Imperivm Modding WikiCKS · FORMATS · GUIDESEspañol
CKS TYPECKS reference

ObjList

Browse its members and the signatures that accept or return this type.

42 members34 return it11 accept it

Members

42

Expand a member to read its notes or open its full entry. Each overload keeps its own identity.

MemberSignature and description
count

ObjList::count returns the 32-bit member count at resolved ObjList object offset [field].

Open full entry →
ObjList
int ObjList::count()

ObjList::count returns the 32-bit member count at resolved ObjList object offset [field].

Contains

Tests whether a list contains the low-16-bit slot of an Obj handle.

Open full entry →
ObjList
bool ObjList::Contains(Obj)

Tests whether a list contains the low-16-bit slot of an Obj handle.

Add

Appends an Obj's slot to the list if no matching slot is already present.

Open full entry →
ObjList
void ObjList::Add(Obj)

Appends an Obj's slot to the list if no matching slot is already present.

Remove

Removes the first matching Obj slot from a list.

Open full entry →
ObjList
void ObjList::Remove(Obj)

Removes the first matching Obj slot from a list.

ClearDead

Removes list members lacking a registry object or reporting nonzero at virtual slot [field].

Open full entry →
ObjList
void ObjList::ClearDead()

Removes list members lacking a registry object or reporting nonzero at virtual slot [field].

AddList

Iterates a source object list and appends objects not already present in the destination list.

Open full entry →
ObjList
void ObjList::AddList(ObjList)

Iterates a source object list and appends objects not already present in the destination list.

RemoveList

Removes receiver members matching handles encountered in a second list.

Open full entry →
ObjList
void ObjList::RemoveList(ObjList)

Removes receiver members matching handles encountered in a second list.

Clear

Empties the object list on which it is called. The objects that were listed remain in the game.

Removes entries from the list container and releases its internal storage. The documented effect is to empty the list, not to kill or erase its members or change their commands. This describes a successfully resolved list; it does not guarantee safe behavior for invalid list references.

Open full entry →
ObjList
void ObjList::Clear()

Empties the object list on which it is called. The objects that were listed remain in the game.

AddToGroup

The handler looks up the named group, creates a group object on the nonzero lookup branch, then traverses the receiver list.

Open full entry →
ObjList
void ObjList::AddToGroup(str)

The handler looks up the named group, creates a group object on the nonzero lookup branch, then traverses the receiver list.

RemoveFromGroup

The handler looks up the supplied group name.

Open full entry →
ObjList
void ObjList::RemoveFromGroup(str)

The handler looks up the supplied group name.

RemoveFromAllGroups

Traverses groups and input list members, conditionally erasing matching members from each group.

Open full entry →
ObjList
void ObjList::RemoveFromAllGroups()

Traverses groups and input list members, conditionally erasing matching members from each group.

KillCommand

For each resolved member whose virtual [field] predicate returns zero, invokes [field] with zero to update command state.

Open full entry →
ObjList
void ObjList::KillCommand()

For each resolved member whose virtual [field] predicate returns zero, invokes [field] with zero to update command state.

ClearCommands

Iterates an ObjList and clears commands on members accepted by a virtual eligibility predicate.

Open full entry →
ObjList
void ObjList::ClearCommands()

Iterates an ObjList and clears commands on members accepted by a virtual eligibility predicate.

AddCommand

Creates and enqueues a named command for every eligible object-list member.

Open full entry →
ObjList
void ObjList::AddCommand(bool, str)

Creates and enqueues a named command for every eligible object-list member.

AddCommand

For each resolved eligible member, creates a named point command with selector 1 and submits it through virtual [field] using the supplied Boolean.

Open full entry →
ObjList
void ObjList::AddCommand(bool, str, point)

For each resolved eligible member, creates a named point command with selector 1 and submits it through virtual [field] using the supplied Boolean.

AddCommand

After validating the supplied Obj handle, creates a named object-target command with selector 2 for each eligible member and submits it through virtual [field] using the Boolean.

Open full entry →
ObjList
void ObjList::AddCommand(bool, str, Obj)

After validating the supplied Obj handle, creates a named object-target command with selector 2 for each eligible member and submits it through virtual [field] using the Boolean.

AddCommandOffset

Creates point-targeted commands for object-list members while preserving their offsets from the list center.

Open full entry →
ObjList
void ObjList::AddCommandOffset(bool, str, point)

Creates point-targeted commands for object-list members while preserving their offsets from the list center.

ExecDefaultCmd

Resolves the optional Obj handle to its object identifier at +8 and delegates the list, point, identifier, two Booleans and -1 to [field].

