add_control_type(control_type_t type) (defined in QDEngine::qdGameObjectMoving) | QDEngine::qdGameObjectMoving | inline |
add_state(qdGameObjectState *p) (defined in QDEngine::qdGameObjectAnimated) | QDEngine::qdGameObjectAnimated | |
add_trigger_reference() | QDEngine::qdNamedObject | inline |
adjust_z() (defined in QDEngine::qdGameObjectMoving) | QDEngine::qdGameObjectMoving | |
animate_rotation(float dt) (defined in QDEngine::qdGameObjectMoving) | QDEngine::qdGameObjectMoving | |
attach_shift() const (defined in QDEngine::qdGameObjectMoving) | QDEngine::qdGameObjectMoving | inline |
attacher() const (defined in QDEngine::qdGameObjectMoving) | QDEngine::qdGameObjectMoving | inline |
attacher_ref() const (defined in QDEngine::qdGameObjectMoving) | QDEngine::qdGameObjectMoving | inline |
auto_bound() | QDEngine::qdGameObjectAnimated | |
avoid_collision(const qdGameObjectMoving *p) (defined in QDEngine::qdGameObjectMoving) | QDEngine::qdGameObjectMoving | |
bound(bool perspective_correction=true) const | QDEngine::qdGameObjectMoving | virtual |
button() const (defined in QDEngine::qdGameObjectMoving) | QDEngine::qdGameObjectMoving | inline |
calc_bound_in_pos(Vect3f pos, bool perspective_correction=true) (defined in QDEngine::qdGameObjectMoving) | QDEngine::qdGameObjectMoving | |
calc_cur_and_future_walk_grid(float dt, Vect2s &cen_cur, Vect2s &size_cur, Vect2s &cen_next, Vect2s &size_next) | QDEngine::qdGameObjectMoving | |
calc_direction_angle(const Vect3f &target) const (defined in QDEngine::qdGameObjectMoving) | QDEngine::qdGameObjectMoving | |
calc_walk_grid(Vect2s ¢er, Vect2s &size) const (defined in QDEngine::qdGameObjectMoving) | QDEngine::qdGameObjectMoving | |
camera_mode() const (defined in QDEngine::qdGameObjectAnimated) | QDEngine::qdGameObjectAnimated | |
can_change_state(const qdGameObjectState *state=NULL) const | QDEngine::qdGameObjectMoving | virtual |
can_move() const (defined in QDEngine::qdGameObjectMoving) | QDEngine::qdGameObjectMoving | |
check_flag(int fl) const | QDEngine::qdNamedObject | inline |
check_grid_zone_attributes(int attr) const (defined in QDEngine::qdGameObjectAnimated) | QDEngine::qdGameObjectAnimated | |
check_grid_zone_attributes(const Vect2f &r, int attr) const (defined in QDEngine::qdGameObjectAnimated) | QDEngine::qdGameObjectAnimated | |
clear_flags() | QDEngine::qdNamedObject | inline |
clear_path_attributes(int attr) const (defined in QDEngine::qdGameObjectMoving) | QDEngine::qdGameObjectMoving | |
clear_shadow() (defined in QDEngine::qdGameObjectAnimated) | QDEngine::qdGameObjectAnimated | inline |
clear_trigger_references() | QDEngine::qdNamedObject | inline |
collision_delay() const (defined in QDEngine::qdGameObjectMoving) | QDEngine::qdGameObjectMoving | inline |
collision_path() const (defined in QDEngine::qdGameObjectMoving) | QDEngine::qdGameObjectMoving | inline |
collision_radius() const (defined in QDEngine::qdGameObjectMoving) | QDEngine::qdGameObjectMoving | inline |
const_ref_circuit_objs() const (defined in QDEngine::qdGameObjectMoving) | QDEngine::qdGameObjectMoving | inline |
control2str(int control, bool truncate=false) (defined in QDEngine::qdGameObjectMoving) | QDEngine::qdGameObjectMoving | static |
CONTROL_ACTIVE_CLICK_REACTING enum value | QDEngine::qdGameObjectMoving | |
CONTROL_ANIMATED_ROTATION enum value | QDEngine::qdGameObjectMoving | |
CONTROL_ATTACHMENT_TO_ACTIVE_WITH_MOVING enum value (defined in QDEngine::qdGameObjectMoving) | QDEngine::qdGameObjectMoving | |
CONTROL_ATTACHMENT_WITH_DIR_REL enum value | QDEngine::qdGameObjectMoving | |
CONTROL_ATTACHMENT_WITHOUT_DIR_REL enum value | QDEngine::qdGameObjectMoving | |
CONTROL_AUTO_MOVE enum value | QDEngine::qdGameObjectMoving | |
CONTROL_AVOID_COLLISION enum value | QDEngine::qdGameObjectMoving | |
CONTROL_CLEAR_PATH enum value | QDEngine::qdGameObjectMoving | |
CONTROL_COLLISION enum value | QDEngine::qdGameObjectMoving | |
CONTROL_FOLLOW_ACTIVE_PERSONAGE enum value | QDEngine::qdGameObjectMoving | |
CONTROL_KEYBOARD enum value | QDEngine::qdGameObjectMoving | |
CONTROL_MOUSE enum value | QDEngine::qdGameObjectMoving | |
CONTROL_REPEAT_ACTIVE_PERSONAGE_MOVEMENT enum value | QDEngine::qdGameObjectMoving | |
control_type_t enum name | QDEngine::qdGameObjectMoving | |
cur_state() const | QDEngine::qdGameObjectAnimated | inline |
debug_redraw() const (defined in QDEngine::qdGameObjectMoving) | QDEngine::qdGameObjectMoving | virtual |
default_direction_angle() const (defined in QDEngine::qdGameObjectMoving) | QDEngine::qdGameObjectMoving | inline |
default_R() const (defined in QDEngine::qdGameObjectAnimated) | QDEngine::qdGameObjectAnimated | inline |
direction_angle() const (defined in QDEngine::qdGameObjectMoving) | QDEngine::qdGameObjectMoving | inline |
disable_control() (defined in QDEngine::qdGameObjectMoving) | QDEngine::qdGameObjectMoving | inline |
draw_bound() const | QDEngine::qdGameObjectAnimated | |
draw_bound(Vect3f r, Vect3f const &bound, int const color) const (defined in QDEngine::qdGameObjectAnimated) | QDEngine::qdGameObjectAnimated | |
draw_contour(uint32 color) const (defined in QDEngine::qdGameObjectMoving) | QDEngine::qdGameObjectMoving | virtual |
draw_grid_zone(const Vect2s sz) const (defined in QDEngine::qdGameObjectAnimated) | QDEngine::qdGameObjectAnimated | |
draw_shadow(int offs_x, int offs_y, uint32 color, int alpha) const (defined in QDEngine::qdGameObjectMoving) | QDEngine::qdGameObjectMoving | virtual |
drop_flag(int fl) | QDEngine::qdNamedObject | inline |
drop_grid_zone_attributes(int attr) const (defined in QDEngine::qdGameObjectAnimated) | QDEngine::qdGameObjectAnimated | virtual |
drop_grid_zone_attributes(const Vect2f &r, int attr) const (defined in QDEngine::qdGameObjectAnimated) | QDEngine::qdGameObjectAnimated | |
enable_control() (defined in QDEngine::qdGameObjectMoving) | QDEngine::qdGameObjectMoving | inline |
flag2str(int flags) const (defined in QDEngine::qdGameObject) | QDEngine::qdGameObject | |
flags() const | QDEngine::qdNamedObject | inline |
follow_condition() const (defined in QDEngine::qdGameObjectMoving) | QDEngine::qdGameObjectMoving | inline |
follow_condition_t enum name | QDEngine::qdGameObjectMoving | |
FOLLOW_DONE enum value | QDEngine::qdGameObjectMoving | |
FOLLOW_FULL_STOP_WAIT enum value | QDEngine::qdGameObjectMoving | |
follow_max_radius() const (defined in QDEngine::qdGameObjectMoving) | QDEngine::qdGameObjectMoving | inline |
follow_min_radius() const (defined in QDEngine::qdGameObjectMoving) | QDEngine::qdGameObjectMoving | inline |
FOLLOW_MOVING enum value | QDEngine::qdGameObjectMoving | |
FOLLOW_UPDATE_PATH enum value | QDEngine::qdGameObjectMoving | |
FOLLOW_WAIT enum value | QDEngine::qdGameObjectMoving | |
free_resources() (defined in QDEngine::qdGameObjectAnimated) | QDEngine::qdGameObjectAnimated | virtual |
get_animation() (defined in QDEngine::qdGameObjectAnimated) | QDEngine::qdGameObjectAnimated | inline |
get_animation() const (defined in QDEngine::qdGameObjectAnimated) | QDEngine::qdGameObjectAnimated | inline |
get_control_types() (defined in QDEngine::qdGameObjectMoving) | QDEngine::qdGameObjectMoving | inline |
get_cur_state() (defined in QDEngine::qdGameObjectAnimated) | QDEngine::qdGameObjectAnimated | inline |
get_cur_state() const (defined in QDEngine::qdGameObjectAnimated) | QDEngine::qdGameObjectAnimated | inline |
get_debug_info(Common::String &buf) const | QDEngine::qdGameObjectMoving | virtual |
get_default_state() (defined in QDEngine::qdGameObjectMoving) | QDEngine::qdGameObjectMoving | virtual |
get_default_state() const (defined in QDEngine::qdGameObjectMoving) | QDEngine::qdGameObjectMoving | virtual |
get_direction(float angle) const (defined in QDEngine::qdGameObjectMoving) | QDEngine::qdGameObjectMoving | |
get_future_r(float dt, bool &end_movement, bool real_moving=false) (defined in QDEngine::qdGameObjectMoving) | QDEngine::qdGameObjectMoving | |
get_inventory_state() (defined in QDEngine::qdGameObjectAnimated) | QDEngine::qdGameObjectAnimated | |
get_mouse_hover_state() (defined in QDEngine::qdGameObjectAnimated) | QDEngine::qdGameObjectAnimated | |
get_mouse_state() (defined in QDEngine::qdGameObjectAnimated) | QDEngine::qdGameObjectAnimated | |
get_movement_mode() (defined in QDEngine::qdGameObjectMoving) | QDEngine::qdGameObjectMoving | inline |
get_parallax_offset() const (defined in QDEngine::qdGameObject) | QDEngine::qdGameObject | inline |
get_screen_R() const (defined in QDEngine::qdGameObject) | QDEngine::qdGameObject | inline |
get_state(const char *state_name) (defined in QDEngine::qdGameObjectAnimated) | QDEngine::qdGameObjectAnimated | |
get_state(int state_index) (defined in QDEngine::qdGameObjectAnimated) | QDEngine::qdGameObjectAnimated | |
get_state(const char *state_name) const (defined in QDEngine::qdGameObjectAnimated) | QDEngine::qdGameObjectAnimated | |
get_state(int state_index) const (defined in QDEngine::qdGameObjectAnimated) | QDEngine::qdGameObjectAnimated | |
get_state_index(const qdGameObjectState *p) const | QDEngine::qdGameObjectAnimated | |
grid_size() const (defined in QDEngine::qdGameObjectAnimated) | QDEngine::qdGameObjectAnimated | inline |
handle_state_end() | QDEngine::qdGameObjectAnimated | |
has_bound() const | QDEngine::qdGameObjectAnimated | inline |
has_camera_mode() const (defined in QDEngine::qdGameObjectAnimated) | QDEngine::qdGameObjectAnimated | |
has_control_type(control_type_t type) const (defined in QDEngine::qdGameObjectMoving) | QDEngine::qdGameObjectMoving | inline |
has_inventory_name() const (defined in QDEngine::qdGameObjectAnimated) | QDEngine::qdGameObjectAnimated | inline |
has_screen_transform() const (defined in QDEngine::qdGameObjectAnimated) | QDEngine::qdGameObjectAnimated | inline |
hit(int x, int y) const (defined in QDEngine::qdGameObjectMoving) | QDEngine::qdGameObjectMoving | virtual |
idle_time() const (defined in QDEngine::qdGameObjectAnimated) | QDEngine::qdGameObjectAnimated | |
init() | QDEngine::qdGameObjectMoving | virtual |
init_grid_zone() (defined in QDEngine::qdGameObjectAnimated) | QDEngine::qdGameObjectAnimated | virtual |
insert_state(int iBefore, qdGameObjectState *p) (defined in QDEngine::qdGameObjectAnimated) | QDEngine::qdGameObjectAnimated | |
inters_with_bound(Vect3f bnd, Vect3f cen, bool perspective_correction=true) const | QDEngine::qdGameObjectAnimated | |
inventory_cell_index() const (defined in QDEngine::qdGameObjectAnimated) | QDEngine::qdGameObjectAnimated | inline |
inventory_name() const (defined in QDEngine::qdGameObjectAnimated) | QDEngine::qdGameObjectAnimated | inline |
inventory_type() const (defined in QDEngine::qdGameObjectAnimated) | QDEngine::qdGameObjectAnimated | inline |
is_control_disabled() const (defined in QDEngine::qdGameObjectMoving) | QDEngine::qdGameObjectMoving | inline |
is_in_position(const Vect3f pos) const (defined in QDEngine::qdGameObjectMoving) | QDEngine::qdGameObjectMoving | |
is_in_position(const Vect3f pos, float angle) const (defined in QDEngine::qdGameObjectMoving) | QDEngine::qdGameObjectMoving | |
is_in_triggers() const | QDEngine::qdNamedObject | inline |
is_moving() const (defined in QDEngine::qdGameObjectMoving) | QDEngine::qdGameObjectMoving | inline |
is_moving2position(const Vect3f pos) const (defined in QDEngine::qdGameObjectMoving) | QDEngine::qdGameObjectMoving | |
is_moving2position(const Vect3f pos, float angle) const (defined in QDEngine::qdGameObjectMoving) | QDEngine::qdGameObjectMoving | |
is_state_active(const char *state_name) const | QDEngine::qdGameObjectAnimated | |
is_state_active(const qdGameObjectState *p) const | QDEngine::qdGameObjectAnimated | inline |
is_state_waiting(const qdGameObjectState *p) const (defined in QDEngine::qdGameObjectAnimated) | QDEngine::qdGameObjectAnimated | inline |
is_state_waiting(const char *state_name) const (defined in QDEngine::qdGameObjectAnimated) | QDEngine::qdGameObjectAnimated | |
is_visible() const (defined in QDEngine::qdGameObjectAnimated) | QDEngine::qdGameObjectAnimated | virtual |
is_walkable(const Vect3f &pos) const (defined in QDEngine::qdGameObjectMoving) | QDEngine::qdGameObjectMoving | |
is_walkable(const Vect2s &pos) const (defined in QDEngine::qdGameObjectMoving) | QDEngine::qdGameObjectMoving | |
keyboard_move() (defined in QDEngine::qdGameObjectMoving) | QDEngine::qdGameObjectMoving | |
last_chg_time() const (defined in QDEngine::qdGameObjectAnimated) | QDEngine::qdGameObjectAnimated | inline |
last_move_order() const (defined in QDEngine::qdGameObjectMoving) | QDEngine::qdGameObjectMoving | inline |
last_screen_region() const (defined in QDEngine::qdGameObjectAnimated) | QDEngine::qdGameObjectAnimated | inlinevirtual |
last_walk_state() (defined in QDEngine::qdGameObjectMoving) | QDEngine::qdGameObjectMoving | inline |
load_data(Common::SeekableReadStream &fh, int save_version) | QDEngine::qdGameObjectMoving | virtual |
load_resources() (defined in QDEngine::qdGameObjectMoving) | QDEngine::qdGameObjectMoving | virtual |
load_script(const xml::tag *p) (defined in QDEngine::qdGameObjectMoving) | QDEngine::qdGameObjectMoving | virtual |
load_script_body(const xml::tag *p) (defined in QDEngine::qdGameObjectMoving) | QDEngine::qdGameObjectMoving | protectedvirtual |
local_target_position() const | QDEngine::qdGameObjectMoving | inline |
max_state() const | QDEngine::qdGameObjectAnimated | inline |
merge(qdGameObjectMoving *p) (defined in QDEngine::qdGameObjectMoving) | QDEngine::qdGameObjectMoving | |
merge_states(qdGameObjectAnimated *p) (defined in QDEngine::qdGameObjectAnimated) | QDEngine::qdGameObjectAnimated | |
mouse_cursor_ID() const (defined in QDEngine::qdGameObjectAnimated) | QDEngine::qdGameObjectAnimated | |
mouse_handler(int x, int y, mouseDispatcher::mouseEvent ev) (defined in QDEngine::qdGameObjectMoving) | QDEngine::qdGameObjectMoving | virtual |
move(const Vect3f &target, bool lock_target=false) (defined in QDEngine::qdGameObjectMoving) | QDEngine::qdGameObjectMoving | |
move(const Vect3f &target, float angle, bool lock_target=false) (defined in QDEngine::qdGameObjectMoving) | QDEngine::qdGameObjectMoving | |
move2position(const Vect3f target) (defined in QDEngine::qdGameObjectMoving) | QDEngine::qdGameObjectMoving | |
move_from_personage_path() (defined in QDEngine::qdGameObjectMoving) | QDEngine::qdGameObjectMoving | |
movement2str(int movement, bool truncate=false) (defined in QDEngine::qdGameObjectMoving) | QDEngine::qdGameObjectMoving | static |
MOVEMENT_MODE_END enum value (defined in QDEngine::qdGameObjectMoving) | QDEngine::qdGameObjectMoving | |
MOVEMENT_MODE_MOVE enum value (defined in QDEngine::qdGameObjectMoving) | QDEngine::qdGameObjectMoving | |
MOVEMENT_MODE_START enum value (defined in QDEngine::qdGameObjectMoving) | QDEngine::qdGameObjectMoving | |
MOVEMENT_MODE_STOP enum value (defined in QDEngine::qdGameObjectMoving) | QDEngine::qdGameObjectMoving | |
movement_mode_t enum name (defined in QDEngine::qdGameObjectMoving) | QDEngine::qdGameObjectMoving | |
MOVEMENT_MODE_TURN enum value (defined in QDEngine::qdGameObjectMoving) | QDEngine::qdGameObjectMoving | |
movement_type() const (defined in QDEngine::qdGameObjectMoving) | QDEngine::qdGameObjectMoving | |
name() const | QDEngine::qdNamedObjectBase | inline |
named_object_type() const | QDEngine::qdGameObjectMoving | inlinevirtual |
need_redraw() const (defined in QDEngine::qdGameObjectAnimated) | QDEngine::qdGameObjectAnimated | virtual |
num_directions() const | QDEngine::qdGameObjectAnimated | |
operator=(const qdGameObjectMoving &obj) (defined in QDEngine::qdGameObjectMoving) | QDEngine::qdGameObjectMoving | |
operator=(const qdGameObjectAnimated &obj) (defined in QDEngine::qdGameObjectAnimated) | QDEngine::qdGameObjectAnimated | |
operator=(const qdGameObject &obj) (defined in QDEngine::qdGameObject) | QDEngine::qdGameObject | |
operator=(const qdNamedObject &p) (defined in QDEngine::qdNamedObject) | QDEngine::qdNamedObject | |
operator=(const qdNamedObjectBase &obj) (defined in QDEngine::qdNamedObjectBase) | QDEngine::qdNamedObjectBase | |
owner() const | QDEngine::qdNamedObject | inline |
owner(qdNamedObjectType tp) const | QDEngine::qdNamedObject | |
post_redraw() (defined in QDEngine::qdGameObjectAnimated) | QDEngine::qdGameObjectAnimated | virtual |
qdGameObject() (defined in QDEngine::qdGameObject) | QDEngine::qdGameObject | |
qdGameObject(const qdGameObject &obj) (defined in QDEngine::qdGameObject) | QDEngine::qdGameObject | |
qdGameObjectAnimated() (defined in QDEngine::qdGameObjectAnimated) | QDEngine::qdGameObjectAnimated | |
qdGameObjectAnimated(const qdGameObjectAnimated &obj) (defined in QDEngine::qdGameObjectAnimated) | QDEngine::qdGameObjectAnimated | |
qdGameObjectMoving() (defined in QDEngine::qdGameObjectMoving) | QDEngine::qdGameObjectMoving | |
qdGameObjectMoving(const qdGameObjectMoving &obj) (defined in QDEngine::qdGameObjectMoving) | QDEngine::qdGameObjectMoving | |
qdNamedObject() (defined in QDEngine::qdNamedObject) | QDEngine::qdNamedObject | |
qdNamedObject(const qdNamedObject &p) (defined in QDEngine::qdNamedObject) | QDEngine::qdNamedObject | |
qdNamedObjectBase() (defined in QDEngine::qdNamedObjectBase) | QDEngine::qdNamedObjectBase | |
qdNamedObjectBase(const qdNamedObjectBase &obj) (defined in QDEngine::qdNamedObjectBase) | QDEngine::qdNamedObjectBase | |
quant(float dt) (defined in QDEngine::qdGameObjectMoving) | QDEngine::qdGameObjectMoving | virtual |
