MainActor Member List

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

accumDexMainActor [protected]
accumIntMainActor [protected]
accumStrMainActor [protected]
accumulateDex(int n)MainActor
accumulateInt(int n)MainActor
accumulateStr(int n)MainActor
ACT_AIRWALK enum valueActor
ACT_ANIMLOCK enum valueActor
ACT_ASCENDING enum valueActor
ACT_COMBATRUN enum valueActor
ACT_DEAD enum valueActor
ACT_DESCENDING enum valueActor
ACT_FEIGNDEATH enum valueActor
ACT_FIRSTSTEP enum valueActor
ACT_IMMORTAL enum valueActor
ACT_INCOMBAT enum valueActor
ACT_INVINCIBLE enum valueActor
ACT_PATHFINDING enum valueActor
ACT_POISONED enum valueActor
ACT_STUNNED enum valueActor
ACT_WITHSTANDDEATH enum valueActor
Actor()Actor
ActorFlags enum nameActor
actorflagsActor [protected]
addItem(Item *item, bool checkwghtvol=false)MainActor [virtual]
alignmentActor [protected]
animframeActor [protected]
areEnemiesNear()Actor
ascend(int delta)Item
assignObjId()Actor [virtual]
cachedShapeItem [mutable, protected]
cachedShapeInfoItem [mutable, protected]
calculateAttackDamage(uint16 other, int damage, uint16 type)Actor
callUsecode(uint16 classid, uint16 offset, const uint8 *args=0, int argsize=0)Object
callUsecodeEvent_anim()Item
callUsecodeEvent_AvatarStoleSomething(uint16 unk)Item
callUsecodeEvent_cachein()Item
callUsecodeEvent_cast(uint16 unk)Item
callUsecodeEvent_combine()Item
callUsecodeEvent_enterFastArea()Item
callUsecodeEvent_gotHit(ObjId hitter, sint16 hitforce)Item
callUsecodeEvent_guardianBark(sint16 unk)Item
callUsecodeEvent_hatch()Item
callUsecodeEvent_hit(ObjId hitted, sint16 hitforce)Item
callUsecodeEvent_justMoved()Item
callUsecodeEvent_leaveFastArea()Item
callUsecodeEvent_look()Item
callUsecodeEvent_release()Item
callUsecodeEvent_schedule(uint32 time)Item
callUsecodeEvent_use()Item
CanAddItem(Item *item, bool checkwghtvol=false)MainActor [virtual]
canDrag()Item
canExistAt(sint32 x, sint32 y, sint32 z, bool needsupport=false) const Item
canMergeWith(Item *other)Item
canReach(Item *other, int range, sint32 x=0, sint32 y=0, sint32 z=0)Item
checkLoopScript(const uint8 *script, uint32 scriptsize)Item
clearActorFlag(uint32 mask)Actor [inline]
clearExtFlag(uint32 mask)Item [inline]
clearFlag(uint32 mask)Item [inline]
clearGump()Item
clearInCombat()MainActor [virtual]
clearObjId()Container [virtual]
closeGump()Item
collideMove(sint32 x, sint32 y, sint32 z, bool teleport, bool force, ObjId *hititem=0)Item
ConCmd_heal(const Console::ArgvType &argv)MainActor [static]
ConCmd_listmarks(const Console::ArgvType &argv)MainActor [static]
ConCmd_mark(const Console::ArgvType &argv)MainActor [static]
ConCmd_maxstats(const Console::ArgvType &argv)MainActor [static]
ConCmd_name(const Console::ArgvType &argv)MainActor [static]
ConCmd_recall(const Console::ArgvType &argv)MainActor [static]
ConCmd_teleport(const Console::ArgvType &argv)MainActor [static]
ConCmd_toggleCombat(const Console::ArgvType &argv)MainActor [static]
ConCmd_toggleInvincibility(const Console::ArgvType &argv)MainActor [static]
ConCmd_useBackpack(const Console::ArgvType &argv)MainActor [static]
