rename IS_ROCK() macro to IS_OBSTRUCTED()
It has included trees since they were added, so give it a more fitting name.
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@@ -612,9 +612,9 @@ really_kick_object(coordxy x, coordxy y)
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Norep("You kick %s.",
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!isgold ? singular(gk.kickedobj, doname) : doname(gk.kickedobj));
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if (IS_ROCK(levl[x][y].typ) || closed_door(x, y)) {
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if (IS_OBSTRUCTED(levl[x][y].typ) || closed_door(x, y)) {
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if ((!martial() && rn2(20) > ACURR(A_DEX))
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|| IS_ROCK(levl[u.ux][u.uy].typ) || closed_door(u.ux, u.uy)) {
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|| IS_OBSTRUCTED(levl[u.ux][u.uy].typ) || closed_door(u.ux, u.uy)) {
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if (Blind)
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pline("It doesn't come loose.");
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else
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@@ -805,7 +805,7 @@ kickstr(char *buf, const char *kickobjnam)
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what = "a tree";
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else if (IS_STWALL(gm.maploc->typ))
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what = "a wall";
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else if (IS_ROCK(gm.maploc->typ))
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else if (IS_OBSTRUCTED(gm.maploc->typ))
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what = "a rock";
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else if (IS_THRONE(gm.maploc->typ))
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what = "a throne";
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@@ -1360,7 +1360,7 @@ dokick(void)
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* reachable for bracing purposes
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* Possible extension: allow bracing against stuff on the side?
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*/
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if (isok(xx, yy) && !IS_ROCK(levl[xx][yy].typ)
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if (isok(xx, yy) && !IS_OBSTRUCTED(levl[xx][yy].typ)
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&& !IS_DOOR(levl[xx][yy].typ)
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&& (!Is_airlevel(&u.uz) || !OBJ_AT(xx, yy))) {
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You("have nothing to brace yourself against.");
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