--- /dev/null
+/* Catacomb 3-D Source Code\r
+ * Copyright (C) 1993-2014 Flat Rock Software\r
+ *\r
+ * This program is free software; you can redistribute it and/or modify\r
+ * it under the terms of the GNU General Public License as published by\r
+ * the Free Software Foundation; either version 2 of the License, or\r
+ * (at your option) any later version.\r
+ *\r
+ * This program is distributed in the hope that it will be useful,\r
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of\r
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the\r
+ * GNU General Public License for more details.\r
+ *\r
+ * You should have received a copy of the GNU General Public License along\r
+ * with this program; if not, write to the Free Software Foundation, Inc.,\r
+ * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.\r
+ */\r
+\r
+// C3_MAIN.C\r
+\r
+#include "C3_DEF.H"\r
+#pragma hdrstop\r
+\r
+/*\r
+=============================================================================\r
+\r
+ CATACOMB 3-D\r
+\r
+ An Id Software production\r
+\r
+ by John Carmack\r
+\r
+=============================================================================\r
+*/\r
+\r
+/*\r
+=============================================================================\r
+\r
+ LOCAL CONSTANTS\r
+\r
+=============================================================================\r
+*/\r
+\r
+\r
+/*\r
+=============================================================================\r
+\r
+ GLOBAL VARIABLES\r
+\r
+=============================================================================\r
+*/\r
+\r
+memptr scalesegs[NUMPICS];\r
+char str[80],str2[20];\r
+unsigned tedlevelnum;\r
+boolean tedlevel;\r
+gametype gamestate;\r
+exittype playstate;\r
+\r
+/*\r
+=============================================================================\r
+\r
+ LOCAL VARIABLES\r
+\r
+=============================================================================\r
+*/\r
+\r
+\r
+\r
+//===========================================================================\r
+\r
+// JAB Hack begin\r
+#define MyInterrupt 0x60\r
+void interrupt (*intaddr)();\r
+void interrupt (*oldintaddr)();\r
+ char *JHParmStrings[] = {"no386",nil};\r
+\r
+void\r
+jabhack(void)\r
+{\r
+extern void far jabhack2(void);\r
+extern int far CheckIs386(void);\r
+\r
+ int i;\r
+\r
+ oldintaddr = getvect(MyInterrupt);\r
+\r
+ for (i = 1;i < _argc;i++)\r
+ if (US_CheckParm(_argv[i],JHParmStrings) == 0)\r
+ return;\r
+\r
+ if (CheckIs386())\r
+ {\r
+ jabhack2();\r
+ setvect(MyInterrupt,intaddr);\r
+ }\r
+}\r
+\r
+void\r
+jabunhack(void)\r
+{\r
+ setvect(MyInterrupt,oldintaddr);\r
+}\r
+// JAB Hack end\r
+\r
+//===========================================================================\r
+\r
+/*\r
+=====================\r
+=\r
+= NewGame\r
+=\r
+= Set up new game to start from the beginning\r
+=\r
+=====================\r
+*/\r
+\r
+void NewGame (void)\r
+{\r
+ memset (&gamestate,0,sizeof(gamestate));\r
+ gamestate.mapon = 0;\r
+ gamestate.body = MAXBODY;\r
+}\r
+\r
+//===========================================================================\r
+\r
+#define RLETAG 0xABCD\r
+\r
+/*\r
+==================\r
+=\r
