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authorBardur Arantsson <bardur@scientician.net>2010-01-18 22:00:00 +0100
committerBardur Arantsson <bardur@scientician.net>2010-01-18 22:13:46 +0100
commite717d4b024748424727ee73a08865c6abff5c8ac (patch)
treec5de8b1ec7b1820d1498b22d7d22ed0ee162f65e /src/init1.c
parent39a6140d18f1a00be5040dfd15b4f76ef96590a9 (diff)
Removing *.raw file support completely -- it's not necessary on modern machines.
Diffstat (limited to 'src/init1.c')
-rw-r--r--src/init1.c24
1 files changed, 0 insertions, 24 deletions
diff --git a/src/init1.c b/src/init1.c
index 5eb5815e..ded9a281 100644
--- a/src/init1.c
+++ b/src/init1.c
@@ -20,24 +20,9 @@
* name and text information in a single pass. Thus, the game will not
* be able to load any template file with more than 20K of names or 60K
* of text, even though technically, up to 64K should be legal.
- *
- * Note that if "ALLOW_TEMPLATES" is not defined, then a lot of the code
- * in this file is compiled out, and the game will not run unless valid
- * "binary template files" already exist in "lib/data". Thus, one can
- * compile Angband with ALLOW_TEMPLATES defined, run once to create the
- * "*.raw" files in "lib/data", and then quit, and recompile without
- * defining ALLOW_TEMPLATES, which will both save 20K and prevent people
- * from changing the ascii template files in potentially dangerous ways.
- *
- * The code could actually be removed and placed into a "stand-alone"
- * program, but that feels a little silly, especially considering some
- * of the platforms that we currently support.
*/
-#ifdef ALLOW_TEMPLATES
-
-
/*** Helper arrays for parsing ascii template files ***/
/*
@@ -10611,15 +10596,6 @@ errr init_wf_info_txt(FILE *fp, char *buf)
}
-#else /* ALLOW_TEMPLATES */
-
-#ifdef MACINTOSH
-static int i = 0;
-#endif
-
-#endif /* ALLOW_TEMPLATES */
-
-
/* Random dungeon grid effects */
#define RANDOM_NONE 0x00
#define RANDOM_FEATURE 0x01