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PocketInsanity
wolf3d
Commits
40371f96
Commit
40371f96
authored
Apr 22, 2000
by
Steven Fuller
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Plain Diff
Removed virtualreality (for use with vr helmet)
parent
87d42d14
Changes
5
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Showing
5 changed files
with
21 additions
and
50 deletions
+21
-50
IDEAS
src/IDEAS
+4
-0
TODO
src/TODO
+5
-1
wl_def.h
src/wl_def.h
+1
-1
wl_main.c
src/wl_main.c
+10
-29
wl_play.c
src/wl_play.c
+1
-19
No files found.
src/IDEAS
View file @
40371f96
* One binary, any game type. Store certain things in a new file?
* One binary, any game type. Store certain things in a new file?
* A key to change viewsize at runtime (max == 20, min == 5 or so...)
* Game able to cope at any virtual resolution in software mode. OpenGL
handles this transparently
* Audio support using OpenAL
src/TODO
View file @
40371f96
...
@@ -6,9 +6,13 @@ code, it really needs to be cleaned up
...
@@ -6,9 +6,13 @@ code, it really needs to be cleaned up
* id_ca.c cache code: nice idea but messy and maybe can be fixed
* id_ca.c cache code: nice idea but messy and maybe can be fixed
in an effort to not allocate everything to memory and forget about it
in an effort to not allocate everything to memory and forget about it
some sort of garbage collection
some sort of garbage collection
* remove virtualreality
* clean up header files, especially wl_def.h, where some externs arent in
* clean up header files, especially wl_def.h, where some externs arent in
the right place
the right place
* every structure that is read/written must be PACKED, with datatypes
* every structure that is read/written must be PACKED, with datatypes
specifically set! (ie, no int, but short or long int)
specifically set! (ie, no int, but short or long int)
* is that memory intro screen needed anymore? probably not
* is that memory intro screen needed anymore? probably not
* fix the input code, everything is spread out... ideally everything should
work the same, let the input handler do it all instead
* when viewsize is around 20, sprites end up being drawn over the border.
maybe there are clipping bugs that will cause it to fill over the top, left,
and right
\ No newline at end of file
src/wl_def.h
View file @
40371f96
...
@@ -722,7 +722,7 @@ extern int shootdelta;
...
@@ -722,7 +722,7 @@ extern int shootdelta;
extern
int
dirangle
[
9
];
extern
int
dirangle
[
9
];
extern
boolean
startgame
,
loadedgame
,
virtualreality
;
extern
boolean
startgame
,
loadedgame
;
extern
int
mouseadjustment
;
extern
int
mouseadjustment
;
//
//
// math tables
// math tables
...
...
src/wl_main.c
View file @
40371f96
...
@@ -53,7 +53,7 @@ int minheightdiv;
...
@@ -53,7 +53,7 @@ int minheightdiv;
void
Quit
(
char
*
error
);
void
Quit
(
char
*
error
);
boolean
startgame
,
loadedgame
,
virtualreality
;
boolean
startgame
,
loadedgame
;
int
mouseadjustment
;
int
mouseadjustment
;
char
configname
[
13
]
=
"config."
;
char
configname
[
13
]
=
"config."
;
...
@@ -150,8 +150,6 @@ void ReadConfig(void)
...
@@ -150,8 +150,6 @@ void ReadConfig(void)
if
(
SoundBlasterPresent
)
if
(
SoundBlasterPresent
)
sds
=
sds_SoundBlaster
;
sds
=
sds_SoundBlaster
;
else
if
(
SoundSourcePresent
)
sds
=
sds_SoundSource
;
else
else
sds
=
sds_Off
;
sds
=
sds_Off
;
...
@@ -162,8 +160,9 @@ void ReadConfig(void)
...
