Remove some dead code, and silence some warnings.

git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@663 4a71c877-e1ca-e34f-864e-861f7616d084
master
Per Inge Mathisen 2006-08-30 15:06:49 +00:00
parent a18890b6dd
commit 0aea40e84b
6 changed files with 5 additions and 122 deletions

View File

@ -183,8 +183,6 @@ extern void pie_DrawLine(SDWORD x0, SDWORD y0, SDWORD x1, SDWORD y1, UDWORD colo
extern void pie_DrawTriangle(iVertex *pv, iTexture* texPage, UDWORD renderFlags, iPoint *offset);
//PIEVERTEX poly draw for all hardware modes
extern void pie_DrawPoly(SDWORD numVrts, PIEVERTEX *aVrts, SDWORD texPage, void* psEffects);
//PIEVERTEX triangle draw (glide specific)
extern void pie_DrawFastTriangle(PIEVERTEX *v1, PIEVERTEX *v2, PIEVERTEX *v3, iTexture* texPage, int pieFlag, int pieFlagData);
extern void pie_GetResetCounts(SDWORD* pPieCount, SDWORD* pTileCount, SDWORD* pPolyCount, SDWORD* pStateCount);
@ -198,9 +196,6 @@ extern void pie_D3DPoly(PIED3DPOLY *poly);
BOOL pie_PNGLoadMemToBuffer(char *pngimage, iSprite *s, iColour *pal);
iBool pie_PNGLoadMem(char *pngimage, iSprite *s, iColour *pal);
//necromancer
extern void pie_DrawTile(PIEVERTEX *pv0, PIEVERTEX *pv1, PIEVERTEX *pv2, PIEVERTEX *pv3, SDWORD texPage);
void SetBSPObjectRot(SDWORD Yaw, SDWORD Pitch);
void pie_BeginLighting(float x, float y, float z);

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@ -33,9 +33,9 @@ extern BOOL drawing_interface;
/***************************************************************************/
BOOL check_extension(const char* extension_name) {
char* extension_list = (char*)glGetString(GL_EXTENSIONS);
const char *extension_list = (const char *)glGetString(GL_EXTENSIONS);
unsigned int extension_name_length = strlen(extension_name);
char* tmp = extension_list;
const char *tmp = extension_list;
unsigned int first_extension_length;
if (!extension_name || !extension_list) return FALSE;
@ -172,7 +172,7 @@ UDWORD ShapeFrame;
void DrawTriangleList(BSPPOLYID PolygonNumber) {
iIMDPoly *pPolys;
UDWORD n;
int n;
VERTEXID *index;
iIMDPoly imdPoly;
@ -185,7 +185,7 @@ return;
index = pPolys->pindex;
imdPoly.flags = pPolys->flags;
for (n=0; n<(SDWORD)(pPolys->npnts); n++, index++)
for (n = 0; n < pPolys->npnts; n++, index++)
{
imdVrts[n].x = MAKEINT(scrPoints[*index].d3dx);
imdVrts[n].y = MAKEINT(scrPoints[*index].d3dy);
@ -1126,11 +1126,6 @@ void pie_DrawTriangle(iVertex *pv, iTexture* texPage, UDWORD renderFlags, iPoint
glEnd();
}
void pie_DrawFastTriangle(PIEVERTEX *v1, PIEVERTEX *v2, PIEVERTEX *v3, iTexture* texPage, int pieFlag, int pieFlagData )
{
}
void pie_DrawPoly(SDWORD numVrts, PIEVERTEX *aVrts, SDWORD texPage, void* psEffects)
{
FRACT offset = 0;
@ -1161,24 +1156,6 @@ void pie_DrawPoly(SDWORD numVrts, PIEVERTEX *aVrts, SDWORD texPage, void* psEffe
}
}
//#ifdef NECROMANCER
void pie_DrawTile(PIEVERTEX *pv0, PIEVERTEX *pv1, PIEVERTEX *pv2, PIEVERTEX *pv3, SDWORD texPage)
{
tileCount++;
pie_SetRendMode(REND_GOURAUD_TEX);
pie_SetTexturePage(texPage);
pie_SetBilinear(TRUE);
memcpy(&pieVrts[0],pv0,sizeof(PIEVERTEX));
memcpy(&pieVrts[1],pv1,sizeof(PIEVERTEX));
memcpy(&pieVrts[2],pv2,sizeof(PIEVERTEX));
memcpy(&pieVrts[3],pv3,sizeof(PIEVERTEX));
pie_Polygon(4, pieVrts, 0.0, TRUE);
}
//#endif
void pie_GetResetCounts(SDWORD* pPieCount, SDWORD* pTileCount, SDWORD* pPolyCount, SDWORD* pStateCount)
{
*pPieCount = pieCount;
@ -1192,4 +1169,3 @@ void pie_GetResetCounts(SDWORD* pPieCount, SDWORD* pTileCount, SDWORD* pPolyCoun
pieStateCount = 0;
return;
}

