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Source release of Wolfenstein 3D Classic Platinum for iOS, 1.1
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96
wolf3d/code/wolf/wolf_renderer.c
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96
wolf3d/code/wolf/wolf_renderer.c
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/*
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Copyright (C) 2004-2005 Michael Liebscher <johnnycanuck@users.sourceforge.net>
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Copyright (C) 1997-2001 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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/*
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* wolf_renderer.c: Wolfenstein 3-D renderer.
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*
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* Author: Michael Liebscher <johnnycanuck@users.sourceforge.net>
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*
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* Acknowledgement:
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* Portion of this code was derived from Quake II, and was originally
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* written by Id Software, Inc.
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*
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*/
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#include "../wolfiphone.h"
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LevelData_t *r_world;
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/*
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-----------------------------------------------------------------------------
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Function: R_BeginRegistration -Start the rendering registration sequence.
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Parameters: map -[in] The name of the map to load.
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Returns: Nothing.
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Notes:
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-----------------------------------------------------------------------------
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*/
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PUBLIC void R_BeginRegistration( const char *map )
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{
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char fullname[ MAX_GAMEPATH ];
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if( ! map || ! *map )
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{
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return;
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}
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++texture_registration_sequence;
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my_snprintf( fullname, sizeof( fullname ), "maps/%s.map", map );
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// Door_ResetDoors( &r_world->Doors );
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Powerup_Reset();
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Sprite_Reset();
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Areas_InitAreas( Player.areanumber );
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PushWall_Reset();
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memset( &levelstate, 0, sizeof( levelstate ) ); // Reset gamestate
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ResetGuards();
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r_world = Level_LoadMap( fullname );
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if( r_world == NULL )
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{
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Com_Printf( "Could not load map (%s)\n", map );
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return;
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}
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levelstate.floornum = floornumber;
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if( g_version->value == SPEAROFDESTINY )
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{
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if( strlen( map ) >= 2 )
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{
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levelstate.floornum = atoi( map+1 );
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if( levelstate.floornum == 20 )
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{
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levelstate.floornum = 17;
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}
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}
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}
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}
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