, including all inherited members.
| ac | monster | |
| action_energy(energy_use_type et) const | monster | |
| add_ench(const mon_enchant &) | monster | |
| add_enchantment_effect(const mon_enchant &me, bool quiet=false) | monster | |
| airborne() const | actor | [virtual] |
| alive() const | monster | [virtual] |
| apply_enchantment(const mon_enchant &me) | monster | |
| apply_enchantments() | monster | |
| apply_location_effects(const coord_def &oldpos, killer_type killer=KILL_NONE, int killernum=-1) | monster | [virtual] |
| arm_name(bool plural, bool *can_plural=NULL) const | monster | [virtual] |
| armour_class() const | monster | [virtual] |
| as_monster() | monster | [inline, virtual] |
| as_monster() const | monster | [inline, virtual] |
| as_player() | monster | [inline, virtual] |
| as_player() const | monster | [inline, virtual] |
| asleep() const | monster | [virtual] |
| attacking(actor *other) | monster | [virtual] |
| attitude | monster | |
| atype() const | monster | [inline, virtual] |
| backlit(bool check_haloed=true, bool self_halo=true) const | monster | [virtual] |
| banish(const std::string &who="") | monster | [virtual] |
| base_monster | monster | |
| base_name(description_level_type type, bool force_visible=false) const | monster | |
| beam_resists(bolt &beam, int hurted, bool doEffects, std::string source="") | monster | [virtual] |
| behaviour | monster | |
| berserk() const | monster | [virtual] |
| bind_melee_flags() | monster | |
| bind_spell_flags() | monster | |
| bleed(int amount, int degree) | monster | |
| blink(bool allow_partial_control=true) | monster | [virtual] |
| blink_to(const coord_def &c, bool quiet=false) | monster | [virtual] |
| body_size(size_part_type psize=PSIZE_TORSO, bool base=false) const | monster | [virtual] |
| body_weight(bool base=false) const | monster | [virtual] |
| calc_speed() | monster | |
| can_bleed() const | monster | [virtual] |
| can_cling_to(const coord_def &p) const | monster | [virtual] |
| can_drink_potion(potion_type ptype) const | monster | |
| can_drown() const | monster | |
| can_go_berserk() const | monster | [virtual] |
| can_hibernate(bool holi_only=false) const | actor | [virtual] |
| can_mutate() const | monster | [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 | monster | [virtual] |
| can_safely_mutate() const | monster | [virtual] |
| can_see(const actor *target) const | actor | [virtual] |
| can_see_invisible() const | monster | [virtual] |
| can_sleep() const | actor | [virtual] |
| can_speak() | monster | |
| can_throw_large_rocks() const | monster | [virtual] |
| can_use_missile(const item_def &item) const | monster | |
| can_use_spells() const | monster | |
| can_wield(const item_def &item, bool ignore_curse=false, bool ignore_brand=false, bool ignore_shield=false, bool ignore_transform=false) const | monster | [virtual] |
| actor::can_wield(const item_def *item, bool ignore_curse=false, bool ignore_brand=false, bool ignore_shield=false, bool ignore_transform=false) const | actor | |
| cannot_act() const | monster | [virtual] |
| cannot_fight() const | monster | [virtual] |
| cannot_move() const | monster | [virtual] |
| caught() const | monster | [virtual] |
| check_awaken(int disturbance) | monster | [virtual] |
| check_redraw(const coord_def &oldpos) const | monster | |
| check_res_magic(int power) | actor | [virtual] |
| check_speed() | monster | |
| colour | monster | |
| confuse(actor *, int strength) | monster | [virtual] |
| confused() const | monster | [virtual] |
| confused_by_you() const | monster | |
| conj_verb(const std::string &verb) const | monster | [virtual] |
| could_wield(const item_def &item, bool ignore_brand=false, bool ignore_transform=false) const | monster | [virtual] |
| damage_brand(int which_attack=-1) | monster | [virtual] |
| damage_friendly | monster | |
| damage_total | monster | |
| damage_type(int which_attack=-1) | monster | [virtual] |
| dancing_weapon_init() | monster | |
| defined() const | monster | [inline] |
| deity() const | monster | [virtual] |
| del_ench(enchant_type ench, bool quiet=false, bool effect=true) | monster | |
| describe_enchantments() const | monster | |
| destroy_inventory() | monster | |
| do_shaft() | monster | [virtual] |
| drain_exp(actor *, bool quiet=false, int pow=3) | monster | [virtual] |
| drain_stat(stat_type stat, int amount, actor *attacker) | actor | [inline, virtual] |
| drink_potion_effect(potion_type pot_eff) | monster | |
| ench_countdown | monster | |
| enchantments | monster | |
| equip(item_def &item, int slot, int near=-1) | monster | |
| ev | monster | |
| experience | monster | |
| expose_to_element(beam_type element, int strength=0) | monster | [virtual] |
| extra_balanced() const | monster | [virtual] |
| find_home_anywhere() | monster | |
| find_home_near_place(const coord_def &c) | monster | |
| find_home_near_player() | monster | |
| find_monsterentry() const | monster | |
| find_place_to_live(bool near_player=false) | monster | |
| flags | monster | |
| flight_mode() const | monster | [virtual] |
| floundering() const | monster | [virtual] |
| foe | monster | |
| foe_distance() const | monster | |
| foe_memory | monster | |
| foot_name(bool plural, bool *can_plural=NULL) const | monster | [virtual] |
| forget_random_spell() | monster | |
| frenzied() const | monster | |
| friendly() const | monster | |
| full_name(description_level_type type, bool use_comma=false) const | monster | |
| fumbles_attack(bool verbose=true) | monster | [virtual] |
| gain_exp(int exp) | monster | |
| get_ench(enchant_type ench, enchant_type ench2=ENCH_NONE) const | monster | |
| get_experience_level() const | monster | [virtual] |
| get_foe() const | monster | |
| get_los() | actor | [virtual] |
| get_los_no_trans() | actor | [virtual] |
| get_mislead_type() const | monster | |
| ghost | monster | |
| ghost_init() | monster | |
| glows_naturally() const | monster | [virtual] |
| go_berserk(bool intentional, bool potion=false) | monster | [virtual] |
| go_frenzy() | monster | |
| god | monster | |
| god_conduct(conduct_type thing_done, int level) | actor | [inline, virtual] |
| good_neutral() const | monster | |
| halo_radius2() const | monster | [virtual] |
| haloed() const | actor | [virtual] |
| hand_name(bool plural, bool *can_plural=NULL) const | monster | [virtual] |
| handle_trap() | actor | [virtual] |
| has_action_energy() const | monster | |
| has_attack_flavour(int flavour) const | monster | |
| has_base_name() const | monster | |
| has_chaotic_spell() const | monster | |
| has_damage_type(int dam_type) | monster | |
| has_ench(enchant_type ench) const | monster | |
| has_ench(enchant_type ench, enchant_type ench2) const | monster | |
| has_equipped(equipment_type eq, int sub_type) const | actor | [virtual] |
| has_evil_spell() const | monster | |
| has_holy_spell() const | monster | |
| has_hydra_multi_attack() const | monster | |
| has_lifeforce() const | monster | [virtual] |
| has_multitargeting() const | monster | |
| has_spell(spell_type spell) const | monster | [virtual] |
| has_spell_of_type(unsigned) const | monster | |
| has_spells() const | monster | |
| has_unclean_spell() const | monster | |
| has_unholy_spell() const | monster | |
| heal(int amount, bool max_too=false) | monster | [virtual] |
| hibernate(int power=0) | monster | [virtual] |
| hit_dice | monster | |
| hit_points | monster | |
| holiness() const | monster | [virtual] |
| hunger_level() const | actor | [inline, virtual] |
| hurt(const actor *attacker, int amount, beam_type flavour=BEAM_MISSILE, bool cleanup_dead=true) | monster | [virtual] |
| incapacitated() const | actor | [inline, virtual] |
| init_experience() | monster | |
| inv | monster | |
| invisible() const | monster | [virtual] |
| is_actual_spellcaster() const | monster | |
| is_artificial() const | monster | [virtual] |
| is_chaotic() const | monster | [virtual] |
| is_evil() const | monster | [virtual] |
