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-rw-r--r--lib/help/command.txt7
-rw-r--r--lib/help/macrofaq.txt4
-rw-r--r--lib/help/option.txt6
-rw-r--r--lib/mods/theme/help/command.txt7
-rw-r--r--lib/mods/theme/help/macrofaq.txt4
-rw-r--r--lib/mods/theme/help/option.txt6
-rw-r--r--lib/mods/theme/user/all.prf15
-rw-r--r--src/defines.h5
-rw-r--r--src/dungeon.cc1
-rw-r--r--src/externs.h18
-rw-r--r--src/loadsave.cc16
-rw-r--r--src/melee2.cc39
-rw-r--r--src/tables.cc3
-rw-r--r--src/util.cc3
-rw-r--r--src/variable.cc11
15 files changed, 10 insertions, 135 deletions
diff --git a/lib/help/command.txt b/lib/help/command.txt
index 6d457697..ee58a77e 100644
--- a/lib/help/command.txt
+++ b/lib/help/command.txt
@@ -498,12 +498,7 @@ for a quantity will convert any "letters" into the maximal legal value.
each corresponding to a different location on the body, and each of
which may contain only a single object at a time, and each of which
may only contain objects of the proper "type".
- If the option "show_labels" is set, the slots are labelled as follows:
- Wielding (weapon), Shooting (missile launcher or instruments),
- On finger (ring), Around neck (amulet), Light source (light source),
- On body (armor), About body (cloak), On arm (shield), On head (helmet),
- On hands (gloves), On feet (boots), Carrying (symbiote), Quiver (ammo),
- Using (tool). You must be using an object to receive any of its special
+ You must be using an object to receive any of its special
powers.
~~~~~7
[[[[[GDrop an item (d)]
diff --git a/lib/help/macrofaq.txt b/lib/help/macrofaq.txt
index faa1a49d..8194d7fe 100644
--- a/lib/help/macrofaq.txt
+++ b/lib/help/macrofaq.txt
@@ -975,10 +975,6 @@ These are accessible through the (=) Set options command.
*****option.txt*2[(hilite_player)] -- causes the player's symbol to be drawn with the
"cursor" on it. It will be drawn with the same color as the character.
-*****option.txt*3[(player_symbols)] -- for graphics mode only, and only works when option
-(use_graphics) is also on. This apparently varies the player graphic
-and its color based on class, race, and sex.
-
#####G----------------------------------------------------------------------
#####G4.18 Recharging a rod using a Recharge Item spell
#####G----------------------------------------------------------------------
diff --git a/lib/help/option.txt b/lib/help/option.txt
index c953a0a5..b96e6dc3 100644
--- a/lib/help/option.txt
+++ b/lib/help/option.txt
@@ -285,12 +285,6 @@ off at will during the course of the game.
Allow monsters to make paths to the player when they are nearby. This
option is extremely slow, but can produce viciously smart monsters.
~~~~~3
-#####GUse special symbols for the player char [player_symbols]
- If this option has been compiled in, it allows you to display your
- character using race / class / sex dependent colours and graphical
- symbols. Note that the support for this option may not have been
- compiled in on all platforms.
-
#####GMonsters learn from their mistakes [smart_learn]
Allow monsters to learn what spell attacks you are resistant to,
and to use this information to choose the best attacks.
diff --git a/lib/mods/theme/help/command.txt b/lib/mods/theme/help/command.txt
index 6d457697..ee58a77e 100644
--- a/lib/mods/theme/help/command.txt
+++ b/lib/mods/theme/help/command.txt
@@ -498,12 +498,7 @@ for a quantity will convert any "letters" into the maximal legal value.
each corresponding to a different location on the body, and each of
which may contain only a single object at a time, and each of which
may only contain objects of the proper "type".
- If the option "show_labels" is set, the slots are labelled as follows:
- Wielding (weapon), Shooting (missile launcher or instruments),
- On finger (ring), Around neck (amulet), Light source (light source),
- On body (armor), About body (cloak), On arm (shield), On head (helmet),
- On hands (gloves), On feet (boots), Carrying (symbiote), Quiver (ammo),
- Using (tool). You must be using an object to receive any of its special
+ You must be using an object to receive any of its special
powers.