+= SaveTheGame\r
+=\r
+==================\r
+*/\r
+\r
+boolean SaveTheGame(int file)\r
+{\r
+ word i,compressed,expanded;\r
+ objtype *o;\r
+ memptr bigbuffer;\r
+\r
+ if (!CA_FarWrite(file,(void far *)&gamestate,sizeof(gamestate)))\r
+ return(false);\r
+\r
+ expanded = mapwidth * mapheight * 2;\r
+ MM_GetPtr (&bigbuffer,expanded);\r
+\r
+ for (i = 0;i < 3;i+=2) // Write planes 0 and 2\r
+ {\r
+//\r
+// leave a word at start of compressed data for compressed length\r
+//\r
+ compressed = (unsigned)CA_RLEWCompress ((unsigned huge *)mapsegs[i]\r
+ ,expanded,((unsigned huge *)bigbuffer)+1,RLETAG);\r
+\r
+ *(unsigned huge *)bigbuffer = compressed;\r
+\r
+ if (!CA_FarWrite(file,(void far *)bigbuffer,compressed+2) )\r
+ {\r
+ MM_FreePtr (&bigbuffer);\r
+ return(false);\r
+ }\r
+ }\r
+\r
+ for (o = player;o;o = o->next)\r
+ if (!CA_FarWrite(file,(void far *)o,sizeof(objtype)))\r
+ {\r
+ MM_FreePtr (&bigbuffer);\r
+ return(false);\r
+ }\r
+\r
+ MM_FreePtr (&bigbuffer);\r
+\r
+ return(true);\r
+}\r
+\r
+//===========================================================================\r
+\r
+/*\r
+==================\r
+=\r
+= LoadTheGame\r
+=\r
+==================\r
+*/\r
+\r
+boolean LoadTheGame(int file)\r
+{\r
+ unsigned i,x,y;\r
+ objtype *obj,*prev,*next,*followed;\r
+ unsigned compressed,expanded;\r
+ unsigned far *map,tile;\r
+ memptr bigbuffer;\r
+\r
+ if (!CA_FarRead(file,(void far *)&gamestate,sizeof(gamestate)))\r
+ return(false);\r
+\r
+ SetupGameLevel (); // load in and cache the base old level\r
+\r
+ expanded = mapwidth * mapheight * 2;\r
+ MM_GetPtr (&bigbuffer,expanded);\r
+\r
+ for (i = 0;i < 3;i+=2) // Read planes 0 and 2\r
+ {\r
+ if (!CA_FarRead(file,(void far *)&compressed,sizeof(compressed)) )\r
+ {\r
+ MM_FreePtr (&bigbuffer);\r
+ return(false);\r
+ }\r
+\r
+ if (!CA_FarRead(file,(void far *)bigbuffer,compressed) )\r
+ {\r
+ MM_FreePtr (&bigbuffer);\r
+ return(false);\r
+ }\r
+\r
+ CA_RLEWexpand ((unsigned huge *)bigbuffer,\r
+ (unsigned huge *)mapsegs[i],expanded,RLETAG);\r
+ }\r
+\r
+ MM_FreePtr (&bigbuffer);\r
+//\r
+// copy the wall data to a data segment array again, to handle doors and\r
+// bomb walls that are allready opened\r
+//\r
+ memset (tilemap,0,sizeof(tilemap));\r
+ memset (actorat,0,sizeof(actorat));\r
+ map = mapsegs[0];\r
+ for (y=0;y<mapheight;y++)\r
+ for (x=0;x<mapwidth;x++)\r
+ {\r
+ tile = *map++;\r
+ if (tile<NUMFLOORS)\r
+ {\r
+ tilemap[x][y] = tile;\r
+ if (tile>0)\r
+ (unsigned)actorat[x][y] = tile;\r
+ }\r
+ }\r
+\r
+\r
+ // Read the object list back in - assumes at least one object in list\r
+\r
+ InitObjList ();\r
+ new = player;\r
+ while (true)\r
+ {\r
+ prev = new->prev;\r
+ next = new->next;\r
+ if (!CA_FarRead(file,(void far *)new,sizeof(objtype)))\r
+ return(false);\r
+ followed = new->next;\r
+ new->prev = prev;\r
+ new->next = next;\r
+ actorat[new->tilex][new->tiley] = new; // drop a new marker\r
+\r
+ if (followed)\r
+ GetNewObj (false);\r
+ else\r
+ break;\r
+ }\r
+\r
+ return(true);\r
+}\r
+\r
+//===========================================================================\r
+\r
+/*\r
+==================\r
+=\r
+= ResetGame\r
+=\r
+==================\r
