readobjnam() tidying

Move wizard mode wishing for traps and terrain from readobjnam() to a
separate routine.
This commit is contained in:
PatR
2020-01-08 18:01:04 -08:00
parent 8a3a32834f
commit f5d7343677

View File

@@ -1,4 +1,4 @@
/* NetHack 3.7 objnam.c $NHDT-Date: 1578532901 2020/01/09 01:21:41 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.284 $ */
/* NetHack 3.7 objnam.c $NHDT-Date: 1578535246 2020/01/09 02:00:46 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.285 $ */
/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
/*-Copyright (c) Robert Patrick Rankin, 2011. */
/* NetHack may be freely redistributed. See license for details. */
@@ -11,19 +11,20 @@
#define NUMOBUF 12
static char *FDECL(strprepend, (char *, const char *));
static short FDECL(rnd_otyp_by_wpnskill, (SCHAR_P));
static short FDECL(rnd_otyp_by_namedesc, (const char *, CHAR_P, int));
static boolean FDECL(wishymatch, (const char *, const char *, BOOLEAN_P));
static char *NDECL(nextobuf);
static void FDECL(releaseobuf, (char *));
static char *FDECL(xname_flags, (struct obj *, unsigned));
static char *FDECL(minimal_xname, (struct obj *));
static void FDECL(add_erosion_words, (struct obj *, char *));
static char *FDECL(doname_base, (struct obj *obj, unsigned));
static boolean FDECL(singplur_lookup, (char *, char *, BOOLEAN_P,
const char *const *));
const char *const *));
static char *FDECL(singplur_compound, (char *));
static char *FDECL(xname_flags, (struct obj *, unsigned));
static boolean FDECL(badman, (const char *, BOOLEAN_P));
static boolean FDECL(wishymatch, (const char *, const char *, BOOLEAN_P));
static short FDECL(rnd_otyp_by_wpnskill, (SCHAR_P));
static short FDECL(rnd_otyp_by_namedesc, (const char *, CHAR_P, int));
static struct obj *FDECL(wizterrainwish, (char *, char *, int, int));
struct Jitem {
int item;
@@ -2944,6 +2945,169 @@ char oclass;
return (int) rnd_otyp_by_namedesc("shiny", oclass, 0);
}
/* in wizard mode, readobjnam() can accept wishes for traps and terrain */
static struct obj *
wizterrainwish(bp, p, locked, trapped)
char *bp, *p;
int locked, trapped;
{
struct rm *lev;
boolean madeterrain = FALSE, badterrain = FALSE;
int trap, x = u.ux, y = u.uy;
for (trap = NO_TRAP + 1; trap < TRAPNUM; trap++) {
struct trap *t;
const char *tname;
tname = trapname(trap, TRUE);
if (strncmpi(tname, bp, strlen(tname)))
continue;
/* found it; avoid stupid mistakes */
if (is_hole(trap) && !Can_fall_thru(&u.uz))
trap = ROCKTRAP;
if ((t = maketrap(x, y, trap)) != 0) {
trap = t->ttyp;
tname = trapname(trap, TRUE);
pline("%s%s.", An(tname),
(trap != MAGIC_PORTAL) ? "" : " to nowhere");
} else
pline("Creation of %s failed.", an(tname));
return (struct obj *) &cg.zeroobj;
}
/* furniture and terrain (use at your own risk; can clobber stairs
or place furniture on existing traps which shouldn't be allowed) */
lev = &levl[x][y];
p = eos(bp);
if (!BSTRCMPI(bp, p - 8, "fountain")) {
lev->typ = FOUNTAIN;
g.level.flags.nfountains++;
if (!strncmpi(bp, "magic ", 6))
lev->blessedftn = 1;
pline("A %sfountain.", lev->blessedftn ? "magic " : "");
madeterrain = TRUE;
} else if (!BSTRCMPI(bp, p - 6, "throne")) {
lev->typ = THRONE;
pline("A throne.");
madeterrain = TRUE;
} else if (!BSTRCMPI(bp, p - 4, "sink")) {
lev->typ = SINK;
g.level.flags.nsinks++;
pline("A sink.");
madeterrain = TRUE;
/* ("water" matches "potion of water" rather than terrain) */
} else if (!BSTRCMPI(bp, p - 4, "pool")
|| !BSTRCMPI(bp, p - 4, "moat")) {
lev->typ = !BSTRCMPI(bp, p - 4, "pool") ? POOL : MOAT;
del_engr_at(x, y);
pline("A %s.", (lev->typ == POOL) ? "pool" : "moat");
/* Must manually make kelp! */
water_damage_chain(g.level.objects[x][y], TRUE);
madeterrain = TRUE;
/* also matches "molten lava" */
} else if (!BSTRCMPI(bp, p - 4, "lava")) {
lev->typ = LAVAPOOL;
del_engr_at(x, y);
pline("A pool of molten lava.");
