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-rw-r--r--src/lua_bind.c82
1 files changed, 0 insertions, 82 deletions
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