~~~~~7
[[[[[GDrop an item (d)]
diff --git a/lib/mods/theme/help/macrofaq.txt b/lib/mods/theme/help/macrofaq.txt
index c7f623a2..035f674b 100644
--- a/lib/mods/theme/help/macrofaq.txt
+++ b/lib/mods/theme/help/macrofaq.txt
@@ -975,10 +975,6 @@ These are accessible through the (=) Set options command.
*****option.txt*2[(hilite_player)] -- causes the player's symbol to be drawn with the
"cursor" on it. It will be drawn with the same color as the character.
-*****option.txt*3[(player_symbols)] -- for graphics mode only, and only works when option
-(use_graphics) is also on. This apparently varies the player graphic
-and its color based on class, race, and sex.
-
#####G----------------------------------------------------------------------
#####G4.18 Recharging a rod using a Recharge Item spell
#####G----------------------------------------------------------------------
diff --git a/lib/mods/theme/help/option.txt b/lib/mods/theme/help/option.txt
index e98e5c31..eebc8c9f 100644
--- a/lib/mods/theme/help/option.txt
+++ b/lib/mods/theme/help/option.txt
@@ -285,12 +285,6 @@ off at will during the course of the game.
Allow monsters to make paths to the player when they are nearby. This
option is extremely slow, but can produce viciously smart monsters.
~~~~~3
-#####GUse special symbols for the player char [player_symbols]
- If this option has been compiled in, it allows you to display your
- character using race / class / sex dependent colours and graphical
- symbols. Note that the support for this option may not have been
- compiled in on all platforms.
-
#####GMonsters learn from their mistakes [smart_learn]
Allow monsters to learn what spell attacks you are resistant to,
and to use this information to choose the best attacks.
diff --git a/lib/mods/theme/user/all.prf b/lib/mods/theme/user/all.prf
index 5d036e39..778c4ce4 100644
--- a/lib/mods/theme/user/all.prf
+++ b/lib/mods/theme/user/all.prf
@@ -23,18 +23,6 @@ Y:prompt_pickup_heavy
# Option 'Repeat obvious commands'
Y:always_repeat
-# Option 'Show labels in object listings'
-Y:show_labels
-
-# Option 'Show weights in object listings'
-Y:show_weights
-
-# Option 'Show choices in certain sub-windows'
-Y:show_choices
-
-# Option 'Show details in certain sub-windows'
-Y:show_details
-
# Option 'Audible bell (on errors, etc)'
X:ring_bell
@@ -131,9 +119,6 @@ Y:dungeon_stair
# Option 'Monsters chase current location (v.slow)'
X:flow_by_sound
-# Option 'Use special symbols for the player char'
-X:player_symbols
-
# Option 'Monsters learn from their mistakes'
X:smart_learn
diff --git a/src/defines.h b/src/defines.h
index 32e26bc4..6267ae47 100644
--- a/src/defines.h
+++ b/src/defines.h
@@ -46,11 +46,6 @@
#define SAVEFILE_VERSION 105
/*
- * This value is not currently used
- */
-#define VERSION_EXTRA 0
-
-/*
* Maximum amount of Angband windows.
