OpenXcom  1.0
Open-source clone of the original X-Com
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OpenXcom::BattlescapeGame Member List

This is the complete list of members for OpenXcom::BattlescapeGame, including all inherited members.

BattlescapeGame(SavedBattleGame *save, BattlescapeState *parentState)OpenXcom::BattlescapeGame
cancelCurrentAction(bool bForce=false)OpenXcom::BattlescapeGame
checkForCasualties(BattleItem *murderweapon, BattleUnit *murderer, bool hiddenExplosion=false, bool terrainExplosion=false)OpenXcom::BattlescapeGame
checkForPanic(BattleUnit *unit)OpenXcom::BattlescapeGame
checkForProximityGrenades(BattleUnit *unit)OpenXcom::BattlescapeGame
checkReservedTU(BattleUnit *bu, int tu, bool justChecking=false)OpenXcom::BattlescapeGame
convertUnit(BattleUnit *unit, std::string newType)OpenXcom::BattlescapeGame
dropItem(const Position &position, BattleItem *item, bool newItem=false, bool removeItem=false)OpenXcom::BattlescapeGame
findItem(BattleAction *action)OpenXcom::BattlescapeGame
getCurrentAction()OpenXcom::BattlescapeGame
getKneelReserved()OpenXcom::BattlescapeGame
getMap()OpenXcom::BattlescapeGame
getPanicHandled()OpenXcom::BattlescapeGameinline
getPathfinding()OpenXcom::BattlescapeGame
getReservedAction()OpenXcom::BattlescapeGame
getResourcePack()OpenXcom::BattlescapeGame
getRuleset() const OpenXcom::BattlescapeGame
getSave()OpenXcom::BattlescapeGame
getTileEngine()OpenXcom::BattlescapeGame
handleAI(BattleUnit *unit)OpenXcom::BattlescapeGame
handleNonTargetAction()OpenXcom::BattlescapeGame
handleState()OpenXcom::BattlescapeGame
init()OpenXcom::BattlescapeGame
isBusy()OpenXcom::BattlescapeGame
kneel(BattleUnit *bu)OpenXcom::BattlescapeGame
launchAction()OpenXcom::BattlescapeGame
moveUpDown(BattleUnit *unit, int dir)OpenXcom::BattlescapeGame
playableUnitSelected()OpenXcom::BattlescapeGame
popState()OpenXcom::BattlescapeGame
primaryAction(const Position &pos)OpenXcom::BattlescapeGame
psiButtonAction()OpenXcom::BattlescapeGame
requestEndTurn()OpenXcom::BattlescapeGame
secondaryAction(const Position &pos)OpenXcom::BattlescapeGame
setKneelReserved(bool reserved)OpenXcom::BattlescapeGame
setStateInterval(Uint32 interval)OpenXcom::BattlescapeGame
setTUReserved(BattleActionType tur, bool player)OpenXcom::BattlescapeGame
setupCursor()OpenXcom::BattlescapeGame
statePushBack(BattleState *bs)OpenXcom::BattlescapeGame
statePushFront(BattleState *bs)OpenXcom::BattlescapeGame
statePushNext(BattleState *bs)OpenXcom::BattlescapeGame
surveyItems(BattleAction *action)OpenXcom::BattlescapeGame
takeItem(BattleItem *item, BattleAction *action)OpenXcom::BattlescapeGame
takeItemFromGround(BattleItem *item, BattleAction *action)OpenXcom::BattlescapeGame
tallyUnits(int &liveAliens, int &liveSoldiers, bool convert)OpenXcom::BattlescapeGame
think()OpenXcom::BattlescapeGame
worthTaking(BattleItem *item, BattleAction *action)OpenXcom::BattlescapeGame
~BattlescapeGame()OpenXcom::BattlescapeGame