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0 A.D. | |||||||
| FRAMES NO FRAMES | ||||||||
| SUMMARY: INNER | FIELD | CONSTR | METHOD | DETAIL: FIELD | CONSTR | METHOD | |||||||
| Field Summary | |
int |
AURA_CIRCLE_POINTS
See EntityManager.cpp |
size_t |
frameCount
See Scheduler.cpp |
CSinglePlayerTurnManager* |
g_SinglePlayerTurnManager
See TurnManager.cpp |
const double |
GRAVITY
See Projectile.cpp |
const double |
GRAVITY_2
See Projectile.cpp |
const float |
MAX_ROTATION_RATE
See Entity.cpp |
int |
SELECTION_BOX_POINTS
See EntityManager.cpp |
int |
SELECTION_CIRCLE_POINTS
See EntityManager.cpp |
int |
SELECTION_SMOOTHNESS_UNIFIED
See EntityManager.cpp |
static RayIntersects |
SharedResults
See Collision.cpp |
size_t |
simulationTime
See Scheduler.cpp |
int |
SPF_RECURSION_DEPTH
See PathfindSparse.cpp |
const float |
TERRITORY_PRECISION_STEP
See TerritoryManager.h |
| Method Summary | |
HEntity::operator |
CEntity*() const
See EntityHandles.cpp |
CEntityList::operator |
CStr() const
See EntityHandles.cpp |
static inline float |
decay( float cur, float limit, float timestep, float decay_rate )
See Entity.cpp |
void |
FormationLocations( CEntityOrder order, const std::vector< HEntity >& entities, bool isQueued )
See Simulation.cpp |
CEntity* |
GetCollisionEntity( CBoundingObject* bounds, CPlayer* player = 0, const CStrW* ignoreClass = 0 )
See Collision.cpp |
HEntity |
GetCollisionObject( CEntity* entity, bool enablePassThroughAllies = true )
See Collision.cpp |
HEntity |
GetCollisionObject( CEntity* entity, float x, float y )
See Collision.cpp |
CBoundingObject* |
GetCollisionObject( CBoundingObject* bounds, CPlayer* player = 0, const CStrW* ignoreClass = 0 )
See Collision.cpp |
CEntity* |
GetCollisionObject( float x, float y )
See Collision.cpp |
CBoundingObject* |
GetContainingObject( const CVector2D& point )
See Collision.cpp |
void |
GetProjectileIntersection( const CVector2D& position, const CVector2D& axis, float length, RayIntersects& results )
See Collision.cpp |
RayIntersects& |
GetProjectileIntersection( const CVector2D& position, const CVector2D& axis, float length )
See Collision.cpp |
bool |
GetRayIntersection( const CVector2D& source, const CVector2D& forward, const CVector2D& right, float length, float maxDistance, CBoundingObject* destinationCollisionObject, rayIntersectionResults* results )
See Collision.cpp |
static void |
LoadFileThunk( const char* path, const DirEnt* UNUSED( ent ), void* context )
See EntityTemplateCollection.cpp |
static void |
LoadFormationThunk( const char* path, const DirEnt* UNUSED( ent ), void* context )
See FormationCollection.cpp |
static void |
LoadTechThunk( const char* path, const DirEnt* UNUSED( ent ), void* context )
See TechnologyCollection.cpp |
uint |
LOS_GetTokenFor( uint player_id )
See LOSManager.cpp |
void |
NodePostProcess( HEntity entity, std::vector< CVector2D >& nodelist )
See PathfindSparse.cpp |
void |
PathSparse( HEntity entity, CVector2D destination )
See PathfindSparse.cpp |
bool |
PathSparseRecursive( HEntity entity, CVector2D from, CVector2D to, CBoundingObject* destinationCollisionObject )
See PathfindSparse.h |
void |
QueueOrder( CEntityOrder order, const std::vector< HEntity >& entities, bool isQueued )
See Simulation.cpp |
void |
RandomizeLocations( CEntityOrder order, const std::vector< HEntity >& entities, bool isQueued )
See Simulation.cpp |
static inline float |
regen( float cur, float limit, float timestep, float regen_rate )
See Entity.cpp |
CVector2D |
TilespaceToWorldspace( const CVector2D& ts )
See AStarEngine.cpp |
|
TIMER_ADD_CLIENT( tc_2 )
See EntityManager.cpp |
