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Defines |
#define | DEF_ACTION(name, code, args, prepfn, netprepfn, DOFN, checkfn, ARGDECL, doc) extern int DOFN ARGDECL; |
Enumerations |
enum | DestructionResult { DESTRUCT_ORDINARY = 0,
DESTRUCT_VANISH
} |
Functions |
int | fire_hit_chance (int u, int u2) |
| Chance that u will hit u2 by firing.
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int | fire_damage (int u, int u2) |
| Damage that u does to u2 by firing.
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int | indep_capture_chance (int u, int u2) |
| Chance for u to capture independent u2.
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int | capture_chance (int u, int u2, Side *side2) |
| Chance for u to capture u2 on a give side.
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int | could_fire_at (int u, int u2) |
| Could u fire at u2?
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int | could_fire_at_any (int u) |
| Could u fire at >= 1 utypes?
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int | fire_range (int u, int u2) |
| Maximum fire range of u against u2.
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int | fire_range_best (int u, int u2) |
| Best fire range of u against u2.
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int | fire_range_max (int u) |
| Maximum fire range of u.
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int | can_fire (Unit *actor, Unit *firer) |
| Can a given unit fire?
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int | can_fire_at (Unit *actor, Unit *firer, int u) |
| Can a given unit fire at a given utype?
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int | can_fire_at_any (Unit *actor, Unit *firer) |
| Can a given unit fire at >= 1 enemy utypes?
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int | could_attack (int u, int u2) |
| Could u hit u2 by attacks?
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int | could_attack_any (int u) |
| Could the given utype attack >= 1 utypes?
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int | attack_range (int u, int u2) |
| Attack range of u against u2.
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int | attack_range_max (int u) |
| Maximum attack range of u.
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int | can_attack (Unit *actor, Unit *attacker, int u3) |
| Can a given unit attack a given utype?
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int | can_attack_any (Unit *actor, Unit *attacker) |
| Can a given unit attack >= 1 enemy utypes?
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int | could_detonate (int u) |
| Could u detonate?
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int | could_damage_by_0dist_detonation (int u, int u2) |
| Could u damage u2 by a detonation in same cell?
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int | could_damage_by_ranged_detonation (int u, int u2) |
| Could u damage u2 by a detonation at range?
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int | could_damage_by_detonation (int u, int u2) |
| Could u damage u2 by a detonation?
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int | detonate_urange (int u, int u2) |
| Blast radius of detonation from u against u2.
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int | detonate_urange_max (int u) |
| Max blast radius of detonation from u.
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int | detonate_urange_max (void) |
| Max blast radius of detonation from any utype.
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int | can_detonate (Unit *actor, Unit *detonator) |
| Can given unit detonate?
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int | could_hit (int u, int u2) |
| Could u hit u2 by any method?
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int | hit_range (int u, int u2) |
| Hit range of u against u2.
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int | hit_range_max (int u) |
| Maximum hit range of u.
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int | hit_range_max (void) |
| Maximum hit range of all utypes.
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int | could_capture_by_fire (int u, int u2, Side *oside) |
| Could u capture u2 by fire?
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int | could_capture_by_attacks (int u, int u2, Side *oside) |
| Could u capture u2 by attacks?
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int | could_capture_by_capture (int u, int u2, Side *oside) |
| Could u capture u2 by direct capture?
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int | could_capture (int u, int u2, Side *oside) |
| Could u capture u2 by any means?
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int | could_capture_any (int u) |
| Could the given utype capture any utypes by any means?
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int | direct_capture_range (int u, int u2, Side *side2) |
| Direct capture range of u against u2.
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int | can_capture (Unit *actor, Unit *captor, int u3, Side *eside) |
| Can a given unit capture a given utype on a given side?
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int | prep_attack_action (Unit *unit, Unit *unit2, Unit *defender, int n) |
int | do_attack_action (Unit *unit, Unit *unit2, Unit *defender, int n) |
int | check_attack_action (Unit *unit, Unit *unit2, Unit *defender, int n) |
int | prep_overrun_action (Unit *unit, Unit *unit2, int x, int y, int z, int n) |
int | do_overrun_action (Unit *unit, Unit *unit2, int x, int y, int z, int n) |
int | check_overrun_action (Unit *unit, Unit *unit2, int x, int y, int z, int n) |
int | prep_fire_at_action (Unit *unit, Unit *unit2, Unit *unit3, int m) |
int | do_fire_at_action (Unit *unit, Unit *unit2, Unit *unit3, int m) |
int | check_fire_at_action (Unit *unit, Unit *unit2, Unit *unit3, int m) |
int | prep_fire_into_action (Unit *unit, Unit *unit2, int x, int y, int z, int m) |
int | do_fire_into_action (Unit *unit, Unit *unit2, int x, int y, int z, int m) |
int | check_fire_into_action (Unit *unit, Unit *unit2, int x, int y, int z, int m) |
void | reckon_damage_around (int x, int y, int r, Unit *detonator) |
void | damage_unit (Unit *unit, enum damage_reasons dmgreason, Unit *agent) |
void | rescue_occupants (Unit *unit) |
int | prep_capture_action (Unit *unit, Unit *unit2, Unit *unit3) |
int | do_capture_action (Unit *unit, Unit *unit2, Unit *unit3) |
int | check_capture_action (Unit *unit, Unit *unit2, Unit *unit3) |
void | capture_unit (Unit *unit, Unit *pris, int captype) |
int | prep_detonate_action (Unit *unit, Unit *unit2, int x, int y, int z) |
int | do_detonate_action (Unit *unit, Unit *unit2, int x, int y, int z) |
int | check_detonate_action (Unit *unit, Unit *unit2, int x, int y, int z) |
int | detonate_unit (Unit *unit, int x, int y, int z) |
int | defended_by_occupants (Unit *unit) |
int | occ_can_defend_transport (int o, int t) |
int | enough_to_garrison (Unit *unit, int defenders) |
Variables |
int | max_t_detonate_effect_range = -1 |
| Maximum range detonation can affect terrain.
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int | max_detonate_on_approach_range = -1 |
int | numsoundplays |
| Number of sound plays .
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Unit * | tmp_unit_detonator = NULL |