player Class Reference

#include <player.h>

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List of all members.

Public Member Functions

 player ()
 player (const player &other)
 ~player ()
void copy_from (const player &other)
void init ()
void set_position (const coord_def &c)
void moveto (const coord_def &c)
bool move_to_pos (const coord_def &c)
void shiftto (const coord_def &c)
bool blink_to (const coord_def &c, bool quiet=false)
void reset_prev_move ()
int8_t stat (stat_type stat, bool nonneg=true) const
int8_t strength () const
int8_t intel () const
int8_t dex () const
int8_t max_stat (stat_type stat) const
int8_t max_strength () const
int8_t max_intel () const
int8_t max_dex () const
bool in_water () const
bool can_swim (bool permanently=false) const
int visible_igrd (const coord_def &) const
bool is_levitating () const
bool is_wall_clinging () const
bool can_cling_to (const coord_def &p) const
void check_clinging ()
bool cannot_speak () const
bool invisible () const
bool misled () const
bool can_see_invisible () const
bool can_see_invisible (bool unid, bool transient=true) const
bool are_charming () const
bool visible_to (const actor *looker) const
bool can_see (const actor *a) const
bool see_cell (const coord_def &p) const
const los_baseget_los ()
bool trans_wall_blocking (const coord_def &c) const
bool is_icy () const
bool is_fiery () const
bool is_skeletal () const
bool light_flight () const
bool travelling_light () const
void add_beholder (const monster *mon)
bool beheld () const
bool beheld_by (const monster *mon) const
monsterget_beholder (const coord_def &pos) const
monsterget_any_beholder () const
void remove_beholder (const monster *mon)
void clear_beholders ()
void beholders_check_noise (int loudness)
void update_beholders ()
void update_beholder (const monster *mon)
bool add_fearmonger (const monster *mon)
bool afraid () const
bool afraid_of (const monster *mon) const
monsterget_fearmonger (const coord_def &pos) const
monsterget_any_fearmonger () const
void remove_fearmonger (const monster *mon)
void clear_fearmongers ()
void fearmongers_check_noise (int loudness)
void update_fearmongers ()
void update_fearmonger (const monster *mon)
kill_category kill_alignment () const
bool has_spell (spell_type spell) const
size_type transform_size (int psize=PSIZE_TORSO) const
std::string shout_verb () const
item_defslot_item (equipment_type eq, bool include_melded=false)
const item_defslot_item (equipment_type eq, bool include_melded=false) const
int mindex () const
int get_experience_level () const
actor_type atype () const
monsteras_monster ()
playeras_player ()
const monsteras_monster () const
const playeras_player () const
god_type deity () const
bool alive () const
bool is_summoned (int *duration=NULL, int *summon_type=NULL) const
bool swimming () const
bool submerged () 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)
int has_claws (bool allow_tran=true) const
bool has_usable_claws (bool allow_tran=true) const
int has_talons (bool allow_tran=true) const
bool has_usable_talons (bool allow_tran=true) const
int has_fangs (bool allow_tran=true) const
int has_usable_fangs (bool allow_tran=true) const
int has_tail (bool allow_tran=true) const
int has_usable_tail (bool allow_tran=true) const
bool has_usable_offhand () const
int has_pseudopods (bool allow_tran=true) const
int has_usable_pseudopods (bool allow_tran=true) const
item_defweapon (int which_attack=-1)
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
