Documentation ¶
Index ¶
Constants ¶
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const ( DrawEffectPctTransparency25 = 0 //GL_MODULATE; GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA 25 % transparency (colormaps 49-304 in a .pl2) DrawEffectPctTransparency50 = 1 //GL_MODULATE; GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA 50 % transparency (colormaps 305-560 in a .pl2) DrawEffectPctTransparency75 = 2 //GL_MODULATE; GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA 75 % transparency (colormaps 561-816 in a .pl2) DrawEffectModulate = 3 //GL_MODULATE; GL_SRC_ALPHA, GL_DST_ALPHA (colormaps 817-1072 in a .pl2) DrawEffectBurn = 4 //GL_MODULATE; GL_DST_COLOR, GL_ONE_MINUS_SRC_ALPHA (colormaps 1073-1328 in a .pl2) DrawEffectNormal = 5 //GL_MODULATE; GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA (colormaps 1457-1712 in a .pl2) DrawEffectMod2XTrans = 6 //GL_MODULATE; GL_SRC_COLOR, GL_DST_ALPHA (colormaps 1457-1712 in a .pl2) DrawEffectMod2X = 7 //GL_COMBINE_ARB; GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA (colormaps 1457-1712 in a .pl2) )
Names courtesy of Necrolis
Variables ¶
This section is empty.
Functions ¶
This section is empty.
Types ¶
type AnimationFrame ¶
type AnimationFrame int
const ( AnimationFrameNoEvent AnimationFrame = 0 AnimationFrameAttack AnimationFrame = 1 AnimationFrameMissile AnimationFrame = 2 AnimationFrameSound AnimationFrame = 3 AnimationFrameSkill AnimationFrame = 4 )
type AnimationMode ¶
type AnimationMode int
const ( AnimationModePlayerDeath AnimationMode = 0 // DT AnimationModePlayerNeutral AnimationMode = 1 // NU AnimationModePlayerWalk AnimationMode = 2 // WL AnimationModePlayerRun AnimationMode = 3 // RN AnimationModePlayerGetHit AnimationMode = 4 // GH AnimationModePlayerTownNeutral AnimationMode = 5 // TN AnimationModePlayerTownWalk AnimationMode = 6 // TW AnimationModePlayerAttack1 AnimationMode = 7 // A1 AnimationModePlayerAttack2 AnimationMode = 8 // A2 AnimationModePlayerBlock AnimationMode = 9 // BL AnimationModePlayerCast AnimationMode = 10 // SC AnimationModePlayerThrow AnimationMode = 11 // TH AnimationModePlayerKick AnimationMode = 12 // KK AnimationModePlayerSkill1 AnimationMode = 13 // S1 AnimationModePlayerSkill2 AnimationMode = 14 // S2 AnimationModePlayerSkill3 AnimationMode = 15 // S3 AnimationModePlayerSkill4 AnimationMode = 16 // S4 AnimationModePlayerDead AnimationMode = 17 // DD AnimationModePlayerSequence AnimationMode = 18 // GH AnimationModePlayerKnockBack AnimationMode = 19 // GH AnimationModeMonsterDeath AnimationMode = 20 // DT AnimationModeMonsterNeutral AnimationMode = 21 // NU AnimationModeMonsterWalk AnimationMode = 22 // WL AnimationModeMonsterGetHit AnimationMode = 23 // GH AnimationModeMonsterAttack1 AnimationMode = 24 // A1 AnimationModeMonsterAttack2 AnimationMode = 25 // A2 AnimationModeMonsterBlock AnimationMode = 26 // BL AnimationModeMonsterCast AnimationMode = 27 // SC AnimationModeMonsterSkill1 AnimationMode = 28 // S1 AnimationModeMonsterSkill2 AnimationMode = 29 // S2 AnimationModeMonsterSkill3 AnimationMode = 30 // S3 AnimationModeMonsterSkill4 AnimationMode = 31 // S4 AnimationModeMonsterDead AnimationMode = 32 // DD AnimationModeMonsterKnockback AnimationMode = 33 // GH AnimationModeMonsterSequence AnimationMode = 34 // xx AnimationModeMonsterRun AnimationMode = 35 // RN AnimationModeObjectNeutral AnimationMode = 36 // NU AnimationModeObjectOperating AnimationMode = 37 // OP AnimationModeObjectOpened AnimationMode = 38 // ON AnimationModeObjectSpecial1 AnimationMode = 39 // S1 AnimationModeObjectSpecial2 AnimationMode = 40 // S2 AnimationModeObjectSpecial3 AnimationMode = 41 // S3 AnimationModeObjectSpecial4 AnimationMode = 42 // S4 AnimationModeObjectSpecial5 AnimationMode = 43 // S5 )
