Skip to content

Commit

Permalink
[Cleanup] Removed function declarations that are not implemented.
Browse files Browse the repository at this point in the history
  • Loading branch information
pzychotic committed Aug 20, 2024
1 parent a637f1e commit 7b71873
Show file tree
Hide file tree
Showing 50 changed files with 1 addition and 431 deletions.
6 changes: 0 additions & 6 deletions 2dlib/gr.h
Original file line number Diff line number Diff line change
Expand Up @@ -424,10 +424,8 @@ class grViewport {
tCharProperties char_Props;

private:
void draw_text(grTextAlign align, int x, int y, char *str);
void draw_text_line(int x, int y, char *str);
void draw_text_line_clip(int x, int y, char *str);
int clip_line(int &l, int &t, int &r, int &b);
int clip_rect(int &x1, int &y1, int &x2, int &y2);

protected:
Expand Down Expand Up @@ -487,10 +485,6 @@ class grViewport {
grSurface *lock(); // lock and
void unlock(); // unlock (implicitly locks surface)

friend grSurface *VP_GET_DRAWING_SURFACE();
friend void VP_BEGIN_DRAWING(grViewport *vp);
friend void VP_END_DRAWING();

// these functions only work on locked surfaces.
void hline(ddgr_color, int x1, int x2, int y1);
void line(ddgr_color color, int x1, int y1, int x2, int y2);
Expand Down
9 changes: 0 additions & 9 deletions 2dlib/lib2d.h
Original file line number Diff line number Diff line change
Expand Up @@ -38,15 +38,6 @@ struct mem_bitmap {

#define MEMFLAG_TRANSBLT 1

// ---------------------------------------------------------------------------
// Line Drawing Functions

void gr_Line(gr_pen *pen, int x1, int y1, int x2, int y2);
void gr_HLine(gr_pen *pen, int x1, int x2, int y);
void gr_VLine(gr_pen *pen, int y1, int y2, int x);
void gr_Rect(gr_pen *pen, int l, int t, int r, int b);
void gr_FillRect(gr_pen *pen, int l, int t, int r, int b);

// ---------------------------------------------------------------------------
// Memory surface functions

Expand Down
4 changes: 0 additions & 4 deletions Descent3/AIGoal.h
Original file line number Diff line number Diff line change
Expand Up @@ -113,10 +113,6 @@ void GoalClearAll(object *obj);
int GoalAddGoal(object *obj, uint32_t goal_type, void *args, int level = 0, float influence = 1.0f, int f_goal = 0,
int guid = -1, char subtype = 0);

// Adds a ending condition to a goal
int GoalAddDisabler(object *obj, int goal_index, uint8_t ender_type, void *args, float percent = 1.0f,
float interval = 0.0f);

// Adds a enabler condition to a goal
int GoalAddEnabler(object *obj, int goal_index, uint8_t enabler_type, void *arg_struct, float percent, float interval);

Expand Down
1 change: 0 additions & 1 deletion Descent3/AIMain.h
Original file line number Diff line number Diff line change
Expand Up @@ -183,7 +183,6 @@ void AITurnTowardsPosition(object *obj, /*velocity *new_vel,*/ vector *pos /*, b
bool AIFindHidePos(object *hide_obj, object *view_obj, vector *hpos, int *hroom, float max_hide_time = 3.0f);
int AIFindRoomWithFlag(object *obj, int flag);
object *AIFindObjOfType(object *obj, int type, int id, bool f_ignore_init_room, int parent_handle = OBJECT_HANDLE_NONE);
float AIFindDist(vector *s_pos, int s_roomnum, vector *e_pos, int e_roomnum, int flags);
bool AIStatusCircleFrame(object *obj, object *g_obj, float dist, float c_dist, int *status_reg);
bool AIObjEnemy(object *obj, object *target);
bool AISetTarget(object *obj, int handle);
Expand Down
2 changes: 0 additions & 2 deletions Descent3/BOA.h
Original file line number Diff line number Diff line change
Expand Up @@ -252,8 +252,6 @@ void MakeBOAVisTable(bool from_lighting = 0);
void ComputeAABB(bool f_full);

bool BOA_ComputeMinDist(int start_room, int end_room, float max_check_dist, float *dist, int *num_blockages = NULL);
bool BOA_ComputePropDist(int start_room, vector *start_pos, int end_room, vector *end_pos, float *dist,
int *num_blockages);
bool BOA_IsSoundAudible(int start_room, int end_room);
bool BOA_IsVisible(int start_room, int end_room);
bool BOA_HasPossibleBlockage(int start_room, int end_room);
Expand Down
3 changes: 0 additions & 3 deletions Descent3/DeathInfo.h
Original file line number Diff line number Diff line change
Expand Up @@ -52,9 +52,6 @@
#ifndef _DEATHINFO_H
#define _DEATHINFO_H

