OpenGothic
Open source reimplementation of Gothic I and II
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Inventory Member List

This is the complete list of members for Inventory, including all inherited members.

activeWeapon() constInventory
activeWeapon()Inventory
addItem(std::unique_ptr< Item > &&p)Inventory
addItem(std::string_view name, size_t count, World &owner)Inventory
addItem(size_t cls, size_t count, World &owner)Inventory
autoEquipWeapons(Npc &owner)Inventory
clear(GameScript &vm, Npc &owner, bool includeMissionItm=false)Inventory
clear(GameScript &vm, Interactive &owner, bool includeMissionItm=false)Inventory
clearSlot(Npc &owner, std::string_view slot, bool remove)Inventory
currentArmor()Inventoryinline
currentMeleeWeapon()Inventoryinline
currentRangedWeapon()Inventoryinline
currentShield()Inventoryinline
currentSpell(uint8_t s)Inventoryinline
currentSpell(uint8_t s) constInventoryinline
currentSpellSlot() constInventory
delItem(size_t cls, size_t count, Npc &owner)Inventory
equip(size_t cls, Npc &owner, bool force)Inventory
equipArmor(int32_t cls, Npc &owner)Inventory
equipBestArmor(Npc &owner)Inventory
equipBestMeleeWeapon(Npc &owner)Inventory
equipBestRangedWeapon(Npc &owner)Inventory
findByFlags(ItmFlags f, uint32_t num) constInventory
getItem(size_t instance)Inventory
goldCount() constInventory
hasMissionItems() constInventory
hasRangedWeaponWithAmmo() constInventory
hasSpell(int32_t spl) constInventory
hasStateItem() constInventory
invalidateCond(Npc &owner)Inventory
Inventory()Inventory
Inventory(Inventory &&)=defaultInventory
isEmpty() constInventory
itemCount(const size_t id) constInventory
iterator(IteratorType t) constInventory
IteratorType enum nameInventory
load(Serialize &s, Npc &owner)Inventory
load(Serialize &s, Interactive &owner, World &w)Inventory
moveItem(Npc &owner, Inventory &invNpc, Interactive &mobsi)Inventorystatic
operator=(Inventory &&)=defaultInventory
priceOf(size_t item) constInventory
putAmmunition(Npc &owner, size_t cls, std::string_view slot)Inventory
putCurrentToSlot(Npc &owner, std::string_view slot)Inventory
putState(Npc &owner, size_t cls, int state)Inventory
putToSlot(Npc &owner, size_t cls, std::string_view slot)Inventory
save(Serialize &s) constInventory
sellPriceOf(size_t item) constInventory
setCurrentItem(size_t cls)Inventory
setStateItem(size_t cls)Inventory
switchActiveSpell(int32_t spell, Npc &owner)Inventory
switchActiveWeapon(Npc &owner, uint8_t slot)Inventory
switchActiveWeaponFist()Inventory
T_Inventory enum valueInventory
T_Ransack enum valueInventory
T_Trade enum valueInventory
transfer(Inventory &to, Inventory &from, Npc *fromNpc, size_t cls, size_t count, World &wrld)Inventorystatic
unequip(size_t cls, Npc &owner)Inventory
unequip(Item *cls, Npc &owner)Inventory
unequipArmor(GameScript &vm, Npc &owner)Inventory
unequipWeapons(GameScript &vm, Npc &owner)Inventory
updateArmorView(Npc &owner)Inventory
updateBowView(Npc &owner)Inventory
updateRuneView(Npc &owner)Inventory
updateShieldView(Npc &owner)Inventory
updateSwordView(Npc &owner)Inventory
updateView(Npc &owner)Inventory
use(size_t cls, Npc &owner, uint8_t slotHint, bool force)Inventory
~Inventory()Inventory