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MWMechanics::AiWander Member List

This is the complete list of members for MWMechanics::AiWander, including all inherited members.

AddNonPathGridAllowedPoints(osg::Vec3f npcPos, const ESM::Pathgrid *pathGrid, int pointIndex, AiWanderStorage &storage)MWMechanics::AiWanderprivate
AddPointBetweenPathGridPoints(const ESM::Pathgrid::Point &start, const ESM::Pathgrid::Point &end, AiWanderStorage &storage)MWMechanics::AiWanderprivate
AiPackage()MWMechanics::AiPackage
AiWander(int distance, int duration, int timeOfDay, const std::vector< unsigned char > &idle, bool repeat)MWMechanics::AiWander
AiWander(const ESM::AiSequence::AiWander *wander)MWMechanics::AiWander
canCancel() const MWMechanics::AiPackagevirtual
checkIdle(const MWWorld::Ptr &actor, unsigned short idleSelect)MWMechanics::AiWanderprivate
checkWayIsClearForActor(const ESM::Pathgrid::Point &startPoint, const ESM::Pathgrid::Point &endPoint, const MWWorld::Ptr &actor)MWMechanics::AiPackageprotected
clone() const MWMechanics::AiWandervirtual
completeManualWalking(const MWWorld::Ptr &actor, AiWanderStorage &storage)MWMechanics::AiWanderprivate
destinationIsAtWater(const MWWorld::Ptr &actor, const osg::Vec3f &destination)MWMechanics::AiWanderprivate
destinationThroughGround(const osg::Vec3f &startPoint, const osg::Vec3f &destination)MWMechanics::AiWanderprivate
doesPathNeedRecalc(const ESM::Pathgrid::Point &newDest, const MWWorld::CellStore *currentCell)MWMechanics::AiPackageprotectedvirtual
doPerFrameActionsForState(const MWWorld::Ptr &actor, float duration, AiWanderStorage &storage, ESM::Position &pos)MWMechanics::AiWanderprivate
evadeObstacles(const MWWorld::Ptr &actor, AiWanderStorage &storage, float duration, ESM::Position &pos)MWMechanics::AiWanderprivate
MWMechanics::AiPackage::evadeObstacles(const MWWorld::Ptr &actor, float duration, const ESM::Position &pos)MWMechanics::AiPackageprotected
execute(const MWWorld::Ptr &actor, CharacterController &characterController, AiState &state, float duration)MWMechanics::AiWandervirtual
fastForward(const MWWorld::Ptr &actor, AiState &state)MWMechanics::AiWandervirtual
followTargetThroughDoors() const MWMechanics::AiPackagevirtual
getAllowedNodes(const MWWorld::Ptr &actor, const ESM::Cell *cell, AiWanderStorage &storage)MWMechanics::AiWanderprivate
getPriority() const MWMechanics::AiPackageinlinevirtual
getRandomIdle()MWMechanics::AiWanderprivate
getRepeat() const MWMechanics::AiWandervirtual
getTarget() const MWMechanics::AiPackagevirtual
getTypeId() const MWMechanics::AiWandervirtual
Greet_Done enum valueMWMechanics::AiWander
Greet_InProgress enum valueMWMechanics::AiWander
Greet_None enum valueMWMechanics::AiWander
GreetingState enum nameMWMechanics::AiWander
GroupIndex enum nameMWMechanics::AiWanderprivate
GroupIndex_MaxIdle enum valueMWMechanics::AiWanderprivate
GroupIndex_MinIdle enum valueMWMechanics::AiWanderprivate
init()MWMechanics::AiWanderprivate
isPackageCompleted(const MWWorld::Ptr &actor, AiWanderStorage &storage)MWMechanics::AiWanderprivate
isReachableRotatingOnTheRun(const MWWorld::Ptr &actor, const ESM::Pathgrid::Point &dest)MWMechanics::AiPackagestatic
isTargetMagicallyHidden(const MWWorld::Ptr &target)MWMechanics::AiPackage
mDistanceMWMechanics::AiWanderprivate
mDurationMWMechanics::AiWanderprivate
mHasReturnPositionMWMechanics::AiWanderprivate
mIdleMWMechanics::AiWanderprivate
mInitialActorPositionMWMechanics::AiWanderprivate
mIsShortcuttingMWMechanics::AiPackageprotected
mLastActorPosMWMechanics::AiPackageprotected
mObstacleCheckMWMechanics::AiPackageprotected
mPathFinderMWMechanics::AiPackageprotected
mRemainingDurationMWMechanics::AiWanderprivate