+*/\r
+\r
+void ResetGame(void)\r
+{\r
+ NewGame ();\r
+\r
+ ca_levelnum--;\r
+ ca_levelbit>>=1;\r
+ CA_ClearMarks();\r
+ ca_levelbit<<=1;\r
+ ca_levelnum++;\r
+}\r
+\r
+//===========================================================================\r
+\r
+\r
+/*\r
+==========================\r
+=\r
+= ShutdownId\r
+=\r
+= Shuts down all ID_?? managers\r
+=\r
+==========================\r
+*/\r
+\r
+void ShutdownId (void)\r
+{\r
+ US_Shutdown ();\r
+#ifndef PROFILE\r
+ SD_Shutdown ();\r
+ IN_Shutdown ();\r
+#endif\r
+ VW_Shutdown ();\r
+ CA_Shutdown ();\r
+ MM_Shutdown ();\r
+}\r
+\r
+\r
+//===========================================================================\r
+\r
+/*\r
+==========================\r
+=\r
+= InitGame\r
+=\r
+= Load a few things right away\r
+=\r
+==========================\r
+*/\r
+\r
+void InitGame (void)\r
+{\r
+ unsigned segstart,seglength;\r
+ int i,x,y;\r
+ unsigned *blockstart;\r
+\r
+// US_TextScreen();\r
+\r
+ MM_Startup ();\r
+ VW_Startup ();\r
+#ifndef PROFILE\r
+ IN_Startup ();\r
+ SD_Startup ();\r
+#endif\r
+ US_Startup ();\r
+\r
+// US_UpdateTextScreen();\r
+\r
+ CA_Startup ();\r
+ US_Setup ();\r
+\r
+ US_SetLoadSaveHooks(LoadTheGame,SaveTheGame,ResetGame);\r
+\r
+//\r
+// load in and lock down some basic chunks\r
+//\r
+\r
+ CA_ClearMarks ();\r
+\r
+ CA_MarkGrChunk(STARTFONT);\r
+ CA_MarkGrChunk(STARTTILE8);\r
+ CA_MarkGrChunk(STARTTILE8M);\r
+ CA_MarkGrChunk(HAND1PICM);\r
+ CA_MarkGrChunk(HAND2PICM);\r
+ CA_MarkGrChunk(ENTERPLAQUEPIC);\r
+\r
+ CA_CacheMarks (NULL);\r
+\r
+ MM_SetLock (&grsegs[STARTFONT],true);\r
+ MM_SetLock (&grsegs[STARTTILE8],true);\r
+ MM_SetLock (&grsegs[STARTTILE8M],true);\r
+ MM_SetLock (&grsegs[HAND1PICM],true);\r
+ MM_SetLock (&grsegs[HAND2PICM],true);\r
+ MM_SetLock (&grsegs[ENTERPLAQUEPIC],true);\r
+\r
+ fontcolor = WHITE;\r
+\r
+\r
+//\r
+// build some tables\r
+//\r
+ for (i=0;i<MAPSIZE;i++)\r
+ nearmapylookup[i] = &tilemap[0][0]+MAPSIZE*i;\r
+\r
+ for (i=0;i<PORTTILESHIGH;i++)\r
+ uwidthtable[i] = UPDATEWIDE*i;\r
+\r
+ blockstart = &blockstarts[0];\r
+ for (y=0;y<UPDATEHIGH;y++)\r
+ for (x=0;x<UPDATEWIDE;x++)\r
+ *blockstart++ = SCREENWIDTH*16*y+x*TILEWIDTH;\r
+\r
+ BuildTables (); // 3-d tables\r
+\r
+ SetupScaling ();\r
+\r
+#ifndef PROFILE\r
+// US_FinishTextScreen();\r
+#endif\r
+\r
+//\r
+// reclaim the memory from the linked in text screen\r
+//\r
+ segstart = FP_SEG(&introscn);\r
+ seglength = 4000/16;\r
+ if (FP_OFF(&introscn))\r
+ {\r
+ segstart++;\r
+ seglength--;\r
+ }\r
+\r
+ MML_UseSpace (segstart,seglength);\r
+\r
+ VW_SetScreenMode (GRMODE);\r
+ VW_ColorBorder (3);\r
+ VW_ClearVideo (BLACK);\r
+\r
+//\r
+// initialize variables\r
+//\r
+ updateptr = &update[0];\r
+ *(unsigned *)(updateptr + UPDATEWIDE*PORTTILESHIGH) = UPDATETERMINATE;\r
+ bufferofs = 0;\r
+ displayofs = 0;\r
+ VW_SetLineWidth(SCREENWIDTH);\r
+}\r
+\r
+//===========================================================================\r
+\r
+void clrscr (void); // can't include CONIO.H because of name conflicts...\r
+\r
+/*\r
+==========================\r
+=\r
+= Quit\r
+=\r
+==========================\r
+*/\r
+\r
+void Quit (char *error)\r
+{\r
+ unsigned finscreen;\r
