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OpenMW
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Game mechanics and NPC-AI. More...
Classes | |
| class | DynamicStat |
| class | ActiveSpells |
| Lasting spell effects. More... | |
| class | Actor |
| Holds temporary state for an actor that will be discarded when the actor leaves the scene. More... | |
| class | SoulTrap |
| class | ExpiryVisitor |
| class | Actors |
| class | AiActivate |
| Causes actor to walk to activatable object and activate it. More... | |
| class | AiAvoidDoor |
| AiPackage to have an actor avoid an opening door. More... | |
| struct | AiCombatStorage |
| This class holds the variables AiCombat needs which are deleted if the package becomes inactive. More... | |
| class | AiCombat |
| Causes the actor to fight another actor. More... | |
| class | Action |
| class | ActionFlee |
| class | ActionSpell |
| class | ActionEnchantedItem |
| class | ActionPotion |
| class | ActionWeapon |
| class | AiEscort |
| AI Package to have an NPC lead the player to a specific point. More... | |
| class | AiFace |
| AiPackage which makes an actor face a certain direction. More... | |
| struct | AiFollowStorage |
| class | AiFollow |
| AiPackage for an actor to follow another actor/the PC. More... | |
| class | AiPackage |
| Base class for AI packages. More... | |
| class | AiPursue |
| Makes the actor very closely follow the actor. More... | |
| class | DerivedClassStorage |
| stores one object of any class derived from Base. Requesting a certain derived class via get() either returns the stored object if it has the correct type or otherwise replaces it with an object of the requested type. More... | |
| class | AiSequence |
| Sequence of AI-packages for a single actor. More... | |
| struct | AiTemporaryBase |
| base class for the temporary storage of AiPackages. More... | |
| class | AiTravel |
| Causes the AI to travel to the specified point. More... | |
| struct | AiWanderStorage |
| This class holds the variables AiWander needs which are deleted if the package becomes inactive. More... | |
| class | AiWander |
| Causes the Actor to wander within a specified range. More... | |
| class | Alchemy |
| Potion creation via alchemy skill. More... | |
| struct | SchoolCaps |
| struct | StateInfo |
| class | FindCharState |
| struct | WeaponInfo |
| class | FindWeaponType |
| class | CharacterController |
| class | CoordinateConverter |
| convert coordinates between world and local cell More... | |
| class | CreatureStats |
| Common creature stats. More... | |
| class | Enchanting |
| struct | EffectKey |
| struct | EffectParam |
| struct | EffectSourceVisitor |
| class | MagicEffects |
| Effects currently affecting a NPC or creature. More... | |
| class | MechanicsManager |
| struct | Movement |
| Desired movement for an actor. More... | |
| class | NpcStats |
| Additional stats for NPCs. More... | |
| class | Objects |
| class | ObstacleCheck |
| class | PathFinder |
| class | PathgridGraph |
| class | Pickpocket |
| class | Repair |
| class | Security |
| implementation of Security skill More... | |
| class | CastSpell |
| class | Spells |
| Spell list. More... | |
| class | Stat |
| class | AttributeValue |
| class | SkillValue |
| struct | UpdateSummonedCreatures |
| class | Trading |
Typedefs | |
| typedef DerivedClassStorage < AiTemporaryBase > | AiState |
| Container for AI package status. More... | |
Functions | |
| MWWorld::Ptr | getPlayer () |
| bool | isPlayerInCombat () |
| float | ratePotion (const MWWorld::Ptr &item, const MWWorld::Ptr &actor) |
| float | rateWeapon (const MWWorld::Ptr &item, const MWWorld::Ptr &actor, const MWWorld::Ptr &enemy, int type, float arrowRating, float boltRating) |
| float | rateSpell (const ESM::Spell *spell, const MWWorld::Ptr &actor, const MWWorld::Ptr &enemy) |
| float | rateMagicItem (const MWWorld::Ptr &ptr, const MWWorld::Ptr &actor, const MWWorld::Ptr &enemy) |
