Documentation ¶
Index ¶
- Constants
- func GetListOfAllSmallMaps() []string
- func IsSpecificLadderOrStairs(s indexes.SpriteIndex, ladderOrStairType LadderOrStairType) bool
- type AiType
- type Coordinate
- type DataOvl
- type Direction
- type Equipment
- type FloorNumber
- type GameReferences
- type GeneralMapType
- type IndividualNPCBehaviour
- type InventoryItem
- type InventoryItemReferences
- type Item
- type ItemAndQuantity
- type ItemStack
- type ItemStackType
- type ItemStacks
- type ItemStacksMap
- type ItemType
- type ItemTypeStringIndex
- type LadderOrStairType
- type LargeMapReference
- type Location
- type LocationReferences
- type LookReferences
- type Moonstone
- type NPCReference
- type NPCReferences
- type NPCSchedule
- type NPCType
- type PartyVehicle
- type Position
- func (p *Position) Equals(position *Position) bool
- func (p *Position) GetHash() int32
- func (p *Position) GetPositionDown() *Position
- func (p *Position) GetPositionToLeft() *Position
- func (p *Position) GetPositionToRight() *Position
- func (p *Position) GetPositionUp() *Position
- func (p *Position) GetWrapped(maxX Coordinate, maxY Coordinate) *Position
- func (p *Position) GoDown(bLarge bool)
- func (p *Position) GoLeft(bLarge bool)
- func (p *Position) GoRight(bLarge bool)
- func (p *Position) GoUp(bLarge bool)
- func (p *Position) HeuristicTileDistance(b Position) int
- func (p *Position) IsWithinN(targetPosition *Position, n int) bool
- func (p *Position) IsZeros() bool
- func (p *Position) Neighbors() []Position
- type Potion
- type Provision
- type QuestItem
- type Reagent
- type Scroll
- type Shard
- type SmallLocationReference
- func (s *SmallLocationReference) CanGoDownOneFloor(currentFloor FloorNumber) bool
- func (s *SmallLocationReference) CanGoUpOneFloor(currentFloor FloorNumber) bool
- func (s *SmallLocationReference) GetClosestLadder(npcCurrentPosition Position, nCurrentFloor FloorNumber, ...) Position
- func (s *SmallLocationReference) GetEnteringText() string
- func (s *SmallLocationReference) GetFloorMinMax() (FloorNumber, FloorNumber)
- func (s *SmallLocationReference) GetMaxX() Coordinate
- func (s *SmallLocationReference) GetMaxY() Coordinate
- func (s *SmallLocationReference) GetNPCReferences() *[]NPCReference
- func (s *SmallLocationReference) GetNumberOfFloors() int
- func (s *SmallLocationReference) GetOuterTile() indexes.SpriteIndex
- func (s *SmallLocationReference) GetTileNumber(xy Position, nFloor FloorNumber) indexes.SpriteIndex
- func (s *SmallLocationReference) HasBasement() bool
- type SmallMapMasterTypes
- type SpecialItem
- type Spell
- type Tile
- type Tiles
- type World
- type WorldLocation
- type WorldLocations
Constants ¶
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const ( ItemTypeReagentStr ItemTypeStringIndex = "Reagent" ItemTypeEquipmentStr = "Equipment" ItemTypeSpellStr = "Spell" ItemTypeSpecialItemStr = "Special" ItemTypeScrollStr = "Scroll" ItemTypePotionStr = "Potion" ItemTypeShardStr = "Shard" ItemTypeQuestItemStr = "QuestItem" ItemTypeMoonstoneStr = "Moonstone" ItemTypeProvisionStr = "Provision" )
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const ( NewMoon Moonstone = 0 CrescentWaxing = 1 FirstQuarter = 2 GibbousWaxing = 3 FullMoon = 4 GibbousWaning = 5 LastQuarter = 6 CrescentWaning = 7 )
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const ( Blue Potion = 0 Yellow = 1 Red = 2 Green = 3 Orange = 4 Purple = 5 Black = 6 White = 7 )
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const ( Torches Provision = 0 Gem = 1 Key = 2 SkullKeys = 3 Food = 4 Gold = 5 // not really a provision - but needed for descriptions )
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const ( Amulet QuestItem = 0 Crown = 1 Sceptre = 2 )
