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authorBardur Arantsson <bardur@scientician.net>2015-02-23 09:11:57 +0100
committerBardur Arantsson <bardur@scientician.net>2015-02-23 09:11:57 +0100
commit52c63722c444a25059f52c8c5d4b364f56bffb28 (patch)
treee2c5a2ce6a1f0b07b24561ce58e16307337f8950 /src/bldg.cc
parent6aa946f301cfa9fb9f266334b2760f1c81c0a881 (diff)
Remove old bounty code
None of it actually seems to be used any longer; the bounty hunter quest is delegated to q_bounty.cc.
Diffstat (limited to 'src/bldg.cc')
-rw-r--r--src/bldg.cc261
1 files changed, 1 insertions, 260 deletions
diff --git a/src/bldg.cc b/src/bldg.cc
index a0724c33..f77efa4c 100644
--- a/src/bldg.cc
+++ b/src/bldg.cc
@@ -611,9 +611,6 @@ static bool_ inn_comm(int cmd)
p_ptr->oldpx = p_ptr->px;
p_ptr->oldpy = p_ptr->py;
- /* Select new bounties. */
- select_bounties();
-
break;
}
@@ -1080,251 +1077,6 @@ static bool_ research_item(void)
}
-/*
- * Show the current quest monster.
- */
-static void show_quest_monster(void)
-{
- monster_race* r_ptr = &r_info[bounties[0][0]];
-
-
- msg_format("Quest monster: %s. "
- "Need to turn in %d corpse%s to receive reward.",
- r_ptr->name, bounties[0][1],
- (bounties[0][1] > 1 ? "s" : ""));
- msg_print(NULL);
-}
-
-
-/* Filter to match the quest monster's corpse. */
-static bool_ item_tester_hook_quest_monster(object_type* o_ptr)
-{
- if ((o_ptr->tval == TV_CORPSE) &&
- (o_ptr->pval2 == bounties[0][0])) return (TRUE);
- return (FALSE);
-}
-
-
-/*
- * Hook for bounty monster selection.
- */
-static bool_ mon_hook_bounty(int r_idx)
-{
- monster_race* r_ptr = &r_info[r_idx];
-
-
- /* Reject uniques */
- if (r_ptr->flags1 & RF1_UNIQUE) return (FALSE);
-
- /* Reject those who cannot leave anything */
- if (!(r_ptr->flags9 & RF9_DROP_CORPSE) &&
- !(r_ptr->flags9 & RF9_DROP_SKELETON)) return (FALSE);
-
- /* Reject pets */
- if (r_ptr->flags7 & RF7_PET) return (FALSE);
-
- /* Reject friendly creatures */
- if (r_ptr->flags7 & RF7_FRIENDLY) return (FALSE);
-
- /* The rest are acceptable */
- return (TRUE);
-}
-
-
-static void select_quest_monster(void)
-{
- monster_race* r_ptr;
-
- int amt;
-
-
- /*
- * Set up the hooks -- no bounties on uniques or monsters
- * with no corpses
- */
- get_mon_num_hook = mon_hook_bounty;
- get_mon_num_prep();
-
- /* Set up the quest monster. */
- bounties[0][0] = get_mon_num(p_ptr->lev);
-
- r_ptr = &r_info[bounties[0][0]];
-
- /*
- * Select the number of monsters needed to kill. Groups and
- * breeders require more
- */
- amt = randnor(5, 3);
-
- if (amt < 2) amt = 2;
-
- if (r_ptr->flags1 & RF1_FRIEND) amt *= 3; amt /= 2;
- if (r_ptr->flags1 & RF1_FRIENDS) amt *= 2;
- if (r_ptr->flags4 & RF4_MULTIPLY) amt *= 3;
-
- if (r_ptr->flags7 & RF7_AQUATIC) amt /= 2;
-
- bounties[0][1] = amt;
-
- /* Undo the filters */
- get_mon_num_hook = NULL;
- get_mon_num_prep();
-}
-
-
-
-/*
- * Sell a corpse for a reward.
