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OpenGothic
Open source reimplementation of Gothic I and II
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This is the complete list of members for Npc, including all inherited members.
| activeSpellLevel() const | Npc | |
| activeWeapon() | Npc | |
| addItem(size_t id, size_t amount) | Npc | |
| addItem(std::unique_ptr< Item > &&i) | Npc | |
| addItem(size_t id, Interactive &chest, size_t count=1) | Npc | |
| addItem(size_t id, Npc &from, size_t count=1) | Npc | |
| addOverlay(std::string_view sk, uint64_t time) | Npc | |
| addOverlay(const Skeleton *sk, uint64_t time) | Npc | |
| addRoutine(gtime s, gtime e, uint32_t callback, std::string_view point) | Npc | |
| aimBow() | Npc | |
| aiPush(AiQueue::AiAction &&a) | Npc | |
| Anim typedef | Npc | |
| animMoveSpeed(uint64_t dt) const -> Tempest::Vec3 | Npc | |
| attachToPoint(const WayPoint *p) | Npc | |
| attitude() const | Npc | inline |
| attribute(Attribute a) const | Npc | |
| BC_Cast enum value | Npc | |
| BC_Invest enum value | Npc | |
| BC_No enum value | Npc | |
| BC_NoMana enum value | Npc | |
| BeginCastResult enum name | Npc | |
| beginCastSpell() -> BeginCastResult | Npc | |
| blockFist() | Npc | |
| blockSword() | Npc | |
| bodyState() const | Npc | |
| bodyStateMasked() const | Npc | |
| bounds() const | Npc | |
| buyItem(size_t id, Npc &from, size_t count=1) | Npc | |
| cameraBone(bool isFirstPerson=false) const -> Tempest::Vec3 | Npc | |
| cameraMatrix(bool isFirstPerson=false) const -> Tempest::Matrix4x4 | Npc | |
| canFinish(Npc &oth) | Npc | |
| canRayHitPoint(const Tempest::Vec3 pos, bool freeLos=true, float extRange=0.f) const | Npc | |
| canSeeItem(const Item &it, bool freeLos) const | Npc | |
| canSeeNpc(const Npc &oth, bool freeLos) const | Npc | |
| canSeeNpc(const Tempest::Vec3 pos, bool freeLos) const | Npc | |
| canSeeSource() const | Npc | |
| canSenseNpc(const Npc &oth, bool freeLos, float extRange=0.f) const -> SensesBit | Npc | |
| canSenseNpc(const Tempest::Vec3 pos, bool freeLos, bool isNoisy, float extRange=0.f) const -> SensesBit | Npc | |
| canSneak() const | Npc | |
| canSwitchWeapon() const | Npc | |
| CastState enum name | Npc | |
| centerPosition() const -> Tempest::Vec3 | Npc | |
| changeAttribute(Attribute a, int32_t val, bool allowUnconscious) | Npc | |
| changeProtection(Protection p, int32_t val) | Npc | |
| checkGoToNpcdistance(const Npc &other) | Npc | |
| clearAiQueue() | Npc | |
| clearGoTo() | Npc | |
| clearInventory() | Npc | |
| clearNearestEnemy() | Npc | |
| clearSlotItem(std::string_view slot) | Npc | |
| clearSpeed() | Npc | |
| clearState(bool noFinalize) | Npc | |
| closeWeapon(bool noAnim) | Npc | |
| commitSpell() | Npc | |
| CS_Cast_0 enum value | Npc | |
| CS_Cast_1 enum value | Npc | |
| CS_Cast_2 enum value | Npc | |
| CS_Cast_3 enum value | Npc | |
| CS_Cast_Last enum value | Npc | |
| CS_Emit_0 enum value | Npc | |
| CS_Emit_Last enum value | Npc | |
| CS_Finalize enum value | Npc | |
| CS_Invest_0 enum value | Npc | |
| CS_Invest_1 enum value | Npc | |
| CS_Invest_2 enum value | Npc | |
| CS_Invest_3 enum value | Npc | |
| CS_Invest_4 enum value | Npc | |
| CS_Invest_5 enum value | Npc | |
| CS_Invest_6 enum value | Npc | |
| CS_Invest_Last enum value | Npc | |
| CS_NoCast enum value | Npc | |
| currentArmor() | Npc | |
| currentMeleeWeapon() | Npc | |
