ORTS

Class List

Here are the classes, structs, unions and interfaces with brief descriptions:
SrBvNBody::AABB
Protocol::Abort
Protocol::Aborted
Abstraction
GameObj::ActInfo
ActionStores the current action state of an object
ActionChangesWrapper for action queue changes
ActionScriptA bound script ready to be executed
Protocol::Added_Buddy
AI_BoardOur 'board'
AI_Board_AreaAI_Board_Area Represents information stored in the board about each area
AI_ClientDescription
AI_Move_CommandStore information about the recent move commands so that we can required to detect and handle collisions
AI_ObjectAI's information about an object
AI_PathPath is part of a plan - it's a plan for a single unit
AI_PathFind_Environment
AI_PlanDescription A plan that the AI Client uses to direct its actions
AllocCharNode
AllocFloatNode
AllocIntNode
AllocObjectNode
AllocStringNode
AndNode< T, V >
SimpleTerrain::ArbitraryResolutionSimpleMap< T >Adapt SimpleMap to use a given Resolution Factor
Array< T, N0 >
OSL::ArrayInstanceHow array instances are stored on the heap
ArrayNode
AssetManager
AssignStmt
AStarCell
SimpleTerrain::AStarCell
SrPoints::Atrib
AttackCommander
AttractorOverlay
Attribute
OSL::Attributes
AttrPropAttribute properties
AutoGatherAIAutomatically manage the resource gathering operations, assuming a single control center
Protocol::Ban
Protocol::Banned
Simul::Base
BaseActions
BaseCommander
GatherAI::BaseData
BaseDefense::BaseDataClass that holds data that each base needs to know about
BaseDefenseThis AI module causes all units to defend the nearest base
ScriptObj::BasePtrOne of those horrible 'smart pointers'
BasicObject================================================================================================== A base class for OgreObjects which should hold information that all objects will hold
BBox
BinaryNode< T, V >
BitStrip
HOG::bitVector
Tokenizer::Bookmark
BoolMatrix
BP_AttrNode
BP_Code
GameObjBlueprint::BP_Const
GameObjFactory::BPConstructorData
BreakStmt
BucketA bucket provides noth,south,east, and west faces for the object it contains
SimpleTerrain::Bucket
BucketFactory
SimpleTerrain::BucketFactory
Protocol::Buddies
Protocol::Buddy
BuildCommander
BuildFailedEvent
BuildFinishedEvent
BaseCommander::Building
Terrain::BuildLocation
BaseCommander::BuildTask
BSimul::BuildTasksAIThis AI module causes all units to attack the nearest (geometric distance) base
BSimul::BuildTasksState
ByteStream
CGridBaseBase class for drawing a tile grid
CharAssignStmt
CharVarNode
Protocol::Chat
check
OSL::ClassClass description
OSL::ClassInstanceThis is how class instances are stored on the heap
Replayer::ClientData
ClientEventHandler
ClientModuleThis object generates events and sends them to a list of registered event handlers
ClientState
CloseBlock
ClusterSquadA multi-dimensional cluster finder
ClusterSquads
Col3
CollTime
GfxModule::ColorTileSet
GfxModule::ColRect
Commander
CompareGfxObj
AutoGatherAI::CompareMineralsByDistanceToWorkerA comparison functor used for sorting mineral patches according to distance from a worker
CompareRoutesByDistanceToLocationA comparison functor used for sorting mineral patches according to descending distance from a location
ComplementNode< T >
CompPropComponent properties
Compress
COMPUTER
tmanager::Computer
ConstNode< T >
SeTriangulator::ConstrElem
OSL::ContextExecution context
