OpenXcom  1.0
Open-source clone of the original X-Com
 All Classes Namespaces Files Functions Variables Typedefs Enumerations Enumerator Macros Pages
OpenXcom::SavedBattleGame Member List

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

addFallingUnit(BattleUnit *unit)OpenXcom::SavedBattleGame
calculateModuleMap()OpenXcom::SavedBattleGame
endTurn()OpenXcom::SavedBattleGame
eyesOnTarget(UnitFaction faction, BattleUnit *unit)OpenXcom::SavedBattleGame
getBattleGame()OpenXcom::SavedBattleGame
getBattleState()OpenXcom::SavedBattleGame
getCurrentItemId()OpenXcom::SavedBattleGame
getDebugMode() const OpenXcom::SavedBattleGame
getFallingUnits()OpenXcom::SavedBattleGame
getGeoscapeSave()OpenXcom::SavedBattleGame
getGlobalShade() const OpenXcom::SavedBattleGame
getHighestRankedXCom()OpenXcom::SavedBattleGame
getItems()OpenXcom::SavedBattleGame
getKneelReserved() const OpenXcom::SavedBattleGame
getMapDataSets()OpenXcom::SavedBattleGame
getMapSizeX() const OpenXcom::SavedBattleGame
getMapSizeXYZ() const OpenXcom::SavedBattleGame
getMapSizeY() const OpenXcom::SavedBattleGame
getMapSizeZ() const OpenXcom::SavedBattleGame
getMissionType() const OpenXcom::SavedBattleGame
getModuleMap()OpenXcom::SavedBattleGame
getMoraleModifier(BattleUnit *unit=0)OpenXcom::SavedBattleGame
getNodes()OpenXcom::SavedBattleGame
getPathfinding() const OpenXcom::SavedBattleGame
getPatrolNode(bool scout, BattleUnit *unit, Node *fromNode)OpenXcom::SavedBattleGame
getSelectedUnit() const OpenXcom::SavedBattleGame
getSide() const OpenXcom::SavedBattleGame
getSpawnNode(int nodeRank, BattleUnit *unit)OpenXcom::SavedBattleGame
getStorageSpace()OpenXcom::SavedBattleGame
getTile(const Position &pos) const OpenXcom::SavedBattleGameinline
getTileCoords(int index, int *x, int *y, int *z) const OpenXcom::SavedBattleGame
getTileEngine() const OpenXcom::SavedBattleGame
getTileIndex(const Position &pos) const OpenXcom::SavedBattleGameinline
getTiles() const OpenXcom::SavedBattleGame
getTileSearch()OpenXcom::SavedBattleGame
getTUReserved() const OpenXcom::SavedBattleGame
getTurn() const OpenXcom::SavedBattleGame
getUnits()OpenXcom::SavedBattleGame
getUnitsFalling() const OpenXcom::SavedBattleGame
initMap(int mapsize_x, int mapsize_y, int mapsize_z)OpenXcom::SavedBattleGame
initUtilities(ResourcePack *res)OpenXcom::SavedBattleGame
isAborted() const OpenXcom::SavedBattleGame
isCheating()OpenXcom::SavedBattleGame
isObjectiveDestroyed()OpenXcom::SavedBattleGame
load(const YAML::Node &node, Ruleset *rule, SavedGame *savedGame)OpenXcom::SavedBattleGame
loadMapResources(Game *game)OpenXcom::SavedBattleGame
placeUnitNearPosition(BattleUnit *unit, Position entryPoint)OpenXcom::SavedBattleGame
prepareNewTurn()OpenXcom::SavedBattleGame
randomizeItemLocations(Tile *t)OpenXcom::SavedBattleGame
removeItem(BattleItem *item)OpenXcom::SavedBattleGame
removeUnconsciousBodyItem(BattleUnit *bu)OpenXcom::SavedBattleGame
resetTiles()OpenXcom::SavedBattleGame
resetTurnCounter()OpenXcom::SavedBattleGame
resetUnitTiles()OpenXcom::SavedBattleGame
reviveUnconsciousUnits()OpenXcom::SavedBattleGame
save() const OpenXcom::SavedBattleGame
SavedBattleGame()OpenXcom::SavedBattleGame
selectNextPlayerUnit(bool checkReselect=false, bool setReselect=false, bool checkInventory=false)OpenXcom::SavedBattleGame
selectPreviousPlayerUnit(bool checkReselect=false, bool setReselect=false, bool checkInventory=false)OpenXcom::SavedBattleGame
selectUnit(const Position &pos)OpenXcom::SavedBattleGame
setAborted(bool flag)OpenXcom::SavedBattleGame
setBattleState(BattlescapeState *bs)OpenXcom::SavedBattleGame
setDebugMode()OpenXcom::SavedBattleGame
setGlobalShade(int shade)OpenXcom::SavedBattleGame
setKneelReserved(bool reserved)OpenXcom::SavedBattleGame
setMissionType(const std::string &missionType)OpenXcom::SavedBattleGame
setObjectiveDestroyed(bool flag)OpenXcom::SavedBattleGame
setSelectedUnit(BattleUnit *unit)OpenXcom::SavedBattleGame
setTUReserved(BattleActionType reserved)OpenXcom::SavedBattleGame
setUnitPosition(BattleUnit *bu, const Position &position, bool testOnly=false)OpenXcom::SavedBattleGame
setUnitsFalling(bool fall)OpenXcom::SavedBattleGame
~SavedBattleGame()OpenXcom::SavedBattleGame