Make WIZARD unconditional.
This commit is contained in:
12
src/objnam.c
12
src/objnam.c
@@ -1690,9 +1690,7 @@ static const char *const as_is[] = {
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"boots", "shoes",
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"gloves", "lenses", "scales",
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"gauntlets",
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#ifdef WIZARD
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"iron bars",
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#endif
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/* both singular and plural are spelled the same */
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"deer", "fish", "tuna", "yaki", "-hai",
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"krill", "manes", "ninja", "sheep", "ronin", "roshi", "shito", "tengu",
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@@ -2188,9 +2186,7 @@ STATIC_OVL NEARDATA const struct o_range o_ranges[] = {
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{ "dragon scale mail",
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ARMOR_CLASS, GRAY_DRAGON_SCALE_MAIL, YELLOW_DRAGON_SCALE_MAIL },
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{ "sword", WEAPON_CLASS, SHORT_SWORD, KATANA },
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#ifdef WIZARD
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{ "venom", VENOM_CLASS, BLINDING_VENOM, ACID_VENOM },
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#endif
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{ "gray stone", GEM_CLASS, LUCKSTONE, FLINT },
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{ "grey stone", GEM_CLASS, LUCKSTONE, FLINT },
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};
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@@ -2652,7 +2648,6 @@ struct obj *no_wish;
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}
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}
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#ifdef WIZARD
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/* Wishing in wizard mode can create traps and furniture.
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* Part I: distinguish between trap and object for the two
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* types of traps which have corresponding objects: bear trap
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@@ -2692,7 +2687,6 @@ struct obj *no_wish;
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the object name and getting a disarmed trap object] */
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}
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}
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#endif
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retry:
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/* "grey stone" check must be before general "stone" */
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@@ -2862,7 +2856,6 @@ srch:
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goto typfnd;
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}
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}
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#ifdef WIZARD
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/* Let wizards wish for traps and furniture.
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* Must come after objects check so wizards can still wish for
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* trap objects like beartraps.
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@@ -2979,7 +2972,6 @@ wiztrap:
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return &zeroobj;
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}
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}
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#endif /* WIZARD */
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if(!oclass) return((struct obj *)0);
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any:
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@@ -3035,16 +3027,12 @@ typfnd:
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|| typ == ROCK || is_missile(otmp)))))
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otmp->quan = (long) cnt;
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#ifdef WIZARD
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if (oclass == VENOM_CLASS) otmp->spe = 1;
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#endif
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if (spesgn == 0) {
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spe = otmp->spe;
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#ifdef WIZARD
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} else if (wizard) {
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; /* no alteration to spe */
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#endif
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} else if (oclass == ARMOR_CLASS || oclass == WEAPON_CLASS ||
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is_weptool(otmp) ||
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(oclass==RING_CLASS && objects[typ].oc_charged)) {
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