Pol  Rev 533
Character Member List
This is the complete list of members for Character, including all inherited members.
_countref_counted [protected]
acctCharacter
add_ref(void)ref_counted [inline, protected]
add_remote_container(Item *)Character
add_to_be_reportable(u32 serial)Character
aggressor_to_Character [mutable, private]
allCharacter
all_privs() const Character
all_settings() const Character
apply_damage(double damage, Character *source=NULL, bool userepsys=true, bool send_damage_packet=false)Character
apply_raw_damage_hundredths(unsigned int damage, Character *source, bool userepsys=true, bool send_damage_packet=false)Character [virtual]
ar() const Character [inline, virtual]
ar_Character [protected]
ar_mod() const Character [inline, virtual]
ar_mod(s16 new_value)Character [inline, virtual]
ar_mod_Character [protected]
armor_Character [protected]
armor_absorb_damage(double damage)Character [virtual]
as_ref_counted()UObject [inline]
attack(Character *opponent)Character
attackhiddenCharacter
attribute(unsigned attrid) const Character [inline]
attribute(unsigned attrid)Character [inline]
attributesCharacter
award_raw_skillpoints(USKILLID skillid, unsigned short points)Character
backpack() const Character
base typedefCharacter [private]
cached_settingsCharacter [protected]
calc_element_damage(unsigned element) const Character
calc_element_resist(unsigned resist) const Character
calc_single_attribute(const Attribute *pAttr)Character
calc_single_vital(const Vital *pVital)Character
calc_vital_stuff(bool i_mod=true, bool v_mod=true)Character
can_be_heard_as_ghost() const Character
can_be_renamed_by(const Character *chr) const Character [virtual]
can_clothe(const Character *chr) const Character
can_dblclickany() const Character [inline]
can_face(UFACING i_facing)Character
can_hearghosts() const Character
can_move(const Item *item) const Character
can_moveanydist() const Character
can_plogany() const Character
can_rename(const Character *chr) const Character
can_seeinvisitems() const Character [inline]
can_speedhack() const Character
canbeheardasghostCharacter
cancel_menu()Character
cancel_party_invite_timeout()Character
candidate_of() const Character
candidate_of(Party *)Character
candidate_of_Character [private]
carrying_capacity() const Character
casting_spell() const Character [inline]
Character(u32 objtype, UOBJ_CLASS uobj_class=CLASS_CHARACTER)Character [explicit]
Character(const Character &)Character [private]
CharacterSet typedefCharacter
charindex() const Character
check_attack_after_move()Character
check_concealment_level()Character
check_justice_region_change()Character
check_light_region_change()Character
check_music_region_change()Character
check_region_changes()Character
check_skill(USKILLID skillid, int difficulty, unsigned short pointvalue)Character
check_undamaged()Character
check_weather_region_change(bool force=false)Character
CheckPushthrough()Character
choose_armor() const Character
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 Character [protected, virtual]
clean_writesUObject [static]
clear_criminal_timer()Character
clear_dirty() const UObject
clear_gotten_item()Character
clear_my_aggressors()Character
clear_my_lawful_damagers()Character
clear_opponent_of()Character
clear_reportable(u32 serial, polclock_t time)Character
clear_to_be_reportables()Character
clientCharacter
ClientCreateChar(Client *client, struct PKTIN_00 *msg)Character [friend]
ClientCreateChar70160(Client *client, struct PKTIN_F8 *msg)Character [friend]
ClientCreateCharKR(Client *client, struct PKTIN_8D *msg)Character [friend]
clotheanyCharacter
cmdlevelCharacter
colorUObject
commit_to_reportables()Character
concealed() const Character [inline]
concealed_Character [protected]
connectedCharacter
consume(const Vital *pVital, VitalValue &vv, unsigned int amt)Character
copyprops(const UObject &obj)UObject
copyprops(const PropertyList &proplist)UObject
count(void) const ref_counted [inline, protected]
create_trade_container()Character
createchar2(Account *acct, unsigned index)Character [friend]
created_atCharacter [protected]
CreateNewBlankCharacter()Character [friend]
criminal_until_Character [private]
custom_script_method(const char *methodname, Executor &ex)Character [virtual]
CustomHousingMove(unsigned char i_dir)Character
damage_weapon()Character
dblclick_waitCharacter
dblclickanyCharacter
dead() const Character [inline]
dead_Character [protected]
deafened() const Character
deafened_untilCharacter [mutable, protected]
decode_movemode(const std::string &str)Character [static]
delay_mod_Character [protected]
