*/
saved_floor_type saved_floors[MAX_SAVED_FLOORS];
+/*
+ * Grid based version of "cave_empty_bold()"
+ */
+bool is_cave_empty_grid(player_type *player_ptr, grid_type *g_ptr)
+{
+ bool is_empty_grid = cave_have_flag_grid(g_ptr, FF_PLACE);
+ is_empty_grid &= g_ptr->m_idx == 0;
+ is_empty_grid &= !player_grid(player_ptr, g_ptr);
+ return is_empty_grid;
+}
+
+
+bool pattern_tile(floor_type *floor_ptr, POSITION y, POSITION x)
+{
+ return cave_have_flag_bold(floor_ptr, y, x, FF_PATTERN);
+}
+
+
/*!
* @brief 鍵のかかったドアを配置する
* @param player_ptr プレーヤーへの参照ポインタ
/* Require "empty" floor grids */
grid_type *g_ptr;
g_ptr = &player_ptr->current_floor_ptr->grid_array[y][x];
- if (!cave_empty_grid(g_ptr)) continue;
+ if (!is_cave_empty_grid(player_ptr, g_ptr)) continue;
/* Place the monster (allow groups) */
floor_ptr->monster_level = floor_ptr->base_level + 2;