Source release for DOOM Classic for iOS version 2.1

This commit is contained in:
Travis Bradshaw
2012-01-31 16:40:40 -06:00
parent 0cdbbdf96e
commit 3bf2af22f3
371 changed files with 167116 additions and 776 deletions

View File

@@ -1,5 +1,5 @@
/*
Copyright (C) 2009-2011 id Software LLC, a ZeniMax Media company.
Copyright (C) 2004-2005 Michael Liebscher <johnnycanuck@users.sourceforge.net>
Copyright (C) 1997-2001 Id Software, Inc.
@@ -342,7 +342,7 @@ void iphoneStartup() {
controlScheme = Cvar_Get( "controlScheme", "0", CVAR_ARCHIVE );
stickTurn = Cvar_Get( "stickTurn", "128", CVAR_ARCHIVE );
stickMove = Cvar_Get( "stickMove", "128", CVAR_ARCHIVE );
stickDeadBand = Cvar_Get( "stickDeadBand", "0.2", CVAR_ARCHIVE );
stickDeadBand = Cvar_Get( "stickDeadBand", "0.05", CVAR_ARCHIVE );
rotorTurn = Cvar_Get( "rotorTurn", "50000", CVAR_ARCHIVE );
tiltTurn = Cvar_Get( "tiltTurn", "0", CVAR_ARCHIVE );
tiltMove = Cvar_Get( "tiltMove", "0", CVAR_ARCHIVE );
@@ -356,7 +356,7 @@ void iphoneStartup() {
revLand = Cvar_Get( "revLand", "0", CVAR_ARCHIVE );
mapScale = Cvar_Get( "mapScale", "10", CVAR_ARCHIVE );
drawControls = Cvar_Get( "drawControls", "1", CVAR_ARCHIVE );
autoUse = Cvar_Get( "autoUse", "0", CVAR_ARCHIVE );
autoUse = Cvar_Get( "autoUse", "1", CVAR_ARCHIVE );
statusBar = Cvar_Get( "statusBar", "1", CVAR_ARCHIVE );
touchClick = Cvar_Get( "touchClick", "0.15", CVAR_ARCHIVE );
messages = Cvar_Get( "messages", "1", CVAR_ARCHIVE );
@@ -444,6 +444,7 @@ void iphoneStartup() {
iphoneSet2D();
menuState = IPM_MAIN;
lastState = IPM_MAIN;
#if 0
// jump right to the save spot for debugging
@@ -463,7 +464,11 @@ void iphoneShutdown() {
char path[1024];
cvar_t *var;
char buffer[1024];
if( lastState == IPM_GAME ) {
G_DoSaveGame( false );
}
// write the ascii config file
snprintf( path, sizeof( path ), "%s/config.cfg", SysIphoneGetDocDir() );
fp = fopen( path, "w" );
@@ -500,23 +505,7 @@ void iphoneShutdown() {
fwrite( &version, 1, sizeof( version ), f );
fclose( f );
// write the Doom savegame, unless no game level
// was actually started on this app invokation, or we
// are at an intermission / finale, or we are dead
if ( levelHasBeenLoaded && !netgame && gamestate == GS_LEVEL
&& players[consoleplayer].playerstate != PST_DEAD ) {
// let the game thread perform a savegame, since it
// would be unsafe to do it in this thread
saveOnExitState = 1;
while( saveOnExitState != 2 ) {
sem_post( ticSemaphore );
usleep( 10000 );
}
}
// not sure if we should do this, or let UIKit exit...
exit( 0 );
}