--- /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_GAME.C\r
+\r
+#include "C3_DEF.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 25\r
+\r
+#define CONTROLSLUMP 0\r
+#define ORCLUMP 1\r
+#define TROLLLUMP 2\r
+#define WARPLUMP 3\r
+#define BOLTLUMP 4\r
+#define NUKELUMP 5\r
+#define POTIONLUMP 6\r
+#define RKEYLUMP 7\r
+#define YKEYLUMP 8\r
+#define GKEYLUMP 9\r
+#define BKEYLUMP 10\r
+#define SCROLLLUMP 11\r
+#define CHESTLUMP 12\r
+#define PLAYERLUMP 13\r
+#define WALL1LUMP 14\r
+#define WALL2LUMP 15\r
+#define BDOORLUMP 16\r
+#define DEMONLUMP 17\r
+#define MAGELUMP 18\r
+#define BATLUMP 19\r
+#define GRELLUMP 20\r
+#define GOALLUMP 21\r
+\r
+\r
+int lumpstart[NUMLUMPS] = {\r
+CONTROLS_LUMP_START,\r
+ORC_LUMP_START,\r
+TROLL_LUMP_START,\r
+WARP_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
+SCROLL_LUMP_START,\r
+CHEST_LUMP_START,\r
+PLAYER_LUMP_START,\r
+WALL1_LUMP_START,\r
+WALL2_LUMP_START,\r
+BDOOR_LUMP_START,\r
+DEMON_LUMP_START,\r
+MAGE_LUMP_START,\r
+BAT_LUMP_START,\r
+GREL_LUMP_START,\r
+NEMESISPIC\r
+};\r
+\r
+\r
+int lumpend[NUMLUMPS] = {\r
+CONTROLS_LUMP_END,\r
+ORC_LUMP_END,\r
+TROLL_LUMP_END,\r
+WARP_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
+SCROLL_LUMP_END,\r
+CHEST_LUMP_END,\r
+PLAYER_LUMP_END,\r
+WALL1_LUMP_END,\r
+WALL2_LUMP_END,\r
+BDOOR_LUMP_END,\r
+DEMON_LUMP_END,\r
+MAGE_LUMP_END,\r
+BAT_LUMP_END,\r
+GREL_LUMP_END,\r
+NEMESISPIC\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
+/*\r
+=============================================================================\r
+\r
+ LOCAL VARIABLES\r
+\r
+=============================================================================\r
+*/\r
+\r
+boolean lumpneeded[NUMLUMPS];\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 x,y,i,j;\r
+ int tile;\r
+ unsigned far *start;\r
+\r
+ InitObjList(); // start spawning things with a clean slate\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
+ if (!tile)\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
+ case 13:\r
+ case 14:\r
+ case 15:\r
+ case 16:\r
+ case 17:\r
+ case 18:\r
+ case 19:\r
+ lumpneeded[SCROLLLUMP] = true;\r
+ SpawnBonus(x,y,B_SCROLL1+tile-12);\r
+ break;\r
+\r
+ case 20: // goal\r
+ lumpneeded[GOALLUMP] = true;\r
+ SpawnBonus(x,y,B_GOAL);\r
+ break;\r
+\r
+ case 21: // chest\r
+ lumpneeded[CHESTLUMP] = true;\r
+ SpawnBonus(x,y,B_CHEST);\r
+ break;\r
+\r
+ case 24:\r
+ lumpneeded[WARPLUMP] = true;\r
+ SpawnWarp (x,y,0);\r
+ break;\r
+//------\r
+ case 41:\r
+ if (gamestate.difficulty <gd_Hard)\r
+ break;\r
+ case 36:\r
+ if (gamestate.difficulty <gd_Normal)\r
+ break;\r
+ case 22:\r
+ lumpneeded[TROLLLUMP] = true;\r
+ SpawnTroll (x,y);\r
+ break;\r
+\r
+ case 42:\r
+ if (gamestate.difficulty <gd_Hard)\r
+ break;\r
+ case 37:\r
+ if (gamestate.difficulty <gd_Normal)\r
+ break;\r
+ case 23:\r
+ lumpneeded[ORCLUMP] = true;\r
+ SpawnOrc (x,y);\r
+ break;\r
+\r
+ case 43:\r
+ if (gamestate.difficulty <gd_Hard)\r
+ break;\r
+ case 38:\r
+ if (gamestate.difficulty <gd_Normal)\r
+ break;\r
+ case 25:\r
+ lumpneeded[BATLUMP] = true;\r
+ SpawnBat (x,y);\r
+ break;\r
+\r
+ case 44:\r
+ if (gamestate.difficulty <gd_Hard)\r
+ break;\r
+ case 39:\r
