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SUMMARY:  INNER | FIELD | CONSTR | METHOD

simulation
Class CEntity

IJSComplex
   |
   +--CJSComplex, IEventTarget, boost::noncopyable
         |
         +--CEntity

   in Entity.h
   in Entity.cpp
   in EntityRendering.cpp
   in EntityScriptInterface.cpp
   in EntityStateProcessing.cpp

class CEntity
extends CJSComplex, IEventTarget, boost::noncopyable


Inner Classes, Typedefs, and Enums
typedef CEntity::ActionTable
          
typedef CEntity::AuraSet
          
typedef CEntity::AuraTable
          
 
Field Summary
 uint ent_flags
          
 CEntity::ActionTable m_actions
          
 CUnit* m_actor
          
 bool m_actor_transform_valid
          
 std::set< CStr8 > m_actorSelections
          
 CVector2D m_ahead
          
 CTerritory* m_associatedTerritory
          
 CEntity::AuraTable m_auras
          
 CEntity::AuraSet m_aurasInfluencingMe
          
 CEntityTemplate* m_base
          
 CBoundingObject* m_bounds
          
 CStrW m_building
          
 CStrW m_buildingLimitCategory
          
 CClassSet m_classes
          
 std::vector< CEntity* >* m_collisionPatch
          
 int m_currentNotification
          
 int m_currentRequest
          
 CScriptObject[ EVENT_LAST ] m_EventHandlers
          
 bool m_extant
          
 int m_formation
          
 int m_formationSlot
          
 int m_frameCheck
          
 size_t m_fsm_cyclepos
          
 CVector3D m_graphics_orientation
          
 CVector3D m_graphics_position
          
 i32 m_grouped
          
 float m_healthCurr
          
 float m_healthDecayRate
          
 float m_healthMax
          
 float m_healthRegenRate
          
 float m_healthRegenStart
          
 double m_lastCombatTime
          
 double m_lastRunTime
          
 int m_lastState
          
 std::deque< CEntityListener > m_listeners
          
 int m_los
          
 float m_maxActorPitch
          
 float m_minActorPitch
          
 std::vector< CEntity* > m_notifiers
          
 CEntityOrders m_orderQueue
          
 CVector3D m_orientation
          
 CVector3D m_orientation_previous
          
 CVector3D m_orientation_smoothed
          
 CVector2D m_orientation_unclamped
          
private CPlayer* m_player
          
 CVector3D m_position
          
 CVector3D m_position_previous
          
 CProductionQueue* m_productionQueue
          
 CVector3D m_rallyPoint
          
 CStr m_rankName
          
 float m_runDecayRate
          
 float m_runMaxRange
          
 float m_runMinRange
          
 float m_runRegenRate
          
 float m_runSpeed
          
 std::vector< bool > m_sectorValues
          
 bool m_selected
          
 float m_speed
          
 float m_staminaCurr
          
 float m_staminaMax
          
 CStance* m_stance
          
 CStr m_stanceName
          
 float m_targetorientation
          
 float m_turningRadius
          
 std::vector< std::vector< CVector2D > > m_unsnappedPoints
          
 bool m_visible
          
 HEntity me
          
 static const size_t NOT_IN_CYCLE
          
   
Fields inherited from class CJSComplex
CJSComplexPropertyAccessor, m_JS, m_Watches, m_Reflectors, JSI_props, m_Methods, m_IntrinsicProperties, JSI_class, m_EngineOwned
   
Fields inherited from class IJSComplex
m_Properties, m_Parent, m_Inheritors
 
Constructor Summary
private  CEntity( CEntityTemplate* base, CVector3D position, float orientation, const std::set< CStr8 >& actorSelections, const CStrW* building = 0 )
          
  ~CEntity()
          
 
Method Summary
 jsval_t AddAura( JSContext* cx, uintN argc, jsval* argv )
          
 void CalculateRegen( float timestep )
          
 void CheckExtant()
          
 void CheckGroup()
          
 void CheckListeners( int type, CEntity* target )
          
 void CheckSelection()
          
private float ChooseMovementSpeed( float distance )
          
 void ClearOrders()
          
