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authorBardur Arantsson <bardur@scientician.net>2016-10-05 18:45:09 +0200
committerBardur Arantsson <bardur@scientician.net>2016-10-05 18:49:38 +0200
commitcbafbc638c2e1d5bb40ee6bc419007062e9615e4 (patch)
tree0a4644c9c935a2a54d8b52613c67a09fc2fbf4be /src/q_fireprof.cc
parent551339813797a9b274ccf5f3f0c4f0d0b44cbf64 (diff)
Remove traps
Credit goes mostly to "miramor" <danlev@norwoodlight.com> who did most of the actual work. I just did a few minor tweaks and fixes + rebased onto master.
Diffstat (limited to 'src/q_fireprof.cc')
-rw-r--r--src/q_fireprof.cc46
1 files changed, 0 insertions, 46 deletions
diff --git a/src/q_fireprof.cc b/src/q_fireprof.cc
index 03190889..693248e3 100644
--- a/src/q_fireprof.cc
+++ b/src/q_fireprof.cc
@@ -4,7 +4,6 @@
#include "dungeon_flag.hpp"
#include "feature_flag.hpp"
#include "feature_type.hpp"
-#include "game.hpp"
#include "hook_get_in.hpp"
#include "hooks.hpp"
#include "lua_bind.hpp"
@@ -14,7 +13,6 @@
#include "object_type.hpp"
#include "player_type.hpp"
#include "tables.hpp"
-#include "traps.hpp"
#include "util.hpp"
#include "variable.hpp"
#include "z-rand.hpp"
@@ -471,8 +469,6 @@ std::string quest_fireproof_describe()
static bool_ fireproof_gen_hook(void *, void *, void *)
{
- auto const &f_info = game->edit_data.f_info;
-
fireproof_settings const *settings = fireproof_get_settings();
/* Only if player doing this quest */
@@ -483,8 +479,6 @@ static bool_ fireproof_gen_hook(void *, void *, void *)
/* Go ahead */
{
- int traps, trap_y, trap_x;
-
/* load the map */
{
int x0 = 2;
@@ -515,46 +509,6 @@ static bool_ fireproof_gen_hook(void *, void *, void *)
drop_near(&forge, -1, y, x);
}
- /* how many traps to generate */
- traps = rand_range(10, 30);
-
- /* generate the traps */
- while (traps > 0)
- {
- int tries = 0, trap_level = 0;
-
- /* make sure it's a safe place */
- while (tries == 0)
- {
- /* get grid coordinates */
- trap_y = randint(19) + 2;
- trap_x = randint(45) + 2;
- cave_type *c_ptr = &cave[trap_y][trap_x];
-
- /* are the coordinates on a stair, or a wall? */
- if (bool(f_info[c_ptr->feat].flags & FF_PERMANENT) ||
- (f_info[c_ptr->feat].flags & FF_FLOOR).empty())
- {
- /* try again */
- tries = 0;
- }
- else
- {
- /* not a stair, then stop this 'while' */
- tries = 1;
- }
- }
-
- /* randomise level of trap */
- trap_level = rand_range(20, 40);
-
- /* put the trap there */
- place_trap_leveled(trap_y, trap_x, trap_level);
-
- /* that's one less trap to place */
- traps = traps - 1;
- }
-
return TRUE;
}
}