Character Member List

This is the complete list of members for Character, including all inherited members.

AddDamage(uint damage_points)PhysicalObj
AddFiringAngle(double angle)Character
AddSpeed(double norme, double angle)Physics
AddSpeedXY(Point2d vector)Physics
animation_timeCharacter [private]
back_jumpingCharacter [private]
BackJump()Character
bodyCharacter
bubble_engineCharacter [private]
CanJump() const Character
CanStillMoveDG(uint pause)Character
ChangePhysRopeSize(double dl)Physics
channel_stepCharacter [private]
Character(Team &my_team, const std::string &name, Body *char_body)Character
Character(const Character &acharacter)Character
character_nameCharacter [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_damageCharacter [private]
damage_other_teamCharacter [private]
damage_own_teamCharacter [private]
death_explosionCharacter [private]
DecDiseaseDuration()Character
Die()Character
DisableDeathExplosion()Character
disease_damage_per_turnCharacter [private]
disease_durationCharacter [private]
do_nothing_timeCharacter [private]
DoShoot()Character
Draw()Character [virtual]
DrawEnergyBar(int dy)Character [private]
DrawName(int dy) const Character [private]
Drown()PhysicalObj
energy_barCharacter [private]
firing_angleCharacter [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
hiddenCharacter [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_pointsPhysicalObj [protected]
lost_energyCharacter [private]
m_alivePhysicalObj [protected]
m_allow_negative_yPhysicalObj [protected]
m_balancing_dampingPhysics [protected]
m_cfgPhysics [protected]
m_elasticity_dampingPhysics [protected]
m_elasticity_offPhysics [protected]
m_extern_forcePhysics [protected]
m_fix_point_dxyPhysics [protected]
m_fix_point_gndPhysics [protected]
m_heightPhysicalObj [protected]
m_last_movePhysics [protected]
m_namePhysicalObj [protected]
m_overlapping_objectPhysicalObj [protected]
m_phys_heightPhysics [protected]
m_phys_widthPhysics [protected]
m_rebound_soundPhysicalObj [protected]
m_rope_anglePhysics [protected]
m_rope_elasticityPhysics [protected]
m_rope_lengthPhysics [protected]
m_teamCharacter [private]
m_test_bottomPhysicalObj [protected]
m_test_leftPhysicalObj [protected]
m_test_rightPhysicalObj [protected]
m_test_topPhysicalObj [protected]
m_widthPhysicalObj [protected]
MadeDamage(const int Dmg, const Character &other)Character
max_damageCharacter [private]
MouvementDG_Autorise() const Character
name_textCharacter [private]
ObjTouche(const PhysicalObj &b) const PhysicalObj
ObjTouche(const Point2i &p) const PhysicalObj
pause_bouge_dgCharacter [private]
PhysicalObj(const std::string &name, const std::string &xml_config="")PhysicalObj
Physics()Physics
prepare_shootCharacter [private]
PrepareShoot()Character
PrepareTurn()Character
previous_strengthCharacter
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_playedCharacter [private]
StopMoving()Physics
StopPlaying()Character
survivalsCharacter [private]
UnsetPhysFixationPoint()Physics
UpdatePosition()PhysicalObj
~Character()Character
~PhysicalObj()PhysicalObj [virtual]
~Physics()Physics [virtual]


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