Planeshift

Tribe Member List

This is the complete list of members for Tribe, including all inherited members.
AddAsset(Tribe::AssetType type, csString name, gemNPCItem *item, int quantity, int id=-1)Tribe
AddAsset(Tribe::AssetType type, csString name, csVector3 position, iSector *sector, Tribe::AssetStatus status)Tribe
AddCyclicRecipe(Recipe *recipe, int time)Tribe
AddDebugClient(uint clientNum, int debugLevel)RemoteDebug
AddKnowledge(csString knowHow)Tribe [inline]
AddMember(PID pid, const char *tribeMemberType)Tribe
AddMemory(csString name, const csVector3 &pos, iSector *sector, float radius, NPC *npc)Tribe
AddRecipe(Recipe *recipe, Recipe *parentRecipe, bool reqType=false)Tribe
AddResource(csString resource, int amount, csString nick="")Tribe
Advance(csTicks when, EventManager *eventmgr)Tribe
AliveCount() const Tribe
ASSET_STATUS_CONSTRUCTED enum valueTribe
ASSET_STATUS_INCONSTRUCTION enum valueTribe
ASSET_STATUS_NOT_APPLICABLE enum valueTribe
ASSET_STATUS_NOT_USED enum valueTribe
ASSET_TYPE_BUILDING enum valueTribe
ASSET_TYPE_BUILDINGSPOT enum valueTribe
ASSET_TYPE_ITEM enum valueTribe
AssetQuantity(Tribe::AssetType type, csString name)Tribe
AssetStatus enum nameTribe
AssetStatusStrTribe [static]
AssetType enum nameTribe
AssetTypeStrTribe [static]
AttachMember(NPC *npc, const char *tribeMemberType)Tribe
BufferHash typedefTribe
Build(NPC *npc, bool pickupable)Tribe
CanGrow() const Tribe
CheckAsset(Tribe::AssetType type, csString name, int number)Tribe
CheckAttach(NPC *npc)Tribe
CheckKnowledge(csString knowHow)Tribe
CheckMembers(const csString &type, int number)Tribe
CheckResource(csString resource, int number)Tribe
CheckWithinBoundsTribeHome(NPC *npc, const csVector3 &pos, const iSector *sector)Tribe
CountResource(csString resource) const Tribe
debugLogRemoteDebug [protected]
DeleteAsset(csString name, int quantity)Tribe
DeleteAsset(csString name, csVector3 pos)Tribe
DeleteCyclicRecipe(Recipe *recipe)Tribe
DumpAssets()Tribe
DumpBuffers()Tribe
DumpKnowledge()Tribe
DumpRecipesToConsole()Tribe
FindMemory(csString name, const csVector3 &pos, iSector *sector, float radius)Tribe
FindMemory(csString name)Tribe
FindNearestMemory(const char *name, const csVector3 &pos, const iSector *sector, float range=-1.0, float *foundRange=NULL)Tribe
FindPrivMemory(csString name, const csVector3 &pos, iSector *sector, float radius, NPC *npc)Tribe
FindRandomMemory(const char *name, const csVector3 &pos, const iSector *sector, float range=-1.0, float *foundRange=NULL)Tribe
ForgetMemories(NPC *npc)Tribe
GetAsset(Tribe::AssetType type, csString name)Tribe
GetAsset(Tribe::AssetType type, csString name, Tribe::AssetStatus status)Tribe
GetAsset(Tribe::AssetType type, csString name, csVector3 where, iSector *sector)Tribe
GetAsset(gemNPCItem *item)Tribe
GetAsset(uint32_t itemUID)Tribe
GetBuffer(const csString &bufferName)Tribe
GetDeathRate()Tribe [inline]
GetDebugging() const RemoteDebug
GetHome(csVector3 &pos, float &radius, iSector *&sector)Tribe
GetHomePosition()Tribe [inline]
GetHomeSector()Tribe
GetHomeSectorName()Tribe [inline]
GetID()Tribe [inline]
GetMaxSize() const Tribe
GetMember(size_t i)Tribe [inline]
GetMemberCount()Tribe [inline]
GetMemberIDCount()Tribe [inline]
GetMemoryIterator()Tribe [inline]
