|
| | Object (const ThingTemplate *thing, const ObjectStatusMaskType &objectStatusMask, Team *team) |
| | destructor is non-public in order to require the use of TheGameLogic->destroyObject()
|
| |
| void | initObject () |
| |
| void | onDestroy () |
| | run during TheGameLogic::destroyObject
|
| |
| Object * | getNextObject () |
| |
| const Object * | getNextObject () const |
| |
| void | updateObjValuesFromMapProperties (Dict *properties) |
| | Brings in properties set in the editor.
|
| |
| ObjectID | getID () const |
| | this object's unique ID
|
| |
| void | friend_bindToDrawable (Drawable *draw) |
| | set drawable association. for use ONLY by GameLogic!
|
| |
| Drawable * | getDrawable () const |
| | drawable (if any) bound to obj
|
| |
| ObjectID | getProducerID () const |
| |
| void | setProducer (const Object *obj) |
| |
| ObjectID | getBuilderID () const |
| |
| void | setBuilder (const Object *obj) |
| |
| void | enterGroup (AIGroup *group) |
| | become a member of the AIGroup
|
| |
| void | leaveGroup (void) |
| | leave our current AIGroup
|
| |
| AIGroup * | getGroup (void) |
| |
| Bool | isMobile () const |
| | returns true if object is currently able to move
|
| |
| Bool | isAbleToAttack () const |
| | returns true if object currently has some kind of attack capability
|
| |
| void | maskObject (Bool mask) |
| | mask/unmask object
|
| |
| Bool | checkAndDetonateBoobyTrap (const Object *victim) |
| |
| Bool | isDestroyed () const |
| | Returns TRUE if object has been destroyed.
|
| |
| Bool | isAirborneTarget () const |
| | Our locomotor will control marking us as a valid target for anti air weapons or not.
|
| |
| Bool | isUsingAirborneLocomotor (void) const |
| | returns true if the current locomotor is an airborne one
|
| |
| void | onCapture (Player *oldOwner, Player *newOwner) |
| | central place for us to put any additional capture logic
|
| |
| void | onDie (DamageInfo *damageInfo) |
| | And game death logic. Destroy is deletion of object as code.
|
| |
| void | attemptDamage (DamageInfo *damageInfo) |
| | damage object as specified by the info
|
| |
| void | attemptHealing (Real amount, const Object *source) |
| | heal object as specified by the info
|
| |
| Bool | attemptHealingFromSoleBenefactor (Real amount, const Object *source, UnsignedInt duration) |
| | for the non-stacking healers like ambulance and propaganda
|
| |
| ObjectID | getSoleHealingBenefactor (void) const |
| |
| Real | estimateDamage (DamageInfoInput &damageInfo) const |
| |
| void | kill (DamageType damageType=DAMAGE_UNRESISTABLE, DeathType deathType=DEATH_NORMAL) |
| | kill the object with an optional type of damage and death.
|
| |
| void | healCompletely () |
| | Restore max health to this Object.
|
| |
| void | notifySubdualDamage (Real amount) |
| | At this level, we just pass this on to our helper and do a special tint.
|
| |
| void | doStatusDamage (ObjectStatusTypes status, Real duration) |
| | At this level, we just pass this on to our helper.
|
| |
| void | doTempWeaponBonus (WeaponBonusConditionType status, UnsignedInt duration) |
| | At this level, we just pass this on to our helper.
|
| |
| void | scoreTheKill (const Object *victim) |
| | I just killed this object.
|
| |
| void | onVeterancyLevelChanged (VeterancyLevel oldLevel, VeterancyLevel newLevel, Bool provideFeedback=TRUE) |
| | I just achieved this level right this moment.
