Make STEED unconditional.
This commit is contained in:
22
src/do.c
22
src/do.c
@@ -80,11 +80,9 @@ boolean pushing;
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char whobuf[BUFSZ];
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Strcpy(whobuf, "you");
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#ifdef STEED
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if (u.usteed) Strcpy(whobuf, y_monnam(u.usteed));
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#endif
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pline("%s %s %s into the %s.", upstart(whobuf),
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vtense(whobuf, "push"), the(xname(otmp)), what);
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pline("%s %s %s into the %s.", upstart(whobuf),
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vtense(whobuf, "push"), the(xname(otmp)), what);
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if (flags.verbose && !Blind)
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pline("Now you can cross it!");
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/* no splashing in this case */
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@@ -434,14 +432,12 @@ register const char *word;
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body_part(HAND));
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return(FALSE);
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}
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#ifdef STEED
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if (obj->owornmask & W_SADDLE) {
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if (*word)
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You("cannot %s %s you are sitting on.", word,
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something);
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return (FALSE);
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}
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#endif
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return(TRUE);
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}
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@@ -801,11 +797,9 @@ dodown()
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return 1;
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}
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#ifdef STEED
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if (stucksteed(TRUE)) {
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return 0;
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}
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#endif
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/* Levitation might be blocked, but player can still use '>' to
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turn off controlled levitaiton */
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if (HLevitation || ELevitation) {
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@@ -924,11 +918,9 @@ doup()
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You_cant("go up here.");
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return(0);
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}
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#ifdef STEED
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if (stucksteed(TRUE)) {
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return(0);
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}
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#endif
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if(u.ustuck) {
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You("are %s, and cannot go up.",
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!u.uswallow ? "being held" : is_animal(u.ustuck->data) ?
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@@ -1267,12 +1259,10 @@ boolean at_stairs, falling, portal;
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freeinv(uball);
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}
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}
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#ifdef STEED
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/* falling off steed has its own losehp() call */
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if (u.usteed)
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dismount_steed(DISMOUNT_FELL);
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else
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#endif
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losehp(Maybe_Half_Phys(rnd(3)),
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at_ladder ? "falling off a ladder" :
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"tumbling down a flight of stairs",
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@@ -1305,11 +1295,7 @@ boolean at_stairs, falling, portal;
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initrack();
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if ((mtmp = m_at(u.ux, u.uy)) != 0
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#ifdef STEED
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&& mtmp != u.usteed
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#endif
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) {
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if ((mtmp = m_at(u.ux, u.uy)) != 0 && mtmp != u.usteed) {
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/* There's a monster at your target destination; it might be one
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which accompanied you--see mon_arrive(dogmove.c)--or perhaps
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it was already here. Randomly move you to an adjacent spot
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@@ -1746,9 +1732,7 @@ heal_legs()
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context.botl = 1;
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}
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#ifdef STEED
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if (!u.usteed)
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#endif
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{
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const char *legs = body_part(LEG);
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