, including all inherited members.
add_ref() const | reference_counted_object | [inline] |
ai_interface(info &arg) | ai_interface | [inline] |
attack_enemy(const location u, const location target, int att_weapon, int def_weapon) | ai_interface | [protected] |
calculate_moves(const unit_map &units, std::map< location, paths > &possible_moves, move_map &srcdst, move_map &dstsrc, bool enemy, bool assume_full_movement=false, const std::set< location > *remove_destinations=NULL, bool see_all=false) const | ai_interface | [protected] |
calculate_possible_moves(std::map< location, paths > &possible_moves, move_map &srcdst, move_map &dstsrc, bool enemy, bool assume_full_movement=false, const std::set< location > *remove_destinations=NULL) const | ai_interface | [protected] |
current_team() | ai_interface | [inline] |
current_team() const | ai_interface | [inline] |
dec_ref() const | reference_counted_object | [inline] |
diagnostic(const std::string &msg) | ai_interface | |
do_compare(const formula_callable *callable) const | game_logic::formula_callable | [inline, protected, virtual] |
enemy_attacked() | ai_interface | [inline] |
equals(const formula_callable *other) const | game_logic::formula_callable | [inline] |
formula_callable(bool has_self=true) | game_logic::formula_callable | [inline, explicit] |
get_info() | ai_interface | [inline, protected] |
get_info() const | ai_interface | [inline, protected] |
get_inputs(std::vector< game_logic::formula_input > *inputs) const | ai_interface | [protected, virtual] |
get_value(const std::string &key) const | ai_interface | [protected, virtual] |
has_key(const std::string &key) const | game_logic::formula_callable | [inline] |
idle_ai(info &i) | idle_ai | [inline] |
inputs() const | game_logic::formula_callable | [inline] |
less(const formula_callable *other) const | game_logic::formula_callable | [inline] |
location typedef | ai_interface | |
log_message(const std::string &msg) | ai_interface | |
move_map typedef | ai_interface | |
move_unit(location from, location to, std::map< location, paths > &possible_moves) | ai_interface | [protected] |
move_unit_partial(location from, location t, std::map< location, paths > &possible_moves) | ai_interface | [protected] |
mutate_value(const std::string &key, const variant &value) | game_logic::formula_callable | [inline] |
operator=(const reference_counted_object &) | reference_counted_object | [inline] |
play_turn() | idle_ai | [inline, virtual] |
query_value(const std::string &key) const | game_logic::formula_callable | [inline] |
raise_enemy_attacked() | ai_interface | [inline, protected] |
raise_unit_moved() | ai_interface | [inline, protected] |
raise_unit_recruited() | ai_interface | [inline, protected] |
raise_user_interact() | ai_interface | [protected] |
recruit(const std::string &unit_name, location loc=location()) | ai_interface | [protected] |
refcount() const | reference_counted_object | [inline] |
reference_counted_object() | reference_counted_object | [inline] |
reference_counted_object(const reference_counted_object &) | reference_counted_object | [inline] |
serialize(std::string &str) const | game_logic::formula_callable | [inline] |
serialize_to_string(std::string &) const | game_logic::formula_callable | [inline, protected, virtual] |
set_value(const std::string &key, const variant &value) | game_logic::formula_callable | [protected, virtual] |
turn_reference_counting_off() | reference_counted_object | [inline, protected] |
unit_moved() | ai_interface | [inline] |
unit_recruited() | ai_interface | [inline] |
user_interact() | ai_interface | [inline] |
~ai_interface() | ai_interface | [inline, virtual] |
~formula_callable() | game_logic::formula_callable | [inline, protected, virtual] |
~reference_counted_object() | reference_counted_object | [inline, virtual] |