Searched refs:can_pass_through_feat (Results 1 – 15 of 15) sorted by relevance
175 bool player::can_pass_through_feat(dungeon_feature_type grid) const in can_pass_through_feat() function in player182 return can_pass_through_feat(actual_grid) in is_habitable_feat()844 && can_pass_through_feat(env.grid(*di))) in shove()
108 if (feat_is_solid(feat) || !mon.can_pass_through_feat(feat)) in operator ()()
83 return can_pass_through_feat(env.grid[x][y]); in can_pass_through()88 return can_pass_through_feat(env.grid(c)); in can_pass_through()986 if (!can_pass_through_feat(env.grid(newpos))) in collide()
387 if (!you.can_pass_through_feat(env.grid(pos))) in _check_charge_through()1414 if (!victim->can_pass_through_feat(env.grid(newpos))) in _attract_actor()1567 return mons.can_pass_through_feat(env.grid(pos)) in _can_move_mons_to()
96 virtual bool can_pass_through_feat(dungeon_feature_type grid) const = 0;
269 bool can_pass_through_feat(dungeon_feature_type grid) const override;
594 if (!in_bounds(*ri) || !mon->can_pass_through_feat(env.grid(*ri))) in _choose_random_patrol_target_grid()
758 if (!you.can_pass_through_feat(env.grid(where))) in _move_player()
697 return !m.detected_monster() && mon.can_pass_through_feat(m.feat()); in _mark_detected_creature()
605 bool can_pass_through_feat(dungeon_feature_type grid) const override;
1188 || !you.can_pass_through_feat(env.grid(newpos)) in _merfolk_avatar_movement_effect()
1304 if (!you.can_pass_through_feat(feat) || is_feat_dangerous(feat)) in _ensure_player_habitable()
4170 return mon->can_pass_through_feat(DNGN_FLOOR) in _mons_can_pass_door()
311 bool monster::can_pass_through_feat(dungeon_feature_type grid) const in can_pass_through_feat() function in monster
552 ASSERT(you.can_pass_through_feat(env.grid(p))); in move_player_to_grid()