Advanced Strategic Command
WeatherSystem Member List

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

addGlobalWindChange(int speed, Direction direction, int time)WeatherSystem
addWeatherArea(WeatherArea *area, GameTime time)WeatherSystem
createRandomValue(unsigned int limit=1000)WeatherSystem
FallOutNumWeatherSystemstatic
getActiveWeatherAreasSize() const WeatherSystem
getCurrentWindDirection() const WeatherSysteminline
getCurrentWindSpeed() const WeatherSysteminline
getDefaultFalloutType() const WeatherSysteminline
getEventMode() const WeatherSysteminline
getFalloutPercentage(int i) const WeatherSysteminline
getLowerDurationLimit() const WeatherSysteminline
getLowerSizeLimit() const WeatherSysteminline
getMaxForecast() const WeatherSystem
getNthActiveWeatherArea(int n) const WeatherSystem
getNthWeatherArea(int n) const WeatherSystem
getNthWindChange(int n) const WeatherSystem
getQueuedWeatherAreasSize() const WeatherSystem
getQueuedWindChangesSize() const WeatherSystem
getSpawnsAmount()WeatherSysteminline
getTimeInterval()WeatherSysteminline
getUpperDurationLimit() const WeatherSysteminline
getUpperSizeLimit() const WeatherSysteminline
getWindDataOfTurn(int turn) const WeatherSystem
getWindDirPercentage(int i) const WeatherSysteminline
getWindspeed2FieldRatio() const WeatherSysteminline
getWindSpeedPercentage(int i) const WeatherSysteminline
isSeedValueSet()WeatherSysteminline
legacyWindDirectionWeatherSystemstatic
legacyWindSpeedWeatherSystemstatic
read(tnstream &inputStream)WeatherSystem
removeWeatherArea(GameTime time, WeatherArea *area)WeatherSystem
removeWindChange(int time, WindData)WeatherSystem
setDefaultFallout(FalloutType newFalloutType)WeatherSystem
setEventMode(const WeatherSystemMode &mode)WeatherSysteminline
setGlobalWind(unsigned int speed, Direction direction)WeatherSystem
setLikelihoodFallOut(const Percentages &fol)WeatherSystem
setLikelihoodWindDirection(const Percentages &wd)WeatherSystem
setLikelihoodWindSpeed(const Percentages &wd)WeatherSystem
setLowerDurationLimit(int udl)WeatherSysteminline
setRandomSizeBorders(float lower, float upper)WeatherSystem
setSeedValue()WeatherSysteminline
setSeedValueGeneration(bool setNew)WeatherSystem
setSpawnAmount(int a)WeatherSysteminline
setTimeInterval(int i)WeatherSysteminline
setUpperDurationLimit(int ldl)WeatherSysteminline
setWindSpeed2FieldRatio(float ratio)WeatherSysteminline
skipRandomValue() const WeatherSystem
update()WeatherSystem
WeatherSystem(GameMap *map)WeatherSystem
WeatherSystem(GameMap *map, int areaSpawns, float windspeed2FieldRatio, unsigned int timeInterval=6, WeatherSystemMode mode=EVENTMODE, FalloutType defaultFallout=DRY)WeatherSystem
WindDirNumWeatherSystemstatic
WINDSPEEDDETAILLEVELWeatherSystemstatic
write(tnstream &outputStream) const WeatherSystem
~WeatherSystem()WeatherSystem