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-rw-r--r--src/cmd5.cc219
-rw-r--r--src/externs.h1
-rw-r--r--src/spells2.cc30
3 files changed, 0 insertions, 250 deletions
diff --git a/src/cmd5.cc b/src/cmd5.cc
index aaedc465..0f567a5b 100644
--- a/src/cmd5.cc
+++ b/src/cmd5.cc
@@ -581,225 +581,6 @@ void shriek_effect()
}
}
-
-/*
- * Like all the random effect codes, this is *ugly*,
- * and there is not a single line of comment, so I can't tell
- * some fall throughs are really intended. Well, I know it's
- * intended to be bizarre :) -- pelpel
- */
-void wild_magic(int spell)
-{
- int counter = 0;
- int type = SUMMON_BIZARRE1 - 1 + randint(6);
-
- if (type < SUMMON_BIZARRE1) type = SUMMON_BIZARRE1;
- else if (type > SUMMON_BIZARRE6) type = SUMMON_BIZARRE6;
-
- switch (randint(spell) + randint(8) + 1)
- {
- case 1:
- case 2:
- case 3:
- {
- teleport_player(10);
-
- break;
- }
-
- case 4:
- case 5:
- case 6:
- {
- teleport_player(100);
-
- break;
- }
-
- case 7:
- case 8:
- {
- teleport_player(200);
-
- break;
- }
-
- case 9:
- case 10:
- case 11:
- {
- unlite_area(10, 3);
-
- break;
- }
-
- case 12:
- case 13:
- case 14:
- {
- lite_area(damroll(2, 3), 2);
-
- break;
- }
-
- case 15:
- {
- destroy_doors_touch();
-
- break;
- }
-
- case 16:
- case 17:
- {
- wall_breaker();
-
- /* I don't think this is a fall through -- pelpel */
- break;
- }
-
- case 18:
- {
- sleep_monsters_touch();
-
- break;
- }
-
- case 19:
- case 20:
- {
- trap_creation();
-
- break;
- }
-
- case 21:
- case 22:
- {
- door_creation();
-
- break;
- }
-
- case 23:
- case 24:
- case 25:
- {
- aggravate_monsters(1);
-
- break;
- }
-
- case 26:
- {
- /* Prevent destruction of quest levels and town */
- if (!is_quest(dun_level) && dun_level)
- earthquake(p_ptr->py, p_ptr->px, 5);
-
- break;
- }
-
- case 27:
- case 28:
- {
- break;
- }
-
- case 29:
- case 30:
- {
- apply_disenchant(0);
-
- break;
- }
-
- case 31:
- {
- lose_all_info();
-
- break;
- }
-
- case 32:
- {
- fire_ball(GF_CHAOS, 0, spell + 5, 1 + (spell / 10));
-
- break;
- }
-
- case 33:
- {
- wall_stone(p_ptr->py, p_ptr->px);
-
- break;
- }
-
- case 34:
- case 35:
- {
- while (counter++ < 8)
- {
- (void) summon_specific(p_ptr->py, p_ptr->px, (dun_level * 3) / 2, type);
- }
-
- break;
- }
-
- case 36:
- case 37:
- {
- activate_hi_summon();
-
- break;
- }
-
- case 38:
- {
- summon_cyber();
-
- /* I don't think this is a fall through -- pelpel */
- break;
- }
-
- default:
- {
- activate_ty_curse();
- }
- }
-
- return;
-}
-
-
-/*
- * Hack -- Determine if the player is wearing an artefact ring
- * specified by art_type, that should be an index into a_info
- */
-bool_ check_ring(int art_type)
-{
- int i;
-
-
- /* We are only interested in ring slots */
- i = INVEN_RING;
-
- /* Scan the list of rings until we reach the end */
- while (p_ptr->body_parts[i - INVEN_WIELD] == INVEN_RING)
- {
- /* Found the ring we were looking for */
- if (p_ptr->inventory[i].k_idx && (p_ptr->inventory[i].name1 == art_type))
- {
- return (TRUE);
- }
-
- /* Next item */
- i++;
- }
-
- /* Found nothing */
- return (FALSE);
-}
-
/*
* Return the symbiote's name or description.
*/
diff --git a/src/externs.h b/src/externs.h
index 700da729..ea764bc6 100644
--- a/src/externs.h
+++ b/src/externs.h
@@ -1180,7 +1180,6 @@ extern void activate_ty_curse(void);
extern void activate_dg_curse(void);
extern void activate_hi_summon(void);
extern void summon_cyber(void);
-extern void wall_breaker(void);
extern void bless_weapon(void);
extern bool_ confuse_monsters(int dam);
extern bool_ charm_monsters(int dam);
diff --git a/src/spells2.cc b/src/spells2.cc
index 23963ad1..19717dcd 100644
--- a/src/spells2.cc
+++ b/src/spells2.cc
@@ -7315,36 +7315,6 @@ void summon_dragon_riders()
}
-void wall_breaker(void)
-{
- int dummy = 5;
-
- if (randint(80 + p_ptr->lev) < 70)
- {
- do
- {
- dummy = randint(9);
- }
- while ((dummy == 5) || (dummy == 0));
-
- wall_to_mud (dummy);
- }
- else if (randint(100) > 30)
- {
- /* Prevent destruction of quest levels and town */
- if (!is_quest(dun_level) && dun_level)
- earthquake(p_ptr->py, p_ptr->px, 1);
- }
- else
- {
- for (dummy = 1; dummy < 10; dummy++)
- {
- if (dummy - 5) wall_to_mud(dummy);
- }
- }
-}
-
-
void bless_weapon(void)
{
int item;