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-rw-r--r--src/birth.c19
-rw-r--r--src/bldg.c68
-rw-r--r--src/cave.c46
-rw-r--r--src/cmd1.c142
-rw-r--r--src/cmd2.c71
-rw-r--r--src/cmd3.c28
-rw-r--r--src/cmd4.c11
-rw-r--r--src/cmd6.c12
-rw-r--r--src/cmd7.c79
-rw-r--r--src/defines.h1
-rw-r--r--src/dungeon.c168
-rw-r--r--src/externs.h1
-rw-r--r--src/files.c259
-rw-r--r--src/generate.c30
-rw-r--r--src/loadsave.c8
-rw-r--r--src/main-gcu.c23
-rw-r--r--src/melee1.c14
-rw-r--r--src/melee2.c41
-rw-r--r--src/monster1.c17
-rw-r--r--src/monster2.c43
-rw-r--r--src/monster3.c10
-rw-r--r--src/object2.c81
-rw-r--r--src/randart.c10
-rw-r--r--src/script.c39
-rw-r--r--src/skills.c136
-rw-r--r--src/spells1.c58
-rw-r--r--src/spells2.c17
-rw-r--r--src/store.c32
-rw-r--r--src/tables.c17
-rw-r--r--src/traps.c263
-rw-r--r--src/util.c59
-rw-r--r--src/wild.c41
-rw-r--r--src/wizard2.c5
-rw-r--r--src/xtra1.c18
-rw-r--r--src/xtra2.c38
-rw-r--r--src/z-term.c22
36 files changed, 11 insertions, 1916 deletions
diff --git a/src/birth.c b/src/birth.c
index fa74c5e2..5fc6c4fd 100644
--- a/src/birth.c
+++ b/src/birth.c
@@ -1075,17 +1075,6 @@ void outfit_obj(int tv, int sv, int pval, int dd, int ds)
if (pval)
q_ptr->pval = pval;
- /* Merchants get a chest which is currently empty */
-#if 0 /* DGDGDGDG -- use a skill */
- if ((tv == TV_CHEST) && (cp_ptr->magic_key == MKEY_TELEKINESIS))
- {
- /* Put items into the chest */
- q_ptr->pval = -5;
-
- /* Set the number of items in the chest */
- q_ptr->pval2 = 6;
- }
-#endif
/* These objects are "storebought" */
q_ptr->ident |= IDENT_MENTAL;
q_ptr->number = damroll(dd, ds);
@@ -3413,14 +3402,6 @@ void player_birth(void)
message_add(MESSAGE_MSG, " ", TERM_L_BLUE);
message_add(MESSAGE_MSG, " ", TERM_L_BLUE);
- /* Verify autoskiller */
-#if 0
- if (validate_autoskiller(spp_ptr->skill_ideal) < 0)
- {
- message_add(MESSAGE_MSG, "WARNING: Bad autoskill chart", TERM_VIOLET);
- }
-#endif
-
/* Hack -- outfit the player */
player_outfit();
diff --git a/src/bldg.c b/src/bldg.c
index 6a10a0f2..e5220031 100644
--- a/src/bldg.c
+++ b/src/bldg.c
@@ -782,24 +782,6 @@ static bool inn_comm(int cmd)
}
-#if 0 /* removes compiler warning */
-
-/*
- * share gold for thieves
- */
-static void share_gold(void)
-{
- int i;
-
-
- i = (p_ptr->lev * 2) * 10;
- msg_format("You collect %d gold pieces", i);
- msg_print(NULL);
- p_ptr->au += i;
-}
-
-#endif
-
/*
* Display quest information
*/
@@ -1154,15 +1136,6 @@ static bool fix_item(int istart, int iend, int ispecific, bool iac,
bool repaired = FALSE;
-#if 0
- if (set_reward && p_ptr->rewards[ireward])
- {
- msg_print("You already have been rewarded today.");
- msg_print(NULL);
-
- return (FALSE);
- }
-#endif
clear_bldg(5, 18);
strnfmt(tmp_str, 80, " Based on your skill, we can improve up to +%d", maxenchant);
prt(tmp_str, 5, 0);
@@ -1227,10 +1200,6 @@ static bool fix_item(int istart, int iend, int ispecific, bool iac,
}
else
{
-#if 0
- if (set_reward)
- p_ptr->rewards[ireward] = TRUE;
-#endif
msg_print("Press the spacebar to continue");
msg_print(NULL);
@@ -1719,15 +1688,6 @@ bool bldg_process_command(store_type *s_ptr, int i)
break;
}
-#if 0
- case BACT_GREET_KING:
- {
- castle_greet();
- break;
- }
-
-#endif
-
case BACT_QUEST1:
case BACT_QUEST2:
case BACT_QUEST3:
@@ -1810,16 +1770,6 @@ bool bldg_process_command(store_type *s_ptr, int i)
break;
}
-#if 0
-
- case BACT_GREET:
- {
- greet_char();
- break;
- }
-
-#endif
-
case BACT_ENCHANT_WEAPON:
{
paid = fix_item(INVEN_WIELD, INVEN_WIELD, 0, FALSE,
@@ -1894,24 +1844,6 @@ bool bldg_process_command(store_type *s_ptr, int i)
break;
}
- /* set timed reward flag */
- case BACT_GOLD:
- {
-#if 0
- if (!p_ptr->rewards[BACT_GOLD])
- {
- share_gold();
- p_ptr->rewards[BACT_GOLD] = TRUE;
- }
- else
- {
- msg_print("You just had your daily allowance!");
- msg_print(NULL);
- }
-#endif
- break;
- }
-
case BACT_ENCHANT_ARROWS:
{
paid = fix_item(0, INVEN_WIELD, TV_ARROW, FALSE,
diff --git a/src/cave.c b/src/cave.c
index 1c229780..74e40fe0 100644
--- a/src/cave.c
+++ b/src/cave.c
@@ -4927,29 +4927,6 @@ void mmove2(int *y, int *x, int y1, int x1, int y2, int x2)
/* Move mostly vertically */
if (dy > dx)
{
-
-#if 0
-
- int k;
-
- /* Starting shift factor */
- shift = dy >> 1;
-
- /* Extract a shift factor */
- for (k = 0; k < dist; k++)
- {
- if (shift <= 0) shift += dy;
- shift -= dx;
- }
-
- /* Sometimes move along minor axis */
- if (shift <= 0) (*x) = (x2 < x1) ? (*x - 1) : (*x + 1);
-
- /* Always move along major axis */
- (*y) = (y2 < y1) ? (*y - 1) : (*y + 1);
-
-#endif
-
/* Extract a shift factor */
shift = (dist * dx + (dy - 1) / 2) / dy;
@@ -4963,29 +4940,6 @@ void mmove2(int *y, int *x, int y1, int x1, int y2, int x2)
/* Move mostly horizontally */
else
{
-
-#if 0
-
- int k;
-
- /* Starting shift factor */
- shift = dx >> 1;
-
- /* Extract a shift factor */
- for (k = 0; k < dist; k++)
- {
- if (shift <= 0) shift += dx;
- shift -= dy;
- }
-
- /* Sometimes move along minor axis */
- if (shift <= 0) (*y) = (y2 < y1) ? (*y - 1) : (*y + 1);
-
- /* Always move along major axis */
- (*x) = (x2 < x1) ? (*x - 1) : (*x + 1);
-
-#endif
-
/* Extract a shift factor */
shift = (dist * dy + (dx - 1) / 2) / dx;
diff --git a/src/cmd1.c b/src/cmd1.c
index 12a30f48..4be7814b 100644
--- a/src/cmd1.c
+++ b/src/cmd1.c
@@ -713,109 +713,6 @@ void touch_zap_player(monster_type *m_ptr)
}
}
-#if 0 /* not used, eliminates a compiler warning */
-static void natural_attack(s16b m_idx, int attack, bool *fear, bool *mdeath)
-{
- int k, bonus, chance;
-
- int n_weight = 0;
- bool done_crit;
-
- monster_type *m_ptr = &m_list[m_idx];
-
- char m_name[80];
-
- int dss, ddd;
-
- char *atk_desc;
-
-
- switch (attack)
- {
- default:
- {
- dss = ddd = n_weight = 1;
- atk_desc = "undefined body part";
-
- break;
- }
- }
-
- /* Extract monster name (or "it") */
- monster_desc(m_name, m_ptr, 0);
-
-
- /* Calculate the "attack quality" */
- bonus = p_ptr->to_h;
- chance = (p_ptr->skill_thn + (bonus * BTH_PLUS_ADJ));
-
- /* Test for hit */
- if (test_hit_norm(chance, m_ptr->ac, m_ptr->ml))
- {
- /* Sound */
- sound(SOUND_HIT);
-
- msg_format("You hit %s with your %s.", m_name, atk_desc);
-
- k = damroll(ddd, dss);
- k = critical_norm(n_weight, p_ptr->to_h, k, -1, &done_crit);
-
- /* Apply the player damage bonuses */
- k += p_ptr->to_d;
-
- /* No negative damage */
- if (k < 0) k = 0;
-
- /* Complex message */
- if (wizard)
- {
- msg_format("You do %d (out of %d) damage.", k, m_ptr->hp);
- }
-
- switch (is_friend(m_ptr))
- {
- case 1:
- {
- msg_format("%^s gets angry!", m_name);
- change_side(m_ptr);
-
- break;
- }
-
- case 0:
- {
- msg_format("%^s gets angry!", m_name);
- m_ptr->status = MSTATUS_NEUTRAL_M;
-
- break;
- }
- }
-
- /* Damage, check for fear and mdeath */
- switch (attack)
- {
- default:
- {
- *mdeath = mon_take_hit(m_idx, k, fear, NULL);
- break;
- }
- }
-
- touch_zap_player(m_ptr);
- }
-
- /* Player misses */
- else
- {
- /* Sound */
- sound(SOUND_MISS);
-
- /* Message */
- msg_format("You miss %s.", m_name);
- }
-}
-
-#endif
/*
* Carried monster can attack too.
@@ -911,13 +808,6 @@ static void carried_monster_attack(s16b m_idx, bool *fear, bool *mdeath,
/* Extract visibility (before blink) */
visible = TRUE;
-#if 0
-
- /* Extract visibility from carrying lite */
- if (r_ptr->flags9 & RF9_HAS_LITE) visible = TRUE;
-
-#endif /* 0 */
-
/* Extract the attack "power" */
switch (effect)
{
@@ -1554,13 +1444,6 @@ static void incarnate_monster_attack(s16b m_idx, bool *fear, bool *mdeath,
/* Extract visibility (before blink) */
visible = TRUE;
-#if 0
-
- /* Extract visibility from carrying lite */
- if (r_ptr->flags9 & RF9_HAS_LITE) visible = TRUE;
-
-#endif /* 0 */
-
/* Extract the attack "power" */
switch (effect)
{
@@ -3794,31 +3677,6 @@ void move_player_aux(int dir, int do_pickup, int run, bool disarm)
command_new = '_';
}
-#if 0 /* These are noxious -- pelpel */
-
- /* Handle quest areas -KMW- */
- else if (cave[y][x].feat == FEAT_QUEST_ENTER)
- {
- /* Disturb */
- disturb(0, 0);
-
- /* Hack -- Enter quest level */
- command_new = '[';
- }
-
- else if (cave[y][x].feat == FEAT_QUEST_EXIT)
- {
- leaving_quest = p_ptr->inside_quest;
-
- p_ptr->inside_quest = cave[y][x].special;
- dun_level = 0;
- p_ptr->oldpx = 0;
- p_ptr->oldpy = 0;
- p_ptr->leaving = TRUE;
- }
-
-#endif /* 0 */
-
else if (cave[y][x].feat >= FEAT_ALTAR_HEAD &&
cave[y][x].feat <= FEAT_ALTAR_TAIL)
{
diff --git a/src/cmd2.c b/src/cmd2.c
index 532245d6..eeed812c 100644
--- a/src/cmd2.c
+++ b/src/cmd2.c
@@ -193,17 +193,7 @@ void do_cmd_go_up(void)
if (go_up || go_up_many)
{
-#if 0
- /*
- * I'm experimenting without this... otherwise the monsters get to
- * act first when we go up stairs, theoretically resulting in a possible
- * insta-death.
- */
- /* Hack -- take a turn */
- energy_use = 100;
-#else
-energy_use = 0;
-#endif
+ energy_use = 0;
/* Success */
if (c_ptr->feat == FEAT_WAY_LESS)
@@ -266,15 +256,6 @@ static bool between_effect(void)
if (cave[p_ptr->py][p_ptr->px].feat == FEAT_BETWEEN)
{
-#if 0 /* The Between is out of the space-time continuum anyway */
-
- if (p_ptr->resist_continuum)
- {
- msg_print("The space-time continuum can't be disrupted.");
- return (TRUE);
- }
-
-#endif
bx = cave[p_ptr->py][p_ptr->px].special & 255;
by = cave[p_ptr->py][p_ptr->px].special >> 8;
@@ -445,13 +426,7 @@ void do_cmd_go_down(void)
if (go_down || go_down_many)
{
-
-#if 0
- /* Hack -- take a turn */
- energy_use = 100;
-#else
energy_use = 0;
-#endif
if (fall_trap)
msg_print("You deliberately jump through the trap door.");
@@ -2536,15 +2511,6 @@ void do_cmd_alter(void)
py_attack(y, x, -1);
}
-#if 0
- /* Bash jammed doors */
- else if ((c_ptr->feat >= FEAT_DOOR_HEAD + 0x08) &&
- (c_ptr->feat <= FEAT_DOOR_TAIL))
- {
- /* Tunnel */
- more = do_cmd_bash_aux(y, x, dir);
- }
-#endif
/* Open closed doors */
else if ((c_ptr->feat >= FEAT_DOOR_HEAD) &&
(c_ptr->feat <= FEAT_DOOR_TAIL))
@@ -3151,29 +3117,6 @@ void do_cmd_fire(void)
return;
}
-#if 0 /* Old code without the quiver slot */
-
- /* Require proper missile */
- item_tester_tval = p_ptr->tval_ammo;
-
- /* Get an item */
- q = "Fire which item? ";
- s = "You have nothing to fire.";
- if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
-
-
- /* Access the item (if in the pack) */
- if (item >= 0)
- {
- o_ptr = &p_ptr->inventory[item];
- }
- else
- {
- o_ptr = &o_list[0 - item];
- }
-
-#else /* New code with the quiver slot */
-
/* Get the "ammo" (if any) */
o_ptr = &p_ptr->inventory[INVEN_AMMO];
@@ -3202,7 +3145,6 @@ void do_cmd_fire(void)
}
}
-#endif
/* Get a direction (or cancel) */
if (!get_aim_dir(&dir)) return;
@@ -4323,17 +4265,6 @@ void do_cmd_unwalk()
if (!get_rep_dir(&dir)) return;
-#if 0 /* No more, but there are penalities */
-
- /* A mold can't blink in small scale mode */
- if (p_ptr->wild_mode)
- {
- msg_print("You cannot move in the overview display.");
- return;
- }
-
-#endif
-
y = p_ptr->py + ddy[dir];
x = p_ptr->px + ddx[dir];
diff --git a/src/cmd3.c b/src/cmd3.c
index 120d72f4..9c2b7aad 100644
--- a/src/cmd3.c
+++ b/src/cmd3.c
@@ -734,22 +734,6 @@ void do_cmd_destroy(void)
automatizer_add_rule(o_ptr, TRUE);
}
-#if 0 /* DGDGDGDG -- use a skill */
- if (cp_ptr->magic_key == MKEY_TELEKINESIS)
- {
- /* Good merchants don't break anything... */
- s32b value = object_value_real(o_ptr);
-
- if (value < 0) value = -value;
-
- /* ... otherwise they lose some experience */
- value = value * amt / 10;
- if (value == 0) value = 1;
-
- lose_exp(value);
- msg_print("Good merchants should not break anything...");
- }
-#endif
/*
* Hack -- If rods or wand are destroyed, the total maximum timeout or
* charges of the stack needs to be reduced, unless all the items are
@@ -2143,12 +2127,6 @@ void set_portable_hole_weight(void)
{
s32b weight, i, j;
-
- /* Portable holes can be used only by merchants */
-#if 0 /* DGDGDGDG -- use a skill */
- if (cp_ptr->magic_key == MKEY_TELEKINESIS) return;
-#endif
-
/* Calculate the weight of items in home */
weight = portable_hole_weight();
@@ -2201,12 +2179,6 @@ void do_cmd_portable_hole(void)
int feat, special, town_num;
-
- /* Portable holes can be used only by merchants */
-#if 0 /* DGDGDGDG -- use a skill */
- if (cp_ptr->magic_key != MKEY_TELEKINESIS) return;
-#endif
-
/* Is it currently wielded? */
if (!p_ptr->inventory[INVEN_TOOL].k_idx ||
(p_ptr->inventory[INVEN_TOOL].tval != TV_TOOL) ||
diff --git a/src/cmd4.c b/src/cmd4.c
index 6575b162..21464caf 100644
--- a/src/cmd4.c
+++ b/src/cmd4.c
@@ -1346,17 +1346,6 @@ void do_cmd_options(void)
break;
}
-#if 0 /* DGDGDG -- has if anyone used those */
- /* Stacking Options */
- case 'S':
- case 's':
- {
- /* Spawn */
- do_cmd_options_aux(7, "Stacking Options", FALSE);
-
- break;
- }
-#endif
/* Cheating Options */
case 'C':
{
diff --git a/src/cmd6.c b/src/cmd6.c
index 5511f6db..72c57f77 100644
--- a/src/cmd6.c
+++ b/src/cmd6.c
@@ -2381,9 +2381,6 @@ static bool quaff_potion(int tval, int sval, int pval, int pval2)
case SV_POTION_NEW_LIFE:
{
do_cmd_rerate();
-#if 0 /* DGDGDGDG -- No, losing corruption should be near impossible, maybe a quest to do it once but thats it */
- lose_all_corruptions();
-#endif
ident = TRUE;
break;
@@ -6370,11 +6367,7 @@ const char *activation_aux(object_type * o_ptr, bool doit, int item)
case ACT_TERROR:
{
if (!doit) return "terror every 3 * (level+10) turns";
-#if 0
- for (i = 0; i < 8; i++) fear_monster(ddd[i], (p_ptr->lev) + 10);
-#else
-turn_monsters(40 + p_ptr->lev);
-#endif
+ turn_monsters(40 + p_ptr->lev);
o_ptr->timeout = 3 * (p_ptr->lev + 10);
@@ -7418,10 +7411,7 @@ turn_monsters(40 + p_ptr->lev);
case ACT_CURE_MUT:
{
-#if 0 // DGDGDGD
-#else
msg_print("Ahah, you wish.");
-#endif
/* Timeout is set before return */
break;
diff --git a/src/cmd7.c b/src/cmd7.c
index ed2d8293..a18616b2 100644
--- a/src/cmd7.c
+++ b/src/cmd7.c
@@ -3919,9 +3919,6 @@ void do_cmd_alchemist(void)
if (o_ptr->tval == TV_POTION && o_ptr->sval == SV_POTION_DETONATIONS)
{
basechance /= 10;
-#if 0 /* Let's see how it works */
- o_ptr->discount = 100;
-#endif
}
}
@@ -4893,82 +4890,6 @@ void do_cmd_powermage(void)
}
-
-#if 0
-
-/*
- * Incremental sleep spell -KMW-
- */
-static void do_sleep_monster(void)
-{
- int dir;
-
- if (p_ptr->lev < 15)
- {
- if (!get_aim_dir(&dir)) return;
- sleep_monster(dir);
- }
- else if (p_ptr->lev < 30)
- {
- sleep_monsters_touch();
- }
- else
- {
- sleep_monsters();
- }
-}
-
-#endif /* 0 */
-
-
-#if 0
-
-/*
- * Multiple Monster Fear -KMW-
- */
-static bool fear_monsters(void)
-{
- return (project_hack(GF_TURN_ALL, p_ptr->lev));
-}
-
-
-/*
- * Close to Player Monster Fear -KMW-
- */
-static bool fear_monsters_touch(void)
-{
- int flg = PROJECT_KILL | PROJECT_HIDE;
-
- return (project(0, 1, p_ptr->py, p_ptr->px, p_ptr->lev,
- GF_TURN_ALL, flg));
-}
-
-
-/*
- * Incremental fear spell -KMW-
- */
-static void do_fear_monster(void)
-{
- int dir;
-
- if (p_ptr->lev < 15)
- {
- if (!get_aim_dir(&dir)) return;
- fear_monster(dir, p_ptr->lev);
- }
- else if (p_ptr->lev < 30)
- {
- fear_monsters_touch();
- }
- else
- {
- fear_monsters();
- }
-}
-
-#endif /* 0 */
-
-
/*
* Brand some ammunition. Used by Cubragol and a mage spell. The spell was
* moved here from cmd6.c where it used to be for Cubragol only. I've also
diff --git a/src/defines.h b/src/defines.h
index e434e461..fa1eedeb 100644
--- a/src/defines.h
+++ b/src/defines.h
@@ -4005,7 +4005,6 @@ extern int PlayerUID;
#define BACT_GREET_KING 4
#define BACT_KING_LEGENDS 5
#define BACT_QUEST1 6
-#define BACT_GOLD 7
#define BACT_POSTER 8
#define BACT_ARENA_RULES 9
#define BACT_ARENA 10
diff --git a/src/dungeon.c b/src/dungeon.c
index 26c27c78..daff7499 100644
--- a/src/dungeon.c
+++ b/src/dungeon.c
@@ -1027,129 +1027,6 @@ void apply_effect(int y, int x)
}
-#if 0
-/*
- * Activate corruptions' effects on player
- *
- * All the rolls against arbitrarily chosen numbers are normalised
- * (i.e. zero). They might have some cabalistic(?) significance,
- * but I seriously doubt if processors take care of the Judeo-Christian
- * tradition :) -- pelpel
- */
-static void process_corruption_effects(void)
-{}
-
-#endif
-
-
-
-#ifdef pelpel
-
-/*
- * Handle staying spell effects once every 10 game turns
- */
-static void process_effects(void)
-{
- int i, j;
-
- /* Every 10 game turns */
- if (turn % 10) return;
-
- /* Not in the small-scale wilderness map */
- if (p_ptr->wild_mode) return;
-
-
- /* Handle spell effects */
- for (j = 0; j < cur_hgt - 1; j++)
- {
- for (i = 0; i < cur_wid - 1; i++)
- {
- int e = cave[j][i].effect;
-
- if (e)
- {
- effect_type *e_ptr = &effects[e];
-
- if (e_ptr->time)
- {
- /* Apply damage */
- project(0, 0, j, i, e_ptr->dam, e_ptr->type,
- PROJECT_KILL | PROJECT_ITEM | PROJECT_HIDE);
- }
- else
- {
- cave[j][i].effect = 0;
- }
-
- /* Hack -- notice death */
- if (!alive || death) return;
-
- if (((e_ptr->flags & EFF_WAVE) && !(e_ptr->flags & EFF_LAST)) || ((e_ptr->flags & EFF_STORM) && !(e_ptr->flags & EFF_LAST)))
- {
- if (distance(e_ptr->cy, e_ptr->cx, j, i) < e_ptr->rad - 1)
- cave[j][i].effect = 0;
- }
- }
- }
- }
-
-
- /* Reduce & handle effects */
- for (i = 0; i < MAX_EFFECTS; i++)
- {
- /* Skip empty slots */
- if (effects[i].time == 0) continue;
-
- /* Reduce duration */
- effects[i].time--;
-
- /* Creates a "wave" effect*/
- if (effects[i].flags & EFF_WAVE)
- {
- effect_type *e_ptr = &effects[i];
- int x, y;
-
- e_ptr->rad++;
- for (y = e_ptr->cy - e_ptr->rad; y <= e_ptr->cy + e_ptr->rad; y++)
- {
- for (x = e_ptr->cx - e_ptr->rad; x <= e_ptr->cx + e_ptr->rad; x++)
- {
- if (!in_bounds(y, x)) continue;
-
- if (los(e_ptr->cy, e_ptr->cx, y, x) &&
- (distance(e_ptr->cy, e_ptr->cx, y, x) == e_ptr->rad))
- cave[y][x].effect = i;
- }
- }
- }
- /* Creates a "storm" effect*/
- else if (effects[i].flags & EFF_STORM)
- {
- effect_type *e_ptr = &effects[i];
- int x, y;
-
- e_ptr->cy = p_ptr->py;
- e_ptr->cx = p_ptr->px;
- for (y = e_ptr->cy - e_ptr->rad; y <= e_ptr->cy + e_ptr->rad; y++)
- {
- for (x = e_ptr->cx - e_ptr->rad; x <= e_ptr->cx + e_ptr->rad; x++)
- {
- if (!in_bounds(y, x)) continue;
-
- if (los(e_ptr->cy, e_ptr->cx, y, x) &&
- (distance(e_ptr->cy, e_ptr->cx, y, x) == e_ptr->rad))
- cave[y][x].effect = i;
- }
- }
- }
- }
-
- /* Apply sustained effect in the player grid, if any */
- apply_effect(p_ptr->py, p_ptr->px);
-}
-
-#endif /* pelpel */
-
/* XXX XXX XXX */
bool is_recall = FALSE;
@@ -2482,8 +2359,6 @@ static void process_world(void)
}
}
-#ifndef pelpel
-
/* handle spell effects */
if (!p_ptr->wild_mode)
{
@@ -2691,8 +2566,6 @@ static void process_world(void)
apply_effect(p_ptr->py, p_ptr->px);
}
-#endif /* !pelpel */
-
/* Arg cannot breath? */
if ((dungeon_flags2 & DF2_WATER_BREATH) && (!p_ptr->water_breath))
{
@@ -3658,18 +3531,6 @@ static void process_command(void)
break;
}
-#if 0 /* Merged with the '>' command -- pelpel */
-
- /* Enter quest level -KMW- */
- case '[':
- {
- if (p_ptr->control) break;
- if (!p_ptr->wild_mode) do_cmd_quest();
- break;
- }
-
-#endif /* 0 */
-
/* Go up staircase */
case '<':
{
@@ -5276,35 +5137,6 @@ static void dungeon(void)
if (!alive || death) break;
-#ifdef pelpel
-
- /* Process spell effects */
- process_effects();
-
- /* Notice stuff */
- if (p_ptr->notice) notice_stuff();
-
- /* Update stuff */
- if (p_ptr->update) update_stuff();
-
- /* Redraw stuff */
- if (p_ptr->redraw) redraw_stuff();
-
- /* Redraw stuff */
- if (p_ptr->window) window_stuff();
-
- /* Hack -- Hilite the player */
- move_cursor_relative(p_ptr->py, p_ptr->px);
-
- /* Optional fresh */
- if (fresh_after) Term_fresh();
-
- /* Hack -- Notice death or departure */
- if (!alive || death) break;
-
-#endif /* pelpel */
-
-
total_friends = 0;
total_friend_levels = 0;
diff --git a/src/externs.h b/src/externs.h
index 4022dace..2460f2eb 100644
--- a/src/externs.h
+++ b/src/externs.h
@@ -1884,7 +1884,6 @@ extern s16b get_melee_skills(void);
extern s16b get_melee_skill(void);
extern bool forbid_gloves(void);
extern bool forbid_non_blessed(void);
-extern int validate_autoskiller(s32b *ideal);
extern void compute_skills(s32b *v, s32b *m, int i);
extern void select_default_melee(void);
extern void do_get_new_skill(void);
diff --git a/src/files.c b/src/files.c
index 95237b16..9fefcce4 100644
--- a/src/files.c
+++ b/src/files.c
@@ -1986,250 +1986,6 @@ void player_flags(u32b *f1, u32b *f2, u32b *f3, u32b *f4, u32b *f5, u32b *esp)
(*esp) |= rmp_ptr->oesp[i];
}
}
-#if 0 /* DGDGDG? */
- else if (p_ptr->mimic_form)
- {
- switch (p_ptr->mimic_form)
- {
- case MIMIC_GOAT:
- {
- (*f3) |= (TR3_SLOW_DIGEST);
- break;
- }
- case MIMIC_INSECT:
- {
- (*esp) |= (ESP_ANIMAL);
- break;
- }
- case MIMIC_SPARROW:
- {
- (*f3) |= (TR3_FEATHER);
- break;
- }
- case MIMIC_VAMPIRE:
- {
- (*f3) |= (TR2_HOLD_LIFE);
- (*f3) |= (TR2_RES_DARK);
- (*f3) |= (TR2_RES_NEXUS);
- (*f3) |= (TR2_RES_BLIND);
- (*f3) |= (TR3_LITE1);
- break;
- }
- case MIMIC_SPIDER:
- {
- (*f3) |= (TR2_RES_FEAR);
- (*f3) |= (TR2_RES_POIS);
- break;
- }
- case MIMIC_MANA_BALL:
- {
- (*f3) |= (TR3_FEATHER);
- (*f2) |= (TR2_INVIS);
- (*f3) |= (TR3_TELEPORT);
- (*f3) |= (TR2_RES_DISEN);
- break;
- }
- case MIMIC_FIRE_CLOUD:
- {
- (*f3) |= (TR2_RES_LITE);
- (*f3) |= (TR2_IM_FIRE);
- (*f3) |= (TR3_SH_FIRE);
- break;
- }
- case MIMIC_COLD_CLOUD:
- {
- (*f3) |= (TR2_RES_LITE);
- (*f3) |= (TR2_IM_COLD);
- (*f3) |= (TR3_SH_ELEC);
- (*esp) |= (ESP_EVIL);
- (*f3) |= (TR3_REGEN);
- break;
- }
- case MIMIC_CHAOS_CLOUD:
- {
- (*f3) |= (TR2_RES_DISEN);
- (*f3) |= (TR2_RES_CHAOS);
- (*f3) |= (TR2_RES_LITE);
- (*f3) |= (TR2_IM_FIRE);
- (*f3) |= (TR2_IM_COLD);
- (*f3) |= (TR3_SH_FIRE);
- (*f3) |= (TR3_SH_ELEC);
- break;
- }
- case MIMIC_GOST:
- {
- (*f3) |= (TR3_WRAITH);
- (*f2) |= TR2_HOLD_LIFE;
- break;
- }
- case MIMIC_ENT:
- {
- (*f2) |= TR2_SENS_FIRE;
- break;
- }
- case MIMIC_KOBOLD:
- {
- (*f2) |= TR2_RES_POIS;
- break;
- }
- case MIMIC_DRAGON:
- {
- (*f3) |= TR3_FEATHER;
- (*f2) |= TR2_RES_FIRE;
- (*f2) |= TR2_RES_COLD;
- (*f2) |= TR2_RES_ELEC;
- (*f2) |= TR2_RES_DARK;
- break;
- }
- case MIMIC_DEMON:
- {
- (*f2) |= TR2_RES_CHAOS;
- (*f2) |= TR2_RES_NETHER;
- (*f2) |= TR2_HOLD_LIFE;
- break;
- }
- case MIMIC_HOUND:
- {
- (*f1) |= TR1_SPEED;
- (*f2) |= TR2_RES_LITE;
- (*f2) |= TR2_RES_DARK;
- break;
- }
- case MIMIC_QUYLTHULG:
- {
- (*f3) |= TR3_SEE_INVIS;
- break;
- }
- case MIMIC_MAIAR:
- {
- (*f2) |= TR2_IM_ACID;
- (*f2) |= TR2_IM_ELEC;
- (*f2) |= TR2_IM_FIRE;
- (*f2) |= TR2_IM_COLD;
- (*f2) |= TR2_RES_POIS;
- (*f2) |= TR2_RES_LITE;
- (*f2) |= TR2_RES_DARK;
- (*f2) |= TR2_RES_CHAOS;
- (*f2) |= TR2_HOLD_LIFE;
- (*f3) |= TR3_FEATHER;
- (*f3) |= TR3_REGEN;
- break;
- }
- case MIMIC_SERPENT:
- {
- (*f1) |= TR1_SPEED;
- break;
- }
- case MIMIC_GIANT:
- {
- (*f2) |= TR2_RES_ACID;
- (*f2) |= TR2_RES_ELEC;
- (*f2) |= TR2_RES_FIRE;
- (*f2) |= TR2_RES_COLD;
- (*f2) |= TR2_RES_POIS;
- (*f2) |= TR2_RES_CONF;
- (*f2) |= TR2_RES_SOUND;
- (*f2) |= TR2_RES_LITE;
- (*f2) |= TR2_RES_DARK;
- (*f2) |= TR2_RES_NEXUS;
- (*f2) |= TR2_RES_FEAR;
- (*f2) |= TR2_REFLECT;
- break;
- }
- case MIMIC_VALAR:
- {
- (*f3) |= TR3_SEE_INVIS;
- (*f2) |= TR2_FREE_ACT;
- (*f3) |= TR3_SLOW_DIGEST;
- (*f3) |= TR3_REGEN;
- (*f3) |= TR3_FEATHER;
- (*f2) |= TR2_HOLD_LIFE;
- (*esp) |= ESP_ALL;
- (*f3) |= TR3_LITE1;
- (*f2) |= TR2_SUST_STR;
- (*f1) |= TR1_INT;
- (*f1) |= TR1_WIS;
- (*f1) |= TR1_DEX;
- (*f1) |= TR1_CON;
- (*f1) |= TR1_CHR;
- (*f2) |= TR2_RES_ACID;
- (*f2) |= TR2_RES_ELEC;
- (*f2) |= TR2_RES_FIRE;
- (*f2) |= TR2_RES_COLD;
- (*f2) |= TR2_RES_POIS;
- (*f2) |= TR2_RES_CONF;
- (*f2) |= TR2_RES_SOUND;
- (*f2) |= TR2_RES_LITE;
- (*f2) |= TR2_RES_DARK;
- (*f2) |= TR2_RES_CHAOS;
- (*f2) |= TR2_RES_DISEN;
- (*f2) |= TR2_RES_SHARDS;
- (*f2) |= TR2_RES_NEXUS;
- (*f2) |= TR2_RES_BLIND;
- (*f2) |= TR2_RES_NETHER;
- (*f2) |= TR2_RES_FEAR;
- (*f2) |= TR2_REFLECT;
- (*f3) |= TR3_SH_FIRE;
- (*f3) |= TR3_SH_ELEC;
- (*f2) |= TR2_IM_FIRE;
- (*f2) |= TR2_IM_COLD;
- (*f2) |= TR2_IM_ELEC;
- (*f2) |= TR2_IM_ACID;
- break;
- }
-
- case MIMIC_WEREWOLF:
- {
- (*f3) |= TR3_REGEN;
- (*f3) |= TR3_AGGRAVATE;
- break;
- }
- case MIMIC_BALROG:
- {
- (*f2) |= TR2_IM_ACID;
- (*f2) |= TR2_IM_ELEC;
- (*f2) |= TR2_IM_FIRE;
- (*f2) |= TR2_RES_POIS;
- (*f2) |= TR2_RES_DARK;
- (*f2) |= TR2_RES_CHAOS;
- (*f2) |= TR2_HOLD_LIFE;
- (*f3) |= TR3_FEATHER;
- (*f3) |= TR3_REGEN;
- break;
- }
- case MIMIC_DEMON_LORD:
- {
- (*f3) |= TR3_SEE_INVIS;
- (*f2) |= TR2_FREE_ACT;
- (*f3) |= TR3_REGEN;
- (*f3) |= TR3_FEATHER;
- (*f2) |= TR2_HOLD_LIFE;
- (*esp) |= ESP_EVIL | ESP_GOOD | ESP_DEMON;
- (*f2) |= TR2_RES_ACID;
- (*f2) |= TR2_RES_ELEC;
- (*f2) |= TR2_RES_FIRE;
- (*f2) |= TR2_RES_POIS;
- (*f2) |= TR2_RES_CONF;
- (*f2) |= TR2_RES_SOUND;
- (*f2) |= TR2_RES_LITE;
- (*f2) |= TR2_RES_DARK;
- (*f2) |= TR2_RES_CHAOS;
- (*f2) |= TR2_RES_DISEN;
- (*f2) |= TR2_RES_SHARDS;
- (*f2) |= TR2_RES_NEXUS;
- (*f2) |= TR2_RES_BLIND;
- (*f2) |= TR2_RES_NETHER;
- (*f2) |= TR2_RES_FEAR;
- (*f2) |= TR2_REFLECT;
- (*f3) |= TR3_SH_FIRE;
- (*f2) |= TR2_IM_FIRE;
- (*f2) |= TR2_IM_ELEC;
- (*f2) |= TR2_IM_ACID;
- break;
