AddDamage(uint damage_points) | PhysicalObj | |
AddSpeed(double norme, double angle) | Physics | |
AddSpeedXY(Point2d vector) | Physics | |
angle_local | RPG | [protected] |
begin_time | WeaponProjectile | [protected] |
cfg | WeaponProjectile | [protected] |
change_timeout_allowed() | WeaponProjectile | |
ChangePhysRopeSize(double dl) | Physics | |
CheckOverlapping() | PhysicalObj | [protected, virtual] |
CollidedObject(const Point2i &offset) const | PhysicalObj | |
CollidedObjectXY(const Point2i &position) const | PhysicalObj | |
ComputeNextXY(double delta_t) | Physics | [protected] |
DecrementTimeOut() | WeaponProjectile | |
dernier_obj_touche | WeaponProjectile | |
dernier_ver_touche | WeaponProjectile | |
DoExplosion() | WeaponProjectile | [protected, virtual] |
Draw() | WeaponProjectile | [virtual] |
Drown() | PhysicalObj | |
explode_colliding_character | WeaponProjectile | [protected] |
explode_with_collision | WeaponProjectile | [protected] |
explode_with_timeout | WeaponProjectile | [protected] |
Explosion() | WeaponProjectile | [protected, virtual] |
FootsInVacuum() const | PhysicalObj | |
FootsInVacuumXY(const Point2i &position) const | PhysicalObj | |
FootsOnFloor(int y) const | PhysicalObj | |
GetAirResistFactor() const | Physics | [inline] |
GetAngularSpeed() const | Physics | |
GetCenter() const | PhysicalObj | |
GetCenterX() const | PhysicalObj | |
GetCenterY() const | PhysicalObj | |
GetGravityFactor() const | Physics | [inline] |
GetHeight() const | PhysicalObj | |
GetMass() const | Physics | [inline] |
GetName() const | PhysicalObj | [inline, virtual] |
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 | |
GetTestHeight() const | PhysicalObj | |
GetTestRect() const | PhysicalObj | |
GetTestWidth() const | PhysicalObj | |
GetTotalTimeout() const | WeaponProjectile | |
GetWidth() const | PhysicalObj | |
GetWindFactor() const | Physics | [inline] |
GetX() const | PhysicalObj | |
GetY() const | PhysicalObj | |
Ghost() | PhysicalObj | |
GoesThroughWall() const | PhysicalObj | [inline] |
GoOutOfWater() | PhysicalObj | |
image | WeaponProjectile | [protected] |
IncrementTimeOut() | WeaponProjectile | |
Init() | PhysicalObj | |
IsDead() const | PhysicalObj | |
IsDrowned() const | PhysicalObj | |
IsFalling() const | Physics | |
IsGhost() const | PhysicalObj | |
IsImmobile() const | WeaponProjectile | [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] |
launcher | WeaponProjectile | |
life_points | PhysicalObj | [protected] |
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_force | RPG | [protected] |
m_height | PhysicalObj | [protected] |
m_last_move | Physics | [protected] |
m_lastrefresh | RPG | [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_target | RPG | [protected] |
m_targeted | RPG | [protected] |
m_test_bottom | PhysicalObj | [protected] |
m_test_left | PhysicalObj | [protected] |
m_test_right | PhysicalObj | [protected] |
m_test_top | PhysicalObj | [protected] |
m_timeout_modifier | WeaponProjectile | |
m_width | PhysicalObj | [protected] |
ObjTouche(const PhysicalObj &b) const | PhysicalObj | |
ObjTouche(const Point2i &p) const | PhysicalObj | |
PhysicalObj(const std::string &name, const std::string &xml_config="") | PhysicalObj | |
Physics() | Physics | |
PutOutOfGround() | PhysicalObj | |
PutOutOfGround(double direction) | PhysicalObj | |
PutRandomly(bool on_top_of_world, double min_dst_with_characters) | PhysicalObj | |
RandomizeShoot(double &angle, double &strength) | WeaponProjectile | [protected, virtual] |
Rebound(Point2d contactPos, double contact_angle) | Physics | [protected] |
Refresh() | RPG | [virtual] |
ResetConstants() | Physics | |
ResetTimeOut() | WeaponProjectile | |
RPG(AutomaticBazookaConfig &cfg, WeaponLauncher *p_launcher) | RPG | |
RunPhysicalEngine() | Physics | |
SetAirResistFactor(double factor) | Physics | |
SetCollisionModel(bool goes_through_wall, bool collides_with_characters, bool collides_with_objects) | PhysicalObj | |
SetExternForce(double length, double angle) | Physics | |
SetExternForceXY(Point2d vector) | Physics | |
SetGravityFactor(double factor) | Physics | |
SetMass(double mass) | Physics | |
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 | |
SetTarget(int x, int y) | RPG | |
SetTestRect(uint left, uint right, uint top, uint bottom) | PhysicalObj | |
SetTimeOut(int timeout) | WeaponProjectile | |
SetWindFactor(double wind_factor) | Physics | |
SetX(int x) | PhysicalObj | |
SetXY(const Point2i &position) | PhysicalObj | |
SetY(int y) | PhysicalObj | |
Shoot(double strength) | RPG | [virtual] |
ShootSound() | WeaponProjectile | [protected, virtual] |
SignalCollision() | WeaponProjectile | [protected, virtual] |
SignalDeath() | Physics | [protected, virtual] |
SignalDrowning() | RPG | [protected, virtual] |
SignalExplosion() | WeaponProjectile | [protected, virtual] |
SignalGhostState(bool was_dead) | WeaponProjectile | [protected, virtual] |
SignalGroundCollision() | WeaponProjectile | [protected, virtual] |
SignalObjectCollision(PhysicalObj *obj) | WeaponProjectile | [protected, virtual] |
SignalOutOfMap() | RPG | [protected, virtual] |
SignalRebound() | PhysicalObj | [protected, virtual] |
SignalTimeout() | WeaponProjectile | [protected, virtual] |
smoke_engine | RPG | [private] |
StartMoving() | Physics | |
StopMoving() | Physics | |
UnsetPhysFixationPoint() | Physics | |
UpdatePosition() | PhysicalObj | |
WeaponProjectile(const std::string &nom, ExplosiveWeaponConfig &cfg, WeaponLauncher *p_launcher) | WeaponProjectile | |
~PhysicalObj() | PhysicalObj | [virtual] |
~Physics() | Physics | [virtual] |
~WeaponProjectile() | WeaponProjectile | [virtual] |