Richard Boegli's CnC_Generals_Zero_Hour Fork WIP
This is documentation of Richard Boegil's Zero Hour Fork
 
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PartitionManager Member List

This is the complete list of members for PartitionManager, including all inherited members.

calcMinRadius(const ICoord2D &cur)PartitionManagerprotected
calcRadiusVec()PartitionManagerprotected
CellAlongLineProc typedefPartitionManagerprotected
CellBreadthFirstProc typedefPartitionManagerprotected
crc(Xfer *xfer)PartitionManagervirtual
doShroudCover(Real centerX, Real centerY, Real radius, PlayerMaskType playerMask)PartitionManager
doShroudReveal(Real centerX, Real centerY, Real radius, PlayerMaskType playerMask)PartitionManager
doThreatAffect(Real centerX, Real centerY, Real radius, UnsignedInt threatVal, PlayerMaskType playerMask)PartitionManager
doValueAffect(Real centerX, Real centerY, Real radius, UnsignedInt valueVal, PlayerMaskType playerMask)PartitionManager
DRAW(void)SubsystemInterfaceinline
draw(void)SubsystemInterfaceinlinevirtual
estimateTerrainExtremesAlongLine(const Coord3D &startWorld, const Coord3D &endWorld, Real *minZ, Real *maxZ, Coord2D *minZPos, Coord2D *maxZPos)PartitionManager
findPositionAround(const Coord3D *center, const FindPositionOptions *options, Coord3D *result)PartitionManager
geomCollidesWithGeom(const Coord3D *pos1, const GeometryInfo &geom1, Real angle1, const Coord3D *pos2, const GeometryInfo &geom2, Real angle2) constPartitionManager
getCellAt(Int x, Int y)PartitionManagerinline
getCellAt(Int x, Int y) constPartitionManagerinline
getCellCenterPos(Int x, Int y, Real &xx, Real &yy)PartitionManager
getCellCountX()PartitionManagerinline
getCellCountY()PartitionManagerinline
getCellSize()PartitionManagerinline
getCellSizeInv()PartitionManagerinline
getClosestObject(const Object *obj, Real maxDist, DistanceCalculationType dc, PartitionFilter **filters=NULL, Real *closestDist=NULL, Coord3D *closestDistVec=NULL)PartitionManager
getClosestObject(const Coord3D *pos, Real maxDist, DistanceCalculationType dc, PartitionFilter **filters=NULL, Real *closestDist=NULL, Coord3D *closestDistVec=NULL)PartitionManager
getClosestObjects(const Object *obj, const Coord3D *pos, Real maxDist, DistanceCalculationType dc, PartitionFilter **filters, SimpleObjectIterator *iter, Real *closestDistArg, Coord3D *closestVecArg)PartitionManagerprotected
getDistanceSquared(const Object *obj, const Object *otherObj, DistanceCalculationType dc, Coord3D *vec=NULL)PartitionManager
getDistanceSquared(const Object *obj, const Coord3D *pos, DistanceCalculationType dc, Coord3D *vec=NULL)PartitionManager
getGoalDistanceSquared(const Object *obj, const Coord3D *goalPos, const Object *otherObj, DistanceCalculationType dc, Coord3D *vec=NULL)PartitionManager
getGoalDistanceSquared(const Object *obj, const Coord3D *goalPos, const Coord3D *otherPos, DistanceCalculationType dc, Coord3D *vec=NULL)PartitionManager
getGroundOrStructureHeight(Real posx, Real posy)PartitionManager
getMostValuableLocation(Int playerIndex, UnsignedInt whichPlayerTypes, ValueOrThreat valType, Coord3D *outLocation)PartitionManager
getName(void)SubsystemInterfaceinline
getNearestGroupWithValue(Int playerIndex, UnsignedInt whichPlayerTypes, ValueOrThreat valType, const Coord3D *sourceLocation, Int valueRequired, Bool greaterThan, Coord3D *outLocation)PartitionManager
getPropShroudStatusForPlayer(Int playerIndex, const Coord3D *loc) constPartitionManager
getRelativeAngle2D(const Object *obj, const Object *otherObj)PartitionManager
getRelativeAngle2D(const Object *obj, const Coord3D *pos)PartitionManager
getShroudStatusForPlayer(Int playerIndex, Int x, Int y) constPartitionManager
getShroudStatusForPlayer(Int playerIndex, const Coord3D *loc) constPartitionManager
getUpdatedSinceLastReset(void) constPartitionManagerinline
getVectorTo(const Object *obj, const Object *otherObj, DistanceCalculationType dc, Coord3D &vec)PartitionManager
getVectorTo(const Object *obj, const Coord3D *pos, DistanceCalculationType dc, Coord3D &vec)PartitionManager
hLineAddLooker(Int x1, Int x2, Int y, void *playerIndex)PartitionManagerfriend