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const ( SulfurAsh Reagent = 0 Ginseng = 1 Garlic = 2 SpiderSilk = 3 BloodMoss = 4 BlackPearl = 5 NightShade = 6 MandrakeRoot = 7 )
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const ( ScrollVasLor Scroll = 0 ScrollRelHur = 1 ScrollInSanct = 2 ScrollInAn = 3 ScrollInQuasWis = 4 ScrollKalXenCorp = 5 ScrollInManiCorp = 6 ScrollAnTym = 7 )
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const ( Falsehood Shard = 0 Hatred = 1 Cowardice = 2 )
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const ( Carpet SpecialItem = 0 Grapple = 1 Spyglass = 2 HMSCape = 3 PocketWatch = 4 BlackBadge = 5 WoodenBox = 6 Sextant = 7 )
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const ( YLargeMapTiles = Coordinate(256) // Total map height in tiles XLargeMapTiles = Coordinate(256) // Total map width in tiles TotalChunks = 256 // Number of chunks in the map TilesPerChunkX = 16 // Tiles per chunk on the x-axis TilesPerChunkY = 16 // Tiles per chunk on the y-axis DatOverlayBritMap int = 0x3886 // Offset for overlay data (adjust as needed) )
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const ( // Fixed stay put Fixed AiType = 0 // Wander wander a small radius Wander = 1 // BigWander wander a wide radius BigWander = 2 // ChildRunAway children are playful and run away from you ChildRunAway = 3 // CustomAi special conversation for merchants CustomAi = 4 // ExtortOrAttackOrFollow you better pay the guard or they will attack! ExtortOrAttackOrFollow = 6 // DrudgeWorthThing he's a jerk - he will attack at first opportunity, and get as close to you as possible DrudgeWorthThing = 7 // HorseWander horses wander if they aren't tied up HorseWander = 100 // FollowAroundAndBeAnnoyingThenNeverSeeAgain people who are freed walk close to you and are annoying - but won't talk FollowAroundAndBeAnnoyingThenNeverSeeAgain = 101 // SmallWanderWantsToChat they will wander in a small radius, but if they are next to you, then they will want to chat SmallWanderWantsToChat = 102 // Begging beggars wander, and when next to Avatar they want to talk Begging = 103 // GenericExtortingGuard They generally ask for 30-60gp tribute GenericExtortingGuard = 104 // HalfYourGoldExtortingGuard These jerks want half your gold! Generally found in Minoc HalfYourGoldExtortingGuard = 105 // MerchantBuyingSelling Merchant that doesn't move MerchantBuyingSelling = 106 // MerchantBuyingSellingCustom I THINK this is a merchant that sells, but also wanders a bit MerchantBuyingSellingCustom = 107 // MerchantBuyingSellingWander Merchants that wander their own store, but still sell MerchantBuyingSellingWander = 108 // FixedExceptAttackWhenIsWantedByThePoPo They are Fixed unless wanted by the popo, at which time they seek and attack FixedExceptAttackWhenIsWantedByThePoPo = 109 // BlackthornGuardWander Blackthorn guards will check in for password, with a small wander BlackthornGuardWander = 110 // BlackthornGuardFixed Blackthorn guard stays put, but will ask password if prompted BlackthornGuardFixed = 111 StoneGargoyleTrigger = 112 )
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const ( Blacksmith NPCType = 0x81 Barkeeper = 0x82 HorseSeller = 0x83 Shipwright = 0x84 Healer = 0x87 InnKeeper = 0x88 MagicSeller = 0x85 GuildMaster = 0x86 NoStatedNpc = 0xFF Guard = 0xFE WishingWell = 0xFD )
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const ( XSmallMapTiles = Coordinate(32) YSmallMapTiles = Coordinate(32) TotalSmallMapLocations = 32 )
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const ( WeightImpassable = -1 WeightIdealPath = 1 WeightPath = 2 WeightGrass = 3 WeightDefault = 10 )
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const NumberOfProvisions = 5
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const TotalLocations = 40
Variables ¶
This section is empty.
