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Namespaces | Functions
spellcasting.cpp File Reference
#include "spellcasting.hpp"
#include <cfloat>
#include <limits>
#include <iomanip>
#include <boost/format.hpp>
#include <components/misc/rng.hpp>
#include "../mwbase/windowmanager.hpp"
#include "../mwbase/soundmanager.hpp"
#include "../mwbase/mechanicsmanager.hpp"
#include "../mwbase/environment.hpp"
#include "../mwbase/world.hpp"
#include "../mwworld/containerstore.hpp"
#include "../mwworld/actionteleport.hpp"
#include "../mwworld/player.hpp"
#include "../mwworld/class.hpp"
#include "../mwworld/cellstore.hpp"
#include "../mwworld/esmstore.hpp"
#include "../mwworld/inventorystore.hpp"
#include "../mwrender/animation.hpp"
#include "magiceffects.hpp"
#include "npcstats.hpp"
#include "actorutil.hpp"
#include "aifollow.hpp"
Include dependency graph for spellcasting.cpp:

Namespaces

 MWMechanics
 Game mechanics and NPC-AI.
 

Functions

ESM::Skill::SkillEnum MWMechanics::spellSchoolToSkill (int school)
 
float MWMechanics::getSpellSuccessChance (const ESM::Spell *spell, const MWWorld::Ptr &actor, int *effectiveSchool, bool cap)
 
float MWMechanics::getSpellSuccessChance (const std::string &spellId, const MWWorld::Ptr &actor, int *effectiveSchool, bool cap)
 
int MWMechanics::getSpellSchool (const std::string &spellId, const MWWorld::Ptr &actor)
 
int MWMechanics::getSpellSchool (const ESM::Spell *spell, const MWWorld::Ptr &actor)
 
bool MWMechanics::spellIncreasesSkill (const ESM::Spell *spell)
 Get whether or not the given spell contributes to skill progress. More...
 
bool MWMechanics::spellIncreasesSkill (const std::string &spellId)
 
float MWMechanics::getEffectResistanceAttribute (short effectId, const MagicEffects *actorEffects)
 
float MWMechanics::getEffectResistance (short effectId, const MWWorld::Ptr &actor, const MWWorld::Ptr &caster, const ESM::Spell *spell, const MagicEffects *effects)
 
float MWMechanics::getEffectMultiplier (short effectId, const MWWorld::Ptr &actor, const MWWorld::Ptr &caster, const ESM::Spell *spell, const MagicEffects *effects)
 
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. More...
 
int MWMechanics::getEffectiveEnchantmentCastCost (float castCost, const MWWorld::Ptr &actor)
 
bool MWMechanics::isSummoningEffect (int effectId)
 
bool MWMechanics::disintegrateSlot (MWWorld::Ptr ptr, int slot, float disintegrate)
 
void MWMechanics::adjustDynamicStat (CreatureStats &creatureStats, int index, float magnitude)
 
bool MWMechanics::effectTick (CreatureStats &creatureStats, const MWWorld::Ptr &actor, const EffectKey &effectKey, float magnitude)