|
static void | throwObject (GameObject &obj, const TilePoint &velocity) |
|
static void | throwObjectTo (GameObject &obj, const TilePoint &where) |
|
static void | shootObject (GameObject &obj, Actor &doer, GameObject &target, int16 speed) |
|
static void | walkTo (Actor &obj, const TilePoint &target, bool run=false, bool canAgitate=true) |
|
static void | walkTo (ThreadID th, Actor &obj, const TilePoint &target, bool run=false, bool canAgitate=true) |
|
static void | walkToDirect (Actor &obj, const TilePoint &target, bool run=false, bool canAgitate=true) |
|
static void | walkToDirect (ThreadID th, Actor &obj, const TilePoint &target, bool run=false, bool canAgitate=true) |
|
static void | wander (Actor &obj, bool run=false) |
|
static void | tetheredWander (Actor &obj, const TileRegion &tether, bool run=false) |
|
static void | staggerTo (Actor &obj, const TilePoint &target) |
|
static void | upLadder (Actor &obj) |
|
static void | downLadder (Actor &obj) |
|
static void | talk (Actor &obj) |
|
static void | jump (Actor &obj) |
|
static void | turn (Actor &obj, Direction dir) |
|
static void | turn (ThreadID th, Actor &obj, Direction dir) |
|
static void | turnTowards (Actor &obj, const TilePoint &where) |
|
static void | turnTowards (ThreadID th, Actor &obj, const TilePoint &where) |
|
static void | give (Actor &obj, Actor &givee) |
|
static void | give (ThreadID th, Actor &obj, Actor &givee) |
|
static void | wait (Actor &a) |
|
static void | useObject (Actor &a, GameObject &dObj) |
|
static void | useObjectOnObject (Actor &a, GameObject &dObj, GameObject &target) |
|
static void | useObjectOnTAI (Actor &a, GameObject &dObj, ActiveItem &target) |
|
static void | useObjectOnLocation (Actor &a, GameObject &dObj, const Location &target) |
|
static void | useTAI (Actor &a, ActiveItem &dTAI) |
|
static void | dropObject (Actor &a, GameObject &dObj, const Location &loc, int16 num=1) |
|
static void | dropObjectOnObject (Actor &a, GameObject &dObj, GameObject &target, int16 num=1) |
|
static void | dropObjectOnTAI (Actor &a, GameObject &dObj, ActiveItem &target, const Location &loc) |
|
static void | twoHandedSwing (Actor &obj, GameObject &target) |
|
static void | oneHandedSwing (Actor &obj, GameObject &target) |
|
static void | fireBow (Actor &obj, GameObject &target) |
|
static void | castSpell (Actor &obj, SkillProto &spell, GameObject &target) |
|
static void | castSpell (Actor &obj, SkillProto &spell, Location &target) |
|
static void | castSpell (Actor &obj, SkillProto &spell, ActiveItem &target) |
|
static void | useWand (Actor &obj, GameObject &target) |
|
static void | twoHandedParry (Actor &obj, GameObject &weapon, Actor &opponent) |
|
static void | oneHandedParry (Actor &obj, GameObject &weapon, Actor &opponent) |
|
static void | shieldParry (Actor &obj, GameObject &shield, Actor &opponent) |
|
static void | dodge (Actor &obj, Actor &opponent) |
|
static void | acceptHit (Actor &obj, Actor &opponent) |
|
static void | fallDown (Actor &obj, Actor &opponent) |
|
static void | die (Actor &obj) |
|
static void | updatePositions () |
|
static void | initMotionTasks () |
|