Classes |
| class | ActiveSpells |
| | Lasting spell effects. More...
|
| class | Actors |
| class | AiActivate |
| class | AiCombat |
| class | AiEscort |
| class | AiFollow |
| class | AiPackage |
| | Base class for AI packages. More...
|
| class | AiSequence |
| | Sequence of AI-packages for a single actor. More...
|
| class | AiTravel |
| class | AiWander |
| class | Alchemy |
| | Potion creation via alchemy skill. More...
|
| struct | StateInfo |
| class | FindCharState |
| struct | WeaponInfo |
| class | FindWeaponType |
| class | CharacterController |
| 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 | PathFinder |
| class | Repair |
| class | Security |
| | implementation of Security skill More...
|
| class | CastSpell |
| class | Spells |
| | Spell list. More...
|
| class | Stat |
| class | DynamicStat |
Enumerations |
| enum | Priority {
Priority_Default,
Priority_Jump,
Priority_Movement,
Priority_Weapon,
Priority_Torch,
Priority_Death,
Num_Priorities
} |
| enum | CharacterState {
CharState_None,
CharState_SpecialIdle,
CharState_Idle,
CharState_Idle2,
CharState_Idle3,
CharState_Idle4,
CharState_Idle5,
CharState_Idle6,
CharState_Idle7,
CharState_Idle8,
CharState_Idle9,
CharState_IdleSwim,
CharState_IdleSneak,
CharState_WalkForward,
CharState_WalkBack,
CharState_WalkLeft,
CharState_WalkRight,
CharState_SwimWalkForward,
CharState_SwimWalkBack,
CharState_SwimWalkLeft,
CharState_SwimWalkRight,
CharState_RunForward,
CharState_RunBack,
CharState_RunLeft,
CharState_RunRight,
CharState_SwimRunForward,
CharState_SwimRunBack,
CharState_SwimRunLeft,
CharState_SwimRunRight,
CharState_SneakForward,
CharState_SneakBack,
CharState_SneakLeft,
CharState_SneakRight,
CharState_TurnLeft,
CharState_TurnRight,
CharState_Jump,
CharState_Death1,
CharState_Death2,
CharState_Death3,
CharState_Death4,
CharState_Death5,
CharState_SwimDeath
} |
| enum | WeaponType {
WeapType_None,
WeapType_HandToHand,
WeapType_OneHand,
WeapType_TwoHand,
WeapType_TwoWide,
WeapType_BowAndArrow,
WeapType_Crossbow,
WeapType_ThowWeapon,
WeapType_PickProbe,
WeapType_Spell
} |
| enum | UpperBodyCharacterState {
UpperCharState_Nothing,
UpperCharState_EquipingWeap,
UpperCharState_UnEquipingWeap,
UpperCharState_WeapEquiped,
UpperCharState_StartToMinAttack,
UpperCharState_MinAttackToMaxAttack,
UpperCharState_MaxAttackToMinHit,
UpperCharState_MinHitToHit,
UpperCharState_FollowStartToFollowStop,
UpperCharState_CastingSpell
} |
| enum | JumpingState { JumpState_None,
JumpState_Falling,
JumpState_Landing
} |
| enum | DrawState_ { DrawState_Weapon = 0,
DrawState_Spell = 1,
DrawState_Nothing = 2
} |
Functions |
| bool | operator< (const EffectKey &left, const EffectKey &right) |
| EffectParam | operator+ (const EffectParam &left, const EffectParam &right) |
| EffectParam | operator- (const EffectParam &left, const EffectParam &right) |
| int | spellSchoolToSkill (int school) |
| float | getSpellSuccessChance (const ESM::Spell *spell, const MWWorld::Ptr &actor, int *effectiveSchool=NULL) |
| float | getSpellSuccessChance (const std::string &spellId, const MWWorld::Ptr &actor, int *effectiveSchool=NULL) |
| int | getSpellSchool (const std::string &spellId, const MWWorld::Ptr &actor) |
| int | getSpellSchool (const ESM::Spell *spell, const MWWorld::Ptr &actor) |
| float | getEffectResistance (short effectId, const MWWorld::Ptr &actor, const MWWorld::Ptr &caster, const ESM::Spell *spell=NULL) |
| float | getEffectMultiplier (short effectId, const MWWorld::Ptr &actor, const MWWorld::Ptr &caster, const ESM::Spell *spell=NULL) |
| 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) |
Variables |
| static const StateInfo | sDeathList [] |
| static const StateInfo * | sDeathListEnd = &sDeathList[sizeof(sDeathList)/sizeof(sDeathList[0])] |
| static const StateInfo | sMovementList [] |
| static const StateInfo * | sMovementListEnd = &sMovementList[sizeof(sMovementList)/sizeof(sMovementList[0])] |
static struct
MWMechanics::WeaponInfo | sWeaponTypeList [] |
| static const WeaponInfo * | sWeaponTypeListEnd = &sWeaponTypeList[sizeof(sWeaponTypeList)/sizeof(sWeaponTypeList[0])] |
Game mechanics and NPC-AI.