Make STEED unconditional.
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@@ -425,7 +425,6 @@ typedef unsigned char uchar;
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/* monsters & objects */
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#define KOPS /* Keystone Kops by Scott R. Turner */
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#define SEDUCE /* Succubi/incubi seduction, by KAA, suggested by IM */
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#define STEED /* Riding steeds */
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#define TOURIST /* Tourist players with cameras and Hawaiian shirts */
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/* I/O */
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#define REDO /* support for redoing last command - DGK */
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@@ -198,12 +198,8 @@
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* Display the hero. It is assumed that all checks necessary to determine
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* _if_ the hero can be seen have already been done.
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*/
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#ifdef STEED
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#define maybe_display_usteed (u.usteed && mon_visible(u.usteed)) ? \
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ridden_mon_to_glyph(u.usteed) :
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#else
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#define maybe_display_usteed /* empty */
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#endif
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#define display_self() \
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show_glyph(u.ux, u.uy, \
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@@ -2205,7 +2205,6 @@ E struct obj *FDECL(findgold, (struct obj *));
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/* ### steed.c ### */
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#ifdef STEED
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E void NDECL(rider_cant_reach);
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E boolean FDECL(can_saddle, (struct monst *));
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E int FDECL(use_saddle, (struct obj *));
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@@ -2217,7 +2216,6 @@ E void NDECL(kick_steed);
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E void FDECL(dismount_steed, (int));
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E void FDECL(place_monster, (struct monst *,int,int));
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E boolean FDECL(stucksteed, (BOOLEAN_P));
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#endif
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/* ### teleport.c ### */
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@@ -38,7 +38,6 @@
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#define BY_PAPER 2
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#define BY_OTHER 9
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#ifdef STEED
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/* Macros for why you are no longer riding */
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#define DISMOUNT_GENERIC 0
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#define DISMOUNT_FELL 1
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@@ -47,7 +46,6 @@
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#define DISMOUNT_ENGULFED 4
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#define DISMOUNT_BONES 5
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#define DISMOUNT_BYCHOICE 6
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#endif
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/* Special returns from mapglyph() */
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#define MG_CORPSE 0x01
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@@ -114,9 +114,7 @@ struct prop {
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# define W_RINGR 0x00040000L /* Right ring */
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# define W_RING (W_RINGL | W_RINGR)
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# define W_TOOL 0x00080000L /* Eyewear */
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#ifdef STEED
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# define W_SADDLE 0x00100000L /* KMH -- For riding monsters */
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#endif
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# define W_BALL 0x00200000L /* Punishment ball */
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# define W_CHAIN 0x00400000L /* Punishment chain */
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@@ -593,10 +593,6 @@ extern dlevel_t level; /* structure describing the current level */
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!(level.monsters[x][y])->mburied)
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#define MON_BURIED_AT(x,y) (level.monsters[x][y] != (struct monst *)0 && \
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(level.monsters[x][y])->mburied)
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#ifndef STEED
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#define place_monster(m,x,y) ((m)->mx=(x),(m)->my=(y),\
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level.monsters[(m)->mx][(m)->my]=(m))
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#endif
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#define place_worm_seg(m,x,y) level.monsters[x][y] = m
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#define remove_monster(x,y) level.monsters[x][y] = (struct monst *)0
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#define m_at(x,y) (MON_AT(x,y) ? level.monsters[x][y] : \
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@@ -68,12 +68,8 @@
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#define P_BARE_HANDED_COMBAT 36 /* actually weaponless; gloves are ok */
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#define P_MARTIAL_ARTS P_BARE_HANDED_COMBAT /* Role distinguishes */
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#define P_TWO_WEAPON_COMBAT 37 /* Finally implemented */
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#ifdef STEED
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#define P_RIDING 38 /* How well you control your steed */
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#define P_LAST_H_TO_H P_RIDING
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#else
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#define P_LAST_H_TO_H P_TWO_WEAPON_COMBAT
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#endif
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#define P_FIRST_H_TO_H P_BARE_HANDED_COMBAT
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#define P_NUM_SKILLS (P_LAST_H_TO_H+1)
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@@ -348,11 +348,9 @@ struct you {
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long usleep; /* sleeping; monstermove you last started */
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int uinvault;
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struct monst *ustuck;
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#ifdef STEED
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struct monst *usteed;
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long ugallop;
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int urideturns;
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#endif
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int umortality; /* how many times you died */
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int ugrave_arise; /* you die and become something aside from a ghost */
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int weapon_slots; /* unused skill slots */
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@@ -229,13 +229,9 @@
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#define HFlying u.uprops[FLYING].intrinsic
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#define EFlying u.uprops[FLYING].extrinsic
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#define BFlying u.uprops[FLYING].blocked
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#ifdef STEED
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# define Flying ((HFlying || EFlying || \
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(u.usteed && is_flyer(u.usteed->data))) && \
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!BFlying)
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#else
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# define Flying ((HFlying || EFlying) && !BFlying)
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#endif
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/* May touch surface; does not override any others */
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#define Wwalking (u.uprops[WWALKING].extrinsic && \
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@@ -245,12 +241,8 @@
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#define HSwimming u.uprops[SWIMMING].intrinsic
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#define ESwimming u.uprops[SWIMMING].extrinsic /* [Tom] */
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#ifdef STEED
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# define Swimming (HSwimming || ESwimming || \
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(u.usteed && is_swimmer(u.usteed->data)))
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#else
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# define Swimming (HSwimming || ESwimming)
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#endif
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/* Get wet, don't go under water unless if amphibious */
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#define HMagical_breathing u.uprops[MAGICAL_BREATHING].intrinsic
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