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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
FallOutNumWeatherSystem [static]
getActiveWeatherAreasSize() const WeatherSystem
getCurrentWindDirection() const WeatherSystem [inline]
getCurrentWindSpeed() const WeatherSystem [inline]
getDefaultFalloutType() const WeatherSystem [inline]
getEventMode() const WeatherSystem [inline]
getFalloutPercentage(int i) const WeatherSystem [inline]
getLowerDurationLimit() const WeatherSystem [inline]
getLowerSizeLimit() const WeatherSystem [inline]
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()WeatherSystem [inline]
getTimeInterval()WeatherSystem [inline]
getUpperDurationLimit() const WeatherSystem [inline]
getUpperSizeLimit() const WeatherSystem [inline]
getWindDataOfTurn(int turn) const WeatherSystem
getWindDirPercentage(int i) const WeatherSystem [inline]
getWindspeed2FieldRatio() const WeatherSystem [inline]
getWindSpeedPercentage(int i) const WeatherSystem [inline]
isSeedValueSet()WeatherSystem [inline]
legacyWindDirectionWeatherSystem [static]
legacyWindSpeedWeatherSystem [static]
read(tnstream &inputStream)WeatherSystem
removeWeatherArea(GameTime time, WeatherArea *area)WeatherSystem
removeWindChange(int time, WindData)WeatherSystem
setDefaultFallout(FalloutType newFalloutType)WeatherSystem
setEventMode(const WeatherSystemMode &mode)WeatherSystem [inline]
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)WeatherSystem [inline]
setRandomSizeBorders(float lower, float upper)WeatherSystem
setSeedValue()WeatherSystem [inline]
setSeedValueGeneration(bool setNew)WeatherSystem
setSpawnAmount(int a)WeatherSystem [inline]
setTimeInterval(int i)WeatherSystem [inline]
setUpperDurationLimit(int ldl)WeatherSystem [inline]
setWindSpeed2FieldRatio(float ratio)WeatherSystem [inline]
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
WindDirNumWeatherSystem [static]
WINDSPEEDDETAILLEVELWeatherSystem [static]
write(tnstream &outputStream) const WeatherSystem
~WeatherSystem()WeatherSystem


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