package d2records import ( "fmt" "log" "github.com/OpenDiablo2/OpenDiablo2/d2common/d2data" "github.com/OpenDiablo2/OpenDiablo2/d2common/d2enum" "github.com/OpenDiablo2/OpenDiablo2/d2common/d2fileformats/d2txt" "github.com/OpenDiablo2/OpenDiablo2/d2common/d2resource" ) // NewRecordManager creates a new record manager (no loaders are bound!) func NewRecordManager() (*RecordManager, error) { rm := &RecordManager{ boundLoaders: make(map[string][]recordLoader), } err := rm.init() if err != nil { return nil, err } return rm, nil } // RecordManager stores all of the records loaded from txt files type RecordManager struct { boundLoaders map[string][]recordLoader // there can be more than one loader bound for a file Animations d2data.AnimationData BodyLocations Calculation struct { Skills Calculations Missiles Calculations } Character struct { Classes PlayerClasses Events Experience ExperienceBreakpoints MaxLevel ExperienceMaxLevels Modes PlayerModes Stats CharStats } ComponentCodes DifficultyLevels ElemTypes Hirelings Item struct { All CommonItems // NOTE: populated when armor, weapons, and misc items are ALL loaded Armors CommonItems Misc CommonItems Weapons CommonItems Equivalency ItemEquivalenceMap // NOTE: populated when all items are loaded EquivalenceByRecord ItemEquivalenceByRecord // NOTE: populated when all items are loaded AutoMagic Books Gems Magic struct { Prefix MagicPrefix Suffix MagicSuffix } MagicPrefixGroups ItemAffixGroups MagicSuffixGroups ItemAffixGroups Quality ItemQualities Rare struct { Prefix RarePrefixes Suffix RareSuffixes } Ratios ItemRatios Recipes CubeRecipes Runewords Sets SetItems Stats ItemStatCosts TreasureClass Types ItemTypes Unique UniqueItems } Layout struct { Inventory Overlays } Level struct { AutoMaps Details LevelDetails Maze LevelMazeDetails Presets LevelPresets Sub LevelSubstitutions Types LevelTypes Warp LevelWarps } Missiles missilesByName Monster struct { AI MonsterAI Equipment MonsterEquipment Levels MonsterLevels Modes MonModes Placements MonsterPlacements Presets MonPresets Props MonsterProperties Sequences MonsterSequences Sounds MonsterSounds Stats MonStats Stats2 MonStats2 Types MonsterTypes Unique struct { Appellations UniqueAppellations Mods MonsterUniqueModifiers Constants MonsterUniqueModifierConstants Super SuperUniques } } NPCs Object struct { Details ObjectDetails Lookup IndexedObjects Shrines Types ObjectTypes } PetTypes Properties Skill struct { Details SkillDetails Descriptions SkillDescriptions } Sound struct { Details SoundDetails Environment SoundEnvironments } States } func (r *RecordManager) init() error { loaders := []struct { path string loader recordLoader }{ {d2resource.LevelType, levelTypesLoader}, {d2resource.LevelPreset, levelPresetLoader}, {d2resource.LevelWarp, levelWarpsLoader}, {d2resource.ObjectType, objectTypesLoader}, {d2resource.ObjectDetails, objectDetailsLoader}, {d2resource.Weapons, weaponsLoader}, {d2resource.Armor, armorLoader}, {d2resource.Misc, miscItemsLoader}, {d2resource.Books, booksLoader}, {d2resource.ItemTypes, itemTypesLoader}, // WARN: needs to be after weapons, armor, and misc {d2resource.UniqueItems, uniqueItemsLoader}, {d2resource.Missiles, missilesLoader}, {d2resource.SoundSettings, soundDetailsLoader}, {d2resource.MonStats, monsterStatsLoader}, {d2resource.MonStats2, monsterStats2Loader}, {d2resource.MonPreset, monsterPresetLoader}, {d2resource.MonProp, monsterPropertiesLoader}, {d2resource.MonType, monsterTypesLoader}, {d2resource.MonMode, monsterModeLoader}, {d2resource.MagicPrefix, magicPrefixLoader}, {d2resource.MagicSuffix, magicSuffixLoader}, {d2resource.ItemStatCost, itemStatCostLoader}, {d2resource.ItemRatio, itemRatioLoader}, {d2resource.Overlays, overlaysLoader}, {d2resource.CharStats, charStatsLoader}, {d2resource.Hireling, hirelingLoader}, {d2resource.Experience, experienceLoader}, {d2resource.Gems, gemsLoader}, {d2resource.QualityItems, itemQualityLoader}, {d2resource.Runes, runewordLoader}, {d2resource.DifficultyLevels, difficultyLevelsLoader}, {d2resource.AutoMap, autoMapLoader}, {d2resource.LevelDetails, levelDetailsLoader}, {d2resource.LevelMaze, levelMazeDetailsLoader}, {d2resource.LevelSubstitutions, levelSubstitutionsLoader}, {d2resource.CubeRecipes, cubeRecipeLoader}, {d2resource.SuperUniques, monsterSuperUniqeLoader}, {d2resource.Inventory, inventoryLoader}, {d2resource.Skills, skillDetailsLoader}, {d2resource.SkillCalc, skillCalcLoader}, {d2resource.MissileCalc, missileCalcLoader}, {d2resource.Properties, propertyLoader}, {d2resource.SkillDesc, skillDescriptionLoader}, {d2resource.BodyLocations, bodyLocationsLoader}, {d2resource.Sets, setLoader}, {d2resource.SetItems, setItemLoader}, {d2resource.AutoMagic, autoMagicLoader}, {d2resource.TreasureClass, treasureClassLoader}, {d2resource.States, statesLoader}, {d2resource.SoundEnvirons, soundEnvironmentLoader}, {d2resource.Shrines, shrineLoader}, {d2resource.ElemType, elemTypesLoader}, {d2resource.PlrMode, playerModesLoader}, {d2resource.PetType, petTypesLoader}, {d2resource.NPC, npcLoader}, {d2resource.MonsterUniqueModifier, monsterUniqModifiersLoader}, {d2resource.MonsterEquipment, monsterEquipmentLoader}, {d2resource.UniqueAppellation, uniqueAppellationsLoader}, {d2resource.MonsterLevel, monsterLevelsLoader}, {d2resource.MonsterSound, monsterSoundsLoader}, {d2resource.MonsterSequence, monsterSequencesLoader}, {d2resource.PlayerClass, playerClassLoader}, {d2resource.MonsterPlacement, monsterPlacementsLoader}, {d2resource.ObjectGroup, objectGroupsLoader}, {d2resource.CompCode, componentCodesLoader}, {d2resource.MonsterAI, monsterAiLoader}, {d2resource.RarePrefix, rareItemPrefixLoader}, {d2resource.RareSuffix, rareItemSuffixLoader}, {d2resource.Events, eventsLoader}, } for idx := range loaders { err := r.AddLoader(loaders[idx].path, loaders[idx].loader) if err != nil { return err } } r.initObjectRecords(objectLookups) return nil } // AddLoader associates a file path with a record loader func (r *RecordManager) AddLoader(path string, loader recordLoader) error { if _, found := r.boundLoaders[path]; !found { r.boundLoaders[path] = make([]recordLoader, 0) } r.boundLoaders[path] = append(r.boundLoaders[path], loader) return nil } // Load will pass the dictionary to any bound loaders and populate the record entries func (r *RecordManager) Load(path string, dict *d2txt.DataDictionary) error { loaders, found := r.boundLoaders[path] if !found { return fmt.Errorf("no loader bound for `%s`", path) } for idx := range loaders { err := loaders[idx](r, dict) if err != nil { return err } } // as soon as Armor, Weapons, and Misc items are loaded, we merge into r.Item.All if r.Item.All == nil && r.Item.Armors != nil && r.Item.Weapons != nil && r.Item.Misc != nil { r.Item.All = make(CommonItems) for code := range r.Item.Armors { r.Item.All[code] = r.Item.Armors[code] } for code := range r.Item.Weapons { r.Item.All[code] = r.Item.Weapons[code] } for code := range r.Item.Misc { r.Item.All[code] = r.Item.Misc[code] } } return nil } // GetMaxLevelByHero returns the highest level attainable for a hero type func (r *RecordManager) GetMaxLevelByHero(heroType d2enum.Hero) int { return