d.Number("ClientCol") > 0,
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ClientSend: d.Number("ClientSend") > 0,
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UseCollisionTimer: d.Number("NextHit") > 0,
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TimerFrames: d.Number("NextDelay"),
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},
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XOffset: d.Number("xoffset"),
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YOffset: d.Number("yoffset"),
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ZOffset: d.Number("zoffset"),
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Size: d.Number("Size"),
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DestroyedByTP: d.Number("SrcTown") > 0,
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DestroyedByTPFrame: d.Number("CltSrcTown"),
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CanDestroy: d.Number("CanDestroy") > 0,
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UseAttackRating: d.Number("ToHit") > 0,
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AlwaysExplode: d.Number("AlwaysExplode") > 0,
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ClientExplosion: d.Number("Explosion") > 0,
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TownSafe: d.Number("Town") > 0,
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IgnoreBossModifiers: d.Number("NoUniqueMod") > 0,
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IgnoreMultishot: d.Number("NoMultiShot") > 0,
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HolyFilterType: d.Number("Holy"),
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CanBeSlowed: d.Number("CanSlow") > 0,
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TriggersHitEvents: d.Number("ReturnFire") > 0,
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TriggersGetHit: d.Number("GetHit") > 0,
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SoftHit: d.Number("SoftHit") > 0,
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KnockbackPercent: d.Number("KnockBack"),
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TransparencyMode: d.Number("Trans"),
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UseQuantity: d.Number("Qty") > 0,
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AffectedByPierce: d.Number("Pierce") > 0,
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SpecialSetup: d.Number("SpecialSetup") > 0,
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MissileSkill: d.Number("MissileSkill") > 0,
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SkillName: d.String("Skill"),
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ResultFlags: d.Number("ResultFlags"),
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HitFlags: d.Number("HitFlags"),
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HitShift: d.Number("HitShift"),
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ApplyMastery: d.Number("ApplyMastery") > 0,
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SourceDamage: d.Number("SrcDamage"),
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HalfDamageForTwoHander: d.Number("Half2HSrc") > 0,
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SourceMissDamage: d.Number("SrcMissDmg"),
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Damage: MissileDamage{
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MinDamage: d.Number("MinDamage"),
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MinLevelDamage: [5]int{
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d.Number("MinLevDam1"),
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d.Number("MinLevDam2"),
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d.Number("MinLevDam3"),
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d.Number("MinLevDam4"),
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d.Number("MinLevDam5"),
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},
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MaxDamage: d.Number("MaxDamage"),
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MaxLevelDamage: [5]int{
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d.Number("MaxLevDam1"),
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d.Number("MaxLevDam2"),
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d.Number("MaxLevDam3"),
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d.Number("MaxLevDam4"),
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d.Number("MaxLevDam5"),
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},
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DamageSynergyPerCalc: d2calculation.CalcString(d.String("DmgSymPerCalc")),
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},
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ElementalDamage: MissileElementalDamage{
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ElementType: d.String("EType"),
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Damage: MissileDamage{
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MinDamage: d.Number("MinEDamage"),
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MinLevelDamage: [5]int{
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d.Number("MinELevDam1"),
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d.Number("MinELevDam2"),
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d.Number("MinELevDam3"),
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d.Number("MinELevDam4"),
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d.Number("MinELevDam5"),
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},
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MaxDamage: d.Number("MaxEDamage"),
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MaxLevelDamage: [5]int{
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d.Number("MaxELevDam1"),
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d.Number("MaxELevDam2"),
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d.Number("MaxELevDam3"),
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d.Number("MaxELevDam4"),
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d.Number("MaxELevDam5"),
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},
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DamageSynergyPerCalc: d2calculation.CalcString(d.String("EDmgSymPerCalc")),
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},
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Duration: d.Number("ELen"),
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LevelDuration: [3]int{
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d.Number("ELevLen1"),
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d.Number("ELevLen2"),
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d.Number("ELevLen3"),
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},
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},
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HitClass: d.Number("HitClass"),
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NumDirections: d.Number("NumDirections"),
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LocalBlood: d.Number("LocalBlood"),
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DamageReductionRate: d.Number("DamageRate"),
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TravelSound: d.String("TravelSound"),
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HitSound: d.String("HitSound"),
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ProgSound: d.String("ProgSound"),
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ProgOverlay: d.String("ProgOverlay"),
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ExplosionMissile: d.String("ExplosionMissile"),
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SubMissile: [3]string{
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d.String("SubMissile1"),
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d.String("SubMissile2"),
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d.String("SubMissile3"),
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},
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HitSubMissile: [4]string{
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d.String("HitSubMissile1"),
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d.String("HitSubMissile2"),
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d.String("HitSubMissile3"),
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d.String("HitSubMissile4"),
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},
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ClientSubMissile: [3]string{
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d.String("CltSubMissile1"),
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d.String("CltSubMissile2"),
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d.String("CltSubMissile3"),
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},
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ClientHitSubMissile: [4]string{
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d.String("CltHitSubMissile1"),
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d.String("CltHitSubMissile2"),
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d.String("CltHitSubMissile3"),
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d.String("CltHitSubMissile4"),
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},
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}
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records[record.Id] = record
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r.missilesByName[sanitizeMissilesKey(record.Name)] = record
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}
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if d.Err != nil {
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return d.Err
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}
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log.Printf("Loaded %d Missile Records", len(records))
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r.Missiles = records
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return nil
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}
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func sanitizeMissilesKey(missileName string) string {
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return strings.ToLower(strings.ReplaceAll(missileName, " ", ""))
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}
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