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 "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])] |