queued_state() (defined in QDEngine::qdGameObjectAnimated) | QDEngine::qdGameObjectAnimated | inline |
queued_state() const (defined in QDEngine::qdGameObjectAnimated) | QDEngine::qdGameObjectAnimated | inline |
R() const (defined in QDEngine::qdGameObject) | QDEngine::qdGameObject | inline |
radius() const | QDEngine::qdGameObjectMoving | virtual |
redraw(int offs_x=0, int offs_y=0) const (defined in QDEngine::qdGameObjectMoving) | QDEngine::qdGameObjectMoving | virtual |
ref_circuit_objs() (defined in QDEngine::qdGameObjectMoving) | QDEngine::qdGameObjectMoving | inline |
remove_control_type(control_type_t type) (defined in QDEngine::qdGameObjectMoving) | QDEngine::qdGameObjectMoving | inline |
remove_state(int state_num) (defined in QDEngine::qdGameObjectAnimated) | QDEngine::qdGameObjectAnimated | |
remove_state(qdGameObjectState *p) (defined in QDEngine::qdGameObjectAnimated) | QDEngine::qdGameObjectAnimated | |
remove_trigger_reference() | QDEngine::qdNamedObject | inline |
restore_grid_zone() (defined in QDEngine::qdGameObjectAnimated) | QDEngine::qdGameObjectAnimated | virtual |
restore_state() (defined in QDEngine::qdGameObjectAnimated) | QDEngine::qdGameObjectAnimated | |
rotation_angle() const (defined in QDEngine::qdGameObjectMoving) | QDEngine::qdGameObjectMoving | inline |
rotation_angle_per_quant() const (defined in QDEngine::qdGameObjectMoving) | QDEngine::qdGameObjectMoving | inline |
save_data(Common::WriteStream &fh) const | QDEngine::qdGameObjectMoving | virtual |
save_grid_zone() (defined in QDEngine::qdGameObjectAnimated) | QDEngine::qdGameObjectAnimated | virtual |
save_script(Common::WriteStream &fh, int indent=0) const (defined in QDEngine::qdGameObjectMoving) | QDEngine::qdGameObjectMoving | virtual |
save_script_body(Common::WriteStream &fh, int indent=0) const (defined in QDEngine::qdGameObjectMoving) | QDEngine::qdGameObjectMoving | protectedvirtual |
scale() const (defined in QDEngine::qdGameObjectMoving) | QDEngine::qdGameObjectMoving | inline |
screen_depth() const (defined in QDEngine::qdGameObject) | QDEngine::qdGameObject | inline |
screen_pos() const (defined in QDEngine::qdGameObject) | QDEngine::qdGameObject | inline |
screen_region() const (defined in QDEngine::qdGameObjectMoving) | QDEngine::qdGameObjectMoving | virtual |
screen_rotation() const (defined in QDEngine::qdGameObjectAnimated) | QDEngine::qdGameObjectAnimated | |
screen_scale() const (defined in QDEngine::qdGameObjectAnimated) | QDEngine::qdGameObjectAnimated | |
screen_size() const (defined in QDEngine::qdGameObjectMoving) | QDEngine::qdGameObjectMoving | virtual |
set_animation(qdAnimation *p, const qdAnimationInfo *inf=NULL) (defined in QDEngine::qdGameObjectAnimated) | QDEngine::qdGameObjectAnimated | |
set_animation_info(qdAnimationInfo *inf) (defined in QDEngine::qdGameObjectAnimated) | QDEngine::qdGameObjectAnimated | |
set_attach_shift(Vect2s shift) (defined in QDEngine::qdGameObjectMoving) | QDEngine::qdGameObjectMoving | inline |
set_attacher(const qdGameObjectMoving *mov_obj) (defined in QDEngine::qdGameObjectMoving) | QDEngine::qdGameObjectMoving | |
set_bound(const Vect3f &b) | QDEngine::qdGameObjectAnimated | |
set_button(qdInterfaceButton *p) (defined in QDEngine::qdGameObjectMoving) | QDEngine::qdGameObjectMoving | inline |
set_collision_delay(float r) (defined in QDEngine::qdGameObjectMoving) | QDEngine::qdGameObjectMoving | inline |
