creature_ptr->run_px = creature_ptr->x;
int row = creature_ptr->y + ddy[dir];
int col = creature_ptr->x + ddx[dir];
- ignore_avoid_run = cave_have_flag_bold(creature_ptr->current_floor_ptr, row, col, FF_AVOID_RUN);
+ ignore_avoid_run = cave_has_flag_bold(creature_ptr->current_floor_ptr, row, col, FF_AVOID_RUN);
int i = chome[dir];
if (see_wall(creature_ptr, cycle[i + 1], creature_ptr->y, creature_ptr->x)) {
find_breakleft = TRUE;
more = TRUE;
}
- if (creature_ptr->wild_mode && !cave_have_flag_bold(creature_ptr->current_floor_ptr, creature_ptr->y, creature_ptr->x, FF_TOWN)) {
+ if (creature_ptr->wild_mode && !cave_has_flag_bold(creature_ptr->current_floor_ptr, creature_ptr->y, creature_ptr->x, FF_TOWN)) {
int tmp = 120 + creature_ptr->lev * 10 - wilderness[creature_ptr->y][creature_ptr->x].level + 5;
if (tmp < 1)
tmp = 1;
take_turn(player_ptr, 100);
- if (!cave_have_flag_bold(player_ptr->current_floor_ptr, player_ptr->y, player_ptr->x, FF_BLDG))
+ if (!cave_has_flag_bold(player_ptr->current_floor_ptr, player_ptr->y, player_ptr->x, FF_BLDG))
{
msg_print(_("ここには建物はない。", "You see no building here."));
return;
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);
}
/* Stopped by walls/doors */
- if (!cave_have_flag_bold(shooter_ptr->current_floor_ptr, ny, nx, FF_PROJECT) && !shooter_ptr->current_floor_ptr->grid_array[ny][nx].m_idx)
+ if (!cave_has_flag_bold(shooter_ptr->current_floor_ptr, ny, nx, FF_PROJECT) && !shooter_ptr->current_floor_ptr->grid_array[ny][nx].m_idx)
break;
/* Advance the distance */
/* Carry object */
m_ptr->hold_o_idx = o_idx;
- } else if (cave_have_flag_bold(shooter_ptr->current_floor_ptr, y, x, FF_PROJECT)) {
+ } else if (cave_has_flag_bold(shooter_ptr->current_floor_ptr, y, x, FF_PROJECT)) {
/* Drop (or break) near that location */
(void)drop_near(shooter_ptr, q_ptr, j, y, x);
} else {
if (create_stairs) {
POSITION ny, nx;
- while (cave_have_flag_bold(floor_ptr, y, x, FF_PERMANENT) || floor_ptr->grid_array[y][x].o_idx || (floor_ptr->grid_array[y][x].info & CAVE_OBJECT)) {
+ while (cave_has_flag_bold(floor_ptr, y, x, FF_PERMANENT) || floor_ptr->grid_array[y][x].o_idx || (floor_ptr->grid_array[y][x].info & CAVE_OBJECT)) {
scatter(player_ptr, &ny, &nx, y, x, 1, PROJECT_NONE);
y = ny;
x = nx;
take_turn(player_ptr, 100);
- if (!cave_have_flag_bold(player_ptr->current_floor_ptr, player_ptr->y, player_ptr->x, FF_QUEST_ENTER)) {
+ if (!cave_has_flag_bold(player_ptr->current_floor_ptr, player_ptr->y, player_ptr->x, FF_QUEST_ENTER)) {
msg_print(_("ここにはクエストの入口はない。", "You see no quest level here."));
return;
}
if (affect_item(caster_ptr, 0, 0, y, x, dam, GF_SUPER_RAY))
notice = TRUE;
- if (!cave_have_flag_bold(caster_ptr->current_floor_ptr, y, x, FF_PROJECT)) {
+ if (!cave_has_flag_bold(caster_ptr->current_floor_ptr, y, x, FF_PROJECT)) {
if (second_step)
continue;
break;
if (!cave_los_bold(caster_ptr->current_floor_ptr, ny, nx) && (rad > 0))
break;
} else {
- if (!cave_have_flag_bold(caster_ptr->current_floor_ptr, ny, nx, FF_PROJECT) && (rad > 0))
+ if (!cave_has_flag_bold(caster_ptr->current_floor_ptr, ny, nx, FF_PROJECT) && (rad > 0))