// Get the death delay type
#define DEATH_DELAY(f) (f & DF_DELAY_MASK)

// Get the explosion size
#define DEATH_EXPL_SIZE(f) (f & DF_EXPL_SIZE_MASK)

Expand Down
2 changes: 0 additions & 2 deletions Descent3/DllWrappers.h
Original file line number Diff line number Diff line change
Expand Up @@ -40,8 +40,6 @@ void D3W_TouchSound(int sound_index);
void MonoPrintf(int n, char *format, ...);
// checks a players inventory for an object type/id
bool InvCheckItem(int playernum, int type, int id);
// adds an object to a player inventory
bool InvAdd(int playernum, object *obj, bool remove = true);
// adds a type/id to a player inventory
bool InvAddTypeID(int playernum, int type, int id, int aux_type = -1, int aux_id = -1, int flags = 0, const char *description = NULL);
// removes a type/id from a players inventory
Expand Down
3 changes: 0 additions & 3 deletions Descent3/Mission.h
Original file line number Diff line number Diff line change
Expand Up @@ -307,9 +307,6 @@ bool LoadMissionLevel(int level);
// initializes the mission script
bool InitMissionScript();

// Objectives
void CompletedPrimaryObjective();

// Shows text on a background
void ShowProgressScreen(const char *str, const char *str2 = NULL, bool flip = true);

Expand Down
14 changes: 0 additions & 14 deletions Descent3/TelCom.h
Original file line number Diff line number Diff line change
Expand Up @@ -31,9 +31,6 @@
// inits the Telcom system...needs to be called before anything else, only needs to be called once
void TelComInit(void);

// handles input processing, etc
void TelComDefer(void);

// Pages in all the necessary bitmaps, textures & sounds for the TelCom so that they are in memory
void TelcomPageAllIn(void);

Expand Down Expand Up @@ -150,17 +147,6 @@ int HotSpotL(int hotspot);
int HotSpotR(int hotspot);
int HotSpotT(int hotspot);
int HotSpotB(int hotspot);
/*
void TCStartPowerupSound(void);
void TCStopPowerupSound(void);
void TCStartPowerDownSound(void);
void TCStopPowerDownSound(void);
void TCStartRunningSound(void);
void TCStopRunningSound(void);
void TCStartStaticSound(float amp);
*/
void TCStartBulbSound(void);
void DoCursor(void);

extern hotspotmap_t hotspotmap;
extern windowmap_t windowmap;
Expand Down
1 change: 0 additions & 1 deletion Descent3/bsp.h
Original file line number Diff line number Diff line change
Expand Up @@ -101,7 +101,6 @@ void BuildBSPTree();
// Runs a ray through the bsp tree
// Returns true if a ray is occludes
int BSPRayOccluded(vector *start, vector *end, bspnode *node);
int BSPReportStatus(vector *start, bspnode *node);

// Walks the BSP tree and frees up any nodes/polygons that we might be using
void DestroyBSPTree(bsptree *tree);
Expand Down
2 changes: 0 additions & 2 deletions Descent3/config.h
Original file line number Diff line number Diff line change
Expand Up @@ -173,8 +173,6 @@ struct tDetailSettings {

// Call this with one of the above defines to set the detail level to a predefined set (custom level is ignored)
void ConfigSetDetailLevel(int level);
// returns the current detail level that the given tDetailSettings is at
int ConfigGetDetailLevel(tDetailSettings *ds);

#define DETAIL_LEVEL_LOW 0
#define DETAIL_LEVEL_MED 1
Expand Down
10 changes: 0 additions & 10 deletions Descent3/descent.h
Original file line number Diff line number Diff line change
Expand Up @@ -214,16 +214,6 @@ void D3DeferHandler(bool is_active);
void SetFunctionMode(function_mode mode);
function_mode GetFunctionMode();