set_collision_path(float path) (defined in QDEngine::qdGameObjectMoving) | QDEngine::qdGameObjectMoving | inline |
set_collision_radius(float r) (defined in QDEngine::qdGameObjectMoving) | QDEngine::qdGameObjectMoving | inline |
set_cur_state(int st) | QDEngine::qdGameObjectAnimated | inline |
set_default_direction(float ang) (defined in QDEngine::qdGameObjectMoving) | QDEngine::qdGameObjectMoving | inline |
set_default_pos(const Vect3f &r) (defined in QDEngine::qdGameObjectAnimated) | QDEngine::qdGameObjectAnimated | inline |
set_default_state() (defined in QDEngine::qdGameObjectAnimated) | QDEngine::qdGameObjectAnimated | |
set_direction(float angle) (defined in QDEngine::qdGameObjectMoving) | QDEngine::qdGameObjectMoving | |
set_flag(int fl) | QDEngine::qdNamedObject | inline |
set_follow_condition(int cond) (defined in QDEngine::qdGameObjectMoving) | QDEngine::qdGameObjectMoving | inline |
set_follow_max_radius(float fmr) (defined in QDEngine::qdGameObjectMoving) | QDEngine::qdGameObjectMoving | inline |
set_follow_min_radius(float fmr) (defined in QDEngine::qdGameObjectMoving) | QDEngine::qdGameObjectMoving | inline |
set_grid_zone_attributes(int attr) const (defined in QDEngine::qdGameObjectAnimated) | QDEngine::qdGameObjectAnimated | virtual |
set_grid_zone_attributes(const Vect2f &r, int attr) const (defined in QDEngine::qdGameObjectAnimated) | QDEngine::qdGameObjectAnimated | |
set_inventory_cell_index(int idx) (defined in QDEngine::qdGameObjectAnimated) | QDEngine::qdGameObjectAnimated | inline |
set_inventory_name(const char *name) (defined in QDEngine::qdGameObjectAnimated) | QDEngine::qdGameObjectAnimated | inline |
set_inventory_type(int tp) (defined in QDEngine::qdGameObjectAnimated) | QDEngine::qdGameObjectAnimated | inline |
set_last_chg_time(int time) (defined in QDEngine::qdGameObjectAnimated) | QDEngine::qdGameObjectAnimated | inline |
set_last_inventory_state(qdGameObjectState *p) (defined in QDEngine::qdGameObjectAnimated) | QDEngine::qdGameObjectAnimated | inlineprotected |
set_last_move_order(const Vect3f &pnt) (defined in QDEngine::qdGameObjectMoving) | QDEngine::qdGameObjectMoving | inline |
set_last_state(qdGameObjectState *p) (defined in QDEngine::qdGameObjectAnimated) | QDEngine::qdGameObjectAnimated | inlineprotected |
set_last_walk_state(qdGameObjectState *p) (defined in QDEngine::qdGameObjectMoving) | QDEngine::qdGameObjectMoving | inline |
set_movement_impulse(float dir_angle) (defined in QDEngine::qdGameObjectMoving) | QDEngine::qdGameObjectMoving | |
set_name(const char *p) | QDEngine::qdNamedObjectBase | inline |
set_owner(qdNamedObject *p) | QDEngine::qdNamedObject | inline |
set_parallax_offset(int offs_x, int offs_y) (defined in QDEngine::qdGameObject) | QDEngine::qdGameObject | inline |
set_path_attributes(int attr) const (defined in QDEngine::qdGameObjectMoving) | QDEngine::qdGameObjectMoving | |
set_pos(const Vect3f &rr) (defined in QDEngine::qdGameObject) | QDEngine::qdGameObject | inline |
set_queued_state(qdGameObjectState *st) (defined in QDEngine::qdGameObjectAnimated) | QDEngine::qdGameObjectAnimated | inline |
set_rotation_angle_per_quant(float ang) (defined in QDEngine::qdGameObjectMoving) | QDEngine::qdGameObjectMoving | inline |
set_scale(float sc) (defined in QDEngine::qdGameObjectMoving) | QDEngine::qdGameObjectMoving | inline |
set_screen_R(const Vect2i &v) (defined in QDEngine::qdGameObject) | QDEngine::qdGameObject | inlineprotected |
