+++ /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