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Searched refs:getTileEngine (Results 1 – 19 of 19) sorted by relevance

/dports/games/openxcom/OpenXcom-1.0/src/Battlescape/
H A DAlienBAIState.cpp429 int dir = _save->getTileEngine()->faceWindow(_unit->getPosition()); in setupPatrol()
580 Position origin = _save->getTileEngine()->getSightOriginVoxel(_aggroTarget); in setupAmbush()
615 if (_save->getTileEngine()->faceWindow(pos) != -1) in setupAmbush()
983 int dist = _save->getTileEngine()->distance(pos, (*i)->getPosition()); in getSpottingUnits()
985 Position originVoxel = _save->getTileEngine()->getSightOriginVoxel(*i); in getSpottingUnits()
1017 Position origin = _save->getTileEngine()->getSightOriginVoxel(_unit); in selectNearestTarget()
1023 _save->getTileEngine()->visible(_unit, (*i)->getTile())) in selectNearestTarget()
1523 _save->getTileEngine()->distance((*i)->getPosition(), targetPos) <= radius) in explosiveEfficacy()
1566 …if (_save->getTileEngine()->validMeleeRange(_unit, _aggroTarget, _save->getTileEngine()->getDirect… in meleeAction()
1597 …if (_save->getTileEngine()->validMeleeRange(_unit, _aggroTarget, _save->getTileEngine()->getDirect… in meleeAction()
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H A DCivilianBAIState.cpp218 Position origin = _save->getTileEngine()->getSightOriginVoxel(_unit); in selectNearestTarget()
225 if (_save->getTileEngine()->visible(_unit, (*i)->getTile())) in selectNearestTarget()
228 int dist = _save->getTileEngine()->distance(_unit->getPosition(), (*i)->getPosition()); in selectNearestTarget()
231 bool valid = _save->getTileEngine()->canTargetUnit(&origin, (*i)->getTile(), &target, _unit); in selectNearestTarget()
255 int dist = _save->getTileEngine()->distance(pos, (*i)->getPosition()); in getSpottingUnits()
257 Position originVoxel = _save->getTileEngine()->getSightOriginVoxel(*i); in getSpottingUnits()
262 …if (_save->getTileEngine()->canTargetUnit(&originVoxel, _save->getTile(pos), &targetVoxel, *i, _un… in getSpottingUnits()
269 if (_save->getTileEngine()->canTargetUnit(&originVoxel, _save->getTile(pos), &targetVoxel, *i)) in getSpottingUnits()
287 …int dist = _aggroTarget ? _save->getTileEngine()->distance(_unit->getPosition(), _aggroTarget->get… in setupEscape()
368 …int distanceFromTarget = _aggroTarget ? _save->getTileEngine()->distance(_aggroTarget->getPosition… in setupEscape()
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H A DProjectileFlyBState.cpp152 …if (_parent->getTileEngine()->distance(_action.actor->getPosition(), _action.target) > weapon->get… in init()
161 …if (!validThrowRange(&_action, _parent->getTileEngine()->getOriginVoxel(_action, 0), _parent->getS… in init()
177 …if (!_parent->getTileEngine()->validMeleeRange(_action.actor->getPosition(), _action.actor->getDir… in init()
220 …Position originVoxel = _parent->getTileEngine()->getOriginVoxel(_action, _parent->getSave()->getTi… in init()
230 _parent->getTileEngine()->canTargetUnit(&originVoxel, targetTile, &_targetVoxel, _unit); in init()
235 …if (!_parent->getTileEngine()->canTargetTile(&originVoxel, targetTile, MapData::O_OBJECT, &_target… in init()
242 …if (!_parent->getTileEngine()->canTargetTile(&originVoxel, targetTile, MapData::O_NORTHWALL, &_tar… in init()
249 …if (!_parent->getTileEngine()->canTargetTile(&originVoxel, targetTile, MapData::O_WESTWALL, &_targ… in init()
256 …if (!_parent->getTileEngine()->canTargetTile(&originVoxel, targetTile, MapData::O_FLOOR, &_targetV… in init()