- }
- }
- }
-#endif
else
{
monster_race *r_ptr = &r_info[p_ptr->body_monster];
@@ -5058,15 +4814,6 @@ void do_cmd_save_game(void)
*/
long total_points(void)
{
-#if 0 /* Old calculation */
- s16b max_dl = 0, i;
-
- for (i = 0; i < max_d_idx; i++)
- if (max_dlv[i] > max_dl)
- max_dl = max_dlv[i];
-
- return (p_ptr->max_exp + (100 * max_dl));
-#else /* New calculation */
s16b max_dl = 0, i, k;
long temp, Total = 0;
long mult = 20; /* was 100. Divided values by 5 because of an overflow error */
@@ -5170,7 +4917,6 @@ long total_points(void)
return (temp);
-#endif
}
@@ -5446,11 +5192,6 @@ static void show_info(void)
{
st_ptr = &town_info[k].store[7];
-#if 0 /* TODO -- actualy somewhere set the real variable */
- /* Step to the real towns */
- if (!(town_info[k].flags & (TOWN_REAL))) continue;
-#endif
-
/* Home -- if anything there */
if (st_ptr->stock_num)
{
diff --git a/src/generate.c b/src/generate.c
index ca9f58b0..98d3ff92 100644
--- a/src/generate.c
+++ b/src/generate.c
@@ -6488,36 +6488,6 @@ static bool possible_doorway(int y, int x)
}
-#if 0
-
-/*
- * Places door at y, x position if at least 2 walls found
- */
-static void try_door(int y, int x)
-{
- /* Paranoia */
- if (!in_bounds(y, x)) return;
-
- /* Some dungeons don't have doors at all */
- if (dungeon_flags1 & (DF1_NO_DOORS)) return;
-
- /* Ignore walls */
- if (f_info[cave[y][x].feat].flags1 & FF1_WALL) return;
-
- /* Ignore room grids */
- if (cave[y][x].info & (CAVE_ROOM)) return;
-
- /* Occasional door (if allowed) */
- if (possible_doorway(y, x) && (rand_int(100) < DUN_TUN_JCT))
- {
- /* Place a door */
- place_random_door(y, x);
- }
-}
-
-#endif /* 0 */
-
-
/*
* Places doors around y, x position
*/
diff --git a/src/loadsave.c b/src/loadsave.c
index 7230d090..73b2f746 100644
--- a/src/loadsave.c
+++ b/src/loadsave.c
@@ -1836,14 +1836,6 @@ static void do_item(object_type *o_ptr, int flag)
o_ptr->dd = k_ptr->dd;
o_ptr->ds = k_ptr->ds;
-#if 0
- /* Acquire correct weight */
- if ((o_ptr->tval != TV_CORPSE) &&
- (o_ptr->tval != TV_EGG)) o_ptr->weight = k_ptr->weight;
-
- /* Paranoia */
- o_ptr->name1 = o_ptr->name2 = 0;
-#endif
/* All done */
return;
}
diff --git a/src/main-gcu.c b/src/main-gcu.c
index fa86da80..9583eebc 100644
--- a/src/main-gcu.c
+++ b/src/main-gcu.c
@@ -397,18 +397,6 @@ static void keymap_game_prepare(void)
game_termio.c_cc[VEOF] = (char) - 1;
game_termio.c_cc[VEOL] = (char) - 1;
-#if 0
- /* Disable the non-posix control characters */
- game_termio.c_cc[VEOL2] = (char) - 1;
- game_termio.c_cc[VSWTCH] = (char) - 1;
- game_termio.c_cc[VDSUSP] = (char) - 1;
- game_termio.c_cc[VREPRINT] = (char) - 1;
- game_termio.c_cc[VDISCARD] = (char) - 1;
- game_termio.c_cc[VWERASE] = (char) - 1;
- game_termio.c_cc[VLNEXT] = (char) - 1;
- game_termio.c_cc[VSTATUS] = (char) - 1;
-#endif
-
/* Normally, block until a character is read */
game_termio.c_cc[VMIN] = 1;
game_termio.c_cc[VTIME] = 0;
@@ -511,17 +499,6 @@ static errr Term_xtra_gcu_alive(int v)
}
-#if 0
-
-#ifdef USE_NCURSES
-const char help_gcu[] = "NCurses, for terminal console, subopts -b(ig screen)";
-#else /* USE_NCURSES */
-const char help_gcu[] = "Curses, for terminal console, subopts -b(ig screen)";
-#endif /* USE_NCURSES */
-
-#endif
-
-
/*
* Init the "curses" system
*/
diff --git a/src/melee1.c b/src/melee1.c
index 9e34c110..5a309fc2 100644
--- a/src/melee1.c
+++ b/src/melee1.c
@@ -177,13 +177,6 @@ bool carried_make_attack_normal(int r_idx)
/* Extract visibility (before blink) */
visible = TRUE;
-#if 0
-
- /* Extract visibility from carrying lite */
- if (r_ptr->flags9 & RF9_HAS_LITE) visible = TRUE;
-
-#endif /* 0 */
-
/* Extract the attack "power" */
switch (effect)
{
@@ -1447,13 +1440,6 @@ bool make_attack_normal(int m_idx, byte divis)
/* Extract visibility (before blink) */
if (m_ptr->ml) visible = TRUE;
-#if 0
-
- /* Extract visibility from carrying lite */
- if (r_ptr->flags9 & RF9_HAS_LITE) visible = TRUE;
-
-#endif
-
/* Extract the attack "power" */
switch (effect)
{
diff --git a/src/melee2.c b/src/melee2.c
index 804b8f12..51e92675 100644
--- a/src/melee2.c
+++ b/src/melee2.c
@@ -693,11 +693,6 @@ static bool spell_annoy(byte spell)
/* Teleport to */
if (spell == 160 + 6) return (TRUE);
-#if 0
- /* Hand of Doom */
- if (spell == 160 + 1) return (TRUE);
-#endif
-
/* Darkness, make traps, cause amnesia */
if (spell >= 160 + 9 && spell <= 160 + 11) return (TRUE);
@@ -1154,9 +1149,6 @@ static bool monst_spell_monst(int m_idx)
if (disturb_other) disturb(1, 0);
if (!see_m) monster_msg("You hear a shriek.");
else monster_msg("%^s shrieks at %s.", m_name, t_name);
-#if 0
- aggravate_monsters(m_idx);
-#endif
wake_up = TRUE;
break;
}
@@ -2690,14 +2682,6 @@ static bool monst_spell_monst(int m_idx)
count += summon_specific(y, x, rlev, SUMMON_WRAITH);
}
-#if 0
- /* these are not Lords of Amber... */
- for (k = 0; k < 12; k++)
- {
- count += summon_specific(y, x, rlev, SUMMON_HI_UNDEAD);
- }
-#endif
-
if (blind && count)
{
monster_msg("You hear immortal beings appear nearby.");
@@ -4604,14 +4588,6 @@ bool make_attack_spell(int m_idx)
count += summon_specific(y, x, rlev, SUMMON_WRAITH);
}
-#if 0
- /* these are not Lords of Amber... */
- for (k = 0; k < 12; k++)
- {
- count += summon_specific(y, x, rlev, SUMMON_HI_UNDEAD);
- }
-#endif
-
if (blind && count)
{
msg_print("You hear immortal beings appear nearby.");
@@ -6872,12 +6848,6 @@ static void process_monster(int m_idx, bool is_frien)
/* Door power */
k = ((c_ptr->feat - FEAT_DOOR_HEAD) & 0x07);
-#if 0
- /* XXX XXX XXX Old test (pval 10 to 20) */
- if (randint((m_ptr->hp + 1) * (50 + o_ptr->pval)) <
- 40 * (m_ptr->hp - 10 - o_ptr->pval));
-#endif
-
/* Try to unlock it XXX XXX XXX */
if (rand_int(m_ptr->hp / 10) > k)
{
@@ -6899,12 +6869,6 @@ static void process_monster(int m_idx, bool is_frien)
/* Door power */
k = ((c_ptr->feat - FEAT_DOOR_HEAD) & 0x07);
-#if 0
- /* XXX XXX XXX Old test (pval 10 to 20) */
- if (randint((m_ptr->hp + 1) * (50 + o_ptr->pval)) <
- 40 * (m_ptr->hp - 10 - o_ptr->pval));
-#endif
-
/* Attempt to Bash XXX XXX XXX */
if (rand_int(m_ptr->hp / 10) > k)
{
@@ -7033,11 +6997,6 @@ static void process_monster(int m_idx, bool is_frien)
if (do_move && (ny == p_ptr->py) && (nx == p_ptr->px) &&
(r_ptr->flags1 & RF1_NEVER_BLOW))
{
-#if 0
- /* Hack -- memorize lack of attacks */
- if (m_ptr->ml) r_ptr->r_flags1 |= (RF1_NEVER_BLOW);
-#endif
-
/* Do not move */
do_move = FALSE;
}
diff --git a/src/monster1.c b/src/monster1.c
index 7a44ffab..cb8be90b 100644
--- a/src/monster1.c
+++ b/src/monster1.c
@@ -135,23 +135,6 @@ static void roff_aux(int r_idx, int ego, int remem)
-#if 0
-
- /* Nothing erased */
- roff_old = 0;
-
- /* Reset the row */
- roff_row = 1;
-
- /* Reset the pointer */
- roff_p = roff_buf;
-
- /* No spaces yet */
- roff_s = NULL;
-
-#endif
-
-
/* Access the race and lore */
r_ptr = race_info_idx(r_idx, ego);
diff --git a/src/monster2.c b/src/monster2.c
index 4e5b31db..ea75600e 100644
--- a/src/monster2.c
+++ b/src/monster2.c
@@ -1767,19 +1767,6 @@ void update_mon(int m_idx, bool full)
}
-#if 0
-
- /* Process monster light for a monster within MAX_SIGHT + max radius */
- if (m_ptr->cdis <= MAX_SIGHT + 1)
- {
- if (r_ptr->flags9 & RF9_HAS_LITE)
- {
- p_ptr->update |= (PU_MON_LITE);
- }
- }
-
-#endif
-
/* Process "distant" monsters */
if (m_ptr->cdis > MAX_SIGHT)
{
@@ -1870,11 +1857,6 @@ void update_mon(int m_idx, bool full)
}
}
- /* Merchants sense objects */
-#if 0 /* DGDGDGDG -- use a skill */
- if ((cp_ptr->magic_key == MKEY_TELEKINESIS) && (p_ptr->lev >= 20) &&
- (m_ptr->hold_o_idx)) flag = TRUE;
-#endif
/* Apply "detection" spells */
if (m_ptr->mflag & (MFLAG_MARK)) flag = TRUE;
@@ -2303,26 +2285,8 @@ s16b place_monster_one(int y, int x, int r_idx, int ego, bool slp, int status)
return 0;
}
- /* Anyway that doesn't work .... hum... TO FIX -- DG */
-#if 0
- /* Hack -- non "town" monsters are NEVER generated in town */
- if ((!(r_ptr->flags8 & (RF8_WILD_TOWN))) && (wf_info[wild_map[p_ptr->wilderness_y][p_ptr->wilderness_x].feat].terrain_idx == TERRAIN_TOWN) && !dun_level)
- {
- /* Cannot create */