// these functions create viewports from the game screen in a 'nice' C way
void CreateGameViewport(grViewport **vp);
void DestroyGameViewport(grViewport *vp);

inline void CREATE_VIEWPORT(grViewport **vp) { CreateGameViewport(vp); }

inline void DESTROY_VIEWPORT(grViewport *vp) { DestroyGameViewport(vp); }

inline void DELAY(float secs) { Descent->delay(secs); }

#ifndef RELEASE
// this is called when you hit a debug break!
void D3DebugStopHandler();
Expand Down
3 changes: 0 additions & 3 deletions Descent3/fireball.h
Original file line number Diff line number Diff line change
Expand Up @@ -212,9 +212,6 @@ void DoDebrisFrame(object *obj);
// Process a dying object for one frame
void DoDyingFrame(object *objp);

// A quick way to see where a weapon hits. Weapons make debris.
void CreateWeaponDebris(object *obj);

// Creates a concussive blast (physics based -- no visuals)
void MakeShockwave(object *explode_obj_ptr, int parent_handle);

Expand Down
7 changes: 0 additions & 7 deletions Descent3/game.h
Original file line number Diff line number Diff line change
Expand Up @@ -331,13 +331,6 @@ extern int Missile_camera_window;
// contains all relevent information for gamemode pertaining to d3x system.
extern gamemode Gamemode_info;

// Starts the game-engine "cutscene"
// Puts the player in AI mode, sets the view to an external camera, switches to letterbox, & puts the player on a path
// Parameters: camera - the camera for the view
// pathnum - the path the player should follow
// time - if > 0.0, how long the sequence plays before the level ends
void StartEndlevelSequence(object *camera, int pathnum, float time);

inline void ResetGamemode() {
Gamemode_info.scriptname[0] = 0;
Gamemode_info.requested_num_teams = 1;
Expand Down
1 change: 0 additions & 1 deletion Descent3/gametexture.h
Original file line number Diff line number Diff line change
Expand Up @@ -313,7 +313,6 @@ extern int Num_textures;

// Inits the texture system, returning 1 if successful
int InitTextures();
void ShutdownTextures();

// Set aside a texture for use
int AllocTexture(void);
Expand Down
7 changes: 0 additions & 7 deletions Descent3/hud.h
Original file line number Diff line number Diff line change
Expand Up @@ -358,17 +358,10 @@ bool AddBlinkingHUDMessage(const char *format, ...);
// a "-playermessages" command line.
bool AddFilteredHUDMessage(const char *format, ...);

// initializes other hud stuff
void SetHUDEnergyImage(const char *energy_img);
void SetHUDAfterburnImage(const char *afterburn_img);

// Renders all the messages we have in the message list. If HUD_MESSAGE_TIME has
// elapsed, then punt the oldest message and move the others up one
void RenderHUDMessages();

// renders ship stats
void RenderHUDStats(tStatMask stat_mask);

// Handles all incoming keys for an inputted hud message
void DoHUDInputMessageKey(int key);

Expand Down
17 changes: 0 additions & 17 deletions Descent3/lighting.h
Original file line number Diff line number Diff line change
Expand Up @@ -74,29 +74,12 @@ void ClearDynamicLightmaps();
void ApplyLightingToTerrain(vector *pos, int cellnum, float light_dist, float red_scale, float green_scale,
float blue_scale, vector *light_direction = NULL, float dot_range = 0);

// Gets the viewable lightmap elements
void FindValidLightmapElements(face *fp, dynamic_face *dynamic_fp, vector *light_pos, float light_dist);
// Does a quad tree algo to find what lightmap elements are viewable from our lightsource
int SearchLightQuadTree(face *fp, vector *rvec, vector *uvec, dynamic_face *dynamic_fp, vector *light_pos,
float light_dist);

// Given a float, returns the index into the Ubyte_float_table that this number
// corresponds to
uint8_t Float_to_ubyte(float fnum);

extern float Ubyte_to_float[];

// Draws the shadows that happen to be falling on a particular face
void DoShadowsForFace(room *rp, int facenum);

// Sets the num_timer_faces field in Room structure to correspond to the number of faces
// that have flickering lights
void CountFaceLights();

// Goes through all rooms and all faces and lights any faces that have their timer values
// set
void DoFaceLighting();

