else
{
/* Walls and Monsters block flow */
- if (!cave_empty_bold2(floor_ptr, ny, nx)) continue;
+ if (!is_cave_empty_bold2(player_ptr, ny, nx)) continue;
/* ... nor on the Pattern */
if (pattern_tile(floor_ptr, ny, nx)) continue;
scatter(player_ptr, &my, &mx, hy, hx, 4, 0);
/* Walls and Monsters block flow */
- if (!cave_empty_bold2(floor_ptr, my, mx)) continue;
+ if (!is_cave_empty_bold2(player_ptr, my, mx)) continue;
/* Attempt to place another monster */
if (place_monster_one(player_ptr, who, my, mx, r_idx, mode))
scatter(player_ptr, &ny, &nx, y, x, d, 0);
/* Require empty grids */
- if (!cave_empty_bold2(player_ptr->current_floor_ptr, ny, nx)) continue;
+ if (!is_cave_empty_bold2(player_ptr, ny, nx)) continue;
get_mon_num_prep(player_ptr, place_monster_can_escort, get_monster_hook2(player_ptr, ny, nx));
/* Pick a random race */
POSITION ox = randint1(floor_ptr->width - 4) + 2;
/* Is it a good spot ? */
- if (!cave_empty_bold2(floor_ptr, oy, ox))
+ if (!is_cave_empty_bold2(player_ptr, oy, ox))
{
try_count++;
continue;
/* Require empty floor grid (was "naked") */
if (floor_ptr->dun_level)
{
- if (!cave_empty_bold2(floor_ptr, y, x)) continue;
+ if (!is_cave_empty_bold2(player_ptr, y, x)) continue;
}
else
{
- if (!cave_empty_bold(floor_ptr, y, x)) continue;
+ if (!is_cave_empty_bold(player_ptr, y, x)) continue;
}
/* Accept far away grids */