OpenMW
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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::AiWander | private |
AddPointBetweenPathGridPoints(const ESM::Pathgrid::Point &start, const ESM::Pathgrid::Point &end, AiWanderStorage &storage) | MWMechanics::AiWander | private |
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::AiPackage | virtual |
checkIdle(const MWWorld::Ptr &actor, unsigned short idleSelect) | MWMechanics::AiWander | private |
checkWayIsClearForActor(const ESM::Pathgrid::Point &startPoint, const ESM::Pathgrid::Point &endPoint, const MWWorld::Ptr &actor) | MWMechanics::AiPackage | protected |
clone() const | MWMechanics::AiWander | virtual |
completeManualWalking(const MWWorld::Ptr &actor, AiWanderStorage &storage) | MWMechanics::AiWander | private |
destinationIsAtWater(const MWWorld::Ptr &actor, const osg::Vec3f &destination) | MWMechanics::AiWander | private |
destinationThroughGround(const osg::Vec3f &startPoint, const osg::Vec3f &destination) | MWMechanics::AiWander | private |
doesPathNeedRecalc(const ESM::Pathgrid::Point &newDest, const MWWorld::CellStore *currentCell) | MWMechanics::AiPackage | protectedvirtual |
doPerFrameActionsForState(const MWWorld::Ptr &actor, float duration, AiWanderStorage &storage, ESM::Position &pos) | MWMechanics::AiWander | private |
evadeObstacles(const MWWorld::Ptr &actor, AiWanderStorage &storage, float duration, ESM::Position &pos) | MWMechanics::AiWander | private |
MWMechanics::AiPackage::evadeObstacles(const MWWorld::Ptr &actor, float duration, const ESM::Position &pos) | MWMechanics::AiPackage | protected |
execute(const MWWorld::Ptr &actor, CharacterController &characterController, AiState &state, float duration) | MWMechanics::AiWander | virtual |
fastForward(const MWWorld::Ptr &actor, AiState &state) | MWMechanics::AiWander | virtual |
followTargetThroughDoors() const | MWMechanics::AiPackage | virtual |
getAllowedNodes(const MWWorld::Ptr &actor, const ESM::Cell *cell, AiWanderStorage &storage) | MWMechanics::AiWander | private |
getPriority() const | MWMechanics::AiPackage | inlinevirtual |
getRandomIdle() | MWMechanics::AiWander | private |
getRepeat() const | MWMechanics::AiWander | virtual |
getTarget() const | MWMechanics::AiPackage | virtual |
getTypeId() const | MWMechanics::AiWander | virtual |
Greet_Done enum value | MWMechanics::AiWander | |
Greet_InProgress enum value | MWMechanics::AiWander | |
Greet_None enum value | MWMechanics::AiWander | |
GreetingState enum name | MWMechanics::AiWander | |
GroupIndex enum name | MWMechanics::AiWander | private |
GroupIndex_MaxIdle enum value | MWMechanics::AiWander | private |
GroupIndex_MinIdle enum value | MWMechanics::AiWander | private |
init() | MWMechanics::AiWander | private |
isPackageCompleted(const MWWorld::Ptr &actor, AiWanderStorage &storage) | MWMechanics::AiWander | private |
isReachableRotatingOnTheRun(const MWWorld::Ptr &actor, const ESM::Pathgrid::Point &dest) | MWMechanics::AiPackage | static |
isTargetMagicallyHidden(const MWWorld::Ptr &target) | MWMechanics::AiPackage | |
mDistance | MWMechanics::AiWander | private |
mDuration | MWMechanics::AiWander | private |
mHasReturnPosition | MWMechanics::AiWander | private |
mIdle | MWMechanics::AiWander | private |
mInitialActorPosition | MWMechanics::AiWander | private |
mIsShortcutting | MWMechanics::AiPackage | protected |
mLastActorPos | MWMechanics::AiPackage | protected |
mObstacleCheck | MWMechanics::AiPackage | protected |
mPathFinder | MWMechanics::AiPackage | protected |
mRemainingDuration | MWMechanics::AiWander | private |
mRepeat | MWMechanics::AiWander | private |
mReturnPosition | MWMechanics::AiWander | private |
mRotateOnTheRunChecks | MWMechanics::AiPackage | protected |
