Documentation ¶
Index ¶
- Constants
- Variables
- type ArmorClass
- type BookClass
- type Class
- type DamageType
- type ExitClass
- type Flags
- type FoodClass
- type GeneratorClass
- type Material
- type MissileClass
- type MonsterClass
- type MonsterStatus
- type OtherClass
- type SubClass
- func (c SubClass) AsArmor() ArmorClass
- func (c SubClass) AsBook() BookClass
- func (c SubClass) AsExit() ExitClass
- func (c SubClass) AsFood() FoodClass
- func (c SubClass) AsGenerator() GeneratorClass
- func (c SubClass) AsMissile() MissileClass
- func (c SubClass) AsMonster() MonsterClass
- func (c SubClass) AsOther() OtherClass
- func (c SubClass) AsWeapon() WeaponClass
- func (c SubClass) Has(c2 SubClass) bool
- func (c SubClass) HasAny(c2 SubClass) bool
- func (c SubClass) MarshalJSON() ([]byte, error)
- func (c SubClass) Split() []SubClass
- func (c SubClass) String() string
- type WeaponClass
Constants ¶
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const ( ClassMissile = Class(1 << iota) // 0x1 ClassMonster // 0x2 ClassPlayer // 0x4 ClassObstacle // 0x8 ClassFood // 0x10 ClassExit // 0x20 ClassKey // 0x40 ClassDoor // 0x80 ClassInfoBook // 0x100 ClassTrigger // 0x200 ClassTransporter // 0x400 ClassHole // 0x800 ClassWand // 0x1000 ClassFire // 0x2000 ClassElevator // 0x4000 ClassElevatorShaft // 0x8000 ClassDangerous // 0x10000 ClassMonsterGenerator // 0x20000 ClassReadable // 0x40000 ClassLight // 0x80000 ClassSimple // 0x100000 ClassComplex // 0x200000 ClassImmobile // 0x400000 ClassVisibleEnable // 0x800000 ClassWeapon // 0x1000000 ClassArmor // 0x2000000 ClassNotStackable // 0x4000000 ClassTreasure // 0x8000000 ClassFlag // 0x10000000 ClassClientPersist // 0x20000000 ClassClientPredict // 0x40000000 ClassPickup // 0x80000000 )
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const ( MaskUnits = ClassPlayer | ClassMonster MaskTargets = ClassMonsterGenerator | MaskUnits )
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const ( DamageTrue = DamageType(iota - 1) DamageBlade DamageFlame DamageCrush DamageImpale DamageDrain DamagePoison DamageDispelUndead DamageExplosion DamageBite DamageElectric DamageClaw DamageImpact DamageLava DamageDeathMagic DamagePlasma DamageManaBomb DamageZapRay DamageAirborneElectric )
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const ( FlagBelow = Flags(1 << iota) // 0x1 FlagNoUpdate // 0x2 FlagActive // 0x4 FlagAllowOverlap // 0x8 FlagShort // 0x10 FlagDestroyed // 0x20 FlagNoCollide // 0x40 FlagMissileHit // 0x80 FlagEquipped // 0x100 FlagPartitioned // 0x200 FlagNoCollideOwner // 0x400 FlagOwnerVisible // 0x800 FlagEditVisible // 0x1000 FlagNoPushCharacters // 0x2000 FlagAirborne // 0x4000 FlagDead // 0x8000 FlagShadow // 0x10000 FlagFalling // 0x20000 FlagInHole // 0x40000 FlagRespawn // 0x80000 FlagOnObject // 0x100000 FlagSightDestroy // 0x200000 FlagTransient // 0x400000 FlagBouncy // 0x800000 FlagEnabled // 0x1000000 FlagPending // 0x2000000 FlagTranslucent // 0x4000000 FlagStill // 0x8000000 FlagNoAutoDrop // 0x10000000 FlagFlicker // 0x20000000 FlagSelected // 0x40000000 FlagMarked // 0x80000000 )
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const ( FlagNotMovableMask = FlagDead | FlagNoCollide | FlagDestroyed | FlagAllowOverlap FlagNoUpdateMask = FlagNoUpdate | FlagDestroyed )
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const ( MaterialFlesh = Material(1 << iota) MaterialCloth MaterialAnimalHide MaterialWood MaterialMetal MaterialStone MaterialEarth MaterialLiquid MaterialGlass MaterialPaper MaterialSnow MaterialMud MaterialMagic MaterialDiamond MaterialNone )
