return FALSE;
}
- if (!cave_have_flag_grid(g_ptr, FF_TUNNEL)) {
+ if (!cave_has_flag_grid(g_ptr, FF_TUNNEL)) {
msg_print(_("そこには掘るものが見当たらない。", "You see nothing there to tunnel."));
return FALSE;
}
grid_type *g_ptr;
g_ptr = &player_ptr->current_floor_ptr->grid_array[player_ptr->y][player_ptr->x];
- if (!cave_have_flag_grid(g_ptr, FF_STORE)) {
+ if (!cave_has_flag_grid(g_ptr, FF_STORE)) {
msg_print(_("ここには店がありません。", "You see no store here."));
return;
}
if (snipe_type == SP_KILL_WALL) {
g_ptr = &shooter_ptr->current_floor_ptr->grid_array[ny][nx];
- if (cave_have_flag_grid(g_ptr, FF_HURT_ROCK) && !g_ptr->m_idx) {
+ if (cave_has_flag_grid(g_ptr, FF_HURT_ROCK) && !g_ptr->m_idx) {
if (g_ptr->info & (CAVE_MARK))
msg_print(_("岩が砕け散った。", "Wall rocks were shattered."));
/* Forget the wall */
bool cave_los_grid(grid_type *grid_ptr) { return feat_supports_los(grid_ptr->feat); }
-bool cave_have_flag_grid(grid_type *grid_ptr, int feature_flags) { return has_flag(f_info[grid_ptr->feat].flags, feature_flags); }
+bool cave_has_flag_grid(grid_type *grid_ptr, int feature_flags) { return has_flag(f_info[grid_ptr->feat].flags, feature_flags); }
/*
* Determine if a "legal" grid is a "clean" floor grid
bool cave_los_bold(floor_type *floor_ptr, POSITION y, POSITION x);
bool feat_supports_los(FEAT_IDX f_idx);
bool cave_los_grid(grid_type *grid_ptr);
-bool cave_have_flag_grid(grid_type *grid_ptr, int feature_flags);
+bool cave_has_flag_grid(grid_type *grid_ptr, int feature_flags);
bool cave_clean_bold(floor_type *floor_ptr, POSITION y, POSITION x);
bool cave_drop_bold(floor_type *floor_ptr, POSITION y, POSITION x);
bool pattern_tile(floor_type *floor_ptr, POSITION y, POSITION x);
continue;
/* Do not convert permanent features */
- if (cave_have_flag_grid(g_ptr, FF_PERMANENT))
+ if (cave_has_flag_grid(g_ptr, FF_PERMANENT))
continue;
/*
continue;
/* Want square to be in the circle and accessable. */
- if ((distance(j, i, y, x) < 4) && !cave_have_flag_grid(g_ptr, FF_PERMANENT)) {
+ if ((distance(j, i, y, x) < 4) && !cave_has_flag_grid(g_ptr, FF_PERMANENT)) {
/*
* Clear previous contents, add feature
* The border mainly gets trees, while the center gets rubble
continue;
g_ptr = &floor_ptr->grid_array[y][x];
- if (!cave_have_flag_grid(g_ptr, FF_MOVE) && !is_closed_door(subject_ptr, g_ptr->feat))
+ if (!cave_has_flag_grid(g_ptr, FF_MOVE) && !is_closed_door(subject_ptr, g_ptr->feat))
continue;
if (!player_has_los_bold(subject_ptr, y, x))
continue;