description() const UObject [virtual]
destroy()Character [virtual]
dexterity() const Character
die()Character
dirCharacter
dirty() const UObject
dirty_writesUObject [static]
disable_regeneration_for(int seconds)Character
disable_regeneration_untilCharacter
disable_skills_untilCharacter
disconnect_cleanup()Character
do_attack_effects(Character *target)Character
do_hit_failure_effects()Character
do_hit_success_effects()Character
do_imhit_effects()Character
doors_block() const Character
element_damageUObject
element_damage_modUObject
element_resistUObject
element_resist_modUObject
encode_movemode(MOVEMODE movemode)Character [static]
equip(Item *item)Character
equippable(const Item *item) const Character
eraseprop(const std::string &propname)UObject
evasionchance_mod_Character [protected]
expanded_statbarCharacter
face(UFACING i_facing, int flags=0)Character
facingUObject
find_wornitem(u32 serial) const Character
firewhilemovingCharacter
freemoveCharacter
frozen() const Character [inline]
frozen_Character [protected]
genderCharacter
get_attackable_opponent() const Character
get_base_skill(USKILLID skillid) const Character
get_flag1(Client *client) const Character
get_from_ground(u32 serial, UContainer **found_in)Character
get_hitscript_params(double damage, UArmor **parmor, unsigned short *rawdamage)Character [virtual]
get_opponent() const Character
get_raw_skill(USKILLID skillid) const Character
get_script_member(const char *membername) const Character [virtual]
get_script_member_id(const int id) const Character [virtual]
get_shield() const Character [inline]
get_skill(USKILLID skillid) const Character
get_weapon_skill() const Character
GetAggressorTo() const Character [private]
GetLawFullyDamaged() const Character [private]
getpos_ifmove(UFACING i_facing, unsigned short *px, unsigned short *py)Character
getprop(const std::string &propname, std::string &propvalue) const UObject
getpropnames(std::vector< std::string > &propnames) const UObject
getprops() const UObject
GetReportables() const Character [private]
gold_carried() const Character
gotten_itemCharacter
GOTTEN_ITEM_EQUIPPED_ON_SELF enum valueCharacter
GOTTEN_ITEM_IN_CONTAINER enum valueCharacter
GOTTEN_ITEM_ON_GROUND enum valueCharacter
gotten_item_sourceCharacter
gradual_boostCharacter
grant_privilege(const char *priv)Character
graphicUObject
guild() const Character
guild(Guild *)Character
guild_Character [private]
guildid() const Character
handle_script_cursor(Character *chr, UObject *obj)Character [friend]
has_active_client() const Character
has_active_gump() const Character
has_active_prompt() const Character
has_lawfully_damaged(const Character *chr) const Character
has_party_invite_timeout()Character
has_privilege(const char *priv) const Character
has_shield() const Character [inline]
heal_damage_hundredths(unsigned int damage)Character
hearghostsCharacter
heightUObject
hidden() const Character [inline]
hidden_Character [protected]
hiddenattackCharacter
hilite_color_idx(const Character *seen_by) const Character [virtual]
hitchance_mod_Character [protected]
hostiles() const Character [inline]
ignoredoorsCharacter
ignores_line_of_sight() const Character [inline]
increv()UObject [inline]
inform_criminal(Character *thecriminal)Character [virtual]
inform_disengaged(Character *disengaged)Character [virtual]
inform_engaged(Character *engaged)Character [virtual]
inform_enteredarea(Character *whoentered)Character [virtual]
inform_imoved(Character *chr)Character [virtual]
inform_leftarea(Character *wholeft)Character [virtual]
inform_moved(Character *moved)Character [virtual]
intelligence() const Character
intrinsic_weapon()Character [virtual]
invulCharacter
invul() const Character
is_aggressor_to(const Character *chr) const Character
is_attackable(Character *who) const Character
is_concealed_from_me(const Character *chr) const Character
is_criminal() const Character
is_equipped(const Item *item) const Character
is_guild_ally(const Character *chr) const Character
is_guild_enemy(const Character *chr) const Character
is_house_editing() const Character
is_innocent_to(const Character *chr) const Character
is_murderer() const Character
is_trading() const Character
is_visible() const Character [inline]
is_visible_to_me(const Character *chr) const Character
isa(UOBJ_CLASS uobj_class) const UObject [inline]
isitem() const UObject [inline]
ismobile() const UObject [inline]
ismulti() const UObject [inline]
last_corpseCharacter
lastxCharacter
lastyCharacter
lastzCharacter
lawfully_damaged_Character [mutable, private]
layer_is_equipped(int layer) const Character
