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UFO: Alien Invasion
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#include "../../common/grid.h"

Go to the source code of this file.
Data Structures | |
| struct | clientinfo_t |
| struct | clientBattleScape_t |
| This is the structure that should be used for data that is needed for tactical missions only. More... | |
Functions | |
| le_t * | CL_BattlescapeSearchAtGridPos (const pos3_t pos, bool includingStunned, const le_t *actor) |
| Searches a local entity at the given position. | |
| bool | CL_OnBattlescape (void) |
Check whether we are in a tactical mission as server or as client. But this only means that we are able to render the map - not that the game is running (the team can still be missing - see CL_BattlescapeRunning). | |
| bool | CL_BattlescapeRunning (void) |
| Check whether we already have actors spawned on the battlefield. | |
| int | CL_GetHitProbability (const le_t *actor) |
| Calculates chance to hit if the actor has a fire mode activated. | |
| bool | CL_OutsideMap (const vec3_t impact, const float delta) |
| Checks whether give position is still inside the map borders. | |
| int | CL_CountVisibleEnemies (void) |
| Counts visible enemies on the battlescape. | |
| char * | CL_GetConfigString (int index) |
| int | CL_GetConfigStringInteger (int index) |
| char * | CL_SetConfigString (int index, dbuffer *msg) |
Variables | |
| clientBattleScape_t | cl |
| bool CL_BattlescapeRunning | ( | void | ) |
Check whether we already have actors spawned on the battlefield.
true when we are in battlefield and have soldiers spawned (game is running) Definition at line 82 of file cl_battlescape.cpp.
| le_t * CL_BattlescapeSearchAtGridPos | ( | const pos3_t | pos, |
| bool | includingStunned, | ||
| const le_t * | actor ) |
Searches a local entity at the given position.
| [in] | pos | The grid position to search a local entity at |
| [in] | includingStunned | Also search for stunned actors if true. |
| [in] | actor | The current selected actor |
Definition at line 37 of file cl_battlescape.cpp.
References ACTOR_SIZE_2x2, ACTOR_SIZE_NORMAL, le_t::clientAction, Com_Error(), ERR_DROP, le_t::fieldSize, LE_GetNextInUse(), LE_IsLivingAndVisibleActor(), LE_IsStunned, le_t::pos, VectorCompare, and VectorSet.
Referenced by CL_ActorMouseTrace(), CL_TargetingGrenade(), and CL_TargetingStraight().
Counts visible enemies on the battlescape.
Definition at line 319 of file cl_battlescape.cpp.
References cls, count, LE_GetNextInUse(), LE_IsLivingAndVisibleActor(), le_t::team, and TEAM_CIVILIAN.
Referenced by CL_ActorAppear(), CL_ActorDie(), and CL_EntPerish().
| char * CL_GetConfigString | ( | int | index | ) |
Definition at line 360 of file cl_battlescape.cpp.
References cl, Com_CheckConfigStringIndex(), Com_Error(), ERR_DROP, and index.
Referenced by CL_CanMultiplayerStart(), CL_DownloadMap(), CL_GetConfigStringInteger(), CL_LogEvent(), CL_ParseClientinfo(), CL_ShowConfigstrings_f(), CL_ViewLoadMedia(), GAME_InitMissionBriefing(), GAME_StartBattlescape(), and UI_InitRadar().
Definition at line 368 of file cl_battlescape.cpp.
References CL_GetConfigString(), and index.
Referenced by CL_CanMultiplayerStart(), CL_ViewLoadMedia(), SP_light(), SP_misc_particle(), SP_misc_sound(), and SP_worldspawn().
Calculates chance to hit if the actor has a fire mode activated.
| [in] | actor | The local entity of the actor to calculate the hit probability for. |
Definition at line 176 of file cl_battlescape.cpp.
