, including all inherited members.
abilities_affects_adjacent() const | unit | |
abilities_b_ | unit | [private] |
ability_active(const std::string &ability, const config &cfg, const gamemap::location &loc) const | unit | [private] |
ability_affects_adjacent(const std::string &ability, const config &cfg, int dir, const gamemap::location &loc) const | unit | [private] |
ability_affects_self(const std::string &ability, const config &cfg, const gamemap::location &loc) const | unit | [private] |
ability_tooltips(const gamemap::location &loc) const | unit | |
absolute_image() const | unit | [inline] |
add_modification(const std::string &type, const config &modification, bool no_add=false) | unit | |
add_overlay(const std::string &overlay) | unit | [inline] |
add_trait(std::string) | unit | |
advance_to(const unit_type *t, bool use_traits=false, game_state *state=0) | unit | |
advancement_icons() const | unit | |
advances() const | unit | [inline] |
advances_to() const | unit | [inline] |
advances_to_ | unit | [private] |
ai_special_ | unit | [private] |
alignment() const | unit | [inline] |
alignment_ | unit | [private] |
alpha() const | unit | [inline] |
alpha_ | unit | [private] |
amla_icons() const | unit | |
anim_ | unit | [private] |
animations_ | unit | [private] |
apply_modifications() | unit | |
assign_ai_special(const std::string &s) | unit | [inline] |
assign_role(const std::string &role) | unit | [inline] |
attack_type::set_specials_context(const gamemap::location &loc, const gamemap::location &, const unit &un, bool) const | unit | [friend] |
attacks() const | unit | [inline] |
attacks() | unit | [inline] |
attacks_ | unit | [private] |
attacks_b_ | unit | [private] |
attacks_left() const | unit | [inline] |
attacks_left_ | unit | [private] |
backup_state() | unit | |
can_advance() const | unit | [inline] |
can_recruit() const | unit | [inline] |
cfg_ | unit | [private] |
choose_animation(const game_display &disp, const gamemap::location &loc, const std::string &event, const int damage=0, const unit_animation::hit_type hit_type=unit_animation::INVALID, const attack_type *attack=NULL, const attack_type *second_attack=NULL, int swing_num=0) const | unit | |
clear_haloes() | unit | |
clear_status_caches() | unit | [static] |
clear_visibility_cache() const | unit | [inline, private] |
cost() const | unit | [inline] |
damage_from(const attack_type &attack, bool attacker, const gamemap::location &loc) const | unit | [inline] |
defense_b_ | unit | [private] |
defense_modifier(t_translation::t_terrain terrain, int recurse_count=0) const | unit | |
defense_mods_ | unit | [mutable, private] |
draw_bars_ | unit | [private] |
emit_zoc_ | unit | [private] |
emits_zoc() const | unit | [inline] |
end_turn() | unit | |
end_turn_ | unit | [private] |
experience() const | unit | [inline] |
experience_ | unit | [private] |
facing() const | unit | [inline] |
facing_ | unit | [private] |
flag_rgb_ | unit | [private] |
flying_ | unit | [private] |
formula_vars() const | unit | [inline] |
formula_vars_ | unit | [private] |
frame_begin_time_ | unit | [private] |
gamestatus_ | unit | [private] |
gender() const | unit | [inline] |
gender_ | unit | [private] |
generate_gender(const unit_type &type, bool gen, game_state *state=0) | unit | |
generate_name(simple_rng *rng=0) const | unit | [inline] |
generate_traits(bool musthaveonly=false, game_state *state=0) | unit | |
generate_traits_description() | unit | |
get_abilities(const std::string &ability, const gamemap::location &loc) const | unit | |
get_ability_bool(const std::string &ability, const gamemap::location &loc) const | unit | |
get_ai_special() const | unit | [inline] |
get_animation() | unit | [inline] |
get_animation() const | unit | [inline] |
get_base_resistances() const | unit | |
get_experience(int xp) | unit | [inline] |
get_formula() const | unit | [inline] |
get_goto() const | unit | [inline] |
