AccessCamera(int num) | GameUniverse | inlinevirtual |
AccessCamera() | GameUniverse | inlinevirtual |
AccessCockpit() | Universe | inline |
AccessCockpit(int i) | Universe | inline |
AccessHudCamera() | GameUniverse | inlinevirtual |
activateLightMap(int stage=1) | GameUniverse | virtual |
active_star_system | Universe | protected |
activeStarSystem() | Universe | inline |
bootstrap_main_loop() | GameUniverse | friend |
clearAllSystems() | Universe | |
cockpit | Universe | protected |
createCockpit(std::string player) | Universe | |
current_cockpit | Universe | protected |
current_stardate | Universe | |
CurrentCockpit() | Universe | inline |
galaxy | Universe | protected |
GameUniverse(int argc, char **argv, const char *galaxy) | GameUniverse | |
GameUniverse() | GameUniverse | |
Generate1(const char *file, const char *jumpback) | Universe | |
Generate2(StarSystem *ss) | Universe | |
GenerateStarSystem(const char *file, const char *jumpback, Vector origin) | GameUniverse | virtual |
getActiveStarSystem(unsigned int size) | Universe | inline |
getAdjacentStarSystems(const std::string &ss) const | Universe | |
getGalaxy() | Universe | inline |
getGalaxyProperty(const std::string &sys, const std::string &prop) | Universe | |
getGalaxyPropertyDefault(const std::string &sys, const std::string &prop, const std::string def="") | Universe | |
getJumpPath(const std::string &from, const std::string &to, std::vector< std::string > &path) const | Universe | |
getLightMap() | GameUniverse | virtual |
getNumActiveStarSystem() | Universe | inline |
getStarSystem(string name) | Universe | |
hud_camera | GameUniverse | protected |
Init(int argc, char **argv, const char *galaxy) | GameUniverse | |
Init(string systemfile, const Vector ¢roid=Vector(0, 0, 0), const string planetname=string()) | GameUniverse | virtual |
Universe::Init(const char *gal) | Universe | |
is_server | Universe | protected |
isPlayerStarship(const Unit *fighter) | Universe | |
isPlayerStarshipVoid(const void *pointercompare) | Universe | inline |
isServer() | Universe | inline |
LoadFactionXML(const char *factfile) | Universe | inline |
LoadStarSystem(StarSystem *ss) | Universe | |
Loop(void main_loop()) | GameUniverse | virtual |
netLock(bool enable) | Universe | |
netLocked() | Universe | |
network_lock | Universe | protected |
numPlayers() | Universe | inline |
popActiveStarSystem() | Universe | inline |
pushActiveStarSystem(StarSystem *ss) | Universe | inline |
script_system | Universe | protected |
scriptStarSystem() | Universe | inline |
SelectCamera(int cam) | GameUniverse | inlinevirtual |
SetActiveCockpit(int whichcockpit) | Universe | |
SetActiveCockpit(Cockpit *which) | Universe | |
setActiveStarSystem(StarSystem *ss) | Universe | inline |
setScriptSystem(string name) | Universe | inline |
SetupCockpits(std::vector< std::string >players) | GameUniverse | virtual |
SetViewport() | GameUniverse | inlinevirtual |
star_system | Universe | |
StarSystemIndex(StarSystem *ss) | Universe | |
StartDraw() | GameUniverse | virtual |
StartGFX() | GameUniverse | |
StartGL() | GameUniverse | protected |
StillExists(StarSystem *ss) | Universe | |
Universe() | Universe | |
Universe(int argc, char **argv, const char *galaxy, bool server=false) | Universe | |
UnloadStarSystem(StarSystem *ss) | Universe | |
Update() | Universe | |
whichPlayerStarship(const Unit *fighter) | Universe | |
WriteSaveGame(bool auto_save) | GameUniverse | virtual |
~GameUniverse() | GameUniverse | |
~Universe() | Universe | virtual |