player Member List

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

_possible_beholder(const monster *mon) const player [protected]
_possible_fearmonger(const monster *mon) const player [protected]
_removed_beholder()player [protected]
_removed_fearmonger()player [protected]
ability_letter_tableplayer
absdepth0player
add_beholder(const monster *mon)player
add_fearmonger(const monster *mon)player
add_gold(int delta)player
afraid() const player
afraid_of(const monster *mon) const player
airborne() const actor [virtual]
alive() const player [virtual]
apply_location_effects(const coord_def &oldpos, killer_type killer=KILL_NONE, int killernum=-1)player [virtual]
are_charming() const player
arm_name(bool plural, bool *can_plural=NULL) const player [virtual]
armour_class() const player [virtual]
as_monster()player [inline, virtual]
as_monster() const player [inline, virtual]
as_player()player [inline, virtual]
as_player() const player [inline, virtual]
asleep() const player [virtual]
attacking(actor *other)player [virtual]
attributeplayer
atype() const player [inline, virtual]
awake()player
backlight()player
backlit(bool check_haloed=true, bool self_halo=true) const player [virtual]
banish(const std::string &who="")player [virtual]
banishedplayer
banished_byplayer
base_hpplayer
base_hp2player
base_magic_pointsplayer
base_magic_points2player
base_statsplayer
beam_resists(bolt &beam, int hurted, bool doEffects, std::string source)player [virtual]
beheld() const player
beheld_by(const monster *mon) const player
beholdersplayer
beholders_check_noise(int loudness)player
berserk() const player [virtual]
berserk_penaltyplayer
birth_timeplayer
blink(bool allow_partial_control=true)player [virtual]
blink_to(const coord_def &c, bool quiet=false)player [virtual]
body_size(size_part_type psize=PSIZE_TORSO, bool base=false) const player [virtual]
body_weight(bool base=false) const player [virtual]
bondage_levelplayer
branch_infoplayer [protected]
branch_stairsplayer
burdenplayer
burden_stateplayer
can_bleed() const player [virtual]
can_cling_to(const coord_def &p) const player [virtual]
can_go_berserk() const player [virtual]
can_go_berserk(bool intentional, bool potion=false) const player
can_hibernate(bool holi_only=false) const actor [virtual]
can_mutate() const player [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 player [virtual]
can_safely_mutate() const player [virtual]
can_see(const actor *a) const player [virtual]
can_see_invisible() const player [virtual]
can_see_invisible(bool unid, bool transient=true) const player
can_sleep() const actor [virtual]
can_smell() const player
can_swim(bool permanently=false) const player
can_throw_large_rocks() const player [virtual]
can_wield(const item_def &item, bool ignore_curse=false, bool ignore_brand=false, bool ignore_shield=false, bool ignore_transform=false) const player [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 player [virtual]
cannot_fight() const player [virtual]
cannot_move() const player [virtual]
cannot_speak() const player
caught() const player [virtual]
char_classplayer
char_directionplayer
check_awaken(int disturbance)player [virtual]
check_clinging()player
check_res_magic(int power)actor [virtual]
class_nameplayer
clear_beholders()player
clear_fearmongers()player
clear_place_info()player
cling_toplayer
clingingplayer
confusable() const player
confuse(actor *, int strength)player [virtual]
confused() const player [virtual]
conj_verb(const std::string &verb) const player [virtual]
copy_from(const player &other)player
could_wield(const item_def &item, bool ignore_brand=false, bool ignore_transform=false) const player [virtual]
ct_skill_pointsplayer
current_visionplayer
dactionsplayer
damage_brand(int which_attack=-1)player [virtual]
damage_sourceplayer
damage_type(int which_attack=-1)player [virtual]
deadplayer
deathsplayer
deity() const player [virtual]
del_gold(int delta)player
delay_queueplayer
demonic_traitsplayer
dex() const player
did_escape_death() const player
diseaseplayer
do_shaft()player [virtual]
drain_exp(actor *, bool quiet=false, int pow=3)player [virtual]
drain_stat(stat_type stat, int amount, actor *attacker)player [virtual]
durationplayer
earth_attunementplayer
elapsed_timeplayer
entering_levelplayer
entry_causeplayer
entry_cause_godplayer
equipplayer
escaped_death_auxplayer
escaped_death_causeplayer
exp_availableplayer
experienceplayer
experience_levelplayer
explorationplayer
expose_to_element(beam_type element, int strength=0)player [virtual]
extra_balanced() const player [virtual]
fearmongersplayer
fearmongers_check_noise(int loudness)player
fishtailplayer
flash_colourplayer
flight_mode() const player [virtual]
floundering() const player [virtual]
foot_name(bool plural, bool *can_plural=NULL) const player [virtual]
