mirror of
https://github.com/OpenDiablo2/OpenDiablo2
synced 2024-10-31 16:27:18 -04:00
406 lines
15 KiB
Go
406 lines
15 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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type MissileCalcParam struct {
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Param int
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Desc string
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}
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type MissileCalc struct {
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Calc string
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Desc string
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Params []MissileCalcParam
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}
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type MissileLight struct {
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Diameter int
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Flicker int
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Red uint8
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Green uint8
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Blue uint8
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}
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type MissileAnimation struct {
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StepsBeforeVisible int
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StepsBeforeActive int
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LoopAnimation bool
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CelFileName string
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AnimationRate int // seems to do nothing
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AnimationLength int
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AnimationSpeed int
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StartingFrame int // called "RandFrame"
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HasSubLoop bool // runs after first animation ends
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SubStartingFrame int
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SubEndingFrame int
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}
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type MissileCollision struct {
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CollisionType int // controls the kind of collision
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// 0 = none, 1 = units only, 3 = normal (units, walls),
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// 6 = walls only, 8 = walls, units, and floors
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DestroyedUponCollision bool
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FriendlyFire bool
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LastCollide bool // unknown
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Collision bool // unknown
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ClientCollision bool // unknown
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ClientSend bool // unclear
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UseCollisionTimer bool // after hit, use timer before dying
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TimerFrames int // how many frames to persist
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}
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type MissileDamage struct {
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MinDamage int
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MaxDamage int
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MinLevelDamage [5]int // additional damage per missile level
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// [0]: lvs 2-8, [1]: lvs 9-16, [2]: lvs 17-22, [3]: lvs 23-28, [4]: lv 29+
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MaxLevelDamage [5]int // see above
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DamageSynergyPerCalc string // works like synergy in skills.txt, not clear
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}
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type MissileElementalDamage struct {
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Damage MissileDamage
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ElementType string
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Duration int // frames, 25 = 1 second
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LevelDuration [3]int // 0,1,2, unknown level intervals, bonus duration per level
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}
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type MissileRecord struct {
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Name string
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Id int
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ClientMovementFunc int
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ClientCollisionFunc int
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ServerMovementFunc int
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ServerCollisionFunc int
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ServerDamageFunc int
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ServerMovementCalc MissileCalc
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ClientMovementCalc MissileCalc
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ServerCollisionCalc MissileCalc
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ClientCollisionCalc MissileCalc
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ServerDamageCalc MissileCalc
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Velocity int
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MaxVelocity int
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LevelVelocityBonus int
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Accel int
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Range int
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LevelRangeBonus int
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Light MissileLight
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Animation MissileAnimation
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Collision MissileCollision
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XOffset int
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YOffset int
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ZOffset int
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Size int // diameter
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DestroyedByTP bool // if true, destroyed when source player teleports to town
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DestroyedByTPFrame int // see above, for client side, (this is a guess) which frame it vanishes on
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CanDestroy bool // unknown
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UseAttackRating bool // if true, uses 'attack rating' to determine if it hits or misses
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// if false, has a 95% chance to hit.
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AlwaysExplode bool // if true, always calls its collision function when it is destroyed, even if it doesn't hit anything
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// note that some collision functions (lightning fury) seem to ignore this and always explode regardless of setting (requires investigation)
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ClientExplosion bool // if true, does not really exist
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// is only aesthetic / client side
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TownSafe bool // if true, doesn't vanish when spawned in town
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// if false, vanishes when spawned in town
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IgnoreBossModifiers bool // if true, doesn't get bonuses from boss mods
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IgnoreMultishot bool // if true, can't gain the mulitshot modifier
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HolyFilterType int // specifies what this missile can hit
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// 0 = all units, 1 = undead only, 2 = demons only, 3 = all units (again?)
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CanBeSlowed bool // if true, is affected by skill_handofathena
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TriggersHitEvents bool // if true, triggers events that happen "upon getting hit" on targets
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TriggersGetHit bool // if true, can cause target to enter hit recovery mode
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SoftHit bool // unknown
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KnockbackPercent int // chance of knocking the target back, 0-100
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TransparencyMode int // controls rendering
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// 0 = normal, 1 = alpha blending (darker = more transparent)
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// 2 = special (black and white?)
