--- /dev/null
+/////////////////////////////////////////////////\r
+//\r
+// MUSE Header for .SDM\r
+// Created Thu Aug 27 07:12:39 1992\r
+//\r
+/////////////////////////////////////////////////\r
+\r
+#define NUMSOUNDS 81\r
+#define NUMSNDCHUNKS 267\r
+\r
+//\r
+// Sound names & indexes\r
+//\r
+typedef enum {\r
+ HITWALLSND, // 0\r
+ MISSILEHITSND, // 1\r
+ SELECTITEMSND, // 2\r
+ GHOSTSIGHTSND, // 3\r
+ MOVEGUN2SND, // 4\r
+ MOVEGUN1SND, // 5\r
+ NOWAYSND, // 6\r
+ NAZIHITPLAYERSND, // 7\r
+ MISSILEFIRESND, // 8\r
+ PLAYERDEATHSND, // 9\r
+ DOGDEATHSND, // 10\r
+ ATKGATLINGSND, // 11\r
+ GETKEYSND, // 12\r
+ NOITEMSND, // 13\r
+ WALK1SND, // 14\r
+ WALK2SND, // 15\r
+ TAKEDAMAGESND, // 16\r
+ GAMEOVERSND, // 17\r
+ OPENDOORSND, // 18\r
+ CLOSEDOORSND, // 19\r
+ DONOTHINGSND, // 20\r
+ HALTSND, // 21\r
+ DEATHSCREAM2SND, // 22\r
+ ATKKNIFESND, // 23\r
+ ATKPISTOLSND, // 24\r
+ DEATHSCREAM3SND, // 25\r
+ ATKMACHINEGUNSND, // 26\r
+ HITENEMYSND, // 27\r
+ SHOOTDOORSND, // 28\r
+ DEATHSCREAM1SND, // 29\r
+ GETMACHINESND, // 30\r
+ GETAMMOSND, // 31\r
+ SHOOTSND, // 32\r
+ HEALTH1SND, // 33\r
+ HEALTH2SND, // 34\r
+ BONUS1SND, // 35\r
+ BONUS2SND, // 36\r
+ BONUS3SND, // 37\r
+ GETGATLINGSND, // 38\r
+ ESCPRESSEDSND, // 39\r
+ LEVELDONESND, // 40\r
+ DOGBARKSND, // 41\r
+ ENDBONUS1SND, // 42\r
+ ENDBONUS2SND, // 43\r
+ BONUS1UPSND, // 44\r
+ BONUS4SND, // 45\r
+ PUSHWALLSND, // 46\r
+ NOBONUSSND, // 47\r
+ PERCENT100SND, // 48\r
+ BOSSACTIVESND, // 49\r
+ DEATHSCREAM4SND, // 50\r
+ SCHUTZADSND, // 51\r
+ AHHHGSND, // 52\r
+ DEATHSCREAM5SND, // 53\r
+ DEATHSCREAM7SND, // 54\r
+ DEATHSCREAM8SND, // 55\r
+ LEBENSND, // 56\r
+ DEATHSCREAM6SND, // 57\r
+ NAZIFIRESND, // 58\r
+ BOSSFIRESND, // 59\r
+ SSFIRESND, // 60\r
+ SLURPIESND, // 61\r
+ GHOSTFADESND, // 62\r
+ DEATHSCREAM9SND, // 63\r
+ GETAMMOBOXSND, // 64\r
+ ANGELSIGHTSND, // 65\r
+ SPIONSND, // 66\r
+ NEINSOVASSND, // 67\r
+ DOGATTACKSND, // 68\r
+ ANGELFIRESND, // 69\r
+ TRANSSIGHTSND, // 70\r
+ TRANSDEATHSND, // 71\r
+ WILHELMSIGHTSND, // 72\r
+ WILHELMDEATHSND, // 73\r
+ UBERDEATHSND, // 74\r
+ KNIGHTSIGHTSND, // 75\r
+ KNIGHTDEATHSND, // 76\r
+ ANGELDEATHSND, // 77\r
+ KNIGHTMISSILESND, // 78\r
+ GETSPEARSND, // 79\r
+ ANGELTIREDSND, // 80\r
+ LASTSOUND\r
+ } soundnames;\r
+\r
+//\r
+// Base offsets\r
+//\r
+#define STARTPCSOUNDS 0\r
+#define STARTADLIBSOUNDS 81\r
+#define STARTDIGISOUNDS 162\r
+#define STARTMUSIC 243\r
+\r
+//\r
+// Music names & indexes\r
+//\r
+typedef enum {\r
+ XFUNKIE_MUS, // 0\r
+ DUNGEON_MUS, // 1\r
+ XDEATH_MUS, // 2\r
+ GETTHEM_MUS, // 3\r
+ XTIPTOE_MUS, // 4\r
+ GOINGAFT_MUS, // 5\r
+ URAHERO_MUS, // 6\r
+ XTHEEND_MUS, // 7\r
+ NAZI_OMI_MUS, // 8\r
+ POW_MUS, // 9\r
+ TWELFTH_MUS, // 10\r
+ SEARCHN_MUS, // 11\r
+ SUSPENSE_MUS, // 12\r
+ ZEROHOUR_MUS, // 13\r
+ WONDERIN_MUS, // 14\r
+ ULTIMATE_MUS, // 15\r
+ ENDLEVEL_MUS, // 16\r
+ XEVIL_MUS, // 17\r
+ XJAZNAZI_MUS, // 18\r
+ COPYPRO_MUS, // 19\r
+ XAWARD_MUS, // 20\r
+ XPUTIT_MUS, // 21\r
+ XGETYOU_MUS, // 22\r
+ XTOWER2_MUS, // 23\r
+ LASTMUSIC\r
+ } musicnames;\r
+\r
+/////////////////////////////////////////////////\r
+//\r
+// Thanks for playing with MUSE!\r
+//\r
+/////////////////////////////////////////////////\r
--- /dev/null
+/////////////////////////////////////////////////\r
+//\r
+// MUSE Header for .SOD\r
+// Created Thu Aug 13 09:25:58 1992\r
+//\r
+/////////////////////////////////////////////////\r
+\r
+#define NUMSOUNDS 81\r
+#define NUMSNDCHUNKS 267\r
+\r
+//\r
+// Sound names & indexes\r
+//\r
+typedef enum {\r
+ HITWALLSND, // 0\r
+ MISSILEHITSND, // 1\r
+ SELECTITEMSND, // 2\r
+ GHOSTSIGHTSND, // 3\r
+ MOVEGUN2SND, // 4\r
+ MOVEGUN1SND, // 5\r
+ NOWAYSND, // 6\r
+ NAZIHITPLAYERSND, // 7\r
+ MISSILEFIRESND, // 8\r
+ PLAYERDEATHSND, // 9\r
+ DOGDEATHSND, // 10\r
+ ATKGATLINGSND, // 11\r
+ GETKEYSND, // 12\r
+ NOITEMSND, // 13\r
+ WALK1SND, // 14\r
+ WALK2SND, // 15\r
+ TAKEDAMAGESND, // 16\r
+ GAMEOVERSND, // 17\r
+ OPENDOORSND, // 18\r
+ CLOSEDOORSND, // 19\r
+ DONOTHINGSND, // 20\r
+ HALTSND, // 21\r
+ DEATHSCREAM2SND, // 22\r
+ ATKKNIFESND, // 23\r
+ ATKPISTOLSND, // 24\r
+ DEATHSCREAM3SND, // 25\r
+ ATKMACHINEGUNSND, // 26\r
+ HITENEMYSND, // 27\r
+ SHOOTDOORSND, // 28\r
+ DEATHSCREAM1SND, // 29\r
+ GETMACHINESND, // 30\r
+ GETAMMOSND, // 31\r
+ SHOOTSND, // 32\r
+ HEALTH1SND, // 33\r
+ HEALTH2SND, // 34\r
+ BONUS1SND, // 35\r
+ BONUS2SND, // 36\r
+ BONUS3SND, // 37\r
+ GETGATLINGSND, // 38\r
+ ESCPRESSEDSND, // 39\r
+ LEVELDONESND, // 40\r
+ DOGBARKSND, // 41\r
+ ENDBONUS1SND, // 42\r
+ ENDBONUS2SND, // 43\r
+ BONUS1UPSND, // 44\r
+ BONUS4SND, // 45\r
+ PUSHWALLSND, // 46\r
+ NOBONUSSND, // 47\r
+ PERCENT100SND, // 48\r
+ BOSSACTIVESND, // 49\r
+ DEATHSCREAM4SND, // 50\r
+ SCHUTZADSND, // 51\r
+ AHHHGSND, // 52\r
+ DEATHSCREAM5SND, // 53\r
+ DEATHSCREAM7SND, // 54\r
+ DEATHSCREAM8SND, // 55\r
+ LEBENSND, // 56\r
+ DEATHSCREAM6SND, // 57\r
+ NAZIFIRESND, // 58\r
+ BOSSFIRESND, // 59\r
+ SSFIRESND, // 60\r
+ SLURPIESND, // 61\r
+ GHOSTFADESND, // 62\r
+ DEATHSCREAM9SND, // 63\r
+ GETAMMOBOXSND, // 64\r
+ ANGELSIGHTSND, // 65\r
+ SPIONSND, // 66\r
+ NEINSOVASSND, // 67\r
+ DOGATTACKSND, // 68\r
+ ANGELFIRESND, // 69\r
+ TRANSSIGHTSND, // 70\r
+ TRANSDEATHSND, // 71\r
+ WILHELMSIGHTSND, // 72\r
+ WILHELMDEATHSND, // 73\r
+ UBERDEATHSND, // 74\r
+ KNIGHTSIGHTSND, // 75\r
+ KNIGHTDEATHSND, // 76\r
+ ANGELDEATHSND, // 77\r
+ KNIGHTMISSILESND, // 78\r
+ GETSPEARSND, // 79\r
+ ANGELTIREDSND, // 80\r
+ LASTSOUND\r
+ } soundnames;\r
+\r
+//\r
+// Base offsets\r
+//\r
+#define STARTPCSOUNDS 0\r
+#define STARTADLIBSOUNDS 81\r
+#define STARTDIGISOUNDS 162\r
+#define STARTMUSIC 243\r
+\r
+//\r
+// Music names & indexes\r
+//\r
+typedef enum {\r
+ XFUNKIE_MUS, // 0\r
+ DUNGEON_MUS, // 1\r
+ XDEATH_MUS, // 2\r
+ GETTHEM_MUS, // 3\r
+ XTIPTOE_MUS, // 4\r
+ GOINGAFT_MUS, // 5\r
+ URAHERO_MUS, // 6\r
+ XTHEEND_MUS, // 7\r
+ NAZI_OMI_MUS, // 8\r
+ POW_MUS, // 9\r
+ TWELFTH_MUS, // 10\r
+ SEARCHN_MUS, // 11\r
+ SUSPENSE_MUS, // 12\r
+ ZEROHOUR_MUS, // 13\r
+ WONDERIN_MUS, // 14\r
+ ULTIMATE_MUS, // 15\r
+ ENDLEVEL_MUS, // 16\r
+ XEVIL_MUS, // 17\r
+ XJAZNAZI_MUS, // 18\r
+ COPYPRO_MUS, // 19\r
+ XAWARD_MUS, // 20\r
+ XPUTIT_MUS, // 21\r
+ XGETYOU_MUS, // 22\r
+ XTOWER2_MUS, // 23\r
+ LASTMUSIC\r
+ } musicnames;\r
+\r
+/////////////////////////////////////////////////\r
+//\r
+// Thanks for playing with MUSE!\r
+//\r
+/////////////////////////////////////////////////\r
--- /dev/null
+/////////////////////////////////////////////////\r
+//\r
+// MUSE Header for .WL1\r
+// Created Tue Apr 28 23:57:08 1992\r
+//\r
+/////////////////////////////////////////////////\r
+\r
+#define NUMSOUNDS 69\r
+#define NUMSNDCHUNKS 234\r
+\r
+//\r
+// Sound names & indexes\r
+//\r
+typedef enum {\r
+ HITWALLSND, // 0\r
+ SELECTWPNSND, // 1\r
+ SELECTITEMSND, // 2\r
+ HEARTBEATSND, // 3\r
+ MOVEGUN2SND, // 4\r
+ MOVEGUN1SND, // 5\r
+ NOWAYSND, // 6\r
+ NAZIHITPLAYERSND, // 7\r
+ NAZIMISSSND, // 8\r
+ PLAYERDEATHSND, // 9\r
+ DOGDEATHSND, // 10\r
+ ATKGATLINGSND, // 11\r
+ GETKEYSND, // 12\r
+ NOITEMSND, // 13\r
+ WALK1SND, // 14\r
+ WALK2SND, // 15\r
+ TAKEDAMAGESND, // 16\r
+ GAMEOVERSND, // 17\r
+ OPENDOORSND, // 18\r
+ CLOSEDOORSND, // 19\r
+ DONOTHINGSND, // 20\r
+ HALTSND, // 21\r
+ DEATHSCREAM2SND, // 22\r
+ ATKKNIFESND, // 23\r
+ ATKPISTOLSND, // 24\r
+ DEATHSCREAM3SND, // 25\r
+ ATKMACHINEGUNSND, // 26\r
+ HITENEMYSND, // 27\r
+ SHOOTDOORSND, // 28\r
+ DEATHSCREAM1SND, // 29\r
+ GETMACHINESND, // 30\r
+ GETAMMOSND, // 31\r
+ SHOOTSND, // 32\r
+ HEALTH1SND, // 33\r
+ HEALTH2SND, // 34\r
+ BONUS1SND, // 35\r
+ BONUS2SND, // 36\r
+ BONUS3SND, // 37\r
+ GETGATLINGSND, // 38\r
+ ESCPRESSEDSND, // 39\r
+ LEVELDONESND, // 40\r
+ DOGBARKSND, // 41\r
+ ENDBONUS1SND, // 42\r
+ ENDBONUS2SND, // 43\r
+ BONUS1UPSND, // 44\r
+ BONUS4SND, // 45\r
+ PUSHWALLSND, // 46\r
+ NOBONUSSND, // 47\r
+ PERCENT100SND, // 48\r
+ BOSSACTIVESND, // 49\r
+ BOSSDIESSND, // 50\r
+ SCHUTZADSND, // 51\r
+ AHHHGSND, // 52\r
+ DIESND, // 53\r
+ EVASND, // 54\r
+ GUTENTAGSND, // 55\r
+ LEBENSND, // 56\r
+ MUTTISND, // 57\r
+ NAZIFIRESND, // 58\r
+ BOSSFIRESND, // 59\r
+ SSFIRESND, // 60\r
+ SLURPIESND, // 61\r
+ TOT_HUNDSND, // 62\r
+ MEINGOTTSND, // 63\r
+ SCHABBSHASND, // 64\r
+ HILTERHASND, // 65\r
+ SPIONSND, // 66\r
+ NEINSOVASSND, // 67\r
+ DOGATTACKSND, // 68\r
+ LASTSOUND\r
+ } soundnames;\r
+\r
+//\r
+// Base offsets\r
+//\r
+#define STARTPCSOUNDS 0\r
+#define STARTADLIBSOUNDS 69\r
+#define STARTDIGISOUNDS 138\r
+#define STARTMUSIC 207\r
+\r
+//\r
+// Music names & indexes\r
+//\r
+typedef enum {\r
+ CORNER_MUS, // 0\r
+ DUNGEON_MUS, // 1\r
+ GETOUT_MUS, // 2\r
+ GETTHEM_MUS, // 3\r
+ HEADACHE_MUS, // 4\r
+ HITLWLTZ_MUS, // 5\r
+ INTROCW3_MUS, // 6\r
+ NAZI_NOR_MUS, // 7\r
+ NAZI_OMI_MUS, // 8\r
+ POW_MUS, // 9\r
+ SALUTE_MUS, // 10\r
+ SEARCHN_MUS, // 11\r
+ SUSPENSE_MUS, // 12\r
+ VICTORS_MUS, // 13\r
+ WONDERIN_MUS, // 14\r
+ FUNKYOU_MUS, // 15\r
+ ENDLEVEL_MUS, // 16\r
+ GOINGAFT_MUS, // 17\r
+ PREGNANT_MUS, // 18\r
+ ULTIMATE_MUS, // 19\r
+ NAZI_RAP_MUS, // 20\r
+ ZEROHOUR_MUS, // 21\r
+ TWELFTH_MUS, // 22\r
+ ROSTER_MUS, // 23\r
+ URAHERO_MUS, // 24\r
+ VICMARCH_MUS, // 25\r
+ WARMRCH1_MUS, // 26\r
+ LASTMUSIC\r
+ } musicnames;\r
+\r
+/////////////////////////////////////////////////\r
+//\r
+// Thanks for playing with MUSE!\r
+//\r
+/////////////////////////////////////////////////\r
--- /dev/null
+/////////////////////////////////////////////////\r
+//\r
+// MUSE Header for .WL6\r
+// Created Tue Jul 14 15:04:53 1992\r
+//\r
+/////////////////////////////////////////////////\r
+\r
+#define NUMSOUNDS 87\r
+#define NUMSNDCHUNKS 288\r
+\r
+//\r
+// Sound names & indexes\r
+//\r
+typedef enum {\r
+ HITWALLSND, // 0\r
+ SELECTWPNSND, // 1\r
+ SELECTITEMSND, // 2\r
+ HEARTBEATSND, // 3\r
+ MOVEGUN2SND, // 4\r
+ MOVEGUN1SND, // 5\r
+ NOWAYSND, // 6\r
+ NAZIHITPLAYERSND, // 7\r
+ SCHABBSTHROWSND, // 8\r
+ PLAYERDEATHSND, // 9\r
+ DOGDEATHSND, // 10\r
+ ATKGATLINGSND, // 11\r
+ GETKEYSND, // 12\r
+ NOITEMSND, // 13\r
+ WALK1SND, // 14\r
+ WALK2SND, // 15\r
+ TAKEDAMAGESND, // 16\r
+ GAMEOVERSND, // 17\r
+ OPENDOORSND, // 18\r
+ CLOSEDOORSND, // 19\r
+ DONOTHINGSND, // 20\r
+ HALTSND, // 21\r
+ DEATHSCREAM2SND, // 22\r
+ ATKKNIFESND, // 23\r
+ ATKPISTOLSND, // 24\r
+ DEATHSCREAM3SND, // 25\r
+ ATKMACHINEGUNSND, // 26\r
+ HITENEMYSND, // 27\r
+ SHOOTDOORSND, // 28\r
+ DEATHSCREAM1SND, // 29\r
+ GETMACHINESND, // 30\r
+ GETAMMOSND, // 31\r
+ SHOOTSND, // 32\r
+ HEALTH1SND, // 33\r
+ HEALTH2SND, // 34\r
+ BONUS1SND, // 35\r
+ BONUS2SND, // 36\r
+ BONUS3SND, // 37\r
+ GETGATLINGSND, // 38\r
+ ESCPRESSEDSND, // 39\r
+ LEVELDONESND, // 40\r
+ DOGBARKSND, // 41\r
+ ENDBONUS1SND, // 42\r
+ ENDBONUS2SND, // 43\r
+ BONUS1UPSND, // 44\r
+ BONUS4SND, // 45\r
+ PUSHWALLSND, // 46\r
+ NOBONUSSND, // 47\r
+ PERCENT100SND, // 48\r
+ BOSSACTIVESND, // 49\r
+ MUTTISND, // 50\r
+ SCHUTZADSND, // 51\r
+ AHHHGSND, // 52\r
+ DIESND, // 53\r
+ EVASND, // 54\r
+ GUTENTAGSND, // 55\r
+ LEBENSND, // 56\r
+ SCHEISTSND, // 57\r
+ NAZIFIRESND, // 58\r
+ BOSSFIRESND, // 59\r
+ SSFIRESND, // 60\r
+ SLURPIESND, // 61\r
+ TOT_HUNDSND, // 62\r
+ MEINGOTTSND, // 63\r
+ SCHABBSHASND, // 64\r
+ HITLERHASND, // 65\r
+ SPIONSND, // 66\r
+ NEINSOVASSND, // 67\r
+ DOGATTACKSND, // 68\r
+ FLAMETHROWERSND, // 69\r
+ MECHSTEPSND, // 70\r
+ GOOBSSND, // 71\r
+ YEAHSND, // 72\r
+ DEATHSCREAM4SND, // 73\r
+ DEATHSCREAM5SND, // 74\r
+ DEATHSCREAM6SND, // 75\r
+ DEATHSCREAM7SND, // 76\r
+ DEATHSCREAM8SND, // 77\r
+ DEATHSCREAM9SND, // 78\r
+ DONNERSND, // 79\r
+ EINESND, // 80\r
+ ERLAUBENSND, // 81\r
+ KEINSND, // 82\r
+ MEINSND, // 83\r
+ ROSESND, // 84\r
+ MISSILEFIRESND, // 85\r
+ MISSILEHITSND, // 86\r
+ LASTSOUND\r
+ } soundnames;\r
+\r
+//\r
+// Base offsets\r
+//\r
+#define STARTPCSOUNDS 0\r
+#define STARTADLIBSOUNDS 87\r
+#define STARTDIGISOUNDS 174\r
+#define STARTMUSIC 261\r
+\r
+//\r
+// Music names & indexes\r
+//\r
+typedef enum {\r
+ CORNER_MUS, // 0\r
+ DUNGEON_MUS, // 1\r
+ WARMARCH_MUS, // 2\r
+ GETTHEM_MUS, // 3\r
+ HEADACHE_MUS, // 4\r
+ HITLWLTZ_MUS, // 5\r
+ INTROCW3_MUS, // 6\r
+ NAZI_NOR_MUS, // 7\r
+ NAZI_OMI_MUS, // 8\r
+ POW_MUS, // 9\r
+ SALUTE_MUS, // 10\r
+ SEARCHN_MUS, // 11\r
+ SUSPENSE_MUS, // 12\r
+ VICTORS_MUS, // 13\r
+ WONDERIN_MUS, // 14\r
+ FUNKYOU_MUS, // 15\r
+ ENDLEVEL_MUS, // 16\r
+ GOINGAFT_MUS, // 17\r
+ PREGNANT_MUS, // 18\r
+ ULTIMATE_MUS, // 19\r
+ NAZI_RAP_MUS, // 20\r
+ ZEROHOUR_MUS, // 21\r
+ TWELFTH_MUS, // 22\r
+ ROSTER_MUS, // 23\r
+ URAHERO_MUS, // 24\r
+ VICMARCH_MUS, // 25\r
+ PACMAN_MUS, // 26\r
+ LASTMUSIC\r
+ } musicnames;\r
+\r
+/////////////////////////////////////////////////\r
+//\r
+// Thanks for playing with MUSE!\r
+//\r
+/////////////////////////////////////////////////\r
--- /dev/null
+/////////////////////////////////////////////////\r
+//\r
+// MUSE Header for .SOD\r
+// Created Thu Aug 13 09:25:58 1992\r
+//\r
+/////////////////////////////////////////////////\r
+\r
+#define NUMSOUNDS 81\r
+#define NUMSNDCHUNKS 267\r
+\r
+//\r
+// Sound names & indexes\r
+//\r
+typedef enum {\r
+ HITWALLSND, // 0\r
+ MISSILEHITSND, // 1\r
+ SELECTITEMSND, // 2\r
+ GHOSTSIGHTSND, // 3\r
+ MOVEGUN2SND, // 4\r
+ MOVEGUN1SND, // 5\r
+ NOWAYSND, // 6\r
+ NAZIHITPLAYERSND, // 7\r
+ MISSILEFIRESND, // 8\r
+ PLAYERDEATHSND, // 9\r
+ DOGDEATHSND, // 10\r
+ ATKGATLINGSND, // 11\r
+ GETKEYSND, // 12\r
+ NOITEMSND, // 13\r
+ WALK1SND, // 14\r
+ WALK2SND, // 15\r
+ TAKEDAMAGESND, // 16\r
+ GAMEOVERSND, // 17\r
+ OPENDOORSND, // 18\r
+ CLOSEDOORSND, // 19\r
+ DONOTHINGSND, // 20\r
+ HALTSND, // 21\r
+ DEATHSCREAM2SND, // 22\r
+ ATKKNIFESND, // 23\r
+ ATKPISTOLSND, // 24\r
+ DEATHSCREAM3SND, // 25\r
+ ATKMACHINEGUNSND, // 26\r
+ HITENEMYSND, // 27\r
+ SHOOTDOORSND, // 28\r
+ DEATHSCREAM1SND, // 29\r
+ GETMACHINESND, // 30\r
+ GETAMMOSND, // 31\r
+ SHOOTSND, // 32\r
+ HEALTH1SND, // 33\r
+ HEALTH2SND, // 34\r
+ BONUS1SND, // 35\r
+ BONUS2SND, // 36\r
+ BONUS3SND, // 37\r
+ GETGATLINGSND, // 38\r
+ ESCPRESSEDSND, // 39\r
+ LEVELDONESND, // 40\r
+ DOGBARKSND, // 41\r
+ ENDBONUS1SND, // 42\r
+ ENDBONUS2SND, // 43\r
+ BONUS1UPSND, // 44\r
+ BONUS4SND, // 45\r
+ PUSHWALLSND, // 46\r
+ NOBONUSSND, // 47\r
+ PERCENT100SND, // 48\r
+ BOSSACTIVESND, // 49\r
+ DEATHSCREAM4SND, // 50\r
+ SCHUTZADSND, // 51\r
+ AHHHGSND, // 52\r
+ DEATHSCREAM5SND, // 53\r
+ DEATHSCREAM7SND, // 54\r
+ DEATHSCREAM8SND, // 55\r
+ LEBENSND, // 56\r
+ DEATHSCREAM6SND, // 57\r
+ NAZIFIRESND, // 58\r
+ BOSSFIRESND, // 59\r
+ SSFIRESND, // 60\r
+ SLURPIESND, // 61\r
+ GHOSTFADESND, // 62\r
+ DEATHSCREAM9SND, // 63\r
+ GETAMMOBOXSND, // 64\r
+ ANGELSIGHTSND, // 65\r
+ SPIONSND, // 66\r
+ NEINSOVASSND, // 67\r
+ DOGATTACKSND, // 68\r
+ ANGELFIRESND, // 69\r
+ TRANSSIGHTSND, // 70\r
+ TRANSDEATHSND, // 71\r
+ WILHELMSIGHTSND, // 72\r
+ WILHELMDEATHSND, // 73\r
+ UBERDEATHSND, // 74\r
+ KNIGHTSIGHTSND, // 75\r
+ KNIGHTDEATHSND, // 76\r
+ ANGELDEATHSND, // 77\r
+ KNIGHTMISSILESND, // 78\r
+ GETSPEARSND, // 79\r
+ ANGELTIREDSND, // 80\r
+ LASTSOUND\r
+ } soundnames;\r
+\r
+//\r
+// Base offsets\r
+//\r
+#define STARTPCSOUNDS 0\r
+#define STARTADLIBSOUNDS 81\r
+#define STARTDIGISOUNDS 162\r
+#define STARTMUSIC 243\r
+\r
+//\r
+// Music names & indexes\r
+//\r
+typedef enum {\r
+ XFUNKIE_MUS, // 0\r
+ DUNGEON_MUS, // 1\r
+ XDEATH_MUS, // 2\r
+ GETTHEM_MUS, // 3\r
+ XTIPTOE_MUS, // 4\r
+ GOINGAFT_MUS, // 5\r
+ URAHERO_MUS, // 6\r
+ XTHEEND_MUS, // 7\r
+ NAZI_OMI_MUS, // 8\r
+ POW_MUS, // 9\r
+ TWELFTH_MUS, // 10\r
+ SEARCHN_MUS, // 11\r
+ SUSPENSE_MUS, // 12\r
+ ZEROHOUR_MUS, // 13\r
+ WONDERIN_MUS, // 14\r
+ ULTIMATE_MUS, // 15\r
+ ENDLEVEL_MUS, // 16\r
+ XEVIL_MUS, // 17\r
+ XJAZNAZI_MUS, // 18\r
+ COPYPRO_MUS, // 19\r
+ XAWARD_MUS, // 20\r
+ XPUTIT_MUS, // 21\r
+ XGETYOU_MUS, // 22\r
+ XTOWER2_MUS, // 23\r
+ LASTMUSIC\r
+ } musicnames;\r
+\r
+/////////////////////////////////////////////////\r
+//\r
+// Thanks for playing with MUSE!\r
+//\r
+/////////////////////////////////////////////////\r
--- /dev/null
+/////////////////////////////////////////////////\r
+//\r
+// MUSE Header for .WL6\r
+// Created Sat May 30 18:41:31 1992\r
+//\r
+/////////////////////////////////////////////////\r
+\r
+#define NUMSOUNDS 87\r
+#define NUMSNDCHUNKS 288\r
+\r
+//\r
+// Sound names & indexes\r
+//\r
+typedef enum {\r
+ HITWALLSND, // 0\r
+ SELECTWPNSND, // 1\r
+ SELECTITEMSND, // 2\r
+ HEARTBEATSND, // 3\r
+ MOVEGUN2SND, // 4\r
+ MOVEGUN1SND, // 5\r
+ NOWAYSND, // 6\r
+ NAZIHITPLAYERSND, // 7\r
+ SCHABBSTHROWSND, // 8\r
+ PLAYERDEATHSND, // 9\r
+ DOGDEATHSND, // 10\r
+ ATKGATLINGSND, // 11\r
+ GETKEYSND, // 12\r
+ NOITEMSND, // 13\r
+ WALK1SND, // 14\r
+ WALK2SND, // 15\r
+ TAKEDAMAGESND, // 16\r
+ GAMEOVERSND, // 17\r
+ OPENDOORSND, // 18\r
+ CLOSEDOORSND, // 19\r
+ DONOTHINGSND, // 20\r
+ HALTSND, // 21\r
+ DEATHSCREAM2SND, // 22\r
+ ATKKNIFESND, // 23\r
+ ATKPISTOLSND, // 24\r
+ DEATHSCREAM3SND, // 25\r
+ ATKMACHINEGUNSND, // 26\r
+ HITENEMYSND, // 27\r
+ SHOOTDOORSND, // 28\r
+ DEATHSCREAM1SND, // 29\r
+ GETMACHINESND, // 30\r
+ GETAMMOSND, // 31\r
+ SHOOTSND, // 32\r
+ HEALTH1SND, // 33\r
+ HEALTH2SND, // 34\r
+ BONUS1SND, // 35\r
+ BONUS2SND, // 36\r
+ BONUS3SND, // 37\r
+ GETGATLINGSND, // 38\r
+ ESCPRESSEDSND, // 39\r
+ LEVELDONESND, // 40\r
+ DOGBARKSND, // 41\r
+ ENDBONUS1SND, // 42\r
+ ENDBONUS2SND, // 43\r
+ BONUS1UPSND, // 44\r
+ BONUS4SND, // 45\r
+ PUSHWALLSND, // 46\r
+ NOBONUSSND, // 47\r
+ PERCENT100SND, // 48\r
+ BOSSACTIVESND, // 49\r
+ MUTTISND, // 50\r
+ SCHUTZADSND, // 51\r
+ AHHHGSND, // 52\r
+ DIESND, // 53\r
+ EVASND, // 54\r
+ GUTENTAGSND, // 55\r
+ LEBENSND, // 56\r
+ SCHEISTSND, // 57\r
+ NAZIFIRESND, // 58\r
+ BOSSFIRESND, // 59\r
+ SSFIRESND, // 60\r
+ SLURPIESND, // 61\r
+ TOT_HUNDSND, // 62\r
+ MEINGOTTSND, // 63\r
+ SCHABBSHASND, // 64\r
+ HITLERHASND, // 65\r
+ SPIONSND, // 66\r
+ NEINSOVASSND, // 67\r
+ DOGATTACKSND, // 68\r
+ FLAMETHROWERSND, // 69\r
+ MECHSTEPSND, // 70\r
+ GOOBSSND, // 71\r
+ YEAHSND, // 72\r
+ DEATHSCREAM4SND, // 73\r
+ DEATHSCREAM5SND, // 74\r
+ DEATHSCREAM6SND, // 75\r
+ DEATHSCREAM7SND, // 76\r
+ DEATHSCREAM8SND, // 77\r
+ DEATHSCREAM9SND, // 78\r
+ DONNERSND, // 79\r
+ EINESND, // 80\r
+ ERLAUBENSND, // 81\r
+ KEINSND, // 82\r
+ MEINSND, // 83\r
+ ROSESND, // 84\r
+ MISSILEFIRESND, // 85\r
+ MISSILEHITSND, // 86\r
+ LASTSOUND\r
+ } soundnames;\r
+\r
+//\r
+// Base offsets\r
+//\r
+#define STARTPCSOUNDS 0\r
+#define STARTADLIBSOUNDS 87\r
+#define STARTDIGISOUNDS 174\r
+#define STARTMUSIC 261\r
+\r
+//\r
+// Music names & indexes\r
+//\r
+typedef enum {\r
+ CORNER_MUS, // 0\r
+ DUNGEON_MUS, // 1\r
+ WARMARCH_MUS, // 2\r
+ GETTHEM_MUS, // 3\r
+ HEADACHE_MUS, // 4\r
+ HITLWLTZ_MUS, // 5\r
+ INTROCW3_MUS, // 6\r
+ NAZI_NOR_MUS, // 7\r
+ NAZI_OMI_MUS, // 8\r
+ POW_MUS, // 9\r
+ SALUTE_MUS, // 10\r
+ SEARCHN_MUS, // 11\r
+ SUSPENSE_MUS, // 12\r
+ VICTORS_MUS, // 13\r
+ WONDERIN_MUS, // 14\r
+ FUNKYOU_MUS, // 15\r
+ ENDLEVEL_MUS, // 16\r
+ GOINGAFT_MUS, // 17\r
+ PREGNANT_MUS, // 18\r
+ ULTIMATE_MUS, // 19\r
+ NAZI_RAP_MUS, // 20\r
+ ZEROHOUR_MUS, // 21\r
+ TWELFTH_MUS, // 22\r
+ ROSTER_MUS, // 23\r
+ URAHERO_MUS, // 24\r
+ VICMARCH_MUS, // 25\r
+ PACMAN_MUS, // 26\r
+ LASTMUSIC\r
+ } musicnames;\r
+\r
+/////////////////////////////////////////////////\r
+//\r
+// Thanks for playing with MUSE!\r
+//\r
+/////////////////////////////////////////////////\r
--- /dev/null
+ NAME c0\r
+ PAGE 60,132\r
+ LOCALS\r
+;[]------------------------------------------------------------[]\r
+;| C0.ASM -- Start Up Code |\r
+;| |\r
+;| Turbo C++ Run Time Library |\r
+;| |\r
+;| Copyright (c) 1987, 1991 by Borland International Inc. |\r
+;| All Rights Reserved. |\r
+;[]------------------------------------------------------------[]\r
+\r
+ __C0__ = 1\r
+INCLUDE RULES.ASI\r
+\r
+; Segment and Group declarations\r
+\r
+_TEXT SEGMENT BYTE PUBLIC 'CODE'\r
+ ENDS\r
+_FARDATA SEGMENT PARA PUBLIC 'FAR_DATA'\r
+ ENDS\r
+_FARBSS SEGMENT PARA PUBLIC 'FAR_BSS'\r
+ ENDS\r
+IFNDEF __TINY__\r
+_OVERLAY_ SEGMENT PARA PUBLIC 'OVRINFO'\r
+ ENDS\r
+_1STUB_ SEGMENT PARA PUBLIC 'STUBSEG'\r
+ ENDS\r
+ENDIF\r
+_DATA SEGMENT PARA PUBLIC 'DATA'\r
+ ENDS\r
+_INIT_ SEGMENT WORD PUBLIC 'INITDATA'\r
+InitStart label byte\r
+ ENDS\r
+_INITEND_ SEGMENT BYTE PUBLIC 'INITDATA'\r
+InitEnd label byte\r
+ ENDS\r
+_EXIT_ SEGMENT WORD PUBLIC 'EXITDATA'\r
+ExitStart label byte\r
+ ENDS\r
+_EXITEND_ SEGMENT BYTE PUBLIC 'EXITDATA'\r
+ExitEnd label byte\r
+ ENDS\r
+_CVTSEG SEGMENT WORD PUBLIC 'DATA'\r
+ ENDS\r
+_SCNSEG SEGMENT WORD PUBLIC 'DATA'\r
+ ENDS\r
+IFNDEF __HUGE__\r
+ _BSS SEGMENT WORD PUBLIC 'BSS'\r
+ ENDS\r
+ _BSSEND SEGMENT BYTE PUBLIC 'BSSEND'\r
+ ENDS\r
+ENDIF\r
+IFNDEF __TINY__\r
+ _STACK SEGMENT STACK 'STACK'\r
+ ENDS\r
+ENDIF\r
+\r
+ ASSUME CS:_TEXT, DS:DGROUP\r
+\r
+; External References\r
+\r
+extrn _main:DIST\r
+extrn _exit:DIST\r
+extrn __exit:DIST\r
+extrn __nfile:word\r
+extrn __setupio:near ;required!\r
+extrn __stklen:word\r
+IF LDATA EQ false\r
+extrn __heaplen:word\r
+ENDIF\r
+\r
+ SUBTTL Start Up Code\r
+ PAGE\r
+;/* */\r
+;/*-----------------------------------------------------*/\r
+;/* */\r
+;/* Start Up Code */\r
+;/* ------------- */\r
+;/* */\r
+;/*-----------------------------------------------------*/\r
+;/* */\r
+PSPHigh equ 00002h\r
+PSPEnv equ 0002ch\r
+PSPCmd equ 00080h\r
+\r
+ public __AHINCR\r
+__AHINCR equ 1000h\r
+ public __AHSHIFT\r
+__AHSHIFT equ 12\r
+\r
+IFDEF __NOFLOAT__\r
+MINSTACK equ 128 ; minimal stack size in words\r
+ELSE\r
+MINSTACK equ 256 ; minimal stack size in words\r
+ENDIF\r
+;\r
+; At the start, DS and ES both point to the segment prefix.\r
+; SS points to the stack segment except in TINY model where\r
+; SS is equal to CS\r
+;\r
+_TEXT SEGMENT\r
+IFDEF __TINY__\r
+ ORG 100h\r
+ENDIF\r
+STARTX PROC NEAR\r
+; Save general information, such as :\r
+; DGROUP segment address\r
+; DOS version number\r
+; Program Segment Prefix address\r
+; Environment address\r
+; Top of far heap\r
+\r
+IFDEF __TINY__\r
+ mov dx, cs ; DX = GROUP Segment address\r
+ELSE\r
+ mov dx, DGROUP ; DX = GROUP Segment address\r
+ENDIF\r
+IFNDEF __BOSS__\r
+ mov cs:DGROUP@@, dx ; __BOSS__\r
+ENDIF\r
+ mov ah, 30h\r
+ int 21h ; get DOS version number\r
+ mov bp, ds:[PSPHigh]; BP = Highest Memory Segment Addr\r
+ mov bx, ds:[PSPEnv] ; BX = Environment Segment address\r
+ mov ds, dx\r
+ mov _version@, ax ; Keep major and minor version number\r
+ mov _psp@, es ; Keep Program Segment Prefix address\r
+ mov _envseg@, bx ; Keep Environment Segment address\r
+ mov word ptr _heaptop@ + 2, bp\r
+;\r
+; Save several vectors and install default divide by zero handler.\r
+;\r
+ call SaveVectors\r
+\r
+;===================\r
+;\r
+; IDsoft - Check to make sure that we're running on a 286 or better\r
+\r
+ pushf ; Save original flags\r
+ xor ax,ax ; Clear AX\r
+ push ax\r
+ popf ; Try to pop the 0\r
+ pushf\r
+ pop ax ; Get results of popping 0 into flags\r
+ popf ; Restore original flags\r
+ or ax,ax\r
+ ;begin 8086 hack\r
+ ;jns @@Have286 ; If no sign bit, have a 286\r
+ jmp @@Have286\r
+\r
+ mov cx, lgth_no286MSG\r
+ mov dx, offset DGROUP: no286MSG\r
+ jmp MsgExit3\r
+\r
+@@Have286:\r
+; IDsoft - End of modifications (there's also a code segment string)\r
+;\r
+;===================\r
+\r
+IFDEF __BOSS__\r
+; Determine if in real mode\r
+ mov ax,0FB42h ; find out if DPMI loader is here\r
+ mov bx,1 ; get info function\r
+ int 2fh ;\r
+\r
+ push ax ;\r
+ mov ax, cs ; now, save DGROUP\r
+ add ax, cx ;\r
+ mov es, ax ;\r
+ mov dx, ds ;\r
+ mov es:DGROUP@@, dx ;\r
+ mov es:CSalias@@, ax ;\r
+ pop ax ;\r
+\r
+; cmp ax,0001h ; if not "TRUE"\r
+; JNE InRealMode\r
+\r
+; 8 is the value of the alias selector\r
+; in this system\r
+ MOV _protected@, cx\r
+ MOV _hugeincval@, cx\r
+ clc\r
+ mov ax, cx\r
+ xor cx, cx\r
+ or ax, ax\r
+ je @@gotshift\r
+@@shiftcnt:\r
+ rcr ax,1\r
+ jc @@gotshift\r
+ inc cx\r
+ jmp @@shiftcnt\r
+@@gotshift:\r
+ mov _shiftcount@,cx\r
+\r
+; used by emulator\r
+; PUSH DS\r
+; MOV AX, 0E502H ; prot kernel function, get LDT alias\r
+; INT 21H\r
+; POP DS\r
+; MOV _LDT@, AX\r
+\r
+; cmp _protected@,0001h ; if not "TRUE"\r
+; JNE InRealMode\r
+\r
+ .286P\r
+IFE LDATA \r
+ mov dx, ds ;\r
+; LSL AX, DX ;\r
+; DEC AX ;\r
+ MOV AX, 0FFFEh ;\r
+ MOV SP, AX ;\r
+ MOV SS, DX ;\r
+ENDIF \r
+ .8086\r
+; JMP BossSkip\r
+\r
+InRealMode label near\r
+\r
+ENDIF\r
+\r
+; Count the number of environment variables and compute the size.\r
+; Each variable is ended by a 0 and a zero-length variable stops\r
+; the environment. The environment can NOT be greater than 32k.\r
+\r
+ les di, dword ptr _envLng@\r
+ mov ax, di\r
+ mov bx, ax\r
+ mov cx, 07FFFh ; Environment cannot be > 32 Kbytes\r
+ cld\r
+@@EnvLoop:\r
+ repnz scasb\r
+ jcxz InitFailed ; Bad environment !!!\r
+IFDEF __BOSS__\r
+ jmp InitOK\r
+InitFailed: jmp near ptr _abort\r
+InitOK:\r
+ENDIF\r
+ \r
+ inc bx ; BX = Nb environment variables\r
+ cmp es:[di], al\r
+ jne @@EnvLoop ; Next variable ...\r
+ or ch, 10000000b\r
+ neg cx\r
+ mov _envLng@, cx ; Save Environment size\r
+ mov cx, dPtrSize / 2\r
+ shl bx, cl\r
+ add bx, dPtrSize * 4\r
+ and bx, not ((dPtrSize * 4) - 1)\r
+ mov _envSize@, bx ; Save Environment Variables Nb.\r
+\r
+IFNDEF __BOSS__\r
+\r
+; Determine the amount of memory that we need to keep\r
+\r
+IFDEF _DSSTACK_\r
+ mov dx, ds\r
+ELSE\r
+ mov dx, ss\r
+ENDIF\r
+ sub bp, dx ; BP = remaining size in paragraphs\r
+IF LDATA\r
+ mov di, seg __stklen\r
+ mov es, di\r
+ mov di, es:__stklen ; DI = Requested stack size\r
+ELSE\r
+ mov di, __stklen ; DI = Requested stack size\r
+ENDIF\r
+;\r
+; Make sure that the requested stack size is at least MINSTACK words.\r
+;\r
+ cmp di, 2*MINSTACK ; requested stack big enough ?\r
+ jae AskedStackOK\r
+ mov di, 2*MINSTACK ; no --> use minimal value\r
+IF LDATA\r
+ mov es:__stklen, di ; override requested stack size\r
+ELSE\r
+ mov __stklen, di ; override requested stack size\r
+ENDIF\r
+\r
+AskedStackOK label near\r
+IFDEF _DSSTACK_\r
+ add di, offset DGROUP: edata@\r
+ jb InitFailed ; DATA segment can NOT be > 64 Kbytes\r
+ENDIF\r
+IF LDATA EQ false\r
+ add di, __heaplen\r
+ jb InitFailed ; DATA segment can NOT be > 64 Kbytes\r
+ENDIF\r
+ mov cl, 4\r
+ shr di, cl ; $$$ Do not destroy CL $$$\r
+ inc di ; DI = DS size in paragraphs\r
+ cmp bp, di\r
+IF LDATA EQ false\r
+ jb InitFailed ; Not enough memory\r
+ cmp __stklen, 0\r
+ je ExpandDS ; Expand DS up to 64 Kb\r
+ cmp __heaplen, 0\r
+ jne ExcessOfMemory ; Much more available than needed\r
+ExpandDS label near\r
+ mov di, 1000h\r
+ cmp bp, di\r
+ ja ExcessOfMemory ; Enough to run the program\r
+ mov di, bp\r
+ jmp short ExcessOfMemory ; Enough to run the program\r
+ELSE\r
+ jnb ExcessOfMemory ; Much more available than needed\r
+ENDIF\r
+\r
+; All initialization errors arrive here\r
+\r
+InitFailed label near\r
+ jmp near ptr _abort\r
+\r
+; Return to DOS the amount of memory in excess\r
+; Set far heap base and pointer\r
+\r
+ExcessOfMemory label near\r
+ mov bx, di\r
+ add bx, dx\r
+ mov word ptr _heapbase@ + 2, bx\r
+ mov word ptr _brklvl@ + 2, bx\r
+ mov ax, _psp@\r
+ sub bx, ax ; BX = Number of paragraphs to keep\r
+ mov es, ax ; ES = Program Segment Prefix address\r
+ mov ah, 04Ah\r
+ push di ; preserve DI\r
+ int 021h ; this call clobbers SI,DI,BP !!!!!!\r
+ pop di ; restore DI\r
+\r
+ shl di, cl ; $$$ CX is still equal to 4 $$$\r
+\r
+ cli ; req'd for pre-1983 88/86s\r
+ mov ss, dx ; Set the program stack\r
+ mov sp, di\r
+ sti\r
+\r
+IFNDEF _DSSTACK_\r
+ mov ax, seg __stklen\r
+ mov es, ax\r
+ mov es:__stklen, di ; If separate stack segment, save size\r
+ENDIF\r
+\r
+ENDIF ; __BOSS__\r
+\r
+IFNDEF __HUGE__\r
+\r
+; Reset uninitialized data area\r
+\r
+ xor ax, ax\r
+ mov es, cs:DGROUP@@\r
+ mov di, offset DGROUP: bdata@\r
+ mov cx, offset DGROUP: edata@\r
+ sub cx, di\r
+ cld\r
+ rep stosb\r
+ENDIF\r
+\r
+; If default number of file handles have changed then tell DOS\r
+ cmp __nfile, 20\r
+ jbe @@NoChange\r
+\r
+ cmp _osmajor@, 3 ; Check for >= DOS 3.3\r
+ jb @@NoChange\r
+ ja @@DoChange\r
+ cmp _osminor@, 1Eh\r
+ jb @@NoChange\r
+@@DoChange:\r
+ mov ax, 5801h ; Set last fit allocation\r
+ mov bx, 2\r
+ int 21h\r
+ jc @@BadInit\r
+\r
+ mov ah, 67h ; Expand handle table\r
+ mov bx, __nfile\r
+ int 21h\r
+ jc @@BadInit\r
+\r
+ mov ah, 48h ; Allocate 16 bytes to find new\r
+ mov bx, 1 ; top of memory address\r
+ int 21h\r
+ jc @@BadInit\r
+ inc ax ; Adjust address to point after block\r
+ mov word ptr _heaptop@ + 2, ax\r
+\r
+ dec ax ; Change back and release block\r
+ mov es, ax\r
+ mov ah, 49h\r
+ int 21h\r
+ jc @@BadInit\r
+\r
+ mov ax, 5801h ; Set first fit allocation\r
+ mov bx, 0\r
+ int 21h\r
+ jnc @@NoChange\r
+\r
+@@BadInit: jmp near ptr _abort\r
+\r
+@@NoChange:\r
+\r
+; Prepare main arguments\r
+\r
+ mov ah, 0\r
+ int 1ah ; get current BIOS time in ticks\r
+ mov word ptr _StartTime@,dx ; save it for clock() fn\r
+ mov word ptr _StartTime@+2,cx\r
+ or al,al ; was midnight flag set?\r
+ jz @@NotMidnight\r
+ mov ax,40h ; set BIOS midnight flag\r
+ mov es,ax ; at 40:70\r
+ mov bx,70h\r
+ mov byte ptr es:[bx],1\r
+ \r
+@@NotMidnight:\r
+ xor bp,bp ; set BP to 0 for overlay mgr\r
+\r
+ mov es, cs:DGROUP@@\r
+ mov si,offset DGROUP:InitStart ;si = start of table\r
+ mov di,offset DGROUP:InitEnd ;di = end of table\r
+ call StartExit\r
+\r
+; ExitCode = main(argc,argv,envp);\r
+\r
+IF LDATA\r
+ push word ptr __C0environ+2\r
+ push word ptr __C0environ\r
+ push word ptr __C0argv+2\r
+ push word ptr __C0argv\r
+ELSE\r
+ push word ptr __C0environ\r
+ push word ptr __C0argv\r
+ENDIF\r
+ push __C0argc\r
+ call _main\r
+\r
+; Flush and close streams and files\r
+\r
+ push ax\r
+ call _exit\r
+\r
+;---------------------------------------------------------------------------\r
+; _cleanup() call all #pragma exit cleanup routines.\r
+; _checknull() check for null pointer zapping copyright message\r
+; _terminate(int) exit program with error code\r
+;\r
+; These functions are called by exit(), _exit(), _cexit(),\r
+; and _c_exit().\r
+;---------------------------------------------------------------------------\r
+\r
+; Call cleanup routines\r
+\r
+__cleanup PROC DIST\r
+ PUBLIC __cleanup\r
+\r
+ mov es, cs:DGROUP@@\r
+ push si\r
+ push di\r
+ mov si,offset DGROUP:ExitStart\r
+ mov di,offset DGROUP:ExitEnd\r
+ call StartExit\r
+ pop di\r
+ pop si\r
+ ret\r
+__cleanup ENDP\r
+\r
+; Check for null pointers before exit\r
+\r
+__checknull PROC DIST\r
+ PUBLIC __checknull\r
+\r
+IF LDATA EQ false\r
+ IFNDEF __TINY__\r
+ push si\r
+ push di\r
+ mov es, cs:DGROUP@@\r
+ xor ax, ax\r
+ mov si, ax\r
+ mov cx, lgth_CopyRight\r
+ComputeChecksum label near\r
+ add al, es:[si]\r
+ adc ah, 0\r
+ inc si\r
+ loop ComputeChecksum\r
+ sub ax, CheckSum\r
+ jz @@SumOk\r
+ mov cx, lgth_NullCheck\r
+ mov dx, offset DGROUP: NullCheck\r
+ call ErrorDisplay\r
+@@SumOK: pop di\r
+ pop si\r
+ ENDIF\r
+ENDIF\r
+ ret\r
+__checknull ENDP\r
+\r
+; Exit to DOS\r
+\r
+__terminate PROC DIST\r
+ PUBLIC __terminate\r
+ mov bp,sp\r
+ mov ah,4Ch\r
+ mov al,[bp+cPtrSize]\r
+ int 21h ; Exit to DOS\r
+__terminate ENDP\r
+\r
+STARTX ENDP\r
+\r
+ SUBTTL Vector save/restore & default Zero divide routines\r
+ PAGE\r
+;[]------------------------------------------------------------[]\r
+;| |\r
+;| Interrupt Save/Restore routines and default divide by zero |\r
+;| handler. |\r
+;| |\r
+;[]------------------------------------------------------------[]\r
+\r
+ZeroDivision PROC FAR\r
+ mov cx, lgth_ZeroDivMSG\r
+ mov dx, offset DGROUP: ZeroDivMSG\r
+ jmp MsgExit3\r
+ZeroDivision ENDP\r
+\r
+;--------------------------------------------------------------------------\r
+; savevectors()\r
+;\r
+; Save vectors for 0, 4, 5 & 6 interrupts. This is for extended\r
+; signal()/raise() support as the signal functions can steal these\r
+; vectors during runtime.\r
+;--------------------------------------------------------------------------\r
+SaveVectors PROC NEAR\r
+ push ds\r
+; Save INT 0\r
+ mov ax, 3500h\r
+ int 021h\r
+ mov word ptr _Int0Vector@, bx\r
+ mov word ptr _Int0Vector@+2, es\r
+; Save INT 4\r
+ mov ax, 3504h\r
+ int 021h\r
+ mov word ptr _Int4Vector@, bx\r
+ mov word ptr _Int4Vector@+2, es\r
+; Save INT 5\r
+ mov ax, 3505h\r
+ int 021h\r
+ mov word ptr _Int5Vector@, bx\r
+ mov word ptr _Int5Vector@+2, es\r
+; Save INT 6\r
+ mov ax, 3506h\r
+ int 021h\r
+ mov word ptr _Int6Vector@, bx\r
+ mov word ptr _Int6Vector@+2, es\r
+;\r
+; Install default divide by zero handler.\r
+;\r
+ mov ax, 2500h\r
+ mov dx, cs\r
+ mov ds, dx\r
+ mov dx, offset ZeroDivision\r
+ int 21h\r
+\r
+ pop ds\r
+ ret\r
+SaveVectors ENDP\r
+\r
+;--------------------------------------------------------------------------\r
+; _restorezero() puts back all the vectors that SaveVectors took.\r
+;\r
+;NOTE : TSRs must BE AWARE that signal() functions which take these \r
+; vectors will be deactivated if the keep() function is executed.\r
+; If a TSR wants to use the signal functions when it is active it \r
+; will have to save/restore these vectors itself when activated and\r
+; deactivated.\r
+;--------------------------------------------------------------------------\r
+__restorezero PROC DIST\r
+ PUBLIC __restorezero\r
+IFDEF __HUGE__\r
+ push ds\r
+ mov ds, cs: DGROUP@@\r
+ENDIF\r
+ push ds\r
+ mov ax, 2500h\r
+ lds dx, _Int0Vector@\r
+ int 21h\r
+ pop ds\r
+\r
+ push ds\r
+ mov ax, 2504h\r
+ lds dx, _Int4Vector@\r
+ int 21h\r
+ pop ds\r
+\r
+ push ds\r
+ mov ax, 2505h\r
+ lds dx, _Int5Vector@\r
+ int 21h\r
+ pop ds\r
+\r
+IFNDEF __HUGE__\r
+ push ds\r
+ENDIF\r
+ mov ax, 2506h\r
+ lds dx, _Int6Vector@\r
+ int 21h\r
+ pop ds\r
+\r
+ ret\r
+ ENDP\r
+\r
+;------------------------------------------------------------------\r
+; Loop through a startup/exit (SE) table, \r
+; calling functions in order of priority.\r
+; ES:SI is assumed to point to the beginning of the SE table\r
+; ES:DI is assumed to point to the end of the SE table\r
+; First 64 priorities are reserved by Borland\r
+;------------------------------------------------------------------\r
+PNEAR EQU 0\r
+PFAR EQU 1\r
+NOTUSED EQU 0ffh\r
+\r
+SE STRUC\r
+calltype db ? ; 0=near,1=far,ff=not used\r
+priority db ? ; 0=highest,ff=lowest\r
+addrlow dw ?\r
+addrhigh dw ?\r
+SE ENDS\r
+\r
+StartExit proc near\r
+@@Start: cmp si,offset DGROUP:InitStart ; startup or exit?\r
+ je @@StartLow ; it's startup\r
+ xor ah,ah ; start with high priority\r
+ jmp short @@SaveEnd\r
+@@StartLow: mov ah,0ffh ;start with lowest priority\r
+@@SaveEnd: mov dx,di ;set sentinel to end of table\r
+ mov bx,si ;bx = start of table\r
+\r
+@@TopOfTable: cmp bx,di ;and the end of the table?\r
+ je @@EndOfTable ;yes, exit the loop\r
+ cmp es:[bx.calltype],NOTUSED;check the call type\r
+ je @@Next\r
+ cmp si,offset DGROUP:InitStart ; startup or exit?\r
+ je @@CompareHigh ; it's startup\r
+ cmp ah,es:[bx.priority] ; it's exit\r
+ jmp short @@CheckPrior ; if priority too low, skip\r
+@@CompareHigh: cmp es:[bx.priority],ah ;check the priority\r
+@@CheckPrior: ja @@Next ;too high? skip\r
+ mov ah,es:[bx.priority] ;keep priority\r
+ mov dx,bx ;keep index in dx\r
+@@Next: add bx,SIZE SE ;bx = next item in table\r
+ jmp @@TopOfTable\r
+\r
+@@EndOfTable: cmp dx,di ;did we exhaust the table?\r
+ je @@Done ;yes, quit\r
+ mov bx,dx ;bx = highest priority item\r
+ cmp es:[bx.calltype],PNEAR ;is it near or far?\r
+ mov es:[bx.calltype],NOTUSED;wipe the call type\r
+ push es ;save es\r
+ je @@NearCall\r
+\r
+@@FarCall: call DWORD PTR es:[bx.addrlow]\r
+ pop es ;restore es\r
+ jmp short @@Start\r
+\r
+@@NearCall: call WORD PTR es:[bx.addrlow]\r
+ pop es ;restore es\r
+ jmp short @@Start\r
+\r
+@@Done: ret\r
+ endp\r
+\r
+;------------------------------------------------------------------\r
+\r
+ErrorDisplay PROC NEAR\r
+ mov ah, 040h\r
+ mov bx, 2\r
+ int 021h\r
+ ret\r
+ErrorDisplay ENDP\r
+\r
+_abort PROC DIST\r
+ PUBLIC _abort\r
+ mov cx, lgth_abortMSG\r
+ mov dx, offset DGROUP: abortMSG\r
+MsgExit3 label near\r
+ mov ds, cs: DGROUP@@\r
+ call ErrorDisplay\r
+CallExit3 label near\r
+ mov ax, 3\r
+ push ax\r
+ call __exit ; _exit(3);\r
+ ENDP\r
+\r
+; The DGROUP@ variable is used to reload DS with DGROUP\r
+\r
+PubSym@ DGROUP@, <dw ?>, __PASCAL__\r
+\r
+IFDEF __BOSS__\r
+PubSym@ CSalias@,<dw ?>, __PASCAL__\r
+ENDIF\r
+\r
+\r
+; __MMODEL is used to determine the memory model or the default\r
+; pointer types at run time.\r
+\r
+ public __MMODEL\r
+__MMODEL dw MMODEL\r
+\r
+_TEXT ENDS\r
+\r
+ SUBTTL Start Up Data Area\r
+ PAGE\r
+;[]------------------------------------------------------------[]\r
+;| Start Up Data Area |\r
+;| |\r
+;| WARNING Do not move any variables in the data |\r
+;| segment unless you're absolutely sure |\r
+;| that it does not matter. |\r
+;[]------------------------------------------------------------[]\r
+\r
+_DATA SEGMENT\r
+\r
+; Magic symbol used by the debug info to locate the data segment\r
+ public DATASEG@\r
+DATASEG@ label byte\r
+\r
+; The CopyRight string must NOT be moved or changed without\r
+; changing the null pointer check logic\r
+\r
+CopyRight db 4 dup(0)\r
+ db 'Borland C++ - Copyright 1991 Borland Intl.',0\r
+lgth_CopyRight equ $ - CopyRight\r
+\r
+IF LDATA EQ false\r
+IFNDEF __TINY__\r
+CheckSum equ 00D5Ch\r
+NullCheck db 'Null pointer assignment', 13, 10\r
+lgth_NullCheck equ $ - NullCheck\r
+ENDIF\r
+ENDIF\r
+\r
+ZeroDivMSG db 'Divide error', 13, 10\r
+lgth_ZeroDivMSG equ $ - ZeroDivMSG\r
+\r
+abortMSG db 'Abnormal program termination', 13, 10\r
+lgth_abortMSG equ $ - abortMSG\r
+\r
+; JAB - Added string for no 286\r
+no286MSG db 'Sorry, this program requires a 286 or better.', 13, 10\r
+lgth_no286MSG equ $ - no286MSG\r
+; JAB - End of modifications\r
+\r
+;\r
+; Interrupt vector save areas\r
+; \r
+; Interrupt vectors 0,4,5 & 6 are saved at startup and then restored\r
+; when the program terminates. The signal/raise functions might\r
+; steal these vectors during execution.\r
+;\r
+; Note: These vectors save area must not be altered \r
+; without changing the save/restore logic.\r
+;\r
+PubSym@ _Int0Vector <dd 0>, __CDECL__\r
+PubSym@ _Int4Vector <dd 0>, __CDECL__\r
+PubSym@ _Int5Vector <dd 0>, __CDECL__\r
+PubSym@ _Int6Vector <dd 0>, __CDECL__\r
+;\r
+; Miscellaneous variables\r
+; \r
+PubSym@ _C0argc, <dw 0>, __CDECL__\r
+dPtrPub@ _C0argv, 0, __CDECL__\r
+dPtrPub@ _C0environ, 0, __CDECL__\r
+PubSym@ _envLng, <dw 0>, __CDECL__\r
+PubSym@ _envseg, <dw 0>, __CDECL__\r
+PubSym@ _envSize, <dw 0>, __CDECL__\r
+PubSym@ _psp, <dw 0>, __CDECL__\r
+PubSym@ _version, <label word>, __CDECL__\r
+PubSym@ _osversion, <label word>, __CDECL__\r
+PubSym@ _osmajor, <db 0>, __CDECL__\r
+PubSym@ _osminor, <db 0>, __CDECL__\r
+PubSym@ errno, <dw 0>, __CDECL__\r
+PubSym@ _StartTime, <dw 0,0>, __CDECL__\r
+\r
+\r
+IFDEF __BOSS__\r
+PubSym@ _protected <dw 0>, __CDECL__\r
+PubSym@ _shiftcount, <dw 12>, __CDECL__\r
+PubSym@ _hugeincval, <dw 1000h>, __CDECL__\r
+ENDIF\r
+\r
+; Memory management variables\r
+\r
+IF LDATA EQ false\r
+PubSym@ __heapbase, <dw DGROUP:edata@>, __CDECL__\r
+ENDIF\r
+IFNDEF __HUGE__\r
+PubSym@ __brklvl, <dw DGROUP:edata@>, __CDECL__\r
+ENDIF\r
+PubSym@ _heapbase, <dd 0>, __CDECL__\r
+PubSym@ _brklvl, <dd 0>, __CDECL__\r
+PubSym@ _heaptop, <dd 0>, __CDECL__\r
+\r
+; If stack in DS and Large data model then override location of __emu\r
+\r
+IFDEF _DSSTACK_\r
+IF LDATA\r
+public __emu\r
+__emu db 044h DUP (0)\r
+ db 0CCh DUP (?)\r
+ENDIF\r
+ENDIF\r
+\r
+_DATA ENDS\r
+\r
+\r
+_CVTSEG SEGMENT\r
+PubSym@ _RealCvtVector, <label word>, __CDECL__\r
+ ENDS\r
+\r
+_SCNSEG SEGMENT\r
+PubSym@ _ScanTodVector, <label word>, __CDECL__\r
+ ENDS\r
+\r
+IFNDEF __HUGE__\r
+_BSS SEGMENT\r
+bdata@ label byte\r
+ ENDS\r
+\r
+_BSSEND SEGMENT\r
+edata@ label byte\r
+ ENDS\r
+ENDIF\r
+\r
+IFNDEF __TINY__\r
+_STACK SEGMENT\r
+IFDEF __BOSS__\r
+ IF LDATA\r
+ db 1400h dup(?)\r
+ ENDIF\r
+ELSE\r
+ db 128 dup(?) ;minimum stack size\r
+ENDIF ; __BOSS__\r
+ ENDS\r
+ENDIF ; __TINY__\r
+ END STARTX\r
--- /dev/null
+// WL_SCALE.C\r
+\r
+#include "WL_DEF.H"\r
+#pragma hdrstop\r
+\r
+#define OP_RETF 0xcb\r
+\r
+/*\r
+=============================================================================\r
+\r
+ GLOBALS\r
+\r
+=============================================================================\r
+*/\r
+\r
+t_compscale far *scaledirectory[MAXSCALEHEIGHT+1];\r
+long fullscalefarcall[MAXSCALEHEIGHT+1];\r
+\r
+int maxscale,maxscaleshl2;\r
+\r
+byte far *scalermemory;\r
+byte _seg *endscalermemory;\r
+long freescalermemory;\r
+\r
+\r
+/*\r
+=============================================================================\r
+\r
+ LOCALS\r
+\r
+=============================================================================\r
+*/\r
+\r
+unsigned BuildCompScale (int height, byte far *code);\r
+\r
+int stepbytwo;\r
+\r
+//===========================================================================\r
+\r
+/*\r
+==============\r
+=\r
+= BadScale\r
+=\r
+==============\r
+*/\r
+\r
+void far BadScale (void)\r
+{\r
+ Quit ("BadScale called!");\r
+}\r
+\r
+\r
+/*\r
+==========================\r
+=\r
+= SetupScaling\r
+=\r
+==========================\r
+*/\r
+\r
+long SetupScaling (int maxscaleheight)\r
+{\r
+ int i,x,y;\r
+ byte far *dest;\r
+ unsigned seg,ofs;\r
+ long size;\r
+\r
+\r
+ maxscaleheight/=2; // one scaler every two pixels\r
+\r
+ maxscale = maxscaleheight-1;\r
+ maxscaleshl2 = maxscale<<2;\r
+\r
+ dest = scalermemory;\r
+\r
+//\r
+// build the compiled scalers\r
+//\r
+ stepbytwo = viewheight/2; // save space by double stepping\r
+\r
+ for (i=1;i<=maxscaleheight;i++)\r
+ {\r
+ seg = FP_SEG(dest);\r
+ ofs = (FP_OFF(dest)+15)&~15;\r
+ dest = MK_FP(seg+ofs/16,0);\r
+\r
+ scaledirectory[i] = (t_compscale far *)dest;\r
+ size = BuildCompScale (i*2,dest);\r
+ dest += size;\r
+\r
+ if ((byte huge *)dest-(byte huge *)scalermemory > MAXSCALERMEMORY)\r
+ Quit ("Compiled scalars exceeded allocated space!");\r
+\r
+ if (i>=stepbytwo)\r
+ i+= 2;\r
+ }\r
+\r
+//\r
+// get far call addresses\r
+//\r
+ for (i=1;i<=maxscaleheight;i++)\r
+ {\r
+ fullscalefarcall[i] = (long)scaledirectory[i] + scaledirectory[i]->codeofs[0];\r
+ if (i>=stepbytwo)\r
+ {\r
+ scaledirectory[i+1] = scaledirectory[i];\r
+ fullscalefarcall[i+1] = (long)scaledirectory[i] + scaledirectory[i]->codeofs[0];\r
+ scaledirectory[i+2] = scaledirectory[i];\r
+ fullscalefarcall[i+2] = (long)scaledirectory[i] + scaledirectory[i]->codeofs[0];\r
+ i+=2;\r
+ }\r
+ }\r
+ scaledirectory[0] = scaledirectory[1];\r
+ fullscalefarcall[0] = fullscalefarcall[1];\r
+\r
+//\r
+// check for oversize wall drawing\r
+//\r
+ for (i=maxscaleheight;i<MAXSCALEHEIGHT;i++)\r
+ fullscalefarcall[i] = (long)BadScale;\r
+\r
+ seg = FP_SEG(dest);\r
+ ofs = (FP_OFF(dest)+15)&~15;\r
+ endscalermemory = (void _seg *)(seg+ofs/16);\r
+ size = (byte huge *)dest-(byte huge *)scalermemory;\r
+ freescalermemory = MAXSCALERMEMORY-16-size;\r
+\r
+ return size;\r
+}\r
+\r
+//===========================================================================\r
+\r
+/*\r
+========================\r
+=\r
+= BuildCompScale\r
+=\r
+= Builds a compiled scaler object that will scale a 64 tall object to\r
+= the given height (centered vertically on the screen)\r
+=\r
+= height should be even\r
+=\r
+= Call with\r
+= ---------\r
+= DS:SI Source for scale\r
+= ES:DI Dest for scale\r
+=\r
+= Calling the compiled scaler only destroys AL\r
+=\r
+========================\r
+*/\r
+\r
+unsigned BuildCompScale (int height, byte far *code)\r
+{\r
+ t_compscale far *work;\r
+\r
+ int i;\r
+ long fix,step;\r
+ unsigned src,totalscaled,totalsize;\r
+ int startpix,endpix,toppix;\r
+\r
+ work = (t_compscale far *)code;\r
+\r
+ step = ((long)height<<16) / 64;\r
+ code = &work->code[0];\r
+ toppix = (viewheight-height)/2;\r
+ fix = 0;\r
+\r
+ for (src=0;src<=64;src++)\r
+ {\r
+ startpix = fix>>16;\r
+ fix += step;\r
+ endpix = fix>>16;\r
+\r
+ if (endpix>startpix)\r
+ work->width[src] = endpix-startpix;\r
+ else\r
+ work->width[src] = 0;\r
+\r
+//\r
+// mark the start of the code\r
+//\r
+ work->codeofs[src] = FP_OFF(code);\r
+\r
+//\r
+// compile some code if the source pixel generates any screen pixels\r
+//\r
+ startpix+=toppix;\r
+ endpix+=toppix;\r
+\r
+ if (startpix == endpix || endpix < 0 || startpix >= viewheight || src == 64)\r
+ continue;\r
+\r
+ //\r
+ // mov al,[si+src]\r
+ //\r
+ *code++ = 0x8a;\r
+ *code++ = 0x44;\r
+ *code++ = src;\r
+\r
+ for (;startpix<endpix;startpix++)\r
+ {\r
+ if (startpix >= viewheight)\r
+ break; // off the bottom of the view area\r
+ if (startpix < 0)\r
+ continue; // not into the view area\r
+\r
+ //\r
+ // mov [es:di+heightofs],al\r
+ //\r
+ *code++ = 0x26;\r
+ *code++ = 0x88;\r
+ *code++ = 0x85;\r
+ *((unsigned far *)code)++ = startpix*SCREENBWIDE;\r
+ }\r
+\r
+ }\r
+\r
+//\r
+// retf\r
+//\r
+ *code++ = 0xcb;\r
+\r
+ totalsize = FP_OFF(code);\r
+\r
+ return totalsize;\r
+}\r
+\r
+\r
+/*\r
+=======================\r
+=\r
+= ScaleLine\r
+=\r
+= linescale should have the high word set to the segment of the scaler\r
+=\r
+=======================\r
+*/\r
+\r
+extern int slinex,slinewidth;\r
+extern unsigned far *linecmds;\r
+extern long linescale;\r
+extern unsigned maskword;\r
+\r
+byte mask1,mask2,mask3;\r
+\r
+\r
+void near ScaleLine (void)\r
+{\r
+asm mov cx,WORD PTR [linescale+2]\r
+asm mov es,cx // segment of scaler\r
+\r
+asm mov bp,WORD PTR [linecmds]\r
+asm mov dx,SC_INDEX+1 // to set SC_MAPMASK\r
+\r
+asm mov bx,[slinex]\r
+asm mov di,bx\r
+/* begin 8086 hack\r
+asm shr di,2 // X in bytes\r
+*/\r
+asm shr di,1 // X in bytes\r
+asm shr di,1\r
+/* end 8086 hack */\r
+asm add di,[bufferofs]\r
+asm and bx,3\r
+/* begin 8086 hack\r
+asm shl bx,3\r
+*/\r
+asm push cx\r
+asm mov cl,3\r
+asm shl bx,cl\r
+asm pop cx\r
+/* end 8086 hack */\r
+asm add bx,[slinewidth] // bx = (pixel*8+pixwidth)\r
+asm mov al,BYTE [mapmasks3-1+bx] // -1 because pixwidth of 1 is first\r
+asm mov ds,WORD PTR [linecmds+2]\r
+asm or al,al\r
+asm jz notthreebyte // scale across three bytes\r
+asm jmp threebyte\r
+notthreebyte:\r
+asm mov al,BYTE PTR ss:[mapmasks2-1+bx] // -1 because pixwidth of 1 is first\r
+asm or al,al\r
+asm jnz twobyte // scale across two bytes\r
+\r
+//\r
+// one byte scaling\r
+//\r
+asm mov al,BYTE PTR ss:[mapmasks1-1+bx] // -1 because pixwidth of 1 is first\r
+asm out dx,al // set map mask register\r
+\r
+scalesingle:\r
+\r
+asm mov bx,[ds:bp] // table location of rtl to patch\r
+asm or bx,bx\r
+asm jz linedone // 0 signals end of segment list\r
+asm mov bx,[es:bx]\r
+asm mov dl,[es:bx] // save old value\r
+asm mov BYTE PTR es:[bx],OP_RETF // patch a RETF in\r
+asm mov si,[ds:bp+4] // table location of entry spot\r
+asm mov ax,[es:si]\r
+asm mov WORD PTR ss:[linescale],ax // call here to start scaling\r
+asm mov si,[ds:bp+2] // corrected top of shape for this segment\r
+asm add bp,6 // next segment list\r
+\r
+asm mov ax,SCREENSEG\r
+asm mov es,ax\r
+asm call ss:[linescale] // scale the segment of pixels\r
+\r
+asm mov es,cx // segment of scaler\r
+asm mov BYTE PTR es:[bx],dl // unpatch the RETF\r
+asm jmp scalesingle // do the next segment\r
+\r
+\r
+//\r
+// done\r
+//\r
+linedone:\r
+asm mov ax,ss\r
+asm mov ds,ax\r
+return;\r
+\r
+//\r
+// two byte scaling\r
+//\r
+twobyte:\r
+asm mov ss:[mask2],al\r
+asm mov al,BYTE PTR ss:[mapmasks1-1+bx] // -1 because pixwidth of 1 is first\r
+asm mov ss:[mask1],al\r
+\r
+scaledouble:\r
+\r
+asm mov bx,[ds:bp] // table location of rtl to patch\r
+asm or bx,bx\r
+asm jz linedone // 0 signals end of segment list\r
+asm mov bx,[es:bx]\r
+asm mov cl,[es:bx] // save old value\r
+asm mov BYTE PTR es:[bx],OP_RETF // patch a RETF in\r
+asm mov si,[ds:bp+4] // table location of entry spot\r
+asm mov ax,[es:si]\r
+asm mov WORD PTR ss:[linescale],ax // call here to start scaling\r
+asm mov si,[ds:bp+2] // corrected top of shape for this segment\r
+asm add bp,6 // next segment list\r
+\r
+asm mov ax,SCREENSEG\r
+asm mov es,ax\r
+asm mov al,ss:[mask1]\r
+asm out dx,al // set map mask register\r
+asm call ss:[linescale] // scale the segment of pixels\r
+asm inc di\r
+asm mov al,ss:[mask2]\r
+asm out dx,al // set map mask register\r
+asm call ss:[linescale] // scale the segment of pixels\r
+asm dec di\r
+\r
+asm mov es,WORD PTR ss:[linescale+2] // segment of scaler\r
+asm mov BYTE PTR es:[bx],cl // unpatch the RETF\r
+asm jmp scaledouble // do the next segment\r
+\r
+\r
+//\r
+// three byte scaling\r
+//\r
+threebyte:\r
+asm mov ss:[mask3],al\r
+asm mov al,BYTE PTR ss:[mapmasks2-1+bx] // -1 because pixwidth of 1 is first\r
+asm mov ss:[mask2],al\r
+asm mov al,BYTE PTR ss:[mapmasks1-1+bx] // -1 because pixwidth of 1 is first\r
+asm mov ss:[mask1],al\r
+\r
+scaletriple:\r
+\r
+asm mov bx,[ds:bp] // table location of rtl to patch\r
+asm or bx,bx\r
+asm jz linedone // 0 signals end of segment list\r
+asm mov bx,[es:bx]\r
+asm mov cl,[es:bx] // save old value\r
+asm mov BYTE PTR es:[bx],OP_RETF // patch a RETF in\r
+asm mov si,[ds:bp+4] // table location of entry spot\r
+asm mov ax,[es:si]\r
+asm mov WORD PTR ss:[linescale],ax // call here to start scaling\r
+asm mov si,[ds:bp+2] // corrected top of shape for this segment\r
+asm add bp,6 // next segment list\r
+\r
+asm mov ax,SCREENSEG\r
+asm mov es,ax\r
+asm mov al,ss:[mask1]\r
+asm out dx,al // set map mask register\r
+asm call ss:[linescale] // scale the segment of pixels\r
+asm inc di\r
+asm mov al,ss:[mask2]\r
+asm out dx,al // set map mask register\r
+asm call ss:[linescale] // scale the segment of pixels\r
+asm inc di\r
+asm mov al,ss:[mask3]\r
+asm out dx,al // set map mask register\r
+asm call ss:[linescale] // scale the segment of pixels\r
+asm dec di\r
+asm dec di\r
+\r
+asm mov es,WORD PTR ss:[linescale+2] // segment of scaler\r
+asm mov BYTE PTR es:[bx],cl // unpatch the RETF\r
+asm jmp scaletriple // do the next segment\r
+\r
+\r
+}\r
+\r
+\r
+/*\r
+=======================\r
+=\r
+= ScaleShape\r
+=\r
+= Draws a compiled shape at [scale] pixels high\r
+=\r
+= each vertical line of the shape has a pointer to segment data:\r
+= end of segment pixel*2 (0 terminates line) used to patch rtl in scaler\r
+= top of virtual line with segment in proper place\r
+= start of segment pixel*2, used to jsl into compiled scaler\r
+= <repeat>\r
+=\r
+= Setup for call\r
+= --------------\r
+= GC_MODE read mode 1, write mode 2\r
+= GC_COLORDONTCARE set to 0, so all reads from video memory return 0xff\r
+= GC_INDEX pointing at GC_BITMASK\r
+=\r
+=======================\r
+*/\r
+\r
+static long longtemp;\r
+\r
+void ScaleShape (int xcenter, int shapenum, unsigned height)\r
+{\r
+ t_compshape _seg *shape;\r
+ t_compscale far *comptable;\r
+ unsigned scale,srcx,stopx,tempx;\r
+ int t;\r
+ unsigned far *cmdptr;\r
+ boolean leftvis,rightvis;\r
+\r
+\r
+ shape = PM_GetSpritePage (shapenum);\r
+\r
+ scale = height>>3; // low three bits are fractional\r
+ if (!scale || scale>maxscale)\r
+ return; // too close or far away\r
+ comptable = scaledirectory[scale];\r
+\r
+ *(((unsigned *)&linescale)+1)=FP_SEG(comptable); // seg of far call\r
+ *(((unsigned *)&linecmds)+1)=(unsigned)shape; // seg of shape\r
+\r
+//\r
+// scale to the left (from pixel 31 to shape->leftpix)\r
+//\r
+ srcx = 32;\r
+ slinex = xcenter;\r
+ stopx = shape->leftpix;\r
+ cmdptr = &shape->dataofs[31-stopx];\r
+\r
+ while ( --srcx >=stopx && slinex>0)\r
+ {\r
+ (unsigned)linecmds = *cmdptr--;\r
+ if ( !(slinewidth = comptable->width[srcx]) )\r
+ continue;\r
+\r
+ if (slinewidth == 1)\r
+ {\r
+ slinex--;\r
+ if (slinex<viewwidth)\r
+ {\r
+ if (wallheight[slinex] >= height)\r
+ continue; // obscured by closer wall\r
+ ScaleLine ();\r
+ }\r
+ continue;\r
+ }\r
+\r
+ //\r
+ // handle multi pixel lines\r
+ //\r
+ if (slinex>viewwidth)\r
+ {\r
+ slinex -= slinewidth;\r
+ slinewidth = viewwidth-slinex;\r
+ if (slinewidth<1)\r
+ continue; // still off the right side\r
+ }\r
+ else\r
+ {\r
+ if (slinewidth>slinex)\r
+ slinewidth = slinex;\r
+ slinex -= slinewidth;\r
+ }\r
+\r
+\r
+ leftvis = (wallheight[slinex] < height);\r
+ rightvis = (wallheight[slinex+slinewidth-1] < height);\r
+\r
+ if (leftvis)\r
+ {\r
+ if (rightvis)\r
+ ScaleLine ();\r
+ else\r
+ {\r
+ while (wallheight[slinex+slinewidth-1] >= height)\r
+ slinewidth--;\r
+ ScaleLine ();\r
+ }\r
+ }\r
+ else\r
+ {\r
+ if (!rightvis)\r
+ continue; // totally obscured\r
+\r
+ while (wallheight[slinex] >= height)\r
+ {\r
+ slinex++;\r
+ slinewidth--;\r
+ }\r
+ ScaleLine ();\r
+ break; // the rest of the shape is gone\r
+ }\r
+ }\r
+\r
+\r
+//\r
+// scale to the right\r
+//\r
+ slinex = xcenter;\r
+ stopx = shape->rightpix;\r
+ if (shape->leftpix<31)\r
+ {\r
+ srcx = 31;\r
+ cmdptr = &shape->dataofs[32-shape->leftpix];\r
+ }\r
+ else\r
+ {\r
+ srcx = shape->leftpix-1;\r
+ cmdptr = &shape->dataofs[0];\r
+ }\r
+ slinewidth = 0;\r
+\r
+ while ( ++srcx <= stopx && (slinex+=slinewidth)<viewwidth)\r
+ {\r
+ (unsigned)linecmds = *cmdptr++;\r
+ if ( !(slinewidth = comptable->width[srcx]) )\r
+ continue;\r
+\r
+ if (slinewidth == 1)\r
+ {\r
+ if (slinex>=0 && wallheight[slinex] < height)\r
+ {\r
+ ScaleLine ();\r
+ }\r
+ continue;\r
+ }\r
+\r
+ //\r
+ // handle multi pixel lines\r
+ //\r
+ if (slinex<0)\r
+ {\r
+ if (slinewidth <= -slinex)\r
+ continue; // still off the left edge\r
+\r
+ slinewidth += slinex;\r
+ slinex = 0;\r
+ }\r
+ else\r
+ {\r
+ if (slinex + slinewidth > viewwidth)\r
+ slinewidth = viewwidth-slinex;\r
+ }\r
+\r
+\r
+ leftvis = (wallheight[slinex] < height);\r
+ rightvis = (wallheight[slinex+slinewidth-1] < height);\r
+\r
+ if (leftvis)\r
+ {\r
+ if (rightvis)\r
+ {\r
+ ScaleLine ();\r
+ }\r
+ else\r
+ {\r
+ while (wallheight[slinex+slinewidth-1] >= height)\r
+ slinewidth--;\r
+ ScaleLine ();\r
+ break; // the rest of the shape is gone\r
+ }\r
+ }\r
+ else\r
+ {\r
+ if (rightvis)\r
+ {\r
+ while (wallheight[slinex] >= height)\r
+ {\r
+ slinex++;\r
+ slinewidth--;\r
+ }\r
+ ScaleLine ();\r
+ }\r
+ else\r
+ continue; // totally obscured\r
+ }\r
+ }\r
+}\r
+\r
+\r
+\r
+/*\r
+=======================\r
+=\r
+= SimpleScaleShape\r
+=\r
+= NO CLIPPING, height in pixels\r
+=\r
+= Draws a compiled shape at [scale] pixels high\r
+=\r
+= each vertical line of the shape has a pointer to segment data:\r
+= end of segment pixel*2 (0 terminates line) used to patch rtl in scaler\r
+= top of virtual line with segment in proper place\r
+= start of segment pixel*2, used to jsl into compiled scaler\r
+= <repeat>\r
+=\r
+= Setup for call\r
+= --------------\r
+= GC_MODE read mode 1, write mode 2\r
+= GC_COLORDONTCARE set to 0, so all reads from video memory return 0xff\r
+= GC_INDEX pointing at GC_BITMASK\r
+=\r
+=======================\r
+*/\r
+\r
+void SimpleScaleShape (int xcenter, int shapenum, unsigned height)\r
+{\r
+ t_compshape _seg *shape;\r
+ t_compscale far *comptable;\r
+ unsigned scale,srcx,stopx,tempx;\r
+ int t;\r
+ unsigned far *cmdptr;\r
+ boolean leftvis,rightvis;\r
+\r
+\r
+ shape = PM_GetSpritePage (shapenum);\r
+\r
+ scale = height>>1;\r
+ comptable = scaledirectory[scale];\r
+\r
+ *(((unsigned *)&linescale)+1)=FP_SEG(comptable); // seg of far call\r
+ *(((unsigned *)&linecmds)+1)=(unsigned)shape; // seg of shape\r
+\r
+//\r
+// scale to the left (from pixel 31 to shape->leftpix)\r
+//\r
+ srcx = 32;\r
+ slinex = xcenter;\r
+ stopx = shape->leftpix;\r
+ cmdptr = &shape->dataofs[31-stopx];\r
+\r
+ while ( --srcx >=stopx )\r
+ {\r
+ (unsigned)linecmds = *cmdptr--;\r
+ if ( !(slinewidth = comptable->width[srcx]) )\r
+ continue;\r
+\r
+ slinex -= slinewidth;\r
+ ScaleLine ();\r
+ }\r
+\r
+\r
+//\r
+// scale to the right\r
+//\r
+ slinex = xcenter;\r
+ stopx = shape->rightpix;\r
+ if (shape->leftpix<31)\r
+ {\r
+ srcx = 31;\r
+ cmdptr = &shape->dataofs[32-shape->leftpix];\r
+ }\r
+ else\r
+ {\r
+ srcx = shape->leftpix-1;\r
+ cmdptr = &shape->dataofs[0];\r
+ }\r
+ slinewidth = 0;\r
+\r
+ while ( ++srcx <= stopx )\r
+ {\r
+ (unsigned)linecmds = *cmdptr++;\r
+ if ( !(slinewidth = comptable->width[srcx]) )\r
+ continue;\r
+\r
+ ScaleLine ();\r
+ slinex+=slinewidth;\r
+ }\r
+}\r
+\r
+\r
+\r
+\r
+//\r
+// bit mask tables for drawing scaled strips up to eight pixels wide\r
+//\r
+// down here so the STUPID inline assembler doesn't get confused!\r
+//\r
+\r
+\r
+byte mapmasks1[4][8] = {\r
+{1 ,3 ,7 ,15,15,15,15,15},\r
+{2 ,6 ,14,14,14,14,14,14},\r
+{4 ,12,12,12,12,12,12,12},\r
+{8 ,8 ,8 ,8 ,8 ,8 ,8 ,8} };\r
+\r
+byte mapmasks2[4][8] = {\r
+{0 ,0 ,0 ,0 ,1 ,3 ,7 ,15},\r
+{0 ,0 ,0 ,1 ,3 ,7 ,15,15},\r
+{0 ,0 ,1 ,3 ,7 ,15,15,15},\r
+{0 ,1 ,3 ,7 ,15,15,15,15} };\r
+\r
+byte mapmasks3[4][8] = {\r
+{0 ,0 ,0 ,0 ,0 ,0 ,0 ,0},\r
+{0 ,0 ,0 ,0 ,0 ,0 ,0 ,1},\r
+{0 ,0 ,0 ,0 ,0 ,0 ,1 ,3},\r
+{0 ,0 ,0 ,0 ,0 ,1 ,3 ,7} };\r
+\r
+\r
+unsigned wordmasks[8][8] = {\r
+{0x0080,0x00c0,0x00e0,0x00f0,0x00f8,0x00fc,0x00fe,0x00ff},\r
+{0x0040,0x0060,0x0070,0x0078,0x007c,0x007e,0x007f,0x807f},\r
+{0x0020,0x0030,0x0038,0x003c,0x003e,0x003f,0x803f,0xc03f},\r
+{0x0010,0x0018,0x001c,0x001e,0x001f,0x801f,0xc01f,0xe01f},\r
+{0x0008,0x000c,0x000e,0x000f,0x800f,0xc00f,0xe00f,0xf00f},\r
+{0x0004,0x0006,0x0007,0x8007,0xc007,0xe007,0xf007,0xf807},\r
+{0x0002,0x0003,0x8003,0xc003,0xe003,0xf003,0xf803,0xfc03},\r
+{0x0001,0x8001,0xc001,0xe001,0xf001,0xf801,0xfc01,0xfe01} };\r
+\r
+int slinex,slinewidth;\r
+unsigned far *linecmds;\r
+long linescale;\r
+unsigned maskword;\r
+\r
--- /dev/null
+///////////////////////////////////////////////////////////////////////////\r
+//\r
+// SDL_CheckSB() - Checks to see if a SoundBlaster resides at a\r
+// particular I/O location\r
+//\r
+///////////////////////////////////////////////////////////////////////////\r
+static boolean\r
+SDL_CheckSB(int port)\r
+{\r
+ int i;\r
+\r
+ sbLocation = port << 4; // Initialize stuff for later use\r
+\r
+ sbOut(sbReset,true); // Reset the SoundBlaster DSP\r
+asm mov dx,0x388 // Wait >4usec\r
+asm in al, dx\r
+asm in al, dx\r
+asm in al, dx\r
+asm in al, dx\r
+asm in al, dx\r
+asm in al, dx\r
+asm in al, dx\r
+asm in al, dx\r
+asm in al, dx\r
+\r
+ sbOut(sbReset,false); // Turn off sb DSP reset\r
+asm mov dx,0x388 // Wait >100usec\r
+asm mov cx,100\r
+usecloop:\r
+asm in al,dx\r
+asm loop usecloop\r
+\r
+ for (i = 0;i < 100;i++)\r
+ {\r
+ if (sbIn(sbDataAvail) & 0x80) // If data is available...\r
+ {\r
+ if (sbIn(sbReadData) == 0xaa) // If it matches correct value\r
+ return(true);\r
+ else\r
+ {\r
+ sbLocation = -1; // Otherwise not a SoundBlaster\r
+ return(false);\r
+ }\r
+ }\r
+ }\r
+ sbLocation = -1; // Retry count exceeded - fail\r
+ return(false);\r
+}\r
+\r
+///////////////////////////////////////////////////////////////////////////\r
+//\r
+// Checks to see if a SoundBlaster is in the system. If the port passed is\r
+// -1, then it scans through all possible I/O locations. If the port\r
+// passed is 0, then it uses the default (2). If the port is >0, then\r
+// it just passes it directly to SDL_CheckSB()\r
+//\r
+///////////////////////////////////////////////////////////////////////////\r
+static boolean\r
+SDL_DetectSoundBlaster(int port)\r
+{\r
+ int i;\r
+\r
+ if (port == 0) // If user specifies default, use 2\r
+ port = 2;\r
+ if (port == -1)\r
+ {\r
+ if (SDL_CheckSB(2)) // Check default before scanning\r
+ return(true);\r
+\r
+ if (SDL_CheckSB(4)) // Check other SB Pro location before scan\r
+ return(true);\r
+\r
+ for (i = 1;i <= 6;i++) // Scan through possible SB locations\r
+ {\r
+ if ((i == 2) || (i == 4))\r
+ continue;\r
+\r
+ if (SDL_CheckSB(i)) // If found at this address,\r
+ return(true); // return success\r
+ }\r
+ return(false); // All addresses failed, return failure\r
+ }\r
+ else\r
+ return(SDL_CheckSB(port)); // User specified address or default\r
+}\r
+\r
+\1a
\ No newline at end of file
--- /dev/null
+#define ENDSTR1 "Heroes don't quit, but\ngo ahead and press Y\nif you aren't one."\r
+#define ENDSTR2 "Press Y to quit,\nor press N to enjoy\nmore violent diversion."\r
+#define ENDSTR3 "Depressing the Y key means\nyou must return to the\nhumdrum workday world."\r
+#define ENDSTR4 "Hey, quit or play,\nY or N:\nit's your choice."\r
+#define ENDSTR5 "Sure you don't want to\nwaste a few more\nproductive hours?"\r
+#define ENDSTR6 "I think you had better\nplay some more. Please\npress N...please?"\r
+#define ENDSTR7 "If you are tough, press N.\nIf not, press Y daintily."\r
+#define ENDSTR8 "I'm thinkin' that\nyou might wanna press N\nto play more. You do it."\r
+#define ENDSTR9 "Sure. Fine. Quit.\nSee if we care.\nGet it over with.\nPress Y."\r
+\r
+#define STR_ENDGAME1 "We owe you a great debt, Mr. Blazkowicz."\r
+#define STR_ENDGAME2 "You have served your country well."\r
+#define STR_ENDGAME3 "With the spear gone, the Allies will finally"\r
+#define STR_ENDGAME4 "by able to destroy Hitler..."\r
+\r
+#define STR_COPY1 "That's close, but not close enough to get"\r
+#define STR_COPY2 "you into the game."\r
+\r
+#define STR_COPY3 "Wow, you must have the early version of the"\r
+#define STR_COPY4 "manual with the totally false information in it."\r
+\r
+#define STR_COPY5 "I would let you into the game, but seeing"\r
+#define STR_COPY6 "as that was not at all the right answer..."\r
+\r
+#define STR_COPY7 "It's just too bad we can't get together on"\r
+#define STR_COPY8 "this one. Sorry."\r
+\r
+#define STR_COPY9 "Hey, you're just SO off base!"\r
+\r
+#define STR_COPY10 "You know, I once typed that myself when"\r
+#define STR_COPY11 "I was your age."\r
+\r
+#define STR_COPY12 "Nops. Zero points. Zugga."\r
+\r
+#define STR_COPY13 "Yeah...right."\r
+\r
+#define STR_COPY14 "You must like these quizzes."\r
+\r
+#define STR_COPY15 "Could be called \"PixelMeister\"?"\r
+\r
+#define STR_COPY16 "Might engineer some software?"\r
+\r
+#define STR_COPY17 "Would be found"\r
+#define STR_COPY18 "directing creatively?"\r
+\r
+#define STR_COPY19 "Might be found"\r
+#define STR_COPY20 "handling operations?"\r
+\r
+#define STR_COPY21 "Has a name familiar"\r
+#define STR_COPY22 "to your weatherman?"\r
+\r
+#define STR_NOPE1 "Welcome to the DOS prompt, pirate!"\r
+#define STR_NOPE2 "Eat hot DOS prompt, goober!"\r
+#define STR_NOPE3 "Ya know, this program doesn't cost that much."\r
+#define STR_NOPE4 "Hey...weren't you just AT this DOS prompt?"\r
+#define STR_NOPE5 "What's a nice user like you doin' at a DOS prompt like this?"\r
+#define STR_NOPE6 "Well, I'm sure you just \"misplaced\" the manual..."\r
+#define STR_NOPE7 "Run me again when you've boned up on your manual a bit."\r
+#define STR_NOPE8 "Nice try, but no Spear."\r
+#define STR_NOPE9 "That information is in the Spear of Destiny manual, by the way."\r
+\r
+#define STR_MISC1 "Under \"Killing the Enemy\", what"\r
+#define STR_MISC2 "type of enemy is pictured?"\r
+\r
+#define STR_MISC3 "How many eyelets are on B.J.'s"\r
+#define STR_MISC4 "boots? (see page 2)"\r
+\r
+#define STR_MISC5 "The word \"minister\" appears in"\r
+#define STR_MISC6 "what gray shape on page 2?"\r
+\r
+#define STR_MISC7 "How many bullets does B.J. have"\r
+#define STR_MISC8 "on the screen-shot in the middle"\r
+#define STR_MISC9 "of page 9?"\r
+\r
+#define STR_STAR "star"\r
+#define STR_DEBRIEF " DEBRIEFING\n SESSION\n"\r
+#define STR_ENEMY1 "Name the member of the"\r
+#define STR_ENEMY2 "enemy forces shown above"\r
+\r
+#define STR_CHECKMAN "CHECK YER MANUAL!"\r
+#define STR_MAN1 "Which manual page"\r
+#define STR_MAN2 "is the Options Menu"\r
+#define STR_MAN3 "function"\r
+#define STR_MAN4 "on?"\r
+\r
+#define STR_ID1 "Which member of Id Software:"\r
+\1a
\ No newline at end of file
--- /dev/null
+#define QUITSUR "Are you sure you want\n"\\r
+ "to quit this great game?"\r
+\r
+#define CURGAME "You are currently in\n"\\r
+ "a game. Continuing will\n"\\r
+ "erase old game. Ok?"\r
+\r
+#define GAMESVD "There's already a game\n"\\r
+ "saved at this position.\n"\\r
+ " Overwrite?"\r
+\r
+#define ENDGAMESTR "Are you sure you want\n"\\r
+ "to end the game you\n"\\r
+ "are playing? (Y or N):"\r
+\r
+#define STR_NG "New Game"\r
+#define STR_SD "Sound"\r
+#define STR_CL "Control"\r
+#define STR_LG "Load Game"\r
+#define STR_SG "Save Game"\r
+#define STR_CV "Change View"\r
+#define STR_VS "View Scores"\r
+#define STR_EG "End Game"\r
+#define STR_BD "Back to Demo"\r
+#define STR_QT "Quit"\r
+\r
+#define STR_LOADING "Loading"\r
+#define STR_SAVING "Saving"\r
+\r
+#define STR_GAME "Game"\r
+#define STR_DEMO "Demo"\r
+#define STR_LGC "Load Game called\n\""\r
+#define STR_EMPTY "empty"\r
+#define STR_CALIB "Calibrate"\r
+#define STR_JOYST "Joystick"\r
+#define STR_MOVEJOY "Move joystick to\nupper left and\npress button 0\n"\r
+#define STR_MOVEJOY2 "Move joystick to\nlower right and\npress button 1\n"\r
+#define STR_ESCEXIT "ESC to exit"\r
+\r
+#define STR_NONE "None"\r
+#define STR_PC "PC Speaker"\r
+#define STR_ALSB "AdLib/Sound Blaster"\r
+#define STR_DISNEY "Disney Sound Source"\r
+#define STR_SB "Sound Blaster"\r
+\r
+#define STR_MOUSEEN "Mouse Enabled"\r
+#define STR_JOYEN "Joystick Enabled"\r
+#define STR_PORT2 "Use joystick port 2"\r
+#define STR_GAMEPAD "Gravis GamePad Enabled"\r
+#define STR_SENS "Mouse Sensitivity"\r
+#define STR_CUSTOM "Customize controls"\r
+\r
+#define STR_DADDY "Can I play, Daddy?"\r
+#define STR_HURTME "Don't hurt me."\r
+#define STR_BRINGEM "Bring 'em on!"\r
+#define STR_DEATH "I am Death incarnate!"\r
+\r
+#define STR_MOUSEADJ "Adjust Mouse Sensitivity"\r
+#define STR_SLOW "Slow"\r
+#define STR_FAST "Fast"\r
+\r
+#define STR_CRUN "Run"\r
+#define STR_COPEN "Open"\r
+#define STR_CFIRE "Fire"\r
+#define STR_CSTRAFE "Strafe"\r
+\r
+#define STR_LEFT "Left"\r
+#define STR_RIGHT "Right"\r
+#define STR_FRWD "Frwd"\r
+#define STR_BKWD "Bkwrd"\r
+#define STR_THINK "Thinking"\r
+\r
+#define STR_SIZE1 "Use arrows to size"\r
+#define STR_SIZE2 "ENTER to accept"\r
+#define STR_SIZE3 "ESC to cancel"\r
+\r
+#define STR_YOUWIN "you win!"\r
+\r
+#define STR_TOTALTIME "total time"\r
+\r
+#define STR_RATKILL "kill %"\r
+#define STR_RATSECRET "secret %"\r
+#define STR_RATTREASURE "treasure %"\r
+\r
+#define STR_BONUS "bonus"\r
+#define STR_TIME "time"\r
+#define STR_PAR " par"\r
+\r
+#define STR_RAT2KILL "kill ratio %"\r
+#define STR_RAT2SECRET "secret ratio %"\r
+#define STR_RAT2TREASURE "treasure ratio %"\r
+\r
+#define STR_DEFEATED "defeated!"\r
+\r
+#define STR_CHEATER1 "You now have 100% Health,"\r
+#define STR_CHEATER2 "99 Ammo and both Keys!"\r
+#define STR_CHEATER3 "Note that you have basically"\r
+#define STR_CHEATER4 "eliminated your chances of"\r
+#define STR_CHEATER5 "getting a high score!"\r
+\r
+#define STR_NOSPACE1 "There is not enough space"\r
+#define STR_NOSPACE2 "on your disk to Save Game!"\r
+\r
+#define STR_SAVECHT1 "Your Save Game file is,"\r
+#define STR_SAVECHT2 "shall we say, \"corrupted\"."\r
+#define STR_SAVECHT3 "But I'll let you go on and"\r
+#define STR_SAVECHT4 "play anyway...."\r
+\r
+#define STR_SEEAGAIN "Let's see that again!"\r
+\1a
\ No newline at end of file
--- /dev/null
+;=====================================\r
+;\r
+; Graphics .EQU file for .SOD\r
+; IGRAB-ed on Fri Jul 31 18:31:00 1992\r
+;\r
+;=====================================\r
+\r
+\r
+\r
+\r
+\r
+\r
+;\r
+; Amount of each data item\r
+;\r
+NUMCHUNKS = 414\r
+NUMFONT = 0\r
+NUMFONTM = 0\r
+NUMPICS = 0\r
+NUMPICM = 0\r
+NUMSPRITES = 0\r
+NUMTILE8 = 0\r
+NUMTILE8M = 0\r
+NUMTILE16 = 144\r
+NUMTILE16M = 270\r
+NUMTILE32 = 0\r
+NUMTILE32M = 0\r
+NUMEXTERN = 0\r
+;\r
+; File offsets for data items\r
+;\r
+STARTFONT = 0\r
+STARTFONTM = 0\r
+STARTPICS = 0\r
+STARTPICM = 0\r
+STARTSPRITES = 0\r
+STARTTILE8 = 0\r
+STARTTILE8M = 0\r
+STARTTILE16 = 0\r
+STARTTILE16M = 144\r
+STARTTILE32 = 414\r
+STARTTILE32M = 414\r
+STARTEXTERN = 414\r
+\r
+;\r
+; Thank you for using IGRAB!\r
+;\r
--- /dev/null
+//////////////////////////////////////\r
+//\r
+// Graphics .H file for .SOD\r
+// IGRAB-ed on Fri Jul 31 18:31:00 1992\r
+//\r
+//////////////////////////////////////\r
+\r
+typedef enum {\r
+\r
+\r
+\r
+ ENUMEND\r
+ } graphicnums;\r
+\r
+//\r
+// Data LUMPs\r
+//\r
+\r
+//\r
+// Amount of each data item\r
+//\r
+#define NUMCHUNKS 414\r
+#define NUMFONT 0\r
+#define NUMFONTM 0\r
+#define NUMPICS 0\r
+#define NUMPICM 0\r
+#define NUMSPRITES 0\r
+#define NUMTILE8 0\r
+#define NUMTILE8M 0\r
+#define NUMTILE16 144\r
+#define NUMTILE16M 270\r
+#define NUMTILE32 0\r
+#define NUMTILE32M 0\r
+#define NUMEXTERNS 0\r
+//\r
+// File offsets for data items\r
+//\r
+#define STARTFONT 0\r
+#define STARTFONTM 0\r
+#define STARTPICS 0\r
+#define STARTPICM 0\r
+#define STARTSPRITES 0\r
+#define STARTTILE8 0\r
+#define STARTTILE8M 0\r
+#define STARTTILE16 0\r
+#define STARTTILE16M 144\r
+#define STARTTILE32 414\r
+#define STARTTILE32M 414\r
+#define STARTEXTERNS 414\r
+\r
+//\r
+// Thank you for using IGRAB!\r
+//\r
--- /dev/null
+;=====================================\r
+;\r
+; Graphics .EQU file for .WL1\r
+; IGRAB-ed on Sat May 02 02:16:56 1992\r
+;\r
+;=====================================\r
+\r
+H_BJPIC = 3\r
+H_CASTLEPIC = 4\r
+H_KEYBOARDPIC = 5\r
+H_JOYPIC = 6\r
+H_MOUSEPIC = 7\r
+H_BOTHPIC = 8\r
+H_GAMEPADPIC = 9\r
+H_HEALPIC = 10\r
+H_TREASUREPIC = 11\r
+H_GUNPIC = 12\r
+H_KEYPIC = 13\r
+H_BLAZEPIC = 14\r
+H_WEAPON1234PIC = 15\r
+H_WOLFLOGOPIC = 16\r
+H_VISAPIC = 17\r
+H_MCPIC = 18\r
+H_IDLOGOPIC = 19\r
+H_FAXPIC = 20\r
+H_GALACTIXPIC = 21\r
+H_FGODMOMPIC = 22\r
+H_AUSTRALIAPIC = 23\r
+H_CANADAPIC = 24\r
+H_UKPIC = 25\r
+C_OPTIONSPIC = 26\r
+C_CURSOR1PIC = 27\r
+C_CURSOR2PIC = 28\r
+C_NOTSELECTEDPIC = 29\r
+C_SELECTEDPIC = 30\r
+C_FXTITLEPIC = 31\r
+C_DIGITITLEPIC = 32\r
+C_MUSICTITLEPIC = 33\r
+C_MOUSELBACKPIC = 34\r
+C_BABYMODEPIC = 35\r
+C_EASYPIC = 36\r
+C_NORMALPIC = 37\r
+C_HARDPIC = 38\r
+C_LOADSAVEDISKPIC = 39\r
+C_DISKLOADING1PIC = 40\r
+C_DISKLOADING2PIC = 41\r
+C_CONTROLPIC = 42\r
+C_CUSTOMIZEPIC = 43\r
+C_LOADGAMEPIC = 44\r
+C_SAVEGAMEPIC = 45\r
+C_EPISODE1PIC = 46\r
+C_EPISODE2PIC = 47\r
+C_EPISODE3PIC = 48\r
+C_EPISODE4PIC = 49\r
+C_EPISODE5PIC = 50\r
+C_EPISODE6PIC = 51\r
+C_CODEPIC = 52\r
+L_GUYPIC = 53\r
+L_COLONPIC = 54\r
+L_NUM0PIC = 55\r
+L_NUM1PIC = 56\r
+L_NUM2PIC = 57\r
+L_NUM3PIC = 58\r
+L_NUM4PIC = 59\r
+L_NUM5PIC = 60\r
+L_NUM6PIC = 61\r
+L_NUM7PIC = 62\r
+L_NUM8PIC = 63\r
+L_NUM9PIC = 64\r
+L_PERCENTPIC = 65\r
+L_APIC = 66\r
+L_BPIC = 67\r
+L_CPIC = 68\r
+L_DPIC = 69\r
+L_EPIC = 70\r
+L_FPIC = 71\r
+L_GPIC = 72\r
+L_HPIC = 73\r
+L_IPIC = 74\r
+L_JPIC = 75\r
+L_KPIC = 76\r
+L_LPIC = 77\r
+L_MPIC = 78\r
+L_NPIC = 79\r
+L_OPIC = 80\r
+L_PPIC = 81\r
+L_QPIC = 82\r
+L_RPIC = 83\r
+L_SPIC = 84\r
+L_TPIC = 85\r
+L_UPIC = 86\r
+L_VPIC = 87\r
+L_WPIC = 88\r
+L_XPIC = 89\r
+L_YPIC = 90\r
+L_ZPIC = 91\r
+L_GUY2PIC = 92\r
+L_BJWINSPIC = 93\r
+STATUSBARPIC = 94\r
+TITLEPIC = 95\r
+PG13PIC = 96\r
+CREDITSPIC = 97\r
+HIGHSCORESPIC = 98\r
+KNIFEPIC = 99\r
+GUNPIC = 100\r
+MACHINEGUNPIC = 101\r
+GATLINGGUNPIC = 102\r
+NOKEYPIC = 103\r
+GOLDKEYPIC = 104\r
+SILVERKEYPIC = 105\r
+N_BLANKPIC = 106\r
+N_0PIC = 107\r
+N_1PIC = 108\r
+N_2PIC = 109\r
+N_3PIC = 110\r
+N_4PIC = 111\r
+N_5PIC = 112\r
+N_6PIC = 113\r
+N_7PIC = 114\r
+N_8PIC = 115\r
+N_9PIC = 116\r
+FACE1APIC = 117\r
+FACE1BPIC = 118\r
+FACE1CPIC = 119\r
+FACE2APIC = 120\r
+FACE2BPIC = 121\r
+FACE2CPIC = 122\r
+FACE3APIC = 123\r
+FACE3BPIC = 124\r
+FACE3CPIC = 125\r
+FACE4APIC = 126\r
+FACE4BPIC = 127\r
+FACE4CPIC = 128\r
+FACE5APIC = 129\r
+FACE5BPIC = 130\r
+FACE5CPIC = 131\r
+FACE6APIC = 132\r
+FACE6BPIC = 133\r
+FACE6CPIC = 134\r
+FACE7APIC = 135\r
+FACE7BPIC = 136\r
+FACE7CPIC = 137\r
+FACE8APIC = 138\r
+GOTGATLINGPIC = 139\r
+PAUSEDPIC = 140\r
+GETPSYCHEDPIC = 141\r
+\r
+\r
+\r
+ORDERSCREEN = 557\r
+\r
+README_LUMP_START = 3\r
+README_LUMP_END = 25\r
+\r
+CONTROLS_LUMP_START = 26\r
+CONTROLS_LUMP_END = 52\r
+\r
+LEVELEND_LUMP_START = 53\r
+LEVELEND_LUMP_END = 93\r
+\r
+LATCHPICS_LUMP_START = 99\r
+LATCHPICS_LUMP_END = 141\r
+\r
+\r
+;\r
+; Amount of each data item\r
+;\r
+NUMCHUNKS = 558\r
+NUMFONT = 2\r
+NUMFONTM = 0\r
+NUMPICS = 139\r
+NUMPICM = 0\r
+NUMSPRITES = 0\r
+NUMTILE8 = 72\r
+NUMTILE8M = 0\r
+NUMTILE16 = 144\r
+NUMTILE16M = 270\r
+NUMTILE32 = 0\r
+NUMTILE32M = 0\r
+NUMEXTERN = 1\r
+;\r
+; File offsets for data items\r
+;\r
+STRUCTPIC = 0\r
+\r
+STARTFONT = 1\r
+STARTFONTM = 3\r
+STARTPICS = 3\r
+STARTPICM = 142\r
+STARTSPRITES = 142\r
+STARTTILE8 = 142\r
+STARTTILE8M = 143\r
+STARTTILE16 = 143\r
+STARTTILE16M = 287\r
+STARTTILE32 = 557\r
+STARTTILE32M = 557\r
+STARTEXTERN = 557\r
+\r
+;\r
+; Thank you for using IGRAB!\r
+;\r
--- /dev/null
+//////////////////////////////////////\r
+//\r
+// Graphics .H file for .WL1\r
+// IGRAB-ed on Sat May 02 02:16:56 1992\r
+//\r
+//////////////////////////////////////\r
+\r
+typedef enum {\r
+ // Lump Start\r
+ H_BJPIC=3,\r
+ H_CASTLEPIC, // 4\r
+ H_KEYBOARDPIC, // 5\r
+ H_JOYPIC, // 6\r
+ H_MOUSEPIC, // 7\r
+ H_BOTHPIC, // 8\r
+ H_GAMEPADPIC, // 9\r
+ H_HEALPIC, // 10\r
+ H_TREASUREPIC, // 11\r
+ H_GUNPIC, // 12\r
+ H_KEYPIC, // 13\r
+ H_BLAZEPIC, // 14\r
+ H_WEAPON1234PIC, // 15\r
+ H_WOLFLOGOPIC, // 16\r
+ H_VISAPIC, // 17\r
+ H_MCPIC, // 18\r
+ H_IDLOGOPIC, // 19\r
+ H_FAXPIC, // 20\r
+ H_GALACTIXPIC, // 21\r
+ H_FGODMOMPIC, // 22\r
+ H_AUSTRALIAPIC, // 23\r
+ H_CANADAPIC, // 24\r
+ H_UKPIC, // 25\r
+ // Lump Start\r
+ C_OPTIONSPIC, // 26\r
+ C_CURSOR1PIC, // 27\r
