monster Class Reference

#include <monster.h>

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List of all members.

Public Member Functions

 monster ()
 monster (const monster &other)
 ~monster ()
monsteroperator= (const monster &other)
void reset ()
void set_new_monster_id ()
mon_attitude_type temp_attitude () const
bool is_named () const
bool has_base_name () const
const monsterentryfind_monsterentry () const
monster_type get_mislead_type () const
void init_experience ()
void mark_summoned (int longevity, bool mark_items_summoned, int summon_type=0)
bool is_summoned (int *duration=NULL, int *summon_type=NULL) const
bool has_action_energy () const
void check_redraw (const coord_def &oldpos) const
void apply_location_effects (const coord_def &oldpos, killer_type killer=KILL_NONE, int killernum=-1)
void moveto (const coord_def &c)
bool move_to_pos (const coord_def &newpos)
bool blink_to (const coord_def &c, bool quiet=false)
kill_category kill_alignment () const
int foe_distance () const
bool needs_berserk (bool check_spells=true) const
bool has_hydra_multi_attack () const
bool has_multitargeting () const
bool can_use_spells () const
bool is_priest () const
bool is_actual_spellcaster () const
bool is_shapeshifter () const
bool has_ench (enchant_type ench) const
bool has_ench (enchant_type ench, enchant_type ench2) const
mon_enchant get_ench (enchant_type ench, enchant_type ench2=ENCH_NONE) const
bool add_ench (const mon_enchant &)
void update_ench (const mon_enchant &)
bool del_ench (enchant_type ench, bool quiet=false, bool effect=true)
bool lose_ench_duration (const mon_enchant &e, int levels)
bool lose_ench_levels (const mon_enchant &e, int lev)
void lose_energy (energy_use_type et, int div=1, int mult=1)
void scale_hp (int num, int den)
bool gain_exp (int exp)
void react_to_damage (const actor *oppressor, int damage, beam_type flavour)
void forget_random_spell ()
void add_enchantment_effect (const mon_enchant &me, bool quiet=false)
void remove_enchantment_effect (const mon_enchant &me, bool quiet=false)
void apply_enchantments ()
void apply_enchantment (const mon_enchant &me)
bool can_drink_potion (potion_type ptype) const
bool should_drink_potion (potion_type ptype) const
item_type_id_state_type drink_potion_effect (potion_type pot_eff)
void timeout_enchantments (int levels)
bool is_travelling () const
bool is_patrolling () const
bool needs_transit () const
void set_transit (const level_id &destination)
bool find_place_to_live (bool near_player=false)
bool find_home_near_place (const coord_def &c)
bool find_home_near_player ()
bool find_home_anywhere ()
void set_ghost (const ghost_demon &ghost, bool has_name=true)
void ghost_init ()
void pandemon_init ()
void dancing_weapon_init ()
void labrat_init ()
void uglything_init (bool only_mutate=false)
void uglything_mutate (uint8_t force_colour=BLACK)
void uglything_upgrade ()
void destroy_inventory ()
void load_spells (mon_spellbook_type spellbook)
actorget_foe () const
int mindex () const
int get_experience_level () const
god_type deity () const
bool alive () const
bool defined () const
bool swimming () const
bool wants_submerge () const
bool submerged () const
bool can_drown () const
bool floundering () const
bool extra_balanced () const
bool can_pass_through_feat (dungeon_feature_type grid) const
bool is_habitable_feat (dungeon_feature_type actual_grid) const
size_type body_size (size_part_type psize=PSIZE_TORSO, bool base=false) const
int body_weight (bool base=false) const
int total_weight () const
int damage_brand (int which_attack=-1)
int damage_type (int which_attack=-1)
item_defslot_item (equipment_type eq, bool include_melded=false)
item_defmslot_item (mon_inv_type sl) const
item_defweapon (int which_attack=-1)
item_deflauncher ()
item_defmissiles ()
item_defshield ()
bool can_wield (const item_def &item, bool ignore_curse=false, bool ignore_brand=false, bool ignore_shield=false, bool ignore_transform=false) const
bool could_wield (const item_def &item, bool ignore_brand=false, bool ignore_transform=false) const
int missile_count ()
void wield_melee_weapon (int near=-1)
void swap_weapons (int near=-1)
bool pickup_item (item_def &item, int near=-1, bool force=false)
void pickup_message (const item_def &item, int near)
bool pickup_wand (item_def &item, int near)
bool pickup_scroll (item_def &item, int near)
bool pickup_potion (item_def &item, int near)
bool pickup_gold (item_def &item, int near)
bool pickup_launcher (item_def &launcher, int near, bool force=false)
bool pickup_melee_weapon (item_def &item, int near)
bool pickup_throwable_weapon (item_def &item, int near)
bool pickup_weapon (item_def &item, int near, bool force)
bool pickup_armour (item_def &item, int near, bool force)
bool pickup_misc (item_def &item, int near)
bool pickup_missile (item_def &item, int near, bool force)
