menu_item **, int, boolean (*)(OBJ_P)));
E struct obj *FDECL(pick_obj, (struct obj *));
E int NDECL(encumber_msg);
+E int FDECL(container_at, (int, int, BOOLEAN_P));
E int NDECL(doloot);
E boolean FDECL(container_gone, (int (*)(OBJ_P)));
E boolean NDECL(u_handsy);
There("is no obvious way to open the drawbridge.");
else if (portcullis || door->typ == DRAWBRIDGE_DOWN)
pline_The("drawbridge is already open.");
+ else if (container_at(cc.x, cc.y, TRUE))
+ pline("%s like something lootable over there.",
+ Blind ? "Feels" : "Seems");
else
You("%s no door there.", Blind ? "feel" : "see");
return res;
STATIC_DCL int FDECL(menu_loot, (int, BOOLEAN_P));
STATIC_DCL char FDECL(in_or_out_menu, (const char *, struct obj *, BOOLEAN_P,
BOOLEAN_P, BOOLEAN_P, BOOLEAN_P));
-STATIC_DCL int FDECL(container_at, (int, int, BOOLEAN_P));
STATIC_DCL boolean FDECL(able_to_loot, (int, int, BOOLEAN_P));
STATIC_DCL boolean NDECL(reverse_loot);
STATIC_DCL boolean FDECL(mon_beside, (int, int));
}
/* Is there a container at x,y. Optional: return count of containers at x,y */
-STATIC_OVL int
+int
container_at(x, y, countem)
int x, y;
boolean countem;