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mirror of https://github.com/OpenDiablo2/OpenDiablo2 synced 2024-11-16 09:25:57 -05:00
OpenDiablo2/Common/Objects.go
ndechiara 46a60398d4 Load Objects.txt (#68)
* Missiles Parsing

* Missiles.txt lookup table and  fixes

* lost work

* Replaced old repo path with org path.

* Added editorconfig. Fixed line endings to LF.

* Fixed travis build badge path

* Added level warp data

* Added object type data load

* Load objects.txt

New Common class, Objects.go will load all of the object records in objects.txt
2019-11-03 11:04:58 -05:00

350 lines
10 KiB
Go

package Common
import (
"log"
"strings"
"github.com/OpenDiablo2/OpenDiablo2/ResourcePaths"
)
// An ObjectRecord represents the settings for one type of object from objects.txt
type ObjectRecord struct {
Name string
Description string
Id int
Token string // refers to what graphics this object uses
SpawnMax int // unused?
Selectable [8]bool // is this mode selectable
TrapProbability int // unused
SizeX int
SizeY int
NTgtFX int // unknown
NTgtFY int // unknown
NTgtBX int // unknown
NTgtBY int // unknown
FrameCount [8]int // how many frames does this mode have, 0 = skip
FrameDelta [8]int // what rate is the animation played at (256 = 100% speed)
CycleAnimation [8]bool // probably whether animation loops
LightDiameter [8]int
BlocksLight [8]bool
HasCollision [8]bool
IsAttackable bool // do we kick it when interacting
StartFrame [8]int
EnvEffect bool // unknown
IsDoor bool
BlockVisibility bool // only works with IsDoor
Orientation int // unknown (1=sw, 2=nw, 3=se, 4=ne)
Trans int // controls palette mapping
OrderFlag [8]int // 0 = object, 1 = floor, 2 = wall
PreOperate bool // unknown
HasAnimationMode [8]bool // 'Mode' in source, true if this mode is used
XOffset int // in pixels offset
YOffset int
Draw bool // if false, object isn't drawn (shadow is still drawn and player can still select though)
LightRed byte // if lightdiameter is set, rgb of the light
LightGreen byte
LightBlue byte
SelHD bool // whether these DCC components are selectable
SelTR bool
SelLG bool
SelRA bool
SelLA bool
SelRH bool
SelLH bool
SelSH bool
SelS [8]bool
TotalPieces int // selectable DCC components count
SubClass int // subclass of object:
// 1 = shrine
// 2 = obelisk
// 4 = portal
// 8 = container
// 16 = arcane sanctuary gateway
// 32 = well
// 64 = waypoint
// 128 = secret jails door
XSpace int // unknown
YSpace int
NameOffset int // pixels to offset the name from the animation pivot
MonsterOk bool // unknown
OperateRange int // distance object can be used from, might be unused
ShrineFunction int // unused
Restore bool // if true, object is stored in memory and will be retained if you leave and re-enter the area
Parm [8]int // unknown
Act int // what acts this object can appear in (15 = all three)
Lockable bool
Gore bool // unknown, something with corpses
Sync bool // unknown
Flicker bool // light flickers if true
Damage int // amount of damage done by this (used depending on operatefn)
Beta bool // if true, appeared in the beta?
Overlay bool // unknown
CollisionSubst bool // unknown, controls some kind of special collision checking?
Left int // unknown, clickable bounding box?
Top int
Width int
Height int
OperateFn int // what function is called when the player clicks on the object
// (todo: we should enumerate all the functions somewhere, but probably not here
// b/c it's a very long list)
PopulateFn int // what function is used to spawn this object?
