readobjnam() tidying
Move wizard mode wishing for traps and terrain from readobjnam() to a separate routine.
This commit is contained in:
334
src/objnam.c
334
src/objnam.c
@@ -1,4 +1,4 @@
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/* NetHack 3.7 objnam.c $NHDT-Date: 1578532901 2020/01/09 01:21:41 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.284 $ */
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/* NetHack 3.7 objnam.c $NHDT-Date: 1578535246 2020/01/09 02:00:46 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.285 $ */
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/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
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/*-Copyright (c) Robert Patrick Rankin, 2011. */
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/* NetHack may be freely redistributed. See license for details. */
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@@ -11,19 +11,20 @@
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#define NUMOBUF 12
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static char *FDECL(strprepend, (char *, const char *));
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static short FDECL(rnd_otyp_by_wpnskill, (SCHAR_P));
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static short FDECL(rnd_otyp_by_namedesc, (const char *, CHAR_P, int));
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static boolean FDECL(wishymatch, (const char *, const char *, BOOLEAN_P));
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static char *NDECL(nextobuf);
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static void FDECL(releaseobuf, (char *));
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static char *FDECL(xname_flags, (struct obj *, unsigned));
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static char *FDECL(minimal_xname, (struct obj *));
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static void FDECL(add_erosion_words, (struct obj *, char *));
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static char *FDECL(doname_base, (struct obj *obj, unsigned));
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static boolean FDECL(singplur_lookup, (char *, char *, BOOLEAN_P,
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const char *const *));
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const char *const *));
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static char *FDECL(singplur_compound, (char *));
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static char *FDECL(xname_flags, (struct obj *, unsigned));
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static boolean FDECL(badman, (const char *, BOOLEAN_P));
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static boolean FDECL(wishymatch, (const char *, const char *, BOOLEAN_P));
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static short FDECL(rnd_otyp_by_wpnskill, (SCHAR_P));
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static short FDECL(rnd_otyp_by_namedesc, (const char *, CHAR_P, int));
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static struct obj *FDECL(wizterrainwish, (char *, char *, int, int));
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struct Jitem {
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int item;
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@@ -2944,6 +2945,169 @@ char oclass;
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return (int) rnd_otyp_by_namedesc("shiny", oclass, 0);
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}
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/* in wizard mode, readobjnam() can accept wishes for traps and terrain */
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static struct obj *
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wizterrainwish(bp, p, locked, trapped)
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char *bp, *p;
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int locked, trapped;
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{
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struct rm *lev;
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boolean madeterrain = FALSE, badterrain = FALSE;
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int trap, x = u.ux, y = u.uy;
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for (trap = NO_TRAP + 1; trap < TRAPNUM; trap++) {
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struct trap *t;
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const char *tname;
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tname = trapname(trap, TRUE);
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if (strncmpi(tname, bp, strlen(tname)))
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continue;
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/* found it; avoid stupid mistakes */
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if (is_hole(trap) && !Can_fall_thru(&u.uz))
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trap = ROCKTRAP;
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if ((t = maketrap(x, y, trap)) != 0) {
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trap = t->ttyp;
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tname = trapname(trap, TRUE);
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pline("%s%s.", An(tname),
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(trap != MAGIC_PORTAL) ? "" : " to nowhere");
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} else
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pline("Creation of %s failed.", an(tname));
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return (struct obj *) &cg.zeroobj;
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}
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/* furniture and terrain (use at your own risk; can clobber stairs
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or place furniture on existing traps which shouldn't be allowed) */
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lev = &levl[x][y];
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p = eos(bp);
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if (!BSTRCMPI(bp, p - 8, "fountain")) {
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lev->typ = FOUNTAIN;
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g.level.flags.nfountains++;