| float | rateEffect (const ESM::ENAMstruct &effect, const MWWorld::Ptr &actor, const MWWorld::Ptr &enemy) |
| float | rateEffects (const ESM::EffectList &list, const MWWorld::Ptr &actor, const MWWorld::Ptr &enemy) |
| boost::shared_ptr< Action > | prepareNextAction (const MWWorld::Ptr &actor, const MWWorld::Ptr &enemy) |
| float | getDistanceMinusHalfExtents (const MWWorld::Ptr &actor1, const MWWorld::Ptr &actor2, bool minusZDist) |
| float | getMaxAttackDistance (const MWWorld::Ptr &actor) |
| bool | canFight (const MWWorld::Ptr &actor, const MWWorld::Ptr &enemy) |
| float | vanillaRateSpell (const ESM::Spell *spell, const MWWorld::Ptr &actor, const MWWorld::Ptr &enemy) |
| float | vanillaRateWeaponAndAmmo (const MWWorld::Ptr &weapon, const MWWorld::Ptr &ammo, const MWWorld::Ptr &actor, const MWWorld::Ptr &enemy) |
| float | vanillaRateFlee (const MWWorld::Ptr &actor, const MWWorld::Ptr &enemy) |
| bool | makeFleeDecision (const MWWorld::Ptr &actor, const MWWorld::Ptr &enemy, float antiFleeRating) |
| bool | isActualAiPackage (int packageTypeId) |
| std::vector< std::string > | autoCalcNpcSpells (const int *actorSkills, const int *actorAttributes, const ESM::Race *race) |
| std::vector< std::string > | autoCalcPlayerSpells (const int *actorSkills, const int *actorAttributes, const ESM::Race *race) |
| bool | attrSkillCheck (const ESM::Spell *spell, const int *actorSkills, const int *actorAttributes) |
| ESM::Skill::SkillEnum | mapSchoolToSkill (int school) |
| void | calcWeakestSchool (const ESM::Spell *spell, const int *actorSkills, int &effectiveSchool, float &skillTerm) |
| float | calcAutoCastChance (const ESM::Spell *spell, const int *actorSkills, const int *actorAttributes, int effectiveSchool) |
| void | getWeaponGroup (WeaponType weaptype, std::string &group) |
| MWWorld::ContainerStoreIterator | getActiveWeapon (CreatureStats &stats, MWWorld::InventoryStore &inv, WeaponType *weaptype) |
| void | split (const std::string &s, char delim, std::vector< std::string > &elems) |
| bool | applyOnStrikeEnchantment (const MWWorld::Ptr &attacker, const MWWorld::Ptr &victim, const MWWorld::Ptr &object, const osg::Vec3f &hitPosition, const bool fromProjectile) |
| bool | blockMeleeAttack (const MWWorld::Ptr &attacker, const MWWorld::Ptr &blocker, const MWWorld::Ptr &weapon, float damage, float attackStrength) |
| void | resistNormalWeapon (const MWWorld::Ptr &actor, const MWWorld::Ptr &attacker, const MWWorld::Ptr &weapon, float &damage) |
| void | projectileHit (const MWWorld::Ptr &attacker, const MWWorld::Ptr &victim, MWWorld::Ptr weapon, const MWWorld::Ptr &projectile, const osg::Vec3f &hitPosition, float attackStrength) |
| float | getHitChance (const MWWorld::Ptr &attacker, const MWWorld::Ptr &victim, int skillValue) |
| Get the chance (in percent) for attacker to successfully hit victim with a given weapon skill value. More... | |
| void | applyElementalShields (const MWWorld::Ptr &attacker, const MWWorld::Ptr &victim) |
| Applies damage to attacker based on the victim's elemental shields. More... | |
| void | reduceWeaponCondition (float damage, bool hit, MWWorld::Ptr &weapon, const MWWorld::Ptr &attacker) |
| void | adjustWeaponDamage (float &damage, const MWWorld::Ptr &weapon, const MWWorld::Ptr &attacker) |
| Adjust weapon damage based on its condition. A used weapon will be less effective. More... | |
| void | getHandToHandDamage (const MWWorld::Ptr &attacker, const MWWorld::Ptr &victim, float &damage, bool &healthdmg, float attackStrength) |
| void | applyFatigueLoss (const MWWorld::Ptr &attacker, const MWWorld::Ptr &weapon, float attackStrength) |
| Apply the fatigue loss incurred by attacking with the given weapon (weapon may be empty = hand-to-hand) More... | |
| bool | isEnvironmentCompatible (const MWWorld::Ptr &attacker, const MWWorld::Ptr &victim) |
| float | getFightDistanceBias (const MWWorld::Ptr &actor1, const MWWorld::Ptr &actor2) |
| void | diseaseContact (MWWorld::Ptr actor, MWWorld::Ptr carrier) |
