Make TOURIST unconditional.
This commit is contained in:
14
src/u_init.c
14
src/u_init.c
@@ -138,7 +138,6 @@ static struct trobj Samurai[] = {
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{ SPLINT_MAIL, 0, ARMOR_CLASS, 1, UNDEF_BLESS },
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{ 0, 0, 0, 0, 0 }
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};
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#ifdef TOURIST
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static struct trobj Tourist[] = {
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#define T_DARTS 0
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{ DART, 2, WEAPON_CLASS, 25, UNDEF_BLESS }, /* quan is variable */
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@@ -150,7 +149,6 @@ static struct trobj Tourist[] = {
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{ CREDIT_CARD, 0, TOOL_CLASS, 1, 0 },
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{ 0, 0, 0, 0, 0 }
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};
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#endif
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static struct trobj Valkyrie[] = {
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{ LONG_SWORD, 1, WEAPON_CLASS, 1, UNDEF_BLESS },
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{ DAGGER, 0, WEAPON_CLASS, 1, UNDEF_BLESS },
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@@ -200,7 +198,6 @@ static struct trobj Xtra_food[] = {
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{ UNDEF_TYP, UNDEF_SPE, FOOD_CLASS, 2, 0 },
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{ 0, 0, 0, 0, 0 }
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};
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#ifdef TOURIST
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static struct trobj Leash[] = {
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{ LEASH, 0, TOOL_CLASS, 1, 0 },
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{ 0, 0, 0, 0, 0 }
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@@ -209,7 +206,6 @@ static struct trobj Towel[] = {
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{ TOWEL, 0, TOOL_CLASS, 1, 0 },
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{ 0, 0, 0, 0, 0 }
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};
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#endif /* TOURIST */
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static struct trobj Wishing[] = {
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{ WAN_WISHING, 3, WAND_CLASS, 1, 0 },
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{ 0, 0, 0, 0, 0 }
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@@ -414,7 +410,6 @@ static const struct def_skill Skill_S[] = {
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{ P_NONE, 0 }
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};
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#ifdef TOURIST
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static const struct def_skill Skill_T[] = {
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{ P_DAGGER, P_EXPERT }, { P_KNIFE, P_SKILLED },
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{ P_AXE, P_BASIC }, { P_PICK_AXE, P_BASIC },
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@@ -437,7 +432,6 @@ static const struct def_skill Skill_T[] = {
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{ P_BARE_HANDED_COMBAT, P_SKILLED },
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{ P_NONE, 0 }
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};
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#endif /* TOURIST */
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static const struct def_skill Skill_V[] = {
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{ P_DAGGER, P_EXPERT }, { P_AXE, P_EXPERT },
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@@ -512,9 +506,7 @@ u_init()
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#if 0 /* documentation of more zero values as desirable */
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u.usick_cause[0] = 0;
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u.uluck = u.moreluck = 0;
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# ifdef TOURIST
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uarmu = 0;
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# endif
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uarm = uarmc = uarmh = uarms = uarmg = uarmf = 0;
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uwep = uball = uchain = uleft = uright = 0;
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uswapwep = uquiver = 0;
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@@ -676,7 +668,6 @@ u_init()
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knows_class(ARMOR_CLASS);
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skill_init(Skill_S);
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break;
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#ifdef TOURIST
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case PM_TOURIST:
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Tourist[T_DARTS].trquan = rn1(20, 21);
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#ifndef GOLDOBJ
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@@ -691,7 +682,6 @@ u_init()
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else if(!rn2(25)) ini_inv(Magicmarker);
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skill_init(Skill_T);
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break;
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#endif
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case PM_VALKYRIE:
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ini_inv(Valkyrie);
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if(!rn2(6)) ini_inv(Lamp);
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@@ -840,9 +830,7 @@ int otyp;
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case PM_RANGER: skills = Skill_Ran; break;
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case PM_ROGUE: skills = Skill_R; break;
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case PM_SAMURAI: skills = Skill_S; break;
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#ifdef TOURIST
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case PM_TOURIST: skills = Skill_T; break;
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#endif
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case PM_VALKYRIE: skills = Skill_V; break;
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case PM_WIZARD: skills = Skill_W; break;
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default: skills = 0; break; /* lint suppression */
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@@ -1001,10 +989,8 @@ register struct trobj *trop;
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setworn(obj, W_ARMH);
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else if (is_gloves(obj) && !uarmg)
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setworn(obj, W_ARMG);
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#ifdef TOURIST
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else if (is_shirt(obj) && !uarmu)
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setworn(obj, W_ARMU);
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#endif
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else if (is_cloak(obj) && !uarmc)
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setworn(obj, W_ARMC);
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else if (is_boots(obj) && !uarmf)
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