Make STEED unconditional.
This commit is contained in:
42
src/apply.c
42
src/apply.c
@@ -302,7 +302,6 @@ use_stethoscope(obj)
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context.stethoscope_move = moves;
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context.stethoscope_movement = youmonst.movement;
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#ifdef STEED
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if (u.usteed && u.dz > 0) {
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if (interference) {
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pline("%s interferes.", Monnam(u.ustuck));
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@@ -311,7 +310,6 @@ use_stethoscope(obj)
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mstatusline(u.usteed);
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return res;
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} else
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#endif
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if (u.uswallow && (u.dx || u.dy || u.dz)) {
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mstatusline(u.ustuck);
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return res;
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@@ -442,11 +440,9 @@ struct obj *obj;
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for(mtmp = fmon; mtmp; mtmp = nextmon) {
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nextmon = mtmp->nmon; /* trap might kill mon */
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if (DEADMONSTER(mtmp)) continue;
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#ifdef STEED
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/* steed is already at your location, so not affected;
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this avoids trap issues if you're on a trap location */
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if (mtmp == u.usteed) continue;
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#endif
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if (mtmp->mtame) {
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if (mtmp->mtrapped) {
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/* no longer in previous trap (affects mintrap) */
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@@ -550,13 +546,11 @@ struct obj *obj;
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if(!get_adjacent_loc((char *)0, (char *)0, u.ux, u.uy, &cc)) return;
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if((cc.x == u.ux) && (cc.y == u.uy)) {
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#ifdef STEED
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if (u.usteed && u.dz > 0) {
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mtmp = u.usteed;
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spotmon = 1;
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goto got_target;
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}
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#endif
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pline("Leash yourself? Very funny...");
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return;
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}
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@@ -567,9 +561,7 @@ struct obj *obj;
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}
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spotmon = canspotmon(mtmp);
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#ifdef STEED
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got_target:
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#endif
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if(!mtmp->mtame) {
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if(!spotmon)
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@@ -648,10 +640,8 @@ next_to_u()
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}
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}
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}
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#ifdef STEED
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/* no pack mules for the Amulet */
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if (u.usteed && mon_has_amulet(u.usteed)) return FALSE;
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#endif
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return(TRUE);
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}
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@@ -1388,12 +1378,10 @@ int magic; /* 0=Physical, otherwise skill level */
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} else if (!magic && !Jumping) {
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You_cant("jump very far.");
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return 0;
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#ifdef STEED
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/* if steed is immobile, can't do physical jump but can do spell one */
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} else if (!magic && u.usteed && stucksteed(FALSE)) {
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/* stucksteed gave "<steed> won't move" message */
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return 0;
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#endif
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} else if (u.uswallow) {
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if (magic) {
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You("bounce around a little.");
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@@ -1438,23 +1426,19 @@ int magic; /* 0=Physical, otherwise skill level */
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const char *bp = body_part(LEG);
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if (wl == BOTH_SIDES) bp = makeplural(bp);
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#ifdef STEED
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if (u.usteed)
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pline("%s is in no shape for jumping.", Monnam(u.usteed));
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else
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#endif
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Your("%s%s %s in no shape for jumping.",
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(wl == LEFT_SIDE) ? "left " :
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(wl == RIGHT_SIDE) ? "right " : "",
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bp, (wl == BOTH_SIDES) ? "are" : "is");
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Your("%s%s %s in no shape for jumping.",
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(wl == LEFT_SIDE) ? "left " :
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(wl == RIGHT_SIDE) ? "right " : "",
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bp, (wl == BOTH_SIDES) ? "are" : "is");
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return 0;
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}
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#ifdef STEED
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else if (u.usteed && u.utrap) {
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pline("%s is stuck in a trap.", Monnam(u.usteed));
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return (0);
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}
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#endif
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pline("Where do you want to jump?");
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cc.x = u.ux;
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@@ -2237,7 +2221,6 @@ struct obj *otmp;
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trapinfo.time_needed += (tmp > 12) ? 1 : (tmp > 7) ? 2 : 4;
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/*[fumbling and/or confusion and/or cursed object check(s)
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should be incorporated here instead of in set_trap]*/
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#ifdef STEED
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if (u.usteed && P_SKILL(P_RIDING) < P_BASIC) {
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boolean chance;
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@@ -2267,7 +2250,6 @@ struct obj *otmp;
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return;
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}
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}
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#endif
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You("begin setting %s%s.",
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shk_your(buf, otmp),
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defsyms[trap_to_defsym(what_trap(ttyp))].explanation);
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@@ -2369,19 +2351,13 @@ struct obj *obj;
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} else if ((!u.dx && !u.dy) || (u.dz > 0)) {
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int dam;
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#ifdef STEED
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/* Sometimes you hit your steed by mistake */
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if (u.usteed && !rn2(proficient + 2)) {
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You("whip %s!", mon_nam(u.usteed));
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kick_steed();
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return 1;
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}
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#endif
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if (Levitation
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#ifdef STEED
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|| u.usteed
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#endif
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) {
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if (Levitation || u.usteed) {
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/* Have a shot at snaring something on the floor */
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otmp = level.objects[u.ux][u.uy];
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if (otmp && otmp->otyp == CORPSE && otmp->corpsenm == PM_HORSE) {
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@@ -3194,11 +3170,9 @@ doapply()
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case LEASH:
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use_leash(obj);
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break;
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#ifdef STEED
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case SADDLE:
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res = use_saddle(obj);
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break;
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#endif
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case MAGIC_WHISTLE:
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use_magic_whistle(obj);
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break;
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@@ -3336,11 +3310,7 @@ unfixable_trouble_count(is_horn)
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if (Stoned) unfixable_trbl++;
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if (Strangled) unfixable_trbl++;
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if (Wounded_legs
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#ifdef STEED
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&& !u.usteed
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#endif
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) unfixable_trbl++;
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if (Wounded_legs && !u.usteed) unfixable_trbl++;
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if (Slimed) unfixable_trbl++;
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/* lycanthropy is not desirable, but it doesn't actually make you feel
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bad */
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