+\r
+#if 0\r
+ if (!error)\r
+ {\r
+ CA_SetAllPurge ();\r
+ CA_CacheGrChunk (PIRACY);\r
+ finscreen = (unsigned)grsegs[PIRACY];\r
+ }\r
+#endif\r
+\r
+ ShutdownId ();\r
+ if (error && *error)\r
+ {\r
+ puts(error);\r
+ exit(1);\r
+ }\r
+\r
+#if 0\r
+ if (!NoWait)\r
+ {\r
+ movedata (finscreen,0,0xb800,0,4000);\r
+ bioskey (0);\r
+ clrscr();\r
+ }\r
+#endif\r
+\r
+ exit(0);\r
+}\r
+\r
+//===========================================================================\r
+\r
+/*\r
+==================\r
+=\r
+= TEDDeath\r
+=\r
+==================\r
+*/\r
+\r
+void TEDDeath(void)\r
+{\r
+ ShutdownId();\r
+ execlp("TED5.EXE","TED5.EXE","/LAUNCH",NULL);\r
+}\r
+\r
+//===========================================================================\r
+\r
+/*\r
+=====================\r
+=\r
+= DemoLoop\r
+=\r
+=====================\r
+*/\r
+\r
+static char *ParmStrings[] = {"easy","normal","hard",""};\r
+\r
+void DemoLoop (void)\r
+{\r
+ int i,level;\r
+\r
+//\r
+// check for launch from ted\r
+//\r
+ if (tedlevel)\r
+ {\r
+ NewGame();\r
+ gamestate.mapon = tedlevelnum;\r
+ restartgame = gd_Normal;\r
+ for (i = 1;i < _argc;i++)\r
+ {\r
+ if ( (level = US_CheckParm(_argv[i],ParmStrings)) == -1)\r
+ continue;\r
+\r
+ restartgame = gd_Easy+level;\r
+ break;\r
+ }\r
+ GameLoop();\r
+ TEDDeath();\r
+ }\r
+\r
+\r
+//\r
+// main game cycle\r
+//\r
+ displayofs = bufferofs = 0;\r
+ VW_Bar (0,0,320,200,0);\r
+\r
+ while (1)\r
+ {\r
+ CA_CacheGrChunk (TITLEPIC);\r
+ bufferofs = SCREEN2START;\r
+ displayofs = SCREEN1START;\r
+ VWB_DrawPic (0,0,TITLEPIC);\r
+ MM_SetPurge (&grsegs[TITLEPIC],3);\r
+ UNMARKGRCHUNK(TITLEPIC);\r
+ FizzleFade (bufferofs,displayofs,320,200,true);\r
+\r
+ if (!IN_UserInput(TickBase*3,false))\r
+ {\r
+ CA_CacheGrChunk (CREDITSPIC);\r
+ VWB_DrawPic (0,0,CREDITSPIC);\r
+ MM_SetPurge (&grsegs[CREDITSPIC],3);\r
+ UNMARKGRCHUNK(CREDITSPIC);\r
+ FizzleFade (bufferofs,displayofs,320,200,true);\r
+\r
+ }\r
+\r
+ if (!IN_UserInput(TickBase*3,false))\r
+ {\r
+highscores:\r
+ DrawHighScores ();\r
+ FizzleFade (bufferofs,displayofs,320,200,true);\r
+ IN_UserInput(TickBase*3,false);\r
+ }\r
+\r
+ if (IN_IsUserInput())\r
+ {\r
+ US_ControlPanel ();\r
+\r
+ if (restartgame || loadedgame)\r
+ {\r
+ GameLoop ();\r
+ goto highscores;\r
+ }\r
+ }\r
+\r
+ }\r
+}\r
+\r
+//===========================================================================\r
+\r
+/*\r
+==========================\r
+=\r
+= SetupScalePic\r
+=\r
+==========================\r
+*/\r
+\r
+void SetupScalePic (unsigned picnum)\r
+{\r
+ unsigned scnum;\r
+\r
+ scnum = picnum-FIRSTSCALEPIC;\r
+\r
+ if (shapedirectory[scnum])\r
+ {\r
+ MM_SetPurge (&(memptr)shapedirectory[scnum],0);\r
+ return; // allready in memory\r
+ }\r
+\r
+ CA_CacheGrChunk (picnum);\r
+ DeplanePic (picnum);\r
+ shapesize[scnum] = BuildCompShape (&shapedirectory[scnum]);\r
+ grneeded[picnum]&= ~ca_levelbit;\r
+ MM_FreePtr (&grsegs[picnum]);\r
+}\r
+\r
+//===========================================================================\r
+\r
+/*\r
+==========================\r
+=\r
+= SetupScaleWall\r
+=\r
+==========================\r
+*/\r
+\r
+void SetupScaleWall (unsigned picnum)\r
+{\r
