UFO: Alien Invasion
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File List
Here is a list of all files with brief descriptions:
 base
 shaders
 
atmosphere_fs.glsl
 
atmosphere_vs.glsl
 
bump_fs.glsl
 
combine2_fs.glsl
 
combine2_vs.glsl
 
convolve3_fs.glsl
 
convolve3_vs.glsl
 
convolve5_fs.glsl
 
convolve5_vs.glsl
 
convolve9_fs.glsl
 
convolve9_vs.glsl
 
cook-torrance_fs.glsl
 
fog_fs.glsl
 
fog_vs.glsl
 
geoscape_fs.glsl
 
geoscape_vs.glsl
 
lerp_vs.glsl
 
light_fs.glsl
 
light_vs.glsl
 
model_devtools_fs.glsl
 
model_high_fs.glsl
 
model_high_vs.glsl
 
model_low_fs.glsl
 
model_low_vs.glsl
 
model_med_fs.glsl
 
model_med_vs.glsl
 
simple_glow_fs.glsl
 
simple_glow_vs.glsl
 
transform_lights_vs.glsl
 
warp_fs.glsl
 
warp_vs.glsl
 
world_devtools_fs.glsl
 
world_low_fs.glsl
 
world_low_vs.glsl
 
world_med_fs.glsl
 
world_med_vs.glsl
 
write_fragment_fs.glsl
 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
 
cl_map_callbacks.cpp
 
cl_map_callbacks.h
 
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
 
DateTime.cpp
DateTime class methods
 
DateTime.h
DateTime class definition
 common
 
binaryexpressionparser.cpp
 
binaryexpressionparser.h
 
bsp.cpp
Bsp model loading
 
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