Commit 36f38d60 authored by Steven Fuller's avatar Steven Fuller

Mostly documentation updates.

Removed OpenAL code again.
parent 859b876f
......@@ -22,11 +22,6 @@ OBJS += sd_null.o
#OBJS += sd_oss.o fmopl.o
#CFLAGS += -D_REENTRANT
#LFLAGS += -lpthread
#OBJS += sd_oal.o fmopl.o
#CFLAGS += -D_REENTRANT -I/home/relnev/cvs/oal/include/
#LFLAGS += -lpthread -ldl -L/home/relnev/cvs/oal/linux/src/ -lopenal # /home/relnev/cvs/oal/linux/src/libopenal.a
#LFLAGS += -lpthread /home/relnev/ElectricFence-2.2.2/libefence.a
CFLAGS += `sdl-config --cflags`
......
Just some random facts/thoughts/ideas/musings:
* Wolfenstein 3D for:
- PC (released, of course) [May 5, 1992]
- PC [May 5, 1992]
- PC (Spear of Destiny) [September 18, 1992]
- SNES
- Macintosh
......@@ -24,6 +24,7 @@ Just some random facts/thoughts/ideas/musings:
- Windows
WolfGL: http://www.sourceforge.net/projects/wolfgl/
Wolf DX: http://www.phoebe.co.uk/glwolf/
NewWolf: http://wolfgl.narod.ru/
- Acorn/Archemedes
* PC source released August(?) ??, 1995:
......
TODO: I still need to write this file
NOTE: save games and configuration files now have version fields. Version
0xFFFFFFFF is only for non-release/debug/snapshot versions (in other words,
the file formats may change at any time).
......@@ -7,6 +9,15 @@ How to use:
About:
Thanks:
* id Software
* David Haslam
* Ryan Gordon
* Bill Heineman
* Dan Olson
* Leonardo Zide
* Tatsuyuki Satoh
* Chuck Mason
* And everyone who has emailed me about this code! Thanks!
-----
Steven Fuller
......
......@@ -16,7 +16,7 @@ M M - add music (would need to RE the sound lib)
B I - complete savegame, config formats
M I - add SDL
B R - decide if to keep SVGA/X11 targets
B M - configure scripts?
B M - configure scripts? (autoconf/automake/etc)
B M - port to dreamcast?
B M - add compression to savegames/config
B I - play through game (w/ sound and music) to make sure things work
......@@ -30,19 +30,23 @@ B I - add mouse support
B M - add joystick/gamepad support
P I - fill in the new fizzlefade function
P I - add sound "emulation" to the necessary targets so WaitSoundDone works
B R - autoconf/automake
P R - change boolean SD_PlaySound to void SD_PlaySound
P M - position pushwall sounds
P M - id_ca.c cache code: fix/readd/rewrite the "garbage collection" system
P M - rewrite id_ca.c: uniform memory handling system
P M - either move id_heads into wl_def or split header files apart
P R - rewrite fmopl.c to avoid licensing issues
P R - remove CA_LoadAllSounds now that the sound code does everything
B I - README, etc.
B M - Code Documentation
P M - rename visable to visible
B M - change the commandline handling (use something like getopt?)
P R - rewrite RLEWexpand to not use words
B M - openal support
Complete:
P I - fix or remove fizzle fade
- Removed [nice, but very hacky effect]
P R - openal sound
- almost complete
------------------------------------------------------------------------------
* what exactly is the point of all the DigiMode checks in wl_act2.c?
* add ylookup?
......@@ -53,7 +57,6 @@ example (is this reproducible?)
* use static and const where appropriate
* clean up header files, especially wl_def.h, where some declarations aren't
in the right place
* change the current parameter handling code to something like getopt
* remove check for debugmode?
* check filehandling (ex, file missing, bad file type, and such)
PlayDemoFromFile specifically
......@@ -61,7 +64,6 @@ PlayDemoFromFile specifically
- probably due to waiting for sounds to finish
* split wl_draw into two files (draw independent, draw dependent)
* when window loses focus, it should clear the keys
* rename visable to visible
------------------------------------------------------------------------------
fix:
void ControlMovement(objtype *ob) (wl_agent.c)
......@@ -82,6 +84,17 @@ Sound Menu:
- On [AdLib/OPL2]
- Off
------------------------------------------------------------------------------
Where to Look for/Save Files:
~/.wolf3d
cwd
/usr/games/share
$ENVIRONMENT_VARIABLE
Need to establish where to look, order to look, strict/lenient loading (load
all files from the determined game directory, or look in order for each
file), and where to put savegames and config files.
------------------------------------------------------------------------------
Save game header:
8 bytes: WOLF3D, 0, 0
4 bytes: SAV, 0
......
......@@ -715,14 +715,6 @@ void CA_CacheMap(int mapnum)
/* ======================================================================== */
void CA_UpLevel()
{
}
void CA_DownLevel()
{
}
void MM_Startup()
{
}
......
......@@ -43,9 +43,6 @@ void CA_CacheMap(int mapnum);
void CA_CacheGrChunk(int chunk);
void CA_UnCacheGrChunk(int chunk);
void CA_UpLevel();
void CA_DownLevel();
/* ======================================================================= */
void MM_Startup();
......
This diff is collapsed.
......@@ -2446,13 +2446,10 @@ void A_StartDeathCam(objtype *ob)
FizzleFade(false, 70, 127);
CA_UpLevel();
CacheLump(LEVELEND_LUMP_START, LEVELEND_LUMP_END);
Write(0, 7, STR_SEEAGAIN);
CA_DownLevel();
VW_UpdateScreen();
IN_UserInput(300);
......
......@@ -661,8 +661,6 @@ void HelpScreens()
int artnum;
char *text;
CA_UpLevel();
artnum = helpextern;
CA_CacheGrChunk(artnum);
text = (char *)grsegs[artnum];
......@@ -674,7 +672,6 @@ void HelpScreens()
VW_FadeOut();
FreeMusic();
CA_DownLevel();
}
//
......@@ -687,8 +684,6 @@ void EndText()
ClearMemory();
CA_UpLevel();
artnum = endextern+gamestate.episode;
CA_CacheGrChunk(artnum);
text = (char *)grsegs[artnum];
......@@ -702,7 +697,6 @@ void EndText()
IN_ClearKeysDown();
FreeMusic();
CA_DownLevel();
}
#endif
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