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character.cpp File Reference
#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 "movement.hpp"
#include "npcstats.hpp"
#include "creaturestats.hpp"
#include "security.hpp"
#include "actorutil.hpp"
#include "spellcasting.hpp"
Include dependency graph for character.cpp:

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 StateInfoMWMechanics::sMovementListEnd = &sMovementList[sizeof(sMovementList)/sizeof(sMovementList[0])]
 
static const struct
MWMechanics::WeaponInfo 
MWMechanics::sWeaponTypeList []
 
static const WeaponInfoMWMechanics::sWeaponTypeListEnd = &sWeaponTypeList[sizeof(sWeaponTypeList)/sizeof(sWeaponTypeList[0])]