mirror of
https://github.com/OpenDiablo2/OpenDiablo2
synced 2024-11-04 17:27:16 -05:00
5e1725dd7d
* camera offset for ui panels : added maprenderer viewport to be aligned left or right calling alignement on keyPress in game_controls * check if already aligned * fix bugs -forgot to assign alignement -defaultScreenRect instead of screenRect because of issue mentionned in original comment * remove config.json and replace go.mod line * removing duplicate import of d2common replacing all dh to d2common * remove useless breaks from switch statement * better range when value unused + prettying import * item_affix rewrite using return values instead of pointer references in arguments * ebiten deprecated calls * small fixes
191 lines
5.6 KiB
Go
191 lines
5.6 KiB
Go
package d2datadict
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import (
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"log"
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"github.com/OpenDiablo2/OpenDiablo2/d2common"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2enum"
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)
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type CharStatsRecord struct {
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Class d2enum.Hero
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// the initial stats at character level 1
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InitStr int
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InitDex int
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InitVit int
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InitEne int
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InitStamina int
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ManaRegen int // number of seconds to regen mana completely
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ToHitFactor int // added to basic AR of character class
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VelocityWalk int
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VelocityRun int
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StaminaRunDrain int // rate of stamina loss, lower is longer drain time
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// NOTE: Each point of Life/Mana/Stamina is divided by 256 for precision.
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LifePerLevel int // value is in fourths, lowest possible is 64/256
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ManaPerLevel int
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StaminaPerLevel int
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LifePerVit int // life per point of vitality
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ManaPerEne int // mana per point of energy
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StaminaPerVit int
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StatPerLevel int // stat points per level
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BlockFactor int // added to base shield block% in armor.txt (display & calc)
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// appears on starting weapon
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StartSkillBonus string
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// The skills the character class starts with (always available)
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BaseSkill [10]string
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// string for bonus to class skills (ex: +1 to all Amazon skills).
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SkillStrAll string
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SkillStrTab [3]string // string for bonus per skill tabs
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SkillStrClassOnly string // string for class-exclusive skills
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BaseWeaponClass d2enum.WeaponClass // controls animation when unarmed
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StartItem [10]string
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StartItemLocation [10]string
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StartItemCount [10]int
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}
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var CharStats map[d2enum.Hero]*CharStatsRecord
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var charStringMap map[string]d2enum.Hero
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var weaponTokenMap map[string]d2enum.WeaponClass
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func LoadCharStats(file []byte) {
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charStringMap = map[string]d2enum.Hero{
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"Amazon": d2enum.HeroAmazon,
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"Barbarian": d2enum.HeroBarbarian,
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"Druid": d2enum.HeroDruid,
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"Assassin": d2enum.HeroAssassin,
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"Necromancer": d2enum.HeroNecromancer,
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"Paladin": d2enum.HeroPaladin,
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"Sorceress": d2enum.HeroSorceress,
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}
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weaponTokenMap = map[string]d2enum.WeaponClass{
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"": d2enum.WeaponClassNone,
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"hth": d2enum.WeaponClassHandToHand,
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"bow": d2enum.WeaponClassBow,
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"1hs": d2enum.WeaponClassOneHandSwing,
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"1ht": d2enum.WeaponClassOneHandThrust,
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"stf": d2enum.WeaponClassStaff,
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"2hs": d2enum.WeaponClassTwoHandSwing,
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"2ht": d2enum.WeaponClassTwoHandThrust,
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"xbw": d2enum.WeaponClassCrossbow,
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"1js": d2enum.WeaponClassLeftJabRightSwing,
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"1jt": d2enum.WeaponClassLeftJabRightThrust,
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"1ss": d2enum.WeaponClassLeftSwingRightSwing,
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"1st": d2enum.WeaponClassLeftSwingRightThrust,
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"ht1": d2enum.WeaponClassOneHandToHand,
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"ht2": d2enum.WeaponClassTwoHandToHand,
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}
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d := d2common.LoadDataDictionary(string(file))
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CharStats = make(map[d2enum.Hero]*CharStatsRecord, len(d.Data))
