Make STEED unconditional.

This commit is contained in:
Sean Hunt
2015-02-13 21:23:56 -05:00
committed by Pasi Kallinen
parent aba6ecb7b3
commit 9759f5bf6d
62 changed files with 98 additions and 641 deletions

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@@ -425,7 +425,6 @@ typedef unsigned char uchar;
/* monsters & objects */
#define KOPS /* Keystone Kops by Scott R. Turner */
#define SEDUCE /* Succubi/incubi seduction, by KAA, suggested by IM */
#define STEED /* Riding steeds */
#define TOURIST /* Tourist players with cameras and Hawaiian shirts */
/* I/O */
#define REDO /* support for redoing last command - DGK */

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@@ -198,12 +198,8 @@
* Display the hero. It is assumed that all checks necessary to determine
* _if_ the hero can be seen have already been done.
*/
#ifdef STEED
#define maybe_display_usteed (u.usteed && mon_visible(u.usteed)) ? \
ridden_mon_to_glyph(u.usteed) :
#else
#define maybe_display_usteed /* empty */
#endif
#define display_self() \
show_glyph(u.ux, u.uy, \

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@@ -2205,7 +2205,6 @@ E struct obj *FDECL(findgold, (struct obj *));
/* ### steed.c ### */
#ifdef STEED
E void NDECL(rider_cant_reach);
E boolean FDECL(can_saddle, (struct monst *));
E int FDECL(use_saddle, (struct obj *));
@@ -2217,7 +2216,6 @@ E void NDECL(kick_steed);
E void FDECL(dismount_steed, (int));
E void FDECL(place_monster, (struct monst *,int,int));
E boolean FDECL(stucksteed, (BOOLEAN_P));
#endif
/* ### teleport.c ### */

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@@ -38,7 +38,6 @@
#define BY_PAPER 2
#define BY_OTHER 9
#ifdef STEED
/* Macros for why you are no longer riding */
#define DISMOUNT_GENERIC 0
#define DISMOUNT_FELL 1
@@ -47,7 +46,6 @@
#define DISMOUNT_ENGULFED 4
#define DISMOUNT_BONES 5
#define DISMOUNT_BYCHOICE 6
#endif
/* Special returns from mapglyph() */
#define MG_CORPSE 0x01

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@@ -114,9 +114,7 @@ struct prop {
# define W_RINGR 0x00040000L /* Right ring */
# define W_RING (W_RINGL | W_RINGR)
# define W_TOOL 0x00080000L /* Eyewear */
#ifdef STEED
# define W_SADDLE 0x00100000L /* KMH -- For riding monsters */
#endif
# define W_BALL 0x00200000L /* Punishment ball */
# define W_CHAIN 0x00400000L /* Punishment chain */

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@@ -593,10 +593,6 @@ extern dlevel_t level; /* structure describing the current level */
!(level.monsters[x][y])->mburied)
#define MON_BURIED_AT(x,y) (level.monsters[x][y] != (struct monst *)0 && \
(level.monsters[x][y])->mburied)
#ifndef STEED
#define place_monster(m,x,y) ((m)->mx=(x),(m)->my=(y),\
level.monsters[(m)->mx][(m)->my]=(m))
#endif
#define place_worm_seg(m,x,y) level.monsters[x][y] = m
#define remove_monster(x,y) level.monsters[x][y] = (struct monst *)0
#define m_at(x,y) (MON_AT(x,y) ? level.monsters[x][y] : \

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@@ -68,12 +68,8 @@
#define P_BARE_HANDED_COMBAT 36 /* actually weaponless; gloves are ok */
#define P_MARTIAL_ARTS P_BARE_HANDED_COMBAT /* Role distinguishes */
#define P_TWO_WEAPON_COMBAT 37 /* Finally implemented */
#ifdef STEED
#define P_RIDING 38 /* How well you control your steed */
#define P_LAST_H_TO_H P_RIDING
#else
#define P_LAST_H_TO_H P_TWO_WEAPON_COMBAT
#endif
#define P_FIRST_H_TO_H P_BARE_HANDED_COMBAT
#define P_NUM_SKILLS (P_LAST_H_TO_H+1)

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@@ -348,11 +348,9 @@ struct you {
long usleep; /* sleeping; monstermove you last started */
int uinvault;
struct monst *ustuck;
#ifdef STEED
struct monst *usteed;
long ugallop;
int urideturns;
#endif
int umortality; /* how many times you died */
int ugrave_arise; /* you die and become something aside from a ghost */
int weapon_slots; /* unused skill slots */

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@@ -229,13 +229,9 @@
#define HFlying u.uprops[FLYING].intrinsic
#define EFlying u.uprops[FLYING].extrinsic
#define BFlying u.uprops[FLYING].blocked
#ifdef STEED
# define Flying ((HFlying || EFlying || \
(u.usteed && is_flyer(u.usteed->data))) && \
!BFlying)
#else
# define Flying ((HFlying || EFlying) && !BFlying)
#endif
/* May touch surface; does not override any others */
#define Wwalking (u.uprops[WWALKING].extrinsic && \
@@ -245,12 +241,8 @@
#define HSwimming u.uprops[SWIMMING].intrinsic
#define ESwimming u.uprops[SWIMMING].extrinsic /* [Tom] */
#ifdef STEED
# define Swimming (HSwimming || ESwimming || \
(u.usteed && is_swimmer(u.usteed->data)))
#else
# define Swimming (HSwimming || ESwimming)
#endif
/* Get wet, don't go under water unless if amphibious */
#define HMagical_breathing u.uprops[MAGICAL_BREATHING].intrinsic