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const ( ArmorHelmet = ArmorClass(1 << iota) // 0x1 ArmorShield // 0x2 ArmorBreastplate // 0x4 ArmorArmArmor // 0x8 ArmorPants // 0x10 ArmorBoots // 0x20 ArmorShirt // 0x40 ArmorLegArmor // 0x80 ArmorBack // 0x100 )
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const ( BookSpell = BookClass(1 << iota) // 0x1 BookFieldGuide // 0x2 BookAbility // 0x4 )
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const ( ExitQuest = ExitClass(1 << iota) // 0x1 ExitQuestWarp // 0x2 )
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const ( FoodSimple = FoodClass(1 << iota) // 0x1 FoodApple // 0x2 FoodJug // 0x4 FoodPotion // 0x8 FoodHealthPotion // 0x10 FoodManaPotion // 0x20 FoodCurePoisonPotion // 0x40 FoodMushroom // 0x80 FoodHastePotion // 0x100 FoodInvisibilityPotion // 0x200 FoodShieldPotion // 0x400 FoodFireProtectPotion // 0x800 FoodShockProtectPotion // 0x1000 FoodPoisonProtectPotion // 0x2000 FoodInvulnerabilityPotion // 0x4000 FoodInfravisionPotion // 0x8000 FoodVampirismPotion // 0x10000 )
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const ( GeneratorNW = GeneratorClass(1 << iota) // 0x1 GeneratorNE // 0x2 GeneratorSE // 0x4 GeneratorSW // 0x8 )
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const ( MissileMissileCounterSpell = MissileClass(1 << iota) // 0x1 MissileMagic // 0x2 )
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const ( MonsterSmall = MonsterClass(1 << iota) // 0x1 MonsterMedium // 0x2 MonsterLarge // 0x4 MonsterShopkeeper // 0x8 MonsterNPC // 0x10 MonsterFemaleNPC // 0x20 MonsterUndead // 0x40 MonsterMonitor // 0x80 MonsterMigrate // 0x100 MonsterImmunePoison // 0x200 MonsterImmuneFire // 0x400 MonsterImmuneElectricity // 0x800 MonsterImmuneFear // 0x1000 MonsterBomber // 0x2000 MonsterNoTarget // 0x4000 MonsterNoSpellTarget // 0x8000 MonsterHasSoul // 0x10000 MonsterWarcryStun // 0x20000 MonsterLookAround // 0x40000 MonsterWoundedNPC // 0x80000 )
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const ( MonStatusDestroyWhenDead = MonsterStatus(1 << iota) // 0x1 MonStatusCheck // 0x2 MonStatusCanBlock // 0x4 MonStatusCanDodge // 0x8 MonStatusUnused5 // 0x10 MonStatusCanCastSpells // 0x20 MonStatusHoldYourGround // 0x40 MonStatusSummoned // 0x80 MonStatusAlert // 0x100 MonStatusInjured // 0x200 MonStatusCanSeeFriends // 0x400 MonStatusCanHealSelf // 0x800 MonStatusCanHealOthers // 0x1000 MonStatusCanRun // 0x2000 MonStatusRunning // 0x4000 MonStatusAlwaysRun // 0x8000 MonStatusNeverRun // 0x10000 MonStatusBot // 0x20000 MonStatusMorphed // 0x40000 MonStatusOnFire // 0x80000 MonStatusStayDead // 0x100000 MonStatusFrustrated // 0x200000 )
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const ( OtherHeavy = OtherClass(1 << iota) // 0x1 OtherLava // 0x2 OtherGate // 0x4 OtherVisibleObelisk // 0x8 OtherInvisibleObelisk // 0x10 OtherTech // 0x20 OtherLOTD // 0x40 OtherUseable // 0x80 OtherChestNW // 0x100 OtherChestNE // 0x200 OtherChestSE // 0x400 OtherChestSW // 0x800 OtherStoneDoor // 0x1000 )