mRepeatMWMechanics::AiWanderprivate
mReturnPositionMWMechanics::AiWanderprivate
mRotateOnTheRunChecksMWMechanics::AiPackageprotected
mShortcutFailPosMWMechanics::AiPackageprotected
mShortcutProhibitedMWMechanics::AiPackageprotected
mStoredInitialActorPositionMWMechanics::AiWanderprivate
mTimeOfDayMWMechanics::AiWanderprivate
mTimerMWMechanics::AiPackageprotected
OffsetToPreventOvercrowding()MWMechanics::AiWanderprivatestatic
onChooseActionStatePerFrameActions(const MWWorld::Ptr &actor, AiWanderStorage &storage)MWMechanics::AiWanderprivate
onIdleStatePerFrameActions(const MWWorld::Ptr &actor, float duration, AiWanderStorage &storage)MWMechanics::AiWanderprivate
onWalkingStatePerFrameActions(const MWWorld::Ptr &actor, float duration, AiWanderStorage &storage, ESM::Position &pos)MWMechanics::AiWanderprivate
pathTo(const MWWorld::Ptr &actor, const ESM::Pathgrid::Point &dest, float duration, float destTolerance=0.0f)MWMechanics::AiPackageprotected
playGreetingIfPlayerGetsTooClose(const MWWorld::Ptr &actor, AiWanderStorage &storage)MWMechanics::AiWanderprivate
playIdle(const MWWorld::Ptr &actor, unsigned short idleSelect)MWMechanics::AiWanderprivate
playIdleDialogueRandomly(const MWWorld::Ptr &actor)MWMechanics::AiWanderprivate
reactionTimeActions(const MWWorld::Ptr &actor, AiWanderStorage &storage, const MWWorld::CellStore *&currentCell, bool cellChange, ESM::Position &pos, float duration)MWMechanics::AiWanderprivate
reset()MWMechanics::AiPackage
returnToStartLocation(const MWWorld::Ptr &actor, AiWanderStorage &storage, ESM::Position &pos)MWMechanics::AiWanderprivate
SetCurrentNodeToClosestAllowedNode(osg::Vec3f npcPos, AiWanderStorage &storage)MWMechanics::AiWanderprivate
setPathToAnAllowedNode(const MWWorld::Ptr &actor, AiWanderStorage &storage, const ESM::Position &actorPos)MWMechanics::AiWanderprivate
setReturnPosition(const osg::Vec3f &position)MWMechanics::AiWander
shortcutPath(const ESM::Pathgrid::Point &startPoint, const ESM::Pathgrid::Point &endPoint, const MWWorld::Ptr &actor, bool *destInLOS)MWMechanics::AiPackageprotected
shouldCancelPreviousAi() const MWMechanics::AiPackagevirtual
sideWithTarget() const MWMechanics::AiPackagevirtual
sIdleSelectToGroupNameMWMechanics::AiWanderprivatestatic
stopWalking(const MWWorld::Ptr &actor, AiWanderStorage &storage)MWMechanics::AiWanderprivate
ToWorldCoordinates(ESM::Pathgrid::Point &point, const ESM::Cell *cell)MWMechanics::AiWanderprivate
trimAllowedNodes(std::vector< ESM::Pathgrid::Point > &nodes, const PathFinder &pathfinder)MWMechanics::AiWanderprivate
turnActorToFacePlayer(const osg::Vec3f &actorPosition, const osg::Vec3f &playerPosition, AiWanderStorage &storage)MWMechanics::AiWanderprivate
TypeId enum nameMWMechanics::AiPackage
TypeIdActivate enum valueMWMechanics::AiPackage
TypeIdAvoidDoor enum valueMWMechanics::AiPackage
TypeIdCombat enum valueMWMechanics::AiPackage
TypeIdEscort enum valueMWMechanics::AiPackage
TypeIdFace enum valueMWMechanics::AiPackage
TypeIdFollow enum valueMWMechanics::AiPackage
TypeIdNone enum valueMWMechanics::AiPackage
TypeIdPursue enum valueMWMechanics::AiPackage
TypeIdTravel enum valueMWMechanics::AiPackage
TypeIdWander enum valueMWMechanics::AiPackage
Wander_ChooseAction enum valueMWMechanics::AiWander
Wander_IdleNow enum valueMWMechanics::AiWander
Wander_MoveNow enum valueMWMechanics::AiWander
Wander_Walking enum valueMWMechanics::AiWander
wanderNearStart(const MWWorld::Ptr &actor, AiWanderStorage &storage, int wanderDistance)MWMechanics::AiWanderprivate
WanderState enum nameMWMechanics::AiWander
writeState(ESM::AiSequence::AiSequence &sequence) const MWMechanics::AiWandervirtual
~AiPackage()MWMechanics::AiPackagevirtual