// (see above todo)
InitFn int // what function is run when the object is initialized?
// (see above todo)
ClientFn int // controls special audio-visual functions
// (see above todo)
RestoreVirgins bool // if true, only restores unused objects (see Restore)
BlockMissile bool // if true, missiles collide with this
DrawUnder bool // if true, drawn as a floor tile is
OpenWarp bool // needs clarification, controls whether highlighting shows
// 'To ...' or 'trap door' when highlighting, not sure which is T/F
AutoMap int // controls how this object appears on the map
// 0 = it doesn't, rest of modes need to be analyzed
}
// CreateObjectRecord parses a row from objects.txt into an object record
func createObjectRecord(line string) ObjectRecord {
props := strings.Split(line, "\t")
i := -1
inc := func() int {
i++
return i
}
result := ObjectRecord{
Name: props[inc()],
Description: props[inc()],
Id: StringToInt(props[inc()]),
Token: props[inc()],
SpawnMax: StringToInt(props[inc()]),
Selectable: [8]bool{
StringToUint8(props[inc()]) == 1,
StringToUint8(props[inc()]) == 1,
StringToUint8(props[inc()]) == 1,
StringToUint8(props[inc()]) == 1,
StringToUint8(props[inc()]) == 1,
StringToUint8(props[inc()]) == 1,
StringToUint8(props[inc()]) == 1,
StringToUint8(props[inc()]) == 1,
},
TrapProbability: StringToInt(props[inc()]),
SizeX: StringToInt(props[inc()]),
SizeY: StringToInt(props[inc()]),
NTgtFX: StringToInt(props[inc()]),
NTgtFY: StringToInt(props[inc()]),
NTgtBX: StringToInt(props[inc()]),
NTgtBY: StringToInt(props[inc()]),
FrameCount: [8]int{
StringToInt(props[inc()]),
StringToInt(props[inc()]),
StringToInt(props[inc()]),
StringToInt(props[inc()]),
StringToInt(props[inc()]),
StringToInt(props[inc()]),
StringToInt(props[inc()]),
StringToInt(props[inc()]),
},
FrameDelta: [8]int{
StringToInt(props[inc()]),
StringToInt(props[inc()]),
StringToInt(props[inc()]),
StringToInt(props[inc()]),
StringToInt(props[inc()]),
StringToInt(props[inc()]),
StringToInt(props[inc()]),
StringToInt(props[inc()]),
},
CycleAnimation: [8]bool{
StringToUint8(props[inc()]) == 1,
StringToUint8(props[inc()]) == 1,
StringToUint8(props[inc()]) == 1,
StringToUint8(props[inc()]) == 1,
StringToUint8(props[inc()]) == 1,
StringToUint8(props[inc()]) == 1,
StringToUint8(props[inc()]) == 1,
StringToUint8(props[inc()]) == 1,
},
LightDiameter: [8]int{
StringToInt(props[inc()]),
StringToInt(props[inc()]),
StringToInt(props[inc()]),
StringToInt(props[inc()]),
StringToInt(props[inc()]),
StringToInt(props[inc()]),
StringToInt(props[inc()]),
StringToInt(props[inc()]),
},
BlocksLight: [8]bool{
StringToUint8(props[inc()]) == 1,
StringToUint8(props[inc()]) == 1,
StringToUint8(props[inc()]) == 1,
StringToUint8(props[inc()]) == 1,
StringToUint8(props[inc()]) == 1,
StringToUint8(props[inc()]) == 1,
StringToUint8(props[inc()]) == 1,
StringToUint8(props[inc()]) == 1,
},
HasCollision: [8]bool{
StringToUint8(props[inc()]) == 1,
StringToUint8(props[inc()]) == 1,
StringToUint8(props[inc()]) == 1,
StringToUint8(props[inc()]) == 1,
StringToUint8(props[inc()]) == 1,
StringToUint8(props[inc()]) == 1,
StringToUint8(props[inc()]) == 1,
StringToUint8(props[inc()]) == 1,
},
IsAttackable: StringToUint8(props[inc()]) == 1,
StartFrame: [8]int{
StringToInt(props[inc()]),
StringToInt(props[inc()]),
StringToInt(props[inc()]),
StringToInt(props[inc()]),
StringToInt(props[inc()]),
StringToInt(props[inc()]),
StringToInt(props[inc()]),
StringToInt(props[inc()]),
},
EnvEffect: StringToUint8(props[inc()]) == 1,
