package d2datadict import ( "log" "github.com/OpenDiablo2/OpenDiablo2/d2common/d2enum" "github.com/OpenDiablo2/OpenDiablo2/d2common/d2fileformats/d2txt" ) // LevelDetailsRecord is a representation of a row from levels.txt // it describes lots of things about the levels, like where they are connected, // what kinds of monsters spawn, the level generator type, and lots of other stuff. type LevelDetailsRecord struct { // Name // This column has no function, it only serves as a comment field to make it // easier to identify the Level name Name string // Name <-- the corresponding column name in the txt // mon1-mon25 work in Normal difficulty, while nmon1-nmon25 in Nightmare and // Hell. They tell the game which monster ID taken from MonStats.txt. // NOTE: you need to manually add from mon11 to mon25 and from nmon11 to // nmon25 ! MonsterID1Normal string // mon1 MonsterID2Normal string // mon2 MonsterID3Normal string // mon3 MonsterID4Normal string // mon4 MonsterID5Normal string // mon5 MonsterID6Normal string // mon6 MonsterID7Normal string // mon7 MonsterID8Normal string // mon8 MonsterID9Normal string // mon9 MonsterID10Normal string // mon10 MonsterID1Nightmare string // nmon1 MonsterID2Nightmare string // nmon2 MonsterID3Nightmare string // nmon3 MonsterID4Nightmare string // nmon4 MonsterID5Nightmare string // nmon5 MonsterID6Nightmare string // nmon6 MonsterID7Nightmare string // nmon7 MonsterID8Nightmare string // nmon8 MonsterID9Nightmare string // nmon9 MonsterID10Nightmare string // nmon10 // Gravestench - adding additional fields for Hell, original txt combined // the nighmare and hell ID's stringo the same field MonsterID1Hell string // nmon1 MonsterID2Hell string // nmon2 MonsterID3Hell string // nmon3 MonsterID4Hell string // nmon4 MonsterID5Hell string // nmon5 MonsterID6Hell string // nmon6 MonsterID7Hell string // nmon7 MonsterID8Hell string // nmon8 MonsterID9Hell string // nmon9 MonsterID10Hell string // nmon10 // Works only in normal and it tells which ID will be used for Champion and // Random Uniques. The ID is taken from MonStats.txtOnly the first ten // columns appear in the unmodded file. In 1.10 final, beta 1.10s and // v1.11+ you can add the missing umon11-umon25 columns. // NOTE: you can allow umon1-25 to also work in Nightmare and Hell by // following this simple ASM edit // (https://d2mods.info/forum/viewtopic.php?f=8&t=53969&p=425179&hilit=umon#p425179) MonsterUniqueID1 string // umon1 MonsterUniqueID2 string // umon2 MonsterUniqueID3 string // umon3 MonsterUniqueID4 string // umon4 MonsterUniqueID5 string // umon5 MonsterUniqueID6 string // umon6 MonsterUniqueID7 string // umon7 MonsterUniqueID8 string // umon8 MonsterUniqueID9 string // umon9 MonsterUniqueID10 string // umon10 // Critter Species 1-4. Uses the ID from monstats2.txt and only monsters // with critter column set to 1 can spawn here. critter column is also found // in monstats2.txt. Critters are in reality only present clientside. MonsterCritterID1 string // cmon1 MonsterCritterID2 string // cmon2 MonsterCritterID3 string // cmon3 MonsterCritterID4 string // cmon4 // String Code for the Display name of the Level LevelDisplayName string // LevelName LevelWarpName string // LevelWarp // Which *.DC6 Title Image is loaded when you enter this area. this file // MUST exist, otherwise you will crash with an exception when you enter the // level (for all levels below the expansion row, the files must be // present in the expension folders) TitleImageName string // EntryFile // ID // Level ID (used in columns like VIS0-7) ID int // Palette is the Act Palette . Reference only Palette int // Pal // Act that the Level is located in (internal enumeration ranges from 0 to 4) Act int // Act // QuestFlag, QuestExpansionFlag // Used the first one in Classic games and the latter in Expansion games , // they set a questflag. If this flag is set, a character must have // completed the quest associated with the flag to take a town portal to // the area in question. A character can always use a portal to get back to // town. QuestFlag int // QuestFlag QuestFlagExpansion int // QuestFlagEx // Each layer is an unique ID. This number is used to store each automap on // a character. This is used by the game to remember what level the automap // are for. // NOTE: you need to use the extended levels plugin to be able to add // additional layers. AutomapIndex int // Layer // SizeXNormal -- SizeYHell If this is a preset area this sets the // X size for the area. Othervise use the same value here that are used in // lvlprest.txt to set the size for the .ds1 file. SizeXNormal int // SizeX SizeYNormal int // SizeY SizeXNightmare int // SizeX(N) SizeYNightmare int // SizeY(N) SizeXHell int // SizeX(H) SizeYHell int // SizeY(H) // They set the X\Y position in the world space WorldOffsetX int // OffsetX WorldOffsetY int // OffsetY // This set what level id's are the Depended level. // Example: Monastery uses this field to place its entrance always at same // location. DependantLevelID int // Depend // The type of the Level (Id from lvltypes.txt) LevelType int // LevelType // Controls if teleport is allowed in that level. // 0 = Teleport not allowed // 1 = Teleport allowed // 2 = Teleport allowed, but not able to use teleport throu walls/objects // (maybe for objects this is controlled by IsDoor column in objects.txt) TeleportFlag d2enum.TeleportFlag // Teleport // Setting for Level Generation: You have 3 possibilities here: // 1 Random Maze // 2 Preset Area // 3 Wilderness level LevelGenerationType d2enum.LevelGenerationType // DrlgType // NOTE // IDs from LvlSub.txt, which is used to randomize outdoor areas, such as // spawning ponds in the blood moor and more stones in the Stoney Field. // This is all changeable, the other subcolumns are explained in this post. // Setting Regarding the level sub-type. // Example: 6=wilderness, 9=desert etc, -1=no subtype. SubType int // SubType // Tells which subtheme a wilderness area should use. // Themes ranges from -1 (no subtheme) to 4. SubTheme int // SubTheme // Setting Regarding Waypoints // NOTE: it does NOT control waypoint placement. SubWaypoint int // SubWaypoint // Setting Regarding Shrines. // NOTE: it does NOT control which Shrine will spawn. SubShrine int // SubShrine // These fields allow linking level serverside, allowing you to travel // through areas. The Vis must be filled in with the LevelID your level is // linked with, but the actuall number of Vis ( 0 - 7 ) is determined by // your actual map (the .ds1 fle). // Example: Normally Cave levels are only using vis 0-3 and wilderness areas 4-7 . LevelLinkID0 int // Vis0 LevelLinkID1 int // Vis1 LevelLinkID2 int // Vis2 LevelLinkID3 int // Vis3 LevelLinkID4 int // Vis4 LevelLinkID5 int // Vis5 