#define FAF_NO_DROP 0x02
#define FAF_CRASH_GLASS 0x04
-/* Types of doors */
-#define DOOR_DEFAULT -1
-#define DOOR_DOOR 0
-#define DOOR_GLASS_DOOR 1
-#define DOOR_CURTAIN 2
-
-#define MAX_DOOR_TYPES 3
-
#define feat_locked_door_random(DOOR_TYPE) \
(feat_door[(DOOR_TYPE)].num_locked ? \
feat_door[(DOOR_TYPE)].locked[randint0(feat_door[(DOOR_TYPE)].num_locked)] : feat_none)
extern void place_random_stairs(POSITION y, POSITION x);
extern void place_random_door(POSITION y, POSITION x, bool room);
-extern void place_closed_door(POSITION y, POSITION x, int type);
extern void add_door(POSITION x, POSITION y);
+
+/* Types of doors */
+#define DOOR_DEFAULT -1
+#define DOOR_DOOR 0
+#define DOOR_GLASS_DOOR 1
+#define DOOR_CURTAIN 2
+#define MAX_DOOR_TYPES 3
+extern void place_closed_door(POSITION y, POSITION x, int type);
extern void place_secret_door(POSITION y, POSITION x, int type);
+
extern void place_locked_door(POSITION y, POSITION x);
extern void try_door(POSITION y, POSITION x);
extern void place_floor(POSITION x1, POSITION x2, POSITION y1, POSITION y2, bool light);