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authorChris Campbell <chriscampbell89@gmail.com>2011-11-11 18:13:50 +0000
committerChris Campbell <chriscampbell89@gmail.com>2011-11-11 18:43:52 +0000
commitd390da27add73321251544b619f022bd379659d7 (patch)
tree27c76e4584a41cd06a2f1a7ffb178d6070c8bc6b /crawl-ref/source/spl-monench.cc
parent06c2b9242f50cc30b0c792de7fdcfd87521bf506 (diff)
downloadcrawl-ref-d390da27add73321251544b619f022bd379659d7.tar.gz
crawl-ref-d390da27add73321251544b619f022bd379659d7.zip
Remove Metabolic Englaciation
It's never really used, since sleeping multiple monsters at a time is actually worse than doing it one at a time with EH (since when you sleep lots of monsters at once they'll just all wake up together).
Diffstat (limited to 'crawl-ref/source/spl-monench.cc')
-rw-r--r--crawl-ref/source/spl-monench.cc31
1 files changed, 0 insertions, 31 deletions
diff --git a/crawl-ref/source/spl-monench.cc b/crawl-ref/source/spl-monench.cc
index 63c4dfb802..61fcbddc82 100644
--- a/crawl-ref/source/spl-monench.cc
+++ b/crawl-ref/source/spl-monench.cc
@@ -22,37 +22,6 @@
#include "terrain.h"
#include "viewmap.h"
-static int _sleep_monsters(coord_def where, int pow, int, actor *)
-{
- monster* mons = monster_at(where);
- if (!mons)
- return (0);
-
- if (!mons->can_hibernate(true))
- return (0);
-
- if (mons->check_res_magic(pow) > 0)
- return (0);
-
- const int res = mons->res_cold();
- if (res > 0 && one_chance_in(std::max(4 - res, 1)))
- return (0);
-
- if (mons->has_ench(ENCH_SLEEP_WARY) && !one_chance_in(3))
- return (0);
-
- mons->hibernate();
- mons->expose_to_element(BEAM_COLD, 2);
- return (1);
-}
-
-spret_type cast_mass_sleep(int pow, bool fail)
-{
- fail_check();
- apply_area_visible(_sleep_monsters, pow, true);
- return SPRET_SUCCESS;
-}
-
bool backlight_monsters(coord_def where, int pow, int garbage)
{
UNUSED(pow);