+ if (gamestate.difficulty <gd_Normal)\r
+ break;\r
+ case 26:\r
+ lumpneeded[DEMONLUMP] = true;\r
+ SpawnDemon (x,y);\r
+ break;\r
+\r
+ case 45:\r
+ if (gamestate.difficulty <gd_Hard)\r
+ break;\r
+ case 40:\r
+ if (gamestate.difficulty <gd_Normal)\r
+ break;\r
+ case 27:\r
+ lumpneeded[MAGELUMP] = true;\r
+ SpawnMage (x,y);\r
+ break;\r
+\r
+ case 28:\r
+ lumpneeded[GRELLUMP] = true;\r
+ SpawnNemesis (x,y);\r
+ break;\r
+\r
+ case 29:\r
+ SpawnBounce (x,y,0);\r
+ break;\r
+\r
+ case 30:\r
+ SpawnBounce (x,y,1);\r
+ break;\r
+\r
+ case 31:\r
+ case 32:\r
+ case 33:\r
+ case 34:\r
+ lumpneeded[WARPLUMP] = true;\r
+ SpawnWarp (x,y,tile-30);\r
+ break;\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
+\r
+static char *levelnames[] =\r
+ {\r
+ "The Approach",\r
+ "Nemesis's Keep",\r
+ "Ground Floor",\r
+ "Second Floor",\r
+ "Third Floor",\r
+ "Tower One",\r
+ "Tower Two",\r
+ "Secret Halls",\r
+ "Access Floor",\r
+ "The Dungeon",\r
+ "Lower Dungeon",\r
+ "Catacomb",\r
+ "Lower Reaches",\r
+ "The Warrens",\r
+ "Hidden Caverns",\r
+ "The Fens of Insanity",\r
+ "Chaos Corridors",\r
+ "The Labyrinth",\r
+ "Halls of Blood",\r
+ "Nemesis's Lair"\r
+ };\r
+void DrawEnterScreen (void)\r
+{\r
+ int x,y;\r
+\r
+ VW_Bar(0,0,VIEWWIDTH,VIEWHEIGHT,9); // Medium blue\r
+\r
+ x = (VIEWWIDTH - (18 * 8)) / 2 -3;\r
+ y = (VIEWHEIGHT - (5 * 8)) / 2;\r
+ VW_DrawPic(x / 8,y,ENTERPLAQUEPIC);\r
+\r
+ WindowX = x;\r
+ WindowW = 18 * 8;\r
+ PrintY = (VIEWHEIGHT/2) + 3;\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 (walllight2[i]);\r
+ SetupScaleWall (walldark1[i]);\r
+ SetupScaleWall (walldark2[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
+= SetupGameLevel\r
+=\r
+==================\r
+*/\r
+\r
+void SetupGameLevel (void)\r
+{\r
+ int x,y,i;\r
+ unsigned far *map,tile,spot;\r
+\r
+ memset (tileneeded,0,sizeof(tileneeded));\r
+//\r
+// randomize if not a demo\r
+//\r
+ if (DemoMode)\r
+ {\r
+ US_InitRndT(false);\r
+ gamestate.difficulty = gd_Normal;\r
+ }\r
+ else\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
+// 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
+ for (y=0;y<mapheight;y++)\r
+ for (x=0;x<mapwidth;x++)\r
+ {\r
+ tile = *map++;\r
+ if (tile<NUMFLOORS)\r
+ {\r
+ tileneeded[tile] = true;\r
+ tilemap[x][y] = tile;\r
+ if (tile>=EXPWALLSTART && tile<EXPWALLSTART+NUMEXPWALLS)\r
+ {\r
+ tileneeded[WALLEXP] = tileneeded[WALLEXP+1]\r
+ = tileneeded[WALLEXP+2] = true;\r
+ }\r
+\r
+ if (tile>0)\r
+ (unsigned)actorat[x][y] = tile;\r
+ }\r
+ }\r
+\r
+\r
+//\r
+// decide which graphics are needed and spawn actors\r
+//\r
+ ScanInfoPlane ();\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
+=====================\r
+=\r
+= LatchDrawPic\r
+=\r
+=====================\r
+*/\r
+\r
+void LatchDrawPic (unsigned x, unsigned y, unsigned picnum)\r
+{\r
+ unsigned wide, height, source, dest;\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
+\r
+//==========================================================================\r
+\r
+/*\r
+=====================\r
+=\r
+= Victory\r
+=\r
+=====================\r
+*/\r
+\r
+void Victory (void)\r
+{\r
+ FreeUpMemory ();\r
+ NormalScreen ();\r
