BuildingUnit Member List

This is the complete list of members for BuildingUnit, including all inherited members.

AcquirePointer()Counted [inline]
Action enum nameUnit
ACTION_ATTACK enum valueUnit
ACTION_BUILD enum valueUnit
ACTION_EJECT enum valueUnit
ACTION_HIDE enum valueUnit
ACTION_MINE enum valueUnit
ACTION_MOVE enum valueUnit
ACTION_NONE enum valueUnit
ACTION_REPAIR enum valueUnit
ACTION_STAY enum valueUnit
ActivateModel(ModelType model)BuildingUnit [protected, virtual]
AddObjectRef(Ref< Referenced > *)Referenced [inline]
AddToHidingList(ForceUnit *unit)Unit
Aggressivity enum nameUnit
aggressivityUnit [protected]
AGGRESSIVITY_GUARD enum valueUnit
AGGRESSIVITY_IGNORE enum valueUnit
AGGRESSIVITY_OFFENSIVE enum valueUnit
AGGRESSIVITY_PASSIVE enum valueUnit
BuildingUnit(const char *id)BuildingUnit
CanEject() const Unit [inline]
CanHide(const ForceUnit *unit) const Unit
ClearChildren()Root
ClearFlags(Type flags)Flagged< Type > [inline]
Counted()Counted [inline]
Deserialize(Serializer &serializer, bool first)Unit [protected, virtual]
directionUnit [protected]
Dispatch(Cmd *)Object
Find(const string &path)Root [inline]
FindFreePositionAroundUnit(const Unit *unit, MapPosition3D &free_position, MapEnums::Direction &free_direction) const Unit [protected]
Flag enum nameUnit
FLAG_ALL enum valueUnit
FLAG_NONE enum valueUnit
FLAG_PROCESSED enum valueUnit
FLAG_SELECTED enum valueUnit
FLAG_UNDER_CURSOR enum valueUnit
FLAG_VISIBLE enum valueUnit
Flagged()Flagged< Type > [inline]
GetAction() const Unit [inline]
GetAggressivity() const Unit [inline]
GetBack() const List< Root >
GetCenterPosition(vector2 &position) const Unit
GetClass() const Object [inline]
GetCmdProtos(HashList *)Object
GetData() const ListNode< Root >
GetDirection() const Unit [inline]
GetFirstEjectingPosition(MapPosition3D &position, const MapSize &unit_size) const Unit [protected]
GetFront() const List< Root >
GetFullPath()Root
GetGroupName()Object [protected, virtual]
GetHidingCount() const Unit [inline]
GetHidingPercent() const Unit
GetID()Root [inline]
GetInstanceSize() const Object [virtual]
GetLife() const Unit [inline]
GetLifePercent() const Unit [inline]
GetMapPosition() const Unit [inline]
GetMeetingPoint(MapPosition3D &meeting_point) const Unit [inline]
GetNext() const ListNode< Root >
GetNextEjectingPosition(MapPosition3D &position, const MapSize &unit_size) const Unit [protected]
GetParent() const TreeNode< Root >
GetPlayer() const Unit [inline]
GetPrev() const ListNode< Root >
GetPrototype() const Unit [inline]
GetRealPosition() const Unit [inline]
GetRefs()Referenced [inline]
GetRemoteID() const Unit [inline]
GetSceneObject() const Unit [inline]
GetSelectionRenderer()BuildingUnit [protected, virtual]
GetState() const Unit [inline]
GetTreeSize() const Root
GetType() const Unit [inline]
ghost_ownerUnit [protected]
hiding_countUnit [protected]
hiding_count_myUnit [protected]
hiding_unitsUnit [protected]
idRoot [protected]
Input enum nameUnit
INPUT_MEETING_POINT enum valueUnit
INPUT_NONE enum valueUnit
InsertAfter(Root *prev)ListNode< Root >
InsertBefore(Root *next)ListNode< Root >
InvalidateAllRefs()Referenced [protected]
IsA(const Class *) const Object [inline]
IsA(const char *) const Object
IsAnyFlag(Type flags) const Flagged< Type > [inline]
IsAroundUnit(const Unit *unit) const Unit [protected]
IsEmpty() const List< Root >
IsFlags(Type flags) const Flagged< Type > [inline]
IsFull() const Unit
IsIdle() const Unit [inline]
IsInstanceOf(const Class *) const Object [inline]
IsLinked() const ListNode< Root >
IsMoving() const Unit [inline]
IsMy() const Unit
kernel_serverObject [protected]
lifeUnit [protected]
life_percentUnit [protected]
List()List< Root >
ListNode(void *pdata=NULL)ListNode< Root >
Lock() const Root [inline]
LockCounted()Counted [inline, protected, static]
LogTree(const string &indent) const Root
map_positionUnit [protected]
meeting_objectUnit [protected]
meeting_pointUnit [protected]
MODEL_ATTACK enum valueUnit
MODEL_BUILD enum valueUnit
MODEL_COUNT enum valueUnit
MODEL_MINE enum valueUnit
MODEL_MOVE enum valueUnit
