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#include "d2mercs.h"
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#include <stdio.h>
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#include <stdlib.h>
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const char* getMercName(uint16_t mercID, uint16_t mercNameID) {
int offset = getMercType(mercID);
if(offset == D2S_MERCTYPE_UNKNOWN) {
fprintf(stderr,"libd2char error: Unable to retrieve name for mercID %d, mercNameID %d\n",mercID, mercNameID);
return NULL;
}
return mercNames[mercNameID + offset];
}
D2S_MERCTYPE getMercType(uint16_t mercID) {
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if(mercID >= 0 && mercID <= 5) {
return D2S_MERCTYPE_ROGUE;
} else if(mercID >= 6 && mercID <= 14) {
return D2S_MERCTYPE_DESERT;
} else if(mercID >= 15 && mercID <= 23) {
return D2S_MERCTYPE_SORCEROR;
} else if(mercID >= 24 && mercID <= 29) {
return D2S_MERCTYPE_BARBARIAN;
} else {
return D2S_MERCTYPE_UNKNOWN;
}
}
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D2S_MERCSUBTYPE getMercSubType(uint16_t mercID) {
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D2S_MERCSUBTYPE subtype;
switch(getMercType(mercID)) {
case D2S_MERCTYPE_ROGUE:
if(mercID == 0 || mercID == 2 || mercID == 4) {
subtype = D2S_MERCSUBTYPE_FIRE_ARROW;
} else {
subtype = D2S_MERCSUBTYPE_COLD_ARROW;
}
break;
case D2S_MERCTYPE_DESERT:
if(mercID == 6 || mercID == 9 || mercID == 12) {
subtype = D2S_MERCSUBTYPE_COMBAT;
} if(mercID == 7 || mercID == 10 || mercID == 13) {
subtype = D2S_MERCSUBTYPE_DEFENSIVE;
} else {
subtype = D2S_MERCSUBTYPE_OFFENSIVE;
}
break;
case D2S_MERCTYPE_SORCEROR:
if(mercID == 15 || mercID == 18 || mercID == 21) {
subtype = D2S_MERCSUBTYPE_FIRE;
} if(mercID == 16 || mercID == 19 || mercID == 22) {
subtype = D2S_MERCSUBTYPE_COLD;
} else {
subtype = D2S_MERCSUBTYPE_LIGHTNING;
}
break;
case D2S_MERCTYPE_BARBARIAN:
case D2S_MERCTYPE_UNKNOWN:
subtype = D2S_MERCSUBTYPE_NONE;
break;
}
return subtype;
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}
D2S_DIFFICULTY getMercDifficulty(uint16_t mercID) {
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if(mercID == 0 || mercID == 1 ||
mercID == 6 || mercID == 7 || mercID == 8 ||
mercID == 15 || mercID == 16 || mercID == 17 ||
mercID == 24 || mercID == 25) {
return D2S_DIFFICULTY_NORMAL;
} else if (mercID == 2 || mercID == 3 ||
mercID == 9 || mercID == 10 || mercID == 11 ||
mercID == 18 || mercID == 19 || mercID == 20 ||
mercID == 26 || mercID == 27) {
return D2S_DIFFICULTY_NIGHTMARE;
} else if (mercID == 4 || mercID == 5 ||
mercID == 12 || mercID == 13 || mercID == 14 ||
mercID == 21 || mercID == 22 || mercID == 23 ||
mercID == 28 || mercID == 29) {
return D2S_DIFFICULTY_HELL;
}
return D2S_DIFFICULTY_UNKNOWN;
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}
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int setMerc(D2CharHeader* c, D2S_MERCTYPE type, D2S_MERCSUBTYPE subtype, D2S_DIFFICULTY difficulty) {
switch(type) {
case D2S_MERCTYPE_ROGUE:
switch(subtype) {
