Game_window Member List

This is the complete list of members for Game_window, including all inherited members.

abort(const char *msg,...)Game_window
activate_item(int shnum, int frnum=c_any_framenum, int qual=c_any_qual)Game_window
add_dirty(Rectangle r)Game_window [inline]
add_dirty(Game_object *obj)Game_window [inline]
add_nearby_npc(Npc_actor *npc)Game_window
add_npc(Actor *npc, int num)Game_window
add_special_light(int minutes)Game_window
allow_double_right_moveGame_window [private]
armageddonGame_window
attack_avatar(int num_guards=0)Game_window
background_noiseGame_window [private]
bodiesGame_window [private]
call_guards(Actor *witness=0)Game_window
camera_actorGame_window [private]
center_view(Tile_coord t)Game_window
check_time_stopped()Game_window [private]
clear_dirty()Game_window [inline]
clear_screen(bool update=false)Game_window
clear_world()Game_window [private]
clip_to_win(Rectangle r)Game_window [inline]
clockGame_window [private]
combatGame_window [private]
create_mini_screenshot()Game_window
cycle_load_palette()Game_window
debugGame_window
delete_object(Game_object *obj)Game_window
dirtyGame_window [private]
double_click_closes_gumpsGame_window [private]
double_clicked(int x, int y)Game_window
drag(int x, int y)Game_window
draggingGame_window [private]
drop_at_lift(Game_object *to_drop, int x, int y, int at_lift)Game_window
drop_dragged(int x, int y, bool moved)Game_window
effectsGame_window [private]
emulate_cache(int oldx, int oldy, int newx, int newy)Game_window
emulate_is_move_allowed(int tx, int ty)Game_window
emulate_swapout(int scx, int scy)Game_window
fastmouseGame_window [private]
find_object(int x, int y)Game_window
find_witness(Actor *&closest_npc)Game_window
focusGame_window [private]
Game_render classGame_window [friend]
game_windowGame_window [private, static]
Game_window(int width=0, int height=0, int scale=1, int scaler=0)Game_window
get_allow_double_right_move()Game_window [inline]
get_body(int npc_num)Game_window [inline]
get_camera_actor()Game_window [inline]
get_clock()Game_window [inline]
get_double_click_closes_gumps() constGame_window [inline]
get_dragging_gump()Game_window
get_effects()Game_window [inline]
get_fastmouse() constGame_window [inline]
get_flat(int x, int y)Game_window
get_focus()Game_window
get_frame_skipping()Game_window [inline]
get_game_identity(const char *savename)Game_window [static]
get_gump_man()Game_window [inline]
get_height() constGame_window [inline]
get_instance()Game_window [inline, static]
get_main_actor() constGame_window [inline]
get_map() constGame_window [inline]
get_map_patches()Game_window
get_mouse3rd() constGame_window [inline]
get_moving_barge() constGame_window [inline]
get_nearby_npcs(Actor_queue &list)Game_window
get_npc(long npc_num) const Game_window [inline]
get_npc_prox()Game_window [inline]
get_num_npcs()Game_window [inline]
get_pal()Game_window [inline]
get_party(Actor **list, int avatar_too=0)Game_window
get_party_man()Game_window [inline]
get_render_skip_lift() constGame_window [inline]
get_save_name(int i) constGame_window [inline]
get_saveinfo(Shape_file *&map, SaveGame_Details *&details, SaveGame_Party *&party)Game_window
get_saveinfo(int num, char *&name, Shape_file *&map, SaveGame_Details *&details, SaveGame_Party *&party)Game_window
get_scrolltx() constGame_window [inline]
get_scrollty() constGame_window [inline]
get_shape_location(Game_object *obj, int &x, int &y)Game_window
get_shape_location(Tile_coord t, int &x, int &y)Game_window
get_shape_rect(const Shape_frame *s, int x, int y) constGame_window [inline]
get_shape_rect(Game_object *obj)Game_window
get_std_delay() constGame_window [inline]
get_step_tile_delta()Game_window [inline]
get_text_bg() constGame_window [inline]
get_tqueue() constGame_window [inline]
get_unused_npc()Game_window
get_usecode() constGame_window [inline]
get_width() constGame_window [inline]
get_win() constGame_window [inline]
get_win_rect() constGame_window [inline]
get_win_tile_rect()Game_window [inline]
gump_manGame_window [private]
have_focus() constGame_window [inline]
ice_dungeonGame_window [private]
in_combat()Game_window [inline]
in_dungeonGame_window [private]
init_actors()Game_window
init_files(bool cycle=true)Game_window
init_gamedat(bool create)Game_window
is_dragging() constGame_window [inline]