| currentRangedWeapon() | Npc | |
| currentShield() | Npc | |
| currentTaPoint() const -> const WayPoint * | Npc | |
| currentWayPoint() const -> const WayPoint * | Npc | inline |
| delItem(size_t id, uint32_t amount) | Npc | |
| delOverlay(std::string_view sk) | Npc | |
| delOverlay(const Skeleton *sk) | Npc | |
| detectedMob() const -> Interactive * | Npc | |
| dialogChoices(Npc &player, const std::vector< uint32_t > &except, bool includeImp) -> std::vector< GameScript::DlgChoice > | Npc | |
| displayName() const | Npc | |
| displayPosition() const -> Tempest::Vec3 | Npc | |
| diveTime() const | Npc | |
| doAttack(Anim anim, BodyState bs) | Npc | |
| drawMage(uint8_t slot) | Npc | |
| drawSpell(int32_t spell) | Npc | |
| drawWeaponBow() | Npc | |
| drawWeaponFist() | Npc | |
| drawWeaponMelee() | Npc | |
| dropItem(size_t id, size_t count=1) | Npc | |
| emitSoundEffect(std::string_view sound, float range, bool freeSlot) | Npc | |
| emitSoundGround(std::string_view sound, float range, bool freeSlot) | Npc | |
| emitSoundSVM(std::string_view sound) | Npc | |
| endCastSpell(bool playerCtrl=false) | Npc | |
| excRoutine(size_t callback) | Npc | |
| experience() const | Npc | |
| experienceNext() const | Npc | |
| fatness() const | Npc | inline |
| finishingMove() | Npc | |
| fistShoot() | Npc | |
| formerPortalName() -> std::string_view | Npc | |
| getItem(size_t id) | Npc | |
| GoToHint enum name | Npc | |
| GT_EnemyA enum value | Npc | |
| GT_EnemyG enum value | Npc | |
| GT_Flee enum value | Npc | |
| GT_Item enum value | Npc | |
| GT_NextFp enum value | Npc | |
| GT_No enum value | Npc | |
| GT_Point enum value | Npc | |
| GT_Way enum value | Npc | |
| guild() const | Npc | |
| handle() | Npc | inline |
| handlePtr() const | Npc | inline |
| hasAmmunition() const | Npc | |
| hasAnim(std::string_view scheme) const | Npc | |
| hasCollision() const | Npc | inline |
| hasOverlay(std::string_view sk) const | Npc | |
| hasOverlay(const Skeleton *sk) const | Npc | |
| hasPerc(PercType perc) const | Npc | |
| hasState(BodyState s) const | Npc | |
| hasStateFlag(BodyState flg) const | Npc | |
| hasSwimAnimations() const | Npc | |
| haveOutput() const | Npc | |
| hitChance(Talent t) const | Npc | |
| HitSound enum name | Npc | |
| HS_Dead enum value | Npc | |
| HS_NoSound enum value | Npc | |
| instanceSymbol() const | Npc | |
| interactive() const -> Interactive * | Npc | inline |
| invalidateTalentOverlays(Talent t) | Npc | |
| invalidateTalentOverlays() | Npc | |
| inventory() const -> const Inventory & | Npc | inline |
| isAiBusy() const | Npc | |
| isAiQueueEmpty() const | Npc | |
| isAttack() const | Npc | |
| isAttackAnim() const | Npc | |
| isCasting() const | Npc | |
| isDead() const | Npc | |
| isDive() const | Npc | |
| isDown() const | Npc | |
| isEnemy(const Npc &other) const | Npc | |
| isFalling() const | Npc | |
| isFallingDeep() const | Npc | |
| isFinishingMove() const | Npc | |
| isFlyAnim() const | Npc | |
| isFriend() const | Npc | |
| isHuman() const | Npc | |
| isImmortal() const | Npc | |
| isInAir() const | Npc | |
| isInRoutine(ScriptFn stateFn) const | Npc | |
| isInState(ScriptFn stateFn) const | Npc | |
| isInWater() const | Npc | |
| isJumpAnim() const | Npc | |
| isLie() const | Npc | |
| isMonster() const | Npc | |
| isPlayer() const | Npc | |
| isPrehit() const | Npc | |
| isRefuseTalk() const | Npc | |
| isRotationAllowed() const | Npc | |
