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-rw-r--r--crawl-ref/source/spells3.cc84
1 files changed, 0 insertions, 84 deletions
diff --git a/crawl-ref/source/spells3.cc b/crawl-ref/source/spells3.cc
index d4f2989a2b..5ea049c087 100644
--- a/crawl-ref/source/spells3.cc
+++ b/crawl-ref/source/spells3.cc
@@ -36,7 +36,6 @@
#include "itemprop.h"
#include "items.h"
#include "item_use.h"
-#include "it_use2.h"
#include "message.h"
#include "misc.h"
#include "monplace.h"
@@ -472,89 +471,6 @@ void simulacrum(int power)
}
}
-bool dancing_weapon(int pow, bool force_hostile,
- bool quiet_failure)
-{
- bool success = true;
-
- const int dur = std::min(2 + (random2(pow) / 5), 6);
-
- const int wpn = you.equip[EQ_WEAPON];
-
- // See if wielded item is appropriate:
- if (wpn == -1
- || you.inv[wpn].base_type != OBJ_WEAPONS
- || is_range_weapon(you.inv[wpn])
- || is_fixed_artefact( you.inv[wpn]))
- {
- success = false;
- }
-
- // See if we can get an mitm for the dancing weapon:
- int i = get_item_slot();
-
- if (i == NON_ITEM)
- success = false;
-
- int monster;
-
- if (success)
- {
- // Cursed weapons become hostile.
- bool friendly = (!force_hostile && !item_cursed(you.inv[wpn]));
-
- monster =
- create_monster(
- mgen_data(MONS_DANCING_WEAPON,
- friendly ? BEH_FRIENDLY : BEH_HOSTILE,
- dur, you.pos(),
- friendly ? you.pet_target : MHITYOU));
-
- if (monster == -1)
- success = false;
- }
-
- if (!success)
- {
- destroy_item(i);
-
- if (!quiet_failure)
- {
- if (wpn != -1)
- mpr("Your weapon vibrates crazily for a second.");
- else
- msg::stream << "Your " << your_hand(true) << " twitch."
- << std::endl;
- }
-
- return (false);
- }
-
- // We are successful. Unwield the weapon, removing any wield effects.
- unwield_item();
-
- // Copy the unwielded item.
- mitm[i] = you.inv[wpn];
- mitm[i].quantity = 1;
- mitm[i].x = 0;
- mitm[i].y = 0;
- mitm[i].link = NON_ITEM;
-
- // Mark the weapon as thrown, so that we'll autograb it when the
- // tango's done.
- mitm[i].flags |= ISFLAG_THROWN;
-
- mprf("%s dances into the air!", you.inv[wpn].name(DESC_CAP_YOUR).c_str());
-
- you.inv[wpn].quantity = 0;
-
- menv[monster].inv[MSLOT_WEAPON] = i;
- menv[monster].colour = mitm[i].colour;
- burden_change();
-
- return (true);
-}
-
// This function returns true if the player can use controlled teleport
// here.
bool allow_control_teleport( bool silent )