formplayer
frame_noplayer
friendly_pickupplayer
fumbles_attack(bool verbose=true)player [virtual]
gdr_perc() const player
get_all_place_info(bool visited_only=false, bool dungeon_only=false) const player
get_any_beholder() const player
get_any_fearmonger() const player
get_beholder(const coord_def &pos) const player
get_experience_level() const player [virtual]
get_fearmonger(const coord_def &pos) const player
get_los()player [virtual]
get_los_no_trans()actor [virtual]
get_place_info() const player
get_place_info(branch_type branch, level_area_type level_type2) const player
get_place_info(branch_type branch) const player
get_place_info(level_area_type level_type2) const player
gift_timeoutplayer
global_infoplayer
glows_naturally() const player [virtual]
go_berserk(bool intentional, bool potion=false)player [virtual]
god_conduct(conduct_type thing_done, int level)player [virtual]
goldplayer
goto_place(const level_id &level)player
had_bookplayer
halo_radius2() const player [virtual]
haloed() const actor [virtual]
hand_name(bool plural, bool *can_plural=NULL) const player [virtual]
handle_trap()actor [virtual]
has_claws(bool allow_tran=true) const player
has_equipped(equipment_type eq, int sub_type) const actor [virtual]
has_fangs(bool allow_tran=true) const player
has_lifeforce() const player [virtual]
has_pseudopods(bool allow_tran=true) const player
has_spell(spell_type spell) const player [virtual]
has_tail(bool allow_tran=true) const player
has_talons(bool allow_tran=true) const player
has_usable_claws(bool allow_tran=true) const player
has_usable_fangs(bool allow_tran=true) const player
has_usable_offhand() const player
has_usable_pseudopods(bool allow_tran=true) const player
has_usable_tail(bool allow_tran=true) const player
has_usable_talons(bool allow_tran=true) const player
heal(int amount, bool max_too=false)player [virtual]
hell_branchplayer
hell_exitplayer
hibernate(int power=0)player [virtual]
hit_points_regenerationplayer
holiness() const player [virtual]
hpplayer
hp_maxplayer
hungerplayer
hunger_level() const player [inline, virtual]
hunger_stateplayer
hurt(const actor *attacker, int amount, beam_type flavour=BEAM_MISSILE, bool cleanup_dead=true)player [virtual]
in_water() const player
incapacitated() const player [inline, virtual]
increase_duration(duration_type dur, int turns, int cap=0, const char *msg=NULL)player
init()player
innate_mutationsplayer
intel() const player
invplayer
invisible() const player [virtual]
is_artificial() const player [virtual]
is_chaotic() const player [virtual]
is_cloud_immune(cloud_type) const player
is_evil() const player [virtual]
is_fiery() const player [virtual]
is_habitable(const coord_def &pos) const actor
is_habitable_feat(dungeon_feature_type actual_grid) const player [virtual]
is_holy() const player [virtual]
is_icy() const player [virtual]
is_insubstantial() const player [virtual]
is_levitating() const player [virtual]
is_player() const actor [inline, virtual]
is_skeletal() const player [virtual]
is_summoned(int *duration=NULL, int *summon_type=NULL) const player [virtual]
is_unbreathing() const player [virtual]
is_undeadplayer
is_unholy() const player [virtual]
is_wall_clinging() const player [virtual]
item_descriptionplayer
jiyva_second_nameplayer
kill_alignment() const player [virtual]
killsplayer
last_chosenplayer
last_midplayer
last_view_updateplayer
level_typeplayer
level_type_extplayer
level_type_nameplayer
level_type_name_abbrevplayer
level_type_originplayer
level_type_tagplayer
light_flight() const player
liquefying_radius2() const player [virtual]
livesplayer
losactor [protected]
los_no_transactor [protected]
lose_energy(energy_use_type, int div=1, int mult=1)actor [inline, virtual]
m_quiverplayer
magic_contaminationplayer
magic_pointsplayer
magic_points_regenerationplayer
make_hungry(int nutrition, bool silent=true)player [virtual]
max_dex() const player
max_intel() const player
max_levelplayer
max_magic_pointsplayer
max_stat(stat_type stat) const player
max_strength() const player
meldedplayer
melee_evasion(const actor *attacker, ev_ignore_type evit=EV_IGNORE_NONE) const player [virtual]
midactor
mindex() const player [virtual]
misled() const player
mons_species() const player [virtual]
move_to_pos(const coord_def &c)player [virtual]
moveto(const coord_def &c)player [virtual]
mutate()player [virtual]
mutationplayer
name(description_level_type type, bool force_visible=false) const player [virtual]
nemelex_sacrificingplayer
non_branch_infoplayer [protected]
normal_visionplayer
num_current_giftsplayer
num_total_giftsplayer
num_turnsplayer
observable() const actor [virtual]
old_hungerplayer
on_current_levelplayer
opened_zotplayer
paralyse(actor *, int str)player [virtual]
paralysed() const player [virtual]
penanceplayer