void equip (item_def &item, int slot, int near=-1)
bool unequip (item_def &item, int slot, int near=-1, bool force=false)
bool can_use_missile (const item_def &item) const
std::string name (description_level_type type, bool force_visible=false) const
std::string base_name (description_level_type type, bool force_visible=false) const
std::string full_name (description_level_type type, bool use_comma=false) const
std::string pronoun (pronoun_type pro, bool force_visible=false) const
std::string conj_verb (const std::string &verb) const
std::string hand_name (bool plural, bool *can_plural=NULL) const
std::string foot_name (bool plural, bool *can_plural=NULL) const
std::string arm_name (bool plural, bool *can_plural=NULL) const
bool fumbles_attack (bool verbose=true)
bool cannot_fight () const
int skill (skill_type skill, bool skill_bump=false) const
void attacking (actor *other)
bool can_go_berserk () const
void go_berserk (bool intentional, bool potion=false)
void go_frenzy ()
bool berserk () const
bool frenzied () const
bool has_lifeforce () const
bool can_mutate () const
bool can_safely_mutate () const
bool can_bleed () const
bool mutate ()
void banish (const std::string &who="")
void expose_to_element (beam_type element, int strength=0)
int mons_species () const
mon_holy_type holiness () const
bool undead_or_demonic () const
bool is_holy () const
bool is_unholy () const
bool is_evil () const
bool is_unclean () const
bool is_known_chaotic () const
bool is_chaotic () const
bool is_artificial () const
bool is_unbreathing () const
bool is_insubstantial () const
int res_hellfire () const
int res_fire () const
int res_steam () const
int res_cold () const
int res_elec () const
int res_poison (bool temp=true) const
int res_rotting (bool temp=true) const
int res_asphyx () const
int res_water_drowning () const
int res_sticky_flame () const
int res_holy_energy (const actor *) const
int res_negative_energy () const
int res_torment () const
int res_acid () const
int res_wind () const
int res_magic () const
flight_type flight_mode () const
bool is_levitating () const
bool is_wall_clinging () const
bool can_cling_to (const coord_def &p) const
bool invisible () const
bool can_see_invisible () const
bool visible_to (const actor *looker) const
bool near_foe () const
reach_type reach_range () const
bool is_icy () const
bool is_fiery () const
bool is_skeletal () const
bool paralysed () const
bool cannot_move () const
bool cannot_act () const
bool confused () const
bool confused_by_you () const
bool caught () const
bool asleep () const
bool backlit (bool check_haloed=true, bool self_halo=true) const
int halo_radius2 () const
int silence_radius2 () const
int liquefying_radius2 () const
bool glows_naturally () const
bool petrified () const
bool petrifying () const
bool friendly () const
bool neutral () const
bool good_neutral () const
bool strict_neutral () const
bool wont_attack () const
bool pacified () const
bool withdrawn () const
bool has_spells () const
bool has_spell (spell_type spell) const
bool has_holy_spell () const
bool has_unholy_spell () const
bool has_evil_spell () const
bool has_unclean_spell () const
bool has_chaotic_spell () const
bool has_attack_flavour (int flavour) const
bool has_damage_type (int dam_type)
bool can_throw_large_rocks () const
bool can_speak ()
int armour_class () const
int melee_evasion (const actor *attacker, ev_ignore_type evit) const
void poison (actor *agent, int amount=1, bool force=false)
bool sicken (int strength)
bool bleed (int amount, int degree)
void paralyse (actor *, int str)
void petrify (actor *, int str)
void slow_down (actor *, int str)
void confuse (actor *, int strength)
bool drain_exp (actor *, bool quiet=false, int pow=3)
bool rot (actor *, int amount, int immediate=0, bool quiet=false)
int hurt (const actor *attacker, int amount, beam_type flavour=BEAM_MISSILE, bool cleanup_dead=true)
bool heal (int amount, bool max_too=false)
void blink (bool allow_partial_control=true)
void teleport (bool right_now=false, bool abyss_shift=false, bool wizard_tele=false)
void hibernate (int power=0)
void put_to_sleep (actor *attacker, int power=0)
void check_awaken (int disturbance)
int beam_resists (bolt &beam, int hurted, bool doEffects, std::string source="")
int stat_hp () const
int stat_maxhp () const
int shield_bonus () const
int shield_block_penalty () const
void shield_block_succeeded (actor *foe)
int shield_bypass_ability (int tohit) const
actor_type atype () const
monsteras_monster ()
playeras_player ()
const monsteras_monster () const
const playeras_player () const
void check_speed ()
void upgrade_type (monster_type after, bool adjust_hd, bool adjust_hp)
std::string describe_enchantments () const
int action_energy (energy_use_type et) const
bool do_shaft ()
bool has_spell_of_type (unsigned) const
void bind_melee_flags ()
void bind_spell_flags ()
void calc_speed ()