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if (!strncmpi(bp, "magic ", 6))
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lev->blessedftn = 1;
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pline("A %sfountain.", lev->blessedftn ? "magic " : "");
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madeterrain = TRUE;
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} else if (!BSTRCMPI(bp, p - 6, "throne")) {
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lev->typ = THRONE;
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pline("A throne.");
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madeterrain = TRUE;
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} else if (!BSTRCMPI(bp, p - 4, "sink")) {
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lev->typ = SINK;
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g.level.flags.nsinks++;
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pline("A sink.");
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madeterrain = TRUE;
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/* ("water" matches "potion of water" rather than terrain) */
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} else if (!BSTRCMPI(bp, p - 4, "pool")
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|| !BSTRCMPI(bp, p - 4, "moat")) {
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lev->typ = !BSTRCMPI(bp, p - 4, "pool") ? POOL : MOAT;
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del_engr_at(x, y);
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pline("A %s.", (lev->typ == POOL) ? "pool" : "moat");
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/* Must manually make kelp! */
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water_damage_chain(g.level.objects[x][y], TRUE);
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madeterrain = TRUE;
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/* also matches "molten lava" */
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} else if (!BSTRCMPI(bp, p - 4, "lava")) {
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lev->typ = LAVAPOOL;
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del_engr_at(x, y);
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pline("A pool of molten lava.");
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if (!(Levitation || Flying))
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pooleffects(FALSE);
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madeterrain = TRUE;
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} else if (!BSTRCMPI(bp, p - 5, "altar")) {
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aligntyp al;
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lev->typ = ALTAR;
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if (!strncmpi(bp, "chaotic ", 8))
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al = A_CHAOTIC;
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else if (!strncmpi(bp, "neutral ", 8))
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al = A_NEUTRAL;
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else if (!strncmpi(bp, "lawful ", 7))
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al = A_LAWFUL;
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else if (!strncmpi(bp, "unaligned ", 10))
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al = A_NONE;
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else /* -1 - A_CHAOTIC, 0 - A_NEUTRAL, 1 - A_LAWFUL */
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al = !rn2(6) ? A_NONE : (rn2((int) A_LAWFUL + 2) - 1);
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lev->altarmask = Align2amask(al);
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pline("%s altar.", An(align_str(al)));
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madeterrain = TRUE;
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} else if (!BSTRCMPI(bp, p - 5, "grave")
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|| !BSTRCMPI(bp, p - 9, "headstone")) {
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make_grave(x, y, (char *) 0);
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pline("%s.", IS_GRAVE(lev->typ) ? "A grave"
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: "Can't place a grave here");
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madeterrain = TRUE;
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} else if (!BSTRCMPI(bp, p - 4, "tree")) {
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lev->typ = TREE;
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pline("A tree.");
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block_point(x, y);
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madeterrain = TRUE;
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} else if (!BSTRCMPI(bp, p - 4, "bars")) {
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lev->typ = IRONBARS;
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pline("Iron bars.");
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madeterrain = TRUE;
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} else if (!BSTRCMPI(bp, p - 11, "secret door")) {
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if (lev->typ == DOOR
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|| (IS_WALL(lev->typ) && lev->typ != DBWALL)) {
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lev->typ = SDOOR;
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lev->wall_info = 0;
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/* lev->horizontal stays as-is */
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/* no special handling for rogue level is necessary;
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exposing a secret door there yields a doorless doorway */
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#if 0 /*
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* Can't do this; secret doors want both doormask and
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* wall_info but those both overload rm.flags which makes
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* D_CLOSED conflict with WM_MASK. However, converting
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* secret door to regular door sets D_CLOSED iff D_LOCKED
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* isn't specified so the alternate code suffices.