*/
#define ANGBAND_TERM_MAX 8
diff --git a/src/dungeon.cc b/src/dungeon.cc
index bc73e810..ce1e0c61 100644
--- a/src/dungeon.cc
+++ b/src/dungeon.cc
@@ -4652,7 +4652,6 @@ static void dungeon(void)
shimmer_monsters = TRUE;
shimmer_objects = TRUE;
repair_monsters = TRUE;
- repair_objects = TRUE;
/* Disturb */
diff --git a/src/externs.h b/src/externs.h
index f0673e53..bd4e0bb6 100644
--- a/src/externs.h
+++ b/src/externs.h
@@ -95,16 +95,12 @@ extern module_type modules[MAX_MODULES];
/* variable.c */
-extern cptr copyright[5];
extern byte version_major;
extern byte version_minor;
extern byte version_patch;
-extern byte version_extra;
extern byte sf_major;
extern byte sf_minor;
extern byte sf_patch;
-extern byte sf_extra;
-extern u32b sf_xtra;
extern u32b sf_when;
extern u16b sf_lives;
extern u16b sf_saves;
@@ -115,7 +111,6 @@ extern bool_ arg_force_roguelike;
extern bool_ character_generated;
extern bool_ character_dungeon;
extern bool_ character_loaded;
-extern bool_ character_saved;
extern bool_ character_icky;
extern bool_ character_xtra;
extern u32b seed_flavor;
@@ -126,7 +121,6 @@ extern s16b command_dir;
extern s16b command_wrk;
extern s16b command_new;
extern s32b energy_use;
-extern s16b choose_default;
extern bool_ create_up_stair;
extern bool_ create_down_stair;
extern bool_ create_up_shaft;
@@ -156,7 +150,6 @@ extern bool_ opening_chest;
extern bool_ shimmer_monsters;
extern bool_ shimmer_objects;
extern bool_ repair_monsters;
-extern bool_ repair_objects;
extern s16b inven_cnt;
extern s16b equip_cnt;
extern s16b o_max;
@@ -217,8 +210,6 @@ extern bool_ view_perma_grids;
extern bool_ view_torch_grids;
extern bool_ monster_lite;
extern bool_ flow_by_sound;
-extern bool_ track_follow;
-extern bool_ track_target;
extern bool_ view_reduce_lite;
extern bool_ auto_scum;
extern bool_ expand_look;
@@ -227,10 +218,6 @@ extern bool_ dungeon_align;
extern bool_ dungeon_stair;
extern bool_ smart_learn;
extern bool_ smart_cheat;
-extern bool_ show_labels;
-extern bool_ show_weights;
-extern bool_ show_choices;
-extern bool_ show_details;
extern bool_ testing_stack;
extern bool_ testing_carry;
extern bool_ cheat_peek;
@@ -243,7 +230,6 @@ extern bool_ last_words; /* Zangband options */
extern bool_ small_levels;
extern bool_ empty_levels;
extern bool_ always_small_level;
-extern bool_ player_symbols;
extern byte hitpoint_warn;
extern byte delay_factor;
extern s16b autosave_freq;
@@ -252,7 +238,6 @@ extern bool_ autosave_l;
extern s16b feeling;
extern s16b rating;
extern bool_ good_item_flag;
-extern bool_ closing_flag;
extern s16b max_panel_rows, max_panel_cols;
extern s16b panel_row_min, panel_row_max;
extern s16b panel_col_min, panel_col_max;
@@ -261,8 +246,6 @@ extern byte feat_wall_outer;
extern byte feat_wall_inner;
extern s16b floor_type[100];
extern s16b fill_type[100];
-extern s16b py;
-extern s16b px;
extern s16b target_who;
extern s16b target_col;
extern s16b target_row;
@@ -313,7 +296,6 @@ extern char misc_to_char[256];
extern byte tval_to_attr[128];
extern char tval_to_char[128];
extern char *keymap_act[KEYMAP_MODES][256];
-extern player_type p_body;
extern player_type *p_ptr;
extern player_sex *sp_ptr;
extern player_race *rp_ptr;
diff --git a/src/loadsave.cc b/src/loadsave.cc
index cb14f541..de217298 100644
--- a/src/loadsave.cc
+++ b/src/loadsave.cc
@@ -811,9 +811,6 @@ static bool_ save_player_aux(char *name)
/* Failure */
if (!ok) return (FALSE);
- /* Successful save */
- character_saved = TRUE;
-
/* Success */
return (TRUE);
}
@@ -949,13 +946,15 @@ bool_ load_player(void)
/* Process file */
if (!err)
{
+ byte tmp8u = 0;
+
/* Open the file XXX XXX XXX XXX Should use Angband file interface */
fff = my_fopen(savefile, "rb");
/* fff = fdopen(fd, "r"); */
/* Read the first four bytes */
do_u32b(&vernum, LS_LOAD);
- do_byte(&sf_extra, LS_LOAD);
+ do_byte(&tmp8u, LS_LOAD); // For comatibility with old savefiles
/* XXX XXX XXX XXX Should use Angband file interface */
my_fclose(fff);
@@ -973,7 +972,6 @@ bool_ load_player(void)
sf_major = VERSION_MAJOR;
sf_minor = VERSION_MINOR;
sf_patch = VERSION_PATCH;
- sf_extra = VERSION_EXTRA;
/* Clear screen */
Term_clear();
@@ -2521,7 +2519,6 @@ static bool_ do_savefile_aux(int flag)
if (flag == LS_SAVE)
{
sf_when = time((time_t *) 0); /* Note when file was saved */
- sf_xtra = 0L; /* What the hell is this? */
sf_saves++; /* Increment the saves ctr */
}
@@ -2544,8 +2541,11 @@ static bool_ do_savefile_aux(int flag)
do_byte(&tmp8u, flag); /* 'encryption' */
}
- /* Operating system info? Not really. This is just set to 0L */
- do_u32b(&sf_xtra, flag);
+ /* Kept only for compatibility; always set to 0 */
+ {
+ u32b tmp32u = 0;
+ do_u32b(&tmp32u, flag);
+ }
/* Time of last save */
do_u32b(&sf_when, flag);
diff --git a/src/melee2.cc b/src/melee2.cc
index 8479f68b..de16d2f8 100644
--- a/src/melee2.cc
+++ b/src/melee2.cc
@@ -2916,14 +2916,6 @@ void curse_equipment_dg(int chance, int heavy_chance)
* Perhaps smart monsters should decline to use "bolt" spells if
* there is a monster in the way, unless they wish to kill it.
