▼ src | |
► client | |
► battlescape | |
► events | |
► event | |
► actor | |
e_event_actoradd.cpp | |
e_event_actoradd.h | |
e_event_actorappear.cpp | |
e_event_actorappear.h | |
e_event_actorclientaction.cpp | |
e_event_actorclientaction.h | |
e_event_actordie.cpp | |
e_event_actordie.h | |
e_event_actorendshot.cpp | |
e_event_actorendshot.h | |
e_event_actormove.cpp | |
e_event_actormove.h | |
e_event_actorreactionfireabortshot.cpp | |
e_event_actorreactionfireabortshot.h | |
e_event_actorreactionfireaddtarget.cpp | |
e_event_actorreactionfireaddtarget.h | |
e_event_actorreactionfirechange.cpp | |
e_event_actorreactionfirechange.h | |
e_event_actorreactionfireremovetarget.cpp | |
e_event_actorreactionfireremovetarget.h | |
e_event_actorreactionfiretargetupdate.cpp | |
e_event_actorreactionfiretargetupdate.h | |
e_event_actorreservationchange.cpp | |
e_event_actorreservationchange.h | |
e_event_actorresetclientaction.cpp | |
e_event_actorresetclientaction.h | |
e_event_actorrevitalised.cpp | |
e_event_actorrevitalised.h | |
e_event_actorshoot.cpp | |
e_event_actorshoot.h | |
e_event_actorshoothidden.cpp | |
e_event_actorshoothidden.h | |
e_event_actorstartshoot.cpp | |
e_event_actorstartshoot.h | |
e_event_actorstatechange.cpp | |
e_event_actorstatechange.h | |
e_event_actorstats.cpp | |
e_event_actorstats.h | |
e_event_actorthrow.cpp | |
e_event_actorthrow.h | |
e_event_actorturn.cpp | |
e_event_actorturn.h | |
e_event_actorwound.cpp | |
e_event_actorwound.h | |
► inventory | |
e_event_invadd.cpp | |
e_event_invadd.h | |
e_event_invammo.cpp | |
e_event_invammo.h | |
e_event_invdel.cpp | |
e_event_invdel.h | |
e_event_invreload.cpp | |
e_event_invreload.h | |
► player | |
e_event_centerview.cpp | |
e_event_centerview.h | |
e_event_doendround.cpp | |
e_event_doendround.h | |
e_event_endroundannounce.cpp | |
e_event_endroundannounce.h | |
e_event_reset.cpp | |
e_event_reset.h | |
e_event_results.cpp | |
e_event_results.h | |
e_event_startgame.cpp | |
e_event_startgame.h | |
► world | |
e_event_addbrushmodel.cpp | |
e_event_addbrushmodel.h | |
e_event_addedict.cpp | |
e_event_addedict.h | |
e_event_cameraappear.cpp | |
e_event_cameraappear.h | |
e_event_doorclose.cpp | |
e_event_doorclose.h | |
e_event_dooropen.cpp | |
e_event_dooropen.h | |
e_event_entappear.cpp | |
e_event_entappear.h | |
e_event_entdestroy.cpp | |
e_event_entdestroy.h | |
e_event_entperish.cpp | |
e_event_entperish.h | |
e_event_explode.cpp | |
e_event_explode.h | |
e_event_particleappear.cpp | |
e_event_particleappear.h | |
e_event_particlespawn.cpp | |
e_event_particlespawn.h | |
e_event_sound.cpp | |
e_event_sound.h | |
e_main.cpp | |
e_main.h | |
e_parse.cpp | |
e_parse.h | |
e_server.cpp | Events that are send from the client to the server |
e_server.h | Events that are send from the client to the server |
cl_actor.cpp | Actor related routines |
cl_actor.h | |
cl_battlescape.cpp | |
cl_battlescape.h | |
cl_camera.cpp | |
cl_camera.h | |
cl_hud.cpp | HUD related routines |
cl_hud.h | HUD related routines |
cl_hud_callbacks.cpp | |
cl_hud_callbacks.h | |
cl_localentity.cpp | Local entity management |
cl_localentity.h | |
cl_parse.cpp | Parse a message (event) received from the server |
cl_parse.h | |
cl_particle.cpp | Client particle parsing and rendering functions |
cl_particle.h | |
cl_radar.cpp | Battlescape radar code |
cl_radar.h | Battlescape radar header |
cl_spawn.cpp | Client side entity spawning from map entity string |
cl_spawn.h | |
cl_ugv.cpp | Unmanned ground vehicle related routines |
cl_ugv.h | |
cl_view.cpp | Player rendering positioning |
cl_view.h | |
► cgame | |
► campaign | |
► missions | |
cp_mission_baseattack.cpp | Campaign mission code |
cp_mission_baseattack.h | Campaign mission headers |
cp_mission_buildbase.cpp | Campaign mission code for alien bases |
cp_mission_buildbase.h | Campaign mission header |
cp_mission_harvest.cpp | Campaign mission |
cp_mission_harvest.h | Campaign mission headers |
cp_mission_intercept.cpp | Campaign mission |
cp_mission_intercept.h | Campaign mission headers |
cp_mission_recon.cpp | Campaign mission |
cp_mission_recon.h | Campaign mission headers |
cp_mission_rescue.cpp | Campaign mission code |
cp_mission_rescue.h | Campaign mission headers |
cp_mission_supply.cpp | Campaign mission |
cp_mission_supply.h | Campaign mission headers |
cp_mission_terror.cpp | Campaign mission code |
cp_mission_terror.h | Campaign mission headers |
cp_mission_ufocarrier.cpp | Campaign mission |
cp_mission_ufocarrier.h | Campaign mission headers |
cp_mission_xvi.cpp | Campaign mission code |
cp_mission_xvi.h | Campaign mission header |
► save | |
save.h | XML tag constants for savegame |
