ScummVM API documentation
Ultima::Nuvie::Party Class Reference

Public Member Functions

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

Public Attributes

bool combat_changes_music
 
bool vehicles_change_music
 

Protected Member Functions

void reform_party ()
 

Protected Attributes

Gamegame
 
const Configurationconfig
 
ActorManageractor_manager
 
Mapmap
 
PartyPathFinderpathfinder
 
PartyMember member [16]
 
uint8 lightsources
 
uint8 num_in_party
 
uint8 formation
 
uint16 prev_leader_x
 
uint16 prev_leader_y
 
bool autowalk
 
bool in_vehicle
 
bool in_combat_mode
 
bool defer_removing_dead_members
 
Objrest_campfire
 

The documentation for this class was generated from the following file: