]> 4ch.mooo.com Git - 16.git/blobdiff - src/lib/hb/c6_game.c
[16_ca needs huge amounts of work and I should remember what needs to be done soon...
[16.git] / src / lib / hb / c6_game.c
diff --git a/src/lib/hb/c6_game.c b/src/lib/hb/c6_game.c
new file mode 100755 (executable)
index 0000000..d31a047
--- /dev/null
@@ -0,0 +1,1599 @@
+/* Catacomb Apocalypse 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_GAME.C\r
+\r
+#include <stdlib.h>\r
+\r
+#include "DEF.H"\r
+#include "gelib.h"\r
+#pragma hdrstop\r
+\r
+#ifdef PROFILE\r
+#include "TIME.H"\r
+#endif\r
+\r
+\r
+/*\r
+=============================================================================\r
+\r
+                                                LOCAL CONSTANTS\r
+\r
+=============================================================================\r
+*/\r
+\r
+#define NUMLUMPS                               45\r
+\r
+#define EYESTALKLUMP                   0\r
+#define BLOBLUMP                               1\r
+#define BOLTLUMP                               2\r
+#define NUKELUMP                               3\r
+#define POTIONLUMP                     4\r
+#define RKEYLUMP                               5\r
+#define YKEYLUMP                               6\r
+#define GKEYLUMP                               7\r
+#define BKEYLUMP                               8\r
+#define RGEMLUMP                               9\r
+#define GGEMLUMP                               10\r
+#define BGEMLUMP                               11\r
+#define YGEMLUMP                               12\r
+#define PGEMLUMP                               13\r
+#define CHESTLUMP                              14\r
+#define PLAYERLUMP                     15\r
+#define FTIMELUMP                              16\r
+#define PORTALLUMP                     17\r
+#define COLUMN1LUMP                    18\r
+#define FIREPOTLUMP                    19\r
+#define COLUMN2LUMP                    20\r
+#define EYELUMP                                21\r
+#define FUTUREMAGELUMP         22\r
+#define FORCEFIELDLUMP         23\r
+#define ROBOTANKLUMP                   24\r
+#define RAMBONELUMP                    25\r
+#define STOMPYLUMP                     26\r
+#define TROLLLUMP                              27\r
+#define WIZARDLUMP                     28\r
+#define HEADLUMP                               29\r
+#define INVISDUDELUMP          30\r
+#define BUGLUMP                                31\r
+#define CYBORGLUMP                     32\r
+#define WATERCHESTLUMP         33\r
+#define GRELLUMP                               34\r
+#define RAYLUMP                                35\r
+#define COLUMN3LUMP                    36\r
+#define OLDCHESTLUMP                   37\r
+#define OLDFIREPOTLUMP         38\r
+#define COLUMN4LUMP                    39\r
+#define TOMB1LUMP                              40\r
+#define TOMB2LUMP                              41\r
+#define DEMONLUMP                              42\r
+#define COLUMN5LUMP                    43\r
+\r
+int     lumpstart[NUMLUMPS] = {\r
+EYESTALK_LUMP_START,\r
+BLOB_LUMP_START,\r
+BOLT_LUMP_START,\r
+NUKE_LUMP_START,\r
+POTION_LUMP_START,\r
+RKEY_LUMP_START,\r
+YKEY_LUMP_START,\r
+GKEY_LUMP_START,\r
+BKEY_LUMP_START,\r
+RGEM_LUMP_START,\r
+GGEM_LUMP_START,\r
+BGEM_LUMP_START,\r
+YGEM_LUMP_START,\r
+PGEM_LUMP_START,\r
+CHEST_LUMP_START,\r
+PLAYER_LUMP_START,\r
+TIME_LUMP_START,\r
+PORTAL_LUMP_START,\r
+COLUMN1_LUMP_START,\r
+FFIREPOT_LUMP_START,\r
+COLUMN2_LUMP_START,\r
+EYE_LUMP_START,\r
+FUTUREMAGE_LUMP_START,\r
+FORCEFIELD_LUMP_START,\r
+ROBOTANK_LUMP_START,\r
+RAMBONE_LUMP_START,\r
+STOMPY_LUMP_START,\r
+TROLL_LUMP_START,\r
+WIZARD_LUMP_START,\r
+HEAD_LUMP_START,\r
+INVISDUDE_LUMP_START,\r
+BUG_LUMP_START,\r
+CYBORG_LUMP_START,\r
+O_WATER_CHEST_LUMP_START,\r
+GREL_LUMP_START,\r
+RAY_LUMP_START,\r
+COLUMN3_LUMP_START,\r
+OLD_CHEST_LUMP_START,\r
+OFIREPOT_LUMP_START,\r
+COLUMN4_LUMP_START,\r
+TOMB1_LUMP_START,\r
+TOMB2_LUMP_START,\r
+DEMON_LUMP_START,\r
+COLUMN5_LUMP_START,\r
+};\r
+\r
+\r
+int     lumpend[NUMLUMPS] = {\r
+EYESTALK_LUMP_END,\r
+BLOB_LUMP_END,\r
+BOLT_LUMP_END,\r
+NUKE_LUMP_END,\r
+POTION_LUMP_END,\r
+RKEY_LUMP_END,\r
+YKEY_LUMP_END,\r
+GKEY_LUMP_END,\r
+BKEY_LUMP_END,\r
+RGEM_LUMP_END,\r
+GGEM_LUMP_END,\r
+BGEM_LUMP_END,\r
+YGEM_LUMP_END,\r
+PGEM_LUMP_END,\r
+CHEST_LUMP_END,\r
+PLAYER_LUMP_END,\r
+TIME_LUMP_END,\r
+PORTAL_LUMP_END,\r
+COLUMN1_LUMP_END,\r
+FFIREPOT_LUMP_END,\r
+COLUMN2_LUMP_END,\r
+EYE_LUMP_END,\r
+FUTUREMAGE_LUMP_END,\r
+FORCEFIELD_LUMP_END,\r
+ROBOTANK_LUMP_END,\r
+RAMBONE_LUMP_END,\r
+STOMPY_LUMP_END,\r
+TROLL_LUMP_END,\r
+WIZARD_LUMP_END,\r
+HEAD_LUMP_END,\r
+INVISDUDE_LUMP_END,\r
+BUG_LUMP_END,\r
+CYBORG_LUMP_END,\r
+O_WATER_CHEST_LUMP_END,\r
+GREL_LUMP_END,\r
+RAY_LUMP_END,\r
+COLUMN3_LUMP_END,\r
+OLD_CHEST_LUMP_END,\r
+OFIREPOT_LUMP_END,\r
+COLUMN4_LUMP_END,\r
+TOMB1_LUMP_END,\r
+TOMB2_LUMP_END,\r
+DEMON_LUMP_END,\r
+COLUMN5_LUMP_END,\r
+};\r
+\r
+\r
+\r
+/*\r
+=============================================================================\r
+\r
+                                                GLOBAL VARIABLES\r
+\r
+=============================================================================\r
+*/\r
+\r
+unsigned        latchpics[NUMLATCHPICS];\r
+unsigned        tileoffsets[NUMTILE16];\r
+unsigned        textstarts[27];\r
+\r
+boolean splitscreen=false;\r
+/*\r
+=============================================================================\r
+\r
+                                                LOCAL VARIABLES\r
+\r
+=============================================================================\r
+*/\r
+\r
+boolean lumpneeded[NUMLUMPS];\r
+\r
+\r
+//===========================================================================\r
+\r
+\r
+\r
+/*\r
+==========================\r
+=\r
+= ScanInfoPlane\r
+=\r
+= Spawn all actors and mark down special places\r
+=\r
+==========================\r
+*/\r
+\r
+void ScanInfoPlane (void)\r
+{\r
+       unsigned char hibyte;\r
+       unsigned        x,y,i,j;\r
+       unsigned int tile;\r
+       unsigned        far     *start;\r
+\r
+       InitObjList();                  // start spawning things with a clean slate\r
+\r
+       scolor = gcolor = 0;\r
+       skycolor = &scolor;\r
+       groundcolor = &gcolor;\r
+\r
+\r
+       memset (lumpneeded,0,sizeof(lumpneeded));\r
+\r
+       start = mapsegs[2];\r
+       for (y=0;y<mapheight;y++)\r
+               for (x=0;x<mapwidth;x++)\r
+               {\r
+                       tile = *start++;\r
+                       hibyte = tile >> 8;\r
+                       tile &= 0xff;\r
+\r
+                       switch (hibyte)\r
+                       {\r
+                               char hi;\r
+\r
+                               case 0xFB:\r
+                                       wall_anim_time = tile;\r
+                                       tile = 0;\r
+                                       break;\r
+\r
+                               case 0xfa:                                                              // sky/ground color\r
+                                       x++;\r
+                                       tile = *start++;\r
+                                       hi = tile >> 8;\r
+                                       tile &= 0xff;\r
+                                       switch (hibyte)\r
+                                       {\r
+                                               case 0xfa:                      // sky / ground color\r
+                                                       scolor = ((hi)|(hi<<8));\r
+                                                       gcolor = ((tile)|(tile<<8));\r
+                                                       skycolor = &scolor;\r
+                                                       groundcolor = &gcolor;\r
+                                               break;\r
+\r
+                                       }\r
+                               break;\r
+                       }\r
+\r
+                       if ((!tile) || (hibyte))\r
+                               continue;\r
+\r
+                       switch (tile)\r
+                       {\r
+                       case 1:\r
+                       case 2:\r
+                       case 3:\r
+                       case 4:\r
+                               lumpneeded[PLAYERLUMP] = true;\r
+                               SpawnPlayer(x,y,NORTH+tile-1);\r
+                       break;\r
+\r
+                       case 5:\r
+                       case 6:\r
+                       case 7:\r
+                       case 8:\r
+                       case 9:\r
+                       case 10:\r
+                       case 11:\r
+                               lumpneeded[tile-5+BOLTLUMP] = true;\r
+                               SpawnBonus(x,y,tile-5);\r
+                       break;\r
+\r
+                       case 12:\r
+                               lumpneeded[EYESTALKLUMP] = true;\r
+                               SpawnAquaMan(x, y);\r
+                       break;\r
+\r
+\r
+                       case 13:\r
+                               lumpneeded[BLOBLUMP] = true;\r
+                               SpawnBlob(x, y);\r
+                       break;\r
+\r
+\r
+                       case 14:\r
+                               lumpneeded[BUGLUMP] = true;\r
+                               SpawnBug(x, y);\r
+                       break;\r
+\r
+                       case 15:\r
+                               lumpneeded[CYBORGLUMP] = true;\r
+                               SpawnCyborgDemon(x, y);\r
+                       break;\r
+\r
+                       case 16:\r
+                               lumpneeded[EYELUMP] = true;\r
+                               SpawnShooterEye(x, y);\r
+                       break;\r
+\r
+                       case 17:\r
+                               lumpneeded[FUTUREMAGELUMP] = true;\r
+                               SpawnFutureMage(x, y);\r
+                       break;\r
+\r
+                       case 18:\r
+                               lumpneeded[INVISDUDELUMP] = true;\r
+                               SpawnInvisDude(x, y);\r
+                       break;\r
+\r
+                       case 19:\r
+                               lumpneeded[ROBOTANKLUMP] = true;\r
+                               SpawnRoboTank(x, y);\r
+                       break;\r
+\r
+                       case 20:\r
+                               lumpneeded[RAMBONELUMP] = true;\r
+                               SpawnRamBone(x, y);\r
+                       break;\r
+\r
+                       case 21:\r
+                               lumpneeded[STOMPYLUMP] = true;\r
+                               SpawnStompy(x, y);\r
+                       break;\r
+\r
+                       case 22:\r
+                               lumpneeded[TROLLLUMP] = true;\r
+                               SpawnTroll(x, y);\r
+                       break;\r
+\r
+                       case 23:\r
+                               lumpneeded[WIZARDLUMP] = true;\r
+                               SpawnWizard(x, y);\r
+                       break;\r
+\r
+                       case 24:\r
+                               SpawnBounce(x, y, 0);\r
+                       break;\r
+\r
+                       case 25:\r
+                               SpawnBounce(x, y, 1);\r
+                       break;\r
+\r
+                       case 26:\r
+                               lumpneeded[RKEYLUMP] = lumpneeded[GRELLUMP] = true;\r
+                               SpawnGrelminar (x,y);\r
+                       break;\r
+\r
+                       case 27:\r
+                               lumpneeded[EYELUMP] = true;\r
+                               SpawnRunningEye(x,y);\r
+                       break;\r
+\r
+                       case 28:\r
+                               lumpneeded[RAYLUMP] = true;\r
+                               SpawnRay(x, y);\r
+                       break;\r
+\r
+                       case 29:\r
+                               lumpneeded[HEADLUMP] = true;\r
+                               SpawnEgyptianHead(x, y);\r
+                       break;\r
+\r
+                       case 30:\r
+                               lumpneeded[DEMONLUMP] = true;\r
+                               SpawnDemon(x, y);\r
+                       break;\r
+\r
+                       case 31:\r
+                               lumpneeded[COLUMN5LUMP] = true;\r
+                               SpawnMiscObjects(x, y, 9);\r
+                       break;\r
+\r
+                       case 32:\r
+                               SpawnInvisWallCntroller(x, y);\r
+                       break;\r
+\r
+                       case 33:\r
+                       break;\r
+\r
+                       case 34:\r
+                       break;\r
+\r
+                       case 35:\r
+                       break;\r
+\r
+                       case 36:\r
+                               lumpneeded[COLUMN1LUMP] = true;\r
+                               SpawnMiscObjects(x, y, 1);\r
+                       break;\r
+\r
+                       case 37:\r
+                               lumpneeded[FIREPOTLUMP] = true;\r
+                               SpawnMiscObjects(x, y, 4);\r
+                       break;\r
+\r
+                       case 38:\r
+                               lumpneeded[PORTALLUMP] = true;\r
+                               SpawnWarp(x, y);\r
+                       break;\r
+\r
+                       case 39:\r
+                               lumpneeded[FTIMELUMP] = true;\r
+                               SpawnFTime(x,y);\r
+                       break;\r
+\r
+\r
+                       case 40:\r
+                       case 41:\r
+                       case 42:\r
+                       case 43:\r
+                       case 44:\r
+                               lumpneeded[tile-40+RGEMLUMP] = true;\r
+                               SpawnBonus(x,y,tile-40+B_RGEM);\r
+                       break;\r
+\r
+                       case 45:\r
+                               lumpneeded[COLUMN2LUMP] = true;\r
+                               SpawnMiscObjects(x, y, 2);\r
+                       break;\r
+\r
+                       case 46:\r
+                               lumpneeded[COLUMN3LUMP] = true;\r
+                               SpawnMiscObjects(x, y, 3);\r
+                       break;\r
+\r
+                       case 47:\r
+                               lumpneeded[FORCEFIELDLUMP] = true;\r
+                               SpawnForceField(x, y);\r
+                       break;\r
+\r
+                       case 48:\r
+                               lumpneeded[OLDCHESTLUMP] = true;\r
+                               SpawnBonus(x, y, B_OLDCHEST);\r
+                       break;\r
+\r
+                       case 49:        // chest\r
+                               if (gcolor == 0x0101)\r
+                                       lumpneeded[WATERCHESTLUMP] = true;\r
+                               else\r
+                                       lumpneeded[CHESTLUMP] = true;\r
+                               SpawnBonus(x,y,B_CHEST);\r
+                       break;\r
+\r
+                       case 50:\r
+                               lumpneeded[COLUMN4LUMP] = true;\r
+                               SpawnMiscObjects(x, y, 5);\r
+                       break;\r
+\r
+                       case 51:\r
+                               lumpneeded[OLDFIREPOTLUMP] = true;\r
+                               SpawnMiscObjects(x, y, 6);\r
+                       break;\r
+\r
+                       case 52:\r
+                               lumpneeded[TOMB1LUMP] = true;\r
+                               SpawnMiscObjects(x, y, 7);\r
+                       break;\r
+\r
+                       case 53:\r
+                               lumpneeded[TOMB2LUMP] = true;\r
+                               SpawnMiscObjects(x, y, 8);\r
+                       break;\r
+\r
+                       case 54:\r
+                       break;\r
+\r
+                       case 55:\r
+                       break;\r
+\r
+                       case 56:\r
+                       break;\r
+\r
+                       case 57:\r
+                       break;\r
+\r
+                       case 58:\r
+                       break;\r
+\r
+                       case 59:\r
+                       break;\r
+\r
+                       case 60:\r
+                       break;\r
+\r
+                       case 61:\r
+                       break;\r
+\r
+                       case 62:\r
+                       break;\r
+\r
+                       case 63:\r
+                       break;\r
+\r
+                       case 64:\r
+                       break;\r
+\r
+                       case 65:\r
+                       break;\r
+\r
+                       case 66:\r
+                       break;\r
+\r
+                       case 67:\r
+                       break;\r
+\r
+                       case 68:\r
+                       break;\r
+\r
+                       case 69:\r
+                       break;\r
+\r
+                       case 70:\r
+                       break;\r
+\r
+                       case 71:\r
+                       break;\r
+\r
+                       }\r
+               }\r
+\r
+}\r
+\r
+//==========================================================================\r
+\r
+/*\r
+==================\r
+=\r
+= ScanText\r
+=\r
+==================\r
+*/\r
+\r
+void ScanText (void)\r
+{\r
+       int     i;\r
+       char far *text;\r
+\r
+       text = (char _seg *)grsegs[LEVEL1TEXT+mapon];\r
+\r
+       textstarts[0] = 0;\r
+\r
+       for (i=1;i<=26;i++)\r
+       {\r
+               while (*text != '\n')\r
+               {\r
+                       if (*text == '\r')\r
+                               *text = 0;\r
+                       text++;\r
+               }\r
+               text++;\r
+               textstarts[i] = FP_OFF(text);\r
+       }\r
+\r
+}\r
+\r
+//==========================================================================\r
+\r
+/*\r
+==================\r
+=\r
+= DrawEnterScreen\r
+=\r
+==================\r
+*/\r
+#if 0\r
+static  char    *levelnames[] =\r
+                               {\r
+                                       "Programmers Test Map",\r
+                                       "The Garden of Tears",\r
+                                       "The Den of Zombies",\r
+                                       "The Mausoleum Grounds",\r
+                                       "The Main Floor of the Mausoleum",\r
+                                       "Mike's Blastable Passage",\r
+                                       "The Crypt of Nemesis the Undead",\r
+                                       "The Subterranean Vault",\r
+                                       "The Ancient Aqueduct",\r
+                                       "The Orc Mines",\r
+                                       "The Lair of the Troll",\r
+                                       "The Demon's Inferno",\r
+                                       "The Battleground of the Titans",\r
+                                       "The Coven of Mages",\r
+                                       "The Inner Sanctum",\r
+                                       "The Haunt of Nemesis",\r
+                                       "The Passage to the Surface",\r
+                                       "Big Jim's Domain",\r
+                                       "Nolan",\r
+                                       "19",\r
+                                       "20",\r
+                                       "21",\r
+                                       "22",\r
+                                       "23",\r
+                                       "24",\r
+                                       "25",\r
+                                       "26",\r
+                                       "27",\r
+                                       "28",\r
+                                       "29",\r
+                                       "30",\r
+                                       "31",\r
+                                       "32",\r
+                                       "33",\r
+                                       "34",\r
+                                       "35",\r
+                                       "36",\r
+                                       "37",\r
+                                       "38",\r
+                                       "39",\r
+                               };\r
+#endif\r
+\r
+void DrawEnterScreen ()\r
+{\r
+       int width;\r
+\r
+       bufferofs = displayofs = screenloc[screenpage];\r
+       VW_Bar(0,0,VIEWWIDTH,VIEWHEIGHT,0);\r
+\r
+//     width = strlen(levelnames[gamestate.mapon]);\r
+       width = strlen("A new challenge awaits you.");\r
+       if (width < 20)\r
+               width = 20;\r
+       CenterWindow(width,3);\r
+       US_CPrint("\nA new challenge awaits you.\n");\r
+//     US_CPrint(levelnames[gamestate.mapon]);\r
+}\r
+\r
+//==========================================================================\r
+\r
+boolean tileneeded[NUMFLOORS];\r
+\r
+\r
+/*\r
+==================\r
+=\r
+= CacheScaleds\r
+=\r
+==================\r
+*/\r
+\r
+void CacheScaleds (void)\r
+{\r
+       int     i,j;\r
+       unsigned        source,dest;\r
+\r
+       FreeUpMemory ();\r
+       CA_CacheGrChunk(LEVEL1TEXT+mapon);\r
+       ScanText ();\r
+\r
+//\r
+// make sure we are displaying screenpage 0\r
+//\r
+       if (screenpage)\r
+       {\r
+               source = screenloc[screenpage];\r
+               dest = screenloc[0];\r
+               VW_ScreenToScreen (source,dest,40,VIEWHEIGHT);\r
+               screenpage = 0;\r
+               VW_SetScreen (dest,0);\r
+               displayofs = dest;\r
+       }\r
+\r
+//\r
+// cache wall pictures\r
+//\r
+       for (i=1;i<NUMFLOORS;i++)\r
+               if (tileneeded[i])\r
+               {\r
+                       SetupScaleWall (walllight1[i]);\r
+                       SetupScaleWall (walldark1[i]);\r
+               }\r
+\r
+//\r
+// cache the actor pictures\r
+//\r
+       for (i=0;i<NUMLUMPS;i++)\r
+               if (lumpneeded[i])\r
+                       for (j=lumpstart[i];j<=lumpend[i];j++)\r
+                               SetupScalePic(j);\r
+\r
+       source = screenloc[0];\r
+       for (i=1;i<=2;i++)\r
+       {\r
+               dest = screenloc[i];\r
+               VW_ScreenToScreen (source,dest,40,VIEWHEIGHT);\r
+       }\r
+\r
+       screenpage = 1;\r
+}\r
+\r
+//==========================================================================\r
+\r
+\r
+/*\r
+==================\r
+=\r
+= SetupGameLevel\r
+=\r
+==================\r
+*/\r
+\r
+void SetupGameLevel ()\r
+{\r
+       int     x,y,i,loop;\r
+       unsigned        far *map,tile,far *spotptr,spot;\r
+       unsigned                search_tile;\r
+       boolean         exploding_walls_present = false;\r
+\r
+       memset (tileneeded,0,sizeof(tileneeded));\r
+//\r
+// randomize if not a demo\r
+//\r
+#if 0\r
+       if (DemoMode)\r
+       {\r
+               US_InitRndT(false);\r
+               gamestate.difficulty = gd_Normal;\r
+       }\r
+       else\r
+#endif\r
+               US_InitRndT(true);\r
+\r
+//\r
+// load the level\r
+//\r
+       CA_CacheMap (gamestate.mapon);\r
+\r
+       mapwidth = mapheaderseg[mapon]->width;\r
+       mapheight = mapheaderseg[mapon]->height;\r
+\r
+//\r
+// make a lookup table for the maps left edge\r
+//\r
+       spot = 0;\r
+       for (y=0;y<mapheight;y++)\r
+       {\r
+         farmapylookup[y] = spot;\r
+         spot += mapwidth;\r
+       }\r
+\r
+\r
+//\r
+// copy the wall data to a data segment array\r
+//\r
+       memset (tilemap,0,sizeof(tilemap));\r
+       memset (actorat,0,sizeof(actorat));\r
+       map = mapsegs[0];\r
