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| Party (const Configuration *cfg) |
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virtual bool | init (Game *g, ActorManager *am) |
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virtual bool | load (NuvieIO *objlist) |
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virtual bool | save (NuvieIO *objlist) |
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void | follow (sint8 rel_x, sint8 rel_y) |
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bool | move (uint16 dx, uint16 dy, uint8 dz) |
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void | show () |
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void | hide () |
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virtual void | dismount_from_horses () |
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virtual void | update_music () |
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virtual void | split_gold () |
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virtual void | gather_gold () |
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bool | add_actor (Actor *actor) |
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bool | remove_actor (Actor *actor, bool keep_party_flag=false) |
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bool | remove_dead_actor (Actor *actor) |
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bool | resurrect_dead_members () |
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void | heal () |
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void | cure () |
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void | set_ethereal (bool ethereal) |
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uint8 | get_formation () const |
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void | set_formation (uint8 val) |
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uint8 | get_party_size () |
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virtual uint8 | get_party_max () |
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sint8 | get_leader () const |
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MapCoord | get_leader_location () const |
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MapCoord | get_location (uint8 m=0) const |
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MapCoord | get_formation_coords (uint8 m) const |
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void | set_in_vehicle (bool value) |
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void | set_in_combat_mode (bool value) |
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bool | is_in_vehicle () const |
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bool | is_in_combat_mode () const |
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Actor * | get_slowest_actor () |
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uint8 | get_actor_num (uint8 member_num) const |
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Actor * | get_actor (uint8 member_num) const |
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sint8 | get_member_num (const Actor *actor) const |
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sint8 | get_member_num (uint8 a) const |
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Actor * | get_leader_actor () const |
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const char * | get_actor_name (uint8 member_num) const |
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bool | is_leader (const Actor *actor) const |
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bool | contains_actor (const Actor *actor) const |
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bool | contains_actor (uint8 actor_num) const |
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bool | is_at (uint16 x, uint16 y, uint8 z, uint32 threshold=0) const |
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bool | is_at (const MapCoord &xyz, uint32 threshold=0) const |
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bool | is_anyone_at (uint16 x, uint16 y, uint8 z, uint32 threshold=0) const |
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bool | is_anyone_at (const MapCoord &xyz, uint32 threshold=0) const |
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bool | has_obj (uint16 obj_n, uint8 quality, bool match_zero_qual=true) const |
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bool | remove_obj (uint16 obj_n, uint8 quality) |
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Actor * | who_has_obj (uint16 obj_n, uint8 quality, bool match_zero_qual=true) |
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Obj * | get_obj (uint16 obj_n, uint8 quality, bool match_qual_zero=true, uint8 frame_n=0, bool match_frame_n=false) |
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bool | is_horsed () const |
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bool | is_everyone_horsed () const |
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Obj * | get_food () |
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void | walk (MapCoord *walkto, MapCoord *teleport, uint32 step_delay=0) |
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void | walk (MapCoord *walkto, uint32 step_delay=0) |
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void | walk (Obj *moongate, MapCoord *teleport, uint32 step_delay=0) |
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void | enter_vehicle (Obj *ship_obj, uint32 step_delay=0) |
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void | exit_vehicle (uint16 x, uint16 y, uint16 z) |
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void | stop_walking (bool force_music_change) |
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bool | get_autowalk () const |
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void | rest_gather () |
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void | rest_sleep (uint8 hours, sint16 guard) |
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bool | can_rest (Std::string &err_str) |
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void | set_combat_target (uint8 member_num, Actor *target) |
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void | set_combat_target (uint8 member_num, MapCoord target) |
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void | clear_combat_target (uint8 member_num) |
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CombatTarget | get_combat_target (uint8 member_num) |
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bool | has_light_source () |
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void | add_light_source () |
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void | subtract_light_source () |
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void | update_light_sources () |
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