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Searched refs:LOS_SOLID (Results 1 – 22 of 22) sorted by relevance

/dports/games/stonesoup/crawl-0.27.1/crawl-ref/source/
H A Dlos-type.h9 LOS_SOLID = (1 << 2), // o o o T enumerator
H A Dbloodspatter.cc94 && cell_see_cell(from, *ai, LOS_SOLID) in _orient_wall_blood()
208 if (in_bounds(bloody) && cell_see_cell(origin, bloody, LOS_SOLID)) in blood_spray()
H A Dlosglobal.cc97 case LOS_SOLID: in _update_globallos_at()
H A Dmon-explode.cc286 targeter_radius hitfunc(mons, LOS_SOLID); in explode_monster()
H A Dspl-damage.cc81 && cell_see_cell(caster.pos(), *di, LOS_SOLID) in _find_closest_target()
221 && cell_see_cell(*di, beam.target, LOS_SOLID) in _chain_lightning_to()
265 && cell_see_cell(*di, you.pos(), LOS_SOLID) in chain_lightning_targets()
409 if (!cell_see_cell(source, mi->pos(), LOS_SOLID) in cast_chain_spell()
459 && cell_see_cell(source, you.pos(), LOS_SOLID)) in cast_chain_spell()
1518 if (!cell_see_cell(you.pos(), *di, LOS_SOLID)) in cast_shatter()
1580 if (!cell_see_cell(caster->pos(), *di, LOS_SOLID)) in mons_shatter()
H A Devoke.cc392 for (actor_near_iterator ai(agent->pos(), LOS_SOLID); ai; ++ai) in wind_blast()
498 && cell_see_cell(agent->pos(), *di, LOS_SOLID) in wind_blast()
H A Dgod-passive.cc897 for (radius_iterator ri(you.pos(), radius, C_SQUARE, LOS_SOLID, true); in qazlal_storm_clouds()
1331 for (radius_iterator ai(you.pos(), 2, C_SQUARE, LOS_SOLID); ai; ++ai) in wu_jian_heaven_tick()
H A Dspl-transloc.cc1145 if (!cell_see_cell(you.pos(), where, LOS_SOLID)) in cast_apportation()
1452 for (actor_near_iterator ai(pos, LOS_SOLID); ai; ++ai) in fatal_attraction()
H A Dareas.cc149 for (radius_iterator ri(a->pos(), r, C_SQUARE, LOS_SOLID); ri; ++ri) in _actor_areas()
H A Dlos.cc884 && how != LOS_SOLID) in mons_opacity()
H A Dmon-project.cc139 for (monster_near_iterator mi(you.pos(), LOS_SOLID); mi; ++mi) in _burst_iood_target()
H A Dmon-cast.cc3154 targeter_radius hitfunc(mons, LOS_SOLID); in _corrupting_pulse()
3158 && cell_see_cell(you.pos(), mons->pos(), LOS_SOLID)) in _corrupting_pulse()
4614 if (!cell_see_cell(mons->pos(), *di, LOS_SOLID)) in _mons_fragment_target()
4991 for (radius_iterator ri(defender.pos(), LOS_SOLID); ri; ++ri) in _flay()
5001 for (radius_iterator ri(defender.pos(), LOS_SOLID); ri; ++ri) in _flay()
5264 for (radius_iterator ri(beam.target, radius, C_SQUARE, LOS_SOLID, true); in _mons_upheaval()
6234 if (foe && cell_see_cell(mons->pos(), foe->pos(), LOS_SOLID)) in mons_cast()
7697 for (actor_near_iterator ai(foe->pos(), LOS_SOLID); ai; ++ai) in _monster_spell_goodness()
H A Dstartup.cc214 for (radius_iterator ri(you.pos(), LOS_SOLID); ri; ++ri) in _zap_los_monsters()
H A Dmon-abil.cc727 targeter_radius hitfunc(*mi, LOS_SOLID); in lost_soul_revive()
H A Dspl-goditem.cc1072 for (radius_iterator ri(where, LOS_SOLID, true); ri; ++ri) in holy_word()
H A Dgod-abil.cc210 for (radius_iterator ri(you.pos(), 3, C_SQUARE, LOS_SOLID); ri; ++ri) in bless_weapon()
220 for (radius_iterator ri(you.pos(), 2, C_SQUARE, LOS_SOLID); ri; ++ri) in bless_weapon()
3393 for (radius_iterator ri(beam.target, max_radius, C_SQUARE, LOS_SOLID, true); in qazlal_upheaval()
5928 for (radius_iterator ai(you.pos(), 2, C_SQUARE, LOS_SOLID); ai; ++ai) in wu_jian_heavenly_storm()
H A Dl-you.cc561 LOS_SOLID)) in LUARET1()
H A Dmon-behv.cc47 for (radius_iterator ri(mon->pos(), guess_radius, C_SQUARE, LOS_SOLID); ri; ++ri) in _guess_invis_foe_pos()
H A Dmon-act.cc1401 && !cell_see_cell(you.pos(), mons.pos(), LOS_SOLID)) in _pre_monster_move()
H A Dxom.cc2928 for (radius_iterator ri(you.pos(), 2, C_SQUARE, LOS_SOLID, true); ri; in _xom_choose_good_action()
H A Dability.cc2341 targeter_radius hitfunc(&you, LOS_SOLID, 2); in _do_ability()
H A Dmon-place.cc942 if ((leader == 0 || cell_see_cell(fpos, leader->pos(), LOS_SOLID)) in _place_monster_aux()