#include <iostream>#include <cstdlib>#include <cstring>#include <algorithm>#include "Astar.h"#include "Audio.h"#include "Gump_manager.h"#include "Paperdoll_gump.h"#include "Zombie.h"#include "actions.h"#include "actors.h"#include "bodies.h"#include "cheat.h"#include "chunks.h"#include "combat.h"#include "combat_opts.h"#include "dir.h"#include "egg.h"#include "exult.h"#include "frameseq.h"#include "game.h"#include "gamewin.h"#include "gamemap.h"#include "gameclk.h"#include "imagewin.h"#include "items.h"#include "npctime.h"#include "ready.h"#include "ucmachine.h"#include "party.h"#include "monstinf.h"#include "exult_constants.h"#include "monsters.h"#include "effects.h"#include "palette.h"#include "ucsched.h"#include "ucscriptop.h"Include dependency graph for actors.cc:

Go to the source code of this file.
Classes | |
| class | Clear_hit |
Functions | |
| int | Is_attack_frame (int i) |
| int | Get_dir_from_frame (int i) |
| static void | Get_weapon_frames (int weapon, bool projectile, bool two_handed, signed char *frames) |
| int | Approach (int from, int to, int dist) |
| int | Get_effective_prop (Actor *npc, Actor::Item_properties prop, int defval=0) |
| static int | Is_draco (Actor *dragon) |
Variables | |
| bool | combat_trace |
| uint8 | visible_frames [16] |
| const signed char | sea_serpent_attack_frames [] |
| int Approach | ( | int | from, | |
| int | to, | |||
| int | dist | |||
| ) | [inline] |
| int Get_dir_from_frame | ( | int | i | ) | [inline] |
| int Get_effective_prop | ( | Actor * | npc, | |
| Actor::Item_properties | prop, | |||
| int | defval = 0 | |||
| ) | [inline] |
Definition at line 2822 of file actors.cc.
References Exult_server::npc.
Referenced by Actor::figure_hit_points().
| static void Get_weapon_frames | ( | int | weapon, | |
| bool | projectile, | |||
| bool | two_handed, | |||
| signed char * | frames | |||
| ) | [static] |
Definition at line 594 of file actors.cc.
References Weapon_info::get_actor_frames(), ShapeID::get_info(), Weapon_info::raise, Actor::raise1_frame, Actor::raise2_frame, Weapon_info::reach, Actor::reach1_frame, Actor::reach2_frame, Actor::ready_frame, Actor::strike1_frame, and Actor::strike2_frame.
Referenced by Actor::get_attack_frames().
Here is the call graph for this function:

| int Is_attack_frame | ( | int | i | ) | [inline] |
| static int Is_draco | ( | Actor * | dragon | ) | [static] |
Definition at line 3100 of file actors.cc.
References Container_game_object::get_objects().
Referenced by Actor::die().
Here is the call graph for this function:

| bool combat_trace |
Definition at line 116 of file exult.cc.
Referenced by Game_object::attacked(), exult_main(), and Actor::figure_hit_points().
| const signed char sea_serpent_attack_frames[] |
Initial value:
{13, 12, 11, 0, 1, 2, 3, 11, 12,
13, 14}
Definition at line 168 of file actors.cc.
Referenced by Actor::get_attack_frames().
| uint8 visible_frames[16] |
Initial value:
{
Actor::standing,
Actor::standing,
Actor::standing,
Actor::standing,
Actor::raise2_frame,
Actor::reach2_frame,
Actor::strike2_frame,
Actor::raise1_frame,
Actor::reach1_frame,
Actor::strike1_frame,
Actor::standing,
Actor::kneel_frame,
Actor::bow_frame,
Actor::standing,
Actor::strike2_frame,
Actor::strike2_frame }
Definition at line 148 of file actors.cc.
Referenced by Actor::get_attack_frames().
1.5.1