randomized trap names
Use trapname() in several more places. I wasn't systematic about it. trapname() could generate a random value of 0 and attempt to use "real trap #0" but 0 is NO_TRAP. So it ended up with "water" from the preceding block of entries in defsyms[]. Treat 0 as an extra chance for the actual trap instead of an hallucinatory one. Add a couple more hallucinatory traps. "Roach Motel" is trademarked but like Spam and Band-Aid, general usage has trampled over it. I included "(tm)" anyway. Also, sometimes generate "<role> trap" or "<rank> trap" on the fly. Why should tourists get all the fun?
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@@ -1,4 +1,4 @@
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$NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.56 $ $NHDT-Date: 1578400811 2020/01/07 12:40:11 $
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$NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.58 $ $NHDT-Date: 1578624299 2020/01/10 02:44:59 $
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General Fixes and Modified Features
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-----------------------------------
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@@ -55,6 +55,7 @@ autounlock picked Rogue's artifact key over lock-pick or credit card (or
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ordinary key depending upon invent order) even for non-rogues who
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would be blasted when touching it
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wielded aklys had its "(tethered weapon...)" description scrambled
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randomized trap name could pick trap #0 which isn't a trap and yielded "water"
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Platform- and/or Interface-Specific Fixes
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