SimpleTerrain::SimpleGlobalPF::ControlParamsVarious params for controlling the execution of simple_astar()
Coor3
Corridor
CustomShaderProgramSupport for multiple passes, arbitrary textures
CWidgetImplements some useful graphical widget functions
CycleCounter
HOG::CycleCounter
SeMeshImport::Data
OSL::DataMemberClass data member description
DB_Player
DB_TypeKey used to store and retreve the list of roots form the D.B
DB_Worker
Decomp
Decomp_Node_Item
Decompress
DecompUtil
BaseDefense::DefenderDataClass that holds data that each defender needs to know about
DefenseCommander
Tokenizer::DefineTable
DelObjStmt
VecField::DirMultiplierRestricts the field to one direction
DivideNode< T, V >
Protocol::Down
DrawOnTerrainDraws simple information on 3D terrain
DrawOnTerrain2DDraws simple information on the debug map
DualViewA T-aligned and offset version of a TileView
SearchNode::Edge
Edge
HOG::edgeEdge class for connections between node in a graph
Decomp::Edge
Edge2
EdgeNode
EdgeTree
SrBvIdPairs::Elem
SrHeap< X, Y >::Elem
VecField::Emitter
OSL::RecStream::EmptyStackExceptionThrown by various functions
SrBvNBody::EndPoint
SrHashTableBase::Entry
EnvironmentThis is the bridge between the ORTS world and the SimpleMap; provides functions for map manipulation
EqualNode< T, V >
Protocol::Error
Event
EventFactory
EventHandler
EventHandlerList
OSL::Exception
ExitException
Expression
ExpressionNode< T >
OSL::ExtFuncExternal function description
ExtraDataEmpty structure, for inheritance purposes
Simul::ExtraObjectData
BSimul::ExtraObjectDataStruct for extra data associated with each object
SrModel::Face
FF_TaskThe internal data complementing Task data:
SimpleTerrain::FF_TaskThe internal data complementing Task data:
FFLocPathAn implementation of the TerrainBase interface using forcefields for local pathfinding
ForceFieldPE::FFTaskData
FileArchive
FileLoader
FindFailed
SimpleTerrain::FindFailed
Protocol::Finger
FixedPoint
FloatAssignStmt
FloatVarNode
ForAllIntersect
ForAllObj
ForAllType
ForceFieldPE
ForLoop
ForStmt
FPS
FragmentShader
FrameSetDescribes different ways of moving through an animation
Frustum
OSL::FuncMemberClass function member description (either virtual or static)
FuncTable
FunctionCall
FunctionExp< T >
FunctionNode
FunctionStmt< T >
SeTriangulator::FunnelDeque
FunnelDeque
FunnelNode
Game
GAME
tmanager::Game
GAME_ARG
Protocol::Game_End
Protocol::Game_Info
Protocol::Game_Start
tmanager::GameArg
GameChangesWrapper for all game object changes in one game cycle
GameConst
GameObjObjects that interact with the world
GameObjBlueprintDescribes GameObj structure and initial starting values/states
GameObjCodeCmpCompares pointers to game objects by their blueprint code
GameObjFactoryCreates objects from an internal set of blueprints
GameObjInt
GameObjInt_Cmp
GameResult1P
GameResult2P
Protocol::Games
GameStateModuleWrapper for a Game's connection to the server
GameTileThe basic unit of terrain description
GatherAI
GatherCommanderThe purpose of the gather commander is to efficiently mine any minerals around a base as efficiently as possible given a set of workers
GatherData
GatherEvent
VecField::GaussianEmitterGaussian decay starting from an inner radius and cut off at an outer limit
GfxAnimesh
GfxBoxEmitterCreate particles within a box volume
GfxCircleEmitterSpray particles from a common center within a limited cone
GfxEmitter
GfxEventHandler
GfxFireEmitterA general fire and smoke emitter
GfxGameObjectWrapper for a GfxObject that is an avatar of a game object
GfxGlutAdaptor
GfxLightCoronaA light flare/corona emitter
GfxLightningEmitter
GfxModule
GfxObject
GfxPListEmitterEmitter that maintains a circular buffer of particles
GfxShellEmitterA gun shell emitter
GfxSprayEmitterSpray particles from a common center within a limited cone
GfxAnimesh::GfxTag
GfxTerrainCollection of GfxTerrainTiles for rendering and height adjustments
GfxTerrainTile
GfxView
GfxView2
Protocol::GGS_Error
Protocol::GGS_Notify
GlobalObj
GlobalPathfinder
GLWidgetGLFractal inherits from QGLWidget (http://doc.trolltech.com/2.3/qglwidget.html)
QGLWidget basically allows you to control OpenGL through method calls
TerrainBase::GoalA movement goal
GOB_AddrNode
GOB_AttrNodeLooks through an object's components and attributes and returns the value
GOB_ComponentDereferences a list of subcomponent names, stores the result
GobPtrWrapperImplement some commonly-used shortcut methods
GQListBoxToolTip
HOG::graphA generic graph class
Graph_node
HOG::graph_objectParent class for nodes and edges allowing them to be stored in a heap or manipulated with other data structures
HOG::graphAbstraction
HOG::graphHierarchy
GreaterEqualNode< T, V >
GreaterThanNode< T, V >
GridTerrain
Simul::Group
SquadCombatAI::GroupDataTop-level collection of related (allied) objects
GUIBasic/debug server display
HOG::halfTile
Handler
AutoGatherAI::HandlerOfPathFinderEventsHandlers for different events
AutoGatherAI::HandlerOfViewMsgEventsHandler for GameStateModule's view_msg notifications
OSL::HeapHeap
HOG::heap
HeapElement
SimpleTerrain::HeapElement
HeapElementCmp
SimpleTerrain::HeapElementCmp
HeuristicMapWidget
HistItemHistory item
History< T >
HostFunctionExp
HostFunctionStmt
IdFactory
IdZ
IdZ_Cmp
IfStmt
ImageA TGA image loader
ImmobileObject
IntAssignStmt
InternalNode1
InternalNode2
IntVarNode
InverseNode< T >
Protocol::Invit_Disc
Protocol::Invitations
Protocol::Invite
IO_Buffer
SimpleTerrain::SimpleGlobalPF::IsAtClearLocation
SimpleTerrain::SimpleTerrain::ST_Terrain::PFEngine::IsAtClearLocation
SimpleTerrain::SimpleTerrain::ST_Terrain::PFEngine::IsAtLocation
SimpleTerrain::SimpleGlobalPF::IsNearLocation
SimpleTerrain::SimpleGlobalPF::IsNearObject
SimpleTerrain::SimpleTerrain::ST_Terrain::PFEngine::IsTouchingTarget
Protocol::Join
Protocol::Join_Team
Protocol::Joined
KCleaf
KCnode
KCsplit
KCtree
KeyMap
KMcenters
KMdata
KMfilterCenters
KMlocal
KMlocalEZ_Hybrid
KMlocalHybrid
KMlocalLloyds
KMlocalSwap
KMorthRect
KMterm
KnownTypeNode< T >
HOG::labelValue
LAndNode
LayoutHV
SrGraphPathTree::Leaf
Protocol::Leave
Protocol::Left
SimpleTerrain::LegMotionData
LessEqualNode< T, V >
LessThanNode< T, V >
OSL::Lexer
GfxLightningEmitter::Line
Line
Line_Segment
Protocol::List
LNotNode
LoadingBar
TerrainBase::LocA terrain location
Loc_lessFunctor that allows Locations to be put into sets
SimpleTerrain::Loc_lessFunctor that allows Locations to be put into sets
LocalVarNode
Protocol::Login
Protocol::Login_Notify
LoginInfo
LongSet
Looper
LoopFunctorStart up screen to show status and current task
LOrNode
LostSight
LowAI< Data >
MoveActions::maction
Map< TILE >
SimpleTerrain::SimpleGlobalPF::MapExtend the SimpleMap with set/access methods to allow multiple levels-of-detail
HOG::MapA tile-based representation of the world
SimpleTerrain::ST_Terrain::PFEngine::MapExtend the SimpleMap with set/access methods to allow multiple levels-of-detail
HOG::mapAbstraction
HOG::mapCliqueAbstraction
MapData
MapEvalHandler
mapFlatAbstraction
Mapgen
Simul::MapObject
HOG::mapProvider
MapTool
MapViewA 0-1 bitmap of the entire game board
Mat4< T >
MD2_Model
MD2_Model_DLDisplay list MD2 model
MD2_Model_VBVertex Buffer MD2 model
MD2Frame
MD2Header
MD2TexCoord
MD2Triangle
MD2Vertex
MD3_Model
MD3_Model_DLDisplay list MD3 model
MD3HeaderVertex Buffer MD3 model
MD3Surface
MD3Tag
MD3Vertex
Mem
MemberFunctionCall< T >
OSL::Context::MemExceptionMemory problem
Protocol::Message_Base
MessageEvent
MineralStores the access points and centre of a mineral
AutoGatherAI::MineralCluster
MineralClusterA mineral cluster contains a set of minerals that are near each other
Minimap
MinusNode< T, V >
ModelA model with keyframed animations
ModelTag
ModuleSet
ModulusNode< T, V >
MotionSectors
MoveActions
TerrainBase::MoveCmdA low-level move command to be executed
Simul::MoveStruct
BSimul::MoveStruct
MultiplyNode< T, V >
MyEventHandler
MyPathfindEnvironment
MyPoint
NamedLayout
NegNode< T >
Net_DB
Net_GGSClient/brief Connects to the GGS server provides simple send functionality throws an event when a message is recieved Uses Text_IO_Buffer to avoid blocking
Net_InvitationAn object that holds an invitation
Net_InvitListKeeps the list of games
Net_MessageStruct for quickly parsing and storing Net messages initialized using a string representing a message parses the string into source, type, and a Vector of strings for arguments
Net_ServiceSERVICE manages online game creation:

  • players create invitations (join/leave/ready/unready/ban)
  • creates a game when all spots are filled and all players are ready
Net_Worker
NewObjStmt
Node
SrGraphPathTree::Node
GfxLightningEmitter::Node
Decomp::Node
HOG::nodeNodes to be stored within a graph
NotEqualNode< T, V >
SimpleTerrain::null_deleter
NumIntersect
TerrainBase::Obj2LocTaskShortcut construction of a "move a single obj to a location target" Task
TerrainBase::Obj2ObjTaskShortcut construction of a "move a single obj to an object target" Task
ObjActionAn action (scripted or compiled) that a game object can take
ObjActionDefinitionDescribes the name and parameters of an action
ObjAssignStmt
ClusterSquad::ObjData
OSL::ObjectGarbage collected heap object (either class or array instance)
SrBvColdet::Object
Object
ObjectManager====================================================================================== Class ObjectManager; This is a SINGLETON class that should be used to hold all information of all the objects
SimpleTerrain::ObjectTranslocatorMake a CIRCLE Object appear to be at an arbitrary location
ObjMemberAssignStmt< T >
ObjMemberVarNode< T >
ObjVarNode
ForceFieldPE::ObstacleData
Octree
OgreGfxAnimationSet
OgreGfxModule
OgreGfxModuleFrameListener
OgreGfxModuleMegaTile
OgreGfxModuleTerrainTileGrid
OgreMD3Model
OgreTerrainMgr
OSL::Opcodes
OpenBlock
OptBase class for command line option
GameStateModule::Options
MapTool::Options
Server::Options
Game::Options
GfxModule::Options
OptionsCommand line option parser
Replayer::Options
ViewReplayer::Options
OptT< T >Command line option
Simul::Order
OrNode< T, V >
VecField::OrthoEmitter
VecField::OrthoLineEmitterEmitter that calculates the point on a line segment nearest to the point where the field is being calculated, and treats that point as an OrthoEmitter
ortsg_looper
ortsgLooper
OSL::Context::OutOfRangeExceptionValue out of range
PairHeap< X, Y >::Pair
PairHeap< X, Y >::PairComp
PairHeap< X, Y >
OSL::Context::ParExceptionParameter problem
OSL::Parser
PartialTileView
Particle
ParticleLite
CustomShaderProgram::Pass
TerrainBase::PathA path is a sequence of locations (waypoints)
HOG::pathA linked list of nodes which form a continuous path
TerrainModule::PathEvent
PathEvent
PathExecutorThe PathExecutor is responsible for translating a path and a pathfinding task into the individual move commands for the units
Pathfind< Tile, Object >
PathFinder
PathfinderBasicImpImplementation of the separation of Execution from Planning
PathfindTaskTask Wrapper that can be used by both the planning system and the PathExecutor
SeTriangulator::PathNode
PathProcessor
TerrainModule::PathStatusEvent
PathStatusEvent
TerrainModule::PathStopEvent
PathStopEvent
SeTriangulator::PathTree
SimpleTerrain::ST_Terrain::PFEngine
tmanager::Player
Simul::Player
Protocol::Player_List
PlayerActionHandler
PlayerClient
PlayerCommander
PLAYERDATA
PlayerInfo
PlayerResult
PlayerSet
PlusNode< T, V >
Point
DCDT::Point
ClusterSquad::Point
Point2i
HOG::point3dA point in 3d space
VecField::PointEmitter
VecField::PointEmitter2A truncated cone with radial direction
Poly
VecField::PolygonEmitter
PolyGraph
polypath_looper
PolypathLooper
GfxObject::Pose
HOG::PR_ReservationProvider
PR_TaskThe internal data complementing Task data:
PR_Terrain::PRAEnginePathfinding Engine for PRA* pathfinding
HOG::praStar
PreFunction_Base
PreMemberFunction< T >
PreStaticFunction
ServerObjData::PrevData
PrintStmt< T >
ProfileLevel
ProfilerMeasures the amount of time that each Profiler object exists and stores the results hierarchically
ProfileWidgetDisplays the results of Profiler in collapsable tree form
OSL::ProgramProgram environment
ScriptObj::PtrA 'strong' pointer
GameObj::PtrA 'strong' pointer
PursueAttack
PursueData
PursueEvent
PWidget
QueryResult
QueueAction
VecField::RadialDecayConvolves another emitter by a truncated cone of height 1
Random
HOG::randomerUnitA unit that moves in random directions for every step
VecField::Randomizer
RandomNode
HOG::randomUnitA unit that moves in random directions changing direction randomly
RandSrc
OSL::RecStream::ReadErrorException
Protocol::Readied
Protocol::Ready
HOG::recColorA color; r/g/b are between 0...1
OSL::RecStream
Decomp::Rect
VecField::RectangleEmitterEmitter for axis aligned rectangle
HOG::recVecA generic vector (essentially the same as a point, but offers normalization)
SrSaEpsExport::RegData
SrSaGlRender::RegData
Protocol::Register
Protocol::Remed_Buddy
SrSnShapeBase::RenderLibData
Replayer
TechTree::Requirement
HOG::reservationProvider
Terrain::Resource
ReturnStmt< T >
RGB
HOG::rhrUnitA simple unit that attempts to follow walls using the right hand rule
RouteRoutes contain information that a worker needs to be able to move back and forth between a control centre and a mineral
RouteAllocatorThe route allocator is responsible for assessing which route is the best to assign to a given unit
SimpleActions::saction
SActParamParameters that are passed to each script action
SampleAIState
SampleEventHandler
Simul::SavedData
SaveLoad
SaveLoadAbs