r.Character.MaxLevel[heroType] } // GetExperienceBreakpoint given a hero type and a level, returns the experience required for the level func (r *RecordManager) GetExperienceBreakpoint(heroType d2enum.Hero, level int) int { return r.Character.Experience[level].HeroBreakpoints[heroType] } // GetLevelDetails gets a LevelDetailsRecord by the record Id func (r *RecordManager) GetLevelDetails(id int) *LevelDetailsRecord { for i := 0; i < len(r.Level.Details); i++ { if r.Level.Details[i].ID == id { return r.Level.Details[i] } } return nil } // LevelPreset looks up a LevelPresetRecord by ID func (r *RecordManager) LevelPreset(id int) LevelPresetRecord { for i := 0; i < len(r.Level.Presets); i++ { if r.Level.Presets[i].DefinitionID == id { return r.Level.Presets[i] } } panic("Unknown level preset") } // FindEquivalentTypesByItemCommonRecord returns itemtype codes that are equivalent // to the given item common record func (r *RecordManager) FindEquivalentTypesByItemCommonRecord( icr *ItemCommonRecord, ) []string { if r.Item.EquivalenceByRecord == nil { r.Item.EquivalenceByRecord = make(map[*ItemCommonRecord][]string) } // the first lookup generates the lookup table entry, next time will just use the table if r.Item.EquivalenceByRecord[icr] == nil { r.Item.EquivalenceByRecord[icr] = make([]string, 0) for code := range r.Item.Equivalency { icrList := r.Item.Equivalency[code] for idx := range icrList { if icr == icrList[idx] { r.Item.EquivalenceByRecord[icr] = append(r.Item.EquivalenceByRecord[icr], code) break } } } } return r.Item.EquivalenceByRecord[icr] } func (r *RecordManager) initObjectRecords(lookups []ObjectLookupRecord) { // Allocating 6 to allow Acts 1-5 without requiring a -1 at every read. records := make(IndexedObjects, 6) for i := range lookups { record := &lookups[i] if records[record.Act] == nil { // Likewise allocating 3 so a -1 isn't necessary. records[record.Act] = make([][]*ObjectLookupRecord, 3) } if records[record.Act][record.Type] == nil { // For simplicity, allocating with length 1000 then filling the values in by index. // If ids in the dictionary ever surpass 1000, raise this number. records[record.Act][record.Type] = make([]*ObjectLookupRecord, 1000) } records[record.Act][record.Type][record.Id] = record } r.Object.Lookup = records } // LookupObject looks up an object record func (r *RecordManager) LookupObject(act, typ, id int) *ObjectLookupRecord { object := r.lookupObject(act, typ, id) if object == nil { log.Panicf("Failed to look up object Act: %d, Type: %d, ID: %d", act, typ, id) } return object } func (r *RecordManager) lookupObject(act, typ, id int) *ObjectLookupRecord { if len(r.Object.Lookup) < act { return nil } if len(r.Object.Lookup[act]) < typ { return nil } if len(r.Object.Lookup[act][typ]) < id { return nil } return r.Object.Lookup[act][typ][id] } // SelectSoundByIndex selects a sound by its ID func (r *RecordManager) SelectSoundByIndex(index int) *SoundDetailsRecord { for idx := range r.Sound.Details { if r.Sound.Details[idx].Index == index { return r.Sound.Details[idx] } } return nil } // GetSkillByName returns the skill record for the given Skill name. func (r *RecordManager) GetSkillByName(skillName string) *SkillRecord { for idx := range r.Skill.Details { if r.Skill.Details[idx].Skill == skillName { return r.Skill.Details[idx] } } return nil } // GetMissileByName allows lookup of a MissileRecord by a given name. The name will be lowercased and stripped of whitespaces. func (r *RecordManager) GetMissileByName(missileName string) *MissileRecord { return r.missilesByName[sanitizeMissilesKey(missileName)] }