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const ( WeaponFlag = WeaponClass(1 << iota) // 0x1 WeaponQuiver // 0x2 WeaponBow // 0x4 WeaponCrossbow // 0x8 WeaponArrow // 0x10 WeaponBolt // 0x20 WeaponChakram // 0x40 WeaponShuriken // 0x80 WeaponSword // 0x100 WeaponLongSword // 0x200 WeaponGreatSword // 0x400 WeaponMace // 0x800 WeaponAxe // 0x1000 WeaponOgreAxe // 0x2000 WeaponHammer // 0x4000 WeaponStaff // 0x8000 WeaponStaffSulphorousFlare // 0x10000 WeaponStaffSulphorousShower // 0x20000 WeaponStaffLightning // 0x40000 WeaponStaffFireball // 0x80000 WeaponStaffTripleFireball // 0x100000 WeaponStaffForceOfNature // 0x200000 WeaponStaffDeathRay // 0x400000 WeaponStaffOblivionHalberd // 0x800000 WeaponStaffOblivionHeart // 0x1000000 WeaponStaffOblivionWierdling // 0x2000000 WeaponStaffOblivionOrb // 0x4000000 )
Variables ¶
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var ArmorClassNames = []string{
"HELMET", "SHIELD", "BREASTPLATE", "ARM_ARMOR", "PANTS", "BOOTS", "SHIRT", "LEG_ARMOR", "BACK",
}
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var BookClassNames = []string{
"SPELL_BOOK",
"FIELD_GUIDE",
"ABILITY_BOOK",
}
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var ClassNames = []string{
"MISSILE", "MONSTER", "PLAYER", "OBSTACLE", "FOOD", "EXIT", "KEY",
"DOOR", "INFO_BOOK", "TRIGGER", "TRANSPORTER", "HOLE", "WAND", "FIRE",
"ELEVATOR", "ELEVATOR_SHAFT", "DANGEROUS", "MONSTERGENERATOR", "READABLE", "LIGHT", "SIMPLE",
"COMPLEX", "IMMOBILE", "VISIBLE_ENABLE", "WEAPON", "ARMOR", "NOT_STACKABLE", "TREASURE",
"FLAG", "CLIENT_PERSIST", "CLIENT_PREDICT", "PICKUP",
}
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var DamageTypeNames = []string{
"BLADE", "FLAME", "CRUSH",
"IMPALE", "DRAIN", "POISON",
"DISPEL_UNDEAD", "EXPLOSION", "BITE",
"ELECTRIC", "CLAW", "IMPACT",
"LAVA", "DEATH_MAGIC", "PLASMA",
"MANA_BOMB", "ZAP_RAY", "AIRBORNE_ELECTRIC",
}
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var ExitClassNames = []string{
"QUEST_EXIT",
"QUEST_WARP_EXIT",
}
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var FlagsNames = []string{
"BELOW", "NO_UPDATE", "ACTIVE", "ALLOW_OVERLAP",
"SHORT", "DESTROYED", "NO_COLLIDE", "MISSILE_HIT",
"EQUIPPED", "PARTITIONED", "NO_COLLIDE_OWNER", "OWNER_VISIBLE",
"EDIT_VISIBLE", "NO_PUSH_CHARACTERS", "AIRBORNE", "DEAD",
"SHADOW", "FALLING", "IN_HOLE", "RESPAWN",
"ON_OBJECT", "SIGHT_DESTROY", "TRANSIENT", "BOUNCY",
"ENABLED", "PENDING", "TRANSLUCENT", "STILL",
"NO_AUTO_DROP", "FLICKER", "SELECTED", "MARKED",
}
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var FoodClassNames = []string{
"SIMPLE", "APPLE", "JUG",
"POTION", "HEALTH_POTION", "MANA_POTION", "CURE_POISON_POTION",
"MUSHROOM",
"HASTE_POTION", "INVISIBILITY_POTION", "SHIELD_POTION",
"FIRE_PROTECT_POTION", "SHOCK_PROTECT_POTION", "POISON_PROTECT_POTION",
"INVULNERABILITY_POTION", "INFRAVISION_POTION", "VAMPIRISM_POTION",
}
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var GeneratorClassNames = []string{
"GENERATOR_NW",
"GENERATOR_NE",
"GENERATOR_SE",
"GENERATOR_SW",
}
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var MaterialNames = []string{
"FLESH", "CLOTH", "ANIMAL_HIDE", "WOOD", "METAL", "STONE", "EARTH", "LIQUID",
"GLASS", "PAPER", "SNOW", "MUD", "MAGIC", "DIAMOND", "NONE",
}
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var MissileClassNames = []string{
"MISSILE_COUNTERSPELL",
"MAGIC",
}
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var MonsterClassNames = []string{
"SMALL_MONSTER", "MEDIUM_MONSTER", "LARGE_MONSTER", "SHOPKEEPER", "NPC", "FEMALE_NPC",
"UNDEAD", "MONITOR", "MIGRATE", "IMMUNE_POISON", "IMMUNE_FIRE", "IMMUNE_ELECTRICITY",
"IMMUNE_FEAR", "BOMBER", "NO_TARGET", "NO_SPELL_TARGET", "HAS_SOUL", "WARCRY_STUN",