func (AnimationMode) String ¶
func (i AnimationMode) String() string
type CompositeType ¶
type CompositeType int
const ( CompositeTypeHead CompositeType = 0 CompositeTypeTorso CompositeType = 1 CompositeTypeLegs CompositeType = 2 CompositeTypeRightArm CompositeType = 3 CompositeTypeLeftArm CompositeType = 4 CompositeTypeRightHand CompositeType = 5 CompositeTypeLeftHand CompositeType = 6 CompositeTypeShield CompositeType = 7 CompositeTypeSpecial1 CompositeType = 8 CompositeTypeSpecial2 CompositeType = 9 CompositeTypeSpecial3 CompositeType = 10 CompositeTypeSpecial4 CompositeType = 11 CompositeTypeSpecial5 CompositeType = 12 CompositeTypeSpecial6 CompositeType = 13 CompositeTypeSpecial7 CompositeType = 14 CompositeTypeSpecial8 CompositeType = 15 CompositeTypeMax CompositeType = 16 )
type DrawEffect ¶
type DrawEffect int
type Hero ¶
type Hero int
func HeroFromString ¶
HeroFromString returns the Hero enum corresponding to s.
type HeroStance ¶
type HeroStance int
const ( HeroStanceIdle HeroStance = 0 HeroStanceIdleSelected HeroStance = 1 HeroStanceApproaching HeroStance = 2 HeroStanceSelected HeroStance = 3 HeroStanceRetreating HeroStance = 4 )
type InventoryItemType ¶
type InventoryItemType int
const ( InventoryItemTypeItem InventoryItemType = 0 // Item InventoryItemTypeWeapon InventoryItemType = 1 // Weapon InventoryItemTypeArmor InventoryItemType = 2 // Armor )
type LayerStreamType ¶
type LayerStreamType int
const ( LayerStreamWall1 LayerStreamType = 0 LayerStreamWall2 LayerStreamType = 1 LayerStreamWall3 LayerStreamType = 2 LayerStreamWall4 LayerStreamType = 3 LayerStreamOrientation1 LayerStreamType = 4 LayerStreamOrientation2 LayerStreamType = 5 LayerStreamOrientation3 LayerStreamType = 6 LayerStreamOrientation4 LayerStreamType = 7 LayerStreamFloor1 LayerStreamType = 8 LayerStreamFloor2 LayerStreamType = 9 LayerStreamShadow LayerStreamType = 10 LayerStreamSubstitute LayerStreamType = 11 )
type PaletteType ¶
type PaletteType string
PaletteType represents a named palette
const ( // Act1 palette Act1 PaletteType = "act1" // Act2 palette Act2 PaletteType = "act2" // Act3 palette Act3 PaletteType = "act3" // Act4 palette Act4 PaletteType = "act4" // Act5 palette Act5 PaletteType = "act5" // EndGame palette EndGame PaletteType = "endgame" // EndGame2 palette EndGame2 PaletteType = "endgame2" // Fechar palette Fechar PaletteType = "fechar" // Loading palette Loading PaletteType = "loading" // Menu0 palette Menu0 PaletteType = "menu0" // Menu1 palette Menu1 PaletteType = "menu1" // Menu2 palette Menu2 PaletteType = "menu2" // Menu3 palette Menu3 PaletteType = "menu3" // Menu4 palette Menu4 PaletteType = "menu4" // Sky palette Sky PaletteType = "sky" // Static palette Static PaletteType = "static" // Trademark palette Trademark PaletteType = "trademark" // Units palette Units PaletteType = "units" )
type RegionIdType ¶
type RegionIdType int
