it_ptr->ny[it_ptr->cur_dis] = it_ptr->y;
it_ptr->nx[it_ptr->cur_dis] = it_ptr->x;
mmove2(&it_ptr->ny[it_ptr->cur_dis], &it_ptr->nx[it_ptr->cur_dis], creature_ptr->y, creature_ptr->x, it_ptr->ty, it_ptr->tx);
- if (cave_have_flag_bold(creature_ptr->current_floor_ptr, it_ptr->ny[it_ptr->cur_dis], it_ptr->nx[it_ptr->cur_dis], FF_PROJECT))
+ if (cave_has_flag_bold(creature_ptr->current_floor_ptr, it_ptr->ny[it_ptr->cur_dis], it_ptr->nx[it_ptr->cur_dis], FF_PROJECT))
return FALSE;
it_ptr->hit_wall = TRUE;
if (!it_ptr->do_drop)
return;
- if (cave_have_flag_bold(creature_ptr->current_floor_ptr, it_ptr->y, it_ptr->x, FF_PROJECT))
+ if (cave_has_flag_bold(creature_ptr->current_floor_ptr, it_ptr->y, it_ptr->x, FF_PROJECT))
(void)drop_near(creature_ptr, it_ptr->q_ptr, it_ptr->corruption_possibility, it_ptr->y, it_ptr->x);
else
(void)drop_near(creature_ptr, it_ptr->q_ptr, it_ptr->corruption_possibility, it_ptr->prev_y, it_ptr->prev_x);