mShortcutFailPos | MWMechanics::AiPackage | protected |
mShortcutProhibited | MWMechanics::AiPackage | protected |
mStoredInitialActorPosition | MWMechanics::AiWander | private |
mTimeOfDay | MWMechanics::AiWander | private |
mTimer | MWMechanics::AiPackage | protected |
OffsetToPreventOvercrowding() | MWMechanics::AiWander | privatestatic |
onChooseActionStatePerFrameActions(const MWWorld::Ptr &actor, AiWanderStorage &storage) | MWMechanics::AiWander | private |
onIdleStatePerFrameActions(const MWWorld::Ptr &actor, float duration, AiWanderStorage &storage) | MWMechanics::AiWander | private |
onWalkingStatePerFrameActions(const MWWorld::Ptr &actor, float duration, AiWanderStorage &storage, ESM::Position &pos) | MWMechanics::AiWander | private |
pathTo(const MWWorld::Ptr &actor, const ESM::Pathgrid::Point &dest, float duration, float destTolerance=0.0f) | MWMechanics::AiPackage | protected |
playGreetingIfPlayerGetsTooClose(const MWWorld::Ptr &actor, AiWanderStorage &storage) | MWMechanics::AiWander | private |
playIdle(const MWWorld::Ptr &actor, unsigned short idleSelect) | MWMechanics::AiWander | private |
playIdleDialogueRandomly(const MWWorld::Ptr &actor) | MWMechanics::AiWander | private |
reactionTimeActions(const MWWorld::Ptr &actor, AiWanderStorage &storage, const MWWorld::CellStore *¤tCell, bool cellChange, ESM::Position &pos, float duration) | MWMechanics::AiWander | private |
reset() | MWMechanics::AiPackage | |
returnToStartLocation(const MWWorld::Ptr &actor, AiWanderStorage &storage, ESM::Position &pos) | MWMechanics::AiWander | private |
SetCurrentNodeToClosestAllowedNode(osg::Vec3f npcPos, AiWanderStorage &storage) | MWMechanics::AiWander | private |
setPathToAnAllowedNode(const MWWorld::Ptr &actor, AiWanderStorage &storage, const ESM::Position &actorPos) | MWMechanics::AiWander | private |
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::AiPackage | protected |
shouldCancelPreviousAi() const | MWMechanics::AiPackage | virtual |
sideWithTarget() const | MWMechanics::AiPackage | virtual |
sIdleSelectToGroupName | MWMechanics::AiWander | privatestatic |
stopWalking(const MWWorld::Ptr &actor, AiWanderStorage &storage) | MWMechanics::AiWander | private |
ToWorldCoordinates(ESM::Pathgrid::Point &point, const ESM::Cell *cell) | MWMechanics::AiWander | private |
trimAllowedNodes(std::vector< ESM::Pathgrid::Point > &nodes, const PathFinder &pathfinder) | MWMechanics::AiWander | private |
turnActorToFacePlayer(const osg::Vec3f &actorPosition, const osg::Vec3f &playerPosition, AiWanderStorage &storage) | MWMechanics::AiWander | private |
TypeId enum name | MWMechanics::AiPackage | |
TypeIdActivate enum value | MWMechanics::AiPackage | |
TypeIdAvoidDoor enum value | MWMechanics::AiPackage | |
TypeIdCombat enum value | MWMechanics::AiPackage | |
TypeIdEscort enum value | MWMechanics::AiPackage | |
TypeIdFace enum value | MWMechanics::AiPackage | |
TypeIdFollow enum value | MWMechanics::AiPackage | |
TypeIdNone enum value | MWMechanics::AiPackage | |
TypeIdPursue enum value | MWMechanics::AiPackage | |
TypeIdTravel enum value | MWMechanics::AiPackage | |
TypeIdWander enum value | MWMechanics::AiPackage | |
Wander_ChooseAction enum value | MWMechanics::AiWander | |
Wander_IdleNow enum value | MWMechanics::AiWander | |
Wander_MoveNow enum value | MWMechanics::AiWander | |
Wander_Walking enum value | MWMechanics::AiWander | |
wanderNearStart(const MWWorld::Ptr &actor, AiWanderStorage &storage, int wanderDistance) | MWMechanics::AiWander | private |
WanderState enum name | MWMechanics::AiWander | |
writeState(ESM::AiSequence::AiSequence &sequence) const | MWMechanics::AiWander | virtual |
~AiPackage() | MWMechanics::AiPackage | virtual |