Npc_actor Member List

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

actionActor [protected]
activate(int event=1)Npc_actor [virtual]
Actor(const std::string &nm, int shapenum, int num=-1, int uc=-1)Actor
add(Game_object *obj, bool dont_check=false, bool combine=false)Actor [virtual]
add_dirty(int figure_rect=0)Actor
add_quantity(int delta, int shapenum, int qual=c_any_qual, int framenum=c_any_framenum, int dontcreate=0)Container_game_object [virtual]
add_readied(Game_object *obj, int index, int dont_check=0, int force_pos=0)Actor [virtual]
Alignment enum nameActor
alignmentActor [protected]
ammo enum valueActor
approach_another(Actor *other, bool wait=false)Actor
as_actor()Actor [inline, virtual]
as_barge()Game_object [inline, virtual]
as_container()Container_game_object [inline, virtual]
as_egg()Game_object [inline, virtual]
as_npc()Npc_actor [inline, virtual]
as_terrain()Game_object [inline, virtual]
attack_modeActor [protected]
Attack_mode enum nameActor
attack_object(Actor *attacker, int weapon_shape, int ammo_shape)Game_object [protected]
attacked(Actor *attacker, int weapon_shape=0, int ammo_shape=0)Actor [virtual]
avatar_framesActor [protected, static]
back enum valueActor
back2h_spot enum valueActor
belt enum valueActor
beserk enum valueActor
blocks(Tile_coord tile)Game_object
bow_frame enum valueActor
cache_out()Actor
call_readied_usecode(int index, Game_object *obj, int eventid)Actor [virtual]
change_frame(int frnum)Actor
change_member_shape(Game_object *obj, int newshape)Actor [virtual]
check_temperature(bool freeze)Actor
clear_dependencies()Game_object
clear_flag(int flag)Actor [virtual]
Clear_hit classActor [friend]
clear_nearby()Npc_actor [inline]
clear_rest_time()Actor [inline]
clear_siflag(int flag)Actor [virtual]
clear_type_flag(int flag)Actor
cloak_spot enum valueActor
clone()Actor
combat enum valueActor
combat_protectedActor [protected]
compare(class Ordering_info &inf1, Game_object *obj2)Game_object [static]
Container_game_object(int shapenum, int framenum, unsigned int tilex, unsigned int tiley, unsigned int lft, char res=0)Container_game_object [inline]
Container_game_object()Container_game_object [inline]
count_objects(int shapenum, int qual=c_any_qual, int framenum=c_any_framenum)Container_game_object [virtual]
create_quantity(int delta, int shapenum, int qual, int framenum, bool temporary=false)Container_game_object [virtual]
cxGame_object [protected]
cyGame_object [protected]
defend enum valueActor
delete_contents()Container_game_object [virtual]
dexterity enum valueActor
did_user_set_attack() constActor [inline]
die(Actor *attacker)Actor [virtual]
distance(Game_object *o2) constGame_object [inline]
dormantActor [protected]
drop(Game_object *obj)Actor [virtual]
ears_spot enum valueActor
edit()Actor [virtual]
elements_read()Game_object [inline, virtual]
emanGame_singletons [protected, static]
exp enum valueActor
extract_contents()Container_game_object
face_numActor [protected]
feet enum valueActor
figure_hit_points(Actor *attacker, int weapon_shape, int ammo_shape)Actor
figure_warmth()Actor
figure_weapon_pos(int &weapon_x, int &weapon_y, int &weapon_frame)Actor
find_best_spot(Game_object *obj)Actor
find_blocking(Tile_coord tile)Game_object [static]
find_closest(Game_object_vector &vec, int *shapenums, int num_shapes, int dist=24)Game_object
find_closest(int *shapenums, int num_shapes, int dist=24)Game_object
find_closest(int shapenum, int dist=24)Game_object [inline]
find_door(Tile_coord tile)Game_object [static]
find_item(int shapenum, int qual, int framenum)Container_game_object [virtual]
find_nearby(Egg_vector &vec, Tile_coord pos, int shapenum, int delta, int mask, int qual=c_any_qual, int framenum=c_any_framenum)Game_object [static]
find_nearby(Actor_vector &vec, Tile_coord pos, int shapenum, int delta, int mask, int qual=c_any_qual, int framenum=c_any_framenum)Game_object [static]
find_nearby(Game_object_vector &vec, Tile_coord pos, int shapenum, int delta, int mask, int qual=c_any_qual, int framenum=c_any_framenum)Game_object [static]
find_nearby(Game_object_vector &vec, int shapenum, int delta, int mask, int qual=c_any_qual, int framenum=c_any_framenum) constGame_object
find_nearby_actors(Actor_vector &vec, int shapenum, int delta) constGame_object
find_nearby_eggs(Egg_vector &vec, int shapenum, int delta, int qual=c_any_qual, int frnum=c_any_framenum) constGame_object
find_readied(Game_object *obj)Actor [virtual]
find_schedule_change(int hour3)Npc_actor [protected]
FIS_2Finger enum valueActor
FIS_2Hand enum valueActor
FIS_Other enum valueActor
FIS_Spell enum valueActor
FIS_Type enum nameActor
fits_in_spot(Game_object *obj, int spot, FIS_Type type=FIS_Other)Actor
flagsIreg_game_object [protected]
flags2Ireg_game_object [protected]
flank enum valueActor
flee enum valueActor
follow(Actor *leader)Actor
food_level enum valueActor
frame_timeActor [protected]
framesActor [protected]
Frames enum nameActor
free_finger() constActor [inline]
free_hand() constActor [inline]
friendly enum valueActor
Game_object(unsigned char *ifix)Game_object [inline, protected]
Game_object(int shapenum, int framenum, unsigned int tilex, unsigned int tiley, unsigned int lft=0)Game_object [inline]
Game_object(const Game_object &obj2)Game_object [inline]
Game_object()Game_object [inline]
gclockGame_singletons [protected, static]
get_action()Actor [inline]
get_alignment() constActor [inline]
get_armor_points()Actor [virtual]
get_attack_frames(int weapon, bool projectile, int dir, signed char *frames) const Actor
get_attack_mode()Actor [inline]
get_chunk()Game_object
get_cx() constGame_object [inline]
get_cy() constGame_object [inline]
get_dependency(int i)Game_object [inline]
get_dependency_count()Game_object [inline]
get_dest()Actor
get_dir_facing() constGame_object
get_dir_framenum(int dir, int frnum) constGame_object [inline]
get_dir_framenum(int frnum) constGame_object [inline]
get_direction(Game_object *o2) constGame_object
get_direction(Tile_coord t2) const Game_object
get_effective_prop(int prop) constActor
get_face_shapenum() constActor [inline]
get_flag(int flag) constIreg_game_object [inline, virtual]
get_flags() constIreg_game_object [inline]
get_flags2() constIreg_game_object [inline]
get_footprint()Game_object
get_frame_time() constActor [inline]
get_framenum() constShapeID [inline]
get_frames(int dir)Actor [inline]
get_high_shape() constIreg_game_object [inline, virtual]
get_ident()Actor [inline]
get_info() constShapeID [inline]
get_info(int shnum)ShapeID [inline, static]
get_ireg_size()Actor [inline, virtual]
get_level() constActor [inline]
get_lift() constGame_object [inline]
get_live_npc_num()Game_object [inline, virtual]
get_low_lift() constIreg_game_object [inline, virtual]
get_max_volume() constContainer_game_object [inline, protected]
get_max_weight()Actor [virtual]
get_name() constActor [virtual]
get_next()Game_object [inline]
get_npc_name() constActor
get_npc_num() constActor [inline]
get_num_frames() constShapeID
get_obj_hp() constContainer_game_object [inline, virtual]
get_objects()Container_game_object [inline]
get_objects(Game_object_vector &vec, int shapenum, int qual, int framenum)Container_game_object [virtual]
get_oppressor() constActor [inline]
get_original_tile_coord() constGame_object [inline, virtual]
get_outermost()Game_object
get_owner()Ireg_game_object [inline, virtual]
get_party_id() constActor [inline]
get_polymorph()Actor [inline]
get_prefered_slots(Game_object *obj, int &prefered, int &alternate, FIS_Type &fistype)Actor
get_prev()Game_object [inline]
get_prev_schedule_type()Actor
