Searched refs:is_habitable_feat (Results 1 – 13 of 13) sorted by relevance
101 virtual bool is_habitable_feat(dungeon_feature_type actual_grid) const = 0;
180 bool player::is_habitable_feat(dungeon_feature_type actual_grid) const in is_habitable_feat() function in player
271 bool is_habitable_feat(dungeon_feature_type actual_grid) const override;
93 return is_habitable_feat(env.grid(_pos)); in is_habitable()
1626 if (orig_actor && !orig_actor->is_habitable_feat(dest_feat)) in _ok_dest_cell()1628 if (dest_actor && !dest_actor->is_habitable_feat(orig_feat)) in _ok_dest_cell()
3202 || !defender->is_habitable_feat(env.grid(new_pos)) in do_knockback()3204 || !attacker->is_habitable_feat(env.grid(old_pos)) in do_knockback()
607 bool is_habitable_feat(dungeon_feature_type actual_grid) const
761 && (dir == RDIR_REST || you.is_habitable_feat(env.grid(next_pos))) in _start_running()
1358 if (!mon || mon->is_habitable_feat(DNGN_DEEP_WATER)) in cast_summon_forest()
1366 if (you.is_habitable_feat(env.grid(*di)) in _place_player()
208 if (!mon->is_habitable_feat(feat)) in monster_can_submerge()
316 bool monster::is_habitable_feat(dungeon_feature_type actual_grid) const in is_habitable_feat() function in monster
1165 && !env.mons[env.mgrid(c)].is_habitable_feat(fill)) in _process_disconnected_zones()