Functions ¶
func GetListOfAllSmallMaps ¶
func GetListOfAllSmallMaps() []string
func IsSpecificLadderOrStairs ¶
func IsSpecificLadderOrStairs(s indexes.SpriteIndex, ladderOrStairType LadderOrStairType) bool
Types ¶
type Coordinate ¶
type Coordinate int16
type DataOvl ¶
type DataOvl struct {
LocationNames []string
}
func NewDataOvl ¶
func NewDataOvl(config *config.UltimaVConfiguration) *DataOvl
type Direction ¶
type Direction int
func (Direction) GetDirectionCompassName ¶
func (Direction) GetNewPositionInDirection ¶
func (Direction) GetOppositeDirection ¶
type Equipment ¶
type Equipment int
const ( BareHands Equipment = -2 LeatherHelm Equipment = 0 ChainCoif Equipment = 1 IronHelm Equipment = 2 SpikedHelm Equipment = 3 SmallShield Equipment = 4 LargeShield Equipment = 5 SpikedShield Equipment = 6 MagicShield Equipment = 7 JewelShield Equipment = 8 ClothArmour Equipment = 9 LeatherArmour Equipment = 10 RingMail Equipment = 11 ScaleMail Equipment = 12 ChainMail Equipment = 13 PlateMail Equipment = 14 MysticArmour Equipment = 15 Dagger Equipment = 16 Sling Equipment = 17 Club Equipment = 18 FlamingOil Equipment = 19 MainGauche Equipment = 20 Spear Equipment = 21 ThrowingAxe Equipment = 22 ShortSword Equipment = 23 Mace Equipment = 24 MorningStar Equipment = 25 Bow Equipment = 26 Arrows Equipment = 27 Crossbow Equipment = 28 Quarrels Equipment = 29 LongSword Equipment = 30 TwoHHammer Equipment = 31 TwoHAxe Equipment = 32 TwoHSword Equipment = 33 Halberd Equipment = 34 ChaosSword Equipment = 35 MagicBow Equipment = 36 SilverSword Equipment = 37 MagicAxe Equipment = 38 GlassSword Equipment = 39 JeweledSword Equipment = 40 MysticSword Equipment = 41 RingInvisibility Equipment = 42 RingProtection Equipment = 43 RingRegeneration Equipment = 44 AmuletOfTurning Equipment = 45 SpikedCollar Equipment = 46 Ankh Equipment = 47 NoEquipment Equipment = 255 // 0xFF in decimal )
type GameReferences ¶
type GameReferences struct { OverworldLargeMapReference *LargeMapReference UnderworldLargeMapReference *LargeMapReference LocationReferences *LocationReferences DataOvl *DataOvl TileReferences *Tiles InventoryItemReferences *InventoryItemReferences LookReferences *LookReferences NPCReferences *NPCReferences }
func NewGameReferences ¶
func NewGameReferences(gameConfig *config.UltimaVConfiguration) (*GameReferences, error)
type GeneralMapType ¶
type GeneralMapType int
const ( LargeMapType GeneralMapType = iota SmallMapType CombatMapType DungeonMapType )
type IndividualNPCBehaviour ¶
type IndividualNPCBehaviour struct { Ai AiType Position Position Floor FloorNumber }
type InventoryItem ¶
type InventoryItem struct { ItemName string `json:"ItemName"` ItemIndex int `json:"ItemIndex"` ItemNameHighlight string `json:"ItemNameHighlight"` ItemSprite indexes.SpriteIndex `json:"ItemSprite"` ItemSpriteExposed indexes.SpriteIndex `json:"ItemSpriteExposed"` ItemDescription string `json:"ItemDescription"` ItemDescriptionAttribution string `json:"ItemDescriptionAttribution"` }
type InventoryItemReferences ¶
