/* Blind players see nothing */
if (p_ptr->blind) return FALSE;
- /* Access the cave grid */
c_ptr = &cave[y][x];
/* Note that "torch-lite" yields "illumination" */
feature_type *f_ptr = &f_info[feat];
TERM_COLOR a;
- byte c;
+ SYMBOL_CODE c;
/* Boring grids (floors, etc) */
if (!have_flag(f_ptr->flags, FF_REMEMBER))
if (view_torch_grids &&
((c_ptr->info & (CAVE_LITE | CAVE_MNLT)) || p_ptr->see_nocto))
{
- /* Memorize */
c_ptr->info |= (CAVE_MARK);
}
/* Option -- memorize all perma-lit floors */
else if (view_perma_grids && ((c_ptr->info & (CAVE_GLOW | CAVE_MNDK)) == CAVE_GLOW))
{
- /* Memorize */
c_ptr->info |= (CAVE_MARK);
}
}
/* Memorize normal grids */
else if (have_flag(f_ptr->flags, FF_LOS))
{
- /* Memorize */
c_ptr->info |= (CAVE_MARK);
}
/* Memorize torch-lit walls */
else if (c_ptr->info & (CAVE_LITE | CAVE_MNLT))
{
- /* Memorize */
c_ptr->info |= (CAVE_MARK);
}
/* Memorize walls seen by noctovision of Ninja */
else if (p_ptr->see_nocto)
{
- /* Memorize */
c_ptr->info |= (CAVE_MARK);
}
/* Memorize certain non-torch-lit wall grids */
else if (check_local_illumination(y, x))
{
- /* Memorize */
c_ptr->info |= (CAVE_MARK);
}
}
screen_save();
- /* Note */
prt(_("お待ち下さい...", "Please wait..."), 0, 0);
Term_fresh();
return TRUE;
}
+
+/*!
+ * @brief 地形は開くものであって、かつ開かれているかを返す /
+ * Attempt to open the given chest at the given location
+ * @param feat 地形ID
+ * @return 開いた地形である場合TRUEを返す / Return TRUE if the given feature is an open door
+ */
+bool is_open(FEAT_IDX feat)
+{
+ return have_flag(f_info[feat].flags, FF_CLOSE) && (feat != feat_state(feat, FF_CLOSE));
+}