permanent_flight() const player
permanent_levitation() const player
pet_targetplayer
petrified() const player [virtual]
petrify(actor *, int str)player [virtual]
pietyplayer
piety_hysteresisplayer
player()player
player(const player &other)player
poison(actor *agent, int amount=1, bool force=false)player [virtual]
pos() const actor [inline, virtual]
positionactor
practise_skillplayer
prev_grd_targplayer
prev_moveplayer
prev_targplayer
primary_weapon() const actor [inline]
pronoun(pronoun_type pro, bool force_visible=false) const player [virtual]
propsplayer
put_to_sleep(actor *, int power=0)player [virtual]
quiverplayer
real_timeplayer
received_weapon_warningplayer
redraw_armour_classplayer
redraw_evasionplayer
redraw_experienceplayer
redraw_hit_pointsplayer
redraw_magic_pointsplayer
redraw_quiverplayer
redraw_statsplayer
redraw_status_flagsplayer
religionplayer
remove_beholder(const monster *mon)player
remove_fearmonger(const monster *mon)player
res_acid() const player [virtual]
res_asphyx() const player [virtual]
res_cold() const player [virtual]
res_elec() const player [virtual]
res_fire() const player [virtual]
res_holy_energy(const actor *) const player [virtual]
res_holy_fire() const actor [virtual]
res_magic() const player [virtual]
res_negative_energy() const player [virtual]
res_poison(bool temp=true) const player [virtual]
res_rotting(bool temp=true) const player [virtual]
res_steam() const player [virtual]
res_sticky_flame() const player [virtual]
res_torment() const player [virtual]
res_water_drowning() const player [virtual]
res_wind() const player [virtual]
reset_escaped_death()player
reset_prev_move()player
rot(actor *, int amount, int immediate=0, bool quiet=false)player [virtual]
rottingplayer
royal_jelly_deadplayer
runningplayer
sacrifice_valueplayer
sage_bonus_degreeplayer
sage_bonus_skillplayer
saveplayer
see_cell(const coord_def &p) const player [virtual]
see_cell_no_trans(const coord_def &c) const actor [virtual]
seen_armourplayer
seen_portalsplayer
seen_spellplayer
seen_weaponplayer
set_duration(duration_type dur, int turns, int cap=0, const char *msg=NULL)player
set_gold(int amount)player
set_place_info(PlaceInfo info)player
set_position(const coord_def &c)player [virtual]
shaft_dest(bool known) const actor [virtual]
shield()player [virtual]
shield_block_penalty() const player [virtual]
shield_block_succeeded(actor *foe)player [virtual]
shield_blocksplayer
shield_bonus() const player [virtual]
shield_bypass_ability(int tohit) const player [virtual]
shiftto(const coord_def &c)player
shout_verb() const player
sicken(int amount)player [virtual]
silence_radius2() const player [virtual]
skill(skill_type skill, bool skill_bump=false) const player [virtual]
skill_cost_levelplayer
skill_orderplayer
skill_pointsplayer
skillsplayer
slot_item(equipment_type eq, bool include_melded=false)player [virtual]
slot_item(equipment_type eq, bool include_melded=false) const player
slow_down(actor *, int str)player [virtual]
slowable() const player
source_damageplayer
speciesplayer
spell_letter_tableplayer
spell_noplayer
spellsplayer
start_timeplayer
stat(stat_type stat, bool nonneg=true) const player
stat_hp() const player [inline, virtual]
stat_lossplayer
stat_maxhp() const player [inline, virtual]
stat_zeroplayer
stat_zero_causeplayer
strength() const player
submerged() const player [virtual]
swimming() const player [virtual]
symbolplayer
teleport(bool right_now=false, bool abyss_shift=false, bool wizard_tele=false)player [virtual]
time_takenplayer
total_skill_pointsplayer
total_weight() const player [virtual]
trans_wall_blocking(const coord_def &c) const player
transfer_from_skillplayer
transfer_skill_pointsplayer
transfer_to_skillplayer
transfer_total_skill_pointsplayer
transform_size(int psize=PSIZE_TORSO) const player
transform_uncancellableplayer
transit_stairplayer
traps_skill() const player
travel_xplayer
travel_yplayer
travel_zplayer
travelling_light() const player
turn_damageplayer
turn_is_overplayer
typeactor
undead_or_demonic() const player [virtual]
uniq_map_namesplayer
uniq_map_tagsplayer
unique_creaturesplayer
unique_itemsplayer
unrand_reactsplayer
update_beholder(const monster *mon)player
update_beholders()player
update_fearmonger(const monster *mon)player
update_fearmongers()player
visible_igrd(const coord_def &) const player
visible_to(const actor *looker) const player [virtual]
walkingplayer
warding() const player [virtual]
weapon(int which_attack=-1)player [virtual]
wearing_light_armour(bool with_skill=false) const player
where_are_youplayer
wield_changeplayer
will_trigger_shaft() const actor [virtual]
wizardplayer
worshippedplayer
xray_visionplayer
your_nameplayer
zotdef_wave_nameplayer
~actor()actor [virtual]
~player()player


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