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PocketInsanity
wolf3d
Commits
2ad5b46d
Commit
2ad5b46d
authored
Apr 23, 2000
by
Steven Fuller
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Removed all warnings at default compiler mode
parent
99c9eb09
Changes
4
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Showing
4 changed files
with
38 additions
and
41 deletions
+38
-41
TODO
src/TODO
+6
-1
wl_game.c
src/wl_game.c
+2
-2
wl_inter.c
src/wl_inter.c
+8
-16
wl_menu.c
src/wl_menu.c
+22
-22
No files found.
src/TODO
View file @
2ad5b46d
* inconsistancy:
* inconsistancy:
id_ca.c has code for setting the
extension to load files
id_ca.c has code for setting the
data filenames' extension
so does wl_menu.c
so does wl_menu.c
* menu code is a mess, always does things differently than the rest of the
* menu code is a mess, always does things differently than the rest of the
code, it really needs to be cleaned up
code, it really needs to be cleaned up
...
@@ -15,6 +15,7 @@ to/from just for reading, so only not-packed structures are used during
...
@@ -15,6 +15,7 @@ to/from just for reading, so only not-packed structures are used during
actual gameplay/etc.
actual gameplay/etc.
* is that memory intro screen needed anymore? probably not, although it
* is that memory intro screen needed anymore? probably not, although it
would be nice to show what version is loaded, but doom just printed text
would be nice to show what version is loaded, but doom just printed text
and the intro screen which came with wolf3d has copyrighted images
* then, what about PG13? OH NO!!!!
* then, what about PG13? OH NO!!!!
* fix the input code, everything is spread out... ideally everything should
* fix the input code, everything is spread out... ideally everything should
work the same, let the input handler do it all instead
work the same, let the input handler do it all instead
...
@@ -22,6 +23,9 @@ work the same, let the input handler do it all instead
...
@@ -22,6 +23,9 @@ work the same, let the input handler do it all instead
maybe there are clipping bugs that will cause it to fill over the top, left,
maybe there are clipping bugs that will cause it to fill over the top, left,
and right
and right
* if japan versions are not to be found, remove the code
* if japan versions are not to be found, remove the code
actually, if you look in wl_menu.c, the japan menus are empty, which means
no text, and it would have to be that there was no offically released
japanese version (unless the text was removed, but then why?)
* remove DEMOEXTERN, and add ability to play demos from commandline
* remove DEMOEXTERN, and add ability to play demos from commandline
* remove SPANISH code (and spanish.h)? honestly i would rather have a german
* remove SPANISH code (and spanish.h)? honestly i would rather have a german
version than a spanish version
version than a spanish version
...
@@ -50,3 +54,4 @@ data in vga memory. so figure it out, fix it, and remove
...
@@ -50,3 +54,4 @@ data in vga memory. so figure it out, fix it, and remove
just call a different function (most are left from the update block code)
just call a different function (most are left from the update block code)
remove them
remove them
* implement fizzlefade, and get that last pixel!
* implement fizzlefade, and get that last pixel!
* remove the time verification code (in wl_inter.c)
src/wl_game.c
View file @
2ad5b46d
...
@@ -1375,7 +1375,7 @@ startplayloop:
...
@@ -1375,7 +1375,7 @@ startplayloop:
#ifndef JAPAN
#ifndef JAPAN
strcpy
(
MainMenu
[
viewscores
].
string
,
STR_VS
);
strcpy
(
MainMenu
[
viewscores
].
string
,
STR_VS
);
#endif
#endif
MainMenu
[
viewscores
].
routine
=
CP_ViewScores
;
MainMenu
[
viewscores
].
routine
=
(
void
*
)
CP_ViewScores
;
return
;
return
;
...
@@ -1397,7 +1397,7 @@ startplayloop:
...
@@ -1397,7 +1397,7 @@ startplayloop:
#ifndef JAPAN
#ifndef JAPAN
strcpy
(
MainMenu
[
viewscores
].
string
,
STR_VS
);
strcpy
(
MainMenu
[
viewscores
].
string
,
STR_VS
);
#endif
#endif
MainMenu
[
viewscores
].
routine
=
CP_ViewScores
;
MainMenu
[
viewscores
].
routine
=
(
void
*
)
CP_ViewScores
;
return
;
return
;
...