+       spotptr = mapsegs[2];\r
+       for (y=0;y<mapheight;y++)\r
+               for (x=0;x<mapwidth;x++)\r
+               {\r
+                       tile = *map++;\r
+\r
+                       if (((*spotptr)>>8) == EXP_WALL_CODE)\r
+                       {\r
+                               exploding_walls_present = true;\r
+                       }\r
+\r
+                       if (tile<NUMFLOORS)\r
+                       {\r
+#if 0\r
+                               if (tile == WALL_SKELETON_CODE)\r
+                               {\r
+                                       tileneeded[tile+1] = tileneeded[tile+2] = true;\r
+                                       tilemap[x][y] = tile;\r
+                               }\r
+#endif\r
+                               if ((tile == 66) || (tile == 67) || (tile == 68) || (tile == 69))\r
+                               {\r
+                                       if ((tile == 66) || (tile == 67))\r
+                                               tileneeded[tile+2] = true;\r
+                                       tileneeded[21] = tileneeded[tile] = true;\r
+                                       tilemap[x][y] = tile;\r
+                               }\r
+                               else\r
+                               if (tile != INVISIBLEWALL)\r
+                               {\r
+                                       tileneeded[tile] = true;\r
+                                       tilemap[x][y] = tile;\r
+                                       if (ANIM_FLAGS(tile))\r
+                                       {\r
+                                               search_tile = tile+(char signed)ANIM_FLAGS(tile);\r
+\r
+                                               if (!tileneeded[search_tile])\r
+                                                       while (search_tile != tile)\r
+                                                       {\r
+                                                               tileneeded[search_tile] = true;\r
+                                                               if (ANIM_FLAGS(search_tile))\r
+                                                                       search_tile += (char signed)ANIM_FLAGS(search_tile);\r
+                                                               else\r
+                                                                       TrashProg("Unending Tile Animation!");\r
+                                                       }\r
+                                       }\r
+\r
+                               }\r
+                               if (tile>0)\r
+                                       (unsigned)actorat[x][y] = tile;\r
+                       }\r
+                       spotptr++;\r
+               }\r
+\r
+\r
+       //\r
+       // Mark any gfx chunks needed\r
+       //\r
+\r
+//      CA_MarkGrChunk(NORTHICONSPR);\r
+//      CA_CacheMarks(NULL);\r
+\r
+\r
+//\r
+// decide which graphics are needed and spawn actors\r
+//\r
+       head_base_delay = 0;  // (1*60) + random(1*60);\r
+       ScanInfoPlane ();\r
+       _fmemset(wall_anim_pos,0,sizeof(wall_anim_pos));\r
+\r
+\r
+//\r
+// mark which exploding walls are needed ---- the check for floor color\r
+// is preformed in ScanInfoPlane.\r
+//\r
+\r
+       if (exploding_walls_present)\r
+       {\r
+                               extern unsigned gnd_colors[];\r
+\r
+                               if (gcolor == 0x0101)\r
+                                       tileneeded[WATEREXP] = tileneeded[WATEREXP+1] = tileneeded[WATEREXP+2] = true;\r
+                               else\r
+                                       tileneeded[WALLEXP] = tileneeded[WALLEXP+1] = tileneeded[WALLEXP+2] = true;\r
+\r
+       }\r
+\r
+\r
+//\r
+// have the caching manager load and purge stuff to make sure all marks\r
+// are in memory\r
+//\r
+       CA_LoadAllSounds ();\r
+}\r
+\r
+//==========================================================================\r
+\r
+/*\r
+=====================\r
+=\r
+= LatchDrawPic\r
+=\r
+=====================\r
+*/\r
+\r
+void LatchDrawPic (unsigned x, unsigned y, unsigned picnum)\r
+{\r
+       unsigned height, source, dest;\r
+       unsigned wide;\r
+\r
+       wide = pictable[picnum-STARTPICS].width;\r
+       height = pictable[picnum-STARTPICS].height;\r
+       dest = bufferofs + ylookup[y]+x;\r
+       source = latchpics[picnum-FIRSTLATCHPIC];\r
+\r
+       EGAWRITEMODE(1);\r
+       EGAMAPMASK(15);\r
+\r
+asm     mov     bx,[linewidth]\r
+asm     sub     bx,[wide]\r
+\r
+asm     mov     ax,[screenseg]\r
+asm     mov     es,ax\r
+asm     mov     ds,ax\r
+\r
+asm     mov     si,[source]\r
+asm     mov     di,[dest]\r
+asm     mov     dx,[height]                             // scan lines to draw\r
+asm     mov     ax,[wide]\r
+\r
+lineloop:\r
+asm     mov     cx,ax\r
+asm     rep     movsb\r
+asm     add     di,bx\r
+\r
+asm     dec     dx\r
+asm     jnz     lineloop\r
+\r
+asm     mov     ax,ss\r
+asm     mov     ds,ax                                   // restore turbo's data segment\r
+\r
+       EGAWRITEMODE(0);\r
+}\r
+\r
+#if USE_STRIPS\r
+\r
+//--------------------------------------------------------------------------\r
+// LatchDrawPicStrip() - srcoff is distance into source file (in PIXELS!)\r
+//--------------------------------------------------------------------------\r
+void LatchDrawPicStrip (unsigned x, unsigned y, unsigned picnum, unsigned srcoff)\r
+{\r
+       unsigned wide, height, source, dest, shift, srcmod;\r
+\r
+       shift = (srcoff & 7) >> 1;\r
+       srcoff >>= 3;\r
+       wide = pictable[picnum-STARTPICS].width;\r
+       srcmod = wide - linewidth + (shift != 3);\r
+       if (wide > linewidth)\r
+               wide = linewidth;\r
+       height = pictable[picnum-STARTPICS].height;\r
+       dest = bufferofs + ylookup[y]+x;\r
+\r
+       picnum = ((picnum - (FIRSTSTRIPPIC+1)) >> 2) + (shift);\r
+       source = latchpics[(FIRSTSTRIPPIC-FIRSTLATCHPIC+1)+picnum];\r