 JSBool Construct( JSContext* cx, JSObject* UNUSED( obj ), uint argc, jsval* argv, jsval* rval )
          
 void DestroyAllNotifiers()
          
 jsval_t DestroyAllNotifiers( JSContext* UNUSED( cx ), uintN UNUSED( argc ), jsval* UNUSED( argv ) )
          
 int DestroyNotifier( CEntity* target )
          
 jsval_t DestroyNotifier( JSContext* cx, uintN argc, jsval* argv )
          
 void DispatchFormationEvent( int type )
          
 void DispatchNotification( CEntityOrder order, int type )
          
 float Distance2D( CEntity* other )
          
 float Distance2D( CVector2D p )
          
 float Distance2D( float x, float z )
          
 void DrawBar( CVector3D& centre, CVector3D& up, CVector3D& right, float x1, float y1, float x2, float y2, SColour col1, SColour col2, float currVal, float maxVal )
          
 void DrawRect( CVector3D& centre, CVector3D& up, CVector3D& right, float x1, float y1, float x2, float y2 )
          
 void entf_clear( uint desired_flag )
          
 bool entf_get( uint desired_flag ) const
          
 void entf_set( uint desired_flag )
          
 void entf_set_to( uint desired_flag, bool value )
          
 void ExitAuras()
          
 int FindSector( int divs, float angle, float maxAngle, bool negative = true )
          
 jsval_t FindSector( JSContext* cx, uintN argc, jsval* argv )
          
 jsval_t FlattenTerrain( JSContext* UNUSED( cx ), uintN UNUSED( argc ), jsval* UNUSED( argv ) )
          
 bool ForceCheckListeners( JSContext* cx, uintN argc, jsval* argv )
          
 float GetAnchorLevel( float x, float z )
          
 int GetAttackAction( HEntity target )
          
 jsval_t GetAttackDirections( JSContext* UNUSED( cx ), uintN UNUSED( argc ), jsval* UNUSED( argv ) )
          
 jsval GetClassSet()
          
 int GetCurrentRequest( JSContext* UNUSED( cx ), uintN UNUSED( argc ), jsval* UNUSED( argv ) )
          
 float GetDistance( JSContext* cx, uintN argc, jsval* argv )
          
 CEntityFormation* GetFormation()
          
 jsval_t GetFormationBonus( JSContext* UNUSED( cx ), uintN UNUSED( argc ), jsval* UNUSED( argv ) )
          
 jsval_t GetFormationBonusBase( JSContext* UNUSED( cx ), uintN UNUSED( argc ), jsval* UNUSED( argv ) )
          
 jsval_t GetFormationBonusType( JSContext* UNUSED( cx ), uintN UNUSED( argc ), jsval* UNUSED( argv ) )
          
 jsval_t GetFormationBonusVal( JSContext* UNUSED( cx ), uintN UNUSED( argc ), jsval* UNUSED( argv ) )
          
 jsval_t GetFormationPenalty( JSContext* UNUSED( cx ), uintN UNUSED( argc ), jsval* UNUSED( argv ) )
          
 jsval_t GetFormationPenaltyBase( JSContext* UNUSED( cx ), uintN UNUSED( argc ), jsval* UNUSED( argv ) )
          
 jsval_t GetFormationPenaltyType( JSContext* UNUSED( cx ), uintN UNUSED( argc ), jsval* UNUSED( argv ) )
          
 jsval_t GetFormationPenaltyVal( JSContext* UNUSED( cx ), uintN UNUSED( argc ), jsval* UNUSED( argv ) )
          
 jsval_t GetHeight( JSContext* UNUSED( cx ), uintN UNUSED( argc ), jsval* UNUSED( argv ) )
          
 CPlayer* GetPlayer()
          
 jsval_t GetRallyPoint( JSContext* UNUSED( cx ), uintN UNUSED( argc ), jsval* UNUSED( argv ) )
          
 jsval_t GetRunState( JSContext* UNUSED( cx ), uintN UNUSED( argc ), jsval* UNUSED( argv ) )
          
 CVector2D GetScreenCoords( float height )
          
