]> 4ch.mooo.com Git - 16.git/blobdiff - src/lib/hb/main/c6_main.c
going to start wolf3d core core (loop with input only) work soon. I was mostly brains...
[16.git] / src / lib / hb / main / c6_main.c
diff --git a/src/lib/hb/main/c6_main.c b/src/lib/hb/main/c6_main.c
new file mode 100755 (executable)
index 0000000..9e284ee
--- /dev/null
@@ -0,0 +1,1083 @@
+/* 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_MAIN.C\r
+\r
+#define CATALOG\r
+\r
+#include <time.h>\r
+#include <stdarg.h>\r
+\r
+#include "DEF.H"\r
+#include "GELIB.H"\r
+#pragma hdrstop\r
+#include <dir.h>\r
+\r
+/*\r
+=============================================================================\r
+\r
+                                                LOCAL CONSTANTS\r
+\r
+=============================================================================\r
+*/\r
+\r
+\r
+/*\r
+=============================================================================\r
+\r
+                                                GLOBAL VARIABLES\r
+\r
+=============================================================================\r
+*/\r
+\r
+typedef enum demo_screens {sc_logo,sc_title,sc_credits1,sc_credits2,sc_credits3,sc_credits4,sc_end} demo_screens;\r
+struct Shape   shape,\r
+                                       SdLogoShp,\r
+                                       TitleShp,\r
+                                       CreditBKShp,\r
+                                       Credit1Shp,\r
+                                       Credit2Shp,\r
+                                       Credit3Shp,\r
+                                       Credit4Shp,\r
+                                       Credit5Shp,\r
+                                       Credit6Shp,\r
+                                       Credit7Shp,\r
+                                       Credit8Shp,\r
+                                       Credit9Shp,\r
+                                       Credit10Shp;\r
+\r
+\r
+PresenterInfo MainHelpText;\r
+\r
+GameDiff restartgame;\r
+boolean loadedgame,abortgame,ingame;\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
+char   SlowMode = 0;\r
+int starting_level;\r
+\r
+short NumGames=0;\r
+unsigned Flags=0;\r
+\r
+boolean LoadShapes = true;\r
+boolean EASYMODEON = false;\r
+\r
+void DisplayIntroText(void);\r
+\r
+/*\r
+=============================================================================\r
+\r
+                                                LOCAL VARIABLES\r
+\r
+=============================================================================\r
+*/\r
+\r
+\r
+\r
+//===========================================================================\r
+\r
+#if 0\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
+#endif\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
+       if (!loadedgame)\r
+       {\r
+               memset (&gamestate,0,sizeof(gamestate));\r
+               gamestate.mapon = starting_level;\r
+               gamestate.body = MAXBODY;\r
+       }\r
+\r
+       BGFLAGS = BGF_NOT_LIGHTNING;\r
+       Flags &= FL_CLEAR;\r
+\r
+       boltsleft = bolttimer = 0;\r
+\r
+//     memset (gamestate.levels,-1,sizeof(gamestate.levels));\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
+       // save the sky and ground colors\r
+       if (!CA_FarWrite(file,(void far *)&skycolor,sizeof(skycolor)))\r
+               return(false);\r
+       if (!CA_FarWrite(file,(void far *)&groundcolor,sizeof(groundcolor)))\r
+               return(false);\r
+\r
+       if (!CA_FarWrite(file,(void far *)&FreezeTime,sizeof(FreezeTime)))\r