save_aircraft.h | XML tag constants for savegame |
save_airfight.h | XML tag constants for savegame |
save_alienbase.h | XML tag constants for savegame |
save_aliencont.h | XML tag constants for savegame |
save_base.h | XML tag constants for savegame |
save_campaign.h | XML tag constants for savegame |
save_employee.h | XML tag constants for savegame |
save_fightequip.h | XML tag constants for savegame |
save_installation.h | XML tag constants for savegame |
save_interest.h | XML tag constants for savegame |
save_market.h | XML tag constants for savegame |
save_messageoptions.h | XML tag constants for savegame |
save_messages.h | XML tag constants for savegame |
save_missions.h | XML tag constants for savegame |
save_nation.h | XML tag constants for savegame |
save_produce.h | XML tag constants for savegame |
save_research.h | XML tag constants for savegame |
save_statistics.h | XML tag constants for savegame |
save_transfer.h | XML tag constants for savegame |
save_triggerevents.h | XML tag constants for savegame |
save_uforecovery.h | XML tag constants for savegame |
save_xvi.h | XML tag constants for savegame |
aliencargo.cpp | Alien cargo class |
aliencargo.h | Alien cargo class header |
aliencontainment.cpp | Alien containment class |
aliencontainment.h | Alien containment class header |
cl_game_campaign.cpp | Singleplayer campaign game type code |
cl_game_campaign.h | Singleplayer campaign game type headers |
cp_aircraft.cpp | Most of the aircraft related stuff |
cp_aircraft.h | Header file for aircraft stuff |
cp_aircraft_callbacks.cpp | Menu related console command callbacks |
cp_aircraft_callbacks.h | Header file for menu related console command callbacks |
cp_airfight.cpp | Airfight related stuff |
cp_airfight.h | Header file for airfights |
cp_alien_interest.cpp | Alien interest values influence the campaign actions |
cp_alien_interest.h | Alien interest header |
cp_alienbase.cpp | Alien base related functions |
cp_alienbase.h | |
cp_aliencont.cpp | Deals with the Alien Containment stuff |
cp_aliencont.h | Header file for Alien Containment stuff |
cp_aliencont_callbacks.cpp | Menu related callback functions used alien containment |
cp_aliencont_callbacks.h | Header file for menu callback functions used for alien containment menu |
cp_auto_mission.cpp | Single player automatic (quick, simulated) missions, without going to the battlescape |
cp_auto_mission.h | Header file for single player automatic (quick, simulated) missions, without going to the battlescape |
cp_base.cpp | Handles everything that is located in or accessed trough a base |
cp_base.h | Header for base management related stuff |
cp_base_callbacks.cpp | Menu related console command callbacks |
cp_base_callbacks.h | Header file for menu related console command callbacks |
cp_basedefence_callbacks.cpp | Header file for menu callback functions used for basedefence menu |
cp_basedefence_callbacks.h | Header file for menu callback functions used for basedefence menu |
cp_building.cpp | Base building related stuff |
cp_building.h | Header for base building related stuff |
cp_campaign.cpp | Single player campaign control |
cp_campaign.h | Header file for single player campaign control |
cp_capacity.cpp | |
cp_capacity.h | |
cp_cgame_callbacks.cpp | |
cp_cgame_callbacks.h | |
cp_character.cpp | Character (soldier, alien) related campaign functions |
cp_character.h | Header file for character (soldier, alien) related campaign functions |
cp_component.cpp | Aircraft and item components |
cp_component.h | Header file for Aircraft and item components |
cp_employee.cpp | Single player employee stuff |
cp_employee.h | Header for employee related stuff |
cp_employee_callbacks.cpp | Header file for menu callback functions used for hire/employee menu |
cp_employee_callbacks.h | Header file for menu callback functions used for hire/fire employee menu |
cp_event.cpp | Geoscape event implementation |
cp_event.h | Header for geoscape event related stuff |
cp_event_callbacks.cpp | |
cp_event_callbacks.h | |
cp_fightequip_callbacks.cpp | Header file for menu callback functions used for base and aircraft equip menu |
cp_fightequip_callbacks.h | Header file for menu callback functions used for base and aircraft equip menu |
cp_geoscape.cpp | Geoscape/Map management |
cp_geoscape.h | Header for Geoscape management |
cp_hospital.cpp | Most of the hospital related stuff |
cp_hospital.h | Header file for hospital related stuff |
cp_hospital_callbacks.cpp | |
cp_hospital_callbacks.h | Header file for menu related console command callbacks |
cp_installation.cpp | Handles everything that is located in or accessed through an installation |
cp_installation.h | Header for installation management related stuff |
cp_installation_callbacks.cpp | Menu related console command callbacks |
cp_installation_callbacks.h | Header file for menu related console command callbacks |
cp_mapfightequip.cpp | Everything related to equiping slots of aircraft or base |
cp_mapfightequip.h | Header for slot management related stuff |
cp_market.cpp | Single player market stuff |
cp_market.h | Header for single player market stuff |
cp_market_callbacks.cpp | |
cp_market_callbacks.h | Header file for menu related console command callbacks |
cp_messageoptions.cpp | In-game message settings |
cp_messageoptions.h | Header file for messageoptions related stuff |
cp_messageoptions_callbacks.cpp | |
cp_messageoptions_callbacks.h | Header file for menu related console command callbacks |
cp_messages.cpp | |
cp_messages.h | |
cp_mission_callbacks.cpp | UI callbacks for missions |
cp_mission_callbacks.h | Header file UI callbacks for missions |
cp_mission_triggers.cpp | Campaign mission triggers |
cp_mission_triggers.h | Campaign mission triggers |
cp_missions.cpp | Campaign missions code |
cp_missions.h | Campaign missions headers |
cp_nation.cpp | Nation code |
cp_nation.h | Nation code |
cp_overlay.cpp | Functions to generate and render overlay for geoscape |
cp_overlay.h | Functions to generate and render overlay for geoscape |
cp_parse.cpp | Campaign parsing code |
cp_parse.h | Campaign parsing header |
cp_popup.cpp | Manage popups |
cp_popup.h | |
cp_produce.cpp | Single player production stuff |
cp_produce.h | Header for production related stuff |
cp_produce_callbacks.cpp | Menu related callback functions used for production |
cp_produce_callbacks.h | Header file for menu related console command callbacks for production menu |
cp_radar.cpp | Radars / sensor stuff, to detect and track ufos |
cp_radar.h | |
cp_rank.cpp | |
cp_rank.h | |
cp_research.cpp | Technology research |
cp_research.h | Header for research related stuff |
cp_research_callbacks.cpp | Menu related functions for research |
cp_research_callbacks.h | Header for menu related research stuff |
cp_save.cpp | Implements savegames |
cp_save.h | Defines some savefile structures |
cp_save_callbacks.cpp | UI Callbacks for savegame management |
cp_save_callbacks.h | Header file for Savegame UI callbacks |
cp_statistics.cpp | Campaign statistics |
cp_statistics.h | Campaign statistic headers |
cp_team.cpp | Team management for the campaign gametype |
cp_team.h | Team management for the campaign gametype headers |
cp_team_callbacks.cpp | Menu related callback functions for the team menu |
cp_team_callbacks.h | Menu related callback functions for the team menu |
cp_time.cpp | Campaign geoscape time code |
cp_time.h | Campaign geoscape time header |
cp_transfer.cpp | Deals with the Transfer stuff |
cp_transfer.h | Header file for Transfer stuff |
cp_transfer_callbacks.cpp | |
cp_transfer_callbacks.h | Header file for menu related console command callbacks |
cp_ufo.cpp | UFOs on geoscape |
cp_ufo.h | |
cp_ufo_callbacks.cpp | Menu related console command callbacks |
cp_ufo_callbacks.h | Header file for menu related console command callbacks |
cp_ufopedia.cpp | UFOpaedia script interpreter |
cp_ufopedia.h | Header file for UFOpaedia script interpreter |
cp_uforecovery.cpp | UFO recovery and storing |
cp_uforecovery.h | UFO recovery and storing |
cp_uforecovery_callbacks.cpp | UFO recovery and storing callback functions |
cp_uforecovery_callbacks.h | UFO recovery and storing callback header file |
cp_xvi.cpp | Campaign XVI code |
cp_xvi.h | Campaign XVI header |
itemcargo.cpp | Item cargo class |
itemcargo.h | Item cargo class header |
► multiplayer | |
cl_game_multiplayer.cpp | Multiplayer game type code |
cl_game_multiplayer.h | Multiplayer game type headers |
mp_callbacks.cpp | Serverlist menu callbacks for multiplayer |
mp_callbacks.h | Serverlist menu callbacks headers for multiplayer |
mp_serverlist.cpp | Serverlist management for multiplayer |
mp_serverlist.h | Serverlist management headers for multiplayer |
► skirmish | |
cl_game_skirmish.cpp | Skirmish game type implementation |
cl_game_skirmish.h | Skirmish game type headers |
cgame.h | Client game mode interface |
cl_game.cpp | Shared game type code |
cl_game.h | Shared game type headers |
cl_game_team.cpp | Cgame team management |
cl_game_team.h | Cgame team management headers |
save_character.h | XML tag constants for savegame |
save_inventory.h | XML tag constants for savegame |
save_team.h | XML tag constants for team savegame |
► cinematic | |
cl_cinematic.cpp | |
cl_cinematic.h | Header file for cinematics |
cl_cinematic_ogm.cpp | |
cl_cinematic_ogm.h | Header file for OGM cinematics |
cl_cinematic_roq.cpp | |
cl_cinematic_roq.h | Header file for ROQ cinematics |
cl_sequence.cpp | Non-interactive sequence rendering and AVI recording |
cl_sequence.h | |
► input | |
cl_input.cpp | Client input handling - bindable commands |
cl_input.h | External (non-keyboard) input devices |
cl_joystick.cpp | |
cl_joystick.h | |
cl_keys.cpp | Keyboard handling routines |
cl_keys.h | Header file for keyboard handler |
► renderer | |
r_array.cpp | Arrays are "lazily" managed to reduce glArrayPointer calls. Drawing routines should call R_SetArrayState or R_ResetArrayState somewhat early-on |
r_array.h | |
r_bsp.cpp | BSP model code |
r_corona.cpp | |
r_corona.h | |
r_draw.cpp | |
r_draw.h | |
r_entity.cpp | |
r_entity.h | |
r_error.h | Error checking function |
r_flare.cpp | |
r_flare.h | |
r_font.cpp | Font handling with SDL_ttf font engine |
r_font.h | |
r_framebuffer.cpp | Framebuffer Objects support |
r_framebuffer.h | |
r_geoscape.cpp | |
r_geoscape.h | |
r_gl.h | OpenGL bindings |
r_grass.cpp | Pseudoinstanced grass generation and rendering |
r_grass.h | Pseudoinstanced grass generation and rendering |
r_image.cpp | |
r_image.h | |
r_light.cpp | |
r_light.h | |
r_lighting.h | |
r_lightmap.cpp | |
r_lightmap.h | Lightmap definitions |
r_local.h | Local graphics definitions |
r_main.cpp | |
r_main.h | |
r_material.cpp | Material related code |
r_material.h | Header file for the render material subsystem |
r_matrix.cpp | |
r_matrix.h | |
r_mesh.cpp | Mesh Model drawing code |
r_mesh.h | |
r_mesh_anim.cpp | Animation parsing and playing |
r_mesh_anim.h | |
r_misc.cpp | |
r_misc.h | |
r_model.cpp | Model loading and caching |
r_model.h | Brush model header file |
r_model_alias.cpp | Shared alias model loading code (md2, md3) |
r_model_alias.h | Shared alias model functions |
r_model_brush.cpp | Brush model loading |
r_model_brush.h | Brush model loading |
r_model_md2.cpp | Md2 alias model loading |
r_model_md2.h | Md2 alias model loading |
r_model_md3.cpp | Md3 alias model loading |
r_model_md3.h | Md3 alias model loading |
r_model_obj.cpp | Obj model loading |
r_model_obj.h | Obj model loading |
r_particle.cpp | |
r_particle.h | Particle system header file |
r_program.cpp | Shader (GLSL) backend functions |
r_program.h | |
r_sdl.cpp | This file contains SDL specific stuff having to do with the OpenGL refresh |
r_sdl.h | |
r_sphere.cpp | Functions to generate and render spheres |
r_sphere.h | Functions to generate and render spheres |
r_state.cpp | |
r_state.h | |
r_surface.cpp | Surface-related refresh code |
r_thread.cpp | |
r_thread.h | |
r_weather.cpp | Weather effects rendering subsystem implementation |
r_weather.h | Weather effects rendering subsystem header file |
► sound | |
s_local.h | |
s_main.cpp | Main control for any streaming sound output device |
s_main.h | Specifies sound API? |
s_mix.cpp | Main control for any streaming sound output device |
s_mix.h | Specifies sound API? |
s_mumble.cpp | |
s_mumble.h | |
s_music.cpp | |
s_music.h | Specifies music API |
s_sample.cpp | Main control for any streaming sound output device |
s_sample.h | |
► ui | |
► node | |
ui_node_abstractnode.cpp | Every node extends this node |
ui_node_abstractnode.h | |
ui_node_abstractoption.cpp | |
ui_node_abstractoption.h | |
ui_node_abstractscrollable.cpp | |
ui_node_abstractscrollable.h | Base code for scrollable node |
ui_node_abstractscrollbar.cpp | The abstractscrollbar is an abstract node (we can't instantiate it). It exists to share same properties for vertical and horizontal scrollbar. At the moment only the concrete vscrollbar |
ui_node_abstractscrollbar.h | |
ui_node_abstractvalue.cpp | The abstractvalue node is an abstract node (we can't instanciate it). It provide common properties to concrete nodes, to manage a value in a range |
ui_node_abstractvalue.h | Define common thing for GUI controls which allow to edit a value (scroolbar, spinner, and more) |
ui_node_bar.cpp | The bar node display a graphical horizontal slider. We can use it to allow the user to select a value in a range. Or we can use it do only display a value (in this case, you must disable it) |
ui_node_bar.h | |
ui_node_base.cpp | |
ui_node_base.h | |
ui_node_baseinventory.cpp | "Base inventory" is one of the container nodes. It allow to see and drag and drop soldier items from a base to soldier equipments |
ui_node_baseinventory.h | |
ui_node_battlescape.cpp | The battlescape node identify the part of the screen the engine use to render battlescape map |
ui_node_battlescape.h | |
ui_node_button.cpp | button is a node to define a button with a random size. It is skinned with a special image template (see the image property) |
ui_node_button.h | |
ui_node_checkbox.cpp | The checkbox node is a three state widget. If the value is 0, checkbox is unchecked, if value is bigger than 0, the value is checked; but if the value is under 0, the checkbox display an "invalidate" status |
ui_node_checkbox.h | |
ui_node_container.cpp | The container node refer to several different nodes merged into a single one. All of them can drag and drop soldier items from one container to another. The first container is a soldier slot. For example, the left arm, the bag pack... The second is the base inventory (which is now an extended node from container). And the last is a floor container used in the battlescape. The node name itself is used to know the container role |
ui_node_container.h | |
ui_node_controls.cpp | Controls is a special pic entity with which the windows can be moved (drag & drop) |
ui_node_controls.h | |
ui_node_data.cpp | The data behaviour allows to store a string/float number/integer into a node. It is a virtual node which is not displayed nor activatable by input device like mouse. The node can store 3 types, which have no relations together |
ui_node_data.h | |
ui_node_editor.cpp | Editor is an invisible node used to create an edition mode. The edition mode allow user to move and resize all visible nodes |
ui_node_editor.h | |
ui_node_geoscape.cpp | |
ui_node_geoscape.h | |
ui_node_image.cpp | The pic behaviour allow to draw an image or a part of an image into the GUI. It provide some layout properties. We can use it like an active node (mouse in/out/click...) but in this case, it is better to use nodes with a semantics (like button, or checkbox) |
ui_node_image.h | |
ui_node_item.cpp | An item is only a model node allowing to display soldier armour. Soldier armour is an image, not a model |
ui_node_item.h | |
ui_node_linechart.cpp | |
ui_node_linechart.h | |
ui_node_material_editor.cpp | Material editor related code |
ui_node_material_editor.h | Material editor related header |
ui_node_messagelist.cpp | |
ui_node_messagelist.h | |
ui_node_model.cpp | This node allow to include a 3D-model into the GUI. It provide a way to create composite models, check [[How to script UI::How to create a composite model]]. We call it "main model" when a model is a child node of a non model node, and "submodel" when the node is a child node of a model node |
ui_node_model.h | |
ui_node_option.cpp | |
ui_node_option.h | |
ui_node_optionlist.cpp | |
ui_node_optionlist.h | |
ui_node_optiontree.cpp | |
ui_node_optiontree.h | |
ui_node_panel.cpp | |
ui_node_panel.h | |
ui_node_radar.cpp | |
ui_node_radar.h | |
ui_node_radiobutton.cpp | The radiobutton is a clickable widget. Commonly, with use it in a group of radiobuttons; the user is allowed to choose only one button from this set. The current implementation share the value of the group with a cvar, and each button use is own value. When the cvar equals to a button value, this button is selected |
ui_node_radiobutton.h | |
ui_node_rows.cpp | |
ui_node_rows.h | |
ui_node_selectbox.cpp | |
ui_node_selectbox.h | |
ui_node_sequence.cpp | |
ui_node_sequence.h | |
ui_node_special.cpp | |
ui_node_special.h | |
ui_node_spinner.cpp | The spinner node is a vertical widget used to change a value |
ui_node_spinner.h | |
ui_node_string.cpp | A string can be a normal string, or a cvar string. A string prefixed with a "_" or a string in the form "*msgid:some_msgid" is auto translated |
ui_node_string.h | |
ui_node_tab.cpp | |
ui_node_tab.h | |
ui_node_tbar.cpp | |
ui_node_tbar.h | |
ui_node_text.cpp | |
ui_node_text.h | |
ui_node_text2.cpp | |
ui_node_text2.h | |
ui_node_textentry.cpp | This node allow to edit a cvar text with the keyboard. When we click on the node, we active the edition, we can validate it with the ''RETURN'' key, or abort it with ''ESCAPE'' key. A validation fire a scriptable callback event. We can custom the mouse behaviour when we click outside the node in edition mode. It can validate or abort the edition |
ui_node_textentry.h | |
ui_node_textlist.cpp | |
ui_node_textlist.h | |
ui_node_texture.cpp | The texture behaviour allow to draw a motif (an image) in all the surface of the a node. The image is not stretched but looped |
ui_node_texture.h | |
ui_node_timer.cpp | |
ui_node_timer.h | |
ui_node_video.cpp | |
ui_node_video.h | |
ui_node_vscrollbar.cpp | |
ui_node_vscrollbar.h | |
ui_node_window.cpp | |
ui_node_window.h | |
ui_node_zone.cpp | The zone node allow to create an hidden active node. Currently we only use it to support repeat mouse actions without merging the code which managing this feature |
ui_node_zone.h | |
► swig | |
ui_lua_shared.cpp | |
ui_actions.cpp | |