break;
}
bool is_cave_empty_bold(player_type *player_ptr, POSITION y, POSITION x)
{
floor_type *floor_ptr = player_ptr->current_floor_ptr;
- bool is_empty_grid = cave_have_flag_bold(floor_ptr, y, x, FF_PLACE);
+ bool is_empty_grid = cave_has_flag_bold(floor_ptr, y, x, FF_PLACE);
is_empty_grid &= !(floor_ptr->grid_array[y][x].m_idx);
is_empty_grid &= !player_bold(player_ptr, y, x);
return is_empty_grid;
bool is_cave_empty_bold2(player_type *player_ptr, POSITION y, POSITION x)
{
bool is_empty_grid = is_cave_empty_bold(player_ptr, y, x);
- is_empty_grid &= current_world_ptr->character_dungeon || !cave_have_flag_bold(player_ptr->current_floor_ptr, y, x, FF_TREE);
+ is_empty_grid &= current_world_ptr->character_dungeon || !cave_has_flag_bold(player_ptr->current_floor_ptr, y, x, FF_TREE);
return is_empty_grid;
}
-bool cave_have_flag_bold(floor_type *floor_ptr, POSITION y, POSITION x, feature_flag_type f_idx)
+bool cave_has_flag_bold(floor_type *floor_ptr, POSITION y, POSITION x, feature_flag_type f_idx)
{
return has_flag(f_info[floor_ptr->grid_array[y][x].feat].flags, f_idx);
}
*/
bool cave_stop_disintegration(floor_type *floor_ptr, POSITION y, POSITION x)
{
- return !cave_have_flag_bold(floor_ptr, y, x, FF_PROJECT)
- && (!cave_have_flag_bold(floor_ptr, y, x, FF_HURT_DISI) || cave_have_flag_bold(floor_ptr, y, x, FF_PERMANENT));
+ return !cave_has_flag_bold(floor_ptr, y, x, FF_PROJECT)
+ && (!cave_has_flag_bold(floor_ptr, y, x, FF_HURT_DISI) || cave_has_flag_bold(floor_ptr, y, x, FF_PERMANENT));
}
/*
*/
bool cave_clean_bold(floor_type *floor_ptr, POSITION y, POSITION x)
{
- return cave_have_flag_bold(floor_ptr, y, x, FF_FLOOR) && ((floor_ptr->grid_array[y][x].info & CAVE_OBJECT) == 0)
+ return cave_has_flag_bold(floor_ptr, y, x, FF_FLOOR) && ((floor_ptr->grid_array[y][x].info & CAVE_OBJECT) == 0)
&& (floor_ptr->grid_array[y][x].o_idx == 0);
}
*/
bool cave_drop_bold(floor_type *floor_ptr, POSITION y, POSITION x)
{
- return cave_have_flag_bold(floor_ptr, y, x, FF_DROP) && ((floor_ptr->grid_array[y][x].info & CAVE_OBJECT) == 0);
+ return cave_has_flag_bold(floor_ptr, y, x, FF_DROP) && ((floor_ptr->grid_array[y][x].info & CAVE_OBJECT) == 0);
}
-bool pattern_tile(floor_type *floor_ptr, POSITION y, POSITION x) { return cave_have_flag_bold(floor_ptr, y, x, FF_PATTERN); }
+bool pattern_tile(floor_type *floor_ptr, POSITION y, POSITION x) { return cave_has_flag_bold(floor_ptr, y, x, FF_PATTERN); }
bool in_bounds2u(floor_type *floor_ptr, POSITION y, POSITION x);
bool is_cave_empty_bold(player_type *player_ptr, POSITION x, POSITION y);
bool is_cave_empty_bold2(player_type *player_ptr, POSITION x, POSITION y);
-bool cave_have_flag_bold(floor_type *floor_ptr, POSITION y, POSITION x, feature_flag_type f_idx);
+bool cave_has_flag_bold(floor_type *floor_ptr, POSITION y, POSITION x, feature_flag_type f_idx);
bool player_has_los_bold(player_type *player_ptr, POSITION y, POSITION x);
bool player_bold(player_type *player_ptr, POSITION y, POSITION x);
bool cave_stop_disintegration(floor_type *floor_ptr, POSITION y, POSITION x);
if (next_to_corr(floor_ptr, y, x) < 2)