std::string name (description_level_type type, bool force_visible=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
void attacking (actor *other)
bool can_go_berserk () const
bool can_go_berserk (bool intentional, bool potion=false) const
void go_berserk (bool intentional, bool potion=false)
bool berserk () const
bool has_lifeforce () const
bool can_mutate () const
bool can_safely_mutate () const
bool can_bleed () const
bool mutate ()
void backlight ()
void banish (const std::string &who="")
void blink (bool allow_partial_control=true)
void teleport (bool right_now=false, bool abyss_shift=false, bool wizard_tele=false)
void drain_stat (stat_type stat, int amount, actor *attacker)
void expose_to_element (beam_type element, int strength=0)
void god_conduct (conduct_type thing_done, int level)
int hunger_level () const
void make_hungry (int nutrition, bool silent=true)
void poison (actor *agent, int amount=1, bool force=false)
bool sicken (int amount)
void paralyse (actor *, int str)
void petrify (actor *, int str)
void slow_down (actor *, int str)
void confuse (actor *, int strength)
bool heal (int amount, bool max_too=false)
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)
int warding () const
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_chaotic () const
bool is_artificial () const
bool is_unbreathing () const
bool is_insubstantial () const
bool is_cloud_immune (cloud_type) const
int res_acid () 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_wind () const
int res_magic () const
bool confusable () const
bool slowable () const
flight_type flight_mode () const
bool permanent_levitation () const
bool permanent_flight () const
bool paralysed () const
bool cannot_move () const
bool cannot_act () const
bool confused () const
bool caught () 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 incapacitated () const
bool asleep () const
void hibernate (int power=0)
void put_to_sleep (actor *, int power=0)
void awake ()
void check_awaken (int disturbance)
int beam_resists (bolt &beam, int hurted, bool doEffects, std::string source)
bool can_throw_large_rocks () const
bool can_smell () const
int armour_class () const
int gdr_perc () const
int melee_evasion (const actor *attacker, ev_ignore_type evit=EV_IGNORE_NONE) const
int stat_hp () const
int stat_maxhp () const
int shield_bonus () const
int shield_block_penalty () const
int shield_bypass_ability (int tohit) const
void shield_block_succeeded (actor *foe)
bool wearing_light_armour (bool with_skill=false) const
int skill (skill_type skill, bool skill_bump=false) const
int traps_skill () const
bool do_shaft ()
void apply_location_effects (const coord_def &oldpos, killer_type killer=KILL_NONE, int killernum=-1)
PlaceInfoget_place_info () const
PlaceInfoget_place_info (branch_type branch, level_area_type level_type2) const
PlaceInfoget_place_info (branch_type branch) const
PlaceInfoget_place_info (level_area_type level_type2) const
void clear_place_info ()
void goto_place (const level_id &level)
void set_place_info (PlaceInfo info)
std::vector< PlaceInfoget_all_place_info (bool visited_only=false, bool dungeon_only=false) const
bool did_escape_death () const
void reset_escaped_death ()
void add_gold (int delta)
void del_gold (int delta)
void set_gold (int amount)
void increase_duration (duration_type dur, int turns, int cap=0, const char *msg=NULL)
void set_duration (duration_type dur, int turns, int cap=0, const char *msg=NULL)

Public Attributes

std::string your_name
species_type species
job_type char_class
std::string class_name
bool wizard
time_t birth_time
int elapsed_time
int hp
int hp_max
int base_hp
int base_hp2
int magic_points
int max_magic_points
int base_magic_points
int base_magic_points2
FixedVector< int8_t, NUM_STATS > stat_loss
FixedVector< int8_t, NUM_STATS > base_stats
FixedVector< int, NUM_STATS > stat_zero
FixedVector< std::string,
NUM_STATS > 
stat_zero_cause
stat_type last_chosen
int hunger
int disease
uint8_t hunger_state
uint8_t max_level
uint8_t hit_points_regeneration
uint8_t magic_points_regeneration
unsigned int experience
int experience_level
int gold
FixedVector< int8_t, NUM_EQUIP > equip
FixedVector< bool, NUM_EQUIP > melded
unsigned short unrand_reacts
monster_type symbol
transformation_type form
FixedVector< item_def, ENDOFPACK > inv
int burden
burden_state_type burden_state
FixedVector< spell_type,
MAX_KNOWN_SPELLS
spells
uint8_t spell_no
game_direction_type char_direction
bool opened_zot
bool royal_jelly_dead
bool transform_uncancellable
bool fishtail
unsigned short pet_target
int absdepth0
durations_t duration
int rotting
int berserk_penalty
FixedVector< int, NUM_ATTRIBUTES > attribute
FixedVector< uint8_t, NUM_AMMO > quiver
FixedVector< int,
NUM_OBJECT_CLASSES > 
sacrifice_value
undead_state_type is_undead
int friendly_pickup
bool dead
int lives
int deaths
FixedVector< uint8_t, NUM_SKILLS > skills
FixedVector< bool, NUM_SKILLS > practise_skill
FixedVector< unsigned int,
NUM_SKILLS > 
skill_points
FixedVector< unsigned int,
NUM_SKILLS > 
ct_skill_points
FixedVector< uint8_t, NUM_SKILLS > skill_order
skill_type transfer_from_skill
skill_type transfer_to_skill
unsigned int transfer_skill_points
unsigned int transfer_total_skill_points
skill_type sage_bonus_skill
int sage_bonus_degree
int skill_cost_level
int total_skill_points
int exp_available
FixedArray< uint8_t, 6, 50 > item_description
FixedVector
< unique_item_status_type,
MAX_UNRANDARTS > 
unique_items
FixedVector< bool, NUM_MONSTERS > unique_creatures
KillMasterkills
level_area_type level_type
std::string level_type_name
std::string level_type_ext
std::string level_type_name_abbrev
std::string level_type_origin
std::string level_type_tag
branch_type where_are_you
FixedVector< uint8_t, 30 > branch_stairs
god_type religion
std::string jiyva_second_name
uint8_t piety
uint8_t piety_hysteresis
uint8_t gift_timeout
FixedVector< uint8_t,
MAX_NUM_GODS > 
penance
FixedVector< uint8_t,
MAX_NUM_GODS > 
worshipped
FixedVector< short, MAX_NUM_GODS > num_current_gifts
FixedVector< short, MAX_NUM_GODS > num_total_gifts
FixedVector< bool,
NUM_NEMELEX_GIFT_TYPES > 
nemelex_sacrificing
FixedVector< uint8_t,
NUM_MUTATIONS > 
mutation
FixedVector< uint8_t,
NUM_MUTATIONS > 
innate_mutations
std::vector< demon_traitdemonic_traits
int earth_attunement
int magic_contamination
FixedVector< bool,
NUM_FIXED_BOOKS > 
had_book
FixedVector< bool, NUM_SPELLS > seen_spell
FixedVector< uint32_t,
NUM_WEAPONS > 
seen_weapon
FixedVector< uint32_t,
NUM_ARMOURS > 
seen_armour
uint8_t normal_vision
uint8_t current_vision
branch_type hell_branch
uint8_t hell_exit
int real_time
int num_turns
int exploration
int last_view_update
FixedVector< int, 52 > spell_letter_table
FixedVector< ability_type, 52 > ability_letter_table
std::set< std::stringuniq_map_tags
std::set< std::stringuniq_map_names
PlaceInfo global_info
player_quiverm_quiver
CrawlHashTable props
std::vector< int > beholders
std::vector< int > fearmongers
std::vector< daction_typedactions
unsigned short prev_targ
coord_def prev_grd_targ
coord_def prev_move
short travel_x
short travel_y
level_id travel_z
runrest running
bool received_weapon_warning
delay_queue_type delay_queue
time_t start_time
bool xray_vision
int bondage_level
bool turn_is_over
bool banished
std::string banished_by
bool wield_change
bool redraw_quiver
uint64_t redraw_status_flags
bool redraw_hit_points
bool redraw_magic_points
FixedVector< bool, NUM_STATS > redraw_stats
bool redraw_experience
bool redraw_armour_class
bool redraw_evasion
uint8_t flash_colour
int time_taken
int shield_blocks
entry_cause_type entry_cause
god_type entry_cause_god
int old_hunger
dungeon_feature_type transit_stair
bool entering_level
int escaped_death_cause
std::string escaped_death_aux
int turn_damage
int damage_source
int source_damage
bool on_current_level
int walking
int seen_portals
unsigned int frame_no
packagesave
bool clinging
std::vector< coord_defcling_to
std::string zotdef_wave_name
mid_t last_mid

Protected Member Functions

void _removed_beholder ()
bool _possible_beholder (const monster *mon) const
void _removed_fearmonger ()
bool _possible_fearmonger (const monster *mon) const

Protected Attributes

FixedVector< PlaceInfo,
NUM_BRANCHES > 
branch_info
FixedVector< PlaceInfo,
NUM_LEVEL_AREA_TYPES-1 > 
non_branch_info

Classes

struct  demon_trait


Constructor & Destructor Documentation

player::player (  ) 

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player::player ( const player other  ) 

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player::~player (  ) 

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Member Function Documentation

void player::copy_from ( const player other  ) 

void player::init (  ) 

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void player::set_position ( const coord_def c  )  [virtual]

Reimplemented from actor.

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

Implements actor.

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bool player::move_to_pos ( const coord_def c  )  [virtual]

Implements actor.

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void player::shiftto ( const coord_def c  ) 

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

Implements actor.

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void player::reset_prev_move (  ) 

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int8_t player::stat ( stat_type  stat,
bool  nonneg = true 
) const

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int8_t player::strength (  )  const

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int8_t player::intel (  )  const

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int8_t player::dex (  )  const

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int8_t player::max_stat ( stat_type  stat  )  const

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int8_t player::max_strength (  )  const

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int8_t player::max_intel (  )  const

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int8_t player::max_dex (  )  const

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bool player::in_water (  )  const

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bool player::can_swim ( bool  permanently = false  )  const

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int player::visible_igrd ( const coord_def where  )  const

bool player::is_levitating (  )  const [virtual]

Implements actor.

bool player::is_wall_clinging (  )  const [virtual]

Implements actor.

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

Implements actor.

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void player::check_clinging (  ) 

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bool player::cannot_speak (  )  const

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bool player::invisible (  )  const [virtual]

Implements actor.

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bool player::misled (  )  const

bool player::can_see_invisible (  )  const [virtual]

Implements actor.

bool player::can_see_invisible ( bool  unid,
bool  transient = true 
) const

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bool player::are_charming (  )  const

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

Implements actor.

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bool player::can_see ( const actor a  )  const [virtual]

Reimplemented from actor.

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bool player::see_cell ( const coord_def p  )  const [virtual]

Reimplemented from actor.

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const los_base * player::get_los (  )  [virtual]

Reimplemented from actor.

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bool player::trans_wall_blocking ( const coord_def c  )  const

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bool player::is_icy (  )  const [virtual]

Implements actor.

bool player::is_fiery (  )  const [virtual]

Implements actor.

bool player::is_skeletal (  )  const [virtual]

Implements actor.

bool player::light_flight (  )  const

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bool player::travelling_light (  )  const

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void player::add_beholder ( const monster mon  ) 

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bool player::beheld (  )  const

bool player::beheld_by ( const monster mon  )  const

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monster * player::get_beholder ( const coord_def pos  )  const

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monster * player::get_any_beholder (  )  const

void player::remove_beholder ( const monster mon  ) 

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void player::clear_beholders (  ) 

void player::beholders_check_noise ( int  loudness  ) 

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void player::update_beholders (  ) 

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void player::update_beholder ( const monster mon  ) 

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bool player::add_fearmonger ( const monster mon  ) 

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bool player::afraid (  )  const

bool player::afraid_of ( const monster mon  )  const

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monster * player::get_fearmonger ( const coord_def pos  )  const

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monster * player::get_any_fearmonger (  )  const

void player::remove_fearmonger ( const monster mon  ) 

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void player::clear_fearmongers (  ) 

void player::fearmongers_check_noise ( int  loudness  ) 

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void player::update_fearmongers (  ) 

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void player::update_fearmonger ( const monster mon  ) 

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kill_category player::kill_alignment (  )  const [virtual]

Implements actor.

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

Implements actor.

size_type player::transform_size ( int  psize = PSIZE_TORSO  )  const

std::string player::shout_verb (  )  const

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

Implements actor.

const item_def * player::slot_item ( equipment_type  eq,
bool  include_melded = false 
) const

Reimplemented from actor.

int player::mindex (  )  const [virtual]

Implements actor.

int player::get_experience_level (  )  const [virtual]

Implements actor.

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

Implements actor.

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

Implements actor.

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

Implements actor.

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

Implements actor.

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

Implements actor.

god_type player::deity (  )  const [virtual]

Implements actor.

bool player::alive (  )  const [virtual]

Implements actor.

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

Implements actor.

bool player::swimming (  )  const [virtual]

Implements actor.

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bool player::submerged (  )  const [virtual]

Implements actor.

bool player::floundering (  )  const [virtual]

Implements actor.

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bool player::extra_balanced (  )  const [virtual]

Implements actor.

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

Implements actor.

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

Implements actor.

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

Implements actor.

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

Reimplemented from actor.

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int player::total_weight (  )  const [virtual]

Implements actor.

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

Implements actor.

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

Implements actor.

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int player::has_claws ( bool  allow_tran = true  )  const

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bool player::has_usable_claws ( bool  allow_tran = true  )  const

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int player::has_talons ( bool  allow_tran = true  )  const

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bool player::has_usable_talons ( bool  allow_tran = true  )  const

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int player::has_fangs ( bool  allow_tran = true  )  const

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int player::has_usable_fangs ( bool  allow_tran = true  )  const

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int player::has_tail ( bool  allow_tran = true  )  const

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int player::has_usable_tail ( bool  allow_tran = true  )  const

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bool player::has_usable_offhand (  )  const

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int player::has_pseudopods ( bool  allow_tran = true  )  const

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int player::has_usable_pseudopods ( bool  allow_tran = true  )  const

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

Implements actor.

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item_def * player::shield (  )  [virtual]

Implements actor.

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

Implements actor.

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

Implements actor.

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

Implements actor.

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

Implements actor.

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

Implements actor.

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

Implements actor.

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

Implements actor.

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

Implements actor.

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bool player::cannot_fight (  )  const [virtual]

Implements actor.

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

Implements actor.

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bool player::can_go_berserk (  )  const [virtual]

Implements actor.

bool player::can_go_berserk ( bool  intentional,
bool  potion = false 
) const

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

Implements actor.

bool player::berserk (  )  const [virtual]

Implements actor.

bool player::has_lifeforce (  )  const [virtual]

Implements actor.

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bool player::can_mutate (  )  const [virtual]

Implements actor.

bool player::can_safely_mutate (  )  const [virtual]

Implements actor.

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bool player::can_bleed (  )  const [virtual]

Implements actor.

bool player::mutate (  )  [virtual]

Implements actor.

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void player::backlight (  ) 

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

Implements actor.

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

Implements actor.

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

Implements actor.

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void player::drain_stat ( stat_type  stat,
int  amount,
actor attacker 
) [virtual]

Reimplemented from actor.

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

Implements actor.

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void player::god_conduct ( conduct_type  thing_done,
int  level 
) [virtual]

Reimplemented from actor.

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int player::hunger_level (  )  const [inline, virtual]

Reimplemented from actor.

void player::make_hungry ( int  nutrition,
bool  silent = true 
) [virtual]

Reimplemented from actor.

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

Implements actor.

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bool player::sicken ( int  amount  )  [virtual]

Implements actor.

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void player::paralyse ( actor who,
int  str 
) [virtual]

Implements actor.