ui_actions.h | |
ui_behaviour.cpp | |
ui_behaviour.h | |
ui_components.cpp | |
ui_components.h | |
ui_data.cpp | |
ui_data.h | Data and interface to share data |
ui_dataids.h | |
ui_dragndrop.cpp | |
ui_dragndrop.h | |
ui_draw.cpp | |
ui_draw.h | |
ui_expression.cpp | |
ui_expression.h | |
ui_font.cpp | |
ui_font.h | |
ui_input.cpp | |
ui_input.h | |
ui_internal.h | Internal data use by the UI package |
ui_lua.cpp | Basic lua initialization for the ui |
ui_lua.h | Basic lua initialization for the ui |
ui_main.cpp | |
ui_main.h | |
ui_node.cpp | C interface to allow to access to cpp node code |
ui_node.h | C interface to allow to access to cpp node code |
ui_nodes.cpp | |
ui_nodes.h | |
ui_parse.cpp | |
ui_parse.h | |
ui_popup.cpp | |
ui_popup.h | |
ui_render.cpp | |
ui_render.h | |
ui_sound.cpp | |
ui_sound.h | |
ui_sprite.cpp | |
ui_sprite.h | |
ui_timer.cpp | |
ui_timer.h | |
ui_tooltip.cpp | |
ui_tooltip.h | |
ui_windows.cpp | |
ui_windows.h | |
► web | |
web_cgame.cpp | UFOAI web interface management. c(lient)game related stuff |
web_cgame.h | UFOAI web interface management. c(lient)game related stuff |
web_main.cpp | UFOAI web interface management. Authentication as well as uploading/downloading stuff to and from your account is done here |
web_main.h | UFOAI web interface management. Authentication as well as uploading/downloading stuff to and from your account is done here |
cl_console.cpp | Console related code |
cl_console.h | Console header file |
cl_http.cpp | HTTP downloading is used if the server provides a content server URL in the connect message. Any missing content the client needs will then use the HTTP server. CURL is used to enable multiple files to be downloaded in parallel to improve performance on high latency links when small files such as textures are needed. Since CURL natively supports gzip content encoding, any files on the HTTP server should ideally be gzipped to conserve bandwidth |
cl_http.h | CURL header |
cl_inventory.cpp | General actor related inventory function for are used in every game mode |
cl_inventory.h | Header file for inventory handling and Equipment menu |
cl_inventory_callbacks.cpp | |
cl_inventory_callbacks.h | |
cl_irc.cpp | IRC client implementation for UFO:AI |
cl_irc.h | IRC client header for UFO:AI |
cl_language.cpp | Language code |
cl_language.h | |
cl_lua.cpp | Basic lua initialization for the client |
cl_lua.h | |
cl_main.cpp | Primary functions for the client. NB: The main() is system-specific and can currently be found in ports/ |
cl_menu.cpp | Client menu functions |
cl_menu.h | Header for client menu implementation |
cl_renderer.h | |
cl_screen.cpp | Master for refresh, status bar, console, chat, notify, etc |
cl_screen.h | Header for certain screen operations |
cl_shared.h | Share stuff between the different cgame implementations |
cl_team.cpp | Team management, name generation and parsing |
cl_team.h | |
cl_tip.cpp | Tip of the day code |
cl_tip.h | |
cl_tutorials.cpp | |
cl_tutorials.h | |
cl_video.cpp | Shared client functions for windowed and fullscreen graphics interface module |
cl_video.h | Video driver defs |
client.h | Primary header for client |
► common | |
binaryexpressionparser.cpp | |
binaryexpressionparser.h | |
bsp.cpp | Bsp model loading |
bspslicer.cpp | |
bspslicer.h | |
cmd.cpp | Script command processing module Command text buffering. Any number of commands can be added in a frame, from several different sources. Most commands come from either keyBindings or console line input, but remote servers can also send across commands and entire text files can be accessed |
cmd.h | Command text buffering and command execution header |
cmodel.cpp | Model loading and grid oriented movement and scanning |
cmodel.h | Common model code header (for bsp and others) |
common.cpp | Misc functions used in client and server |
common.h | Definitions common between client and server, but not game lib |
cvar.cpp | Manage cvars |
cvar.h | Cvar (console variable) header file |
dbuffer.cpp | |
dbuffer.h | |
doxygen.h | |
files.cpp | All of UFO's data access is through a hierarchical file system, but the contents of the file system can be transparently merged from several sources. The "base directory" is the path to the directory holding the ufo binary and the game directory (base). The base directory is only used during filesystem initialization. The "game directory" is the first tree on the search path and directory that all generated files (savegames, screenshots, config files) will be saved to |
filesys.h | Filesystem header file |
grid.cpp | Grid oriented movement and scanning |
grid.h | Battlescape grid functions |
hashtable.cpp | Basic hash table for fast lookups |
