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