| std::string | getLevelledItem (const ESM::LevelledListBase *levItem, bool creature, unsigned char failChance=0) |
| bool | operator< (const EffectKey &left, const EffectKey &right) |
| EffectParam | operator+ (const EffectParam &left, const EffectParam &right) |
| EffectParam | operator- (const EffectParam &left, const EffectParam &right) |
| bool | proximityToDoor (const MWWorld::Ptr &actor, float minSqr=MIN_DIST_TO_DOOR_SQUARED) |
| tests actor's proximity to a closed door by default More... | |
| MWWorld::Ptr | getNearbyDoor (const MWWorld::Ptr &actor, float minSqr=MIN_DIST_TO_DOOR_SQUARED) |
| Returns door pointer within range. No guarantee is given as to which one. More... | |
| float | sqrDistanceIgnoreZ (const ESM::Pathgrid::Point &point, float x, float y) |
| float | distance (const ESM::Pathgrid::Point &point, float x, float y, float z) |
| float | distance (const ESM::Pathgrid::Point &a, const ESM::Pathgrid::Point &b) |
| float | getZAngleToDir (const osg::Vec3f &dir) |
| float | getXAngleToDir (const osg::Vec3f &dir) |
| float | getZAngleToPoint (const ESM::Pathgrid::Point &origin, const ESM::Pathgrid::Point &dest) |
| float | getXAngleToPoint (const ESM::Pathgrid::Point &origin, const ESM::Pathgrid::Point &dest) |
| bool | checkWayIsClear (const osg::Vec3f &from, const osg::Vec3f &to, float offsetXY) |
| ESM::Skill::SkillEnum | spellSchoolToSkill (int school) |
| float | getSpellSuccessChance (const ESM::Spell *spell, const MWWorld::Ptr &actor, int *effectiveSchool, bool cap) |
| float | getSpellSuccessChance (const std::string &spellId, const MWWorld::Ptr &actor, int *effectiveSchool, bool cap) |
| int | getSpellSchool (const std::string &spellId, const MWWorld::Ptr &actor) |
| int | getSpellSchool (const ESM::Spell *spell, const MWWorld::Ptr &actor) |
| bool | spellIncreasesSkill (const ESM::Spell *spell) |
| Get whether or not the given spell contributes to skill progress. More... | |
| bool | spellIncreasesSkill (const std::string &spellId) |
| float | getEffectResistanceAttribute (short effectId, const MagicEffects *actorEffects) |
| float | getEffectResistance (short effectId, const MWWorld::Ptr &actor, const MWWorld::Ptr &caster, const ESM::Spell *spell, const MagicEffects *effects) |
| float | getEffectMultiplier (short effectId, const MWWorld::Ptr &actor, const MWWorld::Ptr &caster, const ESM::Spell *spell, const MagicEffects *effects) |
| bool | checkEffectTarget (int effectId, const MWWorld::Ptr &target, const MWWorld::Ptr &caster, bool castByPlayer) |
| Check if the given effect can be applied to the target. If castByPlayer, emits a message box on failure. More... | |
| int | getEffectiveEnchantmentCastCost (float castCost, const MWWorld::Ptr &actor) |
| bool | isSummoningEffect (int effectId) |
| bool | disintegrateSlot (MWWorld::Ptr ptr, int slot, float disintegrate) |
| void | adjustDynamicStat (CreatureStats &creatureStats, int index, float magnitude) |
| bool | effectTick (CreatureStats &creatureStats, const MWWorld::Ptr &actor, const EffectKey &effectKey, float magnitude) |
| template<typename T > | |
| bool | operator== (const Stat< T > &left, const Stat< T > &right) |
| template<typename T > | |
| bool | operator!= (const Stat< T > &left, const Stat< T > &right) |
| template<typename T > | |
| bool | operator== (const DynamicStat< T > &left, const DynamicStat< T > &right) |
| template<typename T > | |
| bool | operator!= (const DynamicStat< T > &left, const DynamicStat< T > &right) |
| bool | operator== (const AttributeValue &left, const AttributeValue &right) |
| bool | operator!= (const AttributeValue &left, const AttributeValue &right) |
| bool | operator== (const SkillValue &left, const SkillValue &right) |
| bool | operator!= (const SkillValue &left, const SkillValue &right) |
| bool | smoothTurn (const MWWorld::Ptr &actor, float targetAngleRadians, int axis, float epsilonRadians) |
| bool | zTurn (const MWWorld::Ptr &actor, float targetAngleRadians, float epsilonRadians) |
| const float | MAX_VEL_ANGULAR_RADIANS (10) |
Game mechanics and NPC-AI.