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void player::petrify ( actor who,
int  str 
) [virtual]

Implements actor.

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void player::slow_down ( actor foe,
int  str 
) [virtual]

Implements actor.

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void player::confuse ( actor who,
int  strength 
) [virtual]

Implements actor.

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

Implements actor.

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

Implements actor.

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

Implements actor.

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

Implements actor.

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int player::warding (  )  const [virtual]

Reimplemented from actor.

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int player::mons_species (  )  const [virtual]

Implements actor.

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mon_holy_type player::holiness (  )  const [virtual]

Implements actor.

bool player::undead_or_demonic (  )  const [virtual]

Implements actor.

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bool player::is_holy (  )  const [virtual]

Implements actor.

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bool player::is_unholy (  )  const [virtual]

Implements actor.

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bool player::is_evil (  )  const [virtual]

Implements actor.

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bool player::is_chaotic (  )  const [virtual]

Implements actor.

bool player::is_artificial (  )  const [virtual]

Implements actor.

bool player::is_unbreathing (  )  const [virtual]

Implements actor.

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bool player::is_insubstantial (  )  const [virtual]

Implements actor.

bool player::is_cloud_immune ( cloud_type   )  const

int player::res_acid (  )  const [virtual]

Implements actor.

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int player::res_fire (  )  const [virtual]

Implements actor.

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int player::res_steam (  )  const [virtual]

Implements actor.

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int player::res_cold (  )  const [virtual]

Implements actor.

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int player::res_elec (  )  const [virtual]

Implements actor.

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

Implements actor.

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

Implements actor.

int player::res_asphyx (  )  const [virtual]

Implements actor.

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int player::res_water_drowning (  )  const [virtual]

Implements actor.

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int player::res_sticky_flame (  )  const [virtual]

Implements actor.

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

Implements actor.

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int player::res_negative_energy (  )  const [virtual]

Implements actor.

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int player::res_torment (  )  const [virtual]

Implements actor.

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int player::res_wind (  )  const [virtual]

Implements actor.

int player::res_magic (  )  const [virtual]

Implements actor.

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bool player::confusable (  )  const

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bool player::slowable (  )  const

flight_type player::flight_mode (  )  const [virtual]

Implements actor.

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bool player::permanent_levitation (  )  const

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bool player::permanent_flight (  )  const

bool player::paralysed (  )  const [virtual]

Implements actor.

bool player::cannot_move (  )  const [virtual]

Implements actor.

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bool player::cannot_act (  )  const [virtual]

Implements actor.

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bool player::confused (  )  const [virtual]

Implements actor.

bool player::caught (  )  const [virtual]

Implements actor.

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

Implements actor.

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int player::halo_radius2 (  )  const [virtual]

Implements actor.

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int player::silence_radius2 (  )  const [virtual]

Implements actor.

int player::liquefying_radius2 (  )  const [virtual]

Implements actor.

bool player::glows_naturally (  )  const [virtual]

Implements actor.

bool player::petrified (  )  const [virtual]

Implements actor.

bool player::incapacitated (  )  const [inline, virtual]

Reimplemented from actor.

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bool player::asleep (  )  const [virtual]

Reimplemented from actor.

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

Implements actor.

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

Implements actor.

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void player::awake (  ) 

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

Implements actor.

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

Implements actor.

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bool player::can_throw_large_rocks (  )  const [virtual]

Implements actor.

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bool player::can_smell (  )  const

int player::armour_class (  )  const [virtual]

Implements actor.

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int player::gdr_perc (  )  const

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int player::melee_evasion ( const actor attacker,
ev_ignore_type  evit = EV_IGNORE_NONE 
) const [virtual]

Implements actor.

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

Implements actor.

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

Implements actor.

int player::shield_bonus (  )  const [virtual]

Implements actor.

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int player::shield_block_penalty (  )  const [virtual]

Implements actor.

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

Implements actor.

