d2enum

package
v0.0.0-...-c8cfab0 Latest Latest
Warning

This package is not in the latest version of its module.

Go to latest
Published: Dec 22, 2019 License: GPL-3.0 Imports: 3 Imported by: 0

README

OpenDiablo2 Enums

Items in this folder are compiled with two programs. You can obtain them by running the following:

go get golang.org/x/tools/cmd/stringer
go get github.com/mewspring/tools/cmd/string2enum

Once you have the tools installed, simply run the following command in this folder to regenerate the support files:

go generate

If you add any enums (e.g. AnimationMode), make sure to add the following to the end of the file:

//go:generate stringer -linecomment -type AnimationMode

Documentation

Index

Constants

View Source
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
const (
	HeroNone        Hero = 0 //
	HeroBarbarian   Hero = 1 // Barbarian
	HeroNecromancer Hero = 2 // Necromancer
	HeroPaladin     Hero = 3 // Paladin
	HeroAssassin    Hero = 4 // Assassin
	HeroSorceress   Hero = 5 // Sorceress
	HeroAmazon      Hero = 6 // Amazon
	HeroDruid       Hero = 7 // Druid
)

func HeroFromString

func HeroFromString(s string) Hero

HeroFromString returns the Hero enum corresponding to s.

func (Hero) GetToken

func (v Hero) GetToken() string

func (Hero) String

func (i Hero) String() string

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
)

func (TileType) LowerWall

func (tile TileType) LowerWall() bool

func (TileType) UpperWall

func (tile TileType) UpperWall() bool

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

Jump to

Keyboard shortcuts

? : This menu
/ : Search site
f or F : Jump to
y or Y : Canonical URL