activate(int event=1) | Game_object | [virtual] |
add(Game_object *obj, bool dont_check=false, bool combine=false) | Game_object | [virtual] |
add_quantity(int delta, int shapenum, int qual=c_any_qual, int framenum=c_any_framenum, int dontcreate=0) | Game_object | [inline, virtual] |
add_readied(Game_object *obj, int index, int dont_check=0, int force_pos=0) | Game_object | [inline, virtual] |
as_actor() | Game_object | [inline, virtual] |
as_barge() | Game_object | [inline, virtual] |
as_container() | Game_object | [inline, virtual] |
as_egg() | Game_object | [inline, virtual] |
as_npc() | Game_object | [inline, virtual] |
as_terrain() | Game_object | [inline, virtual] |
attack_object(Actor *attacker, int weapon_shape, int ammo_shape) | Game_object | [protected] |
attacked(Actor *attacker, int weapon_shape=0, int ammo_shape=0) | Game_object | [virtual] |
blocks(Tile_coord tile) | Game_object | |
change_frame(int frnum) | Game_object | |
clear_dependencies() | Game_object | |
clear_flag(int flag) | Ireg_game_object | [inline, virtual] |
clear_siflag(int flag) | Game_object | [inline, virtual] |
compare(class Ordering_info &inf1, Game_object *obj2) | Game_object | [static] |
count_objects(int shapenum, int qual=c_any_qual, int framenum=c_any_framenum) | Game_object | [inline, virtual] |
create_quantity(int delta, int shapenum, int qual, int framenum, bool temporary=false) | Game_object | [inline, virtual] |
cx | Game_object | [protected] |
cy | Game_object | [protected] |
delete_contents() | Game_object | [inline, virtual] |
distance(Game_object *o2) const | Game_object | [inline] |
drop(Game_object *obj) | Game_object | [virtual] |
edit() | Game_object | [virtual] |
editing | Game_object | [protected, static] |
elements_read() | Game_object | [inline, virtual] |
eman | Game_singletons | [protected, static] |
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) | Game_object | [inline, 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) const | Game_object | |
find_nearby_actors(Actor_vector &vec, int shapenum, int delta) const | Game_object | |
find_nearby_eggs(Egg_vector &vec, int shapenum, int delta, int qual=c_any_qual, int frnum=c_any_framenum) const | Game_object | |
flags | Ireg_game_object | [protected] |
flags2 | Ireg_game_object | [protected] |
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] |
gclock | Game_singletons | [protected, static] |
get_chunk() | Game_object | |
get_cx() const | Game_object | [inline] |
get_cy() const | Game_object | [inline] |
get_dependency(int i) | Game_object | [inline] |
get_dependency_count() | Game_object | [inline] |
get_dir_facing() const | Game_object | |
get_dir_framenum(int dir, int frnum) const | Game_object | [inline] |
get_dir_framenum(int frnum) const | Game_object | [inline] |
get_direction(Game_object *o2) const | Game_object | |
get_direction(Tile_coord t2) const | Game_object | |
get_flag(int flag) const | Ireg_game_object | [inline, virtual] |
get_flags() const | Ireg_game_object | [inline] |
get_flags2() const | Ireg_game_object | [inline] |
get_footprint() | Game_object | |
get_framenum() const | ShapeID | [inline] |
get_high_shape() const | Ireg_game_object | [inline, virtual] |
get_info() const | ShapeID | [inline] |
get_info(int shnum) | ShapeID | [inline, static] |
get_ireg_size() | Virtue_stone_object | [virtual] |
get_lift() const | Game_object | [inline] |
get_live_npc_num() | Game_object | [inline, virtual] |
get_low_lift() const | Ireg_game_object | [inline, virtual] |
get_max_weight() | Game_object | [virtual] |
get_name() const | Game_object | [virtual] |
get_next() | Game_object | [inline] |
get_num_frames() const | ShapeID | |
get_obj_hp() const | Game_object | [virtual] |
get_objects(Game_object_vector &vec, int shapenum, int qual, int framenum) | Game_object | [inline, virtual] |
get_original_tile_coord() const | Game_object | [inline, virtual] |
get_outermost() | Game_object | |
get_owner() | Ireg_game_object | [inline, virtual] |
get_pos() | Virtue_stone_object | [inline] |
get_prev() | Game_object | [inline] |
get_quality() const | Game_object | [inline] |
get_quantity() const | Game_object | |
get_rotated_frame(int quads) | Game_object | [virtual] |
get_shape() | ShapeID | [inline] |
get_shapefile() const | ShapeID | [inline] |