*
- * Note that, to allow the use of the "track_target" option at some
- * later time, certain non-optimal things are done in the code below,
- * including explicit checks against the "direct" variable, which is
- * currently always true by the time it is checked, but which should
- * really be set according to an explicit "projectable()" test, and
- * the use of generic "x,y" locations instead of the player location,
- * with those values being initialized with the player location.
- *
* It will not be possible to "correctly" handle the case in which a
* monster attempts to attack a location which is thought to contain
* the player, but which in fact is nowhere near the player, since this
@@ -2937,12 +2929,6 @@ void curse_equipment_dg(int chance, int heavy_chance)
* could be left in a bizarre situation after the player ducked behind a
* pillar and then teleported away, for example.
*
- * Note that certain spell attacks do not use the "project()" function
- * but "simulate" it via the "direct" variable, which is always at least
- * as restrictive as the "project()" function. This is necessary to
- * prevent "blindness" attacks and such from bending around walls, etc,
- * and to allow the use of the "track_target" option in the future.
- *
* Note that this function attempts to optimize the use of spells for the
* cases in which the monster has no spells, or has spells but cannot use
* them, or has spells but they will have no "useful" effect. Note that
@@ -2974,9 +2960,6 @@ bool_ make_attack_spell(int m_idx)
/* Assume "normal" target */
bool_ normal = TRUE;
- /* Assume "projectable" */
- bool_ direct = TRUE;
-
/* Target location */
if (m_ptr->target > -1)
{
@@ -3014,9 +2997,6 @@ bool_ make_attack_spell(int m_idx)
/* Sometimes forbid inate attacks (breaths) */
if (rand_int(100) >= (chance * 2)) no_inate = TRUE;
- /* XXX XXX XXX Handle "track_target" option (?) */
-
-
/* Hack -- require projectable player */
if (normal)
{
@@ -3163,7 +3143,6 @@ bool_ make_attack_spell(int m_idx)
/* RF4_SHRIEK */
case 96 + 0:
{
- if (!direct) break;
disturb(1);
msg_format("%^s makes a high pitched shriek.", m_name);
aggravate_monsters(m_idx);
@@ -3638,7 +3617,6 @@ bool_ make_attack_spell(int m_idx)
/* RF5_DRAIN_MANA */
case 128 + 9:
{
- if (!direct) break;
if (p_ptr->csp)
{
int r1;
@@ -3696,7 +3674,6 @@ bool_ make_attack_spell(int m_idx)
/* RF5_MIND_BLAST */
case 128 + 10:
{
- if (!direct) break;
disturb(1);
if (!seen)
{
@@ -3733,7 +3710,6 @@ bool_ make_attack_spell(int m_idx)
/* RF5_BRAIN_SMASH */
case 128 + 11:
{
- if (!direct) break;
disturb(1);
if (!seen)
{
@@ -3782,7 +3758,6 @@ bool_ make_attack_spell(int m_idx)
/* RF5_CAUSE_1 */
case 128 + 12:
{
- if (!direct) break;
disturb(1);
if (blind) msg_format("%^s mumbles.", m_name);
else msg_format("%^s points at you and curses.", m_name);
@@ -3801,7 +3776,6 @@ bool_ make_attack_spell(int m_idx)
/* RF5_CAUSE_2 */
case 128 + 13:
{
- if (!direct) break;
disturb(1);
if (blind) msg_format("%^s mumbles.", m_name);
else msg_format("%^s points at you and curses horribly.", m_name);
@@ -3820,7 +3794,6 @@ bool_ make_attack_spell(int m_idx)
/* RF5_CAUSE_3 */
case 128 + 14:
{
- if (!direct) break;