ConCmd_useBedroll(const Console::ArgvType &argv)MainActor [static]
ConCmd_useInventory(const Console::ArgvType &argv)MainActor [static]
ConCmd_useKeyring(const Console::ArgvType &argv)MainActor [static]
ConCmd_useRecall(const Console::ArgvType &argv)MainActor [static]
Container()Container
containerSearch(UCList *itemlist, const uint8 *loopscript, uint32 scriptsize, bool recurse)Container
contentsContainer [protected]
countNearby(uint32 shape, uint16 range)Item
createActor(uint32 shape, uint32 frame)Actor [static]
cSetActivity(int activity)Actor
destroy(bool delnow=false)Container [virtual]
destroyContents()Container
dexterityActor [protected]
die(uint16 DamageType)MainActor [virtual]
directionActor [protected]
doAnim(Animation::Sequence anim, int dir, unsigned int steps=0)Actor
doLerp(sint32 factor)Item [inline]
dumpInfo()Actor [virtual]
ENABLE_CUSTOM_MEMORY_ALLOCATION()Object
ENABLE_RUNTIME_CLASSTYPE()MainActor
enemyalignmentActor [protected]
ensureGravityProcess()MainActor [virtual]
enterFastArea()Item [virtual]
explode()Item
EXT_CAMERA enum valueItem
EXT_FIXED enum valueItem
EXT_HIGHLIGHT enum valueItem
EXT_INCURMAP enum valueItem
EXT_LERP_NOPREV enum valueItem
EXT_PERMANENT_NPC enum valueItem
EXT_SPRITE enum valueItem
EXT_TRANSPARENT enum valueItem
extendedflagsItem [protected]
extflags enum nameItem
fall()Item
fallstartActor [protected]
flagsItem [protected]
FLG_BOUNCING enum valueItem
FLG_CONTAINED enum valueItem
FLG_DISPOSABLE enum valueItem
FLG_EQUIPPED enum valueItem
FLG_ETHEREAL enum valueItem
FLG_FAST_ONLY enum valueItem
FLG_FASTAREA enum valueItem
FLG_FLIPPED enum valueItem
FLG_GUMP_OPEN enum valueItem
FLG_HANGING enum valueItem
FLG_IN_NPC_LIST enum valueItem
FLG_INVISIBLE enum valueItem
FLG_LOW_FRICTION enum valueItem
FLG_OWNED enum valueItem
frameItem [protected]
getActorFlags() const Actor [inline]
getAlignment() const Actor [inline]
getArmourClass()MainActor [virtual]
getAttackingDex()MainActor [virtual]
getCapacity()Container [virtual]
getCentre(sint32 &x, sint32 &y, sint32 &z) const Item
getCombatProcess()Actor
getContentVolume()Container [virtual]
getDamageAmount()MainActor [virtual]
getDamageType()MainActor [virtual]
getDefendingDex()MainActor [virtual]
getDefenseType()MainActor [virtual]
getDex() const Actor [inline]
getDir() const Actor [inline]
getDirToItemCentre(Item &item2) const Item
getEnemyAlignment() const Actor [inline]
getEquip(uint32 type)Actor
getExtFlags() const Item [inline]
getFallStart() const Actor [inline]
getFamily()Item
getFlags() const Item [inline]
getFootpadData(sint32 &x, sint32 &y, sint32 &z) const Item [inline]
getFootpadWorld(sint32 &x, sint32 &y, sint32 &z) const Item [inline]
getFrame() const Item [inline]
getGravityPID() const Item [inline]
getGump()Item [inline]
getGumpLocation(sint32 &x, sint32 &y) const Item
getHP() const Actor [inline]
getInt() const Actor [inline]
getLastAnim() const Actor [inline]
getLerped(sint32 &x, sint32 &y, sint32 &z) const Item [inline]
getLocation(sint32 &x, sint32 &y, sint32 &z) const Item [inline]
