| action | Actor | [protected] |
| activate(int event=1) | 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 | Actor | [protected] |
| Alignment enum name | Actor | |
| ammo enum value | Actor | |
| 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() | Game_object | [inline, virtual] |
| as_terrain() | Game_object | [inline, virtual] |
| Attack_mode enum name | Actor | |
| attack_mode | Actor | [protected] |
| 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_frames | Actor | [protected, static] |
| back enum value | Actor | |
| back2h_spot enum value | Actor | |
| belt enum value | Actor | |
| beserk enum value | Actor | |
| blocks(Tile_coord tile) | Game_object | |
| bow_frame enum value | Actor | |
| 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 class | Actor | [friend] |
| clear_rest_time() | Actor | [inline] |
| clear_siflag(int flag) | Actor | [virtual] |
| clear_type_flag(int flag) | Actor | |
| cloak_spot enum value | Actor | |
| clone() | Actor | |
| combat enum value | Actor | |
| combat_protected | Actor | [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] |
| cx | Game_object | [protected] |
| cy | Game_object | [protected] |
| defend enum value | Actor | |
| delete_contents() | Container_game_object | [virtual] |
| dexterity enum value | Actor | |
| did_user_set_attack() const | Actor | [inline] |
| die(Actor *attacker) | Main_actor | [virtual] |
| distance(Game_object *o2) const | Game_object | [inline] |
| dormant | Actor | [protected] |
| drop(Game_object *obj) | Actor | [virtual] |
| ears_spot enum value | Actor | |
| edit() | Actor | [virtual] |
| elements_read() | Game_object | [inline, virtual] |
| eman | Game_singletons | [protected, static] |
| exp enum value | Actor | |
| extract_contents() | Container_game_object | |
| face_num | Actor | [protected] |
| feet enum value | Actor | |
| 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) 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 | |
| find_readied(Game_object *obj) | Actor | [virtual] |
| FIS_2Finger enum value | Actor | |
| FIS_2Hand enum value | Actor | |
| FIS_Other enum value | Actor | |
| FIS_Spell enum value | Actor | |
| FIS_Type enum name | Actor | |
| fits_in_spot(Game_object *obj, int spot, FIS_Type type=FIS_Other) | Actor | |
| flags | Ireg_game_object | [protected] |
| flags2 | Ireg_game_object | [protected] |
| flank enum value | Actor | |
| flee enum value | Actor | |
| follow(Actor *leader) | Actor | |
| food_level enum value | Actor | |
| frame_time | Actor | [protected] |
| frames | Actor | [protected] |
| Frames enum name | Actor | |
| free_finger() const | Actor | [inline] |
| free_hand() const | Actor | [inline] |
| friendly enum value | Actor | |
| 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_action() | Actor | [inline] |
| get_alignment() const | Actor | [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() const | Game_object | [inline] |
| get_cy() const | Game_object | [inline] |
| get_dependency(int i) | Game_object | [inline] |
| get_dependency_count() | Game_object | [inline] |
| get_dest() | Actor | |
| 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_effective_prop(int prop) const | Actor | |
| get_face_shapenum() const | Actor | [inline] |
| 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_followers() | Main_actor | |
| get_footprint() | Game_object | |
| get_frame_time() const | Actor | [inline] |
| get_framenum() const | ShapeID | [inline] |
| get_frames(int dir) | Actor | [inline] |
| get_high_shape() const | Ireg_game_object | [inline, virtual] |
| get_ident() | Actor | [inline] |
| get_info() const | ShapeID | [inline] |
| get_info(int shnum) | ShapeID | [inline, static] |
| get_ireg_size() | Actor | [inline, virtual] |
| get_level() const | Actor | [inline] |
| 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_volume() const | Container_game_object | [inline, protected] |
| get_max_weight() | Actor | [virtual] |
| get_name() const | Actor | [virtual] |
| get_next() | Game_object | [inline] |
| get_npc_name() const | Actor | |
| get_npc_num() const | Actor | [inline] |
| get_num_frames() const | ShapeID | |
| get_obj_hp() const | Container_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() const | Actor | [inline] |
| get_original_tile_coord() const | Game_object | [inline, virtual] |
| get_outermost() | Game_object | |
