the #wizbury command - bury everything at your loc and around */
| 2285 | #ifdef DEBUG |
| 2286 | /* the #wizbury command - bury everything at your loc and around */ |
| 2287 | int |
| 2288 | wiz_debug_cmd_bury(void) |
| 2289 | { |
| 2290 | struct obj *otmp; |
| 2291 | int x, y, before = 0, after = 0, diff; |
| 2292 | |
| 2293 | for (x = u.ux - 1; x <= u.ux + 1; x++) |
| 2294 | for (y = u.uy - 1; y <= u.uy + 1; y++) { |
| 2295 | if (!isok(x, y)) |
| 2296 | continue; |
| 2297 | for (otmp = svl.level.objects[x][y]; otmp; otmp = otmp->nexthere) |
| 2298 | ++before; |
| 2299 | |
| 2300 | bury_objs(x, y); |
| 2301 | |
| 2302 | for (otmp = svl.level.objects[x][y]; otmp; otmp = otmp->nexthere) |
| 2303 | ++after; |
| 2304 | } |
| 2305 | |
| 2306 | diff = before - after; |
| 2307 | if (before == 0) |
| 2308 | /* there was nothing here */ |
| 2309 | pline("No objects here or adjacent to bury."); |
| 2310 | else if (diff == 0) |
| 2311 | /* before and after will be the same if only unburiable objects are |
| 2312 | present (The Amulet, invocation items, Rider corpses, uchain when |
| 2313 | uball doesn't get buried: carried or floor beyond burial range) */ |
| 2314 | pline("No objects buried."); |
| 2315 | else |
| 2316 | /* usual case; if uball got buried, uchain went away and won't be |
| 2317 | counted as buried */ |
| 2318 | pline("%d object%s buried.", diff, plur(diff)); |
| 2319 | return ECMD_OK; |
| 2320 | } |
| 2321 | #endif /* DEBUG */ |
| 2322 | |
| 2323 | #undef BY_YOU |