From a bug report: when riding,
#jump command and jumping spell didn't check whether steed is able to move.
This makes #jump command, either magic boots or knight's innate ability,
fail if the steed can't move. Spell still succeeds; its magic overrides
steed's immobility. Fix is trunk only since it relies on a function that
isn't in the branch.
Also, tweak hero movement to avoid an extra function call per move
when not riding.
can't drop part of a stack of N weapons welded to hero's hand
pickup still accepts m as command prefix, but now rejects F,g,G,M,numpad 5
scatter piles of kicked gold rather than move the entire pile at once
+#jump attempt fails if mounted on sleeping steed; jumping spell still works
Platform- and/or Interface-Specific Fixes
} else if (!magic && !Jumping) {
You_cant("jump very far.");
return 0;
+#ifdef STEED
+ /* if steed is immobile, can't do physical jump but can do spell one */
+ } else if (!magic && u.usteed && stucksteed(FALSE)) {
+ /* stucksteed gave "<steed> won't move" message */
+ return 0;
+#endif
} else if (u.uswallow) {
if (magic) {
You("bounce around a little.");
-/* SCCS Id: @(#)hack.c 3.5 2006/08/09 */
+/* SCCS Id: @(#)hack.c 3.5 2007/02/10 */
/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
/* NetHack may be freely redistributed. See license for details. */
}
/* not attacking an animal, so we try to move */
#ifdef STEED
- if ((u.dx || u.dy) && stucksteed(FALSE)) {
+ if ((u.dx || u.dy) && u.usteed && stucksteed(FALSE)) {
nomul(0);
return;
}