for (x = 0; x < floor_ptr->width; x++) {
grid_type *g_ptr;
g_ptr = &floor_ptr->grid_array[y][x];
- if (!cave_have_flag_grid(g_ptr, FF_ENTRANCE))
+ if (!cave_has_flag_grid(g_ptr, FF_ENTRANCE))
continue;
if (g_ptr->m_idx != 0)
POSITION x = x1 + ddx_ddd[i];
grid_type *g_ptr;
g_ptr = &floor_ptr->grid_array[y][x];
- if (cave_have_flag_grid(g_ptr, FF_WALL) || !is_floor_grid(g_ptr) || ((g_ptr->info & CAVE_ROOM) != 0))
+ if (cave_has_flag_grid(g_ptr, FF_WALL) || !is_floor_grid(g_ptr) || ((g_ptr->info & CAVE_ROOM) != 0))
continue;
k++;
*/
bool is_known_trap(player_type *player_ptr, grid_type *g_ptr)
{
- if (!g_ptr->mimic && !cave_have_flag_grid(g_ptr, FF_SECRET) && is_trap(player_ptr, g_ptr->feat))
+ if (!g_ptr->mimic && !cave_has_flag_grid(g_ptr, FF_SECRET) && is_trap(player_ptr, g_ptr->feat))
return TRUE;
else
return FALSE;
*/
bool is_hidden_door(player_type *player_ptr, grid_type *g_ptr)
{
- if ((g_ptr->mimic || cave_have_flag_grid(g_ptr, FF_SECRET)) && is_closed_door(player_ptr, g_ptr->feat))
+ if ((g_ptr->mimic || cave_has_flag_grid(g_ptr, FF_SECRET)) && is_closed_door(player_ptr, g_ptr->feat))
return TRUE;
else
return FALSE;
continue;
/* Ignore "walls" and "rubble" */
- if (!cave_have_flag_grid(g_ptr, FF_MOVE) && !is_closed_door(subject_ptr, g_ptr->feat))
+ if (!cave_has_flag_grid(g_ptr, FF_MOVE) && !is_closed_door(subject_ptr, g_ptr->feat))
continue;
/* Save the flow cost */
bool cave_valid_bold(floor_type *floor_ptr, POSITION y, POSITION x)
{
grid_type *g_ptr = &floor_ptr->grid_array[y][x];
- if (cave_have_flag_grid(g_ptr, FF_PERMANENT))
+ if (cave_has_flag_grid(g_ptr, FF_PERMANENT))
return FALSE;
OBJECT_IDX next_o_idx = 0;
{
grid_type *g_ptr = &trapped_ptr->current_floor_ptr->grid_array[y][x];
- if (cave_have_flag_grid(g_ptr, FF_SECRET)) {
+ if (cave_has_flag_grid(g_ptr, FF_SECRET)) {
/* No longer hidden */
cave_alter_feat(trapped_ptr, y, x, FF_SECRET);
} else if (g_ptr->mimic) {
term_queue_bigchar(panel_col_of(nx), ny - panel_row_prt, a, c, ta, tc);
}
- if ((g_ptr->info & CAVE_MARK) && !cave_have_flag_grid(g_ptr, FF_PROJECT))
+ if ((g_ptr->info & CAVE_MARK) && !cave_has_flag_grid(g_ptr, FF_PROJECT))
break;
if (nx == x && ny == y)
return FALSE;
}
- if (!cave_have_flag_grid(g_ptr, FF_CAN_DIG) || !cave_have_flag_grid(g_ptr, FF_HURT_ROCK)) {
+ if (!cave_has_flag_grid(g_ptr, FF_CAN_DIG) || !cave_has_flag_grid(g_ptr, FF_HURT_ROCK)) {
msg_print(_("\8dd\82·\82¬\82Ä\95ö\82¹\82È\82©\82Á\82½\81B", "You failed to make ammo."));
return TRUE;
}