| is_fiery() const | monster | [virtual] |
| is_habitable(const coord_def &pos) const | actor | |
| is_habitable_feat(dungeon_feature_type actual_grid) const | monster | [virtual] |
| is_holy() const | monster | [virtual] |
| is_icy() const | monster | [virtual] |
| is_insubstantial() const | monster | [virtual] |
| is_known_chaotic() const | monster | |
| is_levitating() const | monster | [virtual] |
| is_named() const | monster | |
| is_patrolling() const | monster | |
| is_player() const | actor | [inline, virtual] |
| is_priest() const | monster | |
| is_shapeshifter() const | monster | |
| is_skeletal() const | monster | [virtual] |
| is_summoned(int *duration=NULL, int *summon_type=NULL) const | monster | [virtual] |
| is_travelling() const | monster | |
| is_unbreathing() const | monster | [virtual] |
| is_unclean() const | monster | |
| is_unholy() const | monster | [virtual] |
| is_wall_clinging() const | monster | [virtual] |
| kill_alignment() const | monster | [virtual] |
| labrat_init() | monster | |
| launcher() | monster | |
| liquefying_radius2() const | monster | [virtual] |
| load_spells(mon_spellbook_type spellbook) | monster | |
| los | actor | [protected] |
| los_no_trans | actor | [protected] |
| lose_ench_duration(const mon_enchant &e, int levels) | monster | |
| lose_ench_levels(const mon_enchant &e, int lev) | monster | |
| lose_energy(energy_use_type et, int div=1, int mult=1) | monster | [virtual] |
| make_hungry(int nutrition, bool silent=true) | actor | [inline, virtual] |
| mark_summoned(int longevity, bool mark_items_summoned, int summon_type=0) | monster | |
| max_hit_points | monster | |
| melee_evasion(const actor *attacker, ev_ignore_type evit) const | monster | [virtual] |
| mid | actor | |
| mindex() const | monster | [virtual] |
| missile_count() | monster | |
| missiles() | monster | |
| mname | monster | |
| mons_species() const | monster | [virtual] |
| monster() | monster | |
| monster(const monster &other) | monster | |
| move_to_pos(const coord_def &newpos) | monster | [virtual] |
| moveto(const coord_def &c) | monster | [virtual] |
| mslot_item(mon_inv_type sl) const | monster | |
| mutate() | monster | [virtual] |
| name(description_level_type type, bool force_visible=false) const | monster | [virtual] |
| near_foe() const | monster | |
| needs_berserk(bool check_spells=true) const | monster | |
| needs_transit() const | monster | |
| neutral() const | monster | |
| number | monster | |
| observable() const | actor | [virtual] |
| operator=(const monster &other) | monster | |
| pacified() const | monster | |
| pandemon_init() | monster | |
| paralyse(actor *, int str) | monster | [virtual] |
| paralysed() const | monster | [virtual] |
| patrol_point | monster | |
| petrified() const | monster | [virtual] |
| petrify(actor *, int str) | monster | [virtual] |
| petrifying() const | monster | |
| pickup_armour(item_def &item, int near, bool force) | monster | |
| pickup_gold(item_def &item, int near) | monster | |
| pickup_item(item_def &item, int near=-1, bool force=false) | monster | |
| pickup_launcher(item_def &launcher, int near, bool force=false) | monster | |
| pickup_melee_weapon(item_def &item, int near) | monster | |
| pickup_message(const item_def &item, int near) | monster | |
| pickup_misc(item_def &item, int near) | monster | |
| pickup_missile(item_def &item, int near, bool force) | monster | |
| pickup_potion(item_def &item, int near) | monster | |
| pickup_scroll(item_def &item, int near) | monster | |
| pickup_throwable_weapon(item_def &item, int near) | monster | |
| pickup_wand(item_def &item, int near) | monster | |
| pickup_weapon(item_def &item, int near, bool force) | monster | |
| poison(actor *agent, int amount=1, bool force=false) | monster | [virtual] |
| pos() const | actor | [inline, virtual] |
| position | actor | |
| primary_weapon() const | actor | [inline] |
| pronoun(pronoun_type pro, bool force_visible=false) const | monster | [virtual] |
| props | monster | |