|
| |
| ExperienceTracker * | getExperienceTracker () |
| |
| const ExperienceTracker * | getExperienceTracker () const |
| |
| VeterancyLevel | getVeterancyLevel () const |
| |
| const AsciiString & | getName () const |
| |
| void | setName (const AsciiString &newName) |
| |
| Team * | getTeam () |
| |
| const Team * | getTeam () const |
| |
| void | restoreOriginalTeam () |
| |
| void | setTeam (Team *team) |
| | sets the unit's team AND original team
|
| |
| void | setTemporaryTeam (Team *team) |
| | sets the unit's team BUT NOT its original team
|
| |
| Player * | getControllingPlayer () const |
| |
| Relationship | getRelationship (const Object *that) const |
| |
| Color | getIndicatorColor () const |
| |
| Color | getNightIndicatorColor () const |
| |
| Bool | hasCustomIndicatorColor () const |
| |
| void | setCustomIndicatorColor (Color c) |
| |
| void | removeCustomIndicatorColor () |
| |
| Bool | isLocallyControlled () const |
| |
| Bool | isNeutralControlled () const |
| |
| Bool | getIsUndetectedDefector (void) const |
| |
| void | friend_setUndetectedDefector (Bool status) |
| |
| Bool | isOffMap () const |
| |
| Bool | isCaptured () const |
| |
| void | setCaptured (Bool isCaptured) |
| |
| const GeometryInfo & | getGeometryInfo () const |
| |
| void | setGeometryInfo (const GeometryInfo &geom) |
| |
| void | setGeometryInfoZ (Real newZ) |
| |
| void | onCollide (Object *other, const Coord3D *loc, const Coord3D *normal) |
| |
| Real | getCarrierDeckHeight () const |
| |
| Bool | areModulesReady () const |
| |
| BehaviorModule ** | getBehaviorModules () const |
| |
| BodyModuleInterface * | getBodyModule () const |
| |
| ContainModuleInterface * | getContain () const |
| |
| StealthUpdate * | getStealth () const |
| |
| SpawnBehaviorInterface * | getSpawnBehaviorInterface () const |
| |
| ProjectileUpdateInterface * | getProjectileUpdateInterface () const |
| |
| AIUpdateInterface * | getAIUpdateInterface () |
| |
| const AIUpdateInterface * | getAIUpdateInterface () const |
| |
| AIUpdateInterface * | getAI () |
| |
| const AIUpdateInterface * | getAI () const |
| |
| PhysicsBehavior * | getPhysics () |
| |
| const PhysicsBehavior * | getPhysics () const |
| |
| void | topple (const Coord3D *toppleDirection, Real toppleSpeed, UnsignedInt options) |
| |
| UpdateModule * | findUpdateModule (NameKeyType key) const |
| |
| DamageModule * | findDamageModule (NameKeyType key) const |
| |
| Bool | isSalvageCrate () const |
| |
| ProductionUpdateInterface * | getProductionUpdateInterface (void) |
| |
| DockUpdateInterface * | getDockUpdateInterface (void) |
| |
| SpecialPowerModuleInterface * | findSpecialPowerModuleInterface (SpecialPowerType type) const |
| |
| SpecialPowerModuleInterface * | findAnyShortcutSpecialPowerModuleInterface () const |
| |
| SpecialAbilityUpdate * | findSpecialAbilityUpdate (SpecialPowerType type) const |
| |
| SpecialPowerCompletionDie * | findSpecialPowerCompletionDie () const |
| |
| SpecialPowerUpdateInterface * | findSpecialPowerWithOverridableDestinationActive (SpecialPowerType type=SPECIAL_INVALID) const |
| |
| SpecialPowerUpdateInterface * | findSpecialPowerWithOverridableDestination (SpecialPowerType type=SPECIAL_INVALID) const |
| |
| CountermeasuresBehaviorInterface * | getCountermeasuresBehaviorInterface () |
| |
| const CountermeasuresBehaviorInterface * | getCountermeasuresBehaviorInterface () const |
| |
| ObjectStatusMaskType | getStatusBits () const |
| |
| Bool | testStatus (ObjectStatusTypes bit) const |
| |
| void | setStatus (ObjectStatusMaskType objectStatus, Bool set=true) |
| |
| void | clearStatus (ObjectStatusMaskType objectStatus) |
| |
| void | updateUpgradeModules () |
| | We need to go through our Upgrade Modules and see which should be activated.