hLineAddShrouder(Int x1, Int x2, Int y, void *playerIndex)PartitionManagerfriend
hLineAddThreat(Int x1, Int x2, Int y, void *threatValueParms)PartitionManagerfriend
hLineAddValue(Int x1, Int x2, Int y, void *threatValueParms)PartitionManagerfriend
hLineRemoveLooker(Int x1, Int x2, Int y, void *playerIndex)PartitionManagerfriend
hLineRemoveShrouder(Int x1, Int x2, Int y, void *playerIndex)PartitionManagerfriend
hLineRemoveThreat(Int x1, Int x2, Int y, void *threatValueParms)PartitionManagerfriend
hLineRemoveValue(Int x1, Int x2, Int y, void *threatValueParms)PartitionManagerfriend
init(void)PartitionManagervirtual
isClearLineOfSightTerrain(const Object *obj, const Coord3D &objPos, const Object *other, const Coord3D &otherPos)PartitionManager
isColliding(const Object *a, const Object *b) constPartitionManager
isInListDirtyModules(PartitionData *o) constPartitionManagerinline
iterateAllObjects(PartitionFilter **filters=NULL)PartitionManager
iterateCellsAlongLine(const Coord3D &pos, const Coord3D &posOther, CellAlongLineProc proc, void *userData)PartitionManagerprotected
iterateCellsBreadthFirst(const Coord3D *pos, CellBreadthFirstProc proc, void *userData)PartitionManagerprotected
iterateObjectsInRange(const Object *obj, Real maxDist, DistanceCalculationType dc, PartitionFilter **filters=NULL, IterOrderType order=ITER_FASTEST)PartitionManager
iterateObjectsInRange(const Coord3D *pos, Real maxDist, DistanceCalculationType dc, PartitionFilter **filters=NULL, IterOrderType order=ITER_FASTEST)PartitionManager
iteratePotentialCollisions(const Coord3D *pos, const GeometryInfo &geom, Real angle, Bool use2D=false)PartitionManager
loadPostProcess(void)PartitionManagervirtual
m_nameSubsystemInterfaceprotected
PartitionManager(void)PartitionManager
postProcessLoad()SubsystemInterfaceinlinevirtual
prependToDirtyModules(PartitionData *o)PartitionManagerinline
processEntirePendingUndoShroudRevealQueue()PartitionManager
processPendingUndoShroudRevealQueue(Bool considerTimestamp=TRUE)PartitionManagerprotected
queueUndoShroudReveal(Real centerX, Real centerY, Real radius, PlayerMaskType playerMask)PartitionManager
refreshShroudForLocalPlayer()PartitionManager
registerGhostObject(GhostObject *object)PartitionManager
registerObject(Object *object)PartitionManager
removeAllDirtyModules()PartitionManagerinline
removeFromDirtyModules(PartitionData *o)PartitionManagerinline
reset(void)PartitionManagervirtual
resetPendingUndoShroudRevealQueue()PartitionManagerprotected
restoreFoggedCells(const ShroudStatusStoreRestore &inPartitionStore, Bool restoreToFog)PartitionManager
revealMapForPlayer(Int playerIndex)PartitionManager
revealMapForPlayerPermanently(Int playerIndex)PartitionManager
setName(AsciiString name)SubsystemInterfaceinline
shroudMapForPlayer(Int playerIndex)PartitionManager
shutdown(void)PartitionManagerprotected
Snapshot(void)Snapshot
storeFoggedCells(ShroudStatusStoreRestore &outPartitionStore, Bool storeToFog) constPartitionManager
SubsystemInterface()SubsystemInterface
tryPosition(const Coord3D *center, Real dist, Real angle, const FindPositionOptions *options, Coord3D *result)PartitionManagerprotected
undoRevealMapForPlayerPermanently(Int playerIndex)PartitionManager
undoShroudCover(Real centerX, Real centerY, Real radius, PlayerMaskType playerMask)PartitionManager
undoShroudReveal(Real centerX, Real centerY, Real radius, PlayerMaskType playerMask)PartitionManager
undoThreatAffect(Real centerX, Real centerY, Real radius, UnsignedInt threatVal, PlayerMaskType playerMask)PartitionManager
undoValueAffect(Real centerX, Real centerY, Real radius, UnsignedInt valueVal, PlayerMaskType playerMask)PartitionManager
unRegisterGhostObject(GhostObject *object)PartitionManager
unRegisterObject(Object *object)PartitionManager
UPDATE(void)SubsystemInterfaceinline
update(void)PartitionManagervirtual
worldToCell(Real wx, Real wy, Int *cx, Int *cy)PartitionManagerinline
worldToCellDist(Real w)PartitionManagerinline
xfer(Xfer *xfer)PartitionManagervirtual
~PartitionManager(void)PartitionManagervirtual
~Snapshot(void)Snapshot
~SubsystemInterface()SubsystemInterfacevirtual