+               return(false);\r
+\r
+       if (!CA_FarWrite(file,(void far *)&gamestate,sizeof(gamestate)))\r
+               return(false);\r
+\r
+       if (!CA_FarWrite(file,(void far *)&EASYMODEON,sizeof(EASYMODEON)))\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
+=\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
+       screenpage = 0;\r
+       FreeUpMemory();\r
+\r
+       playstate = ex_loadedgame;\r
+       // load the sky and ground colors\r
+       if (!CA_FarRead(file,(void far *)&skycolor,sizeof(skycolor)))\r
+               return(false);\r
+       if (!CA_FarRead(file,(void far *)&groundcolor,sizeof(groundcolor)))\r
+               return(false);\r
+\r
+       if (!CA_FarRead(file,(void far *)&FreezeTime,sizeof(FreezeTime)))\r
+               return(false);\r
+\r
+       if (!CA_FarRead(file,(void far *)&gamestate,sizeof(gamestate)))\r
+               return(false);\r
+\r
+       if (!CA_FarRead(file,(void far *)&EASYMODEON,sizeof(EASYMODEON)))\r
+               return(false);\r
+\r
+       SetupGameLevel ();              // load in and cache the base old level\r
+\r
+       if (!FindFile(Filename,"SAVE GAME",-1))\r
+               Quit("Error: Can't find saved game file!");\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
+                               if (tile != INVISIBLEWALL)\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
+       CA_Startup ();\r
+\r
+       US_Setup ();\r
+\r
+       US_SetLoadSaveHooks(LoadTheGame,SaveTheGame,ResetGame);\r
+\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
+\r
+       CA_MarkGrChunk(NORTHICONSPR);\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
+\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
+#if 0\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
+       MML_UseSpace (segstart,seglength);\r
+#endif\r
+\r
+       VW_SetScreenMode (GRMODE);\r
+       ge_textmode = false;\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
+       short exit_code=0;\r
+       unsigned        finscreen;\r
+\r
+       va_list ap;\r
+\r
+       va_start(ap,error);\r
+\r
+#ifndef CATALOG\r
+       if (!error)\r
+       {\r
+               CA_SetAllPurge ();\r
+               CA_CacheGrChunk (PIRACY);\r
+               finscreen = (unsigned)grsegs[PIRACY];\r
+       }\r
+#endif\r
+\r
+       ShutdownId ();\r
+\r
+       if (error && *error)\r
+       {\r
+               vprintf(error,ap);\r
+               exit_code = 1;\r
+       }\r
+#ifndef CATALOG\r
+       else\r
+       if (!NoWait)\r
+       {\r
+               movedata (finscreen,0,0xb800,0,4000);\r
+               bioskey (0);\r
+       }\r
+#endif\r
+\r
+       va_end(ap);\r
+\r
+#ifndef CATALOG\r
+       if (!error)\r
+       {\r
+               _argc = 2;\r
+               _argv[1] = "LAST.SHL";\r
+               _argv[2] = "ENDSCN.SCN";\r
+               _argv[3] = NULL;\r
+               if (execv("LOADSCN.EXE", _argv) == -1)\r
+               {\r
+                       clrscr();\r
+                       puts("Couldn't find executable LOADSCN.EXE.\n");\r
+                       exit(1);\r
+               }\r
+       }\r
+#endif\r
+\r
+       exit(exit_code);\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
+= DisplayDepartment\r
+=\r
+====================\r
+*/\r
+void DisplayDepartment(char *text)\r
+{\r
+       short temp;\r
+\r
+//     bufferofs = 0;\r
+       PrintY = 5;\r
+       WindowX = 17;\r
+       WindowW = 168;\r
+\r
+       VW_Bar(WindowX,PrintY+1,WindowW,7,0);\r
+       temp = fontcolor;\r