get_shapenum() const | ShapeID | [inline] |
get_siflag(int flag) const | Game_object | [inline, virtual] |
get_tile() const | Game_object | [inline] |
get_tx() const | Game_object | [inline] |
get_ty() const | Game_object | [inline] |
get_type_flag(int flag) const | Game_object | [inline, virtual] |
get_volume() const | Game_object | |
get_weight(int shnum, int quant=1) | Game_object | [static] |
get_weight() | Game_object | [virtual] |
gmap | Game_singletons | [protected, static] |
gumpman | Game_singletons | [protected, static] |
gwin | Game_singletons | [protected, static] |
highshape | Ireg_game_object | |
init(Game_window *g) | Game_singletons | [static] |
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_closed_door() const | Game_object | |
is_dragable() const | Ireg_game_object | [virtual] |
is_egg() const | Game_object | [inline, virtual] |
is_eol() const | ShapeID | [inline] |
is_findable() | Game_object | [inline, virtual] |
is_invalid() const | ShapeID | [inline] |
is_monster() | Game_object | [inline, virtual] |
is_pos_invalid() const | Game_object | [inline] |
is_translucent() | ShapeID | [inline] |
lift | Game_object | [protected] |
lowlift | Ireg_game_object | |
lt(Game_object &obj2) | Game_object | |
Map_chunk class | Game_object | [friend] |
modify_quantity(int delta, bool *del=0) | Game_object | |
move(int newtx, int newty, int newlift) | Ireg_game_object | [virtual] |
move(Tile_coord t) | Ireg_game_object | [inline] |
move_aside(Actor *for_actor, int dir) | Game_object | [inline, virtual] |
paint() | Ireg_game_object | [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] |
pal | Game_singletons | [protected, static] |
partyman | Game_singletons | [protected, static] |
pos | Virtue_stone_object | [private] |
quality | Game_object | [protected] |
remove_quantity(int delta, int shapenum, int qual, int framenum) | Game_object | [inline, virtual] |
remove_this(int nodel=0) | Ireg_game_object | [virtual] |
render_seq | Game_object | |
say(const char *text) | Game_object | |
say(int from, int to) | Game_object | |
set_chunk(int newcx, int newcy) | Game_object | [inline] |
set_file(ShapeFile shfile) | ShapeID | [inline] |
set_flag(int flag) | Ireg_game_object | [inline, virtual] |
set_flag_recursively(int flag) | Ireg_game_object | [inline, virtual] |
set_flags(uint32 f) | Ireg_game_object | [inline] |
set_frame(int frnum) | ShapeID | [inline] |
set_high_shape(int s) | Ireg_game_object | [inline, virtual] |
set_invalid() | Game_object | [inline] |
set_lift(int l) | Game_object | [inline] |
set_low_lift(int l) | Ireg_game_object | [inline, virtual] |
set_obj_hp(int hp) | Game_object | [virtual] |
set_owner(Container_game_object *o) | Ireg_game_object | [inline, virtual] |
set_pos(Tile_coord t) | Virtue_stone_object | [inline] |
set_pos(unsigned char tilex, unsigned char tiley, unsigned char schunk, unsigned char lft) | Virtue_stone_object | |
set_quality(int q) | Game_object | [inline] |
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) | Game_object | [inline, virtual] |
set_translucent(int trans) | ShapeID | [inline] |
shape_pos | Game_object | [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] |
sman | Game_singletons | [protected, static] |
step(Tile_coord t, int frame) | Game_object | [inline, virtual] |
swap_positions(Game_object *obj2) | Game_object | |
T_Flat_object_iterator< Game_object *, Map_chunk * > class | Game_object | [friend] |
T_Object_iterator< Game_object * > class | Game_object | [friend] |
T_Object_iterator_backwards< Game_object *, Map_chunk * > class | Game_object | [friend] |
T_Object_list< Game_object * > class | Game_object | [friend] |
ucmachine | Game_singletons | [protected, static] |
update_from_studio(unsigned char *data, int datalen) | Game_object | [static] |
Virtue_stone_object(int shapenum, int framenum, unsigned int tilex, unsigned int tiley, unsigned int lft) | Virtue_stone_object | [inline] |
write_common_ireg(unsigned char *buf) | Game_object | |
write_ifix(DataSource *ifix) | Game_object | [inline, virtual] |
write_ireg(DataSource *out) | Virtue_stone_object | [virtual] |
~Game_object() | Game_object | [inline, virtual] |
~Ireg_game_object() | Ireg_game_object | [inline, virtual] |
~ShapeID() | ShapeID | [inline, virtual] |