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-rw-r--r--src/object2.cc76
1 files changed, 1 insertions, 75 deletions
diff --git a/src/object2.cc b/src/object2.cc
index 7c2bd7db..6a584ffc 100644
--- a/src/object2.cc
+++ b/src/object2.cc
@@ -40,7 +40,6 @@
#include "spells3.hpp"
#include "spells5.hpp"
#include "tables.hpp"
-#include "traps.hpp"
#include "util.hpp"
#include "variable.hpp"
#include "wilderness_map.hpp"
@@ -1185,7 +1184,6 @@ s32b object_value_real(object_type const *o_ptr)
case TV_AMULET:
case TV_RING:
case TV_MSTAFF:
- case TV_TRAPKIT:
case TV_INSTRUMENT:
{
/* No pval */
@@ -1345,7 +1343,6 @@ s32b object_value_real(object_type const *o_ptr)
case TV_DAEMON_BOOK:
case TV_AXE:
case TV_POLEARM:
- case TV_TRAPKIT:
{
/* Hack -- negative hit/damage bonuses */
if (o_ptr->to_h + o_ptr->to_d < 0 && !value) return (0L);
@@ -1660,7 +1657,6 @@ bool_ object_similar(object_type const *o_ptr, object_type const *j_ptr)
case TV_SOFT_ARMOR:
case TV_HARD_ARMOR:
case TV_DRAG_ARMOR:
- case TV_TRAPKIT:
case TV_DAEMON_BOOK:
{
/* Fall through */
@@ -2516,7 +2512,7 @@ static void a_m_aux_1(object_type *o_ptr, int level, int power)
if (power > 1)
{
/* Make ego item */
- if ((rand_int(RANDART_WEAPON) == 1) && (o_ptr->tval != TV_TRAPKIT)) create_artifact(o_ptr, FALSE, TRUE);
+ if (rand_int(RANDART_WEAPON) == 1) create_artifact(o_ptr, FALSE, TRUE);
else make_ego_item(o_ptr, TRUE);
}
else if (power < -1)
@@ -2563,22 +2559,6 @@ static void a_m_aux_1(object_type *o_ptr, int level, int power)
/* Some special cases */
switch (o_ptr->tval)
{
- case TV_TRAPKIT:
- {
- /* Good */
- if (power > 0) o_ptr->to_a += randint(5);
-
- /* Very good */
- if (power > 1) o_ptr->to_a += randint(5);
-
- /* Bad */
- if (power < 0) o_ptr->to_a -= randint(5);
-
- /* Very bad */
- if (power < -1) o_ptr->to_a -= randint(5);
-
- break;
- }
case TV_MSTAFF:
{
if (is_ego_p(o_ptr, EGO_MSTAFF_SPELL))
@@ -3452,9 +3432,6 @@ static void a_m_aux_4(object_type *o_ptr, int level, int power)
/* Hack -- skip ruined chests */
if (k_info[o_ptr->k_idx].level <= 0) break;
- /* Pick a trap */
- place_trap_object(o_ptr);
-
/* Hack - set pval2 to the number of objects in it */
if (o_ptr->pval)
o_ptr->pval2 = (o_ptr->sval % SV_CHEST_MIN_LARGE) * 2;
@@ -3517,22 +3494,6 @@ static void a_m_aux_4(object_type *o_ptr, int level, int power)
}
}
-void trap_hack(object_type *o_ptr)
-{
- if (o_ptr->tval != TV_TRAPKIT) return;
-
- switch (o_ptr->sval)
- {
- case SV_TRAPKIT_POTION:
- case SV_TRAPKIT_SCROLL:
- case SV_TRAPKIT_DEVICE:
- o_ptr->to_h = 0;
- o_ptr->to_d = 0;
- default:
- return;
- }
-}
-
/* Add a random glag to the ego item */
void add_random_ego_flag(object_type *o_ptr, ego_flag_set const &fego, bool_ *limit_blows)
{
@@ -4179,7 +4140,6 @@ void apply_magic(object_type *o_ptr, int lev, bool_ okay, bool_ good, bool_ grea
case TV_SHOT:
case TV_ARROW:
case TV_BOLT:
- case TV_TRAPKIT:
{
if (power) a_m_aux_1(o_ptr, lev, power);
break;
@@ -4358,9 +4318,6 @@ try_an_other_ego:
o_ptr->timeout = o_ptr->pval2;
}
-
- /* Remove some unnecessary stuff hack */
- if (o_ptr->tval == TV_TRAPKIT) trap_hack(o_ptr);
}
}
@@ -4573,9 +4530,6 @@ static bool kind_is_theme(obj_theme const *theme, int k_idx)
case TV_INSTRUMENT:
prob = theme->tools;
break;
- case TV_TRAPKIT:
- prob = theme->tools;
- break;
}
/* Roll to see if it can be made */
@@ -4667,7 +4621,6 @@ static bool_ kind_is_good(int k_idx)
case TV_HAFTED:
case TV_POLEARM:
case TV_DIGGING:
- case TV_TRAPKIT:
case TV_MSTAFF:
case TV_BOOMERANG:
{
@@ -5211,9 +5164,6 @@ s16b drop_near(object_type *j_ptr, int chance, int y, int x)
/* Require floor space (or shallow terrain) -KMW- */
if (!(f_info[c_ptr->feat].flags & FF_FLOOR)) continue;
- /* No traps */
- if (c_ptr->t_idx) continue;
-
/* No objects */
k = 0;
@@ -5449,30 +5399,6 @@ void acquirement(int y1, int x1, int num, bool_ great, bool_ known)
}
-
-/*
- * Hack -- instantiate a trap
- *
- * XXX XXX XXX This routine should be redone to reflect trap "level".
- * That is, it does not make sense to have spiked pits at 50 feet.
- * Actually, it is not this routine, but the "trap instantiation"
- * code, which should also check for "trap doors" on quest levels.
- */
-void pick_trap(int y, int x)
-{
- cave_type *c_ptr = &cave[y][x];
-
- /* Paranoia */
- if ((c_ptr->t_idx == 0) || (c_ptr->info & CAVE_TRDT)) return;
-
- /* Activate the trap */
- c_ptr->info |= (CAVE_TRDT);
-
- /* Notice and redraw */
- note_spot(y, x);
- lite_spot(y, x);
-}
-
/*
* Describe the charges on an item in the inventory.
*/