actor Member List

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

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


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