add_state(qdGameObjectState *p) (defined in QDEngine::qdGameObjectAnimated) | QDEngine::qdGameObjectAnimated | |
add_trigger_reference() | QDEngine::qdNamedObject | inline |
auto_bound() | QDEngine::qdGameObjectAnimated | |
bound(bool perspective_correction=true) const | QDEngine::qdGameObjectAnimated | virtual |
camera_mode() const (defined in QDEngine::qdGameObjectAnimated) | QDEngine::qdGameObjectAnimated | |
can_change_state(const qdGameObjectState *state=NULL) const | QDEngine::qdGameObjectAnimated | virtual |
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_shadow() (defined in QDEngine::qdGameObjectAnimated) | QDEngine::qdGameObjectAnimated | inline |
clear_trigger_references() | QDEngine::qdNamedObject | inline |
cur_state() const | QDEngine::qdGameObjectAnimated | inline |
debug_redraw() const (defined in QDEngine::qdGameObjectAnimated) | QDEngine::qdGameObjectAnimated | virtual |
default_R() const (defined in QDEngine::qdGameObjectAnimated) | QDEngine::qdGameObjectAnimated | 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::qdGameObjectAnimated) | QDEngine::qdGameObjectAnimated | 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::qdGameObjectAnimated) | QDEngine::qdGameObjectAnimated | 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 | |
flag2str(int flags) const (defined in QDEngine::qdGameObject) | QDEngine::qdGameObject | |
flags() const | QDEngine::qdNamedObject | inline |
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_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::qdGameObjectAnimated | virtual |
get_default_state() (defined in QDEngine::qdGameObjectAnimated) | QDEngine::qdGameObjectAnimated | virtual |
get_default_state() const (defined in QDEngine::qdGameObjectAnimated) | QDEngine::qdGameObjectAnimated | virtual |
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_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_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::qdGameObjectAnimated) | QDEngine::qdGameObjectAnimated | virtual |
idle_time() const (defined in QDEngine::qdGameObjectAnimated) | QDEngine::qdGameObjectAnimated | |
init() | QDEngine::qdGameObjectAnimated | 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_in_triggers() const | QDEngine::qdNamedObject | inline |
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 |
last_chg_time() const (defined in QDEngine::qdGameObjectAnimated) | QDEngine::qdGameObjectAnimated | inline |
last_screen_region() const (defined in QDEngine::qdGameObjectAnimated) | QDEngine::qdGameObjectAnimated | inlinevirtual |
load_data(Common::SeekableReadStream &fh, int save_version) | QDEngine::qdGameObjectAnimated | virtual |
load_resources() (defined in QDEngine::qdGameObjectAnimated) | QDEngine::qdGameObjectAnimated | virtual |
load_script(const xml::tag *p) (defined in QDEngine::qdGameObjectAnimated) | QDEngine::qdGameObjectAnimated | virtual |
load_script_body(const xml::tag *p) (defined in QDEngine::qdGameObjectAnimated) | QDEngine::qdGameObjectAnimated | protectedvirtual |
max_state() const | QDEngine::qdGameObjectAnimated | inline |
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::qdGameObjectAnimated) | QDEngine::qdGameObjectAnimated | virtual |
name() const | QDEngine::qdNamedObjectBase | inline |
named_object_type() const | QDEngine::qdGameObjectAnimated | inlinevirtual |
need_redraw() const (defined in QDEngine::qdGameObjectAnimated) | QDEngine::qdGameObjectAnimated | virtual |
num_directions() const | QDEngine::qdGameObjectAnimated | |
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 | |
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::qdGameObjectAnimated) | QDEngine::qdGameObjectAnimated | 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::qdGameObjectAnimated | virtual |
redraw(int offs_x=0, int offs_y=0) const (defined in QDEngine::qdGameObjectAnimated) | QDEngine::qdGameObjectAnimated | virtual |
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 | |
save_data(Common::WriteStream &fh) const | QDEngine::qdGameObjectAnimated | virtual |
save_grid_zone() (defined in QDEngine::qdGameObjectAnimated) | QDEngine::qdGameObjectAnimated | virtual |
save_script(Common::WriteStream &fh, int indent=0) const (defined in QDEngine::qdGameObjectAnimated) | QDEngine::qdGameObjectAnimated | virtual |
save_script_body(Common::WriteStream &fh, int indent=0) const (defined in QDEngine::qdGameObjectAnimated) | QDEngine::qdGameObjectAnimated | protectedvirtual |
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::qdGameObjectAnimated) | QDEngine::qdGameObjectAnimated | 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::qdGameObjectAnimated) | QDEngine::qdGameObjectAnimated | inlinevirtual |
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_bound(const Vect3f &b) | QDEngine::qdGameObjectAnimated | |
set_cur_state(int st) | QDEngine::qdGameObjectAnimated | inline |
set_default_pos(const Vect3f &r) (defined in QDEngine::qdGameObjectAnimated) | QDEngine::qdGameObjectAnimated | inline |
set_default_state() (defined in QDEngine::qdGameObjectAnimated) | QDEngine::qdGameObjectAnimated | |
set_flag(int fl) | QDEngine::qdNamedObject | 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_state(qdGameObjectState *p) (defined in QDEngine::qdGameObjectAnimated) | QDEngine::qdGameObjectAnimated | inlineprotected |
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_pos(const Vect3f &rr) (defined in QDEngine::qdGameObject) | QDEngine::qdGameObject | inline |
set_queued_state(qdGameObjectState *st) (defined in QDEngine::qdGameObjectAnimated) | QDEngine::qdGameObjectAnimated | 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::qdGameObjectAnimated) | QDEngine::qdGameObjectAnimated | virtual |
set_state(qdGameObjectState *p) (defined in QDEngine::qdGameObjectAnimated) | QDEngine::qdGameObjectAnimated | 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 | |
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 | |
tempPosInList() const (defined in QDEngine::qdGameObject) | QDEngine::qdGameObject | inline |
toggle_grid_zone(bool make_walkable=false) (defined in QDEngine::qdGameObjectAnimated) | QDEngine::qdGameObjectAnimated | virtual |
toString() const (defined in QDEngine::qdNamedObject) | QDEngine::qdNamedObject | |
update_screen_pos() (defined in QDEngine::qdGameObjectAnimated) | QDEngine::qdGameObjectAnimated | 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 | |
~qdNamedObject() (defined in QDEngine::qdNamedObject) | QDEngine::qdNamedObject | |
~qdNamedObjectBase()=0 (defined in QDEngine::qdNamedObjectBase) | QDEngine::qdNamedObjectBase | pure virtual |