#include <character.hpp>
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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 () |
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void | refreshJumpAnims (const WeaponInfo *weap, JumpingState jump, bool force=false) |
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void | refreshMovementAnims (const WeaponInfo *weap, CharacterState movement, bool force=false) |
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void | refreshIdleAnims (const WeaponInfo *weap, CharacterState idle, bool force=false) |
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void | clearAnimQueue () |
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bool | updateWeaponState () |
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bool | updateCreatureState () |
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void | updateIdleStormState (bool inwater) |
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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 |
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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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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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::isDead |
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const |
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inline |
bool MWMechanics::CharacterController::isKnockedOut |
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const |
bool MWMechanics::CharacterController::isReadyToBlock |
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const |
bool MWMechanics::CharacterController::isSneaking |
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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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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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private |
void MWMechanics::CharacterController::resurrect |
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void MWMechanics::CharacterController::setActive |
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bool |
active | ) |
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- See Also
- Animation::setActive
void MWMechanics::CharacterController::setAIAttackType |
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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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bool MWMechanics::CharacterController::updateCarriedLeftVisible |
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WeaponType |
weaptype | ) |
const |
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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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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::updateWeaponState |
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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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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::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/OpenMW/openmw/apps/openmw/mwmechanics/character.hpp
- /home/travis/build/OpenMW/openmw/apps/openmw/mwmechanics/character.cpp