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Public Member Functions | Private Member Functions | Private Attributes | List of all members
MWDialogue::Filter Class Reference

#include <filter.hpp>

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Public Member Functions

 Filter (const MWWorld::Ptr &actor, int choice, bool talkedToPlayer)
 
std::vector< const
ESM::DialInfo * > 
list (const ESM::Dialogue &dialogue, bool fallbackToInfoRefusal, bool searchAll, bool invertDisposition=false) const
 
std::vector< const
ESM::DialInfo * > 
listAll (const ESM::Dialogue &dialogue) const
 List all infos that could possibly be used on the given actor, ignoring runtime state filters and ignoring player filters. More...
 
const ESM::DialInfosearch (const ESM::Dialogue &dialogue, const bool fallbackToInfoRefusal) const
 
bool responseAvailable (const ESM::Dialogue &dialogue) const
 Does a matching response exist? (disposition is ignored for this check) More...
 

Private Member Functions

bool testActor (const ESM::DialInfo &info) const
 Is this the right actor for this info? More...
 
bool testPlayer (const ESM::DialInfo &info) const
 Do the player and the cell the player is currently in match info? More...
 
bool testSelectStructs (const ESM::DialInfo &info) const
 Are all select structs matching? More...
 
bool testDisposition (const ESM::DialInfo &info, bool invert=false) const
 Is the actor disposition toward the player high enough (or low enough, if invert is true)? More...
 
bool testFunctionLocal (const SelectWrapper &select) const
 
bool testSelectStruct (const SelectWrapper &select) const
 
bool testSelectStructNumeric (const SelectWrapper &select) const
 
int getSelectStructInteger (const SelectWrapper &select) const
 
bool getSelectStructBoolean (const SelectWrapper &select) const
 
int getFactionRank (const MWWorld::Ptr &actor, const std::string &factionId) const
 
bool hasFactionRankSkillRequirements (const MWWorld::Ptr &actor, const std::string &factionId, int rank) const
 
bool hasFactionRankReputationRequirements (const MWWorld::Ptr &actor, const std::string &factionId, int rank) const
 

Private Attributes

MWWorld::Ptr mActor
 
int mChoice
 
bool mTalkedToPlayer
 

Constructor & Destructor Documentation

MWDialogue::Filter::Filter ( const MWWorld::Ptr actor,
int  choice,
bool  talkedToPlayer 
)

Member Function Documentation

int MWDialogue::Filter::getFactionRank ( const MWWorld::Ptr actor,
const std::string &  factionId 
) const
private

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bool MWDialogue::Filter::getSelectStructBoolean ( const SelectWrapper select) const
private

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int MWDialogue::Filter::getSelectStructInteger ( const SelectWrapper select) const
private

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bool MWDialogue::Filter::hasFactionRankReputationRequirements ( const MWWorld::Ptr actor,
const std::string &  factionId,
int  rank 
) const
private

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bool MWDialogue::Filter::hasFactionRankSkillRequirements ( const MWWorld::Ptr actor,
const std::string &  factionId,
int  rank 
) const
private

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std::vector< const ESM::DialInfo * > MWDialogue::Filter::list ( const ESM::Dialogue dialogue,
bool  fallbackToInfoRefusal,
bool  searchAll,
bool  invertDisposition = false 
) const

List all infos that could be used on the given actor, using the current runtime state of the actor.

Note
If fallbackToInfoRefusal is used, the returned DialInfo might not be from the supplied ESM::Dialogue.

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std::vector< const ESM::DialInfo * > MWDialogue::Filter::listAll ( const ESM::Dialogue dialogue) const

List all infos that could possibly be used on the given actor, ignoring runtime state filters and ignoring player filters.

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bool MWDialogue::Filter::responseAvailable ( const ESM::Dialogue dialogue) const

Does a matching response exist? (disposition is ignored for this check)

const ESM::DialInfo * MWDialogue::Filter::search ( const ESM::Dialogue dialogue,
const bool  fallbackToInfoRefusal 
) const

Get a matching response for the requested dialogue. Redirect to "Info Refusal" topic if a response fulfills all conditions but disposition.

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bool MWDialogue::Filter::testActor ( const ESM::DialInfo info) const
private

Is this the right actor for this info?

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bool MWDialogue::Filter::testDisposition ( const ESM::DialInfo info,
bool  invert = false 
) const
private

Is the actor disposition toward the player high enough (or low enough, if invert is true)?

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bool MWDialogue::Filter::testFunctionLocal ( const SelectWrapper select) const
private

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bool MWDialogue::Filter::testPlayer ( const ESM::DialInfo info) const
private

Do the player and the cell the player is currently in match info?

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bool MWDialogue::Filter::testSelectStruct ( const SelectWrapper select) const
private

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bool MWDialogue::Filter::testSelectStructNumeric ( const SelectWrapper select) const
private

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bool MWDialogue::Filter::testSelectStructs ( const ESM::DialInfo info) const
private

Are all select structs matching?

Member Data Documentation

MWWorld::Ptr MWDialogue::Filter::mActor
private
int MWDialogue::Filter::mChoice
private
bool MWDialogue::Filter::mTalkedToPlayer
private

The documentation for this class was generated from the following files: