diff options
author | Stefan O'Rear <stefanor@cox.net> | 2009-11-02 02:48:15 -0800 |
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committer | Stefan O'Rear <stefanor@cox.net> | 2009-11-02 02:48:15 -0800 |
commit | 6a3d89b3c79e776920959341be9c02e39ee68d5f (patch) | |
tree | 18af2063ae2b3deb5b47dbd50b878dc0b91afdae /crawl-ref/source/abl-show.cc | |
parent | ecca91a48b581c7181b8342fc499dff08ad1bd59 (diff) | |
download | crawl-ref-6a3d89b3c79e776920959341be9c02e39ee68d5f.tar.gz crawl-ref-6a3d89b3c79e776920959341be9c02e39ee68d5f.zip |
Remove mapping abilities from the game
Mapping still exists on cards, scrolls, Xom, and as the passive mutation.
The ball of seeing exists, but will have to be dealt with.
Diffstat (limited to 'crawl-ref/source/abl-show.cc')
-rw-r--r-- | crawl-ref/source/abl-show.cc | 47 |
1 files changed, 0 insertions, 47 deletions
diff --git a/crawl-ref/source/abl-show.cc b/crawl-ref/source/abl-show.cc index 11aee639d3..ca692e1202 100644 --- a/crawl-ref/source/abl-show.cc +++ b/crawl-ref/source/abl-show.cc @@ -165,7 +165,6 @@ static const ability_def Ability_List[] = { ABIL_NON_ABILITY, "No ability", 0, 0, 0, 0, ABFLAG_NONE }, { ABIL_SPIT_POISON, "Spit Poison", 0, 0, 40, 0, ABFLAG_BREATH }, - { ABIL_MAPPING, "Sense Surroundings", 0, 0, 30, 0, ABFLAG_NONE }, { ABIL_TELEPORTATION, "Teleportation", 3, 0, 200, 0, ABFLAG_NONE }, { ABIL_BLINK, "Blink", 1, 0, 50, 0, ABFLAG_NONE }, @@ -210,8 +209,6 @@ static const ability_def Ability_List[] = // you used a wand, potion, or miscast effect). I didn't see // any reason to label them as "Evoke" in the text, they don't // use or train Evocations (the others do). -- bwr - { ABIL_EVOKE_MAPPING, "Evoke Sense Surroundings", - 0, 0, 30, 0, ABFLAG_NONE }, { ABIL_EVOKE_TELEPORTATION, "Evoke Teleportation", 3, 0, 200, 0, ABFLAG_NONE }, { ABIL_EVOKE_BLINK, "Evoke Blink", 1, 0, 50, 0, ABFLAG_NONE }, @@ -546,15 +543,6 @@ static talent _get_talent(ability_type ability, bool check_confused) - you.experience_level; break; - case ABIL_EVOKE_MAPPING: - failure = 30 - you.skills[SK_EVOCATIONS]; - break; - - case ABIL_MAPPING: - failure = 40 - 10 * player_mutation_level(MUT_MAPPING) - - you.experience_level; - break; - case ABIL_BREATHE_FIRE: failure = ((you.species == SP_RED_DRACONIAN) ? 30 : 50) - 10 * player_mutation_level(MUT_BREATHE_FLAMES) @@ -1118,16 +1106,6 @@ static bool _check_ability_possible(const ability_def& abil, } return (you.can_go_berserk(true) && berserk_check_wielded_weapon()); - case ABIL_MAPPING: - if (player_mutation_level(MUT_MAPPING) < 3 - && (you.level_type == LEVEL_PANDEMONIUM - || !player_in_mappable_area())) - { - mpr("You feel momentarily disoriented."); - return (false); - } - return (true); - case ABIL_FLY_II: if (you.duration[DUR_EXHAUSTED]) { @@ -1349,25 +1327,6 @@ static bool _do_ability(const ability_def& abil) } break; } - case ABIL_EVOKE_MAPPING: // Randarts - case ABIL_MAPPING: // Sense surroundings mutation - power = (abil.ability == ABIL_EVOKE_MAPPING) ? - you.skills[SK_EVOCATIONS] : you.experience_level; - - if (magic_mapping(3 + roll_dice(2, - (abil.ability == ABIL_EVOKE_MAPPING) ? power : - power + player_mutation_level(MUT_MAPPING) * 10), - 40 + roll_dice( 2, power), true)) - { - mpr("You sense your surroundings."); - } - else - mpr("You feel momentarily disoriented."); - - if (abil.ability == ABIL_EVOKE_MAPPING) - exercise(SK_EVOCATIONS, 1); - break; - case ABIL_EVOKE_TELEPORTATION: // ring of teleportation case ABIL_TELEPORTATION: // teleport mut if (player_mutation_level(MUT_TELEPORT_AT_WILL) == 3) @@ -2360,9 +2319,6 @@ std::vector<talent> your_talents(bool check_confused) } // Mutations. - if (player_mutation_level(MUT_MAPPING)) - _add_talent(talents, ABIL_MAPPING, check_confused); - if (player_mutation_level(MUT_SUMMON_MINOR_DEMONS)) _add_talent(talents, ABIL_SUMMON_MINOR_DEMON, check_confused); @@ -2476,9 +2432,6 @@ std::vector<talent> your_talents(bool check_confused) if (wearing_amulet(AMU_RAGE) || scan_artefacts(ARTP_BERSERK)) _add_talent(talents, ABIL_EVOKE_BERSERK, check_confused); - if (scan_artefacts( ARTP_MAPPING )) - _add_talent(talents, ABIL_EVOKE_MAPPING, check_confused); - if (player_equip( EQ_RINGS, RING_INVISIBILITY ) || player_equip_ego_type( EQ_ALL_ARMOUR, SPARM_DARKNESS ) || scan_artefacts( ARTP_INVISIBLE )) |