, including all inherited members.
| addUnitCommand(BWAPIC::UnitCommand &c) | BWAPI::GameImpl | |
| allies() | BWAPI::GameImpl | [virtual] |
| canBuildHere(const Unit *builder, TilePosition position, UnitType type, bool checkExplored=false) | BWAPI::GameImpl | [virtual] |
| canMake(const Unit *builder, UnitType type) | BWAPI::GameImpl | [virtual] |
| canResearch(const Unit *unit, TechType type) | BWAPI::GameImpl | [virtual] |
| canUpgrade(const Unit *unit, UpgradeType type) | BWAPI::GameImpl | [virtual] |
| changeRace(BWAPI::Race race) | BWAPI::GameImpl | [virtual] |
| drawBox(int ctype, int left, int top, int right, int bottom, Color color, bool isSolid=false) | BWAPI::GameImpl | [virtual] |
| drawBoxMap(int left, int top, int right, int bottom, Color color, bool isSolid=false) | BWAPI::GameImpl | [virtual] |
| drawBoxMouse(int left, int top, int right, int bottom, Color color, bool isSolid=false) | BWAPI::GameImpl | [virtual] |
| drawBoxScreen(int left, int top, int right, int bottom, Color color, bool isSolid=false) | BWAPI::GameImpl | [virtual] |
| drawCircle(int ctype, int x, int y, int radius, Color color, bool isSolid=false) | BWAPI::GameImpl | [virtual] |
| drawCircleMap(int x, int y, int radius, Color color, bool isSolid=false) | BWAPI::GameImpl | [virtual] |
| drawCircleMouse(int x, int y, int radius, Color color, bool isSolid=false) | BWAPI::GameImpl | [virtual] |
| drawCircleScreen(int x, int y, int radius, Color color, bool isSolid=false) | BWAPI::GameImpl | [virtual] |
| drawDot(int ctype, int x, int y, Color color) | BWAPI::GameImpl | [virtual] |
| drawDotMap(int x, int y, Color color) | BWAPI::GameImpl | [virtual] |
| drawDotMouse(int x, int y, Color color) | BWAPI::GameImpl | [virtual] |
| drawDotScreen(int x, int y, Color color) | BWAPI::GameImpl | [virtual] |
| drawEllipse(int ctype, int x, int y, int xrad, int yrad, Color color, bool isSolid=false) | BWAPI::GameImpl | [virtual] |
| drawEllipseMap(int x, int y, int xrad, int yrad, Color color, bool isSolid=false) | BWAPI::GameImpl | [virtual] |
| drawEllipseMouse(int x, int y, int xrad, int yrad, Color color, bool isSolid=false) | BWAPI::GameImpl | [virtual] |
| drawEllipseScreen(int x, int y, int xrad, int yrad, Color color, bool isSolid=false) | BWAPI::GameImpl | [virtual] |
| drawLine(int ctype, int x1, int y1, int x2, int y2, Color color) | BWAPI::GameImpl | [virtual] |
| drawLineMap(int x1, int y1, int x2, int y2, Color color) | BWAPI::GameImpl | [virtual] |
| drawLineMouse(int x1, int y1, int x2, int y2, Color color) | BWAPI::GameImpl | [virtual] |
| drawLineScreen(int x1, int y1, int x2, int y2, Color color) | BWAPI::GameImpl | [virtual] |
| drawText(int ctype, int x, int y, const char *format,...) | BWAPI::GameImpl | [virtual] |
| drawTextMap(int x, int y, const char *format,...) | BWAPI::GameImpl | [virtual] |
| drawTextMouse(int x, int y, const char *format,...) | BWAPI::GameImpl | [virtual] |
| drawTextScreen(int x, int y, const char *format,...) | BWAPI::GameImpl | [virtual] |
| drawTriangle(int ctype, int ax, int ay, int bx, int by, int cx, int cy, Color color, bool isSolid=false) | BWAPI::GameImpl | [virtual] |
| drawTriangleMap(int ax, int ay, int bx, int by, int cx, int cy, Color color, bool isSolid=false) | BWAPI::GameImpl | [virtual] |
| drawTriangleMouse(int ax, int ay, int bx, int by, int cx, int cy, Color color, bool isSolid=false) | BWAPI::GameImpl | [virtual] |
