, 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] |