Pol  Rev 533
UHouse Member List
This is the complete list of members for UHouse, including all inherited members.
_countref_counted [protected]
AcceptHouseCommit(Character *chr, bool accept)UHouse
add_component(Item *item, s32 xoff, s32 yoff, u8 zoff)UHouse
add_ref(void)ref_counted [inline, protected]
add_to_self(Item *&item)Item [virtual]
amount_Item [protected]
amount_to_remove_is_partial(u16 amount_to_remove) const Item [virtual]
as_boat()UMulti [virtual]
as_house()UHouse [protected, virtual]
as_ref_counted()UObject [inline]
BackupDesignUHouse
base typedefUHouse [private]
builtin_on_use(Client *client)Item [virtual]
buyprice() const Item
buyprice_Item [protected]
calc_element_damage(unsigned element) const Item
calc_element_resist(unsigned element) const Item
call_custom_method(const char *methodname, BObjectImpRefVec &pmore)Item
call_custom_method(const char *methodname)Item
can_add_to_self(unsigned short amount) const Item
can_add_to_self(const Item &item) const Item [virtual]
check_equip_script(Character *chr, bool startup)Item
check_equiptest_scripts(Character *chr, bool startup=false)Item
check_test_scripts(Character *chr, const std::string &script_ecl, bool startup)Item
check_unequip_script()Item
check_unequiptest_scripts(Character *chr)Item
check_unequiptest_scripts()Item
CLASS_ARMOR enum valueUObject
CLASS_CHARACTER enum valueUObject
CLASS_CONTAINER enum valueUObject
CLASS_ITEM enum valueUObject
CLASS_MULTI enum valueUObject
CLASS_NPC enum valueUObject
CLASS_WEAPON enum valueUObject
classname() const UMulti [protected, virtual]
clean_writesUObject [static]
clear_dirty() const UObject
ClearSquatters()UHouse
clone() const Item [virtual]
colorUObject
Component typedefUHouse [protected]
component_list() const UHouse [protected]
Components typedefUHouse [protected]
components_UHouse [private]
containerItem
copyprops(const UObject &obj)UObject
copyprops(const PropertyList &proplist)UObject
count(void) const ref_counted [inline, protected]
create(const ItemDesc &descriptor, u32 serial=0)UMulti [static]
Item::create(u32 objtype, u32 serial=0)Item [static]
create_components()UHouse [protected]
CurrentCompressedUHouse
CurrentDesignUHouse
customUHouse [protected]
custom_script_method(const char *methodname, Executor &ex)Item [virtual]
CustomHouseDesign classUHouse [friend]
CustomHouseSetInitialState()UHouse
CustomHousesQuit(Character *chr, bool drop_changes)UHouse
decayat_gameclock_Item [protected]
default_invisible() const Item
default_movable() const Item
default_newbie() const Item
description() const Item [virtual]
destroy()UObject [virtual]
destroy_components()UHouse
dirty() const UObject
dirty_writesUObject [static]
disable_decay()Item
double_click(Client *client)UMulti [virtual]
editingUHouse
editing_floor_numUHouse
element_damageUObject
element_damage_modUObject
element_resistUObject
element_resist_modUObject
equip_script_Item [protected]
eraseprop(const std::string &propname)UObject
extricate()Item
facingUObject
FindWorkingHouse(u32 chrserial)UHouse [static]
footprint() const UMulti
get_components()UHouse [inline, protected]
get_script_member(const char *membername) const UHouse [protected, virtual]
get_script_member_id(const int id) const UHouse [protected, virtual]
get_senditem_amount() const Item [virtual]
get_use_script_name() const Item
getamount() const Item [inline]
getbuyprice(unsigned int &buyprice) const Item
GetCharacterOwner()Item
getprop(const std::string &propname, std::string &propvalue) const UObject
getpropnames(std::vector< std::string > &propnames) const UObject
getprops() const UObject
gotten_byItem
graphicUObject
has_element_damage()Item
has_equip_script() const Item
has_only_default_cprops(const ItemDesc *compare=NULL) const Item
has_resistance(Character *chr)Item
heightUObject
increv()UObject [inline]
inuse() const Item [inline]
inuse(bool newvalue)Item [inline]
inuse_Item [protected]
invisible() const Item [inline]
invisible(bool newvalue)Item [inline]
invisible_Item [protected]
is_gotten() const Item [inline]
is_gotten(bool newvalue)Item [inline]
is_gotten_Item [protected]
isa(UOBJ_CLASS uobj_class) const UObject [inline]
IsCustom() const UHouse [inline]
IsEditing() const UHouse [inline]
isitem() const UObject [inline]
ismobile() const UObject [inline]
ismulti() const UObject [inline]
IsWaitingForAccept() const UHouse [inline]
Item(const ItemDesc &itemdesc, UOBJ_CLASS uobj_class)Item [protected]
item_count() const Item [virtual]
itemdesc() const Item
items_list() const UHouse [protected]
layerItem
list_contents(const UHouse *house, ItemList &items_in, MobileList &chrs_in)UHouse [static]
los_height() const Item [virtual]
make_ref()UMulti [virtual]
merchant_description() const Item
mobiles_list() const UHouse [protected]
movable() const Item [inline]