if ((g_ptr->info & (CAVE_LITE | CAVE_MNLT | CAVE_MNDK | CAVE_VIEW)) != CAVE_VIEW)
return;
- if (!cave_los_grid(g_ptr) && !cave_have_flag_grid(g_ptr, FF_PROJECT)) {
+ if (!cave_los_grid(g_ptr) && !cave_has_flag_grid(g_ptr, FF_PROJECT)) {
if (((y < subject_ptr->y) && (y > ml_ptr->mon_fy)) || ((y > subject_ptr->y) && (y < ml_ptr->mon_fy))) {
dpf = subject_ptr->y - ml_ptr->mon_fy;
d = y - ml_ptr->mon_fy;
add_mon_lite(subject_ptr, ml_ptr->mon_fy + 2, ml_ptr->mon_fx, ml_ptr);
add_mon_lite(subject_ptr, ml_ptr->mon_fy + 2, ml_ptr->mon_fx - 1, ml_ptr);
g_ptr = &floor_ptr->grid_array[ml_ptr->mon_fy + 2][ml_ptr->mon_fx];
- if ((rad == 3) && cave_have_flag_grid(g_ptr, f_flag)) {
+ if ((rad == 3) && cave_has_flag_grid(g_ptr, f_flag)) {
add_mon_lite(subject_ptr, ml_ptr->mon_fy + 3, ml_ptr->mon_fx + 1, ml_ptr);
add_mon_lite(subject_ptr, ml_ptr->mon_fy + 3, ml_ptr->mon_fx, ml_ptr);
add_mon_lite(subject_ptr, ml_ptr->mon_fy + 3, ml_ptr->mon_fx - 1, ml_ptr);
add_mon_lite(subject_ptr, ml_ptr->mon_fy - 2, ml_ptr->mon_fx, ml_ptr);
add_mon_lite(subject_ptr, ml_ptr->mon_fy - 2, ml_ptr->mon_fx - 1, ml_ptr);
g_ptr = &floor_ptr->grid_array[ml_ptr->mon_fy - 2][ml_ptr->mon_fx];
- if ((rad == 3) && cave_have_flag_grid(g_ptr, f_flag)) {
+ if ((rad == 3) && cave_has_flag_grid(g_ptr, f_flag)) {
add_mon_lite(subject_ptr, ml_ptr->mon_fy - 3, ml_ptr->mon_fx + 1, ml_ptr);
add_mon_lite(subject_ptr, ml_ptr->mon_fy - 3, ml_ptr->mon_fx, ml_ptr);
add_mon_lite(subject_ptr, ml_ptr->mon_fy - 3, ml_ptr->mon_fx - 1, ml_ptr);
add_mon_lite(subject_ptr, ml_ptr->mon_fy, ml_ptr->mon_fx + 2, ml_ptr);
add_mon_lite(subject_ptr, ml_ptr->mon_fy - 1, ml_ptr->mon_fx + 2, ml_ptr);
g_ptr = &floor_ptr->grid_array[ml_ptr->mon_fy][ml_ptr->mon_fx + 2];
- if ((rad == 3) && cave_have_flag_grid(g_ptr, f_flag)) {
+ if ((rad == 3) && cave_has_flag_grid(g_ptr, f_flag)) {
add_mon_lite(subject_ptr, ml_ptr->mon_fy + 1, ml_ptr->mon_fx + 3, ml_ptr);
add_mon_lite(subject_ptr, ml_ptr->mon_fy, ml_ptr->mon_fx + 3, ml_ptr);
add_mon_lite(subject_ptr, ml_ptr->mon_fy - 1, ml_ptr->mon_fx + 3, ml_ptr);
add_mon_lite(subject_ptr, ml_ptr->mon_fy, ml_ptr->mon_fx - 2, ml_ptr);
add_mon_lite(subject_ptr, ml_ptr->mon_fy - 1, ml_ptr->mon_fx - 2, ml_ptr);
g_ptr = &floor_ptr->grid_array[ml_ptr->mon_fy][ml_ptr->mon_fx - 2];
- if ((rad == 3) && cave_have_flag_grid(g_ptr, f_flag)) {
+ if ((rad == 3) && cave_has_flag_grid(g_ptr, f_flag)) {
add_mon_lite(subject_ptr, ml_ptr->mon_fy + 1, ml_ptr->mon_fx - 3, ml_ptr);
add_mon_lite(subject_ptr, ml_ptr->mon_fy, ml_ptr->mon_fx - 3, ml_ptr);