get_property(int prop) constActor [inline]
get_quality() constGame_object [inline]
get_quantity() constGame_object
get_readied(int index) constActor [inline, virtual]
get_rotated_frame(int quads)Actor [virtual]
get_schedule() constActor [inline]
get_schedule_type() constActor [inline]
get_schedules(Schedule_change *&list, int &cnt)Npc_actor [virtual]
get_sexed_coloured_shape()Actor [inline]
get_shape()ShapeID [inline]
get_shape_real()Actor
get_shapefile() constShapeID [inline]
get_shapenum() constShapeID [inline]
get_siflag(int flag) constActor [virtual]
get_skin_color() constActor [inline]
get_step_index()Actor [inline]
get_target()Actor [inline]
get_temperature() constActor [inline]
get_tile() constGame_object [inline]
get_tile_info(Actor *actor, Game_window *gwin, Map_chunk *nlist, int tx, int ty, int &water, int &poison)Actor [static]
get_tx() constGame_object [inline]
get_ty() constGame_object [inline]
get_type_flag(int flag) constActor [virtual]
get_type_flags() constActor [inline, virtual]
get_usecode() constActor [inline]
get_usecode_dir() constActor [inline]
get_volume() constGame_object
get_weapon(int &points, int &shape)Actor [virtual]
get_weapon(int &points)Actor [inline]
get_weight()Container_game_object [virtual]
Ireg_game_object::get_weight(int shnum, int quant=1)Game_object [static]
gmapGame_singletons [protected, static]
gumpmanGame_singletons [protected, static]
gwinGame_singletons [protected, static]
handle_event(unsigned long curtime, long udata)Npc_actor [virtual]
hands2_spot enum valueActor
has_light_source() constActor [inline]
has_room(Game_object *obj) constContainer_game_object [inline]
head enum valueActor
health enum valueActor
highshapeIreg_game_object
hitActor [protected]
hostile enum valueActor
identActor [protected]
in_queue()Time_sensitive [inline]
init()Actor [protected]
Container_game_object::init(Game_window *g)Game_singletons [static]
init_default_frames()Actor [static]
init_readied()Actor
intelligence enum valueActor
inventory_shapenum()Actor
Ireg_game_object(int shapenum, int framenum, unsigned int tilex, unsigned int tiley, unsigned int lft=0)Ireg_game_object [inline]
Ireg_game_object(const Ireg_game_object &obj2)Ireg_game_object [inline]
Ireg_game_object()Ireg_game_object [inline]
is_blocked(Tile_coord &t, Tile_coord *f=0)Actor
is_closed_door() constGame_object
is_combat_protected() constActor [inline]
is_dead() constActor [inline]
is_dormant() constActor [inline]
is_dragable() constIreg_game_object [virtual]
is_dying() constActor [inline]
is_egg() constGame_object [inline, virtual]
is_eol() constShapeID [inline]
is_findable()Game_object [inline, virtual]
is_in_party() constActor [inline]
is_invalid() constShapeID [inline]
is_monster()Game_object [inline, virtual]
is_moving() constActor [inline]
is_nearby() constNpc_actor [inline]
is_pos_invalid() constGame_object [inline]
is_translucent()ShapeID [inline]
is_two_fingered() constActor [inline]
is_two_handed() constActor [inline]
is_unused() constActor [inline]
Item_properties enum nameActor
kneel_frame enum valueActor
legs enum valueActor
lfinger enum valueActor
lhand enum valueActor
liftGame_object [protected]
light_sourcesActor [protected]
lowliftIreg_game_object
lrfinger enum valueActor
lrhand enum valueActor
lt(Game_object &obj2)Game_object
magic enum valueActor
mana enum valueActor
manual enum valueActor
Map_chunk classGame_object [friend]
mend_hourly()Actor
modify_quantity(int delta, bool *del=0)Game_object
modify_volume_used(int delta)Container_game_object [inline]
move(int newtx, int newty, int newlift)Npc_actor [virtual]
Actor::move(Tile_coord t)Ireg_game_object [inline]
move_aside(Actor *for_actor, int dir)Actor [virtual]
movef(Map_chunk *old_chunk, Map_chunk *new_chunk, int new_sx, int new_sy, int new_frame, int new_lift)Npc_actor
naked enum valueActor
nameActor [protected]
nearbyNpc_actor [private]
nearest enum valueActor
neck enum valueActor
need_timers()Actor
neutral enum valueActor
next_scheduleActor [protected]
notify_object_gone(Game_object *obj)Actor
Npc_actor(const std::string &nm, int shapenum, int num=-1, int uc=-1)Npc_actor
npc_framesActor [protected, static]
npc_numActor [protected]
num_schedulesNpc_actor [protected]
objectsContainer_game_object [protected]
oppressorActor [protected]
out_frame enum valueActor
paint()Npc_actor [virtual]
paint_invisible(int xoff, int yoff)ShapeID [inline]
paint_outline(Pixel_colors pix)Game_object
ShapeID::paint_outline(int xoff, int yoff, Pixel_colors pix)ShapeID [inline]
paint_shape(int xoff, int yoff, bool force_trans=false)ShapeID [inline]
paint_terrain()Ireg_game_object [inline, virtual]
paint_weapon()Actor [protected]
palGame_singletons [protected, static]
party_idActor [protected]
party_posActor [protected, static]
partymanGame_singletons [protected, static]
propertiesActor [protected]
protect enum valueActor
qualityGame_object [protected]
raise1_frame enum valueActor
raise2_frame enum valueActor
random enum valueActor
reach1_frame enum valueActor
reach2_frame enum valueActor
read(DataSource *nfile, int num, bool has_usecode, bool &fix_unused)Actor
ready_ammo()Actor
ready_best_weapon()Actor
ready_frame enum valueActor
reduce_health(int delta, Actor *attacker=0)Actor
remove(Game_object *obj)Actor [virtual]
remove_quantity(int delta, int shapenum, int qual, int framenum)Container_game_object [virtual]
remove_schedule(int time)Npc_actor [virtual]
remove_this(int nodel=0)Npc_actor [virtual]
render_seqGame_object
rest_timeActor [protected]
resting(int msecs)Actor [inline]
restore_schedule()Actor
resurrect(Dead_body *body)Actor
rfinger enum valueActor
rhand enum valueActor
roll_to_win(int attacker, int defender)Actor [static]
say(const char *text)Game_object
say(int from, int to)Game_object
scheduleActor [protected]
schedule_locActor [protected]
schedule_typeActor [protected]
schedulesNpc_actor [protected]
Serpent_flags enum nameActor
set_action(Actor_action *newact)Actor
set_actor_shape()Actor
set_alignment(short a)Actor [inline]
set_always(bool tf)Time_sensitive [inline]
set_attack_mode(Attack_mode amode, bool byuser=false)Actor [inline]
set_chunk(int newcx, int newcy)Game_object [inline]
set_combat_protected(bool v)Actor [inline]
set_dormant()Actor [inline]
set_file(ShapeFile shfile)ShapeID [inline]
set_flag(int flag)Actor [virtual]
set_flag_recursively(int flag)Container_game_object [virtual]
set_flags(uint32 f)Ireg_game_object [inline]
set_frame(int frnum)ShapeID [inline]
set_frame_time(int ftime)Actor [inline]
set_high_shape(int s)Ireg_game_object [inline, virtual]
set_ident(unsigned char id)Actor [inline]
set_invalid()Game_object [inline]
set_lift(int l)Game_object [inline]
set_low_lift(int l)Ireg_game_object [inline, virtual]
set_nearby()Npc_actor [inline]
set_npc_name(const char *n)Actor
set_obj_hp(int hp)Container_game_object [inline, virtual]
set_oppressor(int opp)Actor [inline]
set_owner(Container_game_object *o)Ireg_game_object [inline, virtual]
set_party_id(int i)Actor [inline]
set_polymorph(int shape)Actor
set_polymorph_default()Actor
set_property(int prop, int val)Actor
set_quality(int q)Game_object [inline]
set_schedule_and_loc(int new_schedule_type, Tile_coord dest, int delay=-1)Actor [virtual]
set_schedule_time_location(int time, int x, int y)Npc_actor [virtual]
set_schedule_time_type(int time, int type)Npc_actor [virtual]
set_schedule_type(int new_schedule_type, Schedule *newsched=0)Actor
set_schedules(Schedule_change *list, int cnt)Npc_actor [virtual]
set_shape(int shnum, int frnum)ShapeID [inline]
set_shape(int shnum)ShapeID [inline]