 JSObject* GetScriptExecContext( IEventTarget* target )
          
 jsval_t GetSpawnPoint( JSContext* UNUSED( cx ), uintN argc, jsval* argv )
          
 jsval_t GetVisibleEntities( JSContext* UNUSED( cx ), uintN UNUSED( argc ), jsval* UNUSED( argv ) )
          
 bool HasClass( JSContext* cx, uintN argc, jsval* argv )
          
 jsval_t HasRallyPoint( JSContext* UNUSED( cx ), uintN UNUSED( argc ), jsval* UNUSED( argv ) )
          
 static void InitAttributes( const CEntity* _this )
          
 void initAuraData()
          
 bool Initialize()
          
 void Interpolate( float relativeoffset )
          
 void InvalidateActor()
          
 bool IsIdle( JSContext* UNUSED( cx ), uintN UNUSED( argc ), jsval* UNUSED( argv ) )
          
 bool IsInFormation( JSContext* UNUSED( cx ), uintN UNUSED( argc ), jsval* UNUSED( argv ) )
          
 jsval_t IsRunning( JSContext* cx, uintN argc, jsval* argv )
          
 jsval JSI_GetPlayer()
          
 void JSI_SetPlayer( jsval val )
          
 bool Kill( JSContext* UNUSED( cx ), uintN UNUSED( argc ), jsval* UNUSED( argv ) )
          
 void Kill( bool keepActor = false )
          
 void LoadBase()
          
 jsval_t OnDamaged( JSContext* cx, uintN argc, jsval* argv )
          
 bool Order( JSContext* cx, uintN argc, jsval* argv, CEntityOrder::EOrderSource source, bool Queued )
          
 inline bool OrderFromTriggers( JSContext* cx, uintN argc, jsval* argv )
          
 inline bool OrderQueued( JSContext* cx, uintN argc, jsval* argv )
          
 inline bool OrderSingle( JSContext* cx, uintN argc, jsval* argv )
          
 void PopOrder()
          
private bool ProcessContactAction( CEntityOrder* current, size_t UNUSED( timestep_millis ), CEntityOrder::EOrderType transition, SEntityAction* action )
          
private bool ProcessContactActionNoPathing( CEntityOrder* current, size_t timestep_millis, const CStr& animation, CScriptEvent* contactEvent, SEntityAction* action )
          
private bool ProcessGeneric( CEntityOrder* current, size_t timestep_millis )
          
private bool ProcessGenericNoPathing( CEntityOrder* current, size_t timestep_millis )
          
private bool ProcessGoto( CEntityOrder* current, size_t UNUSED( timestep_millis ) )
          
private uint ProcessGotoHelper( CEntityOrder* current, size_t timestep_millis, HEntity& collide, float& timeLeft )
          
private bool ProcessGotoNoPathing( CEntityOrder* current, size_t timestep_millis )
          
private bool ProcessGotoWaypoint( CEntityOrder* current, size_t UNUSED( timestep_milli ), bool contact )
          
private bool ProcessPatrol( CEntityOrder* current, size_t UNUSED( timestep_millis ) )
          
private bool ProcessProduce( CEntityOrder* order )
          
 void PushOrder( CEntityOrder& order )
          
 void RebuildClassSet()
          
 jsval_t RegisterDamage( JSContext* cx, uintN argc, jsval* argv )
          
 jsval_t RegisterOrderChange( JSContext* cx, uintN argc, jsval* argv )
          
 jsval_t RemoveAura( JSContext* UNUSED( cx ), uintN argc, jsval* argv )
          
 void Render()
          
 void RenderAuras()
          
 void RenderBarBorders()
          
 void RenderBars()
          
 void RenderHealthBar()
          
 void RenderRallyPoint()
          
 void RenderRank()
          
 void RenderSelectionOutline( float alpha = 1. 0f )
          
 void RenderStaminaBar()
          
 void Reorient()
          
 void Repath()
          
 bool RequestNotification( JSContext* cx, uintN argc, jsval* argv )
          
 static void ScriptingInit()
          
 jsval_t SetActionParams( JSContext* UNUSED( cx ), uintN argc, jsval* argv )
          
 void SetClassSet( jsval value )
          
private void SetPlayer( CPlayer* pPlayer )
          
 jsval_t SetRallyPoint( JSContext* UNUSED( cx ), uintN UNUSED( argc ), jsval* UNUSED( argv ) )
          
 jsval_t SetRun( JSContext* cx, uintN argc, jsval* argv )
          
private bool ShouldRun( float distance )
          
 void SnapToGround()
          
 void StanceChanged()
          
 void Teleport()
          
 jsval_t TerminateOrder( JSContext* UNUSED( cx ), uintN argc, jsval* argv )
          
 jsval_t ToString( JSContext* cx, uintN UNUSED( argc ), jsval* UNUSED( argv ) )
          
 jsval_t TriggerRun( JSContext* UNUSED( cx ), uintN UNUSED( argc ), jsval* UNUSED( argv ) )
          
 void Update( size_t timestep_millis )
          
 void UpdateActorTransforms()
          
 void UpdateAuras( size_t timestep_millis )
          
 void UpdateCollisionPatch()
          
private void UpdateOrders( size_t timestep_millis )
          
 void UpdateXZOrientation()
          