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UseQuantity bool // if true, uses quantity
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// not clear what this means. Also apparently requires a special starting function in skills.txt
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AffectedByPierce bool // if true, affected by the pierce modifier and the Pierce skill
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SpecialSetup bool // unknown, only true for potions
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MissileSkill bool // if true, applies elemental damage from items to the splash radius instead of normal damage modifiers
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SkillName string // if not empty, the missile will refer to this skill instead of its own data for the following:
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// "ResultFlags, HitFlags, HitShift, HitClass, SrcDamage (SrcDam in skills.txt!),
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// MinDam, MinLevDam1-5, MaxDam, MaxLevDam1-5, DmgSymPerCalc, EType, EMin, EMinLev1-5,
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// EMax, EMaxLev1-5, EDmgSymPerCalc, ELen, ELenLev1-3, ELenSymPerCalc"
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ResultFlags int // unknown
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// 4 = normal missiles, 5 = explosions, 8 = non-damaging missiles
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HitFlags int // unknown
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// 2 = explosions, 5 = freezing arrow
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HitShift int // damage is measured in 256s
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// the actual damage is [damage] * 2 ^ [hitshift]
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// e.g. 100 damage, 8 hitshift = 100 * 2 ^ 8 = 100 * 256 = 25600
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// (visually, the damage is this result / 256)
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ApplyMastery bool // unknown
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SourceDamage int // 0-128, 128 is 100%
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// percentage of source units attack properties to apply to the missile?
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// not only affects damage but also other modifiers like lifesteal and manasteal (need a complete list)
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// setting this to -1 "gets rid of SrcDmg from skills.txt", not clear what that means
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HalfDamageForTwoHander bool // if true, damage is halved when a two-handed weapon is used
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SourceMissDamage int // 0-128, 128 is 100%
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// unknown, only used for poison clouds.
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Damage MissileDamage
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ElementalDamage MissileElementalDamage
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HitClass int // controls clientside aesthetic effects for collisions
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// particularly sound effects that are played on a hit
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NumDirections int // count of dirs in the DCC loaded by CelFile
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// apparently this value is no longer needed in D2
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LocalBlood int // blood effects?
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// 0 = no blood, 1 = blood, 2 = blood and affected by open wounds
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DamageReductionRate int // how many frames between applications of the
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// magic_damage_reduced stat, so for instance on a 0 this stat applies every frame
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// on a 3, only every 4th frame has damage reduced
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TravelSound string // name of sound to play during lifetime
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// whether or not it loops depends on the specific sound's settings?
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// if it doesn't loop, it's just a on-spawn sound effect
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HitSound string // sound plays upon collision
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ProgSound string // plays at "special events", like a mariachi band
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ProgOverlay string // name of an overlay from overlays.txt to use at special events
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ExplosionMissile string // name of a missile from missiles.txt that is created upon collision
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// or anytime it is destroyed if AlwaysExplode is true
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SubMissile [3]string // 0,1,2 name of missiles spawned by movement function
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HitSubMissile [4]string // 0,1,2 name of missiles spawned by collision function
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ClientSubMissile [3]string // see above, but for client only
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ClientHitSubMissile [4]string // see above, but for client only
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}
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func createMissileRecord(line string) MissileRecord {
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r := strings.Split(line, "\t")
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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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// note: in this file, empties are equivalent to zero, so all numerical conversions should
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// be wrapped in an EmptyToZero transform
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result := MissileRecord{
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Name: r[inc()],
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Id: StringToInt(EmptyToZero(r[inc()])),
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ClientMovementFunc: StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))),
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ClientCollisionFunc: StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))),
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ServerMovementFunc: StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))),
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ServerCollisionFunc: StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))),
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ServerDamageFunc: StringToInt(EmptyToZero(AsterToEmpty(r[inc()]))),
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ServerMovementCalc: loadMissileCalc(&r, inc, 5),
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ClientMovementCalc: loadMissileCalc(&r, inc, 5),
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ServerCollisionCalc: loadMissileCalc(&r, inc, 3),
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ClientCollisionCalc: loadMissileCalc(&r, inc, 3),
