Advanced Strategic Command
Vehicle Member List

This is the complete list of members for Vehicle, including all inherited members.

addProductionLine(const VehicleType *type)ContainerBase
addToCargo(Vehicle *veh, int position=-1)ContainerBase
addview()Vehiclevirtual
aiparamVehicle
ammoVehicle
anyContainerConqueredContainerBasestatic
anyContainerDestroyedContainerBasestatic
attackedVehicle
baseTypeContainerBase
beginTurn()Vehicle
bi_resourceplusContainerBase
calcShadowDist(int binaryHeight)ContainerBasestatic
canMove(void) const Vehicle
canRepair(const ContainerBase *item) const Vehiclevirtual
Cargo typedefContainerBase
cargoContainerBaseprotected
cargoChangedContainerBase
cargoNestingDepth()ContainerBase
cargoParentContainerBaseprotected
cargoWeight() const ContainerBase
clearCargo()ContainerBase
colorContainerBase
connectionVehicle
conqueredContainerBase
ContainerBase(const ContainerBaseType *bt, GameMap *map, int player)ContainerBaseprotected
convert(int player, bool recursive=true)Vehicle
damageContainerBase
decreaseMovement(int movement)Vehicle
deleteAllProductionLines()ContainerBase
deleteProductionLine(const VehicleType *type)ContainerBase
destroyedContainerBase
directionVehicle
doesVehicleFit(const Vehicle *vehicle) const ContainerBase
endAnyTurn(void)Vehiclevirtual
endOwnTurn(void)Vehiclevirtual
endRound(void)Vehiclevirtual
experienceResolutionVehiclestatic
fillMagically(bool ammo=true, bool resources=true)Vehicle
findUnit(int nwid, bool recursive=true) const ContainerBase
freeWeight()Vehicle
gamemapContainerBaseprotected
getAmmo(int type, int num, bool queryOnly)Vehiclevirtual
getAmmo(int type, int num) const Vehiclevirtual
getArmor() const Vehiclevirtual
getAvailableResource(int amount, int resourcetype, int scope=1) const Vehiclevirtual
getCargo() const ContainerBaseinline
getCargo(int i)ContainerBase
getCargoCount() const ContainerBaseinline
getCarrier() const ContainerBase
getCoveredFields()Vehicleprotectedvirtual
getExperience_defensive() const Vehicle
getExperience_defensive_raw() const Vehicle
getExperience_offensive() const Vehicle
getExperience_offensive_raw() const Vehicle
getExternalVehicleConstructionCost(const VehicleType *tnk) const Vehicle
getGeneratorStatus() const Vehicleinline
getHeight() const Vehicleinlinevirtual
getHeightChange(int dir, int height=0) const Vehicle
getIdentification() const Vehicleinlinevirtual
getImage() const Vehiclevirtual
getInternalResourceMaxPlus() const ContainerBase
getInternalResourcePlus() const ContainerBase
getMap() const ContainerBaseinline
getMaxRepair(const ContainerBase *item) const ContainerBase
getMaxRepair(const ContainerBase *item, int newDamage, Resources &cost, bool ignoreCost=false) const ContainerBase
getMemoryFootprint() const Vehicle
getMovement(bool checkFuel=true, bool checkRF=true) const Vehicle
getName() const Vehiclevirtual
getOwner() const ContainerBaseinline
getOwningPlayer() const ContainerBase
getPosition() const Vehiclevirtual
getPosition3D() const Vehicle
getPrivateName() const ContainerBase
getProduction() const ContainerBase
getProductionCost(const VehicleType *unit) const ContainerBase
getRepairEfficiency() const Vehicleinlineprotectedvirtual
getRepairExperienceValue(int oldDamage, int newDamage, bool offensive, int rountToResolution)Vehicle
getResource(int amount, int resourcetype, bool queryonly, int scope=1, int player=-1)Vehiclevirtual
getResource(const Resources &res) const Vehicle
getResource(const Resources &res, bool queryonly, int scope=1, int player=-1)Vehicleinline
getResourcePlus()ContainerBase
getResourceUsage()ContainerBase
getStorageCapacity() const ContainerBase
getTank() const Vehicle
getType() const Vehicleinline
getValueType(int uheight) const Vehicleinline