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@ -1589,13 +1589,6 @@ BOOL bEdgeTile;
}
pie_SetTexturePage(tileTexInfo[tileNumber & TILE_NUMMASK].texPage);
//temp
// pie_DrawTile(&tileScreenInfo[0][0],&tileScreenInfo[0][1],&tileScreenInfo[1][0],
// &tileScreenInfo[1][1],tileTexInfo[tileNumber & 0xff].texPage);
//temp
/* Check for flipped and rotated tiles */
flipsAndRots(tileNumber & ~TILE_NUMMASK);

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@ -3,7 +3,7 @@
#ifndef _display3d_h
#define _display3d_h
#include "display3ddef.h" // This should be the only place including this file on the PC ... display3d_psx.h on the playstation
#include "display3ddef.h" // This should be the only place including this file
#include "lib/ivis_common/pietypes.h"
#include "lib/ivis_common/piedef.h"
#include "objectdef.h"

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@ -71,24 +71,12 @@ extern UDWORD relativeSpeeds[TERRAIN_TYPES][MARKER];
#define BITS_STRUCTURE 0x1
#define BITS_FEATURE 0x2
#define BITS_NODRAWTILE 0x4
//#define BITS_TILE_HIGHLIGHT 0x8
#define BITS_SMALLSTRUCTURE 0x8 // show small structures - tank traps / bunkers
#define BITS_FPATHBLOCK 0x10 // bit set temporarily by find path to mark a blocking tile
#define BITS_WALL 0x20
#define BITS_GATEWAY 0x40 // bit set to show a gateway on the tile
#define BITS_TALLSTRUCTURE 0x80 // bit set to show a tall structure which camera needs to avoid.
/*#ifndef PSX // Extra tile info bits.... WIN32 only
#define EXTRA_BITS_SENSOR 0x1
#define EXTRA_BITS_2 0x2
#define EXTRA_BITS_3 0x4
#define EXTRA_BITS_4 0x8
#define EXTRA_BITS_5 0x10
#define EXTRA_BITS_6 0x20
#define EXTRA_BITS_7 0x40
#define EXTRA_BITS_8 0x80
#endif*/
#define BITS_STRUCTURE_MASK 0xfe
#define BITS_FEATURE_MASK 0xfd
#define BITS_OCCUPIED_MASK 0xfc
@ -106,18 +94,6 @@ extern UDWORD relativeSpeeds[TERRAIN_TYPES][MARKER];
#define TILE_HAS_TALLSTRUCTURE(x) (x->tileInfoBits & BITS_TALLSTRUCTURE)
#define TILE_HAS_SMALLSTRUCTURE(x) (x->tileInfoBits & BITS_SMALLSTRUCTURE)
/*
#ifndef PSX // I've even set them up for you...:-)
#define TILE_IN_SENSORRANGE(x) (x->tileExtraBits & EXTRA_BITS_SENSOR)
#define TILE_EXTRA_BIT2_SET(x) (x->tileExtraBits & EXTRA_BITS_2)
#define TILE_EXTRA_BIT3_SET(x) (x->tileExtraBits & EXTRA_BITS_3)
#define TILE_EXTRA_BIT4_SET(x) (x->tileExtraBits & EXTRA_BITS_4)
#define TILE_EXTRA_BIT5_SET(x) (x->tileExtraBits & EXTRA_BITS_5)
#define TILE_EXTRA_BIT6_SET(x) (x->tileExtraBits & EXTRA_BITS_6)
#define TILE_EXTRA_BIT7_SET(x) (x->tileExtraBits & EXTRA_BITS_7)
#define TILE_EXTRA_BIT8_SET(x) (x->tileExtraBits & EXTRA_BITS_8)
#endif
*/
#define SET_TILE_NOTBLOCKING(x) (x->texture |= TILE_NOTBLOCKING)
#define CLEAR_TILE_NOTBLOCKING(x) (x->texture &= ~TILE_NOTBLOCKING)
@ -133,26 +109,6 @@ extern UDWORD relativeSpeeds[TERRAIN_TYPES][MARKER];
#define SET_TILE_SMALLSTRUCTURE(x) (x->tileInfoBits = (UBYTE)((x)->tileInfoBits | BITS_SMALLSTRUCTURE))
#define CLEAR_TILE_SMALLSTRUCTURE(x) (x->tileInfoBits = (UBYTE)((x)->tileInfoBits & (~BITS_SMALLSTRUCTURE)))
/*
#ifndef PSX // again, done for you again!
#define SET_TILE_SENSOR(x) (x->tileExtraBits = (UBYTE)((x)->tileExtraBits | EXTRA_BITS_SENSOR))
#define CLEAR_TILE_SENSOR(x) (x->tileExtraBits = (UBYTE)((x)->tileExtraBits & (~EXTRA_BITS_SENSOR)))
#define SET_TILE_BIT2(x) (x->tileExtraBits = (UBYTE)((x)->tileExtraBits | EXTRA_BITS_2))
#define CLEAR_TILE_BIT2(x) (x->tileExtraBits = (UBYTE)((x)->tileExtraBits & (~EXTRA_BITS_2)))
#define SET_TILE_BIT3(x) (x->tileExtraBits = (UBYTE)((x)->tileExtraBits | EXTRA_BITS_3))
#define CLEAR_TILE_BIT3(x) (x->tileExtraBits = (UBYTE)((x)->tileExtraBits & (~EXTRA_BITS_3)))