|
| |
| UpgradeMaskType | getObjectCompletedUpgradeMask () const |
| | Upgrades I complete locally.
|
| |
| void | forceRefreshSubObjectUpgradeStatus () |
| |
| Bool | testScriptStatusBit (ObjectScriptStatusBit b) const |
| |
| void | setScriptStatus (ObjectScriptStatusBit bit, Bool set=true) |
| |
| void | clearScriptStatus (ObjectScriptStatusBit bit) |
| |
| void | setSelectable (Bool selectable) |
| |
| Bool | isSelectable () const |
| |
| Bool | isMassSelectable () const |
| |
| void | setFormationID (enum FormationID id) |
| |
| enum FormationID | getFormationID (void) const |
| |
| void | setFormationOffset (const Coord2D &offset) |
| |
| void | getFormationOffset (Coord2D *offset) const |
| |
| void | getHealthBoxPosition (Coord3D &pos) const |
| |
| Bool | getHealthBoxDimensions (Real &healthBoxHeight, Real &healthBoxWidth) const |
| |
| Bool | isEffectivelyDead () const |
| |
| void | setEffectivelyDead (Bool dead) |
| |
| void | markSingleUseCommandUsed () |
| |
| Bool | hasSingleUseCommandBeenUsed () const |
| |
| Bool | canCrushOrSquish (Object *otherObj, CrushSquishTestType testType=TEST_CRUSH_OR_SQUISH) const |
| | returns true iff the object can run over the other object.
|
| |
| UnsignedByte | getCrusherLevel () const |
| |
| UnsignedByte | getCrushableLevel () const |
| |
| Bool | hasUpgrade (const UpgradeTemplate *upgradeT) const |
| | does this object already have this upgrade
|
| |
| Bool | affectedByUpgrade (const UpgradeTemplate *upgradeT) const |
| | can the object even "have" this upgrade, will it do something?
|
| |
| void | giveUpgrade (const UpgradeTemplate *upgradeT) |
| | give upgrade to this object
|
| |
| void | removeUpgrade (const UpgradeTemplate *upgradeT) |
| | remove upgrade from this object
|
| |
| Bool | hasCountermeasures () const |
| |
| void | reportMissileForCountermeasures (Object *missile) |
| |
| ObjectID | calculateCountermeasureToDivertTo (const Object &victim) |
| |
| void | calcNaturalRallyPoint (Coord2D *pt) |
| | calc the "natural" starting rally point
|
| |
| void | setConstructionPercent (Real percent) |
| |
| Real | getConstructionPercent () const |
| |
| void | setLayer (PathfindLayerEnum layer) |
| |
| PathfindLayerEnum | getLayer () const |
| |
| void | setDestinationLayer (PathfindLayerEnum layer) |
| |
| PathfindLayerEnum | getDestinationLayer () const |
| |
| void | prependToList (Object **pListHead) |
| |
| void | removeFromList (Object **pListHead) |
| |
| Bool | isInList (Object **pListHead) const |
| |
| void | friend_deleteInstance () |
| |
| void | friend_setPartitionData (PartitionData *pd) |
| | cache the partition module (should be called only by PartitionData)
|
| |
| PartitionData * | friend_getPartitionData () const |
| |
| const PartitionData * | friend_getConstPartitionData () const |
| |
| void | onPartitionCellChange () |
| | We have moved a 'significant' amount, so do maintenence that can be considered 'cell-based'.
|
| |
| void | handlePartitionCellMaintenance () |
| | Undo and redo all shroud actions. Call when something has changed, like position or ownership or Death.
|
| |
| Real | getVisionRange () const |
| | How far can you see? This is dynamic so it is in Object.
|
| |
| void | setVisionRange (Real newVisionRange) |
| | Access to setting someone's Vision distance.
|
| |
| Real | getShroudRange () const |
| | How far can you shroud? Even more dynamic since it'll start at zero for everyone.