disturb(1);
if (blind) msg_format("%^s mumbles loudly.", m_name);
else msg_format("%^s points at you, incanting terribly!", m_name);
@@ -3839,7 +3812,6 @@ bool_ make_attack_spell(int m_idx)
/* RF5_CAUSE_4 */
case 128 + 15:
{
- if (!direct) break;
disturb(1);
if (blind) msg_format("%^s screams the word 'DIE!'", m_name);
else msg_format("%^s points at you, screaming the word DIE!", m_name);
@@ -3981,7 +3953,6 @@ bool_ make_attack_spell(int m_idx)
/* RF5_SCARE */
case 128 + 27:
{
- if (!direct) break;
disturb(1);
if (blind) msg_format("%^s mumbles, and you hear scary noises.", m_name);
else msg_format("%^s casts a fearful illusion.", m_name);
@@ -4004,7 +3975,6 @@ bool_ make_attack_spell(int m_idx)
/* RF5_BLIND */
case 128 + 28:
{
- if (!direct) break;
disturb(1);
if (blind) msg_format("%^s mumbles.", m_name);
else msg_format("%^s casts a spell, burning your eyes!", m_name);
@@ -4027,7 +3997,6 @@ bool_ make_attack_spell(int m_idx)
/* RF5_CONF */
case 128 + 29:
{
- if (!direct) break;
disturb(1);
if (blind) msg_format("%^s mumbles, and you hear puzzling noises.", m_name);
else msg_format("%^s creates a mesmerizing illusion.", m_name);
@@ -4050,7 +4019,6 @@ bool_ make_attack_spell(int m_idx)
/* RF5_SLOW */
case 128 + 30:
{
- if (!direct) break;
disturb(1);
msg_format("%^s drains power from your muscles!", m_name);
if (p_ptr->free_act)
@@ -4072,7 +4040,6 @@ bool_ make_attack_spell(int m_idx)
/* RF5_HOLD */
case 128 + 31:
{
- if (!direct) break;
disturb(1);
if (blind) msg_format("%^s mumbles.", m_name);
else msg_format("%^s stares deep into your eyes!", m_name);
@@ -4244,7 +4211,6 @@ bool_ make_attack_spell(int m_idx)
/* RF6_TELE_TO */
case 160 + 6:
{
- if (!direct) break;
disturb(1);
msg_format("%^s commands you to return.", m_name);
teleport_player_to(m_ptr->fy, m_ptr->fx);
@@ -4254,7 +4220,6 @@ bool_ make_attack_spell(int m_idx)
/* RF6_TELE_AWAY */
case 160 + 7:
{
- if (!direct) break;
disturb(1);
msg_format("%^s teleports you away.", m_name);
teleport_player(100);
@@ -4264,7 +4229,6 @@ bool_ make_attack_spell(int m_idx)
/* RF6_TELE_LEVEL */
case 160 + 8:
{
- if (!direct) break;
disturb(1);
if (blind) msg_format("%^s mumbles strangely.", m_name);
else msg_format("%^s gestures at your feet.", m_name);
@@ -4287,7 +4251,6 @@ bool_ make_attack_spell(int m_idx)
/* RF6_DARKNESS */
case 160 + 9:
{
- if (!direct) break;
disturb(1);
if (blind) msg_format("%^s mumbles.", m_name);
else msg_format("%^s gestures in shadow.", m_name);
@@ -4298,7 +4261,6 @@ bool_ make_attack_spell(int m_idx)
/* RF6_TRAPS */
case 160 + 10:
{
- if (!direct) break;
disturb(1);
if (blind) msg_format("%^s mumbles, and then cackles evilly.", m_name);
else msg_format("%^s casts a spell and cackles evilly.", m_name);
@@ -4309,7 +4271,6 @@ bool_ make_attack_spell(int m_idx)
/* RF6_FORGET */
case 160 + 11:
{
- if (!direct) break;
disturb(1);
msg_format("%^s tries to blank your mind.", m_name);
diff --git a/src/tables.cc b/src/tables.cc
index 7e352504..425e400d 100644
--- a/src/tables.cc
+++ b/src/tables.cc
@@ -1483,9 +1483,6 @@ option_type option_info[] =
{ &flow_by_sound, FALSE, 3, 10,
"flow_by_sound", "Monsters chase current location (v.slow)" },