MODEL_REPAIR enum valueUnit
MODEL_STAY enum valueUnit
MODEL_ZOMBIE enum valueUnit
modelsBuildingUnit [protected]
ModelType enum nameUnit
ModelTypeToString(ModelType type, string &name)Unit [static]
mutexRoot [mutable, protected]
my_classObject [protected]
Object(const char *name)Object
OnMessage(ActionEvent *pevent)Unit [protected, virtual]
OnMessage(StateEvent *pevent)Unit [protected, virtual]
OnMessage(InputEvent *pevent)Unit [protected, virtual]
OnMessage(PathResponse *response)Unit [protected, virtual]
OnRenderBegin(void *data)Unit [protected, static]
OnRenderEnd(void *data)Unit [protected, static]
pathUnit [protected]
path_request_idUnit [protected]
playerUnit [protected]
PopBack()List< Root >
PopFront()List< Root >
PostProcessEvent()Unit [protected]
PreProcessEvent(StateEvent *pevent)Unit [protected]
prototypeUnit [protected]
prototype_idUnit [protected]
PushBack(Root *node)List< Root >
PushFront(Root *node)List< Root >
ReadPosition(Serializer &serializer)Unit [protected]
real_positionUnit [protected]
Referenced()Referenced
refListReferenced [protected]
Release()Counted [inline, virtual]
ReleaseChildren()Root
RemObjectRef(Ref< Referenced > *)Referenced [inline]
remote_idUnit [protected]
Remove()ListNode< Root >
RemoveFromHidingList(ForceUnit *unit)Unit
RenderPost()Unit [protected, virtual]
RenderPred()Unit [protected, virtual]
ResetFlags()Flagged< Type > [inline]
Root(const char *id)Root
Say(bool possitive, const char *message,...) const Unit
scene_objectUnit [protected]
SendMessage(BaseMessage *message, Root *destination, double delay=0.0)Root [protected]
sequenceUnit [protected]
Serialize(Serializer &serializer)Unit [protected, virtual]
Serialized()Serialized
SetAggressivity(Aggressivity aggressivity)Unit
SetClass(Class *)Object [inline, protected]
SetData(void *data)ListNode< Root >
SetDirection(MapEnums::Direction direction)Unit [inline]
SetFlags(Type flags)Flagged< Type > [inline]
SetGhostOwner(Unit *owner)Unit [inline, protected]
SetID(const string &id)Root [inline]
SetLife(float life)Unit
SetMapPosition(const MapPosition3D &position, bool change_real=true)Unit [inline]
SetMeetingPoint(const MapPosition3D &meeting_point)Unit [protected]
SetModel(const string &model_id, byte_t num_id)BuildingUnit [protected, virtual]
SetPrototype(Prototype *prototype)Unit
SetRealPosition(float x, float y)Unit
SetState(State state)Unit [protected]
ShowMeetingPoint(bool show) const Unit
Sort(bool backward=false)Root
StartEjecting()Unit [protected]
StartMoving(Unit *unit)Unit [protected]
StartMoving(const MapPosition3D &dest_position)Unit [protected]
stateUnit [protected]
State enum nameUnit
STATE_DELETE enum valueUnit
STATE_DYING enum valueUnit
STATE_GHOST enum valueUnit
STATE_HIDING enum valueUnit
STATE_IS_BEING_BUILT enum valueUnit
STATE_MOVING enum valueUnit
STATE_NEXT_EJECTING enum valueUnit
STATE_NEXT_HIDING enum valueUnit
STATE_NEXT_STEP enum valueUnit
STATE_NONE enum valueUnit
STATE_ROTATING_LEFT enum valueUnit
STATE_ROTATING_RIGHT enum valueUnit
STATE_STAYING enum valueUnit
STATE_ZOMBIE enum valueUnit
StopAction()Unit [protected, virtual]
StringToModelType(const string &name, ModelType &type)Unit [static]
TestAction(Action action) const Unit [inline]
TestAggressivity(Aggressivity aggressivity) const Unit [inline]
TestState(State state) const Unit [inline]
TestType(Type type) const Unit [inline]
ToggleFlags(Type flags)Flagged< Type > [inline]
TreeNode()TreeNode< Root >
Type enum nameUnit
typeUnit [protected]
TYPE_BUILDING enum valueUnit
TYPE_FORCE enum valueUnit
TYPE_NONE enum valueUnit
TYPE_SOURCE enum valueUnit
Unit(const char *id)Unit
Unlock() const Root [inline]
UnlockCounted()Counted [inline, protected, static]
Update(bool &create_ghost, bool &delete_unit)Unit
waiting_queueUnit [protected]
~Counted()Counted [inline, protected, virtual]
~List()List< Root > [virtual]
~ListNode()ListNode< Root > [virtual]
~Object()Object [protected, virtual]
~Referenced()Referenced [virtual]
~Root()Root [protected, virtual]
~Serialized()Serialized [virtual]
~Unit()Unit [virtual]


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