Container for AI package status.
| void MWMechanics::adjustDynamicStat | ( | CreatureStats & | creatureStats, |
| int | index, | ||
| float | magnitude | ||
| ) |
| void MWMechanics::adjustWeaponDamage | ( | float & | damage, |
| const MWWorld::Ptr & | weapon, | ||
| const MWWorld::Ptr & | attacker | ||
| ) |
Adjust weapon damage based on its condition. A used weapon will be less effective.
| void MWMechanics::applyElementalShields | ( | const MWWorld::Ptr & | attacker, |
| const MWWorld::Ptr & | victim | ||
| ) |
Applies damage to attacker based on the victim's elemental shields.
| void MWMechanics::applyFatigueLoss | ( | const MWWorld::Ptr & | attacker, |
| const MWWorld::Ptr & | weapon, | ||
| float | attackStrength | ||
| ) |
Apply the fatigue loss incurred by attacking with the given weapon (weapon may be empty = hand-to-hand)
| bool MWMechanics::applyOnStrikeEnchantment | ( | const MWWorld::Ptr & | attacker, |
| const MWWorld::Ptr & | victim, | ||
| const MWWorld::Ptr & | object, | ||
| const osg::Vec3f & | hitPosition, | ||
| const bool | fromProjectile | ||
| ) |
| bool MWMechanics::attrSkillCheck | ( | const ESM::Spell * | spell, |
| const int * | actorSkills, | ||
| const int * | actorAttributes | ||
| ) |
| std::vector< std::string > MWMechanics::autoCalcNpcSpells | ( | const int * | actorSkills, |
| const int * | actorAttributes, | ||
| const ESM::Race * | race | ||
| ) |
Contains algorithm for calculating an NPC's spells based on stats
| std::vector< std::string > MWMechanics::autoCalcPlayerSpells | ( | const int * | actorSkills, |
| const int * | actorAttributes, | ||
| const ESM::Race * | race | ||
| ) |
| bool MWMechanics::blockMeleeAttack | ( | const MWWorld::Ptr & | attacker, |
| const MWWorld::Ptr & | blocker, | ||
| const MWWorld::Ptr & | weapon, | ||
| float | damage, | ||
| float | attackStrength | ||
| ) |
| float MWMechanics::calcAutoCastChance | ( | const ESM::Spell * | spell, |
| const int * | actorSkills, | ||
| const int * | actorAttributes, | ||
| int | effectiveSchool | ||
| ) |
| void MWMechanics::calcWeakestSchool | ( | const ESM::Spell * | spell, |
| const int * | actorSkills, | ||
| int & | effectiveSchool, | ||
| float & | skillTerm | ||
| ) |
| bool MWMechanics::canFight | ( | const MWWorld::Ptr & | actor, |
| const MWWorld::Ptr & | enemy | ||
| ) |
| bool MWMechanics::checkEffectTarget | ( | int | effectId, |
| const MWWorld::Ptr & | target, | ||
| const MWWorld::Ptr & | caster, | ||
| bool | castByPlayer | ||
| ) |
Check if the given effect can be applied to the target. If castByPlayer, emits a message box on failure.