438 _parent->getTileEngine()->checkReactionFire(_unit); in think()
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H A DExplosionBState.cpp245 …save->getTileEngine()->explode(_center, _power, _item->getRules()->getDamageType(), _item->getRule… in explode()
254 BattleUnit *victim = save->getTileEngine()->hit(_center, _power, type, _unit); in explode()
270 save->getTileEngine()->explode(_center, _power, DT_HE, _power/10); in explode()
281 save->getTileEngine()->explode(_center, _power, DT_HE, radius); in explode()
298 Tile *t = save->getTileEngine()->checkForTerrainExplosions(); in explode()
H A DProjectile.cpp93 Position originVoxel = _save->getTileEngine()->getOriginVoxel(_action, _save->getTile(_origin)); in calculateTrajectory()
102 …int test = _save->getTileEngine()->calculateLine(originVoxel, _targetVoxel, false, &_trajectory, b… in calculateTrajectory()
176 return _save->getTileEngine()->calculateLine(originVoxel, _targetVoxel, true, &_trajectory, bu); in calculateTrajectory()
188 Position originVoxel = _save->getTileEngine()->getOriginVoxel(_action, 0); in calculateThrow()
204 if (_save->getTileEngine()->validateThrow(_action, originVoxel, targetVoxel, &curvature, &retVal)) in calculateThrow()
215 …test = _save->getTileEngine()->calculateParabola(originVoxel, targetVoxel, true, &_trajectory, _ac… in calculateThrow()
H A DBattlescapeGame.cpp351 getTileEngine()->calculateFOV(bu); in kneel()
354 getTileEngine()->checkReactionFire(bu); in kneel()
382 if (_save->getTileEngine()->closeUfoDoors()) in endTurn()
447 _save->getTileEngine()->calculateUnitLighting(); in endTurn()
1268 if (getTileEngine()->psiAttack(&_currentAction)) in primaryAction()
1504 getTileEngine()->applyGravity(_save->getTile(p)); in dropItem()
1508 getTileEngine()->calculateTerrainLighting(); in dropItem()
1509 getTileEngine()->calculateFOV(position); in dropItem()
1572 getTileEngine()->applyGravity(newUnit->getTile()); in convertUnit()
1598 TileEngine *BattlescapeGame::getTileEngine() in getTileEngine() function in OpenXcom::BattlescapeGame
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H A DUnitTurnBState.cpp75 int door = _parent->getTileEngine()->unitOpensDoor(_unit, true); in init()
111 _parent->getTileEngine()->calculateFOV(_unit); in think()
H A DUnitWalkBState.cpp71 _terrain = _parent->getTileEngine(); in init()
185 _parent->getTileEngine()->hit(here, _unit->getStats()->strength, DT_IN, _unit); in think()
483 …dir = _parent->getTileEngine()->getDirectionTo(_unit->getPosition(), _unit->getCharging()->getPosi… in postPathProcedures()
484 if (_parent->getTileEngine()->validMeleeRange(_unit, _action.actor->getCharging(), dir)) in postPathProcedures()
513 _parent->getTileEngine()->calculateFOV(_unit); in postPathProcedures()
H A DInventoryState.cpp71 else if (!_battleGame->getTileEngine()) in InventoryState()
191 if (_battleGame->getTileEngine()) in ~InventoryState()
199 _battleGame->getTileEngine()->applyGravity(inventoryTile); in ~InventoryState()
200 _battleGame->getTileEngine()->calculateTerrainLighting(); // dropping/picking up flares in ~InventoryState()
201 _battleGame->getTileEngine()->recalculateFOV(); in ~InventoryState()
H A DBattlescapeGenerator.cpp273 _save->getTileEngine()->calculateSunShading(); in nextStage()
274 _save->getTileEngine()->calculateTerrainLighting(); in nextStage()
275 _save->getTileEngine()->calculateUnitLighting(); in nextStage()
