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

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

applyGravity(Tile *t)OpenXcom::TileEngine
calculateFOV(BattleUnit *unit)OpenXcom::TileEngine
calculateFOV(const Position &position)OpenXcom::TileEngine
calculateLine(const Position &origin, const Position &target, bool storeTrajectory, std::vector< Position > *trajectory, BattleUnit *excludeUnit, bool doVoxelCheck=true, bool onlyVisible=false, BattleUnit *excludeAllBut=0)OpenXcom::TileEngine
calculateParabola(const Position &origin, const Position &target, bool storeTrajectory, std::vector< Position > *trajectory, BattleUnit *excludeUnit, double curvature, const Position delta)OpenXcom::TileEngine
calculateSunShading()OpenXcom::TileEngine
calculateSunShading(Tile *tile)OpenXcom::TileEngine
calculateTerrainLighting()OpenXcom::TileEngine
calculateUnitLighting()OpenXcom::TileEngine
canMakeSnap(BattleUnit *unit, BattleUnit *target)OpenXcom::TileEngine
canTargetTile(Position *originVoxel, Tile *tile, int part, Position *scanVoxel, BattleUnit *excludeUnit)OpenXcom::TileEngine
canTargetUnit(Position *originVoxel, Tile *tile, Position *scanVoxel, BattleUnit *excludeUnit, BattleUnit *potentialUnit=0)OpenXcom::TileEngine
castedShade(const Position &voxel)OpenXcom::TileEngine
checkAdjacentDoors(Position pos, int part)OpenXcom::TileEngine
checkForTerrainExplosions()OpenXcom::TileEngine
checkReactionFire(BattleUnit *unit)OpenXcom::TileEngine
checkVoxelExposure(Position *originVoxel, Tile *tile, BattleUnit *excludeUnit, BattleUnit *excludeAllBut)OpenXcom::TileEngine
closeUfoDoors()OpenXcom::TileEngine
detonate(Tile *tile)OpenXcom::TileEngine
distance(const Position &pos1, const Position &pos2) const OpenXcom::TileEngine
distanceSq(const Position &pos1, const Position &pos2, bool considerZ=true) const OpenXcom::TileEngine
explode(const Position &center, int power, ItemDamageType type, int maxRadius, BattleUnit *unit=0)OpenXcom::TileEngine
faceWindow(const Position &position)OpenXcom::TileEngine
getDirectionTo(const Position &origin, const Position &target) const OpenXcom::TileEngine
getOriginVoxel(BattleAction &action, Tile *tile)OpenXcom::TileEngine
getReactor(std::vector< BattleUnit * > spotters, BattleUnit *unit)OpenXcom::TileEngine
getSightOriginVoxel(BattleUnit *currentUnit)OpenXcom::TileEngine
getSpottingUnits(BattleUnit *unit)OpenXcom::TileEngine
hit(const Position &center, int power, ItemDamageType type, BattleUnit *unit)OpenXcom::TileEngine
horizontalBlockage(Tile *startTile, Tile *endTile, ItemDamageType type)OpenXcom::TileEngine
isVoxelVisible(const Position &voxel)OpenXcom::TileEngine
psiAttack(BattleAction *action)OpenXcom::TileEngine
recalculateFOV()OpenXcom::TileEngine
setDangerZone(Position pos, int radius, BattleUnit *unit)OpenXcom::TileEngine
TileEngine(SavedBattleGame *save, std::vector< Uint16 > *voxelData)OpenXcom::TileEngine
togglePersonalLighting()OpenXcom::TileEngine
tryReactionSnap(BattleUnit *unit, BattleUnit *target)OpenXcom::TileEngine
unitOpensDoor(BattleUnit *unit, bool rClick=false, int dir=-1)OpenXcom::TileEngine
validateThrow(BattleAction &action, Position originVoxel, Position targetVoxel, double *curve=0, int *voxelType=0)OpenXcom::TileEngine
validMeleeRange(BattleUnit *attacker, BattleUnit *target, int dir)OpenXcom::TileEngine
validMeleeRange(Position pos, int direction, BattleUnit *attacker, BattleUnit *target, Position *dest)OpenXcom::TileEngine
verticalBlockage(Tile *startTile, Tile *endTile, ItemDamageType type)OpenXcom::TileEngine
visible(BattleUnit *currentUnit, Tile *tile)OpenXcom::TileEngine
voxelCheck(const Position &voxel, BattleUnit *excludeUnit, bool excludeAllUnits=false, bool onlyVisible=false, BattleUnit *excludeAllBut=0)OpenXcom::TileEngine
~TileEngine()OpenXcom::TileEngine