+ C_CURSOR2PIC, // 28\r
+ C_NOTSELECTEDPIC, // 29\r
+ C_SELECTEDPIC, // 30\r
+ C_FXTITLEPIC, // 31\r
+ C_DIGITITLEPIC, // 32\r
+ C_MUSICTITLEPIC, // 33\r
+ C_MOUSELBACKPIC, // 34\r
+ C_BABYMODEPIC, // 35\r
+ C_EASYPIC, // 36\r
+ C_NORMALPIC, // 37\r
+ C_HARDPIC, // 38\r
+ C_LOADSAVEDISKPIC, // 39\r
+ C_DISKLOADING1PIC, // 40\r
+ C_DISKLOADING2PIC, // 41\r
+ C_CONTROLPIC, // 42\r
+ C_CUSTOMIZEPIC, // 43\r
+ C_LOADGAMEPIC, // 44\r
+ C_SAVEGAMEPIC, // 45\r
+ C_EPISODE1PIC, // 46\r
+ C_EPISODE2PIC, // 47\r
+ C_EPISODE3PIC, // 48\r
+ C_EPISODE4PIC, // 49\r
+ C_EPISODE5PIC, // 50\r
+ C_EPISODE6PIC, // 51\r
+ C_CODEPIC, // 52\r
+ // Lump Start\r
+ L_GUYPIC, // 53\r
+ L_COLONPIC, // 54\r
+ L_NUM0PIC, // 55\r
+ L_NUM1PIC, // 56\r
+ L_NUM2PIC, // 57\r
+ L_NUM3PIC, // 58\r
+ L_NUM4PIC, // 59\r
+ L_NUM5PIC, // 60\r
+ L_NUM6PIC, // 61\r
+ L_NUM7PIC, // 62\r
+ L_NUM8PIC, // 63\r
+ L_NUM9PIC, // 64\r
+ L_PERCENTPIC, // 65\r
+ L_APIC, // 66\r
+ L_BPIC, // 67\r
+ L_CPIC, // 68\r
+ L_DPIC, // 69\r
+ L_EPIC, // 70\r
+ L_FPIC, // 71\r
+ L_GPIC, // 72\r
+ L_HPIC, // 73\r
+ L_IPIC, // 74\r
+ L_JPIC, // 75\r
+ L_KPIC, // 76\r
+ L_LPIC, // 77\r
+ L_MPIC, // 78\r
+ L_NPIC, // 79\r
+ L_OPIC, // 80\r
+ L_PPIC, // 81\r
+ L_QPIC, // 82\r
+ L_RPIC, // 83\r
+ L_SPIC, // 84\r
+ L_TPIC, // 85\r
+ L_UPIC, // 86\r
+ L_VPIC, // 87\r
+ L_WPIC, // 88\r
+ L_XPIC, // 89\r
+ L_YPIC, // 90\r
+ L_ZPIC, // 91\r
+ L_GUY2PIC, // 92\r
+ L_BJWINSPIC, // 93\r
+ STATUSBARPIC, // 94\r
+ TITLEPIC, // 95\r
+ PG13PIC, // 96\r
+ CREDITSPIC, // 97\r
+ HIGHSCORESPIC, // 98\r
+ // Lump Start\r
+ KNIFEPIC, // 99\r
+ GUNPIC, // 100\r
+ MACHINEGUNPIC, // 101\r
+ GATLINGGUNPIC, // 102\r
+ NOKEYPIC, // 103\r
+ GOLDKEYPIC, // 104\r
+ SILVERKEYPIC, // 105\r
+ N_BLANKPIC, // 106\r
+ N_0PIC, // 107\r
+ N_1PIC, // 108\r
+ N_2PIC, // 109\r
+ N_3PIC, // 110\r
+ N_4PIC, // 111\r
+ N_5PIC, // 112\r
+ N_6PIC, // 113\r
+ N_7PIC, // 114\r
+ N_8PIC, // 115\r
+ N_9PIC, // 116\r
+ FACE1APIC, // 117\r
+ FACE1BPIC, // 118\r
+ FACE1CPIC, // 119\r
+ FACE2APIC, // 120\r
+ FACE2BPIC, // 121\r
+ FACE2CPIC, // 122\r
+ FACE3APIC, // 123\r
+ FACE3BPIC, // 124\r
+ FACE3CPIC, // 125\r
+ FACE4APIC, // 126\r
+ FACE4BPIC, // 127\r
+ FACE4CPIC, // 128\r
+ FACE5APIC, // 129\r
+ FACE5BPIC, // 130\r
+ FACE5CPIC, // 131\r
+ FACE6APIC, // 132\r
+ FACE6BPIC, // 133\r
+ FACE6CPIC, // 134\r
+ FACE7APIC, // 135\r
+ FACE7BPIC, // 136\r
+ FACE7CPIC, // 137\r
+ FACE8APIC, // 138\r
+ GOTGATLINGPIC, // 139\r
+ PAUSEDPIC, // 140\r
+ GETPSYCHEDPIC, // 141\r
+\r
+\r
+\r
+ ORDERSCREEN=557,\r
+ ENUMEND\r
+ } graphicnums;\r
+\r
+//\r
+// Data LUMPs\r
+//\r
+#define README_LUMP_START 3\r
+#define README_LUMP_END 25\r
+\r
+#define CONTROLS_LUMP_START 26\r
+#define CONTROLS_LUMP_END 52\r
+\r
+#define LEVELEND_LUMP_START 53\r
+#define LEVELEND_LUMP_END 93\r
+\r
+#define LATCHPICS_LUMP_START 99\r
+#define LATCHPICS_LUMP_END 141\r
+\r
+\r
+//\r
+// Amount of each data item\r
+//\r
+#define NUMCHUNKS 558\r
+#define NUMFONT 2\r
+#define NUMFONTM 0\r
+#define NUMPICS 139\r
+#define NUMPICM 0\r
+#define NUMSPRITES 0\r
+#define NUMTILE8 72\r
+#define NUMTILE8M 0\r
+#define NUMTILE16 144\r
+#define NUMTILE16M 270\r
+#define NUMTILE32 0\r
+#define NUMTILE32M 0\r
+#define NUMEXTERNS 1\r
+//\r
+// File offsets for data items\r
+//\r
+#define STRUCTPIC 0\r
+\r
+#define STARTFONT 1\r
+#define STARTFONTM 3\r
+#define STARTPICS 3\r
+#define STARTPICM 142\r
+#define STARTSPRITES 142\r
+#define STARTTILE8 142\r
+#define STARTTILE8M 143\r
+#define STARTTILE16 143\r
+#define STARTTILE16M 287\r
+#define STARTTILE32 557\r
+#define STARTTILE32M 557\r
+#define STARTEXTERNS 557\r
+\r
+//\r
+// Thank you for using IGRAB!\r
+//\r
--- /dev/null
+;=====================================\r
+;\r
+; Graphics .EQU file for .WL6\r
+; IGRAB-ed on Sun Aug 09 22:17:20 1992\r
+;\r
+;=====================================\r
+\r
+\r
+\r
+\r
+\r
+\r
+;\r
+; Amount of each data item\r
+;\r
+NUMCHUNKS = 414\r
+NUMFONT = 0\r
+NUMFONTM = 0\r
+NUMPICS = 0\r
+NUMPICM = 0\r
+NUMSPRITES = 0\r
+NUMTILE8 = 0\r
+NUMTILE8M = 0\r
+NUMTILE16 = 144\r
+NUMTILE16M = 270\r
+NUMTILE32 = 0\r
+NUMTILE32M = 0\r
+NUMEXTERN = 0\r
+;\r
+; File offsets for data items\r
+;\r
+STARTFONT = 0\r
+STARTFONTM = 0\r
+STARTPICS = 0\r
+STARTPICM = 0\r
+STARTSPRITES = 0\r
+STARTTILE8 = 0\r
+STARTTILE8M = 0\r
+STARTTILE16 = 0\r
+STARTTILE16M = 144\r
+STARTTILE32 = 414\r
+STARTTILE32M = 414\r
+STARTEXTERN = 414\r
+\r
+;\r
+; Thank you for using IGRAB!\r
+;\r
--- /dev/null
+//////////////////////////////////////\r
+//\r
+// Graphics .H file for .WL6\r
+// IGRAB-ed on Sun Aug 09 22:17:20 1992\r
+//\r
+//////////////////////////////////////\r
+\r
+typedef enum {\r
+\r
+\r
+\r
+ ENUMEND\r
+ } graphicnums;\r
+\r
+//\r
+// Data LUMPs\r
+//\r
+\r
+//\r
+// Amount of each data item\r
+//\r
+#define NUMCHUNKS 414\r
+#define NUMFONT 0\r
+#define NUMFONTM 0\r
+#define NUMPICS 0\r
+#define NUMPICM 0\r
+#define NUMSPRITES 0\r
+#define NUMTILE8 0\r
+#define NUMTILE8M 0\r
+#define NUMTILE16 144\r
+#define NUMTILE16M 270\r
+#define NUMTILE32 0\r
+#define NUMTILE32M 0\r
+#define NUMEXTERNS 0\r
+//\r
+// File offsets for data items\r
+//\r
+#define STARTFONT 0\r
+#define STARTFONTM 0\r
+#define STARTPICS 0\r
+#define STARTPICM 0\r
+#define STARTSPRITES 0\r
+#define STARTTILE8 0\r
+#define STARTTILE8M 0\r
+#define STARTTILE16 0\r
+#define STARTTILE16M 144\r
+#define STARTTILE32 414\r
+#define STARTTILE32M 414\r
+#define STARTEXTERNS 414\r
+\r
+//\r
+// Thank you for using IGRAB!\r
+//\r
--- /dev/null
+;=====================================\r
+;\r
+; Graphics .EQU file for .SDM\r
+; IGRAB-ed on Mon Sep 21 14:20:19 1992\r
+;\r
+;=====================================\r
+\r
+C_BACKDROPPIC = 3\r
+C_MOUSELBACKPIC = 4\r
+C_CURSOR1PIC = 5\r
+C_CURSOR2PIC = 6\r
+C_NOTSELECTEDPIC = 7\r
+C_SELECTEDPIC = 8\r
+C_CUSTOMIZEPIC = 9\r
+C_JOY1PIC = 10\r
+C_JOY2PIC = 11\r
+C_MOUSEPIC = 12\r
+C_JOYSTICKPIC = 13\r
+C_KEYBOARDPIC = 14\r
+C_CONTROLPIC = 15\r
+C_OPTIONSPIC = 16\r
+C_FXTITLEPIC = 17\r
+C_DIGITITLEPIC = 18\r
+C_MUSICTITLEPIC = 19\r
+C_HOWTOUGHPIC = 20\r
+C_BABYMODEPIC = 21\r
+C_EASYPIC = 22\r
+C_NORMALPIC = 23\r
+C_HARDPIC = 24\r
+C_DISKLOADING1PIC = 25\r
+C_DISKLOADING2PIC = 26\r
+C_LOADGAMEPIC = 27\r
+C_SAVEGAMEPIC = 28\r
+HIGHSCORESPIC = 29\r
+C_WONSPEARPIC = 30\r
+L_GUYPIC = 31\r
+L_COLONPIC = 32\r
+L_NUM0PIC = 33\r
+L_NUM1PIC = 34\r
+L_NUM2PIC = 35\r
+L_NUM3PIC = 36\r
+L_NUM4PIC = 37\r
+L_NUM5PIC = 38\r
+L_NUM6PIC = 39\r
+L_NUM7PIC = 40\r
+L_NUM8PIC = 41\r
+L_NUM9PIC = 42\r
+L_PERCENTPIC = 43\r
+L_APIC = 44\r
+L_BPIC = 45\r
+L_CPIC = 46\r
+L_DPIC = 47\r
+L_EPIC = 48\r
+L_FPIC = 49\r
+L_GPIC = 50\r
+L_HPIC = 51\r
+L_IPIC = 52\r
+L_JPIC = 53\r
+L_KPIC = 54\r
+L_LPIC = 55\r
+L_MPIC = 56\r
+L_NPIC = 57\r
+L_OPIC = 58\r
+L_PPIC = 59\r
+L_QPIC = 60\r
+L_RPIC = 61\r
+L_SPIC = 62\r
+L_TPIC = 63\r
+L_UPIC = 64\r
+L_VPIC = 65\r
+L_WPIC = 66\r
+L_XPIC = 67\r
+L_YPIC = 68\r
+L_ZPIC = 69\r
+L_EXPOINTPIC = 70\r
+L_APOSTROPHEPIC = 71\r
+L_GUY2PIC = 72\r
+L_BJWINSPIC = 73\r
+TITLE1PIC = 74\r
+TITLE2PIC = 75\r
+STATUSBARPIC = 76\r
+PG13PIC = 77\r
+CREDITSPIC = 78\r
+KNIFEPIC = 79\r
+GUNPIC = 80\r
+MACHINEGUNPIC = 81\r
+GATLINGGUNPIC = 82\r
+NOKEYPIC = 83\r
+GOLDKEYPIC = 84\r
+SILVERKEYPIC = 85\r
+N_BLANKPIC = 86\r
+N_0PIC = 87\r
+N_1PIC = 88\r
+N_2PIC = 89\r
+N_3PIC = 90\r
+N_4PIC = 91\r
+N_5PIC = 92\r
+N_6PIC = 93\r
+N_7PIC = 94\r
+N_8PIC = 95\r
+N_9PIC = 96\r
+FACE1APIC = 97\r
+FACE1BPIC = 98\r
+FACE1CPIC = 99\r
+FACE2APIC = 100\r
+FACE2BPIC = 101\r
+FACE2CPIC = 102\r
+FACE3APIC = 103\r
+FACE3BPIC = 104\r
+FACE3CPIC = 105\r
+FACE4APIC = 106\r
+FACE4BPIC = 107\r
+FACE4CPIC = 108\r
+FACE5APIC = 109\r
+FACE5BPIC = 110\r
+FACE5CPIC = 111\r
+FACE6APIC = 112\r
+FACE6BPIC = 113\r
+FACE6CPIC = 114\r
+FACE7APIC = 115\r
+FACE7BPIC = 116\r
+FACE7CPIC = 117\r
+FACE8APIC = 118\r
+GOTGATLINGPIC = 119\r
+GODMODEFACE1PIC = 120\r
+GODMODEFACE2PIC = 121\r
+GODMODEFACE3PIC = 122\r
+BJWAITING1PIC = 123\r
+BJWAITING2PIC = 124\r
+BJOUCHPIC = 125\r
+PAUSEDPIC = 126\r
+GETPSYCHEDPIC = 127\r
+\r
+\r
+\r
+ORDERSCREEN = 129\r
+ERRORSCREEN = 130\r
+TITLEPALETTE = 131\r
+T_DEMO0 = 132\r
+\r
+BACKDROP_LUMP_START = 3\r
+BACKDROP_LUMP_END = 8\r
+\r
+CONTROL_LUMP_START = 9\r
+CONTROL_LUMP_END = 15\r
+\r
+OPTIONS_LUMP_START = 16\r
+OPTIONS_LUMP_END = 16\r
+\r
+SOUND_LUMP_START = 17\r
+SOUND_LUMP_END = 19\r
+\r
+NEWGAME_LUMP_START = 20\r
+NEWGAME_LUMP_END = 24\r
+\r
+LOADSAVE_LUMP_START = 25\r
+LOADSAVE_LUMP_END = 28\r
+\r
+HIGHSCORES_LUMP_START = 29\r
+HIGHSCORES_LUMP_END = 30\r
+\r
+LEVELEND_LUMP_START = 31\r
+LEVELEND_LUMP_END = 73\r
+\r
+TITLESCREEN_LUMP_START = 74\r
+TITLESCREEN_LUMP_END = 75\r
+\r
+LATCHPICS_LUMP_START = 79\r
+LATCHPICS_LUMP_END = 127\r
+\r
+\r
+;\r
+; Amount of each data item\r
+;\r
+NUMCHUNKS = 133\r
+NUMFONT = 2\r
+NUMFONTM = 0\r
+NUMPICS = 125\r
+NUMPICM = 0\r
+NUMSPRITES = 0\r
+NUMTILE8 = 72\r
+NUMTILE8M = 0\r
+NUMTILE16 = 0\r
+NUMTILE16M = 0\r
+NUMTILE32 = 0\r
+NUMTILE32M = 0\r
+NUMEXTERN = 4\r
+;\r
+; File offsets for data items\r
+;\r
+STRUCTPIC = 0\r
+\r
+STARTFONT = 1\r
+STARTFONTM = 3\r
+STARTPICS = 3\r
+STARTPICM = 128\r
+STARTSPRITES = 128\r
+STARTTILE8 = 128\r
+STARTTILE8M = 129\r
+STARTTILE16 = 129\r
+STARTTILE16M = 129\r
+STARTTILE32 = 129\r
+STARTTILE32M = 129\r
+STARTEXTERN = 129\r
+\r
+;\r
+; Thank you for using IGRAB!\r
+;\r
--- /dev/null
+//////////////////////////////////////\r
+//\r
+// Graphics .H file for .SDM\r
+// IGRAB-ed on Mon Sep 21 14:20:19 1992\r
+//\r
+//////////////////////////////////////\r
+\r
+typedef enum {\r
+ // Lump Start\r
+ C_BACKDROPPIC=3,\r
+ C_MOUSELBACKPIC, // 4\r
+ C_CURSOR1PIC, // 5\r
+ C_CURSOR2PIC, // 6\r
+ C_NOTSELECTEDPIC, // 7\r
+ C_SELECTEDPIC, // 8\r
+ // Lump Start\r
+ C_CUSTOMIZEPIC, // 9\r
+ C_JOY1PIC, // 10\r
+ C_JOY2PIC, // 11\r
+ C_MOUSEPIC, // 12\r
+ C_JOYSTICKPIC, // 13\r
+ C_KEYBOARDPIC, // 14\r
+ C_CONTROLPIC, // 15\r
+ // Lump Start\r
+ C_OPTIONSPIC, // 16\r
+ // Lump Start\r
+ C_FXTITLEPIC, // 17\r
+ C_DIGITITLEPIC, // 18\r
+ C_MUSICTITLEPIC, // 19\r
+ // Lump Start\r
+ C_HOWTOUGHPIC, // 20\r
+ C_BABYMODEPIC, // 21\r
+ C_EASYPIC, // 22\r
+ C_NORMALPIC, // 23\r
+ C_HARDPIC, // 24\r
+ // Lump Start\r
+ C_DISKLOADING1PIC, // 25\r
+ C_DISKLOADING2PIC, // 26\r
+ C_LOADGAMEPIC, // 27\r
+ C_SAVEGAMEPIC, // 28\r
+ // Lump Start\r
+ HIGHSCORESPIC, // 29\r
+ C_WONSPEARPIC, // 30\r
+ // Lump Start\r
+ L_GUYPIC, // 31\r
+ L_COLONPIC, // 32\r
+ L_NUM0PIC, // 33\r
+ L_NUM1PIC, // 34\r
+ L_NUM2PIC, // 35\r
+ L_NUM3PIC, // 36\r
+ L_NUM4PIC, // 37\r
+ L_NUM5PIC, // 38\r
+ L_NUM6PIC, // 39\r
+ L_NUM7PIC, // 40\r
+ L_NUM8PIC, // 41\r
+ L_NUM9PIC, // 42\r
+ L_PERCENTPIC, // 43\r
+ L_APIC, // 44\r
+ L_BPIC, // 45\r
+ L_CPIC, // 46\r
+ L_DPIC, // 47\r
+ L_EPIC, // 48\r
+ L_FPIC, // 49\r
+ L_GPIC, // 50\r
+ L_HPIC, // 51\r
+ L_IPIC, // 52\r
+ L_JPIC, // 53\r
+ L_KPIC, // 54\r
+ L_LPIC, // 55\r
+ L_MPIC, // 56\r
+ L_NPIC, // 57\r
+ L_OPIC, // 58\r
+ L_PPIC, // 59\r
+ L_QPIC, // 60\r
+ L_RPIC, // 61\r
+ L_SPIC, // 62\r
+ L_TPIC, // 63\r
+ L_UPIC, // 64\r
+ L_VPIC, // 65\r
+ L_WPIC, // 66\r
+ L_XPIC, // 67\r
+ L_YPIC, // 68\r
+ L_ZPIC, // 69\r
+ L_EXPOINTPIC, // 70\r
+ L_APOSTROPHEPIC, // 71\r
+ L_GUY2PIC, // 72\r
+ L_BJWINSPIC, // 73\r
+ // Lump Start\r
+ TITLE1PIC, // 74\r
+ TITLE2PIC, // 75\r
+ STATUSBARPIC, // 76\r
+ PG13PIC, // 77\r
+ CREDITSPIC, // 78\r
+ // Lump Start\r
+ KNIFEPIC, // 79\r
+ GUNPIC, // 80\r
+ MACHINEGUNPIC, // 81\r
+ GATLINGGUNPIC, // 82\r
+ NOKEYPIC, // 83\r
+ GOLDKEYPIC, // 84\r
+ SILVERKEYPIC, // 85\r
+ N_BLANKPIC, // 86\r
+ N_0PIC, // 87\r
+ N_1PIC, // 88\r
+ N_2PIC, // 89\r
+ N_3PIC, // 90\r
+ N_4PIC, // 91\r
+ N_5PIC, // 92\r
+ N_6PIC, // 93\r
+ N_7PIC, // 94\r
+ N_8PIC, // 95\r
+ N_9PIC, // 96\r
+ FACE1APIC, // 97\r
+ FACE1BPIC, // 98\r
+ FACE1CPIC, // 99\r
+ FACE2APIC, // 100\r
+ FACE2BPIC, // 101\r
+ FACE2CPIC, // 102\r
+ FACE3APIC, // 103\r
+ FACE3BPIC, // 104\r
+ FACE3CPIC, // 105\r
+ FACE4APIC, // 106\r
+ FACE4BPIC, // 107\r
+ FACE4CPIC, // 108\r
+ FACE5APIC, // 109\r
+ FACE5BPIC, // 110\r
+ FACE5CPIC, // 111\r
+ FACE6APIC, // 112\r
+ FACE6BPIC, // 113\r
+ FACE6CPIC, // 114\r
+ FACE7APIC, // 115\r
+ FACE7BPIC, // 116\r
+ FACE7CPIC, // 117\r
+ FACE8APIC, // 118\r
+ GOTGATLINGPIC, // 119\r
+ GODMODEFACE1PIC, // 120\r
+ GODMODEFACE2PIC, // 121\r
+ GODMODEFACE3PIC, // 122\r
+ BJWAITING1PIC, // 123\r
+ BJWAITING2PIC, // 124\r
+ BJOUCHPIC, // 125\r
+ PAUSEDPIC, // 126\r
+ GETPSYCHEDPIC, // 127\r
+\r
+\r
+\r
+ ORDERSCREEN=129,\r
+ ERRORSCREEN, // 130\r
+ TITLEPALETTE, // 131\r
+ T_DEMO0, // 132\r
+ ENUMEND\r
+ } graphicnums;\r
+\r
+//\r
+// Data LUMPs\r
+//\r
+#define BACKDROP_LUMP_START 3\r
+#define BACKDROP_LUMP_END 8\r
+\r
+#define CONTROL_LUMP_START 9\r
+#define CONTROL_LUMP_END 15\r
+\r
+#define OPTIONS_LUMP_START 16\r
+#define OPTIONS_LUMP_END 16\r
+\r
+#define SOUND_LUMP_START 17\r
+#define SOUND_LUMP_END 19\r
+\r
+#define NEWGAME_LUMP_START 20\r
+#define NEWGAME_LUMP_END 24\r
+\r
+#define LOADSAVE_LUMP_START 25\r
+#define LOADSAVE_LUMP_END 28\r
+\r
+#define HIGHSCORES_LUMP_START 29\r
+#define HIGHSCORES_LUMP_END 30\r
+\r
+#define LEVELEND_LUMP_START 31\r
+#define LEVELEND_LUMP_END 73\r
+\r
+#define TITLESCREEN_LUMP_START 74\r
+#define TITLESCREEN_LUMP_END 75\r
+\r
+#define LATCHPICS_LUMP_START 79\r
+#define LATCHPICS_LUMP_END 127\r
+\r
+\r
+//\r
+// Amount of each data item\r
+//\r
+#define NUMCHUNKS 133\r
+#define NUMFONT 2\r
+#define NUMFONTM 0\r
+#define NUMPICS 125\r
+#define NUMPICM 0\r
+#define NUMSPRITES 0\r
+#define NUMTILE8 72\r
+#define NUMTILE8M 0\r
+#define NUMTILE16 0\r
+#define NUMTILE16M 0\r
+#define NUMTILE32 0\r
+#define NUMTILE32M 0\r
+#define NUMEXTERNS 4\r
+//\r
+// File offsets for data items\r
+//\r
+#define STRUCTPIC 0\r
+\r
+#define STARTFONT 1\r
+#define STARTFONTM 3\r
+#define STARTPICS 3\r
+#define STARTPICM 128\r
+#define STARTSPRITES 128\r
+#define STARTTILE8 128\r
+#define STARTTILE8M 129\r
+#define STARTTILE16 129\r
+#define STARTTILE16M 129\r
+#define STARTTILE32 129\r
+#define STARTTILE32M 129\r
+#define STARTEXTERNS 129\r
+\r
+//\r
+// Thank you for using IGRAB!\r
+//\r
--- /dev/null
+;=====================================\r
+;\r
+; Graphics .EQU file for .SOD\r
+; IGRAB-ed on Thu Oct 08 20:38:29 1992\r
+;\r
+;=====================================\r
+\r
+C_BACKDROPPIC = 3\r
+C_MOUSELBACKPIC = 4\r
+C_CURSOR1PIC = 5\r
+C_CURSOR2PIC = 6\r
+C_NOTSELECTEDPIC = 7\r
+C_SELECTEDPIC = 8\r
+C_CUSTOMIZEPIC = 9\r
+C_JOY1PIC = 10\r
+C_JOY2PIC = 11\r
+C_MOUSEPIC = 12\r
+C_JOYSTICKPIC = 13\r
+C_KEYBOARDPIC = 14\r
+C_CONTROLPIC = 15\r
+C_OPTIONSPIC = 16\r
+C_FXTITLEPIC = 17\r
+C_DIGITITLEPIC = 18\r
+C_MUSICTITLEPIC = 19\r
+C_HOWTOUGHPIC = 20\r
+C_BABYMODEPIC = 21\r
+C_EASYPIC = 22\r
+C_NORMALPIC = 23\r
+C_HARDPIC = 24\r
+C_DISKLOADING1PIC = 25\r
+C_DISKLOADING2PIC = 26\r
+C_LOADGAMEPIC = 27\r
+C_SAVEGAMEPIC = 28\r
+HIGHSCORESPIC = 29\r
+C_WONSPEARPIC = 30\r
+BJCOLLAPSE1PIC = 31\r
+BJCOLLAPSE2PIC = 32\r
+BJCOLLAPSE3PIC = 33\r
+BJCOLLAPSE4PIC = 34\r
+ENDPICPIC = 35\r
+L_GUYPIC = 36\r
+L_COLONPIC = 37\r
+L_NUM0PIC = 38\r
+L_NUM1PIC = 39\r
+L_NUM2PIC = 40\r
+L_NUM3PIC = 41\r
+L_NUM4PIC = 42\r
+L_NUM5PIC = 43\r
+L_NUM6PIC = 44\r
+L_NUM7PIC = 45\r
+L_NUM8PIC = 46\r
+L_NUM9PIC = 47\r
+L_PERCENTPIC = 48\r
+L_APIC = 49\r
+L_BPIC = 50\r
+L_CPIC = 51\r
+L_DPIC = 52\r
+L_EPIC = 53\r
+L_FPIC = 54\r
+L_GPIC = 55\r
+L_HPIC = 56\r
+L_IPIC = 57\r
+L_JPIC = 58\r
+L_KPIC = 59\r
+L_LPIC = 60\r
+L_MPIC = 61\r
+L_NPIC = 62\r
+L_OPIC = 63\r
+L_PPIC = 64\r
+L_QPIC = 65\r
+L_RPIC = 66\r
+L_SPIC = 67\r
+L_TPIC = 68\r
+L_UPIC = 69\r
+L_VPIC = 70\r
+L_WPIC = 71\r
+L_XPIC = 72\r
+L_YPIC = 73\r
+L_ZPIC = 74\r
+L_EXPOINTPIC = 75\r
+L_APOSTROPHEPIC = 76\r
+L_GUY2PIC = 77\r
+L_BJWINSPIC = 78\r
+TITLE1PIC = 79\r
+TITLE2PIC = 80\r
+ENDSCREEN11PIC = 81\r
+ENDSCREEN12PIC = 82\r
+ENDSCREEN3PIC = 83\r
+ENDSCREEN4PIC = 84\r
+ENDSCREEN5PIC = 85\r
+ENDSCREEN6PIC = 86\r
+ENDSCREEN7PIC = 87\r
+ENDSCREEN8PIC = 88\r
+ENDSCREEN9PIC = 89\r
+STATUSBARPIC = 90\r
+PG13PIC = 91\r
+CREDITSPIC = 92\r
+IDGUYS1PIC = 93\r
+IDGUYS2PIC = 94\r
+COPYPROTTOPPIC = 95\r
+COPYPROTBOXPIC = 96\r
+BOSSPIC1PIC = 97\r
+BOSSPIC2PIC = 98\r
+BOSSPIC3PIC = 99\r
+BOSSPIC4PIC = 100\r
+KNIFEPIC = 101\r
+GUNPIC = 102\r
+MACHINEGUNPIC = 103\r
+GATLINGGUNPIC = 104\r
+NOKEYPIC = 105\r
+GOLDKEYPIC = 106\r
+SILVERKEYPIC = 107\r
+N_BLANKPIC = 108\r
+N_0PIC = 109\r
+N_1PIC = 110\r
+N_2PIC = 111\r
+N_3PIC = 112\r
+N_4PIC = 113\r
+N_5PIC = 114\r
+N_6PIC = 115\r
+N_7PIC = 116\r
+N_8PIC = 117\r
+N_9PIC = 118\r
+FACE1APIC = 119\r
+FACE1BPIC = 120\r
+FACE1CPIC = 121\r
+FACE2APIC = 122\r
+FACE2BPIC = 123\r
+FACE2CPIC = 124\r
+FACE3APIC = 125\r
+FACE3BPIC = 126\r
+FACE3CPIC = 127\r
+FACE4APIC = 128\r
+FACE4BPIC = 129\r
+FACE4CPIC = 130\r
+FACE5APIC = 131\r
+FACE5BPIC = 132\r
+FACE5CPIC = 133\r
+FACE6APIC = 134\r
+FACE6BPIC = 135\r
+FACE6CPIC = 136\r
+FACE7APIC = 137\r
+FACE7BPIC = 138\r
+FACE7CPIC = 139\r
+FACE8APIC = 140\r
+GOTGATLINGPIC = 141\r
+GODMODEFACE1PIC = 142\r
+GODMODEFACE2PIC = 143\r
+GODMODEFACE3PIC = 144\r
+BJWAITING1PIC = 145\r
+BJWAITING2PIC = 146\r
+BJOUCHPIC = 147\r
+PAUSEDPIC = 148\r
+GETPSYCHEDPIC = 149\r
+\r
+\r
+\r
+ORDERSCREEN = 151\r
+ERRORSCREEN = 152\r
+TITLEPALETTE = 153\r
+END1PALETTE = 154\r
+END2PALETTE = 155\r
+END3PALETTE = 156\r
+END4PALETTE = 157\r
+END5PALETTE = 158\r
+END6PALETTE = 159\r
+END7PALETTE = 160\r
+END8PALETTE = 161\r
+END9PALETTE = 162\r
+IDGUYSPALETTE = 163\r
+T_DEMO0 = 164\r
+T_DEMO1 = 165\r
+T_DEMO2 = 166\r
+T_DEMO3 = 167\r
+T_ENDART1 = 168\r
+\r
+BACKDROP_LUMP_START = 3\r
+BACKDROP_LUMP_END = 8\r
+\r
+CONTROL_LUMP_START = 9\r
+CONTROL_LUMP_END = 15\r
+\r
+OPTIONS_LUMP_START = 16\r
+OPTIONS_LUMP_END = 16\r
+\r
+SOUND_LUMP_START = 17\r
+SOUND_LUMP_END = 19\r
+\r
+NEWGAME_LUMP_START = 20\r
+NEWGAME_LUMP_END = 24\r
+\r
+LOADSAVE_LUMP_START = 25\r
+LOADSAVE_LUMP_END = 28\r
+\r
+HIGHSCORES_LUMP_START = 29\r
+HIGHSCORES_LUMP_END = 30\r
+\r
+ENDGAME_LUMP_START = 31\r
+ENDGAME_LUMP_END = 35\r
+\r
+LEVELEND_LUMP_START = 36\r
+LEVELEND_LUMP_END = 78\r
+\r
+TITLESCREEN_LUMP_START = 79\r
+TITLESCREEN_LUMP_END = 80\r
+\r
+ENDGAME1_LUMP_START = 81\r
+ENDGAME1_LUMP_END = 81\r
+\r
+ENDGAME2_LUMP_START = 82\r
+ENDGAME2_LUMP_END = 82\r
+\r
+EASTEREGG_LUMP_START = 93\r
+EASTEREGG_LUMP_END = 94\r
+\r
+COPYPROT_LUMP_START = 95\r
+COPYPROT_LUMP_END = 100\r
+\r
+LATCHPICS_LUMP_START = 101\r
+LATCHPICS_LUMP_END = 149\r
+\r
+\r
+;\r
+; Amount of each data item\r
+;\r
+NUMCHUNKS = 169\r
+NUMFONT = 2\r
+NUMFONTM = 0\r
+NUMPICS = 147\r
+NUMPICM = 0\r
+NUMSPRITES = 0\r
+NUMTILE8 = 72\r
+NUMTILE8M = 0\r
+NUMTILE16 = 0\r
+NUMTILE16M = 0\r
+NUMTILE32 = 0\r
+NUMTILE32M = 0\r
+NUMEXTERN = 18\r
+;\r
+; File offsets for data items\r
+;\r
+STRUCTPIC = 0\r
+\r
+STARTFONT = 1\r
+STARTFONTM = 3\r
+STARTPICS = 3\r
+STARTPICM = 150\r
+STARTSPRITES = 150\r
+STARTTILE8 = 150\r
+STARTTILE8M = 151\r
+STARTTILE16 = 151\r
+STARTTILE16M = 151\r
+STARTTILE32 = 151\r
+STARTTILE32M = 151\r
+STARTEXTERN = 151\r
+\r
+;\r
+; Thank you for using IGRAB!\r
+;\r
--- /dev/null
+//////////////////////////////////////\r
+//\r
+// Graphics .H file for .SOD\r
+// IGRAB-ed on Thu Oct 08 20:38:29 1992\r
+//\r
+//////////////////////////////////////\r
+\r
+typedef enum {\r
+ // Lump Start\r
+ C_BACKDROPPIC=3,\r
+ C_MOUSELBACKPIC, // 4\r
+ C_CURSOR1PIC, // 5\r
+ C_CURSOR2PIC, // 6\r
+ C_NOTSELECTEDPIC, // 7\r
+ C_SELECTEDPIC, // 8\r
+ // Lump Start\r
+ C_CUSTOMIZEPIC, // 9\r
+ C_JOY1PIC, // 10\r
+ C_JOY2PIC, // 11\r
+ C_MOUSEPIC, // 12\r
+ C_JOYSTICKPIC, // 13\r
+ C_KEYBOARDPIC, // 14\r
+ C_CONTROLPIC, // 15\r
+ // Lump Start\r
+ C_OPTIONSPIC, // 16\r
+ // Lump Start\r
+ C_FXTITLEPIC, // 17\r
+ C_DIGITITLEPIC, // 18\r
+ C_MUSICTITLEPIC, // 19\r
+ // Lump Start\r
+ C_HOWTOUGHPIC, // 20\r
+ C_BABYMODEPIC, // 21\r
+ C_EASYPIC, // 22\r
+ C_NORMALPIC, // 23\r
+ C_HARDPIC, // 24\r
+ // Lump Start\r
+ C_DISKLOADING1PIC, // 25\r
+ C_DISKLOADING2PIC, // 26\r
+ C_LOADGAMEPIC, // 27\r
+ C_SAVEGAMEPIC, // 28\r
+ // Lump Start\r
+ HIGHSCORESPIC, // 29\r
+ C_WONSPEARPIC, // 30\r
+ // Lump Start\r
+ BJCOLLAPSE1PIC, // 31\r
+ BJCOLLAPSE2PIC, // 32\r
+ BJCOLLAPSE3PIC, // 33\r
+ BJCOLLAPSE4PIC, // 34\r
+ ENDPICPIC, // 35\r
+ // Lump Start\r
+ L_GUYPIC, // 36\r
+ L_COLONPIC, // 37\r
+ L_NUM0PIC, // 38\r
+ L_NUM1PIC, // 39\r
+ L_NUM2PIC, // 40\r
+ L_NUM3PIC, // 41\r
+ L_NUM4PIC, // 42\r
+ L_NUM5PIC, // 43\r
+ L_NUM6PIC, // 44\r
+ L_NUM7PIC, // 45\r
+ L_NUM8PIC, // 46\r
+ L_NUM9PIC, // 47\r
+ L_PERCENTPIC, // 48\r
+ L_APIC, // 49\r
+ L_BPIC, // 50\r
+ L_CPIC, // 51\r
+ L_DPIC, // 52\r
+ L_EPIC, // 53\r
+ L_FPIC, // 54\r
+ L_GPIC, // 55\r
+ L_HPIC, // 56\r
+ L_IPIC, // 57\r
+ L_JPIC, // 58\r
+ L_KPIC, // 59\r
+ L_LPIC, // 60\r
+ L_MPIC, // 61\r
+ L_NPIC, // 62\r
+ L_OPIC, // 63\r
+ L_PPIC, // 64\r
+ L_QPIC, // 65\r
+ L_RPIC, // 66\r
+ L_SPIC, // 67\r
+ L_TPIC, // 68\r
+ L_UPIC, // 69\r
+ L_VPIC, // 70\r
+ L_WPIC, // 71\r
+ L_XPIC, // 72\r
+ L_YPIC, // 73\r
+ L_ZPIC, // 74\r
+ L_EXPOINTPIC, // 75\r
+ L_APOSTROPHEPIC, // 76\r
+ L_GUY2PIC, // 77\r
+ L_BJWINSPIC, // 78\r
+ // Lump Start\r
+ TITLE1PIC, // 79\r
+ TITLE2PIC, // 80\r
+ // Lump Start\r
+ ENDSCREEN11PIC, // 81\r
+ // Lump Start\r
+ ENDSCREEN12PIC, // 82\r
+ ENDSCREEN3PIC, // 83\r
+ ENDSCREEN4PIC, // 84\r
+ ENDSCREEN5PIC, // 85\r
+ ENDSCREEN6PIC, // 86\r
+ ENDSCREEN7PIC, // 87\r
+ ENDSCREEN8PIC, // 88\r
+ ENDSCREEN9PIC, // 89\r
+ STATUSBARPIC, // 90\r
+ PG13PIC, // 91\r
+ CREDITSPIC, // 92\r
+ // Lump Start\r
+ IDGUYS1PIC, // 93\r
+ IDGUYS2PIC, // 94\r
+ // Lump Start\r
+ COPYPROTTOPPIC, // 95\r
+ COPYPROTBOXPIC, // 96\r
+ BOSSPIC1PIC, // 97\r
+ BOSSPIC2PIC, // 98\r
+ BOSSPIC3PIC, // 99\r
+ BOSSPIC4PIC, // 100\r
+ // Lump Start\r
+ KNIFEPIC, // 101\r
+ GUNPIC, // 102\r
+ MACHINEGUNPIC, // 103\r
+ GATLINGGUNPIC, // 104\r
+ NOKEYPIC, // 105\r
+ GOLDKEYPIC, // 106\r
+ SILVERKEYPIC, // 107\r
+ N_BLANKPIC, // 108\r
+ N_0PIC, // 109\r
+ N_1PIC, // 110\r
+ N_2PIC, // 111\r
+ N_3PIC, // 112\r
+ N_4PIC, // 113\r
+ N_5PIC, // 114\r
+ N_6PIC, // 115\r
+ N_7PIC, // 116\r
+ N_8PIC, // 117\r
+ N_9PIC, // 118\r
+ FACE1APIC, // 119\r
+ FACE1BPIC, // 120\r
+ FACE1CPIC, // 121\r
+ FACE2APIC, // 122\r
+ FACE2BPIC, // 123\r
+ FACE2CPIC, // 124\r
+ FACE3APIC, // 125\r
+ FACE3BPIC, // 126\r
+ FACE3CPIC, // 127\r
+ FACE4APIC, // 128\r
+ FACE4BPIC, // 129\r
+ FACE4CPIC, // 130\r
+ FACE5APIC, // 131\r
+ FACE5BPIC, // 132\r
+ FACE5CPIC, // 133\r
+ FACE6APIC, // 134\r
+ FACE6BPIC, // 135\r
+ FACE6CPIC, // 136\r
+ FACE7APIC, // 137\r
+ FACE7BPIC, // 138\r
+ FACE7CPIC, // 139\r
+ FACE8APIC, // 140\r
+ GOTGATLINGPIC, // 141\r
+ GODMODEFACE1PIC, // 142\r
+ GODMODEFACE2PIC, // 143\r
+ GODMODEFACE3PIC, // 144\r
+ BJWAITING1PIC, // 145\r
+ BJWAITING2PIC, // 146\r
+ BJOUCHPIC, // 147\r
+ PAUSEDPIC, // 148\r
+ GETPSYCHEDPIC, // 149\r
+\r
+\r
+\r
+ ORDERSCREEN=151,\r
+ ERRORSCREEN, // 152\r
+ TITLEPALETTE, // 153\r
+ END1PALETTE, // 154\r
+ END2PALETTE, // 155\r
+ END3PALETTE, // 156\r
+ END4PALETTE, // 157\r
+ END5PALETTE, // 158\r
+ END6PALETTE, // 159\r
+ END7PALETTE, // 160\r
+ END8PALETTE, // 161\r
+ END9PALETTE, // 162\r
+ IDGUYSPALETTE, // 163\r
+ T_DEMO0, // 164\r
+ T_DEMO1, // 165\r
+ T_DEMO2, // 166\r
+ T_DEMO3, // 167\r
+ T_ENDART1, // 168\r
+ ENUMEND\r
+ } graphicnums;\r
+\r
+//\r
+// Data LUMPs\r
+//\r
+#define BACKDROP_LUMP_START 3\r
+#define BACKDROP_LUMP_END 8\r
+\r
+#define CONTROL_LUMP_START 9\r
+#define CONTROL_LUMP_END 15\r
+\r
+#define OPTIONS_LUMP_START 16\r
+#define OPTIONS_LUMP_END 16\r
+\r
+#define SOUND_LUMP_START 17\r
+#define SOUND_LUMP_END 19\r
+\r
+#define NEWGAME_LUMP_START 20\r
+#define NEWGAME_LUMP_END 24\r
+\r
+#define LOADSAVE_LUMP_START 25\r
+#define LOADSAVE_LUMP_END 28\r
+\r
+#define HIGHSCORES_LUMP_START 29\r
+#define HIGHSCORES_LUMP_END 30\r
+\r
+#define ENDGAME_LUMP_START 31\r
+#define ENDGAME_LUMP_END 35\r
+\r
+#define LEVELEND_LUMP_START 36\r
+#define LEVELEND_LUMP_END 78\r
+\r
+#define TITLESCREEN_LUMP_START 79\r
+#define TITLESCREEN_LUMP_END 80\r
+\r
+#define ENDGAME1_LUMP_START 81\r
+#define ENDGAME1_LUMP_END 81\r
+\r
+#define ENDGAME2_LUMP_START 82\r
+#define ENDGAME2_LUMP_END 82\r
+\r
+#define EASTEREGG_LUMP_START 93\r
+#define EASTEREGG_LUMP_END 94\r
+\r
+#define COPYPROT_LUMP_START 95\r
+#define COPYPROT_LUMP_END 100\r
+\r
+#define LATCHPICS_LUMP_START 101\r
+#define LATCHPICS_LUMP_END 149\r
+\r
+\r
+//\r
+// Amount of each data item\r
+//\r
+#define NUMCHUNKS 169\r
+#define NUMFONT 2\r
+#define NUMFONTM 0\r
+#define NUMPICS 147\r
+#define NUMPICM 0\r
+#define NUMSPRITES 0\r
+#define NUMTILE8 72\r
+#define NUMTILE8M 0\r
+#define NUMTILE16 0\r
+#define NUMTILE16M 0\r
+#define NUMTILE32 0\r
+#define NUMTILE32M 0\r
+#define NUMEXTERNS 18\r
+//\r
+// File offsets for data items\r
+//\r
+#define STRUCTPIC 0\r
+\r
+#define STARTFONT 1\r
+#define STARTFONTM 3\r
+#define STARTPICS 3\r
+#define STARTPICM 150\r
+#define STARTSPRITES 150\r
+#define STARTTILE8 150\r
+#define STARTTILE8M 151\r
+#define STARTTILE16 151\r
+#define STARTTILE16M 151\r
+#define STARTTILE32 151\r
+#define STARTTILE32M 151\r
+#define STARTEXTERNS 151\r
+\r
+//\r
+// Thank you for using IGRAB!\r
+//\r
--- /dev/null
+;=====================================\r
+;\r
+; Graphics .EQU file for .WL1\r
+; IGRAB-ed on Sun May 03 01:19:32 1992\r
+;\r
+;=====================================\r
+\r
+H_BJPIC = 3\r
+H_CASTLEPIC = 4\r
+H_KEYBOARDPIC = 5\r
+H_JOYPIC = 6\r
+H_HEALPIC = 7\r
+H_TREASUREPIC = 8\r
+H_GUNPIC = 9\r
+H_KEYPIC = 10\r
+H_BLAZEPIC = 11\r
+H_WEAPON1234PIC = 12\r
+H_WOLFLOGOPIC = 13\r
+H_VISAPIC = 14\r
+H_MCPIC = 15\r
+H_IDLOGOPIC = 16\r
+H_TOPWINDOWPIC = 17\r
+H_LEFTWINDOWPIC = 18\r
+H_RIGHTWINDOWPIC = 19\r
+H_BOTTOMINFOPIC = 20\r
+C_OPTIONSPIC = 21\r
+C_CURSOR1PIC = 22\r
+C_CURSOR2PIC = 23\r
+C_NOTSELECTEDPIC = 24\r
+C_SELECTEDPIC = 25\r
+C_FXTITLEPIC = 26\r
+C_DIGITITLEPIC = 27\r
+C_MUSICTITLEPIC = 28\r
+C_MOUSELBACKPIC = 29\r
+C_BABYMODEPIC = 30\r
+C_EASYPIC = 31\r
+C_NORMALPIC = 32\r
+C_HARDPIC = 33\r
+C_LOADSAVEDISKPIC = 34\r
+C_DISKLOADING1PIC = 35\r
+C_DISKLOADING2PIC = 36\r
+C_CONTROLPIC = 37\r
+C_CUSTOMIZEPIC = 38\r
+C_LOADGAMEPIC = 39\r
+C_SAVEGAMEPIC = 40\r
+C_EPISODE1PIC = 41\r
+C_EPISODE2PIC = 42\r
+C_EPISODE3PIC = 43\r
+C_EPISODE4PIC = 44\r
+C_EPISODE5PIC = 45\r
+C_EPISODE6PIC = 46\r
+C_CODEPIC = 47\r
+L_GUYPIC = 48\r
+L_COLONPIC = 49\r
+L_NUM0PIC = 50\r
+L_NUM1PIC = 51\r
+L_NUM2PIC = 52\r
+L_NUM3PIC = 53\r
+L_NUM4PIC = 54\r
+L_NUM5PIC = 55\r
+L_NUM6PIC = 56\r
+L_NUM7PIC = 57\r
+L_NUM8PIC = 58\r
+L_NUM9PIC = 59\r
+L_PERCENTPIC = 60\r
+L_APIC = 61\r
+L_BPIC = 62\r
+L_CPIC = 63\r
+L_DPIC = 64\r
+L_EPIC = 65\r
+L_FPIC = 66\r
+L_GPIC = 67\r
+L_HPIC = 68\r
+L_IPIC = 69\r
+L_JPIC = 70\r
+L_KPIC = 71\r
+L_LPIC = 72\r
+L_MPIC = 73\r
+L_NPIC = 74\r
+L_OPIC = 75\r
+L_PPIC = 76\r
+L_QPIC = 77\r
+L_RPIC = 78\r
+L_SPIC = 79\r
+L_TPIC = 80\r
+L_UPIC = 81\r
+L_VPIC = 82\r
+L_WPIC = 83\r
+L_XPIC = 84\r
+L_YPIC = 85\r
+L_ZPIC = 86\r
+L_EXPOINTPIC = 87\r
+L_GUY2PIC = 88\r
+L_BJWINSPIC = 89\r
+STATUSBARPIC = 90\r
+TITLEPIC = 91\r
+PG13PIC = 92\r
+CREDITSPIC = 93\r
+HIGHSCORESPIC = 94\r
+KNIFEPIC = 95\r
+GUNPIC = 96\r
+MACHINEGUNPIC = 97\r
+GATLINGGUNPIC = 98\r
+NOKEYPIC = 99\r
+GOLDKEYPIC = 100\r
+SILVERKEYPIC = 101\r
+N_BLANKPIC = 102\r
+N_0PIC = 103\r
+N_1PIC = 104\r
+N_2PIC = 105\r
+N_3PIC = 106\r
+N_4PIC = 107\r
+N_5PIC = 108\r
+N_6PIC = 109\r
+N_7PIC = 110\r
+N_8PIC = 111\r
+N_9PIC = 112\r
+FACE1APIC = 113\r
+FACE1BPIC = 114\r
+FACE1CPIC = 115\r
+FACE2APIC = 116\r
+FACE2BPIC = 117\r
+FACE2CPIC = 118\r
+FACE3APIC = 119\r
+FACE3BPIC = 120\r
+FACE3CPIC = 121\r
+FACE4APIC = 122\r
+FACE4BPIC = 123\r
+FACE4CPIC = 124\r
+FACE5APIC = 125\r
+FACE5BPIC = 126\r
+FACE5CPIC = 127\r
+FACE6APIC = 128\r
+FACE6BPIC = 129\r
+FACE6CPIC = 130\r
+FACE7APIC = 131\r
+FACE7BPIC = 132\r
+FACE7CPIC = 133\r
+FACE8APIC = 134\r
+GOTGATLINGPIC = 135\r
+MUTANTBJPIC = 136\r
+PAUSEDPIC = 137\r
+GETPSYCHEDPIC = 138\r
+\r
+\r
+\r
+ORDERSCREEN = 554\r
+ERRORSCREEN = 555\r
+\r
+README_LUMP_START = 3\r
+README_LUMP_END = 20\r
+\r
+CONTROLS_LUMP_START = 21\r
+CONTROLS_LUMP_END = 47\r
+\r
+LEVELEND_LUMP_START = 48\r
+LEVELEND_LUMP_END = 89\r
+\r
+LATCHPICS_LUMP_START = 95\r
+LATCHPICS_LUMP_END = 138\r
+\r
+\r
+;\r
+; Amount of each data item\r
+;\r
+NUMCHUNKS = 556\r
+NUMFONT = 2\r
+NUMFONTM = 0\r
+NUMPICS = 136\r
+NUMPICM = 0\r
+NUMSPRITES = 0\r
+NUMTILE8 = 72\r
+NUMTILE8M = 0\r
+NUMTILE16 = 144\r
+NUMTILE16M = 270\r
+NUMTILE32 = 0\r
+NUMTILE32M = 0\r
+NUMEXTERN = 2\r
+;\r
+; File offsets for data items\r
+;\r
+STRUCTPIC = 0\r
+\r
+STARTFONT = 1\r
+STARTFONTM = 3\r
+STARTPICS = 3\r
+STARTPICM = 139\r
+STARTSPRITES = 139\r
+STARTTILE8 = 139\r
+STARTTILE8M = 140\r
+STARTTILE16 = 140\r
+STARTTILE16M = 284\r
+STARTTILE32 = 554\r
+STARTTILE32M = 554\r
+STARTEXTERN = 554\r
+\r
+;\r
+; Thank you for using IGRAB!\r
+;\r
--- /dev/null
+//////////////////////////////////////\r
+//\r
+// Graphics .H file for .WL1\r
+// IGRAB-ed on Sun May 03 01:19:32 1992\r
+//\r
+//////////////////////////////////////\r
+\r
+typedef enum {\r
+ // Lump Start\r
+ H_BJPIC=3,\r
+ H_CASTLEPIC, // 4\r
+ H_KEYBOARDPIC, // 5\r
+ H_JOYPIC, // 6\r
+ H_HEALPIC, // 7\r
+ H_TREASUREPIC, // 8\r
+ H_GUNPIC, // 9\r
+ H_KEYPIC, // 10\r
+ H_BLAZEPIC, // 11\r
+ H_WEAPON1234PIC, // 12\r
+ H_WOLFLOGOPIC, // 13\r
+ H_VISAPIC, // 14\r
+ H_MCPIC, // 15\r
+ H_IDLOGOPIC, // 16\r
+ H_TOPWINDOWPIC, // 17\r
+ H_LEFTWINDOWPIC, // 18\r
+ H_RIGHTWINDOWPIC, // 19\r
+ H_BOTTOMINFOPIC, // 20\r
+ // Lump Start\r
+ C_OPTIONSPIC, // 21\r
+ C_CURSOR1PIC, // 22\r
+ C_CURSOR2PIC, // 23\r
+ C_NOTSELECTEDPIC, // 24\r
+ C_SELECTEDPIC, // 25\r
+ C_FXTITLEPIC, // 26\r
+ C_DIGITITLEPIC, // 27\r
+ C_MUSICTITLEPIC, // 28\r
+ C_MOUSELBACKPIC, // 29\r
+ C_BABYMODEPIC, // 30\r
+ C_EASYPIC, // 31\r
+ C_NORMALPIC, // 32\r
+ C_HARDPIC, // 33\r
+ C_LOADSAVEDISKPIC, // 34\r
+ C_DISKLOADING1PIC, // 35\r
+ C_DISKLOADING2PIC, // 36\r
+ C_CONTROLPIC, // 37\r
+ C_CUSTOMIZEPIC, // 38\r
+ C_LOADGAMEPIC, // 39\r
+ C_SAVEGAMEPIC, // 40\r
+ C_EPISODE1PIC, // 41\r
+ C_EPISODE2PIC, // 42\r
+ C_EPISODE3PIC, // 43\r
+ C_EPISODE4PIC, // 44\r
+ C_EPISODE5PIC, // 45\r
+ C_EPISODE6PIC, // 46\r
+ C_CODEPIC, // 47\r
+ // Lump Start\r
+ L_GUYPIC, // 48\r
+ L_COLONPIC, // 49\r
+ L_NUM0PIC, // 50\r
+ L_NUM1PIC, // 51\r
+ L_NUM2PIC, // 52\r
+ L_NUM3PIC, // 53\r
+ L_NUM4PIC, // 54\r
+ L_NUM5PIC, // 55\r
+ L_NUM6PIC, // 56\r
+ L_NUM7PIC, // 57\r
+ L_NUM8PIC, // 58\r
+ L_NUM9PIC, // 59\r
+ L_PERCENTPIC, // 60\r
+ L_APIC, // 61\r
+ L_BPIC, // 62\r
+ L_CPIC, // 63\r
+ L_DPIC, // 64\r
+ L_EPIC, // 65\r
+ L_FPIC, // 66\r
+ L_GPIC, // 67\r
+ L_HPIC, // 68\r
+ L_IPIC, // 69\r
+ L_JPIC, // 70\r
+ L_KPIC, // 71\r
+ L_LPIC, // 72\r
+ L_MPIC, // 73\r
+ L_NPIC, // 74\r
+ L_OPIC, // 75\r
+ L_PPIC, // 76\r
+ L_QPIC, // 77\r
+ L_RPIC, // 78\r
+ L_SPIC, // 79\r
+ L_TPIC, // 80\r
+ L_UPIC, // 81\r
+ L_VPIC, // 82\r
+ L_WPIC, // 83\r
+ L_XPIC, // 84\r
+ L_YPIC, // 85\r
+ L_ZPIC, // 86\r
+ L_EXPOINTPIC, // 87\r
+ L_GUY2PIC, // 88\r
+ L_BJWINSPIC, // 89\r
+ STATUSBARPIC, // 90\r
+ TITLEPIC, // 91\r
+ PG13PIC, // 92\r
+ CREDITSPIC, // 93\r
+ HIGHSCORESPIC, // 94\r
+ // Lump Start\r
+ KNIFEPIC, // 95\r
+ GUNPIC, // 96\r
+ MACHINEGUNPIC, // 97\r
+ GATLINGGUNPIC, // 98\r
+ NOKEYPIC, // 99\r
+ GOLDKEYPIC, // 100\r
+ SILVERKEYPIC, // 101\r
+ N_BLANKPIC, // 102\r
+ N_0PIC, // 103\r
+ N_1PIC, // 104\r
+ N_2PIC, // 105\r
+ N_3PIC, // 106\r
+ N_4PIC, // 107\r
+ N_5PIC, // 108\r
+ N_6PIC, // 109\r
+ N_7PIC, // 110\r
+ N_8PIC, // 111\r
+ N_9PIC, // 112\r
+ FACE1APIC, // 113\r
+ FACE1BPIC, // 114\r
+ FACE1CPIC, // 115\r
+ FACE2APIC, // 116\r
+ FACE2BPIC, // 117\r
+ FACE2CPIC, // 118\r
+ FACE3APIC, // 119\r
+ FACE3BPIC, // 120\r
+ FACE3CPIC, // 121\r
+ FACE4APIC, // 122\r
+ FACE4BPIC, // 123\r
+ FACE4CPIC, // 124\r
+ FACE5APIC, // 125\r
+ FACE5BPIC, // 126\r
+ FACE5CPIC, // 127\r
+ FACE6APIC, // 128\r
+ FACE6BPIC, // 129\r
+ FACE6CPIC, // 130\r
+ FACE7APIC, // 131\r
+ FACE7BPIC, // 132\r
+ FACE7CPIC, // 133\r
+ FACE8APIC, // 134\r
+ GOTGATLINGPIC, // 135\r
+ MUTANTBJPIC, // 136\r
+ PAUSEDPIC, // 137\r
+ GETPSYCHEDPIC, // 138\r
+\r
+\r
+\r
+ ORDERSCREEN=554,\r
+ ERRORSCREEN, // 555\r
+ ENUMEND\r
+ } graphicnums;\r
+\r
+//\r
+// Data LUMPs\r
+//\r
+#define README_LUMP_START 3\r
+#define README_LUMP_END 20\r
+\r
+#define CONTROLS_LUMP_START 21\r
+#define CONTROLS_LUMP_END 47\r
+\r
+#define LEVELEND_LUMP_START 48\r
+#define LEVELEND_LUMP_END 89\r
+\r
+#define LATCHPICS_LUMP_START 95\r
+#define LATCHPICS_LUMP_END 138\r
+\r
+\r
+//\r
+// Amount of each data item\r
+//\r
+#define NUMCHUNKS 556\r
+#define NUMFONT 2\r
+#define NUMFONTM 0\r
+#define NUMPICS 136\r
+#define NUMPICM 0\r
+#define NUMSPRITES 0\r
+#define NUMTILE8 72\r
+#define NUMTILE8M 0\r
+#define NUMTILE16 144\r
+#define NUMTILE16M 270\r
+#define NUMTILE32 0\r
+#define NUMTILE32M 0\r
+#define NUMEXTERNS 2\r
+//\r
+// File offsets for data items\r
+//\r
+#define STRUCTPIC 0\r
+\r
+#define STARTFONT 1\r
+#define STARTFONTM 3\r
+#define STARTPICS 3\r
+#define STARTPICM 139\r
+#define STARTSPRITES 139\r
+#define STARTTILE8 139\r
+#define STARTTILE8M 140\r
+#define STARTTILE16 140\r
+#define STARTTILE16M 284\r
+#define STARTTILE32 554\r
+#define STARTTILE32M 554\r
+#define STARTEXTERNS 554\r
+\r
+//\r
+// Thank you for using IGRAB!\r
+//\r
--- /dev/null
+;=====================================\r
+;\r
+; Graphics .EQU file for .WL6\r
+; IGRAB-ed on Wed Apr 13 06:58:44 1994\r
+;\r
+;=====================================\r
+\r
+H_BJPIC = 3\r
+H_CASTLEPIC = 4\r
+H_BLAZEPIC = 5\r
+H_TOPWINDOWPIC = 6\r
+H_LEFTWINDOWPIC = 7\r
+H_RIGHTWINDOWPIC = 8\r
+H_BOTTOMINFOPIC = 9\r
+C_OPTIONSPIC = 10\r
+C_CURSOR1PIC = 11\r
+C_CURSOR2PIC = 12\r
+C_NOTSELECTEDPIC = 13\r
+C_SELECTEDPIC = 14\r
+C_FXTITLEPIC = 15\r
+C_DIGITITLEPIC = 16\r
+C_MUSICTITLEPIC = 17\r
+C_MOUSELBACKPIC = 18\r
+C_BABYMODEPIC = 19\r
+C_EASYPIC = 20\r
+C_NORMALPIC = 21\r
+C_HARDPIC = 22\r
+C_LOADSAVEDISKPIC = 23\r
+C_DISKLOADING1PIC = 24\r
+C_DISKLOADING2PIC = 25\r
+C_CONTROLPIC = 26\r
+C_CUSTOMIZEPIC = 27\r
+C_LOADGAMEPIC = 28\r
+C_SAVEGAMEPIC = 29\r
+C_EPISODE1PIC = 30\r
+C_EPISODE2PIC = 31\r
+C_EPISODE3PIC = 32\r
+C_EPISODE4PIC = 33\r
+C_EPISODE5PIC = 34\r
+C_EPISODE6PIC = 35\r
+C_CODEPIC = 36\r
+C_TIMECODEPIC = 37\r
+C_LEVELPIC = 38\r
+C_NAMEPIC = 39\r
+C_SCOREPIC = 40\r
+C_JOY1PIC = 41\r
+C_JOY2PIC = 42\r
+L_GUYPIC = 43\r
+L_COLONPIC = 44\r
+L_NUM0PIC = 45\r
+L_NUM1PIC = 46\r
+L_NUM2PIC = 47\r
+L_NUM3PIC = 48\r
+L_NUM4PIC = 49\r
+L_NUM5PIC = 50\r
+L_NUM6PIC = 51\r
+L_NUM7PIC = 52\r
+L_NUM8PIC = 53\r
+L_NUM9PIC = 54\r
+L_PERCENTPIC = 55\r
+L_APIC = 56\r
+L_BPIC = 57\r
+L_CPIC = 58\r
+L_DPIC = 59\r
+L_EPIC = 60\r
+L_FPIC = 61\r
+L_GPIC = 62\r
+L_HPIC = 63\r
+L_IPIC = 64\r
+L_JPIC = 65\r
+L_KPIC = 66\r
+L_LPIC = 67\r
+L_MPIC = 68\r
+L_NPIC = 69\r
+L_OPIC = 70\r
+L_PPIC = 71\r
+L_QPIC = 72\r
+L_RPIC = 73\r
+L_SPIC = 74\r
+L_TPIC = 75\r
+L_UPIC = 76\r
+L_VPIC = 77\r
+L_WPIC = 78\r
+L_XPIC = 79\r
+L_YPIC = 80\r
+L_ZPIC = 81\r
+L_EXPOINTPIC = 82\r
+L_APOSTROPHEPIC = 83\r
+L_GUY2PIC = 84\r
+L_BJWINSPIC = 85\r
+STATUSBARPIC = 86\r
+TITLEPIC = 87\r
+PG13PIC = 88\r
+CREDITSPIC = 89\r
+HIGHSCORESPIC = 90\r
+KNIFEPIC = 91\r
+GUNPIC = 92\r
+MACHINEGUNPIC = 93\r
+GATLINGGUNPIC = 94\r
+NOKEYPIC = 95\r
+GOLDKEYPIC = 96\r
+SILVERKEYPIC = 97\r
+N_BLANKPIC = 98\r
+N_0PIC = 99\r
+N_1PIC = 100\r
+N_2PIC = 101\r
+N_3PIC = 102\r
+N_4PIC = 103\r
+N_5PIC = 104\r
+N_6PIC = 105\r
+N_7PIC = 106\r
+N_8PIC = 107\r
+N_9PIC = 108\r
+FACE1APIC = 109\r
+FACE1BPIC = 110\r
+FACE1CPIC = 111\r
+FACE2APIC = 112\r
+FACE2BPIC = 113\r
+FACE2CPIC = 114\r
+FACE3APIC = 115\r
+FACE3BPIC = 116\r
+FACE3CPIC = 117\r
+FACE4APIC = 118\r
+FACE4BPIC = 119\r
+FACE4CPIC = 120\r
+FACE5APIC = 121\r
+FACE5BPIC = 122\r
+FACE5CPIC = 123\r
+FACE6APIC = 124\r
+FACE6BPIC = 125\r
+FACE6CPIC = 126\r
+FACE7APIC = 127\r
+FACE7BPIC = 128\r
+FACE7CPIC = 129\r
+FACE8APIC = 130\r
+GOTGATLINGPIC = 131\r
+MUTANTBJPIC = 132\r
+PAUSEDPIC = 133\r
+GETPSYCHEDPIC = 134\r
+\r
+\r
+\r
+ORDERSCREEN = 136\r
+ERRORSCREEN = 137\r
+T_HELPART = 138\r
+T_DEMO0 = 139\r
+T_DEMO1 = 140\r
+T_DEMO2 = 141\r
+T_DEMO3 = 142\r
+T_ENDART1 = 143\r
+T_ENDART2 = 144\r
+T_ENDART3 = 145\r
+T_ENDART4 = 146\r
+T_ENDART5 = 147\r
+T_ENDART6 = 148\r
+\r
+README_LUMP_START = 3\r
+README_LUMP_END = 9\r
+\r
+CONTROLS_LUMP_START = 10\r
+CONTROLS_LUMP_END = 42\r
+\r
+LEVELEND_LUMP_START = 43\r
+LEVELEND_LUMP_END = 85\r
+\r
+LATCHPICS_LUMP_START = 91\r
+LATCHPICS_LUMP_END = 134\r
+\r
+\r
+;\r
+; Amount of each data item\r
+;\r
+NUMCHUNKS = 149\r
+NUMFONT = 2\r
+NUMFONTM = 0\r
+NUMPICS = 132\r
+NUMPICM = 0\r
+NUMSPRITES = 0\r
+NUMTILE8 = 72\r
+NUMTILE8M = 0\r
+NUMTILE16 = 0\r
+NUMTILE16M = 0\r
+NUMTILE32 = 0\r
+NUMTILE32M = 0\r
+NUMEXTERN = 13\r
+;\r
+; File offsets for data items\r
+;\r
+STRUCTPIC = 0\r
+\r
+STARTFONT = 1\r
+STARTFONTM = 3\r
+STARTPICS = 3\r
+STARTPICM = 135\r
+STARTSPRITES = 135\r
+STARTTILE8 = 135\r
+STARTTILE8M = 136\r
+STARTTILE16 = 136\r
+STARTTILE16M = 136\r
+STARTTILE32 = 136\r
+STARTTILE32M = 136\r
+STARTEXTERN = 136\r
+\r
+;\r
+; Thank you for using IGRAB!\r
+;\r
--- /dev/null
+//////////////////////////////////////\r
+//\r
+// Graphics .H file for .WL6\r
+// IGRAB-ed on Wed Apr 13 06:58:44 1994\r
+//\r
+//////////////////////////////////////\r
+\r
+typedef enum {\r
+ // Lump Start\r
+ H_BJPIC=3,\r
+ H_CASTLEPIC, // 4\r
+ H_BLAZEPIC, // 5\r
+ H_TOPWINDOWPIC, // 6\r
+ H_LEFTWINDOWPIC, // 7\r
+ H_RIGHTWINDOWPIC, // 8\r
+ H_BOTTOMINFOPIC, // 9\r
+ // Lump Start\r
+ C_OPTIONSPIC, // 10\r
+ C_CURSOR1PIC, // 11\r
+ C_CURSOR2PIC, // 12\r
+ C_NOTSELECTEDPIC, // 13\r
+ C_SELECTEDPIC, // 14\r
+ C_FXTITLEPIC, // 15\r
+ C_DIGITITLEPIC, // 16\r
+ C_MUSICTITLEPIC, // 17\r
+ C_MOUSELBACKPIC, // 18\r
+ C_BABYMODEPIC, // 19\r
+ C_EASYPIC, // 20\r
+ C_NORMALPIC, // 21\r
+ C_HARDPIC, // 22\r
+ C_LOADSAVEDISKPIC, // 23\r
+ C_DISKLOADING1PIC, // 24\r
+ C_DISKLOADING2PIC, // 25\r
+ C_CONTROLPIC, // 26\r
+ C_CUSTOMIZEPIC, // 27\r
+ C_LOADGAMEPIC, // 28\r
+ C_SAVEGAMEPIC, // 29\r
+ C_EPISODE1PIC, // 30\r
+ C_EPISODE2PIC, // 31\r
+ C_EPISODE3PIC, // 32\r
+ C_EPISODE4PIC, // 33\r
+ C_EPISODE5PIC, // 34\r
+ C_EPISODE6PIC, // 35\r
+ C_CODEPIC, // 36\r
+ C_TIMECODEPIC, // 37\r
+ C_LEVELPIC, // 38\r
+ C_NAMEPIC, // 39\r
+ C_SCOREPIC, // 40\r
+ C_JOY1PIC, // 41\r
+ C_JOY2PIC, // 42\r
+ // Lump Start\r
+ L_GUYPIC, // 43\r
+ L_COLONPIC, // 44\r
+ L_NUM0PIC, // 45\r
+ L_NUM1PIC, // 46\r
+ L_NUM2PIC, // 47\r
+ L_NUM3PIC, // 48\r
+ L_NUM4PIC, // 49\r
+ L_NUM5PIC, // 50\r
+ L_NUM6PIC, // 51\r
+ L_NUM7PIC, // 52\r
+ L_NUM8PIC, // 53\r
+ L_NUM9PIC, // 54\r
+ L_PERCENTPIC, // 55\r
+ L_APIC, // 56\r
+ L_BPIC, // 57\r
+ L_CPIC, // 58\r
+ L_DPIC, // 59\r
+ L_EPIC, // 60\r
+ L_FPIC, // 61\r
+ L_GPIC, // 62\r
+ L_HPIC, // 63\r
+ L_IPIC, // 64\r
+ L_JPIC, // 65\r
+ L_KPIC, // 66\r
+ L_LPIC, // 67\r
+ L_MPIC, // 68\r
+ L_NPIC, // 69\r
+ L_OPIC, // 70\r
+ L_PPIC, // 71\r
+ L_QPIC, // 72\r
+ L_RPIC, // 73\r
+ L_SPIC, // 74\r
+ L_TPIC, // 75\r
+ L_UPIC, // 76\r
+ L_VPIC, // 77\r
+ L_WPIC, // 78\r
+ L_XPIC, // 79\r
+ L_YPIC, // 80\r
+ L_ZPIC, // 81\r
+ L_EXPOINTPIC, // 82\r
+ L_APOSTROPHEPIC, // 83\r
+ L_GUY2PIC, // 84\r
+ L_BJWINSPIC, // 85\r
+ STATUSBARPIC, // 86\r
+ TITLEPIC, // 87\r
+ PG13PIC, // 88\r
+ CREDITSPIC, // 89\r
+ HIGHSCORESPIC, // 90\r
+ // Lump Start\r
+ KNIFEPIC, // 91\r
+ GUNPIC, // 92\r
+ MACHINEGUNPIC, // 93\r
+ GATLINGGUNPIC, // 94\r
+ NOKEYPIC, // 95\r
+ GOLDKEYPIC, // 96\r
+ SILVERKEYPIC, // 97\r
+ N_BLANKPIC, // 98\r
+ N_0PIC, // 99\r
+ N_1PIC, // 100\r
+ N_2PIC, // 101\r
+ N_3PIC, // 102\r
+ N_4PIC, // 103\r
+ N_5PIC, // 104\r
+ N_6PIC, // 105\r
+ N_7PIC, // 106\r
+ N_8PIC, // 107\r
+ N_9PIC, // 108\r
+ FACE1APIC, // 109\r
+ FACE1BPIC, // 110\r
+ FACE1CPIC, // 111\r
+ FACE2APIC, // 112\r
+ FACE2BPIC, // 113\r
+ FACE2CPIC, // 114\r
+ FACE3APIC, // 115\r
+ FACE3BPIC, // 116\r
+ FACE3CPIC, // 117\r
+ FACE4APIC, // 118\r
+ FACE4BPIC, // 119\r
+ FACE4CPIC, // 120\r
+ FACE5APIC, // 121\r
+ FACE5BPIC, // 122\r
+ FACE5CPIC, // 123\r
+ FACE6APIC, // 124\r
+ FACE6BPIC, // 125\r
+ FACE6CPIC, // 126\r
+ FACE7APIC, // 127\r
+ FACE7BPIC, // 128\r
+ FACE7CPIC, // 129\r
+ FACE8APIC, // 130\r
+ GOTGATLINGPIC, // 131\r
+ MUTANTBJPIC, // 132\r
+ PAUSEDPIC, // 133\r
+ GETPSYCHEDPIC, // 134\r
+\r
+\r
+\r
+ ORDERSCREEN=136,\r
+ ERRORSCREEN, // 137\r
+ T_HELPART, // 138\r
+ T_DEMO0, // 139\r
+ T_DEMO1, // 140\r
+ T_DEMO2, // 141\r
+ T_DEMO3, // 142\r
+ T_ENDART1, // 143\r
+ T_ENDART2, // 144\r
+ T_ENDART3, // 145\r
+ T_ENDART4, // 146\r
+ T_ENDART5, // 147\r
+ T_ENDART6, // 148\r
+ ENUMEND\r
+ } graphicnums;\r
+\r
+//\r
+// Data LUMPs\r
+//\r
+#define README_LUMP_START 3\r
+#define README_LUMP_END 9\r
+\r
+#define CONTROLS_LUMP_START 10\r
+#define CONTROLS_LUMP_END 42\r
+\r
+#define LEVELEND_LUMP_START 43\r
+#define LEVELEND_LUMP_END 85\r
+\r
+#define LATCHPICS_LUMP_START 91\r
+#define LATCHPICS_LUMP_END 134\r
+\r
+\r
+//\r
+// Amount of each data item\r
+//\r
+#define NUMCHUNKS 149\r
+#define NUMFONT 2\r
+#define NUMFONTM 0\r
+#define NUMPICS 132\r
+#define NUMPICM 0\r
+#define NUMSPRITES 0\r
+#define NUMTILE8 72\r
+#define NUMTILE8M 0\r
+#define NUMTILE16 0\r
+#define NUMTILE16M 0\r
+#define NUMTILE32 0\r
+#define NUMTILE32M 0\r
+#define NUMEXTERNS 13\r
+//\r
+// File offsets for data items\r
+//\r
+#define STRUCTPIC 0\r
+\r
+#define STARTFONT 1\r
+#define STARTFONTM 3\r
+#define STARTPICS 3\r
+#define STARTPICM 135\r
+#define STARTSPRITES 135\r
+#define STARTTILE8 135\r
+#define STARTTILE8M 136\r
+#define STARTTILE16 136\r
+#define STARTTILE16M 136\r
+#define STARTTILE32 136\r
+#define STARTTILE32M 136\r
+#define STARTEXTERNS 136\r
+\r
+//\r
+// Thank you for using IGRAB!\r
+//\r
--- /dev/null
+sv readme\license.doc\r
+sv readme\release.txt\r
+sv readme\readme.txt\r
+@ECHO Get to Work!\r
+\r
--- /dev/null
+To: ROMERO,TOM\r
+From: LOTHAR/JAY\r
+Date: 9 Aug 92 21:06:46\r
+Subject: AOL Message\r
+X-mailer: Pegasus Mail v2.3 (R2).\r
+\r
+Subj: DREAMS, FLASHBACKS\r
+Date: 92-08-09 03:59:55 EDT\r
+From: Tug Hill 2\r
+Posted on: America Online\r
+\r
+On a serious note...\r
+\r
+As a former POW (Vietnam), I hesitated to play WOLF for over a\r
+month after downloading as I feared flashbacks. I didn't want to\r
+remember all that I had been through all those years ago, when, as\r
+POW's, my friend and I decided an escape attempt would be better than\r
+a slow death by torture and starvation.\r
+\r
+My friend and I made crude maps and hoarded food. The day of the\r
+escape we clubbed the guard with stones, took his gun and fought our\r
+way through two levels of underground tunnels (only a few guards and\r
+had to crawl). I made it, my friend didn't.\r
+\r
+Dreams...NO! NIGHTMARES...YES!! However, the more I play\r
+WOLF the less frequently I have nightmares. The chilling part is\r
+turning a corner and seeing a guard with his gun drawn.\r
+\r
+WOLF is a powerful game. Fearful as well. I believe that a\r
+person should face the past. So... when I can play EPISODE 1\r
+comfortably (no nightmares), I plan on ordering the full series.\r
+\r
+Don't let a few bad dreams make you discard this game.\r
+\r
+-------------------------------------------------------------------------\r
+\r
+Subj: Wolf-3D Section: Action/Arcade Games\r
+From: Ty Graham 72350,2636 # 191387, * No Replies *\r
+To: Id Software 72600,1333 Date: 24-Jul-92 18:27:27\r
+\r
+Jay, just thought I'd drop a note to let you know how popular Wolf3D is\r
+here at Microsoft. It seems like I can't walk down a hall without hearing\r
+'Mein Leben' from someone's office. I hope you guys are getting revenue\r
+from all this.\r
+\r
+Anyway, we were sitting around talking the other day, discussing games for\r
+Windows, and someone said 'What are those cool guys at Id doing?'. So how\r
+about it. Are you guys looking at Win games at all? Win32?\r
+\r
+In a perfect world, I'd have you guys port the Wolf engine to a multiuser\r
+maze game for Windows for Workgroups. We need a good M'user Win game.\r
+\r
+Anyway some thoughts.\r
+\r
+Ty Graham (Microsoft)\r
+\r
--- /dev/null
+;[]-----------------------------------------------------------------[]\r
+;| H_LDIV.ASM -- long division routine |\r
+;| |\r
+;| C/C++ Run Time Library Version 4.0 |\r
+;| |\r
+;| Copyright (c) 1987, 1991 by Borland International Inc. |\r
+;| All Rights Reserved. |\r
+;[]-----------------------------------------------------------------[]\r
+.model medium\r
+ INCLUDE RULES.ASI\r
+.386C ;JAB - we use 386 instructions\r
+\r
+_TEXT segment public byte 'CODE'\r
+ assume cs:_TEXT\r
+ public LDIV@\r
+ public F_LDIV@\r
+ public N_LDIV@\r
+ public LUDIV@\r
+ public F_LUDIV@\r
+ public N_LUDIV@\r
+ public LMOD@\r
+ public F_LMOD@\r
+ public N_LMOD@\r
+ public LUMOD@\r
+ public F_LUMOD@\r
+ public N_LUMOD@\r
+\r
+N_LDIV@:\r
+ pop cx ;fix up far return\r
+ push cs\r
+ push cx\r
+LDIV@:\r
+F_LDIV@:\r
+ xor cx,cx ; signed divide\r
+ jmp short common\r
+\r
+; JAB\r
+;\r
+; If we're using a 386 or better, the two instructions above get patched\r
+; to be NOP's (4 of them). So, instead of using the looping code,\r
+; we use the 386's long divide instruction.\r
+;\r
+; The stack after setting up the stack frame:\r
+; 12[bp]: divisor (high word)\r
+; 10[bp]: divisor (low word)\r
+; 8[bp]: dividend (high word)\r
+; 6[bp]: dividend (low word)\r
+; 4[bp]: return CS\r
+; 2[bp]: return IP\r
+; 0[bp]: previous BP\r
+;\r
+ IDEAL\r
+\r
+ push bp\r
+ mov bp,sp ;Save BP, and set it equal to stack\r
+\r
+ mov eax,[DWORD PTR bp+6]\r
+ cdq\r
+ idiv [DWORD PTR bp+10]\r
+ mov edx,eax\r
+ shr edx,16\r
+\r
+ pop bp ;Restore BP\r
+ retf 8 ;Return to original caller\r
+\r
+ MASM\r
+\r
+N_LUDIV@:\r
+ pop cx ;fix up far return\r
+ push cs\r
+ push cx\r
+LUDIV@:\r
+F_LUDIV@:\r
+ mov cx,1 ; unsigned divide\r
+ jmp short common\r
+\r
+N_LMOD@:\r
+ pop cx ;fix up far return\r
+ push cs\r
+ push cx\r
+LMOD@:\r
+F_LMOD@:\r
+ mov cx,2 ; signed remainder\r
+ jmp short common\r
+\r
+N_LUMOD@:\r
+ pop cx ;fix up far return\r
+ push cs\r
+ push cx\r
+LUMOD@:\r
+F_LUMOD@:\r
+ mov cx,3 ; unsigned remainder\r
+\r
+;\r
+; di now contains a two bit control value. The low order\r
+; bit (test mask of 1) is on if the operation is unsigned,\r
+; signed otherwise. The next bit (test mask of 2) is on if\r
+; the operation returns the remainder, quotient otherwise.\r
+;\r
+common:\r
+ push bp\r
+ push si\r
+ push di\r
+ mov bp,sp ; set up frame\r
+ mov di,cx\r
+;\r
+; dividend is pushed last, therefore the first in the args\r
+; divisor next.\r
+;\r
+ mov ax,10[bp] ; get the first low word\r
+ mov dx,12[bp] ; get the first high word\r
+ mov bx,14[bp] ; get the second low word\r
+ mov cx,16[bp] ; get the second high word\r
+\r
+ or cx,cx\r
+ jnz slow@ldiv ; both high words are zero\r
+\r
+ or dx,dx\r
+ jz quick@ldiv\r
+\r
+ or bx,bx\r
+ jz quick@ldiv ; if cx:bx == 0 force a zero divide\r
+ ; we don't expect this to actually\r
+ ; work\r
+\r
+slow@ldiv:\r
+\r
+ test di,1 ; signed divide?\r
+ jnz positive ; no: skip\r
+;\r
+; Signed division should be done. Convert negative\r
+; values to positive and do an unsigned division.\r
+; Store the sign value in the next higher bit of\r
+; di (test mask of 4). Thus when we are done, testing\r
+; that bit will determine the sign of the result.\r
+;\r
+ or dx,dx ; test sign of dividend\r
+ jns onepos\r
+ neg dx\r
+ neg ax\r
+ sbb dx,0 ; negate dividend\r
+ or di,0Ch\r
+onepos:\r
+ or cx,cx ; test sign of divisor\r
+ jns positive\r
+ neg cx\r
+ neg bx\r
+ sbb cx,0 ; negate divisor\r
+ xor di,4\r
+positive:\r
+ mov bp,cx\r
+ mov cx,32 ; shift counter\r
+ push di ; save the flags\r
+;\r
+; Now the stack looks something like this:\r
+;\r
+; 16[bp]: divisor (high word)\r
+; 14[bp]: divisor (low word)\r
+; 12[bp]: dividend (high word)\r
+; 10[bp]: dividend (low word)\r
+; 8[bp]: return CS\r
+; 6[bp]: return IP\r
+; 4[bp]: previous BP\r
+; 2[bp]: previous SI\r
+; [bp]: previous DI\r
+; -2[bp]: control bits\r
+; 01 - Unsigned divide\r
+; 02 - Remainder wanted\r
+; 04 - Negative quotient\r
+; 08 - Negative remainder\r
+;\r
+ xor di,di ; fake a 64 bit dividend\r
+ xor si,si ;\r
+xloop:\r
+ shl ax,1 ; shift dividend left one bit\r
+ rcl dx,1\r
+ rcl si,1\r
+ rcl di,1\r
+ cmp di,bp ; dividend larger?\r
+ jb nosub\r
+ ja subtract\r
+ cmp si,bx ; maybe\r
+ jb nosub\r
+subtract:\r
+ sub si,bx\r
+ sbb di,bp ; subtract the divisor\r
+ inc ax ; build quotient\r
+nosub:\r
+ loop xloop\r
+;\r
+; When done with the loop the four register value look like:\r
+;\r
+; | di | si | dx | ax |\r
+; | remainder | quotient |\r
+;\r
+ pop bx ; get control bits\r
+ test bx,2 ; remainder?\r
+ jz usequo\r
+ mov ax,si\r
+ mov dx,di ; use remainder\r
+ shr bx,1 ; shift in the remainder sign bit\r
+usequo:\r
+ test bx,4 ; needs negative\r
+ jz finish\r
+ neg dx\r
+ neg ax\r
+ sbb dx,0 ; negate\r
+finish:\r
+ pop di\r
+ pop si\r
+ pop bp\r
+ retf 8\r
+\r
+quick@ldiv:\r
+ div bx ; unsigned divide\r
+ ; DX = remainder AX = quotient\r
+ test di,2 ; want remainder?\r
+ jz quick@quo\r
+ xchg ax,dx\r
+\r
+quick@quo:\r
+\r
+ xor dx,dx\r
+ jmp short finish\r
+\r
+_TEXT ends\r
+ end\r
--- /dev/null
+// ID_CA.C\r
+\r
+// this has been customized for WOLF\r
+\r
+/*\r
+=============================================================================\r
+\r
+Id Software Caching Manager\r
+---------------------------\r
+\r
+Must be started BEFORE the memory manager, because it needs to get the headers\r
+loaded into the data segment\r
+\r
+=============================================================================\r
+*/\r
+\r
+#include "ID_HEADS.H"\r
+#pragma hdrstop\r
+\r
+#pragma warn -pro\r
+#pragma warn -use\r
+\r
+#define THREEBYTEGRSTARTS\r
+\r
+/*\r
+=============================================================================\r
+\r
+ LOCAL CONSTANTS\r
+\r
+=============================================================================\r
+*/\r
+\r
+typedef struct\r
+{\r
+ unsigned bit0,bit1; // 0-255 is a character, > is a pointer to a node\r
+} huffnode;\r
+\r
+\r
+typedef struct\r
+{\r
+ unsigned RLEWtag;\r
+ long headeroffsets[100];\r
+ byte tileinfo[];\r
+} mapfiletype;\r
+\r
+\r
+/*\r
+=============================================================================\r
+\r
+ GLOBAL VARIABLES\r
+\r
+=============================================================================\r
+*/\r
+\r
+byte _seg *tinf;\r
+int mapon;\r
+\r
+unsigned _seg *mapsegs[MAPPLANES];\r
+maptype _seg *mapheaderseg[NUMMAPS];\r
+byte _seg *audiosegs[NUMSNDCHUNKS];\r
+void _seg *grsegs[NUMCHUNKS];\r
+\r
+byte far grneeded[NUMCHUNKS];\r
+byte ca_levelbit,ca_levelnum;\r
+\r
+int profilehandle,debughandle;\r
+\r
+char audioname[13]="AUDIO.";\r
+\r
+/*\r
+=============================================================================\r
+\r
+ LOCAL VARIABLES\r
+\r
+=============================================================================\r
+*/\r
+\r
+extern long far CGAhead;\r
+extern long far EGAhead;\r
+extern byte CGAdict;\r
+extern byte EGAdict;\r
+extern byte far maphead;\r
+extern byte mapdict;\r
+extern byte far audiohead;\r
+extern byte audiodict;\r
+\r
+\r
+char extension[5], // Need a string, not constant to change cache files\r
+ gheadname[10]=GREXT"HEAD.",\r
+ gfilename[10]=GREXT"GRAPH.",\r
+ gdictname[10]=GREXT"DICT.",\r
+ mheadname[10]="MAPHEAD.",\r
+ mfilename[10]="MAPTEMP.",\r
+ aheadname[10]="AUDIOHED.",\r
+ afilename[10]="AUDIOT.";\r
+\r
+void CA_CannotOpen(char *string);\r
+\r
+long _seg *grstarts; // array of offsets in egagraph, -1 for sparse\r
+long _seg *audiostarts; // array of offsets in audio / audiot\r
+\r
+#ifdef GRHEADERLINKED\r
+huffnode *grhuffman;\r
+#else\r
+huffnode grhuffman[255];\r
+#endif\r
+\r
+#ifdef AUDIOHEADERLINKED\r
+huffnode *audiohuffman;\r
+#else\r
+huffnode audiohuffman[255];\r
+#endif\r
+\r
+\r
+int grhandle; // handle to EGAGRAPH\r
+int maphandle; // handle to MAPTEMP / GAMEMAPS\r
+int audiohandle; // handle to AUDIOT / AUDIO\r
+\r
+long chunkcomplen,chunkexplen;\r
+\r
+SDMode oldsoundmode;\r
+\r
+\r
+\r
+void CAL_CarmackExpand (unsigned far *source, unsigned far *dest,\r
+ unsigned length);\r
+\r
+\r
+#ifdef THREEBYTEGRSTARTS\r
+#define FILEPOSSIZE 3\r
+//#define GRFILEPOS(c) (*(long far *)(((byte far *)grstarts)+(c)*3)&0xffffff)\r
+long GRFILEPOS(int c)\r
+{\r
+ long value;\r
+ int offset;\r
+\r
+ offset = c*3;\r
+\r
+ value = *(long far *)(((byte far *)grstarts)+offset);\r
+\r
+ value &= 0x00ffffffl;\r
+\r
+ if (value == 0xffffffl)\r
+ value = -1;\r
+\r
+ return value;\r
+};\r
+#else\r
+#define FILEPOSSIZE 4\r
+#define GRFILEPOS(c) (grstarts[c])\r
+#endif\r
+\r
+/*\r
+=============================================================================\r
+\r
+ LOW LEVEL ROUTINES\r
+\r
+=============================================================================\r
+*/\r
+\r
+/*\r
+============================\r
+=\r
+= CA_OpenDebug / CA_CloseDebug\r
+=\r
+= Opens a binary file with the handle "debughandle"\r
+=\r
+============================\r
+*/\r
+\r
+void CA_OpenDebug (void)\r
+{\r
+ unlink ("DEBUG.TXT");\r
+ debughandle = open("DEBUG.TXT", O_CREAT | O_WRONLY | O_TEXT);\r
+}\r
+\r
+void CA_CloseDebug (void)\r
+{\r
+ close (debughandle);\r
+}\r
+\r
+\r
+\r
+/*\r
+============================\r
+=\r
+= CAL_GetGrChunkLength\r
+=\r
+= Gets the length of an explicit length chunk (not tiles)\r
+= The file pointer is positioned so the compressed data can be read in next.\r
+=\r
+============================\r
+*/\r
+\r
+void CAL_GetGrChunkLength (int chunk)\r
+{\r
+ lseek(grhandle,GRFILEPOS(chunk),SEEK_SET);\r
+ read(grhandle,&chunkexplen,sizeof(chunkexplen));\r
+ chunkcomplen = GRFILEPOS(chunk+1)-GRFILEPOS(chunk)-4;\r
+}\r
+\r
+\r
+/*\r
+==========================\r
+=\r
+= CA_FarRead\r
+=\r
+= Read from a file to a far pointer\r
+=\r
+==========================\r
+*/\r
+\r
+boolean CA_FarRead (int handle, byte far *dest, long length)\r
+{\r
+ if (length>0xffffl)\r
+ Quit ("CA_FarRead doesn't support 64K reads yet!");\r
+\r
+asm push ds\r
+asm mov bx,[handle]\r
+asm mov cx,[WORD PTR length]\r
+asm mov dx,[WORD PTR dest]\r
+asm mov ds,[WORD PTR dest+2]\r
+asm mov ah,0x3f // READ w/handle\r
+asm int 21h\r
+asm pop ds\r
+asm jnc good\r
+ errno = _AX;\r
+ return false;\r
+good:\r
+asm cmp ax,[WORD PTR length]\r
+asm je done\r
+ errno = EINVFMT; // user manager knows this is bad read\r
+ return false;\r
+done:\r
+ return true;\r
+}\r
+\r
+\r
+/*\r
+==========================\r
+=\r
+= CA_SegWrite\r
+=\r
+= Write from a file to a far pointer\r
+=\r
+==========================\r
+*/\r
+\r
+boolean CA_FarWrite (int handle, byte far *source, long length)\r
+{\r
+ if (length>0xffffl)\r
+ Quit ("CA_FarWrite doesn't support 64K reads yet!");\r
+\r
+asm push ds\r
+asm mov bx,[handle]\r
+asm mov cx,[WORD PTR length]\r
+asm mov dx,[WORD PTR source]\r
+asm mov ds,[WORD PTR source+2]\r
+asm mov ah,0x40 // WRITE w/handle\r
+asm int 21h\r
+asm pop ds\r
+asm jnc good\r
+ errno = _AX;\r
+ return false;\r
+good:\r
+asm cmp ax,[WORD PTR length]\r
+asm je done\r
+ errno = ENOMEM; // user manager knows this is bad write\r
+ return false;\r
+\r
+done:\r
+ return true;\r
+}\r
+\r
+\r
+/*\r
+==========================\r
+=\r
+= CA_ReadFile\r
+=\r
+= Reads a file into an allready allocated buffer\r
+=\r
+==========================\r
+*/\r
+\r
+boolean CA_ReadFile (char *filename, memptr *ptr)\r
+{\r
+ int handle;\r
+ long size;\r
+\r
+ if ((handle = open(filename,O_RDONLY | O_BINARY, S_IREAD)) == -1)\r
+ return false;\r
+\r
+ size = filelength (handle);\r
+ if (!CA_FarRead (handle,*ptr,size))\r
+ {\r
+ close (handle);\r
+ return false;\r
+ }\r
+ close (handle);\r
+ return true;\r
+}\r
+\r
+\r
+/*\r
+==========================\r
+=\r
+= CA_WriteFile\r
+=\r
+= Writes a file from a memory buffer\r
+=\r
+==========================\r
+*/\r
+\r
+boolean CA_WriteFile (char *filename, void far *ptr, long length)\r
+{\r
+ int handle;\r
+ long size;\r
+\r
+ handle = open(filename,O_CREAT | O_BINARY | O_WRONLY,\r
+ S_IREAD | S_IWRITE | S_IFREG);\r
+\r
+ if (handle == -1)\r
+ return false;\r
+\r
+ if (!CA_FarWrite (handle,ptr,length))\r
+ {\r
+ close (handle);\r
+ return false;\r
+ }\r
+ close (handle);\r
+ return true;\r
+}\r
+\r
+\r
+\r
+/*\r
+==========================\r
+=\r
+= CA_LoadFile\r
+=\r
+= Allocate space for and load a file\r
+=\r
+==========================\r
+*/\r
+\r
+boolean CA_LoadFile (char *filename, memptr *ptr)\r
+{\r
+ int handle;\r
+ long size;\r
+\r
+ if ((handle = open(filename,O_RDONLY | O_BINARY, S_IREAD)) == -1)\r
+ return false;\r
+\r
+ size = filelength (handle);\r
+ MM_GetPtr (ptr,size);\r
+ if (!CA_FarRead (handle,*ptr,size))\r
+ {\r
+ close (handle);\r
+ return false;\r
+ }\r
+ close (handle);\r
+ return true;\r
+}\r
+\r
+/*\r
+============================================================================\r
+\r
+ COMPRESSION routines, see JHUFF.C for more\r
+\r
+============================================================================\r
+*/\r
+\r
+\r
+\r
+/*\r
+===============\r
+=\r
+= CAL_OptimizeNodes\r
+=\r
+= Goes through a huffman table and changes the 256-511 node numbers to the\r
+= actular address of the node. Must be called before CAL_HuffExpand\r
+=\r
+===============\r
+*/\r
+\r
+void CAL_OptimizeNodes (huffnode *table)\r
+{\r
+ huffnode *node;\r
+ int i;\r
+\r
+ node = table;\r
+\r
+ for (i=0;i<255;i++)\r
+ {\r
+ if (node->bit0 >= 256)\r
+ node->bit0 = (unsigned)(table+(node->bit0-256));\r
+ if (node->bit1 >= 256)\r
+ node->bit1 = (unsigned)(table+(node->bit1-256));\r
+ node++;\r
+ }\r
+}\r
+\r
+\r
+\r
+/*\r
+======================\r
+=\r
+= CAL_HuffExpand\r
+=\r
+= Length is the length of the EXPANDED data\r
+= If screenhack, the data is decompressed in four planes directly\r
+= to the screen\r
+=\r
+======================\r
+*/\r
+\r
+void CAL_HuffExpand (byte huge *source, byte huge *dest,\r
+ long length,huffnode *hufftable, boolean screenhack)\r
+{\r
+// unsigned bit,byte,node,code;\r
+ unsigned sourceseg,sourceoff,destseg,destoff,endoff;\r
+ huffnode *headptr;\r
+ byte mapmask;\r
+// huffnode *nodeon;\r
+\r
+ headptr = hufftable+254; // head node is allways node 254\r
+\r
+ source++; // normalize\r
+ source--;\r
+ dest++;\r
+ dest--;\r
+\r
+ if (screenhack)\r
+ {\r
+ mapmask = 1;\r
+asm mov dx,SC_INDEX\r
+asm mov ax,SC_MAPMASK + 256\r
+asm out dx,ax\r
+ length >>= 2;\r
+ }\r
+\r
+ sourceseg = FP_SEG(source);\r
+ sourceoff = FP_OFF(source);\r
+ destseg = FP_SEG(dest);\r
+ destoff = FP_OFF(dest);\r
+ endoff = destoff+length;\r
+\r
+//\r
+// ds:si source\r
+// es:di dest\r
+// ss:bx node pointer\r
+//\r
+\r
+ if (length <0xfff0)\r
+ {\r
+\r
+//--------------------------\r
+// expand less than 64k of data\r
+//--------------------------\r
+\r
+asm mov bx,[headptr]\r
+\r
+asm mov si,[sourceoff]\r
+asm mov di,[destoff]\r
+asm mov es,[destseg]\r
+asm mov ds,[sourceseg]\r
+asm mov ax,[endoff]\r
+\r
+asm mov ch,[si] // load first byte\r
+asm inc si\r
+asm mov cl,1\r
+\r
+expandshort:\r
+asm test ch,cl // bit set?\r
+asm jnz bit1short\r
+asm mov dx,[ss:bx] // take bit0 path from node\r
+asm shl cl,1 // advance to next bit position\r
+asm jc newbyteshort\r
+asm jnc sourceupshort\r
+\r
+bit1short:\r
+asm mov dx,[ss:bx+2] // take bit1 path\r
+asm shl cl,1 // advance to next bit position\r
+asm jnc sourceupshort\r
+\r
+newbyteshort:\r
+asm mov ch,[si] // load next byte\r
+asm inc si\r
+asm mov cl,1 // back to first bit\r
+\r
+sourceupshort:\r
+asm or dh,dh // if dx<256 its a byte, else move node\r
+asm jz storebyteshort\r
+asm mov bx,dx // next node = (huffnode *)code\r
+asm jmp expandshort\r
+\r
+storebyteshort:\r
+asm mov [es:di],dl\r
+asm inc di // write a decopmpressed byte out\r
+asm mov bx,[headptr] // back to the head node for next bit\r
+\r
+asm cmp di,ax // done?\r
+asm jne expandshort\r
+\r
+//\r
+// perform screenhack if needed\r
+//\r
+asm test [screenhack],1\r
+asm jz notscreen\r
+asm shl [mapmask],1\r
+asm mov ah,[mapmask]\r
+asm cmp ah,16\r
+asm je notscreen // all four planes done\r
+asm mov dx,SC_INDEX\r
+asm mov al,SC_MAPMASK\r
+asm out dx,ax\r
+asm mov di,[destoff]\r
+asm mov ax,[endoff]\r
+asm jmp expandshort\r
+\r
+notscreen:;\r
+ }\r
+ else\r
+ {\r
+\r
+//--------------------------\r
+// expand more than 64k of data\r
+//--------------------------\r
+\r
+ length--;\r
+\r
+asm mov bx,[headptr]\r
+asm mov cl,1\r
+\r
+asm mov si,[sourceoff]\r
+asm mov di,[destoff]\r
+asm mov es,[destseg]\r
+asm mov ds,[sourceseg]\r
+\r
+asm lodsb // load first byte\r
+\r
+expand:\r
+asm test al,cl // bit set?\r
+asm jnz bit1\r
+asm mov dx,[ss:bx] // take bit0 path from node\r
+asm jmp gotcode\r
+bit1:\r
+asm mov dx,[ss:bx+2] // take bit1 path\r
+\r
+gotcode:\r
+asm shl cl,1 // advance to next bit position\r
+asm jnc sourceup\r
+asm lodsb\r
+asm cmp si,0x10 // normalize ds:si\r
+asm jb sinorm\r
+asm mov cx,ds\r
+asm inc cx\r
+asm mov ds,cx\r
+asm xor si,si\r
+sinorm:\r
+asm mov cl,1 // back to first bit\r
+\r
+sourceup:\r
+asm or dh,dh // if dx<256 its a byte, else move node\r
+asm jz storebyte\r
+asm mov bx,dx // next node = (huffnode *)code\r
+asm jmp expand\r
+\r
+storebyte:\r
+asm mov [es:di],dl\r
+asm inc di // write a decopmpressed byte out\r
+asm mov bx,[headptr] // back to the head node for next bit\r
+\r
+asm cmp di,0x10 // normalize es:di\r
+asm jb dinorm\r
+asm mov dx,es\r
+asm inc dx\r
+asm mov es,dx\r
+asm xor di,di\r
+dinorm:\r
+\r
+asm sub [WORD PTR ss:length],1\r
+asm jnc expand\r
+asm dec [WORD PTR ss:length+2]\r
+asm jns expand // when length = ffff ffff, done\r
+\r
+ }\r
+\r
+asm mov ax,ss\r
+asm mov ds,ax\r
+\r
+}\r
+\r
+\r
+/*\r
+======================\r
+=\r
+= CAL_CarmackExpand\r
+=\r
+= Length is the length of the EXPANDED data\r
+=\r
+======================\r
+*/\r
+\r
+#define NEARTAG 0xa7\r
+#define FARTAG 0xa8\r
+\r
+void CAL_CarmackExpand (unsigned far *source, unsigned far *dest, unsigned length)\r
+{\r
+ unsigned ch,chhigh,count,offset;\r
+ unsigned far *copyptr, far *inptr, far *outptr;\r
+\r
+ length/=2;\r
+\r
+ inptr = source;\r
+ outptr = dest;\r
+\r
+ while (length)\r
+ {\r
+ ch = *inptr++;\r
+ chhigh = ch>>8;\r
+ if (chhigh == NEARTAG)\r
+ {\r
+ count = ch&0xff;\r
+ if (!count)\r
+ { // have to insert a word containing the tag byte\r
+ ch |= *((unsigned char far *)inptr)++;\r
+ *outptr++ = ch;\r
+ length--;\r
+ }\r
+ else\r
+ {\r
+ offset = *((unsigned char far *)inptr)++;\r
+ copyptr = outptr - offset;\r
+ length -= count;\r
+ while (count--)\r
+ *outptr++ = *copyptr++;\r
+ }\r
+ }\r
+ else if (chhigh == FARTAG)\r
+ {\r
+ count = ch&0xff;\r
+ if (!count)\r
+ { // have to insert a word containing the tag byte\r
+ ch |= *((unsigned char far *)inptr)++;\r
+ *outptr++ = ch;\r
+ length --;\r
+ }\r
+ else\r
+ {\r
+ offset = *inptr++;\r
+ copyptr = dest + offset;\r
+ length -= count;\r
+ while (count--)\r
+ *outptr++ = *copyptr++;\r
+ }\r
+ }\r
+ else\r
+ {\r
+ *outptr++ = ch;\r
+ length --;\r
+ }\r
+ }\r
+}\r
+\r
+\r
+\r
+/*\r
+======================\r
+=\r
+= CA_RLEWcompress\r
+=\r
+======================\r
+*/\r
+\r
+long CA_RLEWCompress (unsigned huge *source, long length, unsigned huge *dest,\r
+ unsigned rlewtag)\r
+{\r
+ long complength;\r
+ unsigned value,count,i;\r
+ unsigned huge *start,huge *end;\r
+\r
+ start = dest;\r
+\r
+ end = source + (length+1)/2;\r
+\r
+//\r
+// compress it\r
+//\r
+ do\r
+ {\r
+ count = 1;\r
+ value = *source++;\r
+ while (*source == value && source<end)\r
+ {\r
+ count++;\r
+ source++;\r
+ }\r
+ if (count>3 || value == rlewtag)\r
+ {\r
+ //\r
+ // send a tag / count / value string\r
+ //\r
+ *dest++ = rlewtag;\r
+ *dest++ = count;\r
+ *dest++ = value;\r
+ }\r
+ else\r
+ {\r
+ //\r
+ // send word without compressing\r
+ //\r
+ for (i=1;i<=count;i++)\r
+ *dest++ = value;\r
+ }\r
+\r
+ } while (source<end);\r
+\r
+ complength = 2*(dest-start);\r
+ return complength;\r
+}\r
+\r
+\r
+/*\r
+======================\r
+=\r
+= CA_RLEWexpand\r
+= length is EXPANDED length\r
+=\r
+======================\r
+*/\r
+\r
+void CA_RLEWexpand (unsigned huge *source, unsigned huge *dest,long length,\r
+ unsigned rlewtag)\r
+{\r
+// unsigned value,count,i;\r
+ unsigned huge *end;\r
+ unsigned sourceseg,sourceoff,destseg,destoff,endseg,endoff;\r
+\r
+\r
+//\r
+// expand it\r
+//\r
+#if 0\r
+ do\r
+ {\r
+ value = *source++;\r
+ if (value != rlewtag)\r
+ //\r
+ // uncompressed\r
+ //\r
+ *dest++=value;\r
+ else\r
+ {\r
+ //\r
+ // compressed string\r
+ //\r
+ count = *source++;\r
+ value = *source++;\r
+ for (i=1;i<=count;i++)\r
+ *dest++ = value;\r
+ }\r
+ } while (dest<end);\r
+#endif\r
+\r
+ end = dest + (length)/2;\r
+ sourceseg = FP_SEG(source);\r
+ sourceoff = FP_OFF(source);\r
+ destseg = FP_SEG(dest);\r
+ destoff = FP_OFF(dest);\r
+ endseg = FP_SEG(end);\r
+ endoff = FP_OFF(end);\r
+\r
+\r
+//\r
+// ax = source value\r
+// bx = tag value\r
+// cx = repeat counts\r
+// dx = scratch\r
+//\r
+// NOTE: A repeat count that produces 0xfff0 bytes can blow this!\r
+//\r
+\r
+asm mov bx,rlewtag\r
+asm mov si,sourceoff\r
+asm mov di,destoff\r
+asm mov es,destseg\r
+asm mov ds,sourceseg\r
+\r
+expand:\r
+asm lodsw\r
+asm cmp ax,bx\r
+asm je repeat\r
+asm stosw\r
+asm jmp next\r
+\r
+repeat:\r
+asm lodsw\r
+asm mov cx,ax // repeat count\r
+asm lodsw // repeat value\r
+asm rep stosw\r
+\r
+next:\r
+\r
+asm cmp si,0x10 // normalize ds:si\r
+asm jb sinorm\r
+asm mov ax,si\r
+asm shr ax,1\r
+asm shr ax,1\r
+asm shr ax,1\r
+asm shr ax,1\r
+asm mov dx,ds\r
+asm add dx,ax\r
+asm mov ds,dx\r
+asm and si,0xf\r
+sinorm:\r
+asm cmp di,0x10 // normalize es:di\r
+asm jb dinorm\r
+asm mov ax,di\r
+asm shr ax,1\r
+asm shr ax,1\r
+asm shr ax,1\r
+asm shr ax,1\r
+asm mov dx,es\r
+asm add dx,ax\r
+asm mov es,dx\r
+asm and di,0xf\r
+dinorm:\r
+\r
+asm cmp di,ss:endoff\r
+asm jne expand\r
+asm mov ax,es\r
+asm cmp ax,ss:endseg\r
+asm jb expand\r
+\r
+asm mov ax,ss\r
+asm mov ds,ax\r
+\r
+}\r
+\r
+\r
+\r
+/*\r
+=============================================================================\r
+\r
+ CACHE MANAGER ROUTINES\r
+\r
+=============================================================================\r
+*/\r
+\r
+\r
+/*\r
+======================\r
+=\r
+= CAL_SetupGrFile\r
+=\r
+======================\r
+*/\r
+\r
+void CAL_SetupGrFile (void)\r
+{\r
+ char fname[13];\r
+ int handle;\r
+ memptr compseg;\r
+\r
+#ifdef GRHEADERLINKED\r
+\r
+ grhuffman = (huffnode *)&EGAdict;\r
+ grstarts = (long _seg *)FP_SEG(&EGAhead);\r
+\r
+ CAL_OptimizeNodes (grhuffman);\r
+\r
+#else\r
+\r
+//\r
+// load ???dict.ext (huffman dictionary for graphics files)\r
+//\r
+\r
+ strcpy(fname,gdictname);\r
+ strcat(fname,extension);\r
+\r
+ if ((handle = open(fname,\r
+ O_RDONLY | O_BINARY, S_IREAD)) == -1)\r
+ CA_CannotOpen(fname);\r
+\r
+ read(handle, &grhuffman, sizeof(grhuffman));\r
+ close(handle);\r
+ CAL_OptimizeNodes (grhuffman);\r
+//\r
+// load the data offsets from ???head.ext\r
+//\r
+ MM_GetPtr (&(memptr)grstarts,(NUMCHUNKS+1)*FILEPOSSIZE);\r
+\r
+ strcpy(fname,gheadname);\r
+ strcat(fname,extension);\r
+\r
+ if ((handle = open(fname,\r
+ O_RDONLY | O_BINARY, S_IREAD)) == -1)\r
+ CA_CannotOpen(fname);\r
+\r
+ CA_FarRead(handle, (memptr)grstarts, (NUMCHUNKS+1)*FILEPOSSIZE);\r
+\r
+ close(handle);\r
+\r
+\r
+#endif\r
+\r
+//\r
+// Open the graphics file, leaving it open until the game is finished\r
+//\r
+ strcpy(fname,gfilename);\r
+ strcat(fname,extension);\r
+\r
+ grhandle = open(fname, O_RDONLY | O_BINARY);\r
+ if (grhandle == -1)\r
+ CA_CannotOpen(fname);\r
+\r
+\r
+//\r
+// load the pic and sprite headers into the arrays in the data segment\r
+//\r
+ MM_GetPtr(&(memptr)pictable,NUMPICS*sizeof(pictabletype));\r
+ CAL_GetGrChunkLength(STRUCTPIC); // position file pointer\r
+ MM_GetPtr(&compseg,chunkcomplen);\r
+ CA_FarRead (grhandle,compseg,chunkcomplen);\r
+ CAL_HuffExpand (compseg, (byte huge *)pictable,NUMPICS*sizeof(pictabletype),grhuffman,false);\r
+ MM_FreePtr(&compseg);\r
+}\r
+\r
+//==========================================================================\r
+\r
+\r
+/*\r
+======================\r
+=\r
+= CAL_SetupMapFile\r
+=\r
+======================\r
+*/\r
+\r
+void CAL_SetupMapFile (void)\r
+{\r
+ int i;\r
+ int handle;\r
+ long length,pos;\r
+ char fname[13];\r
+\r
+//\r
+// load maphead.ext (offsets and tileinfo for map file)\r
+//\r
+#ifndef MAPHEADERLINKED\r
+ strcpy(fname,mheadname);\r
+ strcat(fname,extension);\r
+\r
+ if ((handle = open(fname,\r
+ O_RDONLY | O_BINARY, S_IREAD)) == -1)\r
+ CA_CannotOpen(fname);\r
+\r
+ length = filelength(handle);\r
+ MM_GetPtr (&(memptr)tinf,length);\r
+ CA_FarRead(handle, tinf, length);\r
+ close(handle);\r
+#else\r
+\r
+ tinf = (byte _seg *)FP_SEG(&maphead);\r
+\r
+#endif\r
+\r
+//\r
+// open the data file\r
+//\r
+#ifdef CARMACIZED\r
+ strcpy(fname,"GAMEMAPS.");\r
+ strcat(fname,extension);\r
+\r
+ if ((maphandle = open(fname,\r
+ O_RDONLY | O_BINARY, S_IREAD)) == -1)\r
+ CA_CannotOpen(fname);\r
+#else\r
+ strcpy(fname,mfilename);\r
+ strcat(fname,extension);\r
+\r
+ if ((maphandle = open(fname,\r
+ O_RDONLY | O_BINARY, S_IREAD)) == -1)\r
+ CA_CannotOpen(fname);\r
+#endif\r
+\r
+//\r
+// load all map header\r
+//\r
+ for (i=0;i<NUMMAPS;i++)\r
+ {\r
+ pos = ((mapfiletype _seg *)tinf)->headeroffsets[i];\r
+ if (pos<0) // $FFFFFFFF start is a sparse map\r
+ continue;\r
+\r
+ MM_GetPtr(&(memptr)mapheaderseg[i],sizeof(maptype));\r
+ MM_SetLock(&(memptr)mapheaderseg[i],true);\r
+ lseek(maphandle,pos,SEEK_SET);\r
+ CA_FarRead (maphandle,(memptr)mapheaderseg[i],sizeof(maptype));\r
+ }\r
+\r
+//\r
+// allocate space for 3 64*64 planes\r
+//\r
+ for (i=0;i<MAPPLANES;i++)\r
+ {\r
+ MM_GetPtr (&(memptr)mapsegs[i],64*64*2);\r
+ MM_SetLock (&(memptr)mapsegs[i],true);\r
+ }\r
+}\r
+\r
+\r
+//==========================================================================\r
+\r
+\r
+/*\r
+======================\r
+=\r
+= CAL_SetupAudioFile\r
+=\r
+======================\r
+*/\r
+\r
+void CAL_SetupAudioFile (void)\r
+{\r
+ int handle;\r
+ long length;\r
+ char fname[13];\r
+\r
+//\r
+// load maphead.ext (offsets and tileinfo for map file)\r
+//\r
+#ifndef AUDIOHEADERLINKED\r
+ strcpy(fname,aheadname);\r
+ strcat(fname,extension);\r
+\r
+ if ((handle = open(fname,\r
+ O_RDONLY | O_BINARY, S_IREAD)) == -1)\r
+ CA_CannotOpen(fname);\r
+\r
+ length = filelength(handle);\r
+ MM_GetPtr (&(memptr)audiostarts,length);\r
+ CA_FarRead(handle, (byte far *)audiostarts, length);\r
+ close(handle);\r
+#else\r
+ audiohuffman = (huffnode *)&audiodict;\r
+ CAL_OptimizeNodes (audiohuffman);\r
+ audiostarts = (long _seg *)FP_SEG(&audiohead);\r
+#endif\r
+\r
+//\r
+// open the data file\r
+//\r
+#ifndef AUDIOHEADERLINKED\r
+ strcpy(fname,afilename);\r
+ strcat(fname,extension);\r
+\r
+ if ((audiohandle = open(fname,\r
+ O_RDONLY | O_BINARY, S_IREAD)) == -1)\r
+ CA_CannotOpen(fname);\r
+#else\r
+ if ((audiohandle = open("AUDIO."EXTENSION,\r
+ O_RDONLY | O_BINARY, S_IREAD)) == -1)\r
+ Quit ("Can't open AUDIO."EXTENSION"!");\r
+#endif\r
+}\r
+\r
+//==========================================================================\r
+\r
+\r
+/*\r
+======================\r
+=\r
+= CA_Startup\r
+=\r
+= Open all files and load in headers\r
+=\r
+======================\r
+*/\r
+\r
+void CA_Startup (void)\r
+{\r
+#ifdef PROFILE\r
+ unlink ("PROFILE.TXT");\r
+ profilehandle = open("PROFILE.TXT", O_CREAT | O_WRONLY | O_TEXT);\r
+#endif\r
+\r
+ CAL_SetupMapFile ();\r
+ CAL_SetupGrFile ();\r
+ CAL_SetupAudioFile ();\r
+\r
+ mapon = -1;\r
+ ca_levelbit = 1;\r
+ ca_levelnum = 0;\r
+\r
+}\r
+\r
+//==========================================================================\r
+\r
+\r
+/*\r
+======================\r
+=\r
+= CA_Shutdown\r
+=\r
+= Closes all files\r
+=\r
+======================\r
+*/\r
+\r
+void CA_Shutdown (void)\r
+{\r
+#ifdef PROFILE\r
+ close (profilehandle);\r
+#endif\r
+\r
+ close (maphandle);\r
+ close (grhandle);\r
+ close (audiohandle);\r
+}\r
+\r
+//===========================================================================\r
+\r
+/*\r
+======================\r
+=\r
+= CA_CacheAudioChunk\r
+=\r
+======================\r
+*/\r
+\r
+void CA_CacheAudioChunk (int chunk)\r
+{\r
+ long pos,compressed;\r
+#ifdef AUDIOHEADERLINKED\r
+ long expanded;\r
+ memptr bigbufferseg;\r
+ byte far *source;\r
+#endif\r
+\r
+ if (audiosegs[chunk])\r
+ {\r
+ MM_SetPurge (&(memptr)audiosegs[chunk],0);\r
+ return; // allready in memory\r
+ }\r
+\r
+//\r
+// load the chunk into a buffer, either the miscbuffer if it fits, or allocate\r
+// a larger buffer\r
+//\r
+ pos = audiostarts[chunk];\r
+ compressed = audiostarts[chunk+1]-pos;\r
+\r
+ lseek(audiohandle,pos,SEEK_SET);\r
+\r
+#ifndef AUDIOHEADERLINKED\r
+\r
+ MM_GetPtr (&(memptr)audiosegs[chunk],compressed);\r
+ if (mmerror)\r
+ return;\r
+\r
+ CA_FarRead(audiohandle,audiosegs[chunk],compressed);\r
+\r
+#else\r
+\r
+ if (compressed<=BUFFERSIZE)\r
+ {\r
+ CA_FarRead(audiohandle,bufferseg,compressed);\r
+ source = bufferseg;\r
+ }\r
+ else\r
+ {\r
+ MM_GetPtr(&bigbufferseg,compressed);\r
+ if (mmerror)\r
+ return;\r
+ MM_SetLock (&bigbufferseg,true);\r
+ CA_FarRead(audiohandle,bigbufferseg,compressed);\r
+ source = bigbufferseg;\r
+ }\r
+\r
+ expanded = *(long far *)source;\r
+ source += 4; // skip over length\r
+ MM_GetPtr (&(memptr)audiosegs[chunk],expanded);\r
+ if (mmerror)\r
+ goto done;\r
+ CAL_HuffExpand (source,audiosegs[chunk],expanded,audiohuffman,false);\r