const ( RegionAct1Town RegionIdType = 1 RegionAct1Wilderness RegionIdType = 2 RegionAct1Cave RegionIdType = 3 RegionAct1Crypt RegionIdType = 4 RegionAct1Monestary RegionIdType = 5 RegionAct1Courtyard RegionIdType = 6 RegionAct1Barracks RegionIdType = 7 RegionAct1Jail RegionIdType = 8 RegionAct1Cathedral RegionIdType = 9 RegionAct1Catacombs RegionIdType = 10 RegionAct1Tristram RegionIdType = 11 RegionAct2Town RegionIdType = 12 RegionAct2Sewer RegionIdType = 13 RegionAct2Harem RegionIdType = 14 RegionAct2Basement RegionIdType = 15 RegionAct2Desert RegionIdType = 16 RegionAct2Tomb RegionIdType = 17 RegionAct2Lair RegionIdType = 18 RegionAct2Arcane RegionIdType = 19 RegionAct3Town RegionIdType = 20 RegionAct3Jungle RegionIdType = 21 RegionAct3Kurast RegionIdType = 22 RegionAct3Spider RegionIdType = 23 RegionAct3Dungeon RegionIdType = 24 RegionAct3Sewer RegionIdType = 25 RegionAct4Town RegionIdType = 26 RegionAct4Mesa RegionIdType = 27 RegionAct4Lava RegionIdType = 28 RegonAct5Town RegionIdType = 29 RegionAct5Siege RegionIdType = 30 RegionAct5Barricade RegionIdType = 31 RegionAct5Temple RegionIdType = 32 RegionAct5IceCaves RegionIdType = 33 RegionAct5Baal RegionIdType = 34 RegionAct5Lava RegionIdType = 35 )
type RegionLayerType ¶
type RegionLayerType int
const ( RegionLayerTypeFloors RegionLayerType = 0 RegionLayerTypeWalls RegionLayerType = 1 RegionLayerTypeShadows RegionLayerType = 2 )
type TileType ¶
type TileType byte
const ( Floor TileType = 0 LeftWall TileType = 1 RightWall TileType = 2 RightPartOfNorthCornerWall TileType = 3 LeftPartOfNorthCornerWall TileType = 4 LeftEndWall TileType = 5 RightEndWall TileType = 6 SouthCornerWall TileType = 7 LeftWallWithDoor TileType = 8 RightWallWithDoor TileType = 9 SpecialTile1 TileType = 10 SpecialTile2 TileType = 11 PillarsColumnsAndStandaloneObjects TileType = 12 Shadow TileType = 13 Tree TileType = 14 Roof TileType = 15 LowerWallsEquivalentToLeftWall TileType = 16 LowerWallsEquivalentToRightWall TileType = 17 LowerWallsEquivalentToRightLeftNorthCornerWall TileType = 18 LowerWallsEquivalentToSouthCornerwall TileType = 19 )
type WeaponClass ¶
type WeaponClass int
const ( WeaponClassNone WeaponClass = 0 // WeaponClassHandToHand WeaponClass = 1 // hth WeaponClassBow WeaponClass = 2 // bow WeaponClassOneHandSwing WeaponClass = 3 // 1hs WeaponClassOneHandThrust WeaponClass = 4 // 1ht WeaponClassStaff WeaponClass = 5 // stf WeaponClassTwoHandSwing WeaponClass = 6 // 2hs WeaponClassTwoHandThrust WeaponClass = 7 // 2ht WeaponClassCrossbow WeaponClass = 8 // xbw WeaponClassLeftJabRightSwing WeaponClass = 9 // 1js WeaponClassLeftJabRightThrust WeaponClass = 10 // 1jt WeaponClassLeftSwingRightSwing WeaponClass = 11 // 1ss WeaponClassLeftSwingRightThrust WeaponClass = 12 // 1st WeaponClassOneHandToHand WeaponClass = 13 // ht1 WeaponClassTwoHandToHand WeaponClass = 14 // ht2 )
func WeaponClassFromString ¶
func WeaponClassFromString(s string) WeaponClass
WeaponClassFromString returns the WeaponClass enum corresponding to s.
func (WeaponClass) String ¶
func (i WeaponClass) String() string
Source Files ¶
- animation_frame.go
- animation_mode.go
- animation_mode_string.go
- composite_type.go
- draw_effect.go
- hero.go
- hero_stance.go
- hero_string.go
- hero_string2enum.go
- inventory_item_type.go
- layer_stream_type.go
- palette_defs.go
- region_id.go
- region_layer.go
- tiletype.go
- weapon_class.go
- weapon_class_string.go
- weapon_class_string2enum.go
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