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

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

addAtachView(const ProtoMesh::Attach &visual, const int32_t version)World
addDecalView(const zenkit::VisualDecal &decal)World
addDlgSound(std::string_view s, const Tempest::Vec3 &pos, float range, uint64_t &timeLen)World
addFreePoint(const Tempest::Vec3 &pos, const Tempest::Vec3 &dir, std::string_view name)World
addGlobalEffect(std::string_view what, uint64_t len, const std::string *argv, size_t argc)World
addInteractive(Interactive *inter)World
addItem(size_t itemInstance, std::string_view at)World
addItem(const zenkit::VItem &vob)World
addItem(size_t itemInstance, const Tempest::Vec3 &pos)World
addItemDyn(size_t itemInstance, const Tempest::Matrix4x4 &pos, size_t owner)World
addLandHitEffect(ItemMaterial src, zenkit::MaterialGroup reciver, const Tempest::Matrix4x4 &pos)World
addLight(const zenkit::VLight &vob)World
addLight(std::string_view preset)World
addNpc(std::string_view name, std::string_view at)World
addNpc(size_t npcInstance, std::string_view at)World
addNpc(size_t npcInstance, const Tempest::Vec3 &at)World
addSound(const zenkit::VirtualObject &vob)World
addStartPoint(const Tempest::Vec3 &pos, const Tempest::Vec3 &dir, std::string_view name)World
addStaticView(const ProtoMesh *visual, bool staticDraw)World
addStaticView(std::string_view visual)World
addTrigger(AbstractTrigger *trigger)World
addView(std::string_view visual) constWorld
addView(std::string_view visual, int32_t headTex, int32_t teetTex, int32_t bodyColor) constWorld
addView(const zenkit::IItem &itm)World
addView(const ProtoMesh *visual)World
addWeaponBlkEffect(ItemMaterial src, ItemMaterial reciver, const Tempest::Matrix4x4 &pos)World
addWeaponHitEffect(Npc &src, const Bullet *srcArrow, Npc &reciver)World
aiOutputSound(Npc &player, std::string_view msg)World
assignRoomToGuild(std::string_view room, int32_t guildId)World
availableMob(const Npc &pl, std::string_view name)World
createPlayer(std::string_view cls)World
currentCs() constWorld
deadPoint() constWorld
detectItem(const Tempest::Vec3 &p, const float r, const std::function< void(Item &)> &f)World
detectNpc(const Tempest::Vec3 &p, const float r, const std::function< void(Npc &)> &f)World
detectNpcNear(std::function< void(Npc &)> f)World
disableCollizionZone(CollisionZone &z)World
disableTicks(AbstractTrigger &t)World
enableCollizionZone(CollisionZone &z)World
enableDefTrigger(AbstractTrigger &t)World
enableTicks(AbstractTrigger &t)World
execTriggerEvent(const TriggerEvent &e)World
findFocus(const Npc &pl, const Focus &def)World
findFocus(const Focus &def)World
findFreePoint(const Npc &pos, std::string_view name) constWorld
findFreePoint(const Tempest::Vec3 &pos, std::string_view name) constWorld
findInteractive(const Npc &pl)World
findItemByInstance(size_t instance, size_t n=0)World
findNextFreePoint(const Npc &pos, std::string_view name) constWorld
findNextPoint(const WayPoint &pos) constWorld
findNextWayPoint(const Npc &npc) constWorld
findNpcByInstance(size_t instance, size_t n=0)World
findPoint(std::string_view name, bool inexact=true) constWorld
findWayPoint(std::string_view name) constWorld
findWayPoint(const Tempest::Vec3 &pos) constWorld
findWayPoint(const Tempest::Vec3 &pos, const std::function< bool(const WayPoint &)> &f) constWorld
findWayPoint(const Tempest::Vec3 &pos, std::string_view name) constWorld
gameSession() constWorldinline
globalFx() constWorldinline
guildOfRoom(const Tempest::Vec3 &pos)World
guildOfRoom(std::string_view portalName)World
hasItems(std::string_view tag, size_t itemCls)World
insertPlayer(std::unique_ptr< Npc > &&npc, std::string_view waypoint)World
invalidateVobIndex()World
isCutsceneLock() constWorld
isInDialog() constWorld
isInPfxRange(const Tempest::Vec3 &pos) constWorld
isInSfxRange(const Tempest::Vec3 &pos) constWorld
isTargeted(Npc &npc)World
itmById(uint32_t id)World
itmId(const void *ptr) constWorld
leaf_node_indicesWorld
load(Serialize &fin)World
marchCsCameras(DbgPainter &p) constWorld
marchInteractives(DbgPainter &p) constWorld
marchPoints(DbgPainter &p) constWorld
mobsiById(uint32_t id)World
mobsiId(const Interactive *ptr) constWorld
name() constWorldinline
nodesWorld
npcById(uint32_t id)World
npcCount() constWorld
npcId(const Npc *ptr) constWorld
openDlgOuput(Npc &player, Npc &npc)World
physic() constWorldinline
player() constWorldinline
postInit()World
removeItem(Item &it)World
removeNpc(Npc &npc)World
resetPositionToTA()World
roomAt(const Tempest::Vec3 &arr)World
runEffect(Effect &&e)World
save(Serialize &fout)World
scaleTime(uint64_t &dt)World
script() constWorld
sectorsWorld
sectorsDataWorld
sendImmediatePerc(Npc &self, Npc &other, Npc &victim, int32_t perc)World
sendImmediatePerc(Npc &self, Npc &other, Npc &victim, Item &item, int32_t perc)World
sendPassivePerc(Npc &self, Npc &other, int32_t perc)World
sendPassivePerc(Npc &self, Npc &other, Npc &victim, int32_t perc)World
sendPassivePerc(Npc &self, Npc &other, Item &item, int32_t perc)World
sendPassivePerc(Npc &self, Npc &other, Npc &victim, Item &item, int32_t perc)World
setCurrentCs(CsCamera *cs)World
setDayTime(int32_t h, int32_t min)World
setMobRoutine(gtime time, std::string_view scheme, int32_t state)World
setPlayer(Npc *npc)World
shootBullet(const Item &itmId, const Npc &npc, const Npc *target, const Interactive *inter)World
shootSpell(const Item &itm, const Npc &npc, const Npc *target)World
sound()Worldinline
startPoint() constWorld
stopEffect(const VisualFx &vfx)World
takeHero() -> std::unique_ptr< Npc >World
takeItem(Item &it) -> std::unique_ptr< Item >World
testFocusNpc(Npc *def)World
tick(uint64_t dt)World
tickCount() constWorld
time() constWorld
triggerChangeWorld(std::string_view world, std::string_view wayPoint)World
triggerEvent(const TriggerEvent &e)World
triggerOnStart(bool firstTime)World
updateAnimation(uint64_t dt)World
validateFocus(const Focus &def)World
version() const -> const VersionInfo &World
view() constWorldinline
wayTo(const Npc &pos, const WayPoint &end) constWorld
World()=deleteWorld
World(const World &)=deleteWorld
World(GameSession &game, std::string_view file, bool startup, std::function< void(int)> loadProgress)World
~World()World