mirror of
https://github.com/OpenDiablo2/OpenDiablo2
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117 lines
3.9 KiB
Go
117 lines
3.9 KiB
Go
package d2records
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// ObjectDetails stores all of the ObjectDetailRecords
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type ObjectDetails map[int]*ObjectDetailRecord
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// ObjectDetailRecord represents the settings for one type of object from objects.txt
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type ObjectDetailRecord struct {
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Index int // Line number in file, this is the actual index used for objects
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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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LightDiameter [8]int
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StartFrame [8]int
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OrderFlag [8]int // 0 = object, 1 = floor, 2 = wall
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Parm [8]int // unknown
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Name string
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Description string
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// Don't use, get token from objtypes
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token string // refers to what graphics this object uses
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// Don't use, index by line number
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id int //nolint:golint,stylecheck // unused, indexed by line number instead
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SpawnMax int // unused?
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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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Orientation int // unknown (1=sw, 2=nw, 3=se, 4=ne)
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Trans int // controls palette mapping
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XOffset int // in pixels offset
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YOffset int
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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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OperateRange int // distance object can be used from, might be unused
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ShrineFunction int // unused
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Act int // what acts this object can appear in (15 = all three)
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Damage int // amount of damage done by this (used depending on operatefn)
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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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PopulateFn int // what function is used to spawn this object?
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InitFn int // what function is run when the object is initialized?
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ClientFn int // controls special audio-visual functions
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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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CycleAnimation [8]bool // probably whether animation loops
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Selectable [8]bool // is this mode selectable
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BlocksLight [8]bool
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HasCollision [8]bool
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HasAnimationMode [8]bool // 'Mode' in source, true if this mode is used
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SelS [8]bool
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IsAttackable bool // do we kick it when interacting
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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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PreOperate bool // unknown
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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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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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MonsterOk bool // unknown
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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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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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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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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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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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}
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