+\r
+done:\r
+ if (compressed>BUFFERSIZE)\r
+ MM_FreePtr(&bigbufferseg);\r
+#endif\r
+}\r
+\r
+//===========================================================================\r
+\r
+/*\r
+======================\r
+=\r
+= CA_LoadAllSounds\r
+=\r
+= Purges all sounds, then loads all new ones (mode switch)\r
+=\r
+======================\r
+*/\r
+\r
+void CA_LoadAllSounds (void)\r
+{\r
+ unsigned start,i;\r
+\r
+ switch (oldsoundmode)\r
+ {\r
+ case sdm_Off:\r
+ goto cachein;\r
+ case sdm_PC:\r
+ start = STARTPCSOUNDS;\r
+ break;\r
+ case sdm_AdLib:\r
+ start = STARTADLIBSOUNDS;\r
+ break;\r
+ }\r
+\r
+ for (i=0;i<NUMSOUNDS;i++,start++)\r
+ if (audiosegs[start])\r
+ MM_SetPurge (&(memptr)audiosegs[start],3); // make purgable\r
+\r
+cachein:\r
+\r
+ switch (SoundMode)\r
+ {\r
+ case sdm_Off:\r
+ return;\r
+ case sdm_PC:\r
+ start = STARTPCSOUNDS;\r
+ break;\r
+ case sdm_AdLib:\r
+ start = STARTADLIBSOUNDS;\r
+ break;\r
+ }\r
+\r
+ for (i=0;i<NUMSOUNDS;i++,start++)\r
+ CA_CacheAudioChunk (start);\r
+\r
+ oldsoundmode = SoundMode;\r
+}\r
+\r
+//===========================================================================\r
+\r
+\r
+/*\r
+======================\r
+=\r
+= CAL_ExpandGrChunk\r
+=\r
+= Does whatever is needed with a pointer to a compressed chunk\r
+=\r
+======================\r
+*/\r
+\r
+void CAL_ExpandGrChunk (int chunk, byte far *source)\r
+{\r
+ long expanded;\r
+\r
+\r
+ if (chunk >= STARTTILE8 && chunk < STARTEXTERNS)\r
+ {\r
+ //\r
+ // expanded sizes of tile8/16/32 are implicit\r
+ //\r
+\r
+#define BLOCK 64\r
+#define MASKBLOCK 128\r
+\r
+ if (chunk<STARTTILE8M) // tile 8s are all in one chunk!\r
+ expanded = BLOCK*NUMTILE8;\r
+ else if (chunk<STARTTILE16)\r
+ expanded = MASKBLOCK*NUMTILE8M;\r
+ else if (chunk<STARTTILE16M) // all other tiles are one/chunk\r
+ expanded = BLOCK*4;\r
+ else if (chunk<STARTTILE32)\r
+ expanded = MASKBLOCK*4;\r
+ else if (chunk<STARTTILE32M)\r
+ expanded = BLOCK*16;\r
+ else\r
+ expanded = MASKBLOCK*16;\r
+ }\r
+ else\r
+ {\r
+ //\r
+ // everything else has an explicit size longword\r
+ //\r
+ expanded = *(long far *)source;\r
+ source += 4; // skip over length\r
+ }\r
+\r
+//\r
+// allocate final space, decompress it, and free bigbuffer\r
+// Sprites need to have shifts made and various other junk\r
+//\r
+ MM_GetPtr (&grsegs[chunk],expanded);\r
+ if (mmerror)\r
+ return;\r
+ CAL_HuffExpand (source,grsegs[chunk],expanded,grhuffman,false);\r
+}\r
+\r
+\r
+/*\r
+======================\r
+=\r
+= CA_CacheGrChunk\r
+=\r
+= Makes sure a given chunk is in memory, loadiing it if needed\r
+=\r
+======================\r
+*/\r
+\r
+void CA_CacheGrChunk (int chunk)\r
+{\r
+ long pos,compressed;\r
+ memptr bigbufferseg;\r
+ byte far *source;\r
+ int next;\r
+\r
+ grneeded[chunk] |= ca_levelbit; // make sure it doesn't get removed\r
+ if (grsegs[chunk])\r
+ {\r
+ MM_SetPurge (&grsegs[chunk],0);\r
+ return; // allready in memory\r
+ }\r
+\r
+//\r
+// load the chunk into a buffer, either the miscbuffer if it fits, or allocate\r
+// a larger buffer\r
+//\r
+ pos = GRFILEPOS(chunk);\r
+ if (pos<0) // $FFFFFFFF start is a sparse tile\r
+ return;\r
+\r
+ next = chunk +1;\r
+ while (GRFILEPOS(next) == -1) // skip past any sparse tiles\r
+ next++;\r
+\r
+ compressed = GRFILEPOS(next)-pos;\r
+\r
+ lseek(grhandle,pos,SEEK_SET);\r
+\r
+ if (compressed<=BUFFERSIZE)\r
+ {\r
+ CA_FarRead(grhandle,bufferseg,compressed);\r
+ source = bufferseg;\r
+ }\r
+ else\r
+ {\r
+ MM_GetPtr(&bigbufferseg,compressed);\r
+ MM_SetLock (&bigbufferseg,true);\r
+ CA_FarRead(grhandle,bigbufferseg,compressed);\r
+ source = bigbufferseg;\r
+ }\r
+\r
+ CAL_ExpandGrChunk (chunk,source);\r
+\r
+ if (compressed>BUFFERSIZE)\r
+ MM_FreePtr(&bigbufferseg);\r
+}\r
+\r
+\r
+\r
+//==========================================================================\r
+\r
+/*\r
+======================\r
+=\r
+= CA_CacheScreen\r
+=\r
+= Decompresses a chunk from disk straight onto the screen\r
+=\r
+======================\r
+*/\r
+\r
+void CA_CacheScreen (int chunk)\r
+{\r
+ long pos,compressed,expanded;\r
+ memptr bigbufferseg;\r
+ byte far *source;\r
+ int next;\r
+\r
+//\r
+// load the chunk into a buffer\r
+//\r
+ pos = GRFILEPOS(chunk);\r
+ next = chunk +1;\r
+ while (GRFILEPOS(next) == -1) // skip past any sparse tiles\r
+ next++;\r
+ compressed = GRFILEPOS(next)-pos;\r
+\r
+ lseek(grhandle,pos,SEEK_SET);\r
+\r
+ MM_GetPtr(&bigbufferseg,compressed);\r
+ MM_SetLock (&bigbufferseg,true);\r
+ CA_FarRead(grhandle,bigbufferseg,compressed);\r
+ source = bigbufferseg;\r
+\r
+ expanded = *(long far *)source;\r
+ source += 4; // skip over length\r
+\r
+//\r
+// allocate final space, decompress it, and free bigbuffer\r
+// Sprites need to have shifts made and various other junk\r
+//\r
+ CAL_HuffExpand (source,MK_FP(SCREENSEG,bufferofs),expanded,grhuffman,true);\r
+ VW_MarkUpdateBlock (0,0,319,199);\r
+ MM_FreePtr(&bigbufferseg);\r
+}\r
+\r
+//==========================================================================\r
+\r
+/*\r
+======================\r
+=\r
+= CA_CacheMap\r
+=\r
+= WOLF: This is specialized for a 64*64 map size\r
+=\r
+======================\r
+*/\r
+\r
+void CA_CacheMap (int mapnum)\r
+{\r
+ long pos,compressed;\r
+ int plane;\r
+ memptr *dest,bigbufferseg;\r
+ unsigned size;\r
+ unsigned far *source;\r
+#ifdef CARMACIZED\r
+ memptr buffer2seg;\r
+ long expanded;\r
+#endif\r
+\r
+ mapon = mapnum;\r
+\r
+//\r
+// load the planes into the allready allocated buffers\r
+//\r
+ size = 64*64*2;\r
+\r
+ for (plane = 0; plane<MAPPLANES; plane++)\r
+ {\r
+ pos = mapheaderseg[mapnum]->planestart[plane];\r
+ compressed = mapheaderseg[mapnum]->planelength[plane];\r
+\r
+ dest = &(memptr)mapsegs[plane];\r
+\r
+ lseek(maphandle,pos,SEEK_SET);\r
+ if (compressed<=BUFFERSIZE)\r
+ source = bufferseg;\r
+ else\r
+ {\r
+ MM_GetPtr(&bigbufferseg,compressed);\r
+ MM_SetLock (&bigbufferseg,true);\r
+ source = bigbufferseg;\r
+ }\r
+\r
+ CA_FarRead(maphandle,(byte far *)source,compressed);\r
+#ifdef CARMACIZED\r
+ //\r
+ // unhuffman, then unRLEW\r
+ // The huffman'd chunk has a two byte expanded length first\r
+ // The resulting RLEW chunk also does, even though it's not really\r
+ // needed\r
+ //\r
+ expanded = *source;\r
+ source++;\r
+ MM_GetPtr (&buffer2seg,expanded);\r
+ CAL_CarmackExpand (source, (unsigned far *)buffer2seg,expanded);\r
+ CA_RLEWexpand (((unsigned far *)buffer2seg)+1,*dest,size,\r
+ ((mapfiletype _seg *)tinf)->RLEWtag);\r
+ MM_FreePtr (&buffer2seg);\r
+\r
+#else\r
+ //\r
+ // unRLEW, skipping expanded length\r
+ //\r
+ CA_RLEWexpand (source+1, *dest,size,\r
+ ((mapfiletype _seg *)tinf)->RLEWtag);\r
+#endif\r
+\r
+ if (compressed>BUFFERSIZE)\r
+ MM_FreePtr(&bigbufferseg);\r
+ }\r
+}\r
+\r
+//===========================================================================\r
+\r
+/*\r
+======================\r
+=\r
+= CA_UpLevel\r
+=\r
+= Goes up a bit level in the needed lists and clears it out.\r
+= Everything is made purgable\r
+=\r
+======================\r
+*/\r
+\r
+void CA_UpLevel (void)\r
+{\r
+ int i;\r
+\r
+ if (ca_levelnum==7)\r
+ Quit ("CA_UpLevel: Up past level 7!");\r
+\r
+ for (i=0;i<NUMCHUNKS;i++)\r
+ if (grsegs[i])\r
+ MM_SetPurge (&(memptr)grsegs[i],3);\r
+ ca_levelbit<<=1;\r
+ ca_levelnum++;\r
+}\r
+\r
+//===========================================================================\r
+\r
+/*\r
+======================\r
+=\r
+= CA_DownLevel\r
+=\r
+= Goes down a bit level in the needed lists and recaches\r
+= everything from the lower level\r
+=\r
+======================\r
+*/\r
+\r
+void CA_DownLevel (void)\r
+{\r
+ if (!ca_levelnum)\r
+ Quit ("CA_DownLevel: Down past level 0!");\r
+ ca_levelbit>>=1;\r
+ ca_levelnum--;\r
+ CA_CacheMarks();\r
+}\r
+\r
+//===========================================================================\r
+\r
+/*\r
+======================\r
+=\r
+= CA_ClearMarks\r
+=\r
+= Clears out all the marks at the current level\r
+=\r
+======================\r
+*/\r
+\r
+void CA_ClearMarks (void)\r
+{\r
+ int i;\r
+\r
+ for (i=0;i<NUMCHUNKS;i++)\r
+ grneeded[i]&=~ca_levelbit;\r
+}\r
+\r
+\r
+//===========================================================================\r
+\r
+/*\r
+======================\r
+=\r
+= CA_ClearAllMarks\r
+=\r
+= Clears out all the marks on all the levels\r
+=\r
+======================\r
+*/\r
+\r
+void CA_ClearAllMarks (void)\r
+{\r
+ _fmemset (grneeded,0,sizeof(grneeded));\r
+ ca_levelbit = 1;\r
+ ca_levelnum = 0;\r
+}\r
+\r
+\r
+//===========================================================================\r
+\r
+\r
+/*\r
+======================\r
+=\r
+= CA_FreeGraphics\r
+=\r
+======================\r
+*/\r
+\r
+\r
+void CA_SetGrPurge (void)\r
+{\r
+ int i;\r
+\r
+//\r
+// free graphics\r
+//\r
+ CA_ClearMarks ();\r
+\r
+ for (i=0;i<NUMCHUNKS;i++)\r
+ if (grsegs[i])\r
+ MM_SetPurge (&(memptr)grsegs[i],3);\r
+}\r
+\r
+\r
+\r
+/*\r
+======================\r
+=\r
+= CA_SetAllPurge\r
+=\r
+= Make everything possible purgable\r
+=\r
+======================\r
+*/\r
+\r
+void CA_SetAllPurge (void)\r
+{\r
+ int i;\r
+\r
+\r
+//\r
+// free sounds\r
+//\r
+ for (i=0;i<NUMSNDCHUNKS;i++)\r
+ if (audiosegs[i])\r
+ MM_SetPurge (&(memptr)audiosegs[i],3);\r
+\r
+//\r
+// free graphics\r
+//\r
+ CA_SetGrPurge ();\r
+}\r
+\r
+\r
+//===========================================================================\r
+\r
+/*\r
+======================\r
+=\r
+= CA_CacheMarks\r
+=\r
+======================\r
+*/\r
+#define MAXEMPTYREAD 1024\r
+\r
+void CA_CacheMarks (void)\r
+{\r
+ int i,next,numcache;\r
+ long pos,endpos,nextpos,nextendpos,compressed;\r
+ long bufferstart,bufferend; // file position of general buffer\r
+ byte far *source;\r
+ memptr bigbufferseg;\r
+\r
+ numcache = 0;\r
+//\r
+// go through and make everything not needed purgable\r
+//\r
+ for (i=0;i<NUMCHUNKS;i++)\r
+ if (grneeded[i]&ca_levelbit)\r
+ {\r
+ if (grsegs[i]) // its allready in memory, make\r
+ MM_SetPurge(&grsegs[i],0); // sure it stays there!\r
+ else\r
+ numcache++;\r
+ }\r
+ else\r
+ {\r
+ if (grsegs[i]) // not needed, so make it purgeable\r
+ MM_SetPurge(&grsegs[i],3);\r
+ }\r
+\r
+ if (!numcache) // nothing to cache!\r
+ return;\r
+\r
+\r
+//\r
+// go through and load in anything still needed\r
+//\r
+ bufferstart = bufferend = 0; // nothing good in buffer now\r
+\r
+ for (i=0;i<NUMCHUNKS;i++)\r
+ if ( (grneeded[i]&ca_levelbit) && !grsegs[i])\r
+ {\r
+ pos = GRFILEPOS(i);\r
+ if (pos<0)\r
+ continue;\r
+\r
+ next = i +1;\r
+ while (GRFILEPOS(next) == -1) // skip past any sparse tiles\r
+ next++;\r
+\r
+ compressed = GRFILEPOS(next)-pos;\r
+ endpos = pos+compressed;\r
+\r
+ if (compressed<=BUFFERSIZE)\r
+ {\r
+ if (bufferstart<=pos\r
+ && bufferend>= endpos)\r
+ {\r
+ // data is allready in buffer\r
+ source = (byte _seg *)bufferseg+(pos-bufferstart);\r
+ }\r
+ else\r
+ {\r
+ // load buffer with a new block from disk\r
+ // try to get as many of the needed blocks in as possible\r
+ while ( next < NUMCHUNKS )\r
+ {\r
+ while (next < NUMCHUNKS &&\r
+ !(grneeded[next]&ca_levelbit && !grsegs[next]))\r
+ next++;\r
+ if (next == NUMCHUNKS)\r
+ continue;\r
+\r
+ nextpos = GRFILEPOS(next);\r
+ while (GRFILEPOS(++next) == -1) // skip past any sparse tiles\r
+ ;\r
+ nextendpos = GRFILEPOS(next);\r
+ if (nextpos - endpos <= MAXEMPTYREAD\r
+ && nextendpos-pos <= BUFFERSIZE)\r
+ endpos = nextendpos;\r
+ else\r
+ next = NUMCHUNKS; // read pos to posend\r
+ }\r
+\r
+ lseek(grhandle,pos,SEEK_SET);\r
+ CA_FarRead(grhandle,bufferseg,endpos-pos);\r
+ bufferstart = pos;\r
+ bufferend = endpos;\r
+ source = bufferseg;\r
+ }\r
+ }\r
+ else\r
+ {\r
+ // big chunk, allocate temporary buffer\r
+ MM_GetPtr(&bigbufferseg,compressed);\r
+ if (mmerror)\r
+ return;\r
+ MM_SetLock (&bigbufferseg,true);\r
+ lseek(grhandle,pos,SEEK_SET);\r
+ CA_FarRead(grhandle,bigbufferseg,compressed);\r
+ source = bigbufferseg;\r
+ }\r
+\r
+ CAL_ExpandGrChunk (i,source);\r
+ if (mmerror)\r
+ return;\r
+\r
+ if (compressed>BUFFERSIZE)\r
+ MM_FreePtr(&bigbufferseg);\r
+\r
+ }\r
+}\r
+\r
+void CA_CannotOpen(char *string)\r
+{\r
+ char str[30];\r
+\r
+ strcpy(str,"Can't open ");\r
+ strcat(str,string);\r
+ strcat(str,"!\n");\r
+ Quit (str);\r
+}
\ No newline at end of file
--- /dev/null
+// ID_CA.H\r
+//===========================================================================\r
+\r
+#define NUMMAPS 60\r
+#define MAPPLANES 2\r
+\r
+#define UNCACHEGRCHUNK(chunk) {MM_FreePtr(&grsegs[chunk]);grneeded[chunk]&=~ca_levelbit;}\r
+\r
+//===========================================================================\r
+\r
+typedef struct\r
+{\r
+ long planestart[3];\r
+ unsigned planelength[3];\r
+ unsigned width,height;\r
+ char name[16];\r
+} maptype;\r
+\r
+//===========================================================================\r
+\r
+extern char audioname[13];\r
+\r
+extern byte _seg *tinf;\r
+extern int mapon;\r
+\r
+extern unsigned _seg *mapsegs[MAPPLANES];\r
+extern maptype _seg *mapheaderseg[NUMMAPS];\r
+extern byte _seg *audiosegs[NUMSNDCHUNKS];\r
+extern void _seg *grsegs[NUMCHUNKS];\r
+\r
+extern byte far grneeded[NUMCHUNKS];\r
+extern byte ca_levelbit,ca_levelnum;\r
+\r
+extern char *titleptr[8];\r
+\r
+extern int profilehandle,debughandle;\r
+\r
+extern char extension[5],\r
+ gheadname[10],\r
+ gfilename[10],\r
+ gdictname[10],\r
+ mheadname[10],\r
+ mfilename[10],\r
+ aheadname[10],\r
+ afilename[10];\r
+\r
+extern long _seg *grstarts; // array of offsets in egagraph, -1 for sparse\r
+extern long _seg *audiostarts; // array of offsets in audio / audiot\r
+//\r
+// hooks for custom cache dialogs\r
+//\r
+extern void (*drawcachebox) (char *title, unsigned numcache);\r
+extern void (*updatecachebox) (void);\r
+extern void (*finishcachebox) (void);\r
+\r
+//===========================================================================\r
+\r
+// just for the score box reshifting\r
+\r
+void CAL_ShiftSprite (unsigned segment,unsigned source,unsigned dest,\r
+ unsigned width, unsigned height, unsigned pixshift);\r
+\r
+//===========================================================================\r
+\r
+void CA_OpenDebug (void);\r
+void CA_CloseDebug (void);\r
+boolean CA_FarRead (int handle, byte far *dest, long length);\r
+boolean CA_FarWrite (int handle, byte far *source, long length);\r
+boolean CA_ReadFile (char *filename, memptr *ptr);\r
+boolean CA_LoadFile (char *filename, memptr *ptr);\r
+boolean CA_WriteFile (char *filename, void far *ptr, long length);\r
+\r
+long CA_RLEWCompress (unsigned huge *source, long length, unsigned huge *dest,\r
+ unsigned rlewtag);\r
+\r
+void CA_RLEWexpand (unsigned huge *source, unsigned huge *dest,long length,\r
+ unsigned rlewtag);\r
+\r
+void CA_Startup (void);\r
+void CA_Shutdown (void);\r
+\r
+void CA_SetGrPurge (void);\r
+void CA_CacheAudioChunk (int chunk);\r
+void CA_LoadAllSounds (void);\r
+\r
+void CA_UpLevel (void);\r
+void CA_DownLevel (void);\r
+\r
+void CA_SetAllPurge (void);\r
+\r
+void CA_ClearMarks (void);\r
+void CA_ClearAllMarks (void);\r
+\r
+#define CA_MarkGrChunk(chunk) grneeded[chunk]|=ca_levelbit\r
+\r
+void CA_CacheGrChunk (int chunk);\r
+void CA_CacheMap (int mapnum);\r
+\r
+void CA_CacheMarks (void);\r
+\r
+void CA_CacheScreen (int chunk);\r
--- /dev/null
+// ID_HEAD.H\r
+\r
+\r
+#define EXTENSION "WLF"\r
+#define WOLF\r
+\r
+#define TEXTGR 0\r
+#define CGAGR 1\r
+#define EGAGR 2\r
+#define VGAGR 3\r
+\r
+#define GRMODE VGAGR\r
+\r
+#include "VERSION.H"\r
+\r
+typedef enum {false,true} boolean;\r
+typedef unsigned char byte;\r
+typedef unsigned int word;\r
+typedef unsigned long longword;\r
+typedef byte * Ptr;\r
+\r
+typedef struct\r
+ {\r
+ int x,y;\r
+ } Point;\r
+\r
+typedef struct\r
+ {\r
+ Point ul,lr;\r
+ } Rect;\r
+\r
+\r
+void Quit (char *error); // defined in user program\r
+\r
--- /dev/null
+// ID_GLOB.H\r
+\r
+\r
+#include <ALLOC.H>\r
+#include <CTYPE.H>\r
+#include <DOS.H>\r
+#include <ERRNO.H>\r
+#include <FCNTL.H>\r
+#include <IO.H>\r
+#include <MEM.H>\r
+#include <PROCESS.H>\r
+#include <STDIO.H>\r
+#include <STDLIB.H>\r
+#include <STRING.H>\r
+#include <SYS\STAT.H>\r
+#include <VALUES.H>\r
+#include <DIR.H>\r
+#define __ID_GLOB__\r
+#include "VERSION.H"\r
+\r
+//--------------------------------------------------------------------------\r
+\r
+extern char far signon;\r
+\r
+#define introscn signon\r
+\r
+#ifdef JAPAN\r
+#ifdef JAPDEMO\r
+#include "FOREIGN\JAPAN\GFXV_WJ1.H"\r
+#else\r
+#include "FOREIGN\JAPAN\GFXV_WJ6.H"\r
+#endif\r
+#include "AUDIOWL6.H"\r
+#include "MAPSWL6.H"\r
+#else\r
+\r
+#ifndef SPEAR\r
+\r
+#include "GFXV_WL6.H"\r
+#include "AUDIOWL6.H"\r
+#include "MAPSWL6.H"\r
+\r
+#else\r
+\r
+#ifndef SPEARDEMO\r
+#include "GFXV_SOD.H"\r
+#include "AUDIOSOD.H"\r
+#include "MAPSSOD.H"\r
+#else\r
+#include "GFXV_SDM.H"\r
+#include "AUDIOSDM.H"\r
+#include "MAPSSDM.H"\r
+#endif\r
+\r
+#endif\r
+#endif\r
+//-----------------\r
+\r
+\r
+#define GREXT "VGA"\r
+\r
+//\r
+// ID Engine\r
+// Types.h - Generic types, #defines, etc.\r
+// v1.0d1\r
+//\r
+\r
+typedef enum {false,true} boolean;\r
+typedef unsigned char byte;\r
+typedef unsigned int word;\r
+typedef unsigned long longword;\r
+typedef byte * Ptr;\r
+\r
+typedef struct\r
+ {\r
+ int x,y;\r
+ } Point;\r
+typedef struct\r
+ {\r
+ Point ul,lr;\r
+ } Rect;\r
+\r
+#define nil ((void *)0)\r
+\r
+\r
+#include "ID_MM.H"\r
+#include "ID_PM.H"\r
+#include "ID_CA.H"\r
+#include "ID_VL.H"\r
+#include "ID_VH.H"\r
+#include "ID_IN.H"\r
+#include "ID_SD.H"\r
+#include "ID_US.H"\r
+\r
+\r
+void Quit (char *error); // defined in user program\r
+\r
+//\r
+// replacing refresh manager with custom routines\r
+//\r
+\r
+#define PORTTILESWIDE 20 // all drawing takes place inside a\r
+#define PORTTILESHIGH 13 // non displayed port of this size\r
+\r
+#define UPDATEWIDE PORTTILESWIDE\r
+#define UPDATEHIGH PORTTILESHIGH\r
+\r
+#define MAXTICS 10\r
+#define DEMOTICS 4\r
+\r
+#define UPDATETERMINATE 0x0301\r
+\r
+extern unsigned mapwidth,mapheight,tics;\r
+extern boolean compatability;\r
+\r
+extern byte *updateptr;\r
+extern unsigned uwidthtable[UPDATEHIGH];\r
+extern unsigned blockstarts[UPDATEWIDE*UPDATEHIGH];\r
+\r
+extern byte fontcolor,backcolor;\r
+\r
+#define SETFONTCOLOR(f,b) fontcolor=f;backcolor=b;\r
+\r
--- /dev/null
+//\r
+// ID Engine\r
+// ID_IN.c - Input Manager\r
+// v1.0d1\r
+// By Jason Blochowiak\r
+//\r
+\r
+//\r
+// This module handles dealing with the various input devices\r
+//\r
+// Depends on: Memory Mgr (for demo recording), Sound Mgr (for timing stuff),\r
+// User Mgr (for command line parms)\r
+//\r
+// Globals:\r
+// LastScan - The keyboard scan code of the last key pressed\r
+// LastASCII - The ASCII value of the last key pressed\r
+// DEBUG - there are more globals\r
+//\r
+\r
+#include "ID_HEADS.H"\r
+#pragma hdrstop\r
+\r
+#define KeyInt 9 // The keyboard ISR number\r
+\r
+//\r
+// mouse constants\r
+//\r
+#define MReset 0\r
+#define MButtons 3\r
+#define MDelta 11\r
+\r
+#define MouseInt 0x33\r
+#define Mouse(x) _AX = x,geninterrupt(MouseInt)\r
+\r
+//\r
+// joystick constants\r
+//\r
+#define JoyScaleMax 32768\r
+#define JoyScaleShift 8\r
+#define MaxJoyValue 5000\r
+\r
+/*\r
+=============================================================================\r
+\r
+ GLOBAL VARIABLES\r
+\r
+=============================================================================\r
+*/\r
+\r
+//\r
+// configuration variables\r
+//\r
+boolean MousePresent;\r
+boolean JoysPresent[MaxJoys];\r
+boolean JoyPadPresent;\r
+\r
+\r
+// Global variables\r
+ boolean Keyboard[NumCodes];\r
+ boolean Paused;\r
+ char LastASCII;\r
+ ScanCode LastScan;\r
+\r
+ KeyboardDef KbdDefs = {0x1d,0x38,0x47,0x48,0x49,0x4b,0x4d,0x4f,0x50,0x51};\r
+ JoystickDef JoyDefs[MaxJoys];\r
+ ControlType Controls[MaxPlayers];\r
+\r
+ longword MouseDownCount;\r
+\r
+ Demo DemoMode = demo_Off;\r
+ byte _seg *DemoBuffer;\r
+ word DemoOffset,DemoSize;\r
+\r
+/*\r
+=============================================================================\r
+\r
+ LOCAL VARIABLES\r
+\r
+=============================================================================\r
+*/\r
+static byte far ASCIINames[] = // Unshifted ASCII for scan codes\r
+ {\r
+// 0 1 2 3 4 5 6 7 8 9 A B C D E F\r
+ 0 ,27 ,'1','2','3','4','5','6','7','8','9','0','-','=',8 ,9 , // 0\r
+ 'q','w','e','r','t','y','u','i','o','p','[',']',13 ,0 ,'a','s', // 1\r
+ 'd','f','g','h','j','k','l',';',39 ,'`',0 ,92 ,'z','x','c','v', // 2\r
+ 'b','n','m',',','.','/',0 ,'*',0 ,' ',0 ,0 ,0 ,0 ,0 ,0 , // 3\r
+ 0 ,0 ,0 ,0 ,0 ,0 ,0 ,'7','8','9','-','4','5','6','+','1', // 4\r
+ '2','3','0',127,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 , // 5\r
+ 0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 , // 6\r
+ 0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 // 7\r
+ },\r
+ far ShiftNames[] = // Shifted ASCII for scan codes\r
+ {\r
+// 0 1 2 3 4 5 6 7 8 9 A B C D E F\r
+ 0 ,27 ,'!','@','#','$','%','^','&','*','(',')','_','+',8 ,9 , // 0\r
+ 'Q','W','E','R','T','Y','U','I','O','P','{','}',13 ,0 ,'A','S', // 1\r
+ 'D','F','G','H','J','K','L',':',34 ,'~',0 ,'|','Z','X','C','V', // 2\r
+ 'B','N','M','<','>','?',0 ,'*',0 ,' ',0 ,0 ,0 ,0 ,0 ,0 , // 3\r
+ 0 ,0 ,0 ,0 ,0 ,0 ,0 ,'7','8','9','-','4','5','6','+','1', // 4\r
+ '2','3','0',127,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 , // 5\r
+ 0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 , // 6\r
+ 0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 // 7\r
+ },\r
+ far SpecialNames[] = // ASCII for 0xe0 prefixed codes\r
+ {\r
+// 0 1 2 3 4 5 6 7 8 9 A B C D E F\r
+ 0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 , // 0\r
+ 0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,13 ,0 ,0 ,0 , // 1\r
+ 0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 , // 2\r
+ 0 ,0 ,0 ,0 ,0 ,'/',0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 , // 3\r
+ 0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 , // 4\r
+ 0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 , // 5\r
+ 0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 , // 6\r
+ 0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 // 7\r
+ };\r
+\r
+\r
+static boolean IN_Started;\r
+static boolean CapsLock;\r
+static ScanCode CurCode,LastCode;\r
+\r
+static Direction DirTable[] = // Quick lookup for total direction\r
+ {\r
+ dir_NorthWest, dir_North, dir_NorthEast,\r
+ dir_West, dir_None, dir_East,\r
+ dir_SouthWest, dir_South, dir_SouthEast\r
+ };\r
+\r
+static void (*INL_KeyHook)(void);\r
+static void interrupt (*OldKeyVect)(void);\r
+\r
+static char *ParmStrings[] = {"nojoys","nomouse",nil};\r
+\r
+// Internal routines\r
+\r
+///////////////////////////////////////////////////////////////////////////\r
+//\r
+// INL_KeyService() - Handles a keyboard interrupt (key up/down)\r
+//\r
+///////////////////////////////////////////////////////////////////////////\r
+static void interrupt\r
+INL_KeyService(void)\r
+{\r
+static boolean special;\r
+ byte k,c,\r
+ temp;\r
+ int i;\r
+\r
+ k = inportb(0x60); // Get the scan code\r
+\r
+ // Tell the XT keyboard controller to clear the key\r
+ outportb(0x61,(temp = inportb(0x61)) | 0x80);\r
+ outportb(0x61,temp);\r
+\r
+ if (k == 0xe0) // Special key prefix\r
+ special = true;\r
+ else if (k == 0xe1) // Handle Pause key\r
+ Paused = true;\r
+ else\r
+ {\r
+ if (k & 0x80) // Break code\r
+ {\r
+ k &= 0x7f;\r
+\r
+// DEBUG - handle special keys: ctl-alt-delete, print scrn\r
+\r
+ Keyboard[k] = false;\r
+ }\r
+ else // Make code\r
+ {\r
+ LastCode = CurCode;\r
+ CurCode = LastScan = k;\r
+ Keyboard[k] = true;\r
+\r
+ if (special)\r
+ c = SpecialNames[k];\r
+ else\r
+ {\r
+ if (k == sc_CapsLock)\r
+ {\r
+ CapsLock ^= true;\r
+ // DEBUG - make caps lock light work\r
+ }\r
+\r
+ if (Keyboard[sc_LShift] || Keyboard[sc_RShift]) // If shifted\r
+ {\r
+ c = ShiftNames[k];\r
+ if ((c >= 'A') && (c <= 'Z') && CapsLock)\r
+ c += 'a' - 'A';\r
+ }\r
+ else\r
+ {\r
+ c = ASCIINames[k];\r
+ if ((c >= 'a') && (c <= 'z') && CapsLock)\r
+ c -= 'a' - 'A';\r
+ }\r
+ }\r
+ if (c)\r
+ LastASCII = c;\r
+ }\r
+\r
+ special = false;\r
+ }\r
+\r
+ if (INL_KeyHook && !special)\r
+ INL_KeyHook();\r
+ outportb(0x20,0x20);\r
+}\r
+\r
+///////////////////////////////////////////////////////////////////////////\r
+//\r
+// INL_GetMouseDelta() - Gets the amount that the mouse has moved from the\r
+// mouse driver\r
+//\r
+///////////////////////////////////////////////////////////////////////////\r
+static void\r
+INL_GetMouseDelta(int *x,int *y)\r
+{\r
+ Mouse(MDelta);\r
+ *x = _CX;\r
+ *y = _DX;\r
+}\r
+\r
+///////////////////////////////////////////////////////////////////////////\r
+//\r
+// INL_GetMouseButtons() - Gets the status of the mouse buttons from the\r
+// mouse driver\r
+//\r
+///////////////////////////////////////////////////////////////////////////\r
+static word\r
+INL_GetMouseButtons(void)\r
+{\r
+ word buttons;\r
+\r
+ Mouse(MButtons);\r
+ buttons = _BX;\r
+ return(buttons);\r
+}\r
+\r
+///////////////////////////////////////////////////////////////////////////\r
+//\r
+// IN_GetJoyAbs() - Reads the absolute position of the specified joystick\r
+//\r
+///////////////////////////////////////////////////////////////////////////\r
+void\r
+IN_GetJoyAbs(word joy,word *xp,word *yp)\r
+{\r
+ byte xb,yb,\r
+ xs,ys;\r
+ word x,y;\r
+\r
+ x = y = 0;\r
+ xs = joy? 2 : 0; // Find shift value for x axis\r
+ xb = 1 << xs; // Use shift value to get x bit mask\r
+ ys = joy? 3 : 1; // Do the same for y axis\r
+ yb = 1 << ys;\r
+\r
+// Read the absolute joystick values\r
+asm pushf // Save some registers\r
+asm push si\r
+asm push di\r
+asm cli // Make sure an interrupt doesn't screw the timings\r
+\r
+\r
+asm mov dx,0x201\r
+asm in al,dx\r
+asm out dx,al // Clear the resistors\r
+\r
+asm mov ah,[xb] // Get masks into registers\r
+asm mov ch,[yb]\r
+\r
+asm xor si,si // Clear count registers\r
+asm xor di,di\r
+asm xor bh,bh // Clear high byte of bx for later\r
+\r
+asm push bp // Don't mess up stack frame\r
+asm mov bp,MaxJoyValue\r
+\r
+loop:\r
+asm in al,dx // Get bits indicating whether all are finished\r
+\r
+asm dec bp // Check bounding register\r
+asm jz done // We have a silly value - abort\r
+\r
+asm mov bl,al // Duplicate the bits\r
+asm and bl,ah // Mask off useless bits (in [xb])\r
+asm add si,bx // Possibly increment count register\r
+asm mov cl,bl // Save for testing later\r
+\r
+asm mov bl,al\r
+asm and bl,ch // [yb]\r
+asm add di,bx\r
+\r
+asm add cl,bl\r
+asm jnz loop // If both bits were 0, drop out\r
+\r
+done:\r
+asm pop bp\r
+\r
+asm mov cl,[xs] // Get the number of bits to shift\r
+asm shr si,cl // and shift the count that many times\r
+\r
+asm mov cl,[ys]\r
+asm shr di,cl\r
+\r
+asm mov [x],si // Store the values into the variables\r
+asm mov [y],di\r
+\r
+asm pop di\r
+asm pop si\r
+asm popf // Restore the registers\r
+\r
+ *xp = x;\r
+ *yp = y;\r
+}\r
+\r
+///////////////////////////////////////////////////////////////////////////\r
+//\r
+// INL_GetJoyDelta() - Returns the relative movement of the specified\r
+// joystick (from +/-127)\r
+//\r
+///////////////////////////////////////////////////////////////////////////\r
+void INL_GetJoyDelta(word joy,int *dx,int *dy)\r
+{\r
+ word x,y;\r
+ longword time;\r
+ JoystickDef *def;\r
+static longword lasttime;\r
+\r
+ IN_GetJoyAbs(joy,&x,&y);\r
+ def = JoyDefs + joy;\r
+\r
+ if (x < def->threshMinX)\r
+ {\r
+ if (x < def->joyMinX)\r
+ x = def->joyMinX;\r
+\r
+ x = -(x - def->threshMinX);\r
+ x *= def->joyMultXL;\r
+ x >>= JoyScaleShift;\r
+ *dx = (x > 127)? -127 : -x;\r
+ }\r
+ else if (x > def->threshMaxX)\r
+ {\r
+ if (x > def->joyMaxX)\r
+ x = def->joyMaxX;\r
+\r
+ x = x - def->threshMaxX;\r
+ x *= def->joyMultXH;\r
+ x >>= JoyScaleShift;\r
+ *dx = (x > 127)? 127 : x;\r
+ }\r
+ else\r
+ *dx = 0;\r
+\r
+ if (y < def->threshMinY)\r
+ {\r
+ if (y < def->joyMinY)\r
+ y = def->joyMinY;\r
+\r
+ y = -(y - def->threshMinY);\r
+ y *= def->joyMultYL;\r
+ y >>= JoyScaleShift;\r
+ *dy = (y > 127)? -127 : -y;\r
+ }\r
+ else if (y > def->threshMaxY)\r
+ {\r
+ if (y > def->joyMaxY)\r
+ y = def->joyMaxY;\r
+\r
+ y = y - def->threshMaxY;\r
+ y *= def->joyMultYH;\r
+ y >>= JoyScaleShift;\r
+ *dy = (y > 127)? 127 : y;\r
+ }\r
+ else\r
+ *dy = 0;\r
+\r
+ lasttime = TimeCount;\r
+}\r
+\r
+///////////////////////////////////////////////////////////////////////////\r
+//\r
+// INL_GetJoyButtons() - Returns the button status of the specified\r
+// joystick\r
+//\r
+///////////////////////////////////////////////////////////////////////////\r
+static word\r
+INL_GetJoyButtons(word joy)\r
+{\r
+register word result;\r
+\r
+ result = inportb(0x201); // Get all the joystick buttons\r
+ result >>= joy? 6 : 4; // Shift into bits 0-1\r
+ result &= 3; // Mask off the useless bits\r
+ result ^= 3;\r
+ return(result);\r
+}\r
+\r
+///////////////////////////////////////////////////////////////////////////\r
+//\r
+// IN_GetJoyButtonsDB() - Returns the de-bounced button status of the\r
+// specified joystick\r
+//\r
+///////////////////////////////////////////////////////////////////////////\r
+word\r
+IN_GetJoyButtonsDB(word joy)\r
+{\r
+ longword lasttime;\r
+ word result1,result2;\r
+\r
+ do\r
+ {\r
+ result1 = INL_GetJoyButtons(joy);\r
+ lasttime = TimeCount;\r
+ while (TimeCount == lasttime)\r
+ ;\r
+ result2 = INL_GetJoyButtons(joy);\r
+ } while (result1 != result2);\r
+ return(result1);\r
+}\r
+\r
+///////////////////////////////////////////////////////////////////////////\r
+//\r
+// INL_StartKbd() - Sets up my keyboard stuff for use\r
+//\r
+///////////////////////////////////////////////////////////////////////////\r
+static void\r
+INL_StartKbd(void)\r
+{\r
+ INL_KeyHook = NULL; // no key hook routine\r
+\r
+ IN_ClearKeysDown();\r
+\r
+ OldKeyVect = getvect(KeyInt);\r
+ setvect(KeyInt,INL_KeyService);\r
+}\r
+\r
+///////////////////////////////////////////////////////////////////////////\r
+//\r
+// INL_ShutKbd() - Restores keyboard control to the BIOS\r
+//\r
+///////////////////////////////////////////////////////////////////////////\r
+static void\r
+INL_ShutKbd(void)\r
+{\r
+ poke(0x40,0x17,peek(0x40,0x17) & 0xfaf0); // Clear ctrl/alt/shift flags\r
+\r
+ setvect(KeyInt,OldKeyVect);\r
+}\r
+\r
+///////////////////////////////////////////////////////////////////////////\r
+//\r
+// INL_StartMouse() - Detects and sets up the mouse\r
+//\r
+///////////////////////////////////////////////////////////////////////////\r
+static boolean\r
+INL_StartMouse(void)\r
+{\r
+#if 0\r
+ if (getvect(MouseInt))\r
+ {\r
+ Mouse(MReset);\r
+ if (_AX == 0xffff)\r
+ return(true);\r
+ }\r
+ return(false);\r
+#endif\r
+ union REGS regs;\r
+ unsigned char far *vector;\r
+\r
+\r
+ if ((vector=MK_FP(peek(0,0x33*4+2),peek(0,0x33*4)))==NULL)\r
+ return false;\r
+\r
+ if (*vector == 207)\r
+ return false;\r
+\r
+ Mouse(MReset);\r
+ return true;\r
+}\r
+\r
+///////////////////////////////////////////////////////////////////////////\r
+//\r
+// INL_ShutMouse() - Cleans up after the mouse\r
+//\r
+///////////////////////////////////////////////////////////////////////////\r
+static void\r
+INL_ShutMouse(void)\r
+{\r
+}\r
+\r
+//\r
+// INL_SetJoyScale() - Sets up scaling values for the specified joystick\r
+//\r
+static void\r
+INL_SetJoyScale(word joy)\r
+{\r
+ JoystickDef *def;\r
+\r
+ def = &JoyDefs[joy];\r
+ def->joyMultXL = JoyScaleMax / (def->threshMinX - def->joyMinX);\r
+ def->joyMultXH = JoyScaleMax / (def->joyMaxX - def->threshMaxX);\r
+ def->joyMultYL = JoyScaleMax / (def->threshMinY - def->joyMinY);\r
+ def->joyMultYH = JoyScaleMax / (def->joyMaxY - def->threshMaxY);\r
+}\r
+\r
+///////////////////////////////////////////////////////////////////////////\r
+//\r
+// IN_SetupJoy() - Sets up thresholding values and calls INL_SetJoyScale()\r
+// to set up scaling values\r
+//\r
+///////////////////////////////////////////////////////////////////////////\r
+void\r
+IN_SetupJoy(word joy,word minx,word maxx,word miny,word maxy)\r
+{\r
+ word d,r;\r
+ JoystickDef *def;\r
+\r
+ def = &JoyDefs[joy];\r
+\r
+ def->joyMinX = minx;\r
+ def->joyMaxX = maxx;\r
+ r = maxx - minx;\r
+ d = r / 3;\r
+ def->threshMinX = ((r / 2) - d) + minx;\r
+ def->threshMaxX = ((r / 2) + d) + minx;\r
+\r
+ def->joyMinY = miny;\r
+ def->joyMaxY = maxy;\r
+ r = maxy - miny;\r
+ d = r / 3;\r
+ def->threshMinY = ((r / 2) - d) + miny;\r
+ def->threshMaxY = ((r / 2) + d) + miny;\r
+\r
+ INL_SetJoyScale(joy);\r
+}\r
+\r
+///////////////////////////////////////////////////////////////////////////\r
+//\r
+// INL_StartJoy() - Detects & auto-configures the specified joystick\r
+// The auto-config assumes the joystick is centered\r
+//\r
+///////////////////////////////////////////////////////////////////////////\r
+static boolean\r
+INL_StartJoy(word joy)\r
+{\r
+ word x,y;\r
+\r
+ IN_GetJoyAbs(joy,&x,&y);\r
+\r
+ if\r
+ (\r
+ ((x == 0) || (x > MaxJoyValue - 10))\r
+ || ((y == 0) || (y > MaxJoyValue - 10))\r
+ )\r
+ return(false);\r
+ else\r
+ {\r
+ IN_SetupJoy(joy,0,x * 2,0,y * 2);\r
+ return(true);\r
+ }\r
+}\r
+\r
+///////////////////////////////////////////////////////////////////////////\r
+//\r
+// INL_ShutJoy() - Cleans up the joystick stuff\r
+//\r
+///////////////////////////////////////////////////////////////////////////\r
+static void\r
+INL_ShutJoy(word joy)\r
+{\r
+ JoysPresent[joy] = false;\r
+}\r
+\r
+\r
+///////////////////////////////////////////////////////////////////////////\r
+//\r
+// IN_Startup() - Starts up the Input Mgr\r
+//\r
+///////////////////////////////////////////////////////////////////////////\r
+void\r
+IN_Startup(void)\r
+{\r
+ boolean checkjoys,checkmouse;\r
+ word i;\r
+\r
+ if (IN_Started)\r
+ return;\r
+\r
+ checkjoys = true;\r
+ checkmouse = true;\r
+ for (i = 1;i < _argc;i++)\r
+ {\r
+ switch (US_CheckParm(_argv[i],ParmStrings))\r
+ {\r
+ case 0:\r
+ checkjoys = false;\r
+ break;\r
+ case 1:\r
+ checkmouse = false;\r
+ break;\r
+ }\r
+ }\r
+\r
+ INL_StartKbd();\r
+ MousePresent = checkmouse? INL_StartMouse() : false;\r
+\r
+ for (i = 0;i < MaxJoys;i++)\r
+ JoysPresent[i] = checkjoys? INL_StartJoy(i) : false;\r
+\r
+ IN_Started = true;\r
+}\r
+\r
+///////////////////////////////////////////////////////////////////////////\r
+//\r
+// IN_Default() - Sets up default conditions for the Input Mgr\r
+//\r
+///////////////////////////////////////////////////////////////////////////\r
+void\r
+IN_Default(boolean gotit,ControlType in)\r
+{\r
+ if\r
+ (\r
+ (!gotit)\r
+ || ((in == ctrl_Joystick1) && !JoysPresent[0])\r
+ || ((in == ctrl_Joystick2) && !JoysPresent[1])\r
+ || ((in == ctrl_Mouse) && !MousePresent)\r
+ )\r
+ in = ctrl_Keyboard1;\r
+ IN_SetControlType(0,in);\r
+}\r
+\r
+///////////////////////////////////////////////////////////////////////////\r
+//\r
+// IN_Shutdown() - Shuts down the Input Mgr\r
+//\r
+///////////////////////////////////////////////////////////////////////////\r
+void\r
+IN_Shutdown(void)\r
+{\r
+ word i;\r
+\r
+ if (!IN_Started)\r
+ return;\r
+\r
+ INL_ShutMouse();\r
+ for (i = 0;i < MaxJoys;i++)\r
+ INL_ShutJoy(i);\r
+ INL_ShutKbd();\r
+\r
+ IN_Started = false;\r
+}\r
+\r
+///////////////////////////////////////////////////////////////////////////\r
+//\r
+// IN_SetKeyHook() - Sets the routine that gets called by INL_KeyService()\r
+// everytime a real make/break code gets hit\r
+//\r
+///////////////////////////////////////////////////////////////////////////\r
+void\r
+IN_SetKeyHook(void (*hook)())\r
+{\r
+ INL_KeyHook = hook;\r
+}\r
+\r
+///////////////////////////////////////////////////////////////////////////\r
+//\r
+// IN_ClearKeysDown() - Clears the keyboard array\r
+//\r
+///////////////////////////////////////////////////////////////////////////\r
+void\r
+IN_ClearKeysDown(void)\r
+{\r
+ int i;\r
+\r
+ LastScan = sc_None;\r
+ LastASCII = key_None;\r
+ memset (Keyboard,0,sizeof(Keyboard));\r
+}\r
+\r
+\r
+///////////////////////////////////////////////////////////////////////////\r
+//\r
+// IN_ReadControl() - Reads the device associated with the specified\r
+// player and fills in the control info struct\r
+//\r
+///////////////////////////////////////////////////////////////////////////\r
+void\r
+IN_ReadControl(int player,ControlInfo *info)\r
+{\r
+ boolean realdelta;\r
+ byte dbyte;\r
+ word buttons;\r
+ int dx,dy;\r
+ Motion mx,my;\r
+ ControlType type;\r
+register KeyboardDef *def;\r
+\r
+ dx = dy = 0;\r
+ mx = my = motion_None;\r
+ buttons = 0;\r
+\r
+ if (DemoMode == demo_Playback)\r
+ {\r
+ dbyte = DemoBuffer[DemoOffset + 1];\r
+ my = (dbyte & 3) - 1;\r
+ mx = ((dbyte >> 2) & 3) - 1;\r
+ buttons = (dbyte >> 4) & 3;\r
+\r
+ if (!(--DemoBuffer[DemoOffset]))\r
+ {\r
+ DemoOffset += 2;\r
+ if (DemoOffset >= DemoSize)\r
+ DemoMode = demo_PlayDone;\r
+ }\r
+\r
+ realdelta = false;\r
+ }\r
+ else if (DemoMode == demo_PlayDone)\r
+ Quit("Demo playback exceeded");\r
+ else\r
+ {\r
+ switch (type = Controls[player])\r
+ {\r
+ case ctrl_Keyboard:\r
+ def = &KbdDefs;\r
+\r
+ if (Keyboard[def->upleft])\r
+ mx = motion_Left,my = motion_Up;\r
+ else if (Keyboard[def->upright])\r
+ mx = motion_Right,my = motion_Up;\r
+ else if (Keyboard[def->downleft])\r
+ mx = motion_Left,my = motion_Down;\r
+ else if (Keyboard[def->downright])\r
+ mx = motion_Right,my = motion_Down;\r
+\r
+ if (Keyboard[def->up])\r
+ my = motion_Up;\r
+ else if (Keyboard[def->down])\r
+ my = motion_Down;\r
+\r
+ if (Keyboard[def->left])\r
+ mx = motion_Left;\r
+ else if (Keyboard[def->right])\r
+ mx = motion_Right;\r
+\r
+ if (Keyboard[def->button0])\r
+ buttons += 1 << 0;\r
+ if (Keyboard[def->button1])\r
+ buttons += 1 << 1;\r
+ realdelta = false;\r
+ break;\r
+ case ctrl_Joystick1:\r
+ case ctrl_Joystick2:\r
+ INL_GetJoyDelta(type - ctrl_Joystick,&dx,&dy);\r
+ buttons = INL_GetJoyButtons(type - ctrl_Joystick);\r
+ realdelta = true;\r
+ break;\r
+ case ctrl_Mouse:\r
+ INL_GetMouseDelta(&dx,&dy);\r
+ buttons = INL_GetMouseButtons();\r
+ realdelta = true;\r
+ break;\r
+ }\r
+ }\r
+\r
+ if (realdelta)\r
+ {\r
+ mx = (dx < 0)? motion_Left : ((dx > 0)? motion_Right : motion_None);\r
+ my = (dy < 0)? motion_Up : ((dy > 0)? motion_Down : motion_None);\r
+ }\r
+ else\r
+ {\r
+ dx = mx * 127;\r
+ dy = my * 127;\r
+ }\r
+\r
+ info->x = dx;\r
+ info->xaxis = mx;\r
+ info->y = dy;\r
+ info->yaxis = my;\r
+ info->button0 = buttons & (1 << 0);\r
+ info->button1 = buttons & (1 << 1);\r
+ info->button2 = buttons & (1 << 2);\r
+ info->button3 = buttons & (1 << 3);\r
+ info->dir = DirTable[((my + 1) * 3) + (mx + 1)];\r
+\r
+ if (DemoMode == demo_Record)\r
+ {\r
+ // Pack the control info into a byte\r
+ dbyte = (buttons << 4) | ((mx + 1) << 2) | (my + 1);\r
+\r
+ if\r
+ (\r
+ (DemoBuffer[DemoOffset + 1] == dbyte)\r
+ && (DemoBuffer[DemoOffset] < 255)\r
+ )\r
+ (DemoBuffer[DemoOffset])++;\r
+ else\r
+ {\r
+ if (DemoOffset || DemoBuffer[DemoOffset])\r
+ DemoOffset += 2;\r
+\r
+ if (DemoOffset >= DemoSize)\r
+ Quit("Demo buffer overflow");\r
+\r
+ DemoBuffer[DemoOffset] = 1;\r
+ DemoBuffer[DemoOffset + 1] = dbyte;\r
+ }\r
+ }\r
+}\r
+\r
+///////////////////////////////////////////////////////////////////////////\r
+//\r
+// IN_SetControlType() - Sets the control type to be used by the specified\r
+// player\r
+//\r
+///////////////////////////////////////////////////////////////////////////\r
+void\r
+IN_SetControlType(int player,ControlType type)\r
+{\r
+ // DEBUG - check that requested type is present?\r
+ Controls[player] = type;\r
+}\r
+\r
+///////////////////////////////////////////////////////////////////////////\r
+//\r
+// IN_WaitForKey() - Waits for a scan code, then clears LastScan and\r
+// returns the scan code\r
+//\r
+///////////////////////////////////////////////////////////////////////////\r
+ScanCode\r
+IN_WaitForKey(void)\r
+{\r
+ ScanCode result;\r
+\r
+ while (!(result = LastScan))\r
+ ;\r
+ LastScan = 0;\r
+ return(result);\r
+}\r
+\r
+///////////////////////////////////////////////////////////////////////////\r
+//\r
+// IN_WaitForASCII() - Waits for an ASCII char, then clears LastASCII and\r
+// returns the ASCII value\r
+//\r
+///////////////////////////////////////////////////////////////////////////\r
+char\r
+IN_WaitForASCII(void)\r
+{\r
+ char result;\r
+\r
+ while (!(result = LastASCII))\r
+ ;\r
+ LastASCII = '\0';\r
+ return(result);\r
+}\r
+\r
+///////////////////////////////////////////////////////////////////////////\r
+//\r
+// IN_Ack() - waits for a button or key press. If a button is down, upon\r
+// calling, it must be released for it to be recognized\r
+//\r
+///////////////////////////////////////////////////////////////////////////\r
+\r
+boolean btnstate[8];\r
+\r
+void IN_StartAck(void)\r
+{\r
+ unsigned i,buttons;\r
+\r
+//\r
+// get initial state of everything\r
+//\r
+ IN_ClearKeysDown();\r
+ memset (btnstate,0,sizeof(btnstate));\r
+\r
+ buttons = IN_JoyButtons () << 4;\r
+ if (MousePresent)\r
+ buttons |= IN_MouseButtons ();\r
+\r
+ for (i=0;i<8;i++,buttons>>=1)\r
+ if (buttons&1)\r
+ btnstate[i] = true;\r
+}\r
+\r
+\r
+boolean IN_CheckAck (void)\r
+{\r
+ unsigned i,buttons;\r
+\r
+//\r
+// see if something has been pressed\r
+//\r
+ if (LastScan)\r
+ return true;\r
+\r
+ buttons = IN_JoyButtons () << 4;\r
+ if (MousePresent)\r
+ buttons |= IN_MouseButtons ();\r
+\r
+ for (i=0;i<8;i++,buttons>>=1)\r
+ if ( buttons&1 )\r
+ {\r
+ if (!btnstate[i])\r
+ return true;\r
+ }\r
+ else\r
+ btnstate[i]=false;\r
+\r
+ return false;\r
+}\r
+\r
+\r
+void IN_Ack (void)\r
+{\r
+ IN_StartAck ();\r
+\r
+ while (!IN_CheckAck ())\r
+ ;\r
+}\r
+\r
+\r
+///////////////////////////////////////////////////////////////////////////\r
+//\r
+// IN_UserInput() - Waits for the specified delay time (in ticks) or the\r
+// user pressing a key or a mouse button. If the clear flag is set, it\r
+// then either clears the key or waits for the user to let the mouse\r
+// button up.\r
+//\r
+///////////////////////////////////////////////////////////////////////////\r
+boolean IN_UserInput(longword delay)\r
+{\r
+ longword lasttime;\r
+\r
+ lasttime = TimeCount;\r
+ IN_StartAck ();\r
+ do\r
+ {\r
+ if (IN_CheckAck())\r
+ return true;\r
+ } while (TimeCount - lasttime < delay);\r
+ return(false);\r
+}\r
+\r
+//===========================================================================\r
+\r
+/*\r
+===================\r
+=\r
+= IN_MouseButtons\r
+=\r
+===================\r
+*/\r
+\r
+byte IN_MouseButtons (void)\r
+{\r
+ if (MousePresent)\r
+ {\r
+ Mouse(MButtons);\r
+ return _BX;\r
+ }\r
+ else\r
+ return 0;\r
+}\r
+\r
+\r
+/*\r
+===================\r
+=\r
+= IN_JoyButtons\r
+=\r
+===================\r
+*/\r
+\r
+byte IN_JoyButtons (void)\r
+{\r
+ unsigned joybits;\r
+\r
+ joybits = inportb(0x201); // Get all the joystick buttons\r
+ joybits >>= 4; // only the high bits are useful\r
+ joybits ^= 15; // return with 1=pressed\r
+\r
+ return joybits;\r
+}\r
+\r
+\r
--- /dev/null
+//\r
+// ID Engine\r
+// ID_IN.h - Header file for Input Manager\r
+// v1.0d1\r
+// By Jason Blochowiak\r
+//\r
+\r
+#ifndef __ID_IN__\r
+#define __ID_IN__\r
+\r
+#ifdef __DEBUG__\r
+#define __DEBUG_InputMgr__\r
+#endif\r
+\r
+#define MaxPlayers 4\r
+#define MaxKbds 2\r
+#define MaxJoys 2\r
+#define NumCodes 128\r
+\r
+typedef byte ScanCode;\r
+#define sc_None 0\r
+#define sc_Bad 0xff\r
+#define sc_Return 0x1c\r
+#define sc_Enter sc_Return\r
+#define sc_Escape 0x01\r
+#define sc_Space 0x39\r
+#define sc_BackSpace 0x0e\r
+#define sc_Tab 0x0f\r
+#define sc_Alt 0x38\r
+#define sc_Control 0x1d\r
+#define sc_CapsLock 0x3a\r
+#define sc_LShift 0x2a\r
+#define sc_RShift 0x36\r
+#define sc_UpArrow 0x48\r
+#define sc_DownArrow 0x50\r
+#define sc_LeftArrow 0x4b\r
+#define sc_RightArrow 0x4d\r
+#define sc_Insert 0x52\r
+#define sc_Delete 0x53\r
+#define sc_Home 0x47\r
+#define sc_End 0x4f\r
+#define sc_PgUp 0x49\r
+#define sc_PgDn 0x51\r
+#define sc_F1 0x3b\r
+#define sc_F2 0x3c\r
+#define sc_F3 0x3d\r
+#define sc_F4 0x3e\r
+#define sc_F5 0x3f\r
+#define sc_F6 0x40\r
+#define sc_F7 0x41\r
+#define sc_F8 0x42\r
+#define sc_F9 0x43\r
+#define sc_F10 0x44\r
+#define sc_F11 0x57\r
+#define sc_F12 0x59\r
+\r
+#define sc_1 0x02\r
+#define sc_2 0x03\r
+#define sc_3 0x04\r
+#define sc_4 0x05\r
+#define sc_5 0x06\r
+#define sc_6 0x07\r
+#define sc_7 0x08\r
+#define sc_8 0x09\r
+#define sc_9 0x0a\r
+#define sc_0 0x0b\r
+\r
+#define sc_A 0x1e\r
+#define sc_B 0x30\r
+#define sc_C 0x2e\r
+#define sc_D 0x20\r
+#define sc_E 0x12\r
+#define sc_F 0x21\r
+#define sc_G 0x22\r
+#define sc_H 0x23\r
+#define sc_I 0x17\r
+#define sc_J 0x24\r
+#define sc_K 0x25\r
+#define sc_L 0x26\r
+#define sc_M 0x32\r
+#define sc_N 0x31\r
+#define sc_O 0x18\r
+#define sc_P 0x19\r
+#define sc_Q 0x10\r
+#define sc_R 0x13\r
+#define sc_S 0x1f\r
+#define sc_T 0x14\r
+#define sc_U 0x16\r
+#define sc_V 0x2f\r
+#define sc_W 0x11\r
+#define sc_X 0x2d\r
+#define sc_Y 0x15\r
+#define sc_Z 0x2c\r
+\r
+#define key_None 0\r
+#define key_Return 0x0d\r
+#define key_Enter key_Return\r
+#define key_Escape 0x1b\r
+#define key_Space 0x20\r
+#define key_BackSpace 0x08\r
+#define key_Tab 0x09\r
+#define key_Delete 0x7f\r
+\r
+// Stuff for the mouse\r
+#define MReset 0\r
+#define MButtons 3\r
+#define MDelta 11\r
+\r
+#define MouseInt 0x33\r
+#define Mouse(x) _AX = x,geninterrupt(MouseInt)\r
+\r
+typedef enum {\r
+ demo_Off,demo_Record,demo_Playback,demo_PlayDone\r
+ } Demo;\r
+typedef enum {\r
+ ctrl_Keyboard,\r
+ ctrl_Keyboard1 = ctrl_Keyboard,ctrl_Keyboard2,\r
+ ctrl_Joystick,\r
+ ctrl_Joystick1 = ctrl_Joystick,ctrl_Joystick2,\r
+ ctrl_Mouse\r
+ } ControlType;\r
+typedef enum {\r
+ motion_Left = -1,motion_Up = -1,\r
+ motion_None = 0,\r
+ motion_Right = 1,motion_Down = 1\r
+ } Motion;\r
+typedef enum {\r
+ dir_North,dir_NorthEast,\r
+ dir_East,dir_SouthEast,\r
+ dir_South,dir_SouthWest,\r
+ dir_West,dir_NorthWest,\r
+ dir_None\r
+ } Direction;\r
+typedef struct {\r
+ boolean button0,button1,button2,button3;\r
+ int x,y;\r
+ Motion xaxis,yaxis;\r
+ Direction dir;\r
+ } CursorInfo;\r
+typedef CursorInfo ControlInfo;\r
+typedef struct {\r
+ ScanCode button0,button1,\r
+ upleft, up, upright,\r
+ left, right,\r
+ downleft, down, downright;\r
+ } KeyboardDef;\r
+typedef struct {\r
+ word joyMinX,joyMinY,\r
+ threshMinX,threshMinY,\r
+ threshMaxX,threshMaxY,\r
+ joyMaxX,joyMaxY,\r
+ joyMultXL,joyMultYL,\r
+ joyMultXH,joyMultYH;\r
+ } JoystickDef;\r
+// Global variables\r
+extern boolean Keyboard[],\r
+ MousePresent,\r
+ JoysPresent[];\r
+extern boolean Paused;\r
+extern char LastASCII;\r
+extern ScanCode LastScan;\r
+extern KeyboardDef KbdDefs;\r
+extern JoystickDef JoyDefs[];\r
+extern ControlType Controls[MaxPlayers];\r
+\r
+extern Demo DemoMode;\r
+extern byte _seg *DemoBuffer;\r
+extern word DemoOffset,DemoSize;\r
+\r
+// Function prototypes\r
+#define IN_KeyDown(code) (Keyboard[(code)])\r
+#define IN_ClearKey(code) {Keyboard[code] = false;\\r
+ if (code == LastScan) LastScan = sc_None;}\r
+\r
+// DEBUG - put names in prototypes\r
+extern void IN_Startup(void),IN_Shutdown(void),\r
+ IN_Default(boolean gotit,ControlType in),\r
+ IN_SetKeyHook(void (*)()),\r
+ IN_ClearKeysDown(void),\r
+ IN_ReadCursor(CursorInfo *),\r
+ IN_ReadControl(int,ControlInfo *),\r
+ IN_SetControlType(int,ControlType),\r
+ IN_GetJoyAbs(word joy,word *xp,word *yp),\r
+ IN_SetupJoy(word joy,word minx,word maxx,\r
+ word miny,word maxy),\r
+ IN_StopDemo(void),IN_FreeDemoBuffer(void),\r
+ IN_Ack(void),IN_AckBack(void);\r
+extern boolean IN_UserInput(longword delay);\r
+extern char IN_WaitForASCII(void);\r
+extern ScanCode IN_WaitForKey(void);\r
+extern word IN_GetJoyButtonsDB(word joy);\r
+extern byte *IN_GetScanName(ScanCode);\r
+\r
+\r
+byte IN_MouseButtons (void);\r
+byte IN_JoyButtons (void);\r
+\r
+void INL_GetJoyDelta(word joy,int *dx,int *dy);\r
+void IN_StartAck(void);\r
+boolean IN_CheckAck (void);\r
+\r
+#endif\r
--- /dev/null
+// NEWMM.C\r
+\r
+/*\r
+=============================================================================\r
+\r
+ ID software memory manager\r
+ --------------------------\r
+\r
+Primary coder: John Carmack\r
+\r
+RELIES ON\r
+---------\r
+Quit (char *error) function\r
+\r
+\r
+WORK TO DO\r
+----------\r
+MM_SizePtr to change the size of a given pointer\r
+\r
+Multiple purge levels utilized\r
+\r
+EMS / XMS unmanaged routines\r
+\r
+=============================================================================\r
+*/\r
+\r
+#include "ID_HEADS.H"\r
+#pragma hdrstop\r
+\r
+#pragma warn -pro\r
+#pragma warn -use\r
+\r
+/*\r
+=============================================================================\r
+\r
+ LOCAL INFO\r
+\r
+=============================================================================\r
+*/\r
+\r
+#define LOCKBIT 0x80 // if set in attributes, block cannot be moved\r
+#define PURGEBITS 3 // 0-3 level, 0= unpurgable, 3= purge first\r
+#define PURGEMASK 0xfffc\r
+#define BASEATTRIBUTES 0 // unlocked, non purgable\r
+\r
+#define MAXUMBS 10\r
+\r
+typedef struct mmblockstruct\r
+{\r
+ unsigned start,length;\r
+ unsigned attributes;\r
+ memptr *useptr; // pointer to the segment start\r
+ struct mmblockstruct far *next;\r
+} mmblocktype;\r
+\r
+\r
+//#define GETNEWBLOCK {if(!(mmnew=mmfree))Quit("MM_GETNEWBLOCK: No free blocks!")\\r
+// ;mmfree=mmfree->next;}\r
+\r
+#define GETNEWBLOCK {if(!mmfree)MML_ClearBlock();mmnew=mmfree;mmfree=mmfree->next;}\r
+\r
+#define FREEBLOCK(x) {*x->useptr=NULL;x->next=mmfree;mmfree=x;}\r
+\r
+/*\r
+=============================================================================\r
+\r
+ GLOBAL VARIABLES\r
+\r
+=============================================================================\r
+*/\r
+\r
+mminfotype mminfo;\r
+memptr bufferseg;\r
+boolean mmerror;\r
+\r
+void (* beforesort) (void);\r
+void (* aftersort) (void);\r
+\r
+/*\r
+=============================================================================\r
+\r
+ LOCAL VARIABLES\r
+\r
+=============================================================================\r
+*/\r
+\r
+boolean mmstarted;\r
+\r
+void far *farheap;\r
+void *nearheap;\r
+\r
+mmblocktype far mmblocks[MAXBLOCKS]\r
+ ,far *mmhead,far *mmfree,far *mmrover,far *mmnew;\r
+\r
+boolean bombonerror;\r
+\r
+//unsigned totalEMSpages,freeEMSpages,EMSpageframe,EMSpagesmapped,EMShandle;\r
+\r
+void (* XMSaddr) (void); // far pointer to XMS driver\r
+\r
+unsigned numUMBs,UMBbase[MAXUMBS];\r
+\r
+//==========================================================================\r
+\r
+//\r
+// local prototypes\r
+//\r
+\r
+boolean MML_CheckForEMS (void);\r
+void MML_ShutdownEMS (void);\r
+void MM_MapEMS (void);\r
+boolean MML_CheckForXMS (void);\r
+void MML_ShutdownXMS (void);\r
+void MML_UseSpace (unsigned segstart, unsigned seglength);\r
+void MML_ClearBlock (void);\r
+\r
+//==========================================================================\r
+\r
+/*\r
+======================\r
+=\r
+= MML_CheckForXMS\r
+=\r
+= Check for XMM driver\r
+=\r
+=======================\r
+*/\r
+\r
+boolean MML_CheckForXMS (void)\r
+{\r
+ numUMBs = 0;\r
+\r
+asm {\r
+ mov ax,0x4300\r
+ int 0x2f // query status of installed diver\r
+ cmp al,0x80\r
+ je good\r
+ }\r
+\r
+ return false;\r
+good:\r
+ return true;\r
+}\r
+\r
+\r
+/*\r
+======================\r
+=\r
+= MML_SetupXMS\r
+=\r
+= Try to allocate all upper memory block\r
+=\r
+=======================\r
+*/\r
+\r
+void MML_SetupXMS (void)\r
+{\r
+ unsigned base,size;\r
+\r
+asm {\r
+ mov ax,0x4310\r
+ int 0x2f\r
+ mov [WORD PTR XMSaddr],bx\r
+ mov [WORD PTR XMSaddr+2],es // function pointer to XMS driver\r
+ }\r
+\r
+getmemory:\r
+asm {\r
+ mov ah,XMS_ALLOCUMB\r
+ mov dx,0xffff // try for largest block possible\r
+ call [DWORD PTR XMSaddr]\r
+ or ax,ax\r
+ jnz gotone\r
+\r
+ cmp bl,0xb0 // error: smaller UMB is available\r
+ jne done;\r
+\r
+ mov ah,XMS_ALLOCUMB\r
+ call [DWORD PTR XMSaddr] // DX holds largest available UMB\r
+ or ax,ax\r
+ jz done // another error...\r
+ }\r
+\r
+gotone:\r
+asm {\r
+ mov [base],bx\r
+ mov [size],dx\r
+ }\r
+ MML_UseSpace (base,size);\r
+ mminfo.XMSmem += size*16;\r
+ UMBbase[numUMBs] = base;\r
+ numUMBs++;\r
+ if (numUMBs < MAXUMBS)\r
+ goto getmemory;\r
+\r
+done:;\r
+}\r
+\r
+\r
+/*\r
+======================\r
+=\r
+= MML_ShutdownXMS\r
+=\r
+======================\r
+*/\r
+\r
+void MML_ShutdownXMS (void)\r
+{\r
+ int i;\r
+ unsigned base;\r
+\r
+ for (i=0;i<numUMBs;i++)\r
+ {\r
+ base = UMBbase[i];\r
+\r
+asm mov ah,XMS_FREEUMB\r
+asm mov dx,[base]\r
+asm call [DWORD PTR XMSaddr]\r
+ }\r
+}\r
+\r
+//==========================================================================\r
+\r
+/*\r
+======================\r
+=\r
+= MML_UseSpace\r
+=\r
+= Marks a range of paragraphs as usable by the memory manager\r
+= This is used to mark space for the near heap, far heap, ems page frame,\r
+= and upper memory blocks\r
+=\r
+======================\r
+*/\r
+\r
+void MML_UseSpace (unsigned segstart, unsigned seglength)\r
+{\r
+ mmblocktype far *scan,far *last;\r
+ unsigned oldend;\r
+ long extra;\r
+\r
+ scan = last = mmhead;\r
+ mmrover = mmhead; // reset rover to start of memory\r
+\r
+//\r
+// search for the block that contains the range of segments\r
+//\r
+ while (scan->start+scan->length < segstart)\r
+ {\r
+ last = scan;\r
+ scan = scan->next;\r
+ }\r
+\r
+//\r
+// take the given range out of the block\r
+//\r
+ oldend = scan->start + scan->length;\r
+ extra = oldend - (segstart+seglength);\r
+ if (extra < 0)\r
+ Quit ("MML_UseSpace: Segment spans two blocks!");\r
+\r
+ if (segstart == scan->start)\r
+ {\r
+ last->next = scan->next; // unlink block\r
+ FREEBLOCK(scan);\r
+ scan = last;\r
+ }\r
+ else\r
+ scan->length = segstart-scan->start; // shorten block\r
+\r
+ if (extra > 0)\r
+ {\r
+ GETNEWBLOCK;\r
+ mmnew->useptr = NULL;\r
+\r
+ mmnew->next = scan->next;\r
+ scan->next = mmnew;\r
+ mmnew->start = segstart+seglength;\r
+ mmnew->length = extra;\r
+ mmnew->attributes = LOCKBIT;\r
+ }\r
+\r
+}\r
+\r
+//==========================================================================\r
+\r
+/*\r
+====================\r
+=\r
+= MML_ClearBlock\r
+=\r
+= We are out of blocks, so free a purgable block\r
+=\r
+====================\r
+*/\r
+\r
+void MML_ClearBlock (void)\r
+{\r
+ mmblocktype far *scan,far *last;\r
+\r
+ scan = mmhead->next;\r
+\r
+ while (scan)\r
+ {\r
+ if (!(scan->attributes&LOCKBIT) && (scan->attributes&PURGEBITS) )\r
+ {\r
+ MM_FreePtr(scan->useptr);\r
+ return;\r
+ }\r
+ scan = scan->next;\r
+ }\r
+\r
+ Quit ("MM_ClearBlock: No purgable blocks!");\r
+}\r
+\r
+\r
+//==========================================================================\r
+\r
+/*\r
+===================\r
+=\r
+= MM_Startup\r
+=\r
+= Grabs all space from turbo with malloc/farmalloc\r
+= Allocates bufferseg misc buffer\r
+=\r
+===================\r
+*/\r
+\r
+static char *ParmStrings[] = {"noems","noxms",""};\r
+\r
+void MM_Startup (void)\r
+{\r
+ int i;\r
+ unsigned long length;\r
+ void far *start;\r
+ unsigned segstart,seglength,endfree;\r
+\r
+ if (mmstarted)\r
+ MM_Shutdown ();\r
+\r
+\r
+ mmstarted = true;\r
+ bombonerror = true;\r
+//\r
+// set up the linked list (everything in the free list;\r
+//\r
+ mmhead = NULL;\r
+ mmfree = &mmblocks[0];\r
+ for (i=0;i<MAXBLOCKS-1;i++)\r
+ mmblocks[i].next = &mmblocks[i+1];\r
+ mmblocks[i].next = NULL;\r
+\r
+//\r
+// locked block of all memory until we punch out free space\r
+//\r
+ GETNEWBLOCK;\r
+ mmhead = mmnew; // this will allways be the first node\r
+ mmnew->start = 0;\r
+ mmnew->length = 0xffff;\r
+ mmnew->attributes = LOCKBIT;\r
+ mmnew->next = NULL;\r
+ mmrover = mmhead;\r
+\r
+\r
+//\r
+// get all available near conventional memory segments\r
+//\r
+ length=coreleft();\r
+ start = (void far *)(nearheap = malloc(length));\r
+\r
+ length -= 16-(FP_OFF(start)&15);\r
+ length -= SAVENEARHEAP;\r
+ seglength = length / 16; // now in paragraphs\r
+ segstart = FP_SEG(start)+(FP_OFF(start)+15)/16;\r
+ MML_UseSpace (segstart,seglength);\r
+ mminfo.nearheap = length;\r
+\r
+//\r
+// get all available far conventional memory segments\r
+//\r
+ length=farcoreleft();\r
+ start = farheap = farmalloc(length);\r
+ length -= 16-(FP_OFF(start)&15);\r
+ length -= SAVEFARHEAP;\r
+ seglength = length / 16; // now in paragraphs\r
+ segstart = FP_SEG(start)+(FP_OFF(start)+15)/16;\r
+ MML_UseSpace (segstart,seglength);\r
+ mminfo.farheap = length;\r
+ mminfo.mainmem = mminfo.nearheap + mminfo.farheap;\r
+\r
+//\r
+// allocate the misc buffer\r
+//\r
+ mmrover = mmhead; // start looking for space after low block\r
+\r
+ MM_GetPtr (&bufferseg,BUFFERSIZE);\r
+}\r
+\r
+//==========================================================================\r
+\r
+/*\r
+====================\r
+=\r
+= MM_Shutdown\r
+=\r
+= Frees all conventional, EMS, and XMS allocated\r
+=\r
+====================\r
+*/\r
+\r
+void MM_Shutdown (void)\r
+{\r
+ if (!mmstarted)\r
+ return;\r
+\r
+ farfree (farheap);\r
+ free (nearheap);\r
+// MML_ShutdownXMS ();\r
+}\r
+\r
+//==========================================================================\r
+\r
+/*\r
+====================\r
+=\r
+= MM_GetPtr\r
+=\r
+= Allocates an unlocked, unpurgable block\r
+=\r
+====================\r
+*/\r
+\r
+void MM_GetPtr (memptr *baseptr,unsigned long size)\r
+{\r
+ mmblocktype far *scan,far *lastscan,far *endscan\r
+ ,far *purge,far *next;\r
+ int search;\r
+ unsigned needed,startseg;\r
+\r
+ needed = (size+15)/16; // convert size from bytes to paragraphs\r
+\r
+ GETNEWBLOCK; // fill in start and next after a spot is found\r
+ mmnew->length = needed;\r
+ mmnew->useptr = baseptr;\r
+ mmnew->attributes = BASEATTRIBUTES;\r
+\r
+tryagain:\r
+ for (search = 0; search<3; search++)\r
+ {\r
+ //\r
+ // first search: try to allocate right after the rover, then on up\r
+ // second search: search from the head pointer up to the rover\r
+ // third search: compress memory, then scan from start\r
+ if (search == 1 && mmrover == mmhead)\r
+ search++;\r
+\r
+ switch (search)\r
+ {\r
+ case 0:\r
+ lastscan = mmrover;\r
+ scan = mmrover->next;\r
+ endscan = NULL;\r
+ break;\r
+ case 1:\r
+ lastscan = mmhead;\r
+ scan = mmhead->next;\r
+ endscan = mmrover;\r
+ break;\r
+ case 2:\r
+ MM_SortMem ();\r
+ lastscan = mmhead;\r
+ scan = mmhead->next;\r
+ endscan = NULL;\r
+ break;\r
+ }\r
+\r
+ startseg = lastscan->start + lastscan->length;\r
+\r
+ while (scan != endscan)\r
+ {\r
+ if (scan->start - startseg >= needed)\r
+ {\r
+ //\r
+ // got enough space between the end of lastscan and\r
+ // the start of scan, so throw out anything in the middle\r
+ // and allocate the new block\r
+ //\r
+ purge = lastscan->next;\r
+ lastscan->next = mmnew;\r
+ mmnew->start = *(unsigned *)baseptr = startseg;\r
+ mmnew->next = scan;\r
+ while ( purge != scan)\r
+ { // free the purgable block\r
+ next = purge->next;\r
+ FREEBLOCK(purge);\r
+ purge = next; // purge another if not at scan\r
+ }\r
+ mmrover = mmnew;\r
+ return; // good allocation!\r
+ }\r
+\r
+ //\r
+ // if this block is purge level zero or locked, skip past it\r
+ //\r
+ if ( (scan->attributes & LOCKBIT)\r
+ || !(scan->attributes & PURGEBITS) )\r
+ {\r
+ lastscan = scan;\r
+ startseg = lastscan->start + lastscan->length;\r
+ }\r
+\r
+\r
+ scan=scan->next; // look at next line\r
+ }\r
+ }\r
+\r
+ if (bombonerror)\r
+ {\r
+\r
+extern char configname[];\r
+extern boolean insetupscaling;\r
+extern int viewsize;\r
+boolean SetViewSize (unsigned width, unsigned height);\r
+#define HEIGHTRATIO 0.50\r
+//\r
+// wolf hack -- size the view down\r
+//\r
+ if (!insetupscaling && viewsize>10)\r
+ {\r
+mmblocktype far *savedmmnew;\r
+ savedmmnew = mmnew;\r
+ viewsize -= 2;\r
+ SetViewSize (viewsize*16,viewsize*16*HEIGHTRATIO);\r
+ mmnew = savedmmnew;\r
+ goto tryagain;\r
+ }\r
+\r
+// unlink(configname);\r
+ Quit ("MM_GetPtr: Out of memory!");\r
+ }\r
+ else\r
+ mmerror = true;\r
+}\r
+\r
+//==========================================================================\r
+\r
+/*\r
+====================\r
+=\r
+= MM_FreePtr\r
+=\r
+= Deallocates an unlocked, purgable block\r
+=\r
+====================\r
+*/\r
+\r
+void MM_FreePtr (memptr *baseptr)\r
+{\r
+ mmblocktype far *scan,far *last;\r
+\r
+ last = mmhead;\r
+ scan = last->next;\r
+\r
+ if (baseptr == mmrover->useptr) // removed the last allocated block\r
+ mmrover = mmhead;\r
+\r
+ while (scan->useptr != baseptr && scan)\r
+ {\r
+ last = scan;\r
+ scan = scan->next;\r
+ }\r
+\r
+ if (!scan)\r
+ Quit ("MM_FreePtr: Block not found!");\r
+\r
+ last->next = scan->next;\r
+\r
+ FREEBLOCK(scan);\r
+}\r
+//==========================================================================\r
+\r
+/*\r
+=====================\r
+=\r
+= MM_SetPurge\r
+=\r
+= Sets the purge level for a block (locked blocks cannot be made purgable)\r
+=\r
+=====================\r
+*/\r
+\r
+void MM_SetPurge (memptr *baseptr, int purge)\r
+{\r
+ mmblocktype far *start;\r
+\r
+ start = mmrover;\r
+\r
+ do\r
+ {\r
+ if (mmrover->useptr == baseptr)\r
+ break;\r
+\r
+ mmrover = mmrover->next;\r
+\r
+ if (!mmrover)\r
+ mmrover = mmhead;\r
+ else if (mmrover == start)\r
+ Quit ("MM_SetPurge: Block not found!");\r
+\r
+ } while (1);\r
+\r
+ mmrover->attributes &= ~PURGEBITS;\r
+ mmrover->attributes |= purge;\r
+}\r
+\r
+//==========================================================================\r
+\r
+/*\r
+=====================\r
+=\r
+= MM_SetLock\r
+=\r
+= Locks / unlocks the block\r
+=\r
+=====================\r
+*/\r
+\r
+void MM_SetLock (memptr *baseptr, boolean locked)\r
+{\r
+ mmblocktype far *start;\r
+\r
+ start = mmrover;\r
+\r
+ do\r
+ {\r
+ if (mmrover->useptr == baseptr)\r
+ break;\r
+\r
+ mmrover = mmrover->next;\r
+\r
+ if (!mmrover)\r
+ mmrover = mmhead;\r
+ else if (mmrover == start)\r
+ Quit ("MM_SetLock: Block not found!");\r
+\r
+ } while (1);\r
+\r
+ mmrover->attributes &= ~LOCKBIT;\r
+ mmrover->attributes |= locked*LOCKBIT;\r
+}\r
+\r
+//==========================================================================\r
+\r
+/*\r
+=====================\r
+=\r
+= MM_SortMem\r
+=\r
+= Throws out all purgable stuff and compresses movable blocks\r
+=\r
+=====================\r
+*/\r
+\r
+void MM_SortMem (void)\r
+{\r
+ mmblocktype far *scan,far *last,far *next;\r
+ unsigned start,length,source,dest;\r
+ int playing;\r
+\r
+ //\r
+ // lock down a currently playing sound\r
+ //\r
+ playing = SD_SoundPlaying ();\r
+ if (playing)\r
+ {\r
+ switch (SoundMode)\r
+ {\r
+ case sdm_PC:\r
+ playing += STARTPCSOUNDS;\r
+ break;\r
+ case sdm_AdLib:\r
+ playing += STARTADLIBSOUNDS;\r
+ break;\r
+ }\r
+ MM_SetLock(&(memptr)audiosegs[playing],true);\r
+ }\r
+\r
+\r
+ SD_StopSound();\r
+\r
+ if (beforesort)\r
+ beforesort();\r
+\r
+ scan = mmhead;\r
+\r
+ last = NULL; // shut up compiler warning\r
+\r
+ while (scan)\r
+ {\r
+ if (scan->attributes & LOCKBIT)\r
+ {\r
+ //\r
+ // block is locked, so try to pile later blocks right after it\r
+ //\r
+ start = scan->start + scan->length;\r
+ }\r
+ else\r
+ {\r
+ if (scan->attributes & PURGEBITS)\r
+ {\r
+ //\r
+ // throw out the purgable block\r
+ //\r
+ next = scan->next;\r
+ FREEBLOCK(scan);\r
+ last->next = next;\r
+ scan = next;\r
+ continue;\r
+ }\r
+ else\r
+ {\r
+ //\r
+ // push the non purgable block on top of the last moved block\r
+ //\r
+ if (scan->start != start)\r
+ {\r
+ length = scan->length;\r
+ source = scan->start;\r
+ dest = start;\r
+ while (length > 0xf00)\r
+ {\r
+ movedata(source,0,dest,0,0xf00*16);\r
+ length -= 0xf00;\r
+ source += 0xf00;\r
+ dest += 0xf00;\r
+ }\r
+ movedata(source,0,dest,0,length*16);\r
+\r
+ scan->start = start;\r
+ *(unsigned *)scan->useptr = start;\r
+ }\r
+ start = scan->start + scan->length;\r
+ }\r
+ }\r
+\r
+ last = scan;\r
+ scan = scan->next; // go to next block\r
+ }\r
+\r
+ mmrover = mmhead;\r
+\r
+ if (aftersort)\r
+ aftersort();\r
+\r
+ if (playing)\r
+ MM_SetLock(&(memptr)audiosegs[playing],false);\r
+}\r
+\r
+\r
+//==========================================================================\r
+\r
+/*\r
+=====================\r
+=\r
+= MM_ShowMemory\r
+=\r
+=====================\r
+*/\r
+\r
+void MM_ShowMemory (void)\r
+{\r
+ mmblocktype far *scan;\r
+ unsigned color,temp,x,y;\r
+ long end,owner;\r
+ char scratch[80],str[10];\r
+\r
+ temp = bufferofs;\r
+ bufferofs = displayofs;\r
+ scan = mmhead;\r
+\r
+ end = -1;\r
+\r
+ while (scan)\r
+ {\r
+ if (scan->attributes & PURGEBITS)\r
+ color = 5; // dark purple = purgable\r
+ else\r
+ color = 9; // medium blue = non purgable\r
+ if (scan->attributes & LOCKBIT)\r
+ color = 12; // red = locked\r
+ if (scan->start<=end)\r
+ Quit ("MM_ShowMemory: Memory block order currupted!");\r
+ end = scan->length-1;\r
+ y = scan->start/320;\r
+ x = scan->start%320;\r
+ VW_Hlin(x,x+end,y,color);\r
+ VW_Plot(x,y,15);\r
+ if (scan->next && scan->next->start > end+1)\r
+ VW_Hlin(x+end+1,x+(scan->next->start-scan->start),y,0); // black = free\r
+\r
+ scan = scan->next;\r
+ }\r
+\r
+ VW_FadeIn ();\r
+ IN_Ack();\r
+\r
+ bufferofs = temp;\r
+}\r
+\r
+//==========================================================================\r
+\r
+/*\r
+=====================\r
+=\r
+= MM_DumpData\r
+=\r
+=====================\r
+*/\r
+\r
+void MM_DumpData (void)\r
+{\r
+ mmblocktype far *scan,far *best;\r
+ long lowest,oldlowest;\r
+ unsigned owner;\r
+ char lock,purge;\r
+ FILE *dumpfile;\r
+\r
+\r
+ free (nearheap);\r
+ dumpfile = fopen ("MMDUMP.TXT","w");\r
+ if (!dumpfile)\r
+ Quit ("MM_DumpData: Couldn't open MMDUMP.TXT!");\r
+\r
+ lowest = -1;\r
+ do\r
+ {\r
+ oldlowest = lowest;\r
+ lowest = 0xffff;\r
+\r
+ scan = mmhead;\r
+ while (scan)\r
+ {\r
+ owner = (unsigned)scan->useptr;\r
+\r
+ if (owner && owner<lowest && owner > oldlowest)\r
+ {\r
+ best = scan;\r
+ lowest = owner;\r
+ }\r
+\r
+ scan = scan->next;\r
+ }\r
+\r
+ if (lowest != 0xffff)\r
+ {\r
+ if (best->attributes & PURGEBITS)\r
+ purge = 'P';\r
+ else\r
+ purge = '-';\r
+ if (best->attributes & LOCKBIT)\r
+ lock = 'L';\r
+ else\r
+ lock = '-';\r
+ fprintf (dumpfile,"0x%p (%c%c) = %u\n"\r
+ ,(unsigned)lowest,lock,purge,best->length);\r
+ }\r
+\r
+ } while (lowest != 0xffff);\r
+\r
+ fclose (dumpfile);\r
+ Quit ("MMDUMP.TXT created.");\r
+}\r
+\r
+//==========================================================================\r
+\r
+\r
+/*\r
+======================\r
+=\r
+= MM_UnusedMemory\r
+=\r
+= Returns the total free space without purging\r
+=\r
+======================\r
+*/\r
+\r
+long MM_UnusedMemory (void)\r
+{\r
+ unsigned free;\r
+ mmblocktype far *scan;\r
+\r
+ free = 0;\r
+ scan = mmhead;\r
+\r
+ while (scan->next)\r
+ {\r
+ free += scan->next->start - (scan->start + scan->length);\r
+ scan = scan->next;\r
+ }\r
+\r
+ return free*16l;\r
+}\r
+\r
+//==========================================================================\r
+\r
+\r
+/*\r
+======================\r
+=\r
+= MM_TotalFree\r
+=\r
+= Returns the total free space with purging\r
+=\r
+======================\r
+*/\r
+\r
+long MM_TotalFree (void)\r
+{\r
+ unsigned free;\r
+ mmblocktype far *scan;\r
+\r
+ free = 0;\r
+ scan = mmhead;\r
+\r
+ while (scan->next)\r
+ {\r
+ if ((scan->attributes&PURGEBITS) && !(scan->attributes&LOCKBIT))\r
+ free += scan->length;\r
+ free += scan->next->start - (scan->start + scan->length);\r
+ scan = scan->next;\r
+ }\r
+\r
+ return free*16l;\r
+}\r
+\r
+//==========================================================================\r
+\r
+/*\r
+=====================\r
+=\r
+= MM_BombOnError\r
+=\r
+=====================\r
+*/\r
+\r
+void MM_BombOnError (boolean bomb)\r
+{\r
+ bombonerror = bomb;\r
+}\r
+\r
+\r
--- /dev/null
+// ID_MM.H\r
+\r
+#ifndef __ID_CA__\r
+\r
+#define __ID_CA__\r
+\r
+#define SAVENEARHEAP 0x400 // space to leave in data segment\r
+#define SAVEFARHEAP 0 // space to leave in far heap\r
+\r
+#define BUFFERSIZE 0x1000 // miscelanious, allways available buffer\r
+\r
+#define MAXBLOCKS 700\r
+\r
+\r
+//--------\r
+\r
+#define EMS_INT 0x67\r
+\r
+#define EMS_STATUS 0x40\r
+#define EMS_GETFRAME 0x41\r
+#define EMS_GETPAGES 0x42\r
+#define EMS_ALLOCPAGES 0x43\r
+#define EMS_MAPPAGE 0x44\r
+#define EMS_FREEPAGES 0x45\r
+#define EMS_VERSION 0x46\r
+\r
+//--------\r
+\r
+#define XMS_INT 0x2f\r
+#define XMS_CALL(v) _AH = (v);\\r
+ asm call [DWORD PTR XMSDriver]\r
+\r
+#define XMS_VERSION 0x00\r
+\r
+#define XMS_ALLOCHMA 0x01\r
+#define XMS_FREEHMA 0x02\r
+\r
+#define XMS_GENABLEA20 0x03\r
+#define XMS_GDISABLEA20 0x04\r
+#define XMS_LENABLEA20 0x05\r
+#define XMS_LDISABLEA20 0x06\r
+#define XMS_QUERYA20 0x07\r
+\r
+#define XMS_QUERYFREE 0x08\r
+#define XMS_ALLOC 0x09\r
+#define XMS_FREE 0x0A\r
+#define XMS_MOVE 0x0B\r
+#define XMS_LOCK 0x0C\r
+#define XMS_UNLOCK 0x0D\r
+#define XMS_GETINFO 0x0E\r
+#define XMS_RESIZE 0x0F\r
+\r
+#define XMS_ALLOCUMB 0x10\r
+#define XMS_FREEUMB 0x11\r
+\r
+//==========================================================================\r
+\r
+typedef void _seg * memptr;\r
+\r
+typedef struct\r
+{\r
+ long nearheap,farheap,EMSmem,XMSmem,mainmem;\r
+} mminfotype;\r
+\r
+//==========================================================================\r
+\r
+extern mminfotype mminfo;\r
+extern memptr bufferseg;\r
+extern boolean mmerror;\r
+\r
+extern void (* beforesort) (void);\r
+extern void (* aftersort) (void);\r
+\r
+//==========================================================================\r
+\r
+void MM_Startup (void);\r
+void MM_Shutdown (void);\r
+void MM_MapEMS (void);\r
+\r
+void MM_GetPtr (memptr *baseptr,unsigned long size);\r
+void MM_FreePtr (memptr *baseptr);\r
+\r
+void MM_SetPurge (memptr *baseptr, int purge);\r
+void MM_SetLock (memptr *baseptr, boolean locked);\r
+void MM_SortMem (void);\r
+\r
+void MM_ShowMemory (void);\r
+\r
+long MM_UnusedMemory (void);\r
+long MM_TotalFree (void);\r
+\r
+void MM_BombOnError (boolean bomb);\r
+\r
+void MML_UseSpace (unsigned segstart, unsigned seglength);\r
+\r
+#endif
\ No newline at end of file
--- /dev/null
+//\r
+// ID_PM.C\r
+// Id Engine's Page Manager v1.0\r
+// Primary coder: Jason Blochowiak\r
+//\r
+\r
+#include "ID_HEADS.H"\r
+#pragma hdrstop\r
+\r
+// Main Mem specific variables\r
+ boolean MainPresent;\r
+ memptr MainMemPages[PMMaxMainMem];\r
+ PMBlockAttr MainMemUsed[PMMaxMainMem];\r
+ int MainPagesAvail;\r
+\r
+// EMS specific variables\r
+ boolean EMSPresent;\r
+ word EMSAvail,EMSPagesAvail,EMSHandle,\r
+ EMSPageFrame,EMSPhysicalPage;\r
+ EMSListStruct EMSList[EMSFrameCount];\r
+\r
+// XMS specific variables\r
+ boolean XMSPresent;\r
+ word XMSAvail,XMSPagesAvail,XMSHandle;\r
+ longword XMSDriver;\r
+ int XMSProtectPage = -1;\r
+\r
+// File specific variables\r
+ char PageFileName[13] = {"VSWAP."};\r
+ int PageFile = -1;\r
+ word ChunksInFile;\r
+ word PMSpriteStart,PMSoundStart;\r
+\r
+// General usage variables\r
+ boolean PMStarted,\r
+ PMPanicMode,\r
+ PMThrashing;\r
+ word XMSPagesUsed,\r
+ EMSPagesUsed,\r
+ MainPagesUsed,\r
+ PMNumBlocks;\r
+ long PMFrameCount;\r
+ PageListStruct far *PMPages,\r
+ _seg *PMSegPages;\r
+\r
+static char *ParmStrings[] = {"nomain","noems","noxms",nil};\r
+\r
+/////////////////////////////////////////////////////////////////////////////\r
+//\r
+// EMS Management code\r
+//\r
+/////////////////////////////////////////////////////////////////////////////\r
+\r
+//\r
+// PML_MapEMS() - Maps a logical page to a physical page\r
+//\r
+void\r
+PML_MapEMS(word logical,word physical)\r
+{\r
+ _AL = physical;\r
+ _BX = logical;\r
+ _DX = EMSHandle;\r
+ _AH = EMS_MAPPAGE;\r
+asm int EMS_INT\r
+\r
+ if (_AH)\r
+ Quit("PML_MapEMS: Page mapping failed");\r
+}\r
+\r
+//\r
+// PML_StartupEMS() - Sets up EMS for Page Mgr's use\r
+// Checks to see if EMS driver is present\r
+// Verifies that EMS hardware is present\r
+// Make sure that EMS version is 3.2 or later\r
+// If there's more than our minimum (2 pages) available, allocate it (up\r
+// to the maximum we need)\r
+//\r
+\r
+ char EMMDriverName[9] = "EMMXXXX0";\r
+\r
+boolean\r
+PML_StartupEMS(void)\r
+{\r
+ int i;\r
+ long size;\r
+\r
+ EMSPresent = false; // Assume that we'll fail\r
+ EMSAvail = 0;\r
+\r
+ _DX = (word)EMMDriverName;\r
+ _AX = 0x3d00;\r
+ geninterrupt(0x21); // try to open EMMXXXX0 device\r
+asm jnc gothandle\r
+ goto error;\r
+\r
+gothandle:\r
+ _BX = _AX;\r
+ _AX = 0x4400;\r
+ geninterrupt(0x21); // get device info\r
+asm jnc gotinfo;\r
+ goto error;\r
+\r
+gotinfo:\r
+asm and dx,0x80\r
+ if (!_DX)\r
+ goto error;\r
+\r
+ _AX = 0x4407;\r
+ geninterrupt(0x21); // get status\r
+asm jc error\r
+ if (!_AL)\r
+ goto error;\r
+\r
+ _AH = 0x3e;\r
+ geninterrupt(0x21); // close handle\r
+\r
+ _AH = EMS_STATUS;\r
+ geninterrupt(EMS_INT);\r
+ if (_AH)\r
+ goto error; // make sure EMS hardware is present\r
+\r
+ _AH = EMS_VERSION;\r
+ geninterrupt(EMS_INT);\r
+ if (_AH || (_AL < 0x32)) // only work on EMS 3.2 or greater (silly, but...)\r
+ goto error;\r
+\r
+ _AH = EMS_GETFRAME;\r
+ geninterrupt(EMS_INT);\r
+ if (_AH)\r
+ goto error; // find the page frame address\r
+ EMSPageFrame = _BX;\r
+\r
+ _AH = EMS_GETPAGES;\r
+ geninterrupt(EMS_INT);\r
+ if (_AH)\r
+ goto error;\r
+ if (_BX < 2)\r
+ goto error; // Require at least 2 pages (32k)\r
+ EMSAvail = _BX;\r
+\r
+ // Don't hog all available EMS\r
+ size = EMSAvail * (long)EMSPageSize;\r
+ if (size - (EMSPageSize * 2) > (ChunksInFile * (long)PMPageSize))\r
+ {\r
