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https://github.com/OpenDiablo2/OpenDiablo2
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271673851a
* Added RecordManager implementation to remove d2datadict singletons * fix object lookup test
200 lines
7.7 KiB
Go
200 lines
7.7 KiB
Go
package d2records
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import "github.com/OpenDiablo2/OpenDiablo2/d2common/d2calculation"
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// Missiles stores all of the MissileRecords
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type Missiles map[int]*MissileRecord
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// MissileCalcParam is a calculation parameter for a missile
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type MissileCalcParam struct {
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Param int
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Desc string
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}
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// MissileCalc is a calculation for a missile
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type MissileCalc struct {
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Calc d2calculation.CalcString
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Desc string
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Params []MissileCalcParam
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}
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// MissileLight has the parameters for missile lighting
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type MissileLight struct {
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Diameter int
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Flicker int
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Red uint8
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Green uint8
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Blue uint8
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}
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// MissileAnimation stores parameters for a missile animation
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type MissileAnimation struct {
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CelFileName string
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StepsBeforeVisible int
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StepsBeforeActive int
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AnimationRate int // seems to do nothing
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AnimationLength int
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AnimationSpeed int
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StartingFrame int // called "RandFrame"
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SubStartingFrame int
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SubEndingFrame int
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LoopAnimation bool
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HasSubLoop bool // runs after first animation ends
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}
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// MissileCollision parameters for missile collision
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type MissileCollision struct {
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CollisionType int // controls the kind of collision
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// 0 = none, 1 = units only, 3 = normal (units, walls),
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// 6 = walls only, 8 = walls, units, and floors
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TimerFrames int // how many frames to persist
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DestroyedUponCollision bool
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FriendlyFire bool
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LastCollide bool // unknown
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Collision bool // unknown
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ClientCollision bool // unknown
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ClientSend bool // unclear
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UseCollisionTimer bool // after hit, use timer before dying
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}
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// MissileDamage parameters for calculating missile physical damage
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type MissileDamage struct {
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MinDamage int
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MaxDamage int
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MinLevelDamage [5]int // additional damage per missile level
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// [0]: lvs 2-8, [1]: lvs 9-16, [2]: lvs 17-22, [3]: lvs 23-28, [4]: lv 29+
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MaxLevelDamage [5]int // see above
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DamageSynergyPerCalc d2calculation.CalcString // works like synergy in skills.txt, not clear
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}
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// MissileElementalDamage parameters for calculating missile elemental damage
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type MissileElementalDamage struct {
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Damage MissileDamage
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ElementType string
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Duration int // frames, 25 = 1 second
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LevelDuration [3]int // 0,1,2, unknown level intervals, bonus duration per level
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}
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// MissileRecord is a representation of a row from missiles.txt
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type MissileRecord struct {
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ServerMovementCalc MissileCalc
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ClientMovementCalc MissileCalc
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ServerCollisionCalc MissileCalc
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ClientCollisionCalc MissileCalc
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ServerDamageCalc MissileCalc
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Light MissileLight
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Animation MissileAnimation
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Collision MissileCollision
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Damage MissileDamage
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ElementalDamage MissileElementalDamage
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SubMissile [3]string // 0,1,2 name of missiles spawned by movement function
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HitSubMissile [4]string // 0,1,2 name of missiles spawned by collision function
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ClientSubMissile [3]string // see above, but for client only
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ClientHitSubMissile [4]string // see above, but for client only
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Name string
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SkillName string // if not empty, the missile will refer to this skill instead of its own data for the following:
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// "ResultFlags, HitFlags, HitShift, HitClass, SrcDamage (SrcDam in skills.txt!),
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// MinDam, MinLevDam1-5, MaxDam, MaxLevDam1-5, DmgSymPerCalc, EType, EMin, EMinLev1-5,
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// EMax, EMaxLev1-5, EDmgSymPerCalc, ELen, ELenLev1-3, ELenSymPerCalc"
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TravelSound string // name of sound to play during lifetime
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// whether or not it loops depends on the specific sound's settings?