getLocationAbsolute(sint32 &x, sint32 &y, sint32 &z) const Item
getMana() const Actor [inline]
getMapNum() const Item [inline]
getMaxHP() const Actor
getMaxMana() const Actor
getName()MainActor [inline]
getNpcNum() const Item [inline]
getObjId() const Object [inline]
getParent() const Item [inline]
getParentAsContainer() const Item
getQuality() const Item [inline]
getRange(Item &item2, bool checkz=false) const Item
getShape() const Item [inline]
getShapeInfo() const Item [inline]
getShapeInfoFromGameInstance() const Item
getShapeObject() const Item
getStr() const Actor [inline]
getThrowRange()Item
getTopItem()Item
getTotalWeight()Container [virtual]
getVolume()Item [virtual]
getWeaponOverlay(const WeaponOverlayFrame *&frame, uint32 &shape)MainActor
getWeight()Item [virtual]
getWorldBox() const Item
getZ() const Item
giveTreasure()Actor
grab()Item
gravitypidItem [protected]
gumpItem [protected]
hasAnim(Animation::Sequence anim)Actor
hasJustTeleported() const MainActor [inline]
hitpointsActor [protected]
hurl(int xs, int ys, int zs, int grav)Item
intelligenceActor [protected]
INTRINSIC(I_teleportToEgg)MainActor
INTRINSIC(I_accumulateStrength)MainActor
INTRINSIC(I_accumulateDexterity)MainActor
INTRINSIC(I_accumulateIntelligence)MainActor
INTRINSIC(I_clrAvatarInCombat)MainActor
INTRINSIC(I_setAvatarInCombat)MainActor
INTRINSIC(I_isAvatarInCombat)MainActor
Actor::INTRINSIC(I_isNPC)Actor
Actor::INTRINSIC(I_getDir)Actor
Actor::INTRINSIC(I_getLastAnimSet)Actor
Actor::INTRINSIC(I_pathfindToItem)Actor
Actor::INTRINSIC(I_pathfindToPoint)Actor
Actor::INTRINSIC(I_getStr)Actor
Actor::INTRINSIC(I_getDex)Actor
Actor::INTRINSIC(I_getInt)Actor
Actor::INTRINSIC(I_getHp)Actor
Actor::INTRINSIC(I_getMana)Actor
Actor::INTRINSIC(I_getAlignment)Actor
Actor::INTRINSIC(I_getEnemyAlignment)Actor
Actor::INTRINSIC(I_setStr)Actor
Actor::INTRINSIC(I_setDex)Actor
Actor::INTRINSIC(I_setInt)Actor
Actor::INTRINSIC(I_setHp)Actor
Actor::INTRINSIC(I_setMana)Actor
Actor::INTRINSIC(I_setAlignment)Actor
Actor::INTRINSIC(I_setEnemyAlignment)Actor
Actor::INTRINSIC(I_getMap)Actor
Actor::INTRINSIC(I_teleport)Actor
Actor::INTRINSIC(I_doAnim)Actor
Actor::INTRINSIC(I_isInCombat)Actor
Actor::INTRINSIC(I_setInCombat)Actor
Actor::INTRINSIC(I_clrInCombat)Actor
Actor::INTRINSIC(I_setTarget)Actor
Actor::INTRINSIC(I_getTarget)Actor
Actor::INTRINSIC(I_isEnemy)Actor
Actor::INTRINSIC(I_isDead)Actor
Actor::INTRINSIC(I_setDead)Actor
Actor::INTRINSIC(I_clrDead)Actor
Actor::INTRINSIC(I_isImmortal)Actor
Actor::INTRINSIC(I_setImmortal)Actor
Actor::INTRINSIC(I_clrImmortal)Actor
Actor::INTRINSIC(I_isWithstandDeath)Actor
Actor::INTRINSIC(I_setWithstandDeath)Actor
Actor::INTRINSIC(I_clrWithstandDeath)Actor
Actor::INTRINSIC(I_isFeignDeath)Actor
Actor::INTRINSIC(I_setFeignDeath)Actor
Actor::INTRINSIC(I_clrFeignDeath)Actor
Actor::INTRINSIC(I_areEnemiesNear)Actor
Actor::INTRINSIC(I_isBusy)Actor
Actor::INTRINSIC(I_createActor)Actor
Actor::INTRINSIC(I_cSetActivity)Actor
Actor::INTRINSIC(I_setAirWalkEnabled)Actor
Actor::INTRINSIC(I_getAirWalkEnabled)Actor
Actor::INTRINSIC(I_schedule)Actor
