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simulation
Class CSimulation

   in Simulation.h
   in Simulation.cpp

class CSimulation


Field Summary
private double m_DeltaTime
          
private CGame* m_pGame
          
private CTurnManager* m_pTurnManager
          
private CWorld* m_pWorld
          
private boost::mt19937 m_Random
          
 
Constructor Summary
CSimulation( CGame* pGame )
          
~CSimulation()
          
 
Method Summary
 void DiscardMissedUpdates()
          
 uint GetMessageMask( CNetMessage* UNUSED( pMsg ), uint UNUSED( oldMask ), void* UNUSED( userdata ) )
          
 inline CTurnManager* GetTurnManager()
          
 int Initialize( CGameAttributes* pGameAttributes )
          
 void Interpolate( double frameTime )
          
private void Interpolate( double frameTime, double offset )
          
 void QueueLocalCommand( CNetMessage* pMsg )
          
 float RandFloat()
          
 int RandInt( int maxVal )
          
 void RegisterInit( CGameAttributes* pGameAttributes )
          
 inline void SetTurnManager( CTurnManager* pTurnManager )
          
private void Simulate()
          
 uint TranslateMessage( CNetMessage* pMsg, uint clientMask, void* UNUSED( userdata ) )
          
 bool Update( double frameTime )
          
 

Field Detail

m_DeltaTime

private double m_DeltaTime;

m_pGame

private CGame* m_pGame;

m_pTurnManager

private CTurnManager* m_pTurnManager;

m_pWorld

private CWorld* m_pWorld;

m_Random

private boost::mt19937 m_Random;


Constructor Detail

CSimulation

public CSimulation( CGame* pGame );

~CSimulation

public ~CSimulation();


Method Detail

DiscardMissedUpdates

public void DiscardMissedUpdates();

GetMessageMask

public uint GetMessageMask( CNetMessage* UNUSED( pMsg ), uint UNUSED( oldMask ), void* UNUSED( userdata ) );

GetTurnManager

public inline CTurnManager* GetTurnManager();

Initialize

public int Initialize( CGameAttributes* pGameAttributes );

Interpolate

public void Interpolate( double frameTime );

Interpolate

private void Interpolate( double frameTime, double offset );

QueueLocalCommand

public void QueueLocalCommand( CNetMessage* pMsg );

RandFloat

public float RandFloat();

RandInt

public int RandInt( int maxVal );

RegisterInit

public void RegisterInit( CGameAttributes* pGameAttributes );

SetTurnManager

public inline void SetTurnManager( CTurnManager* pTurnManager );

Simulate

private void Simulate();

TranslateMessage

public uint TranslateMessage( CNetMessage* pMsg, uint clientMask, void* UNUSED( userdata ) );

Update

public bool Update( double frameTime );

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