hashtable.h | Header file for hashtable |
http.cpp | |
http.h | |
ioapi.cpp | |
ioapi.h | |
list.cpp | LINKED LIST implementation |
list.h | LINKED LIST interface |
md4.cpp | An implementation of MD4 designed for use in the samba SMB authentication protocol |
md4.h | |
md5.cpp | An implementation of MD5 |
mem.cpp | Memory handling with sentinel checking and pools with tags for grouped free'ing |
mem.h | Memory handling with sentinel checking and pools with tags for grouped free'ing |
msg.cpp | Message IO functions - handles size buffers |
msg.h | Message IO functions - handles byte ordering and avoids alignment errors |
net.cpp | |
net.h | |
netpack.cpp | |
netpack.h | |
pqueue.cpp | Implementation of a priority queue by using a binary heap |
pqueue.h | Header file for the priority queue implementation |
qfiles.h | Header for various formats like pak, and model formats as well as bsp format |
routing.cpp | Grid pathfinding and routing |
routing.h | Grid pathfinding and routing |
ScopedCommand.h | |
scripts.cpp | UFO scripts used in client and server |
scripts.h | Header for script parsing functions |
scripts_lua.cpp | Module for lua script functions |
scripts_lua.h | Header for lua script functions |
sha1.cpp | |
sha1.h | |
sha2.cpp | |
sha2.h | |
swig_lua_runtime.h | |
tracing.cpp | Model tracing and bounding |
tracing.h | Tracing functions |
unzip.cpp | |
unzip.h | |
xml.cpp | UFO:AI interface functions to mxml |
xml.h | |
► game | |
chr_shared.cpp | |
chr_shared.h | |
g_actor.cpp | |
g_actor.h | |
g_ai.cpp | Artificial Intelligence for opponents or human controlled actors that are panicked |
g_ai.h | Artificial Intelligence functions |
g_ai_lua.cpp | Artificial Intelligence |
g_camera.cpp | |
g_client.cpp | Main part of the game logic |
g_client.h | Interface for g_client.cpp |
g_cmds.cpp | Player commands |
g_combat.cpp | All parts of the main game logic that are combat related |
g_combat.h | All parts of the main game logic that are combat related |
g_edict.h | Local definitions for game module |
g_edicts.cpp | Functions to handle the storage of all edicts in the game module |
g_edicts.h | Functions to handle the storage and lifecycle of all edicts in the game module |
g_events.cpp | |
g_events.h | Event related headers |
g_func.cpp | Func_* edicts |
g_func.h | Func_* edicts |
g_health.cpp | |
g_health.h | |
g_inventory.cpp | |
g_inventory.h | |
g_local.h | Local definitions for game module |
g_main.cpp | Main game functions |
g_match.cpp | Match related functions |
g_match.h | Match related functions |
g_mission.cpp | Mission related code - king of the hill and so on |
g_mission.h | Mission related code - king of the hill and so on |
g_morale.cpp | |
g_move.cpp | |
g_move.h | |
g_reaction.cpp | Reaction fire code |
g_reaction.h | Reaction fire system |
g_round.cpp | |
g_spawn.cpp | Brings new objects into the world |
g_spawn.h | Brings new objects into the world |
g_stats.cpp | |
g_svcmds.cpp | Server commands |
g_trigger.cpp | Trigger functions |
g_trigger.h | Trigger functions |
g_utils.cpp | Misc utility functions for game module |
g_utils.h | Misc utility functions for game module |
g_vis.cpp | |
g_vis.h | |
game.h | Interface to game library |
inv_shared.cpp | Common object-, inventory-, container- and firemode-related functions |
inv_shared.h | Common object-, inventory-, container- and firemode-related functions headers |
inventory.cpp | |
inventory.h | |
q_shared.cpp | Common functions |
q_shared.h | Common header file |
q_sizes.h | |
srvedict.h | Interface to game library |
► ports | |
► android | |
android_console.cpp | Console functions for andriod ports |
android_debugger.cpp | |
android_debugger.h | |
android_main.cpp | Main function and system functions |
android_system.cpp | Some android specific functions |
config_android.h | |
r_gles_android.h | OpenGL-ES to OpenGL compatibility layer |
► linux | |
linux_main.cpp | Main function and system functions |
► macosx | |
osx_main.cpp | Main function and system functions |
osx_shared.cpp | |
► solaris | |
solaris_main.cpp | |
► unix | |
unix_console.cpp | Console functions for *nix ports |
unix_files.cpp | Some generic *nix file related functions |
unix_main.cpp | Some generic *nix functions |
unix_shared.cpp | Some generic *nix file related functions |
► windows | |
win_backtrace.cpp | |
win_console.cpp | Console functions for windows ports |
win_local.h | Win32-specific UFO header file |
win_main.cpp | Windows system functions |
win_shared.cpp | Windows shared functions |
system.h | System specific stuff |
► server | |
server.h | Main server include file |
sv_ccmds.cpp | Console-only server commands |
