#include <character.hpp>
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| CharacterController (const MWWorld::Ptr &ptr, MWRender::Animation *anim) |
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virtual | ~CharacterController () |
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virtual void | handleTextKey (const std::string &groupname, const std::multimap< float, std::string >::const_iterator &key, const std::multimap< float, std::string > &map) |
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void | updateContinuousVfx () |
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void | updatePtr (const MWWorld::Ptr &ptr) |
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void | update (float duration) |
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void | persistAnimationState () |
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void | unpersistAnimationState () |
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bool | playGroup (const std::string &groupname, int mode, int count, bool persist=false) |
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void | skipAnim () |
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bool | isAnimPlaying (const std::string &groupName) |
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KillResult | kill () |
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void | resurrect () |
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bool | isDead () const |
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void | forceStateUpdate () |
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bool | isAttackPreparing () const |
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bool | isCastingSpell () const |
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bool | isReadyToBlock () const |
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bool | isKnockedDown () const |
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bool | isKnockedOut () const |
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bool | isRecovery () const |
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bool | isSneaking () const |
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bool | isRunning () const |
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bool | isTurning () const |
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bool | isAttackingOrSpell () const |
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void | setAttackingOrSpell (bool attackingOrSpell) |
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void | castSpell (const std::string spellId, bool manualSpell=false) |
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void | setAIAttackType (const std::string &attackType) |
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bool | readyToPrepareAttack () const |
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bool | readyToStartAttack () const |
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float | getAttackStrength () const |
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void | setActive (int active) |
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void | setHeadTrackTarget (const MWWorld::ConstPtr &target) |
| Make this character turn its head towards target. To turn off head tracking, pass an empty Ptr. More...
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void | playSwishSound (float attackStrength) |
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void | setAttackTypeBasedOnMovement () |
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void | refreshCurrentAnims (CharacterState idle, CharacterState movement, JumpingState jump, bool force=false) |
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void | refreshHitRecoilAnims (CharacterState &idle) |
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void | refreshJumpAnims (const WeaponInfo *weap, JumpingState jump, CharacterState &idle, CharacterState &movement, bool force=false) |
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void | refreshMovementAnims (const WeaponInfo *weap, CharacterState movement, CharacterState &idle, bool force=false) |
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void | refreshIdleAnims (const WeaponInfo *weap, CharacterState idle, bool force=false) |
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void | clearAnimQueue (bool clearPersistAnims=false) |
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bool | updateWeaponState (CharacterState &idle) |
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bool | updateCreatureState () |
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void | updateIdleStormState (bool inwater) |
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std::string | chooseRandomAttackAnimation () const |
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bool | isRandomAttackAnimation (const std::string &group) const |
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bool | isPersistentAnimPlaying () |
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void | updateAnimQueue () |
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void | updateHeadTracking (float duration) |
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void | updateMagicEffects () |
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void | playDeath (float startpoint, CharacterState death) |
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CharacterState | chooseRandomDeathState () const |
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void | playRandomDeath (float startpoint=0.0f) |
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std::string | chooseRandomGroup (const std::string &prefix, int *num=NULL) const |
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bool | updateCarriedLeftVisible (WeaponType weaptype) const |
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Enumerator |
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Result_DeathAnimStarted |
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Result_DeathAnimPlaying |
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Result_DeathAnimJustFinished |
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Result_DeathAnimFinished |
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MWMechanics::CharacterController::~CharacterController |
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virtual |
void MWMechanics::CharacterController::castSpell |
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const std::string |
spellId, |
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bool |
manualSpell = false |
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) |
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std::string MWMechanics::CharacterController::chooseRandomAttackAnimation |
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const |
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private |
CharacterState MWMechanics::CharacterController::chooseRandomDeathState |
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const |
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private |
std::string MWMechanics::CharacterController::chooseRandomGroup |
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const std::string & |
prefix, |
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int * |
num = NULL |
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) |
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private |
choose a random animation group with prefix and numeric suffix
- Parameters
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num | if non-NULL, the chosen animation number will be written here |
void MWMechanics::CharacterController::clearAnimQueue |
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bool |
clearPersistAnims = false | ) |
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private |
void MWMechanics::CharacterController::forceStateUpdate |
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float MWMechanics::CharacterController::getAttackStrength |
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const |
void MWMechanics::CharacterController::handleTextKey |
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const std::string & |
groupname, |
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const std::multimap< float, std::string >::const_iterator & |
key, |
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const std::multimap< float, std::string > & |
map |
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) |
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virtual |
bool MWMechanics::CharacterController::isAnimPlaying |
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const std::string & |
groupName | ) |
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bool MWMechanics::CharacterController::isAttackingOrSpell |
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const |