"LOOK_AROUND", "WOUNDED_NPC",
}
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var MonsterStatusNames = []string{
"DESTROY_WHEN_DEAD", "CHECK",
"CAN_BLOCK", "CAN_DODGE",
"unused", "CAN_CAST_SPELLS",
"HOLD_YOUR_GROUND", "SUMMONED",
"ALERT", "INJURED",
"CAN_SEE_FRIENDS", "CAN_HEAL_SELF",
"CAN_HEAL_OTHERS", "CAN_RUN",
"RUNNING", "ALWAYS_RUN", "NEVER_RUN",
"BOT", "MORPHED",
"ON_FIRE", "STAY_DEAD",
"FRUSTRATED",
}
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var OtherClassNames = []string{
"HEAVY", "LAVA", "GATE", "VISIBLE_OBELISK", "INVISIBLE_OBELISK", "TECH", "LOTD",
"USEABLE", "CHEST_NW", "CHEST_NE", "CHEST_SE", "CHEST_SW", "STONE_DOOR",
}
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var SubClassNames = [][]string{ ArmorClassNames, WeaponClassNames, MonsterClassNames, FoodClassNames, OtherClassNames, BookClassNames, MissileClassNames, GeneratorClassNames, ExitClassNames, }
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var WeaponClassNames = []string{
"FLAG",
"QUIVER",
"BOW",
"CROSSBOW",
"ARROW",
"BOLT",
"CHAKRAM",
"SHURIKEN",
"SWORD",
"LONG_SWORD",
"GREAT_SWORD",
"MACE",
"AXE",
"OGRE_AXE",
"HAMMER",
"STAFF",
"STAFF_SULPHOROUS_FLARE",
"STAFF_SULPHOROUS_SHOWER",
"STAFF_LIGHTNING",
"STAFF_FIREBALL",
"STAFF_TRIPLE_FIREBALL",
"STAFF_FORCE_OF_NATURE",
"STAFF_DEATH_RAY",
"STAFF_OBLIVION_HALBERD",
"STAFF_OBLIVION_HEART",
"STAFF_OBLIVION_WIERDLING",
"STAFF_OBLIVION_ORB",
}
Functions ¶
This section is empty.
Types ¶
type ArmorClass ¶
type ArmorClass uint32
func ParseArmorClass ¶
func ParseArmorClass(s string) (ArmorClass, error)
func ParseArmorClassSet ¶
func ParseArmorClassSet(s string) (ArmorClass, error)
func (ArmorClass) Has ¶
func (c ArmorClass) Has(c2 ArmorClass) bool
func (ArmorClass) HasAny ¶
func (c ArmorClass) HasAny(c2 ArmorClass) bool
func (ArmorClass) MarshalJSON ¶
func (c ArmorClass) MarshalJSON() ([]byte, error)
func (ArmorClass) Split ¶
func (c ArmorClass) Split() []ArmorClass
func (ArmorClass) String ¶
func (c ArmorClass) String() string
type BookClass ¶
type BookClass uint32
func ParseBookClass ¶
func ParseBookClassSet ¶
func (BookClass) MarshalJSON ¶
type DamageType ¶
type DamageType int32
func ParseDamageType ¶
func ParseDamageType(name string) (DamageType, error)
func (DamageType) GoString ¶
func (v DamageType) GoString() string
func (DamageType) MarshalJSON ¶
func (v DamageType) MarshalJSON() ([]byte, error)
func (DamageType) String ¶
func (v DamageType) String() string
type ExitClass ¶
type ExitClass uint32
func ParseExitClass ¶
func ParseExitClassSet ¶
func (ExitClass) MarshalJSON ¶
type FoodClass ¶
type FoodClass uint32
func ParseFoodClass ¶
func ParseFoodClassSet ¶
func (FoodClass) MarshalJSON ¶
type GeneratorClass ¶
type GeneratorClass uint32
func ParseGeneratorClass ¶
func ParseGeneratorClass(s string) (GeneratorClass, error)
func ParseGeneratorClassSet ¶
func ParseGeneratorClassSet(s string) (GeneratorClass, error)
func (GeneratorClass) Has ¶
func (c GeneratorClass) Has(c2 GeneratorClass) bool
func (GeneratorClass) HasAny ¶
func (c GeneratorClass) HasAny(c2 GeneratorClass) bool
func (GeneratorClass) MarshalJSON ¶
func (c GeneratorClass) MarshalJSON() ([]byte, error)
func (GeneratorClass) Split ¶
func (c GeneratorClass) Split() []GeneratorClass
func (GeneratorClass) String ¶
func (c GeneratorClass) String() string
type Material ¶
type Material uint32
func ParseMaterial ¶
func ParseMaterialSet ¶
func (Material) MarshalJSON ¶
type MissileClass ¶
