31 #include "../shared/ufotypes.h"
217 gi.GridPosToVec(fieldSize, pos, origin);
330 return _touch(
this, activator);
353 inline bool isState(
int flag)
const {
return state & flag;}
415 if (inRescueZone_ == isInRescueZone())
418 inRescueZone = inRescueZone_;
bool isInRescueZone() const
Checks whether the given actor is currently standing in a rescue zone.
#define VectorCopy(src, dest)
bool isSameTeamAs(const Edict *other) const
void calcOrigin()
Calculate the edict's origin vector from it's grid position.
void resetContainer(const containerIndex_t idx)
linkedList_t * touchedList
Item * getContainer2(const containerIndex_t idx) const
Item * getLeftHandContainer() const
bool(* use)(Edict *self, Edict *activator)
solid_t
edict->solid values
void setBody(unsigned int body_)
bool callTouch(Edict *activator)
Item * getFloorContainer() const
Actor * makeActor(Edict *ent)
Convert an Edict pointer into an Actor pointer.
Player & getPlayer() const
camera_edict_data_t camera
Item * getContainer(const containerIndex_t idx) const
Item * getRightHandItem() const
unsigned int getBody() const
void setTouch(bool(*touch_)(Edict *self, Edict *activator))
int getUsableTUs() const
Calculates the amount of usable TUs. This is without the reserved TUs.
item instance data, with linked list capability
unsigned int getHead() const
void unsetState(int flag)
void(* think)(Edict *self)
Item * getRightHandContainer() const
void setFloor(const Edict *other)
void setInRescueZone(bool inRescueZone_)
Set the rescue zone flag.
bool isOpponent(const Actor *actor) const
Check if given actor is an enemy.
bool isSamePosAs(const pos3_t cmpPos)
Check whether the edict is on the given position.
edictMaterial_t
e.g. used for breakable objects
void(* reset)(Edict *self, Edict *activator)
const GLuint *typedef void(APIENTRY *GenRenderbuffersEXT_t)(GLsizei
actorSizeEnum_t fieldSize
Interface to game library.
void setOrigin(const pos3_t newPos)
Set the edict's pos and origin vector to the given grid position.
#define VectorCompare(a, b)
Item * getHandItem(actorHands_t hand) const
void setChild(Edict *child)
void setFloorContainer(Item *cont)
bool isSameAs(const Edict *other) const
bool(* destroy)(Edict *self)
void setPlayerNum(int num)
Artificial intelligence of a character.
void resetContainer(const containerIndex_t idx)
void setHead(unsigned int head_)
How many TUs (and of what type) did a player reserve for a unit?
Item * getLeftHandItem() const
int getReservedTUs() const
Calculates the amount of all currently reserved TUs.
bool isState(int flag) const
pos3_t * forbiddenListPos
chrReservations_t reservedTus
bool(* _touch)(Edict *self, Edict *activator)
Describes a character with all its attributes.