lightoverrideCharacter
lightoverride_untilCharacter
load_default_elements()Character [private]
logged_inCharacter
los_height() const Character [virtual]
losanyCharacter
make_aggressor_to(Character *chr)Character
make_criminal(int level=1)Character
make_lawfullydamaged_to(Character *chr)Character
make_murderer(bool newlval=true)Character
make_offline_ref()Character [virtual]
make_ref()Character [virtual]
manual_set_swing_timer(int time)Character
max_hits() const Character
max_hits_hundredths() const Character
max_mana() const Character
max_stamina() const Character
max_weapon_damage() const Character
menuCharacter
menu_selection_made(Client *client, class MenuItem *mi, struct PKTIN_7D *msg)Character [friend]
mightsee(const Item *item) const Character
min_weapon_damage() const Character
MobileCont typedefCharacter [private]
mountedsteps_Character [protected]
move(unsigned char dir)Character
move_reasonCharacter
moveanyCharacter
moveanydistCharacter
movement_costCharacter
movemodeCharacter
MULTIMOVE enum valueCharacter
murderer_Character [private]
name() const UObject [virtual]
name_UObject [protected]
name_color(const Character *seen_by) const Character [virtual]
objtype_UObject
offline_mem_of() const Character
offline_mem_of(Party *)Character
offline_mem_of_Character [private]
on_aos_ext_stat_changed()Character
on_color_changed()Character [virtual]
on_death(Item *corpse)Character [virtual]
on_facing_changed()Character [virtual]
on_menu_selectionCharacter
on_mount() const Character
on_poison_changed()Character [virtual]
on_swing_failure(Character *attacker)Character [virtual]
operator=(const Character &)Character [private]
opponent_Character [protected]
opponent_ofCharacter [protected]
orphan() const UObject [inline]
OTHER enum valueCharacter
owner()UObject [virtual]
owner() const UObject [virtual]
paralyzed() const Character [inline]
paralyzed_Character [protected]
party() const Character
party(Party *)Character
party_Character [private]
party_can_loot() const Character
party_can_loot_Character [private]
party_decline_timeout_Character [private]
ploganyCharacter
poisonedCharacter
position_changed(void)Character
printDebugProperties(std::ostream &os) const Character [protected, virtual]
printOn(std::ostream &os) const Character [protected, virtual]
printOnDebug(std::ostream &os) const UObject [virtual]
printProperties(std::ostream &os) const Character [protected, virtual]
printSelfOn(std::ostream &os) const Character [protected, virtual]
printWornItems(std::ostream &pc, std::ostream &equip) const Character [protected]
privsCharacter [protected]
produce(const Vital *pVital, VitalValue &vv, unsigned int amt)Character
raceCharacter
random_weapon_damage() const Character
readAttributesAndVitals(ConfigElem &elem)Character
readCommonProperties(ConfigElem &elem)Character
readProperties(ConfigElem &elem)Character [virtual]
ready_to_swingCharacter [protected]
realmUObject
realm_changed()Character
recalc_all_skills(void)Character
recalc_skill(int skillnum)Character
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 > classUObject [friend]
ref_ptr< UObject > classUObject [friend]
ref_ptr< UWeapon > classUObject [friend]
ref_ptr< WornItemsContainer > classUObject [friend]
refresh_ar()Character [virtual]
refresh_cached_settings(bool update=true)Character [private]
refresh_element(unsigned element)Character
regen_vital(const Vital *)Character
registered_houseCharacter
release(void)ref_counted [inline, protected]
remote_containers_Character [protected]
removal_cleanup()Character
remove_as_aggressor_to(Character *chr)Character
remove_as_lawful_damager(Character *chr)Character
renameanyCharacter
reportable_Character [private]
ReportableList typedefCharacter [private]
repsys_on_attack(Character *defender)Character [virtual]
repsys_on_damage(Character *defender)Character [virtual]
repsys_on_help(Character *recipient)Character [virtual]
repsys_task_Character [private]
RepSystem classCharacter [friend]
reset_swing_timer()Character
restart_aggressor_timer(Character *chr, polclock_t until)Character
restart_criminal_timer(polclock_t until)Character
restart_lawfully_damaged_timer(Character *chr, polclock_t until)Character
resurrect()Character
rev() const UObject [inline]
revoke_privilege(const char *priv)Character
run_hit_script(Character *defender, double damage)Character
runwhilestealthCharacter
saveonexit() const UObject [virtual]
saveonexit(bool newvalue)UObject [virtual]
saveonexit_UObject
schedule_attack()Character [private]
schedule_spell(class USpell *)Character
script_exCharacter [protected]