type MissileClass uint32
func ParseMissileClass ¶
func ParseMissileClass(s string) (MissileClass, error)
func ParseMissileClassSet ¶
func ParseMissileClassSet(s string) (MissileClass, error)
func (MissileClass) Has ¶
func (c MissileClass) Has(c2 MissileClass) bool
func (MissileClass) HasAny ¶
func (c MissileClass) HasAny(c2 MissileClass) bool
func (MissileClass) MarshalJSON ¶
func (c MissileClass) MarshalJSON() ([]byte, error)
func (MissileClass) Split ¶
func (c MissileClass) Split() []MissileClass
func (MissileClass) String ¶
func (c MissileClass) String() string
type MonsterClass ¶
type MonsterClass uint32
func ParseMonsterClass ¶
func ParseMonsterClass(s string) (MonsterClass, error)
func ParseMonsterClassSet ¶
func ParseMonsterClassSet(s string) (MonsterClass, error)
func (MonsterClass) Has ¶
func (c MonsterClass) Has(c2 MonsterClass) bool
func (MonsterClass) HasAny ¶
func (c MonsterClass) HasAny(c2 MonsterClass) bool
func (MonsterClass) MarshalJSON ¶
func (c MonsterClass) MarshalJSON() ([]byte, error)
func (MonsterClass) Split ¶
func (c MonsterClass) Split() []MonsterClass
func (MonsterClass) String ¶
func (c MonsterClass) String() string
type MonsterStatus ¶
type MonsterStatus uint32
func ParseMonsterStatus ¶
func ParseMonsterStatus(s string) (MonsterStatus, error)
func ParseMonsterStatusSet ¶
func ParseMonsterStatusSet(s string) (MonsterStatus, error)
func (MonsterStatus) Has ¶
func (c MonsterStatus) Has(c2 MonsterStatus) bool
func (MonsterStatus) HasAny ¶
func (c MonsterStatus) HasAny(c2 MonsterStatus) bool
func (MonsterStatus) MarshalJSON ¶
func (c MonsterStatus) MarshalJSON() ([]byte, error)
func (MonsterStatus) Split ¶
func (c MonsterStatus) Split() []MonsterStatus
func (MonsterStatus) String ¶
func (c MonsterStatus) String() string
type OtherClass ¶
type OtherClass uint32
func ParseOtherClass ¶
func ParseOtherClass(s string) (OtherClass, error)
func ParseOtherClassSet ¶
func ParseOtherClassSet(s string) (OtherClass, error)
func (OtherClass) Has ¶
func (c OtherClass) Has(c2 OtherClass) bool
func (OtherClass) HasAny ¶
func (c OtherClass) HasAny(c2 OtherClass) bool
func (OtherClass) MarshalJSON ¶
func (c OtherClass) MarshalJSON() ([]byte, error)
func (OtherClass) Split ¶
func (c OtherClass) Split() []OtherClass
func (OtherClass) String ¶
func (c OtherClass) String() string
type SubClass ¶
type SubClass uint32
func ParseSubClass ¶
func ParseSubClassSet ¶
func (SubClass) AsArmor ¶
func (c SubClass) AsArmor() ArmorClass
func (SubClass) AsGenerator ¶
func (c SubClass) AsGenerator() GeneratorClass
func (SubClass) AsMissile ¶
func (c SubClass) AsMissile() MissileClass
func (SubClass) AsMonster ¶
func (c SubClass) AsMonster() MonsterClass
func (SubClass) AsOther ¶
func (c SubClass) AsOther() OtherClass
func (SubClass) AsWeapon ¶
func (c SubClass) AsWeapon() WeaponClass
func (SubClass) MarshalJSON ¶
type WeaponClass ¶
type WeaponClass uint32
func ParseWeaponClass ¶
func ParseWeaponClass(s string) (WeaponClass, error)
func ParseWeaponClassSet ¶
func ParseWeaponClassSet(s string) (WeaponClass, error)
func (WeaponClass) Has ¶
func (c WeaponClass) Has(c2 WeaponClass) bool
func (WeaponClass) HasAny ¶
func (c WeaponClass) HasAny(c2 WeaponClass) bool
func (WeaponClass) MarshalJSON ¶
func (c WeaponClass) MarshalJSON() ([]byte, error)
func (WeaponClass) Split ¶
func (c WeaponClass) Split() []WeaponClass
func (WeaponClass) String ¶
func (c WeaponClass) String() string
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