| get_owner() | Ireg_game_object | [inline, virtual] |
| get_party_id() const | Actor | [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) const | Actor | [inline] |
| get_quality() const | Game_object | [inline] |
| get_quantity() const | Game_object | |
| get_readied(int index) const | Actor | [inline, virtual] |
| get_rotated_frame(int quads) | Actor | [virtual] |
| get_schedule() const | Actor | [inline] |
| get_schedule_type() const | Actor | [inline] |
| get_schedules(Schedule_change *&list, int &cnt) | Actor | [inline, virtual] |
| get_sexed_coloured_shape() | Actor | [inline] |
| get_shape() | ShapeID | [inline] |
| get_shape_real() | Actor | |
| get_shapefile() const | ShapeID | [inline] |
| get_shapenum() const | ShapeID | [inline] |
| get_siflag(int flag) const | Actor | [virtual] |
| get_skin_color() const | Actor | [inline] |
| get_step_index() | Actor | [inline] |
| get_target() | Actor | [inline] |
| get_temperature() const | Actor | [inline] |
| get_tile() const | Game_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() const | Game_object | [inline] |
| get_ty() const | Game_object | [inline] |
| get_type_flag(int flag) const | Actor | [virtual] |
| get_type_flags() const | Actor | [inline, virtual] |
| get_usecode() const | Actor | [inline] |
| get_usecode_dir() const | Actor | [inline] |
| get_volume() const | Game_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] |
| gmap | Game_singletons | [protected, static] |
| gumpman | Game_singletons | [protected, static] |
| gwin | Game_singletons | [protected, static] |
| handle_event(unsigned long curtime, long udata) | Main_actor | [virtual] |
| hands2_spot enum value | Actor | |
| has_light_source() const | Actor | [inline] |
| has_room(Game_object *obj) const | Container_game_object | [inline] |
| head enum value | Actor | |
| health enum value | Actor | |
| highshape | Ireg_game_object | |
| hit | Actor | [protected] |
| hostile enum value | Actor | |
| ident | Actor | [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 value | Actor | |
| 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() const | Game_object | |
| is_combat_protected() const | Actor | [inline] |
| is_dead() const | Actor | [inline] |
| is_dormant() const | Actor | [inline] |
| is_dragable() const | Ireg_game_object | [virtual] |
| is_dying() const | Actor | [inline] |
| is_egg() const | Game_object | [inline, virtual] |
| is_eol() const | ShapeID | [inline] |
| is_findable() | Game_object | [inline, virtual] |
| is_in_party() const | Actor | [inline] |
| is_invalid() const | ShapeID | [inline] |
| is_monster() | Game_object | [inline, virtual] |
| is_moving() const | Actor | [inline] |
| is_pos_invalid() const | Game_object | [inline] |
| is_translucent() | ShapeID | [inline] |
| is_two_fingered() const | Actor | [inline] |
| is_two_handed() const | Actor | [inline] |
| is_unused() const | Actor | [inline] |
| Item_properties enum name | Actor | |
| kneel_frame enum value | Actor | |
| legs enum value | Actor | |
| lfinger enum value | Actor | |
| lhand enum value | Actor | |
| lift | Game_object | [protected] |
| light_sources | Actor | [protected] |
| lowlift | Ireg_game_object | |
| lrfinger enum value | Actor | |
| lrhand enum value | Actor | |
| lt(Game_object &obj2) | Game_object | |
| magic enum value | Actor | |
| Main_actor(const std::string &nm, int shapenum, int num=-1, int uc=-1) | Main_actor | [inline] |
| mana enum value | Actor | |
| manual enum value | Actor | |
| Map_chunk class | Game_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) | Main_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) | Actor | [inline, protected] |
| naked enum value | Actor | |
| name | Actor | [protected] |
| nearest enum value | Actor | |
| neck enum value | Actor | |
| need_timers() | Actor | |
| neutral enum value | Actor | |
| next_schedule | Actor | [protected] |
| notify_object_gone(Game_object *obj) | Actor | |
| npc_frames | Actor | [protected, static] |
| npc_num | Actor | [protected] |
| objects | Container_game_object | [protected] |
| oppressor | Actor | [protected] |
| out_frame enum value | Actor | |
| paint() | 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] |
| pal | Game_singletons | [protected, static] |
| party_id | Actor | [protected] |
| party_pos | Actor | [protected, static] |
