Compounds | |
| class | ArtWork |
| All models, 3d meshs, bump maps and other artwork needed by the game will be stored here. More... | |
| class | MessagesReceived |
Typedefs | |
| typedef vector< MilitaryUnit * >::iterator | UnitIter |
| typedef vector< DrawableObject * >::iterator | DrawableIter |
| typedef vector< City * >::iterator | CityIter |
| typedef vector< BattleEntry * >::iterator | BattleIter |
| typedef vector< Player * > | PlayerVec |
| typedef vector< Player * >::iterator | PlayerIter |
Functions | |
| bool | OverheadCollisonWithIdleUnit (MilitaryUnit *unit) |
| Returns true if unit collides with any of the non-moving units. | |
| bool | OverheadCollisionWithCity (MilitaryUnit *unit) |
| Returns true if the unit is on top of a City. | |
| const string | WARNING ("WARNING:") |
| const int | NETWORK_GAME_TICK_LAG (10) |
| const int | NETWORK_SYNC_RATE (5) |
| whenever currGameTick NETWORK_SYNC_RATE == 0 then a sync message is sent. Russ did bandwidth testing on 31Mar2003. Setting the value to 5 for two clients had the server @ outgoing 3.5kbs and incomming 2.0kbs And for a value of 1 for the two clients the server @ outgoing 45kbs and incomming 20kbs | |
| const int | DEFAULT_SERVER_PORT (4040) |
| const int | DEFAULT_LIGHT_TANK_SIZE (30) |
| const int | DEFAULT_HEAVY_TANK_SIZE (16) |
| const int | DEFAULT_ROCKET_LAUNCHER_SIZE (24) |
| const int | DEFAULT_ARTILLERY_SIZE (18) |
| const int | MAX_MONEY (10000) |
| const int | MAX_UNITS_FOR_EACH_PLAYER (35) |
| const int | MESSAGE_DISPLAY_LENGTH (600) |
| const Vec3D | NO_OWNER (0.655f, 0.655f, 0.655f) |
| Defines a neutral owner. So cities and units(possibly) can be taken over by other players. i.e. they are neutral. | |
| const FLOAT | BATTLE_CIRCLE_HEIGHT (15.5f) |
| const int | MOUSE_RENDER_PRIORITY (9) |
| Priority to render mouse. Mouse should be rendered last. | |
Variables | |
| const ArtWork * | artWork = 0 |
| int | currGameTick |
| const FLOAT | BATTLE_RADIUS = 100.0f |
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Definition at line 79 of file globals.h. Referenced by HUD::processMiniMapInput(), HUD::renderMiniMap(), HUD::switchToNextBattle(), HUD::switchToPrevBattle(), and Overhead::updateBattleEntries(). |
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Definition at line 77 of file globals.h. Referenced by Overhead::deleteMilitaryUnit(), and Overhead::overheadRender(). |
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Definition at line 81 of file globals.h. Referenced by Overhead::updatePlayers(). |
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Referenced by BattleEntry::contains(), and Overhead::overheadRender(). |
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Referenced by Bank::deposit(), and Overhead::overhead_update(). |
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Referenced by City::trainUnit(). |
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Referenced by Overhead::overhead_update(), and Globals::MessagesReceived::print(). |
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Priority to render mouse. Mouse should be rendered last.
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whenever currGameTick NETWORK_SYNC_RATE == 0 then a sync message is sent. Russ did bandwidth testing on 31Mar2003. Setting the value to 5 for two clients had the server @ outgoing 3.5kbs and incomming 2.0kbs And for a value of 1 for the two clients the server @ outgoing 45kbs and incomming 20kbs
Referenced by NetworkData::hasDataForGameTickArrived(). |
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Defines a neutral owner. So cities and units(possibly) can be taken over by other players. i.e. they are neutral.
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Returns true if the unit is on top of a City.
Definition at line 60 of file Globals.cpp. References GameState::cities(). Referenced by MilitaryUnit::move().
00061 {
00062 for(CityIter cityIter(GameState::cities().begin()); cityIter < GameState::cities().end(); ++cityIter)
00063 {
00064 if((*cityIter)->collision(unit))
00065 {
00066 return true;
00067 }
00068 }
00069 return false;
00070 }
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Returns true if unit collides with any of the non-moving units.
Definition at line 47 of file Globals.cpp. References MilitaryUnit::collision(), and GameState::units(). Referenced by Jet::move(), and MilitaryUnit::move().
00048 {
00049 for(UnitIter iter(GameState::units().begin()); iter != GameState::units().end(); ++iter)
00050 {
00051 if (*iter == unit) continue;
00052 if (unit->collision(*iter) && (*iter)->isIdle())
00053 {
00054 return true;
00055 }
00056 }
00057 return false;
00058 }
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Referenced by NetworkData::addData(), City::deleteJetGuard(), getGameTick(), NetworkSubsystem::processNetworkData(), and BattleEntry::processQueuedInput(). |
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Definition at line 108 of file globals.h. Referenced by MilitaryUnit::around(), BattleEntry::contains(), and Overhead::overheadRender(). |
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1.3-rc2