#define SET_TILE_BIT4(x) (x->tileExtraBits = (UBYTE)((x)->tileExtraBits | EXTRA_BITS_4))
#define CLEAR_TILE_BIT4(x) (x->tileExtraBits = (UBYTE)((x)->tileExtraBits & (~EXTRA_BITS_4)))
#define SET_TILE_BIT5(x) (x->tileExtraBits = (UBYTE)((x)->tileExtraBits | EXTRA_BITS_5))
#define CLEAR_TILE_BIT5(x) (x->tileExtraBits = (UBYTE)((x)->tileExtraBits & (~EXTRA_BITS_5)))
#define SET_TILE_BIT6(x) (x->tileExtraBits = (UBYTE)((x)->tileExtraBits | EXTRA_BITS_6))
#define CLEAR_TILE_BIT6(x) (x->tileExtraBits = (UBYTE)((x)->tileExtraBits & (~EXTRA_BITS_6)))
#define SET_TILE_BIT7(x) (x->tileExtraBits = (UBYTE)((x)->tileExtraBits | EXTRA_BITS_7))
#define CLEAR_TILE_BIT7(x) (x->tileExtraBits = (UBYTE)((x)->tileExtraBits & (~EXTRA_BITS_7)))
#define SET_TILE_BIT8(x) (x->tileExtraBits = (UBYTE)((x)->tileExtraBits | EXTRA_BITS_8))
#define CLEAR_TILE_BIT8(x) (x->tileExtraBits = (UBYTE)((x)->tileExtraBits & (~EXTRA_BITS_8)))
#endif
*/
// Multiplier for the tile height
#define ELEVATION_SCALE 2
@ -164,50 +120,28 @@ extern UDWORD relativeSpeeds[TERRAIN_TYPES][MARKER];
/* Can player number p see tile t? */
#define TEST_TILE_VISIBLE(p,t) ( (t->tileVisBits) & (1<<p) )
/* Set a tile to be visible for a player */
#define SET_TILE_VISIBLE(p,t) t->tileVisBits = (UBYTE)(t->tileVisBits | (1<<p))
/*#ifndef PSX
#define SET_TILE_DOOR(p,t) t->tileDoorBits = (UBYTE) (t->tileDoorBits | (1<<p))
#define CLEAR_TILE_DOOR(p,t) t->tileDoorBits = (UBYTE) (t->tileDoorBits & (~(1<<p))) // check logic
// Is there a door here for the player?
#define TEST_TILE_DOOR(p,t) ( (t->tileDoorBits) & (1<<p) )
#endif*/
/* Arbitrary maximum number of terrain textures - used in look up table for terrain type */
#define MAX_TILE_TEXTURES 255
extern UBYTE terrainTypes[MAX_TILE_TEXTURES];
#define TERRAIN_TYPE(x) terrainTypes[x->texture & TILE_NUMMASK]
/* Information stored with each tile */
// The name is now changed to MAPTILE to allow correct compilation on the PlayStation
typedef struct _maptile
{
UBYTE tileInfoBits;
/*#ifndef PSX
UBYTE tileExtraBits; // We've got more than you... We've got more than you..;-)
#endif*/
UBYTE tileVisBits; // COMPRESSED - bit per player
/*#ifndef PSX
UBYTE tileDoorBits; // same thing - bit per player
#endif*/
UBYTE height; // The height at the top left of the tile
UBYTE illumination; // How bright is this tile?
UWORD texture; // Which graphics texture is on this tile
UBYTE bMaxed;
UBYTE level;
UBYTE inRange; // sensor range display.
// This is also used to store the tile flip flags
// What's been removed - 46 bytes per tile so far
// BASE_OBJECT *psObject; // Any object sitting on the location (e.g. building)
@ -236,16 +170,6 @@ extern MAPTILE *psMapTiles;
/* The shift on the y coord when calculating into the map */
extern UDWORD mapShift;
#ifdef NECROMANCER
/* The number of units accross a tile */
#define TILE_UNITS 64
/* The shift on a coordinate to get the tile coordinate */
#define TILE_SHIFT 6
/* The mask to get internal tile coords from a full coordinate */
#define TILE_MASK 0x3f
#else
/* The number of units accross a tile */
#define TILE_UNITS 128
@ -254,7 +178,6 @@ extern UDWORD mapShift;
/* The mask to get internal tile coords from a full coordinate */
#define TILE_MASK 0x7f
#endif
/* Shutdown the map module */
extern BOOL mapShutdown(void);
@ -398,6 +321,3 @@ extern SDWORD scrollMinX, scrollMaxX, scrollMinY, scrollMaxY;
extern BOOL bDoneWater;
#endif

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@ -222,7 +222,6 @@ static BOOL rayTerrainCallback(SDWORD x, SDWORD y, SDWORD dist)
)
{
avInformOfChange(x>>TILE_SHIFT,y>>TILE_SHIFT);
// SET_TILE_SENSOR(psTile);
}
}