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// if it doesn't loop, it's just a on-spawn sound effect
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HitSound string // sound plays upon collision
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ProgSound string // plays at "special events", like a mariachi band
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ProgOverlay string // name of an overlay from overlays.txt to use at special events
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ExplosionMissile string // name of a missile from missiles.txt that is created upon collision
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// or anytime it is destroyed if AlwaysExplode is true
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Id int //nolint:golint,stylecheck // ID is the correct key
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ClientMovementFunc int
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ClientCollisionFunc int
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ServerMovementFunc int
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ServerCollisionFunc int
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ServerDamageFunc int
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Velocity int
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MaxVelocity int
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LevelVelocityBonus int
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Accel int
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Range int
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LevelRangeBonus int
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XOffset int
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YOffset int
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ZOffset int
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Size int // diameter
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DestroyedByTPFrame int // see above, for client side, (this is a guess) which frame it vanishes on
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HolyFilterType int // specifies what this missile can hit
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KnockbackPercent int // chance of knocking the target back, 0-100
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TransparencyMode int // controls rendering
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// 0 = normal, 1 = alpha blending (darker = more transparent)
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// 2 = special (black and white?)
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ResultFlags int // unknown
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// 4 = normal missiles, 5 = explosions, 8 = non-damaging missiles
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HitFlags int // unknown
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// 2 = explosions, 5 = freezing arrow
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HitShift int // damage is measured in 256s
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// the actual damage is [damage] * 2 ^ [hitshift]
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// e.g. 100 damage, 8 hitshift = 100 * 2 ^ 8 = 100 * 256 = 25600
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// (visually, the damage is this result / 256)
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SourceDamage int // 0-128, 128 is 100%
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SourceMissDamage int // 0-128, 128 is 100%
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// unknown, only used for poison clouds.
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HitClass int // controls clientside aesthetic effects for collisions
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// particularly sound effects that are played on a hit
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NumDirections int // count of dirs in the DCC loaded by CelFile
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// apparently this value is no longer needed in D2
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LocalBlood int // blood effects?
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// 0 = no blood, 1 = blood, 2 = blood and affected by open wounds
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DamageReductionRate int // how many frames between applications of the
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// magic_damage_reduced stat, so for instance on a 0 this stat applies every frame
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// on a 3, only every 4th frame has damage reduced
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DestroyedByTP bool // if true, destroyed when source player teleports to town
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CanDestroy bool // unknown
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UseAttackRating bool // if true, uses 'attack rating' to determine if it hits or misses
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// if false, has a 95% chance to hit.
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AlwaysExplode bool // if true, always calls its collision function when it is destroyed,
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// even if it doesn't hit anything
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// note that some collision functions (lightning fury)
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// seem to ignore this and always explode regardless of setting (requires investigation)
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ClientExplosion bool // if true, does not really exist
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// is only aesthetic / client side
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TownSafe bool // if true, doesn't vanish when spawned in town
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// if false, vanishes when spawned in town
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IgnoreBossModifiers bool // if true, doesn't get bonuses from boss mods
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IgnoreMultishot bool // if true, can't gain the mulitshot modifier
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// 0 = all units, 1 = undead only, 2 = demons only, 3 = all units (again?)
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CanBeSlowed bool // if true, is affected by skill_handofathena
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TriggersHitEvents bool // if true, triggers events that happen "upon getting hit" on targets
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TriggersGetHit bool // if true, can cause target to enter hit recovery mode
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SoftHit bool // unknown
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UseQuantity bool // if true, uses quantity
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// not clear what this means. Also apparently requires a special starting function in skills.txt
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AffectedByPierce bool // if true, affected by the pierce modifier and the Pierce skill
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SpecialSetup bool // unknown, only true for potions
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MissileSkill bool // if true, applies elemental damage from items to the splash radius instead of normal damage modifiers
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ApplyMastery bool // unknown
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// percentage of source units attack properties to apply to the missile?
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// not only affects damage but also other modifiers like lifesteal and manasteal (need a complete list)
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// setting this to -1 "gets rid of SrcDmg from skills.txt", not clear what that means
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HalfDamageForTwoHander bool // if true, damage is halved when a two-handed weapon is used
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}
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