actor Class Reference

#include <actor.h>

Inheritance diagram for actor:

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Collaboration diagram for actor:

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List of all members.

Public Member Functions

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

Public Attributes

monster_type type
mid_t mid
coord_def position

Protected Attributes

los_glob los
los_glob los_no_trans


Constructor & Destructor Documentation

actor::~actor (  )  [virtual]


Member Function Documentation

virtual int actor::mindex (  )  const [pure virtual]

Implemented in monster, and player.

virtual actor_type actor::atype (  )  const [pure virtual]

Implemented in monster, and player.

virtual bool actor::is_player (  )  const [inline, virtual]

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virtual monster* actor::as_monster (  )  [pure virtual]

Implemented in monster, and player.

virtual player* actor::as_player (  )  [pure virtual]

Implemented in monster, and player.

virtual const monster* actor::as_monster (  )  const [pure virtual]

Implemented in monster, and player.

virtual const player* actor::as_player (  )  const [pure virtual]

Implemented in monster, and player.

virtual kill_category actor::kill_alignment (  )  const [pure virtual]

Implemented in monster, and player.

virtual god_type actor::deity (  )  const [pure virtual]

Implemented in monster, and player.

virtual bool actor::alive (  )  const [pure virtual]

Implemented in monster, and player.

virtual bool actor::is_summoned ( int *  duration = NULL,
int *  summon_type = NULL 
) const [pure virtual]

Implemented in monster, and player.

virtual void actor::moveto ( const coord_def c  )  [pure virtual]

Implemented in monster, and player.

virtual bool actor::move_to_pos ( const coord_def c  )  [pure virtual]

Implemented in monster, and player.

virtual void actor::apply_location_effects ( const coord_def oldpos,
killer_type  killer = KILL_NONE,
int  killernum = -1 
) [pure virtual]

Implemented in monster, and player.

void actor::set_position ( const coord_def c  )  [virtual]

Reimplemented in player.

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virtual const coord_def& actor::pos (  )  const [inline, virtual]

virtual bool actor::blink_to ( const coord_def c,
bool  quiet = false 
) [pure virtual]

Implemented in monster, and player.

virtual bool actor::swimming (  )  const [pure virtual]

Implemented in monster, and player.

virtual bool actor::submerged (  )  const [pure virtual]

Implemented in monster, and player.

virtual bool actor::floundering (  )  const [pure virtual]

Implemented in monster, and player.

virtual bool actor::extra_balanced (  )  const [pure virtual]

Implemented in monster, and player.

virtual int actor::get_experience_level (  )  const [pure virtual]

Implemented in monster, and player.

virtual bool actor::can_pass_through_feat ( dungeon_feature_type  grid  )  const [pure virtual]

Implemented in monster, and player.

bool actor::can_pass_through ( int  x,
int  y 
) const [virtual]

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bool actor::can_pass_through ( const coord_def c  )  const [virtual]

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virtual bool actor::is_habitable_feat ( dungeon_feature_type  actual_grid  )  const [pure virtual]

Implemented in monster, and player.

bool actor::is_habitable ( const coord_def pos  )  const

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virtual size_type actor::body_size ( size_part_type  psize = PSIZE_TORSO,
bool  base = false 
) const [pure virtual]

Implemented in monster, and player.

int actor::body_weight ( bool  base = false  )  const [virtual]

Reimplemented in monster, and player.

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virtual int actor::total_weight (  )  const [pure virtual]

Implemented in monster, and player.

virtual int actor::damage_brand ( int  which_attack = -1  )  [pure virtual]

Implemented in monster, and player.

virtual int actor::damage_type ( int  which_attack = -1  )  [pure virtual]

Implemented in monster, and player.

virtual item_def* actor::weapon ( int  which_attack = -1  )  [pure virtual]

Implemented in monster, and player.

const item_def* actor::primary_weapon (  )  const [inline]

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virtual item_def* actor::shield (  )  [pure virtual]

Implemented in monster, and player.

virtual item_def* actor::slot_item ( equipment_type  eq,
bool  include_melded = false 
) [pure virtual]

Implemented in monster, and player.

const item_def* actor::slot_item ( equipment_type  eq,
bool  include_melded = false 
) const [inline]

Reimplemented in player.

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bool actor::has_equipped ( equipment_type  eq,
int  sub_type 
) const [virtual]

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bool actor::can_wield ( const item_def item,
bool  ignore_curse = false,
bool  ignore_brand = false,
bool  ignore_shield = false,
bool  ignore_transform = false 
) const

virtual bool actor::can_wield ( const item_def item,
bool  ignore_curse = false,
bool  ignore_brand = false,
bool  ignore_shield = false,
bool  ignore_transform = false 
) const [pure virtual]

Implemented in monster, and player.

virtual bool actor::could_wield ( const item_def item,
bool  ignore_brand = false,
bool  ignore_transform = false 
) const [pure virtual]

Implemented in monster, and player.

virtual int actor::hunger_level (  )  const [inline, virtual]

Reimplemented in player.

virtual void actor::make_hungry ( int  nutrition,
bool  silent = true 
) [inline, virtual]

Reimplemented in player.

virtual void actor::lose_energy ( energy_use_type  ,
int  div = 1,
int  mult = 1 
) [inline, virtual]

Reimplemented in monster.

virtual std::string actor::name ( description_level_type  type,
bool  force_visible = false 
) const [pure virtual]

Implemented in monster, and player.

virtual std::string actor::pronoun ( pronoun_type  which_pronoun,
bool  force_visible = false 
) const [pure virtual]

Implemented in monster, and player.

virtual std::string actor::conj_verb ( const std::string verb  )  const [pure virtual]

Implemented in monster, and player.

virtual std::string actor::hand_name ( bool  plural,
bool *  can_plural = NULL 
) const [pure virtual]

Implemented in monster, and player.

virtual std::string actor::foot_name ( bool  plural,
bool *  can_plural = NULL 
) const [pure virtual]

Implemented in monster, and player.

virtual std::string actor::arm_name ( bool  plural,
bool *  can_plural = NULL 
) const [pure virtual]

Implemented in monster, and player.

virtual bool actor::fumbles_attack ( bool  verbose = true  )  [pure virtual]

Implemented in monster, and player.

virtual bool actor::cannot_fight (  )  const [pure virtual]

Implemented in monster, and player.

virtual void actor::attacking ( actor other  )  [pure virtual]

Implemented in monster, and player.

virtual bool actor::can_go_berserk (  )  const [pure virtual]

Implemented in monster, and player.

virtual void actor::go_berserk ( bool  intentional,
bool  potion = false 
) [pure virtual]

Implemented in monster, and player.

virtual bool actor::berserk (  )  const [pure virtual]

Implemented in monster, and player.

virtual bool actor::can_see_invisible (  )  const [pure virtual]

Implemented in monster, and player.

virtual bool actor::invisible (  )  const [pure virtual]

Implemented in monster, and player.

virtual bool actor::visible_to ( const actor looker  )  const [pure virtual]

Implemented in monster, and player.

bool actor::see_cell ( const coord_def c  )  const [virtual]

Reimplemented in player.

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bool actor::see_cell_no_trans ( const coord_def c  )  const [virtual]

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const los_base * actor::get_los (  )  [virtual]

Reimplemented in player.

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const los_base * actor::get_los_no_trans (  )  [virtual]

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bool actor::can_see ( const actor target  )  const [virtual]

Reimplemented in player.

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bool actor::observable (  )  const [virtual]

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virtual bool actor::is_icy (  )  const [pure virtual]

Implemented in monster, and player.

virtual bool actor::is_fiery (  )  const [pure virtual]

Implemented in monster, and player.

virtual bool actor::is_skeletal (  )  const [pure virtual]

Implemented in monster, and player.

virtual bool actor::has_lifeforce (  )  const [pure virtual]

Implemented in monster, and player.

virtual bool actor::can_mutate (  )  const [pure virtual]

Implemented in monster, and player.

virtual bool actor::can_safely_mutate (  )  const [pure virtual]

Implemented in monster, and player.

virtual bool actor::can_bleed (  )  const [pure virtual]

Implemented in monster, and player.

virtual bool actor::mutate (  )  [pure virtual]

Implemented in monster, and player.

virtual bool actor::drain_exp ( actor agent,
bool  quiet = false,
int  pow = 3 
) [pure virtual]

Implemented in monster, and player.

virtual bool actor::rot ( actor agent,
int  amount,
int  immediate = 0,
bool  quiet = false 
) [pure virtual]

Implemented in monster, and player.

virtual int actor::hurt ( const actor attacker,
int  amount,
beam_type  flavour = BEAM_MISSILE,
bool  cleanup_dead = true 
) [pure virtual]

Implemented in monster, and player.

virtual bool actor::heal ( int  amount,
bool  max_too = false 
) [pure virtual]

Implemented in monster, and player.

virtual void actor::banish ( const std::string who = ""  )  [pure virtual]

Implemented in monster, and player.

virtual void actor::blink ( bool  allow_partial_control = true  )  [pure virtual]

Implemented in monster, and player.

virtual void actor::teleport ( bool  right_now = false,
bool  abyss_shift = false,
bool  wizard_tele = false 
) [pure virtual]

Implemented in monster, and player.

virtual void actor::poison ( actor attacker,
int  amount = 1,
bool  force = false 
) [pure virtual]

Implemented in monster, and player.

virtual bool actor::sicken ( int  amount  )  [pure virtual]

Implemented in monster, and player.

virtual void actor::paralyse ( actor attacker,
int  strength 
) [pure virtual]

Implemented in monster, and player.

virtual void actor::petrify ( actor attacker,
int  strength 
) [pure virtual]

Implemented in monster, and player.

virtual void actor::slow_down ( actor attacker,
int  strength 
) [pure virtual]

Implemented in monster, and player.

virtual void actor::confuse ( actor attacker,
int  strength 
) [pure virtual]

Implemented in monster, and player.

virtual void actor::put_to_sleep ( actor attacker,
int  strength 
) [pure virtual]

Implemented in monster, and player.

virtual void actor::expose_to_element ( beam_type  element,
int  strength = 0 
) [pure virtual]

Implemented in monster, and player.

virtual void actor::drain_stat ( stat_type  stat,
int  amount,
actor attacker 
) [inline, virtual]

Reimplemented in player.

bool actor::can_hibernate ( bool  holi_only = false  )  const [virtual]

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bool actor::can_sleep (  )  const [virtual]

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virtual void actor::hibernate ( int  power = 0  )  [pure virtual]

Implemented in monster, and player.

virtual void actor::check_awaken ( int  disturbance  )  [pure virtual]

Implemented in monster, and player.

virtual int actor::beam_resists ( bolt beam,
int  hurted,
bool  doEffects,
std::string  source = "" 
) [pure virtual]

Implemented in monster, and player.

virtual int actor::skill ( skill_type  sk,
bool  skill_bump = false 
) const [inline, virtual]

Reimplemented in monster, and player.

virtual int actor::stat_hp (  )  const [pure virtual]

Implemented in monster, and player.

virtual int actor::stat_maxhp (  )  const [pure virtual]

Implemented in monster, and player.

virtual bool actor::can_throw_large_rocks (  )  const [pure virtual]

Implemented in monster, and player.

virtual int actor::armour_class (  )  const [pure virtual]

Implemented in monster, and player.

virtual int actor::melee_evasion ( const actor attacker,
ev_ignore_type  ign = EV_IGNORE_NONE 
) const [pure virtual]

Implemented in monster, and player.

virtual int actor::shield_bonus (  )  const [pure virtual]

Implemented in monster, and player.

virtual int actor::shield_block_penalty (  )  const [pure virtual]

Implemented in monster, and player.

virtual int actor::shield_bypass_ability ( int  tohit  )  const [pure virtual]

Implemented in monster, and player.

void actor::shield_block_succeeded ( actor foe  )  [virtual]

Reimplemented in monster, and player.

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virtual int actor::mons_species (  )  const [pure virtual]

Implemented in monster, and player.

virtual mon_holy_type actor::holiness (  )  const [pure virtual]

Implemented in monster, and player.

virtual bool actor::undead_or_demonic (  )  const [pure virtual]

Implemented in monster, and player.

virtual bool actor::is_holy (  )  const [pure virtual]

Implemented in monster, and player.

virtual bool actor::is_unholy (  )  const [pure virtual]

Implemented in monster, and player.

virtual bool actor::is_evil (  )  const [pure virtual]

Implemented in monster, and player.

virtual bool actor::is_chaotic (  )  const [pure virtual]

Implemented in monster, and player.

virtual bool actor::is_artificial (  )  const [pure virtual]

Implemented in monster, and player.

virtual bool actor::is_unbreathing (  )  const [pure virtual]

