#include <actions.h>
Inheritance diagram for Path_walking_actor_action:
Public Member Functions | |
Path_walking_actor_action (PathFinder *p=0, int maxblk=3) | |
virtual | ~Path_walking_actor_action () |
virtual int | handle_event (Actor *actor) |
int | open_door (Actor *actor, Game_object *door) |
virtual void | stop (Actor *actor) |
virtual Actor_action * | walk_to_tile (Actor *npc, Tile_coord src, Tile_coord dest, int dist=0) |
virtual int | get_dest (Tile_coord &dest) |
virtual int | following_smart_path () |
Static Public Member Functions | |
static Path_walking_actor_action * | create_path (Tile_coord src, Tile_coord dest, Pathfinder_client &cost) |
Protected Attributes | |
bool | reached_end |
PathFinder * | path |
Private Member Functions | |
void | set_subseq (Actor_action *sub) |
Private Attributes | |
int | original_dir |
int | speed |
bool | from_offscreen |
Actor_action * | subseq |
unsigned char | blocked |
unsigned char | max_blocked |
unsigned char | blocked_frame |
Tile_coord | blocked_tile |
Definition at line 85 of file actions.h.
Path_walking_actor_action::Path_walking_actor_action | ( | PathFinder * | p = 0 , |
|
int | maxblk = 3 | |||
) |
Definition at line 149 of file actions.cc.
References Get_direction4(), Tile_coord::tx, and Tile_coord::ty.
Here is the call graph for this function:
Path_walking_actor_action::~Path_walking_actor_action | ( | ) | [virtual] |
Definition at line 167 of file actions.cc.
void Path_walking_actor_action::set_subseq | ( | Actor_action * | sub | ) | [inline, private] |
Path_walking_actor_action * Path_walking_actor_action::create_path | ( | Tile_coord | src, | |
Tile_coord | dest, | |||
Pathfinder_client & | cost | |||
) | [static] |
Definition at line 184 of file actions.cc.
References Astar::NewPath().
Referenced by Forge_schedule::now_what(), Bake_schedule::now_what(), Sew_schedule::now_what(), Shy_schedule::now_what(), Lab_schedule::now_what(), Sleep_schedule::now_what(), Hound_schedule::now_what(), Kid_games_schedule::now_what(), Talk_schedule::now_what(), Preach_schedule::now_what(), and Schedule::try_street_maintenance().
Here is the call graph for this function:
int Path_walking_actor_action::handle_event | ( | Actor * | actor | ) | [virtual] |
Implements Actor_action.
Reimplemented in Approach_actor_action, and If_else_path_actor_action.
Definition at line 208 of file actions.cc.
References cheat, Tile_coord::distance(), Game_object::find_door(), Ucscript::frame, Get_direction4(), Actor::get_frame_time(), ShapeID::get_framenum(), Actor::get_frames(), Game_window::get_instance(), Actor::get_name(), Game_window::get_party_man(), Actor::get_step_index(), Game_object::get_tile(), Cheat::in_map_editor(), Actor::is_dormant(), Ireg_game_object::move(), Actor::set_frame_time(), Game_object::step(), Tile_coord::tx, Tile_coord::ty, and Tile_coord::tz.
Referenced by If_else_path_actor_action::handle_event(), and Approach_actor_action::handle_event().
Here is the call graph for this function:
int Path_walking_actor_action::open_door | ( | Actor * | actor, | |
Game_object * | door | |||
) |
Definition at line 310 of file actions.cc.
References Game_object::activate(), Map_chunk::find_spot(), Game_object::get_dir_framenum(), Game_object::get_footprint(), Game_window::get_instance(), Game_object::get_quality(), Game_object::get_tile(), gwin, Rectangle::h, Game_object::set_quality(), Actor::standing, Tile_coord::tx, Tile_coord::ty, Tile_coord::tz, Rectangle::w, Rectangle::x, and Rectangle::y.
Here is the call graph for this function:
void Path_walking_actor_action::stop | ( | Actor * | actor | ) | [virtual] |
Reimplemented from Actor_action.
Definition at line 382 of file actions.cc.
References Actor::change_frame(), Actor::get_frames(), ShapeID::get_info(), and Shape_info::has_strange_movement().
Here is the call graph for this function:
Actor_action * Path_walking_actor_action::walk_to_tile | ( | Actor * | npc, | |
Tile_coord | src, | |||
Tile_coord | dest, | |||
int | dist = 0 | |||
) | [virtual] |
Reimplemented from Actor_action.
Definition at line 401 of file actions.cc.
References Get_direction4(), Game_window::get_instance(), gwin, Exult_server::npc, Tile_coord::tx, and Tile_coord::ty.
Here is the call graph for this function:
int Path_walking_actor_action::get_dest | ( | Tile_coord & | dest | ) | [virtual] |
int Path_walking_actor_action::following_smart_path | ( | ) | [virtual] |
bool Path_walking_actor_action::reached_end [protected] |
PathFinder* Path_walking_actor_action::path [protected] |
int Path_walking_actor_action::original_dir [private] |
int Path_walking_actor_action::speed [private] |
bool Path_walking_actor_action::from_offscreen [private] |
Actor_action* Path_walking_actor_action::subseq [private] |
unsigned char Path_walking_actor_action::blocked [private] |
unsigned char Path_walking_actor_action::max_blocked [private] |
unsigned char Path_walking_actor_action::blocked_frame [private] |