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authorj-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573>2009-02-15 19:50:10 +0000
committerj-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573>2009-02-15 19:50:10 +0000
commit2a497a24d4c25cb26930fbda6ce3177042a8ed20 (patch)
tree1e9dfe532d653038d7154a9031dc0213c87830d1 /crawl-ref/source/effects.cc
parent5a6e7e3f473866c3b84168d5ba80a0186068e294 (diff)
downloadcrawl-ref-2a497a24d4c25cb26930fbda6ce3177042a8ed20.tar.gz
crawl-ref-2a497a24d4c25cb26930fbda6ce3177042a8ed20.zip
And Haran is right that deprecated code should be removed rather than
commented out. Thus axing the old book acquirement code. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@9095 c06c8d41-db1a-0410-9941-cceddc491573
Diffstat (limited to 'crawl-ref/source/effects.cc')
-rw-r--r--crawl-ref/source/effects.cc162
1 files changed, 4 insertions, 158 deletions
diff --git a/crawl-ref/source/effects.cc b/crawl-ref/source/effects.cc
index 09a1892661..d1eaf0e1d7 100644
--- a/crawl-ref/source/effects.cc
+++ b/crawl-ref/source/effects.cc
@@ -1187,157 +1187,6 @@ static int _choose_first_unseen_book(int first, ...)
return (NUM_BOOKS);
}
-/*
-static int _acquirement_book_subtype()
-{
- int result = NUM_BOOKS;
-
- skill_type best_spell_skill = SK_NONE;
- // Do two iterations: one with the best spell skill, one with
- // the second-best.
- for (int i = 0; i < 2; ++i)
- {
- // FIXME: Assumes that SK_POISON_MAGIC is the last spell skill.
- best_spell_skill = best_skill(SK_SPELLCASTING, SK_POISON_MAGIC,
- best_spell_skill);
- switch (best_spell_skill)
- {
- default:
- case SK_SPELLCASTING:
- if (you.skills[SK_SPELLCASTING] <= 3
- && !you.had_book[BOOK_CANTRIPS])
- {
- // Handful of level one spells, very useful for the
- // new spellcaster who's asking for a book -- bwr
- result = BOOK_CANTRIPS;
- }
- else
- {
- result = _choose_first_unseen_book(BOOK_MINOR_MAGIC_I,
- BOOK_WIZARDRY,
- BOOK_CONTROL,
- BOOK_POWER,
- NUM_BOOKS);
- if (result == BOOK_MINOR_MAGIC_I)
- result += random2(3);
- }
- break;
-
- case SK_POISON_MAGIC:
- result = _choose_first_unseen_book(BOOK_YOUNG_POISONERS,
- BOOK_ENVENOMATIONS,
- NUM_BOOKS);
- break;
-
- case SK_EARTH_MAGIC:
- result = _choose_first_unseen_book(BOOK_GEOMANCY, BOOK_EARTH,
- NUM_BOOKS);
- break;
-
- case SK_AIR_MAGIC:
- result = _choose_first_unseen_book(BOOK_AIR, BOOK_SKY, NUM_BOOKS);
- break;
-
- case SK_ICE_MAGIC:
- result = _choose_first_unseen_book(BOOK_FROST, BOOK_ICE, NUM_BOOKS);
- break;
-
- case SK_FIRE_MAGIC:
- result = _choose_first_unseen_book(BOOK_FLAMES, BOOK_FIRE,
- NUM_BOOKS);
- break;
-
- case SK_SUMMONINGS:
- // Don't give Demonology, that's a Vehumet special.
- result = _choose_first_unseen_book(BOOK_CALLINGS, BOOK_SUMMONINGS,
- NUM_BOOKS);
- break;
-
- case SK_ENCHANTMENTS:
- {
- skill_type best_any = best_skill(SK_FIGHTING, (NUM_SKILLS - 1));
-
- // So many enchantment books! I really can't feel
- // guilty at all for dividing out the fighting
- // books and forcing the player to raise a fighting
- // skill (or enchantments in the case of Crusaders)
- // to get the remaining books... enchantments are
- // much too good (most spells, lots of books here,
- // id wand charges, gives magic resistance),
- // something will eventually have to be done. -- bwr
- if (best_any >= SK_FIGHTING && best_any <= SK_STAVES)
- {
- // Fighter mages get the fighting enchantment books
- result = _choose_first_unseen_book(BOOK_WAR_CHANTS, BOOK_TUKIMA,
- NUM_BOOKS);
- }
- else
- {
- result = _choose_first_unseen_book(BOOK_CHARMS, BOOK_HINDERANCE,
- BOOK_ENCHANTMENTS,
- NUM_BOOKS);
- }
- break;
- }
-
- case SK_CONJURATIONS:
- // Don't give Annihilations, that's a Vehumet special.
- result = _choose_first_unseen_book(BOOK_CONJURATIONS_I,
- BOOK_TEMPESTS, NUM_BOOKS);
- if (result == BOOK_CONJURATIONS_I)
- result = give_first_conjuration_book();
- break;
-
- case SK_NECROMANCY:
- // Don't give the Necromicon, that's a Kikubaaqudgha special.
- result = _choose_first_unseen_book(BOOK_NECROMANCY, BOOK_DEATH,
- BOOK_UNLIFE, NUM_BOOKS);
- break;
-
- case SK_TRANSLOCATIONS:
- result = _choose_first_unseen_book(BOOK_SPATIAL_TRANSLOCATIONS,
- BOOK_WARP, NUM_BOOKS);
- break;
-
- case SK_TRANSMUTATION:
- result = _choose_first_unseen_book(BOOK_CHARMS,
- BOOK_TRANSFIGURATIONS,
- BOOK_MUTATIONS,
- NUM_BOOKS);
- break;
-
- case SK_DIVINATIONS:
- result = _choose_first_unseen_book(BOOK_SURVEYANCES,
- BOOK_DIVINATIONS,
- NUM_BOOKS);
- break;
- }
-
- // If we succeeded the first time around, don't do another try.
- if (result != NUM_BOOKS)
- break;
- }
-
- // If we don't have a book, try and get a new one.
- if (result == NUM_BOOKS)
- {
- do
- {
- result = random2(NUM_NORMAL_BOOKS);
- if (one_chance_in(500))
- break;
- }
- while (you.had_book[result]);
- }
-
- // If the book is invalid, find any valid one.
- while (result == BOOK_HEALING)
- result = random2(NUM_NORMAL_BOOKS);
-
- return result;
-}
-*/
-
static int _acquirement_staff_subtype(const has_vector& already_has)
{
int result = random2(STAFF_FIRST_ROD);
@@ -1448,9 +1297,9 @@ static int _find_acquirement_subtype(object_class_type class_wanted,
}
bool try_again = (class_wanted == OBJ_JEWELLERY
- || class_wanted == OBJ_BOOKS
|| class_wanted == OBJ_STAVES
|| class_wanted == OBJ_MISCELLANY);
+
do
{
switch (class_wanted)
@@ -1468,11 +1317,7 @@ static int _find_acquirement_subtype(object_class_type class_wanted,
break;
case OBJ_JEWELLERY: type_wanted = _acquirement_jewellery_subtype();
break;
- case OBJ_BOOKS:
- // type_wanted = _acquirement_book_subtype(); break;
- return OBJ_RANDOM;
-
- default: break; // gold
+ default: break; // gold, books
}
if (try_again)
@@ -1483,7 +1328,8 @@ static int _find_acquirement_subtype(object_class_type class_wanted,
if (one_chance_in(200))
try_again = false;
}
- } while (try_again);
+ }
+ while (try_again);
return (type_wanted);
}