OpenDiablo2/d2common/d2data/d2datadict/item_common.go

420 lines
15 KiB
Go

package d2datadict
import (
"strconv"
"strings"
"github.com/OpenDiablo2/OpenDiablo2/d2common"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2enum"
)
type ItemCommonRecord struct {
Source d2enum.InventoryItemType
Name string
Version int // 0 = classic, 100 = expansion
CompactSave bool // if true, doesn't store any stats upon saving
Rarity int // higher, the rarer
Spawnable bool // if 0, cannot spawn in shops
MinAC int
MaxAC int
Absorbs int // unused?
Speed int // affects movement speed of wielder, >0 = you move slower, <0 = you move faster
RequiredStrength int
Block int // chance to block, capped at 75%
Durability int // base durability 0-255
NoDurability bool // if true, item has no durability
Level int // base item level (controls monster drops, for instance a lv20 monster cannot drop a lv30 item)
RequiredLevel int // required level to wield
Cost int // base cost
GambleCost int // for reference only, not used
Code string // identifies the item
NameString string // seems to be identical to code?
MagicLevel int // additional magic level (for gambling?)
AutoPrefix int // prefix automatically assigned to this item on spawn, maps to group column of Automagic.txt
AlternateGfx string // code of the DCC used when equipped
OpenBetaGfx string // unknown
NormalCode string
UberCode string
UltraCode string
SpellOffset int // unknown
Component int // corresponds to Composit.txt, player animation layer used by this
InventoryWidth int
InventoryHeight int
HasInventory bool // if true, item can store gems or runes
GemSockets int // number of gems to store
GemApplyType int // what kind of gem effect is applied
// 0 = weapon, 1= armor or helmet, 2 = shield
FlippyFile string // DC6 file animation to play when item drops on the ground
InventoryFile string // DC6 file used in your inventory
UniqueInventoryFile string // DC6 file used by the unique version of this item
SetInventoryFile string // DC6 file used by the set version of this item
// these represent how player animations and graphics change upon wearing this
// these come from ArmType.txt
AnimRightArm int
AnimLeftArm int
AnimTorso int
AnimLegs int
AnimRightShoulderPad int
AnimLeftShoulderPad int
Useable bool // can be used via right click if true
// game knows what to do if used by item code
Throwable bool
Stackable bool // can be stacked in inventory
MinStack int // min size of stack when item is spawned, used if stackable
MaxStack int // max size of stack when item is spawned
Type string // base type in ItemTypes.txt
Type2 string
DropSound string // sfx for dropping
DropSfxFrame int // what frame of drop animation the sfx triggers on
UseSound string // sfx for using
Unique bool // if true, only spawns as unique
Transparent bool // unused
TransTable int // unknown, related to blending mode?
Quivered bool // if true, requires ammo to use
LightRadius int // apparently unused
Belt bool // tells what kind of belt this item is
Quest int // indicates that this item belongs to a given quest?
MissileType int // missile gfx for throwing
DurabilityWarning int // controls what warning icon appears when durability is low
QuantityWarning int // controls at what quantity the low quantity warning appears
MinDamage int
MaxDamage int
StrengthBonus int
DexterityBonus int
// final mindam = min * str / strbonus + min * dex / dexbonus
// same for maxdam
GemOffset int // unknown
BitField1 int // 1 = leather item, 3 = metal
Vendors map[string]*ItemVendorParams // controls vendor settings
SourceArt string // unused?
GameArt string // unused?
ColorTransform int // colormap to use for player's gfx
InventoryColorTransform int // colormap to use for inventory's gfx
SkipName bool // if true, don't include the base name in the item description
NightmareUpgrade string // upgraded in higher difficulties
HellUpgrade string
Nameable bool // if true, item can be personalized
// weapon params
BarbOneOrTwoHanded bool // if true, barb can wield this in one or two hands
UsesTwoHands bool // if true, it's a 2handed weapon
Min2HandDamage int
Max2HandDamage int
MinMissileDamage int // ranged damage stats
MaxMissileDamage int
MissileSpeed int // unknown, affects movement speed of wielder during ranged attacks?