set_shape_pos(unsigned int shapex, unsigned int shapey)Game_object [inline]
set_siflag(int flag)Actor [virtual]
set_skin_color(int color)Actor [inline]
set_target(Game_object *obj, bool start_combat=false)Actor
set_temperature(int t)Actor
set_translucent(int trans)ShapeID [inline]
set_type_flag(int flag)Actor
set_type_flags(unsigned short tflags)Actor
set_unused(bool tf)Actor [inline]
set_usecode_dir(int d)Actor [inline]
shape_posGame_object [protected]
shape_saveActor [protected]
ShapeID(unsigned char l, unsigned char h)ShapeID [inline]
ShapeID(unsigned char *&data)ShapeID [inline]
ShapeID()ShapeID [inline]
ShapeID(int shnum, int frnum, ShapeFile shfile=SF_SHAPES_VGA)ShapeID [inline]
shield_spot enum valueActor
show_inventory()Actor
siflagsActor [protected]
sit_frame enum valueActor
skin_colorActor [protected]
sleep_frame enum valueActor
smanGame_singletons [protected, static]
special_spot enum valueActor
spotsActor [protected]
Spots enum nameActor
stand_at_rest()Actor
standing enum valueActor
start(int speed=250, int delay=0)Actor
step(Tile_coord t, int frame)Npc_actor [virtual]
step_indexActor [protected]
step_left_frame enum valueActor
step_right_frame enum valueActor
stop()Actor
strength enum valueActor
strike1_frame enum valueActor
strike2_frame enum valueActor
strongest enum valueActor
swap_positions(Game_object *obj2)Game_object
switched_chunks(Map_chunk *olist, Map_chunk *nlist)Npc_actor [virtual]
T_Flat_object_iterator< Game_object *, Map_chunk * > classGame_object [friend]
T_Object_iterator< Game_object * > classGame_object [friend]
T_Object_iterator_backwards< Game_object *, Map_chunk * > classGame_object [friend]
T_Object_list< Game_object * > classGame_object [friend]
targetActor [protected]
temperatureActor [protected]
tf_bleeding enum valueActor
tf_conjured enum valueActor
tf_ethereal enum valueActor
tf_fly enum valueActor
tf_in_action enum valueActor
tf_in_party enum valueActor
tf_sex enum valueActor
tf_summonned enum valueActor
tf_swim enum valueActor
tf_walk enum valueActor
tf_want_primary enum valueActor
Time_queue classTime_sensitive [friend]
Time_sensitive()Time_sensitive [inline]
timersActor [protected]
torso enum valueActor
training enum valueActor
two_fingeredActor [protected]
two_handedActor [protected]
type_flags enum nameActor
type_flagsActor [protected]
ucmachineGame_singletons [protected, static]
ucont_spot enum valueActor
unknown_align enum valueActor
unready_weapon(int spot)Actor
unusedActor [protected]
up_frame enum valueActor
update_from_studio(unsigned char *data, int datalen)Actor [static]
update_schedule(int hour3, int backwards=0, int delay=-1)Npc_actor [virtual]
use_food()Actor
usecodeActor [protected]
usecode_assignedActor [protected]
usecode_dirActor [protected]
user_set_attackActor [protected]
walk_path_to_tile(Tile_coord src, Tile_coord dest, int speed=250, int delay=0, int dist=0, int maxblk=3)Actor
walk_path_to_tile(Tile_coord dest, int speed=250, int delay=0, int dist=0, int maxblk=3)Actor [inline]
walk_to_tile(Tile_coord dest, int speed=250, int delay=0, int maxblk=3)Actor
walk_to_tile(int tx, int ty, int tz, int speed=250, int delay=0, int maxblk=3)Actor [inline]
was_hit()Actor [inline]
weakest enum valueActor
weapon_rectActor [protected]
write(DataSource *nfile)Actor
write_common_ireg(unsigned char *buf)Game_object
write_contents(DataSource *out)Actor [virtual]
write_ifix(DataSource *ifix)Game_object [inline, virtual]
write_ireg(DataSource *out)Actor [inline, virtual]
~Actor()Actor
~Container_game_object()Container_game_object [virtual]
~Game_object()Game_object [inline, virtual]
~Ireg_game_object()Ireg_game_object [inline, virtual]
~Npc_actor()Npc_actor
~ShapeID()ShapeID [inline, virtual]
~Time_sensitive()Time_sensitive [virtual]


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