+ size = (ChunksInFile * (long)PMPageSize) + EMSPageSize;\r
+ EMSAvail = size / EMSPageSize;\r
+ }\r
+\r
+ _AH = EMS_ALLOCPAGES;\r
+ _BX = EMSAvail;\r
+ geninterrupt(EMS_INT);\r
+ if (_AH)\r
+ goto error;\r
+ EMSHandle = _DX;\r
+\r
+ mminfo.EMSmem += EMSAvail * (long)EMSPageSize;\r
+\r
+ // Initialize EMS mapping cache\r
+ for (i = 0;i < EMSFrameCount;i++)\r
+ EMSList[i].baseEMSPage = -1;\r
+\r
+ EMSPresent = true; // We have EMS\r
+\r
+error:\r
+ return(EMSPresent);\r
+}\r
+\r
+//\r
+// PML_ShutdownEMS() - If EMS was used, deallocate it\r
+//\r
+void\r
+PML_ShutdownEMS(void)\r
+{\r
+ if (EMSPresent)\r
+ {\r
+ asm mov ah,EMS_FREEPAGES\r
+ asm mov dx,[EMSHandle]\r
+ asm int EMS_INT\r
+ if (_AH)\r
+ Quit ("PML_ShutdownEMS: Error freeing EMS");\r
+ }\r
+}\r
+\r
+/////////////////////////////////////////////////////////////////////////////\r
+//\r
+// XMS Management code\r
+//\r
+/////////////////////////////////////////////////////////////////////////////\r
+\r
+//\r
+// PML_StartupXMS() - Starts up XMS for the Page Mgr's use\r
+// Checks for presence of an XMS driver\r
+// Makes sure that there's at least a page of XMS available\r
+// Allocates any remaining XMS (rounded down to the nearest page size)\r
+//\r
+boolean\r
+PML_StartupXMS(void)\r
+{\r
+ XMSPresent = false; // Assume failure\r
+ XMSAvail = 0;\r
+\r
+asm mov ax,0x4300\r
+asm int XMS_INT // Check for presence of XMS driver\r
+ if (_AL != 0x80)\r
+ goto error;\r
+\r
+\r
+asm mov ax,0x4310\r
+asm int XMS_INT // Get address of XMS driver\r
+asm mov [WORD PTR XMSDriver],bx\r
+asm mov [WORD PTR XMSDriver+2],es // function pointer to XMS driver\r
+\r
+ XMS_CALL(XMS_QUERYFREE); // Find out how much XMS is available\r
+ XMSAvail = _AX;\r
+ if (!_AX) // AJR: bugfix 10/8/92\r
+ goto error;\r
+\r
+ XMSAvail &= ~(PMPageSizeKB - 1); // Round off to nearest page size\r
+ if (XMSAvail < (PMPageSizeKB * 2)) // Need at least 2 pages\r
+ goto error;\r
+\r
+ _DX = XMSAvail;\r
+ XMS_CALL(XMS_ALLOC); // And do the allocation\r
+ XMSHandle = _DX;\r
+\r
+ if (!_AX) // AJR: bugfix 10/8/92\r
+ {\r
+ XMSAvail = 0;\r
+ goto error;\r
+ }\r
+\r
+ mminfo.XMSmem += XMSAvail * 1024;\r
+\r
+ XMSPresent = true;\r
+error:\r
+ return(XMSPresent);\r
+}\r
+\r
+//\r
+// PML_XMSCopy() - Copies a main/EMS page to or from XMS\r
+// Will round an odd-length request up to the next even value\r
+//\r
+void\r
+PML_XMSCopy(boolean toxms,byte far *addr,word xmspage,word length)\r
+{\r
+ longword xoffset;\r
+ struct\r
+ {\r
+ longword length;\r
+ word source_handle;\r
+ longword source_offset;\r
+ word target_handle;\r
+ longword target_offset;\r
+ } copy;\r
+\r
+ if (!addr)\r
+ Quit("PML_XMSCopy: zero address");\r
+\r
+ xoffset = (longword)xmspage * PMPageSize;\r
+\r
+ copy.length = (length + 1) & ~1;\r
+ copy.source_handle = toxms? 0 : XMSHandle;\r
+ copy.source_offset = toxms? (long)addr : xoffset;\r
+ copy.target_handle = toxms? XMSHandle : 0;\r
+ copy.target_offset = toxms? xoffset : (long)addr;\r
+\r
+asm push si\r
+ _SI = (word)©\r
+ XMS_CALL(XMS_MOVE);\r
+asm pop si\r
+ if (!_AX)\r
+ Quit("PML_XMSCopy: Error on copy");\r
+}\r
+\r
+#if 1\r
+#define PML_CopyToXMS(s,t,l) PML_XMSCopy(true,(s),(t),(l))\r
+#define PML_CopyFromXMS(t,s,l) PML_XMSCopy(false,(t),(s),(l))\r
+#else\r
+//\r
+// PML_CopyToXMS() - Copies the specified number of bytes from the real mode\r
+// segment address to the specified XMS page\r
+//\r
+void\r
+PML_CopyToXMS(byte far *source,int targetpage,word length)\r
+{\r
+ PML_XMSCopy(true,source,targetpage,length);\r
+}\r
+\r
+//\r
+// PML_CopyFromXMS() - Copies the specified number of bytes from an XMS\r
+// page to the specified real mode address\r
+//\r
+void\r
+PML_CopyFromXMS(byte far *target,int sourcepage,word length)\r
+{\r
+ PML_XMSCopy(false,target,sourcepage,length);\r
+}\r
+#endif\r
+\r
+//\r
+// PML_ShutdownXMS()\r
+//\r
+void\r
+PML_ShutdownXMS(void)\r
+{\r
+ if (XMSPresent)\r
+ {\r
+ _DX = XMSHandle;\r
+ XMS_CALL(XMS_FREE);\r
+ if (_BL)\r
+ Quit("PML_ShutdownXMS: Error freeing XMS");\r
+ }\r
+}\r
+\r
+/////////////////////////////////////////////////////////////////////////////\r
+//\r
+// Main memory code\r
+//\r
+/////////////////////////////////////////////////////////////////////////////\r
+\r
+//\r
+// PM_SetMainMemPurge() - Sets the purge level for all allocated main memory\r
+// blocks. This shouldn't be called directly - the PM_LockMainMem() and\r
+// PM_UnlockMainMem() macros should be used instead.\r
+//\r
+void\r
+PM_SetMainMemPurge(int level)\r
+{\r
+ int i;\r
+\r
+ for (i = 0;i < PMMaxMainMem;i++)\r
+ if (MainMemPages[i])\r
+ MM_SetPurge(&MainMemPages[i],level);\r
+}\r
+\r
+//\r
+// PM_CheckMainMem() - If something besides the Page Mgr makes requests of\r
+// the Memory Mgr, some of the Page Mgr's blocks may have been purged,\r
+// so this function runs through the block list and checks to see if\r
+// any of the blocks have been purged. If so, it marks the corresponding\r
+// page as purged & unlocked, then goes through the block list and\r
+// tries to reallocate any blocks that have been purged.\r
+// This routine now calls PM_LockMainMem() to make sure that any allocation\r
+// attempts made during the block reallocation sweep don't purge any\r
+// of the other blocks. Because PM_LockMainMem() is called,\r
+// PM_UnlockMainMem() needs to be called before any other part of the\r
+// program makes allocation requests of the Memory Mgr.\r
+//\r
+void\r
+PM_CheckMainMem(void)\r
+{\r
+ boolean allocfailed;\r
+ int i,n;\r
+ memptr *p;\r
+ PMBlockAttr *used;\r
+ PageListStruct far *page;\r
+\r
+ if (!MainPresent)\r
+ return;\r
+\r
+ for (i = 0,page = PMPages;i < ChunksInFile;i++,page++)\r
+ {\r
+ n = page->mainPage;\r
+ if (n != -1) // Is the page using main memory?\r
+ {\r
+ if (!MainMemPages[n]) // Yep, was the block purged?\r
+ {\r
+ page->mainPage = -1; // Yes, mark page as purged & unlocked\r
+ page->locked = pml_Unlocked;\r
+ }\r
+ }\r
+ }\r
+\r
+ // Prevent allocation attempts from purging any of our other blocks\r
+ PM_LockMainMem();\r
+ allocfailed = false;\r
+ for (i = 0,p = MainMemPages,used = MainMemUsed;i < PMMaxMainMem;i++,p++,used++)\r
+ {\r
+ if (!*p) // If the page got purged\r
+ {\r
+ if (*used & pmba_Allocated) // If it was allocated\r
+ {\r
+ *used &= ~pmba_Allocated; // Mark as unallocated\r
+ MainPagesAvail--; // and decrease available count\r
+ }\r
+\r
+ if (*used & pmba_Used) // If it was used\r
+ {\r
+ *used &= ~pmba_Used; // Mark as unused\r
+ MainPagesUsed--; // and decrease used count\r
+ }\r
+\r
+ if (!allocfailed)\r
+ {\r
+ MM_BombOnError(false);\r
+ MM_GetPtr(p,PMPageSize); // Try to reallocate\r
+ if (mmerror) // If it failed,\r
+ allocfailed = true; // don't try any more allocations\r
+ else // If it worked,\r
+ {\r
+ *used |= pmba_Allocated; // Mark as allocated\r
+ MainPagesAvail++; // and increase available count\r
+ }\r
+ MM_BombOnError(true);\r
+ }\r
+ }\r
+ }\r
+ if (mmerror)\r
+ mmerror = false;\r
+}\r
+\r
+//\r
+// PML_StartupMainMem() - Allocates as much main memory as is possible for\r
+// the Page Mgr. The memory is allocated as non-purgeable, so if it's\r
+// necessary to make requests of the Memory Mgr, PM_UnlockMainMem()\r
+// needs to be called.\r
+//\r
+void\r
+PML_StartupMainMem(void)\r
+{\r
+ int i,n;\r
+ memptr *p;\r
+\r
+ MainPagesAvail = 0;\r
+ MM_BombOnError(false);\r
+ for (i = 0,p = MainMemPages;i < PMMaxMainMem;i++,p++)\r
+ {\r
+ MM_GetPtr(p,PMPageSize);\r
+ if (mmerror)\r
+ break;\r
+\r
+ MainPagesAvail++;\r
+ MainMemUsed[i] = pmba_Allocated;\r
+ }\r
+ MM_BombOnError(true);\r
+ if (mmerror)\r
+ mmerror = false;\r
+ if (MainPagesAvail < PMMinMainMem)\r
+ Quit("PM_SetupMainMem: Not enough main memory");\r
+ MainPresent = true;\r
+}\r
+\r
+//\r
+// PML_ShutdownMainMem() - Frees all of the main memory blocks used by the\r
+// Page Mgr.\r
+//\r
+void\r
+PML_ShutdownMainMem(void)\r
+{\r
+ int i;\r
+ memptr *p;\r
+\r
+ // DEBUG - mark pages as unallocated & decrease page count as appropriate\r
+ for (i = 0,p = MainMemPages;i < PMMaxMainMem;i++,p++)\r
+ if (*p)\r
+ MM_FreePtr(p);\r
+}\r
+\r
+/////////////////////////////////////////////////////////////////////////////\r
+//\r
+// File management code\r
+//\r
+/////////////////////////////////////////////////////////////////////////////\r
+\r
+//\r
+// PML_ReadFromFile() - Reads some data in from the page file\r
+//\r
+void\r
+PML_ReadFromFile(byte far *buf,long offset,word length)\r
+{\r
+ if (!buf)\r
+ Quit("PML_ReadFromFile: Null pointer");\r
+ if (!offset)\r
+ Quit("PML_ReadFromFile: Zero offset");\r
+ if (lseek(PageFile,offset,SEEK_SET) != offset)\r
+ Quit("PML_ReadFromFile: Seek failed");\r
+ if (!CA_FarRead(PageFile,buf,length))\r
+ Quit("PML_ReadFromFile: Read failed");\r
+}\r
+\r
+//\r
+// PML_OpenPageFile() - Opens the page file and sets up the page info\r
+//\r
+void\r
+PML_OpenPageFile(void)\r
+{\r
+ int i;\r
+ long size;\r
+ void _seg *buf;\r
+ longword far *offsetptr;\r
+ word far *lengthptr;\r
+ PageListStruct far *page;\r
+\r
+ PageFile = open(PageFileName,O_RDONLY + O_BINARY);\r
+ if (PageFile == -1)\r
+ Quit("PML_OpenPageFile: Unable to open page file");\r
+\r
+ // Read in header variables\r
+ read(PageFile,&ChunksInFile,sizeof(ChunksInFile));\r
+ read(PageFile,&PMSpriteStart,sizeof(PMSpriteStart));\r
+ read(PageFile,&PMSoundStart,sizeof(PMSoundStart));\r
+\r
+ // Allocate and clear the page list\r
+ PMNumBlocks = ChunksInFile;\r
+ MM_GetPtr(&(memptr)PMSegPages,sizeof(PageListStruct) * PMNumBlocks);\r
+ MM_SetLock(&(memptr)PMSegPages,true);\r
+ PMPages = (PageListStruct far *)PMSegPages;\r
+ _fmemset(PMPages,0,sizeof(PageListStruct) * PMNumBlocks);\r
+\r
+ // Read in the chunk offsets\r
+ size = sizeof(longword) * ChunksInFile;\r
+ MM_GetPtr(&buf,size);\r
+ if (!CA_FarRead(PageFile,(byte far *)buf,size))\r
+ Quit("PML_OpenPageFile: Offset read failed");\r
+ offsetptr = (longword far *)buf;\r
+ for (i = 0,page = PMPages;i < ChunksInFile;i++,page++)\r
+ page->offset = *offsetptr++;\r
+ MM_FreePtr(&buf);\r
+\r
+ // Read in the chunk lengths\r
+ size = sizeof(word) * ChunksInFile;\r
+ MM_GetPtr(&buf,size);\r
+ if (!CA_FarRead(PageFile,(byte far *)buf,size))\r
+ Quit("PML_OpenPageFile: Length read failed");\r
+ lengthptr = (word far *)buf;\r
+ for (i = 0,page = PMPages;i < ChunksInFile;i++,page++)\r
+ page->length = *lengthptr++;\r
+ MM_FreePtr(&buf);\r
+}\r
+\r
+//\r
+// PML_ClosePageFile() - Closes the page file\r
+//\r
+void\r
+PML_ClosePageFile(void)\r
+{\r
+ if (PageFile != -1)\r
+ close(PageFile);\r
+ if (PMSegPages)\r
+ {\r
+ MM_SetLock(&(memptr)PMSegPages,false);\r
+ MM_FreePtr(&(void _seg *)PMSegPages);\r
+ }\r
+}\r
+\r
+/////////////////////////////////////////////////////////////////////////////\r
+//\r
+// Allocation, etc., code\r
+//\r
+/////////////////////////////////////////////////////////////////////////////\r
+\r
+//\r
+// PML_GetEMSAddress()\r
+//\r
+// Page is in EMS, so figure out which EMS physical page should be used\r
+// to map our page in. If normal page, use EMS physical page 3, else\r
+// use the physical page specified by the lock type\r
+//\r
+#if 1\r
+#pragma argsused // DEBUG - remove lock parameter\r
+memptr\r
+PML_GetEMSAddress(int page,PMLockType lock)\r
+{\r
+ int i,emspage;\r
+ word emsoff,emsbase,offset;\r
+\r
+ emsoff = page & (PMEMSSubPage - 1);\r
+ emsbase = page - emsoff;\r
+\r
+ emspage = -1;\r
+ // See if this page is already mapped in\r
+ for (i = 0;i < EMSFrameCount;i++)\r
+ {\r
+ if (EMSList[i].baseEMSPage == emsbase)\r
+ {\r
+ emspage = i; // Yep - don't do a redundant remapping\r
+ break;\r
+ }\r
+ }\r
+\r
+ // If page isn't already mapped in, find LRU EMS frame, and use it\r
+ if (emspage == -1)\r
+ {\r
+ longword last = MAXLONG;\r
+ for (i = 0;i < EMSFrameCount;i++)\r
+ {\r
+ if (EMSList[i].lastHit < last)\r
+ {\r
+ emspage = i;\r
+ last = EMSList[i].lastHit;\r
+ }\r
+ }\r
+\r
+ EMSList[emspage].baseEMSPage = emsbase;\r
+ PML_MapEMS(page / PMEMSSubPage,emspage);\r
+ }\r
+\r
+ if (emspage == -1)\r
+ Quit("PML_GetEMSAddress: EMS find failed");\r
+\r
+ EMSList[emspage].lastHit = PMFrameCount;\r
+ offset = emspage * EMSPageSizeSeg;\r
+ offset += emsoff * PMPageSizeSeg;\r
+ return((memptr)(EMSPageFrame + offset));\r
+}\r
+#else\r
+memptr\r
+PML_GetEMSAddress(int page,PMLockType lock)\r
+{\r
+ word emspage;\r
+\r
+ emspage = (lock < pml_EMSLock)? 3 : (lock - pml_EMSLock);\r
+\r
+ PML_MapEMS(page / PMEMSSubPage,emspage);\r
+\r
+ return((memptr)(EMSPageFrame + (emspage * EMSPageSizeSeg)\r
+ + ((page & (PMEMSSubPage - 1)) * PMPageSizeSeg)));\r
+}\r
+#endif\r
+\r
+//\r
+// PM_GetPageAddress() - Returns the address of a given page\r
+// Maps in EMS if necessary\r
+// Returns nil if block isn't cached into Main Memory or EMS\r
+//\r
+//\r
+memptr\r
+PM_GetPageAddress(int pagenum)\r
+{\r
+ PageListStruct far *page;\r
+\r
+ page = &PMPages[pagenum];\r
+ if (page->mainPage != -1)\r
+ return(MainMemPages[page->mainPage]);\r
+ else if (page->emsPage != -1)\r
+ return(PML_GetEMSAddress(page->emsPage,page->locked));\r
+ else\r
+ return(nil);\r
+}\r
+\r
+//\r
+// PML_GiveLRUPage() - Returns the page # of the least recently used\r
+// present & unlocked main/EMS page (or main page if mainonly is true)\r
+//\r
+int\r
+PML_GiveLRUPage(boolean mainonly)\r
+{\r
+ int i,lru;\r
+ long last;\r
+ PageListStruct far *page;\r
+\r
+ for (i = 0,page = PMPages,lru = -1,last = MAXLONG;i < ChunksInFile;i++,page++)\r
+ {\r
+ if\r
+ (\r
+ (page->lastHit < last)\r
+ && ((page->emsPage != -1) || (page->mainPage != -1))\r
+ && (page->locked == pml_Unlocked)\r
+ && (!(mainonly && (page->mainPage == -1)))\r
+ )\r
+ {\r
+ last = page->lastHit;\r
+ lru = i;\r
+ }\r
+ }\r
+\r
+ if (lru == -1)\r
+ Quit("PML_GiveLRUPage: LRU Search failed");\r
+ return(lru);\r
+}\r
+\r
+//\r
+// PML_GiveLRUXMSPage() - Returns the page # of the least recently used\r
+// (and present) XMS page.\r
+// This routine won't return the XMS page protected (by XMSProtectPage)\r
+//\r
+int\r
+PML_GiveLRUXMSPage(void)\r
+{\r
+ int i,lru;\r
+ long last;\r
+ PageListStruct far *page;\r
+\r
+ for (i = 0,page = PMPages,lru = -1,last = MAXLONG;i < ChunksInFile;i++,page++)\r
+ {\r
+ if\r
+ (\r
+ (page->xmsPage != -1)\r
+ && (page->lastHit < last)\r
+ && (i != XMSProtectPage)\r
+ )\r
+ {\r
+ last = page->lastHit;\r
+ lru = i;\r
+ }\r
+ }\r
+ return(lru);\r
+}\r
+\r
+//\r
+// PML_PutPageInXMS() - If page isn't in XMS, find LRU XMS page and replace\r
+// it with the main/EMS page\r
+//\r
+void\r
+PML_PutPageInXMS(int pagenum)\r
+{\r
+ int usexms;\r
+ PageListStruct far *page;\r
+\r
+ if (!XMSPresent)\r
+ return;\r
+\r
+ page = &PMPages[pagenum];\r
+ if (page->xmsPage != -1)\r
+ return; // Already in XMS\r
+\r
+ if (XMSPagesUsed < XMSPagesAvail)\r
+ page->xmsPage = XMSPagesUsed++;\r
+ else\r
+ {\r
+ usexms = PML_GiveLRUXMSPage();\r
+ if (usexms == -1)\r
+ Quit("PML_PutPageInXMS: No XMS LRU");\r
+ page->xmsPage = PMPages[usexms].xmsPage;\r
+ PMPages[usexms].xmsPage = -1;\r
+ }\r
+ PML_CopyToXMS(PM_GetPageAddress(pagenum),page->xmsPage,page->length);\r
+}\r
+\r
+//\r
+// PML_TransferPageSpace() - A page is being replaced, so give the new page\r
+// the old one's address space. Returns the address of the new page.\r
+//\r
+memptr\r
+PML_TransferPageSpace(int orig,int new)\r
+{\r
+ memptr addr;\r
+ PageListStruct far *origpage,far *newpage;\r
+\r
+ if (orig == new)\r
+ Quit("PML_TransferPageSpace: Identity replacement");\r
+\r
+ origpage = &PMPages[orig];\r
+ newpage = &PMPages[new];\r
+\r
+ if (origpage->locked != pml_Unlocked)\r
+ Quit("PML_TransferPageSpace: Killing locked page");\r
+\r
+ if ((origpage->emsPage == -1) && (origpage->mainPage == -1))\r
+ Quit("PML_TransferPageSpace: Reusing non-existent page");\r
+\r
+ // Copy page that's about to be purged into XMS\r
+ PML_PutPageInXMS(orig);\r
+\r
+ // Get the address, and force EMS into a physical page if necessary\r
+ addr = PM_GetPageAddress(orig);\r
+\r
+ // Steal the address\r
+ newpage->emsPage = origpage->emsPage;\r
+ newpage->mainPage = origpage->mainPage;\r
+\r
+ // Mark replaced page as purged\r
+ origpage->mainPage = origpage->emsPage = -1;\r
+\r
+ if (!addr)\r
+ Quit("PML_TransferPageSpace: Zero replacement");\r
+\r
+ return(addr);\r
+}\r
+\r
+//\r
+// PML_GetAPageBuffer() - A page buffer is needed. Either get it from the\r
+// main/EMS free pool, or use PML_GiveLRUPage() to find which page to\r
+// steal the buffer from. Returns a far pointer to the page buffer, and\r
+// sets the fields inside the given page structure appropriately.\r
+// If mainonly is true, free EMS will be ignored, and only main pages\r
+// will be looked at by PML_GiveLRUPage().\r
+//\r
+byte far *\r
+PML_GetAPageBuffer(int pagenum,boolean mainonly)\r
+{\r
+ byte far *addr = nil;\r
+ int i,n;\r
+ PMBlockAttr *used;\r
+ PageListStruct far *page;\r
+\r
+ page = &PMPages[pagenum];\r
+ if ((EMSPagesUsed < EMSPagesAvail) && !mainonly)\r
+ {\r
+ // There's remaining EMS - use it\r
+ page->emsPage = EMSPagesUsed++;\r
+ addr = PML_GetEMSAddress(page->emsPage,page->locked);\r
+ }\r
+ else if (MainPagesUsed < MainPagesAvail)\r
+ {\r
+ // There's remaining main memory - use it\r
+ for (i = 0,n = -1,used = MainMemUsed;i < PMMaxMainMem;i++,used++)\r
+ {\r
+ if ((*used & pmba_Allocated) && !(*used & pmba_Used))\r
+ {\r
+ n = i;\r
+ *used |= pmba_Used;\r
+ break;\r
+ }\r
+ }\r
+ if (n == -1)\r
+ Quit("PML_GetPageBuffer: MainPagesAvail lied");\r
+ addr = MainMemPages[n];\r
+ if (!addr)\r
+ Quit("PML_GetPageBuffer: Purged main block");\r
+ page->mainPage = n;\r
+ MainPagesUsed++;\r
+ }\r
+ else\r
+ addr = PML_TransferPageSpace(PML_GiveLRUPage(mainonly),pagenum);\r
+\r
+ if (!addr)\r
+ Quit("PML_GetPageBuffer: Search failed");\r
+ return(addr);\r
+}\r
+\r
+//\r
+// PML_GetPageFromXMS() - If page is in XMS, find LRU main/EMS page and\r
+// replace it with the page from XMS. If mainonly is true, will only\r
+// search for LRU main page.\r
+// XMSProtectPage is set to the page to be retrieved from XMS, so that if\r
+// the page from which we're stealing the main/EMS from isn't in XMS,\r
+// it won't copy over the page that we're trying to get from XMS.\r
+// (pages that are being purged are copied into XMS, if possible)\r
+//\r
+memptr\r
+PML_GetPageFromXMS(int pagenum,boolean mainonly)\r
+{\r
+ byte far *checkaddr;\r
+ memptr addr = nil;\r
+ PageListStruct far *page;\r
+\r
+ page = &PMPages[pagenum];\r
+ if (XMSPresent && (page->xmsPage != -1))\r
+ {\r
+ XMSProtectPage = pagenum;\r
+ checkaddr = PML_GetAPageBuffer(pagenum,mainonly);\r
+ if (FP_OFF(checkaddr))\r
+ Quit("PML_GetPageFromXMS: Non segment pointer");\r
+ addr = (memptr)FP_SEG(checkaddr);\r
+ PML_CopyFromXMS(addr,page->xmsPage,page->length);\r
+ XMSProtectPage = -1;\r
+ }\r
+\r
+ return(addr);\r
+}\r
+\r
+//\r
+// PML_LoadPage() - A page is not in main/EMS memory, and it's not in XMS.\r
+// Load it into either main or EMS. If mainonly is true, the page will\r
+// only be loaded into main.\r
+//\r
+void\r
+PML_LoadPage(int pagenum,boolean mainonly)\r
+{\r
+ byte far *addr;\r
+ PageListStruct far *page;\r
+\r
+ addr = PML_GetAPageBuffer(pagenum,mainonly);\r
+ page = &PMPages[pagenum];\r
+ PML_ReadFromFile(addr,page->offset,page->length);\r
+}\r
+\r
+//\r
+// PM_GetPage() - Returns the address of the page, loading it if necessary\r
+// First, check if in Main Memory or EMS\r
+// Then, check XMS\r
+// If not in XMS, load into Main Memory or EMS\r
+//\r
+#pragma warn -pia\r
+memptr\r
+PM_GetPage(int pagenum)\r
+{\r
+ memptr result;\r
+\r
+ if (pagenum >= ChunksInFile)\r
+ Quit("PM_GetPage: Invalid page request");\r
+\r
+#if 0 // for debugging\r
+asm mov dx,STATUS_REGISTER_1\r
+asm in al,dx\r
+asm mov dx,ATR_INDEX\r
+asm mov al,ATR_OVERSCAN\r
+asm out dx,al\r
+asm mov al,10 // bright green\r
+asm out dx,al\r
+#endif\r
+\r
+ if (!(result = PM_GetPageAddress(pagenum)))\r
+ {\r
+ boolean mainonly = (pagenum >= PMSoundStart);\r
+if (!PMPages[pagenum].offset) // JDC: sparse page\r
+ Quit ("Tried to load a sparse page!");\r
+ if (!(result = PML_GetPageFromXMS(pagenum,mainonly)))\r
+ {\r
+ if (PMPages[pagenum].lastHit == PMFrameCount)\r
+ PMThrashing++;\r
+\r
+ PML_LoadPage(pagenum,mainonly);\r
+ result = PM_GetPageAddress(pagenum);\r
+ }\r
+ }\r
+ PMPages[pagenum].lastHit = PMFrameCount;\r
+\r
+#if 0 // for debugging\r
+asm mov dx,STATUS_REGISTER_1\r
+asm in al,dx\r
+asm mov dx,ATR_INDEX\r
+asm mov al,ATR_OVERSCAN\r
+asm out dx,al\r
+asm mov al,3 // blue\r
+asm out dx,al\r
+asm mov al,0x20 // normal\r
+asm out dx,al\r
+#endif\r
+\r
+ return(result);\r
+}\r
+#pragma warn +pia\r
+\r
+//\r
+// PM_SetPageLock() - Sets the lock type on a given page\r
+// pml_Unlocked: Normal, page can be purged\r
+// pml_Locked: Cannot be purged\r
+// pml_EMS?: Same as pml_Locked, but if in EMS, use the physical page\r
+// specified when returning the address. For sound stuff.\r
+//\r
+void\r
+PM_SetPageLock(int pagenum,PMLockType lock)\r
+{\r
+ if (pagenum < PMSoundStart)\r
+ Quit("PM_SetPageLock: Locking/unlocking non-sound page");\r
+\r
+ PMPages[pagenum].locked = lock;\r
+}\r
+\r
+//\r
+// PM_Preload() - Loads as many pages as possible into all types of memory.\r
+// Calls the update function after each load, indicating the current\r
+// page, and the total pages that need to be loaded (for thermometer).\r
+//\r
+void\r
+PM_Preload(boolean (*update)(word current,word total))\r
+{\r
+ int i,j,\r
+ page,oogypage;\r
+ word current,total,\r
+ totalnonxms,totalxms,\r
+ mainfree,maintotal,\r
+ emsfree,emstotal,\r
+ xmsfree,xmstotal;\r
+ memptr addr;\r
+ PageListStruct far *p;\r
+\r
+ mainfree = (MainPagesAvail - MainPagesUsed) + (EMSPagesAvail - EMSPagesUsed);\r
+ xmsfree = (XMSPagesAvail - XMSPagesUsed);\r
+\r
+ xmstotal = maintotal = 0;\r
+\r
+ for (i = 0;i < ChunksInFile;i++)\r
+ {\r
+ if (!PMPages[i].offset)\r
+ continue; // sparse\r
+\r
+ if ( PMPages[i].emsPage != -1 || PMPages[i].mainPage != -1 )\r
+ continue; // already in main mem\r
+\r
+ if ( mainfree )\r
+ {\r
+ maintotal++;\r
+ mainfree--;\r
+ }\r
+ else if ( xmsfree && (PMPages[i].xmsPage == -1) )\r
+ {\r
+ xmstotal++;\r
+ xmsfree--;\r
+ }\r
+ }\r
+\r
+\r
+ total = maintotal + xmstotal;\r
+\r
+ if (!total)\r
+ return;\r
+\r
+ page = 0;\r
+ current = 0;\r
+\r
+//\r
+// cache main/ems blocks\r
+//\r
+ while (maintotal)\r
+ {\r
+ while ( !PMPages[page].offset || PMPages[page].mainPage != -1\r
+ || PMPages[page].emsPage != -1 )\r
+ page++;\r
+\r
+ if (page >= ChunksInFile)\r
+ Quit ("PM_Preload: Pages>=ChunksInFile");\r
+\r
+ PM_GetPage(page);\r
+\r
+ page++;\r
+ current++;\r
+ maintotal--;\r
+ update(current,total);\r
+ }\r
+\r
+//\r
+// load stuff to XMS\r
+//\r
+ if (xmstotal)\r
+ {\r
+ for (oogypage = 0 ; PMPages[oogypage].mainPage == -1 ; oogypage++)\r
+ ;\r
+ addr = PM_GetPage(oogypage);\r
+ if (!addr)\r
+ Quit("PM_Preload: XMS buffer failed");\r
+\r
+ while (xmstotal)\r
+ {\r
+ while ( !PMPages[page].offset || PMPages[page].xmsPage != -1 )\r
+ page++;\r
+\r
+ if (page >= ChunksInFile)\r
+ Quit ("PM_Preload: Pages>=ChunksInFile");\r
+\r
+ p = &PMPages[page];\r
+\r
+ p->xmsPage = XMSPagesUsed++;\r
+ if (XMSPagesUsed > XMSPagesAvail)\r
+ Quit("PM_Preload: Exceeded XMS pages");\r
+ if (p->length > PMPageSize)\r
+ Quit("PM_Preload: Page too long");\r
+\r
+ PML_ReadFromFile((byte far *)addr,p->offset,p->length);\r
+ PML_CopyToXMS((byte far *)addr,p->xmsPage,p->length);\r
+\r
+ page++;\r
+ current++;\r
+ xmstotal--;\r
+ update(current,total);\r
+ }\r
+\r
+ p = &PMPages[oogypage];\r
+ PML_ReadFromFile((byte far *)addr,p->offset,p->length);\r
+ }\r
+\r
+ update(total,total);\r
+}\r
+\r
+/////////////////////////////////////////////////////////////////////////////\r
+//\r
+// General code\r
+//\r
+/////////////////////////////////////////////////////////////////////////////\r
+\r
+//\r
+// PM_NextFrame() - Increments the frame counter and adjusts the thrash\r
+// avoidence variables\r
+//\r
+// If currently in panic mode (to avoid thrashing), check to see if the\r
+// appropriate number of frames have passed since the last time that\r
+// we would have thrashed. If so, take us out of panic mode.\r
+//\r
+//\r
+void\r
+PM_NextFrame(void)\r
+{\r
+ int i;\r
+\r
+ // Frame count overrun - kill the LRU hit entries & reset frame count\r
+ if (++PMFrameCount >= MAXLONG - 4)\r
+ {\r
+ for (i = 0;i < PMNumBlocks;i++)\r
+ PMPages[i].lastHit = 0;\r
+ PMFrameCount = 0;\r
+ }\r
+\r
+#if 0\r
+ for (i = 0;i < PMSoundStart;i++)\r
+ {\r
+ if (PMPages[i].locked)\r
+ {\r
+ char buf[40];\r
+ sprintf(buf,"PM_NextFrame: Page %d is locked",i);\r
+ Quit(buf);\r
+ }\r
+ }\r
+#endif\r
+\r
+ if (PMPanicMode)\r
+ {\r
+ // DEBUG - set border color\r
+ if ((!PMThrashing) && (!--PMPanicMode))\r
+ {\r
+ // DEBUG - reset border color\r
+ }\r
+ }\r
+ if (PMThrashing >= PMThrashThreshold)\r
+ PMPanicMode = PMUnThrashThreshold;\r
+ PMThrashing = false;\r
+}\r
+\r
+//\r
+// PM_Reset() - Sets up caching structures\r
+//\r
+void\r
+PM_Reset(void)\r
+{\r
+ int i;\r
+ PageListStruct far *page;\r
+\r
+ XMSPagesAvail = XMSAvail / PMPageSizeKB;\r
+\r
+ EMSPagesAvail = EMSAvail * (EMSPageSizeKB / PMPageSizeKB);\r
+ EMSPhysicalPage = 0;\r
+\r
+ MainPagesUsed = EMSPagesUsed = XMSPagesUsed = 0;\r
+\r
+ PMPanicMode = false;\r
+\r
+ // Initialize page list\r
+ for (i = 0,page = PMPages;i < PMNumBlocks;i++,page++)\r
+ {\r
+ page->mainPage = -1;\r
+ page->emsPage = -1;\r
+ page->xmsPage = -1;\r
+ page->locked = false;\r
+ }\r
+}\r
+\r
+//\r
+// PM_Startup() - Start up the Page Mgr\r
+//\r
+void\r
+PM_Startup(void)\r
+{\r
+ boolean nomain,noems,noxms;\r
+ int i;\r
+\r
+ if (PMStarted)\r
+ return;\r
+\r
+ nomain = noems = noxms = false;\r
+ for (i = 1;i < _argc;i++)\r
+ {\r
+ switch (US_CheckParm(_argv[i],ParmStrings))\r
+ {\r
+ case 0:\r
+ nomain = true;\r
+ break;\r
+ case 1:\r
+ noems = true;\r
+ break;\r
+ case 2:\r
+ noxms = true;\r
+ break;\r
+ }\r
+ }\r
+\r
+ PML_OpenPageFile();\r
+\r
+ if (!noems)\r
+ PML_StartupEMS();\r
+ if (!noxms)\r
+ PML_StartupXMS();\r
+\r
+ if (nomain && !EMSPresent)\r
+ Quit("PM_Startup: No main or EMS");\r
+ else\r
+ PML_StartupMainMem();\r
+\r
+ PM_Reset();\r
+\r
+ PMStarted = true;\r
+}\r
+\r
+//\r
+// PM_Shutdown() - Shut down the Page Mgr\r
+//\r
+void\r
+PM_Shutdown(void)\r
+{\r
+ PML_ShutdownXMS();\r
+ PML_ShutdownEMS();\r
+\r
+ if (!PMStarted)\r
+ return;\r
+\r
+ PML_ClosePageFile();\r
+\r
+ PML_ShutdownMainMem();\r
+}\r
--- /dev/null
+//\r
+// ID_PM.H\r
+// Header file for Id Engine's Page Manager\r
+//\r
+\r
+// NOTE! PMPageSize must be an even divisor of EMSPageSize, and >= 1024\r
+#define EMSPageSize 16384\r
+#define EMSPageSizeSeg (EMSPageSize >> 4)\r
+#define EMSPageSizeKB (EMSPageSize >> 10)\r
+#define EMSFrameCount 4\r
+#define PMPageSize 4096\r
+#define PMPageSizeSeg (PMPageSize >> 4)\r
+#define PMPageSizeKB (PMPageSize >> 10)\r
+#define PMEMSSubPage (EMSPageSize / PMPageSize)\r
+\r
+#define PMMinMainMem 10 // Min acceptable # of pages from main\r
+#define PMMaxMainMem 100 // Max number of pages in main memory\r
+\r
+#define PMThrashThreshold 1 // Number of page thrashes before panic mode\r
+#define PMUnThrashThreshold 5 // Number of non-thrashing frames before leaving panic mode\r
+\r
+typedef enum\r
+ {\r
+ pml_Unlocked,\r
+ pml_Locked\r
+ } PMLockType;\r
+\r
+typedef enum\r
+ {\r
+ pmba_Unused = 0,\r
+ pmba_Used = 1,\r
+ pmba_Allocated = 2\r
+ } PMBlockAttr;\r
+\r
+typedef struct\r
+ {\r
+ longword offset; // Offset of chunk into file\r
+ word length; // Length of the chunk\r
+\r
+ int xmsPage; // If in XMS, (xmsPage * PMPageSize) gives offset into XMS handle\r
+\r
+ PMLockType locked; // If set, this page can't be purged\r
+ int emsPage; // If in EMS, logical page/offset into page\r
+ int mainPage; // If in Main, index into handle array\r
+\r
+ longword lastHit; // Last frame number of hit\r
+ } PageListStruct;\r
+\r
+typedef struct\r
+ {\r
+ int baseEMSPage; // Base EMS page for this phys frame\r
+ longword lastHit; // Last frame number of hit\r
+ } EMSListStruct;\r
+\r
+extern boolean XMSPresent,EMSPresent;\r
+extern word XMSPagesAvail,EMSPagesAvail;\r
+\r
+extern word ChunksInFile,\r
+ PMSpriteStart,PMSoundStart;\r
+extern PageListStruct far *PMPages;\r
+\r
+#define PM_GetSoundPage(v) PM_GetPage(PMSoundStart + (v))\r
+#define PM_GetSpritePage(v) PM_GetPage(PMSpriteStart + (v))\r
+\r
+#define PM_LockMainMem() PM_SetMainMemPurge(0)\r
+#define PM_UnlockMainMem() PM_SetMainMemPurge(3)\r
+\r
+\r
+extern char PageFileName[13];\r
+\r
+\r
+extern void PM_Startup(void),\r
+ PM_Shutdown(void),\r
+ PM_Reset(void),\r
+ PM_Preload(boolean (*update)(word current,word total)),\r
+ PM_NextFrame(void),\r
+ PM_SetPageLock(int pagenum,PMLockType lock),\r
+ PM_SetMainPurge(int level),\r
+ PM_CheckMainMem(void);\r
+extern memptr PM_GetPageAddress(int pagenum),\r
+ PM_GetPage(int pagenum); // Use this one to cache page\r
+\r
+void PM_SetMainMemPurge(int level);\r
--- /dev/null
+//\r
+// ID Engine\r
+// ID_SD.c - Sound Manager for Wolfenstein 3D\r
+// v1.2\r
+// By Jason Blochowiak\r
+//\r
+\r
+//\r
+// This module handles dealing with generating sound on the appropriate\r
+// hardware\r
+//\r
+// Depends on: User Mgr (for parm checking)\r
+//\r
+// Globals:\r
+// For User Mgr:\r
+// SoundSourcePresent - Sound Source thingie present?\r
+// SoundBlasterPresent - SoundBlaster card present?\r
+// AdLibPresent - AdLib card present?\r
+// SoundMode - What device is used for sound effects\r
+// (Use SM_SetSoundMode() to set)\r
+// MusicMode - What device is used for music\r
+// (Use SM_SetMusicMode() to set)\r
+// DigiMode - What device is used for digitized sound effects\r
+// (Use SM_SetDigiDevice() to set)\r
+//\r
+// For Cache Mgr:\r
+// NeedsDigitized - load digitized sounds?\r
+// NeedsMusic - load music?\r
+//\r
+\r
+#pragma hdrstop // Wierdo thing with MUSE\r
+\r
+#include <dos.h>\r
+\r
+#ifdef _MUSE_ // Will be defined in ID_Types.h\r
+#include "ID_SD.h"\r
+#else\r
+#include "ID_HEADS.H"\r
+#endif\r
+#pragma hdrstop\r
+#pragma warn -pia\r
+\r
+#ifdef nil\r
+#undef nil\r
+#endif\r
+#define nil 0\r
+\r
+#define SDL_SoundFinished() {SoundNumber = SoundPriority = 0;}\r
+\r
+// Macros for SoundBlaster stuff\r
+#define sbOut(n,b) outportb((n) + sbLocation,b)\r
+#define sbIn(n) inportb((n) + sbLocation)\r
+#define sbWriteDelay() while (sbIn(sbWriteStat) & 0x80);\r
+#define sbReadDelay() while (sbIn(sbDataAvail) & 0x80);\r
+\r
+// Macros for AdLib stuff\r
+#define selreg(n) outportb(alFMAddr,n)\r
+#define writereg(n) outportb(alFMData,n)\r
+#define readstat() inportb(alFMStatus)\r
+\r
+// Imports from ID_SD_A.ASM\r
+extern void SDL_SetDS(void),\r
+ SDL_IndicatePC(boolean on);\r
+extern void interrupt SDL_t0ExtremeAsmService(void),\r
+ SDL_t0FastAsmService(void),\r
+ SDL_t0SlowAsmService(void);\r
+\r
+// Global variables\r
+ boolean SoundSourcePresent,\r
+ AdLibPresent,\r
+ SoundBlasterPresent,SBProPresent,\r
+ NeedsDigitized,NeedsMusic,\r
+ SoundPositioned;\r
+ SDMode SoundMode;\r
+ SMMode MusicMode;\r
+ SDSMode DigiMode;\r
+ longword TimeCount;\r
+ word HackCount;\r
+ word *SoundTable; // Really * _seg *SoundTable, but that don't work\r
+ boolean ssIsTandy;\r
+ word ssPort = 2;\r
+ int DigiMap[LASTSOUND];\r
+\r
+// Internal variables\r
+static boolean SD_Started;\r
+ boolean nextsoundpos;\r
+ longword TimerDivisor,TimerCount;\r
+static char *ParmStrings[] =\r
+ {\r
+ "noal",\r
+ "nosb",\r
+ "nopro",\r
+ "noss",\r
+ "sst",\r
+ "ss1",\r
+ "ss2",\r
+ "ss3",\r
+ nil\r
+ };\r
+static void (*SoundUserHook)(void);\r
+ soundnames SoundNumber,DigiNumber;\r
+ word SoundPriority,DigiPriority;\r
+ int LeftPosition,RightPosition;\r
+ void interrupt (*t0OldService)(void);\r
+ long LocalTime;\r
+ word TimerRate;\r
+\r
+ word NumDigi,DigiLeft,DigiPage;\r
+ word _seg *DigiList;\r
+ word DigiLastStart,DigiLastEnd;\r
+ boolean DigiPlaying;\r
+static boolean DigiMissed,DigiLastSegment;\r
+static memptr DigiNextAddr;\r
+static word DigiNextLen;\r
+\r
+// SoundBlaster variables\r
+static boolean sbNoCheck,sbNoProCheck;\r
+static volatile boolean sbSamplePlaying;\r
+static byte sbOldIntMask = -1;\r
+static volatile byte huge *sbNextSegPtr;\r
+static byte sbDMA = 1,\r
+ sbDMAa1 = 0x83,sbDMAa2 = 2,sbDMAa3 = 3,\r
+ sba1Vals[] = {0x87,0x83,0,0x82},\r
+ sba2Vals[] = {0,2,0,6},\r
+ sba3Vals[] = {1,3,0,7};\r
+static int sbLocation = -1,sbInterrupt = 7,sbIntVec = 0xf,\r
+ sbIntVectors[] = {-1,-1,0xa,0xb,-1,0xd,-1,0xf,-1,-1,-1};\r
+static volatile longword sbNextSegLen;\r
+static volatile SampledSound huge *sbSamples;\r
+static void interrupt (*sbOldIntHand)(void);\r
+static byte sbpOldFMMix,sbpOldVOCMix;\r
+\r
+// SoundSource variables\r
+ boolean ssNoCheck;\r
+ boolean ssActive;\r
+ word ssControl,ssStatus,ssData;\r
+ byte ssOn,ssOff;\r
+ volatile byte far *ssSample;\r
+ volatile longword ssLengthLeft;\r
+\r
+// PC Sound variables\r
+ volatile byte pcLastSample,far *pcSound;\r
+ longword pcLengthLeft;\r
+ word pcSoundLookup[255];\r
+\r
+// AdLib variables\r
+ boolean alNoCheck;\r
+ byte far *alSound;\r
+ word alBlock;\r
+ longword alLengthLeft;\r
+ longword alTimeCount;\r
+ Instrument alZeroInst;\r
+\r
+// This table maps channel numbers to carrier and modulator op cells\r
+static byte carriers[9] = { 3, 4, 5,11,12,13,19,20,21},\r
+ modifiers[9] = { 0, 1, 2, 8, 9,10,16,17,18},\r
+// This table maps percussive voice numbers to op cells\r
+ pcarriers[5] = {19,0xff,0xff,0xff,0xff},\r
+ pmodifiers[5] = {16,17,18,20,21};\r
+\r
+// Sequencer variables\r
+ boolean sqActive;\r
+static word alFXReg;\r
+static ActiveTrack *tracks[sqMaxTracks],\r
+ mytracks[sqMaxTracks];\r
+static word sqMode,sqFadeStep;\r
+ word far *sqHack,far *sqHackPtr,sqHackLen,sqHackSeqLen;\r
+ long sqHackTime;\r
+\r
+// Internal routines\r
+ void SDL_DigitizedDone(void);\r
+\r
+///////////////////////////////////////////////////////////////////////////\r
+//\r
+// SDL_SetTimer0() - Sets system timer 0 to the specified speed\r
+//\r
+///////////////////////////////////////////////////////////////////////////\r
+#pragma argsused\r
+static void\r
+SDL_SetTimer0(word speed)\r
+{\r
+#ifndef TPROF // If using Borland's profiling, don't screw with the timer\r
+asm pushf\r
+asm cli\r
+\r
+ outportb(0x43,0x36); // Change timer 0\r
+ outportb(0x40,speed);\r
+ outportb(0x40,speed >> 8);\r
+ // Kludge to handle special case for digitized PC sounds\r
+ if (TimerDivisor == (1192030 / (TickBase * 100)))\r
+ TimerDivisor = (1192030 / (TickBase * 10));\r
+ else\r
+ TimerDivisor = speed;\r
+\r
+asm popf\r
+#else\r
+ TimerDivisor = 0x10000;\r
+#endif\r
+}\r
+\r
+///////////////////////////////////////////////////////////////////////////\r
+//\r
+// SDL_SetIntsPerSec() - Uses SDL_SetTimer0() to set the number of\r
+// interrupts generated by system timer 0 per second\r
+//\r
+///////////////////////////////////////////////////////////////////////////\r
+static void\r
+SDL_SetIntsPerSec(word ints)\r
+{\r
+ TimerRate = ints;\r
+ SDL_SetTimer0(1192030 / ints);\r
+}\r
+\r
+static void\r
+SDL_SetTimerSpeed(void)\r
+{\r
+ word rate;\r
+ void interrupt (*isr)(void);\r
+\r
+ if ((DigiMode == sds_PC) && DigiPlaying)\r
+ {\r
+ rate = TickBase * 100;\r
+ isr = SDL_t0ExtremeAsmService;\r
+ }\r
+ else if\r
+ (\r
+ (MusicMode == smm_AdLib)\r
+ || ((DigiMode == sds_SoundSource) && DigiPlaying)\r
+ )\r
+ {\r
+ rate = TickBase * 10;\r
+ isr = SDL_t0FastAsmService;\r
+ }\r
+ else\r
+ {\r
+ rate = TickBase * 2;\r
+ isr = SDL_t0SlowAsmService;\r
+ }\r
+\r
+ if (rate != TimerRate)\r
+ {\r
+ setvect(8,isr);\r
+ SDL_SetIntsPerSec(rate);\r
+ TimerRate = rate;\r
+ }\r
+}\r
+\r
+//\r
+// SoundBlaster code\r
+//\r
+\r
+///////////////////////////////////////////////////////////////////////////\r
+//\r
+// SDL_SBStopSample() - Stops any active sampled sound and causes DMA\r
+// requests from the SoundBlaster to cease\r
+//\r
+///////////////////////////////////////////////////////////////////////////\r
+#ifdef _MUSE_\r
+void\r
+#else\r
+static void\r
+#endif\r
+SDL_SBStopSample(void)\r
+{\r
+ byte is;\r
+\r
+asm pushf\r
+asm cli\r
+\r
+ if (sbSamplePlaying)\r
+ {\r
+ sbSamplePlaying = false;\r
+\r
+ sbWriteDelay();\r
+ sbOut(sbWriteCmd,0xd0); // Turn off DSP DMA\r
+\r
+ is = inportb(0x21); // Restore interrupt mask bit\r
+ if (sbOldIntMask & (1 << sbInterrupt))\r
+ is |= (1 << sbInterrupt);\r
+ else\r
+ is &= ~(1 << sbInterrupt);\r
+ outportb(0x21,is);\r
+ }\r
+\r
+asm popf\r
+}\r
+\r
+///////////////////////////////////////////////////////////////////////////\r
+//\r
+// SDL_SBPlaySeg() - Plays a chunk of sampled sound on the SoundBlaster\r
+// Insures that the chunk doesn't cross a bank boundary, programs the DMA\r
+// controller, and tells the SB to start doing DMA requests for DAC\r
+//\r
+///////////////////////////////////////////////////////////////////////////\r
+static longword\r
+SDL_SBPlaySeg(volatile byte huge *data,longword length)\r
+{\r
+ unsigned datapage;\r
+ longword dataofs,uselen;\r
+\r
+ uselen = length;\r
+ datapage = FP_SEG(data) >> 12;\r
+ dataofs = ((FP_SEG(data) & 0xfff) << 4) + FP_OFF(data);\r
+ if (dataofs >= 0x10000)\r
+ {\r
+ datapage++;\r
+ dataofs -= 0x10000;\r
+ }\r
+\r
+ if (dataofs + uselen > 0x10000)\r
+ uselen = 0x10000 - dataofs;\r
+\r
+ uselen--;\r
+\r
+ // Program the DMA controller\r
+asm pushf\r
+asm cli\r
+ outportb(0x0a,sbDMA | 4); // Mask off DMA on channel sbDMA\r
+ outportb(0x0c,0); // Clear byte ptr flip-flop to lower byte\r
+ outportb(0x0b,0x49); // Set transfer mode for D/A conv\r
+ outportb(sbDMAa2,(byte)dataofs); // Give LSB of address\r
+ outportb(sbDMAa2,(byte)(dataofs >> 8)); // Give MSB of address\r
+ outportb(sbDMAa1,(byte)datapage); // Give page of address\r
+ outportb(sbDMAa3,(byte)uselen); // Give LSB of length\r
+ outportb(sbDMAa3,(byte)(uselen >> 8)); // Give MSB of length\r
+ outportb(0x0a,sbDMA); // Re-enable DMA on channel sbDMA\r
+\r
+ // Start playing the thing\r
+ sbWriteDelay();\r
+ sbOut(sbWriteCmd,0x14);\r
+ sbWriteDelay();\r
+ sbOut(sbWriteData,(byte)uselen);\r
+ sbWriteDelay();\r
+ sbOut(sbWriteData,(byte)(uselen >> 8));\r
+asm popf\r
+\r
+ return(uselen + 1);\r
+}\r
+\r
+///////////////////////////////////////////////////////////////////////////\r
+//\r
+// SDL_SBService() - Services the SoundBlaster DMA interrupt\r
+//\r
+///////////////////////////////////////////////////////////////////////////\r
+static void interrupt\r
+SDL_SBService(void)\r
+{\r
+ longword used;\r
+\r
+ sbIn(sbDataAvail); // Ack interrupt to SB\r
+\r
+ if (sbNextSegPtr)\r
+ {\r
+ used = SDL_SBPlaySeg(sbNextSegPtr,sbNextSegLen);\r
+ if (sbNextSegLen <= used)\r
+ sbNextSegPtr = nil;\r
+ else\r
+ {\r
+ sbNextSegPtr += used;\r
+ sbNextSegLen -= used;\r
+ }\r
+ }\r
+ else\r
+ {\r
+ SDL_SBStopSample();\r
+ SDL_DigitizedDone();\r
+ }\r
+\r
+ outportb(0x20,0x20); // Ack interrupt\r
+}\r
+\r
+///////////////////////////////////////////////////////////////////////////\r
+//\r
+// SDL_SBPlaySample() - Plays a sampled sound on the SoundBlaster. Sets up\r
+// DMA to play the sound\r
+//\r
+///////////////////////////////////////////////////////////////////////////\r
+#ifdef _MUSE_\r
+void\r
+#else\r
+static void\r
+#endif\r
+SDL_SBPlaySample(byte huge *data,longword len)\r
+{\r
+ longword used;\r
+\r
+ SDL_SBStopSample();\r
+\r
+asm pushf\r
+asm cli\r
+\r
+ used = SDL_SBPlaySeg(data,len);\r
+ if (len <= used)\r
+ sbNextSegPtr = nil;\r
+ else\r
+ {\r
+ sbNextSegPtr = data + used;\r
+ sbNextSegLen = len - used;\r
+ }\r
+\r
+ // Save old interrupt status and unmask ours\r
+ sbOldIntMask = inportb(0x21);\r
+ outportb(0x21,sbOldIntMask & ~(1 << sbInterrupt));\r
+\r
+ sbWriteDelay();\r
+ sbOut(sbWriteCmd,0xd4); // Make sure DSP DMA is enabled\r
+\r
+ sbSamplePlaying = true;\r
+\r
+asm popf\r
+}\r
+\r
+///////////////////////////////////////////////////////////////////////////\r
+//\r
+// SDL_PositionSBP() - Sets the attenuation levels for the left and right\r
+// channels by using the mixer chip on the SB Pro. This hits a hole in\r
+// the address map for normal SBs.\r
+//\r
+///////////////////////////////////////////////////////////////////////////\r
+static void\r
+SDL_PositionSBP(int leftpos,int rightpos)\r
+{\r
+ byte v;\r
+\r
+ if (!SBProPresent)\r
+ return;\r
+\r
+ leftpos = 15 - leftpos;\r
+ rightpos = 15 - rightpos;\r
+ v = ((leftpos & 0x0f) << 4) | (rightpos & 0x0f);\r
+\r
+asm pushf\r
+asm cli\r
+\r
+ sbOut(sbpMixerAddr,sbpmVoiceVol);\r
+ sbOut(sbpMixerData,v);\r
+\r
+asm popf\r
+}\r
+\r
+///////////////////////////////////////////////////////////////////////////\r
+//\r
+// SDL_CheckSB() - Checks to see if a SoundBlaster resides at a\r
+// particular I/O location\r
+//\r
+///////////////////////////////////////////////////////////////////////////\r
+static boolean\r
+SDL_CheckSB(int port)\r
+{\r
+ int i;\r
+\r
+ sbLocation = port << 4; // Initialize stuff for later use\r
+\r
+ sbOut(sbReset,true); // Reset the SoundBlaster DSP\r
+asm mov dx,0x388 // Wait >4usec\r
+asm in al, dx\r
+asm in al, dx\r
+asm in al, dx\r
+asm in al, dx\r
+asm in al, dx\r
+asm in al, dx\r
+asm in al, dx\r
+asm in al, dx\r
+asm in al, dx\r
+\r
+ sbOut(sbReset,false); // Turn off sb DSP reset\r
+asm mov dx,0x388 // Wait >100usec\r
+asm mov cx,100\r
+usecloop:\r
+asm in al,dx\r
+asm loop usecloop\r
+\r
+ for (i = 0;i < 100;i++)\r
+ {\r
+ if (sbIn(sbDataAvail) & 0x80) // If data is available...\r
+ {\r
+ if (sbIn(sbReadData) == 0xaa) // If it matches correct value\r
+ return(true);\r
+ else\r
+ {\r
+ sbLocation = -1; // Otherwise not a SoundBlaster\r
+ return(false);\r
+ }\r
+ }\r
+ }\r
+ sbLocation = -1; // Retry count exceeded - fail\r
+ return(false);\r
+}\r
+\r
+///////////////////////////////////////////////////////////////////////////\r
+//\r
+// Checks to see if a SoundBlaster is in the system. If the port passed is\r
+// -1, then it scans through all possible I/O locations. If the port\r
+// passed is 0, then it uses the default (2). If the port is >0, then\r
+// it just passes it directly to SDL_CheckSB()\r
+//\r
+///////////////////////////////////////////////////////////////////////////\r
+static boolean\r
+SDL_DetectSoundBlaster(int port)\r
+{\r
+ int i;\r
+\r
+ if (port == 0) // If user specifies default, use 2\r
+ port = 2;\r
+ if (port == -1)\r
+ {\r
+ if (SDL_CheckSB(2)) // Check default before scanning\r
+ return(true);\r
+\r
+ if (SDL_CheckSB(4)) // Check other SB Pro location before scan\r
+ return(true);\r
+\r
+ for (i = 1;i <= 6;i++) // Scan through possible SB locations\r
+ {\r
+ if ((i == 2) || (i == 4))\r
+ continue;\r
+\r
+ if (SDL_CheckSB(i)) // If found at this address,\r
+ return(true); // return success\r
+ }\r
+ return(false); // All addresses failed, return failure\r
+ }\r
+ else\r
+ return(SDL_CheckSB(port)); // User specified address or default\r
+}\r
+\r
+///////////////////////////////////////////////////////////////////////////\r
+//\r
+// SDL_SBSetDMA() - Sets the DMA channel to be used by the SoundBlaster\r
+// code. Sets up sbDMA, and sbDMAa1-sbDMAa3 (used by SDL_SBPlaySeg()).\r
+//\r
+///////////////////////////////////////////////////////////////////////////\r
+void\r
+SDL_SBSetDMA(byte channel)\r
+{\r
+ if (channel > 3)\r
+ Quit("SDL_SBSetDMA() - invalid SoundBlaster DMA channel");\r
+\r
+ sbDMA = channel;\r
+ sbDMAa1 = sba1Vals[channel];\r
+ sbDMAa2 = sba2Vals[channel];\r
+ sbDMAa3 = sba3Vals[channel];\r
+}\r
+\r
+///////////////////////////////////////////////////////////////////////////\r
+//\r
+// SDL_StartSB() - Turns on the SoundBlaster\r
+//\r
+///////////////////////////////////////////////////////////////////////////\r
+static void\r
+SDL_StartSB(void)\r
+{\r
+ byte timevalue,test;\r
+\r
+ sbIntVec = sbIntVectors[sbInterrupt];\r
+ if (sbIntVec < 0)\r
+ Quit("SDL_StartSB: Illegal or unsupported interrupt number for SoundBlaster");\r
+\r
+ sbOldIntHand = getvect(sbIntVec); // Get old interrupt handler\r
+ setvect(sbIntVec,SDL_SBService); // Set mine\r
+\r
+ sbWriteDelay();\r
+ sbOut(sbWriteCmd,0xd1); // Turn on DSP speaker\r
+\r
+ // Set the SoundBlaster DAC time constant for 7KHz\r
+ timevalue = 256 - (1000000 / 7000);\r
+ sbWriteDelay();\r
+ sbOut(sbWriteCmd,0x40);\r
+ sbWriteDelay();\r
+ sbOut(sbWriteData,timevalue);\r
+\r
+ SBProPresent = false;\r
+ if (sbNoProCheck)\r
+ return;\r
+\r
+ // Check to see if this is a SB Pro\r
+ sbOut(sbpMixerAddr,sbpmFMVol);\r
+ sbpOldFMMix = sbIn(sbpMixerData);\r
+ sbOut(sbpMixerData,0xbb);\r
+ test = sbIn(sbpMixerData);\r
+ if (test == 0xbb)\r
+ {\r
+ // Boost FM output levels to be equivilent with digitized output\r
+ sbOut(sbpMixerData,0xff);\r
+ test = sbIn(sbpMixerData);\r
+ if (test == 0xff)\r
+ {\r
+ SBProPresent = true;\r
+\r
+ // Save old Voice output levels (SB Pro)\r
+ sbOut(sbpMixerAddr,sbpmVoiceVol);\r
+ sbpOldVOCMix = sbIn(sbpMixerData);\r
+\r
+ // Turn SB Pro stereo DAC off\r
+ sbOut(sbpMixerAddr,sbpmControl);\r
+ sbOut(sbpMixerData,0); // 0=off,2=on\r
+ }\r
+ }\r
+}\r
+\r
+///////////////////////////////////////////////////////////////////////////\r
+//\r
+// SDL_ShutSB() - Turns off the SoundBlaster\r
+//\r
+///////////////////////////////////////////////////////////////////////////\r
+static void\r
+SDL_ShutSB(void)\r
+{\r
+ SDL_SBStopSample();\r
+\r
+ if (SBProPresent)\r
+ {\r
+ // Restore FM output levels (SB Pro)\r
+ sbOut(sbpMixerAddr,sbpmFMVol);\r
+ sbOut(sbpMixerData,sbpOldFMMix);\r
+\r
+ // Restore Voice output levels (SB Pro)\r
+ sbOut(sbpMixerAddr,sbpmVoiceVol);\r
+ sbOut(sbpMixerData,sbpOldVOCMix);\r
+ }\r
+\r
+ setvect(sbIntVec,sbOldIntHand); // Set vector back\r
+}\r
+\r
+// Sound Source Code\r
+\r
+///////////////////////////////////////////////////////////////////////////\r
+//\r
+// SDL_SSStopSample() - Stops a sample playing on the Sound Source\r
+//\r
+///////////////////////////////////////////////////////////////////////////\r
+#ifdef _MUSE_\r
+void\r
+#else\r
+static void\r
+#endif\r
+SDL_SSStopSample(void)\r
+{\r
+asm pushf\r
+asm cli\r
+\r
+ (long)ssSample = 0;\r
+\r
+asm popf\r
+}\r
+\r
+///////////////////////////////////////////////////////////////////////////\r
+//\r
+// SDL_SSService() - Handles playing the next sample on the Sound Source\r
+//\r
+///////////////////////////////////////////////////////////////////////////\r
+static void\r
+SDL_SSService(void)\r
+{\r
+ boolean gotit;\r
+ byte v;\r
+\r
+ while (ssSample)\r
+ {\r
+ asm mov dx,[ssStatus] // Check to see if FIFO is currently empty\r
+ asm in al,dx\r
+ asm test al,0x40\r
+ asm jnz done // Nope - don't push any more data out\r
+\r
+ v = *ssSample++;\r
+ if (!(--ssLengthLeft))\r
+ {\r
+ (long)ssSample = 0;\r
+ SDL_DigitizedDone();\r
+ }\r
+\r
+ asm mov dx,[ssData] // Pump the value out\r
+ asm mov al,[v]\r
+ asm out dx,al\r
+\r
+ asm mov dx,[ssControl] // Pulse printer select\r
+ asm mov al,[ssOff]\r
+ asm out dx,al\r
+ asm push ax\r
+ asm pop ax\r
+ asm mov al,[ssOn]\r
+ asm out dx,al\r
+\r
+ asm push ax // Delay a short while\r
+ asm pop ax\r
+ asm push ax\r
+ asm pop ax\r
+ }\r
+done:;\r
+}\r
+\r
+///////////////////////////////////////////////////////////////////////////\r
+//\r
+// SDL_SSPlaySample() - Plays the specified sample on the Sound Source\r
+//\r
+///////////////////////////////////////////////////////////////////////////\r
+#ifdef _MUSE_\r
+void\r
+#else\r
+static void\r
+#endif\r
+SDL_SSPlaySample(byte huge *data,longword len)\r
+{\r
+asm pushf\r
+asm cli\r
+\r
+ ssLengthLeft = len;\r
+ ssSample = (volatile byte far *)data;\r
+\r
+asm popf\r
+}\r
+\r
+///////////////////////////////////////////////////////////////////////////\r
+//\r
+// SDL_StartSS() - Sets up for and turns on the Sound Source\r
+//\r
+///////////////////////////////////////////////////////////////////////////\r
+static void\r
+SDL_StartSS(void)\r
+{\r
+ if (ssPort == 3)\r
+ ssControl = 0x27a; // If using LPT3\r
+ else if (ssPort == 2)\r
+ ssControl = 0x37a; // If using LPT2\r
+ else\r
+ ssControl = 0x3be; // If using LPT1\r
+ ssStatus = ssControl - 1;\r
+ ssData = ssStatus - 1;\r
+\r
+ ssOn = 0x04;\r
+ if (ssIsTandy)\r
+ ssOff = 0x0e; // Tandy wierdness\r
+ else\r
+ ssOff = 0x0c; // For normal machines\r
+\r
+ outportb(ssControl,ssOn); // Enable SS\r
+}\r
+\r
+///////////////////////////////////////////////////////////////////////////\r
+//\r
+// SDL_ShutSS() - Turns off the Sound Source\r
+//\r
+///////////////////////////////////////////////////////////////////////////\r
+static void\r
+SDL_ShutSS(void)\r
+{\r
+ outportb(ssControl,ssOff);\r
+}\r
+\r
+///////////////////////////////////////////////////////////////////////////\r
+//\r
+// SDL_CheckSS() - Checks to see if a Sound Source is present at the\r
+// location specified by the sound source variables\r
+//\r
+///////////////////////////////////////////////////////////////////////////\r
+static boolean\r
+SDL_CheckSS(void)\r
+{\r
+ boolean present = false;\r
+ longword lasttime;\r
+\r
+ // Turn the Sound Source on and wait awhile (4 ticks)\r
+ SDL_StartSS();\r
+\r
+ lasttime = TimeCount;\r
+ while (TimeCount < lasttime + 4)\r
+ ;\r
+\r
+asm mov dx,[ssStatus] // Check to see if FIFO is currently empty\r
+asm in al,dx\r
+asm test al,0x40\r
+asm jnz checkdone // Nope - Sound Source not here\r
+\r
+asm mov cx,32 // Force FIFO overflow (FIFO is 16 bytes)\r
+outloop:\r
+asm mov dx,[ssData] // Pump a neutral value out\r
+asm mov al,0x80\r
+asm out dx,al\r
+\r
+asm mov dx,[ssControl] // Pulse printer select\r
+asm mov al,[ssOff]\r
+asm out dx,al\r
+asm push ax\r
+asm pop ax\r
+asm mov al,[ssOn]\r
+asm out dx,al\r
+\r
+asm push ax // Delay a short while before we do this again\r
+asm pop ax\r
+asm push ax\r
+asm pop ax\r
+\r
+asm loop outloop\r
+\r
+asm mov dx,[ssStatus] // Is FIFO overflowed now?\r
+asm in al,dx\r
+asm test al,0x40\r
+asm jz checkdone // Nope, still not - Sound Source not here\r
+\r
+ present = true; // Yes - it's here!\r
+\r
+checkdone:\r
+ SDL_ShutSS();\r
+ return(present);\r
+}\r
+\r
+static boolean\r
+SDL_DetectSoundSource(void)\r
+{\r
+ for (ssPort = 1;ssPort <= 3;ssPort++)\r
+ if (SDL_CheckSS())\r
+ return(true);\r
+ return(false);\r
+}\r
+\r
+//\r
+// PC Sound code\r
+//\r
+\r
+///////////////////////////////////////////////////////////////////////////\r
+//\r
+// SDL_PCPlaySample() - Plays the specified sample on the PC speaker\r
+//\r
+///////////////////////////////////////////////////////////////////////////\r
+#ifdef _MUSE_\r
+void\r
+#else\r
+static void\r
+#endif\r
+SDL_PCPlaySample(byte huge *data,longword len)\r
+{\r
+asm pushf\r
+asm cli\r
+\r
+ SDL_IndicatePC(true);\r
+\r
+ pcLengthLeft = len;\r
+ pcSound = (volatile byte far *)data;\r
+\r
+asm popf\r
+}\r
+\r
+///////////////////////////////////////////////////////////////////////////\r
+//\r
+// SDL_PCStopSample() - Stops a sample playing on the PC speaker\r
+//\r
+///////////////////////////////////////////////////////////////////////////\r
+#ifdef _MUSE_\r
+void\r
+#else\r
+static void\r
+#endif\r
+SDL_PCStopSample(void)\r
+{\r
+asm pushf\r
+asm cli\r
+\r
+ (long)pcSound = 0;\r
+\r
+ SDL_IndicatePC(false);\r
+\r
+asm in al,0x61 // Turn the speaker off\r
+asm and al,0xfd // ~2\r
+asm out 0x61,al\r
+\r
+asm popf\r
+}\r
+\r
+///////////////////////////////////////////////////////////////////////////\r
+//\r
+// SDL_PCPlaySound() - Plays the specified sound on the PC speaker\r
+//\r
+///////////////////////////////////////////////////////////////////////////\r
+#ifdef _MUSE_\r
+void\r
+#else\r
+static void\r
+#endif\r
+SDL_PCPlaySound(PCSound far *sound)\r
+{\r
+asm pushf\r
+asm cli\r
+\r
+ pcLastSample = -1;\r
+ pcLengthLeft = sound->common.length;\r
+ pcSound = sound->data;\r
+\r
+asm popf\r
+}\r
+\r
+///////////////////////////////////////////////////////////////////////////\r
+//\r
+// SDL_PCStopSound() - Stops the current sound playing on the PC Speaker\r
+//\r
+///////////////////////////////////////////////////////////////////////////\r
+#ifdef _MUSE_\r
+void\r
+#else\r
+static void\r
+#endif\r
+SDL_PCStopSound(void)\r
+{\r
+asm pushf\r
+asm cli\r
+\r
+ (long)pcSound = 0;\r
+\r
+asm in al,0x61 // Turn the speaker off\r
+asm and al,0xfd // ~2\r
+asm out 0x61,al\r
+\r
+asm popf\r
+}\r
+\r
+#if 0\r
+///////////////////////////////////////////////////////////////////////////\r
+//\r
+// SDL_PCService() - Handles playing the next sample in a PC sound\r
+//\r
+///////////////////////////////////////////////////////////////////////////\r
+static void\r
+SDL_PCService(void)\r
+{\r
+ byte s;\r
+ word t;\r
+\r
+ if (pcSound)\r
+ {\r
+ s = *pcSound++;\r
+ if (s != pcLastSample)\r
+ {\r
+ asm pushf\r
+ asm cli\r
+\r
+ pcLastSample = s;\r
+ if (s) // We have a frequency!\r
+ {\r
+ t = pcSoundLookup[s];\r
+ asm mov bx,[t]\r
+\r
+ asm mov al,0xb6 // Write to channel 2 (speaker) timer\r
+ asm out 43h,al\r
+ asm mov al,bl\r
+ asm out 42h,al // Low byte\r
+ asm mov al,bh\r
+ asm out 42h,al // High byte\r
+\r
+ asm in al,0x61 // Turn the speaker & gate on\r
+ asm or al,3\r
+ asm out 0x61,al\r
+ }\r
+ else // Time for some silence\r
+ {\r
+ asm in al,0x61 // Turn the speaker & gate off\r
+ asm and al,0xfc // ~3\r
+ asm out 0x61,al\r
+ }\r
+\r
+ asm popf\r
+ }\r
+\r
+ if (!(--pcLengthLeft))\r
+ {\r
+ SDL_PCStopSound();\r
+ SDL_SoundFinished();\r
+ }\r
+ }\r
+}\r
+#endif\r
+\r
+///////////////////////////////////////////////////////////////////////////\r
+//\r
+// SDL_ShutPC() - Turns off the pc speaker\r
+//\r
+///////////////////////////////////////////////////////////////////////////\r
+static void\r
+SDL_ShutPC(void)\r
+{\r
+asm pushf\r
+asm cli\r
+\r
+ pcSound = 0;\r
+\r
+asm in al,0x61 // Turn the speaker & gate off\r
+asm and al,0xfc // ~3\r
+asm out 0x61,al\r
+\r
+asm popf\r
+}\r
+\r
+//\r
+// Stuff for digitized sounds\r
+//\r
+memptr\r
+SDL_LoadDigiSegment(word page)\r
+{\r
+ memptr addr;\r
+\r
+#if 0 // for debugging\r
+asm mov dx,STATUS_REGISTER_1\r
+asm in al,dx\r
+asm mov dx,ATR_INDEX\r
+asm mov al,ATR_OVERSCAN\r
+asm out dx,al\r
+asm mov al,10 // bright green\r
+asm out dx,al\r
+#endif\r
+\r
+ addr = PM_GetSoundPage(page);\r
+ PM_SetPageLock(PMSoundStart + page,pml_Locked);\r
+\r
+#if 0 // for debugging\r
+asm mov dx,STATUS_REGISTER_1\r
+asm in al,dx\r
+asm mov dx,ATR_INDEX\r
+asm mov al,ATR_OVERSCAN\r
+asm out dx,al\r
+asm mov al,3 // blue\r
+asm out dx,al\r
+asm mov al,0x20 // normal\r
+asm out dx,al\r
+#endif\r
+\r
+ return(addr);\r
+}\r
+\r
+void\r
+SDL_PlayDigiSegment(memptr addr,word len)\r
+{\r
+ switch (DigiMode)\r
+ {\r
+ case sds_PC:\r
+ SDL_PCPlaySample(addr,len);\r
+ break;\r
+ case sds_SoundSource:\r
+ SDL_SSPlaySample(addr,len);\r
+ break;\r
+ case sds_SoundBlaster:\r
+ SDL_SBPlaySample(addr,len);\r
+ break;\r
+ }\r
+}\r
+\r
+void\r
+SD_StopDigitized(void)\r
+{\r
+ int i;\r
+\r
+asm pushf\r
+asm cli\r
+\r
+ DigiLeft = 0;\r
+ DigiNextAddr = nil;\r
+ DigiNextLen = 0;\r
+ DigiMissed = false;\r
+ DigiPlaying = false;\r
+ DigiNumber = DigiPriority = 0;\r
+ SoundPositioned = false;\r
+ if ((DigiMode == sds_PC) && (SoundMode == sdm_PC))\r
+ SDL_SoundFinished();\r
+\r
+ switch (DigiMode)\r
+ {\r
+ case sds_PC:\r
+ SDL_PCStopSample();\r
+ break;\r
+ case sds_SoundSource:\r
+ SDL_SSStopSample();\r
+ break;\r
+ case sds_SoundBlaster:\r
+ SDL_SBStopSample();\r
+ break;\r
+ }\r
+\r
+asm popf\r
+\r
+ for (i = DigiLastStart;i < DigiLastEnd;i++)\r
+ PM_SetPageLock(i + PMSoundStart,pml_Unlocked);\r
+ DigiLastStart = 1;\r
+ DigiLastEnd = 0;\r
+}\r
+\r
+void\r
+SD_Poll(void)\r
+{\r
+ if (DigiLeft && !DigiNextAddr)\r
+ {\r
+ DigiNextLen = (DigiLeft >= PMPageSize)? PMPageSize : (DigiLeft % PMPageSize);\r
+ DigiLeft -= DigiNextLen;\r
+ if (!DigiLeft)\r
+ DigiLastSegment = true;\r
+ DigiNextAddr = SDL_LoadDigiSegment(DigiPage++);\r
+ }\r
+ if (DigiMissed && DigiNextAddr)\r
+ {\r
+ SDL_PlayDigiSegment(DigiNextAddr,DigiNextLen);\r
+ DigiNextAddr = nil;\r
+ DigiMissed = false;\r
+ if (DigiLastSegment)\r
+ {\r
+ DigiPlaying = false;\r
+ DigiLastSegment = false;\r
+ }\r
+ }\r
+ SDL_SetTimerSpeed();\r
+}\r
+\r
+void\r
+SD_SetPosition(int leftpos,int rightpos)\r
+{\r
+ if\r
+ (\r
+ (leftpos < 0)\r
+ || (leftpos > 15)\r
+ || (rightpos < 0)\r
+ || (rightpos > 15)\r
+ || ((leftpos == 15) && (rightpos == 15))\r
+ )\r
+ Quit("SD_SetPosition: Illegal position");\r
+\r
+ switch (DigiMode)\r
+ {\r
+ case sds_SoundBlaster:\r
+ SDL_PositionSBP(leftpos,rightpos);\r
+ break;\r
+ }\r
+}\r
+\r
+void\r
+SD_PlayDigitized(word which,int leftpos,int rightpos)\r
+{\r
+ word len;\r
+ memptr addr;\r
+\r
+ if (!DigiMode)\r
+ return;\r
+\r
+ SD_StopDigitized();\r
+ if (which >= NumDigi)\r
+ Quit("SD_PlayDigitized: bad sound number");\r
+\r
+ SD_SetPosition(leftpos,rightpos);\r
+\r
+ DigiPage = DigiList[(which * 2) + 0];\r
+ DigiLeft = DigiList[(which * 2) + 1];\r
+\r
+ DigiLastStart = DigiPage;\r
+ DigiLastEnd = DigiPage + ((DigiLeft + (PMPageSize - 1)) / PMPageSize);\r
+\r
+ len = (DigiLeft >= PMPageSize)? PMPageSize : (DigiLeft % PMPageSize);\r
+ addr = SDL_LoadDigiSegment(DigiPage++);\r
+\r
+ DigiPlaying = true;\r
+ DigiLastSegment = false;\r
+\r
+ SDL_PlayDigiSegment(addr,len);\r
+ DigiLeft -= len;\r
+ if (!DigiLeft)\r
+ DigiLastSegment = true;\r
+\r
+ SD_Poll();\r
+}\r
+\r
+void\r
+SDL_DigitizedDone(void)\r
+{\r
+ if (DigiNextAddr)\r
+ {\r
+ SDL_PlayDigiSegment(DigiNextAddr,DigiNextLen);\r
+ DigiNextAddr = nil;\r
+ DigiMissed = false;\r
+ }\r
+ else\r
+ {\r
+ if (DigiLastSegment)\r
+ {\r
+ DigiPlaying = false;\r
+ DigiLastSegment = false;\r
+ if ((DigiMode == sds_PC) && (SoundMode == sdm_PC))\r
+ {\r
+ SDL_SoundFinished();\r
+ }\r
+ else\r
+ DigiNumber = DigiPriority = 0;\r
+ SoundPositioned = false;\r
+ }\r
+ else\r
+ DigiMissed = true;\r
+ }\r
+}\r
+\r
+void\r
+SD_SetDigiDevice(SDSMode mode)\r
+{\r
+ boolean devicenotpresent;\r
+\r
+ if (mode == DigiMode)\r
+ return;\r
+\r
+ SD_StopDigitized();\r
+\r
+ devicenotpresent = false;\r
+ switch (mode)\r
+ {\r
+ case sds_SoundBlaster:\r
+ if (!SoundBlasterPresent)\r
+ {\r
+ if (SoundSourcePresent)\r
+ mode = sds_SoundSource;\r
+ else\r
+ devicenotpresent = true;\r
+ }\r
+ break;\r
+ case sds_SoundSource:\r
+ if (!SoundSourcePresent)\r
+ devicenotpresent = true;\r
+ break;\r
+ }\r
+\r
+ if (!devicenotpresent)\r
+ {\r
+ if (DigiMode == sds_SoundSource)\r
+ SDL_ShutSS();\r
+\r
+ DigiMode = mode;\r
+\r
+ if (mode == sds_SoundSource)\r
+ SDL_StartSS();\r
+\r
+ SDL_SetTimerSpeed();\r
+ }\r
+}\r
+\r
+void\r
+SDL_SetupDigi(void)\r
+{\r
+ memptr list;\r
+ word far *p,\r
+ pg;\r
+ int i;\r
+\r
+ PM_UnlockMainMem();\r
+ MM_GetPtr(&list,PMPageSize);\r
+ PM_CheckMainMem();\r
+ p = (word far *)MK_FP(PM_GetPage(ChunksInFile - 1),0);\r
+ _fmemcpy((void far *)list,(void far *)p,PMPageSize);\r
+ pg = PMSoundStart;\r
+ for (i = 0;i < PMPageSize / (sizeof(word) * 2);i++,p += 2)\r
+ {\r
+ if (pg >= ChunksInFile - 1)\r
+ break;\r
+ pg += (p[1] + (PMPageSize - 1)) / PMPageSize;\r
+ }\r
+ PM_UnlockMainMem();\r
+ MM_GetPtr((memptr *)&DigiList,i * sizeof(word) * 2);\r
+ _fmemcpy((void far *)DigiList,(void far *)list,i * sizeof(word) * 2);\r
+ MM_FreePtr(&list);\r
+ NumDigi = i;\r
+\r
+ for (i = 0;i < LASTSOUND;i++)\r
+ DigiMap[i] = -1;\r
+}\r
+\r
+// AdLib Code\r
+\r
+///////////////////////////////////////////////////////////////////////////\r
+//\r
+// alOut(n,b) - Puts b in AdLib card register n\r
+//\r
+///////////////////////////////////////////////////////////////////////////\r
+void\r
+alOut(byte n,byte b)\r
+{\r
+asm pushf\r
+asm cli\r
+\r
+asm mov dx,0x388\r
+asm mov al,[n]\r
+asm out dx,al\r
+asm in al,dx\r
+asm in al,dx\r
+asm in al,dx\r
+asm in al,dx\r
+asm in al,dx\r
+asm in al,dx\r
+asm inc dx\r
+asm mov al,[b]\r
+asm out dx,al\r
+\r
+asm popf\r
+\r
+asm dec dx\r
+asm in al,dx\r
+asm in al,dx\r
+asm in al,dx\r
+asm in al,dx\r
+asm in al,dx\r
+asm in al,dx\r
+asm in al,dx\r
+asm in al,dx\r
+asm in al,dx\r
+asm in al,dx\r
+\r
+asm in al,dx\r
+asm in al,dx\r
+asm in al,dx\r
+asm in al,dx\r
+asm in al,dx\r
+asm in al,dx\r
+asm in al,dx\r
+asm in al,dx\r
+asm in al,dx\r
+asm in al,dx\r
+\r
+asm in al,dx\r
+asm in al,dx\r
+asm in al,dx\r
+asm in al,dx\r
+asm in al,dx\r
+asm in al,dx\r
+asm in al,dx\r
+asm in al,dx\r
+asm in al,dx\r
+asm in al,dx\r
+\r
+asm in al,dx\r
+asm in al,dx\r
+asm in al,dx\r
+asm in al,dx\r
+asm in al,dx\r
+}\r
+\r
+#if 0\r
+///////////////////////////////////////////////////////////////////////////\r
+//\r
+// SDL_SetInstrument() - Puts an instrument into a generator\r
+//\r
+///////////////////////////////////////////////////////////////////////////\r
+static void\r
+SDL_SetInstrument(int track,int which,Instrument far *inst,boolean percussive)\r
+{\r
+ byte c,m;\r
+\r
+ if (percussive)\r
+ {\r
+ c = pcarriers[which];\r
+ m = pmodifiers[which];\r
+ }\r
+ else\r
+ {\r
+ c = carriers[which];\r
+ m = modifiers[which];\r
+ }\r
+\r
+ tracks[track - 1]->inst = *inst;\r
+ tracks[track - 1]->percussive = percussive;\r
+\r
+ alOut(m + alChar,inst->mChar);\r
+ alOut(m + alScale,inst->mScale);\r
+ alOut(m + alAttack,inst->mAttack);\r
+ alOut(m + alSus,inst->mSus);\r
+ alOut(m + alWave,inst->mWave);\r
+\r
+ // Most percussive instruments only use one cell\r
+ if (c != 0xff)\r
+ {\r
+ alOut(c + alChar,inst->cChar);\r
+ alOut(c + alScale,inst->cScale);\r
+ alOut(c + alAttack,inst->cAttack);\r
+ alOut(c + alSus,inst->cSus);\r
+ alOut(c + alWave,inst->cWave);\r
+ }\r
+\r
+ alOut(which + alFeedCon,inst->nConn); // DEBUG - I think this is right\r
+}\r
+#endif\r
+\r
+///////////////////////////////////////////////////////////////////////////\r
+//\r
+// SDL_ALStopSound() - Turns off any sound effects playing through the\r
+// AdLib card\r
+//\r
+///////////////////////////////////////////////////////////////////////////\r
+#ifdef _MUSE_\r
+void\r
+#else\r
+static void\r
+#endif\r
+SDL_ALStopSound(void)\r
+{\r
+asm pushf\r
+asm cli\r
+\r
+ (long)alSound = 0;\r
+ alOut(alFreqH + 0,0);\r
+\r
+asm popf\r
+}\r
+\r
+static void\r
+SDL_AlSetFXInst(Instrument far *inst)\r
+{\r
+ byte c,m;\r
+\r
+ m = modifiers[0];\r
+ c = carriers[0];\r
+ alOut(m + alChar,inst->mChar);\r
+ alOut(m + alScale,inst->mScale);\r
+ alOut(m + alAttack,inst->mAttack);\r
+ alOut(m + alSus,inst->mSus);\r
+ alOut(m + alWave,inst->mWave);\r
+ alOut(c + alChar,inst->cChar);\r
+ alOut(c + alScale,inst->cScale);\r
+ alOut(c + alAttack,inst->cAttack);\r
+ alOut(c + alSus,inst->cSus);\r
+ alOut(c + alWave,inst->cWave);\r
+\r
+ // Note: Switch commenting on these lines for old MUSE compatibility\r
+// alOut(alFeedCon,inst->nConn);\r
+ alOut(alFeedCon,0);\r
+}\r
+\r
+///////////////////////////////////////////////////////////////////////////\r
+//\r
+// SDL_ALPlaySound() - Plays the specified sound on the AdLib card\r
+//\r
+///////////////////////////////////////////////////////////////////////////\r
+#ifdef _MUSE_\r
+void\r
+#else\r
+static void\r
+#endif\r
+SDL_ALPlaySound(AdLibSound far *sound)\r
+{\r
+ Instrument far *inst;\r
+ byte huge *data;\r
+\r
+ SDL_ALStopSound();\r
+\r
+asm pushf\r
+asm cli\r
+\r
+ alLengthLeft = sound->common.length;\r
+ data = sound->data;\r
+ data++;\r
+ data--;\r
+ alSound = (byte far *)data;\r
+ alBlock = ((sound->block & 7) << 2) | 0x20;\r
+ inst = &sound->inst;\r
+\r
+ if (!(inst->mSus | inst->cSus))\r
+ {\r
+ asm popf\r
+ Quit("SDL_ALPlaySound() - Bad instrument");\r
+ }\r
+\r
+ SDL_AlSetFXInst(&alZeroInst); // DEBUG\r
+ SDL_AlSetFXInst(inst);\r
+\r
+asm popf\r
+}\r
+\r
+#if 0\r
+///////////////////////////////////////////////////////////////////////////\r
+//\r
+// SDL_ALSoundService() - Plays the next sample out through the AdLib card\r
+//\r
+///////////////////////////////////////////////////////////////////////////\r
+//static void\r
+void\r
+SDL_ALSoundService(void)\r
+{\r
+ byte s;\r
+\r
+ if (alSound)\r
+ {\r
+ s = *alSound++;\r
+ if (!s)\r
+ alOut(alFreqH + 0,0);\r
+ else\r
+ {\r
+ alOut(alFreqL + 0,s);\r
+ alOut(alFreqH + 0,alBlock);\r
+ }\r
+\r
+ if (!(--alLengthLeft))\r
+ {\r
+ (long)alSound = 0;\r
+ alOut(alFreqH + 0,0);\r
+ SDL_SoundFinished();\r
+ }\r
+ }\r
+}\r
+#endif\r
+\r
+#if 0\r
+void\r
+SDL_ALService(void)\r
+{\r
+ byte a,v;\r
+ word w;\r
+\r
+ if (!sqActive)\r
+ return;\r
+\r
+ while (sqHackLen && (sqHackTime <= alTimeCount))\r
+ {\r
+ w = *sqHackPtr++;\r
+ sqHackTime = alTimeCount + *sqHackPtr++;\r
+ asm mov dx,[w]\r
+ asm mov [a],dl\r
+ asm mov [v],dh\r
+ alOut(a,v);\r
+ sqHackLen -= 4;\r
+ }\r
+ alTimeCount++;\r
+ if (!sqHackLen)\r
+ {\r
+ sqHackPtr = (word far *)sqHack;\r
+ sqHackLen = sqHackSeqLen;\r
+ alTimeCount = sqHackTime = 0;\r
+ }\r
+}\r
+#endif\r
+\r
+///////////////////////////////////////////////////////////////////////////\r
+//\r
+// SDL_ShutAL() - Shuts down the AdLib card for sound effects\r
+//\r
+///////////////////////////////////////////////////////////////////////////\r
+static void\r
+SDL_ShutAL(void)\r
+{\r
+asm pushf\r
+asm cli\r
+\r
+ alOut(alEffects,0);\r
+ alOut(alFreqH + 0,0);\r
+ SDL_AlSetFXInst(&alZeroInst);\r
+ alSound = 0;\r
+\r
+asm popf\r
+}\r
+\r
+///////////////////////////////////////////////////////////////////////////\r
+//\r
+// SDL_CleanAL() - Totally shuts down the AdLib card\r
+//\r
+///////////////////////////////////////////////////////////////////////////\r
+static void\r
+SDL_CleanAL(void)\r
+{\r
+ int i;\r
+\r
+asm pushf\r
+asm cli\r
+\r
+ alOut(alEffects,0);\r
+ for (i = 1;i < 0xf5;i++)\r
+ alOut(i,0);\r
+\r
+asm popf\r
+}\r
+\r
+///////////////////////////////////////////////////////////////////////////\r
+//\r
+// SDL_StartAL() - Starts up the AdLib card for sound effects\r
+//\r
+///////////////////////////////////////////////////////////////////////////\r
+static void\r
+SDL_StartAL(void)\r
+{\r
+ alFXReg = 0;\r
+ alOut(alEffects,alFXReg);\r
+ SDL_AlSetFXInst(&alZeroInst);\r
+}\r
+\r
+///////////////////////////////////////////////////////////////////////////\r
+//\r
+// SDL_DetectAdLib() - Determines if there's an AdLib (or SoundBlaster\r
+// emulating an AdLib) present\r
+//\r
+///////////////////////////////////////////////////////////////////////////\r
+static boolean\r
+SDL_DetectAdLib(void)\r
+{\r
+ byte status1,status2;\r
+ int i;\r
+\r
+ alOut(4,0x60); // Reset T1 & T2\r
+ alOut(4,0x80); // Reset IRQ\r
+ status1 = readstat();\r
+ alOut(2,0xff); // Set timer 1\r
+ alOut(4,0x21); // Start timer 1\r
+#if 0\r
+ SDL_Delay(TimerDelay100);\r
+#else\r
+asm mov dx,0x388\r
+asm mov cx,100\r
+usecloop:\r
+asm in al,dx\r
+asm loop usecloop\r
+#endif\r
+\r
+ status2 = readstat();\r
+ alOut(4,0x60);\r
+ alOut(4,0x80);\r
+\r
+ if (((status1 & 0xe0) == 0x00) && ((status2 & 0xe0) == 0xc0))\r
+ {\r
+ for (i = 1;i <= 0xf5;i++) // Zero all the registers\r
+ alOut(i,0);\r
+\r
+ alOut(1,0x20); // Set WSE=1\r
+ alOut(8,0); // Set CSM=0 & SEL=0\r
+\r
+ return(true);\r
+ }\r
+ else\r
+ return(false);\r
+}\r
+\r
+#if 0\r
+///////////////////////////////////////////////////////////////////////////\r
+//\r
+// SDL_t0Service() - My timer 0 ISR which handles the different timings and\r
+// dispatches to whatever other routines are appropriate\r
+//\r
+///////////////////////////////////////////////////////////////////////////\r
+static void interrupt\r
+SDL_t0Service(void)\r
+{\r
+static word count = 1;\r
+\r
+#if 1 // for debugging\r
+asm mov dx,STATUS_REGISTER_1\r
+asm in al,dx\r
+asm mov dx,ATR_INDEX\r
+asm mov al,ATR_OVERSCAN\r
+asm out dx,al\r
+asm mov al,4 // red\r
+asm out dx,al\r
+#endif\r
+\r
+ HackCount++;\r
+\r
+ if ((MusicMode == smm_AdLib) || (DigiMode == sds_SoundSource))\r
+ {\r
+ SDL_ALService();\r
+ SDL_SSService();\r
+// if (!(++count & 7))\r
+ if (!(++count % 10))\r
+ {\r
+ LocalTime++;\r
+ TimeCount++;\r
+ if (SoundUserHook)\r
+ SoundUserHook();\r
+ }\r
+// if (!(count & 3))\r
+ if (!(count % 5))\r
+ {\r
+ switch (SoundMode)\r
+ {\r
+ case sdm_PC:\r
+ SDL_PCService();\r
+ break;\r
+ case sdm_AdLib:\r
+ SDL_ALSoundService();\r
+ break;\r
+ }\r
+ }\r
+ }\r
+ else\r
+ {\r
+ if (!(++count & 1))\r
+ {\r
+ LocalTime++;\r
+ TimeCount++;\r
+ if (SoundUserHook)\r
+ SoundUserHook();\r
+ }\r
+ switch (SoundMode)\r
+ {\r
+ case sdm_PC:\r
+ SDL_PCService();\r
+ break;\r
+ case sdm_AdLib:\r
+ SDL_ALSoundService();\r
+ break;\r
+ }\r
+ }\r
+\r
+asm mov ax,[WORD PTR TimerCount]\r
+asm add ax,[WORD PTR TimerDivisor]\r
+asm mov [WORD PTR TimerCount],ax\r
+asm jnc myack\r
+ t0OldService(); // If we overflow a word, time to call old int handler\r
+asm jmp olddone\r
+myack:;\r
+ outportb(0x20,0x20); // Ack the interrupt\r
+olddone:;\r
+\r
+#if 1 // for debugging\r
+asm mov dx,STATUS_REGISTER_1\r
+asm in al,dx\r
+asm mov dx,ATR_INDEX\r
+asm mov al,ATR_OVERSCAN\r
+asm out dx,al\r
+asm mov al,3 // blue\r
+asm out dx,al\r
+asm mov al,0x20 // normal\r
+asm out dx,al\r
+#endif\r
+}\r
+#endif\r
+\r
+////////////////////////////////////////////////////////////////////////////\r
+//\r
+// SDL_ShutDevice() - turns off whatever device was being used for sound fx\r
+//\r
+////////////////////////////////////////////////////////////////////////////\r
+static void\r
+SDL_ShutDevice(void)\r
+{\r
+ switch (SoundMode)\r
+ {\r
+ case sdm_PC:\r
+ SDL_ShutPC();\r
+ break;\r
+ case sdm_AdLib:\r
+ SDL_ShutAL();\r
+ break;\r
+ }\r
+ SoundMode = sdm_Off;\r
+}\r
+\r
+///////////////////////////////////////////////////////////////////////////\r
+//\r
+// SDL_CleanDevice() - totally shuts down all sound devices\r
+//\r
+///////////////////////////////////////////////////////////////////////////\r
+static void\r
+SDL_CleanDevice(void)\r
+{\r
+ if ((SoundMode == sdm_AdLib) || (MusicMode == smm_AdLib))\r
+ SDL_CleanAL();\r
+}\r
+\r
+///////////////////////////////////////////////////////////////////////////\r
+//\r
+// SDL_StartDevice() - turns on whatever device is to be used for sound fx\r
+//\r
+///////////////////////////////////////////////////////////////////////////\r
+static void\r
+SDL_StartDevice(void)\r
+{\r
+ switch (SoundMode)\r
+ {\r
+ case sdm_AdLib:\r
+ SDL_StartAL();\r
+ break;\r
+ }\r
+ SoundNumber = SoundPriority = 0;\r
+}\r
+\r
+// Public routines\r
+\r
+///////////////////////////////////////////////////////////////////////////\r
+//\r
+// SD_SetSoundMode() - Sets which sound hardware to use for sound effects\r
+//\r
+///////////////////////////////////////////////////////////////////////////\r
+boolean\r
+SD_SetSoundMode(SDMode mode)\r
+{\r
+ boolean result = false;\r
+ word tableoffset;\r
+\r
+ SD_StopSound();\r
+\r
+#ifndef _MUSE_\r
+ if ((mode == sdm_AdLib) && !AdLibPresent)\r
+ mode = sdm_PC;\r
+\r
+ switch (mode)\r
+ {\r
+ case sdm_Off:\r
+ NeedsDigitized = false;\r
+ result = true;\r
+ break;\r
+ case sdm_PC:\r
+ tableoffset = STARTPCSOUNDS;\r
+ NeedsDigitized = false;\r
+ result = true;\r
+ break;\r
+ case sdm_AdLib:\r
+ if (AdLibPresent)\r
+ {\r
+ tableoffset = STARTADLIBSOUNDS;\r
+ NeedsDigitized = false;\r
+ result = true;\r
+ }\r
+ break;\r
+ }\r
+#else\r
+ result = true;\r
+#endif\r
+\r
+ if (result && (mode != SoundMode))\r
+ {\r
+ SDL_ShutDevice();\r
+ SoundMode = mode;\r
+#ifndef _MUSE_\r
+ SoundTable = (word *)(&audiosegs[tableoffset]);\r
+#endif\r
+ SDL_StartDevice();\r
+ }\r
+\r
+ SDL_SetTimerSpeed();\r
+\r
+ return(result);\r
+}\r
+\r
+///////////////////////////////////////////////////////////////////////////\r
+//\r
+// SD_SetMusicMode() - sets the device to use for background music\r
+//\r
+///////////////////////////////////////////////////////////////////////////\r
+boolean\r
+SD_SetMusicMode(SMMode mode)\r
+{\r
+ boolean result = false;\r
+\r
+ SD_FadeOutMusic();\r
+ while (SD_MusicPlaying())\r
+ ;\r
+\r
+ switch (mode)\r
+ {\r
+ case smm_Off:\r
+ NeedsMusic = false;\r
+ result = true;\r
+ break;\r
+ case smm_AdLib:\r
+ if (AdLibPresent)\r
+ {\r
+ NeedsMusic = true;\r
+ result = true;\r
+ }\r
+ break;\r
+ }\r
+\r
+ if (result)\r
+ MusicMode = mode;\r
+\r
+ SDL_SetTimerSpeed();\r
+\r
+ return(result);\r
+}\r
+\r
+///////////////////////////////////////////////////////////////////////////\r
+//\r
+// SD_Startup() - starts up the Sound Mgr\r
+// Detects all additional sound hardware and installs my ISR\r
+//\r
+///////////////////////////////////////////////////////////////////////////\r
+void\r
+SD_Startup(void)\r
+{\r
+ int i;\r
+\r
+ if (SD_Started)\r
+ return;\r
+\r
+ SDL_SetDS();\r
+\r
+ ssIsTandy = false;\r
+ ssNoCheck = false;\r
+ alNoCheck = false;\r
+ sbNoCheck = false;\r
+ sbNoProCheck = false;\r
+#ifndef _MUSE_\r
+ for (i = 1;i < _argc;i++)\r
+ {\r
+ switch (US_CheckParm(_argv[i],ParmStrings))\r
+ {\r
+ case 0: // No AdLib detection\r
+ alNoCheck = true;\r
+ break;\r
+ case 1: // No SoundBlaster detection\r
+ sbNoCheck = true;\r
+ break;\r
+ case 2: // No SoundBlaster Pro detection\r
+ sbNoProCheck = true;\r
+ break;\r
+ case 3:\r
+ ssNoCheck = true; // No Sound Source detection\r
+ break;\r
+ case 4: // Tandy Sound Source handling\r
+ ssIsTandy = true;\r
+ break;\r
+ case 5: // Sound Source present at LPT1\r
+ ssPort = 1;\r
+ ssNoCheck = SoundSourcePresent = true;\r
+ break;\r
+ case 6: // Sound Source present at LPT2\r
+ ssPort = 2;\r
+ ssNoCheck = SoundSourcePresent = true;\r
+ break;\r
+ case 7: // Sound Source present at LPT3\r
+ ssPort = 3;\r
+ ssNoCheck = SoundSourcePresent = true;\r
+ break;\r
+ }\r
+ }\r
+#endif\r
+\r
+ SoundUserHook = 0;\r
+\r
+ t0OldService = getvect(8); // Get old timer 0 ISR\r
+\r
+ LocalTime = TimeCount = alTimeCount = 0;\r
+\r
+ SD_SetSoundMode(sdm_Off);\r
+ SD_SetMusicMode(smm_Off);\r
+\r
+ if (!ssNoCheck)\r
