_________ __                 __
        /   _____//  |_____________ _/  |______     ____  __ __  ______
        \_____  \\   __\_  __ \__  \\   __\__  \   / ___\|  |  \/  ___/
        /        \|  |  |  | \// __ \|  |  / __ \_/ /_/  >  |  /\___ \
       /_______  /|__|  |__|  (____  /__| (____  /\___  /|____//____  >
               \/                  \/          \//_____/            \/
    ______________________                           ______________________
                          T H E   W A R   B E G I N S
                   Stratagus - A free fantasy real time strategy game engine

actions.cpp File Reference
#include <time.h>
#include "stratagus.h"
#include "version.h"
#include "actions.h"
#include "action/action_attack.h"
#include "action/action_board.h"
#include "action/action_build.h"
#include "action/action_built.h"
#include "action/action_defend.h"
#include "action/action_die.h"
#include "action/action_explore.h"
#include "action/action_follow.h"
#include "action/action_move.h"
#include "action/action_patrol.h"
#include "action/action_repair.h"
#include "action/action_research.h"
#include "action/action_resource.h"
#include "action/action_spellcast.h"
#include "action/action_still.h"
#include "action/action_train.h"
#include "action/action_unload.h"
#include "action/action_upgradeto.h"
#include "animation/animation_die.h"
#include "commands.h"
#include "game.h"
#include "interface.h"
#include "iocompat.h"
#include "luacallback.h"
#include "map.h"
#include "missile.h"
#include "parameters.h"
#include "pathfinder.h"
#include "player.h"
#include "script.h"
#include "spells.h"
#include "unit.h"
#include "unit_find.h"
#include "unit_manager.h"
#include "unittype.h"
#include "st_backtrace.h"

actions.cpp - The actions.

unsigned SyncHash
 
void CclParseOrder (lua_State *l, CUnit &unit, COrderPtr *orderPtr)
 Parse order. More...
 
static void IncreaseVariable (CUnit &unit, int index)
 
static void HandleBuffsEachCycle (CUnit &unit)
 
static bool HandleBurnAndPoison (CUnit &unit)
 
static void HandleBuffsEachSecond (CUnit &unit)
 
static void HandleUnitAction (CUnit &unit)
 
template<typename UNITP_ITERATOR >
static void UnitActionsEachSecond (UNITP_ITERATOR begin, UNITP_ITERATOR end)
 
static void DumpUnitInfo (CUnit &unit)
 
template<typename UNITP_ITERATOR >
static void UnitActionsEachCycle (UNITP_ITERATOR begin, UNITP_ITERATOR end)
 
void UnitActions ()
 Handle the actions of all units each game cycle. More...
 

Function Documentation

◆ CclParseOrder()

void CclParseOrder ( lua_State *  l,
CUnit unit,
COrderPtr orderPtr 
)

Parse order.

Parse order

Parameters
lLua state.
orderOUT: resulting order.

◆ DumpUnitInfo()

static void DumpUnitInfo ( CUnit unit)
static

◆ HandleBuffsEachCycle()

static void HandleBuffsEachCycle ( CUnit unit)
static

Handle things about the unit that decay over time each cycle

Parameters
unitThe unit that the decay is handled for

◆ HandleBuffsEachSecond()

static void HandleBuffsEachSecond ( CUnit unit)
static

Handle things about the unit that decay over time each second

Parameters
unitThe unit that the decay is handled for

◆ HandleBurnAndPoison()

static bool HandleBurnAndPoison ( CUnit unit)
static

Modify unit's health according to burn and poison

Parameters
unitthe unit to operate on

◆ HandleUnitAction()

static void HandleUnitAction ( CUnit unit)
static

Handle the action of a unit.

Parameters
unitPointer to handled unit.

◆ IncreaseVariable()

static void IncreaseVariable ( CUnit unit,
int  index 
)
inlinestatic

◆ UnitActions()

void UnitActions ( )

Handle the actions of all units each game cycle.

Update the actions of all units each game cycle/second.

◆ UnitActionsEachCycle()

template<typename UNITP_ITERATOR >
static void UnitActionsEachCycle ( UNITP_ITERATOR  begin,
UNITP_ITERATOR  end 
)
static

◆ UnitActionsEachSecond()

template<typename UNITP_ITERATOR >
static void UnitActionsEachSecond ( UNITP_ITERATOR  begin,
UNITP_ITERATOR  end 
)
static

Variable Documentation

◆ SyncHash

unsigned SyncHash
(C) Copyright 1998-2012 by The Stratagus Project under the GNU General Public License.
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