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

Reimplemented from actor.

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bool player::wearing_light_armour ( bool  with_skill = false  )  const

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

Reimplemented from actor.

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int player::traps_skill (  )  const

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bool player::do_shaft (  )  [virtual]

Implements actor.

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

Implements actor.

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PlaceInfo & player::get_place_info (  )  const

PlaceInfo & player::get_place_info ( branch_type  branch,
level_area_type  level_type2 
) const

PlaceInfo & player::get_place_info ( branch_type  branch  )  const

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PlaceInfo & player::get_place_info ( level_area_type  level_type2  )  const

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void player::clear_place_info (  ) 

void player::goto_place ( const level_id level  ) 

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void player::set_place_info ( PlaceInfo  info  ) 

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std::vector< PlaceInfo > player::get_all_place_info ( bool  visited_only = false,
bool  dungeon_only = false 
) const

bool player::did_escape_death (  )  const

void player::reset_escaped_death (  ) 

void player::add_gold ( int  delta  ) 

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void player::del_gold ( int  delta  ) 

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void player::set_gold ( int  amount  ) 

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void player::increase_duration ( duration_type  dur,
int  turns,
int  cap = 0,
const char *  msg = NULL 
)

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void player::set_duration ( duration_type  dur,
int  turns,
int  cap = 0,
const char *  msg = NULL 
)

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void player::_removed_beholder (  )  [protected]

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bool player::_possible_beholder ( const monster mon  )  const [protected]

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void player::_removed_fearmonger (  )  [protected]

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bool player::_possible_fearmonger ( const monster mon  )  const [protected]

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Member Data Documentation

FixedVector<int8_t, NUM_STATS> player::stat_loss

FixedVector<int8_t, NUM_STATS> player::base_stats

FixedVector<int, NUM_STATS> player::stat_zero

unsigned int player::experience

FixedVector<int8_t, NUM_EQUIP> player::equip

FixedVector<bool, NUM_EQUIP> player::melded

unsigned short player::unrand_reacts

unsigned short player::pet_target

FixedVector<int, NUM_ATTRIBUTES> player::attribute

FixedVector<uint8_t, NUM_AMMO> player::quiver

FixedVector<int, NUM_OBJECT_CLASSES> player::sacrifice_value

FixedVector<uint8_t, NUM_SKILLS> player::skills

FixedVector<unsigned int, NUM_SKILLS> player::skill_points

FixedVector<unsigned int, NUM_SKILLS> player::ct_skill_points

FixedVector<uint8_t, NUM_SKILLS> player::skill_order

uint8_t player::piety

FixedVector<uint8_t, MAX_NUM_GODS> player::penance

FixedVector<uint8_t, MAX_NUM_GODS> player::worshipped

FixedVector<short, MAX_NUM_GODS> player::num_current_gifts

FixedVector<short, MAX_NUM_GODS> player::num_total_gifts

FixedVector<bool, NUM_NEMELEX_GIFT_TYPES> player::nemelex_sacrificing

FixedVector<uint8_t, NUM_MUTATIONS> player::mutation

FixedVector<uint8_t, NUM_MUTATIONS> player::innate_mutations

FixedVector<bool, NUM_FIXED_BOOKS> player::had_book

FixedVector<bool, NUM_SPELLS> player::seen_spell

FixedVector<uint32_t, NUM_WEAPONS> player::seen_weapon

FixedVector<uint32_t, NUM_ARMOURS> player::seen_armour

std::vector<int> player::beholders

std::vector<int> player::fearmongers

unsigned short player::prev_targ

unsigned int player::frame_no

FixedVector<PlaceInfo, NUM_BRANCHES> player::branch_info [protected]

FixedVector<PlaceInfo, NUM_LEVEL_AREA_TYPES - 1> player::non_branch_info [protected]


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

Generated on Thu Jan 13 13:41:09 2011 by  doxygen 1.5.6