...
src/wl_inter.c
View file @
2ad5b46d
...
@@ -963,29 +963,21 @@ boolean PreloadUpdate(unsigned current, unsigned total)
...
@@ -963,29 +963,21 @@ boolean PreloadUpdate(unsigned current, unsigned total)
{
{
unsigned
w
=
WindowW
-
10
;
unsigned
w
=
WindowW
-
10
;
VWB_Bar
(
WindowX
+
5
,
WindowY
+
WindowH
-
3
,
w
,
2
,
BLACK
);
VWB_Bar
(
WindowX
+
5
,
WindowY
+
WindowH
-
3
,
w
,
2
,
BLACK
);
w
=
((
long
)
w
*
current
)
/
total
;
w
=
((
long
)
w
*
current
)
/
total
;
if
(
w
)
if
(
w
)
{
{
VWB_Bar
(
WindowX
+
5
,
WindowY
+
WindowH
-
3
,
w
,
2
,
0x37
);
VWB_Bar
(
WindowX
+
5
,
WindowY
+
WindowH
-
3
,
w
,
2
,
0x37
);
VWB_Bar
(
WindowX
+
5
,
WindowY
+
WindowH
-
3
,
w
-
1
,
1
,
0x32
);
VWB_Bar
(
WindowX
+
5
,
WindowY
+
WindowH
-
3
,
w
-
1
,
1
,
0x32
);
}
}
VW_UpdateScreen
();
VW_UpdateScreen
();
// if (LastScan == sc_Escape)
// {
return
false
;
// IN_ClearKeysDown();
// return(true);
// }
// else
return
(
false
);
}
}
void
PreloadGraphics
(
void
)
void
PreloadGraphics
(
void
)
{
{
DrawLevel
();
DrawLevel
();
ClearSplitVWB
();
// set up for double buffering in split screen
ClearSplitVWB
();
VWB_Bar
(
0
,
0
,
320
,
200
-
STATUSLINES
,
127
);
VWB_Bar
(
0
,
0
,
320
,
200
-
STATUSLINES
,
127
);
...
@@ -998,7 +990,7 @@ void PreloadGraphics(void)
...
@@ -998,7 +990,7 @@ void PreloadGraphics(void)
VW_UpdateScreen
();
VW_UpdateScreen
();
VW_FadeIn
();
VW_FadeIn
();
PM_Preload
(
PreloadUpdate
);
PM_Preload
((
void
*
)
PreloadUpdate
);
IN_UserInput
(
70
);
IN_UserInput
(
70
);
VW_FadeOut
();
VW_FadeOut
();
...
...
src/wl_menu.c
View file @
2ad5b46d
...
@@ -65,38 +65,38 @@ CP_itemtype
...
