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| ActorManager (const Configuration *cfg, Map *m, TileManager *tm, ObjManager *om, GameClock *c) |
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void | init () |
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void | clean () |
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bool | load (NuvieIO *objlist) |
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bool | save (NuvieIO *objlist) |
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ActorList * | get_actor_list () |
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ActorList * | sort_nearest (ActorList *list, uint16 x, uint16 y, uint8 z) |
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ActorList * | filter_distance (ActorList *list, uint16 x, uint16 y, uint8 z, uint16 dist) |
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ActorList * | filter_alignment (ActorList *list, ActorAlignment align) |
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ActorList * | filter_party (ActorList *list) |
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Actor * | get_actor (uint8 actor_num) const |
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Actor * | get_actor (uint16 x, uint16 y, uint8 z, bool inc_surrounding_objs=true, Actor *excluded_actor=nullptr) |
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Actor * | get_actor_holding_obj (Obj *obj) |
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template<typename F > |
Actor * | findActorAt (uint16 x, uint16 y, uint8 z, F predicate, bool incDoubleTile=true, bool incSurroundingObjs=true) |
| Find first actor at location for which predicate function returns true. More...
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Actor * | get_avatar () |
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Actor * | get_player () |
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void | set_player (Actor *a) |
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const char * | look_actor (const Actor *a, bool show_prefix=true) |
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void | set_update (bool u) |
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bool | get_update () const |
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void | set_combat_movement (bool c) |
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void | updateActors (uint16 x, uint16 y, uint8 z) |
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void | twitchActors () |
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void | moveActors () |
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void | startActors () |
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void | updateSchedules (bool teleport=false) |
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void | clear_actor (Actor *actor) |
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bool | resurrect_actor (Obj *actor_obj, MapCoord new_position) |
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bool | is_temp_actor (Actor *actor) |
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bool | is_temp_actor (uint8 id_n) |
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bool | create_temp_actor (uint16 obj_n, uint8 obj_status, uint16 x, uint16 y, uint8 z, ActorAlignment alignment, uint8 worktype, Actor **new_actor=nullptr) |
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bool | clone_actor (Actor *actor, Actor **new_actor, MapCoord new_location) |
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bool | toss_actor (Actor *actor, uint16 xrange, uint16 yrange) |
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bool | toss_actor_get_location (uint16 start_x, uint16 start_y, uint8 start_z, uint16 xrange, uint16 yrange, MapCoord *location) |
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void | print_actor (Actor *actor) |
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bool | can_put_actor (const MapCoord &location) |
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void | enable_temp_actor_cleaning (bool value) |
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Actor * | get_multi_tile_actor (uint16 x, uint16 y, uint8 z) |
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bool | loadActorSchedules () |
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Actor * | find_free_temp_actor () |
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ActorList * | filter_active_actors (ActorList *list, uint16 x, uint16 y, uint8 z) |
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void | update_temp_actors (uint16 x, uint16 y, uint8 z) |
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void | clean_temp_actors_from_level (uint8 level) |
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void | clean_temp_actors_from_area (uint16 x, uint16 y) |
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void | clean_temp_actor (Actor *actor) |
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