Lines Matching refs:_party

56 	Party &party = *_vm->_party;  in drawParty()
124 int charNum = _vm->_party->_activeParty.indexOf(*c); in highlightChar()
181 Party &party = *_vm->_party; in setup()
266 Party &party = *_vm->_party; in perform()
601 if (!_vm->_party->_dead) { in chargeStep()
602 _vm->_party->changeTime(_vm->_map->_isOutdoors ? 10 : 1); in chargeStep()
612 Party &party = *_vm->_party; in stepTime()
632 Party &party = *_vm->_party; in doStepCode()
706 Party &party = *_vm->_party; in startFalling()
914 Party &party = *_vm->_party; in checkMoveDirection()
1023 Party &party = *_vm->_party; in rest()
1121 Party &party = *_vm->_party; in bash()
1212 Party &party = *_vm->_party; in draw3d()
1273 Party &party = *_vm->_party; in handleFalling()
1366 _borderSprites.draw(windows[0], _vm->_party->_levitateCount ? _levitateUIFrame + 16 : 16, in assembleBorder()
1372 (_thinWall && _vm->_party->checkSkill(SPOT_DOORS)) ? _spotDoorsUIFrame + 28 : 28, in assembleBorder()
1378 (combat._dangerPresent && _vm->_party->checkSkill(DANGER_SENSE)) ? _spotDoorsUIFrame + 40 : 40, in assembleBorder()
1395 if (!_vm->_party->_clairvoyanceActive) { in assembleBorder()
1408 _fecpSprites.draw(0, _vm->_party->_fireResistence ? 1 : 0, in assembleBorder()
1410 _fecpSprites.draw(0, _vm->_party->_electricityResistence ? 3 : 2, in assembleBorder()
1412 _fecpSprites.draw(0, _vm->_party->_coldResistence ? 5 : 4, in assembleBorder()
1414 _fecpSprites.draw(0, _vm->_party->_poisonResistence ? 7 : 6, in assembleBorder()
1417 _fecpSprites.draw(0, _vm->_party->_fireResistence ? 9 : 8, in assembleBorder()
1419 _fecpSprites.draw(0, _vm->_party->_electricityResistence ? 11 : 10, in assembleBorder()
1421 _fecpSprites.draw(0, _vm->_party->_coldResistence ? 13 : 12, in assembleBorder()
1423 _fecpSprites.draw(0, _vm->_party->_poisonResistence ? 15 : 14, in assembleBorder()
1429 if (_vm->_party->_blessed) { in assembleBorder()
1435 if (_vm->_party->_powerShield) { in assembleBorder()
1442 if (_vm->_party->_holyBonus) { in assembleBorder()
1448 if (_vm->_party->_heroism) { in assembleBorder()
1454 if (_vm->_party->checkSkill(DIRECTION_SENSE) && !_vm->_noDirectionSense) { in assembleBorder()
1455 const char *dirText = Res.DIRECTION_TEXT_UPPER[_vm->_party->_mazeDirection]; in assembleBorder()
1469 Party &party = *_vm->_party; in doCombat()
1776 Party &party = *_vm->_party; in nextChar()
1851 Party &party = *_vm->_party; in spellFX()