- if (place_monster_one_race) KILL(place_monster_one_race, monster_race);
- return (0);
- }
-#endif
/* Hack -- "unique" monsters must be "unique" */
-#if 0
- if ((r_ptr->flags1 & (RF1_UNIQUE)) && (r_ptr->cur_num >= r_ptr->max_num) && (!m_allow_special[r_idx]))
-#else
-#if 0
- if ((r_ptr->flags1 & (RF1_UNIQUE)) && (r_ptr->cur_num >= r_ptr->max_num) && (!m_allow_special[r_idx]) && (r_ptr->max_num != -1))
-#else
- if ((r_ptr->flags1 & (RF1_UNIQUE)) && (r_ptr->cur_num >= r_ptr->max_num) && (r_ptr->max_num != -1) && (!bypass_r_ptr_max_num))
-#endif
-#endif
+ if ((r_ptr->flags1 & (RF1_UNIQUE)) && (r_ptr->cur_num >= r_ptr->max_num) && (r_ptr->max_num != -1) && (!bypass_r_ptr_max_num))
{
/* Cannot create */
if (wizard) cmsg_format(TERM_L_RED, "WARNING: Refused monster %d: cur_num >= max_num", r_idx);
@@ -3826,11 +3790,6 @@ void message_pain(int m_idx, int dam)
monster_race *r_ptr = race_inf(m_ptr);
char m_name[80];
-#if 0
- if (!(player_can_see_bold(m_ptr->fy, m_ptr->fx)))
- return;
-#endif
-
/* Get the monster name */
monster_desc(m_name, m_ptr, 0);
diff --git a/src/monster3.c b/src/monster3.c
index 81c6c2d0..786c6041 100644
--- a/src/monster3.c
+++ b/src/monster3.c
@@ -45,10 +45,7 @@ bool is_enemy(monster_type *m_ptr, monster_type *t_ptr)
{
monster_race *r_ptr = &r_info[m_ptr->r_idx], *rt_ptr = &r_info[t_ptr->r_idx];
int s1 = is_friend(m_ptr), s2 = is_friend(t_ptr);
-#if 0
- /* Stupid monsters attacks just about everything */
- if ((r_ptr->flags2 & RF2_STUPID) && (r_ptr->d_char != rt_ptr->d_char)) return TRUE;
-#endif
+
/* Monsters hates breeders */
if ((m_ptr->status != MSTATUS_NEUTRAL) && (rt_ptr->flags4 & RF4_MULTIPLY) && (num_repro > MAX_REPRO * 2 / 3) && (r_ptr->d_char != rt_ptr->d_char)) return TRUE;
if ((t_ptr->status != MSTATUS_NEUTRAL) && (r_ptr->flags4 & RF4_MULTIPLY) && (num_repro > MAX_REPRO * 2 / 3) && (r_ptr->d_char != rt_ptr->d_char)) return TRUE;
@@ -67,11 +64,6 @@ bool change_side(monster_type *m_ptr)
/* neutrals and companions */
switch (m_ptr->status)
{
-#if 0
- case MSTATUS_ENEMY:
- m_ptr->status = MSTATUS_FRIEND;
- break;
-#endif
case MSTATUS_FRIEND:
m_ptr->status = MSTATUS_ENEMY;
if ((r_ptr->flags3 & RF3_ANIMAL) && (!(r_ptr->flags3 & RF3_EVIL)))
diff --git a/src/object2.c b/src/object2.c
index b4750a3a..2775e56b 100644
--- a/src/object2.c
+++ b/src/object2.c
@@ -13,58 +13,6 @@
#include "angband.h"
/*
- * adds n flags to o_ptr chosen randomly from the masks f1..f4
- */
-#if 0
-static void enhance_random(object_type *o_ptr, int n, u32b f1, u32b f2, u32b f3, u32b f4)
-{
- int counter = 0, null_mask;
- u32b *f, *t, x;
-
- while (n)
- {
- /* inefficient, but simple */
- x = BIT(rand_int(32));
- switch (randint(4))
- {
- case 1:
- null_mask = TR1_NULL_MASK;
- f = &f1;
- t = &o_ptr->art_flags1;
- break;
- case 2:
- null_mask = TR2_NULL_MASK;
- f = &f2;
- t = &o_ptr->art_flags2;
- break;
- case 3:
- null_mask = TR3_NULL_MASK;
- f = &f3;
- t = &o_ptr->art_flags3;
- break;
- case 4:
- null_mask = TR4_NULL_MASK;
- f = &f4;
- t = &o_ptr->art_flags4;
- break;
- default:
- null_mask = 0;
- f = t = NULL;
- return;
- }
- if (++counter > 10000) break;
- if (x & null_mask) continue;
- if (!(x & *f)) continue;
- if (x & *t) continue;
- /* success */
- *f &= ~x;
- *t |= x;
- n--;
- }
-}
-#endif
-
-/*
* Calculate the player's total inventory weight.
*/
s32b calc_total_weight(void)
@@ -1283,10 +1231,6 @@ s32b object_value_real(object_type *o_ptr)
case TV_TRAPKIT:
case TV_INSTRUMENT:
{
-#if 0 /* DG - no */
- /* Hack -- Negative "pval" is always bad */
- if (o_ptr->pval < 0) return (0L);
-#endif
/* No pval */
if (!o_ptr->pval) break;
@@ -1806,15 +1750,6 @@ bool object_similar(object_type *o_ptr, object_type *j_ptr)
/* Require identical "artifact" names */
if (o_ptr->name1 != j_ptr->name1) return (FALSE);
- /* Random artifacts never stack */
- /*
- I don't see why these shouldn't stack.
- -- wilh
- */
-#if 0
- if (o_ptr->art_name || j_ptr->art_name) return (FALSE);
-#endif
-
/* Require identical "ego-item" names */
if (o_ptr->name2 != j_ptr->name2) return (FALSE);
@@ -3540,14 +3475,6 @@ static void a_m_aux_4(object_type *o_ptr, int level, int power)
case TV_TOOL:
{
- /* Hack - set the weight of portable holes */
-#if 0 /* DGDGDGDG -- use a skill */
- if ((o_ptr->sval == SV_PORTABLE_HOLE) &&
- (cp_ptr->magic_key == MKEY_TELEKINESIS))
- {
- o_ptr->weight = portable_hole_weight();
- }
-#endif
break;
}
@@ -4245,15 +4172,7 @@ void apply_magic(object_type *o_ptr, int lev, bool okay, bool good, bool great)
case TV_GLOVES:
case TV_BOOTS:
{
-#if 0
- if (power ||
- ((o_ptr->tval == TV_HELM) && (o_ptr->sval == SV_DRAGON_HELM)) ||
- ((o_ptr->tval == TV_SHIELD) && (o_ptr->sval == SV_DRAGON_SHIELD)) ||
- ((o_ptr->tval == TV_CLOAK) && (o_ptr->sval == SV_ELVEN_CLOAK)))
- a_m_aux_2(o_ptr, lev, power);
-#else
a_m_aux_2(o_ptr, lev, power);
-#endif
break;
}
diff --git a/src/randart.c b/src/randart.c
index de1af12f..b44fdd6c 100644
--- a/src/randart.c
+++ b/src/randart.c
@@ -116,19 +116,9 @@ static bool grab_one_power(int *ra_idx, object_type *o_ptr, bool good, s16b *max
void give_activation_power (object_type * o_ptr)
{
- /* int type = 0, chance = 0; */
-
-
- /* A type was chosen... */
-#if 0 /* DGDGDGDG -- Todo later */
- o_ptr->xtra2 = type;
- o_ptr->art_flags3 |= TR3_ACTIVATE;
- o_ptr->timeout = 0;
-#else
o_ptr->xtra2 = 0;
o_ptr->art_flags3 &= ~TR3_ACTIVATE;
o_ptr->timeout = 0;
-#endif
}
diff --git a/src/script.c b/src/script.c
index 44bb935a..4070e666 100644
--- a/src/script.c
+++ b/src/script.c
@@ -70,45 +70,6 @@ static struct luaL_reg tome_iolib[] =
#define luaL_check_bit(L, n) ((long)luaL_check_number(L, n))
#define luaL_check_ubit(L, n) ((unsigned long)luaL_check_bit(L, n))
-#if 0
-
-/*
- * Nuked because they can confuse some compilers (lcc for example),
- * and because of their obscurity -- pelpel
- */
-
-#define TDYADIC(name, op, t1, t2) \
-static int int_ ## name(lua_State* L) { \
-lua_pushnumber(L, \
-luaL_check_ ## t1 ## bit(L, 1) op luaL_check_ ## t2 ## bit(L, 2)); \
-return 1; \
-}
-
-#define DYADIC(name, op) \
-static int int_ ## name(lua_State* L) { \
-lua_pushnumber(L, \
-luaL_check_bit(L, 1) op luaL_check_bit(L, 2)); \
-return 1; \
-}
-
-#define MONADIC(name, op) \
-static int int_ ## name(lua_State* L) { \
-lua_pushnumber(L, op luaL_check_bit(L, 1)); \
-return 1; \
-}
-
-#define VARIADIC(name, op) \
-static int int_ ## name(lua_State *L) { \
-int n = lua_gettop(L), i; \
-long w = luaL_check_bit(L, 1); \
-for (i = 2; i <= n; i++) \
-w op ## = luaL_check_bit(L, i); \
-lua_pushnumber(L, w); \
-return 1; \
-}
-
-#endif
-
/*
* Monadic bit negation operation
diff --git a/src/skills.c b/src/skills.c
index 5eb653b0..0272800a 100644
--- a/src/skills.c
+++ b/src/skills.c
@@ -1073,138 +1073,6 @@ bool forbid_non_blessed()
}
-
-
-/*
- * The autoskiller gets fed with the desired skill values at level 50 and determines
- * where to invest each levels
- */
-
-/* Checks if a given autoskill chart is realisable */
-int validate_autoskiller(s32b *ideal)
-{
- int i;
- s32b count = 0;
-
- for (i = 0; i < max_s_idx; i++)
- {
- s32b z, c;
-
- skill_type *s_ptr = &s_info[i];
-
- if (!ideal[i]) continue;
-
- /* How much */
- z = (ideal[i] * SKILL_STEP) - s_ptr->value;
-
- /* How many points will we need to get there ? */
- if (s_ptr->mod)
- c = z / s_ptr->mod;
- else
- c = 99999;
- count += c;
- }
- /* DGDGDGDG: I dont work, fix me */
- /* return (SKILL_NB_BASE * 49) - count;*/
- return 0;
-}
-
-void autoskiller_level(s32b *ideal)
-{
-#if 0
- /* DGDGDGDG */
- int chart[196];
- int final[196];
- int ideal[3] = {50, 30, 25};
- int real[3] = {0, 0, 0};
- int mod[3] = {450, 1000, 1100};
- float pl[3], left[3] = {0, 0, 0}, finalization = 1;
- int c[3], z;
- int i, max = 0, ok = 3, a;
-
- for (i = 0; i < 3; i++)
- {
- c[i] = (ideal[i] * 1000) / mod[i];
- printf("point need c[%d] = %d\n", i, c[i]);
- max += c[i];
-
- pl[i] = (float)c[i] / 50.0;
- printf("pl[%d] = %f\n", i, pl[i]);
- }
- printf("skill balance %d\n", 196 - max);
-
- for (i = 0; i < 196; i++)
- {
- chart[i] = -1;
- }
-
- a = 0;
- while ((a < 196) && (ok))
- {
- int z = 0;
-
- for (z = 0; z < 3; z++)
- {
- int tmp, ii;
-
- if (real[z] == c[z])
- continue;
- left[z] += pl[z];
- tmp = left[z];
- left[z] -= tmp;
- printf("skill %02d: left %f tmp %d\n", z, left[z], tmp);
-
- while (tmp >= 1)
- {
- chart[a++] = z;
- real[z]++;
- tmp--;
- if (real[z] == c[z])
- {
- ok--;
- break;
- }
- if (a == 196)
- {
- ok = 0;
- break;
- }
- }
- if (!ok) break;
- }
- }
- printf("ok %d, a %d interval %f\n", ok, a, (float)a / 196);
- real[0] = real[1] = real[2] = 0;
- for (i = 0; i < 196; i++)
- {
- real[chart[i]]++;
- }
- z = 0;
- i = 0;
- while (z < a)
- {
- if (finalization > 1)
- {
- final[i] = chart[z++];
- finalization--;
- }
- else
- final[i] = -1;
- finalization += ((float)a / 196);
- i++;
- }
- for (z = 0; z < 3; z++)
- {
- printf("skill %d real %d ideal %d\n", z, real[z], c[z]);
- }
-
- for (i = 2; i <= 50; i++)
- {
- printf("level %02d, skills %02d %02d %02d %02d\n", i, final[i * 4], final[i * 4 + 1], final[i * 4 + 2], final[i * 4 + 3]);
- }
-#endif
-}
-
/*
* Gets the base value of a skill, given a race/class/...
*/
@@ -1675,11 +1543,7 @@ void do_cmd_ability()
/* Initialise the abilities list */
for (i = 0; i < max_ab_idx; i++)
{
-#if 0 /* Only show learnable */
- if (ab_info[i].name && ((can_learn_ability(i) || has_ability(i)) || wizard))
-#else /* Show all */
if (ab_info[i].name)
-#endif
add_sorted_ability(table, &max, i);
}
diff --git a/src/spells1.c b/src/spells1.c
index 58b102cf..387bf379 100644
--- a/src/spells1.c
+++ b/src/spells1.c
@@ -33,12 +33,6 @@ s16b poly_r_idx(int r_idx)
int i, r;
-#if 0 /* No more -- hehehe -- DG */
- /* Allowable range of "levels" for resulting monster */
- int lev1 = r_ptr->level - ((randint(20) / randint(9)) + 1);
- int lev2 = r_ptr->level + ((randint(20) / randint(9)) + 1);
-#endif
-
/* Hack -- Uniques never polymorph */
if (r_ptr->flags1 & RF1_UNIQUE)
return (r_idx);
@@ -58,11 +52,6 @@ s16b poly_r_idx(int r_idx)
/* Ignore unique monsters */
if (r_ptr->flags1 & (RF1_UNIQUE)) continue;
-#if 0
- /* Ignore monsters with incompatible levels */
- if ((r_ptr->level < lev1) || (r_ptr->level > lev2)) continue;
-#endif
-
/* Use that index */
r_idx = r;
@@ -945,14 +934,6 @@ void teleport_player_level(void)
*/
void recall_player(int d, int f)
{
-#if 0
- if (!p_ptr->town_num)
- {
- /* TODO: Recall the player to the last visited town */
- msg_print("Nothing happens.");
- return;
- }
-#endif
/* Rooted means no move */
if (p_ptr->tim_roots)
{
@@ -4413,14 +4394,6 @@ bool project_m(int who, int r, int y, int x, int dam, int typ)
cptr note_dies = " dies.";
-#if 0
-
- /* Walls protect monsters */
- /* (No, they don't) */
- if (!cave_floor_bold(y, x)) return (FALSE);
-
-#endif
-
/* Nobody here */
if (!c_ptr->m_idx) return (FALSE);
@@ -5632,9 +5605,6 @@ bool project_m(int who, int r, int y, int x, int dam, int typ)
/* Death Ray */
case GF_DEATH_RAY:
{
-#if 0
- dam = 0;
-#endif
if (seen) obvious = TRUE;
if ((r_ptr->flags3 & (RF3_UNDEAD)) ||
(r_ptr->flags3 & (RF3_NONLIVING)))
@@ -5938,15 +5908,6 @@ bool project_m(int who, int r, int y, int x, int dam, int typ)
(!(r_ptr->flags3 & RF3_UNDEAD)) ||
(m_ptr->level > randint((dam - 10) < 1 ? 1 : (dam - 10)) + 10))
{
-
-#if 0
- /* Memorize a flag */
- if (r_ptr->flags3 & (RF3_NO_CONF))
- {
- if (seen) r_ptr->r_flags3 |= (RF3_NO_CONF);
- }
-#endif
-
/* Resist */
/* No obvious effect */
note = " is unaffected!";
@@ -7419,33 +7380,14 @@ static bool project_p(int who, int r, int y, int x, int dam, int typ, int a_rad)
/* Holy Orb -- Player only takes partial damage */
case GF_HOLY_FIRE:
{
-#if 0 /* DGDGDGDGD */
- int diff = get_skill(SKILL_VALARIN) - get_skill(SKILL_NETHER);
-#else
- int diff = 0;
-#endif
if (fuzzy) msg_print("You are hit by something!");
- if (diff > 0)
- dam /= 2;
- else if (diff < 0)
- dam *= 2;
take_hit(dam, killer);
break;
}
case GF_HELL_FIRE:
{
-#if 0 /* DGDGDGDGD */
- int diff = get_skill(SKILL_VALARIN) - get_skill(SKILL_NETHER);
-#else
- int diff = 0;
-#endif
-
if (fuzzy) msg_print("You are hit by something!");
- if (diff < 0)
- dam /= 2;
- else if (diff > 0)
- dam *= 2;
take_hit(dam, killer);
break;
}
diff --git a/src/spells2.c b/src/spells2.c
index 2e409713..d902bf1d 100644
--- a/src/spells2.c
+++ b/src/spells2.c
@@ -813,15 +813,6 @@ void self_knowledge(FILE *fff)
if (r_ptr->flags2 & RF2_MOVE_BODY)
info[i++] = "You can move monsters.";
/* Not implemented */
-#if 0
- /* They are disabled, because the r_info.txt array has to
- * few RF2_TAKE_ITEM flags... */
- if (r_ptr->flags2 & RF2_TAKE_ITEM)
- info[i++] = "You can pick up items.";
- else
- info[i++] = "You cannot pick up items.";
-#endif
- /* Not implemented */
if (r_ptr->flags3 & RF3_ORC)
info[i++] = "You have orc blood in your veins.";
/* Not implemented */
@@ -3222,9 +3213,6 @@ void curse_artifact(object_type * o_ptr)
if (o_ptr->to_h) o_ptr->to_h = 0 - ((o_ptr->to_h) + randint(4));
if (o_ptr->to_d) o_ptr->to_d = 0 - ((o_ptr->to_d) + randint(4));
o_ptr->art_flags3 |= ( TR3_HEAVY_CURSE | TR3_CURSED );
-#if 0 /* Silly */
- if (randint(4) == 1) o_ptr-> art_flags3 |= TR3_PERMA_CURSE;
-#endif
if (randint(3) == 1) o_ptr-> art_flags3 |= TR3_TY_CURSE;
if (randint(2) == 1) o_ptr-> art_flags3 |= TR3_AGGRAVATE;
if (randint(3) == 1) o_ptr-> art_flags3 |= TR3_DRAIN_EXP;
@@ -7095,11 +7083,6 @@ void call_chaos(void)
Chaos_type = hurt_types[randint(30) - 1];
if (randint(4) == 1) line_chaos = TRUE;
-#if 0
- /* Probably a meaningless line, a remnant from earlier code */
- while (Chaos_type > GF_GRAVITY && Chaos_type < GF_ROCKET);
-#endif
-
if (randint(6) == 1)
{
for (dummy = 1; dummy < 10; dummy++)
diff --git a/src/store.c b/src/store.c
index 2ac73753..c35a33a2 100644
--- a/src/store.c
+++ b/src/store.c
@@ -392,11 +392,6 @@ static s32b price_item(object_type *o_ptr, int greed, bool flip)
/* Add in the charisma factor */
factor += adj_chr_gold[p_ptr->stat_ind[A_CHR]];
- /* Hack - merchants have better prices */
-#if 0 /* DGDGDGDG -- use a skill */
- if (cp_ptr->magic_key == MKEY_TELEKINESIS)
- factor -= p_ptr->lev / 2;
-#endif
/* Shop is buying */
if (flip)
{
@@ -1594,13 +1589,7 @@ void display_store(void)
/* The "Home" is special */
if (cur_store_num == 7)
{
- /* Put the owner name -- mega hack */
-#if 0 /* DGDGDGDG -- use a skill */
- if ((cp_ptr->magic_key == MKEY_TELEKINESIS) &&
- (p_ptr->town_num == TOWN_RANDOM)) put_str("Hole Contents", 3, 30);
- else
-#endif
- put_str("Your Home", 3, 30);
+ put_str("Your Home", 3, 30);
/* Label the item descriptions */
put_str("Item Description", 5, 3);
@@ -3027,17 +3016,6 @@ void store_sell(void)
}
- /* Hack -- Cannot put a portable hole into home */
-#if 0 /* DGDGDGDG -- use a skill */
- if ((cp_ptr->magic_key == MKEY_TELEKINESIS) &&
- (o_ptr->tval == TV_TOOL) && (o_ptr->sval == SV_PORTABLE_HOLE))
- {
- msg_print("Putting it into your home has extra-dimensional problems");
-
- return;
- }
-#endif
-
/* Assume one item */
amt = 1;
@@ -4487,14 +4465,6 @@ void store_request_item(void)
object_type forge, *q_ptr = &forge;
store_type *ost_ptr = st_ptr;
- /* Paranoia */
-#if 0 /* DGDGDGDG -- use a skill */
- if (cp_ptr->magic_key == MKEY_TELEKINESIS)
- {
- st_ptr = ost_ptr;
- return;
- }
-#endif
/* Get the Black Market */
st_ptr = &town_info[p_ptr->town_num].store[6];
diff --git a/src/tables.c b/src/tables.c
index 44973287..5ed48b43 100644
--- a/src/tables.c
+++ b/src/tables.c
@@ -1617,11 +1617,6 @@ option_type option_info[] =
/*** Birth Options ***/
-#if 0 /* XXX free -- no more used */
- { &vanilla_town, FALSE, 6, 0,
- "vanilla_town", "Use 'vanilla' town without quests and wilderness" },
-#endif
-
{ &maximize, TRUE, 6, 1,
"maximize", "Maximise stats" },
@@ -1633,10 +1628,7 @@ option_type option_info[] =
{ &point_based, FALSE, 6, 17,
"point_based", "Generate character using a point system" },
-#if 0
- { &special_lvls, TRUE, 6, 4,
- "special_lvls", "Allow the use of special, unique, levels" },
-#endif
+
{ &ironman_rooms, FALSE, 6, 6,
"ironman_rooms", "Always generate very unusual rooms" },
@@ -1646,10 +1638,6 @@ option_type option_info[] =
{ &auto_notes, TRUE, 6, 8,
"auto_notes", "Automatically note important events" },
-#if 0 /* when Ill get some ideas */
- { &rand_birth, FALSE, 6, 9,