| bool MWMechanics::checkWayIsClear | ( | const osg::Vec3f & | from, |
| const osg::Vec3f & | to, | ||
| float | offsetXY | ||
| ) |
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Call when actor has got in contact with carrier (e.g. hit by him, or loots him)
| actor | The actor that will potentially catch diseases. Currently only the player can catch diseases. |
| carrier | The disease carrier. |
| bool MWMechanics::disintegrateSlot | ( | MWWorld::Ptr | ptr, |
| int | slot, | ||
| float | disintegrate | ||
| ) |
| float MWMechanics::distance | ( | const ESM::Pathgrid::Point & | point, |
| float | x, | ||
| float | y, | ||
| float | z | ||
| ) |
| float MWMechanics::distance | ( | const ESM::Pathgrid::Point & | a, |
| const ESM::Pathgrid::Point & | b | ||
| ) |
| bool MWMechanics::effectTick | ( | CreatureStats & | creatureStats, |
| const MWWorld::Ptr & | actor, | ||
| const MWMechanics::EffectKey & | effectKey, | ||
| float | magnitude | ||
| ) |
Apply a magic effect that is applied in tick intervals until its remaining time ends or it is removed
| MWWorld::ContainerStoreIterator MWMechanics::getActiveWeapon | ( | CreatureStats & | stats, |
| MWWorld::InventoryStore & | inv, | ||
| WeaponType * | weaptype | ||
| ) |
| float MWMechanics::getDistanceMinusHalfExtents | ( | const MWWorld::Ptr & | actor1, |
| const MWWorld::Ptr & | actor2, | ||
| bool | minusZDist | ||
| ) |
| int MWMechanics::getEffectiveEnchantmentCastCost | ( | float | castCost, |
| const MWWorld::Ptr & | actor | ||
| ) |
| float MWMechanics::getEffectMultiplier | ( | short | effectId, |
| const MWWorld::Ptr & | actor, | ||
| const MWWorld::Ptr & | caster, | ||
| const ESM::Spell * | spell = NULL, |
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| const MagicEffects * | effects = NULL |
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| ) |
Get an effect multiplier for applying an effect cast by the given actor in the given spell (optional).
| effects | Override the actor's current magicEffects. Useful if there are effects currently being applied (but not applied yet) that should also be considered. |
| float MWMechanics::getEffectResistance | ( | short | effectId, |
| const MWWorld::Ptr & | actor, | ||
| const MWWorld::Ptr & | caster, | ||
| const ESM::Spell * | spell = NULL, |
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| const MagicEffects * | effects = NULL |
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| ) |
Get the effective resistance against an effect casted by the given actor in the given spell (optional).
| effects | Override the actor's current magicEffects. Useful if there are effects currently being applied (but not applied yet) that should also be considered. |
| float MWMechanics::getEffectResistanceAttribute | ( | short | effectId, |
| const MagicEffects * | actorEffects | ||
| ) |
Get the resistance attribute against an effect for a given actor. This will add together ResistX and Weakness to X effects relevant against the given effect.
| float MWMechanics::getFightDistanceBias | ( | const MWWorld::Ptr & | actor1, |
| const MWWorld::Ptr & | actor2 | ||
| ) |
| void MWMechanics::getHandToHandDamage | ( | const MWWorld::Ptr & | attacker, |
| const MWWorld::Ptr & | victim, | ||
| float & | damage, | ||
| bool & | healthdmg, | ||
| float | attackStrength | ||
| ) |
| float MWMechanics::getHitChance | ( | const MWWorld::Ptr & | attacker, |
| const MWWorld::Ptr & | victim, | ||
| int | skillValue | ||
| ) |
Get the chance (in percent) for attacker to successfully hit victim with a given weapon skill value.