bool MWMechanics::CharacterController::isAttackPreparing |
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const |
bool MWMechanics::CharacterController::isCastingSpell |
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const |
bool MWMechanics::CharacterController::isDead |
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const |
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inline |
bool MWMechanics::CharacterController::isKnockedDown |
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const |
bool MWMechanics::CharacterController::isKnockedOut |
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const |
bool MWMechanics::CharacterController::isPersistentAnimPlaying |
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private |
bool MWMechanics::CharacterController::isRandomAttackAnimation |
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const std::string & |
group | ) |
const |
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private |
bool MWMechanics::CharacterController::isReadyToBlock |
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const |
bool MWMechanics::CharacterController::isRecovery |
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const |
bool MWMechanics::CharacterController::isRunning |
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const |
bool MWMechanics::CharacterController::isSneaking |
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const |
bool MWMechanics::CharacterController::isTurning |
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const |
void MWMechanics::CharacterController::persistAnimationState |
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void MWMechanics::CharacterController::playDeath |
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float |
startpoint, |
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CharacterState |
death |
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private |
bool MWMechanics::CharacterController::playGroup |
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const std::string & |
groupname, |
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int |
mode, |
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int |
count, |
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bool |
persist = false |
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) |
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void MWMechanics::CharacterController::playRandomDeath |
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float |
startpoint = 0.0f | ) |
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private |
void MWMechanics::CharacterController::playSwishSound |
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float |
attackStrength | ) |
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bool MWMechanics::CharacterController::readyToPrepareAttack |
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const |
bool MWMechanics::CharacterController::readyToStartAttack |
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const |
void MWMechanics::CharacterController::refreshHitRecoilAnims |
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CharacterState & |
idle | ) |
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private |
void MWMechanics::CharacterController::resurrect |
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void MWMechanics::CharacterController::setActive |
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int |
active | ) |
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- See Also
- Animation::setActive
void MWMechanics::CharacterController::setAIAttackType |
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const std::string & |
attackType | ) |
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void MWMechanics::CharacterController::setAttackingOrSpell |
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bool |
attackingOrSpell | ) |
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void MWMechanics::CharacterController::setAttackTypeBasedOnMovement |
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private |
void MWMechanics::CharacterController::setAttackTypeRandomly |
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std::string & |
attackType | ) |
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static |
void MWMechanics::CharacterController::setHeadTrackTarget |
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const MWWorld::ConstPtr & |
target | ) |
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Make this character turn its head towards target. To turn off head tracking, pass an empty Ptr.
void MWMechanics::CharacterController::skipAnim |
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void MWMechanics::CharacterController::unpersistAnimationState |
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void MWMechanics::CharacterController::update |
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float |
duration | ) |
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void MWMechanics::CharacterController::updateAnimQueue |
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private |
bool MWMechanics::CharacterController::updateCarriedLeftVisible |
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WeaponType |
weaptype | ) |
const |
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private |
void MWMechanics::CharacterController::updateContinuousVfx |
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bool MWMechanics::CharacterController::updateCreatureState |
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void MWMechanics::CharacterController::updateHeadTracking |
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float |
duration | ) |
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void MWMechanics::CharacterController::updateIdleStormState |
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bool |
inwater | ) |
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private |
void MWMechanics::CharacterController::updateMagicEffects |
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void MWMechanics::CharacterController::updatePtr |
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const MWWorld::Ptr & |
ptr | ) |
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bool MWMechanics::CharacterController::mAdjustMovementAnimSpeed |
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bool MWMechanics::CharacterController::mAttackingOrSpell |
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float MWMechanics::CharacterController::mAttackStrength |
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std::string MWMechanics::CharacterController::mAttackType |
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bool MWMechanics::CharacterController::mCastingManualSpell |
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std::string MWMechanics::CharacterController::mCurrentDeath |
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std::string MWMechanics::CharacterController::mCurrentHit |
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std::string MWMechanics::CharacterController::mCurrentIdle |
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std::string MWMechanics::CharacterController::mCurrentJump |
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std::string MWMechanics::CharacterController::mCurrentMovement |
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std::string MWMechanics::CharacterController::mCurrentWeapon |
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bool MWMechanics::CharacterController::mFloatToSurface |
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bool MWMechanics::CharacterController::mHasMovedInXY |
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bool MWMechanics::CharacterController::mMovementAnimationControlled |
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float MWMechanics::CharacterController::mMovementAnimSpeed |
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float MWMechanics::CharacterController::mSecondsOfRunning |
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float MWMechanics::CharacterController::mSecondsOfSwimming |
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bool MWMechanics::CharacterController::mSkipAnim |
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float MWMechanics::CharacterController::mTimeUntilWake |
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float MWMechanics::CharacterController::mTurnAnimationThreshold |
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private |
WeaponType MWMechanics::CharacterController::mWeaponType |
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private |
The documentation for this class was generated from the following files:
- /home/travis/build/elsid/openmw/apps/openmw/mwmechanics/character.hpp
- /home/travis/build/elsid/openmw/apps/openmw/mwmechanics/character.cpp