ScalarPoint
ScoutCommander
Script
ScriptEmitter
ScriptEventA generic event thrown by the script
ScriptExecException
ScriptFunction< T >
ScriptFunctionDef
ScriptFunctionList
ScriptInstance
ScriptModelScripted wrapper for a GfxAnimesh
ScriptNode
ScriptObjA generic container class that defines script objects
ScriptObject
ScriptObjectType
ScriptObjSetA set of object ids that pseudo-automatically removes ids as they become invalid
ScriptParser
ScriptParserContextStores the current position and line information within each sub-block
ScriptSet
ScriptString
ScriptVector
SDLinit
SDLMain
Se< V, E, F >
HOG::searchAlgorithm
SearchNode
SeBase
Sector
SimpleTerrain::SectorA sector is a large area, containing objects (actually tasks) whose paths in the near future will pass through the area, and hence may collide
SectorDecomp
SeDcdt
SeDcdtEdge
SeDcdtInsPol
SeDcdtTriManager
SeDcdtVertex
SeElement
TerrainBase::SegmentA pair of locations, representing boundaries etc
DCDT::Segment
Segment2i
SegmentMerge
SeMesh< V, E, F >
SeMeshBaseManages topology and attached information of a symedge mesh
SeMeshImportRecovers adjacencies from a triangle list Note: SeMeshImport uses the indexing methods of SeMesh
Server
ServerEventHandler
ServerMotionDataData used by the server for object motion and collisions
ServerObjDataCached motion & sight properties
SeTriangulatorDelaunay triangulation methods
SeTriangulatorManager
Shader
ShaderProgram
HOG::sharedAMapGroup
PlayerInfo::SharedInfo
SharedObj
ShiftLeftNode< T, V >
ShiftRightNode< T, V >
ShooterAI
ShooterAIWidgetGUI interface with ShooterAI
ShooterAI::ShooterData
SquadCombatAI::ShooterData
ShooterPriorityEvent
ShortSet
SimpleActions
SimpleTerrain::SimpleGlobalPF
SimpleGlobalPFOverlay
SimpleMap< T >
SimpleTerrain::SimpleMap< T >
SimplePathfinderImplementation of the separation of Execution from Planning
SimplePathfinderOverlay
SimplePathfinderWidget
SimplePFAdapter
SimpleTerrain::SimpleTerrainOverlay
SimpleTerrain::SimpleTerrainWidget
Simul::SimulationAIThis AI module causes all units to attack the nearest (geometric distance) base
HOG::simulationInfo
Simul::SimulationState
SizeCell
SimpleTerrain::SizeCell
Slope
stype::SortComp
SimpleActions::SortComp
SortSegment
SortSegmentCmp
Sound
SoundMixer
SplashScreenStart up screen to show status and current task
SquadCombatAI::SquadUnits with a common objective
SquadCombatAI
SquadCombatAIOverlay
SquadCombatAIWidget
SquadCombatEvent
SrArray< X >Fast resizeable dynamic array
SrArrayBaseFast resizeable array base class
SrArrayPt< X >Resizeable array of class pointers
SrArrayPtBaseResizeable array of class pointers
SrBox3d axis-aligned box
SrBuffer< X >Fast buffer memory management template
SrBv
SrBvColdet
SrBvColdetObjectManager
SrBvIdPairs
SrBvNBody
SrBvTreeBounding volume tree Manages a hierarchy of bounding volumes, both OBB and RSS are maintained. OBBs are used for collision detection and RSSs are used for distance computation. Adapted from PQP, see the copyright notice in the source file
SrBvTreeQuery
SrBvTri
SrCameraKeeps camera parameters
SrClassManager< X >
SrClassManagerBase
SrColorColor
SrCylinderCylinder
SrDeque< X >Double-ended queue A double-ended queue templete based on SrArray
SrEventKeeps a window event
SrExpTableExpression Table Evaluation
SrExpTableVarManagerAllows the use of variables in expressions
SrFunnelPt
SrGlRenderFuncs