movable(bool newvalue)Item [inline]
movable_Item [protected]
multidef() const UMulti
multiidUMulti
name() const Item [virtual]
name_UObject [protected]
newbie() const Item [inline]
newbie(bool newvalue)Item [inline]
newbie_Item [protected]
objtype_UObject
on_color_changed()Item [virtual]
on_facing_changed()Item [virtual]
on_invisible_changed()Item
on_use_script_Item [protected]
orphan() const UObject [inline]
owner()Item [virtual]
owner() const Item [virtual]
printDebugProperties(std::ostream &os) const Item [protected, virtual]
printOn(std::ostream &) const UObject [virtual]
printOnDebug(std::ostream &os) const UObject [virtual]
printProperties(std::ostream &os) const UHouse [protected, virtual]
printSelfOn(std::ostream &os) const UObject [virtual]
readobjects(StaticList &vec, short x, short y, short zbase)UHouse [protected, virtual]
UMulti::readobjects(StaticList &vec, s16 rx, s16 ry, s16 zbase)UMulti [inline, virtual]
readProperties(ConfigElem &elem)UHouse [protected, virtual]
readshapes(MapShapeList &vec, short x, short y, short zbase)UHouse [protected, virtual]
UMulti::readshapes(MapShapeList &vec, s16 rx, s16 ry, s16 zbase)UMulti [inline, virtual]
realmUObject
ref_counted(void)ref_counted [inline, protected]
ref_counted_add_ref()UObject [inline]
ref_counted_count() const UObject [inline]
ref_counted_release()UObject [inline]
ref_ptr< Character > classUObject [friend]
ref_ptr< Item > classUObject [friend]
ref_ptr< NPC > classUObject [friend]
ref_ptr< UArmor > classUObject [friend]
ref_ptr< UBoat > classUObject [friend]
ref_ptr< UContainer > classUObject [friend]
ref_ptr< UMulti > classUMulti [friend]
ref_ptr< UObject > classUObject [friend]
ref_ptr< UWeapon > classUObject [friend]
ref_ptr< WornItemsContainer > classUObject [friend]
register_object(UObject *obj)UHouse [virtual]
release(void)ref_counted [inline, protected]
remove_part_of_stack(u16 amount_to_remove)Item
restart_decay_timer()Item
rev() const UObject [inline]
revisionUHouse
run_equip_script(Character *chr, bool startup)Item
run_unequip_script(Character *who)Item
saveonexit() const Item [virtual]
saveonexit(bool newvalue)Item [virtual]
saveonexit_UObject
script_isa(unsigned isatype) const UHouse [protected, virtual]
script_method(const char *membername, Executor &ex)UHouse [protected, virtual]
script_method_id(const int id, Executor &ex)UHouse [protected, virtual]
scripted_create(const ItemDesc &descriptor, u16 x, u16 y, s8 z, Realm *realm, int flags)UHouse [static]
self_as_owner()UObject [virtual]
self_as_owner() const UObject [virtual]
sellprice() const Item
sellprice_Item [protected]
serialUObject
serial_extUObject
set_decay_after(unsigned int seconds)Item
set_dirty()UObject [inline]
set_script_member(const char *membername, const std::string &value)Item [virtual]
set_script_member(const char *membername, int value)Item [virtual]
set_script_member_double(const char *membername, double value)UObject [virtual]
set_script_member_id(const int id, const std::string &value)Item [virtual]
set_script_member_id(const int id, int value)Item [virtual]
set_script_member_id_double(const int id, double value)UObject [virtual]
set_use_script(const std::string &scriptname)Item
setamount(u16 amount)Item
setcolor(u16 newcolor)Item [virtual]
SetCustom(bool custom)UHouse
setfacing(u8 newfacing)Item [virtual]
setgraphic(u16 newobjtype)Item [virtual]
setlayer(unsigned char layer)Item
setname(const std::string &)UObject
setprop(const std::string &propname, const std::string &propvalue)UObject
should_decay(unsigned int gameclock) const Item
slice_stacked_item(u16 this_item_new_amount)Item [virtual]
slot_index() const Item [inline]
slot_index(u8 newvalue)Item [inline]
slot_index_Item [protected]
specific_name() const UObject [inline]
spill_contents(UMulti *supporting_multi)Item [virtual]
Squatter typedefUHouse [private]
Squatters typedefUHouse [private]
squatters_UHouse [private]
stackable() const Item
subamount(u16 amount_subtract)Item
target_tag() const Item [virtual]
tile_layerItem
toplevel_owner()Item [virtual]
toplevel_owner() const Item [virtual]
UHouse(const ItemDesc &itemdesc)UHouse [explicit, protected]
UMulti classUHouse [friend]
UMulti::UMulti(const ItemDesc &itemdesc)UMulti [explicit, protected]
unequip_script_Item [protected]
unregister_object(UObject *obj)UHouse [virtual]
UOBJ_CLASS enum nameUObject
UObject(u32 objtype, UOBJ_CLASS uobj_class)UObject [protected]
UObjectHelper classUObject [friend]
waiting_for_acceptUHouse
walk_on(Character *chr)UHouse [virtual]
weight() const Item [virtual]
weight_of(unsigned short amount) const Item
WorkingCompressedUHouse
WorkingDesignUHouse
xUObject
yUObject
zUObject
~Item()Item [virtual]
~UMulti()UMulti [protected, virtual]
~UObject()UObject [protected, virtual]