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| U6UseCode (Game *g, const Configuration *cfg) |
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bool | use_obj (Obj *obj, Actor *actor) override |
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bool | look_obj (Obj *obj, Actor *actor) override |
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bool | pass_obj (Obj *obj, Actor *actor, uint16 x, uint16 y) override |
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bool | search_obj (Obj *obj, Actor *actor) override |
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bool | move_obj (Obj *obj, sint16 rel_x, sint16 rel_y) override |
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bool | load_obj (Obj *obj) override |
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bool | message_obj (Obj *obj, CallbackMessage msg, void *msg_data) override |
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bool | ready_obj (Obj *obj, Actor *actor) override |
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bool | get_obj (Obj *obj, Actor *actor) override |
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bool | drop_obj (Obj *obj, Actor *actor, uint16 x, uint16 y, uint16 qty=0) override |
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bool | has_usecode (Obj *obj, UseCodeEvent ev=USE_EVENT_USE) override |
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bool | has_usecode (Actor *actor, UseCodeEvent ev=USE_EVENT_USE) override |
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bool | cannot_unready (const Obj *obj) const override |
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bool | is_door (const Obj *obj) const |
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bool | is_unlocked_door (const Obj *obj) const override |
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bool | is_locked_door (const Obj *obj) const override |
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bool | is_magically_locked_door (const Obj *obj) const |
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bool | is_closed_door (const Obj *obj) const override |
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bool | is_chest (const Obj *obj) const override |
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bool | is_closed_chest (const Obj *obj) const |
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bool | is_locked_chest (const Obj *obj) const |
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bool | is_magically_locked_chest (const Obj *obj) const |
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void | unlock_chest (Obj *obj) |
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void | lock_chest (Obj *obj) |
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bool | is_locked (const Obj *obj) const |
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bool | is_magically_locked (const Obj *obj) const |
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void | unlock (Obj *obj) |
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void | lock (Obj *obj) |
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bool | is_food (const Obj *obj) const override |
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bool | is_container (const Obj *obj) const override |
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bool | is_container (uint16 obj_n, uint8 frame_n) const override |
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bool | is_readable (const Obj *obj) const override |
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uint16 | callback (uint16 msg, CallBack *caller, void *data=nullptr) override |
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bool | use_orb (Obj *obj, UseCodeEvent ev) |
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bool | use_moonstone (Obj *obj, UseCodeEvent ev) |
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bool | use_door (Obj *obj, UseCodeEvent ev) |
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bool | use_secret_door (Obj *obj, UseCodeEvent ev) |
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bool | use_ladder (Obj *obj, UseCodeEvent ev) |
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bool | use_passthrough (Obj *obj, UseCodeEvent ev) |
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bool | use_switch (Obj *obj, UseCodeEvent ev) |
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bool | use_crank (Obj *obj, UseCodeEvent ev) |
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bool | use_food (Obj *obj, UseCodeEvent ev) |
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bool | use_firedevice (Obj *obj, UseCodeEvent ev) |
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bool | use_fan (Obj *obj, UseCodeEvent ev) |
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bool | use_sextant (Obj *obj, UseCodeEvent ev) |
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bool | use_staff (Obj *obj, UseCodeEvent ev) |
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bool | use_container (Obj *obj, UseCodeEvent ev) |
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bool | use_rune (Obj *obj, UseCodeEvent ev) |
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bool | use_vortex_cube (Obj *obj, UseCodeEvent ev) |
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bool | use_key (Obj *obj, UseCodeEvent ev) |
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bool | use_boat (Obj *obj, UseCodeEvent ev) |
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Obj * | use_boat_find_center (Obj *obj) |
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bool | use_boat_find_land (uint16 *x, uint16 *y, uint8 *z) |
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bool | use_balloon_plans (Obj *obj, UseCodeEvent ev) |
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bool | use_balloon (Obj *obj, UseCodeEvent ev) |
