OpenMW
Public Member Functions | Private Member Functions | Private Attributes
MWDialogue::Filter Class Reference

#include <filter.hpp>

List of all members.

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
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)

Private Member Functions

bool testActor (const ESM::DialInfo &info) const
 Is this the right actor for this info?
bool testPlayer (const ESM::DialInfo &info) const
 Do the player and the cell the player is currently in match info?
bool testSelectStructs (const ESM::DialInfo &info) const
 Are all select structs matching?
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)?
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]
bool MWDialogue::Filter::getSelectStructBoolean ( const SelectWrapper select) const [private]
int MWDialogue::Filter::getSelectStructInteger ( const SelectWrapper select) const [private]
bool MWDialogue::Filter::hasFactionRankReputationRequirements ( const MWWorld::Ptr actor,
const std::string &  factionId,
int  rank 
) const [private]
bool MWDialogue::Filter::hasFactionRankSkillRequirements ( const MWWorld::Ptr actor,
const std::string &  factionId,
int  rank 
) const [private]
std::vector< const ESM::DialInfo * > MWDialogue::Filter::list ( const ESM::Dialogue dialogue,
bool  fallbackToInfoRefusal,
bool  searchAll,
bool  invertDisposition = false 
) const
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.

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

Is this the right actor for this info?

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)?

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

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

bool MWDialogue::Filter::testSelectStruct ( const SelectWrapper select) const [private]
bool MWDialogue::Filter::testSelectStructNumeric ( const SelectWrapper select) const [private]
bool MWDialogue::Filter::testSelectStructs ( const ESM::DialInfo info) const [private]

Are all select structs matching?


Member Data Documentation


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