#include <actor.h>
Public Member Functions | |
virtual | ~actor () |
virtual int | mindex () const =0 |
virtual actor_type | atype () const =0 |
virtual bool | is_player () const |
virtual monster * | as_monster ()=0 |
virtual player * | as_player ()=0 |
virtual const monster * | as_monster () const =0 |
virtual const player * | as_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_def & | pos () 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_def * | weapon (int which_attack=-1)=0 |
const item_def * | primary_weapon () const |
virtual item_def * | shield ()=0 |
virtual item_def * | slot_item (equipment_type eq, bool include_melded=false)=0 |
const item_def * | slot_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_base * | get_los () |
virtual const los_base * | get_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 |
actor::~actor | ( | ) | [virtual] |
virtual actor_type actor::atype | ( | ) | const [pure virtual] |
virtual bool actor::is_player | ( | ) | const [inline, virtual] |
virtual const monster* actor::as_monster | ( | ) | const [pure virtual] |
virtual kill_category actor::kill_alignment | ( | ) | const [pure virtual] |
virtual bool actor::is_summoned | ( | int * | duration = NULL , |
|
int * | summon_type = NULL | |||
) | const [pure virtual] |
virtual void actor::moveto | ( | const coord_def & | c | ) | [pure virtual] |
virtual bool actor::move_to_pos | ( | const coord_def & | c | ) | [pure virtual] |
virtual void actor::apply_location_effects | ( | const coord_def & | oldpos, | |
killer_type | killer = KILL_NONE , |
|||
int | killernum = -1 | |||
) | [pure virtual] |
void actor::set_position | ( | const coord_def & | c | ) | [virtual] |
virtual const coord_def& actor::pos | ( | ) | const [inline, virtual] |
virtual bool actor::blink_to | ( | const coord_def & | c, | |
bool | quiet = false | |||
) | [pure virtual] |
virtual int actor::get_experience_level | ( | ) | const [pure virtual] |
virtual bool actor::can_pass_through_feat | ( | dungeon_feature_type | grid | ) | const [pure virtual] |
bool actor::can_pass_through | ( | int | x, | |
int | y | |||
) | const [virtual] |
bool actor::can_pass_through | ( | const coord_def & | c | ) | const [virtual] |
virtual bool actor::is_habitable_feat | ( | dungeon_feature_type | actual_grid | ) | const [pure virtual] |
bool actor::is_habitable | ( | const coord_def & | pos | ) | const |
virtual size_type actor::body_size | ( | size_part_type | psize = PSIZE_TORSO , |
|
bool | base = false | |||
) | const [pure virtual] |
int actor::body_weight | ( | bool | base = false |
) | const [virtual] |
virtual int actor::damage_brand | ( | int | which_attack = -1 |
) | [pure virtual] |
virtual int actor::damage_type | ( | int | which_attack = -1 |
) | [pure virtual] |
virtual item_def* actor::weapon | ( | int | which_attack = -1 |
) | [pure virtual] |
const item_def* actor::primary_weapon | ( | ) | const [inline] |
virtual item_def* actor::slot_item | ( | equipment_type | eq, | |
bool | include_melded = false | |||
) | [pure virtual] |
const item_def* actor::slot_item | ( | equipment_type | eq, | |
bool | include_melded = false | |||
) | const [inline] |
bool actor::has_equipped | ( | equipment_type | eq, | |
int | sub_type | |||
) | 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 |
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] |
virtual bool actor::could_wield | ( | const item_def & | item, | |
bool | ignore_brand = false , |
|||
bool | ignore_transform = false | |||
) | const [pure virtual] |
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] |
virtual std::string actor::pronoun | ( | pronoun_type | which_pronoun, | |
bool | force_visible = false | |||
) | const [pure virtual] |
virtual std::string actor::conj_verb | ( | const std::string & | verb | ) | const [pure virtual] |
virtual std::string actor::hand_name | ( | bool | plural, | |
bool * | can_plural = NULL | |||
) | const [pure virtual] |
virtual std::string actor::foot_name | ( | bool | plural, | |
bool * | can_plural = NULL | |||
) | const [pure virtual] |
virtual std::string actor::arm_name | ( | bool | plural, | |
bool * | can_plural = NULL | |||
) | const [pure virtual] |
virtual bool actor::fumbles_attack | ( | bool | verbose = true |
) | [pure virtual] |
virtual void actor::go_berserk | ( | bool | intentional, | |
bool | potion = false | |||
) | [pure virtual] |