+ CA_CacheGrChunk (FINALEPIC);\r
+ VWB_DrawPic (0,0,FINALEPIC);\r
+ UNMARKGRCHUNK(FINALEPIC);\r
+ VW_UpdateScreen ();\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
+ SD_WaitSoundDone ();\r
+ IN_ClearKeysDown ();\r
+ IN_Ack();\r
+}\r
+\r
+//==========================================================================\r
+\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
+ LatchDrawPic(0,0,DEADPIC);\r
+ FizzleFade(bufferofs,displayofs,VIEWWIDTH,VIEWHEIGHT,false);\r
+ IN_ClearKeysDown();\r
+ IN_Ack();\r
+ VW_SetScreen (bufferofs,0);\r
+}\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
+}\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,7);\r
+ for (i=0;i<3;i++)\r
+ {\r
+ bufferofs = screenloc[i];\r
+ VW_Bar (0,0,320,VIEWHEIGHT,7);\r
+ }\r
+\r
+\r
+ VW_SetSplitScreen(144);\r
+ VW_SetScreen(screenloc[0],0);\r
+ bufferofs = 0;\r
+\r
+ CA_CacheGrChunk (STATUSPIC);\r
+ CA_CacheGrChunk (SIDEBARSPIC);\r
+\r
+ VW_DrawPic (0,0,STATUSPIC);\r
+\r
+ for (i=0;i<3;i++)\r
+ {\r
+ bufferofs = screenloc[i];\r
+ VW_DrawPic (33,0,SIDEBARSPIC);\r
+ }\r
+\r
+ grneeded[STATUSPIC]&= ~ca_levelbit;\r
+ grneeded[SIDEBARSPIC]&= ~ca_levelbit;\r
+ MM_SetPurge(&grsegs[STATUSPIC],3);\r
+ MM_SetPurge(&grsegs[SIDEBARSPIC],3);\r
+\r
+ RedrawStatusWindow ();\r
+ bufferofs = displayofs = screenloc[0];\r
+}\r
+\r
+\r
+//==========================================================================\r
+\r
+/*\r
+===================\r
+=\r
+= LoadLatchMem\r
+=\r
+===================\r
+*/\r
+\r
+void LoadLatchMem (void)\r
+{\r
+ int i,j,p,m;\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
+//\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
+ destoff = FP_OFF(dest);\r
+ for (i=FIRSTLATCHPIC+1;i<FIRSTSCALEPIC;i++)\r
+ {\r
+ latchpics[i-FIRSTLATCHPIC] = 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
+ EGAMAPMASK(15);\r
+}\r
+\r
+//==========================================================================\r
+\r
+/*\r
+===================\r
+=\r
+= FizzleFade\r
+=\r
+===================\r
+*/\r
+\r
+#define PIXPERFRAME 1600\r
+\r
+void FizzleFade (unsigned source, unsigned dest,\r
+ unsigned width,unsigned height, boolean abortable)\r
+{\r
+ unsigned drawofs,pagedelta;\r
+ unsigned char maskb[8] = {1,2,4,8,16,32,64,128};\r
+ unsigned x,y,p,frame;\r
+ long rndval;\r
+\r
+ pagedelta = dest-source;\r
+ VW_SetScreen (dest,0);\r
+ rndval = 1;\r
+ y = 0;\r
+\r
+asm mov es,[screenseg]\r
+asm mov dx,SC_INDEX\r
+asm mov al,SC_MAPMASK\r
+asm out dx,al\r
+\r
+ TimeCount=frame=0;\r
+ do // while (1)\r
+ {\r
+ if (abortable)\r
+ {\r
+ IN_ReadControl(0,&c);\r
+ if (c.button0 || c.button1 || Keyboard[sc_Space]\r
+ || Keyboard[sc_Enter])\r
+ {\r
+ VW_ScreenToScreen (source,dest,width/8,height);\r
+ return;\r
+ }\r
+ }\r
+\r
+ for (p=0;p<PIXPERFRAME;p++)\r
+ {\r
+ //\r
+ // seperate random value into x/y pair\r
+ //\r
+ asm mov ax,[WORD PTR rndval]\r
+ asm mov dx,[WORD PTR rndval+2]\r
+ asm mov bx,ax\r
+ asm dec bl\r
+ asm mov [BYTE PTR y],bl // low 8 bits - 1 = y xoordinate\r
+ asm mov bx,ax\r
+ asm mov cx,dx\r
+ asm shr cx,1\r
+ asm rcr bx,1\r
+ asm shr bx,1\r
+ asm shr bx,1\r
+ asm shr bx,1\r
+ asm shr bx,1\r
+ asm shr bx,1\r
+ asm shr bx,1\r