ExtraRange int // base range = 1, if this is non-zero add this to the range
// final mindam = min * str / strbonus + min * dex / dexbonus
// same for maxdam
RequiredDexterity int
WeaponClass string // what kind of attack does this weapon have (i.e. determines attack animations)
WeaponClass2Hand string // what kind of attack when wielded with two hands
HitClass string // determines sounds/graphic effects when attacking
SpawnStack int // unknown, something to do with stack size when spawned (sold maybe?)
SpecialFeature string // Just a comment
QuestDifficultyCheck bool // if true, item only works in the difficulty it was found in
PermStoreItem bool // if true, vendor will always sell this
// misc params
FlavorText string // unknown, probably just for reference
Transmogrify bool // if true, can be turned into another item via right click
TransmogCode string // the 3 char code representing the item this becomes via transmog
TransmogMin int // min amount of the transmog item to create
TransmogMax int // max ''
AutoBelt bool // if true, item is put into your belt when picked up
SpellIcon int // which icon to display when used? Is this always -1?
SpellType int // determines what kind of function is used when you use this item
OverlayState string // name of the overlay state to be applied upon use of this item
CureOverlayStates [2]string // name of the overlay states that are removed upon use of this item
EffectLength int // timer for timed usage effects
UsageStats [3]ItemUsageStat // stat boosts applied upon usage
SpellDescriptionType int // specifies how to format the usage description
// 0 = none, 1 = use desc string, 2 = use desc string + calc value
SpellDescriptionString string // points to a string containing the description
SpellDescriptionCalc d2common.CalcString // a calc string what value to display
BetterGem string // 3 char code pointing to the gem this upgrades to (non if not applicable)
Multibuy bool // if true, when you buy via right click + shift it will fill your belt automatically
}
type ItemUsageStat struct {
Stat string // name of the stat to add to
Calc d2common.CalcString // calc string representing the amount to add
}
type ItemVendorParams struct {
Min int // minimum of this item they can stock
Max int // max they can stock
MagicMin int
MagicMax int
MagicLevel uint8
}
var CommonItems map[string]*ItemCommonRecord
func LoadCommonItems(file []byte, source d2enum.InventoryItemType) *map[string]*ItemCommonRecord {
if CommonItems == nil {
CommonItems = make(map[string]*ItemCommonRecord)
}
items := make(map[string]*ItemCommonRecord)
data := strings.Split(string(file), "\r\n")
mapping := MapHeaders(data[0])
for lineno, line := range data {
if lineno == 0 {
continue
}
if line == "" {
continue
}
rec := createCommonItemRecord(line, &mapping, source)
items[rec.Code] = &rec
CommonItems[rec.Code] = &rec
}
return &items
}
//nolint:funlen // Makes no sens to split
func createCommonItemRecord(line string, mapping *map[string]int, source d2enum.InventoryItemType) ItemCommonRecord {
r := strings.Split(line, "\t")
result := ItemCommonRecord{
Source: source,
Name: MapLoadString(&r, mapping, "name"),
Version: MapLoadInt(&r, mapping, "version"),
CompactSave: MapLoadBool(&r, mapping, "compactsave"),
Rarity: MapLoadInt(&r, mapping, "rarity"),
Spawnable: MapLoadBool(&r, mapping, "spawnable"),