+\r
+       EGAWRITEMODE(1);\r
+       EGAMAPMASK(15);\r
+\r
+asm     mov     bx,[linewidth]\r
+asm     sub     bx,[wide]\r
+\r
+asm     mov     ax,[screenseg]\r
+asm     mov     es,ax\r
+asm     mov     ds,ax\r
+\r
+asm     mov     si,[source]\r
+asm      add            si,[srcoff]\r
+asm     mov     di,[dest]\r
+asm     mov     dx,[height]                             // scan lines to draw\r
+asm     mov     ax,[wide]\r
+\r
+lineloop:\r
+asm     mov     cx,ax\r
+asm     rep     movsb\r
+asm     add     di,bx\r
+asm      add     si,[srcmod]\r
+\r
+asm     dec     dx\r
+asm     jnz     lineloop\r
+\r
+asm     mov     ax,ss\r
+asm     mov     ds,ax                                   // restore turbo's data segment\r
+\r
+       EGAWRITEMODE(0);\r
+}\r
+\r
+#endif\r
+\r
+\r
+//==========================================================================\r
+\r
+/*\r
+=====================\r
+=\r
+= Victory\r
+=\r
+=====================\r
+*/\r
+\r
+void Victory (boolean playsounds)\r
+{\r
+       struct Shape shape;\r
+\r
+       if (playsounds)\r
+       {\r
+               SD_PlaySound (GETBOLTSND);\r
+               SD_WaitSoundDone ();\r
+               SD_PlaySound (GETNUKESND);\r
+               SD_WaitSoundDone ();\r
+               SD_PlaySound (GETPOTIONSND);\r
+               SD_WaitSoundDone ();\r
+               SD_PlaySound (GETKEYSND);\r
+               SD_WaitSoundDone ();\r
+//             SD_PlaySound (GETSCROLLSND);\r
+//             SD_WaitSoundDone ();\r
+               SD_PlaySound (GETPOINTSSND);\r
+       }\r
+\r
+       FreeUpMemory();\r
+\r
+       if (!screenfaded)\r
+               VW_FadeOut();\r
+\r
+       NormalScreen ();\r
+\r
+       screenpage = bufferofs = 0;\r
+\r
+       CA_CacheGrChunk (FINALEPIC);\r
+       UNMARKGRCHUNK(FINALEPIC);\r
+       VW_DrawPic(0, 0, FINALEPIC);\r
+\r
+       VW_FadeIn();\r
+\r
+}\r
+\r
+//==========================================================================\r
+\r
+#if 0\r
+/*\r
+===================\r
+=\r
+= Died\r
+=\r
+===================\r
+*/\r
+\r
+void Died (void)\r
+{\r
+       unsigned page1,page2;\r
+//\r
+// fizzle fade screen to grey\r
+//\r
+       FreeUpMemory ();\r
+       SD_PlaySound (GAMEOVERSND);\r
+       bufferofs = screenloc[(screenpage+1)%3];\r
+       DisplayMsg("Though fallen, your Spirit ...",NULL);\r
+//      LatchDrawPic(0,0,DEADPIC);\r
+//      FizzleFade(bufferofs,displayofs,VIEWWIDTH,VIEWHEIGHT,false);\r
+       IN_ClearKeysDown();\r
+       while (!Keyboard[sc_Enter]);\r
+//      IN_Ack();\r
+       VW_SetScreen (bufferofs,0);\r
+       VW_ColorBorder(0);\r
+}\r
+#endif\r
+\r
+//==========================================================================\r
+\r
+/*\r
+===================\r
+=\r
+= NormalScreen\r
+=\r
+===================\r
+*/\r
+\r
+void NormalScreen (void)\r
+{\r
+        VW_SetSplitScreen (200);\r
+        bufferofs = displayofs = SCREEN1START;\r
+        VW_Bar(0,0,320,200,0);\r
+        bufferofs = SCREEN2START;\r
+        VW_Bar(0,0,320,200,0);\r
+        VW_SetScreen (displayofs,0);\r
+        splitscreen = false;\r
+}\r
+\r
+//==========================================================================\r
+\r
+/*\r
+===================\r
+=\r
+= DrawPlayScreen\r
+=\r
+===================\r
+*/\r
+\r
+void DrawPlayScreen (void)\r
+{\r
+       int     i,j,p,m;\r
+\r
+       screenpage = 0;\r
+\r
+       bufferofs = 0;\r
+       VW_Bar (0,0,320,STATUSLINES,0);\r
+       for (i=0;i<3;i++)\r
+       {\r
+               bufferofs = screenloc[i];\r
+               VW_Bar (0,0,320,VIEWHEIGHT,0);\r
+       }\r
+\r
+       splitscreen = true;\r
+       VW_SetSplitScreen(120);\r
+       VW_SetScreen(screenloc[0],0);\r
+\r
+       CA_CacheGrChunk (STATUSPIC);\r
+\r
+       bufferofs = 0;\r
+       VW_DrawPic (0,0,STATUSPIC);\r
+\r
+       grneeded[STATUSPIC] &= ~ca_levelbit;\r
+       MM_SetPurge(&grsegs[STATUSPIC],3);\r
+\r
+//     RedrawStatusWindow ();\r
+       bufferofs = displayofs = screenloc[0];\r
+}\r
+\r
+\r
+//==========================================================================\r
+\r
+/*\r
+===================\r
+=\r
+= LoadLatchMem\r
+=\r
+===================\r
+*/\r
+\r
+unsigned latchmemavail;\r
+\r
+void LoadLatchMem (void)\r
+{\r
+       static unsigned base_destoff=0;\r
+       static int base_numpics=0;\r
+       int     i,j,p,m,numpics;\r
+       byte    far *src, far *dest;\r
+       unsigned        destoff;\r
+\r
+       EGAWRITEMODE(0);\r
+\r
+//\r
+// draw some pics into latch memory\r
+//\r
+\r
+  if (!base_numpics)\r
+  {\r
+\r
+//\r
+// tile 8s\r
+//\r
+       latchpics[0] = freelatch;\r
+       src = (byte _seg *)grsegs[STARTTILE8];\r
+       dest = MK_FP(0xa000,freelatch);\r
+\r
+       for (i=0;i<NUMTILE8;i++)\r
+       {\r
+               for (p=0;p<4;p++)\r
+               {\r
+                       m = 1<<p;\r
+                       asm     mov     dx,SC_INDEX\r
+                       asm     mov     al,SC_MAPMASK\r
+                       asm     mov     ah,[BYTE PTR m]\r
+                       asm     out     dx,ax\r
+                       for (j=0;j<8;j++)\r
+                               *(dest+j)=*src++;\r
+               }\r
+               dest+=8;\r
+       }\r
+\r
+//\r
+// tile 16s\r
+//\r
+       src = (byte _seg *)grsegs[STARTTILE16];\r
+\r
+       for (i=0;i<NUMTILE16;i++)\r
+       {\r
+               CA_CacheGrChunk (STARTTILE16+i);\r
+               src = (byte _seg *)grsegs[STARTTILE16+i];\r
+               if (src)\r
+               {\r
+                       tileoffsets[i] = FP_OFF(dest);\r
+                       for (p=0;p<4;p++)\r
+                       {\r
+                               m = 1<<p;\r
+                               asm     mov     dx,SC_INDEX\r
+                               asm     mov     al,SC_MAPMASK\r
+                               asm     mov     ah,[BYTE PTR m]\r
+                               asm     out     dx,ax\r
+                               for (j=0;j<32;j++)\r
