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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?
* 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
* 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
some sort of garbage collection
* remove virtualreality
* clean up header files, especially wl_def.h, where some externs arent in
the right place
* every structure that is read/written must be PACKED, with datatypes
specifically set! (ie, no int, but short or long int)
* 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;
extern
int
dirangle
[
9
];
extern
boolean
startgame
,
loadedgame
,
virtualreality
;
extern
boolean
startgame
,
loadedgame
;
extern
int
mouseadjustment
;
//
// math tables
...
...
src/wl_main.c
View file @
40371f96
...
...
@@ -53,7 +53,7 @@ int minheightdiv;
void
Quit
(
char
*
error
);
boolean
startgame
,
loadedgame
,
virtualreality
;
boolean
startgame
,
loadedgame
;
int
mouseadjustment
;
char
configname
[
13
]
=
"config."
;
...
...
@@ -150,8 +150,6 @@ void ReadConfig(void)
if
(
SoundBlasterPresent
)
sds
=
sds_SoundBlaster
;
else
if
(
SoundSourcePresent
)
sds
=
sds_SoundSource
;
else
sds
=
sds_Off
;
...
...
@@ -162,8 +160,9 @@ void ReadConfig(void)
joypadenabled
=
false
;
joystickport
=
0
;
/* max viewsize is 20 */
viewsize
=
15
;
mouseadjustment
=
5
;
mouseadjustment
=
5
;
}
SD_SetMusicMode
(
sm
);
...
...
@@ -644,16 +643,10 @@ void SetupWalls (void)
==========================
*/
void
SignonScreen
(
void
)
// VGA version
void
SignonScreen
()
{
unsigned
segstart
,
seglength
;
VL_SetPalette
(
&
gamepal
);
if
(
!
virtualreality
)
{
VL_MemToScreen
(
&
introscn
,
320
,
200
,
0
,
0
);
}
VL_SetPalette
(
&
gamepal
);
VL_MemToScreen
(
&
introscn
,
320
,
200
,
0
,
0
);
}
...
...
@@ -1040,15 +1033,10 @@ void DoJukebox(void)
==========================
*/
void
InitGame
(
void
)
void
InitGame
(
void
)
{
int
i
,
x
,
y
;
if
(
MS_CheckParm
(
"virtual"
))
virtualreality
=
true
;
else
virtualreality
=
false
;
MM_Startup
();
VW_Startup
();
IN_Startup
();
...
...
@@ -1083,7 +1071,6 @@ void InitGame (void)
//
// draw intro screen stuff
//
if
(
!
virtualreality
)
IntroScreen
();
//
...
...
@@ -1104,13 +1091,7 @@ void InitGame (void)
// initialize variables
//
InitRedShifts
();
if
(
!
virtualreality
)
FinishSignon
();
if
(
virtualreality
)
{
NoWait
=
true
;
}
}
//===========================================================================
...
...
src/wl_play.c
View file @
40371f96
...
...
@@ -1306,7 +1306,6 @@ long funnyticount;
void
PlayLoop
(
void
)
{
int
give
;
int
helmetangle
;
playstate
=
lasttimecount
=
0
;
set_TimeCount
(
0
);
...
...
@@ -1323,15 +1322,6 @@ void PlayLoop (void)
do
{
if
(
virtualreality
)
{
helmetangle
=
0
;
/* TODO: virtualreality can be removed */
player
->
angle
+=
helmetangle
;
if
(
player
->
angle
>=
ANGLES
)
player
->
angle
-=
ANGLES
;
}
PollControls
();
//
...
...
@@ -1392,15 +1382,7 @@ void PlayLoop (void)
}
}
if
(
virtualreality
)
{
player
->
angle
-=
helmetangle
;
if
(
player
->
angle
<
0
)
player
->
angle
+=
ANGLES
;
}
}
while
(
!
playstate
&&
!
startgame
);
}
while
(
!
playstate
&&
!
startgame
);
if
(
playstate
!=
ex_died
)
FinishPaletteShifts
();
...
...
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