if (!(Levitation || Flying))
pooleffects(FALSE);
madeterrain = TRUE;
} else if (!BSTRCMPI(bp, p - 5, "altar")) {
aligntyp al;
lev->typ = ALTAR;
if (!strncmpi(bp, "chaotic ", 8))
al = A_CHAOTIC;
else if (!strncmpi(bp, "neutral ", 8))
al = A_NEUTRAL;
else if (!strncmpi(bp, "lawful ", 7))
al = A_LAWFUL;
else if (!strncmpi(bp, "unaligned ", 10))
al = A_NONE;
else /* -1 - A_CHAOTIC, 0 - A_NEUTRAL, 1 - A_LAWFUL */
al = !rn2(6) ? A_NONE : (rn2((int) A_LAWFUL + 2) - 1);
lev->altarmask = Align2amask(al);
pline("%s altar.", An(align_str(al)));
madeterrain = TRUE;
} else if (!BSTRCMPI(bp, p - 5, "grave")
|| !BSTRCMPI(bp, p - 9, "headstone")) {
make_grave(x, y, (char *) 0);
pline("%s.", IS_GRAVE(lev->typ) ? "A grave"
: "Can't place a grave here");
madeterrain = TRUE;
} else if (!BSTRCMPI(bp, p - 4, "tree")) {
lev->typ = TREE;
pline("A tree.");
block_point(x, y);
madeterrain = TRUE;
} else if (!BSTRCMPI(bp, p - 4, "bars")) {
lev->typ = IRONBARS;
pline("Iron bars.");
madeterrain = TRUE;
} else if (!BSTRCMPI(bp, p - 11, "secret door")) {
if (lev->typ == DOOR
|| (IS_WALL(lev->typ) && lev->typ != DBWALL)) {
lev->typ = SDOOR;
lev->wall_info = 0;
/* lev->horizontal stays as-is */
/* no special handling for rogue level is necessary;
exposing a secret door there yields a doorless doorway */
#if 0 /*
* Can't do this; secret doors want both doormask and
* wall_info but those both overload rm.flags which makes
* D_CLOSED conflict with WM_MASK. However, converting
* secret door to regular door sets D_CLOSED iff D_LOCKED
* isn't specified so the alternate code suffices.
*/
lev->doormask = locked ? D_LOCKED : D_CLOSED;
#else
/* cvt_sdoor_to_door() will change D_NODOOR to D_CLOSED */
lev->doormask = locked ? D_LOCKED : D_NODOOR;
#endif
if (trapped)
lev->doormask |= D_TRAPPED;
block_point(x, y);
pline("Secret door.");
madeterrain = TRUE;
} else {
pline("Secret door requires door or wall location.");
badterrain = TRUE;
}
} else if (!BSTRCMPI(bp, p - 15, "secret corridor")) {
if (lev->typ == CORR) {
lev->typ = SCORR;
block_point(x, y);
pline("Secret corridor.");
madeterrain = TRUE;
} else {
pline("Secret corridor requires corridor location.");
badterrain = TRUE;
}
}
if (madeterrain) {
feel_newsym(x, y); /* map the spot where the wish occurred */
/* hero started at <x,y> but might not be there anymore (create
lava, decline to die, and get teleported away to safety) */
if (u.uinwater && !is_pool(u.ux, u.uy)) {
u.uinwater = 0; /* leave the water */
docrt();
g.vision_full_recalc = 1;
} else if (u.utrap && u.utraptype == TT_LAVA
&& !is_lava(u.ux, u.uy)) {
reset_utrap(FALSE);
}
}
if (madeterrain || badterrain) {
/* cast 'const' away; caller won't modify this */
return (struct obj *) &cg.zeroobj;
}
return (struct obj *) 0;
}
/*
* Return something wished for. Specifying a null pointer for
* the user request string results in a random object. Otherwise,
@@ -3732,160 +3896,10 @@ struct obj *no_wish;
*/
wiztrap:
if (wizard && !g.program_state.wizkit_wishing) {
struct rm *lev;
boolean madeterrain = FALSE, badterrain = FALSE;
int trap, x = u.ux, y = u.uy;
for (trap = NO_TRAP + 1; trap < TRAPNUM; trap++) {
struct trap *t;
const char *tname;
tname = trapname(trap, TRUE);
if (strncmpi(tname, bp, strlen(tname)))
continue;
/* found it; avoid stupid mistakes */
if (is_hole(trap) && !Can_fall_thru(&u.uz))
trap = ROCKTRAP;
if ((t = maketrap(x, y, trap)) != 0) {
trap = t->ttyp;
tname = trapname(trap, TRUE);
pline("%s%s.", An(tname),
(trap != MAGIC_PORTAL) ? "" : " to nowhere");
} else
pline("Creation of %s failed.", an(tname));
return (struct obj *) &cg.zeroobj;
}
/* furniture and terrain (use at your own risk; can clobber stairs
or place furniture on existing traps which shouldn't be allowed) */
lev = &levl[x][y];
p = eos(bp);
if (!BSTRCMPI(bp, p - 8, "fountain")) {
lev->typ = FOUNTAIN;
g.level.flags.nfountains++;
