AddDamage(uint damage_points) | PhysicalObj | |
AddFiringAngle(double angle) | Character | |
AddSpeed(double norme, double angle) | Physics | |
AddSpeedXY(Point2d vector) | Physics | |
animation_time | Character | [private] |
back_jumping | Character | [private] |
BackJump() | Character | |
body | Character | |
bubble_engine | Character | [private] |
CanJump() const | Character | |
CanStillMoveDG(uint pause) | Character | |
ChangePhysRopeSize(double dl) | Physics | |
channel_step | Character | [private] |
Character(Team &my_team, const std::string &name, Body *char_body) | Character | |
Character(const Character &acharacter) | Character | |
character_name | Character | [private] |
CheckOverlapping() | PhysicalObj | [protected, virtual] |
CollidedObject(const Point2i &offset) const | PhysicalObj | |
CollidedObjectXY(const Point2i &position) const | PhysicalObj | |
ComputeNextXY(double delta_t) | Physics | [protected] |
current_total_damage | Character | [private] |
damage_other_team | Character | [private] |
damage_own_team | Character | [private] |
death_explosion | Character | [private] |
DecDiseaseDuration() | Character | |
Die() | Character | |
DisableDeathExplosion() | Character | |
disease_damage_per_turn | Character | [private] |
disease_duration | Character | [private] |
do_nothing_time | Character | [private] |
DoShoot() | Character | |
Draw() | Character | [virtual] |
DrawEnergyBar(int dy) | Character | [private] |
DrawName(int dy) const | Character | [private] |
Drown() | PhysicalObj | |
energy_bar | Character | [private] |
firing_angle | Character | [private] |
FootsInVacuum() const | PhysicalObj | |
FootsInVacuumXY(const Point2i &position) const | PhysicalObj | |
FootsOnFloor(int y) const | PhysicalObj | |
GetAbsFiringAngle() const | Character | |
GetAirResistFactor() const | Physics | [inline] |
GetAngularSpeed() const | Physics | |
GetBody() const | Character | |
GetCenter() const | PhysicalObj | |
GetCenterX() const | PhysicalObj | |
GetCenterY() const | PhysicalObj | |
GetCharacterIndex() | Character | |
GetDirection() const | Character | |
GetDiseaseDamage() const | Character | |
GetDiseaseDuration() const | Character | |
GetEnergy() const | Character | [inline] |
GetFiringAngle() const | Character | |
GetGravityFactor() const | Physics | [inline] |
GetHandPosition() const | Character | |
GetHeight() const | PhysicalObj | |
GetMass() const | Physics | [inline] |
GetMostDamage() const | Character | [inline] |
GetName() const | Character | [inline, virtual] |
GetOtherDamage() const | Character | [inline] |
GetOwnDamage() const | Character | [inline] |
GetPhysX() const | Physics | |
GetPhysY() const | Physics | |
GetPos() const | Physics | |
GetPosition() const | PhysicalObj | |
GetRebounding() const | Physics | [inline] |
GetRect() const | PhysicalObj | |
GetRopeAngle() | Physics | |
GetRopeLength() | Physics | |
GetSize() const | PhysicalObj | |
GetSpeed(double &norm, double &angle) const | Physics | |
GetSpeed() const | Physics | |
GetSpeedAngle() const | Physics | |
GetSpeedXY(Point2d &vector) const | Physics | |
GetTeam() const | Character | |
GetTeamIndex() | Character | |
GetTestHeight() const | PhysicalObj | |
GetTestRect() const | PhysicalObj | |
GetTestWidth() const | PhysicalObj | |
GetWidth() const | PhysicalObj | |
GetWindFactor() const | Physics | [inline] |
GetX() const | PhysicalObj | |
GetY() const | PhysicalObj | |
Ghost() | PhysicalObj | |
GoesThroughWall() const | PhysicalObj | [inline] |
GoOutOfWater() | PhysicalObj | |
GotInjured() const | Character | |
HandleKeyEvent(Action::Action_t action, Keyboard::Key_Event_t event_type) | Character | |
HandleMostDamage() | Character | |
HandleShoot(Keyboard::Key_Event_t event_type) | Character | |
hidden | Character | [private] |
Hide() | Character | |
HighJump() | Character | |
Init() | PhysicalObj | |
InitMouvementDG(uint pause) | Character | |
IsActiveCharacter() const | Character | |
IsDead() const | PhysicalObj | |
IsDiseased() const | Character | |
IsDrowned() const | PhysicalObj | |
IsFalling() const | Physics | |
IsGhost() const | PhysicalObj | |
IsImmobile() const | PhysicalObj | [virtual] |
IsInVacuum(const Point2i &offset, bool check_objects=true) const | PhysicalObj | |
IsInVacuumXY(const Point2i &position, bool check_objects=true) const | PhysicalObj | |
IsInWater() const | PhysicalObj | |
IsMoving() const | Physics | |
IsOutsideWorld(const Point2i &offset) const | PhysicalObj | |
IsOutsideWorldXY(Point2i position) const | PhysicalObj | |
IsOverlapping(const PhysicalObj *obj) const | PhysicalObj | [virtual] |
IsSameAs(const Character &other) | Character | [inline] |