+       fontcolor = 10;\r
+       US_CPrintLine (text);\r
+       fontcolor = temp;\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
+\r
+/////////////////////////////////////////////////////////////////////////////\r
+// main game cycle\r
+/////////////////////////////////////////////////////////////////////////////\r
+\r
+       displayofs = bufferofs = 0;\r
+       VW_Bar (0,0,320,200,0);\r
+       VW_SetScreen(0,0);\r
+\r
+//\r
+// Read in all the graphic images needed for the title sequence\r
+//\r
+               VW_WaitVBL(1);\r
+               IN_ReadControl(0,&control);\r
+\r
+//     set EASYMODE\r
+//\r
+       if (stricmp(_argv[2], "1") == 0)\r
+               EASYMODEON = true;\r
+       else\r
+               EASYMODEON = false;\r
+\r
+// restore game\r
+//\r
+       if (stricmp(_argv[3], "1") == 0)\r
+       {\r
+               VW_FadeOut();\r
+               bufferofs = displayofs = 0;\r
+               VW_Bar(0,0,320,200,0);\r
+               if (GE_LoadGame())\r
+               {\r
+                       loadedgame = true;\r
+                       playstate = ex_loadedgame;\r
+                       Keyboard[sc_Enter] = true;\r
+                       VW_Bar(0,0,320,200,0);\r
+                       ColoredPalette();\r
+               }\r
+               VW_Bar(0,0,320,200,0);\r
+               VW_FadeIn();\r
+       }\r
+\r
+       // Play a game\r
+       //\r
+               restartgame = gd_Normal;\r
+               NewGame();\r
+               GameLoop();\r
+}\r
+\r
+//-------------------------------------------------------------------------\r
+// DisplayIntroText()\r
+//-------------------------------------------------------------------------\r
+void DisplayIntroText()\r
+{\r
+       PresenterInfo pi;\r
+\r
+#ifdef TEXT_PRESENTER\r
+       char *toptext = "You stand before the gate leading into the Towne "\r
+                                                "of Morbidity.... "\r
+                                                "^XX";\r
+\r
+       char *bottomtext = "Enter now boldly to defeat the evil Nemesis "\r
+                                                        "deep inside the catacombs."\r
+                                                        "\r
+                                                        "^XX";\r
+#endif\r
+\r
+       char oldfontcolor=fontcolor;\r
+\r
+       fontcolor = 14;\r
+\r
+\r
+#ifdef TEXT_PRESENTER\r
+       pi.xl = 0;\r
+       pi.yl = 0;\r
+       pi.xh = 319;\r
+       pi.yh = 1;\r
+       pi.bgcolor = 0;\r
+       pi.script[0] = (char far *)toptext;\r
+       Presenter(&pi);\r
+\r
+       pi.yl = 160;\r
+       pi.yh = 161;\r
+       pi.script[0] = (char far *)bottomtext;\r
+       Presenter(&pi);\r
+\r
+#else\r
+       PrintY = 1;\r
+       PrintX = 0;\r
+       WindowX = 0;\r
+       WindowW = 320;\r
+\r
+\r
+       US_Print ("      A chilling wind greets you at the entrance\n");\r
+       US_Print ("            to the Sanctuary of the Dead.\n");\r
+\r
+       PrintY = 180;\r
+\r
+       fontcolor = 9;\r
+       US_Print ("                   Shall you proceed as\n");\r
+       fontcolor = 14;\r
+       US_Print ("                  N");\r
+       fontcolor = 9;\r
+       US_Print ("ovice   or");\r
+       fontcolor = 14;\r
+       US_Print ("   W");\r
+       fontcolor = 9;\r
+       US_Print ("arrior ?");\r
+\r
+#endif\r
+\r
+       fontcolor = oldfontcolor;\r
+}\r
+\r
+#if 0\r
+boolean ChooseGameLevel()\r
+{\r
+       char choices[] = {sc_Escape,sc_E,sc_N,sc_H,0},ch;\r
+\r
+       CenterWindow(20,10);\r
+\r