Open full entry →
ObjList
void ObjList::ExecDefaultCmd(point, Obj, bool, bool)

Resolves the optional Obj handle to its object identifier at +8 and delegates the list, point, identifier, two Booleans and -1 to [field].

ExecCmd

Looks up the supplied command string through the command-order registry virtual [field]; on success passes the resolved command and remaining arguments to [field], while the failure path reports an invalid command.

Open full entry →
ObjList
void ObjList::ExecCmd(str, point, Obj, bool)

Looks up the supplied command string through the command-order registry virtual [field]; on success passes the resolved command and remaining arguments to [field], while the failure path reports an invalid command.

SetCommand

For each resolved eligible member, calls virtual [field] with zero, creates the named command with selector 0, submits it through virtual [field] with false, and updates command state.

Open full entry →
ObjList
void ObjList::SetCommand(str)

For each resolved eligible member, calls virtual [field] with zero, creates the named command with selector 0, submits it through virtual [field] with false, and updates command state.

SetCommand

For each resolved eligible member, calls virtual [field] with zero, creates a named point command with selector 1, submits it through virtual [field] with false, and updates command state.

Open full entry →
ObjList
void ObjList::SetCommand(str, point)

For each resolved eligible member, calls virtual [field] with zero, creates a named point command with selector 1, submits it through virtual [field] with false, and updates command state.

SetCommand

After validating the receiver and target Obj, calls virtual [field] with zero on each eligible member, creates an object-target command with selector 2, submits it through virtual [field] with false, and updates command state.

Open full entry →
ObjList
void ObjList::SetCommand(str, Obj)

After validating the receiver and target Obj, calls virtual [field] with zero on each eligible member, creates an object-target command with selector 2, submits it through virtual [field] with false, and updates command state.

SetCommandOffset

Computes the list center, offsets each eligible member position from that center, clamps the translated target to map bounds, then creates and submits a selector-1 point command after virtual [field].

Open full entry →
ObjList
void ObjList::SetCommandOffset(str, point)

Computes the list center, offsets each eligible member position from that center, clamps the translated target to map bounds, then creates and submits a selector-1 point command after virtual [field].

GetCanExecCmd

Allocates a new ObjList, resolves the command through the command-order registry virtual [field], and copies slots of valid source members whose virtual [field] predicate accepts that command.

Open full entry →
ObjList
ObjList ObjList::GetCanExecCmd(str)

Allocates a new ObjList, resolves the command through the command-order registry virtual [field], and copies slots of valid source members whose virtual [field] predicate accepts that command.

FilterClosest

Creates an ObjList through a bounded distance-selection helper using a point and count.

Open full entry →
ObjList
ObjList ObjList::FilterClosest(point, int)

Creates an ObjList through a bounded distance-selection helper using a point and count.

Face

After popping the point and receiver list, the handler traverses member slots.

Open full entry →
ObjList
void ObjList::Face(point)

After popping the point and receiver list, the handler traverses member slots.

SetFood

The handler rejects a negative input.

Open full entry →
ObjList
void ObjList::SetFood(int)

The handler rejects a negative input.

SetPlayer

The handler accepts input player numbers 1 through 16.

Open full entry →
ObjList
void ObjList::SetPlayer(int)

The handler accepts input player numbers 1 through 16.

InHolder

Finds the settlement whose stored name matches the supplied string, then counts list members convertible to Unit whose stored holder identifier matches that settlement.

Open full entry →
ObjList
int ObjList::InHolder(str)

Finds the settlement whose stored name matches the supplied string, then counts list members convertible to Unit whose stored holder identifier matches that settlement.

AddToHolder

Moves compatible units from the list into the named settlement.

Open full entry →
ObjList
void ObjList::AddToHolder(str)

Moves compatible units from the list into the named settlement.

SetVisible

Applies a visibility boolean to an object list and to eligible nested visibility controllers of its members.

Open full entry →
ObjList
void ObjList::SetVisible(bool)

Applies a visibility boolean to an object list and to eligible nested visibility controllers of its members.

ObjPlayer

Builds a new ObjList containing source members owned by the requested script player.

Open full entry →
ObjList
ObjList ObjList::ObjPlayer(int)

Builds a new ObjList containing source members owned by the requested script player.

ObjEnemy

Filters an ObjList using the zero state of a player relation bit.

Open full entry →
ObjList
ObjList ObjList::ObjEnemy(int)

Filters an ObjList using the zero state of a player relation bit.

ObjAlly

Filters an ObjList using the set state of a player relation bit.

