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Searched refs:square_isvisibletrap (Results 1 – 7 of 7) sorted by relevance

/dports/games/angband/Angband-4.2.2/src/
H A Dplayer-path.c75 if (square_isvisibletrap(cave, grid) && !player_is_trapsafe(player)) { in is_valid_pf()
605 if (square_isvisibletrap(cave, grid) && in run_test()
H A Dcave-map.c449 square_isvisibletrap(c, a_grid)) { in wiz_light()
515 square_isvisibletrap(c, a_grid)) { in wiz_dark()
H A Dcave-square.c807 bool square_isvisibletrap(struct chunk *c, struct loc grid) in square_isvisibletrap() function
817 return !square_isvisibletrap(c, grid) && square_isplayertrap(c, grid); in square_issecrettrap()
825 return square_isvisibletrap(c, grid) && in square_isdisabledtrap()
835 return square_isvisibletrap(c, grid) && square_isplayertrap(c, grid); in square_isdisarmabletrap()
H A Dtarget.c344 if (square_isvisibletrap(cave, grid)) return true; in target_accept()
H A Dui-target.c526 if (square_isvisibletrap(cave, loc(x, y))) { in target_set_interactive_aux()
577 if (square_isvisibletrap(cave, loc(x, y))) in target_set_interactive_aux()
H A Dtrap.c455 if (square_isvisibletrap(c, grid)) { in square_memorize_traps()
H A Dcave.h374 bool square_isvisibletrap(struct chunk *c, struct loc grid);