Public Attributes

std::string mname
int hit_points
int max_hit_points
int hit_dice
int ac
int ev
int speed
int speed_increment
coord_def target
coord_def patrol_point
montravel_target_type travel_target
std::vector< coord_deftravel_path
FixedVector< short,
NUM_MONSTER_SLOTS > 
inv
monster_spells spells
mon_attitude_type attitude
beh_type behaviour
unsigned short foe
int8_t ench_countdown
mon_enchant_list enchantments
uint64_t flags
unsigned int experience
monster_type base_monster
unsigned int number
int colour
int foe_memory
int shield_blocks
god_type god
std::auto_ptr< ghost_demonghost
std::string seen_context
int damage_friendly
int damage_total
CrawlHashTable props


Constructor & Destructor Documentation

monster::monster (  ) 

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monster::monster ( const monster other  ) 

monster::~monster (  ) 


Member Function Documentation

monster & monster::operator= ( const monster other  ) 

void monster::reset (  ) 

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void monster::set_new_monster_id (  ) 

mon_attitude_type monster::temp_attitude (  )  const

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bool monster::is_named (  )  const

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bool monster::has_base_name (  )  const

const monsterentry * monster::find_monsterentry (  )  const

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monster_type monster::get_mislead_type (  )  const

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void monster::init_experience (  ) 

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void monster::mark_summoned ( int  longevity,
bool  mark_items_summoned,
int  summon_type = 0 
)

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

Implements actor.

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bool monster::has_action_energy (  )  const

void monster::check_redraw ( const coord_def oldpos  )  const

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

Implements actor.

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void monster::moveto ( const coord_def c  )  [virtual]

Implements actor.

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bool monster::move_to_pos ( const coord_def newpos  )  [virtual]

Implements actor.

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

Implements actor.

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kill_category monster::kill_alignment (  )  const [virtual]

Implements actor.

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int monster::foe_distance (  )  const

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bool monster::needs_berserk ( bool  check_spells = true  )  const

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bool monster::has_hydra_multi_attack (  )  const

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bool monster::has_multitargeting (  )  const

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bool monster::can_use_spells (  )  const

bool monster::is_priest (  )  const

bool monster::is_actual_spellcaster (  )  const

bool monster::is_shapeshifter (  )  const

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bool monster::has_ench ( enchant_type  ench  )  const

bool monster::has_ench ( enchant_type  ench,
enchant_type  ench2 
) const

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mon_enchant monster::get_ench ( enchant_type  ench,
enchant_type  ench2 = ENCH_NONE 
) const

bool monster::add_ench ( const mon_enchant ench  ) 

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void monster::update_ench ( const mon_enchant ench  ) 

bool monster::del_ench ( enchant_type  ench,
bool  quiet = false,
bool  effect = true 
)

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bool monster::lose_ench_duration ( const mon_enchant e,
int  levels 
)

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bool monster::lose_ench_levels ( const mon_enchant e,
int  lev 
)

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void monster::lose_energy ( energy_use_type  et,
int  div = 1,
int  mult = 1 
) [virtual]

Reimplemented from actor.

