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

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

activeSpellLevel() constNpc
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 typedefNpc
animMoveSpeed(uint64_t dt) const -> Tempest::Vec3Npc
attachToPoint(const WayPoint *p)Npc
attitude() constNpcinline
attribute(Attribute a) constNpc
BC_Cast enum valueNpc
BC_Invest enum valueNpc
BC_No enum valueNpc
BC_NoMana enum valueNpc
BeginCastResult enum nameNpc
beginCastSpell() -> BeginCastResultNpc
blockFist()Npc
blockSword()Npc
bodyState() constNpc
bodyStateMasked() constNpc
bounds() constNpc
buyItem(size_t id, Npc &from, size_t count=1)Npc
cameraBone(bool isFirstPerson=false) const -> Tempest::Vec3Npc
cameraMatrix(bool isFirstPerson=false) const -> Tempest::Matrix4x4Npc
canFinish(Npc &oth)Npc
canRayHitPoint(const Tempest::Vec3 pos, bool freeLos=true, float extRange=0.f) constNpc
canSeeItem(const Item &it, bool freeLos) constNpc
canSeeNpc(const Npc &oth, bool freeLos) constNpc
canSeeNpc(const Tempest::Vec3 pos, bool freeLos) constNpc
canSeeSource() constNpc
canSenseNpc(const Npc &oth, bool freeLos, float extRange=0.f) const -> SensesBitNpc
canSenseNpc(const Tempest::Vec3 pos, bool freeLos, bool isNoisy, float extRange=0.f) const -> SensesBitNpc
canSneak() constNpc
canSwitchWeapon() constNpc
CastState enum nameNpc
centerPosition() const -> Tempest::Vec3Npc
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 valueNpc
CS_Cast_1 enum valueNpc
CS_Cast_2 enum valueNpc
CS_Cast_3 enum valueNpc
CS_Cast_Last enum valueNpc
CS_Emit_0 enum valueNpc
CS_Emit_Last enum valueNpc
CS_Finalize enum valueNpc
CS_Invest_0 enum valueNpc
CS_Invest_1 enum valueNpc
CS_Invest_2 enum valueNpc
CS_Invest_3 enum valueNpc
CS_Invest_4 enum valueNpc
CS_Invest_5 enum valueNpc
CS_Invest_6 enum valueNpc
CS_Invest_Last enum valueNpc
CS_NoCast enum valueNpc
currentArmor()Npc
currentMeleeWeapon()Npc
currentRangedWeapon()Npc
currentShield()Npc
currentTaPoint() const -> const WayPoint *Npc
currentWayPoint() const -> const WayPoint *Npcinline
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() constNpc
displayPosition() const -> Tempest::Vec3Npc
diveTime() constNpc
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() constNpc
experienceNext() constNpc
fatness() constNpcinline
finishingMove()Npc
fistShoot()Npc
formerPortalName() -> std::string_viewNpc
getItem(size_t id)Npc
GoToHint enum nameNpc
GT_EnemyA enum valueNpc
GT_EnemyG enum valueNpc
GT_Flee enum valueNpc
GT_Item enum valueNpc
GT_NextFp enum valueNpc
GT_No enum valueNpc
GT_Point enum valueNpc
GT_Way enum valueNpc
guild() constNpc
handle()Npcinline
handlePtr() constNpcinline
hasAmmunition() constNpc
hasAnim(std::string_view scheme) constNpc
hasCollision() constNpcinline
hasOverlay(std::string_view sk) constNpc
hasOverlay(const Skeleton *sk) constNpc
hasPerc(PercType perc) constNpc
hasState(BodyState s) constNpc
hasStateFlag(BodyState flg) constNpc
hasSwimAnimations() constNpc
haveOutput() constNpc
hitChance(Talent t) constNpc
HitSound enum nameNpc
HS_Dead enum valueNpc
HS_NoSound enum valueNpc
instanceSymbol() constNpc
interactive() const -> Interactive *Npcinline
invalidateTalentOverlays(Talent t)Npc
invalidateTalentOverlays()Npc
inventory() const -> const Inventory &Npcinline
isAiBusy() constNpc
isAiQueueEmpty() constNpc
isAttack() constNpc
isAttackAnim() constNpc
isCasting() constNpc
isDead() constNpc
isDive() constNpc
isDown() constNpc
isEnemy(const Npc &other) constNpc
isFalling() constNpc
isFallingDeep() constNpc
isFinishingMove() constNpc
isFlyAnim() constNpc
isFriend() constNpc
isHuman() constNpc
isImmortal() constNpc
isInAir() constNpc
isInRoutine(ScriptFn stateFn) constNpc
isInState(ScriptFn stateFn) constNpc
isInWater() constNpc
isJumpAnim() constNpc
isLie() constNpc
isMonster() constNpc
isPlayer() constNpc
isPrehit() constNpc
isRefuseTalk() constNpc
isRotationAllowed() constNpc
isSlide() constNpc
isStanding() constNpc
isSwim() constNpc
isTalk() constNpc
isTargetableBySpell(TargetType t) constNpc
isUnconscious() constNpc
isUsingTorch() constNpc
itemCount(size_t id) constNpc
JumpStatus typedefNpc
lastHitSpellId() constNpcinline
learningPoints() constNpc
level() constNpc
load(Serialize &fout, size_t id, std::string_view directory)Npc
lookAtTarget() constNpc
mageCycle() constNpc
magicCyrcle() constNpc
mapBone(std::string_view bone) const -> Tempest::Vec3Npc
mapHeadBone() const -> Tempest::Vec3Npc
mapWeaponBone() const -> Tempest::Vec3Npc
MoveAlgoNpcfriend
moveHint() constNpcinline
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 &)=deleteNpc
onWldItemRemoved(const Item &itm)Npc
perceptionProcess(Npc &pl)Npc
perceptionProcess(Npc &pl, Npc *victim, float quadDist, PercType perc)Npc
percNextTime() constNpc
playAnimByName(std::string_view name, BodyState bs) -> const Animation::Sequence *Npc
portalName() -> std::string_viewNpc
position() const -> Tempest::Vec3Npc
postValidate()Npc
processDefInvTorch()Npc
processPolicy() const -> NpcProcessPolicyNpcinline
protection(Protection p) constNpc
qDistTo(const Tempest::Vec3 pos) constNpc
qDistTo(const WayPoint *p) constNpc
qDistTo(const Npc &p) constNpc
qDistTo(const Interactive &p) constNpc
qDistTo(const Item &p) constNpc
quitInteraction()Npc
resetPositionToTA()Npc
resumeAiRoutine()Npc
rotateTo(float dx, float dz, float speed, AnimationSolver::TurnType anim, uint64_t dt)Npc
rotation() constNpc
rotationRad() constNpc
rotationY() constNpc
rotationYRad() constNpc
runAngle() constNpcinline
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() constNpc
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) constNpc
talentValue(Talent t) constNpc
target() constNpc
tempAttitude() constNpcinline
testMove(const Tempest::Vec3 &pos)Npc
tick(uint64_t dt)Npc
tickAnimationTags()Npc
toggleTorch()Npc
transform() const -> Tempest::Matrix4x4Npc
transformBack()Npc
translateY() constNpc
trueGuild() constNpc
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() constNpcinline
wasInState(ScriptFn stateFn) constNpc
weaponState() const -> WeaponStateNpc
whirlTo(float dx, float dz, float step, uint64_t dt)Npc
world() -> World &Npc
~Npc()Npc