case D2S_MERCSUBTYPE_FIRE_ARROW:
switch(difficulty) {
case D2S_DIFFICULTY_NORMAL:
c->mercenaryType = 0;
return 0;
break;
case D2S_DIFFICULTY_NIGHTMARE:
c->mercenaryType = 2;
return 0;
break;
case D2S_DIFFICULTY_HELL:
c->mercenaryType = 4;
return 0;
break;
}
break;
case D2S_MERCSUBTYPE_COLD_ARROW:
switch(difficulty) {
case D2S_DIFFICULTY_NORMAL:
c->mercenaryType = 1;
return 0;
break;
case D2S_DIFFICULTY_NIGHTMARE:
c->mercenaryType = 3;
return 0;
break;
case D2S_DIFFICULTY_HELL:
c->mercenaryType = 5;
return 0;
break;
}
break;
}
break;
case D2S_MERCTYPE_DESERT:
switch(subtype) {
case D2S_MERCSUBTYPE_COMBAT:
switch(difficulty) {
case D2S_DIFFICULTY_NORMAL:
c->mercenaryType = 6;
return 0;
break;
case D2S_DIFFICULTY_NIGHTMARE:
c->mercenaryType = 9;
return 0;
break;
case D2S_DIFFICULTY_HELL:
c->mercenaryType = 12;
return 0;
break;
}
break;
case D2S_MERCSUBTYPE_DEFENSIVE:
switch(difficulty) {
case D2S_DIFFICULTY_NORMAL:
c->mercenaryType = 7;
return 0;
break;
case D2S_DIFFICULTY_NIGHTMARE:
c->mercenaryType = 10;
return 0;
break;
case D2S_DIFFICULTY_HELL:
c->mercenaryType = 13;
return 0;
break;
}
break;
case D2S_MERCSUBTYPE_OFFENSIVE:
switch(difficulty) {
case D2S_DIFFICULTY_NORMAL:
c->mercenaryType = 8;
return 0;
break;
case D2S_DIFFICULTY_NIGHTMARE:
c->mercenaryType = 11;
return 0;
break;
case D2S_DIFFICULTY_HELL:
c->mercenaryType = 14;
return 0;
break;
}
break;
}
break;
case D2S_MERCTYPE_SORCEROR:
switch(subtype) {
case D2S_MERCSUBTYPE_FIRE:
switch(difficulty) {
case D2S_DIFFICULTY_NORMAL:
c->mercenaryType = 15;
return 0;
break;
case D2S_DIFFICULTY_NIGHTMARE:
c->mercenaryType = 18;
return 0;
break;
case D2S_DIFFICULTY_HELL:
c->mercenaryType = 21;
return 0;
break;
}
break;
case D2S_MERCSUBTYPE_COLD:
switch(difficulty) {
case D2S_DIFFICULTY_NORMAL:
c->mercenaryType = 16;
return 0;
break;
case D2S_DIFFICULTY_NIGHTMARE:
c->mercenaryType = 19;
return 0;
break;
case D2S_DIFFICULTY_HELL:
c->mercenaryType = 22;
return 0;
break;
}
break;
case D2S_MERCSUBTYPE_LIGHTNING:
switch(difficulty) {
case D2S_DIFFICULTY_NORMAL:
c->mercenaryType = 17;
return 0;
break;
case D2S_DIFFICULTY_NIGHTMARE:
c->mercenaryType = 20;
return 0;
break;
case D2S_DIFFICULTY_HELL:
c->mercenaryType = 23;
return 0;
break;
}
break;
}
break;
case D2S_MERCTYPE_BARBARIAN:
// There's actually 2 identifiers for barbarians in each difficulty, they don't seem to have
// noticeable effect in game, so I'm considering only one of them. If you want to specifcially
// change to the other type, you probably know already what the mercID is so change it directly
// in the header instead of using this function
switch(difficulty) {
case D2S_DIFFICULTY_NORMAL:
c->mercenaryType = 24;
return 0;
break;
case D2S_DIFFICULTY_NIGHTMARE:
c->mercenaryType = 26;
return 0;
break;
case D2S_DIFFICULTY_HELL:
c->mercenaryType = 28;
return 0;
break;
}
break;
}
fprintf(stderr,"libd2char error: invalid combination of parameters for setMerc()\n");
return -1;
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}
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