SrGraph< N, L >
SrGraphBase
SrGraphLink
SrGraphNode
SrGraphPathTree
SrGrid< X >N-D regular grid template class
SrGridAxis
SrGridBaseN-D regular grid base class
SrHashTable< X >
SrHashTableBase
SrHasTable
SrHeap< X, Y >Heap based on a SrArray
SrImageNon compressed 24 bit image SrImage stores pixel data as a sequence of rgb data
SrInputParses a file or string buffer
SrLightKeeps light parameters
SrLineThree dimensional line
SrLinesSet of lines
SrList< X >Manages a circular linked list of derived classes X of SrLink
SrListBaseBase class for SrList
SrListIterator< X >
SrListIteratorBase
SrListNodeElements of SrList must derive SrListNode
SrMatA 4x4 matrix
SrMaterialMaterial
SrMatnResizeable, n-dimensional matrix of double elements
SrMatrixWindowFltk window for matrix edition
srMemData
SrModelModel composed of triangular faces
SrOutputGeneric output class
SrOutputWindowFltk output window
SrPathArrayArray of file paths This class helps maintaining a list of file paths and opening input files according to the declared paths and absolute/relative path/filename cases
SrPlane
SrPointsSet of points
SrPolygonArray of 2d points
SrPolygonsMaintains an array of polygons
SrQuatQuaternion for rotations
SrQueue< X >Queue based on two SrArray
SrRandom
SrSaScene action base class
SrSaBBoxBbox action
SrSaEpsExport
SrSaEventPropagates events in a scene
SrSaGlRenderOpenGL render action
SrSaModelExport
SrSaRenderModeChanges the render mode
SrSet< X >
SrSetBaseBase class for SrSet
SrSetBasic
SrSetIterator< X >
SrSetIteratorBase
SrSharedClass
SrSnScene node base class
SrSnEditorManipulates/edit scene nodes
SrSnGroupGroups scene graph nodes
SrSnManipulatorEdit polygons
SrSnMatrixApplies a matrix transformation
SrSnPolygonEditorEdit polygons
SrSnShape< X >General scene shape template
SrSnShapeBaseGeneral scene shape element
SrSnSharedShape< X >Template for shared scene shapes
SrSphereSphere
SrSplineA N-dimensional piecewise cubic spline
SrStringResizable dynamic string
SrStringArrayResizeable array of strings
SrSwingControl
SrTimeManipulate a time in the format hh:mm:ss
SrTimerMeasure time and execution per second rates
SrTrackballTrackball manipulation
SrTravel
SrTree< X >Red-black balanced tree
SrTreeBaseRed-black tree base class
SrTreeIterator< X >
SrTreeIteratorBase
SrTreeNodeA red-black node for SrTree
SrTri
SrTriangleA triangle in 3d space
SrTriangulation
SrUtcTimerGet UTC time in seconds
SrVarGeneric type variable
SrVarTableTable of generic type variables
SrVarTableWindowFltk window for SrVarTable edition
SrVecThree dimensional vector
SrVec2Two dimensional vector
SrViewerA fltk-opengl viewer
SrVtx
SimpleTerrain::ST_ForceFieldAn implementation of the TerrainBase interface using forcefields for local pathfinding
SimpleTerrain::ST_TaskThe internal data complementing Task data:
SimpleTerrain::ST_TerrainA Simple implementation of the TerrainBase interface
StartLoc
stat
statCollectionFor collecting stats across different parts of the simulation
StaticFunctionCall
TerrainBase::StatusMsgA task status notification to be sent
statValue
StdRandSrc
StmtList
OSL::Stream
StringAssignStmt
StringHash
StringNode
StringVarNode
stype
SuicideAttackAIThis AI module causes all units to attack the nearest (geometric distance) base
SuicideDataClass to hold the data needed for each object controlled by SuicideAttackAI
tmanager::Summary