Jump(double strength, double angle) | Character | |
Jump() | Character | |
life_points | PhysicalObj | [protected] |
lost_energy | Character | [private] |
m_alive | PhysicalObj | [protected] |
m_allow_negative_y | PhysicalObj | [protected] |
m_balancing_damping | Physics | [protected] |
m_cfg | Physics | [protected] |
m_elasticity_damping | Physics | [protected] |
m_elasticity_off | Physics | [protected] |
m_extern_force | Physics | [protected] |
m_fix_point_dxy | Physics | [protected] |
m_fix_point_gnd | Physics | [protected] |
m_height | PhysicalObj | [protected] |
m_last_move | Physics | [protected] |
m_name | PhysicalObj | [protected] |
m_overlapping_object | PhysicalObj | [protected] |
m_phys_height | Physics | [protected] |
m_phys_width | Physics | [protected] |
m_rebound_sound | PhysicalObj | [protected] |
m_rope_angle | Physics | [protected] |
m_rope_elasticity | Physics | [protected] |
m_rope_length | Physics | [protected] |
m_team | Character | [private] |
m_test_bottom | PhysicalObj | [protected] |
m_test_left | PhysicalObj | [protected] |
m_test_right | PhysicalObj | [protected] |
m_test_top | PhysicalObj | [protected] |
m_width | PhysicalObj | [protected] |
MadeDamage(const int Dmg, const Character &other) | Character | |
max_damage | Character | [private] |
MouvementDG_Autorise() const | Character | |
name_text | Character | [private] |
ObjTouche(const PhysicalObj &b) const | PhysicalObj | |
ObjTouche(const Point2i &p) const | PhysicalObj | |
pause_bouge_dg | Character | [private] |
PhysicalObj(const std::string &name, const std::string &xml_config="") | PhysicalObj | |
Physics() | Physics | |
prepare_shoot | Character | [private] |
PrepareShoot() | Character | |
PrepareTurn() | Character | |
previous_strength | Character | |
PutOutOfGround() | PhysicalObj | |
PutOutOfGround(double direction) | PhysicalObj | |
PutRandomly(bool on_top_of_world, double min_dst_with_characters) | PhysicalObj | |
Rebound(Point2d contactPos, double contact_angle) | Physics | [protected] |
Refresh() | Character | [virtual] |
ResetConstants() | Physics | |
RunPhysicalEngine() | Physics | |
SetAirResistFactor(double factor) | Physics | |
SetBody(Body *char_body) | Character | [private] |
SetClothe(std::string name) | Character | |
SetClotheOnce(std::string name) | Character | |
SetCollisionModel(bool goes_through_wall, bool collides_with_characters, bool collides_with_objects) | PhysicalObj | |
SetDirection(Body::Direction_t direction) | Character | |
SetDiseaseDamage(const uint damage_per_turn, const uint disease_duration) | Character | |
SetEnergy(int new_energy) | Character | |
SetEnergyDelta(int delta, bool do_report=true) | Character | |
SetExternForce(double length, double angle) | Physics | |
SetExternForceXY(Point2d vector) | Physics | |
SetFiringAngle(double angle) | Character | |
SetGravityFactor(double factor) | Physics | |
SetMass(double mass) | Physics | |
SetMovement(std::string name) | Character | |
SetMovementOnce(std::string name) | Character | |
SetOverlappingObject(PhysicalObj *obj) | PhysicalObj | |
SetPhysFixationPointXY(double g_x, double g_y, double dx, double dy) | Physics | |
SetPhysSize(double width, double height) | Physics | |
SetPhysXY(double x, double y) | Physics | |
SetPhysXY(const Point2d &position) | Physics | |
SetRebounding(bool rebounding) | Physics | [inline] |
SetSize(const Point2i &newSize) | PhysicalObj | |
SetSpeed(double norme, double angle) | Physics | |
SetSpeedXY(Point2d vector) | Physics | |
SetTestRect(uint left, uint right, uint top, uint bottom) | PhysicalObj | |
SetWeaponClothe() | Character | |
SetWindFactor(double wind_factor) | Physics | |
SetX(int x) | PhysicalObj | |
SetXY(const Point2i &position) | PhysicalObj | |
SetY(int y) | PhysicalObj | |
Show() | Character | |
SignalCollision() | Character | [private, virtual] |
SignalDeath() | Physics | [protected, virtual] |
SignalDrowning() | Character | [private, virtual] |
SignalExplosion() | Character | |
SignalGhostState(bool was_dead) | Character | [private, virtual] |
SignalGroundCollision() | PhysicalObj | [protected, virtual] |
SignalObjectCollision(PhysicalObj *obj) | PhysicalObj | [protected, virtual] |
SignalOutOfMap() | PhysicalObj | [protected, virtual] |
SignalRebound() | PhysicalObj | [protected, virtual] |
StartMoving() | Physics | |
StartPlaying() | Character | |
step_sound_played | Character | [private] |
StopMoving() | Physics | |
StopPlaying() | Character | |
survivals | Character | [private] |
UnsetPhysFixationPoint() | Physics | |
UpdatePosition() | PhysicalObj | |
~Character() | Character | |
~PhysicalObj() | PhysicalObj | [virtual] |
~Physics() | Physics | [virtual] |