* do_cmd_open_test() and exe_open().
* </pre>
*/
-bool easy_open_door(POSITION y, POSITION x)
+bool easy_open_door(player_type *creature_ptr, POSITION y, POSITION x)
{
int i, j;
else if (f_ptr->power)
{
/* Disarm factor */
- i = p_ptr->skill_dis;
+ i = creature_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;
+ if (creature_ptr->blind || no_lite()) i = i / 10;
+ if (creature_ptr->confused || creature_ptr->image) i = i / 10;
/* Extract the lock power */
j = f_ptr->power;
sound(SOUND_OPENDOOR);
/* Experience */
- gain_exp(p_ptr, 1);
+ gain_exp(creature_ptr, 1);
}
/* Failure */
extern void do_cmd_fire(SPELL_IDX snipe_type);
extern void exe_fire(INVENTORY_IDX item, object_type *j_ptr, SPELL_IDX snipe_type);
extern bool do_cmd_throw(int mult, bool boomerang, OBJECT_IDX shuriken);
-extern bool easy_open_door(POSITION y, POSITION x);
+extern bool easy_open_door(player_type *creature_ptr, POSITION y, POSITION x);
extern bool do_cmd_disarm_aux(POSITION y, POSITION x, DIRECTION dir);
extern void kamaenaoshi(INVENTORY_IDX item);
else
{
/* Closed doors */
- if (easy_open && is_closed_door(feat) && easy_open_door(y, x)) return;
+ if (easy_open && is_closed_door(feat) && easy_open_door(p_ptr, y, x)) return;
#ifdef JP
msg_format("%sが行く手をはばんでいる。", name);