getValueType() const Vehicleinline
getWeapon(unsigned weaponNum) const Vehicle
hasMoved(void) const Vehicle
hasProductionLine(const VehicleType *type)ContainerBase
heightVehicle
internalUnitProductionContainerBaseprotected
isBuilding() const Vehicleinlinevirtual
isViewing() const Vehicleinline
maxAmmo(int type) const Vehiclevirtual
maxMovement() const Vehicle
maxplusContainerBase
maxresearchpointsContainerBase
moveToCargo(Vehicle *veh)ContainerBase
nameContainerBase
netResourcePlus() const ContainerBase
networkidVehicle
newFromStream(GameMap *gamemap, tnstream &stream, int forceNetworkID=-1)Vehiclestatic
paint(Surface &s, SPoint pos, int shadowDist=-1) const Vehicle
paint(Surface &s, SPoint pos, bool shaded, int shadowDist=-1) const Vehicle
paintField(const Surface &src, Surface &dest, SPoint pos, int dir, bool shaded, int shadowDist=-1) const ContainerBaseprotected
plusContainerBase
postAttack(bool reactionFire, const Context &context)Vehicle
postAttack(bool reactionFire)Vehicle
postRepair(int oldDamage, bool autoRepair)Vehicleprotectedvirtual
prepareForCleanRemove()Vehicleinline
privateNameContainerBase
Production typedefContainerBase
putAmmo(int type, int num, bool queryOnly)Vehiclevirtual
putResource(int amount, int resourcetype, bool queryonly, int scope=1, int player=-1)Vehiclevirtual
putResource(const Resources &res, bool queryonly, int scope=1, int player=-1)Vehicleinline
reactionfireVehicle
read(tnstream &stream)Vehiclevirtual
registerForNewOwner(int player)Vehiclevirtual
registerWorkClassFactory(WorkClassFactory *wcf, bool ASCmode=true)ContainerBasestatic
removeUnitFromCargo(Vehicle *veh, bool recursive=false)ContainerBase
removeUnitFromCargo(int nwid, bool recursive=false)ContainerBase
removeview()Vehiclevirtual
repairableDamage() const Vehicleinlinevirtual
repairedThisTurnContainerBaseprotected
repairItem(ContainerBase *item, int newDamage=0, bool autoRepair=false)ContainerBase
researchpointsContainerBase
resetMovement(void)Vehicle
resetview()Vehicle
setAttacked()Vehicle
setAttacked(bool recursive, const Context &context)Vehicle
setExperience_defensive(int experience)Vehicle
setExperience_defensive_raw(int experience)Vehicle
setExperience_offensive(int experience)Vehicle
setExperience_offensive_raw(int experience)Vehicle
setGeneratorStatus(bool status)Vehicle
setInternalResourceMaxPlus(const Resources &res)ContainerBase
setInternalResourcePlus(const Resources &res)ContainerBase
setMovement(int newmove, double cargoDivisor=-1)Vehicle
setName(const ASCString &name)ContainerBasevirtual
setnewposition(int x, int y)Vehicle
setnewposition(const MapCoordinate &mc)Vehicle
setnewposition(const MapCoordinate &mc, const Context &context)Vehicle
setProductionLines(const Production &production)ContainerBase
size(void)Vehicle
spawnMoveObjects(const MapCoordinate &start, const MapCoordinate &dest, const Context &context)Vehicle
spawnWorkClasses(bool justQuery)ContainerBase
transform(const VehicleType *type)Vehicle
typVehicle
unregisterPosition()Vehicle
Vehicle(const VehicleType *t, GameMap *actmap, int player)Vehicle
vehicleconstructable(const VehicleType *tnk, int x, int y)Vehicle
vehicleDocking(const Vehicle *vehicle, bool out) const ContainerBase
vehicleLoadable(const Vehicle *vehicle, int uheight=-1, const bool *attacked=NULL) const ContainerBase
vehiclesLoaded(void) const ContainerBase
vehicleUnloadable(const VehicleType *vehicleType, int carrierHeight=-1) const ContainerBase
vehicleUnloadSystem(const VehicleType *vehicle, int height)ContainerBase
viewContainerBase
weapexist() const Vehicle
weapstrengthVehicle
weight(void) const Vehicle
write(tnstream &stream, bool includeLoadedUnits=true) const Vehiclevirtual
xposVehicle
yposVehicle
~ContainerBase()ContainerBasevirtual
~Vehicle()Vehicle