Advanced Strategic Command
Class Hierarchy

Go to the graphical class hierarchy

This inheritance list is sorted roughly, but not completely, alphabetically:
[detail level 123456]
oC_dircontents
oC_dirdesc
oCAbstractCommandWriter
oCAbstractPlayerProcessing
oCAbstractTaskContainer
oCActionAvailability
oCActionContainer
oCActionRecorder
oCActionResult
oCAgeableItem
oCAiThreatThreat that a unit poses against other units
oCAiValueThe value of a unit for the AI
oCAntiBulkHandler
oCAllianceSetupWidget::ApplyStrategy
oCGameMap::ArchivalInformation
oCASC_PBEM_FileUploadControlFile: ASC_PBEM.h author: Jade Rogalski license: GPL warranty: none
oCASCAdaptatorStringASCAdaptatorString represents the complementary class to ASCCharTString
oCASCCharTStringASCCharTString represents the STL parent's string class of ASCString
oCASCexception
oCASCStringHelpersThe ASCStringHelpers class provides helper's functions used by ASCString
oCAStar3DA 3D path finding algorithm, based on the 2D algorithm by Amit J. Patel
oCAttackFormulaCore formula, which weighs the different factory that go into the calculation
oCAttackWeapStructure to store the weapons which a unit can use to perform an attack
oCauto_ptr< GameMap >
oCBaseAI
oCBi3MapTranslationTableTable to translate a Battle Isle map into an ASC map
oCbinary_function
oCBitSet
oCblds
oCBulkGraphicUpdates
oCCalculateThreat_VehicleType
oCGameMap::Campaign
oCCampaign
oCCaptureTriple
oCCGameOptions
oCCharBuf
oCClipBoardBase
oCcollategraphicoperationsCollects all graphic operations and updates the screen on destruction When porting ASC from DOS to SDL, the problem arose that under DOS all graphic operations directly modified the graphics memory and were directly visible without any overhead
oCColorConverter< BytesPerSourcePixel, BytesPerTargetPixel >
oCColorConverter< 1, 4 >
oCColorConverter< 4, 1 >
oCColorConverter_PassThrough< BytesPerSourcePixel, BytesPerTargetPixel >
oCColorMerger
oCColorMerger_AlphaHandler< pixelsize >
oCColorMerger_AlphaHandler< 1 >
oCColorMerger_AlphaHandler< 4 >
oCColorMerger_AlphaLighter< pixelsize >
oCColorMerger_AlphaMixer< pixelsize >
oCColorMerger_AlphaShadow< pixelsize >
oCColorMerger_Brightness< pixelsize >
oCColorMerger_ColoredOverwrite< pixelsize >
oCColorMerger_Invert< pixelsize >
oCColorMerger_PlainOverwrite< pixelsize >
oCColorMerger_Set< pixelsize >
oCColorSwitch
oCColorTransform_Gray< pixelSize >
oCColorTransform_Gray< 4 >
oCColorTransform_None< pixelsize >
oCColorTransform_PlayerCol< pixelsize >
oCColorTransform_PlayerCol< 1 >
oCColorTransform_PlayerTrueCol< pixelsize >
oCColorTransform_PlayerTrueCol< 4 >
oCColorTransform_PlayerTrueColHSV< pixelsize >
oCColorTransform_UnitGray< pixelSize >
oCColorTransform_XLAT< pixelSize >
oCColorTransform_XLAT< 1 >
oCCompressionStreamInterface
oCConfigurationFileLocatorCore
oCContainerBaseThe parent class of Vehicle and Building; The name Container originates from Battle Isle, where everything that could load units was a container
oCContainerConstControls
oCContainerIndexer
oCContext
oCContextAction
oCMapDisplayPG::Cursor
oCMapDisplayPG::CursorHiding
oCEvent::Delayedexecution
oCDestroyer
oCdirect
oCPlayer::Dissection
oCdynamic_array< T >DEPRECATED Use containers of the C++ Standard Template Library instead! Container for managing objects of type T
oCdynamic_array< char * >
oCdynamic_array< ContainerCollector::FileIndex >
oCdynamic_array< int >
oCdynamic_array< pncontainerstream >
oCdynamic_array< TTextItem >
oCEditingEnvironment
oCTextPropertyGroup::Entry
oCEvent
oCEventAction
oCEventHandlingMutex
oCEventTrigger
oCFactory< AbstractProduct, IdentifierType >
oCFactory1< AbstractProduct, IdentifierType, creatorParam >
oCfatalgraphicserrorClass that is thrown as exception. Should be moved to error.h ..
