Documentation ¶
Index ¶
Constants ¶
const ( OverlayBlank = iota //OverlayGravel Used for roads, ID 1 OverlayGravel //OverlayWater Used for regular water, ID 2 OverlayWater //OverlayWoodFloor Used for the floors of buildings, ID 3 OverlayWoodFloor //OverlayBridge Used for bridges, suspends wood floor over water, ID 4 OverlayBridge //OverlayStoneFloor Used for the floors of buildings, ID 5 OverlayStoneFloor //OverlayRedCarpet Used for the floors of buildings, ID 6 OverlayRedCarpet //OverlayDarkWater Used for dark, swampy water, ID 7 OverlayDarkWater //OverlayBlack Used for empty parts of upper planes, ID 8 OverlayBlack //OverlayWhite Used as a separator, e.g for edge of water, mountains, etc. ID 9 OverlayWhite //OverlayBlack2 Not sure where it is used, ID 10 OverlayBlack2 //OverlayLava Used in dungeons and on Karamja/Crandor as lava, ID 11 OverlayLava //OverlayBridge2 Used for a specific type of bridge, ID 12 OverlayBridge2 //OverlayBlueCarpet Used for the floors of buildings, ID 13 OverlayBlueCarpet //OverlayPentagram Used for certain questing purposes, ID 14 OverlayPentagram //OverlayPurpleCarpet Used for the floors of buildings, ID 15 OverlayPurpleCarpet //OverlayBlack3 Not sure what it is used for, ID 16, traversable OverlayBlack3 //OverlayStoneFloorLight Used for the entrance to temple of ikov, ID 17 OverlayStoneFloorLight //OverlayUnknown Not sure what this is yet, ID 18 OverlayUnknown //OverlayBlack4 Not sure what it is used for, ID 19 OverlayBlack4 //OverlayAgilityLog Blank suspended tile over blackness for agility challenged, ID 20 OverlayAgilityLog //OverlayAgilityLog Blank suspended tile over blackness for agility challenged, ID 21 OverlayAgilityLog2 //OverlayUnknown2 Not sure what this is yet, ID 22 OverlayUnknown2 //OverlaySandFloor Used for sand floor, ID 23 OverlaySandFloor //OverlayMudFloor Used for mud floor, ID 24 OverlayMudFloor //OverlaySandFloor Used for water floor, ID 25 OverlayWaterFloor )
const DefaultDrop = 20
DefaultDrop returns the default item ID all mobs should drop on death
Variables ¶
var Equipment []EquipmentDefinition
Equipment contains all of the equipment related data for the game
var Items []ItemDefinition
Items This holds the defining characteristics for all of the game's items, ordered by ID.
var Npcs []NpcDefinition
Npcs This is used to cache the persistent NPC data in RAM for quick access when needed.
var TileOverlays []TileDefinition
TileOverlays Cache for tile overlays.
Functions ¶
This section is empty.
Types ¶
type BoundaryDefinition ¶
type BoundaryDefinition struct { ID int Name string Commands [2]string Description string Dynamic bool Barrier bool }
BoundaryDefinition This represents a single definition for a single boundary object in the game.
func Boundary ¶
func Boundary(id int) BoundaryDefinition
func (BoundaryDefinition) Defined ¶
func (d BoundaryDefinition) Defined() bool
func (BoundaryDefinition) Door ¶
func (d BoundaryDefinition) Door() bool
func (BoundaryDefinition) Height ¶
func (d BoundaryDefinition) Height() int
func (BoundaryDefinition) Passable ¶
func (d BoundaryDefinition) Passable() bool
func (BoundaryDefinition) Solid ¶
func (d BoundaryDefinition) Solid() bool
func (BoundaryDefinition) Width ¶
func (d BoundaryDefinition) Width() int
type BoundaryDefinitions ¶
type BoundaryDefinitions []BoundaryDefinition
var BoundaryObjects BoundaryDefinitions
BoundaryObjectss This holds the defining characteristics for all of the game's boundary scene objects, ordered by ID.
func (BoundaryDefinitions) Size ¶
func (b BoundaryDefinitions) Size() int
type EquipmentDefinition ¶
type EquipmentDefinition struct { ID int Sprite int Type int Armour int Magic int Prayer int Ranged int Aim int Power int Position int Female bool }
EquipmentDefinition a container for the equipment items in the game
func Equip ¶
func Equip(id int) *EquipmentDefinition
Equip returns the associated equipment definition or nil if none.
type ItemDefinition ¶
type ItemDefinition struct { ID int Name string Description string Command string BasePrice int Stackable bool Quest bool Members bool Requirements map[int]int }
ItemDefinition This represents a single definition for a single item in the game.
func Item ¶
func Item(id int) ItemDefinition
Item returns the associated item definition or nil if none.
type NpcDefinition ¶
type NpcDefinition struct { ID int Name string Description string Command string Hits int Attack int Strength int Defense int Hostility int }
NpcDefinition This is a representation of a single NPC in the game.
type ScenaryDefinition ¶
type ScenaryDefinition struct { ID int Name string Commands [2]string Description string SolidityType int W, H int ModelHeight int }
ObjectDefinition This represents a single definition for a single object in the game.
func Scenary ¶
func Scenary(id int) ScenaryDefinition
func (ScenaryDefinition) Defined ¶
func (d ScenaryDefinition) Defined() bool
func (ScenaryDefinition) Door ¶
func (d ScenaryDefinition) Door() bool
func (ScenaryDefinition) Height ¶
func (d ScenaryDefinition) Height() int
func (ScenaryDefinition) Passable ¶
func (d ScenaryDefinition) Passable() bool
func (ScenaryDefinition) Solid ¶
func (d ScenaryDefinition) Solid() bool
func (ScenaryDefinition) Width ¶
func (d ScenaryDefinition) Width() int
type ScenaryDefinitions ¶
type ScenaryDefinitions []ScenaryDefinition
var ScenaryObjects ScenaryDefinitions
ScenaryObjects This is used to cache the persistent scenary object data in RAM for quick access when needed.
func (ScenaryDefinitions) Size ¶
func (s ScenaryDefinitions) Size() int
type TileDefinition ¶
TileDefinition Representation of a tile overlay.
func TileOverlay ¶
func TileOverlay(id int) TileDefinition