From 946d101429a49b656ee37ad00a927787e2d463fd Mon Sep 17 00:00:00 2001 From: Bardur Arantsson Date: Sat, 19 Feb 2011 17:09:03 +0100 Subject: Remove dead (#if 0) code. --- src/traps.c | 263 +----------------------------------------------------------- 1 file changed, 2 insertions(+), 261 deletions(-) (limited to 'src/traps.c') 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) { -- cgit v1.2.3