Implemented in monster, and player.

virtual bool actor::is_insubstantial (  )  const [pure virtual]

Implemented in monster, and player.

virtual int actor::res_acid (  )  const [pure virtual]

Implemented in monster, and player.

virtual int actor::res_fire (  )  const [pure virtual]

Implemented in monster, and player.

int actor::res_holy_fire (  )  const [virtual]

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virtual int actor::res_steam (  )  const [pure virtual]

Implemented in monster, and player.

virtual int actor::res_cold (  )  const [pure virtual]

Implemented in monster, and player.

virtual int actor::res_elec (  )  const [pure virtual]

Implemented in monster, and player.

virtual int actor::res_poison ( bool  temp = true  )  const [pure virtual]

Implemented in monster, and player.

virtual int actor::res_rotting ( bool  temp = true  )  const [pure virtual]

Implemented in monster, and player.

virtual int actor::res_asphyx (  )  const [pure virtual]

Implemented in monster, and player.

virtual int actor::res_water_drowning (  )  const [pure virtual]

Implemented in monster, and player.

virtual int actor::res_sticky_flame (  )  const [pure virtual]

Implemented in monster, and player.

virtual int actor::res_holy_energy ( const actor attacker  )  const [pure virtual]

Implemented in monster, and player.

virtual int actor::res_negative_energy (  )  const [pure virtual]

Implemented in monster, and player.

virtual int actor::res_torment (  )  const [pure virtual]

Implemented in monster, and player.

virtual int actor::res_wind (  )  const [pure virtual]

Implemented in monster, and player.

virtual int actor::res_magic (  )  const [pure virtual]

Implemented in monster, and player.

int actor::check_res_magic ( int  power  )  [virtual]

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virtual flight_type actor::flight_mode (  )  const [pure virtual]

Implemented in monster, and player.

virtual bool actor::is_levitating (  )  const [pure virtual]

Implemented in monster, and player.

virtual bool actor::is_wall_clinging (  )  const [pure virtual]

Implemented in monster, and player.

virtual bool actor::can_cling_to ( const coord_def p  )  const [pure virtual]

Implemented in monster, and player.

bool actor::airborne (  )  const [virtual]

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virtual bool actor::paralysed (  )  const [pure virtual]

Implemented in monster, and player.

virtual bool actor::cannot_move (  )  const [pure virtual]

Implemented in monster, and player.

virtual bool actor::cannot_act (  )  const [pure virtual]

Implemented in monster, and player.

virtual bool actor::confused (  )  const [pure virtual]

Implemented in monster, and player.

virtual bool actor::caught (  )  const [pure virtual]

Implemented in monster, and player.

virtual bool actor::asleep (  )  const [inline, virtual]

Reimplemented in monster, and player.

virtual bool actor::backlit ( bool  check_haloed = true,
bool  self_halo = true 
) const [pure virtual]

Implemented in monster, and player.

bool actor::haloed (  )  const [virtual]

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virtual int actor::halo_radius2 (  )  const [pure virtual]

Implemented in monster, and player.

virtual int actor::silence_radius2 (  )  const [pure virtual]

Implemented in monster, and player.

virtual int actor::liquefying_radius2 (  )  const [pure virtual]

Implemented in monster, and player.

virtual bool actor::glows_naturally (  )  const [pure virtual]

Implemented in monster, and player.

virtual bool actor::petrified (  )  const [pure virtual]

Implemented in monster, and player.

bool actor::handle_trap (  )  [virtual]

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virtual void actor::god_conduct ( conduct_type  thing_done,
int  level 
) [inline, virtual]

Reimplemented in player.

virtual bool actor::incapacitated (  )  const [inline, virtual]

Reimplemented in player.

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virtual int actor::warding (  )  const [inline, virtual]

Reimplemented in player.

virtual bool actor::has_spell ( spell_type  spell  )  const [pure virtual]

Implemented in monster, and player.

bool actor::will_trigger_shaft (  )  const [virtual]

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level_id actor::shaft_dest ( bool  known = false  )  const [virtual]

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virtual bool actor::do_shaft (  )  [pure virtual]

Implemented in monster, and player.


Member Data Documentation

los_glob actor::los [protected]


The documentation for this class was generated from the following files:

Generated on Thu Jan 13 13:31:00 2011 by  doxygen 1.5.6