   
Methods inherited from class CJSComplex
GetProperty, SetProperty, WatchNotify, JSGetProperty, JSSetProperty, JSEnumerate, SetWatchAll, UnWatchAll, ScriptingInit, ScriptingShutdown, DefaultFinalize, CreateScriptObject, ReleaseScriptObject, GetScript, Shutdown, SetBase, Rebuild, HasProperty, FillEnumerateSet, AddProperty, AddProperty, AddClassProperty, AddMethod, AddClassProperty, AddReadOnlyClassProperty, AddProperty, AddReadOnlyProperty, DeletePreviouslyAssignedProperty
   
Methods inherited from class IEventTarget
DispatchEvent, AddHandler, AddHandler, RemoveHandler, RemoveHandler, AddHandlerJS, RemoveHandlerJS, SetPriorObject, SetNextObject, GetScriptExecContext
   
Methods inherited from class IJSComplex
SetBase, Rebuild, RebuildClassSet, HasProperty, FillEnumerateSet, GetProperty, AddProperty, AddProperty
 

Field Detail

ent_flags

public uint ent_flags;

m_actions

public CEntity::ActionTable m_actions;

m_actor

public CUnit* m_actor;

m_actor_transform_valid

public bool m_actor_transform_valid;

m_actorSelections

public std::set< CStr8 > m_actorSelections;

m_ahead

public CVector2D m_ahead;

m_associatedTerritory

public CTerritory* m_associatedTerritory;

m_auras

public CEntity::AuraTable m_auras;

m_aurasInfluencingMe

public CEntity::AuraSet m_aurasInfluencingMe;

m_base

public CEntityTemplate* m_base;

m_bounds

public CBoundingObject* m_bounds;

m_building

public CStrW m_building;

m_buildingLimitCategory

public CStrW m_buildingLimitCategory;

m_classes

public CClassSet m_classes;

m_collisionPatch

public std::vector< CEntity* >* m_collisionPatch;

m_currentNotification

public int m_currentNotification;

m_currentRequest

public int m_currentRequest;

m_EventHandlers

public CScriptObject m_EventHandlers[ EVENT_LAST ];

m_extant

public bool m_extant;

m_formation

public int m_formation;

m_formationSlot

public int m_formationSlot;

m_frameCheck

public int m_frameCheck;

m_fsm_cyclepos

public size_t m_fsm_cyclepos;

m_graphics_orientation

public CVector3D m_graphics_orientation;

m_graphics_position

public CVector3D m_graphics_position;

m_grouped

public i32 m_grouped;

m_healthCurr

public float m_healthCurr;

m_healthDecayRate

public float m_healthDecayRate;

m_healthMax

public float m_healthMax;

m_healthRegenRate

public float m_healthRegenRate;

m_healthRegenStart

public float m_healthRegenStart;

m_lastCombatTime

public double m_lastCombatTime;

m_lastRunTime

public double m_lastRunTime;

m_lastState

public int m_lastState;

m_listeners

public std::deque< CEntityListener > m_listeners;

m_los

public int m_los;

m_maxActorPitch

public float m_maxActorPitch;

m_minActorPitch

public float m_minActorPitch;

m_notifiers

public std::vector< CEntity* > m_notifiers;

m_orderQueue

public CEntityOrders m_orderQueue;

m_orientation

public CVector3D m_orientation;

m_orientation_previous

public CVector3D m_orientation_previous;

m_orientation_smoothed

public CVector3D m_orientation_smoothed;

m_orientation_unclamped

public CVector2D m_orientation_unclamped;

m_player

private CPlayer* m_player;

m_position

public CVector3D m_position;

m_position_previous

public CVector3D m_position_previous;