return FALSE;
- if (cave_have_flag_bold(floor_ptr, y - 1, x, FF_WALL) && cave_have_flag_bold(floor_ptr, y + 1, x, FF_WALL))
+ if (cave_has_flag_bold(floor_ptr, y - 1, x, FF_WALL) && cave_has_flag_bold(floor_ptr, y + 1, x, FF_WALL))
return TRUE;
- if (cave_have_flag_bold(floor_ptr, y, x - 1, FF_WALL) && cave_have_flag_bold(floor_ptr, y, x + 1, FF_WALL))
+ if (cave_has_flag_bold(floor_ptr, y, x - 1, FF_WALL) && cave_has_flag_bold(floor_ptr, y, x + 1, FF_WALL))
return TRUE;
return FALSE;
void try_door(player_type *player_ptr, dt_type *dt_ptr, POSITION y, POSITION x)
{
floor_type *floor_ptr = player_ptr->current_floor_ptr;
- if (!in_bounds(floor_ptr, y, x) || cave_have_flag_bold(floor_ptr, y, x, FF_WALL) || ((floor_ptr->grid_array[y][x].info & CAVE_ROOM) != 0))
+ if (!in_bounds(floor_ptr, y, x) || cave_has_flag_bold(floor_ptr, y, x, FF_WALL) || ((floor_ptr->grid_array[y][x].info & CAVE_ROOM) != 0))
return;
bool can_place_door = randint0(100) < dt_ptr->dun_tun_jct;
return;
}
- bool old_los = cave_have_flag_bold(floor_ptr, y, x, FF_LOS);
+ bool old_los = cave_has_flag_bold(floor_ptr, y, x, FF_LOS);
bool old_mirror = is_mirror_grid(g_ptr);
g_ptr->mimic = 0;
d = y - ml_ptr->mon_fy;
midpoint = ml_ptr->mon_fx + ((subject_ptr->x - ml_ptr->mon_fx) * ABS(d)) / ABS(dpf);
if (x < midpoint) {
- if (!cave_los_bold(subject_ptr->current_floor_ptr, y, x + 1) && !cave_have_flag_bold(subject_ptr->current_floor_ptr, y, x + 1, FF_PROJECT))
+ if (!cave_los_bold(subject_ptr->current_floor_ptr, y, x + 1) && !cave_has_flag_bold(subject_ptr->current_floor_ptr, y, x + 1, FF_PROJECT))
return;
} else if (x > midpoint) {
- if (!cave_los_bold(subject_ptr->current_floor_ptr, y, x - 1) && !cave_have_flag_bold(subject_ptr->current_floor_ptr, y, x - 1, FF_PROJECT))
+ if (!cave_los_bold(subject_ptr->current_floor_ptr, y, x - 1) && !cave_has_flag_bold(subject_ptr->current_floor_ptr, y, x - 1, FF_PROJECT))
return;
} else if (ml_ptr->mon_invis)
return;
d = x - ml_ptr->mon_fx;
midpoint = ml_ptr->mon_fy + ((subject_ptr->y - ml_ptr->mon_fy) * ABS(d)) / ABS(dpf);
if (y < midpoint) {
- if (!cave_los_bold(subject_ptr->current_floor_ptr, y + 1, x) && !cave_have_flag_bold(subject_ptr->current_floor_ptr, y + 1, x, FF_PROJECT))
+ if (!cave_los_bold(subject_ptr->current_floor_ptr, y + 1, x) && !cave_has_flag_bold(subject_ptr->current_floor_ptr, y + 1, x, FF_PROJECT))
return;
} else if (y > midpoint) {
- if (!cave_los_bold(subject_ptr->current_floor_ptr, y - 1, x) && !cave_have_flag_bold(subject_ptr->current_floor_ptr, y - 1, x, FF_PROJECT))
+ if (!cave_los_bold(subject_ptr->current_floor_ptr, y - 1, x) && !cave_has_flag_bold(subject_ptr->current_floor_ptr, y - 1, x, FF_PROJECT))
return;
} else if (ml_ptr->mon_invis)
return;
continue;
grid_type *g_ptr;
- if (cave_have_flag_bold(subject_ptr->current_floor_ptr, ml_ptr->mon_fy + 1, ml_ptr->mon_fx, f_flag)) {
+ if (cave_has_flag_bold(subject_ptr->current_floor_ptr, ml_ptr->mon_fy + 1, ml_ptr->mon_fx, f_flag)) {
add_mon_lite(subject_ptr, ml_ptr->mon_fy + 2, 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);
}
}