is_in_dungeon()Game_window [inline]
is_main_actor_inside()Game_window [inline]
is_moving()Game_window
is_special_light()Game_window [inline]
is_time_stopped()Game_window [inline]
load_palette_timerGame_window [private]
locate_shape(int shapenum, bool upwards)Game_window
lose_focus()Game_window
main_actorGame_window [private]
main_actor_dont_move()Game_window
mapGame_window [private]
mend_npcs()Game_window
mouse3rdGame_window [private]
moving_bargeGame_window [private]
npc_proxGame_window [private]
npcsGame_window [private]
num_npcs1Game_window [private]
paint(int x, int y, int w, int h)Game_window
paint(Rectangle &r)Game_window [inline]
paint()Game_window
paint_dirty()Game_window
paint_eggsGame_window
paint_map_at_tile(int x, int y, int w, int h, int toptx, int topty, int skip_above=31)Game_window
paintedGame_window [private]
palGame_window [private]
party_manGame_window [private]
paused_combat_select(int x, int y)Game_window
plasma(int w, int h, int x, int y, int startc, int endc)Game_window
plasma_cycle_rangeGame_window [private]
plasma_start_colorGame_window [private]
read()Game_window
read_gwin()Game_window
read_map()Game_window
read_npcs()Game_window
read_save_names()Game_window [private]
read_saveinfo(DataSource *in, SaveGame_Details *&details, SaveGame_Party *&party)Game_window
read_schedules()Game_window
reload_usecode()Game_window
remove_nearby_npc(Npc_actor *npc)Game_window
removedGame_window [private]
renderGame_window [private]
resized(unsigned int neww, unsigned int newh, unsigned int newsc, unsigned int newsclr)Game_window
restore_gamedat(const char *fname)Game_window
restore_gamedat(int num)Game_window
revert_schedules(Actor *)Game_window
save_gamedat(const char *fname, const char *savename)Game_window
save_gamedat(int num, const char *savename)Game_window
save_namesGame_window [private]
schedule_npcs(int hour3, int backwards=0, bool repaint=true)Game_window
scroll_boundsGame_window [private]
scroll_if_needed(Tile_coord t)Game_window
scroll_if_needed(Actor *a, Tile_coord t)Game_window [inline]
scrolltxGame_window [private]
scrolltyGame_window [private]
send_location()Game_window
set_above_main_actor(int lift)Game_window [inline]
set_all_dirty()Game_window [inline]
set_allow_double_right_move(bool a)Game_window [inline]
set_body(int npc_num, Dead_body *body)Game_window [inline]
set_camera_actor(Actor *a)Game_window
set_double_click_closes_gumps(bool d)Game_window [inline]
set_fastmouse(bool f)Game_window [inline]
set_ice_dungeon(bool ice)Game_window [inline]
set_in_dungeon(unsigned int lift)Game_window [inline]
set_mouse3rd(bool m)Game_window [inline]
set_moving_barge(Barge_object *b)Game_window
set_painted()Game_window [inline]
set_scrolls(Tile_coord cent)Game_window [private]
set_scrolls(int newscrolltx, int newscrollty)Game_window
set_std_delay(int msecs)Game_window [inline]
set_step_tile_delta(int size)Game_window [inline]
set_text_bg(int t)Game_window [inline]
set_time_stopped(long ticks)Game_window
setup_game()Game_window
setup_load_palette()Game_window
shape_manGame_window [private]
show(bool force=false)Game_window [inline]
show_game_location(int x, int y)Game_window
show_items(int x, int y, bool ctrl=false)Game_window
skip_above_actorGame_window [private]
skip_liftGame_window
special_lightGame_window [private]
start_actor(int winx, int winy, int speed=125)Game_window
start_actor_along_path(int winx, int winy, int speed=125)Game_window
start_actor_alt(int winx, int winy, int speed)Game_window
start_dragging(int x, int y)Game_window
std_delayGame_window [private]
step_tile_deltaGame_window [private]
stop_actor()Game_window
teleport_party(Tile_coord t, bool skip_eggs=false)Game_window
text_bgGame_window [private]
theft()Game_window
theft_cxGame_window [private]
theft_cyGame_window [private]
theft_warningsGame_window [private]
time_stoppedGame_window [private]
toggle_combat()Game_window
tqueueGame_window [private]
usecodeGame_window [private]
view_down()Game_window
view_left()Game_window
view_right()Game_window
view_up()Game_window
walk_in_formationGame_window
was_painted()Game_window [inline]
winGame_window [private]
write()Game_window
write_gwin()Game_window
write_map()Game_window
write_npcs()Game_window
write_saveinfo()Game_window
write_schedules()Game_window
~Game_window()Game_window


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