+                                       *(dest+j)=*src++;\r
+                       }\r
+                       dest+=32;\r
+                       MM_FreePtr (&grsegs[STARTTILE16+i]);\r
+                       UNMARKGRCHUNK(STARTTILE16+i);\r
+               }\r
+               else\r
+                       tileoffsets[i] = 0;\r
+       }\r
+\r
+\r
+//\r
+// pics\r
+//\r
+       numpics=1;\r
+       destoff = FP_OFF(dest);\r
+       for (i=FIRSTLATCHPIC+1;i<FIRSTGROUNDPIC;i++)\r
+       {\r
+               latchpics[numpics++] = destoff;\r
+               CA_CacheGrChunk (i);\r
+               j = pictable[i-STARTPICS].width * pictable[i-STARTPICS].height;\r
+               VW_MemToScreen (grsegs[i],destoff,j,1);\r
+               destoff+=j;\r
+               MM_FreePtr (&grsegs[i]);\r
+               UNMARKGRCHUNK(i);\r
+       }\r
+\r
+       base_numpics = numpics;\r
+       base_destoff = destoff;\r
+\r
+  }\r
+\r
+       numpics = base_numpics;\r
+       destoff = base_destoff;\r
+\r
+#if USE_STRIPS\r
+//\r
+// ground pics\r
+//\r
+       numpics++;\r
+       for (i=FIRSTGROUNDPIC+1;i<FIRSTSTRIPPIC;i++)\r
+       {\r
+               int shape = (*groundcolor & 0xf0) - 16;\r
+\r
+       // Is current shape needed?\r
+       //\r
+               if (shape != (i-(FIRSTGROUNDPIC+1)))\r
+               {\r
+                       numpics++;\r
+                       continue;\r
+               }\r
+\r
+               latchpics[numpics++] = destoff;\r
+               CA_CacheGrChunk (i);\r
+               j = pictable[i-STARTPICS].width * pictable[i-STARTPICS].height;\r
+               VW_MemToScreen (grsegs[i],destoff,j,1);\r
+               destoff+=j;\r
+               MM_FreePtr (&grsegs[i]);\r
+               UNMARKGRCHUNK(i);\r
+       }\r
+\r
+\r
+//\r
+// 'parallax' strips - used in place of a sky color\r
+//\r
+// Under current setup, each strip takes about 7k in latch memory.\r
+// To create 2 pixel scrolling, 4 strips are needed, that's 28k of\r
+// latch memory needed to produce this effect.\r
+//\r
+       numpics++;\r
+       for (i=FIRSTSTRIPPIC+1;i<FIRSTSCALEPIC;i++)\r
+       {\r
+               memptr work;\r
+               unsigned workdest,stripsize,planesize;\r
+               short loop,pic=i-STARTPICS;\r
+               int shape = (*skycolor & 0xf0) - 16;\r
+\r
+       // Is current shape needed?\r
+       //\r
+               if (shape != (i-(FIRSTSTRIPPIC+1)))\r
+               {\r
+                       numpics++;\r
+                       continue;\r
+               }\r
+\r
+       // CAL_ShiftSprite() works with the SRC and DST in the same\r
+       // segment. So we must allocate memory for two strips, and\r
+       // move the base strip into that segment. Then we can use the\r
+       // 2nd half of that memory for each shifted strip.\r
+       //\r
+               CA_CacheGrChunk (i);\r
+               planesize = (pictable[pic].width+1) * pictable[pic].height;\r
+               stripsize = planesize * 4;\r
+//             MM_GetPtr(&work,(stripsize*2)+0000);\r
+               MM_GetPtr(&work,65536);\r
+               movedata((unsigned)grsegs[i],0,(unsigned)work,0,stripsize);\r
+               workdest = 32768; //(stripsize+15) & 0xFFF0;\r
+\r
+       // Free base strip\r
+       //\r
+               MM_FreePtr (&grsegs[i]);\r
+               UNMARKGRCHUNK(i);\r
+\r
+       // Create three shifted strips and move 'em to latch!\r
+       //\r
+               for (loop=3; loop; loop--)\r
+               {\r
+               // Produce current shift for this strip\r
+               //\r
+                       latchpics[numpics++] = destoff;\r
+                       CAL_ShiftSprite ((unsigned)work,0,workdest,pictable[pic].width,\r
+                                                                 pictable[pic].height,loop*2,false);\r
+\r
+               // Copy this shift to latch memory\r
+               //\r
+                       VW_MemToScreen ((memptr)((unsigned)work+(workdest>>4)),destoff,planesize,1);\r
+                       destoff+=planesize;\r
+               }\r
+\r
+       // Copy unshifted strip to latch\r
+       //\r
+               latchpics[numpics++] = destoff;\r
+               planesize = pictable[pic].width * pictable[pic].height;\r
+               VW_MemToScreen (work,destoff,planesize,1);\r
+               destoff+=planesize;\r
+\r
+       // Free work buffer\r
+       //\r
+               MM_FreePtr(&work);\r
+       }\r
+#endif\r
+\r
+// Keep track of how much latch memory we have...\r
+//\r
+       latchmemavail = 65535-destoff;\r
+\r
+       EGAMAPMASK(15);\r
+}\r
+\r
+//==========================================================================\r
+\r
+/*\r
+===================\r
+=\r
+= FizzleOut\r
+=\r
+===================\r
+*/\r
+\r
+void FizzleOut (int showlevel)\r
+{\r
+       unsigned page1,page2;\r
+//\r
+// fizzle fade screen to grey\r
+//\r
+       bufferofs = screenloc[(screenpage+1)%3];\r
+       if (showlevel)\r
+               DrawEnterScreen ();\r
+       FizzleFade(bufferofs,displayofs,VIEWWIDTH,VIEWHEIGHT,false);\r
+}\r
+\r
+//==========================================================================\r
+\r
+/*\r
+====================\r
+=\r
+= FreeUpMemory\r
+=\r
+====================\r
+*/\r
+\r
+void FreeUpMemory (void)\r
+{\r
+       int     i;\r
+\r
+       for (i=0;i<NUMSCALEPICS;i++)\r
+               if (shapedirectory[i])\r
+                       MM_SetPurge (&(memptr)shapedirectory[i],3);\r
+\r
+       for (i=0;i<NUMSCALEWALLS;i++)\r
+               if (walldirectory[i])\r
+                       MM_SetPurge (&(memptr)walldirectory[i],3);\r
+}\r
+\r
+//==========================================================================\r
+\r
+#if 0\r
+\r
+/*\r
+==================\r
+=\r
+= DrawHighScores\r
+=\r
+==================\r
+*/\r
+\r
+void    DrawHighScores(void)\r
+{\r
+       char            buffer[16],*str;\r
+       word            i,j,\r
+                               w,h,\r
