| 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 |
| drawDebugPath() const (defined in QDEngine::qdGameObjectMoving) | QDEngine::qdGameObjectMoving | |
| 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_NONE_EARLY 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 |