/dports/games/openxcom/OpenXcom-1.0/src/Battlescape/ |
H A D | AlienBAIState.cpp | 429 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() [all …]
|
H A D | CivilianBAIState.cpp | 218 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() [all …]
|
H A D | ProjectileFlyBState.cpp | 152 …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() [all …]
|
H A D | ExplosionBState.cpp | 245 …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 D | Projectile.cpp | 93 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 D | BattlescapeGame.cpp | 351 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 [all …]
|
H A D | UnitTurnBState.cpp | 75 int door = _parent->getTileEngine()->unitOpensDoor(_unit, true); in init() 111 _parent->getTileEngine()->calculateFOV(_unit); in think()
|
H A D | UnitWalkBState.cpp | 71 _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 D | InventoryState.cpp | 71 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 D | BattlescapeGenerator.cpp | 273 _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() [all …]
|
H A D | UnitFallBState.cpp | 62 _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 D | UnitDieBState.cpp | 89 …if (_parent->getSave()->getTileEngine()->distanceSq((*n)->getPosition(), _unit->getPosition()) < 4) in UnitDieBState() 168 _parent->getTileEngine()->calculateUnitLighting(); in think()
|
H A D | ActionMenuState.cpp | 241 if (_game->getSavedGame()->getSavedBattle()->getTileEngine()->validMeleeRange( in btnActionMenuItemClick() 298 if (!_game->getSavedGame()->getSavedBattle()->getTileEngine()->validMeleeRange( in btnActionMenuItemClick()
|
H A D | Map.cpp | 715 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 D | BattlescapeGame.h | 160 TileEngine *getTileEngine();
|
H A D | BattlescapeState.cpp | 1223 _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 D | TileEngine.cpp | 840 Position originVoxel = _save->getTileEngine()->getSightOriginVoxel(*i); in getSpottingUnits()
|
/dports/games/openxcom/OpenXcom-1.0/src/Savegame/ |
H A D | SavedBattleGame.cpp | 345 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() [all …]
|
H A D | SavedBattleGame.h | 163 TileEngine *getTileEngine() const;
|