m_productionQueue

public CProductionQueue* m_productionQueue;

m_rallyPoint

public CVector3D m_rallyPoint;

m_rankName

public CStr m_rankName;

m_runDecayRate

public float m_runDecayRate;

m_runMaxRange

public float m_runMaxRange;

m_runMinRange

public float m_runMinRange;

m_runRegenRate

public float m_runRegenRate;

m_runSpeed

public float m_runSpeed;

m_sectorValues

public std::vector< bool > m_sectorValues;

m_selected

public bool m_selected;

m_speed

public float m_speed;

m_staminaCurr

public float m_staminaCurr;

m_staminaMax

public float m_staminaMax;

m_stance

public CStance* m_stance;

m_stanceName

public CStr m_stanceName;

m_targetorientation

public float m_targetorientation;

m_turningRadius

public float m_turningRadius;

m_unsnappedPoints

public std::vector< std::vector< CVector2D > > m_unsnappedPoints;

m_visible

public bool m_visible;

me

public HEntity me;

NOT_IN_CYCLE

public static const size_t NOT_IN_CYCLE;


Constructor Detail

CEntity

private CEntity( CEntityTemplate* base, CVector3D position, float orientation, const std::set< CStr8 >& actorSelections, const CStrW* building = 0 );

~CEntity

public ~CEntity();


Method Detail

AddAura

public jsval_t AddAura( JSContext* cx, uintN argc, jsval* argv );

CalculateRegen

public void CalculateRegen( float timestep );

CheckExtant

public void CheckExtant();

CheckGroup

public void CheckGroup();

CheckListeners

public void CheckListeners( int type, CEntity* target );

CheckSelection

public void CheckSelection();

ChooseMovementSpeed

private float ChooseMovementSpeed( float distance );

ClearOrders

public void ClearOrders();

Construct

public JSBool Construct( JSContext* cx, JSObject* UNUSED( obj ), uint argc, jsval* argv, jsval* rval );

DestroyAllNotifiers

public void DestroyAllNotifiers();

DestroyAllNotifiers

public jsval_t DestroyAllNotifiers( JSContext* UNUSED( cx ), uintN UNUSED( argc ), jsval* UNUSED( argv ) );

DestroyNotifier

public int DestroyNotifier( CEntity* target );

DestroyNotifier

public jsval_t DestroyNotifier( JSContext* cx, uintN argc, jsval* argv );

DispatchFormationEvent

public void DispatchFormationEvent( int type );

DispatchNotification

public void DispatchNotification( CEntityOrder order, int type );

Distance2D

public float Distance2D( CEntity* other );

Distance2D

public float Distance2D( CVector2D p );

Distance2D

public float Distance2D( float x, float z );

DrawBar

public void DrawBar( CVector3D& centre, CVector3D& up, CVector3D& right, float x1, float y1, float x2, float y2, SColour col1, SColour col2, float currVal, float maxVal );

DrawRect

public void DrawRect( CVector3D& centre, CVector3D& up, CVector3D& right, float x1, float y1, float x2, float y2 );

entf_clear

public void entf_clear( uint desired_flag );

entf_get

public bool entf_get( uint desired_flag ) const;

entf_set

public void entf_set( uint desired_flag );

entf_set_to

public void entf_set_to( uint desired_flag, bool value );

ExitAuras

public void ExitAuras();

FindSector

public int FindSector( int divs, float angle, float maxAngle, bool negative = true );

FindSector

public jsval_t FindSector( JSContext* cx, uintN argc, jsval* argv );

FlattenTerrain

public jsval_t FlattenTerrain( JSContext* UNUSED( cx ), uintN UNUSED( argc ), jsval* UNUSED( argv ) );

ForceCheckListeners

public bool ForceCheckListeners( JSContext* cx, uintN argc, jsval* argv );

GetAnchorLevel

public float GetAnchorLevel( float x, float z );

GetAttackAction

public int GetAttackAction( HEntity target );

GetAttackDirections

public jsval_t GetAttackDirections( JSContext* UNUSED( cx ), uintN UNUSED( argc ), jsval* UNUSED( argv ) );

GetClassSet

public jsval GetClassSet();

GetCurrentRequest

public int GetCurrentRequest( JSContext* UNUSED( cx ), uintN UNUSED( argc ), jsval* UNUSED( argv ) );

