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OpenEnroth 39d87c6
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#include "Engine/Objects/Actor.h"#include <algorithm>#include <deque>#include <string>#include <utility>#include <vector>#include <optional>#include "Engine/Engine.h"#include "Engine/Data/AwardEnums.h"#include "Engine/Data/HouseEnumFunctions.h"#include "Engine/Graphics/Camera.h"#include "Engine/Graphics/DecalBuilder.h"#include "Engine/Objects/Decoration.h"#include "Engine/Graphics/Indoor.h"#include "Engine/Graphics/Renderer/Renderer.h"#include "Engine/Graphics/Overlays.h"#include "Engine/Graphics/Sprites.h"#include "Engine/Graphics/Vis.h"#include "Engine/Localization.h"#include "Engine/Objects/ObjectList.h"#include "Engine/Objects/SpriteObject.h"#include "Engine/Objects/MonsterEnumFunctions.h"#include "Engine/OurMath.h"#include "Engine/Party.h"#include "Engine/SpellFxRenderer.h"#include "Engine/Random/Random.h"#include "Engine/Spells/CastSpellInfo.h"#include "Engine/Spells/Spells.h"#include "Engine/AttackList.h"#include "Engine/Tables/ItemTable.h"#include "Engine/Tables/FactionTable.h"#include "Engine/Time/Timer.h"#include "Engine/TurnEngine/TurnEngine.h"#include "Engine/MapInfo.h"#include "GUI/GUIWindow.h"#include "GUI/UI/UIGame.h"#include "GUI/UI/UIStatusBar.h"#include "Media/Audio/AudioPlayer.h"#include "Library/Logger/Logger.h"#include "Utility/Math/TrigLut.h"Functions | |
| bool | ShouldMonsterPlayAttackAnim (SpellId spell_id) |
| void | npcSetItem (int npc, ItemId item, int a3) |
| bool | CheckActors_proximity () |
| void | StatusBarItemFound (int num_gold_found, std::string_view item_unidentified_name) |
| void | toggleActorGroupFlag (unsigned int uGroupID, ActorAttribute uFlag, bool bValue) |
| bool | Detect_Between_Objects (Pid uObjID, Pid uObj2ID) |
| void | Spawn_Light_Elemental (int spell_power, Mastery caster_skill_mastery, Duration duration) |
| void | SpawnEncounter (MapInfo *pMapInfo, SpawnPoint *spawn, int monsterCatMod, int countOverride, int aggro) |
| void | evaluateAoeDamage () |
| double | sub_43AE12 (signed int a1) |
| void | ItemDamageFromActor (Pid uObjID, unsigned int uActorID, const Vec3f &pVelocity) |
| Actor * | AllocateActor (bool appendOnly) |
Variables | |
| static SpellFxRenderer * | spell_fx_renderer = EngineIocContainer::ResolveSpellFxRenderer() |
| std::deque< Actor > | pActors |
| stru319 | stru_50C198 |
| static constexpr IndexedArray< int, HOSTILITY_FIRST, HOSTILITY_LAST > | _4DF380_hostilityRanges |
| std::array< int16_t, 11 > | word_4E8152 = {{0, 0, 0, 90, 8, 2, 70, 20, 10, 50, 30}} |
| Actor * AllocateActor | ( | bool | appendOnly | ) |
Allocates a new actor in pActors array.
| appendOnly | If true, this function doesn't try to find an empty (removed) spot in the actors list, and only appends new actors to the end. |
nullptr if the actor count limit has been hit. | bool CheckActors_proximity | ( | ) |
| void evaluateAoeDamage | ( | ) |
| void npcSetItem | ( | int | npc, |
| ItemId | item, | ||
| int | a3 | ||
| ) |
| bool ShouldMonsterPlayAttackAnim | ( | SpellId | spell_id | ) |
| void SpawnEncounter | ( | MapInfo * | pMapInfo, |
| SpawnPoint * | spawn, | ||
| int | monsterCatMod, | ||
| int | countOverride, | ||
| int | aggro | ||
| ) |
| void StatusBarItemFound | ( | int | num_gold_found, |
| std::string_view | item_unidentified_name | ||
| ) |
| double sub_43AE12 | ( | signed int | a1 | ) |
| void toggleActorGroupFlag | ( | unsigned int | uGroupID, |
| ActorAttribute | uFlag, | ||
| bool | bValue | ||
| ) |
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staticconstexpr |
| std::deque<Actor> pActors |
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static |
| stru319 stru_50C198 |
| std::array<int16_t, 11> word_4E8152 = {{0, 0, 0, 90, 8, 2, 70, 20, 10, 50, 30}} |