LevelLinkID6 int // Vis6 LevelLinkID7 int // Vis7 // This controls the visual graphics then you move the mouse pointer over // an entrance. To show the graphics you use an ID from lvlwarp.txt and the // behavior on the graphics is controlled by lvlwarp.txt. Your Warps must // match your Vis. // Example: If your level uses Vis 3,5,7 then you must also use Warp 3,5,7 . WarpGraphicsID0 int // Warp0 WarpGraphicsID1 int // Warp1 WarpGraphicsID2 int // Warp2 WarpGraphicsID3 int // Warp3 WarpGraphicsID4 int // Warp4 WarpGraphicsID5 int // Warp5 WarpGraphicsID6 int // Warp6 WarpGraphicsID7 int // Warp7 // These settings handle the light intensity as well as its RGB components LightIntensity int // Intensity Red int // Red Green int // Green Blue int // Blue // What quest is this level related to. This is the quest id (as example the // first quest Den of Evil are set to 1, since its the first quest). QuestID int // Quest // This sets the minimum distance from a VisX or WarpX location that a // monster, object or tile can be spawned at. (also applies to waypoints and // some preset portals). WarpClearanceDistance int // WarpDist // Area Level on Normal-Nightmare-Hell in Classic and Expansion. // It controls the item level of items that drop from chests etc. MonsterLevelNormal int // MonLvl1 MonsterLevelNightmare int // MonLvl2 MonsterLevelHell int // MonLvl3 MonsterLevelNormalEx int // MonLvl1Ex MonsterLevelNightmareEx int // MonLvl2Ex MonsterLevelHellEx int // MonLvl3Ex // This is a chance in 100000ths that a monster pack will spawn on a tile. // The maximum chance the game allows is 10% (aka 10000) in v1.10+, MonsterDensityNormal int // MonDen MonsterDensityNightmare int // MonDen(N) MonsterDensityHell int // MonDen(H) // Minimum - Maximum Unique and Champion Monsters Spawned in this Level. // Whenever any spawn at all however is bound to MonDen. MonsterUniqueMinNormal int // MonUMin MonsterUniqueMinNightmare int // MonUMin(N) MonsterUniqueMinHell int // MonUMin(H) MonsterUniqueMaxNormal int // MonUMax MonsterUniqueMaxNightmare int // MonUMax(N) MonsterUniqueMaxHell int // MonUMax(H) // Number of different Monster Types that will be present in this area, the // maximum is 13. You can have up to 13 different monster types at a time in // Nightmare and Hell difficulties, selected randomly from nmon1-nmon25. In // Normal difficulty you can have up to 13 normal monster types selected // randomly from mon1-mon25, and the same number of champion and unique // types selected randomly from umon1-umon25. NumMonsterTypes int // NumMon // Controls the chance for a critter to spawn. MonsterCritter1SpawnChance int // cpct1 MonsterCritter2SpawnChance int // cpct2 MonsterCritter3SpawnChance int // cpct3 MonsterCritter4SpawnChance int // cpct4 // Referes to a entry in SoundEnviron.txt (for the Levels Music) SoundEnvironmentID int // SoundEnv // 255 means no Waipoint for this level, while others state the Waypoint' ID // for the level // NOTE: you can switch waypoint destinations between areas this way, not // between acts however so don't even bother to try. WaypointID int // Waypoint // this field uses the ID of the ObjectGroup you want to Spawn in this Area, // taken from Objgroup.txt. ObjectGroupID0 int // ObjGrp0 ObjectGroupID1 int // ObjGrp1 ObjectGroupID2 int // ObjGrp2 ObjectGroupID3 int // ObjGrp3 ObjectGroupID4 int // ObjGrp4 ObjectGroupID5 