get_hidden() | unit | [inline] |
get_hit_sound() const | unit | [inline] |
get_interrupted_move() const | unit | [inline] |
get_modification_advances() const | unit | |
get_state(const std::string &state) const | unit | |
getsHit_ | unit | [private] |
goto_ | unit | [private] |
has_ability_by_id(const std::string &ability) const | unit | [private] |
has_ability_type(const std::string &ability) const | unit | |
has_formula() const | unit | [inline] |
has_goto() const | unit | [inline] |
has_moved() const | unit | [inline] |
heal(int amount) | unit | |
heal_all() | unit | [inline] |
hidden_ | unit | [private] |
hit_points_ | unit | [private] |
hitpoints() const | unit | [inline] |
hold_position() const | unit | [inline] |
hold_position_ | unit | [private] |
hp_color() const | unit | |
id() const | unit | [inline] |
id_ | unit | [private] |
image_ellipse() const | unit | [inline] |
image_halo() const | unit | [inline] |
image_mods() const | unit | |
image_mods_ | unit | [private] |
incapacitated() const | unit | [inline] |
internal_matches_filter(const vconfig &cfg, const gamemap::location &loc, bool use_flat_tod) const | unit | [private] |
interrupted_move_ | unit | [private] |
invisibility_cache_ | unit | [mutable, private] |
invisible(const gamemap::location &loc, const unit_map &units, const std::vector< team > &teams, bool see_all=true) const | unit | |
is_fearless() const | unit | [inline] |
is_fearless_ | unit | [private] |
is_flying() const | unit | [inline] |
is_healthy() const | unit | [inline] |
is_healthy_ | unit | [private] |
level() const | unit | [inline] |
level_ | unit | [private] |
map_ | unit | [private] |
matches_filter(const vconfig &cfg, const gamemap::location &loc, bool use_flat_tod=false) const | unit | |
max_attacks_ | unit | [private] |
max_experience() const | unit | [inline] |
max_experience_ | unit | [private] |
max_experience_b_ | unit | [private] |
max_hit_points_ | unit | [private] |
max_hit_points_b_ | unit | [private] |
max_hitpoints() const | unit | [inline] |
max_movement_ | unit | [private] |
max_movement_b_ | unit | [private] |
modification_advancements() const | unit | [inline] |
modification_count(const std::string &type, const std::string &id) const | unit | |
modification_description(const std::string &type) const | unit | |
modification_descriptions_ | unit | [private] |
modifications_ | unit | [private] |
move_interrupted() const | unit | [inline] |
movement_ | unit | [private] |
movement_b_ | unit | [private] |
movement_cost(const t_translation::t_terrain terrain) const | unit | |
movement_cost_internal(t_translation::t_terrain terrain, int recurse_count=0) const | unit | [private] |
movement_costs_ | unit | [mutable, private] |
movement_left() const | unit | [inline] |
name() const | unit | [inline] |
name_ | unit | [private] |
new_level() | unit | |
new_turn() | unit | |
next_idling_ | unit | [private] |
operator=(const unit &) | unit | |
overlaps(const gamemap::location &loc) const | unit | |
overlays() const | unit | [inline] |
overlays_ | unit | [private] |
profile() const | unit | |
race() const | unit | [inline] |
race_ | unit | [private] |
read(const config &cfg, bool use_traits=true, game_state *state=0) | unit | |
recruits() const | unit | [inline] |
recruits_ | unit | [private] |
redraw_unit(game_display &disp, const gamemap::location &loc, const bool fake=false) | unit | |
refresh(const game_display &disp, const gamemap::location &loc) | unit | [inline] |
refreshing_ | unit | [private] |
remove_ability_by_id(const std::string &ability) | unit | [private] |
remove_overlay(const std::string &overlay) | unit | [inline] |
remove_temporary_modifications() | unit | |
rename(const std::string &name) | unit | [inline] |
reset_modifications() | unit | |
resistance_against(const std::string &damage_name, bool attacker, const gamemap::location &loc) const | unit | |
resistance_against(const attack_type &damage_type, bool attacker, const gamemap::location &loc) const | unit | [inline] |
resistance_b_ | unit | [private] |
resistance_filter_matches(const config &cfg, bool attacker, const std::string &damage_name) const | unit | [private] |
resistance_filter_matches(const config &cfg, bool attacker, const attack_type &damage_type) const | unit | [inline, private] |
resting() const | unit | [inline] |
resting_ | unit | [private] |
role_ | unit | [private] |
set_attacks(int left) | unit | [inline] |
set_facing(gamemap::location::DIRECTION dir) | unit | |
set_game_context(unit_map *unitmap, const gamemap *map, const gamestatus *game_status, const std::vector< team > *teams) | unit | |
set_goto(const gamemap::location &new_goto) | unit | [inline] |
set_hidden(bool state) | unit | |
set_hold_position(bool value) | unit | [inline] |
set_idling(const game_display &disp, const gamemap::location &loc) | unit | |
set_interrupted_move(const gamemap::location &interrupted_move) | unit | [inline] |
set_movement(int moves) | unit | |
set_resting(bool rest) | unit | [inline] |
set_selecting(const game_display &disp, const gamemap::location &loc) | unit | |
set_side(unsigned int new_side) | unit | [inline] |
set_standing(const gamemap::location &loc, bool with_bars=true) | unit | |
set_state(const std::string &state, const std::string &value) | unit | |
set_underlying_id() | unit | [private] |
set_user_end_turn(bool value=true) | unit | [inline] |
side() const | unit | [inline] |
side_ | unit | [private] |
start_animation(const int start_time, const gamemap::location &loc, const unit_animation *animation, bool with_bars, bool cycles=false, const std::string text="", const Uint32 text_color=0, STATE state=STATE_ANIM) | unit | |
STATE enum name | unit | |
state_ | unit | [private] |
STATE_ANIM enum value | unit | |
STATE_FORGET enum value | unit | |
STATE_STANDING enum value | unit | |
states_ | unit | [private] |
still_image(bool scaled=false) const | unit | |
take_hit(int damage) | unit | [inline] |
team_color() const | unit | [inline] |
team_rgb() const | unit | [inline] |
teams_ | unit | [private] |
total_movement() const | unit | [inline] |
traits_description() const | unit | [inline] |
traits_description_ | unit | [private] |
type() const | unit | |
type_ | unit | [private] |
type_id() const | unit | [inline] |
type_name() const | unit | [inline] |
type_name_ | unit | [private] |
undead_variation() const | unit | [inline] |
undead_variation_ | unit | [private] |
underlying_id() const | unit | [inline] |
underlying_id_ | unit | [private] |
unit(const unit &u) | unit | |
unit(const config &cfg, bool use_traits=false) | unit | |
unit(unit_map *unitmap, const gamemap *map, const gamestatus *game_status, const std::vector< team > *teams, const config &cfg, bool use_traits=false, game_state *state=0) | unit | |
unit(const unit_type *t, int side, bool use_traits=false, bool dummy_unit=false, unit_race::GENDER gender=unit_race::MALE, std::string variation="") | unit | |
unit(unit_map *unitmap, const gamemap *map, const gamestatus *game_status, const std::vector< team > *teams, const unit_type *t, int side, bool use_traits=false, bool dummy_unit=false, unit_race::GENDER gender=unit_race::MALE, std::string variation="") | unit | |
unit_ability_tooltips() const | unit | |
unit_anim_halo_ | unit | [private] |
unit_description() const | unit | [inline] |
unit_formula_ | unit | [private] |
unit_halo_ | unit | [private] |
unit_hold_position() | unit | [inline] |
unit_movement_resetter | unit | [friend] |
unit_value_ | unit | [private] |
units_ | unit | [private] |
unrenamable() const | unit | [inline] |
unrenamable_ | unit | [private] |
upkeep() const | unit | |
usage() const | unit | [inline] |
user_end_turn() const | unit | [inline] |
variables_ | unit | [private] |
variation_ | unit | [private] |
write(config &cfg) const | unit | |
xp_color() const | unit | |
~unit() | unit | [virtual] |