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void monster::scale_hp ( int  num,
int  den 
)

bool monster::gain_exp ( int  exp  ) 

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void monster::react_to_damage ( const actor oppressor,
int  damage,
beam_type  flavour 
)

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void monster::forget_random_spell (  ) 

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void monster::add_enchantment_effect ( const mon_enchant me,
bool  quiet = false 
)

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void monster::remove_enchantment_effect ( const mon_enchant me,
bool  quiet = false 
)

void monster::apply_enchantments (  ) 

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void monster::apply_enchantment ( const mon_enchant me  ) 

bool monster::can_drink_potion ( potion_type  ptype  )  const

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bool monster::should_drink_potion ( potion_type  ptype  )  const

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item_type_id_state_type monster::drink_potion_effect ( potion_type  pot_eff  ) 

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void monster::timeout_enchantments ( int  levels  ) 

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bool monster::is_travelling (  )  const

bool monster::is_patrolling (  )  const

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bool monster::needs_transit (  )  const

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void monster::set_transit ( const level_id destination  ) 

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bool monster::find_place_to_live ( bool  near_player = false  ) 

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bool monster::find_home_near_place ( const coord_def c  ) 

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bool monster::find_home_near_player (  ) 

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bool monster::find_home_anywhere (  ) 

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void monster::set_ghost ( const ghost_demon ghost,
bool  has_name = true 
)

void monster::ghost_init (  ) 

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void monster::pandemon_init (  ) 

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void monster::dancing_weapon_init (  ) 

void monster::labrat_init (  ) 

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void monster::uglything_init ( bool  only_mutate = false  ) 

void monster::uglything_mutate ( uint8_t  force_colour = BLACK  ) 

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void monster::uglything_upgrade (  ) 

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void monster::destroy_inventory (  ) 

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void monster::load_spells ( mon_spellbook_type  spellbook  ) 

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actor * monster::get_foe (  )  const

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int monster::mindex (  )  const [virtual]

Implements actor.

int monster::get_experience_level (  )  const [virtual]

Implements actor.

god_type monster::deity (  )  const [virtual]

Implements actor.

bool monster::alive (  )  const [virtual]

Implements actor.

bool monster::defined (  )  const [inline]

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bool monster::swimming (  )  const [virtual]

Implements actor.

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bool monster::wants_submerge (  )  const

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bool monster::submerged (  )  const [virtual]

Implements actor.

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bool monster::can_drown (  )  const

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bool monster::floundering (  )  const [virtual]

Implements actor.

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bool monster::extra_balanced (  )  const [virtual]

Implements actor.

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bool monster::can_pass_through_feat ( dungeon_feature_type  grid  )  const [virtual]

Implements actor.

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bool monster::is_habitable_feat ( dungeon_feature_type  actual_grid  )  const [virtual]

Implements actor.

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

Implements actor.

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

Reimplemented from actor.

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int monster::total_weight (  )  const [virtual]

Implements actor.

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

Implements actor.

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

Implements actor.

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

Implements actor.

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item_def * monster::mslot_item ( mon_inv_type  sl  )  const

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

Implements actor.

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item_def * monster::launcher (  ) 

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item_def * monster::missiles (  ) 

item_def * monster::shield (  )  [virtual]

Implements actor.

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

Implements actor.

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

Implements actor.

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int monster::missile_count (  ) 

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void monster::wield_melee_weapon ( int  near = -1  ) 

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void monster::swap_weapons ( int  near = -1  ) 

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bool monster::pickup_item ( item_def item,
int  near = -1,
bool  force = false 
)

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void monster::pickup_message ( const item_def item,
int  near 
)

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bool monster::pickup_wand ( item_def item,
int  near 
)

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bool monster::pickup_scroll ( item_def item,
int  near 
)

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bool monster::pickup_potion ( item_def item,
int  near 
)

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bool monster::pickup_gold ( item_def item,
int  near 
)

bool monster::pickup_launcher ( item_def launcher,
int  near,
bool  force = false 
)

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bool monster::pickup_melee_weapon ( item_def item,
int  near 
)

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bool monster::pickup_throwable_weapon ( item_def item,
int  near 
)

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bool monster::pickup_weapon ( item_def item,
int  near,
bool  force 
)

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bool monster::pickup_armour ( item_def item,
int  near,
bool  force 
)

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bool monster::pickup_misc ( item_def item,
int  near 
)

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bool monster::pickup_missile ( item_def item,
int  near,
bool  force 
)

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void monster::equip ( item_def item,
int  slot,
int  near = -1 
)

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bool monster::unequip ( item_def item,
int  slot,
int  near = -1,
bool  force = false 
)

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bool monster::can_use_missile ( const item_def item  )  const

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

Implements actor.