int // ObjGrp5 ObjectGroupID6 int // ObjGrp6 ObjectGroupID7 int // ObjGrp7 // These fields indicates the chance for each object group to spawn (if you // use ObjGrp0 then set ObjPrb0 to a value below 100) ObjectGroupSpawnChance0 int // ObjPrb0 ObjectGroupSpawnChance1 int // ObjPrb1 ObjectGroupSpawnChance2 int // ObjPrb2 ObjectGroupSpawnChance3 int // ObjPrb3 ObjectGroupSpawnChance4 int // ObjPrb4 ObjectGroupSpawnChance5 int // ObjPrb5 ObjectGroupSpawnChance6 int // ObjPrb6 ObjectGroupSpawnChance7 int // ObjPrb7 // It sets whether rain or snow (in act 5 only) can fall . Set it to 1 in // order to enable it, 0 to disable it. EnableRain bool // Rain // Unused setting (In pre beta D2 Blizzard planned Rain to generate Mud // which would have slowed your character's speed down, but this never made // it into the final game). the field is read by the code but the return // value is never utilized. EnableMud bool // Mud // Setting for 3D Enhanced D2 that disables Perspective Mode for a specific // level. A value of 1 enables the users to choose between normal and // Perspective view, while 0 disables that choice. EnablePerspective bool // NoPer // Allows you to look through objects and walls even if they are not in a // wilderness level. 1 enables it, 0 disables it. EnableLineOfSightDraw bool // LOSDraw // Unknown. Probably has to do with Tiles and their Placement. // 1 enables it, 0 disables it. EnableFloorFliter bool // FloorFilter // Unknown. Probably has to do with tiles and their placement. // 1 enables it, 0 disables it. EnableBlankScreen bool // BlankScreen // for levels bordered with mountains or walls, like the act 1 wildernesses. // 1 enables it, 0 disables it. EnableDrawEdges bool // DrawEdges // Setting it to 1 makes the level to be treated as an indoor area, while // 0 makes this level an outdoor. Indoor areas are not affected by day-night // cycles, because they always use the light values specified in Intensity, // Red, Green, Blue. this field also controls whenever sounds will echo if // you're running the game with a sound card capable of it and have // environment sound effects set to true. IsInside bool // IsInside // This field is required for some levels, entering those levels when portal // field isn't set will often crash the game. This also applies to // duplicates of those levels created with both of the extended level // plugins. PortalEnable bool // Portal // This controls if you can re-position a portal in a level or not. If it's // set to 1 you will be able to reposition the portal by using either map // entry#76 Tp Location #79. If both tiles are in the level it will use Tp // Location #79. If set to 0 the map won't allow repositioning. PortalRepositionEnable bool // Position // Setting this field to 1 will make the monsters status saved in the map. // Setting it to 0 will allow some useful things like NPC refreshing their // stores. // WARNING: Do not set this to 1 for non-town areas, or the monsters you'll // flee from will simply vanish and never reappear. They won't even be // replaced by new ones // Gravestench - this funcionality should not be in one field SaveMonsterStates bool // SaveMonsters SaveMerchantStates bool // SaveMonsters // No info on the PK page, but I'm guessing it's for monster wandering MonsterWanderEnable bool // MonWndr // This setting is hardcoded to certain level Ids, like the