Remove unused game_top_fileinfo

This commit is contained in:
Kp 2013-10-03 02:43:25 +00:00
parent b43f830719
commit e2a2971eb1

View file

@ -123,53 +123,6 @@ int Gamesave_current_version;
#define MENU_CURSOR_X_MIN MENU_X
#define MENU_CURSOR_X_MAX MENU_X+6
#ifdef EDITOR
struct {
ushort fileinfo_signature;
ushort fileinfo_version;
int fileinfo_sizeof;
} game_top_fileinfo; // Should be same as first two fields below...
struct {
ushort fileinfo_signature;
ushort fileinfo_version;
int fileinfo_sizeof;
char mine_filename[15];
int level;
int player_offset; // Player info
int player_sizeof;
int object_offset; // Object info
int object_howmany;
int object_sizeof;
int walls_offset;
int walls_howmany;
int walls_sizeof;
int doors_offset;
int doors_howmany;
int doors_sizeof;
int triggers_offset;
int triggers_howmany;
int triggers_sizeof;
int links_offset;
int links_howmany;
int links_sizeof;
int control_offset;
int control_howmany;
int control_sizeof;
int matcen_offset;
int matcen_howmany;
int matcen_sizeof;
#if defined(DXX_BUILD_DESCENT_II)
int dl_indices_offset;
int dl_indices_howmany;
int dl_indices_sizeof;
int delta_light_offset;
int delta_light_howmany;
int delta_light_sizeof;
#endif
} game_fileinfo;
#endif // EDITOR
#ifndef NDEBUG
static void dump_mine_info(void);
#endif
@ -832,10 +785,6 @@ int load_game_data(PHYSFS_file *LoadFile)
//===================== READ FILE INFO ========================
#if 0
PHYSFS_read(LoadFile, &game_top_fileinfo, sizeof(game_top_fileinfo), 1);
#endif
// Check signature
if (PHYSFSX_readShort(LoadFile) != 0x6705)
return -1;
@ -962,41 +911,6 @@ int load_game_data(PHYSFS_file *LoadFile)
}
}
#if 0
//===================== READ DOOR INFO ============================
if (game_fileinfo.doors_offset > -1)
{
if (!PHYSFSX_fseek( LoadFile, game_fileinfo.doors_offset,SEEK_SET )) {
for (i=0;i<game_fileinfo.doors_howmany;i++) {
if (game_top_fileinfo_version >= 20)
active_door_read(&ActiveDoors[i], LoadFile); // version 20 and up
else {
v19_door d;
int p;
v19_door_read(&d, LoadFile);
ActiveDoors[i].n_parts = d.n_parts;
for (p=0;p<d.n_parts;p++) {
int cseg,cside;
cseg = Segments[d.seg[p]].children[d.side[p]];
cside = find_connect_side(&Segments[d.seg[p]],&Segments[cseg]);
ActiveDoors[i].front_wallnum[p] = Segments[d.seg[p]].sides[d.side[p]].wall_num;
ActiveDoors[i].back_wallnum[p] = Segments[cseg].sides[cside].wall_num;
}
}
}
}
}
#endif // 0
//==================== READ TRIGGER INFO ==========================
for (i = 0; i < Num_triggers; i++)
@ -1214,9 +1128,6 @@ int load_game_data(PHYSFS_file *LoadFile)
reset_walls();
#if 0
Num_open_doors = game_fileinfo.doors_howmany;
#endif // 0
Num_open_doors = 0;
//go through all walls, killing references to invalid triggers
@ -1729,7 +1640,7 @@ int save_game_data(PHYSFS_file *SaveFile)
PHYSFS_writeSLE16(SaveFile, 0x6705); // signature
PHYSFS_writeSLE16(SaveFile, game_top_fileinfo_version);
PHYSFS_writeSLE32(SaveFile, sizeof(game_fileinfo));
PHYSFS_writeSLE32(SaveFile, 0);
PHYSFS_write(SaveFile, Current_level_name, 15, 1);
PHYSFS_writeSLE32(SaveFile, Current_level_num);
offset_offset = PHYSFS_tell(SaveFile); // write the offsets later
@ -1776,7 +1687,6 @@ int save_game_data(PHYSFS_file *SaveFile)
//==================== SAVE OBJECT INFO ===========================
object_offset = PHYSFS_tell(SaveFile);
//fwrite( &Objects, sizeof(object), game_fileinfo.object_howmany, SaveFile );
{
for (i = 0; i <= Highest_object_index; i++)
write_object(&Objects[i], game_top_fileinfo_version, SaveFile);