rename #wizlevelflip to #wizfliplevel

Since ^V is dead key for me with Qt on OSX, I use #wizlevelport
instead.  It's annoying to have to type all the way up to the
'p' for it to become distinct.  Rename the biggest conflict,
\#wizlevelflip to #wizfliplevel.  I still have to type as far
as the first 'e' for #wizlevelport but 6 characters are easier
to type than 10.

It wasn't in the Guidebook so I've left things that way.  I am
adding it to 'wizhelp' though.
This commit is contained in:
PatR
2020-11-19 01:57:13 -08:00
parent 27b93148c0
commit 7b50590654
3 changed files with 12 additions and 11 deletions

View File

@@ -1,4 +1,4 @@
/* NetHack 3.7 sp_lev.c $NHDT-Date: 1600909016 2020/09/24 00:56:56 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.203 $ */
/* NetHack 3.7 sp_lev.c $NHDT-Date: 1605779812 2020/11/19 09:56:52 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.216 $ */
/* Copyright (c) 1989 by Jean-Christophe Collet */
/* NetHack may be freely redistributed. See license for details. */
@@ -406,7 +406,7 @@ struct rm *lev;
}
}
/* for #wizlevelflip; not needed when flipping during level creation;
/* for #wizfliplevel; not needed when flipping during level creation;
update seen vector for whole flip area and glyph for known walls */
static void
flip_visuals(flp, minx, miny, maxx, maxy)
@@ -483,7 +483,7 @@ flip_encoded_direction_bits(int flp, int val)
} while (0)
/* transpose top with bottom or left with right or both; sometimes called
for new special levels, or for any level via the #wizlevelflip command */
for new special levels, or for any level via the #wizfliplevel command */
void
flip_level(flp, extras)
int flp;
@@ -808,7 +808,7 @@ boolean extras;
}
}
if (extras) { /* for #wizlevelflip rather than during level creation */
if (extras) { /* for #wizfliplevel rather than during level creation */
/* flip hero location only if inside the flippable area */
if (inFlipArea(u.ux, u.uy)) {
if (flp & 1)