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SWORD2: Cleanup
Removed some of the debug code that has never ever been enabled for as long as this engine has been in ScummVM. svn-id: r53998
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@ -120,15 +120,6 @@ void Debugger::buildDebugText() {
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makeDebugTextBlock(buf, 0, 105);
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}
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#ifdef SWORD2_DEBUG
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// speed-up indicator
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if (_vm->_renderSkip) { // see sword2.cpp
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sprintf(buf, "SKIPPING FRAMES FOR SPEED-UP!");
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makeDebugTextBlock(buf, 0, 120);
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}
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#endif
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// debug info at top of screen - enabled/disabled as one complete unit
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if (_displayTime) {
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@ -290,11 +290,6 @@ Sword2Engine::Sword2Engine(OSystem *syst) : Engine(syst) {
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_wantSfxDebug = false;
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#ifdef SWORD2_DEBUG
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_stepOneCycle = false;
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_renderSkip = false;
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#endif
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_gameCycle = 0;
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_gameSpeed = 1;
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@ -479,13 +474,6 @@ Common::Error Sword2Engine::run() {
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while (1) {
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_debugger->onFrame();
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#ifdef SWORD2_DEBUG
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if (_stepOneCycle) {
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pauseEngine(true);
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_stepOneCycle = false;
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}
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#endif
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// Handle GMM Loading
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if (_gmmLoadSlot != -1) {
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@ -519,12 +507,7 @@ Common::Error Sword2Engine::run() {
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pauseEngine(false);
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} else {
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pauseEngine(true);
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#ifdef SWORD2_DEBUG
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if (!_stepOneCycle)
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_screen->dimPalette(true);
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#else
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_screen->dimPalette(true);
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#endif
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}
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break;
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#if 0
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@ -538,17 +521,6 @@ Common::Error Sword2Engine::run() {
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screenInfo->new_palette = 99;
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}
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break;
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#endif
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#ifdef SWORD2_DEBUG
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case Common::KEYCODE_SPACE:
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if (_gamePaused) {
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_stepOneCycle = true;
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pauseEngine(false);
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}
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break;
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case Common::KEYCODE_s:
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_renderSkip = !_renderSkip;
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break;
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#endif
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default:
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break;
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@ -572,15 +544,7 @@ Common::Error Sword2Engine::run() {
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// creates the debug text blocks
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_debugger->buildDebugText();
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#ifdef SWORD2_DEBUG
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// if not in console & '_renderSkip' is set, only render
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// display once every 4 game-cycles
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if (!_renderSkip || (_gameCycle % 4) == 0)
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_screen->buildDisplay();
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#else
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_screen->buildDisplay();
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#endif
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}
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return Common::kNoError;
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@ -202,11 +202,6 @@ public:
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int32 _gameCycle;
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#ifdef SWORD2_DEBUG
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bool _renderSkip;
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bool _stepOneCycle;
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#endif
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#if RIGHT_CLICK_CLEARS_LUGGAGE
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bool heldIsInInventory();
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#endif
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