+                               x,y;\r
+       HighScore       *s;\r
+\r
+\r
+       CA_CacheGrChunk (HIGHSCORESPIC);\r
+       VWB_DrawPic (0,0,HIGHSCORESPIC);\r
+       MM_SetPurge (&grsegs[HIGHSCORESPIC],3);\r
+       UNMARKGRCHUNK(HIGHSCORESPIC);\r
+\r
+       for (i = 0,s = Scores;i < MaxScores;i++,s++)\r
+       {\r
+               PrintY = 68 + (16 * i);\r
+\r
+               //\r
+               // name\r
+               //\r
+               PrintX = 60;\r
+               US_Print(s->name);\r
+\r
+               //\r
+               // level\r
+               //\r
+               ultoa(s->completed,buffer,10);\r
+               for (str = buffer;*str;str++)\r
+                       *str = *str + (129 - '0');      // Used fixed-width numbers (129...)\r
+               USL_MeasureString(buffer,&w,&h);\r
+               PrintX = (25 * 8) - 8 - w;\r
+               US_Print(buffer);\r
+\r
+               //\r
+               // score\r
+               //\r
+               ultoa(s->score,buffer,10);\r
+               for (str = buffer;*str;str++)\r
+                       *str = *str + (129 - '0');      // Used fixed-width numbers (129...)\r
+               USL_MeasureString(buffer,&w,&h);\r
+               PrintX = (34 * 8) - 8 - w;\r
+               US_Print(buffer);\r
+       }\r
+\r
+       fontcolor = F_BLACK;\r
+}\r
+\r
+\r
+\r
+/*\r
+=======================\r
+=\r
+= CheckHighScore\r
+=\r
+=======================\r
+*/\r
+\r
+void    CheckHighScore (long score,word other)\r
+{\r
+       word            i,j;\r
+       int                     n;\r
+       HighScore       myscore;\r
+\r
+       strcpy(myscore.name,"");\r
+       myscore.score = score;\r
+       myscore.completed = other;\r
+\r
+       for (i = 0,n = -1;i < MaxScores;i++)\r
+       {\r
+               if\r
+               (\r
+                       (myscore.score > Scores[i].score)\r
+               ||      (\r
+                               (myscore.score == Scores[i].score)\r
+                       &&      (myscore.completed > Scores[i].completed)\r
+                       )\r
+               )\r
+               {\r
+                       for (j = MaxScores;--j > i;)\r
+                               Scores[j] = Scores[j - 1];\r
+                       Scores[i] = myscore;\r
+                       n = i;\r
+                       HighScoresDirty = true;\r
+                       break;\r
+               }\r
+       }\r
+\r
+       if (n != -1)\r
+       {\r
+       //\r
+       // got a high score\r
+       //\r
+               DrawHighScores ();\r
+               PrintY = 68 + (16 * n);\r
+               PrintX = 60;\r
+               US_LineInput(PrintX,PrintY,Scores[n].name,nil,true,MaxHighName,100);\r
+       }\r
+}\r
+\r
+#endif\r
+\r
+\r
+//==========================================================================\r
+\r
+/*\r
+===================\r
+=\r
+= GameLoop\r
+=\r
+===================\r
+*/\r
+\r
+void GameLoop (void)\r
+{\r
+       boolean wait = false;\r
+       int i,xl,yl,xh,yh;\r
+       char num[20];\r
+#ifdef PROFILE\r
+       clock_t start,end;\r
+#endif\r
+\r
+       DrawPlayScreen ();\r
+       IN_ClearKeysDown();\r
+\r
+restart:\r
+       if (!loadedgame)\r
+       {\r
+               gamestate.difficulty = restartgame;\r
+               restartgame = gd_Continue;\r
+               DrawEnterScreen ();\r
+               if (gamestate.mapon != 8)\r
+                       fizzlein = true;\r
+               wait = true;\r
+       }\r
+\r
+       do\r
+       {\r
+               playstate = gd_Continue;\r
+               if (!loadedgame)\r
+                       SetupGameLevel ();\r
+               else\r
+                       loadedgame = false;\r
+\r
+               FreeUpMemory();\r
+               LoadLatchMem();\r
+               CacheScaleds ();\r
+\r
+               if (EASYMODEON)\r
+                       DisplaySMsg("*** NOVICE ***", NULL);\r
+               else\r
+                       DisplaySMsg("*** WARRIOR ***", NULL);\r
+\r
+               status_delay = 250;\r
+\r
+               RedrawStatusWindow();\r
+               if (wait)\r
+               {\r
+                       VW_WaitVBL(120);\r
+                       wait = false;\r
+               }\r
+\r
+#ifdef PROFILE\r
+start = clock();\r
+while (start == clock());\r
+start++;\r
+#endif\r
+\r
+               PlayLoop ();\r
+\r
+#ifdef PROFILE\r
+end = clock();\r
+itoa(end-start,str,10);\r
+               Quit (str);\r
+#endif\r
+\r
+\r
+               switch (playstate)\r
+               {\r
+               case ex_abort:\r
+                       FreeUpMemory ();\r
+                       return;\r
+               case ex_resetgame:\r
+                       NewGame();\r
+               case ex_loadedgame:\r
+               case ex_warped:\r
+                       FreeUpMemory();\r
+                       if (playstate != ex_resetgame)\r
+                               DisplayMsg("                                      ", NULL);\r
+                       DisplaySMsg("                  ", NULL);\r
+                       goto restart;\r
+               case ex_victorious:\r
+                       screenpage = 0;\r
+                       bufferofs = 0;\r
+                       status_flag = 0;\r
+                       return;\r
+               }\r
+\r
+       } while (1);\r
+\r
+}\r
+\r
+\r
+#if 0\r
+//\r
+// make wall pictures purgable\r
+//\r
+       for (i=0;i<NUMSCALEWALLS;i++)\r
+               if (walldirectory[i])\r
+                       MM_SetPurge (&(memptr)walldirectory[i],3);\r
+\r
+\r
+//\r
+// cache wall pictures back in\r
+//\r
+       for (i=1;i<NUMFLOORS;i++)\r
+               if (tileneeded[i])\r
+               {\r
+                       SetupScaleWall (walllight1[i]);\r
+                       SetupScaleWall (walllight2[i]);\r
+                       SetupScaleWall (walldark1[i]);\r
+                       SetupScaleWall (walldark2[i]);\r
+               }\r
+#endif\r