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enum | PlayerActorFlags { kPlayerAggressive = (1 << 0),
kPlayerBanded = (1 << 1),
kPlayerHasCartography = (1 << 2)
} |
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enum | Recovery { kBaseManaRec = 1,
kAttribPointsPerUpdate = 1,
kAttribPointsPerValue = 10
} |
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enum | { kVitalityLevelBump = 50
} |
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| PlayerActor (ObjectID a) |
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int8 | getSkillLevel (SkillProto *, bool base=false) |
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uint8 | getStatIndex (SkillProto *) |
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ActorAttributes * | getEffStats () |
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void | skillAdvance (uint8 stat, uint8 advanceChance, uint8 points, uint8 useMult=1) |
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void | skillAdvance (SkillProto *proto, uint8 points, uint8 useMult=1) |
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void | skillAdvance (ActorSkillID stat, uint8 points, uint8 useMult=1) |
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void | vitalityAdvance (uint8 points) |
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Actor * | getActor () |
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ObjectID | getActorID () |
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void | setAggression () |
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void | clearAggression () |
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bool | isAggressive () |
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void | setBanded () |
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void | clearBanded () |
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bool | isBanded () |
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void | resolveBanding () |
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void | recalcPortraitType () |
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int16 | getPortraitType () |
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void | recoveryUpdate () |
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void | manaUpdate () |
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void | AttribUpdate () |
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void | stdAttribUpdate (uint8 &stat, uint8 baseStat, int16 index) |
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ActorAttributes & | getBaseStats () |
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void | handleAttacked () |
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void | resetAttackNotification () |
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int16 | _portraitType |
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uint16 | _flags |
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ActorAttributes | _baseStats |
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ContainerNode * | _readyNode |
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int16 | _manaMemory [kNumManas] |
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uint8 | _attribRecPools [kNumSkills] |
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uint8 | _attribMemPools [kNumSkills] |
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uint8 | _vitalityMemory |
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bool | _notifiedOfAttack |
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void | initPlayerActors () |
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void | cleanupPlayerActors () |
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The documentation for this class was generated from the following file: