Forescry should too) [1829000] Removed a whole lot of dead code; the place for dead code is in the svn repository, not the compilation unit.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@2842 c06c8d41-db1a-0410-9941-cceddc491573
3JMYZAITZNV5TPYISUMMYGJRYKFDZP34YAG72IB27BISVSZU76VQC SCZCQPNBQG2GXZ76LCEYOMB4QMZGI6YV7LJEC7ZVBUG27KLO564AC BRGAZR5AXWC2IALBVXO5SB354IRQEIRHSK55RZPGFI4AGIOD4LUQC K2CS6TCX2NDVL2ASEHGP4J4K4IJ6FP3ANNKTSIWVG43HPYSBX6ZQC RPOZZWKG5GLPHVZZ7ZKMKS64ZMV2LDCQSARBJFJ6FZOTOKCQO7FAC QDTVLBRGHDTRUVT7I3O72K6TMOYAUSAJBZUHGOEFU2RKJNUPWZSQC 4UXFU3FZOCBSLDQ4S7MJKAE2H7VUHCNRDQMIY6NJ3PHYXWNGISDQC LS3DAZVRDCXVN2BKBC6RGCKO3R43Z7HKG4GXJWLBK4AKBL2G6QDQC I2B33Z7NZGC33AMDSSK446AZZYWKPHWLAGULVHKKZU4MVB4BNJOAC // I need to make some debris for metal, crystal and stone.// They could go in OBJ_MISSILES, but I think I'd rather move// MI_LARGE_ROCK into OBJ_DEBRIS and code giants to throw any// OBJ_DEBRIS they get their meaty mits on.static void place_debris(int x, int y, int debris_type){#ifdef USE_DEBRIS_CODEswitch (debris_type){// hate to say this, but the first parameter only allows specific quantity// for *food* and nothing else -- and I would hate to see that parameter// (force_unique) abused any more than it already has been ... {dlb}:case DEBRIS_STONE:large = items( random2(3), OBJ_MISSILES, MI_LARGE_ROCK, true, 1, 250 );small = items( 3 + random2(6) + random2(6) + random2(6),OBJ_MISSILES, MI_STONE, true, 1, 250 );break;case DEBRIS_METAL:case DEBRIS_WOOD:case DEBRIS_CRYSTAL:break;}if (small != NON_ITEM)move_item_to_grid( &small, x, y );if (large != NON_ITEM)move_item_to_grid( &large, x, y );#elseUNUSED( x );UNUSED( y );UNUSED( debris_type );return;#endif} // end place_debris()
} // end cast_see_invisible()#if 0// FIXME: This would be kinda cool if implemented right.// The idea is that, like detect_secret_doors, the spell gathers all// sorts of information about a thing and then tells the caster a few// cryptic hints. So for a (+3,+5) Mace of Flaming, one might detect// "enchantment and heat", but for a cursed ring of hunger, one might// detect "enchantment and ice" (since it gives you a 'deathly cold'// feeling when you put it on) or "necromancy" (since it's evil).// A weapon of Divine Wrath and a randart that makes you angry might// both give similar messages. The key would be to not tell more than// hints about whether an item is benign or cursed, but give info// on how strong its enchantment is (and therefore how valuable it// probably is).static void cast_detect_magic(int pow){struct dist bmove;int x, y;int monster = 0, item = 0, next; //int max;FixedVector < int, NUM_SPELL_TYPES > found;int strong = 0; // int curse = 0;for (next = 0; next < NUM_SPELL_TYPES; next++){found[next] = 0;}mpr("Which direction?", MSGCH_PROMPT);direction( bmove, DIR_DIR, TARG_ANY, true );if (!bmove.isValid){canned_msg(MSG_SPELL_FIZZLES);return;}if (bmove.dx == 0 && bmove.dy == 0){mpr("You detect a divination in progress.");return;}x = you.x_pos + bmove.dx;y = you.y_pos + bmove.dy;monster = mgrd[x][y];if (monster == NON_MONSTER)goto do_items;elsegoto all_done;do_items:item = igrd[x][y];if (item == NON_ITEM)goto all_done;while (item != NON_ITEM){next = mitm[item].link;if (is_dumpable_artefact(mitm[item].base_type,mitm[item].sub_type,mitm[item].plus,mitm[item].plus2,mitm[item].special, 0, 0)){strong++;//FIXME: do checks for randart properties}else{switch (mitm[item].base_type){case OBJ_WEAPONS:found[SPTYP_ENCHANTMENT] += (mitm[item].plus > 50);found[SPTYP_ENCHANTMENT] += (mitm[item].plus2 > 50);break;case OBJ_MISSILES:found[SPTYP_ENCHANTMENT] += (mitm[item].plus > 50);found[SPTYP_ENCHANTMENT] += (mitm[item].plus2 > 50);break;case OBJ_ARMOUR:found[SPTYP_ENCHANTMENT] += mitm[item].plus;}}}all_done:if (monster){mpr("You detect a morphogenic field, such as a monster might have.");}if (strong){mpr("You detect very strong enchantments.");return;}else{//FIXME:}return;
void cast_animate_golem(int pow){// must have more than 20 max_hitpoints// must be wielding a Scroll of Paper (for chem)// must be standing on a pile of <foo> (for foo in: wood, metal, rock, stone)// Will cost you 5-10% of max_hitpoints, or 20 + some, whichever is morempr("You imbue the inanimate form with a portion of your life force.");naughty(NAUGHTY_CREATED_LIFE, 10);}****************************************************************** */
#if 0static int make_a_random_cloud(int x, int y, int pow, int ctype){if (ctype == CLOUD_NONE)ctype = CLOUD_BLACK_SMOKE;unsigned char cloud_material;switch (random2(9)){case 0:cloud_material = CLOUD_FIRE;break;case 1:cloud_material = CLOUD_STINK;break;case 2:cloud_material = CLOUD_COLD;break;case 3:cloud_material = CLOUD_POISON;break;case 4:cloud_material = CLOUD_BLUE_SMOKE;break;case 5:cloud_material = CLOUD_STEAM;break;case 6:cloud_material = CLOUD_PURP_SMOKE;break;default:cloud_material = ctype;break;}// that last bit is equivalent to "random2(pow/4) + random2(pow/4)// + random2(pow/4)" {dlb}// can you see the pattern? {dlb}place_cloud(cloud_material, x, y, 3 + random2avg(3 * (pow / 4) - 2, 3));return 1;} // end make_a_random_cloud()#endif
bool big = true;// this type of power manipulation should be done with the others,// currently over in it_use2.cc (ack) -- bwr// int hurt = 2 + random2(5) + random2(4) + random2(pow) / 20;big = false;
bool big = false;
int wep = you.equip[EQ_WEAPON];if (you.inv[wep].base_type == OBJ_MISSILES&& (you.inv[wep].sub_type == MI_STONE|| you.inv[wep].sub_type == MI_LARGE_ROCK))big = true;
const item_def& wpn(*you.weapon());big = (wpn.base_type == OBJ_MISSILES)&& (wpn.sub_type == MI_STONE || wpn.sub_type == MI_LARGE_ROCK);