| put_to_sleep(actor *attacker, int power=0) | monster | [virtual] |
| reach_range() const | monster | |
| react_to_damage(const actor *oppressor, int damage, beam_type flavour) | monster | |
| remove_enchantment_effect(const mon_enchant &me, bool quiet=false) | monster | |
| res_acid() const | monster | [virtual] |
| res_asphyx() const | monster | [virtual] |
| res_cold() const | monster | [virtual] |
| res_elec() const | monster | [virtual] |
| res_fire() const | monster | [virtual] |
| res_hellfire() const | monster | |
| res_holy_energy(const actor *) const | monster | [virtual] |
| res_holy_fire() const | actor | [virtual] |
| res_magic() const | monster | [virtual] |
| res_negative_energy() const | monster | [virtual] |
| res_poison(bool temp=true) const | monster | [virtual] |
| res_rotting(bool temp=true) const | monster | [virtual] |
| res_steam() const | monster | [virtual] |
| res_sticky_flame() const | monster | [virtual] |
| res_torment() const | monster | [virtual] |
| res_water_drowning() const | monster | [virtual] |
| res_wind() const | monster | [virtual] |
| reset() | monster | |
| rot(actor *, int amount, int immediate=0, bool quiet=false) | monster | [virtual] |
| scale_hp(int num, int den) | monster | |
| see_cell(const coord_def &c) const | actor | [virtual] |
| see_cell_no_trans(const coord_def &c) const | actor | [virtual] |
| seen_context | monster | |
| set_ghost(const ghost_demon &ghost, bool has_name=true) | monster | |
| set_new_monster_id() | monster | |
| set_position(const coord_def &c) | actor | [virtual] |
| set_transit(const level_id &destination) | monster | |
| shaft_dest(bool known) const | actor | [virtual] |
| shield() | monster | [virtual] |
| shield_block_penalty() const | monster | [virtual] |
| shield_block_succeeded(actor *foe) | monster | [virtual] |
| shield_blocks | monster | |
| shield_bonus() const | monster | [virtual] |
| shield_bypass_ability(int tohit) const | monster | [virtual] |
| should_drink_potion(potion_type ptype) const | monster | |
| sicken(int strength) | monster | [virtual] |
| silence_radius2() const | monster | [virtual] |
| skill(skill_type skill, bool skill_bump=false) const | monster | [virtual] |
| slot_item(equipment_type eq, bool include_melded=false) | monster | [virtual] |
| actor::slot_item(equipment_type eq, bool include_melded=false) const | actor | [inline] |
| slow_down(actor *, int str) | monster | [virtual] |
| speed | monster | |
| speed_increment | monster | |
| spells | monster | |
| stat_hp() const | monster | [inline, virtual] |
| stat_maxhp() const | monster | [inline, virtual] |
| strict_neutral() const | monster | |
| submerged() const | monster | [virtual] |
| swap_weapons(int near=-1) | monster | |
| swimming() const | monster | [virtual] |
| target | monster | |
| teleport(bool right_now=false, bool abyss_shift=false, bool wizard_tele=false) | monster | [virtual] |
| temp_attitude() const | monster | |
| timeout_enchantments(int levels) | monster | |
| total_weight() const | monster | [virtual] |
| travel_path | monster | |
| travel_target | monster | [mutable] |
| type | actor | |
| uglything_init(bool only_mutate=false) | monster | |
| uglything_mutate(uint8_t force_colour=BLACK) | monster | |
| uglything_upgrade() | monster | |
| undead_or_demonic() const | monster | [virtual] |
| unequip(item_def &item, int slot, int near=-1, bool force=false) | monster | |
| update_ench(const mon_enchant &) | monster | |
| upgrade_type(monster_type after, bool adjust_hd, bool adjust_hp) | monster | |
| visible_to(const actor *looker) const | monster | [virtual] |
| wants_submerge() const | monster | |
| warding() const | actor | [inline, virtual] |
| weapon(int which_attack=-1) | monster | [virtual] |
| wield_melee_weapon(int near=-1) | monster | |
| will_trigger_shaft() const | actor | [virtual] |
| withdrawn() const | monster | [inline] |
| wont_attack() const | monster | |
| ~actor() | actor | [virtual] |
| ~monster() | monster | |