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| float MWMechanics::getMaxAttackDistance | ( | const MWWorld::Ptr & | actor | ) |
| MWWorld::Ptr MWMechanics::getNearbyDoor | ( | const MWWorld::Ptr & | actor, |
| float | minSqr = MIN_DIST_TO_DOOR_SQUARED |
||
| ) |
Returns door pointer within range. No guarantee is given as to which one.
TODO: How to check whether the actor is facing a door? Below code is for the player, perhaps it can be adapted.
TODO: The in-game observation of rot[2] value seems to be the opposite of the code in World::activateDoor() ::confused::
| MWWorld::Ptr MWMechanics::getPlayer | ( | ) |
| int MWMechanics::getSpellSchool | ( | const std::string & | spellId, |
| const MWWorld::Ptr & | actor | ||
| ) |
| int MWMechanics::getSpellSchool | ( | const ESM::Spell * | spell, |
| const MWWorld::Ptr & | actor | ||
| ) |
| float MWMechanics::getSpellSuccessChance | ( | const ESM::Spell * | spell, |
| const MWWorld::Ptr & | actor, | ||
| int * | effectiveSchool = NULL, |
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| bool | cap = true |
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| ) |
| spell | spell to cast |
| actor | calculate spell success chance for this actor (depends on actor's skills) |
| effectiveSchool | the spell's effective school (relevant for skill progress) will be written here |
| cap | cap the result to 100%? |
| float MWMechanics::getSpellSuccessChance | ( | const std::string & | spellId, |
| const MWWorld::Ptr & | actor, | ||
| int * | effectiveSchool, | ||
| bool | cap | ||
| ) |
| void MWMechanics::getWeaponGroup | ( | WeaponType | weaptype, |
| std::string & | group | ||
| ) |
| float MWMechanics::getXAngleToDir | ( | const osg::Vec3f & | dir | ) |
| float MWMechanics::getXAngleToPoint | ( | const ESM::Pathgrid::Point & | origin, |
| const ESM::Pathgrid::Point & | dest | ||
| ) |
| float MWMechanics::getZAngleToDir | ( | const osg::Vec3f & | dir | ) |
| float MWMechanics::getZAngleToPoint | ( | const ESM::Pathgrid::Point & | origin, |
| const ESM::Pathgrid::Point & | dest | ||
| ) |
| bool MWMechanics::isEnvironmentCompatible | ( | const MWWorld::Ptr & | attacker, |
| const MWWorld::Ptr & | victim | ||
| ) |
Can attacker operate in victim's environment? e.g. If attacker is a fish, is victim in water? Or, if attacker can't swim, is victim on land?
| bool MWMechanics::isPlayerInCombat | ( | ) |
| bool MWMechanics::makeFleeDecision | ( | const MWWorld::Ptr & | actor, |
| const MWWorld::Ptr & | enemy, | ||
| float | antiFleeRating | ||
| ) |
| ESM::Skill::SkillEnum MWMechanics::mapSchoolToSkill | ( | int | school | ) |
| const float MWMechanics::MAX_VEL_ANGULAR_RADIANS | ( | 10 | ) |
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| bool MWMechanics::operator< | ( | const EffectKey & | left, |
| const EffectKey & | right | ||
| ) |
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| boost::shared_ptr< Action > MWMechanics::prepareNextAction | ( | const MWWorld::Ptr & | actor, |
| const MWWorld::Ptr & | enemy | ||
| ) |
| void MWMechanics::projectileHit | ( | const MWWorld::Ptr & | attacker, |
| const MWWorld::Ptr & | victim, | ||
| MWWorld::Ptr | weapon, | ||
| const MWWorld::Ptr & | projectile, | ||
| const osg::Vec3f & | hitPosition, | ||
| float | attackStrength | ||
| ) |
| bool MWMechanics::proximityToDoor | ( | const MWWorld::Ptr & | actor, |
| float | minSqr | ||
| ) |
tests actor's proximity to a closed door by default
| float MWMechanics::rateEffect | ( | const ESM::ENAMstruct & | effect, |
| const MWWorld::Ptr & | actor, | ||
| const MWWorld::Ptr & | enemy | ||