if (!strncmpi(bp, "magic ", 6))
lev->blessedftn = 1;
pline("A %sfountain.", lev->blessedftn ? "magic " : "");
madeterrain = TRUE;
} else if (!BSTRCMPI(bp, p - 6, "throne")) {
lev->typ = THRONE;
pline("A throne.");
madeterrain = TRUE;
} else if (!BSTRCMPI(bp, p - 4, "sink")) {
lev->typ = SINK;
g.level.flags.nsinks++;
pline("A sink.");
madeterrain = TRUE;
/* ("water" matches "potion of water" rather than terrain) */
} else if (!BSTRCMPI(bp, p - 4, "pool")
|| !BSTRCMPI(bp, p - 4, "moat")) {
lev->typ = !BSTRCMPI(bp, p - 4, "pool") ? POOL : MOAT;
del_engr_at(x, y);
pline("A %s.", (lev->typ == POOL) ? "pool" : "moat");
/* Must manually make kelp! */
water_damage_chain(g.level.objects[x][y], TRUE);
madeterrain = TRUE;
/* also matches "molten lava" */
} else if (!BSTRCMPI(bp, p - 4, "lava")) {
lev->typ = LAVAPOOL;
del_engr_at(x, y);
pline("A pool of molten lava.");
if (!(Levitation || Flying))
pooleffects(FALSE);
madeterrain = TRUE;
} else if (!BSTRCMPI(bp, p - 5, "altar")) {
aligntyp al;
lev->typ = ALTAR;
if (!strncmpi(bp, "chaotic ", 8))
al = A_CHAOTIC;
else if (!strncmpi(bp, "neutral ", 8))
al = A_NEUTRAL;
else if (!strncmpi(bp, "lawful ", 7))
al = A_LAWFUL;
else if (!strncmpi(bp, "unaligned ", 10))
al = A_NONE;
else /* -1 - A_CHAOTIC, 0 - A_NEUTRAL, 1 - A_LAWFUL */
al = !rn2(6) ? A_NONE : (rn2((int) A_LAWFUL + 2) - 1);
lev->altarmask = Align2amask(al);
pline("%s altar.", An(align_str(al)));
madeterrain = TRUE;
} else if (!BSTRCMPI(bp, p - 5, "grave")
|| !BSTRCMPI(bp, p - 9, "headstone")) {
make_grave(x, y, (char *) 0);
pline("%s.", IS_GRAVE(lev->typ) ? "A grave"
: "Can't place a grave here");
madeterrain = TRUE;
} else if (!BSTRCMPI(bp, p - 4, "tree")) {
lev->typ = TREE;
pline("A tree.");
block_point(x, y);
madeterrain = TRUE;
} else if (!BSTRCMPI(bp, p - 4, "bars")) {
lev->typ = IRONBARS;
pline("Iron bars.");
madeterrain = TRUE;
} else if (!BSTRCMPI(bp, p - 11, "secret door")) {
if (lev->typ == DOOR
|| (IS_WALL(lev->typ) && lev->typ != DBWALL)) {
lev->typ = SDOOR;
lev->wall_info = 0;
/* lev->horizontal stays as-is */
/* no special handling for rogue level is necessary;
exposing a secret door there yields a doorless doorway */
#if 0 /*
* Can't do this; secret doors want both doormask and
* wall_info but those both overload rm.flags which makes
* D_CLOSED conflict with WM_MASK. However, converting
* secret door to regular door sets D_CLOSED iff D_LOCKED
* isn't specified so the alternate code suffices.
*/
lev->doormask = locked ? D_LOCKED : D_CLOSED;
#else
/* cvt_sdoor_to_door() will change D_NODOOR to D_CLOSED */
lev->doormask = locked ? D_LOCKED : D_NODOOR;
#endif
if (trapped)
lev->doormask |= D_TRAPPED;
block_point(x, y);
pline("Secret door.");
madeterrain = TRUE;
} else {
pline("Secret door requires door or wall location.");
badterrain = TRUE;
}
} else if (!BSTRCMPI(bp, p - 15, "secret corridor")) {
if (lev->typ == CORR) {
lev->typ = SCORR;
block_point(x, y);
pline("Secret corridor.");
madeterrain = TRUE;
} else {
pline("Secret corridor requires corridor location.");
badterrain = TRUE;
}
}
if (madeterrain) {
feel_newsym(x, y); /* map the spot where the wish occurred */
/* hero started at <x,y> but might not be there anymore (create
lava, decline to die, and get teleported away to safety) */
if (u.uinwater && !is_pool(u.ux, u.uy)) {
u.uinwater = 0; /* leave the water */
docrt();
g.vision_full_recalc = 1;
} else if (u.utrap && u.utraptype == TT_LAVA
&& !is_lava(u.ux, u.uy)) {
reset_utrap(FALSE);
}
}
if (madeterrain || badterrain) {
/* cast 'const' away; caller won't modify this */
return (struct obj *) &cg.zeroobj;
}
} /* end of wizard mode traps and terrain */
/* [inline code moved to separate routine to unclutter readobjnam] */
if ((otmp = wizterrainwish(bp, p, locked, trapped)) != 0)
return otmp;
}
if (!oclass && !typ) {
if (!strncmpi(bp, "polearm", 7)) {