Open full entry →
ObjList
ObjList ObjList::ObjAlly(int)

Filters an ObjList using the set state of a player relation bit.

ObjClass

Filters an ObjList by class-template ancestry.

Open full entry →
ObjList
ObjList ObjList::ObjClass(str)

Filters an ObjList by class-template ancestry.

ObjSpecial

Selects ObjList member slots by a numbered special-bit test and constructs an ObjList value.

Open full entry →
ObjList
void ObjList::ObjSpecial(int)

Selects ObjList member slots by a numbered special-bit test and constructs an ObjList value.

ObjInjured

Filters an ObjList by a strict object-field comparison.

Open full entry →
ObjList
ObjList ObjList::ObjInjured()

Filters an ObjList by a strict object-field comparison.

ObjFullStamina

Filters an ObjList by a non-strict object-field comparison.

Open full entry →
ObjList
ObjList ObjList::ObjFullStamina()

Filters an ObjList by a non-strict object-field comparison.

Find

Returns the first live ObjList member matching a resolved class-template ancestry test.

Open full entry →
ObjList
Obj ObjList::Find(str)

Returns the first live ObjList member matching a resolved class-template ancestry test.

FindAlly

Returns the first live class-matching ObjList member with the selected relation bit set.

Open full entry →
ObjList
Obj ObjList::FindAlly(int, str)

Returns the first live class-matching ObjList member with the selected relation bit set.

FindEnemy

Returns the first live class-matching ObjList member with the selected relation bit clear.

Open full entry →
ObjList
Obj ObjList::FindEnemy(int, str)

Returns the first live class-matching ObjList member with the selected relation bit clear.

Siege

The handler pops two integers and two object handles.

Open full entry →
ObjList
void ObjList::Siege(Obj, int, int)

The handler pops two integers and two object handles.

Return this type

34
MemberSignature and description
_GetSelectionGlobalObjList _GetSelection()

Returns the active player's selected objects as an ObjList.

SpawnGroupGlobalObjList SpawnGroup(str)

Looks up a named group, processes its live unit members through the world-spawn helper, and returns its resulting ObjList.

SpawnGroupInHolderGlobalObjList SpawnGroupInHolder(str, str)

Resolves a named group and named holder, forces eligible group units into that holder, and returns the processed-unit ObjList.

SpawnGroupInHolderGlobalObjList SpawnGroupInHolder(str, Obj)

Resolves a named group and an Obj receiver's virtual holder, forces eligible group units into it, and returns the processed-unit ObjList.

Query::GetObjListQueryObjList Query::GetObjList()

Returns a new ObjList copied from a resolved Query object's list-producing virtual method, or an empty list when resolution fails.

Unit::GetUnitsInSameHolderUnitObjList Unit::GetUnitsInSameHolder()

Returns the objects in the unit's holder as a new ObjList.

GetPlayerUnitsGlobalObjList GetPlayerUnits(int)

Builds an ObjList of units for a one-based player number.

GetPlayerUnitsGlobalObjList GetPlayerUnits(int, str)

Builds an ObjList of a player's units using a resolved script class filter.

Hero::armyHeroObjList Hero::army()

Hero::army returns an ObjList wrapper pointing to the resolved Hero at [field], increments the list reference counter at [field], and uses an empty newly allocated list if receiver resolution fails.

Settlement::UnitsSettlementObjList Settlement::Units()

Returns an ObjList view of a settlement holder's unit collection for the Settlement::Units registration.

Settlement::BuildingsSettlementObjList Settlement::Buildings()

Settlement::Buildings returns an ObjList view at settlement [field], or an allocated empty list for an invalid settlement handle.

Settlement::ObjectsAroundSettlementObjList Settlement::ObjectsAround(str)

Builds an ObjList of settlement-associated objects matching a requested script class.

ObjList::GetCanExecCmdObjListObjList ObjList::GetCanExecCmd(str)

Allocates a new ObjList, resolves the command through the command-order registry virtual [field], and copies slots of valid source members whose virtual [field] predicate accepts that command.

ObjList::FilterClosestObjListObjList ObjList::FilterClosest(point, int)

Creates an ObjList through a bounded distance-selection helper using a point and count.

ObjList::ObjPlayerObjListObjList ObjList::ObjPlayer(int)

Builds a new ObjList containing source members owned by the requested script player.

ObjList::ObjEnemyObjListObjList ObjList::ObjEnemy(int)

Filters an ObjList using the zero state of a player relation bit.

ObjList::ObjAllyObjListObjList ObjList::ObjAlly(int)

Filters an ObjList using the set state of a player relation bit.