- if (cave_have_flag_bold(subject_ptr->current_floor_ptr, ml_ptr->mon_fy - 1, ml_ptr->mon_fx, f_flag)) {
+ if (cave_has_flag_bold(subject_ptr->current_floor_ptr, ml_ptr->mon_fy - 1, ml_ptr->mon_fx, f_flag)) {
add_mon_lite(subject_ptr, ml_ptr->mon_fy - 2, 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);
}
}
- if (cave_have_flag_bold(subject_ptr->current_floor_ptr, ml_ptr->mon_fy, ml_ptr->mon_fx + 1, f_flag)) {
+ if (cave_has_flag_bold(subject_ptr->current_floor_ptr, ml_ptr->mon_fy, ml_ptr->mon_fx + 1, f_flag)) {
add_mon_lite(subject_ptr, ml_ptr->mon_fy + 1, ml_ptr->mon_fx + 2, 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);
}
}
- if (cave_have_flag_bold(subject_ptr->current_floor_ptr, ml_ptr->mon_fy, ml_ptr->mon_fx - 1, f_flag)) {
+ if (cave_has_flag_bold(subject_ptr->current_floor_ptr, ml_ptr->mon_fy, ml_ptr->mon_fx - 1, f_flag)) {
add_mon_lite(subject_ptr, ml_ptr->mon_fy + 1, ml_ptr->mon_fx - 2, 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);
if (rad != 3)
continue;
- if (cave_have_flag_bold(subject_ptr->current_floor_ptr, ml_ptr->mon_fy + 1, ml_ptr->mon_fx + 1, f_flag))
+ if (cave_has_flag_bold(subject_ptr->current_floor_ptr, ml_ptr->mon_fy + 1, ml_ptr->mon_fx + 1, f_flag))
add_mon_lite(subject_ptr, ml_ptr->mon_fy + 2, ml_ptr->mon_fx + 2, ml_ptr);
- if (cave_have_flag_bold(subject_ptr->current_floor_ptr, ml_ptr->mon_fy + 1, ml_ptr->mon_fx - 1, f_flag))
+ if (cave_has_flag_bold(subject_ptr->current_floor_ptr, ml_ptr->mon_fy + 1, ml_ptr->mon_fx - 1, f_flag))
add_mon_lite(subject_ptr, ml_ptr->mon_fy + 2, ml_ptr->mon_fx - 2, ml_ptr);
- if (cave_have_flag_bold(subject_ptr->current_floor_ptr, ml_ptr->mon_fy - 1, ml_ptr->mon_fx + 1, f_flag))
+ if (cave_has_flag_bold(subject_ptr->current_floor_ptr, ml_ptr->mon_fy - 1, ml_ptr->mon_fx + 1, f_flag))
add_mon_lite(subject_ptr, ml_ptr->mon_fy - 2, ml_ptr->mon_fx + 2, ml_ptr);
- if (cave_have_flag_bold(subject_ptr->current_floor_ptr, ml_ptr->mon_fy - 1, ml_ptr->mon_fx - 1, f_flag))
+ if (cave_has_flag_bold(subject_ptr->current_floor_ptr, ml_ptr->mon_fy - 1, ml_ptr->mon_fx - 1, f_flag))
add_mon_lite(subject_ptr, ml_ptr->mon_fy - 2, ml_ptr->mon_fx - 2, ml_ptr);
}
}
if (!cave_los_bold(master_ptr->current_floor_ptr, ny, nx))
break;
} else {
- if (!cave_have_flag_bold(master_ptr->current_floor_ptr, ny, nx, FF_PROJECT))
+ if (!cave_has_flag_bold(master_ptr->current_floor_ptr, ny, nx, FF_PROJECT))
break;
}
for (int i = 0; i < path_n; i++) {
sy = get_grid_y(path_g[i]);
sx = get_grid_x(path_g[i]);
- if (!cave_have_flag_bold(target_ptr->current_floor_ptr, sy, sx, FF_PROJECT))
+ if (!cave_has_flag_bold(target_ptr->current_floor_ptr, sy, sx, FF_PROJECT))
break;
*ty = sy;
int attempts = 1000;
while (attempts--) {
scatter(user_ptr, &y, &x, user_ptr->y, user_ptr->x, 4, PROJECT_NONE);
- if (!cave_have_flag_bold(user_ptr->current_floor_ptr, y, x, FF_PROJECT))
+ if (!cave_has_flag_bold(user_ptr->current_floor_ptr, y, x, FF_PROJECT))
continue;
if (!player_bold(user_ptr, y, x))
POSITION x = caster_ptr->x + ddx_ddd[dir];
g_ptr = &caster_ptr->current_floor_ptr->grid_array[y][x];
m_ptr = &caster_ptr->current_floor_ptr->m_list[g_ptr->m_idx];