+ int x,y;\r
+ unsigned scnum;\r
+ byte far *dest;\r
+\r
+ scnum = picnum-FIRSTWALLPIC;\r
+\r
+ if (walldirectory[scnum])\r
+ {\r
+ MM_SetPurge (&walldirectory[scnum],0);\r
+ return; // allready in memory\r
+ }\r
+\r
+ CA_CacheGrChunk (picnum);\r
+ DeplanePic (picnum);\r
+ MM_GetPtr(&walldirectory[scnum],64*64);\r
+ dest = (byte far *)walldirectory[scnum];\r
+ for (x=0;x<64;x++)\r
+ for (y=0;y<64;y++)\r
+ *dest++ = spotvis[y][x];\r
+ grneeded[picnum]&= ~ca_levelbit;\r
+ MM_FreePtr (&grsegs[picnum]);\r
+}\r
+\r
+//===========================================================================\r
+\r
+/*\r
+==========================\r
+=\r
+= SetupScaling\r
+=\r
+==========================\r
+*/\r
+\r
+void SetupScaling (void)\r
+{\r
+ int i,x,y;\r
+ byte far *dest;\r
+\r
+//\r
+// build the compiled scalers\r
+//\r
+ for (i=1;i<=VIEWWIDTH/2;i++)\r
+ BuildCompScale (i*2,&scaledirectory[i]);\r
+}\r
+\r
+//===========================================================================\r
+\r
+int showscorebox;\r
+\r
+void RF_FixOfs (void)\r
+{\r
+}\r
+\r
+void HelpScreens (void)\r
+{\r
+}\r
+\r
+\r
+/*\r
+==================\r
+=\r
+= CheckMemory\r
+=\r
+==================\r
+*/\r
+\r
+#define MINMEMORY 335000l\r
+\r
+void CheckMemory(void)\r
+{\r
+ unsigned finscreen;\r
+\r
+ if (mminfo.nearheap+mminfo.farheap+mminfo.EMSmem+mminfo.XMSmem\r
+ >= MINMEMORY)\r
+ return;\r
+\r
+ CA_CacheGrChunk (OUTOFMEM);\r
+ finscreen = (unsigned)grsegs[OUTOFMEM];\r
+ ShutdownId ();\r
+ movedata (finscreen,7,0xb800,0,4000);\r
+ gotoxy (1,24);\r
+ exit(1);\r
+}\r
+\r
+//===========================================================================\r
+\r
+\r
+/*\r
+==========================\r
+=\r
+= main\r
+=\r
+==========================\r
+*/\r
+\r
+void main (void)\r
+{\r
+ short i;\r
+\r
+ if (stricmp(_argv[1], "/VER") == 0)\r
+ {\r
+ printf("Catacomb 3-D version 1.22 (Rev 1)\n");\r
+ printf("Copyright 1991-93 Softdisk Publishing\n");\r
+ printf("Developed for use with 100%% IBM compatibles\n");\r
+ printf("that have 640K memory and DOS version 3.3 or later\n");\r
+ printf("and EGA graphics or better.\n");\r
+ exit(0);\r
+ }\r
+\r
+ if (stricmp(_argv[1], "/?") == 0)\r
+ {\r
+ printf("Catacomb 3-D version 1.22\n");\r
+ printf("Copyright 1991-93 Softdisk Publishing\n\n");\r
+ printf("Syntax:\n");\r
+ printf("CAT3D [/<switch>]\n\n");\r
+ printf("Switch What it does\n");\r
+ printf("/? This Information\n");\r
+ printf("/VER Display Program Version Information\n");\r
+ printf("/COMP Fix problems with SVGA screens\n");\r
+ printf("/NOAL No AdLib or SoundBlaster detection\n");\r
+ printf("/NOJOYS Tell program to ignore joystick\n");\r
+ printf("/NOMOUSE Tell program to ignore mouse\n");\r
+ printf("/HIDDENCARD Overrides video detection\n\n");\r
+ printf("Each switch must include a '/' and multiple switches\n");\r
+ printf("must be seperated by at least one space.\n\n");\r
+\r
+ exit(0);\r
+ }\r
+\r
+ jabhack();\r
+\r
+ InitGame ();\r
+\r
+ CheckMemory ();\r
+\r
+ LoadLatchMem ();\r
+\r
+#ifdef PROFILE\r
+ NewGame ();\r
+ GameLoop ();\r
+#endif\r
+\r
+//NewGame ();\r
+//GameLoop ();\r
+\r
+ DemoLoop();\r
+ Quit("Demo loop exited???");\r
+}\r