set_screen_rotation(float target_angle, float speed) (defined in QDEngine::qdGameObjectAnimated) | QDEngine::qdGameObjectAnimated | |
set_screen_scale(const Vect2f &scale, const Vect2f &speed) (defined in QDEngine::qdGameObjectAnimated) | QDEngine::qdGameObjectAnimated | |
set_shadow(uint32 color, int alpha) (defined in QDEngine::qdGameObjectAnimated) | QDEngine::qdGameObjectAnimated | inline |
set_state(int st) (defined in QDEngine::qdGameObjectMoving) | QDEngine::qdGameObjectMoving | virtual |
set_state(qdGameObjectState *p) (defined in QDEngine::qdGameObjectMoving) | QDEngine::qdGameObjectMoving | virtual |
set_states_owner() | QDEngine::qdGameObjectAnimated | |
setTempPosInList(uint pos) (defined in QDEngine::qdGameObject) | QDEngine::qdGameObject | inline |
shadow_alpha() const (defined in QDEngine::qdGameObjectAnimated) | QDEngine::qdGameObjectAnimated | |
shadow_color() const (defined in QDEngine::qdGameObjectAnimated) | QDEngine::qdGameObjectAnimated | |
skip_movement() (defined in QDEngine::qdGameObjectMoving) | QDEngine::qdGameObjectMoving | |
split(qdGameObjectMoving *p) (defined in QDEngine::qdGameObjectMoving) | QDEngine::qdGameObjectMoving | |
split_states(qdGameObjectAnimated *p) (defined in QDEngine::qdGameObjectAnimated) | QDEngine::qdGameObjectAnimated | |
STATE_ACTIVE enum value (defined in QDEngine::qdGameObjectAnimated) | QDEngine::qdGameObjectAnimated | |
STATE_DONE enum value (defined in QDEngine::qdGameObjectAnimated) | QDEngine::qdGameObjectAnimated | |
STATE_INACTIVE enum value (defined in QDEngine::qdGameObjectAnimated) | QDEngine::qdGameObjectAnimated | |
STATE_QUEUED enum value (defined in QDEngine::qdGameObjectAnimated) | QDEngine::qdGameObjectAnimated | |
state_status(const qdGameObjectState *p) const (defined in QDEngine::qdGameObjectAnimated) | QDEngine::qdGameObjectAnimated | |
state_vector() const | QDEngine::qdGameObjectAnimated | inline |
StateStatus enum name (defined in QDEngine::qdGameObjectAnimated) | QDEngine::qdGameObjectAnimated | |
stop_movement() (defined in QDEngine::qdGameObjectMoving) | QDEngine::qdGameObjectMoving | |
target_position() const | QDEngine::qdGameObjectMoving | inline |
tempPosInList() const (defined in QDEngine::qdGameObject) | QDEngine::qdGameObject | inline |
toggle_grid_zone(bool make_walkable=false) (defined in QDEngine::qdGameObjectMoving) | QDEngine::qdGameObjectMoving | virtual |
toggle_selection(bool state) (defined in QDEngine::qdGameObjectMoving) | QDEngine::qdGameObjectMoving | inline |
toString() const (defined in QDEngine::qdNamedObject) | QDEngine::qdNamedObject | |
update_screen_pos() (defined in QDEngine::qdGameObjectMoving) | QDEngine::qdGameObjectMoving | virtual |
was_state_active(const char *state_name) const | QDEngine::qdGameObjectAnimated | |
was_state_active(const qdGameObjectState *p) const | QDEngine::qdGameObjectAnimated | inline |
was_state_previous(const char *state_name) const | QDEngine::qdGameObjectAnimated | |
was_state_previous(const qdGameObjectState *p) const | QDEngine::qdGameObjectAnimated | inline |
~qdGameObject() (defined in QDEngine::qdGameObject) | QDEngine::qdGameObject | |
~qdGameObjectAnimated() (defined in QDEngine::qdGameObjectAnimated) | QDEngine::qdGameObjectAnimated | |
~qdGameObjectMoving() (defined in QDEngine::qdGameObjectMoving) | QDEngine::qdGameObjectMoving | |
~qdNamedObject() (defined in QDEngine::qdNamedObject) | QDEngine::qdNamedObject | |
~qdNamedObjectBase()=0 (defined in QDEngine::qdNamedObjectBase) | QDEngine::qdNamedObjectBase | pure virtual |