+ SoundSourcePresent = SDL_DetectSoundSource();\r
+\r
+ if (!alNoCheck)\r
+ {\r
+ AdLibPresent = SDL_DetectAdLib();\r
+ if (AdLibPresent && !sbNoCheck)\r
+ {\r
+ int port = -1;\r
+ char *env = getenv("BLASTER");\r
+ if (env)\r
+ {\r
+ long temp;\r
+ while (*env)\r
+ {\r
+ while (isspace(*env))\r
+ env++;\r
+\r
+ switch (toupper(*env))\r
+ {\r
+ case 'A':\r
+ temp = strtol(env + 1,&env,16);\r
+ if\r
+ (\r
+ (temp >= 0x210)\r
+ && (temp <= 0x260)\r
+ && (!(temp & 0x00f))\r
+ )\r
+ port = (temp - 0x200) >> 4;\r
+ else\r
+ Quit("SD_Startup: Unsupported address value in BLASTER");\r
+ break;\r
+ case 'I':\r
+ temp = strtol(env + 1,&env,10);\r
+ if\r
+ (\r
+ (temp >= 0)\r
+ && (temp <= 10)\r
+ && (sbIntVectors[temp] != -1)\r
+ )\r
+ {\r
+ sbInterrupt = temp;\r
+ sbIntVec = sbIntVectors[sbInterrupt];\r
+ }\r
+ else\r
+ Quit("SD_Startup: Unsupported interrupt value in BLASTER");\r
+ break;\r
+ case 'D':\r
+ temp = strtol(env + 1,&env,10);\r
+ if ((temp == 0) || (temp == 1) || (temp == 3))\r
+ SDL_SBSetDMA(temp);\r
+ else\r
+ Quit("SD_Startup: Unsupported DMA value in BLASTER");\r
+ break;\r
+ default:\r
+ while (isspace(*env))\r
+ env++;\r
+ while (*env && !isspace(*env))\r
+ env++;\r
+ break;\r
+ }\r
+ }\r
+ }\r
+ SoundBlasterPresent = SDL_DetectSoundBlaster(port);\r
+ }\r
+ }\r
+\r
+ for (i = 0;i < 255;i++)\r
+ pcSoundLookup[i] = i * 60;\r
+\r
+ if (SoundBlasterPresent)\r
+ SDL_StartSB();\r
+\r
+ SDL_SetupDigi();\r
+\r
+ SD_Started = true;\r
+}\r
+\r
+///////////////////////////////////////////////////////////////////////////\r
+//\r
+// SD_Default() - Sets up the default behaviour for the Sound Mgr whether\r
+// the config file was present or not.\r
+//\r
+///////////////////////////////////////////////////////////////////////////\r
+void\r
+SD_Default(boolean gotit,SDMode sd,SMMode sm)\r
+{\r
+ boolean gotsd,gotsm;\r
+\r
+ gotsd = gotsm = gotit;\r
+\r
+ if (gotsd) // Make sure requested sound hardware is available\r
+ {\r
+ switch (sd)\r
+ {\r
+ case sdm_AdLib:\r
+ gotsd = AdLibPresent;\r
+ break;\r
+ }\r
+ }\r
+ if (!gotsd)\r
+ {\r
+ if (AdLibPresent)\r
+ sd = sdm_AdLib;\r
+ else\r
+ sd = sdm_PC;\r
+ }\r
+ if (sd != SoundMode)\r
+ SD_SetSoundMode(sd);\r
+\r
+\r
+ if (gotsm) // Make sure requested music hardware is available\r
+ {\r
+ switch (sm)\r
+ {\r
+ case sdm_AdLib:\r
+ gotsm = AdLibPresent;\r
+ break;\r
+ }\r
+ }\r
+ if (!gotsm)\r
+ {\r
+ if (AdLibPresent)\r
+ sm = smm_AdLib;\r
+ }\r
+ if (sm != MusicMode)\r
+ SD_SetMusicMode(sm);\r
+}\r
+\r
+///////////////////////////////////////////////////////////////////////////\r
+//\r
+// SD_Shutdown() - shuts down the Sound Mgr\r
+// Removes sound ISR and turns off whatever sound hardware was active\r
+//\r
+///////////////////////////////////////////////////////////////////////////\r
+void\r
+SD_Shutdown(void)\r
+{\r
+ if (!SD_Started)\r
+ return;\r
+\r
+ SD_MusicOff();\r
+ SD_StopSound();\r
+ SDL_ShutDevice();\r
+ SDL_CleanDevice();\r
+\r
+ if (SoundBlasterPresent)\r
+ SDL_ShutSB();\r
+\r
+ if (SoundSourcePresent)\r
+ SDL_ShutSS();\r
+\r
+ asm pushf\r
+ asm cli\r
+\r
+ SDL_SetTimer0(0);\r
+\r
+ setvect(8,t0OldService);\r
+\r
+ asm popf\r
+\r
+ SD_Started = false;\r
+}\r
+\r
+///////////////////////////////////////////////////////////////////////////\r
+//\r
+// SD_SetUserHook() - sets the routine that the Sound Mgr calls every 1/70th\r
+// of a second from its timer 0 ISR\r
+//\r
+///////////////////////////////////////////////////////////////////////////\r
+void\r
+SD_SetUserHook(void (* hook)(void))\r
+{\r
+ SoundUserHook = hook;\r
+}\r
+\r
+///////////////////////////////////////////////////////////////////////////\r
+//\r
+// SD_PositionSound() - Sets up a stereo imaging location for the next\r
+// sound to be played. Each channel ranges from 0 to 15.\r
+//\r
+///////////////////////////////////////////////////////////////////////////\r
+void\r
+SD_PositionSound(int leftvol,int rightvol)\r
+{\r
+ LeftPosition = leftvol;\r
+ RightPosition = rightvol;\r
+ nextsoundpos = true;\r
+}\r
+\r
+///////////////////////////////////////////////////////////////////////////\r
+//\r
+// SD_PlaySound() - plays the specified sound on the appropriate hardware\r
+//\r
+///////////////////////////////////////////////////////////////////////////\r
+boolean\r
+SD_PlaySound(soundnames sound)\r
+{\r
+ boolean ispos;\r
+ SoundCommon far *s;\r
+ int lp,rp;\r
+\r
+ lp = LeftPosition;\r
+ rp = RightPosition;\r
+ LeftPosition = 0;\r
+ RightPosition = 0;\r
+\r
+ ispos = nextsoundpos;\r
+ nextsoundpos = false;\r
+\r
+ if (sound == -1)\r
+ return(false);\r
+\r
+ s = MK_FP(SoundTable[sound],0);\r
+ if ((SoundMode != sdm_Off) && !s)\r
+ Quit("SD_PlaySound() - Uncached sound");\r
+\r
+ if ((DigiMode != sds_Off) && (DigiMap[sound] != -1))\r
+ {\r
+ if ((DigiMode == sds_PC) && (SoundMode == sdm_PC))\r
+ {\r
+ if (s->priority < SoundPriority)\r
+ return(false);\r
+\r
+ SDL_PCStopSound();\r
+\r
+ SD_PlayDigitized(DigiMap[sound],lp,rp);\r
+ SoundPositioned = ispos;\r
+ SoundNumber = sound;\r
+ SoundPriority = s->priority;\r
+ }\r
+ else\r
+ {\r
+ asm pushf\r
+ asm cli\r
+ if (DigiPriority && !DigiNumber)\r
+ {\r
+ asm popf\r
+ Quit("SD_PlaySound: Priority without a sound");\r
+ }\r
+ asm popf\r
+\r
+ if (s->priority < DigiPriority)\r
+ return(false);\r
+\r
+ SD_PlayDigitized(DigiMap[sound],lp,rp);\r
+ SoundPositioned = ispos;\r
+ DigiNumber = sound;\r
+ DigiPriority = s->priority;\r
+ }\r
+\r
+ return(true);\r
+ }\r
+\r
+ if (SoundMode == sdm_Off)\r
+ return(false);\r
+ if (!s->length)\r
+ Quit("SD_PlaySound() - Zero length sound");\r
+ if (s->priority < SoundPriority)\r
+ return(false);\r
+\r
+ switch (SoundMode)\r
+ {\r
+ case sdm_PC:\r
+ SDL_PCPlaySound((void far *)s);\r
+ break;\r
+ case sdm_AdLib:\r
+ SDL_ALPlaySound((void far *)s);\r
+ break;\r
+ }\r
+\r
+ SoundNumber = sound;\r
+ SoundPriority = s->priority;\r
+\r
+ return(false);\r
+}\r
+\r
+///////////////////////////////////////////////////////////////////////////\r
+//\r
+// SD_SoundPlaying() - returns the sound number that's playing, or 0 if\r
+// no sound is playing\r
+//\r
+///////////////////////////////////////////////////////////////////////////\r
+word\r
+SD_SoundPlaying(void)\r
+{\r
+ boolean result = false;\r
+\r
+ switch (SoundMode)\r
+ {\r
+ case sdm_PC:\r
+ result = pcSound? true : false;\r
+ break;\r
+ case sdm_AdLib:\r
+ result = alSound? true : false;\r
+ break;\r
+ }\r
+\r
+ if (result)\r
+ return(SoundNumber);\r
+ else\r
+ return(false);\r
+}\r
+\r
+///////////////////////////////////////////////////////////////////////////\r
+//\r
+// SD_StopSound() - if a sound is playing, stops it\r
+//\r
+///////////////////////////////////////////////////////////////////////////\r
+void\r
+SD_StopSound(void)\r
+{\r
+ if (DigiPlaying)\r
+ SD_StopDigitized();\r
+\r
+ switch (SoundMode)\r
+ {\r
+ case sdm_PC:\r
+ SDL_PCStopSound();\r
+ break;\r
+ case sdm_AdLib:\r
+ SDL_ALStopSound();\r
+ break;\r
+ }\r
+\r
+ SoundPositioned = false;\r
+\r
+ SDL_SoundFinished();\r
+}\r
+\r
+///////////////////////////////////////////////////////////////////////////\r
+//\r
+// SD_WaitSoundDone() - waits until the current sound is done playing\r
+//\r
+///////////////////////////////////////////////////////////////////////////\r
+void\r
+SD_WaitSoundDone(void)\r
+{\r
+ while (SD_SoundPlaying())\r
+ ;\r
+}\r
+\r
+///////////////////////////////////////////////////////////////////////////\r
+//\r
+// SD_MusicOn() - turns on the sequencer\r
+//\r
+///////////////////////////////////////////////////////////////////////////\r
+void\r
+SD_MusicOn(void)\r
+{\r
+ sqActive = true;\r
+}\r
+\r
+///////////////////////////////////////////////////////////////////////////\r
+//\r
+// SD_MusicOff() - turns off the sequencer and any playing notes\r
+//\r
+///////////////////////////////////////////////////////////////////////////\r
+void\r
+SD_MusicOff(void)\r
+{\r
+ word i;\r
+\r
+\r
+ switch (MusicMode)\r
+ {\r
+ case smm_AdLib:\r
+ alFXReg = 0;\r
+ alOut(alEffects,0);\r
+ for (i = 0;i < sqMaxTracks;i++)\r
+ alOut(alFreqH + i + 1,0);\r
+ break;\r
+ }\r
+ sqActive = false;\r
+}\r
+\r
+///////////////////////////////////////////////////////////////////////////\r
+//\r
+// SD_StartMusic() - starts playing the music pointed to\r
+//\r
+///////////////////////////////////////////////////////////////////////////\r
+void\r
+SD_StartMusic(MusicGroup far *music)\r
+{\r
+ SD_MusicOff();\r
+asm pushf\r
+asm cli\r
+\r
+ if (MusicMode == smm_AdLib)\r
+ {\r
+ sqHackPtr = sqHack = music->values;\r
+ sqHackSeqLen = sqHackLen = music->length;\r
+ sqHackTime = 0;\r
+ alTimeCount = 0;\r
+ SD_MusicOn();\r
+ }\r
+\r
+asm popf\r
+}\r
+\r
+///////////////////////////////////////////////////////////////////////////\r
+//\r
+// SD_FadeOutMusic() - starts fading out the music. Call SD_MusicPlaying()\r
+// to see if the fadeout is complete\r
+//\r
+///////////////////////////////////////////////////////////////////////////\r
+void\r
+SD_FadeOutMusic(void)\r
+{\r
+ switch (MusicMode)\r
+ {\r
+ case smm_AdLib:\r
+ // DEBUG - quick hack to turn the music off\r
+ SD_MusicOff();\r
+ break;\r
+ }\r
+}\r
+\r
+///////////////////////////////////////////////////////////////////////////\r
+//\r
+// SD_MusicPlaying() - returns true if music is currently playing, false if\r
+// not\r
+//\r
+///////////////////////////////////////////////////////////////////////////\r
+boolean\r
+SD_MusicPlaying(void)\r
+{\r
+ boolean result;\r
+\r
+ switch (MusicMode)\r
+ {\r
+ case smm_AdLib:\r
+ result = false;\r
+ // DEBUG - not written\r
+ break;\r
+ default:\r
+ result = false;\r
+ }\r
+\r
+ return(result);\r
+}\r
--- /dev/null
+;\r
+; ID_SD.EQU\r
+; Id Sound Manager assembly equates\r
+;\r
+\r
+ INCLUDE 'ID_VL.EQU' ; For screen color debugging stuff\r
+\r
+; Modes\r
+sdm_Off = 0\r
+sdm_PC = 1\r
+sdm_AdLib = 2\r
+\r
+smm_Off = 0\r
+smm_AdLib = 1\r
+\r
+sds_Off = 0\r
+sds_SoundSource = 1\r
+sds_SoundBlaster = 2\r
+\r
+; Stuff for the PC speaker\r
+pcTimer = 42h\r
+pcTAccess = 43h\r
+pcSpeaker = 61h\r
+pcSpkBits = 3\r
+\r
+; Stuff for the AdLib\r
+; Operator registers\r
+alChar = 20h\r
+alScale = 40h\r
+alAttack = 60h\r
+alSus = 80h\r
+alWave = 0e0h\r
+; Channel registers\r
+alFreqL = 0a0h\r
+alFreqH = 0b0h\r
+alFeedCon = 0c0h\r
+; Global registers\r
+alEffects = 0bdh\r
--- /dev/null
+//\r
+// ID Engine\r
+// ID_SD.h - Sound Manager Header\r
+// Version for Wolfenstein\r
+// By Jason Blochowiak\r
+//\r
+\r
+#ifndef __ID_SD__\r
+#define __ID_SD__\r
+\r
+void alOut(byte n,byte b);\r
+\r
+#ifdef __DEBUG__\r
+#define __DEBUG_SoundMgr__\r
+#endif\r
+\r
+#define TickBase 70 // 70Hz per tick - used as a base for timer 0\r
+\r
+typedef enum {\r
+ sdm_Off,\r
+ sdm_PC,sdm_AdLib,\r
+ } SDMode;\r
+typedef enum {\r
+ smm_Off,smm_AdLib\r
+ } SMMode;\r
+typedef enum {\r
+ sds_Off,sds_PC,sds_SoundSource,sds_SoundBlaster\r
+ } SDSMode;\r
+typedef struct\r
+ {\r
+ longword length;\r
+ word priority;\r
+ } SoundCommon;\r
+\r
+// PC Sound stuff\r
+#define pcTimer 0x42\r
+#define pcTAccess 0x43\r
+#define pcSpeaker 0x61\r
+\r
+#define pcSpkBits 3\r
+\r
+typedef struct\r
+ {\r
+ SoundCommon common;\r
+ byte data[1];\r
+ } PCSound;\r
+\r
+// Registers for the Sound Blaster card - needs to be offset by n0 (0x10,0x20,0x30,0x40,0x50,0x60)\r
+#define sbReset 0x206 // W\r
+#define sbFMStatus 0x208 // R\r
+#define sbFMAddr 0x208 // W\r
+#define sbFMData 0x209 // W\r
+#define sbReadData 0x20a // R\r
+#define sbWriteCmd 0x20c // W\r
+#define sbWriteData 0x20c // W\r
+#define sbWriteStat 0x20c // R\r
+#define sbDataAvail 0x20e // R\r
+\r
+// Registers for the Sound Blaster Pro card - needs to be offset by n0 (0x20 or 0x40)\r
+#define sbpLFMStatus 0x200 // R\r
+#define sbpLFMAddr 0x200 // W\r
+#define sbpLFMData 0x201 // W\r
+#define sbpRFMStatus 0x202 // R\r
+#define sbpRFMAddr 0x202 // W\r
+#define sbpRFMData 0x203 // W\r
+#define sbpMixerAddr 0x204 // W\r
+#define sbpMixerData 0x205 // RW\r
+#define sbpCDData 0x210 // R\r
+#define sbpCDCommand 0x210 // W\r
+#define sbpCDStatus 0x211 // R\r
+#define sbpCDReset 0x212 // W\r
+\r
+// SBPro Mixer addresses\r
+#define sbpmReset 0x00\r
+#define sbpmVoiceVol 0x04\r
+#define sbpmMicMix 0x0a\r
+#define sbpmFilterADC 0x0c\r
+#define sbpmControl 0x0e\r
+#define sbpmMasterVol 0x22\r
+#define sbpmFMVol 0x26\r
+#define sbpmCDVol 0x28\r
+#define sbpmLineVol 0x2e\r
+\r
+typedef struct\r
+ {\r
+ SoundCommon common;\r
+ word hertz;\r
+ byte bits,\r
+ reference,\r
+ data[1];\r
+ } SampledSound;\r
+\r
+// Registers for the AdLib card\r
+#define alFMStatus 0x388 // R\r
+#define alFMAddr 0x388 // W\r
+#define alFMData 0x389 // W\r
+\r
+// Register addresses\r
+// Operator stuff\r
+#define alChar 0x20\r
+#define alScale 0x40\r
+#define alAttack 0x60\r
+#define alSus 0x80\r
+#define alWave 0xe0\r
+// Channel stuff\r
+#define alFreqL 0xa0\r
+#define alFreqH 0xb0\r
+#define alFeedCon 0xc0\r
+// Global stuff\r
+#define alEffects 0xbd\r
+\r
+typedef struct\r
+ {\r
+ byte mChar,cChar,\r
+ mScale,cScale,\r
+ mAttack,cAttack,\r
+ mSus,cSus,\r
+ mWave,cWave,\r
+ nConn,\r
+\r
+ // These are only for Muse - these bytes are really unused\r
+ voice,\r
+ mode,\r
+ unused[3];\r
+ } Instrument;\r
+\r
+typedef struct\r
+ {\r
+ SoundCommon common;\r
+ Instrument inst;\r
+ byte block,\r
+ data[1];\r
+ } AdLibSound;\r
+\r
+//\r
+// Sequencing stuff\r
+//\r
+#define sqMaxTracks 10\r
+#define sqMaxMoods 1 // DEBUG\r
+\r
+#define sev_Null 0 // Does nothing\r
+#define sev_NoteOff 1 // Turns a note off\r
+#define sev_NoteOn 2 // Turns a note on\r
+#define sev_NotePitch 3 // Sets the pitch of a currently playing note\r
+#define sev_NewInst 4 // Installs a new instrument\r
+#define sev_NewPerc 5 // Installs a new percussive instrument\r
+#define sev_PercOn 6 // Turns a percussive note on\r
+#define sev_PercOff 7 // Turns a percussive note off\r
+#define sev_SeqEnd -1 // Terminates a sequence\r
+\r
+// Flags for MusicGroup.flags\r
+#define sf_Melodic 0\r
+#define sf_Percussive 1\r
+\r
+#if 1\r
+typedef struct\r
+ {\r
+ word length,\r
+ values[1];\r
+ } MusicGroup;\r
+#else\r
+typedef struct\r
+ {\r
+ word flags,\r
+ count,\r
+ offsets[1];\r
+ } MusicGroup;\r
+#endif\r
+\r
+typedef struct\r
+ {\r
+ /* This part needs to be set up by the user */\r
+ word mood,far *moods[sqMaxMoods];\r
+\r
+ /* The rest is set up by the code */\r
+ Instrument inst;\r
+ boolean percussive;\r
+ word far *seq;\r
+ longword nextevent;\r
+ } ActiveTrack;\r
+\r
+#define sqmode_Normal 0\r
+#define sqmode_FadeIn 1\r
+#define sqmode_FadeOut 2\r
+\r
+#define sqMaxFade 64 // DEBUG\r
+\r
+\r
+// Global variables\r
+extern boolean AdLibPresent,\r
+ SoundSourcePresent,\r
+ SoundBlasterPresent,\r
+ NeedsMusic, // For Caching Mgr\r
+ SoundPositioned;\r
+extern SDMode SoundMode;\r
+extern SDSMode DigiMode;\r
+extern SMMode MusicMode;\r
+extern boolean DigiPlaying;\r
+extern int DigiMap[];\r
+extern longword TimeCount; // Global time in ticks\r
+\r
+// Function prototypes\r
+extern void SD_Startup(void),\r
+ SD_Shutdown(void),\r
+ SD_Default(boolean gotit,SDMode sd,SMMode sm),\r
+\r
+ SD_PositionSound(int leftvol,int rightvol);\r
+extern boolean SD_PlaySound(soundnames sound);\r
+extern void SD_SetPosition(int leftvol,int rightvol),\r
+ SD_StopSound(void),\r
+ SD_WaitSoundDone(void),\r
+\r
+ SD_StartMusic(MusicGroup far *music),\r
+ SD_MusicOn(void),\r
+ SD_MusicOff(void),\r
+ SD_FadeOutMusic(void),\r
+\r
+ SD_SetUserHook(void (*hook)(void));\r
+extern boolean SD_MusicPlaying(void),\r
+ SD_SetSoundMode(SDMode mode),\r
+ SD_SetMusicMode(SMMode mode);\r
+extern word SD_SoundPlaying(void);\r
+\r
+extern void SD_SetDigiDevice(SDSMode),\r
+ SD_PlayDigitized(word which,int leftpos,int rightpos),\r
+ SD_StopDigitized(void),\r
+ SD_Poll(void);\r
+\r
+#ifdef _MUSE_ // MUSE Goes directly to the lower level routines\r
+extern void SDL_PCPlaySound(PCSound far *sound),\r
+ SDL_PCStopSound(void),\r
+ SDL_ALPlaySound(AdLibSound far *sound),\r
+ SDL_ALStopSound(void);\r
+#endif\r
+\r
+#endif\r
+\r
--- /dev/null
+;\r
+; ID_SD_A.ASM\r
+; Id Sound Manager assembly stuff\r
+\r
+ .8086\r
+ IDEAL\r
+ MODEL MEDIUM,C\r
+ JUMPS\r
+\r
+ INCLUDE 'ID_SD.EQU'\r
+\r
+DEBUG = 0\r
+\r
+ EXTRN SDL_DigitizedDone:FAR\r
+ EXTRN alOut:FAR\r
+\r
+;============================================================================\r
+\r
+DATASEG\r
+\r
+ EXTRN sqActive:WORD\r
+ EXTRN ssSample:DWORD\r
+ EXTRN ssLengthLeft:WORD\r
+ EXTRN ssControl:WORD\r
+ EXTRN ssStatus:WORD\r
+ EXTRN ssData:WORD\r
+ EXTRN ssOn:BYTE\r
+ EXTRN ssOff:BYTE\r
+\r
+ EXTRN pcSound:DWORD\r
+ EXTRN pcLengthLeft:WORD\r
+ EXTRN pcLastSample:BYTE\r
+ EXTRN pcSoundLookup:WORD\r
+\r
+ EXTRN alSound:DWORD\r
+ EXTRN alBlock:WORD\r
+ EXTRN alLengthLeft:WORD\r
+ EXTRN alTimeCount:DWORD\r
+\r
+ EXTRN sqHack:DWORD\r
+ EXTRN sqHackPtr:DWORD\r
+ EXTRN sqHackLen:WORD\r
+ EXTRN sqHackSeqLen:WORD\r
+ EXTRN sqHackTime:DWORD\r
+\r
+ EXTRN HackCount:WORD\r
+ EXTRN TimeCount:WORD\r
+ EXTRN LocalTime:WORD\r
+\r
+ EXTRN TimerCount:WORD\r
+ EXTRN TimerDivisor:WORD\r
+ EXTRN t0OldService:DWORD\r
+\r
+ EXTRN SoundMode:WORD\r
+ EXTRN DigiMode:WORD\r
+\r
+ EXTRN SoundNumber:WORD\r
+ EXTRN SoundPriority:WORD\r
+\r
+count_time dw ?\r
+count_fx dw ?\r
+\r
+pcdtab db 00b,00b,00b,00b,00b,00b,00b,00b,00b,00b,00b,00b,00b,00b,00b,00b\r
+ db 00b,00b,00b,00b,00b,00b,00b,00b,00b,00b,00b,00b,00b,00b,00b,00b\r
+ db 00b,00b,00b,00b,00b,00b,00b,00b,00b,00b,00b,00b,00b,00b,00b,00b\r
+ db 00b,00b,00b,00b,00b,00b,00b,00b,00b,00b,00b,00b,00b,00b,00b,00b\r
+ db 00b,00b,00b,00b,00b,00b,00b,00b,00b,00b,00b,00b,00b,00b,00b,00b\r
+ db 00b,00b,00b,00b,00b,00b,00b,00b,00b,00b,00b,00b,00b,00b,00b,00b\r
+ db 00b,00b,00b,00b,00b,00b,00b,00b,00b,00b,00b,00b,00b,00b,00b,00b\r
+ db 00b,00b,00b,00b,00b,00b,00b,00b,00b,00b,00b,00b,00b,00b,00b,00b\r
+ db 10b,10b,10b,10b,10b,10b,10b,10b,10b,10b,10b,10b,10b,10b,10b,10b\r
+ db 10b,10b,10b,10b,10b,10b,10b,10b,10b,10b,10b,10b,10b,10b,10b,10b\r
+ db 10b,10b,10b,10b,10b,10b,10b,10b,10b,10b,10b,10b,10b,10b,10b,10b\r
+ db 10b,10b,10b,10b,10b,10b,10b,10b,10b,10b,10b,10b,10b,10b,10b,10b\r
+ db 10b,10b,10b,10b,10b,10b,10b,10b,10b,10b,10b,10b,10b,10b,10b,10b\r
+ db 10b,10b,10b,10b,10b,10b,10b,10b,10b,10b,10b,10b,10b,10b,10b,10b\r
+ db 10b,10b,10b,10b,10b,10b,10b,10b,10b,10b,10b,10b,10b,10b,10b,10b\r
+ db 10b,10b,10b,10b,10b,10b,10b,10b,10b,10b,10b,10b,10b,10b,10b,10b\r
+\r
+\r
+;============================================================================\r
+\r
+CODESEG\r
+\r
+MyDS dw ?\r
+\r
+pcindicate dw ?\r
+extreme dw ?\r
+\r
+ PROC SDL_SetDS\r
+ PUBLIC SDL_SetDS\r
+\r
+ mov ax,ds\r
+ mov [cs:MyDS],ds\r
+ ret\r
+\r
+ ENDP\r
+\r
+;\r
+; COMMONSTART\r
+; Macro used for common prefix code\r
+;\r
+ MACRO COMMONSTART\r
+ IF DEBUG\r
+ push dx\r
+ push ax\r
+ mov dx,STATUS_REGISTER_1\r
+ in al,dx\r
+ mov dx,ATR_INDEX\r
+ mov al,ATR_OVERSCAN\r
+ out dx,al\r
+ mov al,4 ; red\r
+ out dx,al\r
+ ENDIF\r
+\r
+ push ds\r
+ push ax\r
+\r
+ mov ds,[cs:MyDS]\r
+ inc [HackCount]\r
+ ENDM\r
+\r
+;\r
+; DOFX\r
+; Macro used to do the sound effects code\r
+;\r
+ MACRO DOFX\r
+ les di,[pcSound] ; PC sound effects\r
+ mov ax,es\r
+ or ax,di\r
+ jz @@nopc ; nil pointer - no PC sound effect going\r
+\r
+ mov bl,[es:di] ; Get the byte\r
+ inc [WORD PTR pcSound] ; Increment pointer\r
+ cmp [pcLastSample],bl ; Is this sample the same as last?\r
+ jz @@pcsame ; Yep - don't do anything\r
+ mov [pcLastSample],bl ; No, save it for next time\r
+\r
+ or bl,bl\r
+ jz @@pcoff ; If 0, turn sounds off\r
+ xor bh,bh\r
+ shl bx,1\r
+ mov bx,[pcSoundLookup+bx] ; Use byte as index into frequency table\r
+\r
+ mov al,0b6h ; Write to channel 2 (speaker) timer\r
+ out pcTAccess,al\r
+ mov al,bl\r
+ out pcTimer,al ; Low byte\r
+ mov al,bh\r
+ out pcTimer,al ; High byte\r
+\r
+ in al,pcSpeaker ; Turn the speaker & gate on\r
+ or al,3\r
+ out pcSpeaker,al\r
+\r
+ jmp @@pcsame\r
+\r
+@@pcoff:\r
+ in al,pcSpeaker ; Turn the speaker & gate off\r
+ and al,0fch ; ~3\r
+ out pcSpeaker,al\r
+\r
+@@pcsame:\r
+ dec [pcLengthLeft] ; Decrement length\r
+ jnz @@nopc ; If not 0, we're not done with the sound\r
+\r
+ mov ax,0\r
+ mov [WORD PTR pcSound],ax ; Zero the pointer\r
+ mov [WORD PTR pcSound + 2],ax\r
+ mov [SoundNumber],ax ; Indicate no sound\r
+ mov [SoundPriority],ax ; with no priority\r
+\r
+ in al,pcSpeaker ; Turn the speaker off\r
+ and al,0fdh ; ~2\r
+ out pcSpeaker,al\r
+@@nopc:\r
+\r
+ les di,[alSound] ; AdLib sound effects\r
+ mov ax,es\r
+ or ax,di\r
+ jz @@noal ; nil pointer - no AdLib effect going\r
+\r
+ xor ah,ah\r
+ mov al,[es:di]\r
+ or al,al\r
+ jz @@aldone\r
+\r
+ CALL alOut C,alFreqL,ax\r
+ mov ax,[alBlock]\r
+\r
+@@aldone:\r
+ CALL alOut C,alFreqH,ax\r
+ inc [WORD PTR alSound]\r
+ dec [alLengthLeft]\r
+ jnz @@noal\r
+\r
+ mov ax,0\r
+ mov [WORD PTR alSound],ax ; Zero the pointer\r
+ mov [WORD PTR alSound + 2],ax\r
+ mov [SoundNumber],ax ; Indicate no sound\r
+ mov [SoundPriority],ax ; with no priority\r
+ CALL alOut C,alFreqH,ax ; Turn off the sound\r
+@@noal:\r
+\r
+ ENDM\r
+\r
+;\r
+;\r
+;\r
+ MACRO TIME\r
+ cmp [count_time],2\r
+ jb @@notime\r
+ add [LocalTime],1\r
+ adc [LocalTime+2],0\r
+ add [TimeCount],1\r
+ adc [TimeCount+2],0\r
+ mov [count_time],0\r
+@@notime:\r
+ ENDM\r
+\r
+;\r
+; COMMONEND\r
+; Macro used for common suffix code\r
+;\r
+ MACRO COMMONEND\r
+@@fullexit:\r
+ pop es\r
+ ;popa\r
+ pop di\r
+ pop si\r
+ pop bp\r
+ pop [oldsp]\r
+ pop bx\r
+ pop dx\r
+ pop cx\r
+ pop ax\r
+\r
+@@nosave:\r
+ mov ax,[TimerDivisor]\r
+ add [TimerCount],ax\r
+ jnc @@myack\r
+\r
+ pushf\r
+ call [t0OldService]\r
+ jmp @@out\r
+\r
+@@myack:\r
+ mov al,20h\r
+ out 20h,al\r
+\r
+@@out:\r
+ pop ax\r
+ pop ds\r
+\r
+ IF DEBUG\r
+ mov dx,STATUS_REGISTER_1\r
+ in al,dx\r
+ mov dx,ATR_INDEX\r
+ mov al,ATR_OVERSCAN\r
+ out dx,al\r
+ mov al,3 ; blue\r
+ out dx,al\r
+ mov al,20h ; normal\r
+ out dx,al\r
+ pop ax\r
+ pop dx\r
+ ENDIF\r
+\r
+ iret\r
+ ENDM\r
+\r
+;\r
+; SDL_IndicatePC\r
+;\r
+ PROC SDL_IndicatePC on:WORD\r
+ PUBLIC SDL_IndicatePC\r
+\r
+ mov ax,[on]\r
+ mov [cs:pcindicate],ax\r
+ ret\r
+\r
+ ENDP\r
+\r
+;\r
+; SDL_t0ExtremeAsmService\r
+; Timer 0 ISR 7000Hz interrupts\r
+;\r
+ PROC SDL_t0ExtremeAsmService\r
+ PUBLIC SDL_t0ExtremeAsmService\r
+\r
+ push ax\r
+ mov al,[BYTE PTR cs:pcindicate]\r
+ or al,al\r
+ jz @@done\r
+\r
+ push ds\r
+ push es\r
+ ;pusha\r
+ jmp @@skipme\r
+ oldsp dw ?\r
+@@skipme:\r
+ mov [oldsp], sp\r
+ push ax\r
+ push cx\r
+ push dx\r
+ push bx\r
+ push [oldsp]\r
+ push bp\r
+ push si\r
+ push di\r
+\r
+ mov ds,[cs:MyDS]\r
+\r
+ les di,[pcSound]\r
+ mov ax,es\r
+ or ax,di\r
+ jz @@donereg ; nil pointer\r
+\r
+ mov bl,[es:di] ; Get the byte\r
+ inc [WORD PTR pcSound] ; Increment pointer\r
+\r
+ and bl,11100000b ; Nuke some of the precision (DEBUG - do this in the table)\r
+\r
+ xor bh,bh\r
+ mov ah,[pcdtab+bx] ; Translate the byte\r
+\r
+ in al,pcSpeaker\r
+ and al,11111100b\r
+ or al,ah\r
+ out pcSpeaker,al\r
+\r
+ dec [pcLengthLeft]\r
+ jnz @@donereg\r
+\r
+ mov [WORD PTR pcSound],0 ; We're done with this sample\r
+ mov [WORD PTR pcSound+2],0\r
+\r
+ in al,pcSpeaker\r
+ and al,11111100b\r
+ out pcSpeaker,al\r
+\r
+ call SDL_DigitizedDone\r
+\r
+@@donereg:\r
+ ;popa\r
+ pop di\r
+ pop si\r
+ pop bp\r
+ pop [oldsp]\r
+ pop bx\r
+ pop dx\r
+ pop cx\r
+ pop ax\r
+ pop es\r
+ pop ds\r
+\r
+@@done:\r
+ inc [cs:extreme]\r
+ cmp [cs:extreme],10\r
+ jae @@tofast\r
+\r
+ mov al,20h\r
+ out 20h,al\r
+ pop ax\r
+ iret\r
+\r
+@@tofast:\r
+ mov [cs:extreme],0\r
+ pop ax\r
+\r
+; jmp SDL_t0FastAsmService ; Drops through to SDL_t0FastAsmService\r
+\r
+ ENDP\r
+\r
+;\r
+; SDL_t0FastAsmService\r
+; Timer 0 ISR for 700Hz interrupts\r
+;\r
+ PROC SDL_t0FastAsmService\r
+ PUBLIC SDL_t0FastAsmService\r
+\r
+ COMMONSTART\r
+\r
+ inc [count_fx] ; Time to do PC/AdLib effects & time?\r
+ cmp [count_fx],5\r
+ jae @@dofull\r
+\r
+ mov ax,[sqActive] ; Is the sequencer active?\r
+ or ax,ax\r
+ jnz @@dofull\r
+\r
+ mov ax,[WORD PTR ssSample] ; Is there a sample for the Sound Src?\r
+ or ax,[WORD PTR ssSample+2]\r
+ jz @@nosave\r
+\r
+@@dofull:\r
+ ;pusha\r
+ mov [oldsp], sp\r
+ push ax\r
+ push cx\r
+ push dx\r
+ push bx\r
+ push [oldsp]\r
+ push bp\r
+ push si\r
+ push di\r
+ push es\r
+\r
+ cmp [count_fx],5\r
+ jb @@nofx\r
+ mov [count_fx],0\r
+ DOFX\r
+\r
+ inc [count_time]\r
+ TIME\r
+@@nofx:\r
+\r
+ mov ax,[sqActive]\r
+ or ax,ax\r
+ jz @@nosq\r
+\r
+ mov ax,[sqHackLen]\r
+ or ax,ax\r
+ jz @@sqdone\r
+\r
+ les di,[sqHackPtr]\r
+@@sqloop:\r
+ mov ax,[WORD PTR sqHackTime+2]\r
+ cmp ax,[WORD PTR alTimeCount+2]\r
+ ja @@sqdone\r
+ mov ax,[WORD PTR sqHackTime]\r
+ cmp ax,[WORD PTR alTimeCount]\r
+ ja @@sqdone\r
+\r
+ mov ax,[es:di+2] ; Get time to next event\r
+ add ax,[WORD PTR alTimeCount]\r
+ mov [WORD PTR sqHackTime],ax\r
+ mov ax,[WORD PTR alTimeCount+2]\r
+ adc ax,0\r
+ mov [WORD PTR sqHackTime+2],ax\r
+\r
+ mov ax,[es:di] ; Get register/value pair\r
+ xor bh,bh\r
+ mov bl,ah\r
+ xor ah,ah\r
+ CALL alOut C,ax,bx\r
+\r
+ add di,4\r
+ mov [WORD PTR sqHackPtr],di\r
+\r
+ sub [sqHackLen],4\r
+ jnz @@sqloop\r
+\r
+@@sqdone:\r
+ add [WORD PTR alTimeCount],1\r
+ adc [WORD PTR alTimeCount+2],0\r
+ mov ax,[sqHackLen]\r
+ or ax,ax\r
+ jnz @@nosq\r
+\r
+ mov ax,[WORD PTR sqHack] ; Copy pointer\r
+ mov [WORD PTR sqHackPtr],ax\r
+ mov ax,[WORD PTR sqHack+2]\r
+ mov [WORD PTR sqHackPtr+2],ax\r
+\r
+ mov ax,[sqHackSeqLen] ; Copy length\r
+ mov [sqHackLen],ax\r
+\r
+ mov ax,0\r
+ mov [WORD PTR alTimeCount],ax ; Reset time counts\r
+ mov [WORD PTR alTimeCount+2],ax\r
+ mov [WORD PTR sqHackTime],ax\r
+ mov [WORD PTR sqHackTime+2],ax\r
+@@nosq:\r
+\r
+ les di,[ssSample] ; Get pointer to Sound Source sample\r
+ mov ax,es\r
+ or ax,di\r
+ jz @@ssdone ; If nil, skip this\r
+\r
+@@ssloop:\r
+ mov dx,[ssStatus] ; Check to see if FIFO has any empty slots\r
+ in al,dx\r
+ test al,40h\r
+ jnz @@ssdone ; Nope - don't push any more data out\r
+\r
+ mov dx,[ssData]\r
+ mov al,[es:di] ; al = *ssSample\r
+ out dx,al ; Pump the value out\r
+\r
+ mov dx,[ssControl] ; Pulse printer select\r
+ mov al,[ssOff]\r
+ out dx,al\r
+ push ax\r
+ pop ax\r
+ mov al,[ssOn]\r
+ out dx,al\r
+\r
+ push ax ; Delay a short while\r
+ pop ax\r
+\r
+ inc di\r
+ mov [WORD PTR ssSample],di ; ssSample++\r
+\r
+ dec [ssLengthLeft]\r
+ jnz @@ssloop\r
+\r
+ mov [WORD PTR ssSample],0 ; We're done with this sample\r
+ mov [WORD PTR ssSample+2],0\r
+\r
+ call SDL_DigitizedDone\r
+@@ssdone:\r
+\r
+ COMMONEND\r
+\r
+ ENDP\r
+\r
+;\r
+; SDL_t0SlowAsmService\r
+; Timer 0 ISR for 140Hz interrupts\r
+;\r
+ PROC SDL_t0SlowAsmService\r
+ PUBLIC SDL_t0SlowAsmService\r
+\r
+ IF DEBUG\r
+ push dx\r
+ push ax\r
+ mov dx,STATUS_REGISTER_1\r
+ in al,dx\r
+ mov dx,ATR_INDEX\r
+ mov al,ATR_OVERSCAN\r
+ out dx,al\r
+ mov al,4 ; red\r
+ out dx,al\r
+ ENDIF\r
+\r
+ push ds\r
+ push ax\r
+\r
+ mov ds,[cs:MyDS]\r
+\r
+ inc [count_time]\r
+ TIME\r
+\r
+ mov ax,[WORD PTR pcSound] ; Is there a PC sound effect going?\r
+ or ax,[WORD PTR pcSound+2]\r
+ jnz @@dofull\r
+\r
+ mov ax,[WORD PTR alSound] ; Is there an AdLib sound effect going?\r
+ or ax,[WORD PTR alSound+2]\r
+ jz @@nosave\r
+\r
+@@dofull:\r
+ ;pusha\r
+ mov [oldsp], sp\r
+ push ax\r
+ push cx\r
+ push dx\r
+ push bx\r
+ push [oldsp]\r
+ push bp\r
+ push si\r
+ push di\r
+ push es\r
+\r
+ DOFX\r
+\r
+ COMMONEND\r
+\r
+ ENDP\r
+\r
+ END\r
--- /dev/null
+;\r
+; ID_SD_A.ASM\r
+; Id Sound Manager assembly stuff\r
+\r
+ .8086\r
+ IDEAL\r
+ MODEL MEDIUM,C\r
+ JUMPS\r
+\r
+ INCLUDE 'ID_SD.EQU'\r
+\r
+DEBUG = 0\r
+\r
+ EXTRN SDL_DigitizedDone:FAR\r
+ EXTRN alOut:FAR\r
+\r
+;============================================================================\r
+\r
+DATASEG\r
+\r
+ EXTRN sqActive:WORD\r
+ EXTRN ssSample:DWORD\r
+ EXTRN ssLengthLeft:WORD\r
+ EXTRN ssControl:WORD\r
+ EXTRN ssStatus:WORD\r
+ EXTRN ssData:WORD\r
+ EXTRN ssOn:BYTE\r
+ EXTRN ssOff:BYTE\r
+\r
+ EXTRN pcSound:DWORD\r
+ EXTRN pcLengthLeft:WORD\r
+ EXTRN pcLastSample:BYTE\r
+ EXTRN pcSoundLookup:WORD\r
+\r
+ EXTRN alSound:DWORD\r
+ EXTRN alBlock:WORD\r
+ EXTRN alLengthLeft:WORD\r
+ EXTRN alTimeCount:DWORD\r
+\r
+ EXTRN sqHack:DWORD\r
+ EXTRN sqHackPtr:DWORD\r
+ EXTRN sqHackLen:WORD\r
+ EXTRN sqHackSeqLen:WORD\r
+ EXTRN sqHackTime:DWORD\r
+\r
+ EXTRN HackCount:WORD\r
+ EXTRN TimeCount:WORD\r
+ EXTRN LocalTime:WORD\r
+\r
+ EXTRN TimerCount:WORD\r
+ EXTRN TimerDivisor:WORD\r
+ EXTRN t0OldService:DWORD\r
+\r
+ EXTRN SoundMode:WORD\r
+ EXTRN DigiMode:WORD\r
+\r
+ EXTRN SoundNumber:WORD\r
+ EXTRN SoundPriority:WORD\r
+\r
+count_time dw ?\r
+count_fx dw ?\r
+\r
+pcdtab db 00b,00b,00b,00b,00b,00b,00b,00b,00b,00b,00b,00b,00b,00b,00b,00b\r
+ db 00b,00b,00b,00b,00b,00b,00b,00b,00b,00b,00b,00b,00b,00b,00b,00b\r
+ db 00b,00b,00b,00b,00b,00b,00b,00b,00b,00b,00b,00b,00b,00b,00b,00b\r
+ db 00b,00b,00b,00b,00b,00b,00b,00b,00b,00b,00b,00b,00b,00b,00b,00b\r
+ db 00b,00b,00b,00b,00b,00b,00b,00b,00b,00b,00b,00b,00b,00b,00b,00b\r
+ db 00b,00b,00b,00b,00b,00b,00b,00b,00b,00b,00b,00b,00b,00b,00b,00b\r
+ db 00b,00b,00b,00b,00b,00b,00b,00b,00b,00b,00b,00b,00b,00b,00b,00b\r
+ db 00b,00b,00b,00b,00b,00b,00b,00b,00b,00b,00b,00b,00b,00b,00b,00b\r
+ db 10b,10b,10b,10b,10b,10b,10b,10b,10b,10b,10b,10b,10b,10b,10b,10b\r
+ db 10b,10b,10b,10b,10b,10b,10b,10b,10b,10b,10b,10b,10b,10b,10b,10b\r
+ db 10b,10b,10b,10b,10b,10b,10b,10b,10b,10b,10b,10b,10b,10b,10b,10b\r
+ db 10b,10b,10b,10b,10b,10b,10b,10b,10b,10b,10b,10b,10b,10b,10b,10b\r
+ db 10b,10b,10b,10b,10b,10b,10b,10b,10b,10b,10b,10b,10b,10b,10b,10b\r
+ db 10b,10b,10b,10b,10b,10b,10b,10b,10b,10b,10b,10b,10b,10b,10b,10b\r
+ db 10b,10b,10b,10b,10b,10b,10b,10b,10b,10b,10b,10b,10b,10b,10b,10b\r
+ db 10b,10b,10b,10b,10b,10b,10b,10b,10b,10b,10b,10b,10b,10b,10b,10b\r
+\r
+\r
+;============================================================================\r
+\r
+CODESEG\r
+\r
+MyDS dw ?\r
+\r
+pcindicate dw ?\r
+extreme dw ?\r
+\r
+ PROC SDL_SetDS\r
+ PUBLIC SDL_SetDS\r
+\r
+ mov ax,ds\r
+ mov [cs:MyDS],ds\r
+ ret\r
+\r
+ ENDP\r
+\r
+;\r
+; COMMONSTART\r
+; Macro used for common prefix code\r
+;\r
+ MACRO COMMONSTART\r
+ IF DEBUG\r
+ push dx\r
+ push ax\r
+ mov dx,STATUS_REGISTER_1\r
+ in al,dx\r
+ mov dx,ATR_INDEX\r
+ mov al,ATR_OVERSCAN\r
+ out dx,al\r
+ mov al,4 ; red\r
+ out dx,al\r
+ ENDIF\r
+\r
+ push ds\r
+ push ax\r
+\r
+ mov ds,[cs:MyDS]\r
+ inc [HackCount]\r
+ ENDM\r
+\r
+;\r
+; DOFX\r
+; Macro used to do the sound effects code\r
+;\r
+ MACRO DOFX\r
+ les di,[pcSound] ; PC sound effects\r
+ mov ax,es\r
+ or ax,di\r
+ jz @@nopc ; nil pointer - no PC sound effect going\r
+\r
+ mov bl,[es:di] ; Get the byte\r
+ inc [WORD PTR pcSound] ; Increment pointer\r
+ cmp [pcLastSample],bl ; Is this sample the same as last?\r
+ jz @@pcsame ; Yep - don't do anything\r
+ mov [pcLastSample],bl ; No, save it for next time\r
+\r
+ or bl,bl\r
+ jz @@pcoff ; If 0, turn sounds off\r
+ xor bh,bh\r
+ shl bx,1\r
+ mov bx,[pcSoundLookup+bx] ; Use byte as index into frequency table\r
+\r
+ mov al,0b6h ; Write to channel 2 (speaker) timer\r
+ out pcTAccess,al\r
+ mov al,bl\r
+ out pcTimer,al ; Low byte\r
+ mov al,bh\r
+ out pcTimer,al ; High byte\r
+\r
+ in al,pcSpeaker ; Turn the speaker & gate on\r
+ or al,3\r
+ out pcSpeaker,al\r
+\r
+ jmp @@pcsame\r
+\r
+@@pcoff:\r
+ in al,pcSpeaker ; Turn the speaker & gate off\r
+ and al,0fch ; ~3\r
+ out pcSpeaker,al\r
+\r
+@@pcsame:\r
+ dec [pcLengthLeft] ; Decrement length\r
+ jnz @@nopc ; If not 0, we're not done with the sound\r
+\r
+ mov ax,0\r
+ mov [WORD PTR pcSound],ax ; Zero the pointer\r
+ mov [WORD PTR pcSound + 2],ax\r
+ mov [SoundNumber],ax ; Indicate no sound\r
+ mov [SoundPriority],ax ; with no priority\r
+\r
+ in al,pcSpeaker ; Turn the speaker off\r
+ and al,0fdh ; ~2\r
+ out pcSpeaker,al\r
+@@nopc:\r
+\r
+ les di,[alSound] ; AdLib sound effects\r
+ mov ax,es\r
+ or ax,di\r
+ jz @@noal ; nil pointer - no AdLib effect going\r
+\r
+ xor ah,ah\r
+ mov al,[es:di]\r
+ or al,al\r
+ jz @@aldone\r
+\r
+ CALL alOut C,alFreqL,ax\r
+ mov ax,[alBlock]\r
+\r
+@@aldone:\r
+ CALL alOut C,alFreqH,ax\r
+ inc [WORD PTR alSound]\r
+ dec [alLengthLeft]\r
+ jnz @@noal\r
+\r
+ mov ax,0\r
+ mov [WORD PTR alSound],ax ; Zero the pointer\r
+ mov [WORD PTR alSound + 2],ax\r
+ mov [SoundNumber],ax ; Indicate no sound\r
+ mov [SoundPriority],ax ; with no priority\r
+ CALL alOut C,alFreqH,ax ; Turn off the sound\r
+@@noal:\r
+\r
+ ENDM\r
+\r
+;\r
+;\r
+;\r
+ MACRO TIME\r
+ cmp [count_time],2\r
+ jb @@notime\r
+ add [LocalTime],1\r
+ adc [LocalTime+2],0\r
+ add [TimeCount],1\r
+ adc [TimeCount+2],0\r
+ mov [count_time],0\r
+@@notime:\r
+ ENDM\r
+\r
+;\r
+; COMMONEND\r
+; Macro used for common suffix code\r
+;\r
+ MACRO COMMONEND\r
+@@fullexit:\r
+ pop es\r
+ ;popa\r
+ pop di\r
+ pop si\r
+ pop bp\r
+ pop [regsp]\r
+ pop bx\r
+ pop dx\r
+ pop cx\r
+ pop ax\r
+\r
+@@nosave:\r
+ mov ax,[TimerDivisor]\r
+ add [TimerCount],ax\r
+ jnc @@myack\r
+\r
+ pushf\r
+ call [t0OldService]\r
+ jmp @@out\r
+\r
+@@myack:\r
+ mov al,20h\r
+ out 20h,al\r
+\r
+@@out:\r
+ pop ax\r
+ pop ds\r
+\r
+ IF DEBUG\r
+ mov dx,STATUS_REGISTER_1\r
+ in al,dx\r
+ mov dx,ATR_INDEX\r
+ mov al,ATR_OVERSCAN\r
+ out dx,al\r
+ mov al,3 ; blue\r
+ out dx,al\r
+ mov al,20h ; normal\r
+ out dx,al\r
+ pop ax\r
+ pop dx\r
+ ENDIF\r
+\r
+ iret\r
+ ENDM\r
+\r
+;\r
+; SDL_IndicatePC\r
+;\r
+ PROC SDL_IndicatePC on:WORD\r
+ PUBLIC SDL_IndicatePC\r
+\r
+ mov ax,[on]\r
+ mov [cs:pcindicate],ax\r
+ ret\r
+\r
+ ENDP\r
+\r
+;\r
+; SDL_t0ExtremeAsmService\r
+; Timer 0 ISR 7000Hz interrupts\r
+;\r
+ PROC SDL_t0ExtremeAsmService\r
+ PUBLIC SDL_t0ExtremeAsmService\r
+\r
+ push ax\r
+ mov al,[BYTE PTR cs:pcindicate]\r
+ or al,al\r
+ jz @@done\r
+\r
+ push ds\r
+ push es\r
+ ;pusha\r
+ jmp @@skipme\r
+ oldsp dw ?\r
+@@skipme:\r
+ mov [oldsp], sp\r
+ push ax\r
+ push cx\r
+ push dx\r
+ push bx\r
+ push [oldsp]\r
+ push bp\r
+ push si\r
+ push di\r
+\r
+ mov ds,[cs:MyDS]\r
+\r
+ les di,[pcSound]\r
+ mov ax,es\r
+ or ax,di\r
+ jz @@donereg ; nil pointer\r
+\r
+ mov bl,[es:di] ; Get the byte\r
+ inc [WORD PTR pcSound] ; Increment pointer\r
+\r
+ and bl,11100000b ; Nuke some of the precision (DEBUG - do this in the table)\r
+\r
+ xor bh,bh\r
+ mov ah,[pcdtab+bx] ; Translate the byte\r
+\r
+ in al,pcSpeaker\r
+ and al,11111100b\r
+ or al,ah\r
+ out pcSpeaker,al\r
+\r
+ dec [pcLengthLeft]\r
+ jnz @@donereg\r
+\r
+ mov [WORD PTR pcSound],0 ; We're done with this sample\r
+ mov [WORD PTR pcSound+2],0\r
+\r
+ in al,pcSpeaker\r
+ and al,11111100b\r
+ out pcSpeaker,al\r
+\r
+ call SDL_DigitizedDone\r
+\r
+@@donereg:\r
+ ;popa\r
+ pop di\r
+ pop si\r
+ pop bp\r
+ pop [oldsp]\r
+ pop bx\r
+ pop dx\r
+ pop cx\r
+ pop ax\r
+ pop es\r
+ pop ds\r
+\r
+@@done:\r
+ inc [cs:extreme]\r
+ cmp [cs:extreme],10\r
+ jae @@tofast\r
+\r
+ mov al,20h\r
+ out 20h,al\r
+ pop ax\r
+ iret\r
+\r
+@@tofast:\r
+ mov [cs:extreme],0\r
+ pop ax\r
+\r
+; jmp SDL_t0FastAsmService ; Drops through to SDL_t0FastAsmService\r
+\r
+ ENDP\r
+\r
+;\r
+; SDL_t0FastAsmService\r
+; Timer 0 ISR for 700Hz interrupts\r
+;\r
+ PROC SDL_t0FastAsmService\r
+ PUBLIC SDL_t0FastAsmService\r
+\r
+ COMMONSTART\r
+\r
+ inc [count_fx] ; Time to do PC/AdLib effects & time?\r
+ cmp [count_fx],5\r
+ jae @@dofull\r
+\r
+ mov ax,[sqActive] ; Is the sequencer active?\r
+ or ax,ax\r
+ jnz @@dofull\r
+\r
+ mov ax,[WORD PTR ssSample] ; Is there a sample for the Sound Src?\r
+ or ax,[WORD PTR ssSample+2]\r
+ jz @@nosave\r
+\r
+@@dofull:\r
+ ;pusha\r
+ mov [oldsp], sp\r
+ push ax\r
+ push cx\r
+ push dx\r
+ push bx\r
+ push [oldsp]\r
+ push bp\r
+ push si\r
+ push di\r
+ push es\r
+\r
+ cmp [count_fx],5\r
+ jb @@nofx\r
+ mov [count_fx],0\r
+ DOFX\r
+\r
+ inc [count_time]\r
+ TIME\r
+@@nofx:\r
+\r
+ mov ax,[sqActive]\r
+ or ax,ax\r
+ jz @@nosq\r
+\r
+ mov ax,[sqHackLen]\r
+ or ax,ax\r
+ jz @@sqdone\r
+\r
+ les di,[sqHackPtr]\r
+@@sqloop:\r
+ mov ax,[WORD PTR sqHackTime+2]\r
+ cmp ax,[WORD PTR alTimeCount+2]\r
+ ja @@sqdone\r
+ mov ax,[WORD PTR sqHackTime]\r
+ cmp ax,[WORD PTR alTimeCount]\r
+ ja @@sqdone\r
+\r
+ mov ax,[es:di+2] ; Get time to next event\r
+ add ax,[WORD PTR alTimeCount]\r
+ mov [WORD PTR sqHackTime],ax\r
+ mov ax,[WORD PTR alTimeCount+2]\r
+ adc ax,0\r
+ mov [WORD PTR sqHackTime+2],ax\r
+\r
+ mov ax,[es:di] ; Get register/value pair\r
+ xor bh,bh\r
+ mov bl,ah\r
+ xor ah,ah\r
+ CALL alOut C,ax,bx\r
+\r
+ add di,4\r
+ mov [WORD PTR sqHackPtr],di\r
+\r
+ sub [sqHackLen],4\r
+ jnz @@sqloop\r
+\r
+@@sqdone:\r
+ add [WORD PTR alTimeCount],1\r
+ adc [WORD PTR alTimeCount+2],0\r
+ mov ax,[sqHackLen]\r
+ or ax,ax\r
+ jnz @@nosq\r
+\r
+ mov ax,[WORD PTR sqHack] ; Copy pointer\r
+ mov [WORD PTR sqHackPtr],ax\r
+ mov ax,[WORD PTR sqHack+2]\r
+ mov [WORD PTR sqHackPtr+2],ax\r
+\r
+ mov ax,[sqHackSeqLen] ; Copy length\r
+ mov [sqHackLen],ax\r
+\r
+ mov ax,0\r
+ mov [WORD PTR alTimeCount],ax ; Reset time counts\r
+ mov [WORD PTR alTimeCount+2],ax\r
+ mov [WORD PTR sqHackTime],ax\r
+ mov [WORD PTR sqHackTime+2],ax\r
+@@nosq:\r
+\r
+ les di,[ssSample] ; Get pointer to Sound Source sample\r
+ mov ax,es\r
+ or ax,di\r
+ jz @@ssdone ; If nil, skip this\r
+\r
+@@ssloop:\r
+ mov dx,[ssStatus] ; Check to see if FIFO has any empty slots\r
+ in al,dx\r
+ test al,40h\r
+ jnz @@ssdone ; Nope - don't push any more data out\r
+\r
+ mov dx,[ssData]\r
+ mov al,[es:di] ; al = *ssSample\r
+ out dx,al ; Pump the value out\r
+\r
+ mov dx,[ssControl] ; Pulse printer select\r
+ mov al,[ssOff]\r
+ out dx,al\r
+ push ax\r
+ pop ax\r
+ mov al,[ssOn]\r
+ out dx,al\r
+\r
+ push ax ; Delay a short while\r
+ pop ax\r
+\r
+ inc di\r
+ mov [WORD PTR ssSample],di ; ssSample++\r
+\r
+ dec [ssLengthLeft]\r
+ jnz @@ssloop\r
+\r
+ mov [WORD PTR ssSample],0 ; We're done with this sample\r
+ mov [WORD PTR ssSample+2],0\r
+\r
+ call SDL_DigitizedDone\r
+@@ssdone:\r
+\r
+ COMMONEND\r
+\r
+ ENDP\r
+\r
+;\r
+; SDL_t0SlowAsmService\r
+; Timer 0 ISR for 140Hz interrupts\r
+;\r
+ PROC SDL_t0SlowAsmService\r
+ PUBLIC SDL_t0SlowAsmService\r
+\r
+ IF DEBUG\r
+ push dx\r
+ push ax\r
+ mov dx,STATUS_REGISTER_1\r
+ in al,dx\r
+ mov dx,ATR_INDEX\r
+ mov al,ATR_OVERSCAN\r
+ out dx,al\r
+ mov al,4 ; red\r
+ out dx,al\r
+ ENDIF\r
+\r
+ push ds\r
+ push ax\r
+\r
+ mov ds,[cs:MyDS]\r
+\r
+ inc [count_time]\r
+ TIME\r
+\r
+ mov ax,[WORD PTR pcSound] ; Is there a PC sound effect going?\r
+ or ax,[WORD PTR pcSound+2]\r
+ jnz @@dofull\r
+\r
+ mov ax,[WORD PTR alSound] ; Is there an AdLib sound effect going?\r
+ or ax,[WORD PTR alSound+2]\r
+ jz @@nosave\r
+\r
+@@dofull:\r
+ ;pusha\r
+ mov [oldsp], sp\r
+ push ax\r
+ push cx\r
+ push dx\r
+ push bx\r
+ push [oldsp]\r
+ push bp\r
+ push si\r
+ push di\r
+ push es\r
+\r
+ DOFX\r
+\r
+ COMMONEND\r
+\r
+ ENDP\r
+\r
+ END\r
--- /dev/null
+//\r
+// ID Engine\r
+// ID_US.h - Header file for the User Manager\r
+// v1.0d1\r
+// By Jason Blochowiak\r
+//\r
+\r
+#ifndef __ID_US__\r
+#define __ID_US__\r
+\r
+#ifdef __DEBUG__\r
+#define __DEBUG_UserMgr__\r
+#endif\r
+\r
+//#define HELPTEXTLINKED\r
+\r
+#define MaxX 320\r
+#define MaxY 200\r
+\r
+#define MaxHelpLines 500\r
+\r
+#define MaxHighName 57\r
+#define MaxScores 7\r
+typedef struct\r
+ {\r
+ char name[MaxHighName + 1];\r
+ long score;\r
+ word completed,episode;\r
+ } HighScore;\r
+\r
+#define MaxGameName 32\r
+#define MaxSaveGames 6\r
+typedef struct\r
+ {\r
+ char signature[4];\r
+ word *oldtest;\r
+ boolean present;\r
+ char name[MaxGameName + 1];\r
+ } SaveGame;\r
+\r
+#define MaxString 128 // Maximum input string size\r
+\r
+typedef struct\r
+ {\r
+ int x,y,\r
+ w,h,\r
+ px,py;\r
+ } WindowRec; // Record used to save & restore screen windows\r
+\r
+typedef enum\r
+ {\r
+ gd_Continue,\r
+ gd_Easy,\r
+ gd_Normal,\r
+ gd_Hard\r
+ } GameDiff;\r
+\r
+// Hack import for TED launch support\r
+extern boolean tedlevel;\r
+extern int tedlevelnum;\r
+extern void TEDDeath(void);\r
+\r
+extern boolean ingame, // Set by game code if a game is in progress\r
+ abortgame, // Set if a game load failed\r
+ loadedgame, // Set if the current game was loaded\r
+ NoWait,\r
+ HighScoresDirty;\r
+extern char *abortprogram; // Set to error msg if program is dying\r
+extern GameDiff restartgame; // Normally gd_Continue, else starts game\r
+extern word PrintX,PrintY; // Current printing location in the window\r
+extern word WindowX,WindowY,// Current location of window\r
+ WindowW,WindowH;// Current size of window\r
+\r
+extern boolean Button0,Button1,\r
+ CursorBad;\r
+extern int CursorX,CursorY;\r
+\r
+extern void (*USL_MeasureString)(char far *,word *,word *),\r
+ (*USL_DrawString)(char far *);\r
+\r
+extern boolean (*USL_SaveGame)(int),(*USL_LoadGame)(int);\r
+extern void (*USL_ResetGame)(void);\r
+extern SaveGame Games[MaxSaveGames];\r
+extern HighScore Scores[];\r
+\r
+#define US_HomeWindow() {PrintX = WindowX; PrintY = WindowY;}\r
+\r
+extern void US_Startup(void),\r
+ US_Setup(void),\r
+ US_Shutdown(void),\r
+ US_InitRndT(boolean randomize),\r
+ US_SetLoadSaveHooks(boolean (*load)(int),\r
+ boolean (*save)(int),\r
+ void (*reset)(void)),\r
+ US_TextScreen(void),\r
+ US_UpdateTextScreen(void),\r
+ US_FinishTextScreen(void),\r
+ US_DrawWindow(word x,word y,word w,word h),\r
+ US_CenterWindow(word,word),\r
+ US_SaveWindow(WindowRec *win),\r
+ US_RestoreWindow(WindowRec *win),\r
+ US_ClearWindow(void),\r
+ US_SetPrintRoutines(void (*measure)(char far *,word *,word *),\r
+ void (*print)(char far *)),\r
+ US_PrintCentered(char far *s),\r
+ US_CPrint(char far *s),\r
+ US_CPrintLine(char far *s),\r
+ US_Print(char far *s),\r
+ US_PrintUnsigned(longword n),\r
+ US_PrintSigned(long n),\r
+ US_StartCursor(void),\r
+ US_ShutCursor(void),\r
+ US_CheckHighScore(long score,word other),\r
+ US_DisplayHighScores(int which);\r
+extern boolean US_UpdateCursor(void),\r
+ US_LineInput(int x,int y,char *buf,char *def,boolean escok,\r
+ int maxchars,int maxwidth);\r
+extern int US_CheckParm(char *parm,char **strings),\r
+ US_RndT(void);\r
+\r
+ void USL_PrintInCenter(char far *s,Rect r);\r
+ char *USL_GiveSaveName(word game);\r
+#endif\r
--- /dev/null
+//\r
+// ID Engine\r
+// ID_US_1.c - User Manager - General routines\r
+// v1.1d1\r
+// By Jason Blochowiak\r
+// Hacked up for Catacomb 3D\r
+//\r
+\r
+//\r
+// This module handles dealing with user input & feedback\r
+//\r
+// Depends on: Input Mgr, View Mgr, some variables from the Sound, Caching,\r
+// and Refresh Mgrs, Memory Mgr for background save/restore\r
+//\r
+// Globals:\r
+// ingame - Flag set by game indicating if a game is in progress\r
+// abortgame - Flag set if the current game should be aborted (if a load\r
+// game fails)\r
+// loadedgame - Flag set if a game was loaded\r
+// abortprogram - Normally nil, this points to a terminal error message\r
+// if the program needs to abort\r
+// restartgame - Normally set to gd_Continue, this is set to one of the\r
+// difficulty levels if a new game should be started\r
+// PrintX, PrintY - Where the User Mgr will print (global coords)\r
+// WindowX,WindowY,WindowW,WindowH - The dimensions of the current\r
+// window\r
+//\r
+\r
+#include "ID_HEADS.H"\r
+\r
+#pragma hdrstop\r
+\r
+#pragma warn -pia\r
+\r
+\r
+// Global variables\r
+ char *abortprogram;\r
+ boolean NoWait;\r
+ word PrintX,PrintY;\r
+ word WindowX,WindowY,WindowW,WindowH;\r
+\r
+// Internal variables\r
+#define ConfigVersion 1\r
+\r
+static char *ParmStrings[] = {"TEDLEVEL","NOWAIT"},\r
+ *ParmStrings2[] = {"COMP","NOCOMP"};\r
+static boolean US_Started;\r
+\r
+ boolean Button0,Button1,\r
+ CursorBad;\r
+ int CursorX,CursorY;\r
+\r
+ void (*USL_MeasureString)(char far *,word *,word *) = VW_MeasurePropString,\r
+ (*USL_DrawString)(char far *) = VWB_DrawPropString;\r
+\r
+ SaveGame Games[MaxSaveGames];\r
+ HighScore Scores[MaxScores] =\r
+ {\r
+ {"id software-'92",10000,1},\r
+ {"Adrian Carmack",10000,1},\r
+ {"John Carmack",10000,1},\r
+ {"Kevin Cloud",10000,1},\r
+ {"Tom Hall",10000,1},\r
+ {"John Romero",10000,1},\r
+ {"Jay Wilbur",10000,1},\r
+ };\r
+\r
+// Internal routines\r
+\r
+// Public routines\r
+\r
+///////////////////////////////////////////////////////////////////////////\r
+//\r
+// USL_HardError() - Handles the Abort/Retry/Fail sort of errors passed\r
+// from DOS.\r
+//\r
+///////////////////////////////////////////////////////////////////////////\r
+#pragma warn -par\r
+#pragma warn -rch\r
+int\r
+USL_HardError(word errval,int ax,int bp,int si)\r
+{\r
+#define IGNORE 0\r
+#define RETRY 1\r
+#define ABORT 2\r
+extern void ShutdownId(void);\r
+\r
+static char buf[32];\r
+static WindowRec wr;\r
+ int di;\r
+ char c,*s,*t;\r
+\r
+\r
+ di = _DI;\r
+\r
+ if (ax < 0)\r
+ s = "Device Error";\r
+ else\r
+ {\r
+ if ((di & 0x00ff) == 0)\r
+ s = "Drive ~ is Write Protected";\r
+ else\r
+ s = "Error on Drive ~";\r
+ for (t = buf;*s;s++,t++) // Can't use sprintf()\r
+ if ((*t = *s) == '~')\r
+ *t = (ax & 0x00ff) + 'A';\r
+ *t = '\0';\r
+ s = buf;\r
+ }\r
+\r
+ c = peekb(0x40,0x49); // Get the current screen mode\r
+ if ((c < 4) || (c == 7))\r
+ goto oh_kill_me;\r
+\r
+ // DEBUG - handle screen cleanup\r
+\r
+ US_SaveWindow(&wr);\r
+ US_CenterWindow(30,3);\r
+ US_CPrint(s);\r
+ US_CPrint("(R)etry or (A)bort?");\r
+ VW_UpdateScreen();\r
+ IN_ClearKeysDown();\r
+\r
+asm sti // Let the keyboard interrupts come through\r
+\r
+ while (true)\r
+ {\r
+ switch (IN_WaitForASCII())\r
+ {\r
+ case key_Escape:\r
+ case 'a':\r
+ case 'A':\r
+ goto oh_kill_me;\r
+ break;\r
+ case key_Return:\r
+ case key_Space:\r
+ case 'r':\r
+ case 'R':\r
+ US_ClearWindow();\r
+ VW_UpdateScreen();\r
+ US_RestoreWindow(&wr);\r
+ return(RETRY);\r
+ break;\r
+ }\r
+ }\r
+\r
+oh_kill_me:\r
+ abortprogram = s;\r
+ ShutdownId();\r
+ fprintf(stderr,"Terminal Error: %s\n",s);\r
+ if (tedlevel)\r
+ fprintf(stderr,"You launched from TED. I suggest that you reboot...\n");\r
+\r
+ return(ABORT);\r
+#undef IGNORE\r
+#undef RETRY\r
+#undef ABORT\r
+}\r
+#pragma warn +par\r
+#pragma warn +rch\r
+\r
+\r
+///////////////////////////////////////////////////////////////////////////\r
+//\r
+// US_Startup() - Starts the User Mgr\r
+//\r
+///////////////////////////////////////////////////////////////////////////\r
+void\r
+US_Startup(void)\r
+{\r
+ int i,n;\r
+\r
+ if (US_Started)\r
+ return;\r
+\r
+ harderr(USL_HardError); // Install the fatal error handler\r
+\r
+ US_InitRndT(true); // Initialize the random number generator\r
+\r
+ for (i = 1;i < _argc;i++)\r
+ {\r
+ switch (US_CheckParm(_argv[i],ParmStrings2))\r
+ {\r
+ case 0:\r
+ compatability = true;\r
+ break;\r
+ case 1:\r
+ compatability = false;\r
+ break;\r
+ }\r
+ }\r
+\r
+ // Check for TED launching here\r
+ for (i = 1;i < _argc;i++)\r
+ {\r
+ n = US_CheckParm(_argv[i],ParmStrings);\r
+ switch(n)\r
+ {\r
+ case 0:\r
+ tedlevelnum = atoi(_argv[i + 1]);\r
+ if (tedlevelnum >= 0)\r
+ tedlevel = true;\r
+ break;\r
+\r
+ case 1:\r
+ NoWait = true;\r
+ break;\r
+ }\r
+ }\r
+\r
+ US_Started = true;\r
+}\r
+\r
+\r
+///////////////////////////////////////////////////////////////////////////\r
+//\r
+// US_Shutdown() - Shuts down the User Mgr\r
+//\r
+///////////////////////////////////////////////////////////////////////////\r
+void\r
+US_Shutdown(void)\r
+{\r
+ if (!US_Started)\r
+ return;\r
+\r
+ US_Started = false;\r
+}\r
+\r
+///////////////////////////////////////////////////////////////////////////\r
+//\r
+// US_CheckParm() - checks to see if a string matches one of a set of\r
+// strings. The check is case insensitive. The routine returns the\r
+// index of the string that matched, or -1 if no matches were found\r
+//\r
+///////////////////////////////////////////////////////////////////////////\r
+int\r
+US_CheckParm(char *parm,char **strings)\r
+{\r
+ char cp,cs,\r
+ *p,*s;\r
+ int i;\r
+\r
+ while (!isalpha(*parm)) // Skip non-alphas\r
+ parm++;\r
+\r
+ for (i = 0;*strings && **strings;i++)\r
+ {\r
+ for (s = *strings++,p = parm,cs = cp = 0;cs == cp;)\r
+ {\r
+ cs = *s++;\r
+ if (!cs)\r
+ return(i);\r
+ cp = *p++;\r
+\r
+ if (isupper(cs))\r
+ cs = tolower(cs);\r
+ if (isupper(cp))\r
+ cp = tolower(cp);\r
+ }\r
+ }\r
+ return(-1);\r
+}\r
+\r
+\r
+// Window/Printing routines\r
+\r
+///////////////////////////////////////////////////////////////////////////\r
+//\r
+// US_SetPrintRoutines() - Sets the routines used to measure and print\r
+// from within the User Mgr. Primarily provided to allow switching\r
+// between masked and non-masked fonts\r
+//\r
+///////////////////////////////////////////////////////////////////////////\r
+void\r
+US_SetPrintRoutines(void (*measure)(char far *,word *,word *),void (*print)(char far *))\r
+{\r
+ USL_MeasureString = measure;\r
+ USL_DrawString = print;\r
+}\r
+\r
+///////////////////////////////////////////////////////////////////////////\r
+//\r
+// US_Print() - Prints a string in the current window. Newlines are\r
+// supported.\r
+//\r
+///////////////////////////////////////////////////////////////////////////\r
+void\r
+US_Print(char far *s)\r
+{\r
+ char c,far *se;\r
+ word w,h;\r
+\r
+ while (*s)\r
+ {\r
+ se = s;\r
+ while ((c = *se) && (c != '\n'))\r
+ se++;\r
+ *se = '\0';\r
+\r
+ USL_MeasureString(s,&w,&h);\r
+ px = PrintX;\r
+ py = PrintY;\r
+ USL_DrawString(s);\r
+\r
+ s = se;\r
+ if (c)\r
+ {\r
+ *se = c;\r
+ s++;\r
+\r
+ PrintX = WindowX;\r
+ PrintY += h;\r
+ }\r
+ else\r
+ PrintX += w;\r
+ }\r
+}\r
+\r
+///////////////////////////////////////////////////////////////////////////\r
+//\r
+// US_PrintUnsigned() - Prints an unsigned long\r
+//\r
+///////////////////////////////////////////////////////////////////////////\r
+void\r
+US_PrintUnsigned(longword n)\r
+{\r
+ char buffer[32];\r
+\r
+ US_Print(ultoa(n,buffer,10));\r
+}\r
+\r
+///////////////////////////////////////////////////////////////////////////\r
+//\r
+// US_PrintSigned() - Prints a signed long\r
+//\r
+///////////////////////////////////////////////////////////////////////////\r
+void\r
+US_PrintSigned(long n)\r
+{\r
+ char buffer[32];\r
+\r
+ US_Print(ltoa(n,buffer,10));\r
+}\r
+\r
+///////////////////////////////////////////////////////////////////////////\r
+//\r
+// USL_PrintInCenter() - Prints a string in the center of the given rect\r
+//\r
+///////////////////////////////////////////////////////////////////////////\r
+void\r
+USL_PrintInCenter(char far *s,Rect r)\r
+{\r
+ word w,h,\r
+ rw,rh;\r
+\r
+ USL_MeasureString(s,&w,&h);\r
+ rw = r.lr.x - r.ul.x;\r
+ rh = r.lr.y - r.ul.y;\r
+\r
+ px = r.ul.x + ((rw - w) / 2);\r
+ py = r.ul.y + ((rh - h) / 2);\r
+ USL_DrawString(s);\r
+}\r
+\r
+///////////////////////////////////////////////////////////////////////////\r
+//\r
+// US_PrintCentered() - Prints a string centered in the current window.\r
+//\r
+///////////////////////////////////////////////////////////////////////////\r
+void\r
+US_PrintCentered(char far *s)\r
+{\r
+ Rect r;\r
+\r
+ r.ul.x = WindowX;\r
+ r.ul.y = WindowY;\r
+ r.lr.x = r.ul.x + WindowW;\r
+ r.lr.y = r.ul.y + WindowH;\r
+\r
+ USL_PrintInCenter(s,r);\r
+}\r
+\r
+///////////////////////////////////////////////////////////////////////////\r
+//\r
+// US_CPrintLine() - Prints a string centered on the current line and\r
+// advances to the next line. Newlines are not supported.\r
+//\r
+///////////////////////////////////////////////////////////////////////////\r
+void\r
+US_CPrintLine(char far *s)\r
+{\r
+ word w,h;\r
+\r
+ USL_MeasureString(s,&w,&h);\r
+\r
+ if (w > WindowW)\r
+ Quit("US_CPrintLine() - String exceeds width");\r
+ px = WindowX + ((WindowW - w) / 2);\r
+ py = PrintY;\r
+ USL_DrawString(s);\r
+ PrintY += h;\r
+}\r
+\r
+///////////////////////////////////////////////////////////////////////////\r
+//\r
+// US_CPrint() - Prints a string in the current window. Newlines are\r
+// supported.\r
+//\r
+///////////////////////////////////////////////////////////////////////////\r
+void\r
+US_CPrint(char far *s)\r
+{\r
+ char c,far *se;\r
+\r
+ while (*s)\r
+ {\r
+ se = s;\r
+ while ((c = *se) && (c != '\n'))\r
+ se++;\r
+ *se = '\0';\r
+\r
+ US_CPrintLine(s);\r
+\r
+ s = se;\r
+ if (c)\r
+ {\r
+ *se = c;\r
+ s++;\r
+ }\r
+ }\r
+}\r
+\r
+///////////////////////////////////////////////////////////////////////////\r
+//\r
+// US_ClearWindow() - Clears the current window to white and homes the\r
+// cursor\r
+//\r
+///////////////////////////////////////////////////////////////////////////\r
+void\r
+US_ClearWindow(void)\r
+{\r
+ VWB_Bar(WindowX,WindowY,WindowW,WindowH,WHITE);\r
+ PrintX = WindowX;\r
+ PrintY = WindowY;\r
+}\r
+\r
+///////////////////////////////////////////////////////////////////////////\r
+//\r
+// US_DrawWindow() - Draws a frame and sets the current window parms\r
+//\r
+///////////////////////////////////////////////////////////////////////////\r
+void\r
+US_DrawWindow(word x,word y,word w,word h)\r
+{\r
+ word i,\r
+ sx,sy,sw,sh;\r
+\r
+ WindowX = x * 8;\r
+ WindowY = y * 8;\r
+ WindowW = w * 8;\r
+ WindowH = h * 8;\r
+\r
+ PrintX = WindowX;\r
+ PrintY = WindowY;\r
+\r
+ sx = (x - 1) * 8;\r
+ sy = (y - 1) * 8;\r
+ sw = (w + 1) * 8;\r
+ sh = (h + 1) * 8;\r
+\r
+ US_ClearWindow();\r
+\r
+ VWB_DrawTile8(sx,sy,0),VWB_DrawTile8(sx,sy + sh,5);\r
+ for (i = sx + 8;i <= sx + sw - 8;i += 8)\r
+ VWB_DrawTile8(i,sy,1),VWB_DrawTile8(i,sy + sh,6);\r
+ VWB_DrawTile8(i,sy,2),VWB_DrawTile8(i,sy + sh,7);\r
+\r
+ for (i = sy + 8;i <= sy + sh - 8;i += 8)\r
+ VWB_DrawTile8(sx,i,3),VWB_DrawTile8(sx + sw,i,4);\r
+}\r
+\r
+///////////////////////////////////////////////////////////////////////////\r
+//\r
+// US_CenterWindow() - Generates a window of a given width & height in the\r
+// middle of the screen\r
+//\r
+///////////////////////////////////////////////////////////////////////////\r
+void\r
+US_CenterWindow(word w,word h)\r
+{\r
+ US_DrawWindow(((MaxX / 8) - w) / 2,((MaxY / 8) - h) / 2,w,h);\r
+}\r
+\r
+///////////////////////////////////////////////////////////////////////////\r
+//\r
+// US_SaveWindow() - Saves the current window parms into a record for\r
+// later restoration\r
+//\r
+///////////////////////////////////////////////////////////////////////////\r
+void\r
+US_SaveWindow(WindowRec *win)\r
+{\r
+ win->x = WindowX;\r
+ win->y = WindowY;\r
+ win->w = WindowW;\r
+ win->h = WindowH;\r
+\r
+ win->px = PrintX;\r
+ win->py = PrintY;\r
+}\r
+\r
+///////////////////////////////////////////////////////////////////////////\r
+//\r
+// US_RestoreWindow() - Sets the current window parms to those held in the\r
+// record\r
+//\r
+///////////////////////////////////////////////////////////////////////////\r
+void\r
+US_RestoreWindow(WindowRec *win)\r
+{\r
+ WindowX = win->x;\r
+ WindowY = win->y;\r
+ WindowW = win->w;\r
+ WindowH = win->h;\r
+\r
+ PrintX = win->px;\r
+ PrintY = win->py;\r
+}\r
+\r
+// Input routines\r
+\r
+///////////////////////////////////////////////////////////////////////////\r
+//\r
+// USL_XORICursor() - XORs the I-bar text cursor. Used by US_LineInput()\r
+//\r
+///////////////////////////////////////////////////////////////////////////\r
+static void\r
+USL_XORICursor(int x,int y,char *s,word cursor)\r
+{\r
+ static boolean status; // VGA doesn't XOR...\r
+ char buf[MaxString];\r
+ int temp;\r
+ word w,h;\r
+\r
+ strcpy(buf,s);\r
+ buf[cursor] = '\0';\r
+ USL_MeasureString(buf,&w,&h);\r
+\r
+ px = x + w - 1;\r
+ py = y;\r
+ if (status^=1)\r
+ USL_DrawString("\x80");\r
+ else\r
+ {\r
+ temp = fontcolor;\r
+ fontcolor = backcolor;\r
+ USL_DrawString("\x80");\r
+ fontcolor = temp;\r
+ }\r
+\r
+}\r
+\r
+///////////////////////////////////////////////////////////////////////////\r
+//\r
+// US_LineInput() - Gets a line of user input at (x,y), the string defaults\r
+// to whatever is pointed at by def. Input is restricted to maxchars\r
+// chars or maxwidth pixels wide. If the user hits escape (and escok is\r
+// true), nothing is copied into buf, and false is returned. If the\r
+// user hits return, the current string is copied into buf, and true is\r
+// returned\r
+//\r
+///////////////////////////////////////////////////////////////////////////\r
+boolean\r
+US_LineInput(int x,int y,char *buf,char *def,boolean escok,\r
+ int maxchars,int maxwidth)\r
+{\r
+ boolean redraw,\r
+ cursorvis,cursormoved,\r
+ done,result;\r
+ ScanCode sc;\r
+ char c,\r
+ s[MaxString],olds[MaxString];\r
+ word i,\r
+ cursor,\r
+ w,h,\r
+ len,temp;\r
+ longword lasttime;\r
+\r
+ if (def)\r
+ strcpy(s,def);\r
+ else\r
+ *s = '\0';\r
+ *olds = '\0';\r
+ cursor = strlen(s);\r
+ cursormoved = redraw = true;\r
+\r
+ cursorvis = done = false;\r
+ lasttime = TimeCount;\r
+ LastASCII = key_None;\r
+ LastScan = sc_None;\r
+\r
+ while (!done)\r
+ {\r
+ if (cursorvis)\r
+ USL_XORICursor(x,y,s,cursor);\r
+\r
+ asm pushf\r
+ asm cli\r
+\r
+ sc = LastScan;\r
+ LastScan = sc_None;\r
+ c = LastASCII;\r
+ LastASCII = key_None;\r
+\r
+ asm popf\r
+\r
+ switch (sc)\r
+ {\r
+ case sc_LeftArrow:\r
+ if (cursor)\r
+ cursor--;\r
+ c = key_None;\r
+ cursormoved = true;\r
+ break;\r
+ case sc_RightArrow:\r
+ if (s[cursor])\r
+ cursor++;\r
+ c = key_None;\r
+ cursormoved = true;\r
+ break;\r
+ case sc_Home:\r
+ cursor = 0;\r
+ c = key_None;\r
+ cursormoved = true;\r
+ break;\r
+ case sc_End:\r
+ cursor = strlen(s);\r
+ c = key_None;\r
+ cursormoved = true;\r
+ break;\r
+\r
+ case sc_Return:\r
+ strcpy(buf,s);\r
+ done = true;\r
+ result = true;\r
+ c = key_None;\r
+ break;\r
+ case sc_Escape:\r
+ if (escok)\r
+ {\r
+ done = true;\r
+ result = false;\r
+ }\r
+ c = key_None;\r
+ break;\r
+\r
+ case sc_BackSpace:\r
+ if (cursor)\r
+ {\r
+ strcpy(s + cursor - 1,s + cursor);\r
+ cursor--;\r
+ redraw = true;\r
+ }\r
+ c = key_None;\r
+ cursormoved = true;\r
+ break;\r
+ case sc_Delete:\r
+ if (s[cursor])\r
+ {\r
+ strcpy(s + cursor,s + cursor + 1);\r
+ redraw = true;\r
+ }\r
+ c = key_None;\r
+ cursormoved = true;\r
+ break;\r
+\r
+ case 0x4c: // Keypad 5\r
+ case sc_UpArrow:\r
+ case sc_DownArrow:\r
+ case sc_PgUp:\r
+ case sc_PgDn:\r
+ case sc_Insert:\r
+ c = key_None;\r
+ break;\r
+ }\r
+\r
+ if (c)\r
+ {\r
+ len = strlen(s);\r
+ USL_MeasureString(s,&w,&h);\r
+\r
+ if\r
+ (\r
+ isprint(c)\r
+ && (len < MaxString - 1)\r
+ && ((!maxchars) || (len < maxchars))\r
+ && ((!maxwidth) || (w < maxwidth))\r
+ )\r
+ {\r
+ for (i = len + 1;i > cursor;i--)\r
+ s[i] = s[i - 1];\r
+ s[cursor++] = c;\r
+ redraw = true;\r
+ }\r
+ }\r
+\r
+ if (redraw)\r
+ {\r
+ px = x;\r
+ py = y;\r
+ temp = fontcolor;\r
+ fontcolor = backcolor;\r
+ USL_DrawString(olds);\r
+ fontcolor = temp;\r
+ strcpy(olds,s);\r
+\r
+ px = x;\r
+ py = y;\r
+ USL_DrawString(s);\r
+\r
+ redraw = false;\r
+ }\r
+\r
+ if (cursormoved)\r
+ {\r
+ cursorvis = false;\r
+ lasttime = TimeCount - TickBase;\r
+\r
+ cursormoved = false;\r
+ }\r
+ if (TimeCount - lasttime > TickBase / 2)\r
+ {\r
+ lasttime = TimeCount;\r
+\r
+ cursorvis ^= true;\r
+ }\r
+ if (cursorvis)\r
+ USL_XORICursor(x,y,s,cursor);\r
+\r
+ VW_UpdateScreen();\r
+ }\r
+\r
+ if (cursorvis)\r
+ USL_XORICursor(x,y,s,cursor);\r
+ if (!result)\r
+ {\r
+ px = x;\r
+ py = y;\r
+ USL_DrawString(olds);\r
+ }\r
+ VW_UpdateScreen();\r
+\r
+ IN_ClearKeysDown();\r
+ return(result);\r
+}\r
--- /dev/null
+IDEAL\r
+MODEL MEDIUM,C\r
+\r
+; Assembly portion of the User Mgr. This is just John Carmack's table\r
+; driven pseudo-random number generator, and we put it in the User Mgr\r
+; because we couldn't figure out where it should go\r
+\r
+\r
+;============================================================================\r
+;\r
+; RANDOM ROUTINES\r
+;\r
+;============================================================================\r
+\r
+ FARDATA\r
+\r
+rndindex dw ?\r
+\r
+rndtable db 0, 8, 109, 220, 222, 241, 149, 107, 75, 248, 254, 140, 16, 66\r
+ db 74, 21, 211, 47, 80, 242, 154, 27, 205, 128, 161, 89, 77, 36\r
+ db 95, 110, 85, 48, 212, 140, 211, 249, 22, 79, 200, 50, 28, 188\r
+ db 52, 140, 202, 120, 68, 145, 62, 70, 184, 190, 91, 197, 152, 224\r
+ db 149, 104, 25, 178, 252, 182, 202, 182, 141, 197, 4, 81, 181, 242\r
+ db 145, 42, 39, 227, 156, 198, 225, 193, 219, 93, 122, 175, 249, 0\r
+ db 175, 143, 70, 239, 46, 246, 163, 53, 163, 109, 168, 135, 2, 235\r
+ db 25, 92, 20, 145, 138, 77, 69, 166, 78, 176, 173, 212, 166, 113\r
+ db 94, 161, 41, 50, 239, 49, 111, 164, 70, 60, 2, 37, 171, 75\r
+ db 136, 156, 11, 56, 42, 146, 138, 229, 73, 146, 77, 61, 98, 196\r
+ db 135, 106, 63, 197, 195, 86, 96, 203, 113, 101, 170, 247, 181, 113\r
+ db 80, 250, 108, 7, 255, 237, 129, 226, 79, 107, 112, 166, 103, 241\r
+ db 24, 223, 239, 120, 198, 58, 60, 82, 128, 3, 184, 66, 143, 224\r
+ db 145, 224, 81, 206, 163, 45, 63, 90, 168, 114, 59, 33, 159, 95\r
+ db 28, 139, 123, 98, 125, 196, 15, 70, 194, 253, 54, 14, 109, 226\r
+ db 71, 17, 161, 93, 186, 87, 244, 138, 20, 52, 123, 251, 26, 36\r
+ db 17, 46, 52, 231, 232, 76, 31, 221, 84, 37, 216, 165, 212, 106\r
+ db 197, 242, 98, 43, 39, 175, 254, 145, 190, 84, 118, 222, 187, 136\r
+ db 120, 163, 236, 249\r
+\r
+PUBLIC rndtable\r
+\r
+ CODESEG\r
+\r
+LastRnd dw ?\r
+\r
+;=================================================\r
+;\r
+; void US_InitRndT (boolean randomize)\r
+; Init table based RND generator\r
+; if randomize is false, the counter is set to 0\r
+;\r
+;=================================================\r
+\r
+PROC US_InitRndT randomize:word\r
+ uses si,di\r
+ public US_InitRndT\r
+\r
+ mov ax,SEG rndtable\r
+ mov es,ax\r
+\r
+ mov ax,[randomize]\r
+ or ax,ax\r
+ jne @@timeit ;if randomize is true, really random\r
+\r
+ mov dx,0 ;set to a definite value\r
+ jmp @@setit\r
+\r
+@@timeit:\r
+ mov ah,2ch\r
+ int 21h ;GetSystemTime\r
+ and dx,0ffh\r
+\r
+@@setit:\r
+ mov [es:rndindex],dx\r
+ ret\r
+\r
+ENDP\r
+\r
+;=================================================\r
+;\r
+; int US_RndT (void)\r
+; Return a random # between 0-255\r
+; Exit : AX = value\r
+;\r
+;=================================================\r
+PROC US_RndT\r
+ public US_RndT\r
+\r
+ mov ax,SEG rndtable\r
+ mov es,ax\r
+ mov bx,[es:rndindex]\r
+ inc bx\r
+ and bx,0ffh\r
+ mov [es:rndindex],bx\r
+ mov al,[es:rndtable+BX]\r
+ xor ah,ah\r
+ ret\r
+\r
+ENDP\r
+\r
+END\r
+\r
--- /dev/null
+// ID_VH.C\r
+\r
+#include "ID_HEADS.H"\r
+\r
+#define SCREENWIDTH 80\r
+#define CHARWIDTH 2\r
+#define TILEWIDTH 4\r
+#define GRPLANES 4\r
+#define BYTEPIXELS 4\r
+\r
+#define SCREENXMASK (~3)\r
+#define SCREENXPLUS (3)\r
+#define SCREENXDIV (4)\r
+\r
+#define VIEWWIDTH 80\r
+\r
+#define PIXTOBLOCK 4 // 16 pixels to an update block\r
+\r
+#define UNCACHEGRCHUNK(chunk) {MM_FreePtr(&grsegs[chunk]);grneeded[chunk]&=~ca_levelbit;}\r
+\r
+byte update[UPDATEHIGH][UPDATEWIDE];\r
+\r
+//==========================================================================\r
+\r
+pictabletype _seg *pictable;\r
+\r
+\r
+int px,py;\r
+byte fontcolor,backcolor;\r
+int fontnumber;\r
+int bufferwidth,bufferheight;\r
+\r
+\r
+//==========================================================================\r
+\r
+void VWL_UpdateScreenBlocks (void);\r
+\r
+//==========================================================================\r
+\r
+void VW_DrawPropString (char far *string)\r
+{\r
+ fontstruct far *font;\r
+ int width,step,height,i;\r
+ byte far *source, far *dest, far *origdest;\r
+ byte ch,mask;\r
+\r
+ font = (fontstruct far *)grsegs[STARTFONT+fontnumber];\r
+ height = bufferheight = font->height;\r
+ dest = origdest = MK_FP(SCREENSEG,bufferofs+ylookup[py]+(px>>2));\r
+ mask = 1<<(px&3);\r
+\r
+\r
+ while ((ch = *string++)!=0)\r
+ {\r
+ width = step = font->width[ch];\r
+ source = ((byte far *)font)+font->location[ch];\r
+ while (width--)\r
+ {\r
+ VGAMAPMASK(mask);\r
+\r
+asm mov ah,[BYTE PTR fontcolor]\r
+asm mov bx,[step]\r
+asm mov cx,[height]\r
+asm mov dx,[linewidth]\r
+asm lds si,[source]\r
+asm les di,[dest]\r
+\r
+vertloop:\r
+asm mov al,[si]\r
+asm or al,al\r
+asm je next\r
+asm mov [es:di],ah // draw color\r
+\r
+next:\r
+asm add si,bx\r
+asm add di,dx\r
+asm loop vertloop\r
+asm mov ax,ss\r
+asm mov ds,ax\r
+\r
+ source++;\r
+ px++;\r
+ mask <<= 1;\r
+ if (mask == 16)\r
+ {\r
+ mask = 1;\r
+ dest++;\r
+ }\r
+ }\r
+ }\r
+bufferheight = height;\r
+bufferwidth = ((dest+1)-origdest)*4;\r
+}\r
+\r
+\r
+void VW_DrawColorPropString (char far *string)\r
+{\r
+ fontstruct far *font;\r
+ int width,step,height,i;\r
+ byte far *source, far *dest, far *origdest;\r
+ byte ch,mask;\r
+\r
+ font = (fontstruct far *)grsegs[STARTFONT+fontnumber];\r
+ height = bufferheight = font->height;\r
+ dest = origdest = MK_FP(SCREENSEG,bufferofs+ylookup[py]+(px>>2));\r
+ mask = 1<<(px&3);\r
+\r
+\r
+ while ((ch = *string++)!=0)\r
+ {\r
+ width = step = font->width[ch];\r
+ source = ((byte far *)font)+font->location[ch];\r
+ while (width--)\r
+ {\r
+ VGAMAPMASK(mask);\r
+\r
+asm mov ah,[BYTE PTR fontcolor]\r
+asm mov bx,[step]\r
+asm mov cx,[height]\r
+asm mov dx,[linewidth]\r
+asm lds si,[source]\r
+asm les di,[dest]\r
+\r
+vertloop:\r
+asm mov al,[si]\r
+asm or al,al\r
+asm je next\r
+asm mov [es:di],ah // draw color\r
+\r
+next:\r
+asm add si,bx\r
+asm add di,dx\r
+\r
+asm rcr cx,1 // inc font color\r
+asm jc cont\r
+asm inc ah\r
+\r
+cont:\r
+asm rcl cx,1\r
+asm loop vertloop\r
+asm mov ax,ss\r
+asm mov ds,ax\r
+\r
+ source++;\r
+ px++;\r
+ mask <<= 1;\r
+ if (mask == 16)\r
+ {\r
+ mask = 1;\r
+ dest++;\r
+ }\r
+ }\r
+ }\r
+bufferheight = height;\r
+bufferwidth = ((dest+1)-origdest)*4;\r
+}\r
+\r
+\r
+//==========================================================================\r
+\r
+\r
+/*\r
+=================\r
+=\r
+= VL_MungePic\r
+=\r
+=================\r
+*/\r
+\r
+void VL_MungePic (byte far *source, unsigned width, unsigned height)\r
+{\r
+ unsigned x,y,plane,size,pwidth;\r
+ byte _seg *temp, far *dest, far *srcline;\r
+\r
+ size = width*height;\r
+\r
+ if (width&3)\r
+ MS_Quit ("VL_MungePic: Not divisable by 4!");\r
+\r
+//\r
+// copy the pic to a temp buffer\r
+//\r
+ MM_GetPtr (&(memptr)temp,size);\r
+ _fmemcpy (temp,source,size);\r
+\r
+//\r
+// munge it back into the original buffer\r
+//\r
+ dest = source;\r
+ pwidth = width/4;\r
+\r
+ for (plane=0;plane<4;plane++)\r
+ {\r
+ srcline = temp;\r
+ for (y=0;y<height;y++)\r
+ {\r
+ for (x=0;x<pwidth;x++)\r
+ *dest++ = *(srcline+x*4+plane);\r
+ srcline+=width;\r
+ }\r
+ }\r
+\r
+ MM_FreePtr (&(memptr)temp);\r
+}\r
+\r
+void VWL_MeasureString (char far *string, word *width, word *height\r
+ , fontstruct _seg *font)\r
+{\r
+ *height = font->height;\r
+ for (*width = 0;*string;string++)\r
+ *width += font->width[*((byte far *)string)]; // proportional width\r
+}\r
+\r
+void VW_MeasurePropString (char far *string, word *width, word *height)\r
+{\r
+ VWL_MeasureString(string,width,height,(fontstruct _seg *)grsegs[STARTFONT+fontnumber]);\r
+}\r
+\r
+void VW_MeasureMPropString (char far *string, word *width, word *height)\r
+{\r
+ VWL_MeasureString(string,width,height,(fontstruct _seg *)grsegs[STARTFONTM+fontnumber]);\r
+}\r
+\r
+\r
+\r
+/*\r
+=============================================================================\r
+\r
+ Double buffer management routines\r
+\r
+=============================================================================\r
+*/\r
+\r
+\r
+/*\r
+=======================\r
+=\r
+= VW_MarkUpdateBlock\r
+=\r
+= Takes a pixel bounded block and marks the tiles in bufferblocks\r
+= Returns 0 if the entire block is off the buffer screen\r
+=\r
+=======================\r
+*/\r
+\r
+int VW_MarkUpdateBlock (int x1, int y1, int x2, int y2)\r
+{\r
+ int x,y,xt1,yt1,xt2,yt2,nextline;\r
+ byte *mark;\r
+\r
+ xt1 = x1>>PIXTOBLOCK;\r
+ yt1 = y1>>PIXTOBLOCK;\r
+\r
+ xt2 = x2>>PIXTOBLOCK;\r
+ yt2 = y2>>PIXTOBLOCK;\r
+\r
+ if (xt1<0)\r
+ xt1=0;\r
+ else if (xt1>=UPDATEWIDE)\r
+ return 0;\r
+\r
+ if (yt1<0)\r
+ yt1=0;\r
+ else if (yt1>UPDATEHIGH)\r
+ return 0;\r
+\r
+ if (xt2<0)\r
+ return 0;\r
+ else if (xt2>=UPDATEWIDE)\r
+ xt2 = UPDATEWIDE-1;\r
+\r
+ if (yt2<0)\r
+ return 0;\r
+ else if (yt2>=UPDATEHIGH)\r
+ yt2 = UPDATEHIGH-1;\r
+\r
+ mark = updateptr + uwidthtable[yt1] + xt1;\r
+ nextline = UPDATEWIDE - (xt2-xt1) - 1;\r
+\r
+ for (y=yt1;y<=yt2;y++)\r
+ {\r
+ for (x=xt1;x<=xt2;x++)\r
+ *mark++ = 1; // this tile will need to be updated\r
+\r
+ mark += nextline;\r
+ }\r
+\r
+ return 1;\r
+}\r
+\r
+void VWB_DrawTile8 (int x, int y, int tile)\r
+{\r
+ if (VW_MarkUpdateBlock (x,y,x+7,y+7))\r
+ LatchDrawChar(x,y,tile);\r
+}\r
+\r
+void VWB_DrawTile8M (int x, int y, int tile)\r
+{\r
+ if (VW_MarkUpdateBlock (x,y,x+7,y+7))\r
+ VL_MemToScreen (((byte far *)grsegs[STARTTILE8M])+tile*64,8,8,x,y);\r
+}\r
+\r
+\r
+void VWB_DrawPic (int x, int y, int chunknum)\r
+{\r
+ int picnum = chunknum - STARTPICS;\r
+ unsigned width,height;\r
+\r
+ x &= ~7;\r
+\r
+ width = pictable[picnum].width;\r
+ height = pictable[picnum].height;\r
+\r
+ if (VW_MarkUpdateBlock (x,y,x+width-1,y+height-1))\r
+ VL_MemToScreen (grsegs[chunknum],width,height,x,y);\r
+}\r
+\r
+\r
+\r
+void VWB_DrawPropString (char far *string)\r
+{\r
+ int x;\r
+ x=px;\r
+ VW_DrawPropString (string);\r
+ VW_MarkUpdateBlock(x,py,px-1,py+bufferheight-1);\r
+}\r
+\r
+\r
+void VWB_Bar (int x, int y, int width, int height, int color)\r
+{\r
+ if (VW_MarkUpdateBlock (x,y,x+width,y+height-1) )\r
+ VW_Bar (x,y,width,height,color);\r
+}\r
+\r
+void VWB_Plot (int x, int y, int color)\r
+{\r
+ if (VW_MarkUpdateBlock (x,y,x,y))\r
+ VW_Plot(x,y,color);\r
+}\r
+\r
+void VWB_Hlin (int x1, int x2, int y, int color)\r
+{\r
+ if (VW_MarkUpdateBlock (x1,y,x2,y))\r
+ VW_Hlin(x1,x2,y,color);\r
+}\r
+\r
+void VWB_Vlin (int y1, int y2, int x, int color)\r
+{\r
+ if (VW_MarkUpdateBlock (x,y1,x,y2))\r
+ VW_Vlin(y1,y2,x,color);\r
+}\r
+\r
+void VW_UpdateScreen (void)\r
+{\r
+ VH_UpdateScreen ();\r
+}\r
+\r
+\r
+/*\r
+=============================================================================\r
+\r
+ WOLFENSTEIN STUFF\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;\r
+\r
+ wide = pictable[picnum-STARTPICS].width;\r
+ height = pictable[picnum-STARTPICS].height;\r
+ source = latchpics[2+picnum-LATCHPICS_LUMP_START];\r
+\r
+ VL_LatchToScreen (source,wide/4,height,x*8,y);\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,width,height,start,end;\r
+ byte far *src;\r
+ unsigned destoff;\r
+\r
+//\r
+// tile 8s\r
+//\r
+ latchpics[0] = freelatch;\r
+ CA_CacheGrChunk (STARTTILE8);\r
+ src = (byte _seg *)grsegs[STARTTILE8];\r
+ destoff = freelatch;\r
+\r
+ for (i=0;i<NUMTILE8;i++)\r
+ {\r
+ VL_MemToLatch (src,8,8,destoff);\r
+ src += 64;\r
+ destoff +=16;\r
+ }\r
+ UNCACHEGRCHUNK (STARTTILE8);\r
+\r
+#if 0 // ran out of latch space!\r
+//\r
+// tile 16s\r
+//\r
+ src = (byte _seg *)grsegs[STARTTILE16];\r
+ latchpics[1] = destoff;\r
+\r
+ for (i=0;i<NUMTILE16;i++)\r
+ {\r
+ CA_CacheGrChunk (STARTTILE16+i);\r
+ src = (byte _seg *)grsegs[STARTTILE16+i];\r
+ VL_MemToLatch (src,16,16,destoff);\r
+ destoff+=64;\r
+ if (src)\r
+ UNCACHEGRCHUNK (STARTTILE16+i);\r
+ }\r
+#endif\r
+\r
+//\r
+// pics\r
+//\r
+ start = LATCHPICS_LUMP_START;\r
+ end = LATCHPICS_LUMP_END;\r
+\r
+ for (i=start;i<=end;i++)\r
+ {\r
+ latchpics[2+i-start] = destoff;\r
+ CA_CacheGrChunk (i);\r
+ width = pictable[i-STARTPICS].width;\r
+ height = pictable[i-STARTPICS].height;\r
+ VL_MemToLatch (grsegs[i],width,height,destoff);\r
+ destoff += width/4 *height;\r
+ UNCACHEGRCHUNK(i);\r
+ }\r
+\r
+ EGAMAPMASK(15);\r
+}\r
+\r
+//==========================================================================\r
+\r
+/*\r
+===================\r
+=\r
+= FizzleFade\r
+=\r
+= returns true if aborted\r
+=\r
+===================\r
+*/\r
+\r
+extern ControlInfo c;\r
+\r
+boolean FizzleFade (unsigned source, unsigned dest,\r
+ unsigned width,unsigned height, unsigned frames, boolean abortable)\r
+{\r
+ int pixperframe;\r
+ unsigned drawofs,pagedelta;\r
+ byte mask,maskb[8] = {1,2,4,8};\r
+ unsigned x,y,p,frame;\r
+ long rndval;\r
+\r
+ pagedelta = dest-source;\r
+ rndval = 1;\r
+ y = 0;\r
+ pixperframe = 64000/frames;\r
+\r
+ IN_StartAck ();\r
+\r
+ TimeCount=frame=0;\r
+ do // while (1)\r
+ {\r
+ if (abortable && IN_CheckAck () )\r
+ return true;\r
+\r
+ asm mov es,[screenseg]\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 mov [BYTE PTR x],ah // next 9 bits = x xoordinate\r
+ asm mov [BYTE PTR x+1],dl\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] + (x>>2);\r
+\r
+ //\r
+ // copy one pixel\r
+ //\r
+ mask = x&3;\r
+ VGAREADMAP(mask);\r
+ mask = maskb[mask];\r
+ VGAMAPMASK(mask);\r
+\r
+ asm mov di,[drawofs]\r
+ asm mov al,[es:di]\r
+ asm add di,[pagedelta]\r
+ asm mov [es:di],al\r
+\r
+ if (rndval == 1) // entire sequence has been completed\r
+ return false;\r
+ }\r
+ frame++;\r
+ while (TimeCount<frame) // don't go too fast\r
+ ;\r
+ } while (1);\r
+\r
+\r
+}\r
--- /dev/null
+// ID_VH.H\r
+\r
+\r
+#define WHITE 15 // graphics mode independant colors\r
+#define BLACK 0\r
+#define FIRSTCOLOR 1\r
+#define SECONDCOLOR 12\r
+#define F_WHITE 15\r
+#define F_BLACK 0\r
+#define F_FIRSTCOLOR 1\r
+#define F_SECONDCOLOR 12\r
+\r
+//===========================================================================\r
+\r
+#define MAXSHIFTS 1\r
+\r
+typedef struct\r
+{\r
+ int width,\r
+ height,\r
+ orgx,orgy,\r
+ xl,yl,xh,yh,\r
+ shifts;\r
+} spritetabletype;\r
+\r
+typedef struct\r
+{\r
+ unsigned sourceoffset[MAXSHIFTS];\r
+ unsigned planesize[MAXSHIFTS];\r
+ unsigned width[MAXSHIFTS];\r
+ byte data[];\r
+} spritetype; // the memptr for each sprite points to this\r
+\r
+typedef struct\r
+{\r
+ int width,height;\r
+} pictabletype;\r
+\r
+\r
+typedef struct\r
+{\r
+ int height;\r
