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OpenMW
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#include <actors.hpp>
Public Member Functions | |
| Actors () | |
| ~Actors () | |
| void | updateMagicEffects (const MWWorld::Ptr &ptr) |
| void | addActor (const MWWorld::Ptr &ptr) |
| void | removeActor (const MWWorld::Ptr &ptr) |
| void | updateActor (const MWWorld::Ptr &old, const MWWorld::Ptr &ptr) |
| Updates an actor with a new Ptr. | |
| void | dropActors (const MWWorld::CellStore *cellStore, const MWWorld::Ptr &ignore) |
| Deregister all actors (except for ignore) in the given cell. | |
| void | update (float duration, bool paused) |
| Update actor stats and store desired velocity vectors in movement. | |
| void | updateActor (const MWWorld::Ptr &ptr, float duration) |
| void | restoreDynamicStats () |
| If the player is sleeping, this should be called every hour. | |
| int | countDeaths (const std::string &id) const |
| Return the number of deaths for actors with the given ID. | |
| void | forceStateUpdate (const MWWorld::Ptr &ptr) |
| void | playAnimationGroup (const MWWorld::Ptr &ptr, const std::string &groupName, int mode, int number) |
| void | skipAnimation (const MWWorld::Ptr &ptr) |
| bool | checkAnimationPlaying (const MWWorld::Ptr &ptr, const std::string &groupName) |
Private Types | |
| typedef std::map< MWWorld::Ptr, CharacterController * > | PtrControllerMap |
Private Member Functions | |
| void | updateNpc (const MWWorld::Ptr &ptr, float duration, bool paused) |
| void | adjustMagicEffects (const MWWorld::Ptr &creature) |
| void | calculateDynamicStats (const MWWorld::Ptr &ptr) |
| void | calculateCreatureStatModifiers (const MWWorld::Ptr &ptr, float duration) |
| void | calculateNpcStatModifiers (const MWWorld::Ptr &ptr) |
| void | calculateRestoration (const MWWorld::Ptr &ptr, float duration) |
| void | updateDrowning (const MWWorld::Ptr &ptr, float duration) |
| void | updateEquippedLight (const MWWorld::Ptr &ptr, float duration) |
Private Attributes | |
| PtrControllerMap | mActors |
| std::map< std::string, int > | mDeathCount |
typedef std::map<MWWorld::Ptr,CharacterController*> MWMechanics::Actors::PtrControllerMap [private] |
| void MWMechanics::Actors::addActor | ( | const MWWorld::Ptr & | ptr | ) |
Register an actor for stats management
| void MWMechanics::Actors::adjustMagicEffects | ( | const MWWorld::Ptr & | creature | ) | [private] |
| void MWMechanics::Actors::calculateCreatureStatModifiers | ( | const MWWorld::Ptr & | ptr, |
| float | duration | ||
| ) | [private] |
| void MWMechanics::Actors::calculateDynamicStats | ( | const MWWorld::Ptr & | ptr | ) | [private] |
| void MWMechanics::Actors::calculateNpcStatModifiers | ( | const MWWorld::Ptr & | ptr | ) | [private] |
| void MWMechanics::Actors::calculateRestoration | ( | const MWWorld::Ptr & | ptr, |
| float | duration | ||
| ) | [private] |
| bool MWMechanics::Actors::checkAnimationPlaying | ( | const MWWorld::Ptr & | ptr, |
| const std::string & | groupName | ||
| ) |
| int MWMechanics::Actors::countDeaths | ( | const std::string & | id | ) | const |
Return the number of deaths for actors with the given ID.
| void MWMechanics::Actors::dropActors | ( | const MWWorld::CellStore * | cellStore, |
| const MWWorld::Ptr & | ignore | ||
| ) |
Deregister all actors (except for ignore) in the given cell.
| void MWMechanics::Actors::forceStateUpdate | ( | const MWWorld::Ptr & | ptr | ) |
| void MWMechanics::Actors::playAnimationGroup | ( | const MWWorld::Ptr & | ptr, |
| const std::string & | groupName, | ||
| int | mode, | ||
| int | number | ||
| ) |
| void MWMechanics::Actors::removeActor | ( | const MWWorld::Ptr & | ptr | ) |
Deregister an actor for stats management
If the player is sleeping, this should be called every hour.
| void MWMechanics::Actors::skipAnimation | ( | const MWWorld::Ptr & | ptr | ) |
| void MWMechanics::Actors::update | ( | float | duration, |
| bool | paused | ||
| ) |
Update actor stats and store desired velocity vectors in movement.
| void MWMechanics::Actors::updateActor | ( | const MWWorld::Ptr & | old, |
| const MWWorld::Ptr & | ptr | ||
| ) |
Updates an actor with a new Ptr.
| void MWMechanics::Actors::updateActor | ( | const MWWorld::Ptr & | ptr, |
| float | duration | ||
| ) |
This function is normally called automatically during the update process, but it can also be called explicitly at any time to force an update.
| void MWMechanics::Actors::updateDrowning | ( | const MWWorld::Ptr & | ptr, |
| float | duration | ||
| ) | [private] |
| void MWMechanics::Actors::updateEquippedLight | ( | const MWWorld::Ptr & | ptr, |
| float | duration | ||
| ) | [private] |
Automatically equip NPCs torches at night and unequip them at day
| void MWMechanics::Actors::updateMagicEffects | ( | const MWWorld::Ptr & | ptr | ) | [inline] |
Update magic effects for an actor. Usually done automatically once per frame, but if we're currently paused we may want to do it manually (after equipping permanent enchantment)
| void MWMechanics::Actors::updateNpc | ( | const MWWorld::Ptr & | ptr, |
| float | duration, | ||
| bool | paused | ||
| ) | [private] |
PtrControllerMap MWMechanics::Actors::mActors [private] |
std::map<std::string, int> MWMechanics::Actors::mDeathCount [private] |
1.7.6.1