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authorVsevolod Kozlov <zaba@thorium.homeunix.org>2009-11-07 21:28:28 +0300
committerAdam Borowski <kilobyte@angband.pl>2009-11-07 19:24:00 +0100
commitd84e50da7a1fd92e5c6615add2a3c4638288a4e0 (patch)
tree9280b1f99890dfb5b6ea84978028f165b22dbda2 /crawl-ref/source/itemprop.cc
parent63c1479a6d718e7ecdb4a9334b03737729cd5346 (diff)
downloadcrawl-ref-d84e50da7a1fd92e5c6615add2a3c4638288a4e0.tar.gz
crawl-ref-d84e50da7a1fd92e5c6615add2a3c4638288a4e0.zip
Remove unused check_weapon_tool_size and get_inv_hand_tool.
Diffstat (limited to 'crawl-ref/source/itemprop.cc')
-rw-r--r--crawl-ref/source/itemprop.cc42
1 files changed, 0 insertions, 42 deletions
diff --git a/crawl-ref/source/itemprop.cc b/crawl-ref/source/itemprop.cc
index 2e93a44b18..66ac5748b1 100644
--- a/crawl-ref/source/itemprop.cc
+++ b/crawl-ref/source/itemprop.cc
@@ -2033,21 +2033,6 @@ int fit_item_throwable_size( const item_def &item, size_type size )
: ret + 5);
}
-// Returns true if weapon is usable as a tool.
-// Note that we assume that tool usable >= wieldable.
-bool check_weapon_tool_size( const item_def &item, size_type size )
-{
- ASSERT( item.base_type == OBJ_WEAPONS || item.base_type == OBJ_STAVES );
-
- // Staves are currently usable for everyone just to be nice.
- if (item.base_type == OBJ_STAVES || weapon_skill(item) == SK_STAVES)
- return (true);
-
- const int fit = cmp_weapon_size( item, size );
-
- return (fit >= -3 && fit <= 1);
-}
-
// Returns true if weapon is usable as a weapon.
bool check_weapon_wieldable_size( const item_def &item, size_type size )
{
@@ -2110,33 +2095,6 @@ int get_inv_wielded( void )
return (player_weapon_wielded() ? you.equip[EQ_WEAPON] : -1);
}
-// Returns the you.inv[] index of our hand tool or -1 (no item, not usable)
-// Note that we don't count armour and such as "tools" here because
-// this function is used to judge if the item will sticky curse to
-// our hands.
-int get_inv_hand_tool( void )
-{
- const int tool = you.equip[EQ_WEAPON];
-
- // FIXME
- /*
- if (tool == -1 || !is_tool( you.inv[tool] ))
- return (-1);
-
- if (you.inv[tool].base_type == OBJ_WEAPONS
- || you.inv[tool].base_type == OBJ_STAVES)
- {
- // assuring that bad "shape" weapons aren't in hand
- ASSERT( check_weapon_shape( you.inv[tool], false ) );
-
- if (!check_weapon_tool_size( you.inv[tool], you.body_size() ))
- return (-1);
- }
- */
-
- return (tool);
-}
-
// Returns the you.inv[] index of the thing in our hand... this is provided
// as a service to specify that both of the above are irrelevant.
// Do not use this for low level functions dealing with wielding directly.