@@ -65,38 +65,38 @@ CP_itemtype
MainMenu
[]
=
MainMenu
[]
=
{
{
#ifdef JAPAN
#ifdef JAPAN
{
1
,
""
,
CP_NewGame
},
{
1
,
""
,
(
void
*
)
CP_NewGame
},
{
1
,
""
,
CP_Sound
},
{
1
,
""
,
(
void
*
)
CP_Sound
},
{
1
,
""
,
CP_Control
},
{
1
,
""
,
(
void
*
)
CP_Control
},
{
1
,
""
,
CP_LoadGame
},
{
1
,
""
,
(
void
*
)
CP_LoadGame
},
{
0
,
""
,
CP_SaveGame
},
{
0
,
""
,
(
void
*
)
CP_SaveGame
},
{
1
,
""
,
CP_ChangeView
},
{
1
,
""
,
(
void
*
)
CP_ChangeView
},
{
2
,
""
,
CP_ReadThis
},
{
2
,
""
,
(
void
*
)
CP_ReadThis
},
{
1
,
""
,
CP_ViewScores
},
{
1
,
""
,
(
void
*
)
CP_ViewScores
},
{
1
,
""
,
0
},
{
1
,
""
,
0
},
{
1
,
""
,
0
}
{
1
,
""
,
0
}
#else
#else
{
1
,
STR_NG
,
CP_NewGame
},
{
1
,
STR_NG
,
(
void
*
)
CP_NewGame
},
{
1
,
STR_SD
,
CP_Sound
},
{
1
,
STR_SD
,
(
void
*
)
CP_Sound
},
{
1
,
STR_CL
,
CP_Control
},
{
1
,
STR_CL
,
(
void
*
)
CP_Control
},
{
1
,
STR_LG
,
CP_LoadGame
},
{
1
,
STR_LG
,
(
void
*
)
CP_LoadGame
},
{
0
,
STR_SG
,
CP_SaveGame
},
{
0
,
STR_SG
,
(
void
*
)
CP_SaveGame
},
{
1
,
STR_CV
,
CP_ChangeView
},
{
1
,
STR_CV
,
(
void
*
)
CP_ChangeView
},
#ifndef GOODTIMES
#ifndef GOODTIMES
#ifndef SPEAR
#ifndef SPEAR
#ifdef SPANISH
#ifdef SPANISH
{
2
,
"Ve esto!"
,
CP_ReadThis
},
{
2
,
"Ve esto!"
,
(
void
*
)
CP_ReadThis
},
#else
#else
{
2
,
"Read This!"
,
CP_ReadThis
},
{
2
,
"Read This!"
,
(
void
*
)
CP_ReadThis
},
#endif
#endif
#endif
#endif
#endif
#endif
{
1
,
STR_VS
,
CP_ViewScores
},
{
1
,
STR_VS
,
(
void
*
)
CP_ViewScores
},
{
1
,
STR_BD
,
0
},
{
1
,
STR_BD
,
0
},
{
1
,
STR_QT
,
0
}
{
1
,
STR_QT
,
0
}
#endif
#endif
...
@@ -140,15 +140,15 @@ CtlMenu[]=
...
@@ -140,15 +140,15 @@ CtlMenu[]=
{
0
,
""
,
0
},
{
0
,
""
,
0
},
{
0
,
""
,
0
},
{
0
,
""
,
0
},
{
0
,
""
,
0
},
{
0
,
""
,
0
},
{
0
,
""
,
MouseSensitivity
},
{
0
,
""
,
(
void
*
)
MouseSensitivity
},
{
1
,
""
,
CustomControls
}
{
1
,
""
,
(
void
*
)
CustomControls
}
#else
#else
{
0
,
STR_MOUSEEN
,
0
},
{
0
,
STR_MOUSEEN
,
0
},
{
0
,
STR_JOYEN
,
0
},
{
0
,
STR_JOYEN
,
0
},
{
0
,
STR_PORT2
,
0
},
{
0
,
STR_PORT2
,
0
},
{
0
,
STR_GAMEPAD
,
0
},
{
0
,
STR_GAMEPAD
,
0
},
{
0
,
STR_SENS
,
MouseSensitivity
},
{
0
,
STR_SENS
,
(
void
*
)
MouseSensitivity
},
{
1
,
STR_CUSTOM
,
CustomControls
}
{
1
,
STR_CUSTOM
,
(
void
*
)
CustomControls
}
#endif
#endif
},
},
...
@@ -845,7 +845,7 @@ int CP_EndGame(void)
...
@@ -845,7 +845,7 @@ int CP_EndGame(void)
playstate
=
ex_died
;
playstate
=
ex_died
;
MainMenu
[
savegame
].
active
=
0
;
MainMenu
[
savegame
].
active
=
0
;
MainMenu
[
viewscores
].
routine
=
CP_ViewScores
;
MainMenu
[
viewscores
].
routine
=
(
void
*
)
CP_ViewScores
;
#ifndef JAPAN
#ifndef JAPAN
strcpy
(
MainMenu
[
viewscores
].
string
,
STR_VS
);
strcpy
(
MainMenu
[
viewscores
].
string
,
STR_VS
);
#endif
#endif
...
...
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