sv_clientstub.cpp | This file can stub out the entire client system for pure dedicated servers |
sv_game.cpp | Interface to the game library |
sv_init.cpp | Server initialisation stuff |
sv_log.cpp | Game lib logging handling |
sv_log.h | Game lib logging handling |
sv_main.cpp | Main server code? |
sv_mapcycle.cpp | |
sv_rma.cpp | Random map assembly code More info on map-assembly can be found at: http://ufoai.org/wiki/index.php/Mapping/Random_map_assembly |
sv_rma.h | |
sv_send.cpp | Event message handling? |
sv_user.cpp | Server code for moving users |
sv_world.cpp | World query functions |
► shared | |
aabb.cpp | AABB is the acronym for 'axis aligned bounding box' |
aabb.h | |
autoptr.h | |
bfd.cpp | Stacktrace functions (libbfd/binutils) |
bfd.h | |
byte.cpp | Byte order functions |
byte.h | Byte order functions header |
cxx.h | |
defines.h | Defined CONSTANTS (Macros are elsewhere) |
entitiesdef.cpp | Handles definition of entities, parsing them from entities.ufo |
entitiesdef.h | Handles definition of entities, parsing them from entities.ufo |
images.cpp | Image loading and saving functions |
images.h | Image loading and saving functions |
infostring.cpp | Info string handling |
infostring.h | Info string handling |
keyvaluepair.h | Info string handling |
line.h | A simple line between two points |
mathlib.cpp | Math primitives |
mathlib.h | |
mathlib_extra.cpp | Special, additional math algorithms for floating-point values |
mathlib_extra.h | Special, additional math algorithms for floating-point values |
moveclip.h | |
parse.cpp | Shared parsing functions |
parse.h | Shared parsing functions |
scopedmutex.h | |
shared.cpp | Shared functions |
shared.h | |
sharedptr.h | |
stringhunk.cpp | String hunk management |
stringhunk.h | Header for string hunk management |
thread.h | |
typedefs.h | |
ufotypes.h | Cross-platform type definitions |
utf8.cpp | |
utf8.h | |
vector.h | |
vertex_normals.h | Contains vertex normals lookup table |
► tests | |
test_all.cpp | |
test_campaign.cpp | Test cases for the campaign code |
test_character.cpp | |
test_dbuffer.cpp | |
test_events.cpp | |
test_footsteps.cpp | Test cases for the mapdef code and loading the related maps |
test_game.cpp | Test cases for code about server game logic |
test_generic.cpp | Test cases for code below common/ and shared/ |
test_inventory.cpp | |
test_mapdef.cpp | Test cases for the mapdef code and loading the related maps |
test_mapdefmassrma.cpp | Test cases for the mapdef code and loading the related maps |
test_mapstatistics.cpp | Test cases for the mapdef code and loading the related maps |
test_parser.cpp | Test cases for code about shared parser |
test_particles.cpp | Particle unittests |
test_renderer.cpp | Test cases for code below client/renderer |
test_rma.cpp | |
test_routing.cpp | |
test_scripts.cpp | Test cases for checking the scripts for logic errors |
test_shared.cpp | Shared code for unittests |
test_shared.h | |
test_ui.cpp | Test cases for code below client/ui/ |
test_ui_level2.cpp | Test cases for code below client/ui/ when the global UI "engine" is started |
test_webapi.cpp | |
► tools | |
► ufo2map | |
► check | |
check.cpp | Some checks during compile, warning on -check and changes .map on -fix |
check.h | Performs check on a loaded mapfile, and makes changes that can be saved back to the source map |
checkentities.cpp | |
checkentities.h | |
checklib.cpp | Functions for check.c |
checklib.h | Performs check on a loaded mapfile, and makes changes that can be saved back to the source map |
► common | |
aselib.cpp | ASE model loading |
aselib.h | |
bspfile.cpp | |
bspfile.h | |
polylib.cpp | |
polylib.h | |
scriplib.cpp | |
scriplib.h | |
shared.h | |
trace.cpp | The major lighting operation is a point to point visibility test, performed by recursive subdivision of the line by the BSP tree |
bsp.cpp | |
bsp.h | |
bspbrush.cpp | |
bspbrush.h | |
csg.cpp | Constructive Solids Geometry |
faces.cpp | |
levels.cpp | |
levels.h | |
lighting.cpp | |
lighting.h | |
lightmap.cpp | |
map.cpp | |
map.h | |
patches.cpp | |
portals.cpp | Imagine you have a series of rooms connected by doorways. Each doorway has a portal in it. If two portals can see eachother, the rooms become linked in the pvs |
routing.cpp | |
textures.cpp | |
textures.h | |
threads.cpp | |
tree.cpp | |
ufo2map.cpp | Starting point for map compiler |
ufo2map.h | |
writebsp.cpp | |
► ufomodel | |
md2.cpp | |
md2.h | |
ufomodel.cpp | Starting point for model tool |
addr2line.cpp | |
gldummy.cpp | |
memory.cpp | Small utility that shows the size of some of the structs that are used in UFO:AI |
ufoslicer.cpp | Utility to slice a bsp file into a flat 2d plan of the map |