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-rw-r--r--src/externs.h18
-rw-r--r--src/lua_bind.c82
-rw-r--r--src/types.h9
3 files changed, 0 insertions, 109 deletions
diff --git a/src/externs.h b/src/externs.h
index 86127f25..4a1b64d4 100644
--- a/src/externs.h
+++ b/src/externs.h
@@ -2331,22 +2331,12 @@ extern int find_module(cptr name);
/* lua_bind.c */
extern s16b can_spell_random(s16b spell_idx);
-extern magic_power *grab_magic_power(magic_power *m_ptr, int num);
extern bool_ get_magic_power(int *sn, magic_power *powers, int max_powers, void (*power_info)(char *p, int power), int plev, int cast_stat);
-extern object_type *new_object(void);
-extern void end_object(object_type *o_ptr);
-extern void lua_set_item_tester(int tval, char *fct);
-extern char *lua_object_desc(object_type *o_ptr, int pref, int mode);
-
extern s16b add_new_power(cptr name, cptr desc, cptr gain, cptr lose, byte level, byte cost, byte stat, byte diff);
extern void find_position(int y, int x, int *yy, int *xx);
-extern s16b add_new_gods(char *name);
-
-extern bool_ get_com_lua(cptr promtp, int *com);
-
extern s32b lua_get_level(spell_type *spell, s32b lvl, s32b max, s32b min, s32b bonus);
extern s32b get_level_device(s32b s, s32b max, s32b min);
extern int get_mana(s32b s);
@@ -2360,25 +2350,17 @@ extern s32b lua_spell_device_chance(s32b chance, int level, int base_level);
extern s32b get_level_max_stick;
extern s32b get_level_use_stick;
-extern cave_type *lua_get_cave(int y, int x);
extern void set_target(int y, int x);
extern void get_target(int dir, int *y, int *x);
extern void get_map_size(char *name, int *ysize, int *xsize);
extern void load_map(char *name, int *y, int *x);
-extern bool_ alloc_room(int by0, int bx0, int ysize, int xsize, int *y1, int *x1, int *y2, int *x2);
-
-extern void lua_print_hook(cptr str);
extern int lua_get_new_bounty_monster(int lev);
extern char *lua_input_box(cptr title, int max);
extern char lua_msg_box(cptr title);
-extern list_type *lua_create_list(int size);
-extern void lua_delete_list(list_type *, int size);
-extern void lua_add_to_list(list_type *, int idx, cptr str);
-
extern void increase_mana(int delta);
extern timer_type *TIMER_AGGRAVATE_EVIL;
diff --git a/src/lua_bind.c b/src/lua_bind.c
index 076404cf..dd7acede 100644
--- a/src/lua_bind.c
+++ b/src/lua_bind.c
@@ -18,34 +18,6 @@ s16b can_spell_random(s16b spell_idx)
return spell_at(spell_idx)->random_type;
}
-magic_power *grab_magic_power(magic_power *m_ptr, int num)
-{
- return (&m_ptr[num]);
-}
-
-/*
- * Create objects
- */
-object_type *new_object()
-{
- object_type *o_ptr;
- MAKE(o_ptr, object_type);
- return (o_ptr);
-}
-
-void end_object(object_type *o_ptr)
-{
- FREE(o_ptr, object_type);
-}
-
-char *lua_object_desc(object_type *o_ptr, int pref, int mode)
-{
- static char buf[150];
-
- object_desc(buf, o_ptr, pref, mode);
- return (buf);
-}
-
/*
* Monsters
*/
@@ -64,19 +36,6 @@ void find_position(int y, int x, int *yy, int *xx)
/*
* Misc
*/
-bool_ get_com_lua(cptr prompt, int *com)
-{
- char c;
-
- if (!get_com(prompt, &c)) return (FALSE);
- *com = c;
- return (TRUE);
-}
-
-school_type *grab_school_type(s16b num)
-{
- return (&schools[num]);
-}
/* Change this fct if I want to switch to learnable spells */
s32b lua_get_level(spell_type *spell, s32b lvl, s32b max, s32b min, s32b bonus)
@@ -217,12 +176,6 @@ s32b lua_spell_device_chance(s32b chance, int level, int base_level)
return clamp_failure_chance(chance, minfail);
}
-/* Cave */
-cave_type *lua_get_cave(int y, int x)
-{
- return (&(cave[y][x]));
-}
-
void set_target(int y, int x)
{
target_who = -1;
@@ -269,41 +222,6 @@ void load_map(char *name, int *y, int *x)
process_dungeon_file(name, y, x, cur_hgt, cur_wid, TRUE, TRUE);
}
-bool_ alloc_room(int by0, int bx0, int ysize, int xsize, int *y1, int *x1, int *y2, int *x2)
-{
- int xval, yval, x, y;
-
- /* Try to allocate space for room. If fails, exit */
- if (!room_alloc(xsize + 2, ysize + 2, FALSE, by0, bx0, &xval, &yval)) return FALSE;
-
- /* Get corner values */
- *y1 = yval - ysize / 2;
- *x1 = xval - xsize / 2;
- *y2 = yval + (ysize) / 2;
- *x2 = xval + (xsize) / 2;
-
- /* Place a full floor under the room */
- for (y = *y1 - 1; y <= *y2 + 1; y++)
- {
- for (x = *x1 - 1; x <= *x2 + 1; x++)
- {
- cave_type *c_ptr = &cave[y][x];
- cave_set_feat(y, x, floor_type[rand_int(100)]);
- c_ptr->info |= (CAVE_ROOM);
- c_ptr->info |= (CAVE_GLOW);
- }
- }
- return TRUE;
-}
-
-
-/* Files */
-void lua_print_hook(cptr str)
-{
- fprintf(hook_file, "%s", str);
-}
-
-
/*
* Finds a good random bounty monster
* Im too lazy to write it in lua since the lua API for monsters is not very well yet
diff --git a/src/types.h b/src/types.h
index cb6d8e73..825e25ab 100644
--- a/src/types.h
+++ b/src/types.h
@@ -2711,15 +2711,6 @@ struct timer_type
};
/*
- * This is for lua functions that need to pass table to c functions
- */
-typedef struct list_type list_type;
-struct list_type
-{
- cptr *list;
-};
-
-/*
* Abilities
*/
typedef struct ability_type ability_type;