MinAC: MapLoadInt(&r, mapping, "minac"),
MaxAC: MapLoadInt(&r, mapping, "maxac"),
Absorbs: MapLoadInt(&r, mapping, "absorbs"),
Speed: MapLoadInt(&r, mapping, "speed"),
RequiredStrength: MapLoadInt(&r, mapping, "reqstr"),
Block: MapLoadInt(&r, mapping, "block"),
Durability: MapLoadInt(&r, mapping, "durability"),
NoDurability: MapLoadBool(&r, mapping, "nodurability"),
Level: MapLoadInt(&r, mapping, "level"),
RequiredLevel: MapLoadInt(&r, mapping, "levelreq"),
Cost: MapLoadInt(&r, mapping, "cost"),
GambleCost: MapLoadInt(&r, mapping, "gamble cost"),
Code: MapLoadString(&r, mapping, "code"),
NameString: MapLoadString(&r, mapping, "namestr"),
MagicLevel: MapLoadInt(&r, mapping, "magic lvl"),
AutoPrefix: MapLoadInt(&r, mapping, "auto prefix"),
AlternateGfx: MapLoadString(&r, mapping, "alternategfx"),
OpenBetaGfx: MapLoadString(&r, mapping, "OpenBetaGfx"),
NormalCode: MapLoadString(&r, mapping, "normcode"),
UberCode: MapLoadString(&r, mapping, "ubercode"),
UltraCode: MapLoadString(&r, mapping, "ultracode"),
SpellOffset: MapLoadInt(&r, mapping, "spelloffset"),
Component: MapLoadInt(&r, mapping, "component"),
InventoryWidth: MapLoadInt(&r, mapping, "invwidth"),
InventoryHeight: MapLoadInt(&r, mapping, "invheight"),
HasInventory: MapLoadBool(&r, mapping, "hasinv"),
GemSockets: MapLoadInt(&r, mapping, "gemsockets"),
GemApplyType: MapLoadInt(&r, mapping, "gemapplytype"),
FlippyFile: MapLoadString(&r, mapping, "flippyfile"),
InventoryFile: MapLoadString(&r, mapping, "invfile"),
UniqueInventoryFile: MapLoadString(&r, mapping, "uniqueinvfile"),
SetInventoryFile: MapLoadString(&r, mapping, "setinvfile"),
AnimRightArm: MapLoadInt(&r, mapping, "rArm"),
AnimLeftArm: MapLoadInt(&r, mapping, "lArm"),
AnimTorso: MapLoadInt(&r, mapping, "Torso"),
AnimLegs: MapLoadInt(&r, mapping, "Legs"),
AnimRightShoulderPad: MapLoadInt(&r, mapping, "rSPad"),
AnimLeftShoulderPad: MapLoadInt(&r, mapping, "lSPad"),
Useable: MapLoadBool(&r, mapping, "useable"),
Throwable: MapLoadBool(&r, mapping, "throwable"),
Stackable: MapLoadBool(&r, mapping, "stackable"),
MinStack: MapLoadInt(&r, mapping, "minstack"),
MaxStack: MapLoadInt(&r, mapping, "maxstack"),
Type: MapLoadString(&r, mapping, "type"),
Type2: MapLoadString(&r, mapping, "type2"),
DropSound: MapLoadString(&r, mapping, "dropsound"),
DropSfxFrame: MapLoadInt(&r, mapping, "dropsfxframe"),
UseSound: MapLoadString(&r, mapping, "usesound"),
Unique: MapLoadBool(&r, mapping, "unique"),
Transparent: MapLoadBool(&r, mapping, "transparent"),
TransTable: MapLoadInt(&r, mapping, "transtbl"),
Quivered: MapLoadBool(&r, mapping, "quivered"),
LightRadius: MapLoadInt(&r, mapping, "lightradius"),
Belt: MapLoadBool(&r, mapping, "belt"),
Quest: MapLoadInt(&r, mapping, "quest"),
MissileType: MapLoadInt(&r, mapping, "missiletype"),
DurabilityWarning: MapLoadInt(&r, mapping, "durwarning"),
QuantityWarning: MapLoadInt(&r, mapping, "qntwarning"),
MinDamage: MapLoadInt(&r, mapping, "mindam"),
MaxDamage: MapLoadInt(&r, mapping, "maxdam"),
StrengthBonus: MapLoadInt(&r, mapping, "StrBonus"),
DexterityBonus: MapLoadInt(&r, mapping, "DexBonus"),
GemOffset: MapLoadInt(&r, mapping, "gemoffset"),
BitField1: MapLoadInt(&r, mapping, "bitfield1"),
Vendors: createItemVendorParams(&r, mapping),
SourceArt: MapLoadString(&r, mapping, "Source Art"),
GameArt: MapLoadString(&r, mapping, "Game Art"),
ColorTransform: MapLoadInt(&r, mapping, "Transform"),