Actor::INTRINSIC(I_getEquip)Actor
Actor::INTRINSIC(I_setEquip)Actor
Container::INTRINSIC(I_removeContents)Container
Container::INTRINSIC(I_destroyContents)Container
Item::INTRINSIC(I_touch)Item
Item::INTRINSIC(I_getX)Item
Item::INTRINSIC(I_getY)Item
Item::INTRINSIC(I_getZ)Item
Item::INTRINSIC(I_getCX)Item
Item::INTRINSIC(I_getCY)Item
Item::INTRINSIC(I_getCZ)Item
Item::INTRINSIC(I_getPoint)Item
Item::INTRINSIC(I_getShape)Item
Item::INTRINSIC(I_setShape)Item
Item::INTRINSIC(I_getFrame)Item
Item::INTRINSIC(I_setFrame)Item
Item::INTRINSIC(I_getQuality)Item
Item::INTRINSIC(I_getUnkEggType)Item
Item::INTRINSIC(I_getQuantity)Item
Item::INTRINSIC(I_getContainer)Item
Item::INTRINSIC(I_getRootContainer)Item
Item::INTRINSIC(I_getQ)Item
Item::INTRINSIC(I_getQHi)Item
Item::INTRINSIC(I_getQLo)Item
Item::INTRINSIC(I_setQ)Item
Item::INTRINSIC(I_setQHi)Item
Item::INTRINSIC(I_setQLo)Item
Item::INTRINSIC(I_setQuality)Item
Item::INTRINSIC(I_setQuantity)Item
Item::INTRINSIC(I_getFamily)Item
Item::INTRINSIC(I_getTypeFlag)Item
Item::INTRINSIC(I_getStatus)Item
Item::INTRINSIC(I_orStatus)Item
Item::INTRINSIC(I_andStatus)Item
Item::INTRINSIC(I_getFootpadData)Item
Item::INTRINSIC(I_overlaps)Item
Item::INTRINSIC(I_overlapsXY)Item
Item::INTRINSIC(I_isOn)Item
Item::INTRINSIC(I_ascend)Item
Item::INTRINSIC(I_getWeight)Item
Item::INTRINSIC(I_getWeightIncludingContents)Item
Item::INTRINSIC(I_getVolume)Item
Item::INTRINSIC(I_bark)Item
Item::INTRINSIC(I_getMapArray)Item
Item::INTRINSIC(I_setMapArray)Item
Item::INTRINSIC(I_getNpcNum)Item
Item::INTRINSIC(I_getDirToCoords)Item
Item::INTRINSIC(I_getDirFromCoords)Item
Item::INTRINSIC(I_getDirToItem)Item
Item::INTRINSIC(I_getDirFromItem)Item
Item::INTRINSIC(I_look)Item
Item::INTRINSIC(I_use)Item
Item::INTRINSIC(I_gotHit)Item
Item::INTRINSIC(I_enterFastArea)Item
Item::INTRINSIC(I_ask)Item
Item::INTRINSIC(I_getSliderInput)Item
Item::INTRINSIC(I_openGump)Item
Item::INTRINSIC(I_closeGump)Item
Item::INTRINSIC(I_create)Item
Item::INTRINSIC(I_legalCreateAtPoint)Item
Item::INTRINSIC(I_legalCreateAtCoords)Item
Item::INTRINSIC(I_legalCreateInCont)Item
Item::INTRINSIC(I_push)Item
Item::INTRINSIC(I_pop)Item
Item::INTRINSIC(I_popToCoords)Item
Item::INTRINSIC(I_popToContainer)Item
Item::INTRINSIC(I_popToEnd)Item
Item::INTRINSIC(I_destroy)Item
Item::INTRINSIC(I_move)Item
Item::INTRINSIC(I_legalMoveToPoint)Item
Item::INTRINSIC(I_legalMoveToContainer)Item
Item::INTRINSIC(I_hurl)Item
Item::INTRINSIC(I_shoot)Item
Item::INTRINSIC(I_fall)Item
Item::INTRINSIC(I_grab)Item
Item::INTRINSIC(I_igniteChaos)Item
Item::INTRINSIC(I_getFamilyOfType)Item
Item::INTRINSIC(I_getEtherealTop)Item
Item::INTRINSIC(I_guardianBark)Item
Item::INTRINSIC(I_getSurfaceWeight)Item
Item::INTRINSIC(I_isExplosive)Item
Item::INTRINSIC(I_receiveHit)Item
Item::INTRINSIC(I_explode)Item
Item::INTRINSIC(I_canReach)Item
Item::INTRINSIC(I_getRange)Item
Item::INTRINSIC(I_isCrusTypeNPC)Item
isDead() const Actor [inline]
isInCombat() const Actor [inline]
isOn(Item &item2) const Item
Item()Item
ixItem [protected]
iyItem [protected]
izItem [protected]
