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| Actor (Map *m, ObjManager *om, GameClock *c) |
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virtual bool | init (uint8 obj_status=NO_OBJ_STATUS) |
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void | init_from_obj (Obj *obj, bool change_base_obj=false) |
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bool | is_avatar () const |
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bool | is_onscreen () const |
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bool | is_in_party () const |
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bool | is_in_vehicle () const |
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bool | is_visible () const |
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bool | is_alive () const |
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bool | is_nearby (const Actor *other) const |
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bool | is_nearby (uint8 actor_num) const |
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bool | is_nearby (const MapCoord &where, uint8 thresh=5) const |
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bool | is_at_position (const Obj *obj) const |
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virtual bool | is_passable () const |
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bool | is_temp () const |
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virtual bool | isFlying () const |
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virtual bool | isNonBlocking () const |
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virtual bool | doesOccupyLocation (uint16 lx, uint16 ly, uint8 lz, bool incDoubleTile=true, bool incSurroundingObjs=true) const |
| Does any tile of this actor occupy the given world location? More...
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bool | is_met () const |
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bool | is_poisoned () const |
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bool | is_invisible () const |
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virtual bool | is_immobile () const |
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virtual bool | is_sleeping () const |
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virtual bool | is_paralyzed () const |
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virtual bool | is_protected () const |
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virtual bool | is_charmed () const |
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virtual bool | is_cursed () const |
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virtual bool | get_corpser_flag () const |
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bool | is_hit () const |
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void | set_name (const char *actor_name) |
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const char * | get_name (bool force_real_name=false) |
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void | get_location (uint16 *ret_x, uint16 *ret_y, uint8 *ret_level) const |
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MapCoord | get_location () const |
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uint16 | get_tile_num () const |
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Tile * | get_tile () const |
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virtual uint16 | get_downward_facing_tile_num () const |
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uint8 | get_actor_num () const |
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uint8 | get_talk_flags () const |
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virtual ActorTileType | get_tile_type () const |
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uint16 | get_frame_n () const |
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uint16 | get_old_frame_n () const |
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uint16 | get_x () const |
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uint16 | get_y () const |
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uint8 | get_z () const |
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uint8 | get_strength () const |
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uint8 | get_dexterity () const |
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uint8 | get_intelligence () const |
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uint8 | get_hp () const |
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virtual uint8 | get_hp_text_color () const |
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virtual uint8 | get_str_text_color () const |
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virtual uint8 | get_dex_text_color () const |
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uint8 | get_level () const |
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uint16 | get_exp () const |
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uint8 | get_magic () const |
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ActorAlignment | get_alignment () const |
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uint8 | get_old_alignment () const |
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sint8 | get_moves_left () const |
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virtual uint8 | get_maxhp () const |
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virtual uint8 | get_maxmagic () const |
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bool | get_obj_flag (uint8 bitFlag) const |
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bool | get_status_flag (uint8 bitFlag) const |
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uint16 | get_base_obj_n () const |
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virtual void | change_base_obj_n (uint16 val) |
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void | set_obj_n (uint16 val) |
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void | set_frame_n (uint16 val) |
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void | set_strength (uint8 val) |
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void | set_dexterity (uint8 val) |
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void | set_intelligence (uint8 val) |
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void | set_hp (uint8 val) |
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void | set_level (uint8 val) |
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void | set_exp (uint16 val) |
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void | set_magic (uint8 val) |
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void | set_alignment (ActorAlignment a) |
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void | set_old_alignment (ActorAlignment a) |
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uint8 | get_light_level () const |
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void | add_light (uint8 val) |
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void | subtract_light (uint8 val) |
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void | heal () |
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void | cure () |
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void | set_moves_left (sint8 val) |
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void | set_dead_flag (bool value) |
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virtual void | update_time () |
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void | set_poisoned (bool poisoned) |
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virtual void | set_paralyzed (bool paralyzed) |
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virtual void | set_protected (bool val) |
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virtual void | set_charmed (bool val) |
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virtual void | set_corpser_flag (bool val) |
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virtual void | set_cursed (bool val) |
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virtual void | set_asleep (bool val) |
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void | set_obj_flag (uint8 bitFlag, bool value) |
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void | set_status_flag (uint8 bitFlag, bool value) |
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void | set_hit_flag (bool val) |
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void | set_invisible (bool invisible) |
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void | set_custom_tile_num (uint16 obj_num, uint16 tile_num) |
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uint8 | get_worktype () |
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uint8 | get_sched_worktype () |
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virtual void | set_worktype (uint8 new_worktype, bool init=false) |
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uint8 | get_combat_mode () const |
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void | set_combat_mode (uint8 new_mode) |
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virtual void | revert_worktype () |
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NuvieDir | get_direction () const |
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void | set_direction (sint16 rel_x, sint16 rel_y) |
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virtual void | set_direction (NuvieDir d) |