River Of Flame, // enabling it in other places can glitch up the game, so leave it alone. // It is not known what exactly it does however. MonsterSpecialWalk bool // MonSpcWalk // Give preference to monsters set to ranged=1 in MonStats.txt on Nightmare // and Hell difficulties when picking something to spawn. MonsterPreferRanged bool // rangedspawn } // LevelDetails has all of the LevelDetailsRecords //nolint:gochecknoglobals // Currently global by design, only written once var LevelDetails map[int]*LevelDetailsRecord // GetLevelDetails gets a LevelDetailsRecord by the record Id func GetLevelDetails(id int) *LevelDetailsRecord { for i := 0; i < len(LevelDetails); i++ { if LevelDetails[i].ID == id { return LevelDetails[i] } } return nil } // LoadLevelDetails loads level details records from levels.txt //nolint:funlen // Txt loader, makes no sense to split func LoadLevelDetails(file []byte) { LevelDetails = make(map[int]*LevelDetailsRecord) d := d2txt.LoadDataDictionary(file) for d.Next() { record := &LevelDetailsRecord{ Name: d.String("Name "), ID: d.Number("Id"), Palette: d.Number("Pal"), Act: d.Number("Act"), QuestFlag: d.Number("QuestFlag"), QuestFlagExpansion: d.Number("QuestFlagEx"), AutomapIndex: d.Number("Layer"), SizeXNormal: d.Number("SizeX"), SizeYNormal: d.Number("SizeY"), SizeXNightmare: d.Number("SizeX(N)"), SizeYNightmare: d.Number("SizeY(N)"), SizeXHell: d.Number("SizeX(H)"), SizeYHell: d.Number("SizeY(H)"), WorldOffsetX: d.Number("OffsetX"), WorldOffsetY: d.Number("OffsetY"), DependantLevelID: d.Number("Depend"), TeleportFlag: d2enum.TeleportFlag(d.Number("Teleport")), EnableRain: d.Number("Rain") > 0, EnableMud: d.Number("Mud") > 0, EnablePerspective: d.Number("NoPer") > 0, EnableLineOfSightDraw: d.Number("LOSDraw") > 0, EnableFloorFliter: d.Number("FloorFilter") > 0, EnableBlankScreen: d.Number("BlankScreen") > 0, EnableDrawEdges: d.Number("DrawEdges") > 0, IsInside: d.Number("IsInside") > 0, LevelGenerationType: d2enum.LevelGenerationType(d.Number("DrlgType")), LevelType: d.Number("LevelType"), SubType: d.Number("SubType"), SubTheme: d.Number("SubTheme"), SubWaypoint: d.Number("SubWaypoint"), SubShrine: d.Number("SubShrine"), LevelLinkID0: d.Number("Vis0"), LevelLinkID1: d.Number("Vis1"), LevelLinkID2: d.Number("Vis2"), LevelLinkID3: d.Number("Vis3"), LevelLinkID4: d.Number("Vis4"), LevelLinkID5: d.Number("Vis5"), LevelLinkID6: d.Number("Vis6"), LevelLinkID7: d.Number("Vis7"), WarpGraphicsID0: d.Number("Warp0"), WarpGraphicsID1: d.Number("Warp1"), WarpGraphicsID2: d.Number("Warp2"), WarpGraphicsID3: d.Number("Warp3"), WarpGraphicsID4: d.Number("Warp4"), WarpGraphicsID5: d.Number("Warp5"), WarpGraphicsID6: d.Number("Warp6"), WarpGraphicsID7: d.Number("Warp7"), LightIntensity: d.Number("Intensity"), Red: d.Number("Red"), Green: d.Number("Green"), Blue: d.Number("Blue"), PortalEnable: d.Number("Portal") > 0, PortalRepositionEnable: d.Number("Position") > 0, SaveMonsterStates: d.Number("SaveMonsters") > 0, SaveMerchantStates: d.Number("SaveMonsters") > 0, QuestID: d.Number("Quest"), WarpClearanceDistance: d.Number("WarpDist"), MonsterLevelNormal: d.Number("MonLvl1"), MonsterLevelNightmare: d.Number("MonLvl2"), MonsterLevelHell: d.Number("MonLvl3"), MonsterLevelNormalEx: d.Number("MonLvl1Ex"), MonsterLevelNightmareEx: d.Number("MonLvl2Ex"), MonsterLevelHellEx: d.Number("MonLvl3Ex"), MonsterDensityNormal: d.Number("MonDen"), MonsterDensityNightmare: d.Number("MonDen(N)"), MonsterDensityHell: d.Number("MonDen(H)"), MonsterUniqueMinNormal: d.Number("MonUMin"), MonsterUniqueMinNightmare: d.Number("MonUMin(N)"), MonsterUniqueMinHell: d.Number("MonUMin(H)"), MonsterUniqueMaxNormal: d.Number("MonUMax"), MonsterUniqueMaxNightmare: d.Number("MonUMax(N)"), MonsterUniqueMaxHell: d.Number("MonUMax(H)"), MonsterWanderEnable: d.Number("MonWndr") > 0, MonsterSpecialWalk: d.Number("MonSpcWalk") > 0, NumMonsterTypes: d.Number("NumMon"), MonsterID1Normal: d.String("mon1"), MonsterID2Normal: d.String("mon2"), MonsterID3Normal: d.String("mon3"), MonsterID4Normal: d.String("mon4"), MonsterID5Normal: d.String("mon5"), MonsterID6Normal: d.String("mon6"), MonsterID7Normal: d.String("mon7"), MonsterID8Normal: d.String("mon8"), MonsterID9Normal: d.String("mon9"), MonsterID10Normal: d.String("mon10"), MonsterID1Nightmare: d.String("nmon1"), MonsterID2Nightmare: d.String("nmon2"), MonsterID3Nightmare: d.String("nmon3"), MonsterID4Nightmare: d.String("nmon4"), MonsterID5Nightmare: d.String("nmon5"), MonsterID6Nightmare: d.String("nmon6"), MonsterID7Nightmare: d.String("nmon7"), MonsterID8Nightmare: d.String("nmon8"), MonsterID9Nightmare: d.String("nmon9"), MonsterID10Nightmare: d.String("nmon10"), MonsterID1Hell: d.String("nmon1"), MonsterID2Hell: d.String("nmon2"), MonsterID3Hell: d.String("nmon3"), MonsterID4Hell: d.String("nmon4"), MonsterID5Hell: d.String("nmon5"), MonsterID6Hell: d.String("nmon6"), MonsterID7Hell: d.String("nmon7"), MonsterID8Hell: d.String("nmon8"), MonsterID9Hell: d.String("nmon9"), MonsterID10Hell: d.String("nmon10"), MonsterPreferRanged: d.Number("rangedspawn") > 0, MonsterUniqueID1: d.String("umon1"), MonsterUniqueID2: d.String("umon2"), MonsterUniqueID3: d.String("umon3"), MonsterUniqueID4: d.String("umon4"), MonsterUniqueID5: d.String("umon5"), MonsterUniqueID6: d.String("umon6"), MonsterUniqueID7: d.String("umon7"), MonsterUniqueID8: d.String("umon8"), MonsterUniqueID9: d.String("umon9"), MonsterUniqueID10: d.String("umon10"), MonsterCritterID1: d.String("cmon1"), MonsterCritterID2: d.String("cmon2"), MonsterCritterID3: d.String("cmon3"), MonsterCritterID4: d.String("cmon4"), MonsterCritter1SpawnChance: d.Number("cpct1"), MonsterCritter2SpawnChance: d.Number("cpct2"), MonsterCritter3SpawnChance: d.Number("cpct3"), MonsterCritter4SpawnChance: d.Number("cpct4"), SoundEnvironmentID: d.Number("SoundEnv"), WaypointID: d.Number("Waypoint"), LevelDisplayName: d.String("LevelName"), LevelWarpName: d.String("LevelWarp"), TitleImageName: d.String("EntryFile"), ObjectGroupID0: d.Number("ObjGrp0"), ObjectGroupID1: d.Number("ObjGrp1"), ObjectGroupID2: d.Number("ObjGrp2"), ObjectGroupID3: d.Number("ObjGrp3"), ObjectGroupID4: d.Number("ObjGrp4"), ObjectGroupID5: d.Number("ObjGrp5"), ObjectGroupID6: d.Number("ObjGrp6"), ObjectGroupID7: d.Number("ObjGrp7"), ObjectGroupSpawnChance0: d.Number("ObjPrb0"), ObjectGroupSpawnChance1: d.Number("ObjPrb1"), ObjectGroupSpawnChance2: d.Number("ObjPrb2"), ObjectGroupSpawnChance3: d.Number("ObjPrb3"), ObjectGroupSpawnChance4: d.Number("ObjPrb4"), ObjectGroupSpawnChance5: d.Number("ObjPrb5"), ObjectGroupSpawnChance6: d.Number("ObjPrb6"), ObjectGroupSpawnChance7: d.Number("ObjPrb7"), } LevelDetails[record.ID] = record } if d.Err != nil { panic(d.Err) } log.Printf("Loaded %d LevelDetails records", len(LevelDetails)) }