+       US_Print("\n   Choose difficulty level:\n");\r
+       US_Print("       (E)asy\n");\r
+       US_Print("       (N)ormal\n");\r
+       US_Print("       (H)ard\n");\r
+       US_Print("\n      (ESC)ape aborts\n");\r
+\r
+//     VW_UpdateScreen();\r
+       if ((ch=GetKeyChoice(choices)) == sc_Escape)\r
+       {\r
+               while (Keyboard[sc_Escape]);\r
+               LastScan = 0;\r
+               return(false);\r
+       }\r
+\r
+       if (ch == sc_E)\r
+               restartgame = gd_Easy;\r
+       else\r
+       if (ch == sc_N)\r
+               restartgame = gd_Normal;\r
+       else\r
+               restartgame = gd_Hard;\r
+\r
+       return(true);\r
+}\r
+#endif\r
+\r
+\r
+//===========================================================================\r
+\r
+/*\r
+==========================\r
+=\r
+= SetupScalePic\r
+=\r
+==========================\r
+*/\r
+\r
+void SetupScalePic (unsigned picnum)\r
+{\r
+       unsigned        scnum;\r
+\r
+       if (picnum == 1)\r
+               return;\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
+       if (picnum == 1)\r
+               return;\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
+#if 0\r
+/*\r
+==================\r
+=\r
+= CheckMemory\r
+=\r
+==================\r
+*/\r
+\r
+#define MINMEMORY      400000l\r
+\r
+void   CheckMemory(void)\r
+{\r
+       unsigned        finscreen;\r
+\r
+       if (Flags & FL_NOMEMCHECK)\r
+               return;\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
+#endif\r
+\r
+//===========================================================================\r
+\r
+\r
+/*\r
+==========================\r
+=\r
+= main\r
+=\r
+==========================\r
+*/\r
+\r
+char                   *MainParmStrings[] = {"q","l","ver","nomemcheck","helptest",nil};\r
+\r
+void main (void)\r
+{\r
+       short i;\r
+\r
+       starting_level = 0;\r
+\r
+       for (i = 1;i < _argc;i++)\r
+       {\r
+               switch (US_CheckParm(_argv[i],MainParmStrings))\r
+               {\r
+                       case 0:\r
+                               Flags |= FL_QUICK;\r
+                       break;\r
+\r
+                       case 1:\r
+                               starting_level = atoi(_argv[i]+1);\r
+                               if ((starting_level < 0) || (starting_level > LASTMAP-1))\r
+                                       starting_level = 0;\r
+                       break;\r
+\r
+                       case 2:\r
+                               printf("%s\n", GAMENAME);\r
+                               printf("Copyright 1992-93 Softdisk Publishing\n");\r
+                               printf("%s %s\n",VERSION,REVISION);\r
+                               printf("\n");\r
+                               exit(0);\r
+                       break;\r
+\r
+                       case 3:\r
+                               Flags |= FL_NOMEMCHECK;\r
+                       break;\r
+\r
+                       case 4:\r
+                               Flags |= (FL_HELPTEST|FL_QUICK);\r
+                       break;\r
+\r
+               }\r
+       }\r
+\r
+       if (stricmp(_argv[1], "^(a@&r`"))\r
+               Quit("You must type CATAPOC to run CATACOMB APOCALYPSE\n");\r
+\r
+\r
+#if 0\r
+       MainHelpText.xl = 0;\r
+       MainHelpText.yl = 0;\r
+       MainHelpText.xh = 639;\r
+       MainHelpText.yh = 199;\r
+       MainHelpText.bgcolor = 7;\r
+       MainHelpText.ltcolor = 15;\r
+       MainHelpText.dkcolor = 8;\r
+#endif\r
+\r
+//     jabhack();\r
+\r