|
| |
| void | setShroudRange (Real newShroudRange) |
| | Access to setting someone's shrouding distance.
|
| |
| Real | getShroudClearingRange () const |
| | How far do you clear shroud?
|
| |
| void | setShroudClearingRange (Real newShroudClearingRange) |
| | Access to setting someone's clear shroud distance.
|
| |
| void | setVisionSpied (Bool setting, Int byWhom) |
| | Change who is looking through our eyes.
|
| |
| void | friend_prepareForMapBoundaryAdjust (void) |
| |
| void | friend_notifyOfNewMapBoundary (void) |
| |
| void | friend_setRadarData (RadarObject *rd) |
| |
| RadarObject * | friend_getRadarData () |
| |
| RadarPriorityType | getRadarPriority () const |
| |
| Object * | getContainedBy () |
| |
| const Object * | getContainedBy () const |
| |
| UnsignedInt | getContainedByFrame () const |
| |
| Bool | isContained () const |
| |
| void | onContainedBy (Object *containedBy) |
| | this object now contained in "containedBy"
|
| |
| void | onRemovedFrom (Object *removedFrom) |
| | this object no longer contained in "containedBy"
|
| |
| Int | getTransportSlotCount () const |
| |
| void | friend_setContainedBy (Object *containedBy) |
| |
| SpecialPowerModuleInterface * | getSpecialPowerModule (const SpecialPowerTemplate *specialPowerTemplate) const |
| |
| void | doSpecialPower (const SpecialPowerTemplate *specialPowerTemplate, UnsignedInt commandOptions, Bool forced=false) |
| | execute power
|
| |
| void | doSpecialPowerAtObject (const SpecialPowerTemplate *specialPowerTemplate, Object *obj, UnsignedInt commandOptions, Bool forced=false) |
| | execute power
|
| |
| void | doSpecialPowerAtLocation (const SpecialPowerTemplate *specialPowerTemplate, const Coord3D *loc, Real angle, UnsignedInt commandOptions, Bool forced=false) |
| | execute power
|
| |
| void | doSpecialPowerUsingWaypoints (const SpecialPowerTemplate *specialPowerTemplate, const Waypoint *way, UnsignedInt commandOptions, Bool forced=false) |
| | execute power
|
| |
| void | doCommandButton (const CommandButton *commandButton, CommandSourceType cmdSource) |
| |
| void | doCommandButtonAtObject (const CommandButton *commandButton, Object *obj, CommandSourceType cmdSource) |
| |
| void | doCommandButtonAtPosition (const CommandButton *commandButton, const Coord3D *pos, CommandSourceType cmdSource) |
| |
| void | doCommandButtonUsingWaypoints (const CommandButton *commandButton, const Waypoint *way, CommandSourceType cmdSource) |
| |
| const AsciiString & | getCommandSetString () const |
| |
| void | setCommandSetStringOverride (AsciiString newCommandSetString) |
| |
| Bool | canProduceUpgrade (const UpgradeTemplate *upgrade) |
| | People are faking their commandsets, and, Surprise!, they are authoritative. Challenge everything.
|
| |
| void | reloadAllAmmo (Bool now) |
| |
| Bool | isOutOfAmmo () const |
| |
| Bool | hasAnyWeapon () const |
| |
| Bool | hasAnyDamageWeapon () const |
| |
| Bool | hasWeaponToDealDamageType (DamageType typeToDeal) const |
| |
| Real | getLargestWeaponRange () const |
| |
| UnsignedInt | getMostPercentReadyToFireAnyWeapon () const |
| |
| Weapon * | getWeaponInWeaponSlot (WeaponSlotType wslot) const |
| |
| UnsignedInt | getWeaponInWeaponSlotCommandSourceMask (WeaponSlotType wSlot) const |
| |
| const Bool | isReloadTimeShared () const |
| |
| Weapon * | getCurrentWeapon (WeaponSlotType *wslot=NULL) |
| |
| const Weapon * | getCurrentWeapon (WeaponSlotType *wslot=NULL) const |
| |
| void | setFiringConditionForCurrentWeapon () const |
| |
| void | adjustModelConditionForWeaponStatus () |
| | Check to see if I should change my model condition.
