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StarSystem * | GenerateStarSystem (const char *file, const char *jumpback, Vector origin) |
| A list of all factions. More...
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void | WriteSaveGame (bool auto_save) |
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void | SetupCockpits (std::vector< std::string >players) |
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void | activateLightMap (int stage=1) |
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Texture * | getLightMap () |
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| GameUniverse (int argc, char **argv, const char *galaxy) |
| inits graphics with args More...
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| GameUniverse () |
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void | Init (int argc, char **argv, const char *galaxy) |
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| ~GameUniverse () |
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void | StartGFX () |
| Loads Defaults in Graphics Drivers. More...
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class StarSystem * | Init (string systemfile, const Vector ¢roid=Vector(0, 0, 0), const string planetname=string()) |
| Should load the Universe data file. Now just inits system with test.xml. More...
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void | StartDraw () |
| Begins a scene. More...
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void | Loop (void main_loop()) |
| Runs the main loop. More...
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void | SelectCamera (int cam) |
| Wrapper function for Star System. More...
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Camera * | AccessCamera (int num) |
| Accessor to cockpit. More...
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Camera * | AccessCamera () |
| Wrapper function for star system. More...
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Camera * | AccessHudCamera () |
| Returns the current hud cam. More...
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void | SetViewport () |
| Wrapper function for star system. More...
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void | netLock (bool enable) |
| A list of all factions. More...
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bool | netLocked () |
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bool | isServer () |
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Cockpit * | isPlayerStarship (const Unit *fighter) |
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Cockpit * | isPlayerStarshipVoid (const void *pointercompare) |
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int | whichPlayerStarship (const Unit *fighter) |
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Cockpit * | AccessCockpit () |
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Cockpit * | AccessCockpit (int i) |
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unsigned int | CurrentCockpit () |
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void | SetActiveCockpit (int whichcockpit) |
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void | SetActiveCockpit (Cockpit *which) |
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Cockpit * | createCockpit (std::string player) |
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void | getJumpPath (const std::string &from, const std::string &to, std::vector< std::string > &path) const |
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const std::vector< std::string > & | getAdjacentStarSystems (const std::string &ss) const |
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std::string | getGalaxyProperty (const std::string &sys, const std::string &prop) |
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std::string | getGalaxyPropertyDefault (const std::string &sys, const std::string &prop, const std::string def="") |
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GalaxyXML::Galaxy * | getGalaxy () |
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bool | StillExists (StarSystem *ss) |
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void | setActiveStarSystem (StarSystem *ss) |
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void | pushActiveStarSystem (StarSystem *ss) |
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void | popActiveStarSystem () |
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void | clearAllSystems () |
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StarSystem * | getActiveStarSystem (unsigned int size) |
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unsigned int | getNumActiveStarSystem () |
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void | LoadStarSystem (StarSystem *ss) |
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void | UnloadStarSystem (StarSystem *ss) |
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void | Generate1 (const char *file, const char *jumpback) |
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void | Generate2 (StarSystem *ss) |
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void | LoadFactionXML (const char *factfile) |
| Loads and parses factions. More...
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| Universe () |
| inits graphics with args More...
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| Universe (int argc, char **argv, const char *galaxy, bool server=false) |
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void | Init (const char *gal) |
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virtual | ~Universe () |
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void | Update () |
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StarSystem * | activeStarSystem () |
| returns active star system More...
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unsigned int | numPlayers () |
| Wrapper function for Star System. More...
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StarSystem * | getStarSystem (string name) |
| Wrapper function for Star System. More...
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StarSystem * | scriptStarSystem () |
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bool | setScriptSystem (string name) |
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int | StarSystemIndex (StarSystem *ss) |
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Class GameUniverse Deals with universal constants. It is a global, accessed from anywhere as _Universe-> Universe may be queried for Relationships, the current star system rendering is taking place in etc. It acts as a wrapper to the active Star System. Additionally it handles beginning and ending the main loop. And starting and ending graphics. (incl the task of wiping temp lights) Deprecated: loaded dynamic gldrv module
Definition at line 39 of file universe.h.