activate_eggs(Game_object *obj, Map_chunk *chunk, int tx, int ty, int tz, int from_tx, int from_ty, unsigned short eggbits, bool now) | Chunk_cache | [private] |
activate_eggs(Game_object *obj, Map_chunk *chunk, int tx, int ty, int tz, int from_tx, int from_ty, bool now) | Chunk_cache | [inline, private] |
blocked | Chunk_cache | [private] |
Chunk_cache() | Chunk_cache | [private] |
doors | Chunk_cache | [private] |
egg_objects | Chunk_cache | [private] |
eggs | Chunk_cache | [private] |
eman | Game_singletons | [protected, static] |
find_door(Tile_coord t) | Chunk_cache | [private] |
gclock | Game_singletons | [protected, static] |
get_highest_blocked(int lift, unsigned long tflags) | Chunk_cache | [inline, private] |
get_highest_blocked(int lift, int tx, int ty) | Chunk_cache | [private] |
get_lowest_blocked(int lift, unsigned long tflags) | Chunk_cache | [inline, private] |
get_lowest_blocked(int lift, int tx, int ty) | Chunk_cache | [private] |
get_num_eggs() | Chunk_cache | [inline, private] |
gmap | Game_singletons | [protected, static] |
gumpman | Game_singletons | [protected, static] |
gwin | Game_singletons | [protected, static] |
init(Game_window *g) | Game_singletons | [static] |
is_blocked(int height, int lift, int tx, int ty, int &new_lift, const int move_flags, int max_drop=1, int max_rise=-1) | Chunk_cache | [private] |
is_blocked_fast(int tx, int ty, int lift) | Chunk_cache | [inline] |
Map_chunk class | Chunk_cache | [friend] |
obj_list | Chunk_cache | [private] |
pal | Game_singletons | [protected, static] |
partyman | Game_singletons | [protected, static] |
set_blocked(int startx, int starty, int endx, int endy, int lift, int ztiles, bool set) | Chunk_cache | [private] |
set_egged(Egg_object *egg, Rectangle &tiles, bool add) | Chunk_cache | [private] |
setup(Map_chunk *chunk) | Chunk_cache | [private] |
sman | Game_singletons | [protected, static] |
ucmachine | Game_singletons | [protected, static] |
update_egg(Map_chunk *chunk, Egg_object *egg, bool add) | Chunk_cache | [private] |
update_object(Map_chunk *chunk, Game_object *obj, bool add) | Chunk_cache | [private] |
~Chunk_cache() | Chunk_cache | [private] |