InventoryColorTransform: MapLoadInt(&r, mapping, "InvTrans"),
SkipName: MapLoadBool(&r, mapping, "SkipName"),
NightmareUpgrade: MapLoadString(&r, mapping, "NightmareUpgrade"),
HellUpgrade: MapLoadString(&r, mapping, "HellUpgrade"),
Nameable: MapLoadBool(&r, mapping, "Nameable"),
// weapon params
BarbOneOrTwoHanded: MapLoadBool(&r, mapping, "1or2handed"),
UsesTwoHands: MapLoadBool(&r, mapping, "2handed"),
Min2HandDamage: MapLoadInt(&r, mapping, "2handmindam"),
Max2HandDamage: MapLoadInt(&r, mapping, "2handmaxdam"),
MinMissileDamage: MapLoadInt(&r, mapping, "minmisdam"),
MaxMissileDamage: MapLoadInt(&r, mapping, "maxmisdam"),
MissileSpeed: MapLoadInt(&r, mapping, "misspeed"),
ExtraRange: MapLoadInt(&r, mapping, "rangeadder"),
RequiredDexterity: MapLoadInt(&r, mapping, "reqdex"),
WeaponClass: MapLoadString(&r, mapping, "wclass"),
WeaponClass2Hand: MapLoadString(&r, mapping, "2handedwclass"),
HitClass: MapLoadString(&r, mapping, "hit class"),
SpawnStack: MapLoadInt(&r, mapping, "spawnstack"),
SpecialFeature: MapLoadString(&r, mapping, "special"),
QuestDifficultyCheck: MapLoadBool(&r, mapping, "questdiffcheck"),
PermStoreItem: MapLoadBool(&r, mapping, "PermStoreItem"),
// misc params
FlavorText: MapLoadString(&r, mapping, "szFlavorText"),
Transmogrify: MapLoadBool(&r, mapping, "Transmogrify"),
TransmogCode: MapLoadString(&r, mapping, "TMogType"),
TransmogMin: MapLoadInt(&r, mapping, "TMogMin"),
TransmogMax: MapLoadInt(&r, mapping, "TMogMax"),
AutoBelt: MapLoadBool(&r, mapping, "autobelt"),
SpellIcon: MapLoadInt(&r, mapping, "spellicon"),
SpellType: MapLoadInt(&r, mapping, "pSpell"),
OverlayState: MapLoadString(&r, mapping, "state"),
CureOverlayStates: [2]string{
MapLoadString(&r, mapping, "cstate1"),
MapLoadString(&r, mapping, "cstate2"),
},
EffectLength: MapLoadInt(&r, mapping, "len"),
UsageStats: createItemUsageStats(&r, mapping),
SpellDescriptionType: MapLoadInt(&r, mapping, "spelldesc"),
// 0 = none, 1 = use desc string, 2 = use desc string + calc value
SpellDescriptionString: MapLoadString(&r, mapping, "spelldescstr"),
SpellDescriptionCalc: d2common.CalcString(MapLoadString(&r, mapping, "spelldesccalc")),
BetterGem: MapLoadString(&r, mapping, "BetterGem"),
Multibuy: MapLoadBool(&r, mapping, "multibuy"),
}
return result
}
func createItemVendorParams(r *[]string, mapping *map[string]int) map[string]*ItemVendorParams {
vs := make([]string, 17)
vs[0] = "Charsi"
vs[1] = "Gheed"
vs[2] = "Akara"
vs[3] = "Fara"
vs[4] = "Lysander"
vs[5] = "Drognan"
vs[6] = "Hralti"
vs[7] = "Alkor"
vs[8] = "Ormus"
vs[9] = "Elzix"
vs[10] = "Asheara"
vs[11] = "Cain"
vs[12] = "Halbu"
vs[13] = "Jamella"
vs[14] = "Larzuk"
vs[15] = "Malah"
vs[16] = "Drehya"
result := make(map[string]*ItemVendorParams)
for _, name := range vs {
wvp := ItemVendorParams{
Min: MapLoadInt(r, mapping, name+"Min"),
Max: MapLoadInt(r, mapping, name+"Max"),
MagicMin: MapLoadInt(r, mapping, name+"MagicMin"),
MagicMax: MapLoadInt(r, mapping, name+"MagicMax"),
MagicLevel: MapLoadUint8(r, mapping, name+"MagicLvl"),
}
result[name] = &wvp
}
return result
}
func createItemUsageStats(r *[]string, mapping *map[string]int) [3]ItemUsageStat {
result := [3]ItemUsageStat{}
for i := 0; i < 3; i++ {
result[i].Stat = MapLoadString(r, mapping, "stat"+strconv.Itoa(i))
result[i].Calc = d2common.CalcString(MapLoadString(r, mapping, "calc"+strconv.Itoa(i)))
}
return result
}