|
| |
| void | fireCurrentWeapon (Object *target) |
| |
| void | fireCurrentWeapon (const Coord3D *pos) |
| |
| void | preFireCurrentWeapon (const Object *victim) |
| |
| UnsignedInt | getLastShotFiredFrame () const |
| | Get the frame a shot was last fired on.
|
| |
| ObjectID | getLastVictimID () const |
| | Get the last victim we shot at.
|
| |
| Weapon * | findWaypointFollowingCapableWeapon () |
| |
| Bool | getAmmoPipShowingInfo (Int &numTotal, Int &numFull) const |
| |
| void | notifyFiringTrackerShotFired (const Weapon *weaponFired, ObjectID victimID) |
| |
| CanAttackResult | getAbleToAttackSpecificObject (AbleToAttackType t, const Object *target, CommandSourceType commandSource, WeaponSlotType specificSlot=(WeaponSlotType) -1) const |
| |
| CanAttackResult | getAbleToUseWeaponAgainstTarget (AbleToAttackType attackType, const Object *victim, const Coord3D *pos, CommandSourceType commandSource, WeaponSlotType specificSlot=(WeaponSlotType) -1) const |
| |
| Bool | chooseBestWeaponForTarget (const Object *target, WeaponChoiceCriteria criteria, CommandSourceType cmdSource) |
| |
| void | setModelConditionState (ModelConditionFlagType a) |
| |
| void | clearModelConditionState (ModelConditionFlagType a) |
| |
| void | clearAndSetModelConditionState (ModelConditionFlagType clr, ModelConditionFlagType set) |
| |
| void | setSpecialModelConditionState (ModelConditionFlagType set, UnsignedInt frames=0) |
| |
| void | clearSpecialModelConditionStates () |
| |
| void | clearModelConditionFlags (const ModelConditionFlags &clr) |
| |
| void | setModelConditionFlags (const ModelConditionFlags &set) |
| |
| void | clearAndSetModelConditionFlags (const ModelConditionFlags &clr, const ModelConditionFlags &set) |
| |
| void | setWeaponSetFlag (WeaponSetType wst) |
| |
| void | clearWeaponSetFlag (WeaponSetType wst) |
| |
| Bool | testWeaponSetFlag (WeaponSetType wst) const |
| |
| const WeaponSetFlags & | getWeaponSetFlags () const |
| |
| Bool | setWeaponLock (WeaponSlotType weaponSlot, WeaponLockType lockType) |
| |
| void | releaseWeaponLock (WeaponLockType lockType) |
| |
| Bool | isCurWeaponLocked () const |
| |
| void | setArmorSetFlag (ArmorSetType ast) |
| |
| void | clearArmorSetFlag (ArmorSetType ast) |
| |
| Bool | testArmorSetFlag (ArmorSetType ast) const |
| |
| Bool | hasSpecialPower (SpecialPowerType type) const |
| | return true if the template has the specified special power flag set
|
| |
| Bool | hasAnySpecialPower () const |
| |
| void | setWeaponBonusCondition (WeaponBonusConditionType wst) |
| |
| void | clearWeaponBonusCondition (WeaponBonusConditionType wst) |
| |
| Bool | testWeaponBonusCondition (WeaponBonusConditionType wst) const |
| |
| WeaponBonusConditionFlags | getWeaponBonusCondition () const |
| |
| Bool | getSingleLogicalBonePosition (const char *boneName, Coord3D *position, Matrix3D *transform) const |
| |
| Bool | getSingleLogicalBonePositionOnTurret (WhichTurretType whichTurret, const char *boneName, Coord3D *position, Matrix3D *transform) const |
| |
| Int | getMultiLogicalBonePosition (const char *boneNamePrefix, Int maxBones, Coord3D *positions, Matrix3D *transforms, Bool convertToWorld=TRUE) const |
| |
| Bool | didEnter (const PolygonTrigger *pTrigger) const |
| |
| Bool | didExit (const PolygonTrigger *pTrigger) const |