| ) |
| float MWMechanics::rateEffects | ( | const ESM::EffectList & | list, |
| const MWWorld::Ptr & | actor, | ||
| const MWWorld::Ptr & | enemy | ||
| ) |
| float MWMechanics::rateMagicItem | ( | const MWWorld::Ptr & | ptr, |
| const MWWorld::Ptr & | actor, | ||
| const MWWorld::Ptr & | enemy | ||
| ) |
| float MWMechanics::ratePotion | ( | const MWWorld::Ptr & | item, |
| const MWWorld::Ptr & | actor | ||
| ) |
| float MWMechanics::rateSpell | ( | const ESM::Spell * | spell, |
| const MWWorld::Ptr & | actor, | ||
| const MWWorld::Ptr & | enemy | ||
| ) |
| float MWMechanics::rateWeapon | ( | const MWWorld::Ptr & | item, |
| const MWWorld::Ptr & | actor, | ||
| const MWWorld::Ptr & | enemy, | ||
| int | type = -1, |
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| float | arrowRating = 0.f, |
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| float | boltRating = 0.f |
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| ) |
| type | Skip all weapons that are not of this type (i.e. return rating 0) |
| void MWMechanics::reduceWeaponCondition | ( | float | damage, |
| bool | hit, | ||
| MWWorld::Ptr & | weapon, | ||
| const MWWorld::Ptr & | attacker | ||
| ) |
| damage | Unmitigated weapon damage of the attack |
| hit | Was the attack successful? |
| weapon | The weapon used. |
| void MWMechanics::resistNormalWeapon | ( | const MWWorld::Ptr & | actor, |
| const MWWorld::Ptr & | attacker, | ||
| const MWWorld::Ptr & | weapon, | ||
| float & | damage | ||
| ) |
| bool MWMechanics::smoothTurn | ( | const MWWorld::Ptr & | actor, |
| float | targetAngleRadians, | ||
| int | axis, | ||
| float | epsilonRadians | ||
| ) |
| bool MWMechanics::spellIncreasesSkill | ( | const ESM::Spell * | spell | ) |
Get whether or not the given spell contributes to skill progress.
| bool MWMechanics::spellIncreasesSkill | ( | const std::string & | spellId | ) |
| ESM::Skill::SkillEnum MWMechanics::spellSchoolToSkill | ( | int | school | ) |
| void MWMechanics::split | ( | const std::string & | s, |
| char | delim, | ||
| std::vector< std::string > & | elems | ||
| ) |
| float MWMechanics::sqrDistanceIgnoreZ | ( | const ESM::Pathgrid::Point & | point, |
| float | x, | ||
| float | y | ||
| ) |
| float MWMechanics::vanillaRateFlee | ( | const MWWorld::Ptr & | actor, |
| const MWWorld::Ptr & | enemy | ||
| ) |
| float MWMechanics::vanillaRateSpell | ( | const ESM::Spell * | spell, |
| const MWWorld::Ptr & | actor, | ||
| const MWWorld::Ptr & | enemy | ||
| ) |
| float MWMechanics::vanillaRateWeaponAndAmmo | ( | const MWWorld::Ptr & | weapon, |
| const MWWorld::Ptr & | ammo, | ||
| const MWWorld::Ptr & | actor, | ||
| const MWWorld::Ptr & | enemy | ||
| ) |
| bool MWMechanics::zTurn | ( | const MWWorld::Ptr & | actor, |
| float | targetAngleRadians, | ||
| float | epsilonRadians = osg::DegreesToRadians(0.5) |
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| ) |
configure rotation settings for an actor to reach this target angle (eventually)
| const float MWMechanics::AI_REACTION_TIME = 0.25f |
| const float MWMechanics::aiProcessingDistance = 7168 |
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NOTE: determined empirically based on in-game behaviour.
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| const float MWMechanics::PATHFIND_SHORTCUT_RETRY_DIST = 300.0f |
| const float MWMechanics::PATHFIND_Z_REACH = 50.0f |
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| const float MWMechanics::sqrAiProcessingDistance = aiProcessingDistance*aiProcessingDistance |
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1.8.6