IsDoor: StringToUint8(props[inc()]) == 1,
BlockVisibility: StringToUint8(props[inc()]) == 1,
Orientation: StringToInt(props[inc()]),
Trans: StringToInt(props[inc()]),
OrderFlag: [8]int{
StringToInt(props[inc()]),
StringToInt(props[inc()]),
StringToInt(props[inc()]),
StringToInt(props[inc()]),
StringToInt(props[inc()]),
StringToInt(props[inc()]),
StringToInt(props[inc()]),
StringToInt(props[inc()]),
},
PreOperate: StringToUint8(props[inc()]) == 1,
HasAnimationMode: [8]bool{
StringToUint8(props[inc()]) == 1,
StringToUint8(props[inc()]) == 1,
StringToUint8(props[inc()]) == 1,
StringToUint8(props[inc()]) == 1,
StringToUint8(props[inc()]) == 1,
StringToUint8(props[inc()]) == 1,
StringToUint8(props[inc()]) == 1,
StringToUint8(props[inc()]) == 1,
},
XOffset: StringToInt(props[inc()]),
YOffset: StringToInt(props[inc()]),
Draw: StringToUint8(props[inc()]) == 1,
LightRed: StringToUint8(props[inc()]),
LightGreen: StringToUint8(props[inc()]),
LightBlue: StringToUint8(props[inc()]),
SelHD: StringToUint8(props[inc()]) == 1,
SelTR: StringToUint8(props[inc()]) == 1,
SelLG: StringToUint8(props[inc()]) == 1,
SelRA: StringToUint8(props[inc()]) == 1,
SelLA: StringToUint8(props[inc()]) == 1,
SelRH: StringToUint8(props[inc()]) == 1,
SelLH: StringToUint8(props[inc()]) == 1,
SelSH: StringToUint8(props[inc()]) == 1,
SelS: [8]bool{
StringToUint8(props[inc()]) == 1,
StringToUint8(props[inc()]) == 1,
StringToUint8(props[inc()]) == 1,
StringToUint8(props[inc()]) == 1,
StringToUint8(props[inc()]) == 1,
StringToUint8(props[inc()]) == 1,
StringToUint8(props[inc()]) == 1,
StringToUint8(props[inc()]) == 1,
},
TotalPieces: StringToInt(props[inc()]),
SubClass: StringToInt(props[inc()]),
XSpace: StringToInt(props[inc()]),
YSpace: StringToInt(props[inc()]),
NameOffset: StringToInt(props[inc()]),
MonsterOk: StringToUint8(props[inc()]) == 1,
OperateRange: StringToInt(props[inc()]),
ShrineFunction: StringToInt(props[inc()]),
Restore: StringToUint8(props[inc()]) == 1,
Parm: [8]int{
StringToInt(props[inc()]),
StringToInt(props[inc()]),
StringToInt(props[inc()]),
StringToInt(props[inc()]),
StringToInt(props[inc()]),
StringToInt(props[inc()]),
StringToInt(props[inc()]),
StringToInt(props[inc()]),
},
Act: StringToInt(props[inc()]),
Lockable: StringToUint8(props[inc()]) == 1,
Gore: StringToUint8(props[inc()]) == 1,
Sync: StringToUint8(props[inc()]) == 1,
Flicker: StringToUint8(props[inc()]) == 1,
Damage: StringToInt(props[inc()]),
Beta: StringToUint8(props[inc()]) == 1,
Overlay: StringToUint8(props[inc()]) == 1,
CollisionSubst: StringToUint8(props[inc()]) == 1,
Left: StringToInt(props[inc()]),
Top: StringToInt(props[inc()]),
Width: StringToInt(props[inc()]),
Height: StringToInt(props[inc()]),
OperateFn: StringToInt(props[inc()]),
PopulateFn: StringToInt(props[inc()]),
InitFn: StringToInt(props[inc()]),
ClientFn: StringToInt(props[inc()]),
RestoreVirgins: StringToUint8(props[inc()]) == 1,
BlockMissile: StringToUint8(props[inc()]) == 1,
DrawUnder: StringToUint8(props[inc()]) == 1,
OpenWarp: StringToUint8(props[inc()]) == 1,
AutoMap: StringToInt(props[inc()]),
}
return result
}
var Objects map[int]*ObjectRecord
func LoadObjects(fileProvider FileProvider) {
Objects = make(map[int]*ObjectRecord)
data := strings.Split(string(fileProvider.LoadFile(ResourcePaths.ObjectDetails)), "\r\n")[1:]
for _, line := range data {
if len(line) == 0 {
continue
}
rec := createObjectRecord(line)
Objects[rec.Id] = &rec
}
log.Printf("Loaded %d objects", len(Objects))
}