|
TIMER_ADD_CLIENT( tc_1 )
See EntityManager.cpp |
CVector2D |
WorldspaceToTilespace( const CVector2D& ws )
See AStarEngine.cpp |
| Macro Summary | |
#define |
ENTITY_ENTITY_INT(_msg, _order) do { _msg *msg=(_msg *)pMsg isQueued = msg->m_IsQueued != 0 order.m_type=CEntityOrder::_order order.m_target_entity=msg->m_Target order.m_action=msg->m_Action QueueOrder(order, msg->m_Entities, isQueued) } while(0)
See Simulation.cpp |
#define |
ENTITY_INT_STRING(_msg, _order) do { _msg *msg=(_msg *)pMsg isQueued = msg->m_IsQueued != 0 order.m_type=CEntityOrder::_order order.m_produce_name=msg->m_Name order.m_produce_type=msg->m_Type QueueOrder(order, msg->m_Entities, isQueued) } while(0)
See Simulation.cpp |
#define |
ENTITY_POSITION(_msg, _order) do { _msg *msg=(_msg *)pMsg isQueued = msg->m_IsQueued != 0 order.m_type=CEntityOrder::_order order.m_target_location.x=(float)msg->m_TargetX order.m_target_location.y=(float)msg->m_TargetY RandomizeLocations(order, msg->m_Entities, isQueued) } while(0)
See Simulation.cpp |
#define |
ENTITY_POSITION_FORM(_msg, _order) do { _msg *msg=(_msg *)pMsg isQueued = msg->m_IsQueued != 0 order.m_type=CEntityOrder::_order order.m_target_location.x=(float)msg->m_TargetX order.m_target_location.y=(float)msg->m_TargetY FormationLocations(order, msg->m_Entities, isQueued) } while(0)
See Simulation.cpp |
| Field Detail |
int AURA_CIRCLE_POINTS;
size_t frameCount;
CSinglePlayerTurnManager* g_SinglePlayerTurnManager;
const double GRAVITY;
const double GRAVITY_2;
const float MAX_ROTATION_RATE;
int SELECTION_BOX_POINTS;
int SELECTION_CIRCLE_POINTS;
int SELECTION_SMOOTHNESS_UNIFIED;
static RayIntersects SharedResults;
size_t simulationTime;
int SPF_RECURSION_DEPTH;
const float TERRITORY_PRECISION_STEP;
| Method Detail |
HEntity::operator CEntity*() const;
CEntityList::operator CStr() const;
static inline float decay( float cur, float limit, float timestep, float decay_rate );
void FormationLocations( CEntityOrder order, const std::vector< HEntity >& entities, bool isQueued );
CEntity* GetCollisionEntity( CBoundingObject* bounds, CPlayer* player = 0, const CStrW* ignoreClass = 0 );
HEntity GetCollisionObject( CEntity* entity, bool enablePassThroughAllies = true );
HEntity GetCollisionObject( CEntity* entity, float x, float y );
CBoundingObject* GetCollisionObject( CBoundingObject* bounds, CPlayer* player = 0, const CStrW* ignoreClass = 0 );
CEntity* GetCollisionObject( float x, float y );
CBoundingObject* GetContainingObject( const CVector2D& point );
void GetProjectileIntersection( const CVector2D& position, const CVector2D& axis, float length, RayIntersects& results );
RayIntersects& GetProjectileIntersection( const CVector2D& position, const CVector2D& axis, float length );
bool GetRayIntersection( const CVector2D& source, const CVector2D& forward, const CVector2D& right, float length, float maxDistance, CBoundingObject* destinationCollisionObject, rayIntersectionResults* results );
static void LoadFileThunk( const char* path, const DirEnt* UNUSED( ent ), void* context );
static void LoadFormationThunk( const char* path, const DirEnt* UNUSED( ent ), void* context );
static void LoadTechThunk( const char* path, const DirEnt* UNUSED( ent ), void* context );
uint LOS_GetTokenFor( uint player_id );
void NodePostProcess( HEntity entity, std::vector< CVector2D >& nodelist );
void PathSparse( HEntity entity, CVector2D destination );
bool PathSparseRecursive( HEntity entity, CVector2D from, CVector2D to, CBoundingObject* destinationCollisionObject );
void QueueOrder( CEntityOrder order, const std::vector< HEntity >& entities, bool isQueued );