type InventoryItemReferences struct { Equipment map[Equipment]InventoryItem Reagent map[Reagent]InventoryItem Spell map[Spell]InventoryItem Scroll map[Scroll]InventoryItem Special map[SpecialItem]InventoryItem Potion map[Potion]InventoryItem Shard map[Shard]InventoryItem QuestItem map[QuestItem]InventoryItem Moonstone map[Moonstone]InventoryItem Provision map[Provision]InventoryItem // contains filtered or unexported fields }
func NewInventoryItemsReferences ¶
func NewInventoryItemsReferences() *InventoryItemReferences
func (*InventoryItemReferences) GetListOfItems ¶
func (i *InventoryItemReferences) GetListOfItems(itemStack *ItemStack) string
func (*InventoryItemReferences) GetReferenceByItem ¶
func (i *InventoryItemReferences) GetReferenceByItem(item Item) InventoryItem
func (*InventoryItemReferences) UnmarshalJSON ¶
func (i *InventoryItemReferences) UnmarshalJSON(data []byte) error
type ItemAndQuantity ¶
func (*ItemAndQuantity) GetAsProvision ¶
func (i *ItemAndQuantity) GetAsProvision() Provision
type ItemStack ¶
type ItemStack struct {
Items ItemStacks
}
func CreateNewItemStack ¶
func CreateNewItemStack(itemStackType ItemStackType) ItemStack
func (*ItemStack) PeekTopItem ¶
func (i *ItemStack) PeekTopItem() *ItemAndQuantity
type ItemStacks ¶
type ItemStacks []ItemAndQuantity
type ItemStacksMap ¶
type ItemStacksMap struct {
// contains filtered or unexported fields
}
func NewItemStacksMap ¶
func NewItemStacksMap() *ItemStacksMap
func (*ItemStacksMap) HasItemStackAtPosition ¶
func (i *ItemStacksMap) HasItemStackAtPosition(pos *Position) bool
func (*ItemStacksMap) Peek ¶
func (i *ItemStacksMap) Peek(pos *Position) *ItemAndQuantity
func (*ItemStacksMap) Pop ¶
func (i *ItemStacksMap) Pop(pos *Position) *ItemAndQuantity
func (*ItemStacksMap) Push ¶
func (i *ItemStacksMap) Push(pos *Position, itemStack *ItemStack)
type ItemTypeStringIndex ¶
type ItemTypeStringIndex string
type LadderOrStairType ¶
type LadderOrStairType int
const ( NotLadderOrStair LadderOrStairType = iota LadderOrStairUp LadderOrStairDown )
func GetLadderOfStairsType ¶
func GetLadderOfStairsType(currentFloor FloorNumber, targetFloor FloorNumber) LadderOrStairType
type LargeMapReference ¶
type LargeMapReference struct {
// contains filtered or unexported fields
}
func NewLargeMapReference ¶
func NewLargeMapReference(gameConfig *config.UltimaVConfiguration, world World) (*LargeMapReference, error)
func (*LargeMapReference) GetSpriteIndex ¶
func (m *LargeMapReference) GetSpriteIndex(x Coordinate, y Coordinate) indexes.SpriteIndex
type Location ¶
type Location byte
const ( EmptyLocation Location = 0xFF Britannia_Underworld Location = 0x00 Moonglow Location = 1 Britain Location = 2 Jhelom Location = 3 Yew Location = 4 Minoc Location = 5 Trinsic Location = 6 Skara_Brae Location = 7 New_Magincia Location = 8 // Town Fogsbane Location = 9 Stormcrow Location = 10 Greyhaven Location = 11 Waveguide Location = 12 Iolos_Hut Location = 13 Suteks_Hut Location = 14 SinVraals_Hut Location = 15 Grendels_Hut Location = 16 // Dwelling Lord_Britishs_Castle Location = 17 Palace_of_Blackthorn Location = 18 West_Britanny Location = 19 North_Britanny Location = 20 East_Britanny Location = 21 Paws Location = 22 Cove Location = 23 Buccaneers_Den Location = 24 // Castle Ararat Location = 25 Bordermarch Location = 26 Farthing Location = 27 Windemere Location = 28 Stonegate Location = 29 Lycaeum Location = 30 // Keep Empath_Abbey Location = 31 Serpents_Hold Location = 32 Deceit Location = 33 // Dungeons Despise Location = 34 Destard Location = 35 Wrong Location = 36 Covetous Location = 37 Shame Location = 38 Hythloth Location = 39 Doom Location = 40 Combat_resting_shrine Location = 41 )
