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simulation
(simulation globals)

   in AStarEngine.h
   in Aura.h
   in BoundingObjects.h
   in Collision.h
   in Entity.h
   in EntityFormation.h
   in EntityHandles.h
   in EntityManager.h
   in EntityOrders.h
   in EntitySupport.h
   in EntityTemplate.h
   in EntityTemplateCollection.h
   in EventHandlers.h
   in Formation.h
   in FormationCollection.h
   in FormationManager.h
   in LOSManager.h
   in PathfindEngine.h
   in PathfindSparse.h
   in ProductionQueue.h
   in Projectile.h
   in Scheduler.h
   in ScriptObject.h
   in Simulation.h
   in Stance.h
   in Technology.h
   in TechnologyCollection.h
   in TerritoryManager.h
   in TriggerManager.h
   in TurnManager.h
   in Collision.h
   in PathfindSparse.h
   in TerritoryManager.h
   in AStarEngine.cpp
   in Simulation.cpp
   in AStarEngine.cpp
   in Collision.cpp
   in Entity.cpp
   in EntityHandles.cpp
   in EntityManager.cpp
   in EntityTemplateCollection.cpp
   in FormationCollection.cpp
   in LOSManager.cpp
   in PathfindSparse.cpp
   in Projectile.cpp
   in Scheduler.cpp
   in Simulation.cpp
   in TechnologyCollection.cpp
   in TurnManager.cpp

(simulation globals)


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
 
Symbol Summary
 #define COLLISION_PATCH_SIZE 8
          See EntityManager.h
 #define COLLISION_RANGE 20
          See Collision.h
 #define DEFAULT_INIT_NODES 1000
          See AStarEngine.cpp
 #define DEFAULT_SEARCH_LIMIT 1000
          See AStarEngine.cpp
 #define FormIterator std::vector<CEntityFormation*>::iterator
          See FormationManager.h
 #define g_EntityFormationCollection CFormationCollection::GetSingleton()
          See FormationCollection.h
 #define g_EntityManager g_Game->GetWorld()->GetEntityManager()
          See EntityManager.h
 #define g_EntityTemplateCollection CEntityTemplateCollection::GetSingleton()
          See EntityTemplateCollection.h
 #define g_FormationManager CFormationManager::GetSingleton()
          See FormationManager.h
 #define g_Pathfinder CPathfindEngine::GetSingleton()
          See PathfindEngine.h
 #define g_Scheduler CScheduler::GetSingleton()
          See Scheduler.h
 #define g_TechnologyCollection CTechnologyCollection::GetSingleton()
          See TechnologyCollection.h
 #define g_TriggerManager CTriggerManager::GetSingleton()
          See TriggerManager.h
 #define HANDLE_SENTINEL_BIT 0x8000
          See EntityHandles.h
 #define INCLUDED_ASTARENGINE
          See AStarEngine.h
 #define INCLUDED_AURA
          See Aura.h
 #define INCLUDED_BOUNDINGOBJECTS
          See BoundingObjects.h
 #define INCLUDED_COLLISION
          See Collision.h
 #define INCLUDED_ENTITY
          See Entity.h
 #define INCLUDED_ENTITYFORMATION
          See EntityFormation.h
 #define INCLUDED_ENTITYHANDLES
          See EntityHandles.h
 #define INCLUDED_ENTITYMANAGER
          See EntityManager.h
 #define INCLUDED_ENTITYORDERS
          See EntityOrders.h
 #define INCLUDED_ENTITYSUPPORT
          See EntitySupport.h
 #define INCLUDED_ENTITYTEMPLATE
          See EntityTemplate.h
 #define INCLUDED_ENTITYTEMPLATECOLLECTION
          See EntityTemplateCollection.h
 #define INCLUDED_EVENTHANDLERS
          See EventHandlers.h
 #define INCLUDED_FORMATION
          See Formation.h
 #define INCLUDED_FORMATIONCOLLECTION
          See FormationCollection.h
 #define INCLUDED_FORMATIONMANAGER
          See FormationManager.h
 #define INCLUDED_LOSMANAGER
          See LOSManager.h
 #define INCLUDED_PATHFINDENGINE
          See PathfindEngine.h
 #define INCLUDED_PATHFINDSPARSE
          See PathfindSparse.h
 #define INCLUDED_PRODUCTIONQUEUE
          See ProductionQueue.h
 #define INCLUDED_PROJECTILE
          See Projectile.h
 #define INCLUDED_SCHEDULER
          See Scheduler.h
 #define INCLUDED_SCRIPTOBJECT
          See ScriptObject.h
 #define INCLUDED_SIMULATION
          See Simulation.h
 #define INCLUDED_STANCE
          See Stance.h
 #define INCLUDED_TECHNOLOGY
          See Technology.h
 #define INCLUDED_TECHNOLOGYCOLLECTION
          See TechnologyCollection.h
 #define INCLUDED_TERRITORYMANAGER
          See TerritoryManager.h
 #define INCLUDED_TRIGGERMANAGER
          See TriggerManager.h
 #define INCLUDED_TURNMANAGER
          See TurnManager.h
 #define INVALID_HANDLE 65535
          See EntityHandles.h
 #define MAX_HANDLE 0x7fff
          See EntityHandles.h
 #define MAX_HANDLES 4096
          See EntityManager.h
 #define MAXSLOPE 3500
          See AStarEngine.cpp
 #define ORDER_MAX_DATA 2
          See EntityOrders.h
 #define SELECTION_TERRAIN_CONFORMANCE
          See Entity.h
 