oCfatalstackerror
oCFieldMarkingSuppressor
oCObjectType::FieldModification
oCMapRenderer::FieldRenderInfo
oCFightVisitor
oCFileCache
oCContainerCollector::FileIndex
oCFileInfo
oCtfindfile::FileInfo
oCFileLocation
oCTechnologyPresenter::Gadgets
oCGameActionA GameAction is an modification of something on a map
oCGameFileInformation
oCGameMapThe map. THE central structure of ASC, which holds everything not globally available together
oCGameParameterSettings
oCGameTimeTime in ASC, measured in turns and moves
oCGameTransferMechanism
oCGetVideoModes
oCGraphicSetManager_Base
oCGraphicsQueueOperation
oCGuiDimension
oCGuiFunction
oCGuiIconHandler
oCAStar3D::hash_MapCoordinate
oCAStar3D::hash_MapCoordinate3D
oCVehicleType::HeightChangeMethod
oCHighLightingManager
oCIconRepository
oCGameMap::IDManager
oCInitNewfont
oCInternalAmmoTransferHandler
oCIntRangeRepresents a range of numbers, with a lower and upper boundary
oCItemFiltrationSystem::ItemFilter
oCItemFiltrationSystem
oCItemRepository< T >
oCItemRepository< ItemType >
oCItemRepository< MineType >
oCItemTypeSelector< C >
oCItemTypeSelector< BuildingType >
oCItemTypeSelector< MineType >
oCItemTypeSelector< ObjectType >
oCItemTypeSelector< TerrainType >
oCItemTypeSelector< VehicleType >
oCVehicleType::JumpDrive
oCConstructBuildingCommand::Lack
oCConstructUnitCommand::Lack
oCPrehistoricEventStructure::LargeTriggerData
oClibbzip_compression
oClibbzip_decompression
oClist
oCLoadableItemTypeAn abstract base class that provides the interface for all kinds of items that ASC loads from disk
oCLoadNextMap
oCBuildingType::LocalCoordinateA local coordinate referencing a single field that a building covers
oCLocale
oCMapDisplayPG::LockDisplay
oCMainScreenWidget::LockOptions
oCLockReplayRecording
oCLogActionIntoReplayInfo
oCltGTime
oCLuaRunner
oCLuaState
oCLuaStatePrivate
oCmap
oCmap
oCMapConinuationInfo
oCMapCoodinateVectorChange of a MapCoordinate
oCMapCoordinateCoordinate on the twodimensional map
oCMapDisplayInterface
oCMapFieldSingle field of the map
oCMapItemTypeThe base class for everything that can be placed on a map field
oCMapLayer
oCMapNetworkBase class for the management of resource networks and globally stored resources
oCMapRenderer
oCMapSwitcherThe class that manages the switching between the primary map (for editing) and the secondary map (for selecting objects and terrain)
oCMemoryMeasurement
oCMemorySizeQueryInterface
oCMemoryStreamStorageAn in-memory storage of streamed data
oCMessageA Message to a player. It may either be send by another player or by the system
oCMessagingHubBase
oCMiniDumper
oCGetMiningInfo::MiningInfo
oCPolygonTriangulationLibrary::monchain_t
oCCGameOptions::MouseMouse configuration. Mouse button are: bit 0 = left button ; bit 1 = right button ; bit 2 = center button
oCMouseHider
oCMoveMalusTypeThe MoveMalusType categorizes the different units (Vehicle) Originally, these types were only used to determine the speed of their movement on the ground, hence the name, But now they are also used to specify production, weapon effectiveness, cargo loading capabilities and things like that
oCMapDisplayPG::Movement
oCMapDisplayPG::MovementMask
oCAI::MoveVariant
oCMusicPlayListA List containing several tracks of music
oCNewGadgetDetectionChecks, which vehicle and building types are newly available
oCNextTurnStrategyDescribes the behavier that next_turn() shall do when it finds out that the current player is the last one available
oCAStar3D::Node
oCPolygonTriangulationLibrary::node_t
oCNullParamType
oCMapField::ObjectRemovalStrategyInterface for removing objects from a field when it turns out that they can no longer exist
