Question to graf about the DOOM source/w file begiing with ~

Advanced OpenGL source port fork from ZDoom, picking up where ZDoomGL left off.
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nwbeeman
Posts: 146
Joined: Mon Oct 17, 2005 1:18
Location: Tampa

Question to graf about the DOOM source/w file begiing with ~

Post by nwbeeman »

Graf, you've obvously got an understanding of the source code, you have any idea what the ~ is used for? In W_WAD.C of the origial doom source, it says this:

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//
// W_AddFile
// All files are optional, but at least one file must be
//  found (PWAD, if all required lumps are present).
// Files with a .wad extension are wadlink files
//  with multiple lumps.
// Other files are single lumps with the base filename
//  for the lump name.
//
// If filename starts with a tilde, the file is handled
//  specially to allow map reloads.
// But: the reload feature is a fragile hack...

int			reloadlump;
char*			reloadname;


void W_AddFile (char *filename)
{
    wadinfo_t		header;
    lumpinfo_t*		lump_p;
    unsigned		i;
    int			handle;
    int			length;
    int			startlump;
    filelump_t*		fileinfo;
    filelump_t		singleinfo;
    int			storehandle;
    
    // open the file and add to directory

    // handle reload indicator.
    if (filename[0] == '~')
    {
	filename++;
	reloadname = filename;
	reloadlump = numlumps;
    }
If you don't mind what is the point of the "reload" feature of a ~xxxxx.wad file? Is it used to allow for map testing by the ID devs? Do you know what that crap means? I have a good understanding of VB.NET programming, but know jack**** about C or C++
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Graf Zahl
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Post by Graf Zahl »

It was just a hack for internal testing. AFAIK no source port ever had proper support for it. Most removed it completely.
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nwbeeman
Posts: 146
Joined: Mon Oct 17, 2005 1:18
Location: Tampa

Post by nwbeeman »

thats what i gathered. Interesting find, none the less.
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