OpenDiablo2/d2common/d2data/d2datadict/unique_items.go

142 lines
4.9 KiB
Go

package d2datadict
import (
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2util"
"log"
"strings"
)
// UniqueItemRecord is a representation of a row from uniqueitems.txt
type UniqueItemRecord struct {
Properties [12]UniqueItemProperty
Name string
Code string // three letter code, points to a record in Weapons, Armor, or Misc
TypeDescription string
UberDescription string
CharacterGfxTransform string // palette shift applied to this items gfx when held and when
// on the ground (flippy). Points to a record in Colors.txt
InventoryGfxTransform string // palette shift applied to the inventory gfx
FlippyFile string // if non-empty, overrides the base item's dropped gfx
InventoryFile string // if non-empty, overrides the base item's inventory gfx
DropSound string // if non-empty, overrides the base item's drop sound
UseSound string // if non-empty, overrides the sound played when item is used
Version int // 0 = classic pre 1.07, 1 = 1.07-1.11, 100 = expansion
Rarity int // 1-255, higher is more common (ironically...)
Level int // item's level, can only be dropped by monsters / recipes / vendors / objects of this level or higher
// otherwise they would drop a rare item with enhanced durability
RequiredLevel int // character must have this level to use this item
CostMultiplier int // base price is multiplied by this when sold, repaired or bought
CostAdd int // after multiplied by above, this much is added to the price
DropSfxFrame int // if non-empty, overrides the base item's frame at which the drop sound plays
Enabled bool // if false, this record won't be loaded (should always be true...)
Ladder bool // if true, can only be found on ladder and not in single player / tcp/ip
NoLimit bool // if true, can drop more than once per game
// (if false, can only drop once per game; if it would drop,
// instead a rare item with enhanced durability drops)
SingleCopy bool // if true, player can only hold one of these. can't trade it or pick it up
}
// UniqueItemProperty is describes a property of a unique item
type UniqueItemProperty struct {
Code string
Parameter string // depending on the property, this may be an int (usually), or a string
Min int
Max int
}
func createUniqueItemRecord(r []string) UniqueItemRecord {
i := -1
inc := func() int {
i++
return i
}
result := UniqueItemRecord{
Name: r[inc()],
Version: d2util.StringToInt(d2util.EmptyToZero(r[inc()])),
Enabled: d2util.StringToInt(d2util.EmptyToZero(r[inc()])) == 1,
Ladder: d2util.StringToInt(d2util.EmptyToZero(r[inc()])) == 1,
Rarity: d2util.StringToInt(d2util.EmptyToZero(r[inc()])),
NoLimit: d2util.StringToInt(d2util.EmptyToZero(r[inc()])) == 1,
Level: d2util.StringToInt(d2util.EmptyToZero(r[inc()])),
RequiredLevel: d2util.StringToInt(d2util.EmptyToZero(r[inc()])),
Code: r[inc()],
TypeDescription: r[inc()],
UberDescription: r[inc()],
SingleCopy: d2util.StringToInt(d2util.EmptyToZero(r[inc()])) == 1,
CostMultiplier: d2util.StringToInt(d2util.EmptyToZero(r[inc()])),
CostAdd: d2util.StringToInt(d2util.EmptyToZero(r[inc()])),
CharacterGfxTransform: r[inc()],
InventoryGfxTransform: r[inc()],
FlippyFile: r[inc()],
InventoryFile: r[inc()],
DropSound: r[inc()],
DropSfxFrame: d2util.StringToInt(d2util.EmptyToZero(r[inc()])),
UseSound: r[inc()],
Properties: [12]UniqueItemProperty{
createUniqueItemProperty(&r, inc),
createUniqueItemProperty(&r, inc),
createUniqueItemProperty(&r, inc),
createUniqueItemProperty(&r, inc),
createUniqueItemProperty(&r, inc),
createUniqueItemProperty(&r, inc),
createUniqueItemProperty(&r, inc),
createUniqueItemProperty(&r, inc),
createUniqueItemProperty(&r, inc),
createUniqueItemProperty(&r, inc),
createUniqueItemProperty(&r, inc),
createUniqueItemProperty(&r, inc),
},
}
return result
}
func createUniqueItemProperty(r *[]string, inc func() int) UniqueItemProperty {
result := UniqueItemProperty{
Code: (*r)[inc()],
Parameter: (*r)[inc()],
Min: d2util.StringToInt(d2util.EmptyToZero((*r)[inc()])),
Max: d2util.StringToInt(d2util.EmptyToZero((*r)[inc()])),
}
return result
}
// UniqueItems stores all of the UniqueItemRecords
//nolint:gochecknoglobals // Currently global by design
var UniqueItems map[string]*UniqueItemRecord
// LoadUniqueItems loadsUniqueItemRecords fro uniqueitems.txt
func LoadUniqueItems(file []byte) {
UniqueItems = make(map[string]*UniqueItemRecord)
data := strings.Split(string(file), "\r\n")[1:]
for _, line := range data {
if line == "" {
continue
}
r := strings.Split(line, "\t")
// skip rows that are not enabled
if r[2] != "1" {
continue
}
rec := createUniqueItemRecord(r)
UniqueItems[rec.Name] = &rec
}
log.Printf("Loaded %d unique items", len(UniqueItems))
}