, 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 | |