- if (g_ptr->m_idx && (m_ptr->ml || cave_have_flag_bold(caster_ptr->current_floor_ptr, y, x, FF_PROJECT)))
+ if (g_ptr->m_idx && (m_ptr->ml || cave_has_flag_bold(caster_ptr->current_floor_ptr, y, x, FF_PROJECT)))
do_cmd_attack(caster_ptr, y, x, 0);
}
}
if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
do_cmd_attack(caster_ptr, y, x, HISSATSU_HAGAN);
- if (!cave_have_flag_bold(caster_ptr->current_floor_ptr, y, x, FF_HURT_ROCK))
+ if (!cave_has_flag_bold(caster_ptr->current_floor_ptr, y, x, FF_HURT_ROCK))
break;
/* Destroy the feature */
m_ptr = &caster_ptr->current_floor_ptr->m_list[g_ptr->m_idx];
/* Hack -- attack monsters */
- if (g_ptr->m_idx && (m_ptr->ml || cave_have_flag_bold(caster_ptr->current_floor_ptr, y, x, FF_PROJECT))) {
+ if (g_ptr->m_idx && (m_ptr->ml || cave_has_flag_bold(caster_ptr->current_floor_ptr, y, x, FF_PROJECT))) {
if (!monster_living(m_ptr->r_idx)) {
GAME_TEXT m_name[MAX_NLEN];
damage *= caster_ptr->num_blow[i];
total_damage += (damage / 100);
}
- project(caster_ptr, 0, (cave_have_flag_bold(caster_ptr->current_floor_ptr, y, x, FF_PROJECT) ? 5 : 0), y, x, total_damage * 3 / 2, GF_METEOR,
+ project(caster_ptr, 0, (cave_has_flag_bold(caster_ptr->current_floor_ptr, y, x, FF_PROJECT) ? 5 : 0), y, x, total_damage * 3 / 2, GF_METEOR,
PROJECT_KILL | PROJECT_JUMP | PROJECT_ITEM, -1);
}
break;
place_bold(player_ptr, y0 + y - yhsize, x0 + x - xhsize, GB_EXTRA);
floor_ptr->grid_array[y0 + y - yhsize][x0 + x - xhsize].info &= ~(CAVE_ICKY | CAVE_ROOM);
- if (cave_have_flag_bold(floor_ptr, y0 + y - yhsize, x0 + x - xhsize, FF_LAVA)) {
+ if (cave_has_flag_bold(floor_ptr, y0 + y - yhsize, x0 + x - xhsize, FF_LAVA)) {
if (!(d_info[floor_ptr->dungeon_idx].flags1 & DF1_DARKNESS))
floor_ptr->grid_array[y0 + y - yhsize][x0 + x - xhsize].info |= CAVE_GLOW;
}
if ((randint1(100) - difficulty * 3) > 50)
value = 20;
- if (!is_floor_bold(floor_ptr, y, x) && (!cave_have_flag_bold(floor_ptr, y, x, FF_PLACE) || !cave_have_flag_bold(floor_ptr, y, x, FF_DROP)))
+ if (!is_floor_bold(floor_ptr, y, x) && (!cave_has_flag_bold(floor_ptr, y, x, FF_PLACE) || !cave_has_flag_bold(floor_ptr, y, x, FF_DROP)))
continue;
if (value < 0) {
continue;
delete_all_items_from_floor(caster_ptr, yy, xx);
- int t = cave_have_flag_bold(floor_ptr, yy, xx, FF_PROJECT) ? randint0(100) : 200;
+ int t = cave_has_flag_bold(floor_ptr, yy, xx, FF_PROJECT) ? randint0(100) : 200;
if (t < 20) {
cave_set_feat(caster_ptr, yy, xx, feat_granite);
continue;
g_ptr = &caster_ptr->current_floor_ptr->grid_array[ty][tx];
if ((distance(caster_ptr->y, caster_ptr->x, ty, tx) > get_max_range(caster_ptr))
- || !cave_have_flag_bold(caster_ptr->current_floor_ptr, ty, tx, FF_PROJECT))
+ || !cave_has_flag_bold(caster_ptr->current_floor_ptr, ty, tx, FF_PROJECT))
return;
}
}
* @param x 指定X座標
* @return 射線を通すならばtrueを返す。
*/
-static bool cave_pass_dark_bold(floor_type *floor_ptr, POSITION y, POSITION x) { return cave_have_flag_bold(floor_ptr, y, x, FF_PROJECT); }
+static bool cave_pass_dark_bold(floor_type *floor_ptr, POSITION y, POSITION x) { return cave_has_flag_bold(floor_ptr, y, x, FF_PROJECT); }
/*!