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std::string monster::base_name ( description_level_type  type,
bool  force_visible = false 
) const

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std::string monster::full_name ( description_level_type  type,
bool  use_comma = false 
) const

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std::string monster::pronoun ( pronoun_type  pro,
bool  force_visible = false 
) const [virtual]

Implements actor.

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std::string monster::conj_verb ( const std::string verb  )  const [virtual]

Implements actor.

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

Implements actor.

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

Implements actor.

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

Implements actor.

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bool monster::fumbles_attack ( bool  verbose = true  )  [virtual]

Implements actor.

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bool monster::cannot_fight (  )  const [virtual]

Implements actor.

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int monster::skill ( skill_type  skill,
bool  skill_bump = false 
) const [virtual]

Reimplemented from actor.

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

Implements actor.

bool monster::can_go_berserk (  )  const [virtual]

Implements actor.

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

Implements actor.

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void monster::go_frenzy (  ) 

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bool monster::berserk (  )  const [virtual]

Implements actor.

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bool monster::frenzied (  )  const

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bool monster::has_lifeforce (  )  const [virtual]

Implements actor.

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bool monster::can_mutate (  )  const [virtual]

Implements actor.

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bool monster::can_safely_mutate (  )  const [virtual]

Implements actor.

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bool monster::can_bleed (  )  const [virtual]

Implements actor.

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bool monster::mutate (  )  [virtual]

Implements actor.

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

Implements actor.

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

Implements actor.

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int monster::mons_species (  )  const [virtual]

Implements actor.

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mon_holy_type monster::holiness (  )  const [virtual]

Implements actor.

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bool monster::undead_or_demonic (  )  const [virtual]

Implements actor.

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bool monster::is_holy (  )  const [virtual]

Implements actor.

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bool monster::is_unholy (  )  const [virtual]

Implements actor.

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bool monster::is_evil (  )  const [virtual]

Implements actor.

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bool monster::is_unclean (  )  const

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bool monster::is_known_chaotic (  )  const

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bool monster::is_chaotic (  )  const [virtual]

Implements actor.

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bool monster::is_artificial (  )  const [virtual]

Implements actor.

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bool monster::is_unbreathing (  )  const [virtual]

Implements actor.

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bool monster::is_insubstantial (  )  const [virtual]

Implements actor.

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int monster::res_hellfire (  )  const

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int monster::res_fire (  )  const [virtual]

Implements actor.

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int monster::res_steam (  )  const [virtual]

Implements actor.

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int monster::res_cold (  )  const [virtual]

Implements actor.

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int monster::res_elec (  )  const [virtual]

Implements actor.

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

Implements actor.

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

Implements actor.

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int monster::res_asphyx (  )  const [virtual]

Implements actor.

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int monster::res_water_drowning (  )  const [virtual]

Implements actor.

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int monster::res_sticky_flame (  )  const [virtual]

Implements actor.

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

Implements actor.

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int monster::res_negative_energy (  )  const [virtual]

Implements actor.

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int monster::res_torment (  )  const [virtual]

Implements actor.

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int monster::res_acid (  )  const [virtual]

Implements actor.

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int monster::res_wind (  )  const [virtual]

Implements actor.

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int monster::res_magic (  )  const [virtual]

Implements actor.

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flight_type monster::flight_mode (  )  const [virtual]

Implements actor.

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bool monster::is_levitating (  )  const [virtual]

Implements actor.

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bool monster::is_wall_clinging (  )  const [virtual]

Implements actor.

bool monster::can_cling_to ( const coord_def p  )  const [virtual]

Implements actor.

bool monster::invisible (  )  const [virtual]

Implements actor.

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bool monster::can_see_invisible (  )  const [virtual]

Implements actor.

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

Implements actor.

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bool monster::near_foe (  )  const

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reach_type monster::reach_range (  )  const

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bool monster::is_icy (  )  const [virtual]

Implements actor.

bool monster::is_fiery (  )  const [virtual]

Implements actor.

bool monster::is_skeletal (  )  const [virtual]

Implements actor.

bool monster::paralysed (  )  const [virtual]

Implements actor.

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bool monster::cannot_move (  )  const [virtual]

Implements actor.

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bool monster::cannot_act (  )  const [virtual]

Implements actor.

