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-rw-r--r--src/spells2.cc111
1 files changed, 0 insertions, 111 deletions
diff --git a/src/spells2.cc b/src/spells2.cc
index 5c1215d0..ab872dc6 100644
--- a/src/spells2.cc
+++ b/src/spells2.cc
@@ -1108,8 +1108,6 @@ void self_knowledge(FILE *fff)
info[i++] = "You can teleport level.";
if (r_ptr->spells & SF_DARKNESS)
info[i++] = "You can create darkness.";
- if (r_ptr->spells & SF_TRAPS)
- info[i++] = "You can create traps.";
if (r_ptr->spells & SF_FORGET)
info[i++] = "You can fade memories.";
if (r_ptr->spells & SF_RAISE_DEAD)
@@ -1276,10 +1274,6 @@ void self_knowledge(FILE *fff)
{
info[i++] = "Your hands are glowing dull red.";
}
- if (p_ptr->searching)
- {
- info[i++] = "You are looking around very carefully.";
- }
if (p_ptr->word_recall)
{
info[i++] = "You will soon be recalled.";
@@ -2024,76 +2018,6 @@ bool_ lose_all_info(void)
}
-
-
-/*
- * Detect all traps on current panel
- */
-bool_ detect_traps(int rad)
-{
- int x, y;
- bool_ detect = FALSE;
- cave_type *c_ptr;
-
-
- /* Scan the current panel */
- for (y = p_ptr->py - rad; y <= p_ptr->py + rad; y++)
- {
- for (x = p_ptr->px - rad; x <= p_ptr->px + rad; x++)
- {
- /* Reject locations outside of dungeon */
- if (!in_bounds(y, x)) continue;
-
- /* Reject those out of radius */
- if (distance(p_ptr->py, p_ptr->px, y, x) > rad) continue;
-
- /* Access the grid */
- c_ptr = &cave[y][x];
-
- /* mark as detected */
- c_ptr->info |= CAVE_DETECT;
-
- /* Detect invisible traps */
- if (c_ptr->t_idx != 0)
- {
- /* Hack -- Remember detected traps */
- c_ptr->info |= (CAVE_MARK);
-
- /* Pick a trap */
- pick_trap(y, x);
-
- /* Obvious */
- detect = TRUE;
- }
- }
- }
-
- /* Describe */
- if (detect)
- {
- msg_print("You sense the presence of traps!");
- }
-
- /*
- * This reveals un-identified trap detection items,
- * but so does leaving/entering trap-detected areas...
- * There are a couple of possible solutions:
- * (1) Immediately self-id such items (i.e. always returns TRUE)
- * (2) add another parameter to function which tells if unaware
- * item is used for trap detection, and if it is the case,
- * do two-pass scanning, first scanning for traps if an unaware
- * item is used and return FALSE there are none,
- * followed by current implementation --pelpel
- */
- p_ptr->redraw |= (PR_FRAME);
-
- /* Result -- see my comment above -- pelpel */
- /* return (detect); */
- return (TRUE);
-}
-
-
-
/*
* Detect all doors on current panel
*/
@@ -2540,7 +2464,6 @@ bool_ detect_all(int rad)
bool_ detect = FALSE;
/* Detect everything */
- if (detect_traps(rad)) detect = TRUE;
if (detect_doors(rad)) detect = TRUE;
if (detect_stairs(rad)) detect = TRUE;
if (detect_treasure(rad)) detect = TRUE;
@@ -5191,9 +5114,6 @@ void teleport_swap(int dir)
/* Update the monsters */
p_ptr->update |= (PU_DISTANCE);
- /* Redraw trap detection status */
- p_ptr->redraw |= (PR_FRAME);
-
/* Window stuff */
p_ptr->window |= (PW_OVERHEAD);
@@ -5242,9 +5162,6 @@ void swap_position(int lty, int ltx)
/* Update the monsters */
p_ptr->update |= (PU_DISTANCE);
- /* Redraw trap detection status */
- p_ptr->redraw |= (PR_FRAME);
-
/* Window stuff */
p_ptr->window |= (PW_OVERHEAD);
@@ -5289,9 +5206,6 @@ void swap_position(int lty, int ltx)
/* Update the monsters */
p_ptr->update |= (PU_DISTANCE);
- /* Redraw trap detection status */
- p_ptr->redraw |= (PR_FRAME);
-
/* Window stuff */
p_ptr->window |= (PW_OVERHEAD);
@@ -5397,14 +5311,6 @@ bool_ wizard_lock(int dir)
return (project_hook(GF_JAM_DOOR, dir, 20 + randint(30), flg));
}
-
-bool_ disarm_trap(int dir)
-{
- int flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_ITEM;
- return (project_hook(GF_KILL_TRAP, dir, 0, flg));
-}
-
-
bool_ slow_monster(int dir)
{
int flg = PROJECT_STOP | PROJECT_KILL;
@@ -5453,14 +5359,6 @@ bool_ teleport_monster(int dir)
return (project_hook(GF_AWAY_ALL, dir, MAX_SIGHT * 5, flg));
}
-
-bool_ trap_creation(void)
-{
- int flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
- return (project(0, 1, p_ptr->py, p_ptr->px, 0, GF_MAKE_TRAP, flg));
-}
-
-
bool_ wall_stone(int y, int x)
{
auto const &f_info = game->edit_data.f_info;
@@ -5496,12 +5394,6 @@ bool_ destroy_doors_touch(void)
return (project(0, 1, p_ptr->py, p_ptr->px, 0, GF_KILL_DOOR, flg));
}
-bool_ destroy_traps_touch(void)
-{
- int flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
- return (project(0, 1, p_ptr->py, p_ptr->px, 0, GF_KILL_TRAP, flg));
-}
-
bool_ sleep_monsters_touch(void)
{
int flg = PROJECT_KILL | PROJECT_HIDE;
@@ -6085,9 +5977,6 @@ bool_ passwall(int dir, bool_ safe)
/* Update the monsters */
p_ptr->update |= (PU_DISTANCE);
- /* Redraw trap detection status */
- p_ptr->redraw |= (PR_FRAME);
-
/* Window stuff */
p_ptr->window |= (PW_OVERHEAD);