, 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_table | player | |
absdepth0 | player | |
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] |
attribute | player | |
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] |
banished | player | |
banished_by | player | |
base_hp | player | |
base_hp2 | player | |
base_magic_points | player | |
base_magic_points2 | player | |
base_stats | player | |
beam_resists(bolt &beam, int hurted, bool doEffects, std::string source) | player | [virtual] |
beheld() const | player | |
beheld_by(const monster *mon) const | player | |
beholders | player | |
beholders_check_noise(int loudness) | player | |
berserk() const | player | [virtual] |
berserk_penalty | player | |
birth_time | player | |
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_level | player | |
branch_info | player | [protected] |
branch_stairs | player | |
burden | player | |
burden_state | player | |
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_class | player | |
char_direction | player | |
check_awaken(int disturbance) | player | [virtual] |
check_clinging() | player | |
check_res_magic(int power) | actor | [virtual] |
class_name | player | |
clear_beholders() | player | |
clear_fearmongers() | player | |
clear_place_info() | player | |
cling_to | player | |
clinging | player | |
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_points | player | |
current_vision | player | |
dactions | player | |
damage_brand(int which_attack=-1) | player | [virtual] |
damage_source | player | |
damage_type(int which_attack=-1) | player | [virtual] |
dead | player | |
deaths | player | |
deity() const | player | [virtual] |
del_gold(int delta) | player | |
delay_queue | player | |
demonic_traits | player | |
dex() const | player | |
did_escape_death() const | player | |
disease | player | |
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] |
duration | player | |
earth_attunement | player | |
elapsed_time | player | |
entering_level | player | |
entry_cause | player | |
entry_cause_god | player | |
equip | player | |
escaped_death_aux | player | |
escaped_death_cause | player | |
exp_available | player | |
experience | player | |
experience_level | player | |
exploration | player | |
expose_to_element(beam_type element, int strength=0) | player | [virtual] |
extra_balanced() const | player | [virtual] |
fearmongers | player | |
fearmongers_check_noise(int loudness) | player | |
fishtail | player | |
flash_colour | player | |
flight_mode() const | player | [virtual] |
floundering() const | player | [virtual] |
foot_name(bool plural, bool *can_plural=NULL) const | player | [virtual] |
form | player | |
frame_no | player | |
friendly_pickup | player | |
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_timeout | player | |
global_info | player | |
glows_naturally() const | player | [virtual] |
go_berserk(bool intentional, bool potion=false) | player | [virtual] |
god_conduct(conduct_type thing_done, int level) | player | [virtual] |
gold | player | |
goto_place(const level_id &level) | player | |
had_book | player | |
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_branch | player | |
hell_exit | player | |
hibernate(int power=0) | player | [virtual] |
hit_points_regeneration | player | |
holiness() const | player | [virtual] |
hp | player | |
hp_max | player | |
hunger | player | |
hunger_level() const | player | [inline, virtual] |
hunger_state | player | |
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_mutations | player | |
intel() const | player | |
inv | player | |
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_undead | player | |
is_unholy() const | player | [virtual] |
is_wall_clinging() const | player | [virtual] |
item_description | player | |
jiyva_second_name | player | |
kill_alignment() const | player | [virtual] |
kills | player | |
last_chosen | player | |
last_mid | player | |
last_view_update | player | |
level_type | player | |
level_type_ext | player | |
level_type_name | player | |
level_type_name_abbrev | player | |
level_type_origin | player | |
level_type_tag | player | |
light_flight() const | player | |
liquefying_radius2() const | player | [virtual] |
lives | player | |
los | actor | [protected] |
los_no_trans | actor | [protected] |
lose_energy(energy_use_type, int div=1, int mult=1) | actor | [inline, virtual] |
m_quiver | player | |
magic_contamination | player | |
magic_points | player | |
magic_points_regeneration | player | |
make_hungry(int nutrition, bool silent=true) | player | [virtual] |
max_dex() const | player | |
max_intel() const | player | |