- { &player_symbols, FALSE, 3, 12,
- "player_symbols", "Use special symbols for the player char"},
-
{ &smart_learn, FALSE, 3, 14,
"smart_learn", "Monsters learn from their mistakes" },
diff --git a/src/util.cc b/src/util.cc
index d2388c4f..d8e5911d 100644
--- a/src/util.cc
+++ b/src/util.cc
@@ -1610,9 +1610,6 @@ static char inkey_real(bool_ inkey_scan)
/* Hack -- activate main screen */
Term_activate(angband_term[0]);
- /* Mega-Hack -- reset saved flag */
- character_saved = FALSE;
-
/* Only once */
done = TRUE;
}
diff --git a/src/variable.cc b/src/variable.cc
index b21e41b4..80b868e2 100644
--- a/src/variable.cc
+++ b/src/variable.cc
@@ -26,7 +26,6 @@ char *macro_trigger_keycode[2][MAX_MACRO_TRIG];
byte version_major;
byte version_minor;
byte version_patch;
-byte version_extra = VERSION_EXTRA;
/*
* Savefile version
@@ -34,13 +33,11 @@ byte version_extra = VERSION_EXTRA;
byte sf_major; /* Savefile's "version_major" */
byte sf_minor; /* Savefile's "version_minor" */
byte sf_patch; /* Savefile's "version_patch" */
-byte sf_extra; /* Savefile's "version_extra" */
u32b vernum;
/*
* Savefile information
*/
-u32b sf_xtra; /* Operating system info */
u32b sf_when; /* Time when savefile created */
u16b sf_lives; /* Number of past "lives" with this file */
u16b sf_saves; /* Number of "saves" during this life */
@@ -59,7 +56,6 @@ bool_ arg_force_roguelike; /* Command arg -- Request roguelike keyset */
bool_ character_generated; /* The character exists */
bool_ character_dungeon; /* The character has a dungeon */
bool_ character_loaded; /* The character was loaded from a savefile */
-bool_ character_saved; /* The character was just saved to a savefile */
bool_ character_icky; /* The game is in an icky full screen mode */
bool_ character_xtra; /* The game is in an icky startup mode */
@@ -121,7 +117,6 @@ bool_ shimmer_monsters; /* Hack -- optimize multi-hued monsters */
bool_ shimmer_objects; /* Hack -- optimize multi-hued objects */
bool_ repair_monsters; /* Hack -- optimize detect monsters */
-bool_ repair_objects; /* Hack -- optimize detect objects */
bool_ hack_mind;
int artifact_bias;
@@ -205,7 +200,6 @@ bool_ last_words; /* Get last words upon dying */
bool_ small_levels; /* Allow unusually small dungeon levels */
bool_ empty_levels; /* Allow empty 'arena' levels */
bool_ always_small_level; /* Small levels */
-bool_ player_symbols; /* Use varying symbols for the player char */
bool_ confirm_stairs; /* Prompt before staircases... */
bool_ wear_confirm; /* Confirm before putting on known cursed items */
bool_ disturb_pets; /* Pets moving nearby disturb us */
@@ -228,9 +222,6 @@ bool_ dungeon_stair; /* Generate dungeons with connected stairs */
bool_ flow_by_sound; /* Monsters track new player location */
-bool_ track_follow; /* Monsters follow the player */
-bool_ track_target; /* Monsters target the player */
-
bool_ smart_learn; /* Monsters learn from their mistakes */
bool_ smart_cheat; /* Monsters exploit player weaknesses */
@@ -296,8 +287,6 @@ s16b rating; /* Level's current rating */
bool_ good_item_flag; /* True if "Artifact" on this level */
-bool_ closing_flag; /* Dungeon is closing */
-
/*
* Dungeon size info
*/