| isSlide() const | Npc | |
| isStanding() const | Npc | |
| isSwim() const | Npc | |
| isTalk() const | Npc | |
| isTargetableBySpell(TargetType t) const | Npc | |
| isUnconscious() const | Npc | |
| isUsingTorch() const | Npc | |
| itemCount(size_t id) const | Npc | |
| JumpStatus typedef | Npc | |
| lastHitSpellId() const | Npc | inline |
| learningPoints() const | Npc | |
| level() const | Npc | |
| load(Serialize &fout, size_t id, std::string_view directory) | Npc | |
| lookAtTarget() const | Npc | |
| mageCycle() const | Npc | |
| magicCyrcle() const | Npc | |
| mapBone(std::string_view bone) const -> Tempest::Vec3 | Npc | |
| mapHeadBone() const -> Tempest::Vec3 | Npc | |
| mapWeaponBone() const -> Tempest::Vec3 | Npc | |
| MoveAlgo | Npc | friend |
| moveHint() const | Npc | inline |
| moveItem(size_t id, Interactive &to, size_t count=1) | Npc | |
| multSpeed(float s) | Npc | |
| Npc(World &owner, size_t instance, std::string_view waypoint, NpcProcessPolicy aiPolicy=NpcProcessPolicy::AiNormal) | Npc | |
| Npc(const Npc &)=delete | Npc | |
| onWldItemRemoved(const Item &itm) | Npc | |
| perceptionProcess(Npc &pl) | Npc | |
| perceptionProcess(Npc &pl, Npc *victim, float quadDist, PercType perc) | Npc | |
| percNextTime() const | Npc | |
| playAnimByName(std::string_view name, BodyState bs) -> const Animation::Sequence * | Npc | |
| portalName() -> std::string_view | Npc | |
| position() const -> Tempest::Vec3 | Npc | |
| postValidate() | Npc | |
| processDefInvTorch() | Npc | |
| processPolicy() const -> NpcProcessPolicy | Npc | inline |
| protection(Protection p) const | Npc | |
| qDistTo(const Tempest::Vec3 pos) const | Npc | |
| qDistTo(const WayPoint *p) const | Npc | |
| qDistTo(const Npc &p) const | Npc | |
| qDistTo(const Interactive &p) const | Npc | |
| qDistTo(const Item &p) const | Npc | |
| quitInteraction() | Npc | |
| resetPositionToTA() | Npc | |
| resumeAiRoutine() | Npc | |
| rotateTo(float dx, float dz, float speed, AnimationSolver::TurnType anim, uint64_t dt) | Npc | |
| rotation() const | Npc | |
| rotationRad() const | Npc | |
| rotationY() const | Npc | |
| rotationYRad() const | Npc | |
| runAngle() const | Npc | inline |
| runEffect(Effect &&e) | Npc | |
| save(Serialize &fout, size_t id, std::string_view directory) | Npc | |
| sellItem(size_t id, Npc &to, size_t count=1) | Npc | |
| setActiveSpellInfo(int32_t info) | Npc | |
| setAiOutputBarrier(uint64_t dt, bool overlay) | Npc | |
| setAmmoItem(MeshObjects::Mesh &&itm, std::string_view slot) | Npc | |
| setAnim(Anim a) | Npc | |
| setAnimAngGet(Anim a) -> const Animation::Sequence * | Npc | |
| setAnimAngGet(Anim a, uint8_t comb) -> const Animation::Sequence * | Npc | |
| setAnimItem(std::string_view scheme, int state) | Npc | |
| setAnimRotate(int rot) | Npc | |
| setAttitude(Attitude att) | Npc | |
| setCurrentItem(size_t item) | Npc | |
| setDetectedMob(Interactive *id) | Npc | |
| setDirection(const Tempest::Vec3 &pos) | Npc | |
| setDirection(float rotation) | Npc | |
| setDirectionY(float rotation) | Npc | |
| setFatness(float f) | Npc | |
| setInteraction(Interactive *id, bool quick=false) | Npc | |
| setMagicWeapon(Effect &&spell) | Npc | |
| setOther(Npc *ot) | Npc | |
| setPerceptionDisable(PercType t) | Npc | |
| setPerceptionEnable(PercType t, size_t fn) | Npc | |
| setPerceptionTime(uint64_t time) | Npc | |
| setPhysic(DynamicWorld::NpcItem &&item) | Npc | |