SWidgetDisplay panel for pathfinding search
SwitchStmt< T >
OSL::Lexer::SyntaxErrorException
TerrainBase::TaskA pathfinding task to be executed
Simul::Task
BSimul::Task
TCP_Client
TCP_Server
HOG::teleportUnitA unit which randomly teleports around the world
Protocol::Tell
TellEvent
Terrain
TerrainBaseA base interface to terrain (path-finding) implementations
TerrainBasicImp< TaskWrapper >Implementation of common Task bookkeeping for TerrainBase implementations
TerrainBlockConsolidates a group of tiles into one object to speed up rendering
mapTerrain::TerrainMap
TerrainModule
Model::TexPair
Text_IO_BufferDoes text io termintated with a newline Inherits from IO_Buffer. Uses threads to avoid blocking of the main thread unlike IO_Buffer, Text_IO_Buffer deals with newline terminated text messages instead of binary buffered socket I/O maintains messages buffers that are sent/rcvd by threads that do blocking TCP I/O via SDL_net
TextureStoreAn interface to create and keep track of textures loaded from files
TextWidgetOutputs text to the game GUI
mapTerrain::Tile
Tile
HOG::Tile
Terrain::TileOpt
TileTex
TileViewParts of the world visible from a tile
HOG::timeStep
SrInput::UngetData::Token
SrExpTable::Token
OSL::Token
OSL::Parser::TokenInfo
Tokenizer
TR_EventHandler
TRTerrain::TR_Object
TRTerrain::TR_Obstacle
TR_Obstacle
TR_PFEngine
TRTerrain::TR_TaskThe internal data complementing Task data:
TRTerrain::TR_TerrainA Simple implementation of the TerrainBase interface
TraDcdt
TraFace
GfxLightningEmitter::Tree
TriangTerrain
TurretAI
TurretData
Options::Type< T >
OSL::TypeDescribes types of OSL variables
OSL::Context::TypeExceptionType problem
TypeNode
SrInput::UngetData
ClusterSquad::UniformData
UniRandSrc
Worlded::Unit
HOG::unit
Simul::Unit
HOG::unitGroupA unitGroup provides shared memory and computation for all units within the group
HOG::unitInfoPrivate per-unit unitSimulation data
HOG::unitInfoCompare
SimpleTerrain::UnitPath
UnitPath
TRTerrain::UnitPath
SimpleTerrain::UnitPath_FFStructure to keep data associated to a path fixme: right now this inherits from UnitPath, from SimpleTerrain, but that doesn't make much sense
UnitPath_FFStructure to keep data associated to a path fixme: right now this inherits from UnitPath, from SimpleTerrain, but that doesn't make much sense
HOG::unitSimulationThe basic simulation class for the world
SimpleTerrain::UnitSquareThe definition of a square using two corners
AttackCommander::UnitState
AssetManager::UnitStats
Protocol::Unreadied
Protocol::Unready
usesStore/retrieve data
OSL::ValueLocal variables, parameters, and temporal variables (all located on stack)
VanishedObjects
SrVar::Var
VariableNode
VarListVariable list (local and parameters) for an action
VarTable
VCREvent
VCRWidgetDisplays the results of VCRr in collapsable tree form
Vec2< T >
Vec3< T >
Vec4< T >
Vec_2DTwo Dimensional Vector
SimpleTerrain::Vec_2DTwo Dimensional Vector
VecField
Vector< T >
Simul::Vector3D
VertexNode
VertexShader
ViewReplayer
SoundMixer::Voice
WaterTile
WhileStmt
Protocol::Who_List
Protocol::Winfo
Worker
Protocol::Worker_Available
Protocol::Worker_Ready
Protocol::Worker_Start
Protocol::Workers
AutoGatherAI::WorkerStateInternal bookkeeping typedefs
Worlded
GameObj::WPtrA 'weak' pointer
ScriptObj::WPtrA 'weak' pointer
WrapType< T >


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