d2mercs.c
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#include "d2mercs.h"
#include <stdio.h>
#include <stdlib.h>
D2Merc getMerc(D2CharHeader* c) {
D2Merc mercData;
switch(c->mercenaryType){
case 0:
mercData.type = D2S_MERCTYPE_ROGUE;
mercData.subtype = D2S_MERCSUBTYPE_FIRE_ARROW;
mercData.difficulty = D2S_DIFFICULTY_NORMAL;
break;
case 1:
mercData.type = D2S_MERCTYPE_ROGUE;
mercData.subtype = D2S_MERCSUBTYPE_COLD_ARROW;
mercData.difficulty = D2S_DIFFICULTY_NORMAL;
break;
case 2:
mercData.type = D2S_MERCTYPE_ROGUE;
mercData.subtype = D2S_MERCSUBTYPE_FIRE_ARROW;
mercData.difficulty = D2S_DIFFICULTY_NIGHTMARE;
break;
case 3:
mercData.type = D2S_MERCTYPE_ROGUE;
mercData.subtype = D2S_MERCSUBTYPE_COLD_ARROW;
mercData.difficulty = D2S_DIFFICULTY_NIGHTMARE;
break;
case 4:
mercData.type = D2S_MERCTYPE_ROGUE;
mercData.subtype = D2S_MERCSUBTYPE_FIRE_ARROW;
mercData.difficulty = D2S_DIFFICULTY_HELL;
break;
case 5:
mercData.type = D2S_MERCTYPE_ROGUE;
mercData.subtype = D2S_MERCSUBTYPE_COLD_ARROW;
mercData.difficulty = D2S_DIFFICULTY_HELL;
break;
case 6:
mercData.type = D2S_MERCTYPE_DESERT;
mercData.subtype = D2S_MERCSUBTYPE_COMBAT;
mercData.difficulty = D2S_DIFFICULTY_NORMAL;
break;
case 7:
mercData.type = D2S_MERCTYPE_DESERT;
mercData.subtype = D2S_MERCSUBTYPE_DEFENSIVE;
mercData.difficulty = D2S_DIFFICULTY_NORMAL;
break;
case 8:
mercData.type = D2S_MERCTYPE_DESERT;
mercData.subtype = D2S_MERCSUBTYPE_OFFENSIVE;
mercData.difficulty = D2S_DIFFICULTY_NORMAL;
break;
case 9:
mercData.type = D2S_MERCTYPE_DESERT;
mercData.subtype = D2S_MERCSUBTYPE_COMBAT;
mercData.difficulty = D2S_DIFFICULTY_NIGHTMARE;
break;
case 10:
mercData.type = D2S_MERCTYPE_DESERT;
mercData.subtype = D2S_MERCSUBTYPE_DEFENSIVE;
mercData.difficulty = D2S_DIFFICULTY_NIGHTMARE;
break;
case 11:
mercData.type = D2S_MERCTYPE_DESERT;
mercData.subtype = D2S_MERCSUBTYPE_OFFENSIVE;
mercData.difficulty = D2S_DIFFICULTY_NIGHTMARE;
break;
case 12:
mercData.type = D2S_MERCTYPE_DESERT;
mercData.subtype = D2S_MERCSUBTYPE_COMBAT;
mercData.difficulty = D2S_DIFFICULTY_HELL;
break;
case 13:
mercData.type = D2S_MERCTYPE_DESERT;
mercData.subtype = D2S_MERCSUBTYPE_DEFENSIVE;
mercData.difficulty = D2S_DIFFICULTY_HELL;
break;
case 14:
mercData.type = D2S_MERCTYPE_DESERT;
mercData.subtype = D2S_MERCSUBTYPE_OFFENSIVE;
mercData.difficulty = D2S_DIFFICULTY_HELL;
break;
case 15:
mercData.type = D2S_MERCTYPE_SORCEROR;
mercData.subtype = D2S_MERCSUBTYPE_FIRE;
mercData.difficulty = D2S_DIFFICULTY_NORMAL;
break;
case 16:
mercData.type = D2S_MERCTYPE_SORCEROR;
mercData.subtype = D2S_MERCSUBTYPE_COLD;
mercData.difficulty = D2S_DIFFICULTY_NORMAL;
break;
case 17:
mercData.type = D2S_MERCTYPE_SORCEROR;
mercData.subtype = D2S_MERCSUBTYPE_LIGHTNING;
mercData.difficulty = D2S_DIFFICULTY_NORMAL;
break;
case 18:
mercData.type = D2S_MERCTYPE_SORCEROR;