* @brief 部屋内にある一点の周囲がいくつ射線を通すかをグローバル変数tmp_pos.nに返す / Aux function -- see below
while (attempts--) {
scatter(caster_ptr, &y, &x, caster_ptr->y, caster_ptr->x, 4, PROJECT_LOS);
- if (!cave_have_flag_bold(caster_ptr->current_floor_ptr, y, x, FF_PROJECT))
+ if (!cave_has_flag_bold(caster_ptr->current_floor_ptr, y, x, FF_PROJECT))
continue;
if (!player_bold(caster_ptr, y, x))
break;
while (attempts--) {
scatter(caster_ptr, &y, &x, caster_ptr->y, caster_ptr->x, 4, PROJECT_NONE);
- if (!cave_have_flag_bold(caster_ptr->current_floor_ptr, y, x, FF_PROJECT))
+ if (!cave_has_flag_bold(caster_ptr->current_floor_ptr, y, x, FF_PROJECT))
continue;
if (!player_bold(caster_ptr, y, x))
floor_type *floor_ptr = caster_ptr->current_floor_ptr;
if (!in_bounds(floor_ptr, y, x) || !projectable(caster_ptr, caster_ptr->y, caster_ptr->x, y, x)
- || !cave_have_flag_bold(floor_ptr, y, x, FF_PROJECT))
+ || !cave_has_flag_bold(floor_ptr, y, x, FF_PROJECT))
continue;
break;
mmove2(&ny, &nx, caster_ptr->y, caster_ptr->x, ty, tx);
if (get_max_range(caster_ptr) <= distance(caster_ptr->y, caster_ptr->x, ny, nx))
break;
- if (!cave_have_flag_bold(caster_ptr->current_floor_ptr, ny, nx, FF_PROJECT))
+ if (!cave_has_flag_bold(caster_ptr->current_floor_ptr, ny, nx, FF_PROJECT))
break;
if ((dir != 5) && caster_ptr->current_floor_ptr->grid_array[ny][nx].m_idx != 0)
break;
POSITION y = creature_ptr->y + ddy[dir];
POSITION x = creature_ptr->x + ddx[dir];
creature_ptr->fishing_dir = dir;
- if (!cave_have_flag_bold(creature_ptr->current_floor_ptr, y, x, FF_WATER)) {
+ if (!cave_has_flag_bold(creature_ptr->current_floor_ptr, y, x, FF_WATER)) {
msg_print(_("そこは水辺ではない。", "There is no fishing place."));
return FALSE;
}
if ((pp_ptr->n > 0) && !cave_los_bold(floor_ptr, pp_ptr->y, pp_ptr->x))
break;
} else if (!(pp_ptr->flag & PROJECT_PATH)) {
- if ((pp_ptr->n > 0) && !cave_have_flag_bold(floor_ptr, pp_ptr->y, pp_ptr->x, FF_PROJECT))
+ if ((pp_ptr->n > 0) && !cave_has_flag_bold(floor_ptr, pp_ptr->y, pp_ptr->x, FF_PROJECT))
break;
}
if ((pp_ptr->n > 0) && !cave_los_bold(floor_ptr, pp_ptr->y, pp_ptr->x))
break;
} else if (!(pp_ptr->flag & PROJECT_PATH)) {
- if ((pp_ptr->n > 0) && !cave_have_flag_bold(floor_ptr, pp_ptr->y, pp_ptr->x, FF_PROJECT))
+ if ((pp_ptr->n > 0) && !cave_has_flag_bold(floor_ptr, pp_ptr->y, pp_ptr->x, FF_PROJECT))
break;
}