+ int location[256];\r
+ char width[256];\r
+} fontstruct;\r
+\r
+\r
+//===========================================================================\r
+\r
+\r
+extern pictabletype _seg *pictable;\r
+extern pictabletype _seg *picmtable;\r
+extern spritetabletype _seg *spritetable;\r
+\r
+extern byte fontcolor;\r
+extern int fontnumber;\r
+extern int px,py;\r
+\r
+//\r
+// Double buffer management routines\r
+//\r
+\r
+void VW_InitDoubleBuffer (void);\r
+int VW_MarkUpdateBlock (int x1, int y1, int x2, int y2);\r
+void VW_UpdateScreen (void);\r
+\r
+//\r
+// mode independant routines\r
+// coordinates in pixels, rounded to best screen res\r
+// regions marked in double buffer\r
+//\r
+\r
+void VWB_DrawTile8 (int x, int y, int tile);\r
+void VWB_DrawTile8M (int x, int y, int tile);\r
+void VWB_DrawTile16 (int x, int y, int tile);\r
+void VWB_DrawTile16M (int x, int y, int tile);\r
+void VWB_DrawPic (int x, int y, int chunknum);\r
+void VWB_DrawMPic(int x, int y, int chunknum);\r
+void VWB_Bar (int x, int y, int width, int height, int color);\r
+\r
+void VWB_DrawPropString (char far *string);\r
+void VWB_DrawMPropString (char far *string);\r
+void VWB_DrawSprite (int x, int y, int chunknum);\r
+void VWB_Plot (int x, int y, int color);\r
+void VWB_Hlin (int x1, int x2, int y, int color);\r
+void VWB_Vlin (int y1, int y2, int x, int color);\r
+\r
+\r
+//\r
+// wolfenstein EGA compatability stuff\r
+//\r
+extern byte far gamepal;\r
+\r
+void VH_SetDefaultColors (void);\r
+\r
+#define VW_Startup VL_Startup\r
+#define VW_Shutdown VL_Shutdown\r
+#define VW_SetCRTC VL_SetCRTC\r
+#define VW_SetScreen VL_SetScreen\r
+#define VW_Bar VL_Bar\r
+#define VW_Plot VL_Plot\r
+#define VW_Hlin(x,z,y,c) VL_Hlin(x,y,(z)-(x)+1,c)\r
+#define VW_Vlin(y,z,x,c) VL_Vlin(x,y,(z)-(y)+1,c)\r
+#define VW_DrawPic VH_DrawPic\r
+#define VW_SetSplitScreen VL_SetSplitScreen\r
+#define VW_SetLineWidth VL_SetLineWidth\r
+#define VW_ColorBorder VL_ColorBorder\r
+#define VW_WaitVBL VL_WaitVBL\r
+#define VW_FadeIn() VL_FadeIn(0,255,&gamepal,30);\r
+#define VW_FadeOut() VL_FadeOut(0,255,0,0,0,30);\r
+#define VW_ScreenToScreen VL_ScreenToScreen\r
+#define VW_SetDefaultColors VH_SetDefaultColors\r
+void VW_MeasurePropString (char far *string, word *width, word *height);\r
+#define EGAMAPMASK(x) VGAMAPMASK(x)\r
+#define EGAWRITEMODE(x) VGAWRITEMODE(x)\r
+\r
+//#define VW_MemToScreen VL_MemToLatch\r
+\r
+#define MS_Quit Quit\r
+\r
+\r
+#define LatchDrawChar(x,y,p) VL_LatchToScreen(latchpics[0]+(p)*16,2,8,x,y)\r
+#define LatchDrawTile(x,y,p) VL_LatchToScreen(latchpics[1]+(p)*64,4,16,x,y)\r
+\r
+void LatchDrawPic (unsigned x, unsigned y, unsigned picnum);\r
+void LoadLatchMem (void);\r
+boolean FizzleFade (unsigned source, unsigned dest,\r
+ unsigned width,unsigned height, unsigned frames,boolean abortable);\r
+\r
+\r
+#define NUMLATCHPICS 100\r
+extern unsigned latchpics[NUMLATCHPICS];\r
+extern unsigned freelatch;\r
+\r
--- /dev/null
+; ID_VL.ASM\r
+\r
+ IDEAL\r
+ MODEL MEDIUM,C\r
+\r
+ INCLUDE 'ID_VL.EQU'\r
+\r
+SCREENSEG = 0a000h\r
+\r
+UPDATEWIDE = 20\r
+UPDATEHIGH = 13\r
+\r
+ DATASEG\r
+\r
+\r
+EXTRN bufferofs :WORD\r
+EXTRN displayofs :WORD\r
+EXTRN ylookup :WORD\r
+EXTRN linewidth :WORD\r
+EXTRN blockstarts :WORD ;offsets from drawofs for each update block\r
+\r
+EXTRN update :BYTE\r
+\r
+ CODESEG\r
+\r
+\r
+;=================\r
+;\r
+; VH_UpdateScreen\r
+;\r
+;=================\r
+\r
+PROC VH_UpdateScreen\r
+PUBLIC VH_UpdateScreen\r
+USES si,di\r
+\r
+ mov dx,SC_INDEX\r
+ mov ax,SC_MAPMASK+15*256\r
+ out dx,ax\r
+\r
+ mov dx,GC_INDEX\r
+ mov al,GC_MODE\r
+ out dx,al\r
+\r
+ inc dx\r
+ in al,dx\r
+ and al,252\r
+ or al,1\r
+ out dx,al\r
+\r
+ mov bx,UPDATEWIDE*UPDATEHIGH-1 ; bx is the tile number\r
+ mov dx,[linewidth]\r
+\r
+;\r
+; see if the tile needs to be copied\r
+;\r
+@@checktile:\r
+ test [update+bx],1\r
+ jnz @@copytile\r
+@@next:\r
+ dec bx\r
+ jns @@checktile\r
+\r
+;\r
+; done\r
+;\r
+ mov dx,GC_INDEX+1\r
+ in al,dx\r
+ and al,NOT 3\r
+ or al,0\r
+ out dx,al\r
+ ret\r
+\r
+;\r
+; copy a tile\r
+;\r
+@@copytile:\r
+ mov [update+bx],0\r
+ shl bx,1\r
+ mov si,[blockstarts+bx]\r
+ shr bx,1\r
+ mov di,si\r
+ add si,[bufferofs]\r
+ add di,[displayofs]\r
+\r
+ mov ax,SCREENSEG\r
+ mov ds,ax\r
+\r
+REPT 16\r
+ mov al,[si]\r
+ mov [di],al\r
+ mov al,[si+1]\r
+ mov [di+1],al\r
+ mov al,[si+2]\r
+ mov [di+2],al\r
+ mov al,[si+3]\r
+ mov [di+3],al\r
+ add si,dx\r
+ add di,dx\r
+ENDM\r
+\r
+ mov ax,ss\r
+ mov ds,ax\r
+ jmp @@next\r
+\r
+ENDP\r
+\r
+\r
+ END\r
+\r
--- /dev/null
+// ID_VL.C\r
+\r
+#include <dos.h>\r
+#include <alloc.h>\r
+#include <mem.h>\r
+#include <string.h>\r
+#include "ID_HEAD.H"\r
+#include "ID_VL.H"\r
+#pragma hdrstop\r
+\r
+//\r
+// SC_INDEX is expected to stay at SC_MAPMASK for proper operation\r
+//\r
+\r
+unsigned bufferofs;\r
+unsigned displayofs,pelpan;\r
+\r
+unsigned screenseg=SCREENSEG; // set to 0xa000 for asm convenience\r
+\r
+unsigned linewidth;\r
+unsigned ylookup[MAXSCANLINES];\r
+\r
+boolean screenfaded;\r
+unsigned bordercolor;\r
+\r
+boolean fastpalette; // if true, use outsb to set\r
+\r
+byte far palette1[256][3],far palette2[256][3];\r
+\r
+//===========================================================================\r
+\r
+// asm\r
+\r
+int VL_VideoID (void);\r
+void VL_SetCRTC (int crtc);\r
+void VL_SetScreen (int crtc, int pelpan);\r
+void VL_WaitVBL (int vbls);\r
+\r
+//===========================================================================\r
+\r
+\r
+/*\r
+=======================\r
+=\r
+= VL_Startup\r
+=\r
+=======================\r
+*/\r
+\r
+#if 0\r
+void VL_Startup (void)\r
+{\r
+ if ( !MS_CheckParm ("HIDDENCARD") && VL_VideoID () != 5)\r
+ MS_Quit ("You need a VGA graphics card to run this!");\r
+\r
+ asm cld; // all string instructions assume forward\r
+}\r
+\r
+#endif\r
+\r
+/*\r
+=======================\r
+=\r
+= VL_Startup // WOLFENSTEIN HACK\r
+=\r
+=======================\r
+*/\r
+\r
+static char *ParmStrings[] = {"HIDDENCARD",""};\r
+\r
+void VL_Startup (void)\r
+{\r
+ int i,videocard;\r
+\r
+ asm cld;\r
+\r
+ videocard = VL_VideoID ();\r
+ for (i = 1;i < _argc;i++)\r
+ if (US_CheckParm(_argv[i],ParmStrings) == 0)\r
+ {\r
+ videocard = 5;\r
+ break;\r
+ }\r
+\r
+ if (videocard != 5)\r
+Quit ("Improper video card! If you really have a VGA card that I am not \n"\r
+ "detecting, use the -HIDDENCARD command line parameter!");\r
+\r
+}\r
+\r
+\r
+\r
+/*\r
+=======================\r
+=\r
+= VL_Shutdown\r
+=\r
+=======================\r
+*/\r
+\r
+void VL_Shutdown (void)\r
+{\r
+ VL_SetTextMode ();\r
+}\r
+\r
+\r
+/*\r
+=======================\r
+=\r
+= VL_SetVGAPlaneMode\r
+=\r
+=======================\r
+*/\r
+\r
+void VL_SetVGAPlaneMode (void)\r
+{\r
+asm mov ax,0x13\r
+asm int 0x10\r
+ VL_DePlaneVGA ();\r
+ VGAMAPMASK(15);\r
+ VL_SetLineWidth (40);\r
+}\r
+\r
+\r
+/*\r
+=======================\r
+=\r
+= VL_SetTextMode\r
+=\r
+=======================\r
+*/\r
+\r
+void VL_SetTextMode (void)\r
+{\r
+asm mov ax,3\r
+asm int 0x10\r
+}\r
+\r
+//===========================================================================\r
+\r
+/*\r
+=================\r
+=\r
+= VL_ClearVideo\r
+=\r
+= Fill the entire video buffer with a given color\r
+=\r
+=================\r
+*/\r
+\r
+void VL_ClearVideo (byte color)\r
+{\r
+asm mov dx,GC_INDEX\r
+asm mov al,GC_MODE\r
+asm out dx,al\r
+asm inc dx\r
+asm in al,dx\r
+asm and al,0xfc // write mode 0 to store directly to video\r
+asm out dx,al\r
+\r
+asm mov dx,SC_INDEX\r
+asm mov ax,SC_MAPMASK+15*256\r
+asm out dx,ax // write through all four planes\r
+\r
+asm mov ax,SCREENSEG\r
+asm mov es,ax\r
+asm mov al,[color]\r
+asm mov ah,al\r
+asm mov cx,0x8000 // 0x8000 words, clearing 8 video bytes/word\r
+asm xor di,di\r
+asm rep stosw\r
+}\r
+\r
+\r
+/*\r
+=============================================================================\r
+\r
+ VGA REGISTER MANAGEMENT ROUTINES\r
+\r
+=============================================================================\r
+*/\r
+\r
+\r
+/*\r
+=================\r
+=\r
+= VL_DePlaneVGA\r
+=\r
+=================\r
+*/\r
+\r
+void VL_DePlaneVGA (void)\r
+{\r
+\r
+//\r
+// change CPU addressing to non linear mode\r
+//\r
+\r
+//\r
+// turn off chain 4 and odd/even\r
+//\r
+ outportb (SC_INDEX,SC_MEMMODE);\r
+ outportb (SC_INDEX+1,(inportb(SC_INDEX+1)&~8)|4);\r
+\r
+ outportb (SC_INDEX,SC_MAPMASK); // leave this set throughought\r
+\r
+//\r
+// turn off odd/even and set write mode 0\r
+//\r
+ outportb (GC_INDEX,GC_MODE);\r
+ outportb (GC_INDEX+1,inportb(GC_INDEX+1)&~0x13);\r
+\r
+//\r
+// turn off chain\r
+//\r
+ outportb (GC_INDEX,GC_MISCELLANEOUS);\r
+ outportb (GC_INDEX+1,inportb(GC_INDEX+1)&~2);\r
+\r
+//\r
+// clear the entire buffer space, because int 10h only did 16 k / plane\r
+//\r
+ VL_ClearVideo (0);\r
+\r
+//\r
+// change CRTC scanning from doubleword to byte mode, allowing >64k scans\r
+//\r
+ outportb (CRTC_INDEX,CRTC_UNDERLINE);\r
+ outportb (CRTC_INDEX+1,inportb(CRTC_INDEX+1)&~0x40);\r
+\r
+ outportb (CRTC_INDEX,CRTC_MODE);\r
+ outportb (CRTC_INDEX+1,inportb(CRTC_INDEX+1)|0x40);\r
+}\r
+\r
+//===========================================================================\r
+\r
+/*\r
+====================\r
+=\r
+= VL_SetLineWidth\r
+=\r
+= Line witdh is in WORDS, 40 words is normal width for vgaplanegr\r
+=\r
+====================\r
+*/\r
+\r
+void VL_SetLineWidth (unsigned width)\r
+{\r
+ int i,offset;\r
+\r
+//\r
+// set wide virtual screen\r
+//\r
+ outport (CRTC_INDEX,CRTC_OFFSET+width*256);\r
+\r
+//\r
+// set up lookup tables\r
+//\r
+ linewidth = width*2;\r
+\r
+ offset = 0;\r
+\r
+ for (i=0;i<MAXSCANLINES;i++)\r
+ {\r
+ ylookup[i]=offset;\r
+ offset += linewidth;\r
+ }\r
+}\r
+\r
+/*\r
+====================\r
+=\r
+= VL_SetSplitScreen\r
+=\r
+====================\r
+*/\r
+\r
+void VL_SetSplitScreen (int linenum)\r
+{\r
+ VL_WaitVBL (1);\r
+ linenum=linenum*2-1;\r
+ outportb (CRTC_INDEX,CRTC_LINECOMPARE);\r
+ outportb (CRTC_INDEX+1,linenum % 256);\r
+ outportb (CRTC_INDEX,CRTC_OVERFLOW);\r
+ outportb (CRTC_INDEX+1, 1+16*(linenum/256));\r
+ outportb (CRTC_INDEX,CRTC_MAXSCANLINE);\r
+ outportb (CRTC_INDEX+1,inportb(CRTC_INDEX+1) & (255-64));\r
+}\r
+\r
+\r
+/*\r
+=============================================================================\r
+\r
+ PALETTE OPS\r
+\r
+ To avoid snow, do a WaitVBL BEFORE calling these\r
+\r
+=============================================================================\r
+*/\r
+\r
+\r
+/*\r
+=================\r
+=\r
+= VL_FillPalette\r
+=\r
+=================\r
+*/\r
+\r
+void VL_FillPalette (int red, int green, int blue)\r
+{\r
+ int i;\r
+\r
+ outportb (PEL_WRITE_ADR,0);\r
+ for (i=0;i<256;i++)\r
+ {\r
+ outportb (PEL_DATA,red);\r
+ outportb (PEL_DATA,green);\r
+ outportb (PEL_DATA,blue);\r
+ }\r
+}\r
+\r
+//===========================================================================\r
+\r
+/*\r
+=================\r
+=\r
+= VL_SetColor\r
+=\r
+=================\r
+*/\r
+\r
+void VL_SetColor (int color, int red, int green, int blue)\r
+{\r
+ outportb (PEL_WRITE_ADR,color);\r
+ outportb (PEL_DATA,red);\r
+ outportb (PEL_DATA,green);\r
+ outportb (PEL_DATA,blue);\r
+}\r
+\r
+//===========================================================================\r
+\r
+/*\r
+=================\r
+=\r
+= VL_GetColor\r
+=\r
+=================\r
+*/\r
+\r
+void VL_GetColor (int color, int *red, int *green, int *blue)\r
+{\r
+ outportb (PEL_READ_ADR,color);\r
+ *red = inportb (PEL_DATA);\r
+ *green = inportb (PEL_DATA);\r
+ *blue = inportb (PEL_DATA);\r
+}\r
+\r
+//===========================================================================\r
+\r
+/*\r
+=================\r
+=\r
+= VL_SetPalette\r
+=\r
+= If fast palette setting has been tested for, it is used\r
+= (some cards don't like outsb palette setting)\r
+=\r
+=================\r
+*/\r
+\r
+void VL_SetPalette (byte far *palette)\r
+{\r
+ int i;\r
+\r
+// outportb (PEL_WRITE_ADR,0);\r
+// for (i=0;i<768;i++)\r
+// outportb(PEL_DATA,*palette++);\r
+\r
+ asm mov dx,PEL_WRITE_ADR\r
+ asm mov al,0\r
+ asm out dx,al\r
+ asm mov dx,PEL_DATA\r
+ asm lds si,[palette]\r
+\r
+ asm test [ss:fastpalette],1\r
+ asm jz slowset\r
+//\r
+// set palette fast for cards that can take it\r
+//\r
+ asm mov cx,768\r
+ asm rep outsb\r
+ asm jmp done\r
+\r
+//\r
+// set palette slowly for some video cards\r
+//\r
+slowset:\r
+ asm mov cx,256\r
+setloop:\r
+ asm lodsb\r
+ asm out dx,al\r
+ asm lodsb\r
+ asm out dx,al\r
+ asm lodsb\r
+ asm out dx,al\r
+ asm loop setloop\r
+\r
+done:\r
+ asm mov ax,ss\r
+ asm mov ds,ax\r
+\r
+}\r
+\r
+\r
+//===========================================================================\r
+\r
+/*\r
+=================\r
+=\r
+= VL_GetPalette\r
+=\r
+= This does not use the port string instructions,\r
+= due to some incompatabilities\r
+=\r
+=================\r
+*/\r
+\r
+void VL_GetPalette (byte far *palette)\r
+{\r
+ int i;\r
+\r
+ outportb (PEL_READ_ADR,0);\r
+ for (i=0;i<768;i++)\r
+ *palette++ = inportb(PEL_DATA);\r
+}\r
+\r
+\r
+//===========================================================================\r
+\r
+/*\r
+=================\r
+=\r
+= VL_FadeOut\r
+=\r
+= Fades the current palette to the given color in the given number of steps\r
+=\r
+=================\r
+*/\r
+\r
+void VL_FadeOut (int start, int end, int red, int green, int blue, int steps)\r
+{\r
+ int i,j,orig,delta;\r
+ byte far *origptr, far *newptr;\r
+\r
+ VL_WaitVBL(1);\r
+ VL_GetPalette (&palette1[0][0]);\r
+ _fmemcpy (palette2,palette1,768);\r
+\r
+//\r
+// fade through intermediate frames\r
+//\r
+ for (i=0;i<steps;i++)\r
+ {\r
+ origptr = &palette1[start][0];\r
+ newptr = &palette2[start][0];\r
+ for (j=start;j<=end;j++)\r
+ {\r
+ orig = *origptr++;\r
+ delta = red-orig;\r
+ *newptr++ = orig + delta * i / steps;\r
+ orig = *origptr++;\r
+ delta = green-orig;\r
+ *newptr++ = orig + delta * i / steps;\r
+ orig = *origptr++;\r
+ delta = blue-orig;\r
+ *newptr++ = orig + delta * i / steps;\r
+ }\r
+\r
+ VL_WaitVBL(1);\r
+ VL_SetPalette (&palette2[0][0]);\r
+ }\r
+\r
+//\r
+// final color\r
+//\r
+ VL_FillPalette (red,green,blue);\r
+\r
+ screenfaded = true;\r
+}\r
+\r
+\r
+/*\r
+=================\r
+=\r
+= VL_FadeIn\r
+=\r
+=================\r
+*/\r
+\r
+void VL_FadeIn (int start, int end, byte far *palette, int steps)\r
+{\r
+ int i,j,delta;\r
+\r
+ VL_WaitVBL(1);\r
+ VL_GetPalette (&palette1[0][0]);\r
+ _fmemcpy (&palette2[0][0],&palette1[0][0],sizeof(palette1));\r
+\r
+ start *= 3;\r
+ end = end*3+2;\r
+\r
+//\r
+// fade through intermediate frames\r
+//\r
+ for (i=0;i<steps;i++)\r
+ {\r
+ for (j=start;j<=end;j++)\r
+ {\r
+ delta = palette[j]-palette1[0][j];\r
+ palette2[0][j] = palette1[0][j] + delta * i / steps;\r
+ }\r
+\r
+ VL_WaitVBL(1);\r
+ VL_SetPalette (&palette2[0][0]);\r
+ }\r
+\r
+//\r
+// final color\r
+//\r
+ VL_SetPalette (palette);\r
+ screenfaded = false;\r
+}\r
+\r
+\r
+\r
+/*\r
+=================\r
+=\r
+= VL_TestPaletteSet\r
+=\r
+= Sets the palette with outsb, then reads it in and compares\r
+= If it compares ok, fastpalette is set to true.\r
+=\r
+=================\r
+*/\r
+\r
+void VL_TestPaletteSet (void)\r
+{\r
+ int i;\r
+\r
+ for (i=0;i<768;i++)\r
+ palette1[0][i] = i;\r
+\r
+ fastpalette = true;\r
+ VL_SetPalette (&palette1[0][0]);\r
+ VL_GetPalette (&palette2[0][0]);\r
+ if (_fmemcmp (&palette1[0][0],&palette2[0][0],768))\r
+ fastpalette = false;\r
+}\r
+\r
+\r
+/*\r
+==================\r
+=\r
+= VL_ColorBorder\r
+=\r
+==================\r
+*/\r
+\r
+void VL_ColorBorder (int color)\r
+{\r
+ _AH=0x10;\r
+ _AL=1;\r
+ _BH=color;\r
+ geninterrupt (0x10);\r
+ bordercolor = color;\r
+}\r
+\r
+\r
+\r
+/*\r
+=============================================================================\r
+\r
+ PIXEL OPS\r
+\r
+=============================================================================\r
+*/\r
+\r
+byte pixmasks[4] = {1,2,4,8};\r
+byte leftmasks[4] = {15,14,12,8};\r
+byte rightmasks[4] = {1,3,7,15};\r
+\r
+\r
+/*\r
+=================\r
+=\r
+= VL_Plot\r
+=\r
+=================\r
+*/\r
+\r
+void VL_Plot (int x, int y, int color)\r
+{\r
+ byte mask;\r
+\r
+ mask = pixmasks[x&3];\r
+ VGAMAPMASK(mask);\r
+ *(byte far *)MK_FP(SCREENSEG,bufferofs+(ylookup[y]+(x>>2))) = color;\r
+ VGAMAPMASK(15);\r
+}\r
+\r
+\r
+/*\r
+=================\r
+=\r
+= VL_Hlin\r
+=\r
+=================\r
+*/\r
+\r
+void VL_Hlin (unsigned x, unsigned y, unsigned width, unsigned color)\r
+{\r
+ unsigned xbyte;\r
+ byte far *dest;\r
+ byte leftmask,rightmask;\r
+ int midbytes;\r
+\r
+ xbyte = x>>2;\r
+ leftmask = leftmasks[x&3];\r
+ rightmask = rightmasks[(x+width-1)&3];\r
+ midbytes = ((x+width+3)>>2) - xbyte - 2;\r
+\r
+ dest = MK_FP(SCREENSEG,bufferofs+ylookup[y]+xbyte);\r
+\r
+ if (midbytes<0)\r
+ {\r
+ // all in one byte\r
+ VGAMAPMASK(leftmask&rightmask);\r
+ *dest = color;\r
+ VGAMAPMASK(15);\r
+ return;\r
+ }\r
+\r
+ VGAMAPMASK(leftmask);\r
+ *dest++ = color;\r
+\r
+ VGAMAPMASK(15);\r
+ _fmemset (dest,color,midbytes);\r
+ dest+=midbytes;\r
+\r
+ VGAMAPMASK(rightmask);\r
+ *dest = color;\r
+\r
+ VGAMAPMASK(15);\r
+}\r
+\r
+\r
+/*\r
+=================\r
+=\r
+= VL_Vlin\r
+=\r
+=================\r
+*/\r
+\r
+void VL_Vlin (int x, int y, int height, int color)\r
+{\r
+ byte far *dest,mask;\r
+\r
+ mask = pixmasks[x&3];\r
+ VGAMAPMASK(mask);\r
+\r
+ dest = MK_FP(SCREENSEG,bufferofs+ylookup[y]+(x>>2));\r
+\r
+ while (height--)\r
+ {\r
+ *dest = color;\r
+ dest += linewidth;\r
+ }\r
+\r
+ VGAMAPMASK(15);\r
+}\r
+\r
+\r
+/*\r
+=================\r
+=\r
+= VL_Bar\r
+=\r
+=================\r
+*/\r
+\r
+void VL_Bar (int x, int y, int width, int height, int color)\r
+{\r
+ byte far *dest;\r
+ byte leftmask,rightmask;\r
+ int midbytes,linedelta;\r
+\r
+ leftmask = leftmasks[x&3];\r
+ rightmask = rightmasks[(x+width-1)&3];\r
+ midbytes = ((x+width+3)>>2) - (x>>2) - 2;\r
+ linedelta = linewidth-(midbytes+1);\r
+\r
+ dest = MK_FP(SCREENSEG,bufferofs+ylookup[y]+(x>>2));\r
+\r
+ if (midbytes<0)\r
+ {\r
+ // all in one byte\r
+ VGAMAPMASK(leftmask&rightmask);\r
+ while (height--)\r
+ {\r
+ *dest = color;\r
+ dest += linewidth;\r
+ }\r
+ VGAMAPMASK(15);\r
+ return;\r
+ }\r
+\r
+ while (height--)\r
+ {\r
+ VGAMAPMASK(leftmask);\r
+ *dest++ = color;\r
+\r
+ VGAMAPMASK(15);\r
+ _fmemset (dest,color,midbytes);\r
+ dest+=midbytes;\r
+\r
+ VGAMAPMASK(rightmask);\r
+ *dest = color;\r
+\r
+ dest+=linedelta;\r
+ }\r
+\r
+ VGAMAPMASK(15);\r
+}\r
+\r
+/*\r
+============================================================================\r
+\r
+ MEMORY OPS\r
+\r
+============================================================================\r
+*/\r
+\r
+/*\r
+=================\r
+=\r
+= VL_MemToLatch\r
+=\r
+=================\r
+*/\r
+\r
+void VL_MemToLatch (byte far *source, int width, int height, unsigned dest)\r
+{\r
+ unsigned count;\r
+ byte plane,mask;\r
+\r
+ count = ((width+3)/4)*height;\r
+ mask = 1;\r
+ for (plane = 0; plane<4 ; plane++)\r
+ {\r
+ VGAMAPMASK(mask);\r
+ mask <<= 1;\r
+\r
+asm mov cx,count\r
+asm mov ax,SCREENSEG\r
+asm mov es,ax\r
+asm mov di,[dest]\r
+asm lds si,[source]\r
+asm rep movsb\r
+asm mov ax,ss\r
+asm mov ds,ax\r
+\r
+ source+= count;\r
+ }\r
+}\r
+\r
+\r
+//===========================================================================\r
+\r
+\r
+/*\r
+=================\r
+=\r
+= VL_MemToScreen\r
+=\r
+= Draws a block of data to the screen.\r
+=\r
+=================\r
+*/\r
+\r
+void VL_MemToScreen (byte far *source, int width, int height, int x, int y)\r
+{\r
+ byte far *screen,far *dest,mask;\r
+ int plane;\r
+\r
+ width>>=2;\r
+ dest = MK_FP(SCREENSEG,bufferofs+ylookup[y]+(x>>2) );\r
+ mask = 1 << (x&3);\r
+\r
+ for (plane = 0; plane<4; plane++)\r
+ {\r
+ VGAMAPMASK(mask);\r
+ mask <<= 1;\r
+ if (mask == 16)\r
+ mask = 1;\r
+\r
+ screen = dest;\r
+ for (y=0;y<height;y++,screen+=linewidth,source+=width)\r
+ _fmemcpy (screen,source,width);\r
+ }\r
+}\r
+\r
+//==========================================================================\r
+\r
+\r
+/*\r
+=================\r
+=\r
+= VL_MaskedToScreen\r
+=\r
+= Masks a block of main memory to the screen.\r
+=\r
+=================\r
+*/\r
+\r
+void VL_MaskedToScreen (byte far *source, int width, int height, int x, int y)\r
+{\r
+ byte far *screen,far *dest,mask;\r
+ byte far *maskptr;\r
+ int plane;\r
+\r
+ width>>=2;\r
+ dest = MK_FP(SCREENSEG,bufferofs+ylookup[y]+(x>>2) );\r
+// mask = 1 << (x&3);\r
+\r
+// maskptr = source;\r
+\r
+ for (plane = 0; plane<4; plane++)\r
+ {\r
+ VGAMAPMASK(mask);\r
+ mask <<= 1;\r
+ if (mask == 16)\r
+ mask = 1;\r
+\r
+ screen = dest;\r
+ for (y=0;y<height;y++,screen+=linewidth,source+=width)\r
+ _fmemcpy (screen,source,width);\r
+ }\r
+}\r
+\r
+//==========================================================================\r
+\r
+/*\r
+=================\r
+=\r
+= VL_LatchToScreen\r
+=\r
+=================\r
+*/\r
+\r
+void VL_LatchToScreen (unsigned source, int width, int height, int x, int y)\r
+{\r
+ VGAWRITEMODE(1);\r
+ VGAMAPMASK(15);\r
+\r
+asm mov di,[y] // dest = bufferofs+ylookup[y]+(x>>2)\r
+asm shl di,1\r
+asm mov di,[WORD PTR ylookup+di]\r
+asm add di,[bufferofs]\r
+asm mov ax,[x]\r
+asm shr ax,1\r
+asm shr ax,1\r
+asm add di,ax\r
+\r
+asm mov si,[source]\r
+asm mov ax,[width]\r
+asm mov bx,[linewidth]\r
+asm sub bx,ax\r
+asm mov dx,[height]\r
+asm mov cx,SCREENSEG\r
+asm mov ds,cx\r
+asm mov es,cx\r
+\r
+drawline:\r
+asm mov cx,ax\r
+asm rep movsb\r
+asm add di,bx\r
+asm dec dx\r
+asm jnz drawline\r
+\r
+asm mov ax,ss\r
+asm mov ds,ax\r
+\r
+ VGAWRITEMODE(0);\r
+}\r
+\r
+\r
+//===========================================================================\r
+\r
+#if 0\r
+\r
+/*\r
+=================\r
+=\r
+= VL_ScreenToScreen\r
+=\r
+=================\r
+*/\r
+\r
+void VL_ScreenToScreen (unsigned source, unsigned dest,int width, int height)\r
+{\r
+ VGAWRITEMODE(1);\r
+ VGAMAPMASK(15);\r
+\r
+asm mov si,[source]\r
+asm mov di,[dest]\r
+asm mov ax,[width]\r
+asm mov bx,[linewidth]\r
+asm sub bx,ax\r
+asm mov dx,[height]\r
+asm mov cx,SCREENSEG\r
+asm mov ds,cx\r
+asm mov es,cx\r
+\r
+drawline:\r
+asm mov cx,ax\r
+asm rep movsb\r
+asm add si,bx\r
+asm add di,bx\r
+asm dec dx\r
+asm jnz drawline\r
+\r
+asm mov ax,ss\r
+asm mov ds,ax\r
+\r
+ VGAWRITEMODE(0);\r
+}\r
+\r
+\r
+#endif\r
+\r
+/*\r
+=============================================================================\r
+\r
+ STRING OUTPUT ROUTINES\r
+\r
+=============================================================================\r
+*/\r
+\r
+\r
+\r
+\r
+/*\r
+===================\r
+=\r
+= VL_DrawTile8String\r
+=\r
+===================\r
+*/\r
+\r
+void VL_DrawTile8String (char *str, char far *tile8ptr, int printx, int printy)\r
+{\r
+ int i;\r
+ unsigned far *dest,far *screen,far *src;\r
+\r
+ dest = MK_FP(SCREENSEG,bufferofs+ylookup[printy]+(printx>>2));\r
+\r
+ while (*str)\r
+ {\r
+ src = (unsigned far *)(tile8ptr + (*str<<6));\r
+ // each character is 64 bytes\r
+\r
+ VGAMAPMASK(1);\r
+ screen = dest;\r
+ for (i=0;i<8;i++,screen+=linewidth)\r
+ *screen = *src++;\r
+ VGAMAPMASK(2);\r
+ screen = dest;\r
+ for (i=0;i<8;i++,screen+=linewidth)\r
+ *screen = *src++;\r
+ VGAMAPMASK(4);\r
+ screen = dest;\r
+ for (i=0;i<8;i++,screen+=linewidth)\r
+ *screen = *src++;\r
+ VGAMAPMASK(8);\r
+ screen = dest;\r
+ for (i=0;i<8;i++,screen+=linewidth)\r
+ *screen = *src++;\r
+\r
+ str++;\r
+ printx += 8;\r
+ dest+=2;\r
+ }\r
+}\r
+\r
+\r
+\r
+/*\r
+===================\r
+=\r
+= VL_DrawLatch8String\r
+=\r
+===================\r
+*/\r
+\r
+void VL_DrawLatch8String (char *str, unsigned tile8ptr, int printx, int printy)\r
+{\r
+ int i;\r
+ unsigned src,dest;\r
+\r
+ dest = bufferofs+ylookup[printy]+(printx>>2);\r
+\r
+ VGAWRITEMODE(1);\r
+ VGAMAPMASK(15);\r
+\r
+ while (*str)\r
+ {\r
+ src = tile8ptr + (*str<<4); // each character is 16 latch bytes\r
+\r
+asm mov si,[src]\r
+asm mov di,[dest]\r
+asm mov dx,[linewidth]\r
+\r
+asm mov ax,SCREENSEG\r
+asm mov ds,ax\r
+\r
+asm lodsw\r
+asm mov [di],ax\r
+asm add di,dx\r
+asm lodsw\r
+asm mov [di],ax\r
+asm add di,dx\r
+asm lodsw\r
+asm mov [di],ax\r
+asm add di,dx\r
+asm lodsw\r
+asm mov [di],ax\r
+asm add di,dx\r
+asm lodsw\r
+asm mov [di],ax\r
+asm add di,dx\r
+asm lodsw\r
+asm mov [di],ax\r
+asm add di,dx\r
+asm lodsw\r
+asm mov [di],ax\r
+asm add di,dx\r
+asm lodsw\r
+asm mov [di],ax\r
+asm add di,dx\r
+\r
+asm mov ax,ss\r
+asm mov ds,ax\r
+\r
+ str++;\r
+ printx += 8;\r
+ dest+=2;\r
+ }\r
+\r
+ VGAWRITEMODE(0);\r
+}\r
+\r
+\r
+/*\r
+===================\r
+=\r
+= VL_SizeTile8String\r
+=\r
+===================\r
+*/\r
+\r
+void VL_SizeTile8String (char *str, int *width, int *height)\r
+{\r
+ *height = 8;\r
+ *width = 8*strlen(str);\r
+}\r
+\r
+\r
+\r
+\r
+\r
+\r
+\r
+\r
+\r
--- /dev/null
+// ID_VL.C\r
+\r
+#include <dos.h>\r
+#include <alloc.h>\r
+#include <mem.h>\r
+#include <string.h>\r
+#include "ID_HEAD.H"\r
+#include "ID_VL.H"\r
+#pragma hdrstop\r
+\r
+//\r
+// SC_INDEX is expected to stay at SC_MAPMASK for proper operation\r
+//\r
+\r
+unsigned bufferofs;\r
+unsigned displayofs,pelpan;\r
+\r
+unsigned screenseg=SCREENSEG; // set to 0xa000 for asm convenience\r
+\r
+unsigned linewidth;\r
+unsigned ylookup[MAXSCANLINES];\r
+\r
+boolean screenfaded;\r
+unsigned bordercolor;\r
+\r
+boolean fastpalette; // if true, use outsb to set\r
+\r
+byte far palette1[256][3],far palette2[256][3];\r
+\r
+//===========================================================================\r
+\r
+// asm\r
+\r
+int VL_VideoID (void);\r
+void VL_SetCRTC (int crtc);\r
+void VL_SetScreen (int crtc, int pelpan);\r
+void VL_WaitVBL (int vbls);\r
+\r
+//===========================================================================\r
+\r
+\r
+/*\r
+=======================\r
+=\r
+= VL_Startup\r
+=\r
+=======================\r
+*/\r
+\r
+#if 0\r
+void VL_Startup (void)\r
+{\r
+ if ( !MS_CheckParm ("HIDDENCARD") && VL_VideoID () != 5)\r
+ MS_Quit ("You need a VGA graphics card to run this!");\r
+\r
+ asm cld; // all string instructions assume forward\r
+}\r
+\r
+#endif\r
+\r
+/*\r
+=======================\r
+=\r
+= VL_Startup // WOLFENSTEIN HACK\r
+=\r
+=======================\r
+*/\r
+\r
+static char *ParmStrings[] = {"HIDDENCARD",""};\r
+\r
+void VL_Startup (void)\r
+{\r
+ int i,videocard;\r
+\r
+ asm cld;\r
+\r
+ videocard = VL_VideoID ();\r
+ for (i = 1;i < _argc;i++)\r
+ if (US_CheckParm(_argv[i],ParmStrings) == 0)\r
+ {\r
+ videocard = 5;\r
+ break;\r
+ }\r
+\r
+ if (videocard != 5)\r
+Quit ("Improper video card! If you really have a VGA card that I am not \n"\r
+ "detecting, use the -HIDDENCARD command line parameter!");\r
+\r
+}\r
+\r
+\r
+\r
+/*\r
+=======================\r
+=\r
+= VL_Shutdown\r
+=\r
+=======================\r
+*/\r
+\r
+void VL_Shutdown (void)\r
+{\r
+ VL_SetTextMode ();\r
+}\r
+\r
+\r
+/*\r
+=======================\r
+=\r
+= VL_SetVGAPlaneMode\r
+=\r
+=======================\r
+*/\r
+\r
+void VL_SetVGAPlaneMode (void)\r
+{\r
+asm mov ax,0x13\r
+asm int 0x10\r
+ VL_DePlaneVGA ();\r
+ VGAMAPMASK(15);\r
+ VL_SetLineWidth (40);\r
+}\r
+\r
+\r
+/*\r
+=======================\r
+=\r
+= VL_SetTextMode\r
+=\r
+=======================\r
+*/\r
+\r
+void VL_SetTextMode (void)\r
+{\r
+asm mov ax,3\r
+asm int 0x10\r
+}\r
+\r
+//===========================================================================\r
+\r
+/*\r
+=================\r
+=\r
+= VL_ClearVideo\r
+=\r
+= Fill the entire video buffer with a given color\r
+=\r
+=================\r
+*/\r
+\r
+void VL_ClearVideo (byte color)\r
+{\r
+asm mov dx,GC_INDEX\r
+asm mov al,GC_MODE\r
+asm out dx,al\r
+asm inc dx\r
+asm in al,dx\r
+asm and al,0xfc // write mode 0 to store directly to video\r
+asm out dx,al\r
+\r
+asm mov dx,SC_INDEX\r
+asm mov ax,SC_MAPMASK+15*256\r
+asm out dx,ax // write through all four planes\r
+\r
+asm mov ax,SCREENSEG\r
+asm mov es,ax\r
+asm mov al,[color]\r
+asm mov ah,al\r
+asm mov cx,0x8000 // 0x8000 words, clearing 8 video bytes/word\r
+asm xor di,di\r
+asm rep stosw\r
+}\r
+\r
+\r
+/*\r
+=============================================================================\r
+\r
+ VGA REGISTER MANAGEMENT ROUTINES\r
+\r
+=============================================================================\r
+*/\r
+\r
+\r
+/*\r
+=================\r
+=\r
+= VL_DePlaneVGA\r
+=\r
+=================\r
+*/\r
+\r
+void VL_DePlaneVGA (void)\r
+{\r
+\r
+//\r
+// change CPU addressing to non linear mode\r
+//\r
+\r
+//\r
+// turn off chain 4 and odd/even\r
+//\r
+ outportb (SC_INDEX,SC_MEMMODE);\r
+ outportb (SC_INDEX+1,(inportb(SC_INDEX+1)&~8)|4);\r
+\r
+ outportb (SC_INDEX,SC_MAPMASK); // leave this set throughought\r
+\r
+//\r
+// turn off odd/even and set write mode 0\r
+//\r
+ outportb (GC_INDEX,GC_MODE);\r
+ outportb (GC_INDEX+1,inportb(GC_INDEX+1)&~0x13);\r
+\r
+//\r
+// turn off chain\r
+//\r
+ outportb (GC_INDEX,GC_MISCELLANEOUS);\r
+ outportb (GC_INDEX+1,inportb(GC_INDEX+1)&~2);\r
+\r
+//\r
+// clear the entire buffer space, because int 10h only did 16 k / plane\r
+//\r
+ VL_ClearVideo (0);\r
+\r
+//\r
+// change CRTC scanning from doubleword to byte mode, allowing >64k scans\r
+//\r
+ outportb (CRTC_INDEX,CRTC_UNDERLINE);\r
+ outportb (CRTC_INDEX+1,inportb(CRTC_INDEX+1)&~0x40);\r
+\r
+ outportb (CRTC_INDEX,CRTC_MODE);\r
+ outportb (CRTC_INDEX+1,inportb(CRTC_INDEX+1)|0x40);\r
+}\r
+\r
+//===========================================================================\r
+\r
+/*\r
+====================\r
+=\r
+= VL_SetLineWidth\r
+=\r
+= Line witdh is in WORDS, 40 words is normal width for vgaplanegr\r
+=\r
+====================\r
+*/\r
+\r
+void VL_SetLineWidth (unsigned width)\r
+{\r
+ int i,offset;\r
+\r
+//\r
+// set wide virtual screen\r
+//\r
+ outport (CRTC_INDEX,CRTC_OFFSET+width*256);\r
+\r
+//\r
+// set up lookup tables\r
+//\r
+ linewidth = width*2;\r
+\r
+ offset = 0;\r
+\r
+ for (i=0;i<MAXSCANLINES;i++)\r
+ {\r
+ ylookup[i]=offset;\r
+ offset += linewidth;\r
+ }\r
+}\r
+\r
+/*\r
+====================\r
+=\r
+= VL_SetSplitScreen\r
+=\r
+====================\r
+*/\r
+\r
+void VL_SetSplitScreen (int linenum)\r
+{\r
+ VL_WaitVBL (1);\r
+ linenum=linenum*2-1;\r
+ outportb (CRTC_INDEX,CRTC_LINECOMPARE);\r
+ outportb (CRTC_INDEX+1,linenum % 256);\r
+ outportb (CRTC_INDEX,CRTC_OVERFLOW);\r
+ outportb (CRTC_INDEX+1, 1+16*(linenum/256));\r
+ outportb (CRTC_INDEX,CRTC_MAXSCANLINE);\r
+ outportb (CRTC_INDEX+1,inportb(CRTC_INDEX+1) & (255-64));\r
+}\r
+\r
+\r
+/*\r
+=============================================================================\r
+\r
+ PALETTE OPS\r
+\r
+ To avoid snow, do a WaitVBL BEFORE calling these\r
+\r
+=============================================================================\r
+*/\r
+\r
+\r
+/*\r
+=================\r
+=\r
+= VL_FillPalette\r
+=\r
+=================\r
+*/\r
+\r
+void VL_FillPalette (int red, int green, int blue)\r
+{\r
+ int i;\r
+\r
+ outportb (PEL_WRITE_ADR,0);\r
+ for (i=0;i<256;i++)\r
+ {\r
+ outportb (PEL_DATA,red);\r
+ outportb (PEL_DATA,green);\r
+ outportb (PEL_DATA,blue);\r
+ }\r
+}\r
+\r
+//===========================================================================\r
+\r
+/*\r
+=================\r
+=\r
+= VL_SetColor\r
+=\r
+=================\r
+*/\r
+\r
+void VL_SetColor (int color, int red, int green, int blue)\r
+{\r
+ outportb (PEL_WRITE_ADR,color);\r
+ outportb (PEL_DATA,red);\r
+ outportb (PEL_DATA,green);\r
+ outportb (PEL_DATA,blue);\r
+}\r
+\r
+//===========================================================================\r
+\r
+/*\r
+=================\r
+=\r
+= VL_GetColor\r
+=\r
+=================\r
+*/\r
+\r
+void VL_GetColor (int color, int *red, int *green, int *blue)\r
+{\r
+ outportb (PEL_READ_ADR,color);\r
+ *red = inportb (PEL_DATA);\r
+ *green = inportb (PEL_DATA);\r
+ *blue = inportb (PEL_DATA);\r
+}\r
+\r
+//===========================================================================\r
+\r
+/*\r
+=================\r
+=\r
+= VL_SetPalette\r
+=\r
+= If fast palette setting has been tested for, it is used\r
+= (some cards don't like outsb palette setting)\r
+=\r
+=================\r
+*/\r
+\r
+void VL_SetPalette (byte far *palette)\r
+{\r
+ int i;\r
+\r
+// outportb (PEL_WRITE_ADR,0);\r
+// for (i=0;i<768;i++)\r
+// outportb(PEL_DATA,*palette++);\r
+\r
+ asm mov dx,PEL_WRITE_ADR\r
+ asm mov al,0\r
+ asm out dx,al\r
+ asm mov dx,PEL_DATA\r
+ asm lds si,[palette]\r
+\r
+ asm test [ss:fastpalette],1\r
+ //asm jz slowset\r
+//\r
+// set palette fast for cards that can take it\r
+//\r
+ //asm mov cx,768\r
+ //asm rep outsb\r
+ //asm jmp done\r
+\r
+//\r
+// set palette slowly for some video cards\r
+//\r
+slowset:\r
+ asm mov cx,256\r
+setloop:\r
+ asm lodsb\r
+ asm out dx,al\r
+ asm lodsb\r
+ asm out dx,al\r
+ asm lodsb\r
+ asm out dx,al\r
+ asm loop setloop\r
+\r
+done:\r
+ asm mov ax,ss\r
+ asm mov ds,ax\r
+\r
+}\r
+\r
+\r
+//===========================================================================\r
+\r
+/*\r
+=================\r
+=\r
+= VL_GetPalette\r
+=\r
+= This does not use the port string instructions,\r
+= due to some incompatabilities\r
+=\r
+=================\r
+*/\r
+\r
+void VL_GetPalette (byte far *palette)\r
+{\r
+ int i;\r
+\r
+ outportb (PEL_READ_ADR,0);\r
+ for (i=0;i<768;i++)\r
+ *palette++ = inportb(PEL_DATA);\r
+}\r
+\r
+\r
+//===========================================================================\r
+\r
+/*\r
+=================\r
+=\r
+= VL_FadeOut\r
+=\r
+= Fades the current palette to the given color in the given number of steps\r
+=\r
+=================\r
+*/\r
+\r
+void VL_FadeOut (int start, int end, int red, int green, int blue, int steps)\r
+{\r
+ int i,j,orig,delta;\r
+ byte far *origptr, far *newptr;\r
+\r
+ VL_WaitVBL(1);\r
+ VL_GetPalette (&palette1[0][0]);\r
+ _fmemcpy (palette2,palette1,768);\r
+\r
+//\r
+// fade through intermediate frames\r
+//\r
+ for (i=0;i<steps;i++)\r
+ {\r
+ origptr = &palette1[start][0];\r
+ newptr = &palette2[start][0];\r
+ for (j=start;j<=end;j++)\r
+ {\r
+ orig = *origptr++;\r
+ delta = red-orig;\r
+ *newptr++ = orig + delta * i / steps;\r
+ orig = *origptr++;\r
+ delta = green-orig;\r
+ *newptr++ = orig + delta * i / steps;\r
+ orig = *origptr++;\r
+ delta = blue-orig;\r
+ *newptr++ = orig + delta * i / steps;\r
+ }\r
+\r
+ VL_WaitVBL(1);\r
+ VL_SetPalette (&palette2[0][0]);\r
+ }\r
+\r
+//\r
+// final color\r
+//\r
+ VL_FillPalette (red,green,blue);\r
+\r
+ screenfaded = true;\r
+}\r
+\r
+\r
+/*\r
+=================\r
+=\r
+= VL_FadeIn\r
+=\r
+=================\r
+*/\r
+\r
+void VL_FadeIn (int start, int end, byte far *palette, int steps)\r
+{\r
+ int i,j,delta;\r
+\r
+ VL_WaitVBL(1);\r
+ VL_GetPalette (&palette1[0][0]);\r
+ _fmemcpy (&palette2[0][0],&palette1[0][0],sizeof(palette1));\r
+\r
+ start *= 3;\r
+ end = end*3+2;\r
+\r
+//\r
+// fade through intermediate frames\r
+//\r
+ for (i=0;i<steps;i++)\r
+ {\r
+ for (j=start;j<=end;j++)\r
+ {\r
+ delta = palette[j]-palette1[0][j];\r
+ palette2[0][j] = palette1[0][j] + delta * i / steps;\r
+ }\r
+\r
+ VL_WaitVBL(1);\r
+ VL_SetPalette (&palette2[0][0]);\r
+ }\r
+\r
+//\r
+// final color\r
+//\r
+ VL_SetPalette (palette);\r
+ screenfaded = false;\r
+}\r
+\r
+\r
+\r
+/*\r
+=================\r
+=\r
+= VL_TestPaletteSet\r
+=\r
+= Sets the palette with outsb, then reads it in and compares\r
+= If it compares ok, fastpalette is set to true.\r
+=\r
+=================\r
+*/\r
+\r
+void VL_TestPaletteSet (void)\r
+{\r
+ int i;\r
+\r
+ for (i=0;i<768;i++)\r
+ palette1[0][i] = i;\r
+\r
+ fastpalette = true;\r
+ VL_SetPalette (&palette1[0][0]);\r
+ VL_GetPalette (&palette2[0][0]);\r
+ if (_fmemcmp (&palette1[0][0],&palette2[0][0],768))\r
+ fastpalette = false;\r
+}\r
+\r
+\r
+/*\r
+==================\r
+=\r
+= VL_ColorBorder\r
+=\r
+==================\r
+*/\r
+\r
+void VL_ColorBorder (int color)\r
+{\r
+ _AH=0x10;\r
+ _AL=1;\r
+ _BH=color;\r
+ geninterrupt (0x10);\r
+ bordercolor = color;\r
+}\r
+\r
+\r
+\r
+/*\r
+=============================================================================\r
+\r
+ PIXEL OPS\r
+\r
+=============================================================================\r
+*/\r
+\r
+byte pixmasks[4] = {1,2,4,8};\r
+byte leftmasks[4] = {15,14,12,8};\r
+byte rightmasks[4] = {1,3,7,15};\r
+\r
+\r
+/*\r
+=================\r
+=\r
+= VL_Plot\r
+=\r
+=================\r
+*/\r
+\r
+void VL_Plot (int x, int y, int color)\r
+{\r
+ byte mask;\r
+\r
+ mask = pixmasks[x&3];\r
+ VGAMAPMASK(mask);\r
+ *(byte far *)MK_FP(SCREENSEG,bufferofs+(ylookup[y]+(x>>2))) = color;\r
+ VGAMAPMASK(15);\r
+}\r
+\r
+\r
+/*\r
+=================\r
+=\r
+= VL_Hlin\r
+=\r
+=================\r
+*/\r
+\r
+void VL_Hlin (unsigned x, unsigned y, unsigned width, unsigned color)\r
+{\r
+ unsigned xbyte;\r
+ byte far *dest;\r
+ byte leftmask,rightmask;\r
+ int midbytes;\r
+\r
+ xbyte = x>>2;\r
+ leftmask = leftmasks[x&3];\r
+ rightmask = rightmasks[(x+width-1)&3];\r
+ midbytes = ((x+width+3)>>2) - xbyte - 2;\r
+\r
+ dest = MK_FP(SCREENSEG,bufferofs+ylookup[y]+xbyte);\r
+\r
+ if (midbytes<0)\r
+ {\r
+ // all in one byte\r
+ VGAMAPMASK(leftmask&rightmask);\r
+ *dest = color;\r
+ VGAMAPMASK(15);\r
+ return;\r
+ }\r
+\r
+ VGAMAPMASK(leftmask);\r
+ *dest++ = color;\r
+\r
+ VGAMAPMASK(15);\r
+ _fmemset (dest,color,midbytes);\r
+ dest+=midbytes;\r
+\r
+ VGAMAPMASK(rightmask);\r
+ *dest = color;\r
+\r
+ VGAMAPMASK(15);\r
+}\r
+\r
+\r
+/*\r
+=================\r
+=\r
+= VL_Vlin\r
+=\r
+=================\r
+*/\r
+\r
+void VL_Vlin (int x, int y, int height, int color)\r
+{\r
+ byte far *dest,mask;\r
+\r
+ mask = pixmasks[x&3];\r
+ VGAMAPMASK(mask);\r
+\r
+ dest = MK_FP(SCREENSEG,bufferofs+ylookup[y]+(x>>2));\r
+\r
+ while (height--)\r
+ {\r
+ *dest = color;\r
+ dest += linewidth;\r
+ }\r
+\r
+ VGAMAPMASK(15);\r
+}\r
+\r
+\r
+/*\r
+=================\r
+=\r
+= VL_Bar\r
+=\r
+=================\r
+*/\r
+\r
+void VL_Bar (int x, int y, int width, int height, int color)\r
+{\r
+ byte far *dest;\r
+ byte leftmask,rightmask;\r
+ int midbytes,linedelta;\r
+\r
+ leftmask = leftmasks[x&3];\r
+ rightmask = rightmasks[(x+width-1)&3];\r
+ midbytes = ((x+width+3)>>2) - (x>>2) - 2;\r
+ linedelta = linewidth-(midbytes+1);\r
+\r
+ dest = MK_FP(SCREENSEG,bufferofs+ylookup[y]+(x>>2));\r
+\r
+ if (midbytes<0)\r
+ {\r
+ // all in one byte\r
+ VGAMAPMASK(leftmask&rightmask);\r
+ while (height--)\r
+ {\r
+ *dest = color;\r
+ dest += linewidth;\r
+ }\r
+ VGAMAPMASK(15);\r
+ return;\r
+ }\r
+\r
+ while (height--)\r
+ {\r
+ VGAMAPMASK(leftmask);\r
+ *dest++ = color;\r
+\r
+ VGAMAPMASK(15);\r
+ _fmemset (dest,color,midbytes);\r
+ dest+=midbytes;\r
+\r
+ VGAMAPMASK(rightmask);\r
+ *dest = color;\r
+\r
+ dest+=linedelta;\r
+ }\r
+\r
+ VGAMAPMASK(15);\r
+}\r
+\r
+/*\r
+============================================================================\r
+\r
+ MEMORY OPS\r
+\r
+============================================================================\r
+*/\r
+\r
+/*\r
+=================\r
+=\r
+= VL_MemToLatch\r
+=\r
+=================\r
+*/\r
+\r
+void VL_MemToLatch (byte far *source, int width, int height, unsigned dest)\r
+{\r
+ unsigned count;\r
+ byte plane,mask;\r
+\r
+ count = ((width+3)/4)*height;\r
+ mask = 1;\r
+ for (plane = 0; plane<4 ; plane++)\r
+ {\r
+ VGAMAPMASK(mask);\r
+ mask <<= 1;\r
+\r
+asm mov cx,count\r
+asm mov ax,SCREENSEG\r
+asm mov es,ax\r
+asm mov di,[dest]\r
+asm lds si,[source]\r
+asm rep movsb\r
+asm mov ax,ss\r
+asm mov ds,ax\r
+\r
+ source+= count;\r
+ }\r
+}\r
+\r
+\r
+//===========================================================================\r
+\r
+\r
+/*\r
+=================\r
+=\r
+= VL_MemToScreen\r
+=\r
+= Draws a block of data to the screen.\r
+=\r
+=================\r
+*/\r
+\r
+void VL_MemToScreen (byte far *source, int width, int height, int x, int y)\r
+{\r
+ byte far *screen,far *dest,mask;\r
+ int plane;\r
+\r
+ width>>=2;\r
+ dest = MK_FP(SCREENSEG,bufferofs+ylookup[y]+(x>>2) );\r
+ mask = 1 << (x&3);\r
+\r
+ for (plane = 0; plane<4; plane++)\r
+ {\r
+ VGAMAPMASK(mask);\r
+ mask <<= 1;\r
+ if (mask == 16)\r
+ mask = 1;\r
+\r
+ screen = dest;\r
+ for (y=0;y<height;y++,screen+=linewidth,source+=width)\r
+ _fmemcpy (screen,source,width);\r
+ }\r
+}\r
+\r
+//==========================================================================\r
+\r
+\r
+/*\r
+=================\r
+=\r
+= VL_MaskedToScreen\r
+=\r
+= Masks a block of main memory to the screen.\r
+=\r
+=================\r
+*/\r
+\r
+void VL_MaskedToScreen (byte far *source, int width, int height, int x, int y)\r
+{\r
+ byte far *screen,far *dest,mask;\r
+ byte far *maskptr;\r
+ int plane;\r
+\r
+ width>>=2;\r
+ dest = MK_FP(SCREENSEG,bufferofs+ylookup[y]+(x>>2) );\r
+// mask = 1 << (x&3);\r
+\r
+// maskptr = source;\r
+\r
+ for (plane = 0; plane<4; plane++)\r
+ {\r
+ VGAMAPMASK(mask);\r
+ mask <<= 1;\r
+ if (mask == 16)\r
+ mask = 1;\r
+\r
+ screen = dest;\r
+ for (y=0;y<height;y++,screen+=linewidth,source+=width)\r
+ _fmemcpy (screen,source,width);\r
+ }\r
+}\r
+\r
+//==========================================================================\r
+\r
+/*\r
+=================\r
+=\r
+= VL_LatchToScreen\r
+=\r
+=================\r
+*/\r
+\r
+void VL_LatchToScreen (unsigned source, int width, int height, int x, int y)\r
+{\r
+ VGAWRITEMODE(1);\r
+ VGAMAPMASK(15);\r
+\r
+asm mov di,[y] // dest = bufferofs+ylookup[y]+(x>>2)\r
+asm shl di,1\r
+asm mov di,[WORD PTR ylookup+di]\r
+asm add di,[bufferofs]\r
+asm mov ax,[x]\r
+asm shr ax,1\r
+asm shr ax,1\r
+asm add di,ax\r
+\r
+asm mov si,[source]\r
+asm mov ax,[width]\r
+asm mov bx,[linewidth]\r
+asm sub bx,ax\r
+asm mov dx,[height]\r
+asm mov cx,SCREENSEG\r
+asm mov ds,cx\r
+asm mov es,cx\r
+\r
+drawline:\r
+asm mov cx,ax\r
+asm rep movsb\r
+asm add di,bx\r
+asm dec dx\r
+asm jnz drawline\r
+\r
+asm mov ax,ss\r
+asm mov ds,ax\r
+\r
+ VGAWRITEMODE(0);\r
+}\r
+\r
+\r
+//===========================================================================\r
+\r
+#if 0\r
+\r
+/*\r
+=================\r
+=\r
+= VL_ScreenToScreen\r
+=\r
+=================\r
+*/\r
+\r
+void VL_ScreenToScreen (unsigned source, unsigned dest,int width, int height)\r
+{\r
+ VGAWRITEMODE(1);\r
+ VGAMAPMASK(15);\r
+\r
+asm mov si,[source]\r
+asm mov di,[dest]\r
+asm mov ax,[width]\r
+asm mov bx,[linewidth]\r
+asm sub bx,ax\r
+asm mov dx,[height]\r
+asm mov cx,SCREENSEG\r
+asm mov ds,cx\r
+asm mov es,cx\r
+\r
+drawline:\r
+asm mov cx,ax\r
+asm rep movsb\r
+asm add si,bx\r
+asm add di,bx\r
+asm dec dx\r
+asm jnz drawline\r
+\r
+asm mov ax,ss\r
+asm mov ds,ax\r
+\r
+ VGAWRITEMODE(0);\r
+}\r
+\r
+\r
+#endif\r
+\r
+/*\r
+=============================================================================\r
+\r
+ STRING OUTPUT ROUTINES\r
+\r
+=============================================================================\r
+*/\r
+\r
+\r
+\r
+\r
+/*\r
+===================\r
+=\r
+= VL_DrawTile8String\r
+=\r
+===================\r
+*/\r
+\r
+void VL_DrawTile8String (char *str, char far *tile8ptr, int printx, int printy)\r
+{\r
+ int i;\r
+ unsigned far *dest,far *screen,far *src;\r
+\r
+ dest = MK_FP(SCREENSEG,bufferofs+ylookup[printy]+(printx>>2));\r
+\r
+ while (*str)\r
+ {\r
+ src = (unsigned far *)(tile8ptr + (*str<<6));\r
+ // each character is 64 bytes\r
+\r
+ VGAMAPMASK(1);\r
+ screen = dest;\r
+ for (i=0;i<8;i++,screen+=linewidth)\r
+ *screen = *src++;\r
+ VGAMAPMASK(2);\r
+ screen = dest;\r
+ for (i=0;i<8;i++,screen+=linewidth)\r
+ *screen = *src++;\r
+ VGAMAPMASK(4);\r
+ screen = dest;\r
+ for (i=0;i<8;i++,screen+=linewidth)\r
+ *screen = *src++;\r
+ VGAMAPMASK(8);\r
+ screen = dest;\r
+ for (i=0;i<8;i++,screen+=linewidth)\r
+ *screen = *src++;\r
+\r
+ str++;\r
+ printx += 8;\r
+ dest+=2;\r
+ }\r
+}\r
+\r
+\r
+\r
+/*\r
+===================\r
+=\r
+= VL_DrawLatch8String\r
+=\r
+===================\r
+*/\r
+\r
+void VL_DrawLatch8String (char *str, unsigned tile8ptr, int printx, int printy)\r
+{\r
+ int i;\r
+ unsigned src,dest;\r
+\r
+ dest = bufferofs+ylookup[printy]+(printx>>2);\r
+\r
+ VGAWRITEMODE(1);\r
+ VGAMAPMASK(15);\r
+\r
+ while (*str)\r
+ {\r
+ src = tile8ptr + (*str<<4); // each character is 16 latch bytes\r
+\r
+asm mov si,[src]\r
+asm mov di,[dest]\r
+asm mov dx,[linewidth]\r
+\r
+asm mov ax,SCREENSEG\r
+asm mov ds,ax\r
+\r
+asm lodsw\r
+asm mov [di],ax\r
+asm add di,dx\r
+asm lodsw\r
+asm mov [di],ax\r
+asm add di,dx\r
+asm lodsw\r
+asm mov [di],ax\r
+asm add di,dx\r
+asm lodsw\r
+asm mov [di],ax\r
+asm add di,dx\r
+asm lodsw\r
+asm mov [di],ax\r
+asm add di,dx\r
+asm lodsw\r
+asm mov [di],ax\r
+asm add di,dx\r
+asm lodsw\r
+asm mov [di],ax\r
+asm add di,dx\r
+asm lodsw\r
+asm mov [di],ax\r
+asm add di,dx\r
+\r
+asm mov ax,ss\r
+asm mov ds,ax\r
+\r
+ str++;\r
+ printx += 8;\r
+ dest+=2;\r
+ }\r
+\r
+ VGAWRITEMODE(0);\r
+}\r
+\r
+\r
+/*\r
+===================\r
+=\r
+= VL_SizeTile8String\r
+=\r
+===================\r
+*/\r
+\r
+void VL_SizeTile8String (char *str, int *width, int *height)\r
+{\r
+ *height = 8;\r
+ *width = 8*strlen(str);\r
+}\r
+\r
+\r
+\r
+\r
+\r
+\r
+\r
+\r
+\r
--- /dev/null
+; ID_VL.EQU\r
+\r
+SC_INDEX = 03C4h\r
+SC_RESET = 0\r
+SC_CLOCK = 1\r
+SC_MAPMASK = 2\r
+SC_CHARMAP = 3\r
+SC_MEMMODE = 4\r
+\r
+CRTC_INDEX = 03D4h\r
+CRTC_H_TOTAL = 0\r
+CRTC_H_DISPEND = 1\r
+CRTC_H_BLANK = 2\r
+CRTC_H_ENDBLANK = 3\r
+CRTC_H_RETRACE = 4\r
+CRTC_H_ENDRETRACE = 5\r
+CRTC_V_TOTAL = 6\r
+CRTC_OVERFLOW = 7\r
+CRTC_ROWSCAN = 8\r
+CRTC_MAXSCANLINE = 9\r
+CRTC_CURSORSTART = 10\r
+CRTC_CURSOREND = 11\r
+CRTC_STARTHIGH = 12\r
+CRTC_STARTLOW = 13\r
+CRTC_CURSORHIGH = 14\r
+CRTC_CURSORLOW = 15\r
+CRTC_V_RETRACE = 16\r
+CRTC_V_ENDRETRACE = 17\r
+CRTC_V_DISPEND = 18\r
+CRTC_OFFSET = 19\r
+CRTC_UNDERLINE = 20\r
+CRTC_V_BLANK = 21\r
+CRTC_V_ENDBLANK = 22\r
+CRTC_MODE = 23\r
+CRTC_LINECOMPARE = 24\r
+\r
+\r
+GC_INDEX = 03CEh\r
+GC_SETRESET = 0\r
+GC_ENABLESETRESET = 1\r
+GC_COLORCOMPARE = 2\r
+GC_DATAROTATE = 3\r
+GC_READMAP = 4\r
+GC_MODE = 5\r
+GC_MISCELLANEOUS = 6\r
+GC_COLORDONTCARE = 7\r
+GC_BITMASK = 8\r
+\r
+ATR_INDEX = 03c0h\r
+ATR_MODE = 16\r
+ATR_OVERSCAN = 17\r
+ATR_COLORPLANEENABLE = 18\r
+ATR_PELPAN = 19\r
+ATR_COLORSELECT = 20\r
+\r
+STATUS_REGISTER_1 = 03dah\r
+\r
+\r
--- /dev/null
+// ID_VL.H\r
+\r
+// wolf compatability\r
+\r
+#define MS_Quit Quit\r
+\r
+void Quit (char *error);\r
+\r
+//===========================================================================\r
+\r
+\r
+#define SC_INDEX 0x3C4\r
+#define SC_RESET 0\r
+#define SC_CLOCK 1\r
+#define SC_MAPMASK 2\r
+#define SC_CHARMAP 3\r
+#define SC_MEMMODE 4\r
+\r
+#define CRTC_INDEX 0x3D4\r
+#define CRTC_H_TOTAL 0\r
+#define CRTC_H_DISPEND 1\r
+#define CRTC_H_BLANK 2\r
+#define CRTC_H_ENDBLANK 3\r
+#define CRTC_H_RETRACE 4\r
+#define CRTC_H_ENDRETRACE 5\r
+#define CRTC_V_TOTAL 6\r
+#define CRTC_OVERFLOW 7\r
+#define CRTC_ROWSCAN 8\r
+#define CRTC_MAXSCANLINE 9\r
+#define CRTC_CURSORSTART 10\r
+#define CRTC_CURSOREND 11\r
+#define CRTC_STARTHIGH 12\r
+#define CRTC_STARTLOW 13\r
+#define CRTC_CURSORHIGH 14\r
+#define CRTC_CURSORLOW 15\r
+#define CRTC_V_RETRACE 16\r
+#define CRTC_V_ENDRETRACE 17\r
+#define CRTC_V_DISPEND 18\r
+#define CRTC_OFFSET 19\r
+#define CRTC_UNDERLINE 20\r
+#define CRTC_V_BLANK 21\r
+#define CRTC_V_ENDBLANK 22\r
+#define CRTC_MODE 23\r
+#define CRTC_LINECOMPARE 24\r
+\r
+\r
+#define GC_INDEX 0x3CE\r
+#define GC_SETRESET 0\r
+#define GC_ENABLESETRESET 1\r
+#define GC_COLORCOMPARE 2\r
+#define GC_DATAROTATE 3\r
+#define GC_READMAP 4\r
+#define GC_MODE 5\r
+#define GC_MISCELLANEOUS 6\r
+#define GC_COLORDONTCARE 7\r
+#define GC_BITMASK 8\r
+\r
+#define ATR_INDEX 0x3c0\r
+#define ATR_MODE 16\r
+#define ATR_OVERSCAN 17\r
+#define ATR_COLORPLANEENABLE 18\r
+#define ATR_PELPAN 19\r
+#define ATR_COLORSELECT 20\r
+\r
+#define STATUS_REGISTER_1 0x3da\r
+\r
+#define PEL_WRITE_ADR 0x3c8\r
+#define PEL_READ_ADR 0x3c7\r
+#define PEL_DATA 0x3c9\r
+\r
+\r
+//===========================================================================\r
+\r
+#define SCREENSEG 0xa000\r
+\r
+#define SCREENWIDTH 80 // default screen width in bytes\r
+#define MAXSCANLINES 200 // size of ylookup table\r
+\r
+#define CHARWIDTH 2\r
+#define TILEWIDTH 4\r
+\r
+//===========================================================================\r
+\r
+extern unsigned bufferofs; // all drawing is reletive to this\r
+extern unsigned displayofs,pelpan; // last setscreen coordinates\r
+\r
+extern unsigned screenseg; // set to 0xa000 for asm convenience\r
+\r
+extern unsigned linewidth;\r
+extern unsigned ylookup[MAXSCANLINES];\r
+\r
+extern boolean screenfaded;\r
+extern unsigned bordercolor;\r
+\r
+//===========================================================================\r
+\r
+//\r
+// VGA hardware routines\r
+//\r
+\r
+#define VGAWRITEMODE(x) asm{\\r
+cli;\\r
+mov dx,GC_INDEX;\\r
+mov al,GC_MODE;\\r
+out dx,al;\\r
+inc dx;\\r
+in al,dx;\\r
+and al,252;\\r
+or al,x;\\r
+out dx,al;\\r
+sti;}\r
+\r
+#define VGAMAPMASK(x) asm{cli;mov dx,SC_INDEX;mov al,SC_MAPMASK;mov ah,x;out dx,ax;sti;}\r
+#define VGAREADMAP(x) asm{cli;mov dx,GC_INDEX;mov al,GC_READMAP;mov ah,x;out dx,ax;sti;}\r
+\r
+\r
+void VL_Startup (void);\r
+void VL_Shutdown (void);\r
+\r
+void VL_SetVGAPlane (void);\r
+void VL_SetTextMode (void);\r
+void VL_DePlaneVGA (void);\r
+void VL_SetVGAPlaneMode (void);\r
+void VL_ClearVideo (byte color);\r
+\r
+void VL_SetLineWidth (unsigned width);\r
+void VL_SetSplitScreen (int linenum);\r
+\r
+void VL_WaitVBL (int vbls);\r
+void VL_CrtcStart (int crtc);\r
+void VL_SetScreen (int crtc, int pelpan);\r
+\r
+void VL_FillPalette (int red, int green, int blue);\r
+void VL_SetColor (int color, int red, int green, int blue);\r
+void VL_GetColor (int color, int *red, int *green, int *blue);\r
+void VL_SetPalette (byte far *palette);\r
+void VL_GetPalette (byte far *palette);\r
+void VL_FadeOut (int start, int end, int red, int green, int blue, int steps);\r
+void VL_FadeIn (int start, int end, byte far *palette, int steps);\r
+void VL_ColorBorder (int color);\r
+\r
+void VL_Plot (int x, int y, int color);\r
+void VL_Hlin (unsigned x, unsigned y, unsigned width, unsigned color);\r
+void VL_Vlin (int x, int y, int height, int color);\r
+void VL_Bar (int x, int y, int width, int height, int color);\r
+\r
+void VL_MungePic (byte far *source, unsigned width, unsigned height);\r
+void VL_DrawPicBare (int x, int y, byte far *pic, int width, int height);\r
+void VL_MemToLatch (byte far *source, int width, int height, unsigned dest);\r
+void VL_ScreenToScreen (unsigned source, unsigned dest,int width, int height);\r
+void VL_MemToScreen (byte far *source, int width, int height, int x, int y);\r
+void VL_MaskedToScreen (byte far *source, int width, int height, int x, int y);\r
+\r
+void VL_DrawTile8String (char *str, char far *tile8ptr, int printx, int printy);\r
+void VL_DrawLatch8String (char *str, unsigned tile8ptr, int printx, int printy);\r
+void VL_SizeTile8String (char *str, int *width, int *height);\r
+void VL_DrawPropString (char *str, unsigned tile8ptr, int printx, int printy);\r
+void VL_SizePropString (char *str, int *width, int *height, char far *font);\r
+\r
+void VL_TestPaletteSet (void);\r
+\r
--- /dev/null
+; ID_VL.ASM\r
+\r
+ IDEAL\r
+ MODEL MEDIUM,C\r
+\r
+ INCLUDE 'ID_VL.EQU'\r
+\r
+SCREENSEG = 0a000h\r
+\r
+ DATASEG\r
+\r
+ EXTRN TimeCount:WORD ; incremented every 70th of a second\r
+ EXTRN linewidth:WORD\r
+\r
+starttime dw ?\r
+\r
+ CODESEG\r
+\r
+;===========================================================================\r
+\r
+\r
+;==============\r
+;\r
+; VL_WaitVBL ******** NEW *********\r
+;\r
+; Wait for the vertical retrace (returns before the actual vertical sync)\r
+;\r
+;==============\r
+\r
+PROC VL_WaitVBL num:WORD\r
+PUBLIC VL_WaitVBL\r
+@@wait:\r
+\r
+ mov dx,STATUS_REGISTER_1\r
+\r
+ mov cx,[num]\r
+;\r
+; wait for a display signal to make sure the raster isn't in the middle\r
+; of a sync\r
+;\r
+@@waitnosync:\r
+ in al,dx\r
+ test al,8\r
+ jnz @@waitnosync\r
+\r
+\r
+@@waitsync:\r
+ in al,dx\r
+ test al,8\r
+ jz @@waitsync\r
+\r
+ loop @@waitnosync\r
+\r
+ ret\r
+\r
+ENDP\r
+\r
+\r
+;===========================================================================\r
+\r
+;==============\r
+;\r
+; VL_SetCRTC\r
+;\r
+;==============\r
+\r
+PROC VL_SetCRTC crtc:WORD\r
+PUBLIC VL_SetCRTC\r
+\r
+;\r
+; wait for a display signal to make sure the raster isn't in the middle\r
+; of a sync\r
+;\r
+ cli\r
+\r
+ mov dx,STATUS_REGISTER_1\r
+\r
+@@waitdisplay:\r
+ in al,dx\r
+ test al,1 ;1 = display is disabled (HBL / VBL)\r
+ jnz @@waitdisplay\r
+\r
+\r
+;\r
+; set CRTC start\r
+;\r
+; for some reason, my XT's EGA card doesn't like word outs to the CRTC\r
+; index...\r
+;\r
+ mov cx,[crtc]\r
+ mov dx,CRTC_INDEX\r
+ mov al,0ch ;start address high register\r
+ out dx,al\r
+ inc dx\r
+ mov al,ch\r
+ out dx,al\r
+ dec dx\r
+ mov al,0dh ;start address low register\r
+ out dx,al\r
+ mov al,cl\r
+ inc dx\r
+ out dx,al\r
+\r
+\r
+ sti\r
+\r
+ ret\r
+\r
+ENDP\r
+\r
+\r
+\r
+;===========================================================================\r
+\r
+;==============\r
+;\r
+; VL_SetScreen\r
+;\r
+;==============\r
+\r
+PROC VL_SetScreen crtc:WORD, pel:WORD\r
+PUBLIC VL_SetScreen\r
+\r
+\r
+ mov cx,[timecount] ; if timecount goes up by two, the retrace\r
+ add cx,2 ; period was missed (an interrupt covered it)\r
+\r
+ mov dx,STATUS_REGISTER_1\r
+\r
+;\r
+; wait for a display signal to make sure the raster isn't in the middle\r
+; of a sync\r
+;\r
+@@waitdisplay:\r
+ in al,dx\r
+ test al,1 ;1 = display is disabled (HBL / VBL)\r
+ jnz @@waitdisplay\r
+\r
+\r
+@@loop:\r
+ sti\r
+ jmp $+2\r
+ cli\r
+\r
+ cmp [timecount],cx ; will only happen if an interrupt is\r
+ jae @@setcrtc ; straddling the entire retrace period\r
+\r
+;\r
+; when several succesive display not enableds occur,\r
+; the bottom of the screen has been hit\r
+;\r
+\r
+ in al,dx\r
+ test al,8\r
+ jnz @@waitdisplay\r
+ test al,1\r
+ jz @@loop\r
+\r
+ in al,dx\r
+ test al,8\r
+ jnz @@waitdisplay\r
+ test al,1\r
+ jz @@loop\r
+\r
+ in al,dx\r
+ test al,8\r
+ jnz @@waitdisplay\r
+ test al,1\r
+ jz @@loop\r
+\r
+ in al,dx\r
+ test al,8\r
+ jnz @@waitdisplay\r
+ test al,1\r
+ jz @@loop\r
+\r
+ in al,dx\r
+ test al,8\r
+ jnz @@waitdisplay\r
+ test al,1\r
+ jz @@loop\r
+\r
+\r
+@@setcrtc:\r
+\r
+\r
+;\r
+; set CRTC start\r
+;\r
+; for some reason, my XT's EGA card doesn't like word outs to the CRTC\r
+; index...\r
+;\r
+ mov cx,[crtc]\r
+ mov dx,CRTC_INDEX\r
+ mov al,0ch ;start address high register\r
+ out dx,al\r
+ inc dx\r
+ mov al,ch\r
+ out dx,al\r
+ dec dx\r
+ mov al,0dh ;start address low register\r
+ out dx,al\r
+ mov al,cl\r
+ inc dx\r
+ out dx,al\r
+\r
+;\r
+; set horizontal panning\r
+;\r
+ mov dx,ATR_INDEX\r
+ mov al,ATR_PELPAN or 20h\r
+ out dx,al\r
+ jmp $+2\r
+ mov al,[BYTE pel] ;pel pan value\r
+ out dx,al\r
+\r
+ sti\r
+\r
+ ret\r
+\r
+ENDP\r
+\r
+\r
+;===========================================================================\r
+\r
+\r
+;============================================================================\r
+;\r
+; VL_ScreenToScreen\r
+;\r
+; Basic block copy routine. Copies one block of screen memory to another,\r
+; using write mode 1 (sets it and returns with write mode 0). bufferofs is\r
+; NOT accounted for.\r
+;\r
+;============================================================================\r
+\r
+PROC VL_ScreenToScreen source:WORD, dest:WORD, wide:WORD, height:WORD\r
+PUBLIC VL_ScreenToScreen\r
+USES SI,DI\r
+\r
+ pushf\r
+ cli\r
+\r
+ mov dx,SC_INDEX\r
+ mov ax,SC_MAPMASK+15*256\r
+ out dx,ax\r
+ mov dx,GC_INDEX\r
+ mov al,GC_MODE\r
+ out dx,al\r
+ inc dx\r
+ in al,dx\r
+ and al,NOT 3\r
+ or al,1\r
+ out dx,al\r
+\r
+ popf\r
+\r
+ mov bx,[linewidth]\r
+ sub bx,[wide]\r
+\r
+ mov ax,SCREENSEG\r
+ mov es,ax\r
+ mov ds,ax\r
+\r
+ mov si,[source]\r
+ mov di,[dest] ;start at same place in all planes\r
+ mov dx,[height] ;scan lines to draw\r
+ mov ax,[wide]\r
+\r
+@@lineloop:\r
+ mov cx,ax\r
+ rep movsb\r
+ add si,bx\r
+ add di,bx\r
+\r
+ dec dx\r
+ jnz @@lineloop\r
+\r
+ mov dx,GC_INDEX+1\r
+ in al,dx\r
+ and al,NOT 3\r
+ out dx,al\r
+\r
+ mov ax,ss\r
+ mov ds,ax ;restore turbo's data segment\r
+\r
+ ret\r
+\r
+ENDP\r
+\r
+\r
+;===========================================================================\r
+\r
+\r
+ MASM\r
+;ÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ\r
+;\r
+; Name: VL_VideoID\r
+;\r
+; Function: Detects the presence of various video subsystems\r
+;\r
+; int VideoID;\r
+;\r
+; Subsystem ID values:\r
+; 0 = (none)\r
+; 1 = MDA\r
+; 2 = CGA\r
+; 3 = EGA\r
+; 4 = MCGA\r
+; 5 = VGA\r
+; 80h = HGC\r
+; 81h = HGC+\r
+; 82h = Hercules InColor\r
+;\r
+;ÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ\r
+\r
+;ÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ\r
+;\r
+; Equates\r
+;\r
+;ÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ\r
+VIDstruct STRUC ; corresponds to C data structure\r
+\r
+Video0Type DB ? ; first subsystem type\r
+Display0Type DB ? ; display attached to first subsystem\r
+\r
+Video1Type DB ? ; second subsystem type\r
+Display1Type DB ? ; display attached to second subsystem\r
+\r
+VIDstruct ENDS\r
+\r
+\r
+Device0 EQU word ptr Video0Type[di]\r
+Device1 EQU word ptr Video1Type[di]\r
+\r
+\r
+MDA EQU 1 ; subsystem types\r
+CGA EQU 2\r
+EGA EQU 3\r
+MCGA EQU 4\r
+VGA EQU 5\r
+HGC EQU 80h\r
+HGCPlus EQU 81h\r
+InColor EQU 82h\r
+\r
+MDADisplay EQU 1 ; display types\r
+CGADisplay EQU 2\r
+EGAColorDisplay EQU 3\r
+PS2MonoDisplay EQU 4\r
+PS2ColorDisplay EQU 5\r
+\r
+TRUE EQU 1\r
+FALSE EQU 0\r
+\r
+;ÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ\r
+;\r
+; Program\r
+;\r
+;ÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ\r
+\r
+Results VIDstruct <> ;results go here!\r
+\r
+EGADisplays DB CGADisplay ; 0000b, 0001b (EGA switch values)\r
+ DB EGAColorDisplay ; 0010b, 0011b\r
+ DB MDADisplay ; 0100b, 0101b\r
+ DB CGADisplay ; 0110b, 0111b\r
+ DB EGAColorDisplay ; 1000b, 1001b\r
+ DB MDADisplay ; 1010b, 1011b\r
+\r
+DCCtable DB 0,0 ; translate table for INT 10h func 1Ah\r
+ DB MDA,MDADisplay\r
+ DB CGA,CGADisplay\r
+ DB 0,0\r
+ DB EGA,EGAColorDisplay\r
+ DB EGA,MDADisplay\r
+ DB 0,0\r
+ DB VGA,PS2MonoDisplay\r
+ DB VGA,PS2ColorDisplay\r
+ DB 0,0\r
+ DB MCGA,EGAColorDisplay\r
+ DB MCGA,PS2MonoDisplay\r
+ DB MCGA,PS2ColorDisplay\r
+\r
+TestSequence DB TRUE ; this list of flags and addresses\r
+ DW FindPS2 ; determines the order in which this\r
+ ; program looks for the various\r
+EGAflag DB ? ; subsystems\r
+ DW FindEGA\r
+\r
+CGAflag DB ?\r
+ DW FindCGA\r
+\r
+Monoflag DB ?\r
+ DW FindMono\r
+\r
+NumberOfTests EQU ($-TestSequence)/3\r
+\r
+\r
+PUBLIC VL_VideoID\r
+VL_VideoID PROC\r
+\r
+ push bp ; preserve caller registers\r
+ mov bp,sp\r
+ push ds\r
+ push si\r
+ push di\r
+\r
+ push cs\r
+ pop ds\r
+ ASSUME DS:@Code\r
+\r
+; initialize the data structure that will contain the results\r
+\r
+ lea di,Results ; DS:DI -> start of data structure\r
+\r
+ mov Device0,0 ; zero these variables\r
+ mov Device1,0\r
+\r
+; look for the various subsystems using the subroutines whose addresses are\r
+; tabulated in TestSequence; each subroutine sets flags in TestSequence\r
+; to indicate whether subsequent subroutines need to be called\r
+\r
+ mov byte ptr CGAflag,TRUE\r
+ mov byte ptr EGAflag,TRUE\r
+ mov byte ptr Monoflag,TRUE\r
+\r
+ mov cx,NumberOfTests\r
+ mov si,offset TestSequence\r
+\r
+@@L01: lodsb ; AL := flag\r
+ test al,al\r
+ lodsw ; AX := subroutine address\r
+ jz @@L02 ; skip subroutine if flag is false\r
+\r
+ push si\r
+ push cx\r
+ call ax ; call subroutine to detect subsystem\r
+ pop cx\r
+ pop si\r
+\r
+@@L02: loop @@L01\r
+\r
+; determine which subsystem is active\r
+\r
+ call FindActive\r
+\r
+ mov al,Results.Video0Type\r
+ mov ah,0 ; was: Results.Display0Type\r
+\r
+ pop di ; restore caller registers and return\r
+ pop si\r
+ pop ds\r
+ mov sp,bp\r
+ pop bp\r
+ ret\r
+\r
+VL_VideoID ENDP\r
+\r
+\r
+;\r
+; FindPS2\r
+;\r
+; This subroutine uses INT 10H function 1Ah to determine the video BIOS\r
+; Display Combination Code (DCC) for each video subsystem present.\r
+;\r
+\r
+FindPS2 PROC near\r
+\r
+ mov ax,1A00h\r
+ int 10h ; call video BIOS for info\r
+\r
+ cmp al,1Ah\r
+ jne @@L13 ; exit if function not supported (i.e.,\r
+ ; no MCGA or VGA in system)\r
+\r
+; convert BIOS DCCs into specific subsystems & displays\r
+\r
+ mov cx,bx\r
+ xor bh,bh ; BX := DCC for active subsystem\r
+\r
+ or ch,ch\r
+ jz @@L11 ; jump if only one subsystem present\r
+\r
+ mov bl,ch ; BX := inactive DCC\r
+ add bx,bx\r
+ mov ax,[bx+offset DCCtable]\r
+\r
+ mov Device1,ax\r
+\r
+ mov bl,cl\r
+ xor bh,bh ; BX := active DCC\r
+\r
+@@L11: add bx,bx\r
+ mov ax,[bx+offset DCCtable]\r
+\r
+ mov Device0,ax\r
+\r
+; reset flags for subsystems that have been ruled out\r
+\r
+ mov byte ptr CGAflag,FALSE\r
+ mov byte ptr EGAflag,FALSE\r
+ mov byte ptr Monoflag,FALSE\r
+\r
+ lea bx,Video0Type[di] ; if the BIOS reported an MDA ...\r
+ cmp byte ptr [bx],MDA\r
+ je @@L12\r
+\r
+ lea bx,Video1Type[di]\r
+ cmp byte ptr [bx],MDA\r
+ jne @@L13\r
+\r
+@@L12: mov word ptr [bx],0 ; ... Hercules can't be ruled out\r
+ mov byte ptr Monoflag,TRUE\r
+\r
+@@L13: ret\r
+\r
+FindPS2 ENDP\r
+\r
+\r
+;\r
+; FindEGA\r
+;\r
+; Look for an EGA. This is done by making a call to an EGA BIOS function\r
+; which doesn't exist in the default (MDA, CGA) BIOS.\r
+\r
+FindEGA PROC near ; Caller: AH = flags\r
+ ; Returns: AH = flags\r
+ ; Video0Type and\r
+ ; Display0Type updated\r
+\r
+ mov bl,10h ; BL := 10h (return EGA info)\r
+ mov ah,12h ; AH := INT 10H function number\r
+ int 10h ; call EGA BIOS for info\r
+ ; if EGA BIOS is present,\r
+ ; BL <> 10H\r
+ ; CL = switch setting\r
+ cmp bl,10h\r
+ je @@L22 ; jump if EGA BIOS not present\r
+\r
+ mov al,cl\r
+ shr al,1 ; AL := switches/2\r
+ mov bx,offset EGADisplays\r
+ xlat ; determine display type from switches\r
+ mov ah,al ; AH := display type\r
+ mov al,EGA ; AL := subystem type\r
+ call FoundDevice\r
+\r
+ cmp ah,MDADisplay\r
+ je @@L21 ; jump if EGA has a monochrome display\r
+\r
+ mov CGAflag,FALSE ; no CGA if EGA has color display\r
+ jmp short @@L22\r
+\r
+@@L21: mov Monoflag,FALSE ; EGA has a mono display, so MDA and\r
+ ; Hercules are ruled out\r
+@@L22: ret\r
+\r
+FindEGA ENDP\r
+\r
+;\r
+; FindCGA\r
+;\r
+; This is done by looking for the CGA's 6845 CRTC at I/O port 3D4H.\r
+;\r
+FindCGA PROC near ; Returns: VIDstruct updated\r
+\r
+ mov dx,3D4h ; DX := CRTC address port\r
+ call Find6845\r
+ jc @@L31 ; jump if not present\r
+\r
+ mov al,CGA\r
+ mov ah,CGADisplay\r
+ call FoundDevice\r
+\r
+@@L31: ret\r
+\r
+FindCGA ENDP\r
+\r
+;\r
+; FindMono\r
+;\r
+; This is done by looking for the MDA's 6845 CRTC at I/O port 3B4H. If\r
+; a 6845 is found, the subroutine distinguishes between an MDA\r
+; and a Hercules adapter by monitoring bit 7 of the CRT Status byte.\r
+; This bit changes on Hercules adapters but does not change on an MDA.\r
+;\r
+; The various Hercules adapters are identified by bits 4 through 6 of\r
+; the CRT Status value:\r
+;\r
+; 000b = HGC\r
+; 001b = HGC+\r
+; 101b = InColor card\r
+;\r
+\r
+FindMono PROC near ; Returns: VIDstruct updated\r
+\r
+ mov dx,3B4h ; DX := CRTC address port\r
+ call Find6845\r
+ jc @@L44 ; jump if not present\r
+\r
+ mov dl,0BAh ; DX := 3BAh (status port)\r
+ in al,dx\r
+ and al,80h\r
+ mov ah,al ; AH := bit 7 (vertical sync on HGC)\r
+\r
+ mov cx,8000h ; do this 32768 times\r
+@@L41: in al,dx\r
+ and al,80h ; isolate bit 7\r
+ cmp ah,al\r
+ loope @@L41 ; wait for bit 7 to change\r
+ jne @@L42 ; if bit 7 changed, it's a Hercules\r
+\r
+ mov al,MDA ; if bit 7 didn't change, it's an MDA\r
+ mov ah,MDADisplay\r
+ call FoundDevice\r
+ jmp short @@L44\r
+\r
+@@L42: in al,dx\r
+ mov dl,al ; DL := value from status port\r
+ and dl,01110000b ; mask bits 4 thru 6\r
+\r
+ mov ah,MDADisplay ; assume it's a monochrome display\r
+\r
+ mov al,HGCPlus ; look for an HGC+\r
+ cmp dl,00010000b\r
+ je @@L43 ; jump if it's an HGC+\r
+\r
+ mov al,HGC ; look for an InColor card or HGC\r
+ cmp dl,01010000b\r
+ jne @@L43 ; jump if it's not an InColor card\r
+\r
+ mov al,InColor ; it's an InColor card\r
+ mov ah,EGAColorDisplay\r
+\r
+@@L43: call FoundDevice\r
+\r
+@@L44: ret\r
+\r
+FindMono ENDP\r
+\r
+;\r
+; Find6845\r
+;\r
+; This routine detects the presence of the CRTC on a MDA, CGA or HGC.\r
+; The technique is to write and read register 0Fh of the chip (cursor\r
+; low). If the same value is read as written, assume the chip is\r
+; present at the specified port addr.\r
+;\r
+\r
+Find6845 PROC near ; Caller: DX = port addr\r
+ ; Returns: cf set if not present\r
+ mov al,0Fh\r
+ out dx,al ; select 6845 reg 0Fh (Cursor Low)\r
+ inc dx\r
+ in al,dx ; AL := current Cursor Low value\r
+ mov ah,al ; preserve in AH\r
+ mov al,66h ; AL := arbitrary value\r
+ out dx,al ; try to write to 6845\r
+\r
+ mov cx,100h\r
+@@L51: loop @@L51 ; wait for 6845 to respond\r
+\r
+ in al,dx\r
+ xchg ah,al ; AH := returned value\r
+ ; AL := original value\r
+ out dx,al ; restore original value\r
+\r
+ cmp ah,66h ; test whether 6845 responded\r
+ je @@L52 ; jump if it did (cf is reset)\r
+\r
+ stc ; set carry flag if no 6845 present\r
+\r
+@@L52: ret\r
+\r
+Find6845 ENDP\r
+\r
+\r
+;\r
+; FindActive\r
+;\r
+; This subroutine stores the currently active device as Device0. The\r
+; current video mode determines which subsystem is active.\r
+;\r
+\r
+FindActive PROC near\r
+\r
+ cmp word ptr Device1,0\r
+ je @@L63 ; exit if only one subsystem\r
+\r
+ cmp Video0Type[di],4 ; exit if MCGA or VGA present\r
+ jge @@L63 ; (INT 10H function 1AH\r
+ cmp Video1Type[di],4 ; already did the work)\r
+ jge @@L63\r
+\r
+ mov ah,0Fh\r
+ int 10h ; AL := current BIOS video mode\r
+\r
+ and al,7\r
+ cmp al,7 ; jump if monochrome\r
+ je @@L61 ; (mode 7 or 0Fh)\r
+\r
+ cmp Display0Type[di],MDADisplay\r
+ jne @@L63 ; exit if Display0 is color\r
+ jmp short @@L62\r
+\r
+@@L61: cmp Display0Type[di],MDADisplay\r
+ je @@L63 ; exit if Display0 is monochrome\r
+\r
+@@L62: mov ax,Device0 ; make Device0 currently active\r
+ xchg ax,Device1\r
+ mov Device0,ax\r
+\r
+@@L63: ret\r
+\r
+FindActive ENDP\r
+\r
+\r
+;\r
+; FoundDevice\r
+;\r
+; This routine updates the list of subsystems.\r
+;\r
+\r
+FoundDevice PROC near ; Caller: AH = display #\r
+ ; AL = subsystem #\r
+ ; Destroys: BX\r
+ lea bx,Video0Type[di]\r
+ cmp byte ptr [bx],0\r
+ je @@L71 ; jump if 1st subsystem\r
+\r
+ lea bx,Video1Type[di] ; must be 2nd subsystem\r
+\r
+@@L71: mov [bx],ax ; update list entry\r
+ ret\r
+\r
+FoundDevice ENDP\r
+\r
+IDEAL\r
+\r
+\r
+\r
+END\r
--- /dev/null
+; JABHACK.ASM\r
+\r
+.386C\r
+IDEAL\r
+MODEL MEDIUM\r
+\r
+EXTRN LDIV@:far\r
+\r
+;============================================================================\r
+\r
+DATASEG\r
+\r
+EXTRN _intaddr:word\r
+\r
+;============================================================================\r
+\r
+CODESEG\r
+\r
+; Hacked up Juan Jimenez's code a bit to just return 386/not 386\r
+PROC _CheckIs386\r
+PUBLIC _CheckIs386\r
+\r
+ pushf ; Save flag registers, we use them here\r
+ xor ax,ax ; Clear AX and...\r
+ push ax ; ...push it onto the stack\r
+ popf ; Pop 0 into flag registers (all bits to 0),\r
+ pushf ; attempting to set bits 12-15 of flags to 0's\r
+ pop ax ; Recover the save flags\r
+ and ax,08000h ; If bits 12-15 of flags are set to\r
+ cmp ax,08000h ; zero then it's 8088/86 or 80188/186\r
+ jz not386\r
+\r
+ mov ax,07000h ; Try to set flag bits 12-14 to 1's\r
+ push ax ; Push the test value onto the stack\r
+ popf ; Pop it into the flag register\r
+ pushf ; Push it back onto the stack\r
+ pop ax ; Pop it into AX for check\r
+ and ax,07000h ; if bits 12-14 are cleared then\r
+ jz not386 ; the chip is an 80286\r
+\r
+ mov ax,1 ; We now assume it's a 80386 or better\r
+ popf\r
+ retf\r
+\r
+not386:\r
+ xor ax,ax\r
+ popf\r
+ retf\r
+\r
+ ENDP\r
+\r
+\r
+PROC _jabhack2\r
+PUBLIC _jabhack2\r
+\r
+ jmp @@skip\r
+\r
+@@where:\r
+ int 060h\r
+ retf\r
+\r
+@@skip:\r
+ push es\r
+\r
+ mov ax,seg LDIV@\r
+ mov es,ax\r
+ mov ax,[WORD PTR @@where]\r
+ mov [WORD FAR es:LDIV@],ax\r
+ mov ax,[WORD PTR @@where+2]\r
+ mov [WORD FAR es:LDIV@+2],ax\r
+\r
+ mov ax,offset @@jabdiv\r
+ mov [_intaddr],ax\r
+ mov ax,seg @@jabdiv\r
+ mov [_intaddr+2],ax\r
+\r
+ pop es\r
+ retf\r
+\r
+@@jabdiv:\r
+ add sp,4 ;Nuke IRET address, but leave flags\r
+ push bp\r
+ mov bp,sp ;Save BP, and set it equal to stack\r
+ cli\r
+\r
+ mov eax,[bp+8]\r
+ cdq\r
+ idiv [DWORD PTR bp+12]\r
+ mov edx,eax\r
+ ;begin 8086 hack\r
+ ;shr edx,16\r
+ push cx\r
+ mov cl,16\r
+ shr edx,cl\r
+ pop cx\r
+ ;end 8086 hack\r
+ pop bp ;Restore BP\r
+ popf ;Restore flags (from INT)\r
+ retf 8 ;Return to original caller\r
+\r
+ ENDP\r
+\r
+ END\r
--- /dev/null
+.AUTODEPEND\r
+\r
+.PATH.obj = OBJ\r
+\r
+# *Translator Definitions*\r
+CC = bcc +WOLF3D.CFG\r
+TASM = TASM\r
+TLIB = tlib\r
+TLINK = tlink\r
+LIBPATH = C:\BORLANDC\LIB\r
+INCLUDEPATH = C:\BORLANDC\INCLUDE\r
+\r
+\r
+# *Implicit Rules*\r
+.c.obj:\r
+ $(CC) -c {$< }\r
+\r
+.cpp.obj:\r
+ $(CC) -c {$< }\r
+\r
+# *List Macros*\r
+\r
+\r
+EXE_dependencies = \\r
+ obj\c0.obj \\r
+ h_ldiv.obj \\r
+ wolfhack.obj \\r
+ whack_a.obj \\r
+ wl_asm.obj \\r
+ wl_main.obj \\r
+ wl_text.obj \\r
+ wl_menu.obj \\r
+ wl_inter.obj \\r
+ wl_game.obj \\r
+ wl_play.obj \\r
+ wl_debug.obj \\r
+ wl_draw.obj \\r
+ wl_dr_a.obj \\r
+ wl_scale.obj \\r
+ wl_state.obj \\r
+ wl_agent.obj \\r
+ wl_act1.obj \\r
+ wl_act2.obj \\r
+ obj\signon.obj \\r
+ obj\gamepal.obj \\r
+ id_ca.obj \\r
+ id_in.obj \\r
+ id_mm.obj \\r
+ id_pm.obj \\r
+ id_sd.obj \\r
+ id_sd_a.obj \\r
+ id_us_1.obj \\r
+ id_us_a.obj \\r
+ id_vl.obj \\r
+ id_vh.obj \\r
+ id_vl_a.obj \\r
+ id_vh_a.obj\r
+\r
+# *Explicit Rules*\r
+obj\wolf3d.exe: wolf3d.cfg $(EXE_dependencies)\r
+ $(TLINK) /s/c/P-/L$(LIBPATH) @&&|\r
+obj\c0.obj+\r
+obj\h_ldiv.obj+\r
+obj\wolfhack.obj+\r
+obj\whack_a.obj+\r
+obj\wl_asm.obj+\r
+obj\wl_main.obj+\r
+obj\wl_text.obj+\r
+obj\wl_menu.obj+\r
+obj\wl_inter.obj+\r
+obj\wl_game.obj+\r
+obj\wl_play.obj+\r
+obj\wl_debug.obj+\r
+obj\wl_draw.obj+\r
+obj\wl_dr_a.obj+\r
+obj\wl_scale.obj+\r
+obj\wl_state.obj+\r
+obj\wl_agent.obj+\r
+obj\wl_act1.obj+\r
+obj\wl_act2.obj+\r
+obj\signon.obj+\r
+obj\gamepal.obj+\r
+obj\id_ca.obj+\r
+obj\id_in.obj+\r
+obj\id_mm.obj+\r
+obj\id_pm.obj+\r
+obj\id_sd.obj+\r
+obj\id_sd_a.obj+\r
+obj\id_us_1.obj+\r
+obj\id_us_a.obj+\r
+obj\id_vl.obj+\r
+obj\id_vh.obj+\r
+obj\id_vl_a.obj+\r
+obj\id_vh_a.obj\r
+obj\wolf3d,obj\wolf3d\r
+emu.lib+\r
+mathm.lib+\r
+cm.lib\r
+|\r
+\r
+\r
+# *Individual File Dependencies*\r
+obj\c0.obj: wolf3d.cfg c0.asm \r
+ $(TASM) /MX /ZI /O /D__MEDIUM__ C0.ASM,OBJ\C0.OBJ\r
+\r
+h_ldiv.obj: wolf3d.cfg h_ldiv.asm \r
+ $(TASM) /MX /ZI /O H_LDIV.ASM,OBJ\H_LDIV.OBJ /d__MEDIUM__\r
+\r
+wolfhack.obj: wolf3d.cfg wolfhack.c \r
+\r
+whack_a.obj: wolf3d.cfg whack_a.asm \r
+ $(TASM) /MX /ZI /O WHACK_A.ASM,OBJ\WHACK_A.OBJ\r
+\r
+wl_asm.obj: wolf3d.cfg wl_asm.asm \r
+ $(TASM) /MX /ZI /O WL_ASM.ASM,OBJ\WL_ASM.OBJ\r
+\r
+wl_main.obj: wolf3d.cfg wl_main.c \r
+\r
+wl_text.obj: wolf3d.cfg wl_text.c \r
+\r
+wl_menu.obj: wolf3d.cfg wl_menu.c \r
+\r
+wl_inter.obj: wolf3d.cfg wl_inter.c \r
+\r
+wl_game.obj: wolf3d.cfg wl_game.c \r
+\r
+wl_play.obj: wolf3d.cfg wl_play.c \r
+\r
+wl_debug.obj: wolf3d.cfg wl_debug.c \r
+\r
+wl_draw.obj: wolf3d.cfg wl_draw.c \r
+\r
+wl_dr_a.obj: wolf3d.cfg wl_dr_a.asm \r
+ $(TASM) /MX /ZI /O WL_DR_A.ASM,OBJ\WL_DR_A.OBJ\r
+\r
+wl_scale.obj: wolf3d.cfg wl_scale.c \r
+\r
+wl_state.obj: wolf3d.cfg wl_state.c \r
+\r
+wl_agent.obj: wolf3d.cfg wl_agent.c \r
+\r
+wl_act1.obj: wolf3d.cfg wl_act1.c \r
+\r
+wl_act2.obj: wolf3d.cfg wl_act2.c \r
+\r
+id_ca.obj: wolf3d.cfg id_ca.c \r
+\r
+id_in.obj: wolf3d.cfg id_in.c \r
+\r
+id_mm.obj: wolf3d.cfg id_mm.c \r
+\r
+id_pm.obj: wolf3d.cfg id_pm.c \r
+\r
+id_sd.obj: wolf3d.cfg id_sd.c \r
+\r
+id_sd_a.obj: wolf3d.cfg id_sd_a.asm \r
+ $(TASM) /MX /ZI /O ID_SD_A.ASM,OBJ\ID_SD_A.OBJ\r
+\r
+id_us_1.obj: wolf3d.cfg id_us_1.c \r
+\r
+id_us_a.obj: wolf3d.cfg id_us_a.asm \r
+ $(TASM) /MX /ZI /O ID_US_A.ASM,OBJ\ID_US_A.OBJ\r
+\r
+id_vl.obj: wolf3d.cfg id_vl.c \r
+\r
+id_vh.obj: wolf3d.cfg id_vh.c \r
+\r
+id_vl_a.obj: wolf3d.cfg id_vl_a.asm \r
+ $(TASM) /MX /ZI /O ID_VL_A.ASM,OBJ\ID_VL_A.OBJ\r
+\r
+id_vh_a.obj: wolf3d.cfg id_vh_a.asm \r
+ $(TASM) /MX /ZI /O ID_VH_A.ASM,OBJ\ID_VH_A.OBJ\r
+\r
+# *Compiler Configuration File*\r
+wolf3d.cfg: makefile.wl6\r
+ copy &&|\r
+-mm\r
+-3\r
+-a\r
+-ff-\r
+-G\r
+-O\r
+-Og\r
+-Oe\r
+-Om\r
+-Ov\r
+-Ol\r
+-Ob\r
+-Op\r
+-Oi\r
+-Z\r
+-d\r
+-H=WOLF3D.SYM\r
+-Fc\r
+-weas\r
+-wpre\r
+-nOBJ\r
+-I$(INCLUDEPATH)\r
+-L$(LIBPATH)\r
+-P-.C\r
+| wolf3d.cfg\r
+\r
+\r
--- /dev/null
+///////////////////////////////////////\r
+//\r
+// TED5 Map Header for SDM\r
+//\r
+///////////////////////////////////////\r
+\r
+//\r
+// Map Names\r
+//\r
+typedef enum {\r
+ TUNNELS_1_MAP, // 0\r
+ TUNNELS_2_MAP, // 1\r
+ LASTMAP\r
+ } mapnames;\r
--- /dev/null
+///////////////////////////////////////\r
+//\r
+// TED5 Map Header for SOD\r
+//\r
+///////////////////////////////////////\r
+\r
+//\r
+// Map Names\r
+//\r
+typedef enum {\r
+ TUNNELS_1_MAP, // 0\r
+ TUNNELS_2_MAP, // 1\r
+ TUNNELS_3_MAP, // 2\r
+ TUNNELS_4_MAP, // 3\r
+ TUNNEL_BOSS_MAP, // 4\r
+ DUNGEONS_1_MAP, // 5\r
+ DUNGEONS_2_MAP, // 6\r
+ DUNGEONS_3_MAP, // 7\r
+ DUNGEONS_4_MAP, // 8\r
+ DUNGEON_BOSS_MAP, // 9\r
+ CASTLE_1_MAP, // 10\r
+ CASTLE_2_MAP, // 11\r
+ CASTLE_3_MAP, // 12\r
+ CASTLE_4_MAP, // 13\r
+ CASTLE_5_MAP, // 14\r
