/dports/games/stonesoup/crawl-0.27.1/crawl-ref/source/ |
H A D | god-item.cc | 57 bool is_holy_item(const item_def& item, bool calc_unid) in is_holy_item() argument 73 if (calc_unid || item_brand_known(item)) in is_holy_item() 77 if (!calc_unid && !item_type_known(item)) in is_holy_item() 101 if (!calc_unid && !item_type_known(item)) in is_potentially_evil_item() 143 if (calc_unid || item_brand_known(item)) in is_evil_item() 153 if (!calc_unid && !item_type_known(item)) in is_evil_item() 200 && (calc_unid || item_brand_known(item))) in is_chaotic_item() 205 if (!calc_unid && !item_type_known(item)) in is_chaotic_item() 288 if (calc_unid || item_brand_known(item)) in is_hasty_item() 292 if (!calc_unid && !item_type_known(item)) in is_hasty_item() [all …]
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H A D | actor.cc | 209 bool actor::res_corr(bool calc_unid, bool temp) const in res_corr() argument 238 bool actor::angry(bool calc_unid, bool items) const in angry() argument 248 bool actor::faith(bool calc_unid, bool items) const in faith() argument 268 UNUSED(calc_unid); in spec_evoke() 290 bool actor::rmut_from_item(bool calc_unid) const in rmut_from_item() 292 return scan_artefacts(ARTP_RMUT, calc_unid); in rmut_from_item() 295 bool actor::evokable_berserk(bool calc_unid) const in evokable_berserk() 297 return scan_artefacts(ARTP_BERSERK, calc_unid); in evokable_berserk() 300 bool actor::evokable_invis(bool calc_unid) const in evokable_invis() 307 int actor::equip_flight(bool calc_unid) const in equip_flight() [all …]
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H A D | actor.h | 121 bool calc_unid = true) const = 0; 123 bool calc_unid = true) const = 0; 125 bool calc_unid = true, 261 virtual int armour_class(bool calc_unid = true) const = 0; 293 virtual int res_acid(bool calc_unid = true) const = 0; 309 virtual int willpower(bool calc_unid = true) const = 0; 317 bool has_notele_item(bool calc_unid = true, 330 virtual bool rmut_from_item(bool calc_unid = true) const; 331 virtual bool evokable_berserk(bool calc_unid = true) const; 332 virtual bool evokable_invis(bool calc_unid = true) const; [all …]
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H A D | god-item.h | 11 bool is_holy_item(const item_def& item, bool calc_unid = true); 12 bool is_potentially_evil_item(const item_def& item, bool calc_unid = true); 13 bool is_evil_item(const item_def& item, bool calc_unid = true); 14 bool is_unclean_item(const item_def& item, bool calc_unid = true); 15 bool is_chaotic_item(const item_def& item, bool calc_unid = true); 16 bool is_hasty_item(const item_def& item, bool calc_unid = true); 17 bool is_wizardly_item(const item_def& item, bool calc_unid = true);
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H A D | player.h | 516 bool can_see_invisible(bool calc_unid = true) const override; 657 bool calc_unid = true, 759 int res_acid(bool calc_unid = true) const override; 992 int player_prot_life(bool calc_unid = true, bool temp = true, 999 int player_res_cold(bool calc_unid = true, bool temp = true, 1001 int player_res_acid(bool calc_unid = true, bool items = true); 1010 int player_res_fire(bool calc_unid = true, bool temp = true, 1013 int player_res_steam(bool calc_unid = true, bool temp = true, 1016 int player_res_poison(bool calc_unid = true, bool temp = true, 1018 int player_willpower(bool calc_unid = true, bool temp = true); [all …]
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H A D | monster.h | 282 int wearing(equipment_type slot, int type, bool calc_unid = true) const 284 int wearing_ego(equipment_type slot, int type, bool calc_unid = true) const 287 bool calc_unid = true, 394 int res_acid(bool calc_unid = true) const override; 398 int willpower(bool calc_unid = true) const override; 399 bool no_tele(bool calc_unid = true, bool permit_id = true, 401 bool res_corr(bool calc_unid = true, bool temp = true) const override; 405 bool cloud_immune(bool calc_unid = true, bool items = true) const override; 411 bool can_see_invisible(bool calc_unid = true) const override; 465 int armour_class(bool calc_unid = true) const override; [all …]
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H A D | player.cc | 897 && (calc_unid in wearing() 913 && (calc_unid in wearing() 1071 int player_teleport(bool calc_unid) in player_teleport() argument 1410 return actor::res_corr(calc_unid, temp); in res_corr() 1413 int player_res_acid(bool calc_unid, bool items) in player_res_acid() argument 3258 return actor::clarity(calc_unid, items); in clarity() 3399 bool calc_unid, in scan_artefacts() argument 6099 int player::res_acid(bool calc_unid) const in res_acid() 6101 return player_res_acid(calc_unid); in res_acid() 6223 int player_willpower(bool calc_unid, bool temp) in player_willpower() argument [all …]
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H A D | output.cc | 2410 const int rfire = player_res_fire(calc_unid); in _get_overview_resistances() 2413 const int rcold = player_res_cold(calc_unid); in _get_overview_resistances() 2425 const int rcorr = you.res_corr(calc_unid); in _get_overview_resistances() 2463 const int faith = you.faith(calc_unid); in _get_overview_resistances() 2470 const int reflect = you.reflection(calc_unid) in _get_overview_resistances() 2474 const int harm = you.extra_harm(calc_unid); in _get_overview_resistances() 2486 const int rclar = you.clarity(calc_unid); in _get_overview_resistances() 2503 if (you.no_tele(calc_unid)) in _get_overview_resistances() 2505 else if (player_teleport(calc_unid)) in _get_overview_resistances() 2509 const int no_cast = you.no_cast(calc_unid); in _get_overview_resistances() [all …]
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H A D | monster.cc | 3183 bool calc_unid = true) in _weapons_with_prop() argument 3311 int monster::armour_class(bool calc_unid) const in armour_class() 3321 ac += armour_bonus(*armour, calc_unid); in armour_class() 3326 && (calc_unid in armour_class() 3440 && (calc_unid in evasion() 3992 return actor::res_corr(calc_unid, temp); in res_corr() 3995 int monster::res_acid(bool calc_unid) const in res_acid() 4012 int monster::willpower(bool calc_unid) const in willpower() 4095 if (has_notele_item(calc_unid)) in no_tele() 5159 bool monster::can_see_invisible(bool calc_unid) const in can_see_invisible() [all …]
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H A D | mon-util.cc | 447 int monster::wearing(equipment_type slot, int sub_type, bool calc_unid) const in wearing() 470 && (slot == EQ_WEAPON || calc_unid in wearing() 503 && (calc_unid || item_type_known(*item))) in wearing() 517 int monster::wearing_ego(equipment_type slot, int special, bool calc_unid) const in wearing_ego() 537 && (calc_unid || item_type_known(*item))) in wearing_ego() 554 && (calc_unid || item_type_known(*item))) in wearing_ego() 566 && (calc_unid || item_type_known(*item))) in wearing_ego()
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