@@ -162,8 +160,9 @@ void ReadConfig(void)
joypadenabled
=
false
;
joypadenabled
=
false
;
joystickport
=
0
;
joystickport
=
0
;
/* max viewsize is 20 */
viewsize
=
15
;
viewsize
=
15
;
mouseadjustment
=
5
;
mouseadjustment
=
5
;
}
}
SD_SetMusicMode
(
sm
);
SD_SetMusicMode
(
sm
);
...
@@ -644,16 +643,10 @@ void SetupWalls (void)
...
@@ -644,16 +643,10 @@ void SetupWalls (void)
==========================
==========================
*/
*/
void
SignonScreen
(
void
)
// VGA version
void
SignonScreen
()
{
{
unsigned
segstart
,
seglength
;
VL_SetPalette
(
&
gamepal
);
VL_MemToScreen
(
&
introscn
,
320
,
200
,
0
,
0
);
VL_SetPalette
(
&
gamepal
);
if
(
!
virtualreality
)
{
VL_MemToScreen
(
&
introscn
,
320
,
200
,
0
,
0
);
}
}
}
...
@@ -1040,15 +1033,10 @@ void DoJukebox(void)
...
@@ -1040,15 +1033,10 @@ void DoJukebox(void)
==========================
==========================
*/
*/
void
InitGame
(
void
)
void
InitGame
(
void
)
{
{
int
i
,
x
,
y
;
int
i
,
x
,
y
;
if
(
MS_CheckParm
(
"virtual"
))
virtualreality
=
true
;
else
virtualreality
=
false
;
MM_Startup
();
MM_Startup
();
VW_Startup
();
VW_Startup
();
IN_Startup
();
IN_Startup
();
...
@@ -1083,7 +1071,6 @@ void InitGame (void)
...
@@ -1083,7 +1071,6 @@ void InitGame (void)
//
//
// draw intro screen stuff
// draw intro screen stuff
//
//
if
(
!
virtualreality
)
IntroScreen
();
IntroScreen
();
//
//
...
@@ -1104,13 +1091,7 @@ void InitGame (void)
...
@@ -1104,13 +1091,7 @@ void InitGame (void)
// initialize variables
// initialize variables
//
//
InitRedShifts
();
InitRedShifts
();
if
(
!
virtualreality
)
FinishSignon
();
FinishSignon
();
if
(
virtualreality
)
{
NoWait
=
true
;
}
}
}
//===========================================================================
//===========================================================================
...
...
src/wl_play.c
View file @
40371f96
...
@@ -1306,7 +1306,6 @@ long funnyticount;
...
@@ -1306,7 +1306,6 @@ long funnyticount;
void
PlayLoop
(
void
)
void
PlayLoop
(
void
)
{
{
int
give
;
int
give
;
int
helmetangle
;
playstate
=
lasttimecount
=
0
;
playstate
=
lasttimecount
=
0
;
set_TimeCount
(
0
);
set_TimeCount
(
0
);
...
@@ -1323,15 +1322,6 @@ void PlayLoop (void)
...
@@ -1323,15 +1322,6 @@ void PlayLoop (void)
do
do
{
{
if
(
virtualreality
)
{
helmetangle
=
0
;
/* TODO: virtualreality can be removed */
player
->
angle
+=
helmetangle
;
if
(
player
->
angle
>=
ANGLES
)
player
->
angle
-=
ANGLES
;
}
PollControls
();
PollControls
();
//
//
...
@@ -1392,15 +1382,7 @@ void PlayLoop (void)
...
@@ -1392,15 +1382,7 @@ void PlayLoop (void)
}
}
}
}
}
while
(
!
playstate
&&
!
startgame
);
if
(
virtualreality
)
{
player
->
angle
-=
helmetangle
;
if
(
player
->
angle
<
0
)
player
->
angle
+=
ANGLES
;
}
}
while
(
!
playstate
&&
!
startgame
);
if
(
playstate
!=
ex_died
)
if
(
playstate
!=
ex_died
)
FinishPaletteShifts
();
FinishPaletteShifts
();
...
...
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