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

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

addDestroyedObjective()OpenXcom::SavedBattleGame
addFallingUnit(BattleUnit *unit)OpenXcom::SavedBattleGame
allObjectivesDestroyed() constOpenXcom::SavedBattleGame
calculateModuleMap()OpenXcom::SavedBattleGame
endTurn()OpenXcom::SavedBattleGame
eyesOnTarget(UnitFaction faction, BattleUnit *unit)OpenXcom::SavedBattleGame
getAmbientSound() constOpenXcom::SavedBattleGame
getAmbientVolume() constOpenXcom::SavedBattleGame
getBattleGame()OpenXcom::SavedBattleGame
getBattleState()OpenXcom::SavedBattleGame
getChronoTrigger() constOpenXcom::SavedBattleGame
getConditionalRecoveredItems()OpenXcom::SavedBattleGame
getCurrentItemId()OpenXcom::SavedBattleGame
getDebugMode() constOpenXcom::SavedBattleGame
getDepth() constOpenXcom::SavedBattleGame
getFallingUnits()OpenXcom::SavedBattleGame
getGeoscapeSave()OpenXcom::SavedBattleGame
getGlobalShade() constOpenXcom::SavedBattleGame
getGuaranteedRecoveredItems()OpenXcom::SavedBattleGame
getHighestRankedXCom()OpenXcom::SavedBattleGame
getItems()OpenXcom::SavedBattleGame
getKneelReserved() constOpenXcom::SavedBattleGame
getMapDataSets()OpenXcom::SavedBattleGame
getMapSizeX() constOpenXcom::SavedBattleGame
getMapSizeXYZ() constOpenXcom::SavedBattleGame
getMapSizeY() constOpenXcom::SavedBattleGame
getMapSizeZ() constOpenXcom::SavedBattleGame
getMissionType() constOpenXcom::SavedBattleGame
getModuleMap()OpenXcom::SavedBattleGame
getMoraleModifier(BattleUnit *unit=0)OpenXcom::SavedBattleGame
getMusic()OpenXcom::SavedBattleGame
getNodes()OpenXcom::SavedBattleGame
getObjectiveType() constOpenXcom::SavedBattleGame
getPathfinding() constOpenXcom::SavedBattleGame
getPatrolNode(bool scout, BattleUnit *unit, Node *fromNode)OpenXcom::SavedBattleGame
getSelectedUnit() constOpenXcom::SavedBattleGame
getSide() constOpenXcom::SavedBattleGame
getSpawnNode(int nodeRank, BattleUnit *unit)OpenXcom::SavedBattleGame
getStorageSpace()OpenXcom::SavedBattleGame
getTile(Position pos) constOpenXcom::SavedBattleGameinline
getTileCoords(int index, int *x, int *y, int *z) constOpenXcom::SavedBattleGame
getTileEngine() constOpenXcom::SavedBattleGame
getTileIndex(Position pos) constOpenXcom::SavedBattleGameinline
getTiles() constOpenXcom::SavedBattleGame
getTileSearch() constOpenXcom::SavedBattleGame
getTUReserved() constOpenXcom::SavedBattleGame
getTurn() constOpenXcom::SavedBattleGame
getTurnLimit() constOpenXcom::SavedBattleGame
getUnits()OpenXcom::SavedBattleGame
getUnitsFalling() constOpenXcom::SavedBattleGame
initMap(int mapsize_x, int mapsize_y, int mapsize_z, bool resetTerrain=true)OpenXcom::SavedBattleGame
initUtilities(Mod *mod)OpenXcom::SavedBattleGame
isAborted() constOpenXcom::SavedBattleGame
isBeforeGame() constOpenXcom::SavedBattleGame
isCheating() constOpenXcom::SavedBattleGame
isItemUsable(RuleItem *item) constOpenXcom::SavedBattleGame
load(const YAML::Node &node, Mod *mod, SavedGame *savedGame)OpenXcom::SavedBattleGame
loadMapResources(Mod *mod)OpenXcom::SavedBattleGame
placeUnitNearPosition(BattleUnit *unit, const Position &entryPoint, bool largeFriend)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
resetUnitHitStates()OpenXcom::SavedBattleGame
resetUnitTiles()OpenXcom::SavedBattleGame
reviveUnconsciousUnits()OpenXcom::SavedBattleGame
save() constOpenXcom::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(Position pos)OpenXcom::SavedBattleGame
setAborted(bool flag)OpenXcom::SavedBattleGame
setAmbientSound(int sound)OpenXcom::SavedBattleGame
setAmbientVolume(double volume)OpenXcom::SavedBattleGame
setBattleState(BattlescapeState *bs)OpenXcom::SavedBattleGame
setCheatTurn(int turn)OpenXcom::SavedBattleGame
setChronoTrigger(ChronoTrigger trigger)OpenXcom::SavedBattleGame
setDebugMode()OpenXcom::SavedBattleGame
setDepth(int depth)OpenXcom::SavedBattleGame
setGlobalShade(int shade)OpenXcom::SavedBattleGame
setKneelReserved(bool reserved)OpenXcom::SavedBattleGame
setMissionType(const std::string &missionType)OpenXcom::SavedBattleGame
setMusic(const std::string &track)OpenXcom::SavedBattleGame
setObjectiveCount(int counter)OpenXcom::SavedBattleGame
setObjectiveType(int type)OpenXcom::SavedBattleGame
setPaletteByDepth(State *state)OpenXcom::SavedBattleGame
setSelectedUnit(BattleUnit *unit)OpenXcom::SavedBattleGame
setTUReserved(BattleActionType reserved)OpenXcom::SavedBattleGame
setTurnLimit(int limit)OpenXcom::SavedBattleGame
setUnitPosition(BattleUnit *bu, Position position, bool testOnly=false)OpenXcom::SavedBattleGame
setUnitsFalling(bool fall)OpenXcom::SavedBattleGame
~SavedBattleGame()OpenXcom::SavedBattleGame