Tactics: Western Philosophers Vs. Musicians  0.12
A turn-based tactical game combining rules and gameplay elements inspired by Final Fantasy Tactics and the Mayfair Exponential Game System. Unlike most games of this type, motion is in full, grid-less 3D.
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Namespaces | Classes | Enumerations | Functions | Variables
Tactics3D Namespace Reference

All logic and data for the game Tactics: Western Philosophers Vs. Musicians. More...

Namespaces

 Combat
 
 Utils
 

Classes

struct  Action
 
struct  NoPAction
 
struct  DelayAction
 
struct  MoveAction
 
struct  RepairThrustersAction
 
struct  BreakGrappleAction
 
struct  AttackAction
 
struct  SpecialMoveAction
 
struct  SuperPowerAction
 
class  AppUserObj
 
class  InputListener
 
class  App
 
class  AttackRange
 
class  InfiniteAttackRange
 
class  ControlsScreen
 
class  Event
 
class  EvocationObject
 
struct  CounterableMove
 
struct  SpecialMove
 
struct  Haymaker
 
struct  OneTwoPunch
 
struct  PowerPunch
 
struct  LegSweep
 
struct  DoublePumpThrustKick
 
struct  PowerSlam
 
struct  ScorpionDeathlock
 
struct  HipFire
 
struct  IronSightsFire
 
struct  FightingStyle
 
class  IntroScreen
 
class  ICollectible
 
class  IEquipable
 
class  IWeapon
 
class  LobbyScreen
 
class  MainScreen
 
class  MegaRL
 
class  NPC
 
class  PC
 
class  RemotePC
 
struct  SuperPower
 
struct  Evocation
 
struct  WhatDoesNotKillMe
 
struct  ArgumentAgainstMotion
 
struct  JamSession
 
class  Warrior
 
class  WarriorsSetupScreen
 
class  WarriorsWrapupScreen
 

Enumerations

enum  ACTION_TYPE {
  NO_ACTION, NOP_ACTION, DELAY_ACTION, MOVE_ACTION,
  ATTACK_ACTION, SPECIAL_MOVE_ACTION, SUPER_POWER_ACTION, REPAIR_THRUSTERS,
  BREAK_GRAPPLE
}
 
enum  SPECIAL_MOVE {
  NO_MOVE, HAYMAKER, ONE_TWO_PUNCH, POWER_PUNCH,
  LEG_SWEEP, DOUBLE_PUMP_THRUST_KICK, POWER_SLAM, SCORPION_DEATHLOCK,
  HIP_FIRE, IRON_SIGHTS_FIRE
}
 
enum  FIGHTING_STYLE {
  NO_STYLE, BRAWLING, BOXING, KARATE,
  KICKBOXING, SUMO_WRESTLING, WEAPON_PROFICIENCY, WRESTLING,
  HIGHEST_OO
}
 
enum  SUPER_POWER {
  NO_POWER, EVOCATION, WHAT_DOES_NOT_KILL_ME, ARGUMENT_AGAINST_MOTION,
  JAM_SESSION
}
 

Functions

voidgameLoop (void *arg)
 
voidserverAccept (void *arg)
 
voidrecvPCAttributes (void *arg)
 

Variables

const std::vector
< OpenSkyNet::Utils::TaggedUnion
g_emptyEventParams
 
const Haymaker g_haymaker
 
const OneTwoPunch g_oneTwoPunch
 
const PowerPunch g_powerPunch
 
const LegSweep g_legSweep
 
const DoublePumpThrustKick g_doublePumpThrustKick
 
const PowerSlam g_powerSlam
 
const ScorpionDeathlock g_scorpionDeathlock
 
const HipFire g_hipFire
 
const IronSightsFire g_ironSightsFire
 
std::map< SPECIAL_MOVE, const
SpecialMove * > 
g_specialMoves
 
FightingStyle g_brawling
 
FightingStyle g_boxing
 
FightingStyle g_karate
 
FightingStyle g_wrestling
 
FightingStyle g_weaponProficiency
 
std::map< FIGHTING_STYLE,
const FightingStyle * > 
g_fightingStyles
 
const Evocation g_evocation
 
const WhatDoesNotKillMe g_whatDoesNotKillMe
 
const ArgumentAgainstMotion g_argumentAgainstMotion
 
const JamSession g_jamSession
 
std::map< SUPER_POWER, const
SuperPower * > 
g_superPowers
 
Events fired by the combat round.
Event g_currCamJustBecameFree
 
Event g_beginRound
 
Event g_initiativeRolled
 
Event g_allInitiativesRolled
 
Event g_preGetWarriorActions
 
Event g_getWarriorActions
 
Event g_postGetWarriorActions
 
Event g_postGetAllWarriorsActions
 
Event g_preWarriorPerform
 
Event g_postWarriorPerform
 
Event g_postWarriorPerformAll
 
Event g_warriorAttacked
 
Event g_warriorDead
 
Events fired by network threads.
Event g_recvPCAttributes
 
Events that can be fired from anywhere.
Event g_lockCore
 
Event g_unlockCore
 

Detailed Description

All logic and data for the game Tactics: Western Philosophers Vs. Musicians.

