removed unused functions and definitions
[rocksndiamonds.git] / src / game_bd / bd_cave.c
index 9e281798013e74526ca05b0938fc0e620d906de4..86b07a889bee26e1a36866053f22b8e78b1e8df3 100644 (file)
@@ -1457,105 +1457,6 @@ boolean gd_replay_get_next_movement(GdReplay *replay, GdDirection *player_move,
   return TRUE;
 }
 
-void gd_replay_rewind(GdReplay *replay)
-{
-  replay->current_playing_pos = 0;
-}
-
-#define REPLAY_BDCFF_UP                        "u"
-#define REPLAY_BDCFF_UP_RIGHT          "ur"
-#define REPLAY_BDCFF_RIGHT             "r"
-#define REPLAY_BDCFF_DOWN_RIGHT                "dr"
-#define REPLAY_BDCFF_DOWN              "d"
-#define REPLAY_BDCFF_DOWN_LEFT         "dl"
-#define REPLAY_BDCFF_LEFT              "l"
-#define REPLAY_BDCFF_UP_LEFT           "ul"
-/* when not moving */
-#define REPLAY_BDCFF_STILL             "."
-/* when the fire is pressed */
-#define REPLAY_BDCFF_FIRE              "F"
-#define REPLAY_BDCFF_SUICIDE           "k"
-
-static char *direction_to_bdcff(GdDirection mov)
-{
-  switch (mov)
-  {
-    /* not moving */
-    case GD_MV_STILL:          return REPLAY_BDCFF_STILL;
-
-      /* directions */
-    case GD_MV_UP:             return REPLAY_BDCFF_UP;
-    case GD_MV_UP_RIGHT:       return REPLAY_BDCFF_UP_RIGHT;
-    case GD_MV_RIGHT:          return REPLAY_BDCFF_RIGHT;
-    case GD_MV_DOWN_RIGHT:     return REPLAY_BDCFF_DOWN_RIGHT;
-    case GD_MV_DOWN:           return REPLAY_BDCFF_DOWN;
-    case GD_MV_DOWN_LEFT:      return REPLAY_BDCFF_DOWN_LEFT;
-    case GD_MV_LEFT:           return REPLAY_BDCFF_LEFT;
-    case GD_MV_UP_LEFT:                return REPLAY_BDCFF_UP_LEFT;
-
-    default:
-      return REPLAY_BDCFF_STILL;
-  }
-}
-
-/* same as above; pressing fire will be a capital letter. */
-static char *direction_fire_to_bdcff(GdDirection dir, boolean fire)
-{
-  static char mov[10];
-
-  strcpy(mov, direction_to_bdcff(dir));
-
-  if (fire)
-  {
-    int i;
-
-    for (i = 0; mov[i] != 0; i++)
-      mov[i] = g_ascii_toupper(mov[i]);
-  }
-
-  return mov;
-}
-
-char *gd_replay_movements_to_bdcff(GdReplay *replay)
-{
-  int pos;
-  GString *str;
-
-  str = g_string_new(NULL);
-
-  for (pos = 0; pos < replay->movements->len; pos++)
-  {
-    int num = 1;
-    guint8 data;
-
-    /* if this is not the first movement, append a space. */
-    if (str->len != 0)
-      g_string_append_c(str, ' ');
-
-    /* if same byte appears, count number of occurrences - something like an rle compression. */
-    /* be sure not to cross the array boundaries */
-    while (pos < replay->movements->len - 1 &&
-          replay->movements->data[pos] == replay->movements->data[pos + 1])
-    {
-      pos++;
-      num++;
-    }
-
-    data = replay->movements->data[pos];
-
-    if (data & GD_REPLAY_SUICIDE_MASK)
-      g_string_append(str, REPLAY_BDCFF_SUICIDE);
-
-    g_string_append(str, direction_fire_to_bdcff(data & GD_REPLAY_MOVE_MASK,
-                                                data & GD_REPLAY_FIRE_MASK));
-
-    if (num != 1)
-      g_string_append_printf(str, "%d", num);
-  }
-
-  return g_string_free(str, FALSE);
-}
-
 /* calculate adler checksum for a rendered cave; this can be used for more caves. */
 void gd_cave_adler_checksum_more(GdCave *cave, guint32 *a, guint32 *b)
 {