OpenEnroth 73e68f7
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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, CharacterSkillMastery caster_skill_mastery, Duration duration) |
void | SpawnEncounter (MapInfo *pMapInfo, SpawnPoint *spawn, int a3, int a4, int a5) |
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 Spawn_Light_Elemental | ( | int | spell_power, |
CharacterSkillMastery | caster_skill_mastery, | ||
Duration | duration | ||
) |
void SpawnEncounter | ( | MapInfo * | pMapInfo, |
SpawnPoint * | spawn, | ||
int | a3, | ||
int | a4, | ||
int | a5 | ||
) |
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 | ||
) |
|
staticconstexpr |
std::deque<Actor> pActors |
|
static |
stru319 stru_50C198 |
std::array<int16_t, 11> word_4E8152 = {{0, 0, 0, 90, 8, 2, 70, 20, 10, 50, 30}} |