oCBi3MapTranslationTable::Objecttranslataion
oCOpaqueLocaleData
oCOpenContainer
oCAStar3D::OperationLimiter
oCOverviewMapImageImage for a TerrainType that is shown on the small map
oCPackage
oCPackageData
oCPackage::PackageDependency
oCPackageManager
oCCGameOptions::PanelData
oCParserBase
oCPassword
oCPG_Application
oCPG_Button
oCPG_DropDown
oCPG_Image
oCPG_LineEdit
oCPG_ListBoxBaseItem
oCPG_ListBoxItem
oCPG_MenuBar
oCPG_PopupMenu
oCPG_ProgressBar
oCPG_PropertyEditor
oCPG_ScreenUpdater
oCPG_ScrollWidget
oCPG_SDLEventSupplier
oCPG_ThemeWidget
oCPG_Widget
oCPG_Window
oCPixelSize2Type< BytesPerPixel >
oCPixelSize2Type< 1 >
oCPixelSize2Type< 2 >
oCPixelSize2Type< 4 >
oCPixelSize2Type< BytesPerTargetPixel >
oCPixelSize2Type< pixelsize >
oCPlaceable
oCPlayerColor
oCPlayerIDConvenience-class which automatically determines the Player of units, buildings and other game objects
oCPlayer::PlayTime
oCPolygonTriangulationLibrary::point_t
oCPoly_gon
oCPrehistoricEventStructure::LargeTriggerData::PolygonEntered
oCPolygonPainter< Poly >
oCPolygonPainter< Poly_gon >
oCGameMap::PreferredFilenames
oCPrehistoricEventStructure
oCPrivateCompressionData
oCPrivateDecompressionData
oCConstructBuildingCommand::ProductionEntry
oCConstructUnitCommand::ProductionEntry
oCPropertiesClass for storing general key/values pairs. Intended as a mechanism to persist data from Lua scripts
oCPropertyContainer::Property
oCPropertyContainer
oCPutPixel2< pixelsize, ColorMerger >
oCRandomGenerator
oCVehicle::ReactionFireThe class that manages the reaction fire which causes a unit to attack approaching enemies even if it is not the unit's turn
oCRecalculateAreaView
oCRect
oCItemRepository< T >::RegisterID
oCRepairBuildingCommand::RepairData
oCReplayContextCreates a context that will move the map so that any action can be seen by the user
oCReplayGuiIconHandleHandler
oCGameMap::ReplayInfo
oCReplayRecorderWatcherGlobal
oCReplayRecorderWatcherLocal
oCResearch
oCResearchEfficiency
oCResourceMatrixA mathematical matrix for transforming Resources instance (which is mathematically a vector) into a different Resources
oCResourcePlacementFills a map with resources using the diamond-square algorithm
oCResourcesResources are basically the currency of ASC
oCGameMap::ResourceTributeThe tribute can not only be used to demand resources from enemies but also to transfer resources to allies
oCMapField::Resourceview
oCDiscoverResources::ResourceViewState
oCResourceWatch
oCRotationCache
oCrounddata
oCRWOPS_Handler
oCSaveUnitMovement
oCScanner
oCScannerPrivateData
oCSchriften
oCScreenResolutionSetup
oCSDL_Color
oCSearchFieldsSearches fields in hexagonal "circles" around a field and calls testfield for each field
oCPolygonTriangulationLibrary::segment_t
oCSelectionItemFactory
oCServerInterface
oCServiceChecker
oCSingleUnitSet
oCSingleWeaponA single weapon of a #Vehicletype
oCForestCalculation::Smoothing
oCSound
oCSound_InternalData
oCSoundListThis class provides all the sounds required by the games user interface
oCSoundLoopManagerA helper class for managing looping sounds
oCCGameOptions::SoundSettings
oCSoundSystem
oCSoundSystem_InternalData
oCSourceColorTransform
oCSourcePixelSelector_DirectRectangle< pixelsize >
oCSourcePixelSelector_DirectRectangle< pixelSize >
oCSourcePixelSelector_DirectSubRectangle< pixelsize >
oCSourcePixelSelector_DirectSubRectangle< pixelSize >
oCSourcePixelSelector_Plain< pixelsize >
oCMainScreenWidget::StandardActionLockerInstanciating this class will disable the Controls for interacting with the map or the main menu