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bool monster::confused (  )  const [virtual]

Implements actor.

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bool monster::confused_by_you (  )  const

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bool monster::caught (  )  const [virtual]

Implements actor.

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bool monster::asleep (  )  const [virtual]

Reimplemented from actor.

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

Implements actor.

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int monster::halo_radius2 (  )  const [virtual]

Implements actor.

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int monster::silence_radius2 (  )  const [virtual]

Implements actor.

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int monster::liquefying_radius2 (  )  const [virtual]

Implements actor.

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bool monster::glows_naturally (  )  const [virtual]

Implements actor.

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bool monster::petrified (  )  const [virtual]

Implements actor.

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bool monster::petrifying (  )  const

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bool monster::friendly (  )  const

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bool monster::neutral (  )  const

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bool monster::good_neutral (  )  const

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bool monster::strict_neutral (  )  const

bool monster::wont_attack (  )  const

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bool monster::pacified (  )  const

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bool monster::withdrawn (  )  const [inline]

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bool monster::has_spells (  )  const

bool monster::has_spell ( spell_type  spell  )  const [virtual]

Implements actor.

bool monster::has_holy_spell (  )  const

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bool monster::has_unholy_spell (  )  const

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bool monster::has_evil_spell (  )  const

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bool monster::has_unclean_spell (  )  const

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bool monster::has_chaotic_spell (  )  const

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bool monster::has_attack_flavour ( int  flavour  )  const

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bool monster::has_damage_type ( int  dam_type  ) 

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bool monster::can_throw_large_rocks (  )  const [virtual]

Implements actor.

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bool monster::can_speak (  ) 

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int monster::armour_class (  )  const [virtual]

Implements actor.

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int monster::melee_evasion ( const actor attacker,
ev_ignore_type  evit 
) const [virtual]

Implements actor.

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

Implements actor.

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bool monster::sicken ( int  strength  )  [virtual]

Implements actor.

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bool monster::bleed ( int  amount,
int  degree 
)

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void monster::paralyse ( actor atk,
int  str 
) [virtual]

Implements actor.

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void monster::petrify ( actor atk,
int  str 
) [virtual]

Implements actor.

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void monster::slow_down ( actor atk,
int  str 
) [virtual]

Implements actor.

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void monster::confuse ( actor atk,
int  strength 
) [virtual]

Implements actor.

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

Implements actor.

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

Implements actor.

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

Implements actor.

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

Implements actor.

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

Implements actor.

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

Implements actor.

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

Implements actor.

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void monster::put_to_sleep ( actor attacker,
int  power = 0 
) [virtual]

Implements actor.

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void monster::check_awaken ( int  disturbance  )  [virtual]

Implements actor.

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

Implements actor.

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int monster::stat_hp (  )  const [inline, virtual]

Implements actor.

int monster::stat_maxhp (  )  const [inline, virtual]

Implements actor.

int monster::shield_bonus (  )  const [virtual]

Implements actor.

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int monster::shield_block_penalty (  )  const [virtual]

Implements actor.

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

Reimplemented from actor.

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int monster::shield_bypass_ability ( int  tohit  )  const [virtual]

Implements actor.

actor_type monster::atype (  )  const [inline, virtual]

Implements actor.

monster* monster::as_monster (  )  [inline, virtual]

Implements actor.

player* monster::as_player (  )  [inline, virtual]

Implements actor.

const monster* monster::as_monster (  )  const [inline, virtual]

Implements actor.

const player* monster::as_player (  )  const [inline, virtual]

Implements actor.

void monster::check_speed (  ) 

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void monster::upgrade_type ( monster_type  after,
bool  adjust_hd,
bool  adjust_hp 
)

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std::string monster::describe_enchantments (  )  const

int monster::action_energy ( energy_use_type  et  )  const

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bool monster::do_shaft (  )  [virtual]

Implements actor.

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bool monster::has_spell_of_type ( unsigned  disciplines  )  const

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void monster::bind_melee_flags (  ) 

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void monster::bind_spell_flags (  ) 

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void monster::calc_speed (  ) 

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Member Data Documentation

FixedVector<short, NUM_MONSTER_SLOTS> monster::inv

unsigned short monster::foe

uint64_t monster::flags

unsigned int monster::experience

unsigned int monster::number

std::auto_ptr<ghost_demon> monster::ghost


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

Generated on Thu Jan 13 13:39:10 2011 by  doxygen 1.5.6