void RandomizeLocations( CEntityOrder order, const std::vector< HEntity >& entities, bool isQueued );
static inline float regen( float cur, float limit, float timestep, float regen_rate );
CVector2D TilespaceToWorldspace( const CVector2D& ts );
TIMER_ADD_CLIENT( tc_2 );
TIMER_ADD_CLIENT( tc_1 );
CVector2D WorldspaceToTilespace( const CVector2D& ws );
| Symbol Detail |
#define COLLISION_PATCH_SIZE 8
#define COLLISION_RANGE 20
#define DEFAULT_INIT_NODES 1000
#define DEFAULT_SEARCH_LIMIT 1000
#define FormIterator std::vector<CEntityFormation*>::iterator
#define g_EntityFormationCollection CFormationCollection::GetSingleton()
#define g_EntityManager g_Game->GetWorld()->GetEntityManager()
#define g_EntityTemplateCollection CEntityTemplateCollection::GetSingleton()
#define g_FormationManager CFormationManager::GetSingleton()
#define g_Pathfinder CPathfindEngine::GetSingleton()
#define g_Scheduler CScheduler::GetSingleton()
#define g_TechnologyCollection CTechnologyCollection::GetSingleton()
#define g_TriggerManager CTriggerManager::GetSingleton()
#define HANDLE_SENTINEL_BIT 0x8000
#define INCLUDED_ASTARENGINE
#define INCLUDED_AURA
#define INCLUDED_BOUNDINGOBJECTS
#define INCLUDED_COLLISION
#define INCLUDED_ENTITY
#define INCLUDED_ENTITYFORMATION
#define INCLUDED_ENTITYHANDLES
#define INCLUDED_ENTITYMANAGER
#define INCLUDED_ENTITYORDERS
#define INCLUDED_ENTITYSUPPORT
#define INCLUDED_ENTITYTEMPLATE
#define INCLUDED_ENTITYTEMPLATECOLLECTION
#define INCLUDED_EVENTHANDLERS
#define INCLUDED_FORMATION
#define INCLUDED_FORMATIONCOLLECTION
#define INCLUDED_FORMATIONMANAGER
#define INCLUDED_LOSMANAGER
#define INCLUDED_PATHFINDENGINE
#define INCLUDED_PATHFINDSPARSE
#define INCLUDED_PRODUCTIONQUEUE
#define INCLUDED_PROJECTILE
#define INCLUDED_SCHEDULER
#define INCLUDED_SCRIPTOBJECT
#define INCLUDED_SIMULATION
#define INCLUDED_STANCE
#define INCLUDED_TECHNOLOGY
#define INCLUDED_TECHNOLOGYCOLLECTION
#define INCLUDED_TERRITORYMANAGER
#define INCLUDED_TRIGGERMANAGER
#define INCLUDED_TURNMANAGER
#define INVALID_HANDLE 65535
#define MAX_HANDLE 0x7fff
#define MAX_HANDLES 4096
#define MAXSLOPE 3500
#define ORDER_MAX_DATA 2
#define SELECTION_TERRAIN_CONFORMANCE
| Macro Detail |
#define ENTITY_ENTITY_INT(_msg, _order) do { _msg *msg=(_msg *)pMsg; isQueued = msg->m_IsQueued != 0; order.m_type=CEntityOrder::_order; order.m_target_entity=msg->m_Target; order.m_action=msg->m_Action; QueueOrder(order, msg->m_Entities, isQueued); } while(0)
#define ENTITY_INT_STRING(_msg, _order) do { _msg *msg=(_msg *)pMsg; isQueued = msg->m_IsQueued != 0; order.m_type=CEntityOrder::_order; order.m_produce_name=msg->m_Name; order.m_produce_type=msg->m_Type; QueueOrder(order, msg->m_Entities, isQueued); } while(0)
#define ENTITY_POSITION(_msg, _order) do { _msg *msg=(_msg *)pMsg; isQueued = msg->m_IsQueued != 0; order.m_type=CEntityOrder::_order; order.m_target_location.x=(float)msg->m_TargetX; order.m_target_location.y=(float)msg->m_TargetY; RandomizeLocations(order, msg->m_Entities, isQueued); } while(0)
#define ENTITY_POSITION_FORM(_msg, _order) do { _msg *msg=(_msg *)pMsg; isQueued = msg->m_IsQueued != 0; order.m_type=CEntityOrder::_order; order.m_target_location.x=(float)msg->m_TargetX; order.m_target_location.y=(float)msg->m_TargetY; FormationLocations(order, msg->m_Entities, isQueued); } while(0)
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0 A.D.
Generated on September 04, 2007 at 18:13 CppDoc v2.4.0 |
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| FRAMES NO FRAMES | ||||||||
| SUMMARY: INNER | FIELD | CONSTR | METHOD | DETAIL: FIELD | CONSTR | METHOD | |||||||