, including all inherited members.
airborne() const | actor | [virtual] |
alive() const =0 | actor | [pure virtual] |
apply_location_effects(const coord_def &oldpos, killer_type killer=KILL_NONE, int killernum=-1)=0 | actor | [pure virtual] |
arm_name(bool plural, bool *can_plural=NULL) const =0 | actor | [pure virtual] |
armour_class() const =0 | actor | [pure virtual] |
as_monster()=0 | actor | [pure virtual] |
as_monster() const =0 | actor | [pure virtual] |
as_player()=0 | actor | [pure virtual] |
as_player() const =0 | actor | [pure virtual] |
asleep() const | actor | [inline, virtual] |
attacking(actor *other)=0 | actor | [pure virtual] |
atype() const =0 | actor | [pure virtual] |
backlit(bool check_haloed=true, bool self_halo=true) const =0 | actor | [pure virtual] |
banish(const std::string &who="")=0 | actor | [pure virtual] |
beam_resists(bolt &beam, int hurted, bool doEffects, std::string source="")=0 | actor | [pure virtual] |
berserk() const =0 | actor | [pure virtual] |
blink(bool allow_partial_control=true)=0 | actor | [pure virtual] |
blink_to(const coord_def &c, bool quiet=false)=0 | actor | [pure virtual] |
body_size(size_part_type psize=PSIZE_TORSO, bool base=false) const =0 | actor | [pure virtual] |
body_weight(bool base=false) const | actor | [virtual] |
can_bleed() const =0 | actor | [pure virtual] |
can_cling_to(const coord_def &p) const =0 | actor | [pure virtual] |
can_go_berserk() const =0 | actor | [pure virtual] |
can_hibernate(bool holi_only=false) const | actor | [virtual] |
can_mutate() const =0 | actor | [pure virtual] |
can_pass_through(int x, int y) const | actor | [virtual] |
can_pass_through(const coord_def &c) const | actor | [virtual] |
can_pass_through_feat(dungeon_feature_type grid) const =0 | actor | [pure virtual] |
can_safely_mutate() const =0 | actor | [pure virtual] |
can_see(const actor *target) const | actor | [virtual] |
can_see_invisible() const =0 | actor | [pure virtual] |
can_sleep() const | actor | [virtual] |
can_throw_large_rocks() const =0 | actor | [pure virtual] |
can_wield(const item_def *item, bool ignore_curse=false, bool ignore_brand=false, bool ignore_shield=false, bool ignore_transform=false) const | actor | |
can_wield(const item_def &item, bool ignore_curse=false, bool ignore_brand=false, bool ignore_shield=false, bool ignore_transform=false) const =0 | actor | [pure virtual] |
cannot_act() const =0 | actor | [pure virtual] |
cannot_fight() const =0 | actor | [pure virtual] |
cannot_move() const =0 | actor | [pure virtual] |
caught() const =0 | actor | [pure virtual] |
check_awaken(int disturbance)=0 | actor | [pure virtual] |
check_res_magic(int power) | actor | [virtual] |
confuse(actor *attacker, int strength)=0 | actor | [pure virtual] |
confused() const =0 | actor | [pure virtual] |
conj_verb(const std::string &verb) const =0 | actor | [pure virtual] |
could_wield(const item_def &item, bool ignore_brand=false, bool ignore_transform=false) const =0 | actor | [pure virtual] |
damage_brand(int which_attack=-1)=0 | actor | [pure virtual] |
damage_type(int which_attack=-1)=0 | actor | [pure virtual] |
deity() const =0 | actor | [pure virtual] |
do_shaft()=0 | actor | [pure virtual] |
drain_exp(actor *agent, bool quiet=false, int pow=3)=0 | actor | [pure virtual] |
drain_stat(stat_type stat, int amount, actor *attacker) | actor | [inline, virtual] |
expose_to_element(beam_type element, int strength=0)=0 | actor | [pure virtual] |
extra_balanced() const =0 | actor | [pure virtual] |
flight_mode() const =0 | actor | [pure virtual] |
floundering() const =0 | actor | [pure virtual] |
foot_name(bool plural, bool *can_plural=NULL) const =0 | actor | [pure virtual] |
fumbles_attack(bool verbose=true)=0 | actor | [pure virtual] |
get_experience_level() const =0 | actor | [pure virtual] |
get_los() | actor | [virtual] |
get_los_no_trans() | actor | [virtual] |
glows_naturally() const =0 | actor | [pure virtual] |
go_berserk(bool intentional, bool potion=false)=0 | actor | [pure virtual] |
god_conduct(conduct_type thing_done, int level) | actor | [inline, virtual] |
halo_radius2() const =0 | actor | [pure virtual] |
haloed() const | actor | [virtual] |
hand_name(bool plural, bool *can_plural=NULL) const =0 | actor | [pure virtual] |
handle_trap() | actor | [virtual] |
has_equipped(equipment_type eq, int sub_type) const | actor | [virtual] |
has_lifeforce() const =0 | actor | [pure virtual] |
has_spell(spell_type spell) const =0 | actor | [pure virtual] |
heal(int amount, bool max_too=false)=0 | actor | [pure virtual] |
hibernate(int power=0)=0 | actor | [pure virtual] |
holiness() const =0 | actor | [pure virtual] |
hunger_level() const | actor | [inline, virtual] |
hurt(const actor *attacker, int amount, beam_type flavour=BEAM_MISSILE, bool cleanup_dead=true)=0 | actor | [pure virtual] |
incapacitated() const | actor | [inline, virtual] |