+ CASTLE_BOSS_MAP, // 15\r
+ RAMPARTS_MAP, // 16\r
+ DEATH_KNIGHT_MAP, // 17\r
+ SECRET_1_MAP, // 18\r
+ SECRET_2_MAP, // 19\r
+ ANGEL_OF_DEATH_MAP, // 20\r
+ LASTMAP\r
+ } mapnames;\r
--- /dev/null
+///////////////////////////////////////\r
+//\r
+// TED5 Map Header for WL1\r
+//\r
+///////////////////////////////////////\r
+\r
+//\r
+// Map Names\r
+//\r
+typedef enum {\r
+ WOLF1_MAP1_MAP, // 0\r
+ WOLF1_MAP2_MAP, // 1\r
+ WOLF1_MAP3_MAP, // 2\r
+ WOLF1_MAP4_MAP, // 3\r
+ WOLF1_MAP5_MAP, // 4\r
+ WOLF1_MAP6_MAP, // 5\r
+ WOLF1_MAP7_MAP, // 6\r
+ WOLF1_MAP8_MAP, // 7\r
+ WOLF1_BOSS_MAP, // 8\r
+ WOLF1_SECRET_MAP, // 9\r
+ WOLF2_MAP1_MAP, // 10\r
+ WOLF2_MAP2_MAP, // 11\r
+ WOLF2_MAP3_MAP, // 12\r
+ WOLF2_MAP4_MAP, // 13\r
+ WOLF2_MAP5_MAP, // 14\r
+ WOLF2_MAP6_MAP, // 15\r
+ WOLF2_MAP7_MAP, // 16\r
+ WOLF2_MAP8_MAP, // 17\r
+ WOLF2_BOSS_MAP, // 18\r
+ WOLF2_SECRET_MAP, // 19\r
+ WOLF3_MAP1_MAP, // 20\r
+ WOLF3_MAP2_MAP, // 21\r
+ WOLF3_MAP3_MAP, // 22\r
+ WOLF3_MAP4_MAP, // 23\r
+ WOLF3_MAP5_MAP, // 24\r
+ WOLF3_MAP6_MAP, // 25\r
+ WOLF3_MAP7_MAP, // 26\r
+ WOLF3_MAP8_MAP, // 27\r
+ WOLF3_BOSS_MAP, // 28\r
+ WOLF3_SECRET_MAP, // 29\r
+ LASTMAP\r
+ } mapnames;\r
--- /dev/null
+///////////////////////////////////////\r
+//\r
+// TED5 Map Header for WL6\r
+//\r
+///////////////////////////////////////\r
+\r
+//\r
+// Map Names\r
+//\r
+typedef enum {\r
+ WOLF1_MAP1_MAP, // 0\r
+ WOLF1_MAP2_MAP, // 1\r
+ WOLF1_MAP3_MAP, // 2\r
+ WOLF1_MAP4_MAP, // 3\r
+ WOLF1_MAP5_MAP, // 4\r
+ WOLF1_MAP6_MAP, // 5\r
+ WOLF1_MAP7_MAP, // 6\r
+ WOLF1_MAP8_MAP, // 7\r
+ WOLF1_BOSS_MAP, // 8\r
+ WOLF1_SECRET_MAP, // 9\r
+ WOLF2_MAP1_MAP, // 10\r
+ WOLF2_MAP2_MAP, // 11\r
+ WOLF2_MAP3_MAP, // 12\r
+ WOLF2_MAP4_MAP, // 13\r
+ WOLF2_MAP5_MAP, // 14\r
+ WOLF2_MAP6_MAP, // 15\r
+ WOLF2_MAP7_MAP, // 16\r
+ WOLF2_MAP8_MAP, // 17\r
+ WOLF2_BOSS_MAP, // 18\r
+ WOLF2_SECRET_MAP, // 19\r
+ WOLF3_MAP1_MAP, // 20\r
+ WOLF3_MAP2_MAP, // 21\r
+ WOLF3_MAP3_MAP, // 22\r
+ WOLF3_MAP4_MAP, // 23\r
+ WOLF3_MAP5_MAP, // 24\r
+ WOLF3_MAP6_MAP, // 25\r
+ WOLF3_MAP7_MAP, // 26\r
+ WOLF3_MAP8_MAP, // 27\r
+ WOLF3_BOSS_MAP, // 28\r
+ WOLF3_SECRET_MAP, // 29\r
+ WOLF4_MAP_1_MAP, // 30\r
+ WOLF4_MAP_2_MAP, // 31\r
+ WOLF4_MAP_3_MAP, // 32\r
+ WOLF4_MAP_4_MAP, // 33\r
+ WOLF4_MAP_5_MAP, // 34\r
+ WOLF4_MAP_6_MAP, // 35\r
+ WOLF4_MAP_7_MAP, // 36\r
+ WOLF4_MAP_8_MAP, // 37\r
+ WOLF4_BOSS_MAP, // 38\r
+ WOLF4_SECRET_MAP, // 39\r
+ WOLF5_MAP_1_MAP, // 40\r
+ WOLF5_MAP_2_MAP, // 41\r
+ WOLF5_MAP_3_MAP, // 42\r
+ WOLF5_MAP_4_MAP, // 43\r
+ WOLF5_MAP_5_MAP, // 44\r
+ WOLF5_MAP_6_MAP, // 45\r
+ WOLF5_MAP_7_MAP, // 46\r
+ WOLF5_MAP_8_MAP, // 47\r
+ WOLF5_BOSS_MAP, // 48\r
+ WOLF5_SECRET_MAP, // 49\r
+ WOLF6_MAP_1_MAP, // 50\r
+ WOLF6_MAP_2_MAP, // 51\r
+ WOLF6_MAP_3_MAP, // 52\r
+ WOLF6_MAP_4_MAP, // 53\r
+ WOLF6_MAP_5_MAP, // 54\r
+ WOLF6_MAP_6_MAP, // 55\r
+ WOLF6_MAP_7_MAP, // 56\r
+ WOLF6_MAP_8_MAP, // 57\r
+ WOLF6_BOSS_MAP, // 58\r
+ WOLF6_SECRET_MAP, // 59\r
+ MAP4L10PATH_MAP, // 60\r
+ LASTMAP\r
+ } mapnames;\r
--- /dev/null
+///////////////////////////////////////\r
+//\r
+// TED5 Map Header for WLF\r
+//\r
+///////////////////////////////////////\r
+\r
+//\r
+// Map Names\r
+//\r
+typedef enum {\r
+ LEVEL_ONE_MAP, // 0\r
+ LEVEL_TWO_MAP, // 1\r
+ LEVEL_THREE_MAP, // 2\r
+ LEVEL_FOUR_MAP, // 3\r
+ LASTMAP\r
+ } mapnames;\r
--- /dev/null
+\r
+/*\r
+=================\r
+=\r
+= VL_MungePic\r
+=\r
+=================\r
+*/\r
+\r
+void VL_MungePic (unsigned char far *source, unsigned width, unsigned height)\r
+{\r
+ unsigned x,y,plane,size,pwidth;\r
+ unsigned char far *temp, far *dest, far *srcline;\r
+\r
+ size = width*height;\r
+\r
+ if (width&3)\r
+ errout ("VL_MungePic: Not divisable by 4!\n");\r
+\r
+//\r
+// copy the pic to a temp buffer\r
+//\r
+ temp = (unsigned char far *)farmalloc (size);\r
+ if (!temp)\r
+ errout ("Non enough memory for munge buffer!\n");\r
+\r
+ _fmemcpy (temp,source,size);\r
+\r
+//\r
+// munge it back into the original buffer\r
+//\r
+ dest = source;\r
+ pwidth = width/4;\r
+\r
+ for (plane=0;plane<4;plane++)\r
+ {\r
+ srcline = temp;\r
+ for (y=0;y<height;y++)\r
+ {\r
+ for (x=0;x<pwidth;x++)\r
+ *dest++ = *(srcline+x*4+plane);\r
+ srcline+=width;\r
+ }\r
+ }\r
+\r
+ free (temp);\r
+}\r
+\r
--- /dev/null
+\r
+ Start Stop Length Name Class\r
+\r
+ 00000H 044F8H 044F9H _TEXT CODE\r
+ 044FAH 044FAH 00000H H_LDIV_TEXT CODE\r
+ 044FAH 04899H 003A0H WOLFHACK_TEXT CODE\r
+ 0489AH 04904H 0006BH WHACK_A_TEXT CODE\r
+ 04906H 0491CH 00017H WL_ASM_TEXT CODE\r
+ 0491DH 062DDH 019C1H WL_MAIN_TEXT CODE\r
+ 062DEH 06CD5H 009F8H WL_TEXT_TEXT CODE\r
+ 06CD6H 0B05DH 04388H WL_MENU_TEXT CODE\r
+ 0B05EH 0C637H 015DAH WL_INTER_TEXT CODE\r
+ 0C638H 0DA6CH 01435H WL_GAME_TEXT CODE\r
+ 0DA6DH 0EC13H 011A7H WL_PLAY_TEXT CODE\r
+ 0EC14H 0F7ABH 00B98H WL_DEBUG_TEXT CODE\r
+ 0F7ACH 10792H 00FE7H WL_DRAW_TEXT CODE\r
+ 10794H 10BFDH 0046AH WL_DR_A_TEXT CODE\r
+ 10BFEH 114B0H 008B3H WL_SCALE_TEXT CODE\r
+ 114B1H 12D5FH 018AFH WL_STATE_TEXT CODE\r
+ 12D60H 1402BH 012CCH WL_AGENT_TEXT CODE\r
+ 1402CH 14D6CH 00D41H WL_ACT1_TEXT CODE\r
+ 14D6DH 1710AH 0239EH WL_ACT2_TEXT CODE\r
+ 1710BH 1885CH 01752H ID_CA_TEXT CODE\r
+ 1885DH 193E0H 00B84H ID_IN_TEXT CODE\r
+ 193E1H 1A267H 00E87H ID_MM_TEXT CODE\r
+ 1A268H 1B44AH 011E3H ID_PM_TEXT CODE\r
+ 1B44BH 1CD63H 01919H ID_SD_TEXT CODE\r
+ 1CD64H 1D1D4H 00471H ID_SD_A_TEXT CODE\r
+ 1D1D5H 1DDD7H 00C03H ID_US_1_TEXT CODE\r
+ 1DDD8H 1DE1CH 00045H ID_US_A_TEXT CODE\r
+ 1DE1DH 1E98FH 00B73H ID_VL_TEXT CODE\r
+ 1E990H 1F2B9H 0092AH ID_VH_TEXT CODE\r
+ 1F2BAH 1F54DH 00294H ID_VL_A_TEXT CODE\r
+ 1F54EH 1F743H 001F6H ID_VH_A_TEXT CODE\r
+ 1F750H 21EC6H 02777H EMU_PROG CODE\r
+ 21ED0H 22497H 005C8H E87_PROG CODE\r
+ 224A0H 224A0H 00000H _FARDATA FAR_DATA\r
+ 224A0H 2449FH 02000H FAR_DATA FAR_DATA\r
+ 244A0H 245A1H 00102H FAR_DATA FAR_DATA\r
+ 245B0H 248A3H 002F4H WL_MAIN5_DATA FAR_DATA\r
+ 248B0H 24B7FH 002D0H WL_MENU5_DATA FAR_DATA\r
+ 24B80H 24CF9H 0017AH WL_MENU6_DATA FAR_DATA\r
+ 24D00H 24EF7H 001F8H WL_MENU7_DATA FAR_DATA\r
+ 24F00H 24FFBH 000FCH WL_MENU8_DATA FAR_DATA\r
+ 25000H 251CDH 001CEH WL_MENU9_DATA FAR_DATA\r
+ 251D0H 25277H 000A8H WL_MENU10_DATA FAR_DATA\r
+ 25280H 25423H 001A4H WL_MENU11_DATA FAR_DATA\r
+ 25430H 255A9H 0017AH WL_MENU12_DATA FAR_DATA\r
+ 255B0H 255D3H 00024H WL_MENU13_DATA FAR_DATA\r
+ 255E0H 34FDFH 0FA00H SignonSeg FAR_DATA\r
+ 34FE0H 3505FH 00080H ID_IN5_DATA FAR_DATA\r
+ 35060H 350DFH 00080H ID_IN6_DATA FAR_DATA\r
+ 350E0H 3515FH 00080H ID_IN7_DATA FAR_DATA\r
+ 35160H 35160H 00000H _FARBSS FAR_BSS\r
+ 35160H 356B8H 00559H _COMDEF_AA_ FAR_BSS\r
+ 356C0H 35DC7H 00708H _COMDEF_AB_ FAR_BSS\r
+ 35DD0H 36BDFH 00E10H _COMDEF_AC_ FAR_BSS\r
+ 36BE0H 36C74H 00095H _COMDEF_AD_ FAR_BSS\r
+ 36C80H 37E7FH 01200H _COMDEF_AE_ FAR_BSS\r
+ 37E80H 3907FH 01200H _COMDEF_AF_ FAR_BSS\r
+ 39080H 3B14FH 020D0H _COMDEF_AG_ FAR_BSS\r
+ 3B150H 3B44FH 00300H _COMDEF_AH_ FAR_BSS\r
+ 3B450H 3B74FH 00300H _COMDEF_AI_ FAR_BSS\r
+ 3B750H 3B750H 00000H _OVERLAY_ OVRINFO\r
+ 3B750H 3B750H 00000H _1STUB_ STUBSEG\r
+ 3B750H 3FE89H 0473AH _DATA DATA\r
+ 3FE8AH 3FE8DH 00004H _CVTSEG DATA\r
+ 3FE8EH 3FE99H 0000CH _SCNSEG DATA\r
+ 3FE9AH 3FE9AH 00000H _CONST CONST\r
+ 3FE9AH 3FEB7H 0001EH _INIT_ INITDATA\r
+ 3FEB8H 3FEB8H 00000H _INITEND_ INITDATA\r
+ 3FEB8H 3FEBDH 00006H _EXIT_ EXITDATA\r
+ 3FEBEH 3FEBEH 00000H _EXITEND_ EXITDATA\r
+ 3FEBEH 40133H 00276H _BSS BSS\r
+ 40134H 4A6FCH 0A5C9H _COMDEF_ BSS\r
+ 4A6FDH 4A6FDH 00000H _BSSEND BSSEND\r
+ 4A700H 4A77FH 00080H _STACK STACK\r
+\r
+\r
+Detailed map of segments\r
+\r
+ 0000:0000 02B3 C=CODE S=_TEXT G=(none) M=C0.ASM ACBP=28\r
+ 0000:02B3 00DE C=CODE S=_TEXT G=(none) M=H_LDIV.ASM ACBP=28\r
+ 0000:0391 0258 C=CODE S=_TEXT G=(none) M=FPINIT ACBP=28\r
+ 0000:05E9 0000 C=CODE S=_TEXT G=(none) M=E87TRAP ACBP=28\r
+ 0000:05E9 0000 C=CODE S=_TEXT G=(none) M=PROTFLAG ACBP=28\r
+ 0000:05E9 0000 C=CODE S=_TEXT G=(none) M=DEFLT87 ACBP=28\r
+ 0000:05E9 000D C=CODE S=_TEXT G=(none) M=ATAN ACBP=28\r
+ 0000:05F6 0000 C=CODE S=_TEXT G=(none) M=HUGEVAL ACBP=28\r
+ 0000:05F6 009A C=CODE S=_TEXT G=(none) M=LDTRUNC ACBP=28\r
+ 0000:0690 0000 C=CODE S=_TEXT G=(none) M=MATHWHY ACBP=28\r
+ 0000:0690 01B5 C=CODE S=_TEXT G=(none) M=REALCVT ACBP=28\r
+ 0000:0845 0361 C=CODE S=_TEXT G=(none) M=SCANTOD ACBP=28\r
+ 0000:0BA6 0209 C=CODE S=_TEXT G=(none) M=XCVT ACBP=28\r
+ 0000:0DAF 00A6 C=CODE S=_TEXT G=(none) M=FPERR ACBP=28\r
+ 0000:0E55 00C9 C=CODE S=_TEXT G=(none) M=_POW10 ACBP=28\r
+ 0000:0F1E 000B C=CODE S=_TEXT G=(none) M=POW10D ACBP=28\r
+ 0000:0F29 0026 C=CODE S=_TEXT G=(none) M=MATHERR ACBP=28\r
+ 0000:0F4F 004D C=CODE S=_TEXT G=(none) M=SIN ACBP=28\r
+ 0000:0F9C 0050 C=CODE S=_TEXT G=(none) M=TAN ACBP=28\r
+ 0000:0FEC 0090 C=CODE S=_TEXT G=(none) M=_MATHERR ACBP=28\r
+ 0000:107C 00BB C=CODE S=_TEXT G=(none) M=ATAN2 ACBP=28\r
+ 0000:1137 002C C=CODE S=_TEXT G=(none) M=FFTOL ACBP=28\r
+ 0000:1163 002D C=CODE S=_TEXT G=(none) M=ATEXIT ACBP=28\r
+ 0000:1190 0000 C=CODE S=_TEXT G=(none) M=CTYPE ACBP=28\r
+ 0000:1190 0036 C=CODE S=_TEXT G=(none) M=DOSDFREE ACBP=28\r
+ 0000:11C6 0038 C=CODE S=_TEXT G=(none) M=DOSFATTR ACBP=28\r
+ 0000:11FE 0032 C=CODE S=_TEXT G=(none) M=DOSGDATE ACBP=28\r
+ 0000:1230 0023 C=CODE S=_TEXT G=(none) M=DOSWRITE ACBP=28\r
+ 0000:1253 0093 C=CODE S=_TEXT G=(none) M=EXIT ACBP=28\r
+ 0000:12E6 0000 C=CODE S=_TEXT G=(none) M=FILES ACBP=28\r
+ 0000:12E6 0000 C=CODE S=_TEXT G=(none) M=FILES2 ACBP=28\r
+ 0000:12E6 0000 C=CODE S=_TEXT G=(none) M=FMODE ACBP=28\r
+ 0000:12E6 0000 C=CODE S=_TEXT G=(none) M=FPSTKLEN ACBP=28\r
+ 0000:12E6 0017 C=CODE S=_TEXT G=(none) M=F_LXMUL ACBP=28\r
+ 0000:12FD 0021 C=CODE S=_TEXT G=(none) M=F_PCMP ACBP=28\r
+ 0000:131E 001C C=CODE S=_TEXT G=(none) M=F_SCOPY ACBP=28\r
+ 0000:133A 0020 C=CODE S=_TEXT G=(none) M=GETVECT ACBP=28\r
+ 0000:135A 0000 C=CODE S=_TEXT G=(none) M=HEAPLEN ACBP=28\r
+ 0000:135A 0021 C=CODE S=_TEXT G=(none) M=H_LLSH ACBP=28\r
+ 0000:137B 0020 C=CODE S=_TEXT G=(none) M=H_LRSH ACBP=28\r
+ 0000:139B 0021 C=CODE S=_TEXT G=(none) M=H_LURSH ACBP=28\r
+ 0000:13BC 0088 C=CODE S=_TEXT G=(none) M=H_PADA ACBP=28\r
+ 0000:1444 0060 C=CODE S=_TEXT G=(none) M=H_PADD ACBP=28\r
+ 0000:14A4 0028 C=CODE S=_TEXT G=(none) M=H_PSBP ACBP=28\r
+ 0000:14CC 0027 C=CODE S=_TEXT G=(none) M=H_SPUSH ACBP=28\r
+ 0000:14F3 004B C=CODE S=_TEXT G=(none) M=IOERROR ACBP=28\r
+ 0000:153E 0011 C=CODE S=_TEXT G=(none) M=ISATTY ACBP=28\r
+ 0000:154F 009A C=CODE S=_TEXT G=(none) M=LONGTOA ACBP=28\r
+ 0000:15E9 0029 C=CODE S=_TEXT G=(none) M=LSEEK ACBP=28\r
+ 0000:1612 0082 C=CODE S=_TEXT G=(none) M=MKNAME ACBP=28\r
+ 0000:1694 0021 C=CODE S=_TEXT G=(none) M=N_PCMP ACBP=28\r
+ 0000:16B5 002D C=CODE S=_TEXT G=(none) M=READA ACBP=28\r
+ 0000:16E2 01AA C=CODE S=_TEXT G=(none) M=SCANTOL ACBP=28\r
+ 0000:188C 00A5 C=CODE S=_TEXT G=(none) M=SETUPIO ACBP=28\r
+ 0000:1931 0000 C=CODE S=_TEXT G=(none) M=SIGDATA ACBP=28\r
+ 0000:1931 0000 C=CODE S=_TEXT G=(none) M=STKLEN ACBP=28\r
+ 0000:1931 002C C=CODE S=_TEXT G=(none) M=TOLOWER ACBP=28\r
+ 0000:195D 002C C=CODE S=_TEXT G=(none) M=TOUPPER ACBP=28\r
+ 0000:1989 0016 C=CODE S=_TEXT G=(none) M=UNLINK ACBP=28\r
+ 0000:199F 04CB C=CODE S=_TEXT G=(none) M=VPRINTER ACBP=28\r
+ 0000:1E6A 009F C=CODE S=_TEXT G=(none) M=VRAM ACBP=28\r
+ 0000:1F09 001A C=CODE S=_TEXT G=(none) M=XCLOSE ACBP=28\r
+ 0000:1F23 0029 C=CODE S=_TEXT G=(none) M=_STPCPY ACBP=28\r
+ 0000:1F4C 0025 C=CODE S=_TEXT G=(none) M=BIOSKEY ACBP=28\r
+ 0000:1F71 006F C=CODE S=_TEXT G=(none) M=BRK ACBP=28\r
+ 0000:1FE0 0029 C=CODE S=_TEXT G=(none) M=CLRSCR ACBP=28\r
+ 0000:2009 0010 C=CODE S=_TEXT G=(none) M=CORELEFT ACBP=28\r
+ 0000:2019 01A1 C=CODE S=_TEXT G=(none) M=CRTINIT ACBP=28\r
+ 0000:21BA 001F C=CODE S=_TEXT G=(none) M=CVTFAK ACBP=28\r
+ 0000:21D9 0421 C=CODE S=_TEXT G=(none) M=FARHEAP ACBP=28\r
+ 0000:25FA 0140 C=CODE S=_TEXT G=(none) M=FBRK ACBP=28\r
+ 0000:273A 0050 C=CODE S=_TEXT G=(none) M=FCORELFT ACBP=28\r
+ 0000:278A 0049 C=CODE S=_TEXT G=(none) M=GOTOXY ACBP=28\r
+ 0000:27D3 00A8 C=CODE S=_TEXT G=(none) M=GPTEXT ACBP=28\r
+ 0000:287B 002E C=CODE S=_TEXT G=(none) M=HARD ACBP=28\r
+ 0000:28A9 0126 C=CODE S=_TEXT G=(none) M=HARDERR ACBP=28\r
+ 0000:29CF 0027 C=CODE S=_TEXT G=(none) M=IOCTL ACBP=28\r
+ 0000:29F6 009D C=CODE S=_TEXT G=(none) M=MOVETEXT ACBP=28\r
+ 0000:2A93 027B C=CODE S=_TEXT G=(none) M=NEARHEAP ACBP=28\r
+ 0000:2D0E 0004 C=CODE S=_TEXT G=(none) M=REALCVT ACBP=28\r
+ 0000:2D12 01BD C=CODE S=_TEXT G=(none) M=SCREEN ACBP=28\r
+ 0000:2ECF 0188 C=CODE S=_TEXT G=(none) M=SCROLL ACBP=28\r
+ 0000:3057 0119 C=CODE S=_TEXT G=(none) M=SETARGV ACBP=28\r
+ 0000:3170 001C C=CODE S=_TEXT G=(none) M=SETBLOCK ACBP=28\r
+ 0000:318C 005D C=CODE S=_TEXT G=(none) M=SETENVP ACBP=28\r
+ 0000:31E9 002C C=CODE S=_TEXT G=(none) M=WHEREXY ACBP=28\r
+ 0000:3215 007D C=CODE S=_TEXT G=(none) M=ATOL ACBP=28\r
+ 0000:3292 0010 C=CODE S=_TEXT G=(none) M=BDOS ACBP=28\r
+ 0000:32A2 001B C=CODE S=_TEXT G=(none) M=CHMODA ACBP=28\r
+ 0000:32BD 0028 C=CODE S=_TEXT G=(none) M=CLOSE ACBP=28\r
+ 0000:32E5 001E C=CODE S=_TEXT G=(none) M=CLOSEA ACBP=28\r
+ 0000:3303 008B C=CODE S=_TEXT G=(none) M=CREAT ACBP=28\r
+ 0000:338E 0081 C=CODE S=_TEXT G=(none) M=FCLOSE ACBP=28\r
+ 0000:340F 0081 C=CODE S=_TEXT G=(none) M=FFLUSH ACBP=28\r
+ 0000:3490 0060 C=CODE S=_TEXT G=(none) M=FINDFIRS ACBP=28\r
+ 0000:34F0 0041 C=CODE S=_TEXT G=(none) M=FLENGTH ACBP=28\r
+ 0000:3531 003A C=CODE S=_TEXT G=(none) M=FLUSHALL ACBP=28\r
+ 0000:356B 01A0 C=CODE S=_TEXT G=(none) M=FOPEN ACBP=28\r
+ 0000:370B 0016 C=CODE S=_TEXT G=(none) M=FPRINTF ACBP=28\r
+ 0000:3721 018C C=CODE S=_TEXT G=(none) M=FSEEK ACBP=28\r
+ 0000:38AD 005F C=CODE S=_TEXT G=(none) M=GETENV ACBP=28\r
+ 0000:390C 0067 C=CODE S=_TEXT G=(none) M=LTOA1 ACBP=28\r
+ 0000:3973 001F C=CODE S=_TEXT G=(none) M=MEMCPY ACBP=28\r
+ 0000:3992 0022 C=CODE S=_TEXT G=(none) M=MOVEDATA ACBP=28\r
+ 0000:39B4 0183 C=CODE S=_TEXT G=(none) M=OPEN ACBP=28\r
+ 0000:3B37 004D C=CODE S=_TEXT G=(none) M=OPENA ACBP=28\r
+ 0000:3B84 0017 C=CODE S=_TEXT G=(none) M=PRINTF ACBP=28\r
+ 0000:3B9B 0309 C=CODE S=_TEXT G=(none) M=PUTC ACBP=28\r
+ 0000:3EA4 004B C=CODE S=_TEXT G=(none) M=PUTS ACBP=28\r
+ 0000:3EEF 00CE C=CODE S=_TEXT G=(none) M=READ ACBP=28\r
+ 0000:3FBD 0003 C=CODE S=_TEXT G=(none) M=READU ACBP=28\r
+ 0000:3FC0 00D8 C=CODE S=_TEXT G=(none) M=SETVBUF ACBP=28\r
+ 0000:4098 0061 C=CODE S=_TEXT G=(none) M=SPRINTF ACBP=28\r
+ 0000:40F9 0039 C=CODE S=_TEXT G=(none) M=STRCAT ACBP=28\r
+ 0000:4132 001A C=CODE S=_TEXT G=(none) M=STRLEN ACBP=28\r
+ 0000:414C 00FF C=CODE S=_TEXT G=(none) M=STRTOL ACBP=28\r
+ 0000:424B 010E C=CODE S=_TEXT G=(none) M=WRITE ACBP=28\r
+ 0000:4359 003A C=CODE S=_TEXT G=(none) M=WRITEA ACBP=28\r
+ 0000:4393 0003 C=CODE S=_TEXT G=(none) M=WRITEU ACBP=28\r
+ 0000:4396 0028 C=CODE S=_TEXT G=(none) M=XFCLOSE ACBP=28\r
+ 0000:43BE 0023 C=CODE S=_TEXT G=(none) M=XFFLUSH ACBP=28\r
+ 0000:43E1 0028 C=CODE S=_TEXT G=(none) M=FMEMCMP ACBP=28\r
+ 0000:4409 0024 C=CODE S=_TEXT G=(none) M=FMEMCPY ACBP=28\r
+ 0000:442D 0043 C=CODE S=_TEXT G=(none) M=FMEMSET ACBP=28\r
+ 0000:4470 0029 C=CODE S=_TEXT G=(none) M=FSTRCPY ACBP=28\r
+ 0000:4499 0041 C=CODE S=_TEXT G=(none) M=FSTRICMP ACBP=28\r
+ 0000:44DA 001F C=CODE S=_TEXT G=(none) M=FSTRLEN ACBP=28\r
+ 044F:000A 0000 C=CODE S=H_LDIV_TEXT G=(none) M=H_LDIV.ASM ACBP=48\r
+ 044F:000A 03A0 C=CODE S=WOLFHACK_TEXT G=(none) M=WOLFHACK.C ACBP=28\r
+ 0489:000A 006B C=CODE S=WHACK_A_TEXT G=(none) M=WHACK_A.ASM ACBP=48\r
+ 0490:0006 0017 C=CODE S=WL_ASM_TEXT G=(none) M=WL_ASM.ASM ACBP=48\r
+ 0491:000D 19C1 C=CODE S=WL_MAIN_TEXT G=(none) M=WL_MAIN.C ACBP=28\r
+ 062D:000E 09F8 C=CODE S=WL_TEXT_TEXT G=(none) M=WL_TEXT.C ACBP=28\r
+ 06CD:0006 4388 C=CODE S=WL_MENU_TEXT G=(none) M=WL_MENU.C ACBP=28\r
+ 0B05:000E 15DA C=CODE S=WL_INTER_TEXT G=(none) M=WL_INTER.C ACBP=28\r
+ 0C63:0008 1435 C=CODE S=WL_GAME_TEXT G=(none) M=WL_GAME.C ACBP=28\r
+ 0DA6:000D 11A7 C=CODE S=WL_PLAY_TEXT G=(none) M=WL_PLAY.C ACBP=28\r
+ 0EC1:0004 0B98 C=CODE S=WL_DEBUG_TEXT G=(none) M=WL_DEBUG.C ACBP=28\r
+ 0F7A:000C 0FE7 C=CODE S=WL_DRAW_TEXT G=(none) M=WL_DRAW.C ACBP=28\r
+ 1079:0004 046A C=CODE S=WL_DR_A_TEXT G=(none) M=WL_DR_A.ASM ACBP=48\r
+ 10BF:000E 08B3 C=CODE S=WL_SCALE_TEXT G=(none) M=WL_SCALE.C ACBP=28\r
+ 114B:0001 18AF C=CODE S=WL_STATE_TEXT G=(none) M=WL_STATE.C ACBP=28\r
+ 12D6:0000 12CC C=CODE S=WL_AGENT_TEXT G=(none) M=WL_AGENT.C ACBP=28\r
+ 1402:000C 0D41 C=CODE S=WL_ACT1_TEXT G=(none) M=WL_ACT1.C ACBP=28\r
+ 14D6:000D 239E C=CODE S=WL_ACT2_TEXT G=(none) M=WL_ACT2.C ACBP=28\r
+ 1710:000B 1752 C=CODE S=ID_CA_TEXT G=(none) M=ID_CA.C ACBP=28\r
+ 1885:000D 0B84 C=CODE S=ID_IN_TEXT G=(none) M=ID_IN.C ACBP=28\r
+ 193E:0001 0E87 C=CODE S=ID_MM_TEXT G=(none) M=ID_MM.C ACBP=28\r
+ 1A26:0008 11E3 C=CODE S=ID_PM_TEXT G=(none) M=ID_PM.C ACBP=28\r
+ 1B44:000B 1919 C=CODE S=ID_SD_TEXT G=(none) M=ID_SD.C ACBP=28\r
+ 1CD6:0004 0471 C=CODE S=ID_SD_A_TEXT G=(none) M=ID_SD_A.ASM ACBP=48\r
+ 1D1D:0005 0C03 C=CODE S=ID_US_1_TEXT G=(none) M=ID_US_1.C ACBP=28\r
+ 1DDD:0008 0045 C=CODE S=ID_US_A_TEXT G=(none) M=ID_US_A.ASM ACBP=48\r
+ 1DE1:000D 0B73 C=CODE S=ID_VL_TEXT G=(none) M=ID_VL.C ACBP=28\r
+ 1E99:0000 092A C=CODE S=ID_VH_TEXT G=(none) M=ID_VH.C ACBP=28\r
+ 1F2B:000A 0294 C=CODE S=ID_VL_A_TEXT G=(none) M=ID_VL_A.ASM ACBP=48\r
+ 1F54:000E 01F6 C=CODE S=ID_VH_A_TEXT G=(none) M=ID_VH_A.ASM ACBP=48\r
+ 1F75:0000 0000 C=CODE S=EMU_PROG G=(none) M=FPINIT ACBP=68\r
+ 1F75:0000 2777 C=CODE S=EMU_PROG G=(none) M=EMU086 ACBP=68\r
+ 21ED:0000 0000 C=CODE S=E87_PROG G=(none) M=FPINIT ACBP=68\r
+ 21ED:0000 03E3 C=CODE S=E87_PROG G=(none) M=EMU087 ACBP=68\r
+ 21ED:03F0 01D8 C=CODE S=E87_PROG G=(none) M=E87TRAP ACBP=68\r
+ 224A:0000 0000 C=FAR_DATA S=_FARDATA G=(none) M=C0.ASM ACBP=68\r
+ 224A:0000 2000 C=FAR_DATA S=FAR_DATA G=(none) M=WHACK_A.ASM ACBP=60\r
+ 244A:0000 0102 C=FAR_DATA S=FAR_DATA G=(none) M=ID_US_A.ASM ACBP=60\r
+ 245B:0000 02F4 C=FAR_DATA S=WL_MAIN5_DATA G=(none) M=WL_MAIN.C ACBP=68\r
+ 248B:0000 02D0 C=FAR_DATA S=WL_MENU5_DATA G=(none) M=WL_MENU.C ACBP=68\r
+ 24B8:0000 017A C=FAR_DATA S=WL_MENU6_DATA G=(none) M=WL_MENU.C ACBP=68\r
+ 24D0:0000 01F8 C=FAR_DATA S=WL_MENU7_DATA G=(none) M=WL_MENU.C ACBP=68\r
+ 24F0:0000 00FC C=FAR_DATA S=WL_MENU8_DATA G=(none) M=WL_MENU.C ACBP=68\r
+ 2500:0000 01CE C=FAR_DATA S=WL_MENU9_DATA G=(none) M=WL_MENU.C ACBP=68\r
+ 251D:0000 00A8 C=FAR_DATA S=WL_MENU10_DATA G=(none) M=WL_MENU.C ACBP=68\r
+ 2528:0000 01A4 C=FAR_DATA S=WL_MENU11_DATA G=(none) M=WL_MENU.C ACBP=68\r
+ 2543:0000 017A C=FAR_DATA S=WL_MENU12_DATA G=(none) M=WL_MENU.C ACBP=68\r
+ 255B:0000 0024 C=FAR_DATA S=WL_MENU13_DATA G=(none) M=WL_MENU.C ACBP=68\r
+ 255E:0000 FA00 C=FAR_DATA S=SignonSeg G=(none) M=SIGNON.BIN ACBP=60\r
+ 34FE:0000 0080 C=FAR_DATA S=ID_IN5_DATA G=(none) M=ID_IN.C ACBP=68\r
+ 3506:0000 0080 C=FAR_DATA S=ID_IN6_DATA G=(none) M=ID_IN.C ACBP=68\r
+ 350E:0000 0080 C=FAR_DATA S=ID_IN7_DATA G=(none) M=ID_IN.C ACBP=68\r
+ 3516:0000 0000 C=FAR_BSS S=_FARBSS G=(none) M=C0.ASM ACBP=68\r
+ 3516:0000 0559 C=FAR_BSS S=_COMDEF_AA_ G=(none) M=WL_ACT1.C ACBP=60\r
+ 356C:0000 0708 C=FAR_BSS S=_COMDEF_AB_ G=(none) M=WL_DRAW.C ACBP=60\r
+ 35DD:0000 0E10 C=FAR_BSS S=_COMDEF_AC_ G=(none) M=WL_DRAW.C ACBP=60\r
+ 36BE:0000 0095 C=FAR_BSS S=_COMDEF_AD_ G=(none) M=ID_CA.C ACBP=60\r
+ 36C8:0000 1200 C=FAR_BSS S=_COMDEF_AE_ G=(none) M=WL_PLAY.C ACBP=60\r
+ 37E8:0000 1200 C=FAR_BSS S=_COMDEF_AF_ G=(none) M=WL_PLAY.C ACBP=60\r
+ 3908:0000 20D0 C=FAR_BSS S=_COMDEF_AG_ G=(none) M=ID_MM.C ACBP=60\r
+ 3B15:0000 0300 C=FAR_BSS S=_COMDEF_AH_ G=(none) M=ID_VL.C ACBP=60\r
+ 3B45:0000 0300 C=FAR_BSS S=_COMDEF_AI_ G=(none) M=ID_VL.C ACBP=60\r
+ 3B75:0000 0000 C=OVRINFO S=_OVERLAY_ G=(none) M=C0.ASM ACBP=68\r
+ 3B75:0000 0000 C=STUBSEG S=_1STUB_ G=(none) M=C0.ASM ACBP=68\r
+ 3B75:0000 00D9 C=DATA S=_DATA G=DGROUP M=C0.ASM ACBP=68\r
+ 3B75:00DA 0000 C=DATA S=_DATA G=DGROUP M=H_LDIV.ASM ACBP=48\r
+ 3B75:00DA 0002 C=DATA S=_DATA G=DGROUP M=WOLFHACK.C ACBP=48\r
+ 3B75:00DC 0000 C=DATA S=_DATA G=DGROUP M=WHACK_A.ASM ACBP=48\r
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+ 3B75:473E 0000 C=DATA S=_CVTSEG G=DGROUP M=REALCVT ACBP=48\r
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+ 3B75:474A 0000 C=CONST S=_CONST G=DGROUP M=C0.ASM ACBP=48\r
+ 3B75:474A 0000 C=INITDATA S=_INIT_ G=DGROUP M=C0.ASM ACBP=48\r
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+ 3B75:4756 0006 C=INITDATA S=_INIT_ G=DGROUP M=CRTINIT ACBP=48\r
+ 3B75:475C 0006 C=INITDATA S=_INIT_ G=DGROUP M=SETARGV ACBP=48\r
+ 3B75:4762 0006 C=INITDATA S=_INIT_ G=DGROUP M=SETENVP ACBP=48\r
+ 3B75:4768 0000 C=INITDATA S=_INITEND_ G=DGROUP M=C0.ASM ACBP=28\r
+ 3B75:4768 0000 C=EXITDATA S=_EXIT_ G=DGROUP M=C0.ASM ACBP=48\r
+ 3B75:4768 0006 C=EXITDATA S=_EXIT_ G=DGROUP M=FPINIT ACBP=48\r
+ 3B75:476E 0000 C=EXITDATA S=_EXITEND_ G=DGROUP M=C0.ASM ACBP=28\r
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+ 3B75:476E 0000 C=BSS S=_BSS G=DGROUP M=WOLFHACK.C ACBP=48\r
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+ 3B75:4770 0000 C=BSS S=_BSS G=DGROUP M=WL_TEXT.C ACBP=48\r
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+ 3B75:4772 0000 C=BSS S=_BSS G=DGROUP M=WL_GAME.C ACBP=48\r
+ 3B75:4772 0000 C=BSS S=_BSS G=DGROUP M=WL_PLAY.C ACBP=48\r
+ 3B75:4772 000A C=BSS S=_BSS G=DGROUP M=WL_DEBUG.C ACBP=48\r
+ 3B75:477C 0000 C=BSS S=_BSS G=DGROUP M=WL_DRAW.C ACBP=48\r
+ 3B75:477C 0004 C=BSS S=_BSS G=DGROUP M=WL_SCALE.C ACBP=48\r
+ 3B75:4780 0000 C=BSS S=_BSS G=DGROUP M=WL_STATE.C ACBP=48\r
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+ 3B75:4780 0000 C=BSS S=_BSS G=DGROUP M=WL_ACT1.C ACBP=48\r
+ 3B75:4780 0000 C=BSS S=_BSS G=DGROUP M=WL_ACT2.C ACBP=48\r
+ 3B75:4780 0000 C=BSS S=_BSS G=DGROUP M=ID_CA.C ACBP=48\r
+ 3B75:4780 0014 C=BSS S=_BSS G=DGROUP M=ID_IN.C ACBP=48\r
+ 3B75:4794 0000 C=BSS S=_BSS G=DGROUP M=ID_MM.C ACBP=48\r
+ 3B75:4794 0000 C=BSS S=_BSS G=DGROUP M=ID_PM.C ACBP=48\r
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+ 3B75:4914 0030 C=BSS S=_BSS G=DGROUP M=ID_US_1.C ACBP=48\r
+ 3B75:4944 0000 C=BSS S=_BSS G=DGROUP M=ID_VL.C ACBP=48\r
+ 3B75:4944 0000 C=BSS S=_BSS G=DGROUP M=ID_VH.C ACBP=48\r
+ 3B75:4944 0000 C=BSS S=_BSS G=DGROUP M=ATAN ACBP=48\r
+ 3B75:4944 0000 C=BSS S=_BSS G=DGROUP M=LDTRUNC ACBP=48\r
+ 3B75:4944 0000 C=BSS S=_BSS G=DGROUP M=REALCVT ACBP=48\r
+ 3B75:4944 0000 C=BSS S=_BSS G=DGROUP M=SCANTOD ACBP=48\r
+ 3B75:4944 0000 C=BSS S=_BSS G=DGROUP M=XCVT ACBP=48\r
+ 3B75:4944 0000 C=BSS S=_BSS G=DGROUP M=_POW10 ACBP=48\r
+ 3B75:4944 0000 C=BSS S=_BSS G=DGROUP M=SIN ACBP=48\r
+ 3B75:4944 0000 C=BSS S=_BSS G=DGROUP M=TAN ACBP=48\r
+ 3B75:4944 0000 C=BSS S=_BSS G=DGROUP M=ATAN2 ACBP=48\r
+ 3B75:4944 0080 C=BSS S=_BSS G=DGROUP M=ATEXIT ACBP=48\r
+ 3B75:49C4 0000 C=BSS S=_BSS G=DGROUP M=DOSFATTR ACBP=48\r
+ 3B75:49C4 0000 C=BSS S=_BSS G=DGROUP M=DOSWRITE ACBP=48\r
+ 3B75:49C4 0000 C=BSS S=_BSS G=DGROUP M=GETVECT ACBP=48\r
+ 3B75:49C4 0000 C=BSS S=_BSS G=DGROUP M=IOERROR ACBP=48\r
+ 3B75:49C4 0000 C=BSS S=_BSS G=DGROUP M=ISATTY ACBP=48\r
+ 3B75:49C4 0000 C=BSS S=_BSS G=DGROUP M=LONGTOA ACBP=48\r
+ 3B75:49C4 0000 C=BSS S=_BSS G=DGROUP M=LSEEK ACBP=48\r
+ 3B75:49C4 000D C=BSS S=_BSS G=DGROUP M=MKNAME ACBP=48\r
+ 3B75:49D2 0000 C=BSS S=_BSS G=DGROUP M=READA ACBP=48\r
+ 3B75:49D2 0000 C=BSS S=_BSS G=DGROUP M=SCANTOL ACBP=48\r
+ 3B75:49D2 0000 C=BSS S=_BSS G=DGROUP M=SETUPIO ACBP=48\r
+ 3B75:49D2 0004 C=BSS S=_BSS G=DGROUP M=SIGDATA ACBP=48\r
+ 3B75:49D6 0000 C=BSS S=_BSS G=DGROUP M=UNLINK ACBP=48\r
+ 3B75:49D6 0000 C=BSS S=_BSS G=DGROUP M=VPRINTER ACBP=48\r
+ 3B75:49D6 0000 C=BSS S=_BSS G=DGROUP M=VRAM ACBP=48\r
+ 3B75:49D6 0000 C=BSS S=_BSS G=DGROUP M=BIOSKEY ACBP=48\r
+ 3B75:49D6 0000 C=BSS S=_BSS G=DGROUP M=BRK ACBP=48\r
+ 3B75:49D6 0000 C=BSS S=_BSS G=DGROUP M=CORELEFT ACBP=48\r
+ 3B75:49D6 0000 C=BSS S=_BSS G=DGROUP M=CRTINIT ACBP=48\r
+ 3B75:49D6 000C C=BSS S=_BSS G=DGROUP M=HARDERR ACBP=48\r
+ 3B75:49E2 0000 C=BSS S=_BSS G=DGROUP M=IOCTL ACBP=48\r
+ 3B75:49E2 0000 C=BSS S=_BSS G=DGROUP M=SETBLOCK ACBP=48\r
+ 3B75:49E2 0000 C=BSS S=_BSS G=DGROUP M=ATOL ACBP=48\r
+ 3B75:49E2 0000 C=BSS S=_BSS G=DGROUP M=BDOS ACBP=48\r
+ 3B75:49E2 0000 C=BSS S=_BSS G=DGROUP M=CHMODA ACBP=48\r
+ 3B75:49E2 0000 C=BSS S=_BSS G=DGROUP M=CLOSEA ACBP=48\r
+ 3B75:49E2 0000 C=BSS S=_BSS G=DGROUP M=CREAT ACBP=48\r
+ 3B75:49E2 0000 C=BSS S=_BSS G=DGROUP M=FINDFIRS ACBP=48\r
+ 3B75:49E2 0000 C=BSS S=_BSS G=DGROUP M=FLENGTH ACBP=48\r
+ 3B75:49E2 0000 C=BSS S=_BSS G=DGROUP M=GETENV ACBP=48\r
+ 3B75:49E2 0000 C=BSS S=_BSS G=DGROUP M=MEMCPY ACBP=48\r
+ 3B75:49E2 0000 C=BSS S=_BSS G=DGROUP M=MOVEDATA ACBP=48\r
+ 3B75:49E2 0000 C=BSS S=_BSS G=DGROUP M=OPEN ACBP=48\r
+ 3B75:49E2 0000 C=BSS S=_BSS G=DGROUP M=OPENA ACBP=48\r
+ 3B75:49E2 0001 C=BSS S=_BSS G=DGROUP M=PUTC ACBP=48\r
+ 3B75:49E4 0000 C=BSS S=_BSS G=DGROUP M=READ ACBP=48\r
+ 3B75:49E4 0000 C=BSS S=_BSS G=DGROUP M=STRCAT ACBP=48\r
+ 3B75:49E4 0000 C=BSS S=_BSS G=DGROUP M=STRLEN ACBP=48\r
+ 3B75:49E4 0000 C=BSS S=_BSS G=DGROUP M=WRITEA ACBP=48\r
+ 3B75:49E4 0000 C=BSS S=_BSS G=DGROUP M=FMEMCMP ACBP=48\r
+ 3B75:49E4 0000 C=BSS S=_BSS G=DGROUP M=FMEMCPY ACBP=48\r
+ 3B75:49E4 0000 C=BSS S=_BSS G=DGROUP M=FMEMSET ACBP=48\r
+ 3B75:49E4 0000 C=BSS S=_BSS G=DGROUP M=FSTRCPY ACBP=48\r
+ 3B75:49E4 0000 C=BSS S=_BSS G=DGROUP M=FSTRICMP ACBP=48\r
+ 3B75:49E4 0000 C=BSS S=_BSS G=DGROUP M=FSTRLEN ACBP=48\r
+ 3B75:49E4 A5C9 C=BSS S=_COMDEF_ G=DGROUP M=WOLFHACK.C ACBP=48\r
+ 3B75:EFAD 0000 C=BSSEND S=_BSSEND G=DGROUP M=C0.ASM ACBP=28\r
+ 4A70:0000 0080 C=STACK S=_STACK G=(none) M=C0.ASM ACBP=74\r
+\r
+ Address Publics by Name\r
+\r
+ 3B75:0000 idle DATASEG@\r
+ 0000:02AF idle DGROUP@\r
+ 1F75:2152 e086_Entry\r
+ 1F75:26E0 e086_Shortcut\r
+ 21ED:0306 e087_Entry\r
+ 21ED:03C6 e087_Shortcut\r
+ 21ED:0430 e087_Trap\r
+ 0000:FE32 idle FIARQQ\r
+ 0000:0E32 idle FICRQQ\r
+ 0000:5C32 Abs FIDRQQ\r
+ 0000:1632 Abs FIERQQ\r
+ 0000:0632 idle FISRQQ\r
+ 0000:A23D Abs FIWRQQ\r
+ 0000:4000 idle FJARQQ\r
+ 0000:C000 idle FJCRQQ\r
+ 0000:8000 idle FJSRQQ\r
+ 0000:1137 idle FTOL@\r
+ 0000:1137 F_FTOL@\r
+ 0000:02B6 F_LDIV@\r
+ 0000:02DD F_LMOD@\r
+ 0000:02D5 idle F_LUDIV@\r
+ 0000:02E5 idle F_LUMOD@\r
+ 0000:135D F_LXLSH@\r
+ 0000:12E6 F_LXMUL@\r
+ 0000:137E F_LXRSH@\r
+ 0000:139E F_LXURSH@\r
+ 0000:13BF F_PADA@\r
+ 0000:1447 F_PADD@\r
+ 0000:12FD F_PCMP@\r
+ 0000:1403 F_PSBA@\r
+ 0000:14A7 F_PSBP@\r
+ 0000:1476 idle F_PSUB@\r
+ 0000:131E F_SCOPY@\r
+ 0000:14D2 F_SPUSH@\r
+ 0000:02B6 LDIV@\r
+ 0000:02DD idle LMOD@\r
+ 0000:02D5 idle LUDIV@\r
+ 0000:02E5 idle LUMOD@\r
+ 0000:135D idle LXLSH@\r
+ 0000:12E6 idle LXMUL@\r
+ 0000:137E idle LXRSH@\r
+ 0000:139E idle LXURSH@\r
+ 0000:02B3 idle N_LDIV@\r
+ 0000:02DA idle N_LMOD@\r
+ 0000:02D2 idle N_LUDIV@\r
+ 0000:02E2 idle N_LUMOD@\r
+ 0000:135A N_LXLSH@\r
+ 0000:137B idle N_LXRSH@\r
+ 0000:139B idle N_LXURSH@\r
+ 0000:13BC idle N_PADA@\r
+ 0000:1444 N_PADD@\r
+ 0000:1694 N_PCMP@\r
+ 0000:1400 idle N_PSBA@\r
+ 0000:14A4 N_PSBP@\r
+ 0000:1473 idle N_PSUB@\r
+ 0000:14CC idle N_SPUSH@\r
+ 0000:13BF idle PADA@\r
+ 0000:1447 idle PADD@\r
+ 0000:12FD idle PCMP@\r
+ 0000:1403 idle PSBA@\r
+ 0000:14A7 idle PSBP@\r
+ 0000:1476 idle PSUB@\r
+ 0000:131E idle SCOPY@\r
+ 0000:14D2 idle SPUSH@\r
+ 0000:0297 _abort\r
+ 3B75:EE0F _abortprogram\r
+ 3B75:55B8 _actorat\r
+ 3B75:9C41 _AdLibPresent\r
+ 3B75:3293 idle _afilename\r
+ 3B75:E8AE _aftersort\r
+ 3B75:3289 idle _aheadname\r
+ 3B75:EAB0 _alBlock\r
+ 3B75:EAAC _alLengthLeft\r
+ 3B75:EAB6 _alNoCheck\r
+ 1B44:0D39 _alOut\r
+ 3B75:EAB2 _alSound\r
+ 3B75:EAA8 _alTimeCount\r
+ 3B75:EA98 _alZeroInst\r
+ 3B75:D9C4 _angle\r
+ 3B75:A4E0 _anglefrac\r
+ 3B75:52DA _areabyplayer\r
+ 3516:0000 _areaconnect\r
+ 1079:0070 _AsmRefresh\r
+ 0000:05E9 _atan\r
+ 0000:107C _atan2\r
+ 0000:1163 idle _atexit\r
+ 0000:3285 idle _atoi\r
+ 0000:3215 _atol\r
+ 3B75:192C idle _attackinfo\r
+ 3B75:E01B _audiohandle\r
+ 3B75:E021 _audiohuffman\r
+ 3B75:324A _audioname\r
+ 3B75:A052 _audiosegs\r
+ 3B75:E819 _audiostarts\r
+ 14D6:0761 _A_DeathScream\r
+ 14D6:12D4 idle _A_HitlerMorph\r
+ 14D6:1366 idle _A_MechaSound\r
+ 14D6:1398 idle _A_Slurpie\r
+ 14D6:000D idle _A_Smoke\r
+ 14D6:2092 idle _A_StartDeathCam\r
+ 3B75:9954 _backcolor\r
+ 062D:0690 idle _BackPage\r
+ 10BF:000E idle _BadScale\r
+ 3B75:4C52 _basedist\r
+ 0000:3292 _bdos\r
+ 3B75:E8B2 _beforesort\r
+ 0000:1F4C _bioskey\r
+ 0B05:060A idle _BJ_Breathe\r
+ 3B75:9955 _blockstarts\r
+ 3B75:E894 _bombonerror\r
+ 3B75:A41A _bonuscount\r
+ 3B75:EE13 _bordercolor\r
+ 06CD:02A6 idle _BossKey\r
+ 0000:1FC4 idle _brk\r
+ 3B75:E826 _btnstate\r
+ 3B75:EFA9 _bufferheight\r
+ 3B75:52D2 _bufferofs\r
+ 3B75:E824 _bufferseg\r
+ 3B75:EFAB _bufferwidth\r
+ 10BF:01E4 idle _BuildCompScale\r
+ 0491:0D31 idle _BuildTables\r
+ 3B75:EE0D _Button0\r
+ 3B75:EE0B _Button1\r
+ 3B75:A4FC _buttonheld\r
+ 3B75:1290 _buttonjoy\r
+ 3B75:1288 _buttonmouse\r
+ 3B75:1278 _buttonscan\r
+ 3B75:A4E8 _buttonstate\r
+ 062D:06BA idle _CacheLayoutGraphics\r
+ 06CD:3212 _CacheLump\r
+ 0F7A:02FE idle _CalcHeight\r
+ 0491:0E89 idle _CalcProjection\r
+ 0F7A:0A9A idle _CalcRotate\r
+ 0F7A:0DCB _CalcTics\r
+ 06CD:171A idle _CalibrateJoystick\r
+ 1710:0498 idle _CAL_CarmackExpand\r
+ 1710:0E6E idle _CAL_ExpandGrChunk\r
+ 1710:0090 idle _CAL_GetGrChunkLength\r
+ 1710:032B idle _CAL_HuffExpand\r
+ 1710:02D3 idle _CAL_OptimizeNodes\r
+ 1710:0BBC idle _CAL_SetupAudioFile\r
+ 1710:07BF idle _CAL_SetupGrFile\r
+ 1710:09F4 idle _CAL_SetupMapFile\r
+ 1710:0D3A _CA_CacheAudioChunk\r
+ 1710:0F45 _CA_CacheGrChunk\r
+ 1710:1181 _CA_CacheMap\r
+ 1710:13F0 _CA_CacheMarks\r
+ 1710:108C _CA_CacheScreen\r
+ 1710:16FC idle _CA_CannotOpen\r
+ 1710:136E idle _CA_ClearAllMarks\r
+ 1710:134D idle _CA_ClearMarks\r
+ 1710:007F idle _CA_CloseDebug\r
+ 1710:1326 _CA_DownLevel\r
+ 1710:00F0 _CA_FarRead\r
+ 1710:013C _CA_FarWrite\r
+ 3B75:9EE7 _ca_levelbit\r
+ 3B75:E821 _ca_levelnum\r
+ 1710:0DE9 _CA_LoadAllSounds\r
+ 1710:0252 idle _CA_LoadFile\r
+ 1710:005B idle _CA_OpenDebug\r
+ 1710:0188 idle _CA_ReadFile\r
+ 1710:05B6 idle _CA_RLEWCompress\r
+ 1710:0703 idle _CA_RLEWexpand\r
+ 1710:13C2 _CA_SetAllPurge\r
+ 1710:1394 idle _CA_SetGrPurge\r
+ 1710:0D11 _CA_Shutdown\r
+ 1710:0CF0 _CA_Startup\r
+ 1710:12E1 _CA_UpLevel\r
+ 1710:01FA _CA_WriteFile\r
+ 0DA6:060B _CenterWindow\r
+ 3B75:9894 _centerx\r
+ 06CD:41C8 _CheckForEpisodes\r
+ 0B05:13BD _CheckHighScore\r
+ 0490:0006 _CheckIs386\r
+ 0DA6:0639 idle _CheckKeys\r
+ 114B:10B4 _CheckLine\r
+ 06CD:4104 idle _CheckPause\r
+ 14D6:1FF3 idle _CheckPosition\r
+ 114B:1365 idle _CheckSight\r
+ 12D6:0000 idle _CheckWeaponChange\r
+ 3B75:E017 _chunkcomplen\r
+ 3B75:E013 _chunkexplen\r
+ 3B75:D864 _ChunksInFile\r
+ 06CD:3431 idle _CleanupControlPanel\r
+ 0C63:017F _ClearMemory\r
+ 06CD:31F5 _ClearMScreen\r
+ 0DA6:0D2C idle _ClearPaletteShifts\r
+ 0B05:000E _ClearSplitVWB\r
+ 12D6:09BD idle _ClipMove\r
+ 0000:32BD _close\r
+ 1402:037E idle _CloseDoor\r
+ 0000:1FE0 _clrscr\r
+ 12D6:0BDC idle _Cmd_Fire\r
+ 12D6:0C2E idle _Cmd_Use\r
+ 3B75:0418 idle _color_hlite\r
+ 3B75:0420 idle _color_norml\r
+ 3B75:D844 _compatability\r
+ 3B75:00EE _configname\r
+ 06CD:3DA8 idle _Confirm\r
+ 1402:01C4 idle _ConnectAreas\r
+ 12D6:0034 idle _ControlMovement\r
+ 3B75:E842 _Controls\r
+ 3B75:A4FA _controlx\r
+ 3B75:A4F8 _controly\r
+ 0000:2009 _coreleft\r
+ 3B75:1694 _costable\r
+ 0EC1:00C9 idle _CountObjects\r
+ 06CD:2D24 idle _CP_ChangeView\r
+ 06CD:02F3 idle _CP_CheckQuick\r
+ 06CD:1977 idle _CP_Control\r
+ 06CD:0865 idle _CP_EndGame\r
+ 06CD:1091 idle _CP_LoadGame\r
+ 06CD:092F idle _CP_NewGame\r
+ 06CD:2F41 idle _CP_Quit\r
+ 06CD:13B7 idle _CP_SaveGame\r
+ 06CD:0C24 idle _CP_Sound\r
+ 06CD:08C1 _CP_ViewScores\r
+ 0000:331C _creat\r
+ 3B75:03F0 idle _CtlItems\r
+ 24F0:0000 idle _CtlMenu\r
+ 3B75:EE09 _CursorBad\r
+ 3B75:EE07 _CursorX\r
+ 3B75:EE05 _CursorY\r
+ 3B75:03FA idle _CusItems\r
+ 2543:0000 idle _CusMenu\r
+ 06CD:2002 idle _CustomControls\r
+ 114B:0FB1 _DamageActor\r
+ 3B75:A41C _damagecount\r
+ 3B75:E81D _debughandle\r
+ 0EC1:07BB _DebugKeys\r
+ 0EC1:0004 idle _DebugMemory\r
+ 3B75:A4DC _DebugOk\r
+ 06CD:20F8 idle _DefineJoyBtns\r
+ 06CD:213E idle _DefineKeyBtns\r
+ 06CD:2184 idle _DefineKeyMove\r
+ 06CD:20B3 idle _DefineMouseBtns\r
+ 3B75:E840 _DemoBuffer\r
+ 3B75:A2AA _demobuffer\r
+ 0491:1770 idle _DemoLoop\r
+ 3B75:335E idle _DemoMode\r
+ 3B75:1204 _demoname\r
+ 3B75:E83E _DemoOffset\r
+ 3B75:A2B4 _demoplayback\r
+ 3B75:A2B0 _demoptr\r
+ 3B75:A2B6 _demorecord\r
+ 3B75:E83C _DemoSize\r
+ 3B75:181E idle _diagonal\r
+ 0C63:0FEF idle _Died\r
+ 3B75:ECD3 _DigiLastEnd\r
+ 3B75:ECD5 _DigiLastStart\r
+ 3B75:ECD9 _DigiLeft\r
+ 3B75:D848 _DigiList\r
+ 3B75:9B89 _DigiMap\r
+ 3B75:9C39 _DigiMode\r
+ 3B75:ECED _DigiNumber\r
+ 3B75:ECD7 _DigiPage\r
+ 3B75:ED05 _DigiPlaying\r
+ 3B75:ECE9 _DigiPriority\r
+ 3B75:00DC _dirangle\r
+ 3B75:46E1 _directvideo\r
+ 3B75:1270 _dirscan\r
+ 3B75:1B38 idle _dirtable\r
+ 0491:041B idle _DiskFlopAnim\r
+ 3B75:9D4C _displayofs\r
+ 0DA6:0E7E idle _DoActor\r
+ 0491:044A idle _DoChecksum\r
+ 0491:11A6 idle _DoJukebox\r
+ 1402:07E6 idle _DoorClosing\r
+ 3B75:D85A _doornum\r
+ 3B75:86B8 _doorobjlist\r
+ 1402:0656 idle _DoorOpen\r
+ 1402:0684 idle _DoorOpening\r
+ 3B75:5326 _doorposition\r
+ 0C63:0A23 _DrawAllPlayBorder\r
+ 0C63:09F1 _DrawAllPlayBorderSides\r
+ 12D6:0542 _DrawAmmo\r
+ 06CD:2EB3 idle _DrawChangeView\r
+ 06CD:1E13 idle _DrawCtlScreen\r
+ 06CD:2BF6 idle _DrawCustJoy\r
+ 06CD:2C8A idle _DrawCustKeybd\r
+ 06CD:2CF2 idle _DrawCustKeys\r
+ 06CD:2B4F idle _DrawCustMouse\r
+ 06CD:27F7 idle _DrawCustomScreen\r
+ 12D6:01FE _DrawFace\r
+ 06CD:3A15 idle _DrawGun\r
+ 06CD:39D1 idle _DrawHalfStep\r
+ 12D6:033E _DrawHealth\r
+ 0B05:11C2 _DrawHighScores\r
+ 12D6:04B2 _DrawKeys\r
+ 12D6:03DD _DrawLevel\r
+ 12D6:03FC _DrawLives\r
+ 06CD:125D idle _DrawLoadSaveScreen\r
+ 06CD:0FFA idle _DrawLSAction\r
+ 06CD:01E9 idle _DrawMainMenu\r
+ 06CD:3B11 _DrawMenu\r
+ 06CD:4146 idle _DrawMenuGun\r
+ 06CD:1A92 idle _DrawMouseSens\r
+ 06CD:0AA0 idle _DrawNewEpisode\r
+ 06CD:0B66 idle _DrawNewGame\r
+ 06CD:0C08 idle _DrawNewGameDiff\r
+ 06CD:32AA idle _DrawOutline\r
+ 044F:027F idle _DrawPlanes\r
+ 0C63:0A56 _DrawPlayBorder\r
+ 0C63:095C idle _DrawPlayBorderSides\r
+ 0F7A:0D2B idle _DrawPlayerWeapon\r
+ 0C63:0B2E _DrawPlayScreen\r
+ 0F7A:0B17 idle _DrawScaleds\r
+ 12D6:043A _DrawScore\r
+ 06CD:0DD5 idle _DrawSoundMenu\r
+ 044F:0032 idle _DrawSpans\r
+ 06CD:417D _DrawStripes\r
+ 12D6:0497 _DrawWeapon\r
+ 06CD:3270 _DrawWindow\r
+ 114B:0C16 idle _DropItem\r
+ 3B75:A420 _dummyobj\r
+ 3B75:0E74 idle _ElevatorBackTo\r
+ 3B75:352A idle _EMMDriverName\r
+ 3B75:E8F0 _EMSAvail\r
+ 3B75:E8EE _EMSHandle\r
+ 3B75:E8D2 _EMSList\r
+ 3B75:E8EC _EMSPageFrame\r
+ 3B75:A292 _EMSPagesAvail\r
+ 3B75:E8C0 _EMSPagesUsed\r
+ 3B75:E8EA _EMSPhysicalPage\r
+ 3B75:A296 _EMSPresent\r
+ 3B75:0330 idle _endextern\r
+ 3B75:0341 _endfilename\r
+ 248B:0000 idle _endStrings\r
+ 062D:0957 _EndText\r
+ 06CD:21CA idle _EnterCtrlData\r
+ 3B75:4732 _environ\r
+ 3B75:0428 idle _EpisodeSelect\r
+ 06CD:3953 idle _EraseGun\r
+ 3B75:00C3 _errno\r
+ 0000:12AB _exit\r
+ 3B75:A04D _extension\r
+ 3B75:A50C _extravbls\r
+ 3B75:A4DE _facecount\r
+ 0000:273A _farcoreleft\r
+ 0000:2319 _farfree\r
+ 3B75:E8A8 _farheap\r
+ 0000:2423 _farmalloc\r
+ 3B75:8638 _farmapylookup\r
+ 0000:2580 idle _farrealloc\r
+ 0F7A:040E _FarScalePost\r
+ 3B75:D866 _farthest\r
+ 3B75:EE11 _fastpalette\r
+ 0000:338E _fclose\r
+ 0000:340F _fflush\r
+ 0000:34F0 _filelength\r
+ 0000:3490 _findfirst\r
+ 0000:34C3 _findnext\r
+ 35DD:0000 _finetangent\r
+ 0C63:0C31 idle _FinishDemoRecord\r
+ 0DA6:0E50 _FinishPaletteShifts\r
+ 0491:1076 idle _FinishSignon\r
+ 114B:1471 idle _FirstSighting\r
+ 0F7A:000C _FixedByFrac\r
+ 044F:000A idle _FixedMul\r
+ 0F7A:0E2E _FixOfs\r
+ 06CD:2647 idle _FixupCustom\r
+ 1E99:07DA _FizzleFade\r
+ 3B75:A2C6 _fizzlein\r
+ 0000:3531 _flushall\r
+ 3B75:9898 _focallength\r
+ 3B75:D9CE _focaltx\r
+ 3B75:D9CC _focalty\r
+ 3B75:9D4B _fontcolor\r
+ 3B75:9D49 _fontnumber\r
+ 0000:36EC _fopen\r
+ 0000:370B _fprintf\r
+ 0000:3BB4 _fputc\r
+ 0000:3CEA idle _fputchar\r
+ 3B75:A4E4 _frameon\r
+ 0000:2A93 _free\r
+ 3B75:168A _freelatch\r
+ 06CD:4099 _FreeMusic\r
+ 0000:377E _fseek\r
+ 0000:37E6 idle _ftell\r
+ 3B75:D9DA _fullscalefarcall\r
+ 3B75:A414 _funnyticount\r
+ 0C63:1229 _GameLoop\r
+ 3B75:2F4A _gamepal\r
+ 3B75:ED09 _Games\r
+ 3B75:95C0 _gamestate\r
+ 3B75:326B idle _gdictname\r
+ 12D6:05AA _GetBonus\r
+ 0000:38AD _getenv\r
+ 0DA6:0A52 _GetNewActor\r
+ 0000:27D3 _gettext\r
+ 0000:133A _getvect\r
+ 3B75:3261 idle _gfilename\r
+ 3B75:3257 idle _gheadname\r
+ 12D6:0560 idle _GiveAmmo\r
+ 12D6:041A idle _GiveExtraMan\r
+ 12D6:0595 idle _GiveKey\r
+ 12D6:045A _GivePoints\r
+ 12D6:0517 _GiveWeapon\r
+ 3B75:A2A6 _globalsoundx\r
+ 3B75:A2A2 _globalsoundy\r
+ 3B75:A510 _godmode\r
+ 3B75:E009 _gotgatgun\r
+ 0000:278A _gotoxy\r
+ 1710:000B idle _GRFILEPOS\r
+ 3B75:E01F _grhandle\r
+ 3B75:E41D _grhuffman\r
+ 36BE:0000 _grneeded\r
+ 3B75:9D4E _grsegs\r
+ 3B75:E81B _grstarts\r
+ 12D6:0EC0 idle _GunAttack\r
+ 3B75:ECFF _HackCount\r
+ 3B75:00DA idle _halfheight\r
+ 062D:00FB idle _HandleCommand\r
+ 062D:03BD idle _HandleCtrls\r
+ 06CD:344B _HandleMenu\r
+ 062D:03DF idle _HandleWord\r
+ 0000:287B _harderr\r
+ 0000:288D idle _hardresume\r
+ 0000:289B idle _hardretn\r
+ 12D6:03B6 _HealSelf\r
+ 3B75:9604 _heightnumerator\r
+ 3B75:0332 idle _helpextern\r
+ 3B75:0334 idle _helpfilename\r
+ 062D:08C9 idle _HelpScreens\r
+ 0F7A:0659 _HitHorizDoor\r
+ 0F7A:086A _HitHorizPWall\r
+ 0F7A:0536 _HitHorizWall\r
+ 0F7A:0760 _HitVertDoor\r
+ 0F7A:094B _HitVertPWall\r
+ 0F7A:0416 _HitVertWall\r
+ 3B75:5428 _horizwall\r
+ 3B75:A048 _ingame\r
+ 0DA6:0A0B _InitActorList\r
+ 1402:01FD _InitAreas\r
+ 0491:1185 idle _InitDigiMap\r
+ 1402:0225 _InitDoorList\r
+ 0491:13C2 idle _InitGame\r
+ 0DA6:0BBA _InitRedShifts\r
+ 1402:000C _InitStaticList\r
+ 1885:01EC _INL_GetJoyDelta\r
+ 3B75:DDF5 _insetupscaling\r
+ 06CD:2FD3 _IntroScreen\r
+ 1885:0B0E _IN_Ack\r
+ 1885:0AB4 _IN_CheckAck\r
+ 1885:06D7 _IN_ClearKeysDown\r
+ 1885:0659 idle _IN_Default\r
+ 1885:0151 _IN_GetJoyAbs\r
+ 1885:035A idle _IN_GetJoyButtonsDB\r
+ 06CD:40BC idle _IN_GetScanName\r
+ 1885:0B7B _IN_JoyButtons\r
+ 1885:0B64 _IN_MouseButtons\r
+ 1885:06F6 _IN_ReadControl\r
+ 1885:0A18 idle _IN_SetControlType\r
+ 1885:06C5 idle _IN_SetKeyHook\r
+ 1885:04CB _IN_SetupJoy\r
+ 1885:0699 _IN_Shutdown\r
+ 1885:0A64 _IN_StartAck\r
+ 1885:05B8 _IN_Startup\r
+ 1885:0B1F _IN_UserInput\r
+ 1885:0A47 _IN_WaitForASCII\r
+ 1885:0A29 idle _IN_WaitForKey\r
+ 0000:29CF _ioctl\r
+ 3B75:989C _IsA386\r
+ 0000:153E _isatty\r
+ 0000:390C _itoa\r
+ 0490:000A _jabhack2\r
+ 3B75:00FC idle _JHParmStrings\r
+ 3B75:E84A _JoyDefs\r
+ 3B75:54AE _joypadenabled\r
+ 3B75:E83A _JoyPadPresent\r
+ 3B75:9C43 _JoysPresent\r
+ 3B75:54B0 _joystickenabled\r
+ 3B75:54AA _joystickport\r
+ 3B75:54AC _joystickprogressive\r
+ 3B75:3354 idle _KbdDefs\r
+ 3B75:9C49 _Keyboard\r
+ 114B:0CB1 idle _KillActor\r
+ 3B75:A2B8 _killerobj\r
+ 12D6:0E27 idle _KnifeAttack\r
+ 3B75:A04A _LastASCII\r
+ 3B75:E007 _LastAttacker\r
+ 3B75:A2AC _lastdemoptr\r
+ 3B75:E00F _lastdoorobj\r
+ 3B75:D9D2 _lastintercept\r
+ 3B75:B516 _lastobj\r
+ 3B75:9EE0 _LastScan\r
+ 3B75:D9D6 _lastside\r
+ 3B75:8938 _laststatobj\r
+ 3B75:D9D0 _lasttilehit\r
+ 3B75:9EEA _lasttimecount\r
+ 1E99:065C _LatchDrawPic\r
+ 12D6:02AF idle _LatchNumber\r
+ 3B75:A2D0 _latchpics\r
+ 3B75:9E8C _layoutdone\r
+ 3B75:A2A0 _leftchannel\r
+ 3B75:9EBA _leftmargin\r
+ 3B75:3FCE idle _leftmasks\r
+ 3B75:ECE7 _LeftPosition\r
+ 3B75:1042 idle _lefttable\r
+ 0B05:066B _LevelCompleted\r
+ 3B75:9904 _LevelRatios\r
+ 3B75:DDE9 _linecmds\r
+ 3B75:DDE5 _linescale\r
+ 3B75:EFA5 _linewidth\r
+ 3B75:9B83 _loadedgame\r
+ 1E99:06B9 _LoadLatchMem\r
+ 0491:08D5 _LoadTheGame\r
+ 3B75:ECDD _LocalTime\r
+ 0000:15E9 _lseek\r
+ 3B75:03E6 idle _LSItems\r
+ 2528:0000 idle _LSMenu\r
+ 0000:394E _ltoa\r
+ 3B75:D842 _madenoise\r
+ 0491:19AD _main\r
+ 3B75:03D2 _MainItems\r
+ 3B75:E9BC _MainMemPages\r
+ 3B75:E8F4 _MainMemUsed\r
+ 24B8:0000 _MainMenu\r
+ 3B75:E8F2 _MainPagesAvail\r
+ 3B75:E8BE _MainPagesUsed\r
+ 3B75:EA84 _MainPresent\r
+ 0000:2B62 _malloc\r
+ 3B75:E01D _maphandle\r
+ 3B75:A398 _mapheaderseg\r
+ 3B75:A2CA _mapheight\r
+ 3B75:171A _mapmasks1\r
+ 3B75:173A _mapmasks2\r
+ 3B75:175A _mapmasks3\r
+ 3B75:A29C _mapon\r
+ 3B75:D850 _maporgx\r
+ 3B75:D84E _maporgy\r
+ 0489:000A _MapRow\r
+ 3B75:A410 _mapsegs\r
+ 3B75:A2CC _mapwidth\r
+ 3B75:A45C _mapwidthtable\r
+ 3B75:DDE2 _mask1\r
+ 3B75:DDE1 _mask2\r
+ 3B75:DDE0 _mask3\r
+ 3B75:DDE3 _maskword\r
+ 0000:0F29 _matherr\r
+ 3B75:DDF7 _maxscale\r
+ 3B75:D9D8 _maxscaleshl2\r
+ 3B75:9608 _maxslope\r
+ 3B75:05F2 idle _mbarray\r
+ 0000:3973 _memcpy\r
+ 06CD:3ED3 _Message\r
+ 3B75:327F idle _mfilename\r
+ 3B75:3275 idle _mheadname\r
+ 3B75:D9C6 _midangle\r
+ 3B75:1690 idle _mindist\r
+ 3B75:9602 _minheightdiv\r
+ 3B75:49FA _mirrorofs\r
+ 3908:0000 _mmblocks\r
+ 3B75:A29A _mmerror\r
+ 3B75:E89E _mmfree\r
+ 3B75:E8A2 _mmhead\r
+ 3B75:9E78 _mminfo\r
+ 193E:0001 idle _MML_CheckForXMS\r
+ 193E:0242 idle _MML_ClearBlock\r
+ 193E:001C idle _MML_SetupXMS\r
+ 193E:008B idle _MML_ShutdownXMS\r
+ 193E:00BC _MML_UseSpace\r
+ 3B75:E896 _mmnew\r
+ 3B75:E89A _mmrover\r
+ 3B75:E8AC _mmstarted\r
+ 193E:0E7D _MM_BombOnError\r
+ 193E:0C67 idle _MM_DumpData\r
+ 193E:0780 _MM_FreePtr\r
+ 193E:04C3 _MM_GetPtr\r
+ 193E:08C8 _MM_SetLock\r
+ 193E:0847 _MM_SetPurge\r
+ 193E:0B0A idle _MM_ShowMemory\r
+ 193E:049B _MM_Shutdown\r
+ 193E:094E _MM_SortMem\r
+ 193E:02A8 _MM_Startup\r
+ 193E:0DFF _MM_TotalFree\r
+ 193E:0D98 _MM_UnusedMemory\r
+ 3B75:988C _mouseadjustment\r
+ 3B75:E836 _MouseDownCount\r
+ 3B75:54B2 _mouseenabled\r
+ 3B75:9C47 _MousePresent\r
+ 06CD:1BD1 idle _MouseSensitivity\r
+ 0000:3992 _movedata\r
+ 1402:0922 _MoveDoors\r
+ 114B:09CE _MoveObj\r
+ 3B75:0622 idle _moveorder\r
+ 1402:0B29 _MovePWalls\r
+ 0000:29F6 _movetext\r
+ 3B75:49EE _mr_count\r
+ 3B75:49E4 _mr_dest\r
+ 3B75:49F0 _mr_rowofs\r
+ 3B75:49E8 _mr_xfrac\r
+ 3B75:49EC _mr_xstep\r
+ 3B75:49E6 _mr_yfrac\r
+ 3B75:49EA _mr_ystep\r
+ 0491:111B _MS_CheckParm\r
+ 3B75:01C4 idle _MusicItems\r
+ 245B:0000 idle _MusicMenu\r
+ 3B75:9C37 _MusicMode\r
+ 3B75:E8A6 _nearheap\r
+ 3B75:85B8 _nearmapylookup\r
+ 3B75:ED01 _NeedsDigitized\r
+ 3B75:ED07 _NeedsMusic\r
+ 3B75:95BC _new\r
+ 3B75:0404 idle _NewEitems\r
+ 2500:0000 idle _NewEmenu\r
+ 0491:03CA _NewGame\r
+ 3B75:040E idle _NewItems\r
+ 062D:0362 idle _NewLine\r
+ 251D:0000 idle _NewMenu\r
+ 114B:00B0 _NewState\r
+ 0491:1642 _NewViewSize\r
+ 3B75:ECF9 _nextsoundpos\r
+ 3B75:A50E _noclip\r
+ 0B05:1513 idle _NonShareware\r
+ 3B75:989E _nospr\r
+ 3B75:01FC idle _nosprtxt\r
+ 3B75:9B81 _NoWait\r
+ 3B75:D84A _NumDigi\r
+ 3B75:9ED8 _numpages\r
+ 3B75:E88E _numUMBs\r
+ 3B75:B518 _obj\r
+ 3B75:A41E _objcount\r
+ 3B75:B514 _objfreelist\r
+ 3B75:B51A _objlist\r
+ 3B75:E011 _oldsoundmode\r
+ 0000:39DF _open\r
+ 1402:0355 _OpenDoor\r
+ 1402:05E1 _OperateDoor\r
+ 3B75:180C idle _opposite\r
+ 3B75:05FE idle _order\r
+ 3B75:3520 idle _PageFile\r
+ 3B75:3512 _PageFileName\r
+ 062D:0490 idle _PageLayout\r
+ 3B75:9EDA _pagenum\r
+ 3B45:0000 _palette1\r
+ 3B15:0000 _palette2\r
+ 3B75:A418 _palshifted\r
+ 062D:0021 idle _ParseNumber\r
+ 062D:0075 idle _ParsePicCommand\r
+ 062D:0093 idle _ParseTimedCommand\r
+ 0491:036B idle _Patch386\r
+ 3B75:A04B _Paused\r
+ 3B75:ECBE _pcLastSample\r
+ 3B75:ECB6 _pcLengthLeft\r
+ 3B75:49F2 _pcos\r
+ 3B75:ECBA _pcSound\r
+ 3B75:EAB8 _pcSoundLookup\r
+ 3B75:EFA7 _pelpan\r
+ 0B05:0448 _PG13\r
+ 3B75:9E8E _picdelay\r
+ 3B75:9EE8 _pickquick\r
+ 3B75:9E90 _picnum\r
+ 3B75:9EE5 _pictable\r
+ 0EC1:01C5 _PicturePause\r
+ 3B75:9E94 _picx\r
+ 3B75:9E92 _picy\r
+ 3B75:960C _pixelangle\r
+ 3B75:3FCA idle _pixmasks\r
+ 3B75:D9B0 _pixx\r
+ 1402:00E6 _PlaceItemType\r
+ 224A:0000 _planepics\r
+ 3B75:4AC2 _planeylookup\r
+ 0C63:0E72 _PlayDemo\r
+ 3B75:95BA _player\r
+ 3B75:E003 _playerxmove\r
+ 3B75:DFFF _playerymove\r
+ 0DA6:101B _PlayLoop\r
+ 0C63:00FB _PlaySoundLocGlobal\r
+ 3B75:95BE _playstate\r
+ 3B75:DFFD _plux\r
+ 3B75:DFFB _pluy\r
+ 3B75:E8B8 _PMFrameCount\r
+ 1A26:06F7 idle _PML_ClosePageFile\r
+ 1A26:0AFB idle _PML_GetAPageBuffer\r
+ 1A26:0731 idle _PML_GetEMSAddress\r
+ 1A26:0C08 idle _PML_GetPageFromXMS\r
+ 1A26:0866 idle _PML_GiveLRUPage\r
+ 1A26:0907 idle _PML_GiveLRUXMSPage\r
+ 1A26:0C8C idle _PML_LoadPage\r
+ 1A26:0008 idle _PML_MapEMS\r
+ 1A26:0510 idle _PML_OpenPageFile\r
+ 1A26:0979 idle _PML_PutPageInXMS\r
+ 1A26:0490 idle _PML_ReadFromFile\r
+ 1A26:0160 idle _PML_ShutdownEMS\r
+ 1A26:0469 idle _PML_ShutdownMainMem\r
+ 1A26:02A4 idle _PML_ShutdownXMS\r
+ 1A26:002B idle _PML_StartupEMS\r
+ 1A26:03EC idle _PML_StartupMainMem\r
+ 1A26:0184 idle _PML_StartupXMS\r
+ 1A26:0A28 idle _PML_TransferPageSpace\r
+ 1A26:01F7 idle _PML_XMSCopy\r
+ 3B75:E8BC _PMNumBlocks\r
+ 3B75:D85C _PMPages\r
+ 3B75:E8C6 _PMPanicMode\r
+ 3B75:E8B6 _PMSegPages\r
+ 3B75:D860 _PMSoundStart\r
+ 3B75:D862 _PMSpriteStart\r
+ 3B75:E8C8 _PMStarted\r
+ 3B75:E8C4 _PMThrashing\r
+ 1A26:02F3 _PM_CheckMainMem\r
+ 1A26:0CDE _PM_GetPage\r
+ 1A26:080D _PM_GetPageAddress\r
+ 1A26:1036 _PM_NextFrame\r
+ 1A26:0DD0 _PM_Preload\r
+ 1A26:10B0 idle _PM_Reset\r
+ 1A26:02CA _PM_SetMainMemPurge\r
+ 1A26:0DA0 _PM_SetPageLock\r
+ 1A26:11CF _PM_Shutdown\r
+ 1A26:111E _PM_Startup\r
+ 0DA6:03D3 idle _PollControls\r
+ 0DA6:0078 idle _PollJoystickButtons\r
+ 0DA6:0253 idle _PollJoystickMove\r
+ 0DA6:000D idle _PollKeyboardButtons\r
+ 0DA6:0109 idle _PollKeyboardMove\r
+ 0DA6:0034 idle _PollMouseButtons\r
+ 0DA6:0215 idle _PollMouseMove\r
+ 3B75:D856 _postsource\r
+ 3B75:D852 _postwidth\r
+ 3B75:D854 _postx\r
+ 0000:0F1E _pow10\r
+ 0B05:110F _PreloadGraphics\r
+ 0B05:106E idle _PreloadUpdate\r
+ 06CD:2BAC idle _PrintCustJoy\r
+ 06CD:2C53 idle _PrintCustKeybd\r
+ 06CD:2CBC idle _PrintCustKeys\r
+ 06CD:2B05 idle _PrintCustMouse\r
+ 0000:3B84 _printf\r
+ 06CD:1327 idle _PrintLSEntry\r
+ 3B75:A046 _PrintX\r
+ 3B75:9B7F _PrintY\r
+ 3B75:E81F _profilehandle\r
+ 14D6:005B idle _ProjectileTryMove\r
+ 3B75:49F6 _psin\r
+ 1402:0975 _PushWall\r
+ 0000:3EA4 _puts\r
+ 0000:2827 _puttext\r
+ 3B75:52D4 _pwalldir\r
+ 3B75:53A6 _pwallpos\r
+ 3B75:5324 _pwallstate\r
+ 3B75:52D8 _pwallx\r
+ 3B75:52D6 _pwally\r
+ 3B75:9EE3 _px\r
+ 3B75:9EE1 _py\r
+ 0491:168A _Quit\r
+ 3B75:0102 idle _radtoint\r
+ 0000:3FBD _read\r
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+ 0491:000D idle _ReadConfig\r
+ 0000:2CBB idle _realloc\r
+ 0C63:0D16 _RecordDemo\r
+ 1402:0176 idle _RecursiveConnect\r
+ 37E8:0000 _redshifts\r
+ 0DA6:0AB4 idle _RemoveObj\r
+ 3B75:A29E _rightchannel\r
+ 3B75:9E9C _rightmargin\r
+ 3B75:3FD2 idle _rightmasks\r
+ 3B75:ECE5 _RightPosition\r
+ 3B75:0E80 idle _righttable\r
+ 062D:000E idle _RipToEOL\r
+ 244A:0002 idle _rndtable\r
+ 3B75:9E96 _rowon\r
+ 3B75:A4E2 _running\r
+ 3B75:9EEE _SaveGameNames\r
+ 3B75:A030 _SaveGamesAvail\r
+ 3B75:0436 idle _SaveName\r
+ 0491:0497 _SaveTheGame\r
+ 3B75:ED03 _SBProPresent\r
+ 0000:1FD0 idle _sbrk\r
+ 3B75:52CA _scale\r
+ 3B75:DDF9 _scaledirectory\r
+ 10BF:0339 idle _ScaleLine\r
+ 0F7A:0397 idle _ScalePost\r
+ 10BF:0487 _ScaleShape\r
+ 0C63:019A idle _ScanInfoPlane\r
+ 3B75:3D1A _Scores\r
+ 3B75:D846 _screenfaded\r
+ 3B75:1684 _screenloc\r
+ 3B75:9896 _screenofs\r
+ 3B75:3FC4 _screenseg\r
+ 1B44:0B88 _SDL_DigitizedDone\r
+ 1CD6:0012 _SDL_IndicatePC\r
+ 1B44:08CF idle _SDL_LoadDigiSegment\r
+ 1B44:0904 idle _SDL_PlayDigiSegment\r
+ 1B44:0511 idle _SDL_SBSetDMA\r
+ 1CD6:000A _SDL_SetDS\r
+ 1B44:0C56 idle _SDL_SetupDigi\r
+ 1CD6:001E _SDL_t0ExtremeAsmService\r
+ 1CD6:00B8 _SDL_t0FastAsmService\r
+ 1CD6:031A _SDL_t0SlowAsmService\r
+ 1B44:1525 idle _SD_Default\r
+ 1B44:18FE idle _SD_FadeOutMusic\r
+ 1B44:185F _SD_MusicOff\r
+ 1B44:1854 _SD_MusicOn\r
+ 1B44:190F idle _SD_MusicPlaying\r
+ 1B44:0AC4 idle _SD_PlayDigitized\r
+ 1B44:1618 _SD_PlaySound\r
+ 1B44:09F0 _SD_Poll\r
+ 1B44:1601 _SD_PositionSound\r
+ 1B44:0BF2 _SD_SetDigiDevice\r
+ 1B44:1184 _SD_SetMusicMode\r
+ 1B44:0A7C _SD_SetPosition\r
+ 1B44:10F4 _SD_SetSoundMode\r
+ 1B44:15EF idle _SD_SetUserHook\r
+ 1B44:1594 _SD_Shutdown\r
+ 1B44:17C9 _SD_SoundPlaying\r
+ 1B44:18AC _SD_StartMusic\r
+ 1B44:11D6 _SD_Startup\r
+ 1B44:094E _SD_StopDigitized\r
+ 1B44:1810 _SD_StopSound\r
+ 1B44:1847 _SD_WaitSoundDone\r
+ 114B:07AA _SelectChaseDir\r
+ 114B:067A _SelectDodgeDir\r
+ 14D6:1A4F idle _SelectPathDir\r
+ 114B:0904 _SelectRunDir\r
+ 0000:3170 _setblock\r
+ 044F:0176 idle _SetPlaneViewSize\r
+ 0C63:0008 idle _SetSoundLoc\r
+ 06CD:3BDF idle _SetTextColor\r
+ 06CD:330F idle _SetupControlPanel\r
+ 0C63:06A6 _SetupGameLevel\r
+ 10BF:001F _SetupScaling\r
+ 0491:0FC1 idle _SetupWalls\r
+ 0000:3FC0 _setvbuf\r
+ 0000:1349 _setvect\r
+ 0491:156F _SetViewSize\r
+ 0EC1:02EE idle _ShapeTest\r
+ 3B75:9892 _shootdelta\r
+ 06CD:41B7 idle _ShootSnd\r
+ 062D:07A6 idle _ShowArticle\r
+ 0491:15F7 _ShowViewSize\r
+ 0491:0D09 _ShutdownId\r
+ 114B:1784 _SightPlayer\r
+ 255E:0000 _signon\r
+ 0491:0FE8 idle _SignonScreen\r
+ 10BF:07A0 _SimpleScaleShape\r
+ 0000:0F4F _sin\r
+ 3B75:A512 _singlestep\r
+ 356C:0000 _sintable\r
+ 3B75:DDED _slinewidth\r
+ 3B75:DDEF _slinex\r
+ 3B75:03DC idle _SndItems\r
+ 24D0:0000 idle _SndMenu\r
+ 3B75:1298 idle _songs\r
+ 3B75:9C3D _SoundBlasterPresent\r
+ 3B75:9C3B _SoundMode\r
+ 3B75:ECEF _SoundNumber\r
+ 3B75:A2CE _SoundPositioned\r
+ 3B75:ECEB _SoundPriority\r
+ 3B75:9C3F _SoundSourcePresent\r
+ 3B75:0434 idle _SoundStatus\r
+ 3B75:ECFD _SoundTable\r
+ 3B75:4F72 _spanstart\r
+ 14D6:1EAA _SpawnBJVictory\r
+ 14D6:0500 _SpawnBoss\r
+ 14D6:04E0 _SpawnDeadGuard\r
+ 1402:025D _SpawnDoor\r
+ 14D6:1204 _SpawnFakeHitler\r
+ 14D6:0AAA _SpawnFat\r
+ 14D6:0950 _SpawnGhosts\r
+ 14D6:0A42 _SpawnGift\r
+ 14D6:0553 _SpawnGretel\r
+ 14D6:126C _SpawnHitler\r
+ 114B:0001 _SpawnNewObj\r
+ 14D6:05A6 _SpawnPatrol\r
+ 12D6:0D87 _SpawnPlayer\r
+ 14D6:09DA _SpawnSchabbs\r
+ 14D6:032D _SpawnStand\r
+ 1402:0017 _SpawnStatic\r
+ 3B75:A2BC _spearangle\r
+ 3B75:A2BA _spearflag\r
+ 3B75:A2C2 _spearx\r
+ 3B75:A2BE _speary\r
+ 3B75:A514 _spotvis\r
+ 0000:40C0 _sprintf\r
+ 3B75:EA96 _sqActive\r
+ 3B75:EA92 _sqHack\r
+ 3B75:EA8C _sqHackLen\r
+ 3B75:EA8E _sqHackPtr\r
+ 3B75:EA8A _sqHackSeqLen\r
+ 3B75:EA86 _sqHackTime\r
+ 3B75:ECCF _ssActive\r
+ 3B75:ECCD _ssControl\r
+ 3B75:ECC9 _ssData\r
+ 3B75:ECFB _ssIsTandy\r
+ 3B75:ECBF _ssLengthLeft\r
+ 3B75:ECD1 _ssNoCheck\r
+ 3B75:ECC7 _ssOff\r
+ 3B75:ECC8 _ssOn\r
+ 3B75:39A0 idle _ssPort\r
+ 3B75:ECC3 _ssSample\r
+ 3B75:ECCB _ssStatus\r
+ 0DA6:0D39 _StartBonusFlash\r
+ 06CD:400C _StartCPMusic\r
+ 0DA6:0D44 _StartDamageFlash\r
+ 0C63:0BDA idle _StartDemoRecord\r
+ 3B75:A02E _StartGame\r
+ 3B75:9890 _startgame\r
+ 3B75:1B4A idle _starthitpoints\r
+ 0DA6:0B3E _StartMusic\r
+ 3B75:1A1E idle _statinfo\r
+ 3B75:893A _statobjlist\r
+ 12D6:01A5 idle _StatusDrawPic\r
+ 3B75:DDF1 _stepbytwo\r
+ 3B75:4DE2 _stepscale\r
+ 0DA6:0B03 _StopMusic\r
+ 3B75:98B4 _str\r
+ 3B75:98A0 _str2\r
+ 3B75:1A0C idle _strafeangle\r
+ 0000:40F9 _strcat\r
+ 0000:4132 _strlen\r
+ 0000:4176 _strtol\r
+ 3B75:191C idle _s_attack\r
+ 3B75:2EB4 idle _s_bjjump1\r
+ 3B75:2EC4 idle _s_bjjump2\r
+ 3B75:2ED4 idle _s_bjjump3\r
+ 3B75:2EE4 idle _s_bjjump4\r
+ 3B75:2E54 idle _s_bjrun1\r
+ 3B75:2E64 idle _s_bjrun1s\r
+ 3B75:2E74 idle _s_bjrun2\r
+ 3B75:2E84 idle _s_bjrun3\r
+ 3B75:2E94 idle _s_bjrun3s\r
+ 3B75:2EA4 idle _s_bjrun4\r
+ 3B75:1DDA _s_blinkychase1\r
+ 3B75:1DEA idle _s_blinkychase2\r
+ 3B75:1C4A idle _s_boom1\r
+ 3B75:1C5A idle _s_boom2\r
+ 3B75:1C6A idle _s_boom3\r
+ 3B75:246A _s_bosschase1\r
+ 3B75:247A idle _s_bosschase1s\r
+ 3B75:248A idle _s_bosschase2\r
+ 3B75:249A idle _s_bosschase3\r
+ 3B75:24AA idle _s_bosschase3s\r
+ 3B75:24BA idle _s_bosschase4\r
+ 3B75:24CA _s_bossdie1\r
+ 3B75:24DA idle _s_bossdie2\r
+ 3B75:24EA idle _s_bossdie3\r
+ 3B75:24FA idle _s_bossdie4\r
+ 3B75:250A idle _s_bossshoot1\r
+ 3B75:251A idle _s_bossshoot2\r
+ 3B75:252A idle _s_bossshoot3\r
+ 3B75:253A idle _s_bossshoot4\r
+ 3B75:254A idle _s_bossshoot5\r
+ 3B75:255A idle _s_bossshoot6\r
+ 3B75:256A idle _s_bossshoot7\r
+ 3B75:257A idle _s_bossshoot8\r
+ 3B75:245A idle _s_bossstand\r
+ 3B75:1E3A idle _s_clydechase1\r
+ 3B75:1E4A idle _s_clydechase2\r
+ 3B75:2EF4 _s_deathcam\r
+ 3B75:1F0A _s_dogchase1\r
+ 3B75:1F1A idle _s_dogchase1s\r
+ 3B75:1F2A idle _s_dogchase2\r
+ 3B75:1F3A idle _s_dogchase3\r
+ 3B75:1F4A idle _s_dogchase3s\r
+ 3B75:1F5A idle _s_dogchase4\r
+ 3B75:1F9A idle _s_dogdead\r
+ 3B75:1F6A _s_dogdie1\r
+ 3B75:1F7A idle _s_dogdie2\r
+ 3B75:1F8A idle _s_dogdie3\r
+ 3B75:1EBA idle _s_dogjump1\r
+ 3B75:1ECA idle _s_dogjump2\r
+ 3B75:1EDA idle _s_dogjump3\r
+ 3B75:1EEA idle _s_dogjump4\r
+ 3B75:1EFA idle _s_dogjump5\r
+ 3B75:1E5A idle _s_dogpath1\r
+ 3B75:1E6A idle _s_dogpath1s\r
+ 3B75:1E7A idle _s_dogpath2\r
+ 3B75:1E8A idle _s_dogpath3\r
+ 3B75:1E9A idle _s_dogpath3s\r
+ 3B75:1EAA idle _s_dogpath4\r
+ 3B75:2A5C _s_fakechase1\r
+ 3B75:2A6C idle _s_fakechase1s\r
+ 3B75:2A7C idle _s_fakechase2\r
+ 3B75:2A8C idle _s_fakechase3\r
+ 3B75:2A9C idle _s_fakechase3s\r
+ 3B75:2AAC idle _s_fakechase4\r
+ 3B75:2ABC _s_fakedie1\r
+ 3B75:2ACC idle _s_fakedie2\r
+ 3B75:2ADC idle _s_fakedie3\r
+ 3B75:2AEC idle _s_fakedie4\r
+ 3B75:2AFC idle _s_fakedie5\r
+ 3B75:2B0C idle _s_fakedie6\r
+ 3B75:2B1C idle _s_fakeshoot1\r
+ 3B75:2B2C idle _s_fakeshoot2\r
+ 3B75:2B3C idle _s_fakeshoot3\r
+ 3B75:2B4C idle _s_fakeshoot4\r
+ 3B75:2B5C idle _s_fakeshoot5\r
+ 3B75:2B6C idle _s_fakeshoot6\r
+ 3B75:2B7C idle _s_fakeshoot7\r
+ 3B75:2B8C idle _s_fakeshoot8\r
+ 3B75:2B9C idle _s_fakeshoot9\r
+ 3B75:2A4C idle _s_fakestand\r
+ 3B75:291C _s_fatchase1\r
+ 3B75:292C idle _s_fatchase1s\r
+ 3B75:293C idle _s_fatchase2\r
+ 3B75:294C idle _s_fatchase3\r
+ 3B75:295C idle _s_fatchase3s\r
+ 3B75:296C idle _s_fatchase4\r
+ 3B75:297C idle _s_fatdeathcam\r
+ 3B75:298C _s_fatdie1\r
+ 3B75:299C idle _s_fatdie2\r
+ 3B75:29AC idle _s_fatdie3\r
+ 3B75:29BC idle _s_fatdie4\r
+ 3B75:29CC idle _s_fatdie5\r
+ 3B75:29DC idle _s_fatdie6\r
+ 3B75:29EC idle _s_fatshoot1\r
+ 3B75:29FC idle _s_fatshoot2\r
+ 3B75:2A0C idle _s_fatshoot3\r
+ 3B75:2A1C idle _s_fatshoot4\r
+ 3B75:2A2C idle _s_fatshoot5\r
+ 3B75:2A3C idle _s_fatshoot6\r
+ 3B75:290C idle _s_fatstand\r
+ 3B75:2BAC idle _s_fire1\r
+ 3B75:2BBC idle _s_fire2\r
+ 3B75:281C _s_giftchase1\r
+ 3B75:282C idle _s_giftchase1s\r
+ 3B75:283C idle _s_giftchase2\r
+ 3B75:284C idle _s_giftchase3\r
+ 3B75:285C idle _s_giftchase3s\r
+ 3B75:286C idle _s_giftchase4\r
+ 3B75:287C idle _s_giftdeathcam\r
+ 3B75:288C _s_giftdie1\r
+ 3B75:289C idle _s_giftdie2\r
+ 3B75:28AC idle _s_giftdie3\r
+ 3B75:28BC idle _s_giftdie4\r
+ 3B75:28CC idle _s_giftdie5\r
+ 3B75:28DC idle _s_giftdie6\r
+ 3B75:28EC idle _s_giftshoot1\r
+ 3B75:28FC idle _s_giftshoot2\r
+ 3B75:280C idle _s_giftstand\r
+ 3B75:1D3A _s_grdchase1\r
+ 3B75:1D4A idle _s_grdchase1s\r
+ 3B75:1D5A idle _s_grdchase2\r
+ 3B75:1D6A idle _s_grdchase3\r
+ 3B75:1D7A idle _s_grdchase3s\r
+ 3B75:1D8A idle _s_grdchase4\r
+ 3B75:1D9A _s_grddie1\r
+ 3B75:1DAA idle _s_grddie2\r
+ 3B75:1DBA idle _s_grddie3\r
+ 3B75:1DCA idle _s_grddie4\r
+ 3B75:1CEA _s_grdpain\r
+ 3B75:1CFA _s_grdpain1\r
+ 3B75:1C8A idle _s_grdpath1\r
+ 3B75:1C9A idle _s_grdpath1s\r
+ 3B75:1CAA idle _s_grdpath2\r
+ 3B75:1CBA idle _s_grdpath3\r
+ 3B75:1CCA idle _s_grdpath3s\r
+ 3B75:1CDA idle _s_grdpath4\r
+ 3B75:1D0A idle _s_grdshoot1\r
+ 3B75:1D1A idle _s_grdshoot2\r
+ 3B75:1D2A idle _s_grdshoot3\r
+ 3B75:1C7A idle _s_grdstand\r
+ 3B75:259A _s_gretelchase1\r
+ 3B75:25AA idle _s_gretelchase1s\r
+ 3B75:25BA idle _s_gretelchase2\r
+ 3B75:25CA idle _s_gretelchase3\r
+ 3B75:25DA idle _s_gretelchase3s\r
+ 3B75:25EA idle _s_gretelchase4\r
+ 3B75:25FA _s_greteldie1\r
+ 3B75:260A idle _s_greteldie2\r
+ 3B75:261A idle _s_greteldie3\r
+ 3B75:262A idle _s_greteldie4\r
+ 3B75:263A idle _s_gretelshoot1\r
+ 3B75:264A idle _s_gretelshoot2\r
+ 3B75:265A idle _s_gretelshoot3\r
+ 3B75:266A idle _s_gretelshoot4\r
+ 3B75:267A idle _s_gretelshoot5\r
+ 3B75:268A idle _s_gretelshoot6\r
+ 3B75:269A idle _s_gretelshoot7\r
+ 3B75:26AA idle _s_gretelshoot8\r
+ 3B75:258A idle _s_gretelstand\r
+ 3B75:2CDC _s_hitlerchase1\r
+ 3B75:2CEC idle _s_hitlerchase1s\r
+ 3B75:2CFC idle _s_hitlerchase2\r
+ 3B75:2D0C idle _s_hitlerchase3\r
+ 3B75:2D1C idle _s_hitlerchase3s\r
+ 3B75:2D2C idle _s_hitlerchase4\r
+ 3B75:2D3C idle _s_hitlerdeathcam\r
+ 3B75:2D4C _s_hitlerdie1\r
+ 3B75:2DDC idle _s_hitlerdie10\r
+ 3B75:2D5C idle _s_hitlerdie2\r
+ 3B75:2D6C idle _s_hitlerdie3\r
+ 3B75:2D7C idle _s_hitlerdie4\r
+ 3B75:2D8C idle _s_hitlerdie5\r
+ 3B75:2D9C idle _s_hitlerdie6\r
+ 3B75:2DAC idle _s_hitlerdie7\r
+ 3B75:2DBC idle _s_hitlerdie8\r
+ 3B75:2DCC idle _s_hitlerdie9\r
+ 3B75:2DEC idle _s_hitlershoot1\r
+ 3B75:2DFC idle _s_hitlershoot2\r
+ 3B75:2E0C idle _s_hitlershoot3\r
+ 3B75:2E1C idle _s_hitlershoot4\r
+ 3B75:2E2C idle _s_hitlershoot5\r
+ 3B75:2E3C idle _s_hitlershoot6\r
+ 3B75:1DFA idle _s_inkychase1\r
+ 3B75:1E0A idle _s_inkychase2\r
+ 3B75:2BDC _s_mechachase1\r
+ 3B75:2BEC idle _s_mechachase1s\r
+ 3B75:2BFC idle _s_mechachase2\r
+ 3B75:2C0C idle _s_mechachase3\r
+ 3B75:2C1C idle _s_mechachase3s\r
+ 3B75:2C2C idle _s_mechachase4\r
+ 3B75:2C3C _s_mechadie1\r
+ 3B75:2C4C idle _s_mechadie2\r
+ 3B75:2C5C idle _s_mechadie3\r
+ 3B75:2C6C idle _s_mechadie4\r
+ 3B75:2C7C idle _s_mechashoot1\r
+ 3B75:2C8C idle _s_mechashoot2\r
+ 3B75:2C9C idle _s_mechashoot3\r
+ 3B75:2CAC idle _s_mechashoot4\r
+ 3B75:2CBC idle _s_mechashoot5\r
+ 3B75:2CCC idle _s_mechashoot6\r
+ 3B75:2BCC idle _s_mechastand\r
+ 3B75:21EA _s_mutchase1\r
+ 3B75:21FA idle _s_mutchase1s\r
+ 3B75:220A idle _s_mutchase2\r
+ 3B75:221A idle _s_mutchase3\r
+ 3B75:222A idle _s_mutchase3s\r
+ 3B75:223A idle _s_mutchase4\r
+ 3B75:224A _s_mutdie1\r
+ 3B75:225A idle _s_mutdie2\r
+ 3B75:226A idle _s_mutdie3\r
+ 3B75:227A idle _s_mutdie4\r
+ 3B75:228A idle _s_mutdie5\r
+ 3B75:218A _s_mutpain\r
+ 3B75:219A _s_mutpain1\r
+ 3B75:212A idle _s_mutpath1\r
+ 3B75:213A idle _s_mutpath1s\r
+ 3B75:214A idle _s_mutpath2\r
+ 3B75:215A idle _s_mutpath3\r
+ 3B75:216A idle _s_mutpath3s\r
+ 3B75:217A idle _s_mutpath4\r
+ 3B75:21AA idle _s_mutshoot1\r
+ 3B75:21BA idle _s_mutshoot2\r
+ 3B75:21CA idle _s_mutshoot3\r
+ 3B75:21DA idle _s_mutshoot4\r
+ 3B75:211A idle _s_mutstand\r
+ 3B75:27CC idle _s_needle1\r
+ 3B75:27DC idle _s_needle2\r
+ 3B75:27EC idle _s_needle3\r
+ 3B75:27FC idle _s_needle4\r
+ 3B75:206A _s_ofcchase1\r
+ 3B75:207A idle _s_ofcchase1s\r
+ 3B75:208A idle _s_ofcchase2\r
+ 3B75:209A idle _s_ofcchase3\r
+ 3B75:20AA idle _s_ofcchase3s\r
+ 3B75:20BA idle _s_ofcchase4\r
+ 3B75:20CA _s_ofcdie1\r
+ 3B75:20DA idle _s_ofcdie2\r
+ 3B75:20EA idle _s_ofcdie3\r
+ 3B75:20FA idle _s_ofcdie4\r
+ 3B75:210A idle _s_ofcdie5\r
+ 3B75:201A _s_ofcpain\r
+ 3B75:202A _s_ofcpain1\r
+ 3B75:1FBA idle _s_ofcpath1\r
+ 3B75:1FCA idle _s_ofcpath1s\r
+ 3B75:1FDA idle _s_ofcpath2\r
+ 3B75:1FEA idle _s_ofcpath3\r
+ 3B75:1FFA idle _s_ofcpath3s\r
+ 3B75:200A idle _s_ofcpath4\r
+ 3B75:203A idle _s_ofcshoot1\r
+ 3B75:204A idle _s_ofcshoot2\r
+ 3B75:205A idle _s_ofcshoot3\r
+ 3B75:1FAA idle _s_ofcstand\r
+ 3B75:1E1A idle _s_pinkychase1\r
+ 3B75:1E2A idle _s_pinkychase2\r
+ 3B75:190C idle _s_player\r
+ 3B75:1BFA idle _s_rocket\r
+ 3B75:26DC _s_schabbchase1\r
+ 3B75:26EC idle _s_schabbchase1s\r
+ 3B75:26FC idle _s_schabbchase2\r
+ 3B75:270C idle _s_schabbchase3\r
+ 3B75:271C idle _s_schabbchase3s\r
+ 3B75:272C idle _s_schabbchase4\r
+ 3B75:273C idle _s_schabbdeathcam\r
+ 3B75:274C _s_schabbdie1\r
+ 3B75:275C idle _s_schabbdie2\r
+ 3B75:276C idle _s_schabbdie3\r
+ 3B75:277C idle _s_schabbdie4\r
+ 3B75:278C idle _s_schabbdie5\r
+ 3B75:279C idle _s_schabbdie6\r
+ 3B75:27AC idle _s_schabbshoot1\r
+ 3B75:27BC idle _s_schabbshoot2\r
+ 3B75:26CC idle _s_schabbstand\r
+ 3B75:1C0A idle _s_smoke1\r
+ 3B75:1C1A idle _s_smoke2\r
+ 3B75:1C2A idle _s_smoke3\r
+ 3B75:1C3A idle _s_smoke4\r
+ 3B75:23BA _s_sschase1\r
+ 3B75:23CA idle _s_sschase1s\r
+ 3B75:23DA idle _s_sschase2\r
+ 3B75:23EA idle _s_sschase3\r
+ 3B75:23FA idle _s_sschase3s\r
+ 3B75:240A idle _s_sschase4\r
+ 3B75:241A _s_ssdie1\r
+ 3B75:242A idle _s_ssdie2\r
+ 3B75:243A idle _s_ssdie3\r
+ 3B75:244A idle _s_ssdie4\r
+ 3B75:230A _s_sspain\r
+ 3B75:231A _s_sspain1\r
+ 3B75:22AA idle _s_sspath1\r
+ 3B75:22BA idle _s_sspath1s\r
+ 3B75:22CA idle _s_sspath2\r
+ 3B75:22DA idle _s_sspath3\r
+ 3B75:22EA idle _s_sspath3s\r
+ 3B75:22FA idle _s_sspath4\r
+ 3B75:232A idle _s_ssshoot1\r
+ 3B75:233A idle _s_ssshoot2\r
+ 3B75:234A idle _s_ssshoot3\r
+ 3B75:235A idle _s_ssshoot4\r
+ 3B75:236A idle _s_ssshoot5\r
+ 3B75:237A idle _s_ssshoot6\r
+ 3B75:238A idle _s_ssshoot7\r
+ 3B75:239A idle _s_ssshoot8\r
+ 3B75:23AA idle _s_ssshoot9\r
+ 3B75:229A idle _s_ssstand\r
+ 3B75:ECE1 _t0OldService\r
+ 12D6:035C _TakeDamage\r
+ 0000:0F9C _tan\r
+ 3B75:9B87 _tedlevel\r
+ 3B75:9B85 _tedlevelnum\r
+ 3B75:9E98 _text\r
+ 0F7A:0F3F _ThreeDRefresh\r
+ 12D6:0AF4 idle _Thrust\r
+ 3B75:E00B _thrustspeed\r
+ 06CD:3AD3 idle _TicDelay\r
+ 3B75:A2C8 _tics\r
+ 3B75:168C _tileglobal\r
+ 3B75:D9B2 _tilehit\r
+ 3B75:75B8 _tilemap\r
+ 3B75:9EDC _TimeCount\r
+ 062D:00B8 idle _TimedPicCommand\r
+ 3B75:ECF1 _TimerCount\r
+ 3B75:ECF5 _TimerDivisor\r
+ 3B75:ECDB _TimerRate\r
+ 3B75:E822 _tinf\r
+ 0000:1931 _tolower\r
+ 0000:195D _toupper\r
+ 06CD:1232 idle _TrackWhichGame\r
+ 0F7A:004A idle _TransformActor\r
+ 0F7A:018C idle _TransformTile\r
+ 12D6:0825 idle _TryMove\r
+ 114B:00C8 _TryWalk\r
+ 12D6:10B7 idle _T_Attack\r
+ 14D6:1DCC idle _T_Bite\r
+ 14D6:1FE8 idle _T_BJDone\r
+ 14D6:1F9B idle _T_BJJump\r
+ 14D6:1EFE idle _T_BJRun\r
+ 14D6:1FC6 idle _T_BJYell\r
+ 14D6:15B9 idle _T_Chase\r
+ 14D6:18E6 idle _T_DogChase\r
+ 14D6:14CA idle _T_Fake\r
+ 14D6:13A9 idle _T_FakeFire\r
+ 14D6:1074 idle _T_Fat\r
+ 14D6:1836 idle _T_Ghosts\r
+ 14D6:0EE4 idle _T_Gift\r
+ 14D6:0C33 idle _T_GiftThrow\r
+ 14D6:1A9B idle _T_Path\r
+ 12D6:124A idle _T_Player\r
+ 14D6:00FE idle _T_Projectile\r
+ 14D6:0D54 idle _T_Schabb\r
+ 14D6:0B12 idle _T_SchabbThrow\r
+ 14D6:1BD1 idle _T_Shoot\r
+ 14D6:15A9 idle _T_Stand\r
+ 0000:3934 _ultoa\r
+ 3B75:E87A _UMBbase\r
+ 06CD:3231 _UnCacheLump\r
+ 0000:1989 _unlink\r
+ 3B75:54B4 _update\r
+ 12D6:0268 idle _UpdateFace\r
+ 0DA6:0D50 idle _UpdatePaletteShifts\r
+ 3B75:9B77 _updateptr\r
+ 0C63:014C _UpdateSoundLoc\r
+ 3B75:3D16 idle _USL_DrawString\r
+ 1D1D:0005 idle _USL_HardError\r
+ 3B75:3D12 _USL_MeasureString\r
+ 1D1D:03E6 idle _USL_PrintInCenter\r
+ 1D1D:06A2 idle _US_CenterWindow\r
+ 1D1D:0225 _US_CheckParm\r
+ 1D1D:0555 _US_ClearWindow\r
+ 06CD:0006 _US_ControlPanel\r
+ 1D1D:04EA _US_CPrint\r
+ 1D1D:048A idle _US_CPrintLine\r
+ 1D1D:0582 _US_DrawWindow\r
+ 1DDD:000A _US_InitRndT\r
+ 1D1D:07BB _US_LineInput\r
+ 1D1D:02EE _US_Print\r
+ 1D1D:0446 _US_PrintCentered\r
+ 1D1D:03BD idle _US_PrintSigned\r
+ 1D1D:0394 _US_PrintUnsigned\r
+ 1D1D:06F3 idle _US_RestoreWindow\r
+ 1DDD:0032 _US_RndT\r
+ 1D1D:06C6 idle _US_SaveWindow\r
+ 1D1D:02CF idle _US_SetPrintRoutines\r
+ 1D1D:0213 _US_Shutdown\r
+ 1D1D:013D _US_Startup\r
+ 3B75:9B5D _uwidthtable\r
+ 3B75:53A8 _vertwall\r
+ 3B75:1698 idle _vgaCeiling\r
+ 0F7A:0A2C idle _VGAClearScreen\r
+ 1F54:000E _VH_UpdateScreen\r
+ 0B05:003B _Victory\r
+ 12D6:0FF7 idle _VictorySpin\r
+ 12D6:0AE4 idle _VictoryTile\r
+ 3B75:DDDE _viewangle\r
+ 3B75:503A _viewcos\r
+ 3B75:52CE _viewheight\r
+ 3B75:503E _viewsin\r
+ 3B75:54A8 _viewsize\r
+ 3B75:D9CA _viewtx\r
+ 3B75:D9C8 _viewty\r
+ 3B75:D84C _viewtype\r
+ 3B75:52D0 _viewwidth\r
+ 3B75:5046 _viewx\r
+ 3B75:5042 _viewy\r
+ 3B75:988E _virtualreality\r
+ 3B75:D86C _vislist\r
+ 3B75:D86A _visptr\r
+ 3B75:D868 _visstep\r
+ 1DE1:0682 _VL_Bar\r
+ 1DE1:00A4 idle _VL_ClearVideo\r
+ 1DE1:04D5 _VL_ColorBorder\r
+ 1DE1:00CE idle _VL_DePlaneVGA\r
+ 1DE1:0AA5 idle _VL_DrawLatch8String\r
+ 1DE1:0975 idle _VL_DrawTile8String\r
+ 1DE1:038C _VL_FadeIn\r
+ 1DE1:025F _VL_FadeOut\r
+ 1DE1:01AA idle _VL_FillPalette\r
+ 1DE1:01EA idle _VL_GetColor\r
+ 1DE1:023E idle _VL_GetPalette\r
+ 1DE1:0539 _VL_Hlin\r
+ 1DE1:090B _VL_LatchToScreen\r
+ 1DE1:087B idle _VL_MaskedToScreen\r
+ 1DE1:0789 _VL_MemToLatch\r
+ 1DE1:07DE _VL_MemToScreen\r
+ 1E99:0236 _VL_MungePic\r
+ 1DE1:04E9 _VL_Plot\r
+ 1F2B:00B2 _VL_ScreenToScreen\r
+ 1DE1:01CF idle _VL_SetColor\r
+ 1F2B:0021 idle _VL_SetCRTC\r
+ 1DE1:0126 idle _VL_SetLineWidth\r
+ 1DE1:0215 _VL_SetPalette\r
+ 1F2B:0045 _VL_SetScreen\r
+ 1DE1:015B idle _VL_SetSplitScreen\r
+ 1DE1:009A idle _VL_SetTextMode\r
+ 1DE1:0075 _VL_SetVGAPlaneMode\r
+ 1DE1:006B _VL_Shutdown\r
+ 1DE1:0B56 idle _VL_SizeTile8String\r
+ 1DE1:000D _VL_Startup\r
+ 1DE1:0471 _VL_TestPaletteSet\r
+ 1F2B:0132 _VL_VideoID\r
+ 1DE1:0618 _VL_Vlin\r
+ 1F2B:000A _VL_WaitVBL\r
+ 0000:40DD idle _vsprintf\r
+ 1E99:0583 _VWB_Bar\r
+ 1E99:04DB _VWB_DrawPic\r
+ 1E99:054A _VWB_DrawPropString\r
+ 1E99:044C _VWB_DrawTile8\r
+ 1E99:0494 idle _VWB_DrawTile8M\r
+ 1E99:05EA _VWB_Hlin\r
+ 1E99:05BF _VWB_Plot\r
+ 1E99:061E _VWB_Vlin\r
+ 1E99:02FA idle _VWL_MeasureString\r
+ 1E99:0117 idle _VW_DrawColorPropString\r
+ 1E99:0000 idle _VW_DrawPropString\r
+ 1E99:037E _VW_MarkUpdateBlock\r
+ 1E99:035C idle _VW_MeasureMPropString\r
+ 1E99:033A _VW_MeasurePropString\r
+ 1E99:0652 _VW_UpdateScreen\r
+ 06CD:3C14 idle _WaitKeyUp\r
+ 3B75:504A _wallheight\r
+ 0F7A:0E51 idle _WallRefresh\r
+ 3B75:1710 idle _weaponscale\r
+ 0000:31F3 idle _wherex\r
+ 0000:3202 idle _wherey\r
+ 36C8:0000 _whiteshifts\r
+ 3B75:A044 _WindowH\r
+ 3B75:9B79 _WindowW\r
+ 3B75:9B7D _WindowX\r
+ 3B75:9B7B _WindowY\r
+ 3B75:177A idle _wordmasks\r
+ 3B75:DDF3 _work\r
+ 0000:4393 _write\r
+ 0B05:04FF _Write\r
+ 0491:023E idle _WriteConfig\r
+ 3B75:D9A4 _xintercept\r
+ 3B75:D9B6 _xinttile\r
+ 3B75:E890 _XMSaddr\r
+ 3B75:E8D0 _XMSAvail\r
+ 3B75:E8CA _XMSDriver\r
+ 3B75:E8CE _XMSHandle\r
+ 3B75:A294 _XMSPagesAvail\r
+ 3B75:E8C2 _XMSPagesUsed\r
+ 3B75:A298 _XMSPresent\r
+ 3B75:3510 idle _XMSProtectPage\r
+ 3B75:D9C2 _xpartial\r
+ 3B75:D9BC _xpartialdown\r
+ 3B75:D9BE _xpartialup\r
+ 3B75:D99C _xstep\r
+ 3B75:D9AE _xtile\r
+ 3B75:D9AA _xtilestep\r
+ 3B75:D9A0 _yintercept\r
+ 3B75:D9B4 _yinttile\r
+ 3B75:EE15 _ylookup\r
+ 3B75:D9C0 _ypartial\r
+ 3B75:D9B8 _ypartialdown\r
+ 3B75:D9BA _ypartialup\r
+ 3B75:D998 _ystep\r
+ 3B75:D9AC _ytile\r
+ 3B75:D9A8 _ytilestep\r
+ 3B75:4090 __8087\r
+ 0000:1000 idle __AHINCR\r
+ 0000:000C idle __AHSHIFT\r
+ 3B75:4724 __argc\r
+ 3B75:4726 __argv\r
+ 3B75:4380 __atexitcnt\r
+ 3B75:4944 __atexittbl\r
+ 0000:2670 __brk\r
+ 3B75:00D1 __brklvl\r
+ 3B75:00B3 __C0argc\r
+ 3B75:00B5 __C0argv\r
+ 0000:20DC idle __c0crtinit\r
+ 3B75:00B7 __C0environ\r
+ 0000:12CC idle __cexit\r
+ 0000:018A __checknull\r
+ 0000:32A2 __chmod\r
+ 0000:0177 __cleanup\r
+ 0000:32E5 __close\r
+ 0000:20F9 idle __crtinit\r
+ 3B75:4382 __ctype\r
+ 0000:0000 Abs __cvtfak\r
+ 0000:12DA idle __c_exit\r
+ 3B75:40A4 __default87\r
+ 3B75:4602 __doserrno\r
+ 0000:152C __DOSERROR\r
+ 3B75:4604 idle __dosErrorToSV\r
+ 0000:11FE idle __dos_getdate\r
+ 0000:1190 __dos_getdiskfree\r
+ 0000:11C6 __dos_getfileattr\r
+ 0000:1217 __dos_gettime\r
+ 0000:11E3 idle __dos_setfileattr\r
+ 0000:1230 __dos_write\r
+ 3B75:4270 __emu\r
+ 3B75:00B9 __envLng\r
+ 3B75:00BB __envseg\r
+ 3B75:00BD __envSize\r
+ 0000:12BA __exit\r
+ 3B75:4484 __exitbuf\r
+ 3B75:4488 __exitfopen\r
+ 3B75:448C __exitopen\r
+ 3B75:471E idle __first\r
+ 0000:8087 idle __floatconvert\r
+ 0000:43E1 __fmemcmp\r
+ 0000:4409 __fmemcpy\r
+ 0000:4451 __fmemset\r
+ 3B75:45FA __fmode\r
+ 0000:0DAF __fperror\r
+ 3B75:45FE __fpstklen\r
+ 0000:05E5 __fpuint\r
+ 0000:3B9B idle __fputc\r
+ 0000:3CFC __FPUTN\r
+ 0000:442D idle __fsetmem\r
+ 0000:4470 __fstrcpy\r
+ 0000:4499 __fstricmp\r
+ 0000:44DA __fstrlen\r
+ 0000:36C1 idle __GETFP\r
+ 0000:2929 idle __harderr\r
+ 0000:2955 __hardresume\r
+ 0000:2970 __hardretn\r
+ 3B75:00CD __heapbase\r
+ 3B75:4600 __heaplen\r
+ 3B75:00D5 __heaptop\r
+ 3B75:40AA __huge_dble\r
+ 3B75:40A6 idle __huge_flt\r
+ 3B75:40B2 idle __huge_ldble\r
+ 3B75:40BC idle __indefinite\r
+ 3B75:00A3 idle __Int0Vector\r
+ 3B75:00A7 idle __Int4Vector\r
+ 3B75:00AB idle __Int5Vector\r
+ 3B75:00AF idle __Int6Vector\r
+ 0000:14F3 __IOERROR\r
+ 3B75:4720 idle __last\r
+ 3B75:40A1 __LDT\r
+ 0000:05F6 __LDTRUNC\r
+ 0000:154F __LONGTOA\r
+ 0000:0FEC __matherr\r
+ 3B75:40CA __mathwhy\r
+ 0000:1612 __MKNAME\r
+ 0000:02B1 idle __MMODEL\r
+ 3B75:45D0 __nfile\r
+ 3B75:45FC __notUmask\r
+ 0000:3B37 __open\r
+ 3B75:45D2 __openfd\r
+ 0000:3625 idle __OPENFP\r
+ 3B75:00C1 __osmajor\r
+ 3B75:00C2 idle __osminor\r
+ 3B75:00C1 idle __osversion\r
+ 0000:0E55 __POW10\r
+ 3B75:40A0 __protected\r
+ 3B75:00BF __psp\r
+ 0000:16B5 __read\r
+ 0000:2D0E __REALCVT\r
+ 3B75:473A __RealCvtVector\r
+ 0000:020B __restorezero\r
+ 3B75:4722 idle __rover\r
+ 0000:26AF __sbrk\r
+ 3B75:473E idle __ScanTodVector\r
+ 0000:170D __scantol\r
+ 0000:2E3E __SCREENIO\r
+ 0000:2EF1 __SCROLL\r
+ 0000:0000 idle __setargv__\r
+ 0000:0000 idle __setenvp__\r
+ 0000:188C __setupio\r
+ 3B75:00C5 idle __StartTime\r
+ 3B75:4668 __stklen\r
+ 0000:1F23 __stpcpy\r
+ 3B75:4490 __streams\r
+ 0000:01B5 __terminate\r
+ 3B75:40C0 idle __tiny_ldble\r
+ 0000:1651 idle __TMPNAM\r
+ 0000:0000 idle __turboCrt\r
+ 0000:0000 Abs __turboCvt\r
+ 0000:8087 Abs __turboFloat\r
+ 0000:15CC __UTOA\r
+ 0000:2E7A __VALIDATEXY\r
+ 3B75:00C1 __version\r
+ 3B75:46D2 __video\r
+ 0000:2051 __VideoInt\r
+ 0000:19B7 __VPRINTER\r
+ 0000:1E6A __VPTR\r
+ 0000:1E8F __VRAM\r
+ 0000:31E9 __wherexy\r
+ 0000:4359 __write\r
+ 0000:1F09 __xclose\r
+ 0000:0BA6 __XCVT\r
+ 0000:4396 __xfclose\r
+ 0000:43BE __xfflush\r
+ 0000:1F71 ___brk\r
+ 3B75:00CB ___brklvl\r
+ 0000:21D9 idle ___first\r
+ 0000:04FE idle ___fpreset\r
+ 0000:28FD ___harderr\r
+ 3B75:00C9 idle ___heapbase\r
+ 0000:21DB idle ___last\r
+ 0000:3EEF ___read\r
+ 0000:21DD idle ___rover\r
+ 0000:1F93 ___sbrk\r
+ 3B75:49D2 ___SignalPtr\r
+ 0000:424B ___write\r
+\r
+ Address Publics by Value\r
+\r
+ 0000:0000 Abs __turboCvt\r
+ 0000:0000 idle __turboCrt\r
+ 0000:0000 Abs __cvtfak\r
+ 0000:0000 idle __setargv__\r
+ 0000:0000 idle __setenvp__\r
+ 0000:000C idle __AHSHIFT\r
+ 0000:0177 __cleanup\r
+ 0000:018A __checknull\r
+ 0000:01B5 __terminate\r
+ 0000:020B __restorezero\r
+ 0000:0297 _abort\r
+ 0000:02AF idle DGROUP@\r
+ 0000:02B1 idle __MMODEL\r
+ 0000:02B3 idle N_LDIV@\r
+ 0000:02B6 LDIV@\r
+ 0000:02B6 F_LDIV@\r
+ 0000:02D2 idle N_LUDIV@\r
+ 0000:02D5 idle F_LUDIV@\r
+ 0000:02D5 idle LUDIV@\r
+ 0000:02DA idle N_LMOD@\r
+ 0000:02DD F_LMOD@\r
+ 0000:02DD idle LMOD@\r
+ 0000:02E2 idle N_LUMOD@\r
+ 0000:02E5 idle LUMOD@\r
+ 0000:02E5 idle F_LUMOD@\r
+ 0000:04FE idle ___fpreset\r
+ 0000:05E5 __fpuint\r
+ 0000:05E9 _atan\r
+ 0000:05F6 __LDTRUNC\r
+ 0000:0632 idle FISRQQ\r
+ 0000:0BA6 __XCVT\r
+ 0000:0DAF __fperror\r
+ 0000:0E32 idle FICRQQ\r
+ 0000:0E55 __POW10\r
+ 0000:0F1E _pow10\r
+ 0000:0F29 _matherr\r
+ 0000:0F4F _sin\r
+ 0000:0F9C _tan\r
+ 0000:0FEC __matherr\r
+ 0000:1000 idle __AHINCR\r
+ 0000:107C _atan2\r
+ 0000:1137 F_FTOL@\r
+ 0000:1137 idle FTOL@\r
+ 0000:1163 idle _atexit\r
+ 0000:1190 __dos_getdiskfree\r
+ 0000:11C6 __dos_getfileattr\r
+ 0000:11E3 idle __dos_setfileattr\r
+ 0000:11FE idle __dos_getdate\r
+ 0000:1217 __dos_gettime\r
+ 0000:1230 __dos_write\r
+ 0000:12AB _exit\r
+ 0000:12BA __exit\r
+ 0000:12CC idle __cexit\r
+ 0000:12DA idle __c_exit\r
+ 0000:12E6 F_LXMUL@\r
+ 0000:12E6 idle LXMUL@\r
+ 0000:12FD F_PCMP@\r
+ 0000:12FD idle PCMP@\r
+ 0000:131E F_SCOPY@\r
+ 0000:131E idle SCOPY@\r
+ 0000:133A _getvect\r
+ 0000:1349 _setvect\r
+ 0000:135A N_LXLSH@\r
+ 0000:135D F_LXLSH@\r
+ 0000:135D idle LXLSH@\r
+ 0000:137B idle N_LXRSH@\r
+ 0000:137E F_LXRSH@\r
+ 0000:137E idle LXRSH@\r
+ 0000:139B idle N_LXURSH@\r
+ 0000:139E F_LXURSH@\r
+ 0000:139E idle LXURSH@\r
+ 0000:13BC idle N_PADA@\r
+ 0000:13BF F_PADA@\r
+ 0000:13BF idle PADA@\r
+ 0000:1400 idle N_PSBA@\r
+ 0000:1403 F_PSBA@\r
+ 0000:1403 idle PSBA@\r
+ 0000:1444 N_PADD@\r
+ 0000:1447 F_PADD@\r
+ 0000:1447 idle PADD@\r
+ 0000:1473 idle N_PSUB@\r
+ 0000:1476 idle F_PSUB@\r
+ 0000:1476 idle PSUB@\r
+ 0000:14A4 N_PSBP@\r
+ 0000:14A7 F_PSBP@\r
+ 0000:14A7 idle PSBP@\r
+ 0000:14CC idle N_SPUSH@\r
+ 0000:14D2 F_SPUSH@\r
+ 0000:14D2 idle SPUSH@\r
+ 0000:14F3 __IOERROR\r
+ 0000:152C __DOSERROR\r
+ 0000:153E _isatty\r
+ 0000:154F __LONGTOA\r
+ 0000:15CC __UTOA\r
+ 0000:15E9 _lseek\r
+ 0000:1612 __MKNAME\r
+ 0000:1632 Abs FIERQQ\r
+ 0000:1651 idle __TMPNAM\r
+ 0000:1694 N_PCMP@\r
+ 0000:16B5 __read\r
+ 0000:170D __scantol\r
+ 0000:188C __setupio\r
+ 0000:1931 _tolower\r
+ 0000:195D _toupper\r
+ 0000:1989 _unlink\r
+ 0000:19B7 __VPRINTER\r
+ 0000:1E6A __VPTR\r
+ 0000:1E8F __VRAM\r
+ 0000:1F09 __xclose\r
+ 0000:1F23 __stpcpy\r
+ 0000:1F4C _bioskey\r
+ 0000:1F71 ___brk\r
+ 0000:1F93 ___sbrk\r
+ 0000:1FC4 idle _brk\r
+ 0000:1FD0 idle _sbrk\r
+ 0000:1FE0 _clrscr\r
+ 0000:2009 _coreleft\r
+ 0000:2051 __VideoInt\r
+ 0000:20DC idle __c0crtinit\r
+ 0000:20F9 idle __crtinit\r
+ 0000:21D9 idle ___first\r
+ 0000:21DB idle ___last\r
+ 0000:21DD idle ___rover\r
+ 0000:2319 _farfree\r
+ 0000:2423 _farmalloc\r
+ 0000:2580 idle _farrealloc\r
+ 0000:2670 __brk\r
+ 0000:26AF __sbrk\r
+ 0000:273A _farcoreleft\r
+ 0000:278A _gotoxy\r
+ 0000:27D3 _gettext\r
+ 0000:2827 _puttext\r
+ 0000:287B _harderr\r
+ 0000:288D idle _hardresume\r
+ 0000:289B idle _hardretn\r
+ 0000:28FD ___harderr\r