oCStatisticsCalculator
oCStatusMessageWindowHolderA class that hols a MessageWindow. This class ensures that the window is removed if the last copy of the object is deleted
oCStringArray
oCStringSplit
oCStringTokenizerThis String Tokenizer is NOT intended to be a general purpose tool. It is exclusively used by the TextFileParser
oCSuppressTechPresentation
oCSurface
oCSurfaceLock
oCTableGenerator
oCTextRenderer::TagRenderer
oCTargetPixelSelector
oCTargetPixelSelector_All
oCTargetPixelSelector_Rect
oCTargetPixelSelector_Valid
oCTaskInterface
oCtfight::tavalues
oCtdlgengine::tbutton
oCtcharacter
oCtcontainerindex
oCtdlgengine
oCtdrawgettemplineDraws a straight line on the hexagonal map and calls putpix8 for each field
oCtdrawlineAn abstract class that draws a line
oCTechAdapterDependency
oCTechnologyPresenter
oCTemporaryContainerStorage
oCBi3MapTranslationTable::Terrain2id
oCTerrainAccessThis class is used by buildings, vehicles and objects to specify which terrain it can move to / be built on
oCBi3MapTranslationTable::Terraincombixlat
oCTextFileDataLoader
oCTextFormatParserParses a .ASCTXT file and returns a TextPropertyGroup
oCTextPropertyGroupClass that stores all the (preparsed) entries of an .ASCTXT file
oCTFileData
oCtfindfileSearching for files
oCtfont
oCtfontsettings
oCTGameInfo
oCtnetwork::tglobalparams
oCtgraphmodeparametersGraphical surface
oCThreadExitException
oCtinitgfxengine
oCTLIBFiles
oCtloadBImap
oCtlzwstreamcompression
oCtmemoryblock
oCtmouserect
oCtmousesettings
oCtnetwork
oCtnetworkcomputer
oCtnstreamThe interface for all kinds of IO stream
oCtoldcharacter
oCtoldfont
oCtparagraph
oCtpcxheader
oCtpicture
oCtpix
oCtplasma
oCtrackable
oCSingleUnitSet::TranslationTable
oCContainerBaseType::TransportationIO
oCPolygonTriangulationLibrary::trap_t
oCtreactionfire
oCtrgbpixelA class for a single pixel
oCtrleheader
oCtround
oCTrueColorImageA class for a RGB image. Was an attempt to rewrite the graphics engine, but should be scrapped. Any new code should use SDLmm-Surfaces
oCtrunreplay
oCtspfldloaders
oCtviewtext::tstartpoint
oCtdlgengine::ttaborder
oCtunitlist
oCTUserData
oCtviewtext
oCtvirtualdisplayA virtual screen is allocated and the agmp pointer set to it
oCtvirtualscreenbuf
oCtxlattables
oCunary_function
oCUnitCostCalculator
oCUnitHooveringLogic
oCGameMap::UnitProductionWhich vehicle types can be constructed by construction units
oCUnitTypeTransformation
oCUnitWeaponAll the weapons of a #Vehicletype
oCStatusMessageWindowHolder::UserData
oCVariableLocker
oCvector
oCvector
oCVector2DA Vector2D is a line (without a defined start point) in a 2 dimensional space and is deccribed by its x- and y component
oCVersionIdentifier
oCPolygonTriangulationLibrary::vertexchain_t
oCVideoRecorder
oCMapField::ViewSome variables for the viewcalculation algorithm. see viewcalculation.cpp for details
oCMapRenderer::ViewPort
oCAStar3D::VisitedContainerReachable fields
oCWeapDistSome very old system to calculate the weapon efficiency over a given distance
oCGameMap::Weather
oCWeatherArea
oCWeatherAreaInformation
oCWeatherField
oCObjectType::WeatherPictureImages of the objects
oCWeatherRect
oCASCGUI_Window::WidgetParameters
oCWindAccu
oCWindData
oCWindInformation
oCWindMovementCaches some calculations for the effects that wind has on the movement of units
oCWindowCounter
oCContainerBase::Work
oCContainerBase::WorkClassFactory
oCxy
oCyy_buffer_state
oCyy_trans_info
oCyyguts_t
oCZoomCache
oCauto_ptr
oCC
oCItem
oCrange_error
oCSourcePixelSelector
oCstring
oCT
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