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void | face_location (const MapCoord &loc) |
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virtual void | face_location (uint16 lx, uint16 ly) |
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void | face_actor (Actor *a) |
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void | set_talk_flags (uint8 newflags) |
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uint8 | get_flag (uint8 bitflag) |
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void | set_flag (uint8 bitflag) |
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void | clear_flag (uint8 bitflag) |
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void | show () |
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void | hide () |
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void | set_error (ActorErrorCode err) |
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void | clear_error () |
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ActorError * | get_error () |
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const list< Obj * > & | get_surrounding_obj_list () const |
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void | add_surrounding_obj (Obj *obj) |
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void | unlink_surrounding_objects (bool make_objects_temporary=false) |
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bool | moveRelative (sint16 rel_x, sint16 rel_y, ActorMoveFlags flags=0) |
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virtual bool | move (uint16 new_x, uint16 new_y, uint8 new_z, ActorMoveFlags flags=0) |
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virtual bool | check_move (uint16 new_x, uint16 new_y, uint8 new_z, ActorMoveFlags flags=0) |
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bool | check_moveRelative (sint16 rel_x, sint16 rel_y, ActorMoveFlags flags=0) |
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virtual bool | can_be_moved () |
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virtual bool | can_be_passed (const Actor *other, bool ignoreParty=false) const |
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virtual void | update () |
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void | set_in_party (bool state) |
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void | set_pathfinder (ActorPathFinder *new_pf, Path *path_type=0) |
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ActorPathFinder * | get_pathfinder () |
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void | delete_pathfinder () |
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virtual void | pathfind_to (const MapCoord &d) |
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void | pathfind_to (uint16 gx, uint16 gy, uint8 gz=255) |
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bool | walk_path () |
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virtual void | preform_worktype () |
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Obj * | get_weapon_obj (sint8 readied_obj_location) |
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void | attack (sint8 readied_obj_location, MapCoord target, Actor *foe=nullptr) |
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const CombatType * | get_weapon (sint8 readied_obj_location) |
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void | attract_to (Actor *target) |
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void | repel_from (Actor *target) |
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void | hit (uint8 dmg, bool force_hit=false) |
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void | reduce_hp (uint8 amount) |
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virtual void | die (bool create_body=true) |
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void | resurrect (const MapCoord &new_position, Obj *body_obj=nullptr) |
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uint8 | get_range (uint16 target_x, uint16 target_y) |
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bool | weapon_can_hit (const CombatType *weapon, uint16 target_x, uint16 target_y) |
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virtual bool | weapon_can_hit (const CombatType *weapon, Actor *target, uint16 *hit_x, uint16 *hit_y) |
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void | display_condition () |
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ActorList * | find_enemies () |
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U6LList * | get_inventory_list () |
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const U6LList * | get_inventory_list () const |
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bool | inventory_has_object (uint16 obj_n, uint8 qual=0, bool match_quality=OBJ_MATCH_QUALITY, uint8 frame_n=0, bool match_frame_n=OBJ_NOMATCH_FRAME_N) |
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uint32 | inventory_count_objects (bool inc_readied_objects) const |
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uint32 | inventory_count_object (uint16 obj_n) |
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Obj * | inventory_get_object (uint16 obj_n, uint8 qual=0, bool match_quality=OBJ_MATCH_QUALITY, uint8 frame_n=0, bool match_frame_n=OBJ_NOMATCH_FRAME_N) |
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bool | is_double_handed_obj_readied () |
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Obj * | inventory_get_readied_object (uint8 location) |
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sint16 | inventory_get_readied_obj_n (uint8 location) |
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virtual Obj * | inventory_get_food (Obj *container=0) |
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const CombatType * | inventory_get_readied_object_combat_type (uint8 location) |
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bool | inventory_add_object (Obj *obj, Obj *container=0, bool stack=true) |
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bool | inventory_add_object_nostack (Obj *obj, Obj *container=0) |
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void | inventory_del_all_objs () |
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bool | inventory_remove_obj (Obj *obj, bool run_usecode=true) |
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Obj * | inventory_new_object (uint16 obj_n, uint32 qty, uint8 quality=0) |
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uint32 | inventory_del_object (uint16 obj_n, uint32 qty, uint8 quality) |
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float | inventory_get_max_weight () const |
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float | get_inventory_weight () const |
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float | get_inventory_equip_weight () |
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void | inventory_drop_all () |
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void | all_items_to_container (Obj *container_obj, bool stack) |
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bool | can_carry_weight (Obj *obj) const |
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bool | can_carry_weight (float obj_weight) const |
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virtual bool | can_carry_object (uint16 obj_n, uint32 qty=0) const |
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virtual bool | can_carry_object (Obj *obj) const |
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virtual uint8 | get_object_readiable_location (Obj *obj) |
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virtual const CombatType * | get_object_combat_type (uint16 objN) |
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bool | can_ready_obj (Obj *obj) |
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bool | add_readied_object (Obj *obj) |
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void | remove_readied_object (Obj *obj, bool run_usecode=true) |
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void | remove_readied_object (uint8 location, bool run_usecode=true) |
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void | remove_all_readied_objects () |
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bool | has_readied_objects () |
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sint8 | count_readied_objects (sint32 obj_n=-1, sint16 frame_n=-1, sint16 quality=-1) |
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virtual void | twitch () |
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bool | push (Actor *pusher, uint8 where=0) |
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Obj * | make_obj () |
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uint16 | get_obj_n () const |
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virtual void | clear () |
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virtual bool | morph (uint16 obj_n) |
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bool | get_schedule_location (MapCoord *loc) const |
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bool | is_at_scheduled_location () const |
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int | get_number_of_schedules () const |
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Schedule * | get_schedule (uint8 index) |
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virtual bool | will_not_talk () const |
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uint16 | get_custom_tile_num (uint16 obj_num) const |
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