max_level | player | |
max_magic_points | player | |
max_stat(stat_type stat) const | player | |
max_strength() const | player | |
melded | player | |
melee_evasion(const actor *attacker, ev_ignore_type evit=EV_IGNORE_NONE) const | player | [virtual] |
mid | actor | |
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] |
mutation | player | |
name(description_level_type type, bool force_visible=false) const | player | [virtual] |
nemelex_sacrificing | player | |
non_branch_info | player | [protected] |
normal_vision | player | |
num_current_gifts | player | |
num_total_gifts | player | |
num_turns | player | |
observable() const | actor | [virtual] |
old_hunger | player | |
on_current_level | player | |
opened_zot | player | |
paralyse(actor *, int str) | player | [virtual] |
paralysed() const | player | [virtual] |
penance | player | |
permanent_flight() const | player | |
permanent_levitation() const | player | |
pet_target | player | |
petrified() const | player | [virtual] |
petrify(actor *, int str) | player | [virtual] |
piety | player | |
piety_hysteresis | player | |
player() | player | |
player(const player &other) | player | |
poison(actor *agent, int amount=1, bool force=false) | player | [virtual] |
pos() const | actor | [inline, virtual] |
position | actor | |
practise_skill | player | |
prev_grd_targ | player | |
prev_move | player | |
prev_targ | player | |
primary_weapon() const | actor | [inline] |
pronoun(pronoun_type pro, bool force_visible=false) const | player | [virtual] |
props | player | |
put_to_sleep(actor *, int power=0) | player | [virtual] |
quiver | player | |
real_time | player | |
received_weapon_warning | player | |
redraw_armour_class | player | |
redraw_evasion | player | |
redraw_experience | player | |
redraw_hit_points | player | |
redraw_magic_points | player | |
redraw_quiver | player | |
redraw_stats | player | |
redraw_status_flags | player | |
religion | player | |
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] |
rotting | player | |
royal_jelly_dead | player | |
running | player | |
sacrifice_value | player | |
sage_bonus_degree | player | |
sage_bonus_skill | player | |
save | player | |
see_cell(const coord_def &p) const | player | [virtual] |
see_cell_no_trans(const coord_def &c) const | actor | [virtual] |
seen_armour | player | |
seen_portals | player | |
seen_spell | player | |
seen_weapon | player | |
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_blocks | player | |
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_level | player | |
skill_order | player | |
skill_points | player | |
skills | player | |
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_damage | player | |
species | player | |
spell_letter_table | player | |
spell_no | player | |
spells | player | |
start_time | player | |
stat(stat_type stat, bool nonneg=true) const | player | |
stat_hp() const | player | [inline, virtual] |
stat_loss | player | |
stat_maxhp() const | player | [inline, virtual] |
stat_zero | player | |
stat_zero_cause | player | |
strength() const | player | |
submerged() const | player | [virtual] |
swimming() const | player | [virtual] |
symbol | player | |
teleport(bool right_now=false, bool abyss_shift=false, bool wizard_tele=false) | player | [virtual] |
time_taken | player | |
total_skill_points | player | |
total_weight() const | player | [virtual] |
trans_wall_blocking(const coord_def &c) const | player | |
transfer_from_skill | player | |
transfer_skill_points | player | |
transfer_to_skill | player | |
transfer_total_skill_points | player | |
transform_size(int psize=PSIZE_TORSO) const | player | |
transform_uncancellable | player | |
transit_stair | player | |
traps_skill() const | player | |
travel_x | player | |
travel_y | player | |
travel_z | player | |
travelling_light() const | player | |
turn_damage | player | |
turn_is_over | player | |
type | actor | |
undead_or_demonic() const | player | [virtual] |
uniq_map_names | player | |
uniq_map_tags | player | |
unique_creatures | player | |
unique_items | player | |
unrand_reacts | player | |
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] |
walking | player | |
warding() const | player | [virtual] |
weapon(int which_attack=-1) | player | [virtual] |
wearing_light_armour(bool with_skill=false) const | player | |
where_are_you | player | |
wield_change | player | |
will_trigger_shaft() const | actor | [virtual] |
wizard | player | |
worshipped | player | |
xray_vision | player | |
your_name | player | |
zotdef_wave_name | player | |
~actor() | actor | [virtual] |
~player() | player | |