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authorMax Horn2008-07-23 10:29:37 +0000
committerMax Horn2008-07-23 10:29:37 +0000
commit3595a9b2a4e8b34c24cd740e84687d7f804f51df (patch)
treee776cf412d0f607de52217757b4ed4803190bde6 /engines
parentbc2ec5afdeb9be3cc35b4e45f21d783c79cf6709 (diff)
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Removed some dead code
svn-id: r33236
Diffstat (limited to 'engines')
-rw-r--r--engines/tinsel/background.h42
-rw-r--r--engines/tinsel/scene.cpp2
2 files changed, 0 insertions, 44 deletions
diff --git a/engines/tinsel/background.h b/engines/tinsel/background.h
index f4b5c82e94..e95a80581e 100644
--- a/engines/tinsel/background.h
+++ b/engines/tinsel/background.h
@@ -46,50 +46,8 @@ enum {
/** When module BLK_INFO list is this long, switch from a binary to linear search */
#define LINEAR_SEARCH 5
-
-/** structure of each individual background block */
-struct BLOCK {
- short blkWidth; //!< block width
- short blkHeight; //!< block height
- SCNHANDLE hBlkBits; //!< block bitmap handle
-};
-
-/** structure to define position of blocks, which block and which palette */
-struct BLK_INFO {
- uint16 wBlkX; //!< x position of this block
- uint16 wBlkY; //!< y position of this block
- uint16 wBlkZ; //!< z position of this block
- uint8 byBlkFlags; //!< block flags used for drawing object associated with this block
- uint8 byBlkPal; //!< which palette - index into "blkPals" for this block
- int32 blkIndex; //!< which block - index into "blocks"
-};
-
-/** background module structure - a module is a container for blocks */
-struct MODULE {
- int modWidth; //!< width of module
- int modHeight; //!< height of module
- int numBlocks; //!< number of blocks in this module
- BLOCK *blocks; //!< pointer to array of all blocks used by this module
- uint32 *blkPals; //!< pointer to array of all palette handles used by the blocks in this module
- BLK_INFO *blkInfo; //!< pointer to array of which block goes where
- //!< NOTE: This array must be sorted on x position
-};
-
-/**
- * background module node structure - links a playfields modules together
- * and specifies each module position. It is done this way so that modules
- * are position independent and can be reused within a playfield
- */
-struct MOD_NODE {
- MOD_NODE *pNext; //!< next module node
- MODULE *pModule; //!< pointer to actual module definition
- char *onDispList; //!< pointer to modules (block on object list) flags - should alloc 1 byte per block
- Common::Point ptModPos; //!< module world start position
-};
-
/** background playfield structure - a playfield is a container for modules */
struct PLAYFIELD {
- MOD_NODE *pModNode; //!< head of module node chain for this playfield
OBJECT *pDispList; //!< object display list for this playfield
frac_t fieldX; //!< current world x position of playfield
frac_t fieldY; //!< current world y position of playfield
diff --git a/engines/tinsel/scene.cpp b/engines/tinsel/scene.cpp
index 006efd7b25..fd4dfcacea 100644
--- a/engines/tinsel/scene.cpp
+++ b/engines/tinsel/scene.cpp
@@ -211,7 +211,6 @@ void PrimeBackground(void)
// structure for playfields
static PLAYFIELD playfield[] = {
{ // FIELD WORLD
- NULL, // no modules
NULL, // display list
0, // init field x
0, // init field y
@@ -221,7 +220,6 @@ void PrimeBackground(void)
false // moved flag
},
{ // FIELD STATUS
- NULL, // no modules
NULL, // display list
0, // init field x
0, // init field y