GetDistance

public float GetDistance( JSContext* cx, uintN argc, jsval* argv );

GetFormation

public CEntityFormation* GetFormation();

GetFormationBonus

public jsval_t GetFormationBonus( JSContext* UNUSED( cx ), uintN UNUSED( argc ), jsval* UNUSED( argv ) );

GetFormationBonusBase

public jsval_t GetFormationBonusBase( JSContext* UNUSED( cx ), uintN UNUSED( argc ), jsval* UNUSED( argv ) );

GetFormationBonusType

public jsval_t GetFormationBonusType( JSContext* UNUSED( cx ), uintN UNUSED( argc ), jsval* UNUSED( argv ) );

GetFormationBonusVal

public jsval_t GetFormationBonusVal( JSContext* UNUSED( cx ), uintN UNUSED( argc ), jsval* UNUSED( argv ) );

GetFormationPenalty

public jsval_t GetFormationPenalty( JSContext* UNUSED( cx ), uintN UNUSED( argc ), jsval* UNUSED( argv ) );

GetFormationPenaltyBase

public jsval_t GetFormationPenaltyBase( JSContext* UNUSED( cx ), uintN UNUSED( argc ), jsval* UNUSED( argv ) );

GetFormationPenaltyType

public jsval_t GetFormationPenaltyType( JSContext* UNUSED( cx ), uintN UNUSED( argc ), jsval* UNUSED( argv ) );

GetFormationPenaltyVal

public jsval_t GetFormationPenaltyVal( JSContext* UNUSED( cx ), uintN UNUSED( argc ), jsval* UNUSED( argv ) );

GetHeight

public jsval_t GetHeight( JSContext* UNUSED( cx ), uintN UNUSED( argc ), jsval* UNUSED( argv ) );

GetPlayer

public CPlayer* GetPlayer();

GetRallyPoint

public jsval_t GetRallyPoint( JSContext* UNUSED( cx ), uintN UNUSED( argc ), jsval* UNUSED( argv ) );

GetRunState

public jsval_t GetRunState( JSContext* UNUSED( cx ), uintN UNUSED( argc ), jsval* UNUSED( argv ) );

GetScreenCoords

public CVector2D GetScreenCoords( float height );

GetScriptExecContext

public JSObject* GetScriptExecContext( IEventTarget* target );

GetSpawnPoint

public jsval_t GetSpawnPoint( JSContext* UNUSED( cx ), uintN argc, jsval* argv );

GetVisibleEntities

public jsval_t GetVisibleEntities( JSContext* UNUSED( cx ), uintN UNUSED( argc ), jsval* UNUSED( argv ) );

HasClass

public bool HasClass( JSContext* cx, uintN argc, jsval* argv );

HasRallyPoint

public jsval_t HasRallyPoint( JSContext* UNUSED( cx ), uintN UNUSED( argc ), jsval* UNUSED( argv ) );

InitAttributes

public static void InitAttributes( const CEntity* _this );

initAuraData

public void initAuraData();

Initialize

public bool Initialize();

Interpolate

public void Interpolate( float relativeoffset );

InvalidateActor

public void InvalidateActor();

IsIdle

public bool IsIdle( JSContext* UNUSED( cx ), uintN UNUSED( argc ), jsval* UNUSED( argv ) );

IsInFormation

public bool IsInFormation( JSContext* UNUSED( cx ), uintN UNUSED( argc ), jsval* UNUSED( argv ) );

IsRunning

public jsval_t IsRunning( JSContext* cx, uintN argc, jsval* argv );

JSI_GetPlayer

public jsval JSI_GetPlayer();

JSI_SetPlayer

public void JSI_SetPlayer( jsval val );

Kill

public bool Kill( JSContext* UNUSED( cx ), uintN UNUSED( argc ), jsval* UNUSED( argv ) );

Kill

public void Kill( bool keepActor = false );

LoadBase

public void LoadBase();

OnDamaged

public jsval_t OnDamaged( JSContext* cx, uintN argc, jsval* argv );

Order

public bool Order( JSContext* cx, uintN argc, jsval* argv, CEntityOrder::EOrderSource source, bool Queued );

OrderFromTriggers

public inline bool OrderFromTriggers( JSContext* cx, uintN argc, jsval* argv );

