feat_door[(DOOR_TYPE)].jammed[randint0(feat_door[(DOOR_TYPE)].num_jammed)] : feat_none)
-
-/* Types of conversions */
-#define CONVERT_TYPE_FLOOR 0
-#define CONVERT_TYPE_WALL 1
-#define CONVERT_TYPE_INNER 2
-#define CONVERT_TYPE_OUTER 3
-#define CONVERT_TYPE_SOLID 4
-#define CONVERT_TYPE_STREAM1 5
-#define CONVERT_TYPE_STREAM2 6
-
-
/*
* Bit flags for the *_can_enter() and monster_can_cross_terrain()
*/
}
}
-
FEAT_IDX conv_dungeon_feat(FEAT_IDX newfeat)
{
feature_type *f_ptr = &f_info[newfeat];
#define CAVE_UNSAFE 0x2000 /* Might have trap */
#define CAVE_IN_DETECT 0x4000 /* trap detected area (inner circle only) */
+/* Types of conversions */
+#define CONVERT_TYPE_FLOOR 0
+#define CONVERT_TYPE_WALL 1
+#define CONVERT_TYPE_INNER 2
+#define CONVERT_TYPE_OUTER 3
+#define CONVERT_TYPE_SOLID 4
+#define CONVERT_TYPE_STREAM1 5
+#define CONVERT_TYPE_STREAM2 6
+
/* Externs */
extern bool new_player_spot(void);