mercData.subtype = D2S_MERCSUBTYPE_FIRE;
mercData.difficulty = D2S_DIFFICULTY_NIGHTMARE;
break;
case 19:
mercData.type = D2S_MERCTYPE_SORCEROR;
mercData.subtype = D2S_MERCSUBTYPE_COLD;
mercData.difficulty = D2S_DIFFICULTY_NIGHTMARE;
break;
case 20:
mercData.type = D2S_MERCTYPE_SORCEROR;
mercData.subtype = D2S_MERCSUBTYPE_LIGHTNING;
mercData.difficulty = D2S_DIFFICULTY_NIGHTMARE;
break;
case 21:
mercData.type = D2S_MERCTYPE_SORCEROR;
mercData.subtype = D2S_MERCSUBTYPE_FIRE;
mercData.difficulty = D2S_DIFFICULTY_HELL;
break;
case 22:
mercData.type = D2S_MERCTYPE_SORCEROR;
mercData.subtype = D2S_MERCSUBTYPE_COLD;
mercData.difficulty = D2S_DIFFICULTY_HELL;
break;
case 23:
mercData.type = D2S_MERCTYPE_SORCEROR;
mercData.subtype = D2S_MERCSUBTYPE_LIGHTNING;
mercData.difficulty = D2S_DIFFICULTY_HELL;
break;
case 24:
mercData.type = D2S_MERCTYPE_BARBARIAN;
mercData.subtype = D2S_MERCSUBTYPE_NONE;
mercData.difficulty = D2S_DIFFICULTY_NORMAL;
break;
case 25:
mercData.type = D2S_MERCTYPE_BARBARIAN;
mercData.subtype = D2S_MERCSUBTYPE_NONE;
mercData.difficulty = D2S_DIFFICULTY_NORMAL;
break;
case 26:
mercData.type = D2S_MERCTYPE_BARBARIAN;
mercData.subtype = D2S_MERCSUBTYPE_NONE;
mercData.difficulty = D2S_DIFFICULTY_NIGHTMARE;
break;
case 27:
mercData.type = D2S_MERCTYPE_BARBARIAN;
mercData.subtype = D2S_MERCSUBTYPE_NONE;
mercData.difficulty = D2S_DIFFICULTY_NIGHTMARE;
break;
case 28:
mercData.type = D2S_MERCTYPE_BARBARIAN;
mercData.subtype = D2S_MERCSUBTYPE_NONE;
mercData.difficulty = D2S_DIFFICULTY_HELL;
break;
default:
mercData.type = D2S_MERCTYPE_UNKNOWN;
mercData.subtype = D2S_MERCSUBTYPE_NONE;
mercData.difficulty = D2S_DIFFICULTY_UNKNOWN;
break;
}
if(mercData.type == D2S_MERCTYPE_UNKNOWN) {
fprintf(stderr,"libd2char error: Unable to retrieve name for mercID %d, mercNameID %d\n",c->mercenaryType, c->mercenaryNameID);
return mercData;
}
mercData.name = mercNames[c->mercenaryNameID + mercData.type];
return mercData;
}
int setMerc(D2CharHeader* c, D2Merc* mercData) {
switch(mercData->type) {
case D2S_MERCTYPE_ROGUE:
switch(mercData->subtype) {
case D2S_MERCSUBTYPE_FIRE_ARROW:
switch(mercData->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(mercData->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(mercData->subtype) {
case D2S_MERCSUBTYPE_COMBAT:
switch(mercData->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(mercData->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(mercData->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(mercData->subtype) {
case D2S_MERCSUBTYPE_FIRE:
switch(mercData->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(mercData->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(mercData->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(mercData->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;
}