freg  0.3
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Shred Member List

This is the complete list of members for Shred, including all inherited members.

activeListAllShredprivate
activeListFrequentShredprivate
AddFalling(Block *)Shred
AddShining(Active *)Shred
AddToDelete(Active *)Shred
AddWater()Shredprivate
blocksShredprivate
Castle()Shredprivate
ChaosShred()Shredprivate
CoordInShred(const int x)Shredinlinestatic
CoordOfShred(const int x)Shredinlinestatic
CountShredTypeAround(int type) const Shredprivate
CoverWith(int kind, int sub)Shredprivate
Desert()Shredprivate
Dew(int kind, int sub)Shred
DropBlock(Block *bloc, bool on_water)Shredprivate
fallListShredprivate
FileName(QString world_name, long longi, long lati)Shredstatic
FireLight(int x, int y, int z) const Shred
FlatUndeground(int depth=0)Shredprivate
Forest(bool dead)Shredprivate
GetBlock(const int x, const int y, const int z) const Shredinline
GetShredMemory() const Shred
GetTypeOfShred() const Shred
GetWeather() const Weather
GetWeatherString(weathers)Weatherstatic
GetWorld() const Shred
GlobalX(int x) const Shred
GlobalY(int y) const Shred
Hill(bool dead)Shredprivate
InBounds(int x, int y, int z)Shredstatic
InBounds(int x, int y)Shredstatic
InBounds(int z)Shredstatic
Latitude() const Shred
latitudeShredprivate
LightLevel(int x, int y, int z) const Shred
lightMapShredprivate
Lightmap(int x, int y, int z) const Shred
LoadRoom(int level, int index=0)Shredprivate
LoadShred()Shredprivate
Longitude() const Shred
longitudeShredprivate
Mountain()Shredprivate
Normal(int sub)Shredstatic
NormalCube(int x_start, int y_start, int z_start, int x_size, int y_size, int z_size, subs)Shredprivate
NormalUnderground(int depth=0, subs sub=SOIL)Shredprivate
NullMountain()Shredprivate
operator=(Shred &)=deleteShred
PhysEventsFrequent()Shred
PhysEventsRare()Shred
Plain()Shredprivate
PlantGrass()Shredprivate
PutBlock(Block *const block, const int x, int y, int z)Shredinline
Pyramid()Shredprivate
Rain(int kind, int sub)Shred
RainBlock(int *kind, int *sub) const Shredprivate
RandomDrop(int num, int kind, int sub, bool on_water=false)Shredprivate
Register(Active *)Shred
RegisterInit(Active *)Shredprivate
ReloadTo(dirs)Shred
RemoveAllFireLight()Shredprivate
RemoveAllLight()Shredprivate
RemoveAllSunLight()Shredprivate
RemShining(Active *)Shred
SetAllLightMapNull()Shred
SetBlock(Block *block, int x, int y, int z)Shred
SetBlockNoCheck(Block *, int x, int y, int z)Shred
SetFireLight(int x, int y, int z, int level)Shred
SetLightmap(int x, int y, int z, int level)Shred
SetNewBlock(int kind, int sub, int x, int y, int z, int dir=UP)Shred
SetSunLight(int x, int y, int z, int level)Shred
SetWeather(weathers)Weather
ShineAll()Shred
ShiningBegin() const Shred
ShiningEnd() const Shred
shiningListShredprivate
Shred(int shred_x, int shred_y, long longi, long lati)Shred
Shred(Shred &)=deleteShred
ShredLandAmplitudeAndLevel(long longi, long lati, ushort *l, float *a) const Shredprivate
ShredNominalAmplitudeAndLevel(char shred_type, ushort *l, float *a) const Shredprivate
ShredTypeName(shred_type)Shredstatic
ShredX() const Shred
shredXShredprivate
shredYShredprivate
ShredY() const Shred
SunLight(int x, int y, int z) const Shred
TestShred()Shredprivate
Tree(int x, int y, int z, int height)Shredprivate
typeShredprivate
Unregister(Active *)Shred
WasteShred()Shredprivate
Water(subs sub=WATER)Shredprivate
weatherShredprivate
~Shred()Shred