References ABILITY_ACCURACY, le_t::actorMode, CL_ActorGetChr(), CL_ActorInjuryModifier(), CL_LookupErrorFunction(), CL_TestLine(), Com_Error(), fireDef_t::crouch, ERR_DROP, le_t::fd, FIRESH_IsMedikit, GET_ACC, IS_MODE_FIRE_PENDING, LE_GetFromPos(), LE_IsCrouched, LE_IsInvisible, LE_IsSelected, LOOKUP_EPSILON, MODIFIER_ACCURACY, le_t::mousePendPos, mousePos, le_t::origin, PLAYER_CROUCHING_HEIGHT, PLAYER_STANDING_HEIGHT, PLAYER_WIDTH, character_t::score, SKILL_BALANCE, chrScoreGlobal_t::skills, fireDef_t::spread, TL_FLAG_NONE, torad, UNIT_HEIGHT, VectorCopy, WEAPON_BALANCE, and fireDef_t::weaponSkill.
Referenced by HUD_UpdateActorFireMode().
| bool CL_OnBattlescape | ( | void | ) |
Check whether we are in a tactical mission as server or as client. But this only means that we are able to render the map - not that the game is running (the team can still be missing - see CL_BattlescapeRunning).
Definition at line 95 of file cl_battlescape.cpp.
References ca_connected, cls, and Com_ServerState().
Referenced by cgame_import_t::bool(), CL_ActionDown_f(), CL_LevelDown_f(), CL_LevelUp_f(), CL_SpawnSoldiers_f(), GAME_GetImportData(), HUD_ActorSelectionChangeListener(), HUD_LeftHandChangeListener(), HUD_RightHandChangeListener(), HUD_TUChangeListener(), Irc_Client_Invite_f(), Key_Event(), M_Change_f(), M_PlayRandomByCategory(), S_Frame(), and SCR_UpdateScreen().
| bool CL_OutsideMap | ( | const vec3_t | position, |
| const float | delta ) |
Checks whether give position is still inside the map borders.
| [in] | position | The position to check (world coordinate) |
| [in] | delta | The delta from the map boundaries. Positive values to make the position being earlier out of the map, negative values to let the position be later out of the map |
true if the given position is out of the map boundaries, false otherwise. Definition at line 296 of file cl_battlescape.cpp.
References cl, and mapZBorder.
Referenced by CL_ActorDoShootTime(), CL_ActorMouseTrace(), CL_ActorShootHidden(), and LET_Projectile().
Definition at line 373 of file cl_battlescape.cpp.
References cl, Com_CheckConfigStringIndex(), Com_Error(), CS_POSITIONS, CS_TILES, ERR_DROP, index, MAX_TILESTRINGS, MAX_TOKEN_CHARS, and NET_ReadString().
Referenced by CL_ParseConfigString().
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extern |
Definition at line 29 of file cl_battlescape.cpp.
Referenced by CL_ActorAdd(), CL_ActorAddToTeamList(), CL_ActorAppear(), CL_ActorConditionalMoveCalc(), CL_ActorConfirmAction(), CL_ActorConfirmAction_f(), CL_ActorDie(), CL_ActorDieTime(), CL_ActorDoMove(), CL_ActorEndShootTime(), CL_ActorGetChr(), CL_ActorGetFromCharacter(), CL_ActorGetNumber(), CL_ActorMaximumMove(), CL_ActorMouseTrace(), CL_ActorMoveLength(), CL_ActorMoveMode(), CL_ActorRemoveFromTeamList(), CL_ActorSelect(), CL_ActorSelectList(), CL_ActorSelectNext(), CL_ActorSelectPrev(), CL_ActorStandCrouch_f(), CL_ActorStats(), CL_ActorTraceMove(), CL_AddActor(), CL_AddBrushModel(), CL_AddMapParticle(), CL_AddPathingBox(), CL_AddTargetingBox(), CL_AddUGV(), CL_AreBattlescapeEventsBlocked(), CL_BattlescapeMouseDragging(), CL_BattlescapeRadarGenerateAll(), CL_BattlescapeRadarMapInFrameBuffer(), CL_BattlescapeRunning(), CL_BlockBattlescapeEvents(), CL_CameraMove(), CL_CameraRoute(), CL_CameraZoomIn(), CL_CameraZoomOut(), CL_CamSetAngles_f(), CL_CamSetZoom_f(), CL_CanMultiplayerStart(), CL_CenterCameraIntoMap_f(), CL_CheckCameraRoute(), CL_ClampCamToMap(), CL_ClearState(), CL_ClipMoveToLEs(), CL_CompleteRecalcRouting(), CL_CvarWorldLevel(), CL_DisplayFloorArrows(), CL_DisplayObstructionArrows(), CL_DoEndRound(), CL_EntAppear(), CL_EntAppearTime(), CL_EntPerish(), CL_Explode(), CL_ExplodeTime(), CL_Frame(), CL_GetConfigString(), CL_GetEventTime(), CL_GetWorldCoordsUnderMouse(), CL_GridRecalcRouting(), CL_HullForEntity(), CL_InvAddTime(), CL_InvDelTime(), CL_LevelUp_f(), CL_LogEvent(), CL_MoveView(), CL_NextAlien_f(), CL_NextAlienVisibleFromActor_f(), CL_OutsideMap(), CL_ParseClientinfo(), CL_ParseConfigString(), CL_ParseEvent(), CL_ParseServerData(), CL_ParticleAppearTime(), CL_ParticleRun2(), CL_ParticleSpawn(), CL_ParticleSpawnEventTime(), CL_PlayerGetName(), CL_PrevAlien_f(), CL_RequestNextDownload(), CL_Reset(), CL_RunMapParticles(), CL_SetConfigString(), CL_SoundEvent(), CL_SpawnParseEntitystring(), CL_SpawnSoldiers_f(), CL_StartGame(), CL_StartMatch_f(), CL_TargetingGrenade(), CL_TargetingStraight(), CL_TestLine(), CL_Trace(), CL_ViewCalcFieldOfViewX(), CL_ViewCenterAtGridPosition(), CL_ViewLoadMedia(), CL_ViewRender(), CL_ViewUpdateRenderData(), uiRadarNode::draw(), GAME_InitializeBattlescape(), GAME_SetMode(), GAME_SpawnSoldiers(), GAME_StartBattlescape(), GAME_StartMatch(), HUD_ActorSelectionChangeListener(), HUD_MapDebugCursor(), HUD_Update(), client_static_t::isOurRound(), LE_ActorGetStepTime(), LE_Add(), LE_AddEdictHighlight(), LE_AddGrenade(), LE_AddProjectile(), LE_AddToScene(), LE_CenterView(), LE_Cleanup(), LE_GenerateInlineModelList(), LE_GetClipModel(), LE_GetDrawModel(), LE_GetNext(), LE_PlaceItem(), LET_BrushModel(), LET_PathMove(), LET_Projectile(), LET_RotateDoor(), LET_SlideDoor(), LM_AddModel(), LM_AddToSceneOrder(), LM_Find(), LM_GetByID(), LM_Register(), LM_Think(), uiRadarNode::onCapturedMouseMove(), PTL_Trace(), R_RenderFrame(), S_Frame(), S_SpatializeChannel(), SEQ_Execute(), SEQ_InitContext(), SEQ_Render3D(), SEQ_SetCamera(), SP_worldspawn(), SV_Begin_f(), SV_BroadcastPrintf(), SV_BroadcastPrintf(), SV_CheckSpawnSoldiers(), SV_CheckStartMatch(), SV_CheckTimeouts(), SV_ClientPrintf(), SV_ClientPrintf(), SV_CountPlayers(), SV_Disconnect_f(), SV_DropClient(), SV_ExecuteClientMessage(), SV_ExecuteUserCommand(), SV_FinalMessage(), SV_GetPlayerClientStructure(), SV_Kick_f(), SV_Map(), SV_Multicast(), SV_New_f(), SV_PingPlayers(), SV_PlayerPrintf(), SV_ReadPacket(), SV_ShowServerinfo_f(), SV_StartGame_f(), SV_StartMatch_f(), SV_Status_f(), SV_UserInfo_f(), SV_UserinfoChanged(), SVC_DirectConnect(), SVC_Info(), SVC_Status(), SVC_TeamInfo(), UI_BuildRadarImageList(), UI_InitRadar(), and Weather::update().