+       randomize();\r
+\r
+       InitGame ();\r
+//     CheckMemory ();\r
+       LoadLatchMem ();\r
+\r
+//     if (!LoadTextFile("MAINHELP."EXT,&MainHelpText))\r
+//             Quit("Can't load MAINHELP."EXT);\r
+\r
+#ifdef PROFILE\r
+       NewGame ();\r
+       GameLoop ();\r
+#endif\r
+\r
+       DemoLoop();\r
+       Quit(NULL);\r
+}\r
+\r
+//-------------------------------------------------------------------------\r
+// Display640()\r
+//-------------------------------------------------------------------------\r
+void Display640(void)\r
+{\r
+// Can you believe it takes all this just to change to 640 mode!!???!\r
+//\r
+       VW_ScreenToScreen(0,FREESTART-STATUSLEN,40,80);\r
+       VW_SetLineWidth(80);\r
+       MoveScreen(0,0);\r
+       VW_Bar (0,0,640,200,0);\r
+       VW_SetScreenMode(EGA640GR);\r
+       VW_SetLineWidth(80);\r
+       BlackPalette();\r
+}\r
+\r
+//-------------------------------------------------------------------------\r
+// Display320()\r
+//-------------------------------------------------------------------------\r
+void Display320(void)\r
+{\r
+// Can you believe it takes all this just to change to 320 mode!!???!\r
+//\r
+       VW_ColorBorder(0);\r
+       VW_FadeOut();\r
+       VW_SetLineWidth(40);\r
+       MoveScreen(0,0);\r
+       VW_Bar (0,0,320,200,0);\r
+       VW_SetScreenMode(EGA320GR);\r
+       VW_SetLineWidth(40);\r
+       BlackPalette();\r
+       VW_ScreenToScreen(FREESTART-STATUSLEN,0,40,80);\r
+}\r
+\r
+void PrintHelp(void)\r
+{\r
+       char oldfontcolor = fontcolor;\r
+       PrintY = 1;\r
+       WindowX = 135;\r
+       WindowW = 640;\r
+\r
+       VW_FadeOut();\r
+       bufferofs = displayofs = screenloc[0];\r
+       VW_Bar(0,0,320,200,0);\r
+\r
+       Display640();\r
+\r
+       VW_Bar(0, 0, 640, 200, 7);\r
+\r
+       fontcolor = (7 ^ 1);\r
+       US_Print ("\n\n                    SUMMARY OF GAME CONTROLS\n\n");\r
+\r
+       fontcolor = (7 ^ 4);\r
+       US_Print ("         ACTION\n\n");\r
+\r
+       US_Print ("Arrow keys, joystick, or mouse\n");\r
+       US_Print ("TAB or V while turning\n");\r
+       US_Print ("ALT or Button 2 while turning\n");\r
+       US_Print ("CTRL or Button 1\n");\r
+       US_Print ("Z\n");\r
+       US_Print ("X or Enter\n");\r
+       US_Print ("F1\n");\r
+       US_Print ("F2\n");\r
+       US_Print ("F3\n");\r
+       US_Print ("F4\n");\r
+       US_Print ("F5\n");\r
+       US_Print ("ESC\n\n");\r
+       fontcolor = (7 ^ 0);\r
+#ifndef CATALOG\r
+       US_Print ("          (See complete Instructions for more info)\n");\r
+#endif\r
+       US_Print ("\n           copyright (c) 1992-93 Softdisk Publishing\n");\r
+\r
+       fontcolor = (7 ^ 8);\r
+       PrintX = 400;\r
+       PrintY = 37;\r
+       WindowX = 400;\r
+       US_Print ("   REACTION\n\n");\r
+       US_Print ("Move and turn\n");\r
+       US_Print ("Turn quickly (Quick Turn)\n");\r
+       US_Print ("Move sideways\n");\r
+       US_Print ("Shoot a Missile\n");\r
+       US_Print ("Shoot a Zapper\n");\r
+       US_Print ("Shoot an Xterminator\n");\r
+       US_Print ("Help (this screen)\n");\r
+       US_Print ("Sound control\n");\r
+       US_Print ("Save game position\n");\r
+       US_Print ("Restore a saved game\n");\r
+       US_Print ("Joystick control\n");\r
+       US_Print ("System options\n\n\n");\r
+\r
+       VW_UpdateScreen();\r
+       VW_FadeIn();\r
+       VW_ColorBorder(8 | 56);\r
+       IN_Ack();\r
+       Display320();\r
+       fontcolor = oldfontcolor;\r
+}
\ No newline at end of file