func (Location) GetMapType ¶
func (l Location) GetMapType() GeneralMapType
type LocationReferences ¶
type LocationReferences struct { WorldLocations *WorldLocations // contains filtered or unexported fields }
LocationReferences a collection of SingleSmallMapReferences. Provides an easier way to keep the raw map data organized and accessible
func NewSmallMapReferences ¶
func NewSmallMapReferences(gameConfig *config.UltimaVConfiguration, dataOvl *DataOvl) (*LocationReferences, error)
func (*LocationReferences) GetLocationReference ¶
func (s *LocationReferences) GetLocationReference(location Location) *SmallLocationReference
func (*LocationReferences) GetSmallLocationReference ¶
func (s *LocationReferences) GetSmallLocationReference(name string) *SmallLocationReference
type LookReferences ¶
type LookReferences struct {
// contains filtered or unexported fields
}
func NewLookReferences ¶
func NewLookReferences(gameConfig *config.UltimaVConfiguration) *LookReferences
func (*LookReferences) GetTileLookDescription ¶
func (l *LookReferences) GetTileLookDescription(tileIndex indexes.SpriteIndex) string
type NPCReference ¶
type NPCReference struct { Position Position Location Location DialogNumber byte Schedule NPCSchedule Type NPCType }
func (*NPCReference) GetTileIndex ¶
func (n *NPCReference) GetTileIndex() indexes.SpriteIndex
type NPCReferences ¶
type NPCReferences struct {
// contains filtered or unexported fields
}
func NewNPCReferences ¶
func NewNPCReferences(config *config.UltimaVConfiguration) *NPCReferences
func (*NPCReferences) GetNPCReferencesByLocation ¶
func (n *NPCReferences) GetNPCReferencesByLocation(location Location) *[]NPCReference
type NPCSchedule ¶
type NPCSchedule struct { Ai [totalScheduleItemsPerNpc]byte X [totalScheduleItemsPerNpc]byte Y [totalScheduleItemsPerNpc]byte Floor [totalScheduleItemsPerNpc]byte Time [totalScheduleItemsPerNpc + 1]byte }
func CreateNPCSchedule ¶
func CreateNPCSchedule(rawData []byte) NPCSchedule
func (*NPCSchedule) GetIndividualNPCBehaviourByUltimaDate ¶
func (n *NPCSchedule) GetIndividualNPCBehaviourByUltimaDate(ud datetime.UltimaDate) IndividualNPCBehaviour
func (*NPCSchedule) GetPreviousIndividualNPCBehaviourByUltimaDate ¶
func (n *NPCSchedule) GetPreviousIndividualNPCBehaviourByUltimaDate(ud datetime.UltimaDate) IndividualNPCBehaviour
type PartyVehicle ¶
type PartyVehicle int
const ( NoPartyVehicle PartyVehicle = iota CarpetVehicle HorseVehicle )
type Position ¶
type Position struct {
X, Y Coordinate
}
func (*Position) GetPositionDown ¶
func (*Position) GetPositionToLeft ¶
func (*Position) GetPositionToRight ¶
func (*Position) GetPositionUp ¶
func (*Position) GetWrapped ¶
