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 |
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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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