justTeleportedMainActor [protected]
killAllButCombatProcesses()Actor
killAllButFallAnims(bool death)Actor
l_nextItem [protected]
l_prevItem [protected]
lastanimActor [protected]
leaveFastArea()Item [virtual]
loadData(IDataSource *ids, uint32 version)MainActor
loadMonsterStats()Actor
MainActor()MainActor
manaActor [protected]
mapnumItem [protected]
move(sint32 x, sint32 y, sint32 z)Item
movedByPlayer()Item
moveItemToEnd(Item *item)Container [virtual]
moveToContainer(Container *container, bool checkwghtvol=false)Item
moveToEtherealVoid()Item
nameMainActor [protected]
npcnumItem [protected]
Object()Object [inline]
objidObject [protected]
openGump(uint32 gumpshape)Item
overlaps(Item &item2) const Item
overlapsxy(Item &item2) const Item
parentItem [protected]
qualityItem [protected]
randomGumpLocation()Item
receiveHit(uint16 other, int dir, int damage, uint16 type)MainActor [virtual]
Container::receiveHit(ObjId other, int dir, int damage, uint16 type)Item [virtual]
removeContents()Container
removeItem(Item *item)Actor [virtual]
returnFromEtherealVoid()Item
save(ODataSource *ods)Object
saveData(ODataSource *ods)MainActor [protected, virtual]
schedule(uint32 time)Actor
setActorFlag(uint32 mask)Actor [inline]
setAlignment(uint16 a)Actor [inline]
setDex(sint16 dex)Actor [inline]
setDir(uint16 dir)Actor [inline]
setEnemyAlignment(uint16 a)Actor [inline]
setEquip(Item *item, bool checkwghtvol=false)Actor
setExtFlag(uint32 mask)Item [inline]
setExtFlags(uint32 f)Item [inline]
setFallStart(sint32 z)Actor [inline]
setFlag(uint32 mask)Item [inline]
setFlagRecursively(uint32 mask)Container [virtual]
setFrame(uint32 frame_)Item [inline]
setGravityPID(ProcId pid)Item [inline]
setGumpLocation(sint32 x, sint32 y)Item
setHP(uint16 hp)Actor [inline]
setInCombat()MainActor [virtual]
setInt(sint16 int_)Actor [inline]
setJustTeleported(bool t)MainActor [inline]
setLastAnim(Animation::Sequence anim)Actor [inline]
setLocation(sint32 x, sint32 y, sint32 z)Item
setMana(sint16 mp)Actor [inline]
setMapNum(uint16 mapnum_)Item [inline]
setName(std::string name_)MainActor [inline]
setNpcNum(uint16 npcnum_)Item [inline]
setParent(ObjId p)Item [inline]
setQuality(uint16 quality_)Item [inline]
setShape(uint32 shape_)Item [inline]
setStr(sint16 str)Actor [inline]
setUnk0C(uint8 b)Actor [inline]
setupLerp(sint32 gametick)Item
setZ(sint32 z_)Item [inline]
statusflags enum nameItem
strengthActor [protected]
teleport(int mapnum, sint32 x, sint32 y, sint32 z)MainActor [virtual]
teleport(int mapnum, int teleport_id)MainActor
toggleInCombat()Actor [inline]
tryAnim(Animation::Sequence anim, int dir, unsigned int steps=0, PathfindingState *state=0)Actor
unk0CActor [protected]
use()Item
useInventoryItem(uint32 shapenum)MainActor [protected]
writeObjectHeader(ODataSource *ods)Object [protected]
xItem [protected]
yItem [protected]
zItem [protected]
~Actor()Actor
~Container()Container [virtual]
~Item()Item [virtual]
~MainActor()MainActor [virtual]
~Object()Object [virtual]


Generated on Fri Jul 27 22:29:34 2007 for pentagram by  doxygen 1.4.7