#include <combat_controller.h>
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| CombatController (CombatMap *m) |
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| CombatController (MapId id) |
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bool | isCombatController () const override |
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void | setActive () override |
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bool | isCamping () const |
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bool | isWinOrLose () const |
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Direction | getExitDir () const |
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byte | getFocus () const |
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CombatMap * | getMap () const |
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Creature * | getCreature () const |
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PartyMemberVector * | getParty () |
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PartyMember * | getCurrentPlayer () |
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void | setExitDir (Direction d) |
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void | setCreature (Creature *) |
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void | setWinOrLose (bool worl=true) |
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void | showCombatMessage (bool show=true) |
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virtual void | init (Creature *m) |
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void | initDungeonRoom (int room, Direction from) |
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void | applyCreatureTileEffects () |
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virtual void | begin () |
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virtual void | end (bool adjustKarma) |
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void | fillCreatureTable (const Creature *creature) |
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int | initialNumberOfCreatures (const Creature *creature) const |
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bool | isWon () const |
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bool | isLost () const |
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void | moveCreatures () |
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void | placeCreatures () |
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void | placePartyMembers () |
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bool | setActivePlayer (int player) |
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bool | attackHit (Creature *attacker, Creature *defender) |
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virtual void | awardLoot () |
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void | attack (Direction dir=DIR_NONE, int distance=0) |
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bool | attackAt (const Coords &coords, PartyMember *attacker, int dir, int range, int distance) |
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bool | rangedAttack (const Coords &coords, Creature *attacker) |
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void | rangedMiss (const Coords &coords, Creature *attacker) |
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bool | returnWeaponToOwner (const Coords &coords, int distance, int dir, const Weapon *weapon) |
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void | keybinder (KeybindingAction action) override |
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void | finishTurn () override |
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void | movePartyMember (MoveEvent &event) |
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void | update (Party *party, PartyEvent &event) override |
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| Controller (int timerInterval=1) |
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bool | notifyKeyPressed (int key) |
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bool | notifyMousePress (const Common::Point &mousePos) |
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int | getTimerInterval () |
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virtual bool | keyPressed (int key) |
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virtual bool | mousePressed (const Common::Point &mousePos) |
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virtual void | timerFired () |
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bool | shouldQuit () const |
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virtual void | finishTurnAfterCombatEnds () |
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CombatMap * | _map |
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PartyMemberVector | _party |
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byte | _focus |
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const Creature * | _creatureTable [16] |
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Creature * | _creature |
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bool | _camping |
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bool | _forceStandardEncounterSize |
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bool | _placePartyOnMap |
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bool | _placeCreaturesOnMap |
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bool | _winOrLose |
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bool | _showMessage |
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Direction | _exitDir |
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◆ setActive()
void Ultima::Ultima4::CombatController::setActive |
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overridevirtual |
◆ init()
virtual void Ultima::Ultima4::CombatController::init |
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Creature * |
m | ) |
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virtual |
◆ initDungeonRoom()
void Ultima::Ultima4::CombatController::initDungeonRoom |
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int |
room, |
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Direction |
from |
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) |
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Initializes dungeon room combat
◆ applyCreatureTileEffects()
void Ultima::Ultima4::CombatController::applyCreatureTileEffects |
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Apply tile effects to all creatures depending on what they're standing on
◆ begin()
virtual void Ultima::Ultima4::CombatController::begin |
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virtual |
◆ fillCreatureTable()
void Ultima::Ultima4::CombatController::fillCreatureTable |
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const Creature * |
creature | ) |
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Fills the combat creature table with the creatures that the party will be facing. The creature table only contains which creatures will be encountered and where they are placed (by position in the table). Information like hit points and creature status will be created when the creature is actually placed
◆ initialNumberOfCreatures()
int Ultima::Ultima4::CombatController::initialNumberOfCreatures |
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const Creature * |
creature | ) |
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Generate the number of creatures in a group.
◆ isWon()
bool Ultima::Ultima4::CombatController::isWon |
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const |
Returns true if the player has won.
◆ isLost()
bool Ultima::Ultima4::CombatController::isLost |
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const |
Returns true if the player has lost.
◆ moveCreatures()
void Ultima::Ultima4::CombatController::moveCreatures |
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Performs all of the creature's actions
◆ placeCreatures()
void Ultima::Ultima4::CombatController::placeCreatures |
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Places creatures on the map from the creature table and from the creature_start coords
◆ placePartyMembers()
void Ultima::Ultima4::CombatController::placePartyMembers |
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Places the party members on the map
◆ setActivePlayer()
bool Ultima::Ultima4::CombatController::setActivePlayer |
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int |
player | ) |
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Sets the active player for combat, showing which weapon they're weilding, etc.
◆ attackFlash()
static void Ultima::Ultima4::CombatController::attackFlash |
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const Coords & |
coords, |
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MapTile |
tile, |
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int |
timeFactor |
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static |
◆ keybinder()
void Ultima::Ultima4::CombatController::keybinder |
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KeybindingAction |
action | ) |
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overridevirtual |
◆ movePartyMember()
void Ultima::Ultima4::CombatController::movePartyMember |
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MoveEvent & |
event | ) |
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Move a party member during combat and display the appropriate messages
The documentation for this class was generated from the following file: