unit Member List

This is the complete list of members for unit, 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 nameunit
state_unit [private]
STATE_ANIM enum valueunit
STATE_FORGET enum valueunit
STATE_STANDING enum valueunit
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_resetterunit [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]


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