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simulation
Class CLOSManager

   in LOSManager.h
   in LOSManager.cpp

class CLOSManager


Field Summary
 static const int ALL_VISIBLE
          
 static const int EXPLORED
          
 bool m_FogOfWar
          
 int m_LOSSetting
          
private uint m_TilesPerSide
          
private uint m_TilesPerSide_1
          
private u16** m_VisibilityMatrix
          
 static const int NORMAL
          
 
Constructor Summary
CLOSManager()
          
~CLOSManager()
          
 
Method Summary
 ELOSStatus GetStatus( int tx, int tz, CPlayer* player )
          
 ELOSStatus GetStatus( float fx, float fz, CPlayer* player )
          
 EUnitLOSStatus GetUnitStatus( CEntity* entity, CPlayer* player )
          
 EUnitLOSStatus GetUnitStatus( CUnit* unit, CPlayer* player )
          
 void Initialize( uint losSetting, bool fogOfWar )
          
 void Update()
          
 

Field Detail

ALL_VISIBLE

public static const int ALL_VISIBLE;

EXPLORED

public static const int EXPLORED;

m_FogOfWar

public bool m_FogOfWar;

m_LOSSetting

public int m_LOSSetting;

m_TilesPerSide

private uint m_TilesPerSide;

m_TilesPerSide_1

private uint m_TilesPerSide_1;

m_VisibilityMatrix

private u16** m_VisibilityMatrix;

NORMAL

public static const int NORMAL;


Constructor Detail

CLOSManager

public CLOSManager();

~CLOSManager

public ~CLOSManager();


Method Detail

GetStatus

public ELOSStatus GetStatus( int tx, int tz, CPlayer* player );

GetStatus

public ELOSStatus GetStatus( float fx, float fz, CPlayer* player );

GetUnitStatus

public EUnitLOSStatus GetUnitStatus( CEntity* entity, CPlayer* player );

GetUnitStatus

public EUnitLOSStatus GetUnitStatus( CUnit* unit, CPlayer* player );

Initialize

public void Initialize( uint losSetting, bool fogOfWar );

Update

public void Update();

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0 A.D.
Generated on September 04, 2007 at 18:13
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