GetMostHated(NPC *npc, float range, bool includeOutsideRegion, bool includeInvisible, bool includeInvincible, float *hate=NULL)Tribe
GetName()Tribe [inline]
GetNearestAsset(Tribe::AssetType type, Tribe::AssetStatus status, csVector3 pos, iSector *sector, float range, float *locatedRange=NULL)Tribe
GetNearestAsset(Tribe::AssetType type, csString name, Tribe::AssetStatus status, csVector3 pos, iSector *sector, float range, float *locatedRange=NULL)Tribe
GetNeededResource()Tribe
GetNeededResourceAreaType()Tribe
GetNeededResourceNick()Tribe
GetNPCIdleBehavior()Tribe [inline]
GetRandomAsset(Tribe::AssetType type, Tribe::AssetStatus status, csVector3 pos, iSector *sector, float range)Tribe
GetRandomAsset(Tribe::AssetType type, csString name, Tribe::AssetStatus status, csVector3 pos, iSector *sector, float range)Tribe
GetRemoteDebugClientsString() const RemoteDebug
GetReproductionCost() const Tribe
GetResource(size_t n)Tribe [inline]
GetResource(NPC *npc, csVector3 startPos, iSector *startSector, csVector3 &pos, iSector *&sector, float range, bool random)Tribe
GetResource(csString resourceName, NPC *npc)Tribe
GetResourceCount()Tribe [inline]
GetResourceRate()Tribe [inline]
GetTribalRecipe()Tribe
GetWealthResourceGrowth() const Tribe
GetWealthResourceGrowthActive() const Tribe
GetWealthResourceGrowthActiveLimit() const Tribe
HandleDeath(NPC *npc)Tribe
HandlePerception(NPC *npc, Perception *perception)Tribe
HandlePersistItem(gemNPCItem *item)Tribe
IsDebugging()RemoteDebug [inline]
IsDebugging(int debugLevel)RemoteDebug [inline]
Load(iResultRow &row)Tribe
LoadAsset(iResultRow &row)Tribe
LoadMember(iResultRow &row)Tribe
LoadMemory(iResultRow &row)Tribe
LoadNPCMemoryBuffer(const char *name, csArray< NPC * > npcs)Tribe
LoadNPCMemoryBuffer(Tribe::Memory *memory, csArray< NPC * > npcs)Tribe
LoadResource(iResultRow &row)Tribe
Memorize(NPC *npc, Perception *perception)Tribe
ModifyWait(Recipe *recipe, int delta)Tribe
nextDebugLogEntryRemoteDebug [protected]
Printf(int debugLevel, const char *msg,...)RemoteDebug
ProspectMine(NPC *npc, csString resource, csString nick)Tribe
RemoteDebug()RemoteDebug
RemoveAsset(Tribe::Asset *asset)Tribe
RemoveDebugClient(uint clientNum)RemoteDebug
ReplaceBuffers(csString &result)Tribe
SaveAsset(Tribe::Asset *asset, bool deletion=false)Tribe
SaveKnowledge(csString knowHow)Tribe
SaveMemory(Memory *memory)Tribe
SaveResource(Resource *resource, bool newResource)Tribe
ScopedTimerCallback(const ScopedTimer *timer)Tribe [virtual]
SelectNPCs(const csString &type, const char *number)Tribe
SendPerception(const char *pcpt, csArray< NPC * > npcs)Tribe
SendPerception(const char *pcpt)Tribe
SetBuffer(const csString &bufferName, const csString &value)Tribe
SetDebugging(int debugLevel)RemoteDebug
SetHome(const csVector3 &pos, float radius, iSector *sector)Tribe
SetRecipeManager(RecipeManager *rm)Tribe [inline]
ShareMemories(NPC *npc)Tribe
ShouldGrow() const Tribe
SwitchDebugging()RemoteDebug
Tribe(EventManager *eventmngr, RecipeManager *rm)Tribe
TriggerEvent(Perception *pcpt, float maxRange=-1.0, csVector3 *basePos=NULL, iSector *baseSector=NULL)Tribe
Unbuild(NPC *npc, gemNPCItem *building)Tribe
UpdateRecipeData(int delta)Tribe
~RemoteDebug()RemoteDebug [virtual]
~ScopedTimerCB()ScopedTimerCB [inline, virtual]
~Tribe()Tribe [virtual]