- "rand_birth", "Random present at birth" },
-#endif
{ &fast_autoroller, FALSE, 6, 10,
"fast_autoroller", "Fast autoroller(NOT on multiuser systems)" },
@@ -2923,9 +2911,6 @@ activation activation_info[MAX_T_ACT] =
{ "corruption", 100, ACT_MUT },
{ "cure insanity", 2000, ACT_CURE_INSANITY },
{ "light absortion", 800, ACT_LIGHT_ABSORBTION },
-#if 0 /* No more for the time being, ehehhe evil I am :> */
- { "cure corruption", 2000, ACT_CURE_MUT },
-#endif
};
/*
diff --git a/src/traps.c b/src/traps.c
index 181c0bbe..bbc5b5c3 100644
--- a/src/traps.c
+++ b/src/traps.c
@@ -2415,97 +2415,7 @@ bool mon_hit_trap_aux_rod(int m_idx, object_type *o_ptr)
*/
bool mon_hit_trap_aux_staff(int m_idx, object_type *o_ptr)
{
- /* Monster pointer and position */
- monster_type *m_ptr = &m_list[m_idx];
- int y = m_ptr->fy;
- int x = m_ptr->fx;
-
- /* sval and base level of the staff */
- int sval = o_ptr->sval;
-
- /* Damage amount, type, and radius */
- int dam = 0, typ = 0;
- int rad = 0;
-
- /* Depend on staff type */
- switch (sval)
- {
-#if 0 /*must be tested*/
- case SV_STAFF_IDENTIFY:
- case SV_STAFF_MANA:
- case SV_STAFF_REMOVE_CURSES:
- case SV_STAFF_REVEAL_WAYS:
- case SV_STAFF_SENSE_MONSTER:
- case SV_STAFF_VISION:
- case SV_STAFF_DISARM:
- return (FALSE);
-
- case SV_STAFF_LIGHT:
- lite_room(y, x);
- typ = GF_LITE_WEAK;
- dam = damroll(2, 8);
- rad = 2;
- break;
-
- case SV_STAFF_SUMMON:
- for (k = 0; k < randint(4) ; k++)
- (void)summon_specific(y, x, dun_level, 0);
- return (FALSE);
-
- case SV_STAFF_TELEPORTATION:
- typ = GF_AWAY_ALL;
- dam = 100 + 2 * level;
- break;
-
- case SV_STAFF_HEALING:
- typ = GF_OLD_HEAL;
- dam = m_ptr->maxhp * (150 + 7 * level) / 1000;
- break;
-
- case SV_STAFF_SHAKE:
- earthquake(y, x, 4 + level / 5); /* was 10 */
- return (FALSE);
-
- case SV_STAFF_RECOVERY:
- m_ptr->bleeding = 0;
- m_ptr->poisoned = 0;
- return (FALSE);
-
- case SV_STAFF_GENOCIDE:
- {
- monster_race *r_ptr = &r_info[m_ptr->r_idx];
- genocide_aux(FALSE, r_ptr->d_char);
- /* although there's no point in a multiple genocide trap... */
- return (cave[y][x].m_idx == 0 ? TRUE : FALSE);
- }
-
- case SV_STAFF_SENSE_HIDDEN:
- m_ptr->smart |= SM_NOTE_TRAP;
- return (FALSE);
-
- case SV_STAFF_WISH:
- acquirement(y, x, randint(2) + 1, TRUE, FALSE);
- return (FALSE);
-
- case SV_STAFF_MITHRANDIR:
- typ = GF_HOLY_FIRE;
- dam = 50 + 6 * level;
- rad = 9; /* instead of LOS */
-
- /* How to implement these ? */
- case SV_STAFF_FIERY_SHIELD:
- case SV_STAFF_WINGS_WIND:
- case SV_STAFF_PROBABILITY_TRAVEL:
-
-#endif
-
- default:
- return (FALSE);
- }
-
- /* Actually hit the monster */
- (void) project( -2, rad, y, x, dam, typ, PROJECT_KILL | PROJECT_ITEM | PROJECT_JUMP);
- return (cave[y][x].m_idx == 0 ? TRUE : FALSE);
+ return (FALSE);
}
/*
@@ -2642,138 +2552,7 @@ bool mon_hit_trap_aux_scroll(int m_idx, int sval)
*/
bool mon_hit_trap_aux_wand(int m_idx, object_type *o_ptr)
{
- /* Monster pointer and position */
- monster_type *m_ptr = &m_list[m_idx];
- int y = m_ptr->fy;
- int x = m_ptr->fx;
-
- /* sval and bonus level of the wand */
- int sval = o_ptr->sval;
-
- /* Damage amount, type, and radius */
- int dam = 0, typ = 0;
- int rad = 0;
-
- /* Depend on wand type */
- switch (sval)
- {
-
-#if 0 /* must be tested */
-
- case SV_WAND_MANATHRUST:
- typ = GF_MANA;
- dam = damroll(3 + level, 1 + 2 * level / 5 );
- break;
-
- case SV_WAND_FIREFLASH:
- typ = GF_FIRE;
- dam = 20 + level * 10;
- rad = 2 + level / 10;
- break;
-
- case SV_WAND_NOXIOUS_CLOUD:
- typ = GF_POIS;
- dam = 7 + 3 * level;
- rad = 3;
- break;
-
- case SV_WAND_THUNDERSTORM:
- typ = GF_ELEC; /* GF_LITE, GF_SOUND ??? */
- dam = damroll(5 + level / 5, 10 + level / 2);
- break;
-
- case SV_WAND_DIG:
- case SV_WAND_THRAIN:
- typ = GF_KILL_WALL;
- dam = 20 + randint(30);
- break;
-
- case SV_WAND_STRIKE:
- typ = GF_FORCE;
- dam = 50 + level;
- break;
-
- case SV_WAND_TELEPORT_AWAY:
- typ = GF_AWAY_ALL;
- dam = MAX_SIGHT * 5;
- break;
-
- case SV_WAND_SUMMON_ANIMAL:
- summon_specific(y, x, dun_level, SUMMON_ANIMAL); /* friendly ?*/
- return (FALSE);
-
- case SV_WAND_SLOW_MONSTER:
- typ = GF_OLD_SLOW;
- dam = 40 + 16 * level / 5;
- break;
-
- case SV_WAND_BANISHMENT:
- typ = GF_AWAY_ALL;
- dam = 40 + 16 * level / 5;
- rad = 9; /* instead of LOS */
- break;
-
- case SV_WAND_CHARM:
- typ = GF_CHARM;
- dam = 10 + 3 * level;
- break;
-
- case SV_WAND_CONFUSE:
- typ = GF_OLD_CONF;
- dam = 10 + 3 * level;
- break;
-
- case SV_WAND_HEAL_MONSTER:
- typ = GF_OLD_HEAL;
- dam = 20 + 38 * level / 5;
- break;
-
- case SV_WAND_SPEED:
- case SV_WAND_HASTE_MONSTER:
- typ = GF_OLD_SPEED;
- dam = damroll(5, 10);
- break;
-
- case SV_WAND_STONE_PRISON:
- wall_stone(y, x);
- return (FALSE);
-
- case SV_WAND_DISPERSE_MAGIC:
- m_ptr->confused = 0;
- m_ptr->mspeed = 0;
- return (FALSE);
-
- case SV_WAND_ICE_STORM:
- typ = GF_COLD;
- dam = 80 + 4 * level;
- rad = 1 + 3 * level / 50;
- break;
-
- case SV_WAND_TIDAL_WAVE:
- typ = GF_WAVE;
- dam = 40 + 4 * level;
- rad = 6 + level / 5;
- break;
-
- case SV_WAND_FIREWALL:
- typ = GF_FIRE;
- dam = 40 + 3 * level;
- rad = 1; /*instead of beam*/
-
- /* Not sure about these */
- case SV_WAND_MAGELOCK:
- case SV_WAND_DEMON_BLADE:
- case SV_WAND_POISON_BLOOD:
-
-#endif
-
- default:
- return (FALSE);
- }
-
- /* Actually hit the monster */
- (void) project( -2, rad, y, x, dam, typ, PROJECT_KILL | PROJECT_ITEM | PROJECT_JUMP);
- return (cave[y][x].m_idx == 0 ? TRUE : FALSE);
+ return (FALSE);
}
/*
@@ -2940,9 +2719,6 @@ bool mon_hit_trap(int m_idx)
{
monster_type *m_ptr = &m_list[m_idx];
monster_race *r_ptr = &r_info[m_ptr->r_idx];
-#if 0 /* DGDGDGDG */
- monster_lore *l_ptr = &l_list[m_ptr->r_idx];
-#endif
object_type *kit_o_ptr, *load_o_ptr, *j_ptr;
@@ -3013,10 +2789,6 @@ bool mon_hit_trap(int m_idx)
/* Smart monsters are better at detecting traps */
if (r_ptr->flags2 & RF2_SMART) smartness += 10;
- /* Some monsters are great at detecting traps */
-#if 0 /* DGDGDGDG */
- if (r_ptr->flags2 & RF2_NOTICE_TRAP) smartness += 20;
-#endif
/* Some monsters have already noticed one of out traps */
if (m_ptr->smart & SM_NOTE_TRAP) smartness += 20;
@@ -3032,10 +2804,6 @@ bool mon_hit_trap(int m_idx)
/* The next traps will be easier to spot! */
m_ptr->smart |= SM_NOTE_TRAP;
- /* Tell the player about it */
-#if 0 /* DGDGDGDG */
- if (m_ptr->ml) l_ptr->r_flags2 |= (RF2_NOTICE_TRAP & r_ptr->flags2);
-#endif
/* Get trap disarming difficulty */
difficulty = (kit_o_ptr->ac + kit_o_ptr->to_a);
@@ -3043,14 +2811,6 @@ bool mon_hit_trap(int m_idx)
/* Higher level monsters are better */
smartness = r_ptr->level / 5;
- /* Some monsters are great at disarming */
-#if 0 /* DGDGDGDG */
- if (r_ptr->flags2 & RF2_DISARM_TRAP) smartness += 20;
-#endif
- /* After disarming one trap, the next is easier */
-#if 0 /* DGDGDGDG */
- if (m_ptr->status & STATUS_DISARM_TRAP) smartness += 20;
-#endif
/* Smart monsters are better at disarming */
if (r_ptr->flags2 & RF2_SMART) smartness *= 2;
@@ -3069,19 +2829,11 @@ bool mon_hit_trap(int m_idx)
{
remove = TRUE;
- /* Next time disarming will be easier */
-#if 0 /* DGDGDGDG */
- m_ptr->status |= STATUS_DISARM_TRAP;
-#endif
if (m_ptr->ml)
{
/* Get the name */
monster_desc(m_name, m_ptr, 0);
- /* Tell the player about it */
-#if 0 /* DGDGDGDG */
- l_ptr->r_flags2 |= (RF2_DISARM_TRAP & r_ptr->flags2);
-#endif
/* Print a message */
msg_format("%^s disarms a trap!", m_name);
}
@@ -3362,17 +3114,6 @@ bool mon_hit_trap(int m_idx)
while (shots-- && !dead)
{
-#if 0
- /* Message if visible */
- if (m_ptr->ml)
- {
- /* describe the monster (again, just in case :-) */
- monster_desc(m_name, m_ptr, 0);
-
- /* Print a message */
- msg_format("%^s is hit by some magic.", m_name);
- }
-#endif
/* Get the effect effect */
switch (load_o_ptr->tval)
{
diff --git a/src/util.c b/src/util.c
index 5d178780..c715ffc4 100644
--- a/src/util.c
+++ b/src/util.c
@@ -3960,65 +3960,6 @@ bool is_a_vowel(int ch)
}
-
-#if 0
-
-/*
-* Replace the first instance of "target" in "buf" with "insert"
-* If "insert" is NULL, just remove the first instance of "target"
-* In either case, return TRUE if "target" is found.
