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character.hpp File Reference
#include <deque>
#include <components/esm/loadmgef.hpp>
#include "../mwworld/ptr.hpp"
#include "../mwrender/animation.hpp"
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Classes

class  MWMechanics::CharacterController
 
struct  MWMechanics::CharacterController::AnimationQueueEntry
 

Namespaces

 MWWorld
 World data.
 
 MWRender
 Rendering.
 
 MWMechanics
 Game mechanics and NPC-AI.
 

Enumerations

enum  MWMechanics::Priority {
  MWMechanics::Priority_Default, MWMechanics::Priority_WeaponLowerBody, MWMechanics::Priority_SneakIdleLowerBody, MWMechanics::Priority_SwimIdle,
  MWMechanics::Priority_Jump, MWMechanics::Priority_Movement, MWMechanics::Priority_Hit, MWMechanics::Priority_Weapon,
  MWMechanics::Priority_Block, MWMechanics::Priority_Knockdown, MWMechanics::Priority_Torch, MWMechanics::Priority_Storm,
  MWMechanics::Priority_Death, MWMechanics::Num_Priorities
}
 
enum  MWMechanics::CharacterState {
  MWMechanics::CharState_None, MWMechanics::CharState_SpecialIdle, MWMechanics::CharState_Idle, MWMechanics::CharState_Idle2,
  MWMechanics::CharState_Idle3, MWMechanics::CharState_Idle4, MWMechanics::CharState_Idle5, MWMechanics::CharState_Idle6,
  MWMechanics::CharState_Idle7, MWMechanics::CharState_Idle8, MWMechanics::CharState_Idle9, MWMechanics::CharState_IdleSwim,
  MWMechanics::CharState_IdleSneak, MWMechanics::CharState_WalkForward, MWMechanics::CharState_WalkBack, MWMechanics::CharState_WalkLeft,
  MWMechanics::CharState_WalkRight, MWMechanics::CharState_SwimWalkForward, MWMechanics::CharState_SwimWalkBack, MWMechanics::CharState_SwimWalkLeft,
  MWMechanics::CharState_SwimWalkRight, MWMechanics::CharState_RunForward, MWMechanics::CharState_RunBack, MWMechanics::CharState_RunLeft,
  MWMechanics::CharState_RunRight, MWMechanics::CharState_SwimRunForward, MWMechanics::CharState_SwimRunBack, MWMechanics::CharState_SwimRunLeft,
  MWMechanics::CharState_SwimRunRight, MWMechanics::CharState_SneakForward, MWMechanics::CharState_SneakBack, MWMechanics::CharState_SneakLeft,
  MWMechanics::CharState_SneakRight, MWMechanics::CharState_TurnLeft, MWMechanics::CharState_TurnRight, MWMechanics::CharState_Jump,
  MWMechanics::CharState_Death1, MWMechanics::CharState_Death2, MWMechanics::CharState_Death3, MWMechanics::CharState_Death4,
  MWMechanics::CharState_Death5, MWMechanics::CharState_SwimDeath, MWMechanics::CharState_DeathKnockDown, MWMechanics::CharState_DeathKnockOut,
  MWMechanics::CharState_Hit, MWMechanics::CharState_KnockDown, MWMechanics::CharState_KnockOut, MWMechanics::CharState_Block
}
 
enum  MWMechanics::WeaponType {
  MWMechanics::WeapType_None, MWMechanics::WeapType_HandToHand, MWMechanics::WeapType_OneHand, MWMechanics::WeapType_TwoHand,
  MWMechanics::WeapType_TwoWide, MWMechanics::WeapType_BowAndArrow, MWMechanics::WeapType_Crossbow, MWMechanics::WeapType_Thrown,
  MWMechanics::WeapType_PickProbe, MWMechanics::WeapType_Spell
}
 
enum  MWMechanics::UpperBodyCharacterState {
  MWMechanics::UpperCharState_Nothing, MWMechanics::UpperCharState_EquipingWeap, MWMechanics::UpperCharState_UnEquipingWeap, MWMechanics::UpperCharState_WeapEquiped,
  MWMechanics::UpperCharState_StartToMinAttack, MWMechanics::UpperCharState_MinAttackToMaxAttack, MWMechanics::UpperCharState_MaxAttackToMinHit, MWMechanics::UpperCharState_MinHitToHit,
  MWMechanics::UpperCharState_FollowStartToFollowStop, MWMechanics::UpperCharState_CastingSpell
}
 
enum  MWMechanics::JumpingState { MWMechanics::JumpState_None, MWMechanics::JumpState_InAir, MWMechanics::JumpState_Landing }
 

Functions

MWWorld::ContainerStoreIterator MWMechanics::getActiveWeapon (CreatureStats &stats, MWWorld::InventoryStore &inv, WeaponType *weaptype)