OpenXcom  1.0
Open-source clone of the original X-Com
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(Position position)OpenXcom::TileEngine
calculateLine(Position origin, Position target, bool storeTrajectory, std::vector< Position > *trajectory, BattleUnit *excludeUnit, bool doVoxelCheck=true, bool onlyVisible=false, BattleUnit *excludeAllBut=0)OpenXcom::TileEngine
calculateParabola(Position origin, 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
canTargetTile(Position *originVoxel, Tile *tile, int part, Position *scanVoxel, BattleUnit *excludeUnit, bool rememberObstacles)OpenXcom::TileEngine
canTargetUnit(Position *originVoxel, Tile *tile, Position *scanVoxel, BattleUnit *excludeUnit, bool rememberObstacles, BattleUnit *potentialUnit=0)OpenXcom::TileEngine
castedShade(Position voxel)OpenXcom::TileEngine
checkAdjacentDoors(const Position &pos, TilePart 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
determineReactionType(BattleUnit *unit, BattleUnit *target)OpenXcom::TileEngine
detonate(Tile *tile)OpenXcom::TileEngine
distance(Position pos1, Position pos2) constOpenXcom::TileEngine
distanceSq(Position pos1, Position pos2, bool considerZ=true) constOpenXcom::TileEngine
explode(Position center, int power, ItemDamageType type, int maxRadius, BattleUnit *unit=0)OpenXcom::TileEngine
faceWindow(Position position)OpenXcom::TileEngine
getDirectionTo(Position origin, Position target) constOpenXcom::TileEngine
getOriginVoxel(BattleAction &action, Tile *tile)OpenXcom::TileEngine
getReactor(std::vector< std::pair< BattleUnit *, int > > spotters, int &attackType, BattleUnit *unit)OpenXcom::TileEngine
getSightOriginVoxel(BattleUnit *currentUnit)OpenXcom::TileEngine
getSpottingUnits(BattleUnit *unit)OpenXcom::TileEngine
hit(Position center, int power, ItemDamageType type, BattleUnit *unit)OpenXcom::TileEngine
horizontalBlockage(Tile *startTile, Tile *endTile, ItemDamageType type, bool skipObject=false)OpenXcom::TileEngine
isVoxelVisible(Position voxel)OpenXcom::TileEngine
recalculateFOV()OpenXcom::TileEngine
setDangerZone(const Position &pos, int radius, BattleUnit *unit)OpenXcom::TileEngine
TileEngine(SavedBattleGame *save, std::vector< Uint16 > *voxelData)OpenXcom::TileEngine
togglePersonalLighting()OpenXcom::TileEngine
tryReaction(BattleUnit *unit, BattleUnit *target, int attackType)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, bool forced=false)OpenXcom::TileEngine
validMeleeRange(BattleUnit *attacker, BattleUnit *target, int dir)OpenXcom::TileEngine
validMeleeRange(const Position &pos, int direction, BattleUnit *attacker, BattleUnit *target, Position *dest, bool preferEnemy=true)OpenXcom::TileEngine
verticalBlockage(Tile *startTile, Tile *endTile, ItemDamageType type, bool skipObject=false)OpenXcom::TileEngine
visible(BattleUnit *currentUnit, Tile *tile)OpenXcom::TileEngine
voxelCheck(Position voxel, BattleUnit *excludeUnit, bool excludeAllUnits=false, bool onlyVisible=false, BattleUnit *excludeAllBut=0)OpenXcom::TileEngine
voxelCheckFlush()OpenXcom::TileEngine
~TileEngine()OpenXcom::TileEngine