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*/
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lev->doormask = locked ? D_LOCKED : D_CLOSED;
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#else
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/* cvt_sdoor_to_door() will change D_NODOOR to D_CLOSED */
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lev->doormask = locked ? D_LOCKED : D_NODOOR;
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#endif
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if (trapped)
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lev->doormask |= D_TRAPPED;
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block_point(x, y);
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pline("Secret door.");
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madeterrain = TRUE;
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} else {
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pline("Secret door requires door or wall location.");
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badterrain = TRUE;
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}
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} else if (!BSTRCMPI(bp, p - 15, "secret corridor")) {
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if (lev->typ == CORR) {
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lev->typ = SCORR;
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block_point(x, y);
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pline("Secret corridor.");
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madeterrain = TRUE;
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} else {
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pline("Secret corridor requires corridor location.");
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badterrain = TRUE;
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}
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}
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if (madeterrain) {
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feel_newsym(x, y); /* map the spot where the wish occurred */
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/* hero started at <x,y> but might not be there anymore (create
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lava, decline to die, and get teleported away to safety) */
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if (u.uinwater && !is_pool(u.ux, u.uy)) {
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u.uinwater = 0; /* leave the water */
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docrt();
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g.vision_full_recalc = 1;
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} else if (u.utrap && u.utraptype == TT_LAVA
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&& !is_lava(u.ux, u.uy)) {
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reset_utrap(FALSE);
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}
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}
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if (madeterrain || badterrain) {
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/* cast 'const' away; caller won't modify this */
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return (struct obj *) &cg.zeroobj;
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}
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return (struct obj *) 0;
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}
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/*
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* Return something wished for. Specifying a null pointer for
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* the user request string results in a random object. Otherwise,
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@@ -3732,160 +3896,10 @@ struct obj *no_wish;
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*/
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wiztrap:
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if (wizard && !g.program_state.wizkit_wishing) {
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struct rm *lev;
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boolean madeterrain = FALSE, badterrain = FALSE;
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int trap, x = u.ux, y = u.uy;
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for (trap = NO_TRAP + 1; trap < TRAPNUM; trap++) {
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struct trap *t;
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const char *tname;
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tname = trapname(trap, TRUE);
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if (strncmpi(tname, bp, strlen(tname)))
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continue;
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/* found it; avoid stupid mistakes */
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if (is_hole(trap) && !Can_fall_thru(&u.uz))
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trap = ROCKTRAP;
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if ((t = maketrap(x, y, trap)) != 0) {
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trap = t->ttyp;
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tname = trapname(trap, TRUE);
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pline("%s%s.", An(tname),
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(trap != MAGIC_PORTAL) ? "" : " to nowhere");
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} else
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pline("Creation of %s failed.", an(tname));
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return (struct obj *) &cg.zeroobj;
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}
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/* furniture and terrain (use at your own risk; can clobber stairs
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or place furniture on existing traps which shouldn't be allowed) */
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lev = &levl[x][y];
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p = eos(bp);
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if (!BSTRCMPI(bp, p - 8, "fountain")) {
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lev->typ = FOUNTAIN;
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g.level.flags.nfountains++;
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if (!strncmpi(bp, "magic ", 6))
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lev->blessedftn = 1;
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pline("A %sfountain.", lev->blessedftn ? "magic " : "");
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madeterrain = TRUE;
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} else if (!BSTRCMPI(bp, p - 6, "throne")) {
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lev->typ = THRONE;
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pline("A throne.");
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madeterrain = TRUE;
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} else if (!BSTRCMPI(bp, p - 4, "sink")) {
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lev->typ = SINK;
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g.level.flags.nsinks++;
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pline("A sink.");
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madeterrain = TRUE;
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/* ("water" matches "potion of water" rather than terrain) */
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} else if (!BSTRCMPI(bp, p - 4, "pool")
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|| !BSTRCMPI(bp, p - 4, "moat")) {
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lev->typ = !BSTRCMPI(bp, p - 4, "pool") ? POOL : MOAT;
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del_engr_at(x, y);
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pline("A %s.", (lev->typ == POOL) ? "pool" : "moat");
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/* Must manually make kelp! */
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water_damage_chain(g.level.objects[x][y], TRUE);
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madeterrain = TRUE;
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/* also matches "molten lava" */
