monster Member List

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

acmonster
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]
attitudemonster
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_monstermonster
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]
behaviourmonster
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
colourmonster
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_friendlymonster
damage_totalmonster
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_countdownmonster
enchantmentsmonster
equip(item_def &item, int slot, int near=-1)monster
evmonster
experiencemonster
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
flagsmonster
flight_mode() const monster [virtual]
floundering() const monster [virtual]
foemonster
foe_distance() const monster
foe_memorymonster
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
ghostmonster
ghost_init()monster
glows_naturally() const monster [virtual]
go_berserk(bool intentional, bool potion=false)monster [virtual]
go_frenzy()monster
godmonster
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_dicemonster
hit_pointsmonster
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
invmonster
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
losactor [protected]
los_no_transactor [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_pointsmonster
melee_evasion(const actor *attacker, ev_ignore_type evit) const monster [virtual]
midactor
mindex() const monster [virtual]
missile_count()monster
missiles()monster
mnamemonster
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
numbermonster
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_pointmonster
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]
positionactor
primary_weapon() const actor [inline]
pronoun(pronoun_type pro, bool force_visible=false) const monster [virtual]
propsmonster
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_contextmonster
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_blocksmonster
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]
speedmonster
speed_incrementmonster
spellsmonster
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]
targetmonster
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_pathmonster
travel_targetmonster [mutable]
typeactor
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


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