| partyman | Game_singletons | [protected, static] |
| properties | Actor | [protected] |
| protect enum value | Actor | |
| quality | Game_object | [protected] |
| raise1_frame enum value | Actor | |
| raise2_frame enum value | Actor | |
| random enum value | Actor | |
| reach1_frame enum value | Actor | |
| reach2_frame enum value | Actor | |
| read(DataSource *nfile, int num, bool has_usecode, bool &fix_unused) | Actor | |
| ready_ammo() | Actor | |
| ready_best_weapon() | Actor | |
| ready_frame enum value | Actor | |
| 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) | Actor | [inline, virtual] |
| remove_this(int nodel=0) | Container_game_object | [virtual] |
| render_seq | Game_object | |
| rest_time | Actor | [protected] |
| resting(int msecs) | Actor | [inline] |
| restore_schedule() | Actor | |
| resurrect(Dead_body *body) | Actor | |
| rfinger enum value | Actor | |
| rhand enum value | Actor | |
| roll_to_win(int attacker, int defender) | Actor | [static] |
| say(const char *text) | Game_object | |
| say(int from, int to) | Game_object | |
| schedule | Actor | [protected] |
| schedule_loc | Actor | [protected] |
| schedule_type | Actor | [protected] |
| Serpent_flags enum name | Actor | |
| 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_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) | Actor | [inline, virtual] |
| set_schedule_time_type(int time, int type) | Actor | [inline, virtual] |
| set_schedule_type(int new_schedule_type, Schedule *newsched=0) | Actor | |
| set_schedules(Schedule_change *list, int cnt) | Actor | [inline, 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_pos | Game_object | [protected] |
| shape_save | Actor | [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 value | Actor | |
| show_inventory() | Actor | |
| siflags | Actor | [protected] |
| sit_frame enum value | Actor | |
| skin_color | Actor | [protected] |
| sleep_frame enum value | Actor | |
| sman | Game_singletons | [protected, static] |
| special_spot enum value | Actor | |
| Spots enum name | Actor | |
| spots | Actor | [protected] |
| stand_at_rest() | Actor | |
| standing enum value | Actor | |
| start(int speed=250, int delay=0) | Actor | |
| step(Tile_coord t, int frame) | Main_actor | [virtual] |
| step_index | Actor | [protected] |
| step_left_frame enum value | Actor | |
| step_right_frame enum value | Actor | |
| stop() | Actor | |
| strength enum value | Actor | |
| strike1_frame enum value | Actor | |
| strike2_frame enum value | Actor | |
| strongest enum value | Actor | |
| swap_positions(Game_object *obj2) | Game_object | |
| switched_chunks(Map_chunk *olist, Map_chunk *nlist) | Main_actor | [virtual] |
| 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] |
| target | Actor | [protected] |
| temperature | Actor | [protected] |
| tf_bleeding enum value | Actor | |
| tf_conjured enum value | Actor | |
| tf_ethereal enum value | Actor | |
| tf_fly enum value | Actor | |
| tf_in_action enum value | Actor | |
| tf_in_party enum value | Actor | |
| tf_sex enum value | Actor | |
| tf_summonned enum value | Actor | |
| tf_swim enum value | Actor | |
| tf_walk enum value | Actor | |
| tf_want_primary enum value | Actor | |
| Time_queue class | Time_sensitive | [friend] |
| Time_sensitive() | Time_sensitive | [inline] |
| timers | Actor | [protected] |
| torso enum value | Actor | |
| training enum value | Actor | |
| two_fingered | Actor | [protected] |
| two_handed | Actor | [protected] |
| type_flags enum name | Actor | |
| type_flags | Actor | [protected] |
| ucmachine | Game_singletons | [protected, static] |
| ucont_spot enum value | Actor | |
| unknown_align enum value | Actor | |
| unready_weapon(int spot) | Actor | |
| unused | Actor | [protected] |
| up_frame enum value | Actor | |
| update_from_studio(unsigned char *data, int datalen) | Actor | [static] |
| update_schedule(int hour3, int backwards=0, int delay=-1) | Actor | [inline, virtual] |
| use_food() | Actor | |
| usecode | Actor | [protected] |
| usecode_assigned | Actor | [protected] |
| usecode_dir | Actor | [protected] |
| user_set_attack | Actor | [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 value | Actor | |
| weapon_rect | Actor | [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] |
| ~ShapeID() | ShapeID | [inline, virtual] |
| ~Time_sensitive() | Time_sensitive | [virtual] |