invisible() const =0 | actor | [pure virtual] |
is_artificial() const =0 | actor | [pure virtual] |
is_chaotic() const =0 | actor | [pure virtual] |
is_evil() const =0 | actor | [pure virtual] |
is_fiery() const =0 | actor | [pure virtual] |
is_habitable(const coord_def &pos) const | actor | |
is_habitable_feat(dungeon_feature_type actual_grid) const =0 | actor | [pure virtual] |
is_holy() const =0 | actor | [pure virtual] |
is_icy() const =0 | actor | [pure virtual] |
is_insubstantial() const =0 | actor | [pure virtual] |
is_levitating() const =0 | actor | [pure virtual] |
is_player() const | actor | [inline, virtual] |
is_skeletal() const =0 | actor | [pure virtual] |
is_summoned(int *duration=NULL, int *summon_type=NULL) const =0 | actor | [pure virtual] |
is_unbreathing() const =0 | actor | [pure virtual] |
is_unholy() const =0 | actor | [pure virtual] |
is_wall_clinging() const =0 | actor | [pure virtual] |
kill_alignment() const =0 | actor | [pure virtual] |
liquefying_radius2() const =0 | actor | [pure virtual] |
los | actor | [protected] |
los_no_trans | actor | [protected] |
lose_energy(energy_use_type, int div=1, int mult=1) | actor | [inline, virtual] |
make_hungry(int nutrition, bool silent=true) | actor | [inline, virtual] |
melee_evasion(const actor *attacker, ev_ignore_type ign=EV_IGNORE_NONE) const =0 | actor | [pure virtual] |
mid | actor | |
mindex() const =0 | actor | [pure virtual] |
mons_species() const =0 | actor | [pure virtual] |
move_to_pos(const coord_def &c)=0 | actor | [pure virtual] |
moveto(const coord_def &c)=0 | actor | [pure virtual] |
mutate()=0 | actor | [pure virtual] |
name(description_level_type type, bool force_visible=false) const =0 | actor | [pure virtual] |
observable() const | actor | [virtual] |
paralyse(actor *attacker, int strength)=0 | actor | [pure virtual] |
paralysed() const =0 | actor | [pure virtual] |
petrified() const =0 | actor | [pure virtual] |
petrify(actor *attacker, int strength)=0 | actor | [pure virtual] |
poison(actor *attacker, int amount=1, bool force=false)=0 | actor | [pure virtual] |
pos() const | actor | [inline, virtual] |
position | actor | |
primary_weapon() const | actor | [inline] |
pronoun(pronoun_type which_pronoun, bool force_visible=false) const =0 | actor | [pure virtual] |
put_to_sleep(actor *attacker, int strength)=0 | actor | [pure virtual] |
res_acid() const =0 | actor | [pure virtual] |
res_asphyx() const =0 | actor | [pure virtual] |
res_cold() const =0 | actor | [pure virtual] |
res_elec() const =0 | actor | [pure virtual] |
res_fire() const =0 | actor | [pure virtual] |
res_holy_energy(const actor *attacker) const =0 | actor | [pure virtual] |
res_holy_fire() const | actor | [virtual] |
res_magic() const =0 | actor | [pure virtual] |
res_negative_energy() const =0 | actor | [pure virtual] |
res_poison(bool temp=true) const =0 | actor | [pure virtual] |
res_rotting(bool temp=true) const =0 | actor | [pure virtual] |
res_steam() const =0 | actor | [pure virtual] |
res_sticky_flame() const =0 | actor | [pure virtual] |
res_torment() const =0 | actor | [pure virtual] |
res_water_drowning() const =0 | actor | [pure virtual] |
res_wind() const =0 | actor | [pure virtual] |
rot(actor *agent, int amount, int immediate=0, bool quiet=false)=0 | actor | [pure virtual] |
see_cell(const coord_def &c) const | actor | [virtual] |
see_cell_no_trans(const coord_def &c) const | actor | [virtual] |
set_position(const coord_def &c) | actor | [virtual] |
shaft_dest(bool known) const | actor | [virtual] |
shield()=0 | actor | [pure virtual] |
shield_block_penalty() const =0 | actor | [pure virtual] |
shield_block_succeeded(actor *foe) | actor | [virtual] |
shield_bonus() const =0 | actor | [pure virtual] |
shield_bypass_ability(int tohit) const =0 | actor | [pure virtual] |
sicken(int amount)=0 | actor | [pure virtual] |
silence_radius2() const =0 | actor | [pure virtual] |
skill(skill_type sk, bool skill_bump=false) const | actor | [inline, virtual] |
slot_item(equipment_type eq, bool include_melded=false)=0 | actor | [pure virtual] |
slot_item(equipment_type eq, bool include_melded=false) const | actor | [inline] |
slow_down(actor *attacker, int strength)=0 | actor | [pure virtual] |
stat_hp() const =0 | actor | [pure virtual] |
stat_maxhp() const =0 | actor | [pure virtual] |
submerged() const =0 | actor | [pure virtual] |
swimming() const =0 | actor | [pure virtual] |
teleport(bool right_now=false, bool abyss_shift=false, bool wizard_tele=false)=0 | actor | [pure virtual] |
total_weight() const =0 | actor | [pure virtual] |
type | actor | |
undead_or_demonic() const =0 | actor | [pure virtual] |
visible_to(const actor *looker) const =0 | actor | [pure virtual] |
warding() const | actor | [inline, virtual] |
weapon(int which_attack=-1)=0 | actor | [pure virtual] |
will_trigger_shaft() const | actor | [virtual] |
~actor() | actor | [virtual] |