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

AURA_CIRCLE_POINTS

 int AURA_CIRCLE_POINTS;
See EntityManager.cpp.

frameCount

 size_t frameCount;
See Scheduler.cpp.

g_SinglePlayerTurnManager

 CSinglePlayerTurnManager* g_SinglePlayerTurnManager;
See TurnManager.cpp.

GRAVITY

 const double GRAVITY;
See Projectile.cpp.

GRAVITY_2

 const double GRAVITY_2;
See Projectile.cpp.

MAX_ROTATION_RATE

 const float MAX_ROTATION_RATE;
See Entity.cpp.

SELECTION_BOX_POINTS

 int SELECTION_BOX_POINTS;
See EntityManager.cpp.

SELECTION_CIRCLE_POINTS

 int SELECTION_CIRCLE_POINTS;
See EntityManager.cpp.

SELECTION_SMOOTHNESS_UNIFIED

 int SELECTION_SMOOTHNESS_UNIFIED;
See EntityManager.cpp.

SharedResults

 static RayIntersects SharedResults;
See Collision.cpp.

simulationTime

 size_t simulationTime;
See Scheduler.cpp.

SPF_RECURSION_DEPTH

 int SPF_RECURSION_DEPTH;
See PathfindSparse.cpp.

TERRITORY_PRECISION_STEP

 const float TERRITORY_PRECISION_STEP;
See TerritoryManager.h.


Method Detail

CEntity*

 HEntity::operator CEntity*() const;
See EntityHandles.cpp.

CStr

 CEntityList::operator CStr() const;
See EntityHandles.cpp.

decay

 static inline float decay( float cur, float limit, float timestep, float decay_rate );
See Entity.cpp.

FormationLocations

 void FormationLocations( CEntityOrder order, const std::vector< HEntity >& entities, bool isQueued );
See Simulation.cpp.

GetCollisionEntity

 CEntity* GetCollisionEntity( CBoundingObject* bounds, CPlayer* player = 0, const CStrW* ignoreClass = 0 );
See Collision.cpp.

GetCollisionObject

 HEntity GetCollisionObject( CEntity* entity, bool enablePassThroughAllies = true );
See Collision.cpp.

GetCollisionObject

 HEntity GetCollisionObject( CEntity* entity, float x, float y );
See Collision.cpp.

GetCollisionObject

 CBoundingObject* GetCollisionObject( CBoundingObject* bounds, CPlayer* player = 0, const CStrW* ignoreClass = 0 );
See Collision.cpp.

GetCollisionObject

 CEntity* GetCollisionObject( float x, float y );
See Collision.cpp.

GetContainingObject

 CBoundingObject* GetContainingObject( const CVector2D& point );
See Collision.cpp.

GetProjectileIntersection

 void GetProjectileIntersection( const CVector2D& position, const CVector2D& axis, float length, RayIntersects& results );
See Collision.cpp.

GetProjectileIntersection

 RayIntersects& GetProjectileIntersection( const CVector2D& position, const CVector2D& axis, float length );
See Collision.cpp.