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} else if (!BSTRCMPI(bp, p - 4, "lava")) {
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lev->typ = LAVAPOOL;
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del_engr_at(x, y);
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pline("A pool of molten lava.");
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if (!(Levitation || Flying))
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pooleffects(FALSE);
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madeterrain = TRUE;
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} else if (!BSTRCMPI(bp, p - 5, "altar")) {
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aligntyp al;
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lev->typ = ALTAR;
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if (!strncmpi(bp, "chaotic ", 8))
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al = A_CHAOTIC;
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else if (!strncmpi(bp, "neutral ", 8))
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al = A_NEUTRAL;
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else if (!strncmpi(bp, "lawful ", 7))
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al = A_LAWFUL;
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else if (!strncmpi(bp, "unaligned ", 10))
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al = A_NONE;
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else /* -1 - A_CHAOTIC, 0 - A_NEUTRAL, 1 - A_LAWFUL */
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al = !rn2(6) ? A_NONE : (rn2((int) A_LAWFUL + 2) - 1);
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lev->altarmask = Align2amask(al);
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pline("%s altar.", An(align_str(al)));
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madeterrain = TRUE;
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} else if (!BSTRCMPI(bp, p - 5, "grave")
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|| !BSTRCMPI(bp, p - 9, "headstone")) {
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make_grave(x, y, (char *) 0);
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pline("%s.", IS_GRAVE(lev->typ) ? "A grave"
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: "Can't place a grave here");
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madeterrain = TRUE;
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} else if (!BSTRCMPI(bp, p - 4, "tree")) {
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lev->typ = TREE;
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pline("A tree.");
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block_point(x, y);
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madeterrain = TRUE;
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} else if (!BSTRCMPI(bp, p - 4, "bars")) {
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lev->typ = IRONBARS;
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pline("Iron bars.");
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madeterrain = TRUE;
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} else if (!BSTRCMPI(bp, p - 11, "secret door")) {
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if (lev->typ == DOOR
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|| (IS_WALL(lev->typ) && lev->typ != DBWALL)) {
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lev->typ = SDOOR;
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lev->wall_info = 0;
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/* lev->horizontal stays as-is */
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/* no special handling for rogue level is necessary;
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exposing a secret door there yields a doorless doorway */
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#if 0 /*
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* Can't do this; secret doors want both doormask and
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* wall_info but those both overload rm.flags which makes
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* D_CLOSED conflict with WM_MASK. However, converting
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* secret door to regular door sets D_CLOSED iff D_LOCKED
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* isn't specified so the alternate code suffices.
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*/
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lev->doormask = locked ? D_LOCKED : D_CLOSED;
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#else
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/* cvt_sdoor_to_door() will change D_NODOOR to D_CLOSED */
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lev->doormask = locked ? D_LOCKED : D_NODOOR;
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#endif
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if (trapped)
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lev->doormask |= D_TRAPPED;
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block_point(x, y);
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pline("Secret door.");
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madeterrain = TRUE;
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} else {
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pline("Secret door requires door or wall location.");
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badterrain = TRUE;
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}
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} else if (!BSTRCMPI(bp, p - 15, "secret corridor")) {
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if (lev->typ == CORR) {
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lev->typ = SCORR;
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block_point(x, y);
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pline("Secret corridor.");
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madeterrain = TRUE;
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} else {
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pline("Secret corridor requires corridor location.");
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badterrain = TRUE;
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}
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}
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if (madeterrain) {
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feel_newsym(x, y); /* map the spot where the wish occurred */
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/* hero started at <x,y> but might not be there anymore (create
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lava, decline to die, and get teleported away to safety) */
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if (u.uinwater && !is_pool(u.ux, u.uy)) {
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u.uinwater = 0; /* leave the water */
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docrt();
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g.vision_full_recalc = 1;
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} else if (u.utrap && u.utraptype == TT_LAVA
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&& !is_lava(u.ux, u.uy)) {
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reset_utrap(FALSE);
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}
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}
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if (madeterrain || badterrain) {
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/* cast 'const' away; caller won't modify this */
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return (struct obj *) &cg.zeroobj;
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}
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} /* end of wizard mode traps and terrain */
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/* [inline code moved to separate routine to unclutter readobjnam] */
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if ((otmp = wizterrainwish(bp, p, locked, trapped)) != 0)
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return otmp;
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}
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if (!oclass && !typ) {
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if (!strncmpi(bp, "polearm", 7)) {
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