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Searched refs:can_pass_through_feat (Results 1 – 15 of 15) sorted by relevance

/dports/games/stonesoup/crawl-0.27.1/crawl-ref/source/
H A Dplayer-act.cc175 bool player::can_pass_through_feat(dungeon_feature_type grid) const in can_pass_through_feat() function in player
182 return can_pass_through_feat(actual_grid) in is_habitable_feat()
844 && can_pass_through_feat(env.grid(*di))) in shove()
H A Dlosparam.cc108 if (feat_is_solid(feat) || !mon.can_pass_through_feat(feat)) in operator ()()
H A Dactor.cc83 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()
H A Dspl-transloc.cc387 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()
H A Dactor.h96 virtual bool can_pass_through_feat(dungeon_feature_type grid) const = 0;
H A Dmonster.h269 bool can_pass_through_feat(dungeon_feature_type grid) const override;
H A Dmon-movetarget.cc594 if (!in_bounds(*ri) || !mon->can_pass_through_feat(env.grid(*ri))) in _choose_random_patrol_target_grid()
H A Dwiz-mon.cc758 if (!you.can_pass_through_feat(env.grid(where))) in _move_player()
H A Dspl-goditem.cc697 return !m.detected_monster() && mon.can_pass_through_feat(m.feat()); in _mark_detected_creature()
H A Dplayer.h605 bool can_pass_through_feat(dungeon_feature_type grid) const override;
H A Dmon-ench.cc1188 || !you.can_pass_through_feat(env.grid(newpos)) in _merfolk_avatar_movement_effect()
H A Dabyss.cc1304 if (!you.can_pass_through_feat(feat) || is_feat_dangerous(feat)) in _ensure_player_habitable()
H A Dmon-util.cc4170 return mon->can_pass_through_feat(DNGN_FLOOR) in _mons_can_pass_door()
H A Dmonster.cc311 bool monster::can_pass_through_feat(dungeon_feature_type grid) const in can_pass_through_feat() function in monster
H A Dplayer.cc552 ASSERT(you.can_pass_through_feat(env.grid(p))); in move_player_to_grid()