- */
-static void sell_quest_monster(void)
-{
- object_type* o_ptr;
-
- int item;
-
-
- /* Set the hook. */
- item_tester_hook = item_tester_hook_quest_monster;
-
- /* Select a corpse to sell. */
- if (!get_item(&item, "Sell which corpse",
- "You have no corpses you can sell.", USE_INVEN)) return;
-
- o_ptr = &p_ptr->inventory[item];
-
- bounties[0][1] -= o_ptr->number;
-
- /* Completed the quest. */
- if (bounties[0][1] <= 0)
- {
- int m;
- monster_race *r_ptr;
-
- cmsg_print(TERM_YELLOW, "You have completed your quest!");
- msg_print(NULL);
-
- /* Give full knowledge */
-
- /* Hack -- Maximal info */
- r_ptr = &r_info[bounties[0][0]];
-
- msg_print(format("Well done! As a reward I'll teach you everything "
- "about the %s, (check your recall)",
- r_ptr->name));
-
- r_ptr->r_wake = r_ptr->r_ignore = MAX_UCHAR;
-
- /* Observe "maximal" attacks */
- for (m = 0; m < 4; m++)
- {
- /* Examine "actual" blows */
- if (r_ptr->blow[m].effect || r_ptr->blow[m].method)
- {
- /* Hack -- maximal observations */
- r_ptr->r_blows[m] = MAX_UCHAR;
- }
- }
-
- /* Hack -- maximal drops */
- r_ptr->r_drop_gold = r_ptr->r_drop_item =
- (((r_ptr->flags1 & (RF1_DROP_4D2)) ? 8 : 0) +
- ((r_ptr->flags1 & (RF1_DROP_3D2)) ? 6 : 0) +
- ((r_ptr->flags1 & (RF1_DROP_2D2)) ? 4 : 0) +
- ((r_ptr->flags1 & (RF1_DROP_1D2)) ? 2 : 0) +
- ((r_ptr->flags1 & (RF1_DROP_90)) ? 1 : 0) +
- ((r_ptr->flags1 & (RF1_DROP_60)) ? 1 : 0));
-
- /* Hack -- but only "valid" drops */
- if (r_ptr->flags1 & (RF1_ONLY_GOLD)) r_ptr->r_drop_item = 0;
- if (r_ptr->flags1 & (RF1_ONLY_ITEM)) r_ptr->r_drop_gold = 0;
-
- /* Hack -- observe many spells */
- r_ptr->r_cast_inate = MAX_UCHAR;
- r_ptr->r_cast_spell = MAX_UCHAR;
-
- /* Hack -- know all the flags */
- r_ptr->r_flags1 = r_ptr->flags1;
- r_ptr->r_flags2 = r_ptr->flags2;
- r_ptr->r_flags3 = r_ptr->flags3;
- r_ptr->r_flags4 = r_ptr->flags4;
- r_ptr->r_flags5 = r_ptr->flags5;
- r_ptr->r_flags6 = r_ptr->flags6;
- r_ptr->r_flags4 = r_ptr->flags7;
- r_ptr->r_flags5 = r_ptr->flags8;
- r_ptr->r_flags6 = r_ptr->flags9;
-
- msg_print(NULL);
-
- select_quest_monster();
-
- }
- else
- {
- msg_format("Well done, only %d more to go.", bounties[0][1]);
- msg_print(NULL);
- }
-
- inc_stack_size(item, -1);
-}
-
-
-
-/*
- * Fill the bounty list with monsters.
- */
-void select_bounties(void)
-{
- int i, j;
-
-
- select_quest_monster();
-
- /*
- * Set up the hooks -- no bounties on uniques or monsters
- * with no corpses
- */
- get_mon_num_hook = mon_hook_bounty;
- get_mon_num_prep();
-
- for (i = 1; i < MAX_BOUNTIES; i++)
- {
- int lev = i * 5 + randnor(0, 2);
- monster_race* r_ptr;
- s16b r_idx;
- s16b val;
-
- if (lev < 1) lev = 1;
-
- if (lev >= MAX_DEPTH) lev = MAX_DEPTH - 1;
-
- /* We don't want to duplicate entries in the list */
- while (TRUE)
- {
- r_idx = get_mon_num(lev);
-
- for (j = 0; j < i; j++)
- {
- if (bounties[j][0] == r_idx) continue;
- }
-
- break;
- }
-
- bounties[i][0] = r_idx;
-
- r_ptr = &r_info[r_idx];
-
- val = r_ptr->mexp + r_ptr->level * 20 + randnor(0, r_ptr->level * 2);
-
- if (val < 1) val = 1;
-
- bounties[i][1] = val;
- }
-
- /* Undo the filters. */
- get_mon_num_hook = NULL;
- get_mon_num_prep();
-}
/*
* Execute a building command
@@ -1578,18 +1330,6 @@ bool_ bldg_process_command(store_type *s_ptr, int i)
break;
}
- case BACT_VIEW_QUEST_MON:
- {
- show_quest_monster();
- break;
- }
-
- case BACT_SELL_QUEST_MON:
- {
- sell_quest_monster();
- break;
- }
-
case BACT_DIVINATION:
{
int i, count = 0;
@@ -1672,6 +1412,7 @@ bool_ bldg_process_command(store_type *s_ptr, int i)
}
default:
+ printf("Unknown building action %d\n", static_cast<int>(bact));
break;
}