| drawTriangleScreen(int ax, int ay, int bx, int by, int cx, int cy, Color color, bool isSolid=false) | BWAPI::GameImpl | [virtual] |
| elapsedTime() const | BWAPI::GameImpl | [virtual] |
| enableFlag(int flag) | BWAPI::GameImpl | [virtual] |
| enemies() | BWAPI::GameImpl | [virtual] |
| enemy() | BWAPI::GameImpl | [virtual] |
| GameImpl(GameData *data) | BWAPI::GameImpl | |
| getAllUnits() | BWAPI::GameImpl | [virtual] |
| getAPM(bool includeSelects=false) | BWAPI::GameImpl | [virtual] |
| getAverageFPS() | BWAPI::GameImpl | [virtual] |
| getBullets() | BWAPI::GameImpl | [virtual] |
| getEvents() | BWAPI::GameImpl | [virtual] |
| getForce(int forceID) | BWAPI::GameImpl | [virtual] |
| getForces() | BWAPI::GameImpl | [virtual] |
| getFPS() | BWAPI::GameImpl | [virtual] |
| getFrameCount() | BWAPI::GameImpl | [virtual] |
| getGameData() const | BWAPI::GameImpl | |
| getGameType() | BWAPI::GameImpl | [virtual] |
| getGeysers() | BWAPI::GameImpl | [virtual] |
| getGroundHeight(int x, int y) | BWAPI::GameImpl | [virtual] |
| getGroundHeight(TilePosition position) | BWAPI::GameImpl | [virtual] |
| getInstanceNumber() | BWAPI::GameImpl | [virtual] |
| getKeyState(Key key) | BWAPI::GameImpl | [virtual] |
| getKeyState(int key) | BWAPI::GameImpl | [virtual] |
| getLastError() const | BWAPI::GameImpl | [virtual] |
| getLatency() | BWAPI::GameImpl | [virtual] |
| getLatencyFrames() | BWAPI::GameImpl | [virtual] |
| getLatencyTime() | BWAPI::GameImpl | [virtual] |
| getMinerals() | BWAPI::GameImpl | [virtual] |
| getMousePosition() | BWAPI::GameImpl | [virtual] |
| getMouseState(MouseButton button) | BWAPI::GameImpl | [virtual] |
| getMouseState(int button) | BWAPI::GameImpl | [virtual] |
| getNeutralUnits() | BWAPI::GameImpl | [virtual] |
| getNukeDots() | BWAPI::GameImpl | [virtual] |
| getPlayer(int playerID) | BWAPI::GameImpl | [virtual] |
| getPlayers() | BWAPI::GameImpl | [virtual] |
| getRemainingLatencyFrames() | BWAPI::GameImpl | [virtual] |
| getRemainingLatencyTime() | BWAPI::GameImpl | [virtual] |
| getReplayFrameCount() | BWAPI::GameImpl | [virtual] |
| getRevision() | BWAPI::GameImpl | [virtual] |
| getScreenBuffer() | BWAPI::GameImpl | [virtual] |
| getScreenPosition() | BWAPI::GameImpl | [virtual] |
| getSelectedUnits() | BWAPI::GameImpl | [virtual] |
| getStartLocations() | BWAPI::GameImpl | [virtual] |
| getStaticGeysers() | BWAPI::GameImpl | [virtual] |
| getStaticMinerals() | BWAPI::GameImpl | [virtual] |
| getStaticNeutralUnits() | BWAPI::GameImpl | [virtual] |
| getUnit(int unitID) | BWAPI::GameImpl | [virtual] |
| getUnitsInRadius(BWAPI::Position center, int radius) const | BWAPI::GameImpl | [virtual] |
| getUnitsInRectangle(int left, int top, int right, int bottom) const | BWAPI::GameImpl | [virtual] |
| getUnitsInRectangle(BWAPI::Position topLeft, BWAPI::Position bottomRight) const | BWAPI::GameImpl | [virtual] |
| getUnitsOnTile(int x, int y) | BWAPI::GameImpl | [virtual] |
| hasCreep(int x, int y) | BWAPI::GameImpl | [virtual] |
| hasCreep(TilePosition position) | BWAPI::GameImpl | [virtual] |
| hasPath(Position source, Position destination) const | BWAPI::GameImpl | [virtual] |
| hasPower(int tileX, int tileY, UnitType unitType=UnitTypes::None) const | BWAPI::GameImpl | [virtual] |
| hasPower(TilePosition position, UnitType unitType=UnitTypes::None) const | BWAPI::GameImpl | [virtual] |
| hasPower(int tileX, int tileY, int tileWidth, int tileHeight, UnitType unitType=UnitTypes::None) const | BWAPI::GameImpl | [virtual] |