GetRayIntersection

 bool GetRayIntersection( const CVector2D& source, const CVector2D& forward, const CVector2D& right, float length, float maxDistance, CBoundingObject* destinationCollisionObject, rayIntersectionResults* results );
See Collision.cpp.

LoadFileThunk

 static void LoadFileThunk( const char* path, const DirEnt* UNUSED( ent ), void* context );
See EntityTemplateCollection.cpp.

LoadFormationThunk

 static void LoadFormationThunk( const char* path, const DirEnt* UNUSED( ent ), void* context );
See FormationCollection.cpp.

LoadTechThunk

 static void LoadTechThunk( const char* path, const DirEnt* UNUSED( ent ), void* context );
See TechnologyCollection.cpp.

LOS_GetTokenFor

 uint LOS_GetTokenFor( uint player_id );
See LOSManager.cpp.

NodePostProcess

 void NodePostProcess( HEntity entity, std::vector< CVector2D >& nodelist );
See PathfindSparse.cpp.

PathSparse

 void PathSparse( HEntity entity, CVector2D destination );
See PathfindSparse.cpp.

PathSparseRecursive

 bool PathSparseRecursive( HEntity entity, CVector2D from, CVector2D to, CBoundingObject* destinationCollisionObject );
See PathfindSparse.h.

QueueOrder

 void QueueOrder( CEntityOrder order, const std::vector< HEntity >& entities, bool isQueued );
See Simulation.cpp.

RandomizeLocations

 void RandomizeLocations( CEntityOrder order, const std::vector< HEntity >& entities, bool isQueued );
See Simulation.cpp.

regen

 static inline float regen( float cur, float limit, float timestep, float regen_rate );
See Entity.cpp.

TilespaceToWorldspace

 CVector2D TilespaceToWorldspace( const CVector2D& ts );
See AStarEngine.cpp.

TIMER_ADD_CLIENT

 TIMER_ADD_CLIENT( tc_2 );
See EntityManager.cpp.

TIMER_ADD_CLIENT

 TIMER_ADD_CLIENT( tc_1 );
See EntityManager.cpp.

WorldspaceToTilespace

 CVector2D WorldspaceToTilespace( const CVector2D& ws );
See AStarEngine.cpp.


Symbol Detail

COLLISION_PATCH_SIZE

 #define COLLISION_PATCH_SIZE 8
See EntityManager.h.

COLLISION_RANGE

 #define COLLISION_RANGE 20
See Collision.h.

DEFAULT_INIT_NODES

 #define DEFAULT_INIT_NODES 1000
See AStarEngine.cpp.

DEFAULT_SEARCH_LIMIT

 #define DEFAULT_SEARCH_LIMIT 1000
See AStarEngine.cpp.

FormIterator

 #define FormIterator std::vector<CEntityFormation*>::iterator
See FormationManager.h.

g_EntityFormationCollection

 #define g_EntityFormationCollection CFormationCollection::GetSingleton()
See FormationCollection.h.

g_EntityManager

 #define g_EntityManager g_Game->GetWorld()->GetEntityManager()
See EntityManager.h.

g_EntityTemplateCollection

 #define g_EntityTemplateCollection CEntityTemplateCollection::GetSingleton()
See EntityTemplateCollection.h.

g_FormationManager

 #define g_FormationManager CFormationManager::GetSingleton()
See FormationManager.h.

g_Pathfinder

 #define g_Pathfinder CPathfindEngine::GetSingleton()
See PathfindEngine.h.

g_Scheduler

 #define g_Scheduler CScheduler::GetSingleton()
See Scheduler.h.

g_TechnologyCollection

 #define g_TechnologyCollection CTechnologyCollection::GetSingleton()
See TechnologyCollection.h.

g_TriggerManager

 #define g_TriggerManager CTriggerManager::GetSingleton()
See TriggerManager.h.

HANDLE_SENTINEL_BIT

 #define HANDLE_SENTINEL_BIT 0x8000
See EntityHandles.h.

INCLUDED_ASTARENGINE

 #define INCLUDED_ASTARENGINE 
See AStarEngine.h.

INCLUDED_AURA

 #define INCLUDED_AURA 
See Aura.h.

INCLUDED_BOUNDINGOBJECTS

 #define INCLUDED_BOUNDINGOBJECTS 
See BoundingObjects.h.