virtual bool actor::visible_to | ( | const actor * | looker | ) | const [pure virtual] |
bool actor::see_cell | ( | const coord_def & | c | ) | const [virtual] |
bool actor::see_cell_no_trans | ( | const coord_def & | c | ) | const [virtual] |
const los_base * actor::get_los | ( | ) | [virtual] |
const los_base * actor::get_los_no_trans | ( | ) | [virtual] |
bool actor::can_see | ( | const actor * | target | ) | const [virtual] |
bool actor::observable | ( | ) | const [virtual] |
virtual bool actor::drain_exp | ( | actor * | agent, | |
bool | quiet = false , |
|||
int | pow = 3 | |||
) | [pure virtual] |
virtual bool actor::rot | ( | actor * | agent, | |
int | amount, | |||
int | immediate = 0 , |
|||
bool | quiet = false | |||
) | [pure virtual] |
virtual bool actor::heal | ( | int | amount, | |
bool | max_too = false | |||
) | [pure virtual] |
virtual void actor::banish | ( | const std::string & | who = "" |
) | [pure virtual] |
virtual void actor::blink | ( | bool | allow_partial_control = true |
) | [pure virtual] |
virtual void actor::teleport | ( | bool | right_now = false , |
|
bool | abyss_shift = false , |
|||
bool | wizard_tele = false | |||
) | [pure virtual] |
virtual void actor::poison | ( | actor * | attacker, | |
int | amount = 1 , |
|||
bool | force = false | |||
) | [pure virtual] |
virtual void actor::paralyse | ( | actor * | attacker, | |
int | strength | |||
) | [pure virtual] |
virtual void actor::petrify | ( | actor * | attacker, | |
int | strength | |||
) | [pure virtual] |
virtual void actor::slow_down | ( | actor * | attacker, | |
int | strength | |||
) | [pure virtual] |
virtual void actor::confuse | ( | actor * | attacker, | |
int | strength | |||
) | [pure virtual] |
virtual void actor::put_to_sleep | ( | actor * | attacker, | |
int | strength | |||
) | [pure virtual] |
virtual void actor::expose_to_element | ( | beam_type | element, | |
int | strength = 0 | |||
) | [pure virtual] |
Reimplemented in player.
bool actor::can_hibernate | ( | bool | holi_only = false |
) | const [virtual] |
bool actor::can_sleep | ( | ) | const [virtual] |
virtual void actor::check_awaken | ( | int | disturbance | ) | [pure virtual] |
virtual int actor::beam_resists | ( | bolt & | beam, | |
int | hurted, | |||
bool | doEffects, | |||
std::string | source = "" | |||
) | [pure virtual] |
virtual int actor::skill | ( | skill_type | sk, | |
bool | skill_bump = false | |||
) | const [inline, virtual] |
virtual bool actor::can_throw_large_rocks | ( | ) | const [pure virtual] |
virtual int actor::melee_evasion | ( | const actor * | attacker, | |
ev_ignore_type | ign = EV_IGNORE_NONE | |||
) | const [pure virtual] |
virtual int actor::shield_block_penalty | ( | ) | const [pure virtual] |
virtual int actor::shield_bypass_ability | ( | int | tohit | ) | const [pure virtual] |
void actor::shield_block_succeeded | ( | actor * | foe | ) | [virtual] |
virtual mon_holy_type actor::holiness | ( | ) | const [pure virtual] |
int actor::res_holy_fire | ( | ) | const [virtual] |
virtual int actor::res_poison | ( | bool | temp = true |
) | const [pure virtual] |
virtual int actor::res_rotting | ( | bool | temp = true |
) | const [pure virtual] |
virtual int actor::res_holy_energy | ( | const actor * | attacker | ) | const [pure virtual] |
int actor::check_res_magic | ( | int | power | ) | [virtual] |
virtual flight_type actor::flight_mode | ( | ) | const [pure virtual] |
virtual bool actor::can_cling_to | ( | const coord_def & | p | ) | const [pure virtual] |
bool actor::airborne | ( | ) | const [virtual] |
virtual bool actor::backlit | ( | bool | check_haloed = true , |
|
bool | self_halo = true | |||
) | const [pure virtual] |
bool actor::haloed | ( | ) | const [virtual] |
bool actor::handle_trap | ( | ) | [virtual] |
virtual void actor::god_conduct | ( | conduct_type | thing_done, | |
int | level | |||
) | [inline, virtual] |
Reimplemented in player.
virtual bool actor::incapacitated | ( | ) | const [inline, virtual] |
virtual int actor::warding | ( | ) | const [inline, virtual] |
Reimplemented in player.
virtual bool actor::has_spell | ( | spell_type | spell | ) | const [pure virtual] |
bool actor::will_trigger_shaft | ( | ) | const [virtual] |
level_id actor::shaft_dest | ( | bool | known = false |
) | const [virtual] |
los_glob actor::los [protected] |
los_glob actor::los_no_trans [protected] |