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| ObjManager (const Configuration *cfg, TileManager *tm, EggManager *em) |
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bool | use_custom_actor_tiles () |
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bool | is_showing_eggs () |
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void | set_show_eggs (bool value) |
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bool | loadObjs () |
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bool | load_super_chunk (NuvieIO *chunk_buf, uint8 level, uint8 chunk_offset) |
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void | startObjs () |
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void | clean () |
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void | clean_actor_inventories () |
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bool | save_super_chunk (NuvieIO *save_buf, uint8 level, uint8 chunk_offset) |
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bool | save_eggs (NuvieIO *save_buf) |
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bool | save_inventories (NuvieIO *save_buf) |
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bool | save_obj (NuvieIO *save_buf, Obj *obj, uint16 parent_objblk_n) |
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void | set_usecode (UseCode *uc) |
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UseCode * | get_usecode () |
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EggManager * | get_egg_manager () |
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bool | is_boundary (uint16 x, uint16 y, uint8 level, uint8 boundary_type=TILEFLAG_BOUNDARY, Obj *excluded_obj=nullptr) |
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bool | is_damaging (uint16 x, uint16 y, uint8 level) |
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uint8 | is_passable (uint16 x, uint16 y, uint8 level) |
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bool | is_forced_passable (uint16 x, uint16 y, uint8 level) |
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bool | is_stackable (const Obj *obj) const |
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bool | is_breakable (const Obj *obj) |
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bool | can_store_obj (const Obj *target, Obj *src) const |
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bool | can_get_obj (Obj *obj) const |
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bool | has_reduced_weight (uint16 obj_n) const |
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bool | has_reduced_weight (const Obj *obj) const |
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bool | has_toptile (const Obj *obj) const |
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bool | obj_is_damaging (const Obj *obj, Actor *actor=nullptr) |
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bool | is_door (uint16 x, uint16 y, uint8 level) |
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U6LList * | get_obj_list (uint16 x, uint16 y, uint8 level) const |
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Tile * | get_obj_tile (uint16 obj_n, uint8 frame_n) |
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const Tile * | get_obj_tile (uint16 x, uint16 y, uint8 level, bool top_obj=true) |
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const Tile * | get_obj_dmg_tile (uint16 x, uint16 y, uint8 level) |
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Obj * | get_obj (uint16 x, uint16 y, uint8 level, bool top_obj=true, bool include_ignored_objects=false, Obj *excluded_obj=nullptr) |
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Obj * | get_obj_of_type_from_location_inc_multi_tile (uint16 obj_n, uint16 x, uint16 y, uint8 z) |
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Obj * | get_obj_of_type_from_location_inc_multi_tile (uint16 obj_n, sint16 quality, sint32 qty, uint16 x, uint16 y, uint8 z) |
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Obj * | get_obj_of_type_from_location (uint16 obj_n, uint16 x, uint16 y, uint8 z) |
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Obj * | get_obj_of_type_from_location (uint16 obj_n, sint16 quality, sint32 qty, uint16 x, uint16 y, uint8 z) |
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Obj * | get_objBasedAt (uint16 x, uint16 y, uint8 level, bool top_obj, bool include_ignored_objects=true, Obj *excluded_obj=nullptr) |
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Obj * | get_tile_obj (uint16 obj_n) |
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uint16 | get_obj_tile_num (uint16 obj_num) const |
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bool | is_corpse (const Obj *obj) const |
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uint16 | get_obj_tile_num (const Obj *obj) const |
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void | set_obj_tile_num (uint16 obj_num, uint16 tile_num) |
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U6LList * | get_actor_inventory (uint16 actor_num) |
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bool | actor_has_inventory (uint16 actor_num) |
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Obj * | find_next_obj (uint8 level, Obj *prev_obj, bool match_frame_n=OBJ_NOMATCH_FRAME_N, bool match_quality=OBJ_MATCH_QUALITY) |
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Obj * | find_obj (uint8 level, uint16 obj_n, uint8 quality, bool match_quality=OBJ_MATCH_QUALITY, uint16 frame_n=0, bool match_frame_n=OBJ_NOMATCH_FRAME_N, Obj **prev_obj=nullptr) |
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bool | move (Obj *obj, uint16 x, uint16 y, uint8 level) |
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bool | add_obj (Obj *obj, bool addOnTop=false) |
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bool | remove_obj_from_map (Obj *obj) |
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bool | remove_obj_type_from_location (uint16 obj_n, uint16 x, uint16 y, uint8 z) |
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Obj * | copy_obj (const Obj *obj) |
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const char * | look_obj (Obj *obj, bool show_prefix=false) |
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Obj * | get_obj_from_stack (Obj *obj, uint32 count) |
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bool | list_add_obj (U6LList *list, Obj *obj, bool stack_objects=true, uint32 pos=0) |
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const char * | get_obj_name (Obj *obj) |
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const char * | get_obj_name (uint16 obj_n) |
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const char * | get_obj_name (uint16 obj_n, uint8 frame_n) |
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float | get_obj_weight (const Obj *obj, bool include_container_items=true, bool scale=true, bool include_qty=true) const |
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uint8 | get_obj_weight_unscaled (uint16 obj_n) const |
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float | get_obj_weight (uint16 obj_n) const |
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void | animate_forwards (Obj *obj, uint32 loop_count=1) |
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void | animate_backwards (Obj *obj, uint32 loop_count=1) |
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void | update (uint16 x, uint16 y, uint8 z, bool teleport=false) |
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bool | unlink_from_engine (Obj *obj, bool run_usecode=true) |
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bool | moveto_map (Obj *obj, MapCoord location) |
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bool | moveto_inventory (Obj *obj, uint16 actor_num) |
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bool | moveto_inventory (Obj *obj, Actor *actor) |
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bool | moveto_container (Obj *obj, Obj *container_obj, bool stack=true) |
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void | print_object_list () |
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void | print_egg_list () |
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void | print_obj (const Obj *obj, bool in_container, uint8 indent=0) |
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