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Modern Warfare Compound List

Here are the classes, structs, unions and interfaces with brief descriptions:
AProfilerBlock
ArtilleryThe Artillery
Globals::ArtWorkAll models, 3d meshs, bump maps and other artwork needed by the game will be stored here
AStateInternal state information that the AEngine keeps
BankControls economic assets for each player
BattleBulletDefines a BattleBullet (tank shell, rocket, ICBM, etc)
BattleDebris
BattleEntryOne instance of a BattleEntry represents a single battle. It contains data about the location of the battle, teams & units involved. etc
BattleGroupDefines a BattleGroup (1..N units of the same type, moving and acting as a single entity) for the BattleMode
BattleJets
BattleSprite
BattleStateInternal state data of a battle (states of all units, bullets, particles, etc)
BattleUnitDefines a BattleUnit, for example, a single tank for the BattleMode
BattleUnitData
Box
CImage
City
ColoredTerrainVertex-----------------------------------------------------------------------------------
DrawableObjectDrawableObject This is a purly virtual base class. Things that want to be drawn on the overhead map should inherit from this class
EconData
ErrorUse this when throwing an error
GameConfigClass that contains all game init config info. This data should be stored in config file in the directory where the game exe is
GameState
GeneralToDoThis class exists only to attach general To Do items to
HeavyTankThe HeavyTank
HUD
Icon
Int2TupleA tuple of 2 ints. Each number can't be greater than 999
Int3TupleThe layman's tuple of 3 ints. Each number can't be greater than 999
JetThe Jet
LerpParticleVertexA particle (pt-sprite) specified by 2 positions, a distance from the first pos, color-alpha multiplier, and the particle size. The particle will appear on the line specified by the 2 pts, at the specified dist
LightTankThe LightTank is the fast agile unit of the game. It can move faster than any other ground based unit. However it has light armor
MeshEntryUser code picks a mesh by giving an index to an array of MeshEntry
MeshRenderRequestEntryA request to render a mesh. To batch up requests that a user wants so they can be processed at the same time, for performance reasons
MeshRequestEntryComparerSo we can sort mesh rendering request entries
MeshVertexOne vertex of a Mesh
Globals::MessagesReceived
MilitaryUnitThe main war unit. Real units like the LightTank, HeavyTank, and so forth will inherit from this object
NetworkData
OverlayEntryWhen an overlay operation is requested, we add an overlay entry to the list of things to do
OverlayEntryComparerSo we can sort overlay entries
OverlayVertexContains merely an index to one of the vertex shader constants, which contains all the real info of the vertex
AI::PlayerA computer controlled player
Player
AI::Player::CityLessThreatenedCompare two cities to see which is less threatened
AI::Player::IsNeutralCityUsed by the ai player to find all the neutral cities
Rect
RecvHitEntryRecords when a unit gets hit by enemy fire
RocketLauncherThe RocketLauncher
Singleton< T >
AI::SmallerDistToCity
Sound
SpriteRenderRequestEntry
SpriteRequestEntryComparerSo we can sort mesh rendering request entries
SpriteVertex
TerminateNormallyCauses the program to exit
TerrainEntry-----------------------------------------------------------------------------------
tgaHeader
Tutorial
Typer
UniqueID
UnitHotKeys
Map::WorldMapHolds dimension data for the overhead view. Basically creates a bounding rectangle that should contain ALL units and structures in the game. Failure to keep a unit or structure inside this bounding rectangle will cause problems with the AI

Generated on Wed Apr 23 05:51:59 2003 for Modern Warfare by doxygen1.3-rc2