OrderQueued

public inline bool OrderQueued( JSContext* cx, uintN argc, jsval* argv );

OrderSingle

public inline bool OrderSingle( JSContext* cx, uintN argc, jsval* argv );

PopOrder

public void PopOrder();

ProcessContactAction

private bool ProcessContactAction( CEntityOrder* current, size_t UNUSED( timestep_millis ), CEntityOrder::EOrderType transition, SEntityAction* action );

ProcessContactActionNoPathing

private bool ProcessContactActionNoPathing( CEntityOrder* current, size_t timestep_millis, const CStr& animation, CScriptEvent* contactEvent, SEntityAction* action );

ProcessGeneric

private bool ProcessGeneric( CEntityOrder* current, size_t timestep_millis );

ProcessGenericNoPathing

private bool ProcessGenericNoPathing( CEntityOrder* current, size_t timestep_millis );

ProcessGoto

private bool ProcessGoto( CEntityOrder* current, size_t UNUSED( timestep_millis ) );

ProcessGotoHelper

private uint ProcessGotoHelper( CEntityOrder* current, size_t timestep_millis, HEntity& collide, float& timeLeft );

ProcessGotoNoPathing

private bool ProcessGotoNoPathing( CEntityOrder* current, size_t timestep_millis );

ProcessGotoWaypoint

private bool ProcessGotoWaypoint( CEntityOrder* current, size_t UNUSED( timestep_milli ), bool contact );

ProcessPatrol

private bool ProcessPatrol( CEntityOrder* current, size_t UNUSED( timestep_millis ) );

ProcessProduce

private bool ProcessProduce( CEntityOrder* order );

PushOrder

public void PushOrder( CEntityOrder& order );

RebuildClassSet

public void RebuildClassSet();

RegisterDamage

public jsval_t RegisterDamage( JSContext* cx, uintN argc, jsval* argv );

RegisterOrderChange

public jsval_t RegisterOrderChange( JSContext* cx, uintN argc, jsval* argv );

RemoveAura

public jsval_t RemoveAura( JSContext* UNUSED( cx ), uintN argc, jsval* argv );

Render

public void Render();

RenderAuras

public void RenderAuras();

RenderBarBorders

public void RenderBarBorders();

RenderBars

public void RenderBars();

RenderHealthBar

public void RenderHealthBar();

RenderRallyPoint

public void RenderRallyPoint();

RenderRank

public void RenderRank();

RenderSelectionOutline

public void RenderSelectionOutline( float alpha = 1. 0f );

RenderStaminaBar

public void RenderStaminaBar();

Reorient

public void Reorient();

Repath

public void Repath();

RequestNotification

public bool RequestNotification( JSContext* cx, uintN argc, jsval* argv );

ScriptingInit

public static void ScriptingInit();

SetActionParams

public jsval_t SetActionParams( JSContext* UNUSED( cx ), uintN argc, jsval* argv );

SetClassSet

public void SetClassSet( jsval value );

SetPlayer

private void SetPlayer( CPlayer* pPlayer );

SetRallyPoint

public jsval_t SetRallyPoint( JSContext* UNUSED( cx ), uintN UNUSED( argc ), jsval* UNUSED( argv ) );

SetRun

public jsval_t SetRun( JSContext* cx, uintN argc, jsval* argv );

ShouldRun

private bool ShouldRun( float distance );

SnapToGround

public void SnapToGround();

StanceChanged

public void StanceChanged();

Teleport

public void Teleport();

TerminateOrder

public jsval_t TerminateOrder( JSContext* UNUSED( cx ), uintN argc, jsval* argv );

ToString

public jsval_t ToString( JSContext* cx, uintN UNUSED( argc ), jsval* UNUSED( argv ) );

TriggerRun

public jsval_t TriggerRun( JSContext* UNUSED( cx ), uintN UNUSED( argc ), jsval* UNUSED( argv ) );

Update

public void Update( size_t timestep_millis );

UpdateActorTransforms

public void UpdateActorTransforms();

UpdateAuras

public void UpdateAuras( size_t timestep_millis );

UpdateCollisionPatch

public void UpdateCollisionPatch();

UpdateOrders

private void UpdateOrders( size_t timestep_millis );

UpdateXZOrientation

public void UpdateXZOrientation();

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