| hasPower(TilePosition position, int tileWidth, int tileHeight, UnitType unitType=UnitTypes::None) const | BWAPI::GameImpl | [virtual] |
| hasPowerPrecise(int x, int y, UnitType unitType=UnitTypes::None) const | BWAPI::GameImpl | [virtual] |
| hasPowerPrecise(Position position, UnitType unitType=UnitTypes::None) const | BWAPI::GameImpl | [virtual] |
| indexToUnit(int unitIndex) | BWAPI::GameImpl | [virtual] |
| inGame | BWAPI::GameImpl | |
| isBattleNet() | BWAPI::GameImpl | [virtual] |
| isBuildable(int x, int y, bool includeBuildings=false) | BWAPI::GameImpl | [virtual] |
| isBuildable(TilePosition position, bool includeBuildings=false) | BWAPI::GameImpl | [virtual] |
| isDebug() | BWAPI::GameImpl | [virtual] |
| isExplored(int x, int y) | BWAPI::GameImpl | [virtual] |
| isExplored(TilePosition position) | BWAPI::GameImpl | [virtual] |
| isFlagEnabled(int flag) | BWAPI::GameImpl | [virtual] |
| isInGame() | BWAPI::GameImpl | [virtual] |
| isLatComEnabled() | BWAPI::GameImpl | [virtual] |
| isMultiplayer() | BWAPI::GameImpl | [virtual] |
| isPaused() | BWAPI::GameImpl | [virtual] |
| isReplay() | BWAPI::GameImpl | [virtual] |
| issueCommand(const std::set< BWAPI::Unit * > &units, UnitCommand command) | BWAPI::GameImpl | [virtual] |
| isVisible(int x, int y) | BWAPI::GameImpl | [virtual] |
| isVisible(TilePosition position) | BWAPI::GameImpl | [virtual] |
| isWalkable(int x, int y) | BWAPI::GameImpl | [virtual] |
| leaveGame() | BWAPI::GameImpl | [virtual] |
| makeEvent(BWAPIC::Event e) | BWAPI::GameImpl | |
| mapFileName() | BWAPI::GameImpl | [virtual] |
| mapHash() | BWAPI::GameImpl | [virtual] |
| mapHeight() | BWAPI::GameImpl | [virtual] |
| mapName() | BWAPI::GameImpl | [virtual] |
| mapPathName() | BWAPI::GameImpl | [virtual] |
| mapWidth() | BWAPI::GameImpl | [virtual] |
| neutral() | BWAPI::GameImpl | [virtual] |
| observers() | BWAPI::GameImpl | [virtual] |
| onMatchEnd() | BWAPI::GameImpl | |
| onMatchFrame() | BWAPI::GameImpl | |
| onMatchStart() | BWAPI::GameImpl | |
| pauseGame() | BWAPI::GameImpl | [virtual] |
| pingMinimap(int x, int y) | BWAPI::GameImpl | [virtual] |
| pingMinimap(BWAPI::Position p) | BWAPI::GameImpl | [virtual] |
| printf(const char *format,...) | BWAPI::GameImpl | [virtual] |
| restartGame() | BWAPI::GameImpl | [virtual] |
| resumeGame() | BWAPI::GameImpl | [virtual] |
| self() | BWAPI::GameImpl | [virtual] |
| sendText(const char *format,...) | BWAPI::GameImpl | [virtual] |
| sendTextEx(bool toAllies, const char *format,...) | BWAPI::GameImpl | [virtual] |
| setAlliance(BWAPI::Player *player, bool allied=true, bool alliedVictory=true) | BWAPI::GameImpl | [virtual] |
| setCommandOptimizationLevel(int level=2) | BWAPI::GameImpl | [virtual] |
| setFrameSkip(int frameSkip=1) | BWAPI::GameImpl | [virtual] |
| setGUI(bool enabled=true) | BWAPI::GameImpl | [virtual] |
| setLastError(BWAPI::Error e) | BWAPI::GameImpl | [virtual] |
| setLatCom(bool isEnabled) | BWAPI::GameImpl | [virtual] |
| setLocalSpeed(int speed=-1) | BWAPI::GameImpl | [virtual] |
| setMap(const char *mapFileName) | BWAPI::GameImpl | [virtual] |
| setScreenPosition(int x, int y) | BWAPI::GameImpl | [virtual] |
| setScreenPosition(BWAPI::Position p) | BWAPI::GameImpl | [virtual] |
| setTextSize(int size=1) | BWAPI::GameImpl | [virtual] |
| setVision(BWAPI::Player *player, bool enabled=true) | BWAPI::GameImpl | [virtual] |
| startGame() | BWAPI::GameImpl | [virtual] |