diff options
author | Bardur Arantsson <bardur@scientician.net> | 2015-02-23 09:12:01 +0100 |
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committer | Bardur Arantsson <bardur@scientician.net> | 2015-02-23 09:12:01 +0100 |
commit | 15e1dcc950e7a48f90efa421045d03b9a834da80 (patch) | |
tree | c77276db6de2a65d95e4707f515f40a2b7b0ad2b /src/cmd2.cc | |
parent | 56642eba71bb77ba5d19888bcc8697fd9e786c65 (diff) |
Make a couple of functions static
Diffstat (limited to 'src/cmd2.cc')
-rw-r--r-- | src/cmd2.cc | 116 |
1 files changed, 1 insertions, 115 deletions
diff --git a/src/cmd2.cc b/src/cmd2.cc index 5b70a186..f71ff53e 100644 --- a/src/cmd2.cc +++ b/src/cmd2.cc @@ -1801,120 +1801,6 @@ void do_cmd_tunnel(void) /* - * easy_open_door -- - * - * If there is a jammed/closed/locked door at the given location, - * then attempt to unlock/open it. Return TRUE if an attempt was - * made (successful or not), otherwise return FALSE. - * - * The code here should be nearly identical to that in - * do_cmd_open_test() and do_cmd_open_aux(). - */ - -bool_ easy_open_door(int y, int x) -{ - int i, j; - - cave_type *c_ptr = &cave[y][x]; - - monster_race *r_ptr = &r_info[p_ptr->body_monster]; - - - if ((p_ptr->body_monster != 0) && !(r_ptr->flags2 & RF2_OPEN_DOOR)) - { - msg_print("You cannot open doors."); - - return (FALSE); - } - - /* Must be a closed door */ - if (!((c_ptr->feat >= FEAT_DOOR_HEAD) && (c_ptr->feat <= FEAT_DOOR_TAIL))) - { - /* Nope */ - return (FALSE); - } - - /* Jammed door */ - if (c_ptr->feat >= FEAT_DOOR_HEAD + 0x08) - { - /* Stuck */ - msg_print("The door appears to be stuck."); - } - - /* Locked door */ - else if (c_ptr->feat >= FEAT_DOOR_HEAD + 0x01) - { - /* Disarm factor */ - i = p_ptr->skill_dis; - - /* Penalize some conditions */ - if (p_ptr->blind || no_lite()) i = i / 10; - if (p_ptr->confused || p_ptr->image) i = i / 10; - - /* Extract the lock power */ - j = c_ptr->feat - FEAT_DOOR_HEAD; - - /* Extract the difficulty XXX XXX XXX */ - j = i - (j * 4); - - /* Always have a small chance of success */ - if (j < 2) j = 2; - - /* Success */ - if (rand_int(100) < j) - { - /* Message */ - msg_print("You have picked the lock."); - - /* Set off trap */ - if (c_ptr->t_idx != 0) player_activate_door_trap(y, x); - - /* Open the door */ - cave_set_feat(y, x, FEAT_OPEN); - - /* Update some things */ - p_ptr->update |= (PU_VIEW | PU_MONSTERS | PU_MON_LITE); - - /* Sound */ - sound(SOUND_OPENDOOR); - - /* Experience */ - gain_exp(1); - } - - /* Failure */ - else - { - /* Failure */ - if (flush_failure) flush(); - - /* Message */ - msg_print("You failed to pick the lock."); - } - } - - /* Closed door */ - else - { - /* Set off trap */ - if (c_ptr->t_idx != 0) player_activate_door_trap(y, x); - - /* Open the door */ - cave_set_feat(y, x, FEAT_OPEN); - - /* Update some things */ - p_ptr->update |= (PU_VIEW | PU_MONSTERS | PU_MON_LITE); - - /* Sound */ - sound(SOUND_OPENDOOR); - } - - /* Result */ - return (TRUE); -} - - -/* * Perform the basic "disarm" command * * Assume destination is a visible trap @@ -2001,7 +1887,7 @@ static bool_ do_cmd_disarm_chest(int y, int x, s16b o_idx) * * Returns TRUE if repeated commands may continue */ -bool_ do_cmd_disarm_aux(int y, int x, int dir, int do_pickup) +static bool_ do_cmd_disarm_aux(int y, int x, int dir, int do_pickup) { int i, j, power; |