INCLUDED_COLLISION

 #define INCLUDED_COLLISION 
See Collision.h.

INCLUDED_ENTITY

 #define INCLUDED_ENTITY 
See Entity.h.

INCLUDED_ENTITYFORMATION

 #define INCLUDED_ENTITYFORMATION 
See EntityFormation.h.

INCLUDED_ENTITYHANDLES

 #define INCLUDED_ENTITYHANDLES 
See EntityHandles.h.

INCLUDED_ENTITYMANAGER

 #define INCLUDED_ENTITYMANAGER 
See EntityManager.h.

INCLUDED_ENTITYORDERS

 #define INCLUDED_ENTITYORDERS 
See EntityOrders.h.

INCLUDED_ENTITYSUPPORT

 #define INCLUDED_ENTITYSUPPORT 
See EntitySupport.h.

INCLUDED_ENTITYTEMPLATE

 #define INCLUDED_ENTITYTEMPLATE 
See EntityTemplate.h.

INCLUDED_ENTITYTEMPLATECOLLECTION

 #define INCLUDED_ENTITYTEMPLATECOLLECTION 
See EntityTemplateCollection.h.

INCLUDED_EVENTHANDLERS

 #define INCLUDED_EVENTHANDLERS 
See EventHandlers.h.

INCLUDED_FORMATION

 #define INCLUDED_FORMATION 
See Formation.h.

INCLUDED_FORMATIONCOLLECTION

 #define INCLUDED_FORMATIONCOLLECTION 
See FormationCollection.h.

INCLUDED_FORMATIONMANAGER

 #define INCLUDED_FORMATIONMANAGER 
See FormationManager.h.

INCLUDED_LOSMANAGER

 #define INCLUDED_LOSMANAGER 
See LOSManager.h.

INCLUDED_PATHFINDENGINE

 #define INCLUDED_PATHFINDENGINE 
See PathfindEngine.h.

INCLUDED_PATHFINDSPARSE

 #define INCLUDED_PATHFINDSPARSE 
See PathfindSparse.h.

INCLUDED_PRODUCTIONQUEUE

 #define INCLUDED_PRODUCTIONQUEUE 
See ProductionQueue.h.

INCLUDED_PROJECTILE

 #define INCLUDED_PROJECTILE 
See Projectile.h.

INCLUDED_SCHEDULER

 #define INCLUDED_SCHEDULER 
See Scheduler.h.

INCLUDED_SCRIPTOBJECT

 #define INCLUDED_SCRIPTOBJECT 
See ScriptObject.h.

INCLUDED_SIMULATION

 #define INCLUDED_SIMULATION 
See Simulation.h.

INCLUDED_STANCE

 #define INCLUDED_STANCE 
See Stance.h.

INCLUDED_TECHNOLOGY

 #define INCLUDED_TECHNOLOGY 
See Technology.h.

INCLUDED_TECHNOLOGYCOLLECTION

 #define INCLUDED_TECHNOLOGYCOLLECTION 
See TechnologyCollection.h.

INCLUDED_TERRITORYMANAGER

 #define INCLUDED_TERRITORYMANAGER 
See TerritoryManager.h.

INCLUDED_TRIGGERMANAGER

 #define INCLUDED_TRIGGERMANAGER 
See TriggerManager.h.

INCLUDED_TURNMANAGER

 #define INCLUDED_TURNMANAGER 
See TurnManager.h.

INVALID_HANDLE

 #define INVALID_HANDLE 65535
See EntityHandles.h.

MAX_HANDLE

 #define MAX_HANDLE 0x7fff
See EntityHandles.h.

MAX_HANDLES

 #define MAX_HANDLES 4096
See EntityManager.h.

MAXSLOPE

 #define MAXSLOPE 3500
See AStarEngine.cpp.

ORDER_MAX_DATA

 #define ORDER_MAX_DATA 2
See EntityOrders.h.

SELECTION_TERRAIN_CONFORMANCE

 #define SELECTION_TERRAIN_CONFORMANCE 
See Entity.h.


Macro Detail

ENTITY_ENTITY_INT

 #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.

ENTITY_INT_STRING

 #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.

ENTITY_POSITION

 #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.

ENTITY_POSITION_FORM

 #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.

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