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for idx := range d.Data {
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record := &CharStatsRecord{
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Class: charStringMap[d.GetString("class", idx)],
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InitStr: d.GetNumber("str", idx),
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InitDex: d.GetNumber("dex", idx),
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InitVit: d.GetNumber("int", idx),
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InitEne: d.GetNumber("vit", idx),
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InitStamina: d.GetNumber("stamina", idx),
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ManaRegen: d.GetNumber("ManaRegen", idx),
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ToHitFactor: d.GetNumber("ToHitFactor", idx),
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VelocityWalk: d.GetNumber("WalkVelocity", idx),
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VelocityRun: d.GetNumber("RunVelocity", idx),
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StaminaRunDrain: d.GetNumber("RunDrain", idx),
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LifePerLevel: d.GetNumber("LifePerLevel", idx),
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ManaPerLevel: d.GetNumber("ManaPerLevel", idx),
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StaminaPerLevel: d.GetNumber("StaminaPerLevel", idx),
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LifePerVit: d.GetNumber("LifePerVitality", idx),
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ManaPerEne: d.GetNumber("ManaPerMagic", idx),
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StaminaPerVit: d.GetNumber("StaminaPerVitality", idx),
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StatPerLevel: d.GetNumber("StatPerLevel", idx),
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BlockFactor: d.GetNumber("BlockFactor", idx),
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StartSkillBonus: d.GetString("StartSkill", idx),
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SkillStrAll: d.GetString("StrAllSkills", idx),
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SkillStrClassOnly: d.GetString("StrClassOnly", idx),
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BaseSkill: [10]string{
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d.GetString("Skill 1", idx),
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d.GetString("Skill 2", idx),
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d.GetString("Skill 3", idx),
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d.GetString("Skill 4", idx),
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d.GetString("Skill 5", idx),
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d.GetString("Skill 6", idx),
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d.GetString("Skill 7", idx),
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d.GetString("Skill 8", idx),
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d.GetString("Skill 9", idx),
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d.GetString("Skill 10", idx),
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},
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SkillStrTab: [3]string{
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d.GetString("StrSkillTab1", idx),
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d.GetString("StrSkillTab2", idx),
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d.GetString("StrSkillTab3", idx),
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},
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BaseWeaponClass: weaponTokenMap[d.GetString("baseWClass", idx)],
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StartItem: [10]string{
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d.GetString("item1", idx),
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d.GetString("item2", idx),
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d.GetString("item3", idx),
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d.GetString("item4", idx),
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d.GetString("item5", idx),
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d.GetString("item6", idx),
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d.GetString("item7", idx),
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d.GetString("item8", idx),
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d.GetString("item9", idx),
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d.GetString("item10", idx),
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},
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StartItemLocation: [10]string{
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d.GetString("item1loc", idx),
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d.GetString("item2loc", idx),
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d.GetString("item3loc", idx),
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d.GetString("item4loc", idx),
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d.GetString("item5loc", idx),
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d.GetString("item6loc", idx),
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d.GetString("item7loc", idx),
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d.GetString("item8loc", idx),
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d.GetString("item9loc", idx),
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d.GetString("item10loc", idx),
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},
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StartItemCount: [10]int{
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d.GetNumber("item1count", idx),
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d.GetNumber("item2count", idx),
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d.GetNumber("item3count", idx),
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d.GetNumber("item4count", idx),
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d.GetNumber("item5count", idx),
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d.GetNumber("item6count", idx),
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d.GetNumber("item7count", idx),
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d.GetNumber("item8count", idx),
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d.GetNumber("item9count", idx),
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d.GetNumber("item10count", idx),
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},
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}
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CharStats[record.Class] = record
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}
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log.Printf("Loaded %d CharStats records", len(CharStats))
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}
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