diff --git a/src/intro.cpp b/src/intro.cpp index 2fb7728aa5b..c178dfcf877 100644 --- a/src/intro.cpp +++ b/src/intro.cpp @@ -97,12 +97,6 @@ void set_new_storyscreen(bool enabled) LOG_NG << "enabled experimental story/endscreen code\n"; } -void show_intro(display &disp, const vconfig& data, const config& level) -{ - const std::string scenario_name = level["name"]; - show_storyscreen(disp,data,scenario_name); -} - void the_end(display &disp, std::string text, unsigned int duration) { if(use_shadowm_storyscreen) { diff --git a/src/intro.hpp b/src/intro.hpp index 5b229e15cf9..d3089195400 100644 --- a/src/intro.hpp +++ b/src/intro.hpp @@ -24,23 +24,6 @@ class display; #include -/** - * Function to show an introduction sequence using story WML. - * The WML config data has a format similar to: - * @code - * [part] - * id='id' - * story='story' - * image='img' - * [/part] - * @endcode - * Where 'id' is a unique identifier, 'story' is text describing the - * storyline,and 'img' is a background image. Each part of the sequence will - * be displayed in turn, with the user able to go to the next part, or skip - * it entirely. - */ -void show_intro(display &disp, const vconfig& data, const config& level); - /** * Displays a simple fading screen with any user-provided text. * Used after the end of single-player campaigns. diff --git a/src/playsingle_controller.cpp b/src/playsingle_controller.cpp index 6b69cb88137..a6c679d6e87 100644 --- a/src/playsingle_controller.cpp +++ b/src/playsingle_controller.cpp @@ -26,7 +26,6 @@ #include "foreach.hpp" #include "game_end_exceptions.hpp" #include "gettext.hpp" -#include "intro.hpp" #include "log.hpp" #include "map_label.hpp" #include "marked-up_text.hpp" @@ -36,6 +35,7 @@ #include "formula_string_utils.hpp" #include "events.hpp" #include "save_blocker.hpp" +#include "storyscreen/interface.hpp" static lg::log_domain log_engine("engine"); #define ERR_NG LOG_STREAM(err, log_engine) @@ -256,7 +256,7 @@ LEVEL_RESULT playsingle_controller::play_scenario( if(!skip_replay) { foreach (const config &s, story) { - show_intro(*gui_, vconfig(s, true), level_); + show_storyscreen(*gui_, vconfig(s, true), level_["name"]); } } gui_->labels().read(level_, game_events::get_state_of_game());