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ServerDamageCalc: loadMissileCalc(&r, inc, 2),
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Velocity: StringToInt(EmptyToZero(r[inc()])),
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MaxVelocity: StringToInt(EmptyToZero(r[inc()])),
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LevelVelocityBonus: StringToInt(EmptyToZero(r[inc()])),
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Accel: StringToInt(EmptyToZero(r[inc()])),
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Range: StringToInt(EmptyToZero(r[inc()])),
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LevelRangeBonus: StringToInt(EmptyToZero(r[inc()])),
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Light: loadMissileLight(&r, inc),
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Animation: loadMissileAnimation(&r, inc),
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Collision: loadMissileCollision(&r, inc),
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XOffset: StringToInt(EmptyToZero(r[inc()])),
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YOffset: StringToInt(EmptyToZero(r[inc()])),
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ZOffset: StringToInt(EmptyToZero(r[inc()])),
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Size: StringToInt(EmptyToZero(r[inc()])),
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DestroyedByTP: StringToInt(EmptyToZero(r[inc()])) == 1,
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DestroyedByTPFrame: StringToInt(EmptyToZero(r[inc()])),
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CanDestroy: StringToInt(EmptyToZero(r[inc()])) == 1,
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UseAttackRating: StringToInt(EmptyToZero(r[inc()])) == 1,
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AlwaysExplode: StringToInt(EmptyToZero(r[inc()])) == 1,
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ClientExplosion: StringToInt(EmptyToZero(r[inc()])) == 1,
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TownSafe: StringToInt(EmptyToZero(r[inc()])) == 1,
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IgnoreBossModifiers: StringToInt(EmptyToZero(r[inc()])) == 1,
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IgnoreMultishot: StringToInt(EmptyToZero(r[inc()])) == 1,
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HolyFilterType: StringToInt(EmptyToZero(r[inc()])),
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CanBeSlowed: StringToInt(EmptyToZero(r[inc()])) == 1,
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TriggersHitEvents: StringToInt(EmptyToZero(r[inc()])) == 1,
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TriggersGetHit: StringToInt(EmptyToZero(r[inc()])) == 1,
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SoftHit: StringToInt(EmptyToZero(r[inc()])) == 1,
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KnockbackPercent: StringToInt(EmptyToZero(r[inc()])),
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TransparencyMode: StringToInt(EmptyToZero(r[inc()])),
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UseQuantity: StringToInt(EmptyToZero(r[inc()])) == 1,
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AffectedByPierce: StringToInt(EmptyToZero(r[inc()])) == 1,
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SpecialSetup: StringToInt(EmptyToZero(r[inc()])) == 1,
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MissileSkill: StringToInt(EmptyToZero(r[inc()])) == 1,
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SkillName: r[inc()],
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ResultFlags: StringToInt(EmptyToZero(r[inc()])),
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HitFlags: StringToInt(EmptyToZero(r[inc()])),
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HitShift: StringToInt(EmptyToZero(r[inc()])),
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ApplyMastery: StringToInt(EmptyToZero(r[inc()])) == 1,
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SourceDamage: StringToInt(EmptyToZero(r[inc()])),
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HalfDamageForTwoHander: StringToInt(EmptyToZero(r[inc()])) == 1,
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SourceMissDamage: StringToInt(EmptyToZero(r[inc()])),
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Damage: loadMissileDamage(&r, inc),
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ElementalDamage: loadMissileElementalDamage(&r, inc),
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HitClass: StringToInt(EmptyToZero(r[inc()])),
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NumDirections: StringToInt(EmptyToZero(r[inc()])),
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LocalBlood: StringToInt(EmptyToZero(r[inc()])),
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DamageReductionRate: StringToInt(EmptyToZero(r[inc()])),
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TravelSound: r[inc()],
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HitSound: r[inc()],
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ProgSound: r[inc()],
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ProgOverlay: r[inc()],
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ExplosionMissile: r[inc()],
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SubMissile: [3]string{r[inc()], r[inc()], r[inc()]},
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HitSubMissile: [4]string{r[inc()], r[inc()], r[inc()], r[inc()]},
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ClientSubMissile: [3]string{r[inc()], r[inc()], r[inc()]},
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ClientHitSubMissile: [4]string{r[inc()], r[inc()], r[inc()], r[inc()]},
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}
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return result
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}
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var Missiles map[int]*MissileRecord
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func LoadMissiles(fileProvider FileProvider) {
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Missiles = make(map[int]*MissileRecord)
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data := strings.Split(string(fileProvider.LoadFile(resourcepaths.Missiles)), "\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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rec := createMissileRecord(line)
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Missiles[rec.Id] = &rec
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}
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log.Printf("Loaded %d missiles", len(Missiles))
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}
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func loadMissileCalcParam(r *[]string, inc func() int) MissileCalcParam {
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result := MissileCalcParam{
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Param: StringToInt(EmptyToZero((*r)[inc()])),
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Desc: (*r)[inc()],
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}
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return result
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}
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func loadMissileCalc(r *[]string, inc func() int, params int) MissileCalc {