ObjList::ObjClassObjListObjList ObjList::ObjClass(str)

Filters an ObjList by class-template ancestry.

ObjList::ObjInjuredObjListObjList ObjList::ObjInjured()

Filters an ObjList by a strict object-field comparison.

ObjList::ObjFullStaminaObjListObjList ObjList::ObjFullStamina()

Filters an ObjList by a non-strict object-field comparison.

PartyGlobalObjList Party()

Copies the game object's container at [field] into a new ObjList wrapper.

Sacrifice::DruidsSacrificeObjList Sacrifice::Druids()

Copies the Sacrifice object's linked-list member handles into a new ObjList.

Ship::GetUnitsOnBoardShipObjList Ship::GetUnitsOnBoard()

Copies the container at [field] of the object selected by the Ship's [field] handle.

Squad::UnitsSquadObjList Squad::Units()

Copies the Squad record's [field] member container into a new ObjList.

GetSettlementsGlobalObjList GetSettlements(str, int)

Builds an ObjList of map settlements selected by owner and central-building class.

GAIKA::GetAIControlledUnitsGAIKAObjList GAIKA::GetAIControlledUnits(str, int, int, bool)

Builds an ObjList of eligible units controlled by a selected GAIKA record under class, relation and limit filters.

Settlement::TSRecruitArmySettlementObjList Settlement::TSRecruitArmy(str, int)

Builds an ObjList and delegates Settlement tactical recruitment through TSH_RecruitArmy.vs and the universal command path.

Settlement::TSGetAllBarracksSettlementObjList Settlement::TSGetAllBarracks()

Filters settlement building handles into an ObjList of barracks candidates.

Settlement::TSGetAllArenaeSettlementObjList Settlement::TSGetAllArenae()

Filters settlement building handles into an ObjList of arena candidates.

Settlement::TSGetAllTemplesSettlementObjList Settlement::TSGetAllTemples()

Builds an ObjList of eligible settlement members derived from the race-specific temple class.

Settlement::TSArenaRecruitSettlementObjList Settlement::TSArenaRecruit(int)

Builds an ObjList and delegates Settlement tactical recruitment through TSH_ArenaRecruit.vs and the universal command path.

Settlement::TSTempleRecruitSettlementObjList Settlement::TSTempleRecruit(int)

Builds an ObjList and delegates Settlement tactical recruitment through TSH_TempleRecruit.vs and the universal command path.

selGlobalObjList sel()

Returns an ObjList refreshed from the selection source selected by global state.

GetShortcutSelGlobalObjList GetShortcutSel(int, int)

Native CKS binding exporting a numbered control group's primary unit list to a new ObjList, validating the full 0..9 range.

Accept this type

11
MemberSignature and description
Settlement::AddUnitsSettlementint Settlement::AddUnits(ObjList)

Attempts nonforced holder entry for eligible members of a supplied ObjList and returns the number of successful entries.

=Globalvoid =(ObjList&, ObjList)Description pending

Description pending.

[GlobalObj [(ObjList, int)Description pending

Description pending.

ObjList::AddListObjListvoid ObjList::AddList(ObjList)

Iterates a source object list and appends objects not already present in the destination list.

ObjList::RemoveListObjListvoid ObjList::RemoveList(ObjList)

Removes receiver members matching handles encountered in a second list.

Ship::UnboardUnitsShipvoid Ship::UnboardUnits(ObjList)

Selects candidate positions and dispatches a reserve and movement routine for matching ObjList members.

AIRunGlobalint AIRun(str, Settlement, ObjList, Obj, int)

Starts a typed AI script task in the current script player's AI context and returns its task identifier.

AIRunGlobalint AIRun(int, str, Settlement, ObjList, Obj, int)

Attempts to start an AI script task for the supplied one-based player and returns its task identifier or -1.

SquadizeGlobalvoid Squadize(ObjList, SquadList, int)

CKS scripting primitive wrapper exposing Squadize(ObjList ol, SquadList *sl, int nState) to scenario and AI scripts.

SetNoAIFlagGlobalvoid SetNoAIFlag(ObjList, bool)

The handler traverses the supplied ObjList.

SetShortcutSelGlobalvoid SetShortcutSel(int, int, ObjList)

Native CKS binding writing eligible units from an ObjList into a numbered control group, validating the full 0..9 range.

Coverage and limits

42 / 42 members with a published description.

These lists come from published signatures. “Accept” counts explicit parameters, excluding the method receiver; reference variants (&) are included. No inheritance hierarchy is asserted. Undocumented names, units and effects remain unresolved.