func (p *Position) GetWrapped(maxX Coordinate, maxY Coordinate) *Position
func (*Position) HeuristicTileDistance ¶
type Provision ¶
type Provision int
const NoProvision Provision = -1
func (Provision) GetSpriteIndex ¶
func (p Provision) GetSpriteIndex() indexes.SpriteIndex
type SmallLocationReference ¶
type SmallLocationReference struct { Location Location FriendlyLocationName string EnteringText string SmallMapType SmallMapMasterTypes ListOfFloors []FloorNumber // contains filtered or unexported fields }
func NewSingleSmallMapReference ¶
func NewSingleSmallMapReference( location Location, npcRefs *[]NPCReference, dataOvl *DataOvl) *SmallLocationReference
func (*SmallLocationReference) CanGoDownOneFloor ¶
func (s *SmallLocationReference) CanGoDownOneFloor(currentFloor FloorNumber) bool
func (*SmallLocationReference) CanGoUpOneFloor ¶
func (s *SmallLocationReference) CanGoUpOneFloor(currentFloor FloorNumber) bool
func (*SmallLocationReference) GetClosestLadder ¶
func (s *SmallLocationReference) GetClosestLadder(npcCurrentPosition Position, nCurrentFloor FloorNumber, nTargetFloor FloorNumber) Position
func (*SmallLocationReference) GetEnteringText ¶
func (s *SmallLocationReference) GetEnteringText() string
func (*SmallLocationReference) GetFloorMinMax ¶
func (s *SmallLocationReference) GetFloorMinMax() (FloorNumber, FloorNumber)
func (*SmallLocationReference) GetMaxX ¶
func (s *SmallLocationReference) GetMaxX() Coordinate
func (*SmallLocationReference) GetMaxY ¶
func (s *SmallLocationReference) GetMaxY() Coordinate
func (*SmallLocationReference) GetNPCReferences ¶
func (s *SmallLocationReference) GetNPCReferences() *[]NPCReference
func (*SmallLocationReference) GetNumberOfFloors ¶
func (s *SmallLocationReference) GetNumberOfFloors() int
func (*SmallLocationReference) GetOuterTile ¶
func (s *SmallLocationReference) GetOuterTile() indexes.SpriteIndex
func (*SmallLocationReference) GetTileNumber ¶
func (s *SmallLocationReference) GetTileNumber(xy Position, nFloor FloorNumber) indexes.SpriteIndex
func (*SmallLocationReference) HasBasement ¶
func (s *SmallLocationReference) HasBasement() bool
type SmallMapMasterTypes ¶
type SmallMapMasterTypes int
const ( Castle SmallMapMasterTypes = iota Towne Dwelling Keep Dungeon CutOrIntroScene None )
type SpecialItem ¶
type SpecialItem int
func (SpecialItem) ID ¶
func (s SpecialItem) ID() int
func (SpecialItem) Type ¶
func (s SpecialItem) Type() ItemType
type Spell ¶
type Spell int
const ( InLor Spell = 0 GravPor Spell = 1 AnZu Spell = 2 AnNox Spell = 3 Mani Spell = 4 AnYlem Spell = 5 AnSanct Spell = 6 AnXenCorp Spell = 7 RelHur Spell = 8 InWis Spell = 9 KalXen Spell = 10 InXenMani Spell = 11 VasLor Spell = 12 VasFlam Spell = 13 InFlamGrav Spell = 14 InNoxGrav Spell = 15 InZuGrav Spell = 16 InPor Spell = 17 AnGrav Spell = 18 InSanct Spell = 19 InSanctGrav Spell = 20 UusPor Spell = 21 DesPor Spell = 22 WisQuas Spell = 23 InBetXen Spell = 24 AnExPor Spell = 25 InExPor Spell = 26 VasMani Spell = 27 InZu Spell = 28 RelTym Spell = 29 InVasPorYlem Spell = 30 QuasAnWis Spell = 31 InAn Spell = 32 WisAnYlem Spell = 33 AnXenEx Spell = 34 RelXenBet Spell = 35 SanctLor Spell = 36 XenCorp Spell = 37 InQuasXen Spell = 38 InQuasWis Spell = 39 InNoxHur Spell = 40 InQuasCorp Spell = 41 InManiCorp Spell = 42 KalXenCorp Spell = 43 InVasGravCorp Spell = 44 InFlamHur Spell = 45 VasRelPor Spell = 46 AnTym Spell = 47 Nox Spell = 48 )