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bool | use_cow (Obj *obj, UseCodeEvent ev) |
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bool | use_well (Obj *obj, UseCodeEvent ev) |
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bool | fill_bucket (uint16 filled_bucket_obj_n) |
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bool | use_churn (Obj *obj, UseCodeEvent ev) |
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bool | use_beehive (Obj *obj, UseCodeEvent ev) |
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bool | use_horse (Obj *obj, UseCodeEvent ev) |
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bool | use_potion (Obj *obj, UseCodeEvent ev) |
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bool | use_bell (Obj *obj, UseCodeEvent ev) |
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bool | use_fishing_pole (Obj *obj, UseCodeEvent ev) |
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bool | use_shovel (Obj *obj, UseCodeEvent ev) |
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bool | use_fountain (Obj *obj, UseCodeEvent ev) |
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bool | use_rubber_ducky (Obj *obj, UseCodeEvent ev) |
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bool | use_crystal_ball (Obj *obj, UseCodeEvent ev) |
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bool | use_harpsichord (Obj *obj, UseCodeEvent ev) |
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bool | play_instrument (Obj *obj, UseCodeEvent ev) |
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bool | look_mirror (Obj *obj, UseCodeEvent ev) |
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bool | look_sign (Obj *obj, UseCodeEvent ev) |
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bool | look_clock (Obj *obj, UseCodeEvent ev) |
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bool | pass_quest_barrier (Obj *obj, UseCodeEvent ev) |
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bool | enter_dungeon (Obj *obj, UseCodeEvent ev) |
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bool | enter_moongate (Obj *obj, UseCodeEvent ev) |
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bool | use_powder_keg (Obj *obj, UseCodeEvent ev) |
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bool | use_cannon (Obj *obj, UseCodeEvent ev) |
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bool | use_egg (Obj *obj, UseCodeEvent ev) |
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bool | sundial (Obj *obj, UseCodeEvent ev) |
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bool | torch (Obj *obj, UseCodeEvent ev) |
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bool | use_spellbook (Obj *obj, UseCodeEvent ev) |
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bool | use_peer_gem (Obj *obj, UseCodeEvent ev) |
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bool | magic_ring (Obj *obj, UseCodeEvent ev) |
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bool | storm_cloak (Obj *obj, UseCodeEvent ev) |
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bool | amulet_of_submission (Obj *obj, UseCodeEvent ev) |
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bool | gargish_vocabulary (Obj *obj, UseCodeEvent ev) |
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bool | holy_flame (Obj *obj, UseCodeEvent ev) |
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| UseCode (Game *g, const Configuration *cfg) |
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virtual bool | init (ObjManager *om, Map *m, Player *p, MsgScroll *ms) |
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bool | use_obj (uint16 x, uint16 y, uint8 z, Obj *src_obj=nullptr) |
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bool | use_obj (Obj *obj, Obj *src_obj=nullptr) |
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virtual bool | has_lookcode (Obj *obj) |
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virtual bool | has_passcode (Obj *obj) |
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virtual bool | has_movecode (Obj *obj) |
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virtual bool | has_loadcode (Obj *obj) |
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virtual bool | has_readycode (Obj *obj) |
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virtual bool | has_getcode (Obj *obj) |
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virtual bool | has_dropcode (Obj *obj) |
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bool | is_door (const Obj *obj) const |
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void | set_itemref (sint32 *val) |
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void | set_itemref (Obj *val) |
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void | set_itemref (Actor *val, Actor *val2=nullptr) |
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void | set_itemref (MapCoord *val) |
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Obj * | get_obj_from_container (Obj *obj) |
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bool | search_container (Obj *obj, bool show_string=true) |
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Obj * | destroy_obj (Obj *obj, uint32 count=0, bool run_usecode=true) |
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bool | out_of_use_range (Obj *obj, bool check_enemies) |
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ScriptThread * | get_running_script () |
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bool | is_script_running () |
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uint16 | message (uint16 msg, void *msg_data=nullptr, void *my_data=nullptr) |
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void | set_user_data (void *user_data) |
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void | set_target (CallBack *t) |
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