diff options
-rw-r--r-- | sword2/driver/driver96.h | 45 | ||||
-rw-r--r-- | sword2/driver/language.cpp | 69 | ||||
-rw-r--r-- | sword2/maketext.cpp | 6 | ||||
-rw-r--r-- | sword2/module.mk | 1 |
4 files changed, 12 insertions, 109 deletions
diff --git a/sword2/driver/driver96.h b/sword2/driver/driver96.h index 5f769ec4f3..d08180f979 100644 --- a/sword2/driver/driver96.h +++ b/sword2/driver/driver96.h @@ -24,10 +24,7 @@ namespace Sword2 { class Sword2Engine; -// -// Defines -// ------- -// +// Error codes enum { // Generic error codes @@ -80,12 +77,6 @@ enum { RDERR_INVALIDID }; -// Key codes - -enum { -// RDKEY_ESCAPE = 27 -}; - // Mouse button defines enum { @@ -180,10 +171,7 @@ enum { RDBLTFX_EDGEBLEND = 0x04 }; -// -// Structure definitions -// --------------------- -// +// Structure definitions typedef struct { uint16 buttons; @@ -209,7 +197,6 @@ struct _parallax { #pragma END_PACK_STRUCTS #endif - // The _spriteInfo structure is used to tell the driver96 code what attributes // are linked to a sprite for drawing. These include position, scaling and // compression. @@ -228,11 +215,11 @@ typedef struct { uint8 *colourTable; // pointer to 16-byte colour table, only applicable to 16-col compression type } _spriteInfo; +// This is the format of a .WAV file. Somewhere after this header is the +// string 'DATA' followed by an int32 size which is the size of the data. +// Following the size of the data is the data itself. -// This is the format of a .WAV file. Somewhere after this header is the string -// 'DATA' followed by an int32 size which is the size of the data. Following -// the size of the data is the data itself. -typedef struct { + typedef struct { uint32 riff; uint32 fileLength; uint32 wavID; @@ -248,10 +235,9 @@ typedef struct { uint16 bitsPerSample; } _wavHeader; - -// This is the structure which is passed to the sequence player. -// It includes the smack to play, and any text lines which are -// to be displayed over the top of the sequence. +// This is the structure which is passed to the sequence player. It includes +// the smack to play, and any text lines which are to be displayed over the top +// of the sequence. typedef struct { uint16 startFrame; @@ -261,18 +247,9 @@ typedef struct { uint16 *speech; } _movieTextObject; -// -// Function Prototypes -// ------------------- -// - -//----------------------------------------------------------------------------- -// Language functions - from language.c -//----------------------------------------------------------------------------- -extern int32 GetLanguageVersion(uint8 *version); -extern int32 SetLanguageVersion(uint8 version); -//----------------------------------------------------------------------------- +// Input handling class +// Mouse buffer size #define MAX_MOUSE_EVENTS 16 // Key buffer size diff --git a/sword2/driver/language.cpp b/sword2/driver/language.cpp deleted file mode 100644 index af09ef43e7..0000000000 --- a/sword2/driver/language.cpp +++ /dev/null @@ -1,69 +0,0 @@ -/* Copyright (C) 1994-2003 Revolution Software Ltd - * - * This program is free software; you can redistribute it and/or - * modify it under the terms of the GNU General Public License - * as published by the Free Software Foundation; either version 2 - * of the License, or (at your option) any later version. - * - * This program is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the - * GNU General Public License for more details. - * - * You should have received a copy of the GNU General Public License - * along with this program; if not, write to the Free Software - * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. - * - * $Header$ - */ - -#include "common/stdafx.h" -#include "sword2/sword2.h" - -namespace Sword2 { - -// Language codes -#define ENGLISH 0x00 -#define AMERICAN 0x01 -#define GERMAN 0x02 -#define FRENCH 0x03 -#define SPANISH 0x04 -#define ITIALIAN 0x05 -#define JAPANESE 0x06 -#define SLOVAK 0x07 - -uint8 languageVersion = ENGLISH; - -static uint8 versionFromFile = 0; - -/** - * This function modifies the 'version' passed in to be the current language. - * The first time this function is called, it gets the language from the - * version.inf file distributed on the game CD. - * @param version a pointer to the variable to store language information in - * @return an RD error code if version.inf cannot be opened, or the version - * cannot be obtained from it - */ - -int32 GetLanguageVersion(uint8 *version) { - if (versionFromFile) { - *version = languageVersion; - } else { - versionFromFile = 1; - languageVersion = AMERICAN; - return RDERR_OPENVERSIONFILE; - } - return RD_OK; -} - -/** - * This function is useful for debugging. It sets the version to the one passed - * in. - */ - -int32 SetLanguageVersion(uint8 version) { - languageVersion = version; - return RD_OK; -} - -} // End of namespace Sword2 diff --git a/sword2/maketext.cpp b/sword2/maketext.cpp index 9b92e940ef..65c0eddd2b 100644 --- a/sword2/maketext.cpp +++ b/sword2/maketext.cpp @@ -405,11 +405,7 @@ uint32 FontRenderer::buildNewBloc(uint8 *ascii, int16 x, int16 y, uint16 width, while (j < MAX_text_blocs && _blocList[j].text_mem) j++; -#ifdef _SWORD2_DEBUG - // we've run out - might as well stop the system - if (j == MAX_text_blocs) - error("Build_new_block ran out of blocks!"); -#endif + assert(j < MAX_text_blocs); // make the sprite! _blocList[j].text_mem = makeTextSprite(ascii, width, pen, fontRes); diff --git a/sword2/module.mk b/sword2/module.mk index 7061020a39..2b4d805f7f 100644 --- a/sword2/module.mk +++ b/sword2/module.mk @@ -30,7 +30,6 @@ MODULE_OBJS := \ sword2/driver/d_draw.o \ sword2/driver/d_sound.o \ sword2/driver/keyboard.o \ - sword2/driver/language.o \ sword2/driver/menu.o \ sword2/driver/_mouse.o \ sword2/driver/palette.o \ |