type Tile ¶
type Tile struct { Index indexes.SpriteIndex Name string `json:"Name"` Description string `json:"Description"` IsWalkingPassable bool `json:"IsWalking_Passable"` RangeWeaponPassable bool `json:"RangeWeapon_Passable"` IsBoatPassable bool `json:"IsBoat_Passable"` IsSkiffPassable bool `json:"IsSkiff_Passable"` IsCarpetPassable bool `json:"IsCarpet_Passable"` IsHorsePassable bool `json:"IsHorse_Passable"` IsKlimable bool `json:"IsKlimable"` IsOpenable bool `json:"IsOpenable"` IsLandEnemyPassable bool `json:"IsLandEnemyPassable"` IsWaterEnemyPassable bool `json:"IsWaterEnemyPassable"` SpeedFactor int `json:"SpeedFactor"` IsPartOfAnimation bool `json:"IsPartOfAnimation"` TotalAnimationFrames int `json:"TotalAnimationFrames"` AnimationIndex int `json:"AnimationIndex"` IsUpright bool `json:"IsUpright"` FlatTileSubstitutionIndex int `json:"FlatTileSubstitutionIndex"` FlatTileSubstitutionName string `json:"FlatTileSubstitutionName"` IsEnemy bool `json:"IsEnemy"` IsNPC bool `json:"IsNPC"` IsBuilding bool `json:"IsBuilding"` DontDraw bool `json:"DontDraw"` IsPushable bool `json:"IsPushable"` IsTalkOverable bool `json:"IsTalkOverable"` IsBoardable bool `json:"IsBoardable"` IsGuessableFloor bool `json:"IsGuessableFloor"` BlocksLight bool `json:"BlocksLight"` IsWindow bool `json:"IsWindow"` CombatMapIndex string `json:"CombatMapIndex"` }
func (*Tile) GetStairsFloorDirection ¶
func (t *Tile) GetStairsFloorDirection() LadderOrStairType
func (*Tile) GetWalkableWeight ¶
func (*Tile) IsPassable ¶
func (t *Tile) IsPassable(vehicle PartyVehicle) bool
func (*Tile) IsWalkableDuringWander ¶
type Tiles ¶
type Tiles map[indexes.SpriteIndex]*Tile
func NewTileReferences ¶
func NewTileReferences() *Tiles
func (*Tiles) GetCannonByPushDirection ¶
func (*Tiles) GetChairByPushDirection ¶
func (*Tiles) UnmarshalJSON ¶
type WorldLocation ¶
type WorldLocations ¶
type WorldLocations struct {
// contains filtered or unexported fields
}
func NewWorldLocations ¶
func NewWorldLocations(gameConfig *config.UltimaVConfiguration) *WorldLocations
func (*WorldLocations) GetLocationByPosition ¶
func (wl *WorldLocations) GetLocationByPosition(position Position) Location
Source Files ¶
- data_ovl.go
- direction.go
- floors.go
- inventory_item.go
- inventory_items.go
- item.go
- item_equipment.go
- item_moonstone.go
- item_potion.go
- item_provisions.go
- item_quest.go
- item_reagent.go
- item_scroll.go
- item_shard.go
- item_special.go
- item_spell.go
- item_stack.go
- item_stacks_map.go
- large_map.go
- location_references.go
- location_string.go
- locations.go
- look.go
- npc_ai.go
- npc_reference.go
- npc_references.go
- npc_schedule.go
- position.go
- references.go
- small_location_reference.go
- small_map.go
- tile.go
- tiles.go
- types.go
- world_locations.go
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