276 _save->getTileEngine()->recalculateFOV(); in nextStage()
356 _save->getTileEngine()->calculateSunShading(); in run()
357 _save->getTileEngine()->calculateTerrainLighting(); in run()
358 _save->getTileEngine()->calculateUnitLighting(); in run()
359 _save->getTileEngine()->recalculateFOV(); in run()
614 _save->getTileEngine()->calculateFOV(unit); in addXCOMUnit()
625 _save->getTileEngine()->calculateFOV(unit); in addXCOMUnit()
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H A DUnitFallBState.cpp62 _terrain = _parent->getTileEngine(); in init()
274 _parent->getTileEngine()->hit(here, (*unit)->getStats()->strength, DT_IN, (*unit)); in think()
282 if (_parent->getTileEngine()->checkReactionFire(*unit)) in think()
H A DUnitDieBState.cpp89 …if (_parent->getSave()->getTileEngine()->distanceSq((*n)->getPosition(), _unit->getPosition()) < 4) in UnitDieBState()
168 _parent->getTileEngine()->calculateUnitLighting(); in think()
H A DActionMenuState.cpp241 if (_game->getSavedGame()->getSavedBattle()->getTileEngine()->validMeleeRange( in btnActionMenuItemClick()
298 if (!_game->getSavedGame()->getSavedBattle()->getTileEngine()->validMeleeRange( in btnActionMenuItemClick()
H A DMap.cpp715 voxelPos.z = _save->getTileEngine()->castedShade(voxelPos); in drawTerrain()
721 _save->getTileEngine()->isVoxelVisible(voxelPos)) in drawTerrain()
734 _save->getTileEngine()->isVoxelVisible(voxelPos)) in drawTerrain()
753 voxelPos.z = _save->getTileEngine()->castedShade(voxelPos); in drawTerrain()
757 _save->getTileEngine()->isVoxelVisible(voxelPos)) in drawTerrain()
770 _save->getTileEngine()->isVoxelVisible(voxelPos)) in drawTerrain()
914 …int distance = _save->getTileEngine()->distance(Position (itX, itY,itZ), action->actor->getPositio… in drawTerrain()
H A DBattlescapeGame.h160 TileEngine *getTileEngine();
H A DBattlescapeState.cpp1223 _save->getTileEngine()->togglePersonalLighting(); in btnPersonalLightingClick()
1331 _save->getTileEngine()->calculateFOV(_save->getSelectedUnit()); in updateSoldierInfo()
1694 Position originVoxel = getBattleGame()->getTileEngine()->getSightOriginVoxel(bu); in saveVoxelView()
1713 …test = _save->getTileEngine()->calculateLine(originVoxel, targetVoxel, false, &_trajectory, bu, tr… in saveVoxelView()
1823 int test = _save->getTileEngine()->voxelCheck(Position(x,y,z*2),0,0) +1; in saveVoxelMap()
H A DTileEngine.cpp840 Position originVoxel = _save->getTileEngine()->getSightOriginVoxel(*i); in getSpottingUnits()
/dports/games/openxcom/OpenXcom-1.0/src/Savegame/
H A DSavedBattleGame.cpp345 getTileEngine()->calculateSunShading(); in loadMapResources()
346 getTileEngine()->calculateTerrainLighting(); in loadMapResources()
347 getTileEngine()->calculateUnitLighting(); in loadMapResources()
348 getTileEngine()->recalculateFOV(); in loadMapResources()
746 TileEngine *SavedBattleGame::getTileEngine() const in getTileEngine() function in OpenXcom::SavedBattleGame
1240 if (t && getTileEngine()->horizontalBlockage((*i), t, DT_IN) == 0) in prepareNewTurn()
1307 if (t && getTileEngine()->horizontalBlockage((*i), t, DT_SMOKE) == 0) in prepareNewTurn()
1333 if (t && getTileEngine()->horizontalBlockage((*i), t, DT_SMOKE) == 0) in prepareNewTurn()
1350 getTileEngine()->calculateTerrainLighting(); in prepareNewTurn()
1388 getTileEngine()->calculateFOV((*i)); in reviveUnconsciousUnits()
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H A DSavedBattleGame.h163 TileEngine *getTileEngine() const;