WorldSim  inDev
2D tile-based sandbox RPG with procedurally generated fantasy world simulator 🌏
World Member List

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

aBiomeIDWorld
absoluteToRelative(const unsigned long int _absoluteX, const unsigned long int _absoluteY, int *_globalX, int *_globalY, int *_localX, int *_localY)World
activeWorld
addInfluence(Tribe *tribe, int amount)World
addRace(int, std::string)World
aGoodEvilWorld
aRiverIDWorld
astronomyWorld
aTopoMapWorld
aWorldObjectWorld
aWorldTileWorld
buildArrays(WorldGenerator2 &wg)World
buildMinimap()World
combatCheck(Tribe *)World
controlCharacter(Character *)World
dailyCounterWorld
degradeInfluence(int amount=1)World
deityTicksWorld
destroyInfluence(Tribe *tribe)World
eventManagerWorld
evolveToCiv(Tribe *)World
generatedWorld
generateDwarves(int)World
generateElves(int)World
generateHumans(int)World
generateLocal(const int, const int)World
generateLocal(HasXY *)World
generateMythology()World
generateTribes(int, int, int)World
generateWorld(const std::string, const int, const int, int, int, const bool, const bool, const bool, const double)World
getBiome(const int id)World
getBiome(const int x, const int y)World
getBiomeName(const int, const int)World
getDominantInfluence(const int, const int)World
getDominantInfluence(HasXY *)World
getHighestInfluence(const int, const int)World
getHighestInfluence(HasXY *)World
getHuntingYield(const int _x, const int _y)World
getLandmassName(const int, const int)World
getLandmassName(HasXY *)World
getNearestConnectedTribe(Tribe *, bool sameRace=true)World
getNeighboringObjects(WorldObjectGlobal *)World
getPopulation()World
getRandomCharacter()World
getRandomLandTile(int *x, int *y)World
getRandomLandTile()World
getRandomTile(int *x, int *y)World
getRandomTileOfType(enumBiome _type)World
getSurroundingFertility(const int _x, const int _y)World
getTile(const int, const int)World
getTileFertility(const int, const int)World
getTileFertility(const HasXY *)Worldinline
getTileType(const int _x, const int _y)World
getTribesOn(const int, const int)World
handleTickBacklog()World
hasFreeTerritory(int landmassID)World
hasSettlement(const int, const int)World
idleTick()World
incrementContinuousWorld
incrementDeities(int)World
incrementTicks(int)World
incrementTicksBacklog(long long unsigned int)World
isGenerated(unsigned long int _absoluteX, unsigned long int _absoluteY)World
isLand(int _x, int _y)World
isLand(HasXY *)Worldinline
isRainingWorld
isSafe(int _x, int _y)World
isSafe(unsigned long int _x, unsigned long int _y)World
landmassSeedWorld
lastDateWorld
loadWorld(std::string)World
logicTick()World
maximumXWorld
maximumYWorld
monthlyCounterWorld
mountainLevelWorld
mythologyManagerWorld
nameWorld
nameRegions()World
nFreeTerritory(int landmassID)World
nXWorld
nYWorld
operator()(const int _x, const int _y)Worldinline
operator()(unsigned long int _x, unsigned long int _y, const bool subterranean=false)Worldinline
operator()(HasXY2< unsigned long int > *, const bool subterranean=false)Worldinline
prepareAdventureMode(Character *)World
putObject(WorldObjectGlobal *_object, int x=-1, int y=-1)World
queryTile(int hoveredXTile, int hoveredYTile)World
queryTileLocal(int hoveredXTile, int hoveredYTile)World
queryWorldXWorld
queryWorldXLocalWorld
queryWorldYWorld
queryWorldYLocalWorld
rayTrace(unsigned long int _x1, unsigned long int _y1, unsigned long int _x2, unsigned long int _y2, Vector< HasXY2< unsigned long int > *> *vVisibleTiles, bool subterranean=false)World
rayTraceLOS(unsigned long int _x, unsigned long int _y, const int RANGE, const bool, const bool subterranean=false)World
relinquishTimerWorld
removeObject(WorldObjectGlobal *_object)World
save()Worldvirtual
seaLevelWorld
simXWorld
simYWorld
startSimulation()World
strSavePathWorld
ticksBacklogWorld
unloadLocal(const int, const int)World
updateMaps()World
vAllTilesWorld
vAllTiles2World
vBiomeWorld
vCivWorld
vLandmassWorld
vTribeWorld
vWorldLocalWorld
vWorldObjectGlobalWorld
World()World
worldFilePathWorld
~World()World