script_isa(unsigned isatype) const Character [virtual]
script_method(const char *methodname, Executor &ex)Character [virtual]
script_method_id(const int id, Executor &ex)Character [virtual]
search_remote_containers(u32 serial, bool *isRemoteContainer) const Character
seeghostsCharacter
seehiddenCharacter
seeinvisitemsCharacter
select_opponent(u32 serial)Character
self_as_owner()UObject [virtual]
self_as_owner() const UObject [virtual]
send_highlight() const Character
send_warmode()Character
serialUObject
serial_extUObject
set_caps_to_default()Character
set_current(const Vital *pVital, VitalValue &vv, unsigned int ones)Character
set_current_ones(const Vital *pVital, VitalValue &vv, unsigned int ones)Character
set_dexterity(u16 dexterity)Character
set_dirty()UObject [inline]
set_intelligence(u16 intelligence)Character
set_opponent(Character *opponent, bool inform_old_opponent=true)Character
set_party_can_loot(bool)Character
set_party_invite_timeout()Character
set_privs(const std::string &privlist)Character
set_raw_skill(USKILLID skillid, unsigned int raw_value)Character
set_script_member(const char *membername, const std::string &value)Character [virtual]
set_script_member(const char *membername, int value)Character [virtual]
set_script_member_double(const char *membername, double value)UObject [virtual]
set_script_member_id(const int id, const std::string &value)Character [virtual]
set_script_member_id(const int id, int value)Character [virtual]
set_script_member_id_double(const int id, double value)Character [virtual]
set_setting(const char *setting, bool value)Character
set_stealthsteps(unsigned short newval)Character
set_strength(u16 strength)Character
set_vitals_to_maximum()Character
set_warmode(bool warmode)Character
setcolor(u16 newcolor)UObject [virtual]
setfacing(u8 newfacing)Character [virtual]
setgraphic(u16 newobjtype)Character [virtual]
setname(const std::string &)UObject
setprop(const std::string &propname, const std::string &propvalue)UObject
setting_enabled(const char *setting) const Character
settingsCharacter [protected]
shieldCharacter [protected]
showarmor() const Character
skill_ex_active() const Character [inline]
skillcap_Character
specific_name() const UObject [inline]
speedhackCharacter
spell_taskCharacter [protected]
spellbook(u8 school) const Character
spend_gold(unsigned int amount)Character
squelched() const Character
squelched_untilCharacter [mutable, protected]
start_itemuse_script(EScriptProgram *prog, Item *item, bool start_attached)Character
start_script(EScriptProgram *prog, bool start_attached, BObjectImp *param2=NULL, BObjectImp *param3=NULL, BObjectImp *param4=NULL)Character
start_skill_script(EScriptProgram *prog)Character
start_spell_script(EScriptProgram *prog, USpell *spell)Character
stealthsteps_Character [protected]
stop_skill_script()Character [private]
strength() const Character
strong_enough_to_equip(const Item *item) const Character
swing_taskCharacter [protected]
swing_task_func(Character *chr)Character [private, static]
swing_timer_start_clock_Character [protected]
target_cursor_busy() const Character
target_tag() const Character [virtual]
tcursor2Character
tellmove(void)Character
title_guildCharacter
title_prefixCharacter
title_raceCharacter
title_suffixCharacter
to_be_reportable_Character [private]
ToBeReportableList typedefCharacter [private]
toplevel_owner()UObject [virtual]
toplevel_owner() const UObject [virtual]
trade_acceptedCharacter
trade_container()Character
trading_contCharacter
trading_withCharacter
truecolorCharacter
trueobjtypeCharacter
uclangCharacter
undo_get_item(Character *chr, Item *item)Character [friend]
unequip(Item *item)Character
unhide()Character
UOBJ_CLASS enum nameUObject
UObject(u32 objtype, UOBJ_CLASS uobj_class)UObject [protected]
UObjectHelper classUObject [friend]
UOExecutorModule classCharacter [friend]
update_element(unsigned element, Item *item)Character
valid_equip_layer(const Item *item)Character [static]
validate_stat_ranges()Character
vital(unsigned vitalid) const Character [inline]
vital(unsigned vitalid)Character [inline]
vitalsCharacter
WALKED enum valueCharacter
warmodeCharacter
warmode_waitCharacter
weaponCharacter [protected]
weapon_anim() const Character
weapon_attribute() const Character
weapon_skillid() const Character
weight() const Character [virtual]
wornitem(int layer) const Character
wornitemsCharacter [protected]
wornitems_refCharacter [protected]
write_characters(class SaveContext &sc)Character [friend]
xUObject
yUObject
zUObject
~Character()Character [virtual]
~UObject()UObject [protected, virtual]