// Sets pulse parameters for an entire room
void SetRoomPulse(room *rp, uint8_t pulse_time, uint8_t pulse_offset);

Expand Down
4 changes: 0 additions & 4 deletions Descent3/menu.h
Original file line number Diff line number Diff line change
Expand Up @@ -102,10 +102,6 @@ struct menu {
// this displays the main menu options and runs the menu system
int MainMenu();

// opens options menu.
// ingame = true (if calling while playing the game)
void MenuOptions(bool ingame);

// DisplayLevelWarpDlg
// pass in the max level allowed to be chosen, if -1, than all levels are allowed (a.k.a level warp cheat)
int DisplayLevelWarpDlg(int max_level);
Expand Down
6 changes: 0 additions & 6 deletions Descent3/multi.h
Original file line number Diff line number Diff line change
Expand Up @@ -911,12 +911,6 @@ void MultiExtractMatrix(matrix *dest, multi_orientation *src);

void MultiSendBlowupBuilding(int, int, float);

// Return index of powerup that has matching table entry
int MultiMatchPowerup(int unique_id);

// Return index of robot that has matching table entry
int MultiMatchRobot(int unique_id);

// Builds the tables for uniquely identifying powerups and robots
void MultiBuildMatchTables();

Expand Down
4 changes: 0 additions & 4 deletions Descent3/multi_client.h
Original file line number Diff line number Diff line change
Expand Up @@ -35,8 +35,4 @@ struct saved_move {
extern saved_move SavedMoves[];
extern int Current_saved_move;

// Alloc and free saved move
extern int MultiAllocSavedMove();
extern void MultiFreeSavedMove(int);

#endif
1 change: 0 additions & 1 deletion Descent3/multi_ui.h
Original file line number Diff line number Diff line change
Expand Up @@ -24,7 +24,6 @@
// Returns true if we're starting a multiplayer game
int MainMultiplayerMenu();
int SearchMasterTrackerGameMenu();
int LoginMasterTrackerGameMenu();
int AutoConnectPXO();
int AutoConnectLANIP();
int AutoConnectHeat();
Expand Down
3 changes: 0 additions & 3 deletions Descent3/object.h
Original file line number Diff line number Diff line change
Expand Up @@ -766,9 +766,6 @@ void ObjDoFrameAll();
// set viewer object to next object in array
void ObjGotoNextViewer();

// move an object for the current frame
void ObjMoveOne(object *obj);

// Sets the position of an object. This should be called whenever an object moves.
// Parameters: obj - the object being moved
// pos - the new position
Expand Down
4 changes: 0 additions & 4 deletions Descent3/objinfo.h
Original file line number Diff line number Diff line change
Expand Up @@ -552,10 +552,6 @@ int GetObjectImage(int handle);
// Given an object, renders the representation of this object
void DrawObject(object *obj);

// Moves an object from a given index into a new one (above MAX_STATIC_IDS)
// returns new index
int MoveObjectFromIndex(int index);

// Remap all the static object ids (objects that must have a specific index) into their assigned slots.
void RemapStaticIDs();

Expand Down
1 change: 0 additions & 1 deletion Descent3/osiris_predefs.h
Original file line number Diff line number Diff line change
Expand Up @@ -245,7 +245,6 @@ int osipf_AISetGoalFlags(int objhandle, int goal_handle, int flags, uint8_t f_en
uint8_t osipf_AITurnTowardsVectors(int objhandle, vector *fvec, vector *uvec);
uint8_t osipf_AIMoveTowardsPosition(int objhandle, vector *pos, int *roomnum, float scalar, bool f_bline,
bool f_bline_if_vis);
uint8_t osipf_AIMoveTowardsDir(int objhandle, vector *dir, float scalar);

void osipf_AIValue(int objhandle, char op, char vtype, void *ptr);

Expand Down
2 changes: 1 addition & 1 deletion Descent3/pilot.h
Original file line number Diff line number Diff line change
Expand Up @@ -192,7 +192,7 @@
// Brings up a window where you can select a pilot to use
void PilotSelect();