Enumeration Type Documentation

NOP_ACTION is intentionally added to warriors in some circumstances; this differs from NO_ACTION, which is never added to warriors

Enumerator
NO_ACTION 
NOP_ACTION 
DELAY_ACTION 
MOVE_ACTION 
ATTACK_ACTION 
SPECIAL_MOVE_ACTION 
SUPER_POWER_ACTION 
REPAIR_THRUSTERS 
BREAK_GRAPPLE 
Enumerator
NO_STYLE 
BRAWLING 
BOXING 
KARATE 
KICKBOXING 
SUMO_WRESTLING 
WEAPON_PROFICIENCY 
WRESTLING 
HIGHEST_OO 
Enumerator
NO_MOVE 
HAYMAKER 
ONE_TWO_PUNCH 
POWER_PUNCH 
LEG_SWEEP 
DOUBLE_PUMP_THRUST_KICK 
POWER_SLAM 
SCORPION_DEATHLOCK 
HIP_FIRE 
IRON_SIGHTS_FIRE 
Enumerator
NO_POWER 
EVOCATION 
WHAT_DOES_NOT_KILL_ME 
ARGUMENT_AGAINST_MOTION 
JAM_SESSION 

Function Documentation

void * Tactics3D::gameLoop ( void arg)

This function will be threaded from the app for game-specific logic.

void * Tactics3D::recvPCAttributes ( void arg)

This function will be threaded from a client or server to wait for PC data.

Todo:
Don't hardcode the number of expected PCs
void * Tactics3D::serverAccept ( void arg)

This function will be threaded from the server for accepting a client connection.

Variable Documentation

Event Tactics3D::g_allInitiativesRolled
const ArgumentAgainstMotion Tactics3D::g_argumentAgainstMotion
Event Tactics3D::g_beginRound
FightingStyle Tactics3D::g_boxing
FightingStyle Tactics3D::g_brawling
Event Tactics3D::g_currCamJustBecameFree
const DoublePumpThrustKick Tactics3D::g_doublePumpThrustKick
const std::vector< OpenSkyNet::Utils::TaggedUnion > Tactics3D::g_emptyEventParams
const Evocation Tactics3D::g_evocation
map< FIGHTING_STYLE, const FightingStyle * > Tactics3D::g_fightingStyles
Event Tactics3D::g_getWarriorActions
const Haymaker Tactics3D::g_haymaker
const HipFire Tactics3D::g_hipFire
Event Tactics3D::g_initiativeRolled
const IronSightsFire Tactics3D::g_ironSightsFire
const JamSession Tactics3D::g_jamSession
FightingStyle Tactics3D::g_karate
const LegSweep Tactics3D::g_legSweep
Event Tactics3D::g_lockCore
const OneTwoPunch Tactics3D::g_oneTwoPunch
Event Tactics3D::g_postGetAllWarriorsActions
Event Tactics3D::g_postGetWarriorActions
Event Tactics3D::g_postWarriorPerform
Event Tactics3D::g_postWarriorPerformAll
const PowerPunch Tactics3D::g_powerPunch
const PowerSlam Tactics3D::g_powerSlam
Event Tactics3D::g_preGetWarriorActions
Event Tactics3D::g_preWarriorPerform
Event Tactics3D::g_recvPCAttributes
const ScorpionDeathlock Tactics3D::g_scorpionDeathlock
map< SPECIAL_MOVE, const SpecialMove * > Tactics3D::g_specialMoves
map< SUPER_POWER, const SuperPower * > Tactics3D::g_superPowers
Event Tactics3D::g_unlockCore
Event Tactics3D::g_warriorAttacked
Event Tactics3D::g_warriorDead
FightingStyle Tactics3D::g_weaponProficiency
const WhatDoesNotKillMe Tactics3D::g_whatDoesNotKillMe
FightingStyle Tactics3D::g_wrestling