OpenMW
|
#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] |