// creates a new pilot (and pilot file) (if you call this you should call PilotConfig() after it)
// creates a new pilot (and pilot file)
// Returns: true on success
// Pilot: pointer to pilot structure to be filled in with name and filename (should then configure the rest)
bool PilotCreate(pilot *Pilot, bool dontallowcancel);
Expand Down
13 changes: 0 additions & 13 deletions Descent3/terrain.h
Original file line number Diff line number Diff line change
Expand Up @@ -286,7 +286,6 @@ void GenerateTerrainLight();
void BuildMinMaxTerrain();
void BuildTerrainNormals();

int DrawTerrainTriangles(int n);
int LoadPCXTerrain(char *);

// Given a position, returns the terrain segment that that position is in/over
Expand All @@ -297,11 +296,6 @@ int GetTerrainCellFromPos(vector *pos);
// The return value is a valid room number, meaning it has the outside flag set
int GetTerrainRoomFromPos(vector *pos);

// Given a position, returns the collision terrain segment that that position is in/over
int GetColTerrainSegFromPos(vector *pos);
// Given a terrain cell, returns the collision terrain segment that that position is in/over
int GetColTerrainSegFromTerrainSeg(int cell_index);

// Computes the center of the segment in x,z and also sets y touching the ground
void ComputeTerrainSegmentCenter(vector *pos, int segnum);
// Given an position, returns the terrain Y coord at that location
Expand All @@ -322,10 +316,6 @@ void GetSpecialRotatedPoint(g3Point *dest, int x, int z, float yvalue);
// Takes our light angle and fills in the appropriate values in the lightsource vector
void GenerateLightSource();

// Returns the terrain segment index of the farthest point that mine segment "mine_seg"
// touches. Based on Camera_direction
int GetFurthestMineSegment(int mine_seg);

// codes a point for visibility in the window passed to RenderTerrain()
uint8_t CodeTerrainPoint(g3Point *p);

Expand All @@ -335,9 +325,6 @@ void GenerateLODDeltas();
// Generates lightmaps based on the info given by the .light field of each Terrain_seg
void UpdateTerrainLightmaps();

// Makes a four sided rectangle pinched into a triangle
void MakePinchBitmap(int dest_bm, int src_bm);

// Gets the dynamic light value for this position
float GetTerrainDynamicScalar(vector *pos, int seg);

Expand Down
7 changes: 0 additions & 7 deletions Descent3/weapon.h
Original file line number Diff line number Diff line change
Expand Up @@ -380,10 +380,6 @@ void RemapWeapons();
// and changes the old index to the new index
void RemapAllWeaponObjects(int old_index, int new_index);

// Creates a weapon
// Returns the objnum of the weapon object
int CreateWeaponObject(int weapon_num, int segnum, vector *position, int flags);

// Creates an weapon and sends it speeding on its way
// returns the objnum of the weapon
int CreateAndFireWeapon(vector *pos, vector *dir, object *parent, int weapon_num);
Expand Down Expand Up @@ -419,9 +415,6 @@ bool WeaponCalcGun(vector *gun_point, vector *gun_normal, object *obj, int gun_n
// Checks for relation between weapons and other objects
extern bool ObjectsAreRelated(int o1, int o2);

// A quick way to see where a weapon hits. Weapons make debris.
void CreateWeaponDebris(object *obj);

// Selects a weapon
void SelectWeapon(int slot);

Expand Down
2 changes: 0 additions & 2 deletions bitmap/iff.h
Original file line number Diff line number Diff line change
Expand Up @@ -50,8 +50,6 @@ int bm_tga_alloc_file(CFILE *infile, char *name, int format = 0);
// Loads a pcx file and converts it to 16 bit. Returns bitmap handle or -1 on error
int bm_pcx_alloc_file(CFILE *infile);

int bm_tga_load_short_file(CFILE *infile, char *name);

// Pages in bitmap index n. Returns 1 if successful, 0 if not
int bm_page_in_file(int n);

Expand Down
2 changes: 0 additions & 2 deletions ddebug/mono.h
Original file line number Diff line number Diff line change
Expand Up @@ -76,11 +76,9 @@
#define mprintf(...) Debug_ConsolePrintf(__VA_ARGS__)
// Prints a formatted string on window n at row, col.
#define mprintf_at(...) Debug_ConsolePrintfAt(__VA_ARGS__)
#define DebugBlockPrint(...)
#else // ifdef _DEBUG
// DAJ defined in target headers
#define mprintf(...)
#define mprintf_at(...)
#define DebugBlockPrint(...)
#endif // ifdef _DEBUG
#endif
Loading

0 comments on commit 7b71873

Please sign in to comment.