| |
| Bool | isInside (const PolygonTrigger *pTrigger) const |
| |
| ExitInterface * | getObjectExitInterface () const |
| | get exit interface is present
|
| |
| Bool | hasExitInterface () const |
| |
| ObjectShroudStatus | getShroudedStatus (Int playerIndex) const |
| |
| DisabledMaskType | getDisabledFlags () const |
| |
| Bool | isDisabled () const |
| |
| Bool | clearDisabled (DisabledType type) |
| |
| void | setDisabled (DisabledType type) |
| |
| void | setDisabledUntil (DisabledType type, UnsignedInt frame) |
| |
| Bool | isDisabledByType (DisabledType type) const |
| |
| UnsignedInt | getDisabledUntil (DisabledType type=DISABLED_ANY) const |
| |
| void | pauseAllSpecialPowers (const Bool disabling) const |
| |
| void | checkDisabledStatus () |
| |
| void | clearLeechRangeModeForAllWeapons () |
| |
| Int | getNumConsecutiveShotsFiredAtTarget (const Object *victim) const |
| |
| void | setHealthBoxOffset (const Coord3D &offset) |
| | for special amorphous like angry mob
|
| |
| void | defect (Team *newTeam, UnsignedInt detectionTime) |
| |
| void | goInvulnerable (UnsignedInt time) |
| |
| virtual void | reactToTurretChange (WhichTurretType turret, Real oldRotation, Real oldPitch) |
| |
| Bool | isStructure (void) const |
| |
| Bool | isFactionStructure (void) const |
| |
| Bool | isNonFactionStructure (void) const |
| |
| Bool | isHero (void) const |
| |
| Bool | getReceivingDifficultyBonus () const |
| |
| void | setReceivingDifficultyBonus (Bool receive) |
| |
| UnsignedInt | getSafeOcclusionFrame (void) |
| |
| void | setSafeOcclusionFrame (UnsignedInt frame) |
| |
| void | friend_adjustPowerForPlayer (Bool incoming) |
| |
| | Thing (const ThingTemplate *thingTemplate) |
| |
| const ThingTemplate * | getTemplate () const |
| |
| Bool | isKindOf (KindOfType t) const |
| |
| Bool | isKindOfMulti (const KindOfMaskType &mustBeSet, const KindOfMaskType &mustBeClear) const |
| |
| Bool | isAnyKindOf (const KindOfMaskType &anyKindOf) const |
| |
| void | setPosition (const Coord3D *pos) |
| |
| void | setPositionZ (Real z) |
| | the nice thing about this is that we don't have to recalc out cached terrain stuff.
|
| |
| void | setOrientation (Real angle) |
| |
| const Coord3D * | getPosition () const |
| |
| Real | getOrientation () const |
| |
| const Coord3D * | getUnitDirectionVector2D () const |
| |
| void | getUnitDirectionVector2D (Coord3D &dir) const |
| |
| void | getUnitDirectionVector3D (Coord3D &dir) const |
| |
| Real | getHeightAboveTerrain () const |
| |
| Real | getHeightAboveTerrainOrWater () const |
| |
| Bool | isAboveTerrain () const |
| |
| Bool | isAboveTerrainOrWater () const |
| |
| Bool | isSignificantlyAboveTerrain () const |
| |
| void | convertBonePosToWorldPos (const Coord3D *bonePos, const Matrix3D *boneTransform, Coord3D *worldPos, Matrix3D *worldTransform) const |
| |
| void | setTransformMatrix (const Matrix3D *mx) |
| | set the world transformation matrix
|
| |
| const Matrix3D * | getTransformMatrix () const |
| | return the world transformation matrix
|
| |
| void | transformPoint (const Coord3D *in, Coord3D *out) |
| | transform this point using the m_transform matrix of this thing
|
| |
| void | deleteInstance () |
| |
| | Snapshot (void) |
| |
| | ~Snapshot (void) |
| |