wolf3d-ios/wolf3d/newCode/wolf/wolf_renderer.c

97 lines
2.2 KiB
C

/*
Copyright (C) 2004-2005 Michael Liebscher <johnnycanuck@users.sourceforge.net>
Copyright (C) 1997-2001 Id Software, Inc.
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
/*
* wolf_renderer.c: Wolfenstein 3-D renderer.
*
* Author: Michael Liebscher <johnnycanuck@users.sourceforge.net>
*
* Acknowledgement:
* Portion of this code was derived from Quake II, and was originally
* written by Id Software, Inc.
*
*/
#include "../wolfiphone.h"
LevelData_t *r_world;
/*
-----------------------------------------------------------------------------
Function: R_BeginRegistration -Start the rendering registration sequence.
Parameters: map -[in] The name of the map to load.
Returns: Nothing.
Notes:
-----------------------------------------------------------------------------
*/
PUBLIC void R_BeginRegistration( const char *map )
{
char fullname[ MAX_GAMEPATH ];
if( ! map || ! *map )
{
return;
}
++texture_registration_sequence;
my_snprintf( fullname, sizeof( fullname ), "maps/%s.map", map );
// Door_ResetDoors( &r_world->Doors );
Powerup_Reset();
Sprite_Reset();
Areas_InitAreas( Player.areanumber );
PushWall_Reset();
memset( &levelstate, 0, sizeof( levelstate ) ); // Reset gamestate
ResetGuards();
r_world = Level_LoadMap( fullname );
if( r_world == NULL )
{
Com_Printf( "Could not load map (%s)\n", map );
return;
}
levelstate.floornum = floornumber;
if( g_version->value == SPEAROFDESTINY )
{
if( strlen( map ) >= 2 )
{
levelstate.floornum = atoi( map+1 );
if( levelstate.floornum == 20 )
{
levelstate.floornum = 17;
}
}
}
}