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OpenMW
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#include "character.hpp"#include <iostream>#include <components/misc/rng.hpp>#include <components/settings/settings.hpp>#include <components/sceneutil/positionattitudetransform.hpp>#include "../mwrender/animation.hpp"#include "../mwbase/environment.hpp"#include "../mwbase/world.hpp"#include "../mwbase/soundmanager.hpp"#include "../mwbase/windowmanager.hpp"#include "../mwworld/class.hpp"#include "../mwworld/inventorystore.hpp"#include "../mwworld/esmstore.hpp"#include "../mwworld/player.hpp"#include "aicombataction.hpp"#include "movement.hpp"#include "npcstats.hpp"#include "creaturestats.hpp"#include "security.hpp"#include "actorutil.hpp"#include "spellcasting.hpp"Classes | |
| struct | MWMechanics::StateInfo |
| class | MWMechanics::FindCharState |
| struct | MWMechanics::WeaponInfo |
| class | MWMechanics::FindWeaponType |
Namespaces | |
| anonymous_namespace{character.cpp} | |
| MWMechanics | |
| Game mechanics and NPC-AI. | |
Functions | |
| void | anonymous_namespace{character.cpp}::wrap (float &rad) |
| std::string | anonymous_namespace{character.cpp}::toString (int num) |
| std::string | anonymous_namespace{character.cpp}::getBestAttack (const ESM::Weapon *weapon) |
| MWMechanics::CharacterState | anonymous_namespace{character.cpp}::runStateToWalkState (MWMechanics::CharacterState state) |
| float | anonymous_namespace{character.cpp}::getFallDamage (const MWWorld::Ptr &ptr, float fallHeight) |
| void | MWMechanics::getWeaponGroup (WeaponType weaptype, std::string &group) |
| MWWorld::ContainerStoreIterator | MWMechanics::getActiveWeapon (CreatureStats &stats, MWWorld::InventoryStore &inv, WeaponType *weaptype) |
| void | MWMechanics::split (const std::string &s, char delim, std::vector< std::string > &elems) |
Variables | |
| static const StateInfo | MWMechanics::sMovementList [] |
| static const StateInfo * | MWMechanics::sMovementListEnd = &sMovementList[sizeof(sMovementList)/sizeof(sMovementList[0])] |
| static const struct MWMechanics::WeaponInfo | MWMechanics::sWeaponTypeList [] |
| static const WeaponInfo * | MWMechanics::sWeaponTypeListEnd = &sWeaponTypeList[sizeof(sWeaponTypeList)/sizeof(sWeaponTypeList[0])] |
1.8.6