| setPosition(float x, float y, float z) | Npc | |
| setPosition(const Tempest::Vec3 &pos) | Npc | |
| setProcessPolicy(NpcProcessPolicy t) | Npc | |
| setRangedWeapon(MeshObjects::Mesh &&bow) | Npc | |
| setRefuseTalk(uint64_t milis) | Npc | |
| setRunAngle(float angle) | Npc | |
| setScale(float x, float y, float z) | Npc | |
| setShield(MeshObjects::Mesh &&shield) | Npc | |
| setSlotItem(MeshObjects::Mesh &&itm, std::string_view slot) | Npc | |
| setStateItem(MeshObjects::Mesh &&itm, std::string_view slot) | Npc | |
| setStateTime(int64_t time) | Npc | |
| setSword(MeshObjects::Mesh &&sword) | Npc | |
| setTalentSkill(Talent t, int32_t lvl) | Npc | |
| setTalentValue(Talent t, int32_t lvl) | Npc | |
| setTarget(Npc *t) | Npc | |
| setTempAttitude(Attitude att) | Npc | |
| setToFightMode(const size_t item) | Npc | |
| setToFistMode() | Npc | |
| setTorch(bool use) | Npc | |
| setTrueGuild(int32_t g) | Npc | |
| setVictim(Npc *ot) | Npc | |
| setVisual(std::string_view visual) | Npc | |
| setVisual(const Skeleton *visual) | Npc | |
| setVisualBody(int32_t headTexNr, int32_t teethTexNr, int32_t bodyVer, int32_t bodyColor, std::string_view body, std::string_view head) | Npc | |
| setWalkMode(WalkBit m) | Npc | |
| shootBow(Interactive *focOverride=nullptr) | Npc | |
| startClimb(JumpStatus jump) | Npc | |
| startDialog(Npc &other) | Npc | |
| startDive() | Npc | |
| startEffect(Npc &to, const VisualFx &vfx) | Npc | |
| startFaceAnim(std::string_view anim, float intensity, uint64_t duration) | Npc | |
| startState(ScriptFn id, std::string_view wp) | Npc | |
| startState(ScriptFn id, std::string_view wp, gtime endTime, bool noFinalize) | Npc | |
| stateTime() const | Npc | |
| stopAnim(std::string_view ani) | Npc | |
| stopDlgAnim() | Npc | |
| stopEffect(const VisualFx &vfx) | Npc | |
| stopItemStateAnim() | Npc | |
| stopWalking() | Npc | |
| swingSword() | Npc | |
| swingSwordL() | Npc | |
| swingSwordR() | Npc | |
| takeDamage(Npc &other, const Bullet *b) | Npc | |
| takeDamage(Npc &other, const Bullet *b, const VisualFx *vfx, int32_t splId) | Npc | |
| takeItem(Item &i) | Npc | |
| talentSkill(Talent t) const | Npc | |
| talentValue(Talent t) const | Npc | |
| target() const | Npc | |
| tempAttitude() const | Npc | inline |
| testMove(const Tempest::Vec3 &pos) | Npc | |
| tick(uint64_t dt) | Npc | |
| tickAnimationTags() | Npc | |
| toggleTorch() | Npc | |
| transform() const -> Tempest::Matrix4x4 | Npc | |
| transformBack() | Npc | |
| translateY() const | Npc | |
| trueGuild() const | Npc | |
| tryJump() | Npc | |
| tryMove(const Tempest::Vec3 &dp) | Npc | |
| tryMove(const Tempest::Vec3 &dp, DynamicWorld::CollisionTest &out) | Npc | |
| tryTranslate(const Tempest::Vec3 &to) | Npc | |
| tryTranslate(const Tempest::Vec3 &to, DynamicWorld::CollisionTest &out) | Npc | |
| turnTo(float dx, float dz, bool noAnim, uint64_t dt) | Npc | |
| unequipItem(size_t item) | Npc | |
| updateAnimation(uint64_t dt, bool force=false) | Npc | |
| updateArmor() | Npc | |
| updateTransform() | Npc | |
| useItem(size_t item) | Npc | |
| useItem(size_t item, uint8_t slotHint, bool force) | Npc | |
| walkMode() const | Npc | inline |
| wasInState(ScriptFn stateFn) const | Npc | |
| weaponState() const -> WeaponState | Npc | |
| whirlTo(float dx, float dz, float step, uint64_t dt) | Npc | |
| world() -> World & | Npc | |
| ~Npc() | Npc |