118 Being *excluded =
nullptr)
const;
std::set< ActorSprite * > ActorSprites
ActorSpriteManager * actorSpriteManager
Being * createBeing(int id, ActorSprite::Type type, int subtype)
Create a Being and add it to the list of ActorSprites.
AutoCompleteLister * getPlayerNPCNameLister() const
FloorItem * findItem(int id) const
Returns a specific FloorItem, by id.
Being * findNearestLivingBeing(int x, int y, int maxTileDist, ActorSprite::Type type=Being::UNKNOWN, Being *excluded=nullptr) const
Returns a being nearest to specific coordinates.
void scheduleDelete(ActorSprite *actor)
Destroys the given ActorSprite at the end of ActorSpriteManager::logic.
std::unique_ptr< AutoCompleteLister > mPlayerNPCNames
Being * findBeingByName(const std::string &name, ActorSprite::Type type=Being::UNKNOWN) const
Finds a being by name and (optionally) by type.
void destroyActor(ActorSprite *actor)
Immediately destroys the given actor.
void setPlayer(LocalPlayer *player)
Sets the current player.
bool hasActorSprite(ActorSprite *someActor) const
Returns true if the given ActorSprite is in the manager's list, false otherwise.
Being * findBeingByPixel(int x, int y) const
Returns a being at the specific pixel.
const ActorSprites & getAll() const
Returns the whole list of beings.
ActorSprites mDeleteActors
std::unique_ptr< AutoCompleteLister > mPlayerNames
Being * findBeing(int id) const
Returns a specific Being, by id;.
void event(Event::Channel channel, const Event &event) override
void setMap(Map *map)
Sets the map on which ActorSprites are created.
FloorItem * createItem(int id, int itemId, const Vector &position)
Create a FloorItem and add it to the list of ActorSprites.
void clear()
Destroys all ActorSprites except the local player.
void logic()
Performs ActorSprite logic and deletes ActorSprite scheduled to be deleted.
AutoCompleteLister * getPlayerNameLister() const
An item lying on the floor.
The local player character.