, 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] |