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result := MissileCalc{
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Calc: (*r)[inc()],
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Desc: (*r)[inc()],
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}
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result.Params = make([]MissileCalcParam, params)
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for p := 0; p < params; p++ {
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result.Params[p] = loadMissileCalcParam(r, inc)
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}
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return result
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}
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func loadMissileLight(r *[]string, inc func() int) MissileLight {
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result := MissileLight{
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Diameter: StringToInt(EmptyToZero((*r)[inc()])),
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Flicker: StringToInt(EmptyToZero((*r)[inc()])),
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Red: StringToUint8(EmptyToZero((*r)[inc()])),
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Green: StringToUint8(EmptyToZero((*r)[inc()])),
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Blue: StringToUint8(EmptyToZero((*r)[inc()])),
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}
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return result
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}
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func loadMissileAnimation(r *[]string, inc func() int) MissileAnimation {
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result := MissileAnimation{
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StepsBeforeVisible: StringToInt(EmptyToZero((*r)[inc()])),
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StepsBeforeActive: StringToInt(EmptyToZero((*r)[inc()])),
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LoopAnimation: StringToInt(EmptyToZero((*r)[inc()])) == 1,
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CelFileName: (*r)[inc()],
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AnimationRate: StringToInt(EmptyToZero((*r)[inc()])),
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AnimationLength: StringToInt(EmptyToZero((*r)[inc()])),
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AnimationSpeed: StringToInt(EmptyToZero((*r)[inc()])),
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StartingFrame: StringToInt(EmptyToZero((*r)[inc()])),
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HasSubLoop: StringToInt(EmptyToZero((*r)[inc()])) == 1,
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SubStartingFrame: StringToInt(EmptyToZero((*r)[inc()])),
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SubEndingFrame: StringToInt(EmptyToZero((*r)[inc()])),
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}
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return result
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}
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func loadMissileCollision(r *[]string, inc func() int) MissileCollision {
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result := MissileCollision{
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CollisionType: StringToInt(EmptyToZero((*r)[inc()])),
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DestroyedUponCollision: StringToInt(EmptyToZero((*r)[inc()])) == 1,
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FriendlyFire: StringToInt(EmptyToZero((*r)[inc()])) == 1,
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LastCollide: StringToInt(EmptyToZero((*r)[inc()])) == 1,
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Collision: StringToInt(EmptyToZero((*r)[inc()])) == 1,
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ClientCollision: StringToInt(EmptyToZero((*r)[inc()])) == 1,
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ClientSend: StringToInt(EmptyToZero((*r)[inc()])) == 1,
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UseCollisionTimer: StringToInt(EmptyToZero((*r)[inc()])) == 1,
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TimerFrames: StringToInt(EmptyToZero((*r)[inc()])),
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}
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return result
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}
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func loadMissileDamage(r *[]string, inc func() int) MissileDamage {
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result := MissileDamage{
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MinDamage: StringToInt(EmptyToZero((*r)[inc()])),
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MinLevelDamage: [5]int{
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StringToInt(EmptyToZero((*r)[inc()])),
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StringToInt(EmptyToZero((*r)[inc()])),
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StringToInt(EmptyToZero((*r)[inc()])),
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StringToInt(EmptyToZero((*r)[inc()])),
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StringToInt(EmptyToZero((*r)[inc()])),
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},
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MaxDamage: StringToInt(EmptyToZero((*r)[inc()])),
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MaxLevelDamage: [5]int{
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StringToInt(EmptyToZero((*r)[inc()])),
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StringToInt(EmptyToZero((*r)[inc()])),
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StringToInt(EmptyToZero((*r)[inc()])),
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StringToInt(EmptyToZero((*r)[inc()])),
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StringToInt(EmptyToZero((*r)[inc()])),
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},
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DamageSynergyPerCalc: (*r)[inc()],
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}
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return result
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}
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func loadMissileElementalDamage(r *[]string, inc func() int) MissileElementalDamage {
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result := MissileElementalDamage{
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ElementType: (*r)[inc()],
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Damage: loadMissileDamage(r, inc),
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Duration: StringToInt(EmptyToZero((*r)[inc()])),
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LevelDuration: [3]int{
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StringToInt(EmptyToZero((*r)[inc()])),
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StringToInt(EmptyToZero((*r)[inc()])),
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StringToInt(EmptyToZero((*r)[inc()])),
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},
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}
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return result
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}
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