-*
-* XXX Could be made more efficient, especially in the
-* case where "insert" is smaller than "target".
-*/
-static bool insert_str(char *buf, cptr target, cptr insert)
-{
- int i, len;
- int b_len, t_len, i_len;
-
- /* Attempt to find the target (modify "buf") */
- buf = strstr(buf, target);
-
- /* No target found */
- if (!buf) return (FALSE);
-
- /* Be sure we have an insertion string */
- if (!insert) insert = "";
-
- /* Extract some lengths */
- t_len = strlen(target);
- i_len = strlen(insert);
- b_len = strlen(buf);
-
- /* How much "movement" do we need? */
- len = i_len - t_len;
-
- /* We need less space (for insert) */
- if (len < 0)
- {
- for (i = t_len; i < b_len; ++i) buf[i + len] = buf[i];
- }
-
- /* We need more space (for insert) */
- else if (len > 0)
- {
- for (i = b_len - 1; i >= t_len; --i) buf[i + len] = buf[i];
- }
-
- /* If movement occured, we need a new terminator */
- if (len) buf[b_len + len] = '\0';
-
- /* Now copy the insertion string */
- for (i = 0; i < i_len; ++i) buf[i] = insert[i];
-
- /* Successful operation */
- return (TRUE);
-}
-
-
-#endif
-
-
/*
* GH
* Called from cmd4.c and a few other places. Just extracts
diff --git a/src/wild.c b/src/wild.c
index c22de8ab..07b5d239 100644
--- a/src/wild.c
+++ b/src/wild.c
@@ -281,47 +281,6 @@ int generate_area(int y, int x, bool border, bool corner, bool refresh)
}
}
-#if 0
- /* Hack -- Use the "simple" RNG */
- Rand_quick = TRUE;
-
- /* Hack -- Induce consistant town layout */
- Rand_value = wilderness[y][x].seed;
-
- /* Generate a wilderness vault. */
- if (magik(DUN_WILD_VAULT))
- {
- vault_type *v_ptr;
- int vindex, vy, vx;
- int i;
-
- /* Pick a wilderness vault */
- for (i = 0; i < 1000; i++)
- {
- /* Access a random vault record */
- vindex = rand_int(max_v_idx);
- v_ptr = &v_info[vindex];
-
- /* Accept the first greater vault */
- if (v_ptr->typ == 10) break;
- }
-
- /* Message */
- if (cheat_room) msg_format("Wilderness Vault %d", vindex);
-
- /* Boost the rating */
- rating += v_ptr->rat;
-
- vy = rand_range((v_ptr->hgt / 2) + 1, MAX_HGT - (v_ptr->hgt / 2)-1);
- vx = rand_range((v_ptr->wid / 2) + 1, MAX_WID - (v_ptr->wid / 2)-1);
-
- build_vault(vy, vx, v_ptr->hgt, v_ptr->wid, v_text + v_ptr->text);
- }
-
- /* Use the complex RNG */
- Rand_quick = FALSE;
-#endif
-
/* Hack -- Use the "simple" RNG */
Rand_quick = TRUE;
diff --git a/src/wizard2.c b/src/wizard2.c
index daabe4f3..83bcfc05 100644
--- a/src/wizard2.c
+++ b/src/wizard2.c
@@ -729,11 +729,6 @@ static void wiz_tweak_item(object_type *o_ptr)
object_flags(o_ptr, &f1, &f2, &f3, &f4, &f5, &esp);
-#if 0 /* DG -- A Wizard can do whatever he/she wants */
- /* Hack -- leave artifacts alone */
- if (artifact_p(o_ptr) || o_ptr->art_name) return;
-#endif
-
p = "Enter new 'pval' setting: ";
sprintf(tmp_val, "%ld", (long int) o_ptr->pval);
if (!get_string(p, tmp_val, 5)) return;
diff --git a/src/xtra1.c b/src/xtra1.c
index d1996b18..2543baab 100644
--- a/src/xtra1.c
+++ b/src/xtra1.c
@@ -4537,7 +4537,6 @@ bool monk_heavy_armor(void)
static int get_artifact_idx(int level)
{
int count = 0, i;
- bool OK = FALSE;
while (count < 1000)
{
@@ -4557,23 +4556,12 @@ static int get_artifact_idx(int level)
/* Avoid granting SPECIAL_GENE artifacts */
if (a_ptr->flags4 & TR4_SPECIAL_GENE) continue;
- OK = TRUE;
- break;
+ return i;
}
/* No matches found */
- if (OK == FALSE)
- {
-#if 0 /* pelpel */
- /* XXX XXX XXX Grant the Phial */
- i = 1;
-#endif /* pelpel */
-
- /* Grant a randart */
- i = 0;
- }
-
- return i;
+ /* Grant a randart */
+ return 0;
}
/* Chose a fate */
diff --git a/src/xtra2.c b/src/xtra2.c
index 0dbc2b02..e81db1da 100644
--- a/src/xtra2.c
+++ b/src/xtra2.c
@@ -3815,18 +3815,6 @@ void place_corpse(monster_type *m_ptr)
int x = m_ptr->fx;
int y = m_ptr->fy;
-#if 0 /* If I can find some time to implement the decapitation ... */
- object_type *w_ptr = &p_ptr->inventory[INVEN_WIELD];
-
- int i = w_ptr->weight + ((p_ptr->to_h + w_ptr->to_h) * 5) + (p_ptr->lev * 3);
-
- /* Handle decapitations. This is not allowed with hafted weapons. */
- bool crit = (randint(5000) <= i);
-
- bool decapitate = ((rand_int(m_ptr->maxhp) <= -(m_ptr->hp)) &&
- (w_ptr->tval != TV_HAFTED) && crit);
-#endif
-
/* Get local object */
i_ptr = &object_type_body;
@@ -5080,16 +5068,6 @@ void verify_panel(void)
/* Recalculate the boundaries */
panel_bounds();
- /* Hack - merchants detect items */
-#if 0 /* DGDGDGDG -- use a skill */
- if (cp_ptr->magic_key == MKEY_TELEKINESIS)
- {
- hack_no_detect_message = TRUE;
- detect_objects_normal(DEFAULT_RADIUS);
- detect_objects_gold(DEFAULT_RADIUS);
- hack_no_detect_message = FALSE;
- }
-#endif
/* Update stuff */
p_ptr->update |= (PU_MONSTERS);
@@ -6728,14 +6706,6 @@ void gain_level_reward(int chosen_reward)
int type, effect;
-#if 0
- if (!chosen_reward)
- {
- if (multi_rew) return;
- else multi_rew = TRUE;
- }
-#endif
-
if (p_ptr->lev == 13) nasty_chance = 2;
else if (!(p_ptr->lev % 13)) nasty_chance = 3;
else if (!(p_ptr->lev % 14)) nasty_chance = 12;
@@ -7418,14 +7388,6 @@ bool test_object_wish(char *name, object_type *o_ptr, object_type *forge, char *
/* Hack hack hackery */
(o_ptr->tval == TV_ROD_MAIN && strstr(name, "rod of")))
{
-#if 0 // DGDGDGDG
- /* You can't wish for a wish! */
- if ((o_ptr->tval == TV_STAFF) && (o_ptr->sval == SV_STAFF_WISHING))
- {
- msg_format("You cannot %s for a wish!", what);
- return FALSE;
- }
-#endif
/* try all ego */
for (j = max_e_idx - 1; j >= 0; j--)
{
diff --git a/src/z-term.c b/src/z-term.c
index b93d8470..1570b9b2 100644
--- a/src/z-term.c
+++ b/src/z-term.c
@@ -2300,18 +2300,6 @@ errr Term_redraw_section(int x1, int y1, int x2, int y2)
char *c_ptr;
-#if 0 // DGDGDGDG
- /* Pat */
- if ((do_movies == 1) && IN_MAINWINDOW)
- {
- if (!cmovie_get_msecond())
- {
- fprintf(movfile, "W:1:\n");
- }
- }
- /* Endpat */
-#endif
-
/* Bounds checking */
if (y2 >= Term->hgt) y2 = Term->hgt - 1;
if (x2 >= Term->wid) x2 = Term->wid - 1;
@@ -2455,11 +2443,6 @@ errr Term_keypress(int k)
/* Success (unless overflow) */
if (Term->key_head != Term->key_tail) return (0);
-#if 0
- /* Hack -- Forget the oldest key */
- if (++Term->key_tail == Term->key_size) Term->key_tail = 0;
-#endif
-
/* Problem */
return (1);
}
@@ -2482,11 +2465,6 @@ errr Term_key_push(int k)
/* Success (unless overflow) */
if (Term->key_head != Term->key_tail) return (0);
-#if 0
- /* Hack -- Forget the oldest key */
- if (++Term->key_tail == Term->key_size) Term->key_tail = 0;
-#endif
-
/* Problem */
return (1);
}