add_mon_lite(subject_ptr, ml_ptr->mon_fy - 1, ml_ptr->mon_fx - 3, ml_ptr);
int next_y = *yp + tonari_y[next][i];
grid_type *g_ptr;
g_ptr = &target_ptr->current_floor_ptr->grid_array[next_y][next_x];
- if (!cave_have_flag_grid(g_ptr, f_flag))
+ if (!cave_has_flag_grid(g_ptr, f_flag))
continue;
if (path_check(target_ptr, m_ptr->fy, m_ptr->fx, next_y, next_x)) {
continue;
/* Skip non-empty grids */
- if (!cave_have_flag_grid(g_ptr, FF_MOVE) && !cave_have_flag_grid(g_ptr, FF_CAN_FLY)) {
+ if (!cave_has_flag_grid(g_ptr, FF_MOVE) && !cave_has_flag_grid(g_ptr, FF_CAN_FLY)) {
if (!can_player_ride_pet(creature_ptr, g_ptr, FALSE))
continue;
}
- if (cave_have_flag_grid(g_ptr, FF_PATTERN))
+ if (cave_has_flag_grid(g_ptr, FF_PATTERN))
continue;
/* Count "safe" grids */
*/
static 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);
+ bool is_empty_grid = cave_has_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;
}
}
- if (cave_have_flag_grid(g_ptr, flag)) {
+ if (cave_has_flag_grid(g_ptr, flag)) {
disclose_grid(caster_ptr, y, x);
g_ptr->info |= (CAVE_MARK);
lite_spot(caster_ptr, y, x);
delete_all_items_from_floor(caster_ptr, y, x);
/* Destroy "non-permanent" grids */
- if (cave_have_flag_grid(g_ptr, FF_PERMANENT))
+ if (cave_has_flag_grid(g_ptr, FF_PERMANENT))
continue;
/* Wall (or floor) type */
for (int i = 0; i < 9; i++) {
g_ptr = &caster_ptr->current_floor_ptr->grid_array[caster_ptr->y + ddy_ddd[i]][caster_ptr->x + ddx_ddd[i]];
- if (!cave_have_flag_grid(g_ptr, FF_PROJECT)) {
+ if (!cave_has_flag_grid(g_ptr, FF_PROJECT)) {
if (!g_ptr->mimic || !has_flag(f_info[g_ptr->mimic].flags, FF_PROJECT) || !permanent_wall(&f_info[g_ptr->feat])) {
do_call = FALSE;
break;
if (!(g_ptr->info & (CAVE_MARK)))
return FALSE;
- if (cave_have_flag_grid(g_ptr, FF_LESS) || cave_have_flag_grid(g_ptr, FF_MORE) || cave_have_flag_grid(g_ptr, FF_QUEST_ENTER)
- || cave_have_flag_grid(g_ptr, FF_QUEST_EXIT))
+ if (cave_has_flag_grid(g_ptr, FF_LESS) || cave_has_flag_grid(g_ptr, FF_MORE) || cave_has_flag_grid(g_ptr, FF_QUEST_ENTER)
+ || cave_has_flag_grid(g_ptr, FF_QUEST_EXIT))
return TRUE;
return FALSE;
n++;
for (; n < tmp_pos.n; ++n) {
grid_type *g_ptr = &creature_ptr->current_floor_ptr->grid_array[tmp_pos.y[n]][tmp_pos.x[n]];
- if (cave_have_flag_grid(g_ptr, FF_STAIRS) && cave_have_flag_grid(g_ptr, ch == '>' ? FF_MORE : FF_LESS))
+ if (cave_has_flag_grid(g_ptr, FF_STAIRS) && cave_has_flag_grid(g_ptr, ch == '>' ? FF_MORE : FF_LESS))
break;
}