+ asm shr bx,1\r
+ asm mov [x],bx // next 9 bits = x xoordinate\r
+ //\r
+ // advance to next random element\r
+ //\r
+ asm shr dx,1\r
+ asm rcr ax,1\r
+ asm jnc noxor\r
+ asm xor dx,0x0001\r
+ asm xor ax,0x2000\r
+noxor:\r
+ asm mov [WORD PTR rndval],ax\r
+ asm mov [WORD PTR rndval+2],dx\r
+\r
+ if (x>width || y>height)\r
+ continue;\r
+ drawofs = source+ylookup[y];\r
+\r
+ asm mov cx,[x]\r
+ asm mov si,cx\r
+ asm and si,7\r
+ asm mov dx,GC_INDEX\r
+ asm mov al,GC_BITMASK\r
+ asm mov ah,BYTE PTR [maskb+si]\r
+ asm out dx,ax\r
+\r
+ asm mov si,[drawofs]\r
+ asm shr cx,1\r
+ asm shr cx,1\r
+ asm shr cx,1\r
+ asm add si,cx\r
+ asm mov di,si\r
+ asm add di,[pagedelta]\r
+\r
+ asm mov dx,GC_INDEX\r
+ asm mov al,GC_READMAP // leave GC_INDEX set to READMAP\r
+ asm out dx,al\r
+\r
+ asm mov dx,SC_INDEX+1\r
+ asm mov al,1\r
+ asm out dx,al\r
+ asm mov dx,GC_INDEX+1\r
+ asm mov al,0\r
+ asm out dx,al\r
+\r
+ asm mov bl,[es:si]\r
+ asm xchg [es:di],bl\r
+\r
+ asm mov dx,SC_INDEX+1\r
+ asm mov al,2\r
+ asm out dx,al\r
+ asm mov dx,GC_INDEX+1\r
+ asm mov al,1\r
+ asm out dx,al\r
+\r
+ asm mov bl,[es:si]\r
+ asm xchg [es:di],bl\r
+\r
+ asm mov dx,SC_INDEX+1\r
+ asm mov al,4\r
+ asm out dx,al\r
+ asm mov dx,GC_INDEX+1\r
+ asm mov al,2\r
+ asm out dx,al\r
+\r
+ asm mov bl,[es:si]\r
+ asm xchg [es:di],bl\r
+\r
+ asm mov dx,SC_INDEX+1\r
+ asm mov al,8\r
+ asm out dx,al\r
+ asm mov dx,GC_INDEX+1\r
+ asm mov al,3\r
+ asm out dx,al\r
+\r
+ asm mov bl,[es:si]\r
+ asm xchg [es:di],bl\r
+\r
+ if (rndval == 1) // entire sequence has been completed\r
+ {\r
+ EGABITMASK(255);\r
+ EGAMAPMASK(15);\r
+ return;\r
+ };\r
+ }\r
+ frame++;\r
+ while (TimeCount<frame) // don't go too fast\r
+ ;\r
+ } while (1);\r
+\r
+\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
+/*\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
+\r
+//==========================================================================\r
+\r
+/*\r
+===================\r
+=\r
+= GameLoop\r
+=\r
+===================\r
+*/\r
+\r
+void GameLoop (void)\r
+{\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
+\r
+restart:\r
+ if (!loadedgame)\r
+ {\r
+ gamestate.difficulty = restartgame;\r
+ restartgame = gd_Continue;\r
+ DrawEnterScreen ();\r
+ }\r
+\r
+ do\r
+ {\r
+ playstate = gd_Continue;\r
+ if (!loadedgame)\r
+ SetupGameLevel ();\r
+ else\r
+ loadedgame = false;\r
+\r
+ CacheScaleds ();\r
+\r
+#ifdef PROFILE\r
+start = clock();\r
+while (start == clock());\r
+start++;\r
+#endif\r
+ PlayLoop ();\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_died:\r
+ Died ();\r
+ NormalScreen ();\r
+ FreeUpMemory ();\r
+ CheckHighScore (gamestate.score,gamestate.mapon+1);\r
+ return;\r
+ case ex_warped:\r
+ FizzleOut (true);\r
+ if (gamestate.mapon >= NUMLEVELS)\r
+ {\r
+ Victory ();\r
+ FreeUpMemory ();\r
+ CheckHighScore(gamestate.score,gamestate.mapon+1);\r
+ return;\r
+ }\r
+ break;\r
+ case ex_abort:\r
+ FreeUpMemory ();\r
+ return;\r
+ case ex_resetgame:\r
+ case ex_loadedgame:\r
+ goto restart;\r
+ case ex_victorious:\r
+ Victory ();\r
+ FreeUpMemory();\r
+ CheckHighScore(gamestate.score,gamestate.mapon+1);\r
+ return;\r
+ }\r
+\r
+ } while (1);\r
+\r
+}\r