+ 0000:2929 idle __harderr\r
+ 0000:2955 __hardresume\r
+ 0000:2970 __hardretn\r
+ 0000:29CF _ioctl\r
+ 0000:29F6 _movetext\r
+ 0000:2A93 _free\r
+ 0000:2B62 _malloc\r
+ 0000:2CBB idle _realloc\r
+ 0000:2D0E __REALCVT\r
+ 0000:2E3E __SCREENIO\r
+ 0000:2E7A __VALIDATEXY\r
+ 0000:2EF1 __SCROLL\r
+ 0000:3170 _setblock\r
+ 0000:31E9 __wherexy\r
+ 0000:31F3 idle _wherex\r
+ 0000:3202 idle _wherey\r
+ 0000:3215 _atol\r
+ 0000:3285 idle _atoi\r
+ 0000:3292 _bdos\r
+ 0000:32A2 __chmod\r
+ 0000:32BD _close\r
+ 0000:32E5 __close\r
+ 0000:331C _creat\r
+ 0000:338E _fclose\r
+ 0000:340F _fflush\r
+ 0000:3490 _findfirst\r
+ 0000:34C3 _findnext\r
+ 0000:34F0 _filelength\r
+ 0000:3531 _flushall\r
+ 0000:3625 idle __OPENFP\r
+ 0000:36C1 idle __GETFP\r
+ 0000:36EC _fopen\r
+ 0000:370B _fprintf\r
+ 0000:377E _fseek\r
+ 0000:37E6 idle _ftell\r
+ 0000:38AD _getenv\r
+ 0000:390C _itoa\r
+ 0000:3934 _ultoa\r
+ 0000:394E _ltoa\r
+ 0000:3973 _memcpy\r
+ 0000:3992 _movedata\r
+ 0000:39DF _open\r
+ 0000:3B37 __open\r
+ 0000:3B84 _printf\r
+ 0000:3B9B idle __fputc\r
+ 0000:3BB4 _fputc\r
+ 0000:3CEA idle _fputchar\r
+ 0000:3CFC __FPUTN\r
+ 0000:3EA4 _puts\r
+ 0000:3EEF ___read\r
+ 0000:3FBD _read\r
+ 0000:3FC0 _setvbuf\r
+ 0000:4000 idle FJARQQ\r
+ 0000:40C0 _sprintf\r
+ 0000:40DD idle _vsprintf\r
+ 0000:40F9 _strcat\r
+ 0000:4132 _strlen\r
+ 0000:4176 _strtol\r
+ 0000:424B ___write\r
+ 0000:4359 __write\r
+ 0000:4393 _write\r
+ 0000:4396 __xfclose\r
+ 0000:43BE __xfflush\r
+ 0000:43E1 __fmemcmp\r
+ 0000:4409 __fmemcpy\r
+ 0000:442D idle __fsetmem\r
+ 0000:4451 __fmemset\r
+ 0000:4470 __fstrcpy\r
+ 0000:4499 __fstricmp\r
+ 0000:44DA __fstrlen\r
+ 0000:5C32 Abs FIDRQQ\r
+ 0000:8000 idle FJSRQQ\r
+ 0000:8087 Abs __turboFloat\r
+ 0000:8087 idle __floatconvert\r
+ 0000:A23D Abs FIWRQQ\r
+ 0000:C000 idle FJCRQQ\r
+ 0000:FE32 idle FIARQQ\r
+ 044F:000A idle _FixedMul\r
+ 044F:0032 idle _DrawSpans\r
+ 044F:0176 idle _SetPlaneViewSize\r
+ 044F:027F idle _DrawPlanes\r
+ 0489:000A _MapRow\r
+ 0490:0006 _CheckIs386\r
+ 0490:000A _jabhack2\r
+ 0491:000D idle _ReadConfig\r
+ 0491:023E idle _WriteConfig\r
+ 0491:036B idle _Patch386\r
+ 0491:03CA _NewGame\r
+ 0491:041B idle _DiskFlopAnim\r
+ 0491:044A idle _DoChecksum\r
+ 0491:0497 _SaveTheGame\r
+ 0491:08D5 _LoadTheGame\r
+ 0491:0D09 _ShutdownId\r
+ 0491:0D31 idle _BuildTables\r
+ 0491:0E89 idle _CalcProjection\r
+ 0491:0FC1 idle _SetupWalls\r
+ 0491:0FE8 idle _SignonScreen\r
+ 0491:1076 idle _FinishSignon\r
+ 0491:111B _MS_CheckParm\r
+ 0491:1185 idle _InitDigiMap\r
+ 0491:11A6 idle _DoJukebox\r
+ 0491:13C2 idle _InitGame\r
+ 0491:156F _SetViewSize\r
+ 0491:15F7 _ShowViewSize\r
+ 0491:1642 _NewViewSize\r
+ 0491:168A _Quit\r
+ 0491:1770 idle _DemoLoop\r
+ 0491:19AD _main\r
+ 062D:000E idle _RipToEOL\r
+ 062D:0021 idle _ParseNumber\r
+ 062D:0075 idle _ParsePicCommand\r
+ 062D:0093 idle _ParseTimedCommand\r
+ 062D:00B8 idle _TimedPicCommand\r
+ 062D:00FB idle _HandleCommand\r
+ 062D:0362 idle _NewLine\r
+ 062D:03BD idle _HandleCtrls\r
+ 062D:03DF idle _HandleWord\r
+ 062D:0490 idle _PageLayout\r
+ 062D:0690 idle _BackPage\r
+ 062D:06BA idle _CacheLayoutGraphics\r
+ 062D:07A6 idle _ShowArticle\r
+ 062D:08C9 idle _HelpScreens\r
+ 062D:0957 _EndText\r
+ 06CD:0006 _US_ControlPanel\r
+ 06CD:01E9 idle _DrawMainMenu\r
+ 06CD:02A6 idle _BossKey\r
+ 06CD:02F3 idle _CP_CheckQuick\r
+ 06CD:0865 idle _CP_EndGame\r
+ 06CD:08C1 _CP_ViewScores\r
+ 06CD:092F idle _CP_NewGame\r
+ 06CD:0AA0 idle _DrawNewEpisode\r
+ 06CD:0B66 idle _DrawNewGame\r
+ 06CD:0C08 idle _DrawNewGameDiff\r
+ 06CD:0C24 idle _CP_Sound\r
+ 06CD:0DD5 idle _DrawSoundMenu\r
+ 06CD:0FFA idle _DrawLSAction\r
+ 06CD:1091 idle _CP_LoadGame\r
+ 06CD:1232 idle _TrackWhichGame\r
+ 06CD:125D idle _DrawLoadSaveScreen\r
+ 06CD:1327 idle _PrintLSEntry\r
+ 06CD:13B7 idle _CP_SaveGame\r
+ 06CD:171A idle _CalibrateJoystick\r
+ 06CD:1977 idle _CP_Control\r
+ 06CD:1A92 idle _DrawMouseSens\r
+ 06CD:1BD1 idle _MouseSensitivity\r
+ 06CD:1E13 idle _DrawCtlScreen\r
+ 06CD:2002 idle _CustomControls\r
+ 06CD:20B3 idle _DefineMouseBtns\r
+ 06CD:20F8 idle _DefineJoyBtns\r
+ 06CD:213E idle _DefineKeyBtns\r
+ 06CD:2184 idle _DefineKeyMove\r
+ 06CD:21CA idle _EnterCtrlData\r
+ 06CD:2647 idle _FixupCustom\r
+ 06CD:27F7 idle _DrawCustomScreen\r
+ 06CD:2B05 idle _PrintCustMouse\r
+ 06CD:2B4F idle _DrawCustMouse\r
+ 06CD:2BAC idle _PrintCustJoy\r
+ 06CD:2BF6 idle _DrawCustJoy\r
+ 06CD:2C53 idle _PrintCustKeybd\r
+ 06CD:2C8A idle _DrawCustKeybd\r
+ 06CD:2CBC idle _PrintCustKeys\r
+ 06CD:2CF2 idle _DrawCustKeys\r
+ 06CD:2D24 idle _CP_ChangeView\r
+ 06CD:2EB3 idle _DrawChangeView\r
+ 06CD:2F41 idle _CP_Quit\r
+ 06CD:2FD3 _IntroScreen\r
+ 06CD:31F5 _ClearMScreen\r
+ 06CD:3212 _CacheLump\r
+ 06CD:3231 _UnCacheLump\r
+ 06CD:3270 _DrawWindow\r
+ 06CD:32AA idle _DrawOutline\r
+ 06CD:330F idle _SetupControlPanel\r
+ 06CD:3431 idle _CleanupControlPanel\r
+ 06CD:344B _HandleMenu\r
+ 06CD:3953 idle _EraseGun\r
+ 06CD:39D1 idle _DrawHalfStep\r
+ 06CD:3A15 idle _DrawGun\r
+ 06CD:3AD3 idle _TicDelay\r
+ 06CD:3B11 _DrawMenu\r
+ 06CD:3BDF idle _SetTextColor\r
+ 06CD:3C14 idle _WaitKeyUp\r
+ 06CD:3C46 idle _ReadAnyControl\r
+ 06CD:3DA8 idle _Confirm\r
+ 06CD:3ED3 _Message\r
+ 06CD:400C _StartCPMusic\r
+ 06CD:4099 _FreeMusic\r
+ 06CD:40BC idle _IN_GetScanName\r
+ 06CD:4104 idle _CheckPause\r
+ 06CD:4146 idle _DrawMenuGun\r
+ 06CD:417D _DrawStripes\r
+ 06CD:41B7 idle _ShootSnd\r
+ 06CD:41C8 _CheckForEpisodes\r
+ 0B05:000E _ClearSplitVWB\r
+ 0B05:003B _Victory\r
+ 0B05:0448 _PG13\r
+ 0B05:04FF _Write\r
+ 0B05:060A idle _BJ_Breathe\r
+ 0B05:066B _LevelCompleted\r
+ 0B05:106E idle _PreloadUpdate\r
+ 0B05:110F _PreloadGraphics\r
+ 0B05:11C2 _DrawHighScores\r
+ 0B05:13BD _CheckHighScore\r
+ 0B05:1513 idle _NonShareware\r
+ 0C63:0008 idle _SetSoundLoc\r
+ 0C63:00FB _PlaySoundLocGlobal\r
+ 0C63:014C _UpdateSoundLoc\r
+ 0C63:017F _ClearMemory\r
+ 0C63:019A idle _ScanInfoPlane\r
+ 0C63:06A6 _SetupGameLevel\r
+ 0C63:095C idle _DrawPlayBorderSides\r
+ 0C63:09F1 _DrawAllPlayBorderSides\r
+ 0C63:0A23 _DrawAllPlayBorder\r
+ 0C63:0A56 _DrawPlayBorder\r
+ 0C63:0B2E _DrawPlayScreen\r
+ 0C63:0BDA idle _StartDemoRecord\r
+ 0C63:0C31 idle _FinishDemoRecord\r
+ 0C63:0D16 _RecordDemo\r
+ 0C63:0E72 _PlayDemo\r
+ 0C63:0FEF idle _Died\r
+ 0C63:1229 _GameLoop\r
+ 0DA6:000D idle _PollKeyboardButtons\r
+ 0DA6:0034 idle _PollMouseButtons\r
+ 0DA6:0078 idle _PollJoystickButtons\r
+ 0DA6:0109 idle _PollKeyboardMove\r
+ 0DA6:0215 idle _PollMouseMove\r
+ 0DA6:0253 idle _PollJoystickMove\r
+ 0DA6:03D3 idle _PollControls\r
+ 0DA6:060B _CenterWindow\r
+ 0DA6:0639 idle _CheckKeys\r
+ 0DA6:0A0B _InitActorList\r
+ 0DA6:0A52 _GetNewActor\r
+ 0DA6:0AB4 idle _RemoveObj\r
+ 0DA6:0B03 _StopMusic\r
+ 0DA6:0B3E _StartMusic\r
+ 0DA6:0BBA _InitRedShifts\r
+ 0DA6:0D2C idle _ClearPaletteShifts\r
+ 0DA6:0D39 _StartBonusFlash\r
+ 0DA6:0D44 _StartDamageFlash\r
+ 0DA6:0D50 idle _UpdatePaletteShifts\r
+ 0DA6:0E50 _FinishPaletteShifts\r
+ 0DA6:0E7E idle _DoActor\r
+ 0DA6:101B _PlayLoop\r
+ 0EC1:0004 idle _DebugMemory\r
+ 0EC1:00C9 idle _CountObjects\r
+ 0EC1:01C5 _PicturePause\r
+ 0EC1:02EE idle _ShapeTest\r
+ 0EC1:07BB _DebugKeys\r
+ 0F7A:000C _FixedByFrac\r
+ 0F7A:004A idle _TransformActor\r
+ 0F7A:018C idle _TransformTile\r
+ 0F7A:02FE idle _CalcHeight\r
+ 0F7A:0397 idle _ScalePost\r
+ 0F7A:040E _FarScalePost\r
+ 0F7A:0416 _HitVertWall\r
+ 0F7A:0536 _HitHorizWall\r
+ 0F7A:0659 _HitHorizDoor\r
+ 0F7A:0760 _HitVertDoor\r
+ 0F7A:086A _HitHorizPWall\r
+ 0F7A:094B _HitVertPWall\r
+ 0F7A:0A2C idle _VGAClearScreen\r
+ 0F7A:0A9A idle _CalcRotate\r
+ 0F7A:0B17 idle _DrawScaleds\r
+ 0F7A:0D2B idle _DrawPlayerWeapon\r
+ 0F7A:0DCB _CalcTics\r
+ 0F7A:0E2E _FixOfs\r
+ 0F7A:0E51 idle _WallRefresh\r
+ 0F7A:0F3F _ThreeDRefresh\r
+ 1079:0070 _AsmRefresh\r
+ 10BF:000E idle _BadScale\r
+ 10BF:001F _SetupScaling\r
+ 10BF:01E4 idle _BuildCompScale\r
+ 10BF:0339 idle _ScaleLine\r
+ 10BF:0487 _ScaleShape\r
+ 10BF:07A0 _SimpleScaleShape\r
+ 114B:0001 _SpawnNewObj\r
+ 114B:00B0 _NewState\r
+ 114B:00C8 _TryWalk\r
+ 114B:067A _SelectDodgeDir\r
+ 114B:07AA _SelectChaseDir\r
+ 114B:0904 _SelectRunDir\r
+ 114B:09CE _MoveObj\r
+ 114B:0C16 idle _DropItem\r
+ 114B:0CB1 idle _KillActor\r
+ 114B:0FB1 _DamageActor\r
+ 114B:10B4 _CheckLine\r
+ 114B:1365 idle _CheckSight\r
+ 114B:1471 idle _FirstSighting\r
+ 114B:1784 _SightPlayer\r
+ 12D6:0000 idle _CheckWeaponChange\r
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+ 12D6:01A5 idle _StatusDrawPic\r
+ 12D6:01FE _DrawFace\r
+ 12D6:0268 idle _UpdateFace\r
+ 12D6:02AF idle _LatchNumber\r
+ 12D6:033E _DrawHealth\r
+ 12D6:035C _TakeDamage\r
+ 12D6:03B6 _HealSelf\r
+ 12D6:03DD _DrawLevel\r
+ 12D6:03FC _DrawLives\r
+ 12D6:041A idle _GiveExtraMan\r
+ 12D6:043A _DrawScore\r
+ 12D6:045A _GivePoints\r
+ 12D6:0497 _DrawWeapon\r
+ 12D6:04B2 _DrawKeys\r
+ 12D6:0517 _GiveWeapon\r
+ 12D6:0542 _DrawAmmo\r
+ 12D6:0560 idle _GiveAmmo\r
+ 12D6:0595 idle _GiveKey\r
+ 12D6:05AA _GetBonus\r
+ 12D6:0825 idle _TryMove\r
+ 12D6:09BD idle _ClipMove\r
+ 12D6:0AE4 idle _VictoryTile\r
+ 12D6:0AF4 idle _Thrust\r
+ 12D6:0BDC idle _Cmd_Fire\r
+ 12D6:0C2E idle _Cmd_Use\r
+ 12D6:0D87 _SpawnPlayer\r
+ 12D6:0E27 idle _KnifeAttack\r
+ 12D6:0EC0 idle _GunAttack\r
+ 12D6:0FF7 idle _VictorySpin\r
+ 12D6:10B7 idle _T_Attack\r
+ 12D6:124A idle _T_Player\r
+ 1402:000C _InitStaticList\r
+ 1402:0017 _SpawnStatic\r
+ 1402:00E6 _PlaceItemType\r
+ 1402:0176 idle _RecursiveConnect\r
+ 1402:01C4 idle _ConnectAreas\r
+ 1402:01FD _InitAreas\r
+ 1402:0225 _InitDoorList\r
+ 1402:025D _SpawnDoor\r
+ 1402:0355 _OpenDoor\r
+ 1402:037E idle _CloseDoor\r
+ 1402:05E1 _OperateDoor\r
+ 1402:0656 idle _DoorOpen\r
+ 1402:0684 idle _DoorOpening\r
+ 1402:07E6 idle _DoorClosing\r
+ 1402:0922 _MoveDoors\r
+ 1402:0975 _PushWall\r
+ 1402:0B29 _MovePWalls\r
+ 14D6:000D idle _A_Smoke\r
+ 14D6:005B idle _ProjectileTryMove\r
+ 14D6:00FE idle _T_Projectile\r
+ 14D6:032D _SpawnStand\r
+ 14D6:04E0 _SpawnDeadGuard\r
+ 14D6:0500 _SpawnBoss\r
+ 14D6:0553 _SpawnGretel\r
+ 14D6:05A6 _SpawnPatrol\r
+ 14D6:0761 _A_DeathScream\r
+ 14D6:0950 _SpawnGhosts\r
+ 14D6:09DA _SpawnSchabbs\r
+ 14D6:0A42 _SpawnGift\r
+ 14D6:0AAA _SpawnFat\r
+ 14D6:0B12 idle _T_SchabbThrow\r
+ 14D6:0C33 idle _T_GiftThrow\r
+ 14D6:0D54 idle _T_Schabb\r
+ 14D6:0EE4 idle _T_Gift\r
+ 14D6:1074 idle _T_Fat\r
+ 14D6:1204 _SpawnFakeHitler\r
+ 14D6:126C _SpawnHitler\r
+ 14D6:12D4 idle _A_HitlerMorph\r
+ 14D6:1366 idle _A_MechaSound\r
+ 14D6:1398 idle _A_Slurpie\r
+ 14D6:13A9 idle _T_FakeFire\r
+ 14D6:14CA idle _T_Fake\r
+ 14D6:15A9 idle _T_Stand\r
+ 14D6:15B9 idle _T_Chase\r
+ 14D6:1836 idle _T_Ghosts\r
+ 14D6:18E6 idle _T_DogChase\r
+ 14D6:1A4F idle _SelectPathDir\r
+ 14D6:1A9B idle _T_Path\r
+ 14D6:1BD1 idle _T_Shoot\r
+ 14D6:1DCC idle _T_Bite\r
+ 14D6:1EAA _SpawnBJVictory\r
+ 14D6:1EFE idle _T_BJRun\r
+ 14D6:1F9B idle _T_BJJump\r
+ 14D6:1FC6 idle _T_BJYell\r
+ 14D6:1FE8 idle _T_BJDone\r
+ 14D6:1FF3 idle _CheckPosition\r
+ 14D6:2092 idle _A_StartDeathCam\r
+ 1710:000B idle _GRFILEPOS\r
+ 1710:005B idle _CA_OpenDebug\r
+ 1710:007F idle _CA_CloseDebug\r
+ 1710:0090 idle _CAL_GetGrChunkLength\r
+ 1710:00F0 _CA_FarRead\r
+ 1710:013C _CA_FarWrite\r
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+ 1710:01FA _CA_WriteFile\r
+ 1710:0252 idle _CA_LoadFile\r
+ 1710:02D3 idle _CAL_OptimizeNodes\r
+ 1710:032B idle _CAL_HuffExpand\r
+ 1710:0498 idle _CAL_CarmackExpand\r
+ 1710:05B6 idle _CA_RLEWCompress\r
+ 1710:0703 idle _CA_RLEWexpand\r
+ 1710:07BF idle _CAL_SetupGrFile\r
+ 1710:09F4 idle _CAL_SetupMapFile\r
+ 1710:0BBC idle _CAL_SetupAudioFile\r
+ 1710:0CF0 _CA_Startup\r
+ 1710:0D11 _CA_Shutdown\r
+ 1710:0D3A _CA_CacheAudioChunk\r
+ 1710:0DE9 _CA_LoadAllSounds\r
+ 1710:0E6E idle _CAL_ExpandGrChunk\r
+ 1710:0F45 _CA_CacheGrChunk\r
+ 1710:108C _CA_CacheScreen\r
+ 1710:1181 _CA_CacheMap\r
+ 1710:12E1 _CA_UpLevel\r
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+ 1710:134D idle _CA_ClearMarks\r
+ 1710:136E idle _CA_ClearAllMarks\r
+ 1710:1394 idle _CA_SetGrPurge\r
+ 1710:13C2 _CA_SetAllPurge\r
+ 1710:13F0 _CA_CacheMarks\r
+ 1710:16FC idle _CA_CannotOpen\r
+ 1885:0151 _IN_GetJoyAbs\r
+ 1885:01EC _INL_GetJoyDelta\r
+ 1885:035A idle _IN_GetJoyButtonsDB\r
+ 1885:04CB _IN_SetupJoy\r
+ 1885:05B8 _IN_Startup\r
+ 1885:0659 idle _IN_Default\r
+ 1885:0699 _IN_Shutdown\r
+ 1885:06C5 idle _IN_SetKeyHook\r
+ 1885:06D7 _IN_ClearKeysDown\r
+ 1885:06F6 _IN_ReadControl\r
+ 1885:0A18 idle _IN_SetControlType\r
+ 1885:0A29 idle _IN_WaitForKey\r
+ 1885:0A47 _IN_WaitForASCII\r
+ 1885:0A64 _IN_StartAck\r
+ 1885:0AB4 _IN_CheckAck\r
+ 1885:0B0E _IN_Ack\r
+ 1885:0B1F _IN_UserInput\r
+ 1885:0B64 _IN_MouseButtons\r
+ 1885:0B7B _IN_JoyButtons\r
+ 193E:0001 idle _MML_CheckForXMS\r
+ 193E:001C idle _MML_SetupXMS\r
+ 193E:008B idle _MML_ShutdownXMS\r
+ 193E:00BC _MML_UseSpace\r
+ 193E:0242 idle _MML_ClearBlock\r
+ 193E:02A8 _MM_Startup\r
+ 193E:049B _MM_Shutdown\r
+ 193E:04C3 _MM_GetPtr\r
+ 193E:0780 _MM_FreePtr\r
+ 193E:0847 _MM_SetPurge\r
+ 193E:08C8 _MM_SetLock\r
+ 193E:094E _MM_SortMem\r
+ 193E:0B0A idle _MM_ShowMemory\r
+ 193E:0C67 idle _MM_DumpData\r
+ 193E:0D98 _MM_UnusedMemory\r
+ 193E:0DFF _MM_TotalFree\r
+ 193E:0E7D _MM_BombOnError\r
+ 1A26:0008 idle _PML_MapEMS\r
+ 1A26:002B idle _PML_StartupEMS\r
+ 1A26:0160 idle _PML_ShutdownEMS\r
+ 1A26:0184 idle _PML_StartupXMS\r
+ 1A26:01F7 idle _PML_XMSCopy\r
+ 1A26:02A4 idle _PML_ShutdownXMS\r
+ 1A26:02CA _PM_SetMainMemPurge\r
+ 1A26:02F3 _PM_CheckMainMem\r
+ 1A26:03EC idle _PML_StartupMainMem\r
+ 1A26:0469 idle _PML_ShutdownMainMem\r
+ 1A26:0490 idle _PML_ReadFromFile\r
+ 1A26:0510 idle _PML_OpenPageFile\r
+ 1A26:06F7 idle _PML_ClosePageFile\r
+ 1A26:0731 idle _PML_GetEMSAddress\r
+ 1A26:080D _PM_GetPageAddress\r
+ 1A26:0866 idle _PML_GiveLRUPage\r
+ 1A26:0907 idle _PML_GiveLRUXMSPage\r
+ 1A26:0979 idle _PML_PutPageInXMS\r
+ 1A26:0A28 idle _PML_TransferPageSpace\r
+ 1A26:0AFB idle _PML_GetAPageBuffer\r
+ 1A26:0C08 idle _PML_GetPageFromXMS\r
+ 1A26:0C8C idle _PML_LoadPage\r
+ 1A26:0CDE _PM_GetPage\r
+ 1A26:0DA0 _PM_SetPageLock\r
+ 1A26:0DD0 _PM_Preload\r
+ 1A26:1036 _PM_NextFrame\r
+ 1A26:10B0 idle _PM_Reset\r
+ 1A26:111E _PM_Startup\r
+ 1A26:11CF _PM_Shutdown\r
+ 1B44:0511 idle _SDL_SBSetDMA\r
+ 1B44:08CF idle _SDL_LoadDigiSegment\r
+ 1B44:0904 idle _SDL_PlayDigiSegment\r
+ 1B44:094E _SD_StopDigitized\r
+ 1B44:09F0 _SD_Poll\r
+ 1B44:0A7C _SD_SetPosition\r
+ 1B44:0AC4 idle _SD_PlayDigitized\r
+ 1B44:0B88 _SDL_DigitizedDone\r
+ 1B44:0BF2 _SD_SetDigiDevice\r
+ 1B44:0C56 idle _SDL_SetupDigi\r
+ 1B44:0D39 _alOut\r
+ 1B44:10F4 _SD_SetSoundMode\r
+ 1B44:1184 _SD_SetMusicMode\r
+ 1B44:11D6 _SD_Startup\r
+ 1B44:1525 idle _SD_Default\r
+ 1B44:1594 _SD_Shutdown\r
+ 1B44:15EF idle _SD_SetUserHook\r
+ 1B44:1601 _SD_PositionSound\r
+ 1B44:1618 _SD_PlaySound\r
+ 1B44:17C9 _SD_SoundPlaying\r
+ 1B44:1810 _SD_StopSound\r
+ 1B44:1847 _SD_WaitSoundDone\r
+ 1B44:1854 _SD_MusicOn\r
+ 1B44:185F _SD_MusicOff\r
+ 1B44:18AC _SD_StartMusic\r
+ 1B44:18FE idle _SD_FadeOutMusic\r
+ 1B44:190F idle _SD_MusicPlaying\r
+ 1CD6:000A _SDL_SetDS\r
+ 1CD6:0012 _SDL_IndicatePC\r
+ 1CD6:001E _SDL_t0ExtremeAsmService\r
+ 1CD6:00B8 _SDL_t0FastAsmService\r
+ 1CD6:031A _SDL_t0SlowAsmService\r
+ 1D1D:0005 idle _USL_HardError\r
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+ 1D1D:02EE _US_Print\r
+ 1D1D:0394 _US_PrintUnsigned\r
+ 1D1D:03BD idle _US_PrintSigned\r
+ 1D1D:03E6 idle _USL_PrintInCenter\r
+ 1D1D:0446 _US_PrintCentered\r
+ 1D1D:048A idle _US_CPrintLine\r
+ 1D1D:04EA _US_CPrint\r
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+ 1D1D:06A2 idle _US_CenterWindow\r
+ 1D1D:06C6 idle _US_SaveWindow\r
+ 1D1D:06F3 idle _US_RestoreWindow\r
+ 1D1D:07BB _US_LineInput\r
+ 1DDD:000A _US_InitRndT\r
+ 1DDD:0032 _US_RndT\r
+ 1DE1:000D _VL_Startup\r
+ 1DE1:006B _VL_Shutdown\r
+ 1DE1:0075 _VL_SetVGAPlaneMode\r
+ 1DE1:009A idle _VL_SetTextMode\r
+ 1DE1:00A4 idle _VL_ClearVideo\r
+ 1DE1:00CE idle _VL_DePlaneVGA\r
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+ 1DE1:015B idle _VL_SetSplitScreen\r
+ 1DE1:01AA idle _VL_FillPalette\r
+ 1DE1:01CF idle _VL_SetColor\r
+ 1DE1:01EA idle _VL_GetColor\r
+ 1DE1:0215 _VL_SetPalette\r
+ 1DE1:023E idle _VL_GetPalette\r
+ 1DE1:025F _VL_FadeOut\r
+ 1DE1:038C _VL_FadeIn\r
+ 1DE1:0471 _VL_TestPaletteSet\r
+ 1DE1:04D5 _VL_ColorBorder\r
+ 1DE1:04E9 _VL_Plot\r
+ 1DE1:0539 _VL_Hlin\r
+ 1DE1:0618 _VL_Vlin\r
+ 1DE1:0682 _VL_Bar\r
+ 1DE1:0789 _VL_MemToLatch\r
+ 1DE1:07DE _VL_MemToScreen\r
+ 1DE1:087B idle _VL_MaskedToScreen\r
+ 1DE1:090B _VL_LatchToScreen\r
+ 1DE1:0975 idle _VL_DrawTile8String\r
+ 1DE1:0AA5 idle _VL_DrawLatch8String\r
+ 1DE1:0B56 idle _VL_SizeTile8String\r
+ 1E99:0000 idle _VW_DrawPropString\r
+ 1E99:0117 idle _VW_DrawColorPropString\r
+ 1E99:0236 _VL_MungePic\r
+ 1E99:02FA idle _VWL_MeasureString\r
+ 1E99:033A _VW_MeasurePropString\r
+ 1E99:035C idle _VW_MeasureMPropString\r
+ 1E99:037E _VW_MarkUpdateBlock\r
+ 1E99:044C _VWB_DrawTile8\r
+ 1E99:0494 idle _VWB_DrawTile8M\r
+ 1E99:04DB _VWB_DrawPic\r
+ 1E99:054A _VWB_DrawPropString\r
+ 1E99:0583 _VWB_Bar\r
+ 1E99:05BF _VWB_Plot\r
+ 1E99:05EA _VWB_Hlin\r
+ 1E99:061E _VWB_Vlin\r
+ 1E99:0652 _VW_UpdateScreen\r
+ 1E99:065C _LatchDrawPic\r
+ 1E99:06B9 _LoadLatchMem\r
+ 1E99:07DA _FizzleFade\r
+ 1F2B:000A _VL_WaitVBL\r
+ 1F2B:0021 idle _VL_SetCRTC\r
+ 1F2B:0045 _VL_SetScreen\r
+ 1F2B:00B2 _VL_ScreenToScreen\r
+ 1F2B:0132 _VL_VideoID\r
+ 1F54:000E _VH_UpdateScreen\r
+ 1F75:2152 e086_Entry\r
+ 1F75:26E0 e086_Shortcut\r
+ 21ED:0306 e087_Entry\r
+ 21ED:03C6 e087_Shortcut\r
+ 21ED:0430 e087_Trap\r
+ 224A:0000 _planepics\r
+ 244A:0002 idle _rndtable\r
+ 245B:0000 idle _MusicMenu\r
+ 248B:0000 idle _endStrings\r
+ 24B8:0000 _MainMenu\r
+ 24D0:0000 idle _SndMenu\r
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+ 2500:0000 idle _NewEmenu\r
+ 251D:0000 idle _NewMenu\r
+ 2528:0000 idle _LSMenu\r
+ 2543:0000 idle _CusMenu\r
+ 255E:0000 _signon\r
+ 3516:0000 _areaconnect\r
+ 356C:0000 _sintable\r
+ 35DD:0000 _finetangent\r
+ 36BE:0000 _grneeded\r
+ 36C8:0000 _whiteshifts\r
+ 37E8:0000 _redshifts\r
+ 3908:0000 _mmblocks\r
+ 3B15:0000 _palette2\r
+ 3B45:0000 _palette1\r
+ 3B75:0000 idle DATASEG@\r
+ 3B75:00A3 idle __Int0Vector\r
+ 3B75:00A7 idle __Int4Vector\r
+ 3B75:00AB idle __Int5Vector\r
+ 3B75:00AF idle __Int6Vector\r
+ 3B75:00B3 __C0argc\r
+ 3B75:00B5 __C0argv\r
+ 3B75:00B7 __C0environ\r
+ 3B75:00B9 __envLng\r
+ 3B75:00BB __envseg\r
+ 3B75:00BD __envSize\r
+ 3B75:00BF __psp\r
+ 3B75:00C1 idle __osversion\r
+ 3B75:00C1 __osmajor\r
+ 3B75:00C1 __version\r
+ 3B75:00C2 idle __osminor\r
+ 3B75:00C3 _errno\r
+ 3B75:00C5 idle __StartTime\r
+ 3B75:00C9 idle ___heapbase\r
+ 3B75:00CB ___brklvl\r
+ 3B75:00CD __heapbase\r
+ 3B75:00D1 __brklvl\r
+ 3B75:00D5 __heaptop\r
+ 3B75:00DA idle _halfheight\r
+ 3B75:00DC _dirangle\r
+ 3B75:00EE _configname\r
+ 3B75:00FC idle _JHParmStrings\r
+ 3B75:0102 idle _radtoint\r
+ 3B75:01C4 idle _MusicItems\r
+ 3B75:01FC idle _nosprtxt\r
+ 3B75:0330 idle _endextern\r
+ 3B75:0332 idle _helpextern\r
+ 3B75:0334 idle _helpfilename\r
+ 3B75:0341 _endfilename\r
+ 3B75:03D2 _MainItems\r
+ 3B75:03DC idle _SndItems\r
+ 3B75:03E6 idle _LSItems\r
+ 3B75:03F0 idle _CtlItems\r
+ 3B75:03FA idle _CusItems\r
+ 3B75:0404 idle _NewEitems\r
+ 3B75:040E idle _NewItems\r
+ 3B75:0418 idle _color_hlite\r
+ 3B75:0420 idle _color_norml\r
+ 3B75:0428 idle _EpisodeSelect\r
+ 3B75:0434 idle _SoundStatus\r
+ 3B75:0436 idle _SaveName\r
+ 3B75:05F2 idle _mbarray\r
+ 3B75:05FE idle _order\r
+ 3B75:0622 idle _moveorder\r
+ 3B75:0E74 idle _ElevatorBackTo\r
+ 3B75:0E80 idle _righttable\r
+ 3B75:1042 idle _lefttable\r
+ 3B75:1204 _demoname\r
+ 3B75:1270 _dirscan\r
+ 3B75:1278 _buttonscan\r
+ 3B75:1288 _buttonmouse\r
+ 3B75:1290 _buttonjoy\r
+ 3B75:1298 idle _songs\r
+ 3B75:1684 _screenloc\r
+ 3B75:168A _freelatch\r
+ 3B75:168C _tileglobal\r
+ 3B75:1690 idle _mindist\r
+ 3B75:1694 _costable\r
+ 3B75:1698 idle _vgaCeiling\r
+ 3B75:1710 idle _weaponscale\r
+ 3B75:171A _mapmasks1\r
+ 3B75:173A _mapmasks2\r
+ 3B75:175A _mapmasks3\r
+ 3B75:177A idle _wordmasks\r
+ 3B75:180C idle _opposite\r
+ 3B75:181E idle _diagonal\r
+ 3B75:190C idle _s_player\r
+ 3B75:191C idle _s_attack\r
+ 3B75:192C idle _attackinfo\r
+ 3B75:1A0C idle _strafeangle\r
+ 3B75:1A1E idle _statinfo\r
+ 3B75:1B38 idle _dirtable\r
+ 3B75:1B4A idle _starthitpoints\r
+ 3B75:1BFA idle _s_rocket\r
+ 3B75:1C0A idle _s_smoke1\r
+ 3B75:1C1A idle _s_smoke2\r
+ 3B75:1C2A idle _s_smoke3\r
+ 3B75:1C3A idle _s_smoke4\r
+ 3B75:1C4A idle _s_boom1\r
+ 3B75:1C5A idle _s_boom2\r
+ 3B75:1C6A idle _s_boom3\r
+ 3B75:1C7A idle _s_grdstand\r
+ 3B75:1C8A idle _s_grdpath1\r
+ 3B75:1C9A idle _s_grdpath1s\r
+ 3B75:1CAA idle _s_grdpath2\r
+ 3B75:1CBA idle _s_grdpath3\r
+ 3B75:1CCA idle _s_grdpath3s\r
+ 3B75:1CDA idle _s_grdpath4\r
+ 3B75:1CEA _s_grdpain\r
+ 3B75:1CFA _s_grdpain1\r
+ 3B75:1D0A idle _s_grdshoot1\r
+ 3B75:1D1A idle _s_grdshoot2\r
+ 3B75:1D2A idle _s_grdshoot3\r
+ 3B75:1D3A _s_grdchase1\r
+ 3B75:1D4A idle _s_grdchase1s\r
+ 3B75:1D5A idle _s_grdchase2\r
+ 3B75:1D6A idle _s_grdchase3\r
+ 3B75:1D7A idle _s_grdchase3s\r
+ 3B75:1D8A idle _s_grdchase4\r
+ 3B75:1D9A _s_grddie1\r
+ 3B75:1DAA idle _s_grddie2\r
+ 3B75:1DBA idle _s_grddie3\r
+ 3B75:1DCA idle _s_grddie4\r
+ 3B75:1DDA _s_blinkychase1\r
+ 3B75:1DEA idle _s_blinkychase2\r
+ 3B75:1DFA idle _s_inkychase1\r
+ 3B75:1E0A idle _s_inkychase2\r
+ 3B75:1E1A idle _s_pinkychase1\r
+ 3B75:1E2A idle _s_pinkychase2\r
+ 3B75:1E3A idle _s_clydechase1\r
+ 3B75:1E4A idle _s_clydechase2\r
+ 3B75:1E5A idle _s_dogpath1\r
+ 3B75:1E6A idle _s_dogpath1s\r
+ 3B75:1E7A idle _s_dogpath2\r
+ 3B75:1E8A idle _s_dogpath3\r
+ 3B75:1E9A idle _s_dogpath3s\r
+ 3B75:1EAA idle _s_dogpath4\r
+ 3B75:1EBA idle _s_dogjump1\r
+ 3B75:1ECA idle _s_dogjump2\r
+ 3B75:1EDA idle _s_dogjump3\r
+ 3B75:1EEA idle _s_dogjump4\r
+ 3B75:1EFA idle _s_dogjump5\r
+ 3B75:1F0A _s_dogchase1\r
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+ 3B75:1F2A idle _s_dogchase2\r
+ 3B75:1F3A idle _s_dogchase3\r
+ 3B75:1F4A idle _s_dogchase3s\r
+ 3B75:1F5A idle _s_dogchase4\r
+ 3B75:1F6A _s_dogdie1\r
+ 3B75:1F7A idle _s_dogdie2\r
+ 3B75:1F8A idle _s_dogdie3\r
+ 3B75:1F9A idle _s_dogdead\r
+ 3B75:1FAA idle _s_ofcstand\r
+ 3B75:1FBA idle _s_ofcpath1\r
+ 3B75:1FCA idle _s_ofcpath1s\r
+ 3B75:1FDA idle _s_ofcpath2\r
+ 3B75:1FEA idle _s_ofcpath3\r
+ 3B75:1FFA idle _s_ofcpath3s\r
+ 3B75:200A idle _s_ofcpath4\r
+ 3B75:201A _s_ofcpain\r
+ 3B75:202A _s_ofcpain1\r
+ 3B75:203A idle _s_ofcshoot1\r
+ 3B75:204A idle _s_ofcshoot2\r
+ 3B75:205A idle _s_ofcshoot3\r
+ 3B75:206A _s_ofcchase1\r
+ 3B75:207A idle _s_ofcchase1s\r
+ 3B75:208A idle _s_ofcchase2\r
+ 3B75:209A idle _s_ofcchase3\r
+ 3B75:20AA idle _s_ofcchase3s\r
+ 3B75:20BA idle _s_ofcchase4\r
+ 3B75:20CA _s_ofcdie1\r
+ 3B75:20DA idle _s_ofcdie2\r
+ 3B75:20EA idle _s_ofcdie3\r
+ 3B75:20FA idle _s_ofcdie4\r
+ 3B75:210A idle _s_ofcdie5\r
+ 3B75:211A idle _s_mutstand\r
+ 3B75:212A idle _s_mutpath1\r
+ 3B75:213A idle _s_mutpath1s\r
+ 3B75:214A idle _s_mutpath2\r
+ 3B75:215A idle _s_mutpath3\r
+ 3B75:216A idle _s_mutpath3s\r
+ 3B75:217A idle _s_mutpath4\r
+ 3B75:218A _s_mutpain\r
+ 3B75:219A _s_mutpain1\r
+ 3B75:21AA idle _s_mutshoot1\r
+ 3B75:21BA idle _s_mutshoot2\r
+ 3B75:21CA idle _s_mutshoot3\r
+ 3B75:21DA idle _s_mutshoot4\r
+ 3B75:21EA _s_mutchase1\r
+ 3B75:21FA idle _s_mutchase1s\r
+ 3B75:220A idle _s_mutchase2\r
+ 3B75:221A idle _s_mutchase3\r
+ 3B75:222A idle _s_mutchase3s\r
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+ 3B75:224A _s_mutdie1\r
+ 3B75:225A idle _s_mutdie2\r
+ 3B75:226A idle _s_mutdie3\r
+ 3B75:227A idle _s_mutdie4\r
+ 3B75:228A idle _s_mutdie5\r
+ 3B75:229A idle _s_ssstand\r
+ 3B75:22AA idle _s_sspath1\r
+ 3B75:22BA idle _s_sspath1s\r
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+ 3B75:230A _s_sspain\r
+ 3B75:231A _s_sspain1\r
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+ 3B75:233A idle _s_ssshoot2\r
+ 3B75:234A idle _s_ssshoot3\r
+ 3B75:235A idle _s_ssshoot4\r
+ 3B75:236A idle _s_ssshoot5\r
+ 3B75:237A idle _s_ssshoot6\r
+ 3B75:238A idle _s_ssshoot7\r
+ 3B75:239A idle _s_ssshoot8\r
+ 3B75:23AA idle _s_ssshoot9\r
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+ 3B75:23FA idle _s_sschase3s\r
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+ 3B75:243A idle _s_ssdie3\r
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+ 3B75:245A idle _s_bossstand\r
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+ 3B75:24EA idle _s_bossdie3\r
+ 3B75:24FA idle _s_bossdie4\r
+ 3B75:250A idle _s_bossshoot1\r
+ 3B75:251A idle _s_bossshoot2\r
+ 3B75:252A idle _s_bossshoot3\r
+ 3B75:253A idle _s_bossshoot4\r
+ 3B75:254A idle _s_bossshoot5\r
+ 3B75:255A idle _s_bossshoot6\r
+ 3B75:256A idle _s_bossshoot7\r
+ 3B75:257A idle _s_bossshoot8\r
+ 3B75:258A idle _s_gretelstand\r
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+ 3B75:25DA idle _s_gretelchase3s\r
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+ 3B75:25FA _s_greteldie1\r
+ 3B75:260A idle _s_greteldie2\r
+ 3B75:261A idle _s_greteldie3\r
+ 3B75:262A idle _s_greteldie4\r
+ 3B75:263A idle _s_gretelshoot1\r
+ 3B75:264A idle _s_gretelshoot2\r
+ 3B75:265A idle _s_gretelshoot3\r
+ 3B75:266A idle _s_gretelshoot4\r
+ 3B75:267A idle _s_gretelshoot5\r
+ 3B75:268A idle _s_gretelshoot6\r
+ 3B75:269A idle _s_gretelshoot7\r
+ 3B75:26AA idle _s_gretelshoot8\r
+ 3B75:26CC idle _s_schabbstand\r
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+ 3B75:26FC idle _s_schabbchase2\r
+ 3B75:270C idle _s_schabbchase3\r
+ 3B75:271C idle _s_schabbchase3s\r
+ 3B75:272C idle _s_schabbchase4\r
+ 3B75:273C idle _s_schabbdeathcam\r
+ 3B75:274C _s_schabbdie1\r
+ 3B75:275C idle _s_schabbdie2\r
+ 3B75:276C idle _s_schabbdie3\r
+ 3B75:277C idle _s_schabbdie4\r
+ 3B75:278C idle _s_schabbdie5\r
+ 3B75:279C idle _s_schabbdie6\r
+ 3B75:27AC idle _s_schabbshoot1\r
+ 3B75:27BC idle _s_schabbshoot2\r
+ 3B75:27CC idle _s_needle1\r
+ 3B75:27DC idle _s_needle2\r
+ 3B75:27EC idle _s_needle3\r
+ 3B75:27FC idle _s_needle4\r
+ 3B75:280C idle _s_giftstand\r
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+ 3B75:282C idle _s_giftchase1s\r
+ 3B75:283C idle _s_giftchase2\r
+ 3B75:284C idle _s_giftchase3\r
+ 3B75:285C idle _s_giftchase3s\r
+ 3B75:286C idle _s_giftchase4\r
+ 3B75:287C idle _s_giftdeathcam\r
+ 3B75:288C _s_giftdie1\r
+ 3B75:289C idle _s_giftdie2\r
+ 3B75:28AC idle _s_giftdie3\r
+ 3B75:28BC idle _s_giftdie4\r
+ 3B75:28CC idle _s_giftdie5\r
+ 3B75:28DC idle _s_giftdie6\r
+ 3B75:28EC idle _s_giftshoot1\r
+ 3B75:28FC idle _s_giftshoot2\r
+ 3B75:290C idle _s_fatstand\r
+ 3B75:291C _s_fatchase1\r
+ 3B75:292C idle _s_fatchase1s\r
+ 3B75:293C idle _s_fatchase2\r
+ 3B75:294C idle _s_fatchase3\r
+ 3B75:295C idle _s_fatchase3s\r
+ 3B75:296C idle _s_fatchase4\r
+ 3B75:297C idle _s_fatdeathcam\r
+ 3B75:298C _s_fatdie1\r
+ 3B75:299C idle _s_fatdie2\r
+ 3B75:29AC idle _s_fatdie3\r
+ 3B75:29BC idle _s_fatdie4\r
+ 3B75:29CC idle _s_fatdie5\r
+ 3B75:29DC idle _s_fatdie6\r
+ 3B75:29EC idle _s_fatshoot1\r
+ 3B75:29FC idle _s_fatshoot2\r
+ 3B75:2A0C idle _s_fatshoot3\r
+ 3B75:2A1C idle _s_fatshoot4\r
+ 3B75:2A2C idle _s_fatshoot5\r
+ 3B75:2A3C idle _s_fatshoot6\r
+ 3B75:2A4C idle _s_fakestand\r
+ 3B75:2A5C _s_fakechase1\r
+ 3B75:2A6C idle _s_fakechase1s\r
+ 3B75:2A7C idle _s_fakechase2\r
+ 3B75:2A8C idle _s_fakechase3\r
+ 3B75:2A9C idle _s_fakechase3s\r
+ 3B75:2AAC idle _s_fakechase4\r
+ 3B75:2ABC _s_fakedie1\r
+ 3B75:2ACC idle _s_fakedie2\r
+ 3B75:2ADC idle _s_fakedie3\r
+ 3B75:2AEC idle _s_fakedie4\r
+ 3B75:2AFC idle _s_fakedie5\r
+ 3B75:2B0C idle _s_fakedie6\r
+ 3B75:2B1C idle _s_fakeshoot1\r
+ 3B75:2B2C idle _s_fakeshoot2\r
+ 3B75:2B3C idle _s_fakeshoot3\r
+ 3B75:2B4C idle _s_fakeshoot4\r
+ 3B75:2B5C idle _s_fakeshoot5\r
+ 3B75:2B6C idle _s_fakeshoot6\r
+ 3B75:2B7C idle _s_fakeshoot7\r
+ 3B75:2B8C idle _s_fakeshoot8\r
+ 3B75:2B9C idle _s_fakeshoot9\r
+ 3B75:2BAC idle _s_fire1\r
+ 3B75:2BBC idle _s_fire2\r
+ 3B75:2BCC idle _s_mechastand\r
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+ 3B75:2BEC idle _s_mechachase1s\r
+ 3B75:2BFC idle _s_mechachase2\r
+ 3B75:2C0C idle _s_mechachase3\r
+ 3B75:2C1C idle _s_mechachase3s\r
+ 3B75:2C2C idle _s_mechachase4\r
+ 3B75:2C3C _s_mechadie1\r
+ 3B75:2C4C idle _s_mechadie2\r
+ 3B75:2C5C idle _s_mechadie3\r
+ 3B75:2C6C idle _s_mechadie4\r
+ 3B75:2C7C idle _s_mechashoot1\r
+ 3B75:2C8C idle _s_mechashoot2\r
+ 3B75:2C9C idle _s_mechashoot3\r
+ 3B75:2CAC idle _s_mechashoot4\r
+ 3B75:2CBC idle _s_mechashoot5\r
+ 3B75:2CCC idle _s_mechashoot6\r
+ 3B75:2CDC _s_hitlerchase1\r
+ 3B75:2CEC idle _s_hitlerchase1s\r
+ 3B75:2CFC idle _s_hitlerchase2\r
+ 3B75:2D0C idle _s_hitlerchase3\r
+ 3B75:2D1C idle _s_hitlerchase3s\r
+ 3B75:2D2C idle _s_hitlerchase4\r
+ 3B75:2D3C idle _s_hitlerdeathcam\r
+ 3B75:2D4C _s_hitlerdie1\r
+ 3B75:2D5C idle _s_hitlerdie2\r
+ 3B75:2D6C idle _s_hitlerdie3\r
+ 3B75:2D7C idle _s_hitlerdie4\r
+ 3B75:2D8C idle _s_hitlerdie5\r
+ 3B75:2D9C idle _s_hitlerdie6\r
+ 3B75:2DAC idle _s_hitlerdie7\r
+ 3B75:2DBC idle _s_hitlerdie8\r
+ 3B75:2DCC idle _s_hitlerdie9\r
+ 3B75:2DDC idle _s_hitlerdie10\r
+ 3B75:2DEC idle _s_hitlershoot1\r
+ 3B75:2DFC idle _s_hitlershoot2\r
+ 3B75:2E0C idle _s_hitlershoot3\r
+ 3B75:2E1C idle _s_hitlershoot4\r
+ 3B75:2E2C idle _s_hitlershoot5\r
+ 3B75:2E3C idle _s_hitlershoot6\r
+ 3B75:2E54 idle _s_bjrun1\r
+ 3B75:2E64 idle _s_bjrun1s\r
+ 3B75:2E74 idle _s_bjrun2\r
+ 3B75:2E84 idle _s_bjrun3\r
+ 3B75:2E94 idle _s_bjrun3s\r
+ 3B75:2EA4 idle _s_bjrun4\r
+ 3B75:2EB4 idle _s_bjjump1\r
+ 3B75:2EC4 idle _s_bjjump2\r
+ 3B75:2ED4 idle _s_bjjump3\r
+ 3B75:2EE4 idle _s_bjjump4\r
+ 3B75:2EF4 _s_deathcam\r
+ 3B75:2F4A _gamepal\r
+ 3B75:324A _audioname\r
+ 3B75:3257 idle _gheadname\r
+ 3B75:3261 idle _gfilename\r
+ 3B75:326B idle _gdictname\r
+ 3B75:3275 idle _mheadname\r
+ 3B75:327F idle _mfilename\r
+ 3B75:3289 idle _aheadname\r
+ 3B75:3293 idle _afilename\r
+ 3B75:3354 idle _KbdDefs\r
+ 3B75:335E idle _DemoMode\r
+ 3B75:3510 idle _XMSProtectPage\r
+ 3B75:3512 _PageFileName\r
+ 3B75:3520 idle _PageFile\r
+ 3B75:352A idle _EMMDriverName\r
+ 3B75:39A0 idle _ssPort\r
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+ 3B75:3D16 idle _USL_DrawString\r
+ 3B75:3D1A _Scores\r
+ 3B75:3FC4 _screenseg\r
+ 3B75:3FCA idle _pixmasks\r
+ 3B75:3FCE idle _leftmasks\r
+ 3B75:3FD2 idle _rightmasks\r
+ 3B75:4090 __8087\r
+ 3B75:40A0 __protected\r
+ 3B75:40A1 __LDT\r
+ 3B75:40A4 __default87\r
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+ 3B75:40AA __huge_dble\r
+ 3B75:40B2 idle __huge_ldble\r
+ 3B75:40BC idle __indefinite\r
+ 3B75:40C0 idle __tiny_ldble\r
+ 3B75:40CA __mathwhy\r
+ 3B75:4270 __emu\r
+ 3B75:4380 __atexitcnt\r
+ 3B75:4382 __ctype\r
+ 3B75:4484 __exitbuf\r
+ 3B75:4488 __exitfopen\r
+ 3B75:448C __exitopen\r
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+ 3B75:45D0 __nfile\r
+ 3B75:45D2 __openfd\r
+ 3B75:45FA __fmode\r
+ 3B75:45FC __notUmask\r
+ 3B75:45FE __fpstklen\r
+ 3B75:4600 __heaplen\r
+ 3B75:4602 __doserrno\r
+ 3B75:4604 idle __dosErrorToSV\r
+ 3B75:4668 __stklen\r
+ 3B75:46D2 __video\r
+ 3B75:46E1 _directvideo\r
+ 3B75:471E idle __first\r
+ 3B75:4720 idle __last\r
+ 3B75:4722 idle __rover\r
+ 3B75:4724 __argc\r
+ 3B75:4726 __argv\r
+ 3B75:4732 _environ\r
+ 3B75:473A __RealCvtVector\r
+ 3B75:473E idle __ScanTodVector\r
+ 3B75:4944 __atexittbl\r
+ 3B75:49D2 ___SignalPtr\r
+ 3B75:49E4 _mr_dest\r
+ 3B75:49E6 _mr_yfrac\r
+ 3B75:49E8 _mr_xfrac\r
+ 3B75:49EA _mr_ystep\r
+ 3B75:49EC _mr_xstep\r
+ 3B75:49EE _mr_count\r
+ 3B75:49F0 _mr_rowofs\r
+ 3B75:49F2 _pcos\r
+ 3B75:49F6 _psin\r
+ 3B75:49FA _mirrorofs\r
+ 3B75:4AC2 _planeylookup\r
+ 3B75:4C52 _basedist\r
+ 3B75:4DE2 _stepscale\r
+ 3B75:4F72 _spanstart\r
+ 3B75:503A _viewcos\r
+ 3B75:503E _viewsin\r
+ 3B75:5042 _viewy\r
+ 3B75:5046 _viewx\r
+ 3B75:504A _wallheight\r
+ 3B75:52CA _scale\r
+ 3B75:52CE _viewheight\r
+ 3B75:52D0 _viewwidth\r
+ 3B75:52D2 _bufferofs\r
+ 3B75:52D4 _pwalldir\r
+ 3B75:52D6 _pwally\r
+ 3B75:52D8 _pwallx\r
+ 3B75:52DA _areabyplayer\r
+ 3B75:5324 _pwallstate\r
+ 3B75:5326 _doorposition\r
+ 3B75:53A6 _pwallpos\r
+ 3B75:53A8 _vertwall\r
+ 3B75:5428 _horizwall\r
+ 3B75:54A8 _viewsize\r
+ 3B75:54AA _joystickport\r
+ 3B75:54AC _joystickprogressive\r
+ 3B75:54AE _joypadenabled\r
+ 3B75:54B0 _joystickenabled\r
+ 3B75:54B2 _mouseenabled\r
+ 3B75:54B4 _update\r
+ 3B75:55B8 _actorat\r
+ 3B75:75B8 _tilemap\r
+ 3B75:85B8 _nearmapylookup\r
+ 3B75:8638 _farmapylookup\r
+ 3B75:86B8 _doorobjlist\r
+ 3B75:8938 _laststatobj\r
+ 3B75:893A _statobjlist\r
+ 3B75:95BA _player\r
+ 3B75:95BC _new\r
+ 3B75:95BE _playstate\r
+ 3B75:95C0 _gamestate\r
+ 3B75:9602 _minheightdiv\r
+ 3B75:9604 _heightnumerator\r
+ 3B75:9608 _maxslope\r
+ 3B75:960C _pixelangle\r
+ 3B75:988C _mouseadjustment\r
+ 3B75:988E _virtualreality\r
+ 3B75:9890 _startgame\r
+ 3B75:9892 _shootdelta\r
+ 3B75:9894 _centerx\r
+ 3B75:9896 _screenofs\r
+ 3B75:9898 _focallength\r
+ 3B75:989C _IsA386\r
+ 3B75:989E _nospr\r
+ 3B75:98A0 _str2\r
+ 3B75:98B4 _str\r
+ 3B75:9904 _LevelRatios\r
+ 3B75:9954 _backcolor\r
+ 3B75:9955 _blockstarts\r
+ 3B75:9B5D _uwidthtable\r
+ 3B75:9B77 _updateptr\r
+ 3B75:9B79 _WindowW\r
+ 3B75:9B7B _WindowY\r
+ 3B75:9B7D _WindowX\r
+ 3B75:9B7F _PrintY\r
+ 3B75:9B81 _NoWait\r
+ 3B75:9B83 _loadedgame\r
+ 3B75:9B85 _tedlevelnum\r
+ 3B75:9B87 _tedlevel\r
+ 3B75:9B89 _DigiMap\r
+ 3B75:9C37 _MusicMode\r
+ 3B75:9C39 _DigiMode\r
+ 3B75:9C3B _SoundMode\r
+ 3B75:9C3D _SoundBlasterPresent\r
+ 3B75:9C3F _SoundSourcePresent\r
+ 3B75:9C41 _AdLibPresent\r
+ 3B75:9C43 _JoysPresent\r
+ 3B75:9C47 _MousePresent\r
+ 3B75:9C49 _Keyboard\r
+ 3B75:9D49 _fontnumber\r
+ 3B75:9D4B _fontcolor\r
+ 3B75:9D4C _displayofs\r
+ 3B75:9D4E _grsegs\r
+ 3B75:9E78 _mminfo\r
+ 3B75:9E8C _layoutdone\r
+ 3B75:9E8E _picdelay\r
+ 3B75:9E90 _picnum\r
+ 3B75:9E92 _picy\r
+ 3B75:9E94 _picx\r
+ 3B75:9E96 _rowon\r
+ 3B75:9E98 _text\r
+ 3B75:9E9C _rightmargin\r
+ 3B75:9EBA _leftmargin\r
+ 3B75:9ED8 _numpages\r
+ 3B75:9EDA _pagenum\r
+ 3B75:9EDC _TimeCount\r
+ 3B75:9EE0 _LastScan\r
+ 3B75:9EE1 _py\r
+ 3B75:9EE3 _px\r
+ 3B75:9EE5 _pictable\r
+ 3B75:9EE7 _ca_levelbit\r
+ 3B75:9EE8 _pickquick\r
+ 3B75:9EEA _lasttimecount\r
+ 3B75:9EEE _SaveGameNames\r
+ 3B75:A02E _StartGame\r
+ 3B75:A030 _SaveGamesAvail\r
+ 3B75:A044 _WindowH\r
+ 3B75:A046 _PrintX\r
+ 3B75:A048 _ingame\r
+ 3B75:A04A _LastASCII\r
+ 3B75:A04B _Paused\r
+ 3B75:A04D _extension\r
+ 3B75:A052 _audiosegs\r
+ 3B75:A292 _EMSPagesAvail\r
+ 3B75:A294 _XMSPagesAvail\r
+ 3B75:A296 _EMSPresent\r
+ 3B75:A298 _XMSPresent\r
+ 3B75:A29A _mmerror\r
+ 3B75:A29C _mapon\r
+ 3B75:A29E _rightchannel\r
+ 3B75:A2A0 _leftchannel\r
+ 3B75:A2A2 _globalsoundy\r
+ 3B75:A2A6 _globalsoundx\r
+ 3B75:A2AA _demobuffer\r
+ 3B75:A2AC _lastdemoptr\r
+ 3B75:A2B0 _demoptr\r
+ 3B75:A2B4 _demoplayback\r
+ 3B75:A2B6 _demorecord\r
+ 3B75:A2B8 _killerobj\r
+ 3B75:A2BA _spearflag\r
+ 3B75:A2BC _spearangle\r
+ 3B75:A2BE _speary\r
+ 3B75:A2C2 _spearx\r
+ 3B75:A2C6 _fizzlein\r
+ 3B75:A2C8 _tics\r
+ 3B75:A2CA _mapheight\r
+ 3B75:A2CC _mapwidth\r
+ 3B75:A2CE _SoundPositioned\r
+ 3B75:A2D0 _latchpics\r
+ 3B75:A398 _mapheaderseg\r
+ 3B75:A410 _mapsegs\r
+ 3B75:A414 _funnyticount\r
+ 3B75:A418 _palshifted\r
+ 3B75:A41A _bonuscount\r
+ 3B75:A41C _damagecount\r
+ 3B75:A41E _objcount\r
+ 3B75:A420 _dummyobj\r
+ 3B75:A45C _mapwidthtable\r
+ 3B75:A4DC _DebugOk\r
+ 3B75:A4DE _facecount\r
+ 3B75:A4E0 _anglefrac\r
+ 3B75:A4E2 _running\r
+ 3B75:A4E4 _frameon\r
+ 3B75:A4E8 _buttonstate\r
+ 3B75:A4F8 _controly\r
+ 3B75:A4FA _controlx\r
+ 3B75:A4FC _buttonheld\r
+ 3B75:A50C _extravbls\r
+ 3B75:A50E _noclip\r
+ 3B75:A510 _godmode\r
+ 3B75:A512 _singlestep\r
+ 3B75:A514 _spotvis\r
+ 3B75:B514 _objfreelist\r
+ 3B75:B516 _lastobj\r
+ 3B75:B518 _obj\r
+ 3B75:B51A _objlist\r
+ 3B75:D842 _madenoise\r
+ 3B75:D844 _compatability\r
+ 3B75:D846 _screenfaded\r
+ 3B75:D848 _DigiList\r
+ 3B75:D84A _NumDigi\r
+ 3B75:D84C _viewtype\r
+ 3B75:D84E _maporgy\r
+ 3B75:D850 _maporgx\r
+ 3B75:D852 _postwidth\r
+ 3B75:D854 _postx\r
+ 3B75:D856 _postsource\r
+ 3B75:D85A _doornum\r
+ 3B75:D85C _PMPages\r
+ 3B75:D860 _PMSoundStart\r
+ 3B75:D862 _PMSpriteStart\r
+ 3B75:D864 _ChunksInFile\r
+ 3B75:D866 _farthest\r
+ 3B75:D868 _visstep\r
+ 3B75:D86A _visptr\r
+ 3B75:D86C _vislist\r
+ 3B75:D998 _ystep\r
+ 3B75:D99C _xstep\r
+ 3B75:D9A0 _yintercept\r
+ 3B75:D9A4 _xintercept\r
+ 3B75:D9A8 _ytilestep\r
+ 3B75:D9AA _xtilestep\r
+ 3B75:D9AC _ytile\r
+ 3B75:D9AE _xtile\r
+ 3B75:D9B0 _pixx\r
+ 3B75:D9B2 _tilehit\r
+ 3B75:D9B4 _yinttile\r
+ 3B75:D9B6 _xinttile\r
+ 3B75:D9B8 _ypartialdown\r
+ 3B75:D9BA _ypartialup\r
+ 3B75:D9BC _xpartialdown\r
+ 3B75:D9BE _xpartialup\r
+ 3B75:D9C0 _ypartial\r
+ 3B75:D9C2 _xpartial\r
+ 3B75:D9C4 _angle\r
+ 3B75:D9C6 _midangle\r
+ 3B75:D9C8 _viewty\r
+ 3B75:D9CA _viewtx\r
+ 3B75:D9CC _focalty\r
+ 3B75:D9CE _focaltx\r
+ 3B75:D9D0 _lasttilehit\r
+ 3B75:D9D2 _lastintercept\r
+ 3B75:D9D6 _lastside\r
+ 3B75:D9D8 _maxscaleshl2\r
+ 3B75:D9DA _fullscalefarcall\r
+ 3B75:DDDE _viewangle\r
+ 3B75:DDE0 _mask3\r
+ 3B75:DDE1 _mask2\r
+ 3B75:DDE2 _mask1\r
+ 3B75:DDE3 _maskword\r
+ 3B75:DDE5 _linescale\r
+ 3B75:DDE9 _linecmds\r
+ 3B75:DDED _slinewidth\r
+ 3B75:DDEF _slinex\r
+ 3B75:DDF1 _stepbytwo\r
+ 3B75:DDF3 _work\r
+ 3B75:DDF5 _insetupscaling\r
+ 3B75:DDF7 _maxscale\r
+ 3B75:DDF9 _scaledirectory\r
+ 3B75:DFFB _pluy\r
+ 3B75:DFFD _plux\r
+ 3B75:DFFF _playerymove\r
+ 3B75:E003 _playerxmove\r
+ 3B75:E007 _LastAttacker\r
+ 3B75:E009 _gotgatgun\r
+ 3B75:E00B _thrustspeed\r
+ 3B75:E00F _lastdoorobj\r
+ 3B75:E011 _oldsoundmode\r
+ 3B75:E013 _chunkexplen\r
+ 3B75:E017 _chunkcomplen\r
+ 3B75:E01B _audiohandle\r
+ 3B75:E01D _maphandle\r
+ 3B75:E01F _grhandle\r
+ 3B75:E021 _audiohuffman\r
+ 3B75:E41D _grhuffman\r
+ 3B75:E819 _audiostarts\r
+ 3B75:E81B _grstarts\r
+ 3B75:E81D _debughandle\r
+ 3B75:E81F _profilehandle\r
+ 3B75:E821 _ca_levelnum\r
+ 3B75:E822 _tinf\r
+ 3B75:E824 _bufferseg\r
+ 3B75:E826 _btnstate\r
+ 3B75:E836 _MouseDownCount\r
+ 3B75:E83A _JoyPadPresent\r
+ 3B75:E83C _DemoSize\r
+ 3B75:E83E _DemoOffset\r
+ 3B75:E840 _DemoBuffer\r
+ 3B75:E842 _Controls\r
+ 3B75:E84A _JoyDefs\r
+ 3B75:E87A _UMBbase\r
+ 3B75:E88E _numUMBs\r
+ 3B75:E890 _XMSaddr\r
+ 3B75:E894 _bombonerror\r
+ 3B75:E896 _mmnew\r
+ 3B75:E89A _mmrover\r
+ 3B75:E89E _mmfree\r
+ 3B75:E8A2 _mmhead\r
+ 3B75:E8A6 _nearheap\r
+ 3B75:E8A8 _farheap\r
+ 3B75:E8AC _mmstarted\r
+ 3B75:E8AE _aftersort\r
+ 3B75:E8B2 _beforesort\r
+ 3B75:E8B6 _PMSegPages\r
+ 3B75:E8B8 _PMFrameCount\r
+ 3B75:E8BC _PMNumBlocks\r
+ 3B75:E8BE _MainPagesUsed\r
+ 3B75:E8C0 _EMSPagesUsed\r
+ 3B75:E8C2 _XMSPagesUsed\r
+ 3B75:E8C4 _PMThrashing\r
+ 3B75:E8C6 _PMPanicMode\r
+ 3B75:E8C8 _PMStarted\r
+ 3B75:E8CA _XMSDriver\r
+ 3B75:E8CE _XMSHandle\r
+ 3B75:E8D0 _XMSAvail\r
+ 3B75:E8D2 _EMSList\r
+ 3B75:E8EA _EMSPhysicalPage\r
+ 3B75:E8EC _EMSPageFrame\r
+ 3B75:E8EE _EMSHandle\r
+ 3B75:E8F0 _EMSAvail\r
+ 3B75:E8F2 _MainPagesAvail\r
+ 3B75:E8F4 _MainMemUsed\r
+ 3B75:E9BC _MainMemPages\r
+ 3B75:EA84 _MainPresent\r
+ 3B75:EA86 _sqHackTime\r
+ 3B75:EA8A _sqHackSeqLen\r
+ 3B75:EA8C _sqHackLen\r
+ 3B75:EA8E _sqHackPtr\r
+ 3B75:EA92 _sqHack\r
+ 3B75:EA96 _sqActive\r
+ 3B75:EA98 _alZeroInst\r
+ 3B75:EAA8 _alTimeCount\r
+ 3B75:EAAC _alLengthLeft\r
+ 3B75:EAB0 _alBlock\r
+ 3B75:EAB2 _alSound\r
+ 3B75:EAB6 _alNoCheck\r
+ 3B75:EAB8 _pcSoundLookup\r
+ 3B75:ECB6 _pcLengthLeft\r
+ 3B75:ECBA _pcSound\r
+ 3B75:ECBE _pcLastSample\r
+ 3B75:ECBF _ssLengthLeft\r
+ 3B75:ECC3 _ssSample\r
+ 3B75:ECC7 _ssOff\r
+ 3B75:ECC8 _ssOn\r
+ 3B75:ECC9 _ssData\r
+ 3B75:ECCB _ssStatus\r
+ 3B75:ECCD _ssControl\r
+ 3B75:ECCF _ssActive\r
+ 3B75:ECD1 _ssNoCheck\r
+ 3B75:ECD3 _DigiLastEnd\r
+ 3B75:ECD5 _DigiLastStart\r
+ 3B75:ECD7 _DigiPage\r
+ 3B75:ECD9 _DigiLeft\r
+ 3B75:ECDB _TimerRate\r
+ 3B75:ECDD _LocalTime\r
+ 3B75:ECE1 _t0OldService\r
+ 3B75:ECE5 _RightPosition\r
+ 3B75:ECE7 _LeftPosition\r
+ 3B75:ECE9 _DigiPriority\r
+ 3B75:ECEB _SoundPriority\r
+ 3B75:ECED _DigiNumber\r
+ 3B75:ECEF _SoundNumber\r
+ 3B75:ECF1 _TimerCount\r
+ 3B75:ECF5 _TimerDivisor\r
+ 3B75:ECF9 _nextsoundpos\r
+ 3B75:ECFB _ssIsTandy\r
+ 3B75:ECFD _SoundTable\r
+ 3B75:ECFF _HackCount\r
+ 3B75:ED01 _NeedsDigitized\r
+ 3B75:ED03 _SBProPresent\r
+ 3B75:ED05 _DigiPlaying\r
+ 3B75:ED07 _NeedsMusic\r
+ 3B75:ED09 _Games\r
+ 3B75:EE05 _CursorY\r
+ 3B75:EE07 _CursorX\r
+ 3B75:EE09 _CursorBad\r
+ 3B75:EE0B _Button1\r
+ 3B75:EE0D _Button0\r
+ 3B75:EE0F _abortprogram\r
+ 3B75:EE11 _fastpalette\r
+ 3B75:EE13 _bordercolor\r
+ 3B75:EE15 _ylookup\r
+ 3B75:EFA5 _linewidth\r
+ 3B75:EFA7 _pelpan\r
+ 3B75:EFA9 _bufferheight\r
+ 3B75:EFAB _bufferwidth\r
+\r
+Program entry point at 0000:0000\r
+\r
--- /dev/null
+// WL_SCALE.C\r
+\r
+#include "WL_DEF.H"\r
+#pragma hdrstop\r
+\r
+#define OP_RETF 0xcb\r
+\r
+/*\r
+=============================================================================\r
+\r
+ GLOBALS\r
+\r
+=============================================================================\r
+*/\r
+\r
+t_compscale _seg *scaledirectory[MAXSCALEHEIGHT+1];\r
+long fullscalefarcall[MAXSCALEHEIGHT+1];\r
+\r
+int maxscale,maxscaleshl2;\r
+\r
+/*\r
+=============================================================================\r
+\r
+ LOCALS\r
+\r
+=============================================================================\r
+*/\r
+\r
+t_compscale _seg *work;\r
+unsigned BuildCompScale (int height, memptr *finalspot);\r
+\r
+int stepbytwo;\r
+\r
+//===========================================================================\r
+\r
+/*\r
+==============\r
+=\r
+= BadScale\r
+=\r
+==============\r
+*/\r
+\r
+void far BadScale (void)\r
+{\r
+ Quit ("BadScale called!");\r
+}\r
+\r
+\r
+/*\r
+==========================\r
+=\r
+= SetupScaling\r
+=\r
+==========================\r
+*/\r
+\r
+void SetupScaling (int maxscaleheight)\r
+{\r
+ int i,x,y;\r
+ byte far *dest;\r
+\r
+ maxscaleheight/=2; // one scaler every two pixels\r
+\r
+ maxscale = maxscaleheight-1;\r
+ maxscaleshl2 = maxscale<<2;\r
+\r
+//\r
+// free up old scalers\r
+//\r
+ for (i=1;i<MAXSCALEHEIGHT;i++)\r
+ {\r
+ if (scaledirectory[i])\r
+ MM_FreePtr (&(memptr)scaledirectory[i]);\r
+ if (i>=stepbytwo)\r
+ i += 2;\r
+ }\r
+ memset (scaledirectory,0,sizeof(scaledirectory));\r
+\r
+ MM_SortMem ();\r
+\r
+//\r
+// build the compiled scalers\r
+//\r
+ stepbytwo = viewheight/2; // save space by double stepping\r
+ MM_GetPtr (&(memptr)work,20000);\r
+ if (mmerror)\r
+ return;\r
+\r
+ for (i=1;i<=maxscaleheight;i++)\r
+ {\r
+ BuildCompScale (i*2,&(memptr)scaledirectory[i]);\r
+ if (mmerror)\r
+ {\r
+ MM_FreePtr (&(memptr)work);\r
+ return;\r
+ }\r
+ if (i>=stepbytwo)\r
+ i+= 2;\r
+ }\r
+ MM_FreePtr (&(memptr)work);\r
+\r
+//\r
+// compact memory and lock down scalers\r
+//\r
+ MM_SortMem ();\r
+ for (i=1;i<=maxscaleheight;i++)\r
+ {\r
+ MM_SetLock (&(memptr)scaledirectory[i],true);\r
+ fullscalefarcall[i] = (unsigned)scaledirectory[i];\r
+ fullscalefarcall[i] <<=16;\r
+ fullscalefarcall[i] += scaledirectory[i]->codeofs[0];\r
+ if (i>=stepbytwo)\r
+ {\r
+ scaledirectory[i+1] = scaledirectory[i];\r
+ fullscalefarcall[i+1] = fullscalefarcall[i];\r
+ scaledirectory[i+2] = scaledirectory[i];\r
+ fullscalefarcall[i+2] = fullscalefarcall[i];\r
+ i+=2;\r
+ }\r
+ }\r
+ scaledirectory[0] = scaledirectory[1];\r
+ fullscalefarcall[0] = fullscalefarcall[1];\r
+\r
+//\r
+// check for oversize wall drawing\r
+//\r
+ for (i=maxscaleheight;i<MAXSCALEHEIGHT;i++)\r
+ fullscalefarcall[i] = (long)BadScale;\r
+\r
+}\r
+\r
+//===========================================================================\r
+\r
+/*\r
+========================\r
+=\r
+= BuildCompScale\r
+=\r
+= Builds a compiled scaler object that will scale a 64 tall object to\r
+= the given height (centered vertically on the screen)\r
+=\r
+= height should be even\r
+=\r
+= Call with\r
+= ---------\r
+= DS:SI Source for scale\r
+= ES:DI Dest for scale\r
+=\r
+= Calling the compiled scaler only destroys AL\r
+=\r
+========================\r
+*/\r
+\r
+unsigned BuildCompScale (int height, memptr *finalspot)\r
+{\r
+ byte far *code;\r
+\r
+ int i;\r
+ long fix,step;\r
+ unsigned src,totalscaled,totalsize;\r
+ int startpix,endpix,toppix;\r
+\r
+\r
+ step = ((long)height<<16) / 64;\r
+ code = &work->code[0];\r
+ toppix = (viewheight-height)/2;\r
+ fix = 0;\r
+\r
+ for (src=0;src<=64;src++)\r
+ {\r
+ startpix = fix>>16;\r
+ fix += step;\r
+ endpix = fix>>16;\r
+\r
+ if (endpix>startpix)\r
+ work->width[src] = endpix-startpix;\r
+ else\r
+ work->width[src] = 0;\r
+\r
+//\r
+// mark the start of the code\r
+//\r
+ work->codeofs[src] = FP_OFF(code);\r
+\r
+//\r
+// compile some code if the source pixel generates any screen pixels\r
+//\r
+ startpix+=toppix;\r
+ endpix+=toppix;\r
+\r
+ if (startpix == endpix || endpix < 0 || startpix >= viewheight || src == 64)\r
+ continue;\r
+\r
+ //\r
+ // mov al,[si+src]\r
+ //\r
+ *code++ = 0x8a;\r
+ *code++ = 0x44;\r
+ *code++ = src;\r
+\r
+ for (;startpix<endpix;startpix++)\r
+ {\r
+ if (startpix >= viewheight)\r
+ break; // off the bottom of the view area\r
+ if (startpix < 0)\r
+ continue; // not into the view area\r
+\r
+ //\r
+ // mov [es:di+heightofs],al\r
+ //\r
+ *code++ = 0x26;\r
+ *code++ = 0x88;\r
+ *code++ = 0x85;\r
+ *((unsigned far *)code)++ = startpix*SCREENBWIDE;\r
+ }\r
+\r
+ }\r
+\r
+//\r
+// retf\r
+//\r
+ *code++ = 0xcb;\r
+\r
+ totalsize = FP_OFF(code);\r
+ MM_GetPtr (finalspot,totalsize);\r
+ if (mmerror)\r
+ return 0;\r
+ _fmemcpy ((byte _seg *)(*finalspot),(byte _seg *)work,totalsize);\r
+\r
+ return totalsize;\r
+}\r
+\r
+\r
+/*\r
+=======================\r
+=\r
+= ScaleLine\r
+=\r
+= linescale should have the high word set to the segment of the scaler\r
+=\r
+=======================\r
+*/\r
+\r
+extern int slinex,slinewidth;\r
+extern unsigned far *linecmds;\r
+extern long linescale;\r
+extern unsigned maskword;\r
+\r
+byte mask1,mask2,mask3;\r
+\r
+\r
+void near ScaleLine (void)\r
+{\r
+asm mov cx,WORD PTR [linescale+2]\r
+asm mov es,cx // segment of scaler\r
+\r
+asm mov bp,WORD PTR [linecmds]\r
+asm mov dx,SC_INDEX+1 // to set SC_MAPMASK\r
+\r
+asm mov bx,[slinex]\r
+asm mov di,bx\r
+asm shr di,1 // X in bytes\r
+asm shr di,1\r
+asm add di,[bufferofs]\r
+asm and bx,3\r
+asm shl bx,3\r
+asm add bx,[slinewidth] // bx = (pixel*8+pixwidth)\r
+asm mov al,BYTE [mapmasks3-1+bx] // -1 because pixwidth of 1 is first\r
+asm mov ds,WORD PTR [linecmds+2]\r
+asm or al,al\r
+asm jz notthreebyte // scale across three bytes\r
+asm jmp threebyte\r
+notthreebyte:\r
+asm mov al,BYTE PTR ss:[mapmasks2-1+bx] // -1 because pixwidth of 1 is first\r
+asm or al,al\r
+asm jnz twobyte // scale across two bytes\r
+\r
+//\r
+// one byte scaling\r
+//\r
+asm mov al,BYTE PTR ss:[mapmasks1-1+bx] // -1 because pixwidth of 1 is first\r
+asm out dx,al // set map mask register\r
+\r
+scalesingle:\r
+\r
+asm mov bx,[ds:bp] // table location of rtl to patch\r
+asm or bx,bx\r
+asm jz linedone // 0 signals end of segment list\r
+asm mov bx,[es:bx]\r
+asm mov dl,[es:bx] // save old value\r
+asm mov BYTE PTR es:[bx],OP_RETF // patch a RETF in\r
+asm mov si,[ds:bp+4] // table location of entry spot\r
+asm mov ax,[es:si]\r
+asm mov WORD PTR ss:[linescale],ax // call here to start scaling\r
+asm mov si,[ds:bp+2] // corrected top of shape for this segment\r
+asm add bp,6 // next segment list\r
+\r
+asm mov ax,SCREENSEG\r
+asm mov es,ax\r
+asm call ss:[linescale] // scale the segment of pixels\r
+\r
+asm mov es,cx // segment of scaler\r
+asm mov BYTE PTR es:[bx],dl // unpatch the RETF\r
+asm jmp scalesingle // do the next segment\r
+\r
+\r
+//\r
+// done\r
+//\r
+linedone:\r
+asm mov ax,ss\r
+asm mov ds,ax\r
+return;\r
+\r
+//\r
+// two byte scaling\r
+//\r
+twobyte:\r
+asm mov ss:[mask2],al\r
+asm mov al,BYTE PTR ss:[mapmasks1-1+bx] // -1 because pixwidth of 1 is first\r
+asm mov ss:[mask1],al\r
+\r
+scaledouble:\r
+\r
+asm mov bx,[ds:bp] // table location of rtl to patch\r
+asm or bx,bx\r
+asm jz linedone // 0 signals end of segment list\r
+asm mov bx,[es:bx]\r
+asm mov cl,[es:bx] // save old value\r
+asm mov BYTE PTR es:[bx],OP_RETF // patch a RETF in\r
+asm mov si,[ds:bp+4] // table location of entry spot\r
+asm mov ax,[es:si]\r
+asm mov WORD PTR ss:[linescale],ax // call here to start scaling\r
+asm mov si,[ds:bp+2] // corrected top of shape for this segment\r
+asm add bp,6 // next segment list\r
+\r
+asm mov ax,SCREENSEG\r
+asm mov es,ax\r
+asm mov al,ss:[mask1]\r
+asm out dx,al // set map mask register\r
+asm call ss:[linescale] // scale the segment of pixels\r
+asm inc di\r
+asm mov al,ss:[mask2]\r
+asm out dx,al // set map mask register\r
+asm call ss:[linescale] // scale the segment of pixels\r
+asm dec di\r
+\r
+asm mov es,WORD PTR ss:[linescale+2] // segment of scaler\r
+asm mov BYTE PTR es:[bx],cl // unpatch the RETF\r
+asm jmp scaledouble // do the next segment\r
+\r
+\r
+//\r
+// three byte scaling\r
+//\r
+threebyte:\r
+asm mov ss:[mask3],al\r
+asm mov al,BYTE PTR ss:[mapmasks2-1+bx] // -1 because pixwidth of 1 is first\r
+asm mov ss:[mask2],al\r
+asm mov al,BYTE PTR ss:[mapmasks1-1+bx] // -1 because pixwidth of 1 is first\r
+asm mov ss:[mask1],al\r
+\r
+scaletriple:\r
+\r
+asm mov bx,[ds:bp] // table location of rtl to patch\r
+asm or bx,bx\r
+asm jz linedone // 0 signals end of segment list\r
+asm mov bx,[es:bx]\r
+asm mov cl,[es:bx] // save old value\r
+asm mov BYTE PTR es:[bx],OP_RETF // patch a RETF in\r
+asm mov si,[ds:bp+4] // table location of entry spot\r
+asm mov ax,[es:si]\r
+asm mov WORD PTR ss:[linescale],ax // call here to start scaling\r
+asm mov si,[ds:bp+2] // corrected top of shape for this segment\r
+asm add bp,6 // next segment list\r
+\r
+asm mov ax,SCREENSEG\r
+asm mov es,ax\r
+asm mov al,ss:[mask1]\r
+asm out dx,al // set map mask register\r
+asm call ss:[linescale] // scale the segment of pixels\r
+asm inc di\r
+asm mov al,ss:[mask2]\r
+asm out dx,al // set map mask register\r
+asm call ss:[linescale] // scale the segment of pixels\r
+asm inc di\r
+asm mov al,ss:[mask3]\r
+asm out dx,al // set map mask register\r
+asm call ss:[linescale] // scale the segment of pixels\r
+asm dec di\r
+asm dec di\r
+\r
+asm mov es,WORD PTR ss:[linescale+2] // segment of scaler\r
+asm mov BYTE PTR es:[bx],cl // unpatch the RETF\r
+asm jmp scaletriple // do the next segment\r
+\r
+\r
+}\r
+\r
+\r
+/*\r
+=======================\r
+=\r
+= ScaleShape\r
+=\r
+= Draws a compiled shape at [scale] pixels high\r
+=\r
+= each vertical line of the shape has a pointer to segment data:\r
+= end of segment pixel*2 (0 terminates line) used to patch rtl in scaler\r
+= top of virtual line with segment in proper place\r
+= start of segment pixel*2, used to jsl into compiled scaler\r
+= <repeat>\r
+=\r
+= Setup for call\r
+= --------------\r
+= GC_MODE read mode 1, write mode 2\r
+= GC_COLORDONTCARE set to 0, so all reads from video memory return 0xff\r
+= GC_INDEX pointing at GC_BITMASK\r
+=\r
+=======================\r
+*/\r
+\r
+static long longtemp;\r
+\r
+void ScaleShape (int xcenter, int shapenum, unsigned height)\r
+{\r
+ t_compshape _seg *shape;\r
+ t_compscale _seg *comptable;\r
+ unsigned scale,srcx,stopx,tempx;\r
+ int t;\r
+ unsigned far *cmdptr;\r
+ boolean leftvis,rightvis;\r
+\r
+\r
+ shape = PM_GetSpritePage (shapenum);\r
+\r
+ scale = height>>3; // low three bits are fractional\r
+ if (!scale || scale>maxscale)\r
+ return; // too close or far away\r
+ comptable = scaledirectory[scale];\r
+\r
+ *(((unsigned *)&linescale)+1)=(unsigned)comptable; // seg of far call\r
+ *(((unsigned *)&linecmds)+1)=(unsigned)shape; // seg of shape\r
+\r
+//\r
+// scale to the left (from pixel 31 to shape->leftpix)\r
+//\r
+ srcx = 32;\r
+ slinex = xcenter;\r
+ stopx = shape->leftpix;\r
+ cmdptr = &shape->dataofs[31-stopx];\r
+\r
+ while ( --srcx >=stopx && slinex>0)\r
+ {\r
+ (unsigned)linecmds = *cmdptr--;\r
+ if ( !(slinewidth = comptable->width[srcx]) )\r
+ continue;\r
+\r
+ if (slinewidth == 1)\r
+ {\r
+ slinex--;\r
+ if (slinex<viewwidth)\r
+ {\r
+ if (wallheight[slinex] >= height)\r
+ continue; // obscured by closer wall\r
+ ScaleLine ();\r
+ }\r
+ continue;\r
+ }\r
+\r
+ //\r
+ // handle multi pixel lines\r
+ //\r
+ if (slinex>viewwidth)\r
+ {\r
+ slinex -= slinewidth;\r
+ slinewidth = viewwidth-slinex;\r
+ if (slinewidth<1)\r
+ continue; // still off the right side\r
+ }\r
+ else\r
+ {\r
+ if (slinewidth>slinex)\r
+ slinewidth = slinex;\r
+ slinex -= slinewidth;\r
+ }\r
+\r
+\r
+ leftvis = (wallheight[slinex] < height);\r
+ rightvis = (wallheight[slinex+slinewidth-1] < height);\r
+\r
+ if (leftvis)\r
+ {\r
+ if (rightvis)\r
+ ScaleLine ();\r
+ else\r
+ {\r
+ while (wallheight[slinex+slinewidth-1] >= height)\r
+ slinewidth--;\r
+ ScaleLine ();\r
+ }\r
+ }\r
+ else\r
+ {\r
+ if (!rightvis)\r
+ continue; // totally obscured\r
+\r
+ while (wallheight[slinex] >= height)\r
+ {\r
+ slinex++;\r
+ slinewidth--;\r
+ }\r
+ ScaleLine ();\r
+ break; // the rest of the shape is gone\r
+ }\r
+ }\r
+\r
+\r
+//\r
+// scale to the right\r
+//\r
+ slinex = xcenter;\r
+ stopx = shape->rightpix;\r
+ if (shape->leftpix<31)\r
+ {\r
+ srcx = 31;\r
+ cmdptr = &shape->dataofs[32-shape->leftpix];\r
+ }\r
+ else\r
+ {\r
+ srcx = shape->leftpix-1;\r
+ cmdptr = &shape->dataofs[0];\r
+ }\r
+ slinewidth = 0;\r
+\r
+ while ( ++srcx <= stopx && (slinex+=slinewidth)<viewwidth)\r
+ {\r
+ (unsigned)linecmds = *cmdptr++;\r
+ if ( !(slinewidth = comptable->width[srcx]) )\r
+ continue;\r
+\r
+ if (slinewidth == 1)\r
+ {\r
+ if (slinex>=0 && wallheight[slinex] < height)\r
+ {\r
+ ScaleLine ();\r
+ }\r
+ continue;\r
+ }\r
+\r
+ //\r
+ // handle multi pixel lines\r
+ //\r
+ if (slinex<0)\r
+ {\r
+ if (slinewidth <= -slinex)\r
+ continue; // still off the left edge\r
+\r
+ slinewidth += slinex;\r
+ slinex = 0;\r
+ }\r
+ else\r
+ {\r
+ if (slinex + slinewidth > viewwidth)\r
+ slinewidth = viewwidth-slinex;\r
+ }\r
+\r
+\r
+ leftvis = (wallheight[slinex] < height);\r
+ rightvis = (wallheight[slinex+slinewidth-1] < height);\r
+\r
+ if (leftvis)\r
+ {\r
+ if (rightvis)\r
+ {\r
+ ScaleLine ();\r
+ }\r
+ else\r
+ {\r
+ while (wallheight[slinex+slinewidth-1] >= height)\r
+ slinewidth--;\r
+ ScaleLine ();\r
+ break; // the rest of the shape is gone\r
+ }\r
+ }\r
+ else\r
+ {\r
+ if (rightvis)\r
+ {\r
+ while (wallheight[slinex] >= height)\r
+ {\r
+ slinex++;\r
+ slinewidth--;\r
+ }\r
+ ScaleLine ();\r
+ }\r
+ else\r
+ continue; // totally obscured\r
+ }\r
+ }\r
+}\r
+\r
+\r
+\r
+/*\r
+=======================\r
+=\r
+= SimpleScaleShape\r
+=\r
+= NO CLIPPING, height in pixels\r
+=\r
+= Draws a compiled shape at [scale] pixels high\r
+=\r
+= each vertical line of the shape has a pointer to segment data:\r
+= end of segment pixel*2 (0 terminates line) used to patch rtl in scaler\r
+= top of virtual line with segment in proper place\r
+= start of segment pixel*2, used to jsl into compiled scaler\r
+= <repeat>\r
+=\r
+= Setup for call\r
+= --------------\r
+= GC_MODE read mode 1, write mode 2\r
+= GC_COLORDONTCARE set to 0, so all reads from video memory return 0xff\r
+= GC_INDEX pointing at GC_BITMASK\r
+=\r
+=======================\r
+*/\r
+\r
+void SimpleScaleShape (int xcenter, int shapenum, unsigned height)\r
+{\r
+ t_compshape _seg *shape;\r
+ t_compscale _seg *comptable;\r
+ unsigned scale,srcx,stopx,tempx;\r
+ int t;\r
+ unsigned far *cmdptr;\r
+ boolean leftvis,rightvis;\r
+\r
+\r
+ shape = PM_GetSpritePage (shapenum);\r
+\r
+ scale = height>>1;\r
+ comptable = scaledirectory[scale];\r
+\r
+ *(((unsigned *)&linescale)+1)=(unsigned)comptable; // seg of far call\r
+ *(((unsigned *)&linecmds)+1)=(unsigned)shape; // seg of shape\r
+\r
+//\r
+// scale to the left (from pixel 31 to shape->leftpix)\r
+//\r
+ srcx = 32;\r
+ slinex = xcenter;\r
+ stopx = shape->leftpix;\r
+ cmdptr = &shape->dataofs[31-stopx];\r
+\r
+ while ( --srcx >=stopx )\r
+ {\r
+ (unsigned)linecmds = *cmdptr--;\r
+ if ( !(slinewidth = comptable->width[srcx]) )\r
+ continue;\r
+\r
+ slinex -= slinewidth;\r
+ ScaleLine ();\r
+ }\r
+\r
+\r
+//\r
+// scale to the right\r
+//\r
+ slinex = xcenter;\r
+ stopx = shape->rightpix;\r
+ if (shape->leftpix<31)\r
+ {\r
+ srcx = 31;\r
+ cmdptr = &shape->dataofs[32-shape->leftpix];\r
+ }\r
+ else\r
+ {\r
+ srcx = shape->leftpix-1;\r
+ cmdptr = &shape->dataofs[0];\r
+ }\r
+ slinewidth = 0;\r
+\r
+ while ( ++srcx <= stopx )\r
+ {\r
+ (unsigned)linecmds = *cmdptr++;\r
+ if ( !(slinewidth = comptable->width[srcx]) )\r
+ continue;\r
+\r
+ ScaleLine ();\r
+ slinex+=slinewidth;\r
+ }\r
+}\r
+\r
+\r
+\r
+\r
+//\r
+// bit mask tables for drawing scaled strips up to eight pixels wide\r
+//\r
+// down here so the STUPID inline assembler doesn't get confused!\r
+//\r
+\r
+\r
+byte mapmasks1[4][8] = {\r
+{1 ,3 ,7 ,15,15,15,15,15},\r
+{2 ,6 ,14,14,14,14,14,14},\r
+{4 ,12,12,12,12,12,12,12},\r
+{8 ,8 ,8 ,8 ,8 ,8 ,8 ,8} };\r
+\r
+byte mapmasks2[4][8] = {\r
+{0 ,0 ,0 ,0 ,1 ,3 ,7 ,15},\r
+{0 ,0 ,0 ,1 ,3 ,7 ,15,15},\r
+{0 ,0 ,1 ,3 ,7 ,15,15,15},\r
+{0 ,1 ,3 ,7 ,15,15,15,15} };\r
+\r
+byte mapmasks3[4][8] = {\r
+{0 ,0 ,0 ,0 ,0 ,0 ,0 ,0},\r
+{0 ,0 ,0 ,0 ,0 ,0 ,0 ,1},\r
+{0 ,0 ,0 ,0 ,0 ,0 ,1 ,3},\r
+{0 ,0 ,0 ,0 ,0 ,1 ,3 ,7} };\r
+\r
+\r
+unsigned wordmasks[8][8] = {\r
+{0x0080,0x00c0,0x00e0,0x00f0,0x00f8,0x00fc,0x00fe,0x00ff},\r
+{0x0040,0x0060,0x0070,0x0078,0x007c,0x007e,0x007f,0x807f},\r
+{0x0020,0x0030,0x0038,0x003c,0x003e,0x003f,0x803f,0xc03f},\r
+{0x0010,0x0018,0x001c,0x001e,0x001f,0x801f,0xc01f,0xe01f},\r
+{0x0008,0x000c,0x000e,0x000f,0x800f,0xc00f,0xe00f,0xf00f},\r
+{0x0004,0x0006,0x0007,0x8007,0xc007,0xe007,0xf007,0xf807},\r
+{0x0002,0x0003,0x8003,0xc003,0xe003,0xf003,0xf803,0xfc03},\r
+{0x0001,0x8001,0xc001,0xe001,0xf001,0xf801,0xfc01,0xfe01} };\r
+\r
+int slinex,slinewidth;\r
+unsigned far *linecmds;\r
+long linescale;\r
+unsigned maskword;\r
+\r
--- /dev/null
+//////////////////////////////////////\r
+//\r
+// Graphics .H file for .WL1\r
+// IGRAB-ed on Sat May 02 02:32:49 1992\r
+//\r
+//////////////////////////////////////\r
+\r
+typedef enum {\r
+ // Lump Start\r
+ H_BJPIC=3,\r
+ H_CASTLEPIC, // 4\r
+ H_KEYBOARDPIC, // 5\r
+ H_JOYPIC, // 6\r
+ H_MOUSEPIC, // 7\r
+ H_BOTHPIC, // 8\r
+ H_GAMEPADPIC, // 9\r
+ H_HEALPIC, // 10\r
+ H_TREASUREPIC, // 11\r
+ H_GUNPIC, // 12\r
+ H_KEYPIC, // 13\r
+ H_BLAZEPIC, // 14\r
+ H_WEAPON1234PIC, // 15\r
+ H_WOLFLOGOPIC, // 16\r
+ H_VISAPIC, // 17\r
+ H_MCPIC, // 18\r
+ H_IDLOGOPIC, // 19\r
+ H_FAXPIC, // 20\r
+ H_GALACTIXPIC, // 21\r
+ H_FGODMOMPIC, // 22\r
+ H_AUSTRALIAPIC, // 23\r
+ H_CANADAPIC, // 24\r
+ H_UKPIC, // 25\r
+ H_TOPWINDOWPIC, // 26\r
+ H_LEFTWINDOWPIC, // 27\r
+ H_RIGHTWINDOWPIC, // 28\r
+ H_BOTTOMINFOPIC, // 29\r
--- /dev/null
+Wolfenstein Makefile and Compile-Time Patch, Version 1.00\r
+---------------------------------------------------------\r
+\r
+Aha! Finally, I got it to build...\r
+\r
+Anyway, if you have Borland C++ 3 or later, download the original source\r
+files, and extract this on top of them. You can then run the compiler\r
+from the command line and get a working build.\r
+\r
+ C:\WOLFDEV>make -f makefile.wl6\r
+\r
+Or rename makefile.wl6 to makefile, being sure to edit the filename in the\r
+makefile itself (used to generate wolf3d.cfg when the makefile is altered)\r
+and then compile by typing simply "MAKE". Yeah!\r
+\r
+For best results, get a copy of UPX from http://upx.sourceforge.net/ and\r
+compress it thus:\r
+\r
+ C:\WOLFDEV\OBJ>upx --best --8086 wolf3d.exe\r
+\r
+The result will be a binary that works properly and is only 94K - hey, you\r
+out-did id themselves!\r
+\r
+Hey, what else can you expect from a compiler jockey specializing in\r
+Borland products for DOS-16? :)\r
+\r
+Steve "Usotsuki" Nickolas\r
+<steve@dosius.zzn.com>\r
+2003.0501\r
+\r
+P.S.: For best results, change "steve" in the above address to "sysdev".\r
+Both e-mail addresses work, but since I get a LOT (about 50 per day) of\r
+junk mail at the above address, I have to filter it by hand, and I might\r
+miss your message if I think the sender line or subject line looks like\r
+a spammer. The other e-mail gets no spam, and I would like to keep it\r
+that way! But if you have serious questions or comments, please e-mail\r
+me there.\r
+\r
+-uso.\r
--- /dev/null
+ LIMITED USE SOFTWARE LICENSE AGREEMENT\r
+\r
+ This Limited Use Software License Agreement (the "Agreement") \r
+is a legal agreement between you, the end-user, and Id Software, Inc. \r
+("ID"). By continuing the downloading of this Wolfenstein 3D \r
+(the "Trademark") software material, which includes source code \r
+(the "Source Code"), artwork data, music and software tools \r
+(collectively, the "Software"), you are agreeing to be bound by the \r
+terms of this Agreement. If you do not agree to the terms of this \r
+Agreement, promptly destroy the Software you may have downloaded. \r
+\r
+ID SOFTWARE LICENSE\r
+\r
+ Grant of License. ID grants to you the right to use one (1) \r
+copy of the Software on a single computer. You have no ownership or \r
+proprietary rights in or to the Software, or the Trademark. For purposes \r
+of this section, "use" means loading the Software into RAM, as well as \r
+installation on a hard disk or other storage device. The Software, \r
+together with any archive copy thereof, shall be destroyed when no longer \r
+used in accordance with this Agreement, or when the right to use the \r
+Software is terminated. You agree that the Software will not be shipped, \r
+transferred or exported into any country in violation of the U.S. \r
+Export Administration Act (or any other law governing such matters) and \r
+that you will not utilize, in any other manner, the Software in violation \r
+of any applicable law.\r
+\r
+ Permitted Uses. For educational purposes only, you, the end-user, \r
+may use portions of the Source Code, such as particular routines, to \r
+develop your own software, but may not duplicate the Source Code, except \r
+as noted in paragraph 4. The limited right referenced in the preceding \r
+sentence is hereinafter referred to as "Educational Use." By so exercising \r
+the Educational Use right you shall not obtain any ownership, copyright,\r
+proprietary or other interest in or to the Source Code, or any portion of\r
+the Source Code. You may dispose of your own software in your sole\r
+discretion. With the exception of the Educational Use right, you may not\r
+otherwise use the Software, or an portion of the Software, which includes\r
+the Source Code, for commercial gain.\r
+\r
+ Prohibited Uses: Under no circumstances shall you, the end-user, \r
+be permitted, allowed or authorized to commercially exploit the Software.\r
+Neither you nor anyone at your direction shall do any of the following acts\r
+with regard to the Software, or any portion thereof:\r
+\r
+ Rent;\r
+\r
+ Sell;\r
+\r
+ Lease;\r
+\r
+ Offer on a pay-per-play basis;\r
+\r
+ Distribute for money or any other consideration; or\r
+\r
+ In any other manner and through any medium whatsoever commercially \r
+exploit or use for any commercial purpose.\r
+\r
+Notwithstanding the foregoing prohibitions, you may commercially exploit the\r
+software you develop by exercising the Educational Use right, referenced in\r
+paragraph 2. hereinabove. \r
+\r
+ Copyright. The Software and all copyrights related thereto \r
+(including all characters and other images generated by the Software \r
+or depicted in the Software) are owned by ID and is protected by \r
+United States copyright laws and international treaty provisions. \r
+Id shall retain exclusive ownership and copyright in and to the Software \r
+and all portions of the Software and you shall have no ownership or other \r
+proprietary interest in such materials. You must treat the Software like \r
+any other copyrighted material, except that you may either (a) make one \r
+copy of the Software solely for back-up or archival purposes, or (b) \r
+transfer the Software to a single hard disk provided you keep the original \r
+solely for back-up or archival purposes. You may not otherwise reproduce, \r
+copy or disclose to others, in whole or in any part, the Software. You \r
+may not copy the written materials accompanying the Software. You agree \r
+to use your best efforts to see that any user of the Software licensed \r
+hereunder complies with this Agreement.\r
+\r
+ NO WARRANTIES. ID DISCLAIMS ALL WARRANTIES, BOTH EXPRESS IMPLIED,\r
+INCLUDING BUT NOT LIMITED TO, IMPLIED WARRANTIES OF MERCHANTABILITY AND\r
+FITNESS FOR A PARTICULAR PURPOSE WITH RESPECT TO THE SOFTWARE. THIS LIMITED\r
+WARRANTY GIVES YOU SPECIFIC LEGAL RIGHTS. YOU MAY HAVE OTHER RIGHTS WHICH\r
+VARY FROM JURISDICTION TO JURISDICTION. ID DOES NOT WARRANT THAT THE\r
+OPERATION OF THE SOFTWARE WILL BE UNINTERRUPTED, ERROR FREE OR MEET YOUR\r
+SPECIFIC REQUIREMENTS. THE WARRANTY SET FORTH ABOVE IS IN LIEU OF ALL OTHER\r
+EXPRESS WARRANTIES WHETHER ORAL OR WRITTEN. THE AGENTS, EMPLOYEES,\r
+DISTRIBUTORS, AND DEALERS OF ID ARE NOT AUTHORIZED TO MAKE MODIFICATIONS TO\r
+THIS WARRANTY, OR ADDITIONAL WARRANTIES ON BEHALF OF ID. \r
+\r
+ Exclusive Remedies. The Software is being offered to you free of any\r
+charge. You agree that you have no remedy against ID, its affiliates,\r
+contractors, suppliers, and agents for loss or damage caused by any defect\r
+or failure in the Software regardless of the form of action, whether in\r
+contract, tort, includinegligence, strict liability or otherwise, with\r
+regard to the Software. This Agreement shall be construed in accordance\r
+with and governed by the laws of the State of Texas. Copyright and other\r
+proprietary matters will be governed by United States laws and international\r
+treaties. IN ANY CASE, ID SHALL NOT BE LIABLE FOR LOSS OF DATA, LOSS OF\r
+PROFITS, LOST SAVINGS, SPECIAL, INCIDENTAL, CONSEQUENTIAL, INDIRECT OR OTHER\r
+SIMILAR DAMAGES ARISING FROM BREACH OF WARRANTY, BREACH OF CONTRACT,\r
+NEGLIGENCE, OR OTHER LEGAL THEORY EVEN IF ID OR ITS AGENT HAS BEEN ADVISED\r
+OF THE POSSIBILITY OF SUCH DAMAGES, OR FOR ANY CLAIM BY ANY OTHER PARTY.\r
+Some jurisdictions do not allow the exclusion or limitation of incidental or\r
+consequential damages, so the above limitation or exclusion may not apply to\r
+you.\r
+\r
+ General Provisions. Neither this Agreement nor any part or portion \r
+hereof shall be assigned, sublicensed or otherwise transferred by you. \r
+Should any provision of this Agreement be held to be void, invalid, \r
+unenforceable or illegal by a court, the validity and enforceability of the \r
+other provisions shall not be affected thereby. If any provision is \r
+determined to be unenforceable, you agree to a modification of such \r
+provision to provide for enforcement of the provision's intent, to the \r
+extent permitted by applicable law. Failure of a party to enforce any \r
+provision of this Agreement shall not constitute or be construed as a \r
+waiver of such provision or of the right to enforce such provision. If \r
+you fail to comply with any terms of this Agreement, YOUR LICENSE IS \r
+AUTOMATICALLY TERMINATED and you agree to the issuance of an injunction \r
+against you in favor of Id. You agree that Id shall not have to post \r
+bond or other security to obtain an injunction against you to prohibit \r
+you from violating Id's rights.\r
+\r
+ YOU ACKNOWLEDGE THAT YOU HAVE READ THIS AGREEMENT, THAT YOU \r
+UNDERSTAND THIS AGREEMENT, AND UNDERSTAND THAT BY CONTINUING THE \r
+DOWNLOADING OF THE SOFTWARE, YOU AGREE TO BE BOUND BY THIS AGREEMENT'S \r
+TERMS AND CONDITIONS. YOU FURTHER AGREE THAT, EXCEPT FOR WRITTEN SEPARATE \r
+AGREEMENTS BETWEEN ID AND YOU, THIS AGREEMENT IS A COMPLETE AND EXCLUSIVE \r
+STATEMENT OF THE RIGHTS AND LIABILITIES OF THE PARTIES. THIS AGREEMENT \r
+SUPERSEDES ALL PRIOR ORAL AGREEMENTS, PROPOSALS OR UNDERSTANDINGS, AND \r
+ANY OTHER COMMUNICATIONS BETWEEN ID AND YOU RELATING TO THE SUBJECT MATTER \r
+OF THIS AGREEMENT \r
--- /dev/null
+NOTES:\r
+------\r
+\r
+This version will compile under BORLAND C++ 3.0/3.1 and compiled perfectly\r
+before it was uploaded. \r
+\r
+Please do not send your questions to id Software.\r
+\r
--- /dev/null
+We are releasing this code for the entertainment of the \r
+user community. We don't guarentee that anything even \r
+builds in here. Projects just seem to rot when you leave \r
+them alone for long periods of time.\r
+\r
+This is all the source we have relating to the original \r
+PC wolfenstein 3D project. We haven't looked at this \r
+stuff in years, and I would probably be horribly embarassed \r
+to dig through my old code, so please don't ask any questions \r
+about it. The original project was built in borland c++ 3.0. \r
+I think some minor changes were required for later versions.\r
+\r
+You will need the data from a released version of wolf or spear \r
+to use the exe built from this code. You can just use a \r
+shareware version if you are really cheap.\r
+\r
+\r
+Some coding comments in retrospect:\r
+\r
+The ray casting refresh architecture is still reasonably \r
+appropriate for the game. A BSP based texture mapper could \r
+go faster, but ray casting was a lot simpler to do at the time.\r
+\r
+The dynamically compiled scaling routines are now a Bad Thing. \r
+On uncached machines (the original target) they are the fastest \r
+possible way to scale walls, but on modern processors you just \r
+wind up thrashing the code cash and wrecking performance. \r
+A simple looping texture mapper would be faster on 486+ machines.\r
+\r
+The whole page manager caching scheme is unecessarily complex.\r
+\r
+Way too many #ifdefs in the code!\r
+\r
+\r
+Some project ideas with this code:\r
+\r
+Add new monsters or weapons.\r
+\r
+Add taller walls and vertical motion. This should only be \r
+done if the texture mapper is rewritten.\r
+\r
+Convert to a 32 bit compiler. This would be a fair amount \r
+of work, but I would hate to even mess with crusty old 16 \r
+bit code. The code would get a LOT smaller.\r
+\r
+Make a multi-player game that runs on DOOM sersetup / ipxsetup drivers.\r
+\r
+\r
+Have fun...\r
+\r
+John Carmack\r
+Technical Director\r
+Id Software\r
--- /dev/null
+;[]-----------------------------------------------------------------[]\r
+;| RULES.ASI -- Rules & Structures for assembler |\r
+;| |\r
+;| Turbo C++ Run Time Library |\r
+;| |\r
+;| Copyright (c) 1987, 1991 by Borland International Inc. |\r
+;| All Rights Reserved. |\r
+;[]-----------------------------------------------------------------[]\r
+\r
+;*** First we begin with a few of the major constants of C.\r
+\r
+false equ 0 ; Beware ! For incoming parameters, non-false = true.\r
+true equ 1 ; For results, we generate the proper numbers.\r
+\r
+lesser equ -1 ; Incoming, lesser < 0\r
+equal equ 0\r
+greater equ 1 ; Incoming, greater > 0\r
+\r
+ PAGE\r
+;[]------------------------------------------------------------[]\r
+;| |\r
+;| Conditional Assembly Directives |\r
+;| |\r
+;[]------------------------------------------------------------[]\r
+\r
+;memory model aliases, for the convenience of building the library\r
+\r
+IFDEF __s__\r
+__SMALL__ equ 1\r
+ENDIF\r
+\r
+IFDEF __c__\r
+__COMPACT__ equ 1\r
+ENDIF\r
+\r
+IFDEF __m__\r
+__MEDIUM__ equ 1\r
+ENDIF\r
+\r
+IFDEF __l__\r
+__LARGE__ equ 1\r
+ENDIF\r
+\r
+IFDEF __h__\r
+__HUGE__ equ 1\r
+ENDIF\r
+\r
+IFNDEF __TINY__\r
+ IFNDEF __SMALL__\r
+ IFNDEF __MEDIUM__\r
+ IFNDEF __COMPACT__\r
+ IFNDEF __LARGE__\r
+ IFNDEF __HUGE__\r
+ %OUT You must supply a model symbol.\r
+ .ERR\r
+ ENDIF\r
+ ENDIF\r
+ ENDIF\r
+ ENDIF\r
+ ENDIF\r
+ENDIF\r
+\r
+;bit masks to extract default pointer types from MMODEL (at run-time)\r
+FCODE equ 8000h\r
+FDATA equ 4000h\r
+\r
+IFDEF __TINY__ ; Small Code - Small Data\r
+ LPROG equ false\r
+ LDATA equ false\r
+ MMODEL equ 0 \r
+ _DSSTACK_ equ <>\r
+ENDIF\r
+\r
+IFDEF __SMALL__ ; Small Code - Small Data\r
+ LPROG equ false\r
+ LDATA equ false\r
+ MMODEL equ 1 \r
+ _DSSTACK_ equ <>\r
+ENDIF\r
+\r
+IFDEF __MEDIUM__ ; Large Code - Small Data\r
+ LPROG equ true\r
+ LDATA equ false\r
+ MMODEL equ FCODE+2 \r
+ _DSSTACK_ equ <>\r
+ENDIF\r
+\r
+IFDEF __COMPACT__ ; Small Code - Large Data\r
+ LPROG equ false\r
+ LDATA equ true\r
+ MMODEL equ FDATA+3 \r
+ENDIF\r
+\r
+IFDEF __LARGE__ ; Large Code - Large Data\r
+ LPROG equ true\r
+ LDATA equ true\r
+ MMODEL equ FCODE+FDATA+4\r
+ENDIF\r
+\r
+IFDEF __HUGE__ ; Large Code - Large Data\r
+ LPROG equ true\r
+ LDATA equ true\r
+ MMODEL equ FCODE+FDATA+5\r
+ENDIF\r
+\r
+IF LPROG\r
+ DIST equ FAR\r
+ELSE\r
+ DIST equ NEAR\r
+ENDIF\r
+\r
+ PAGE\r
+;[]------------------------------------------------------------[]\r
+;| |\r
+;| Segment Declarations Macros |\r
+;| |\r
+;[]------------------------------------------------------------[]\r
+\r
+Code_Seg@ MACRO ;; Open a Code Segment\r
+IFDEF __WINDOWS__\r
+_TEXT SEGMENT WORD PUBLIC 'CODE'\r
+ELSE\r
+_TEXT SEGMENT BYTE PUBLIC 'CODE'\r
+ENDIF\r
+ ASSUME CS:_TEXT\r
+ ENDM\r
+\r
+Code_EndS@ MACRO ;; Close a Code Segment\r
+_TEXT ENDS\r
+ ENDM\r
+\r
+Data_Seg@ MACRO ;; Open a Data Segment (initialized)\r
+_DATA SEGMENT WORD PUBLIC 'DATA'\r
+ ENDM\r
+\r
+Data_EndS@ MACRO ;; Close a Data Segment (initialized)\r
+_DATA ENDS\r
+ ENDM\r
+\r
+IFNDEF __HUGE__\r
+ BSS_Seg@ MACRO ;; Open a Data Segment (un-initialized)\r
+ _BSS SEGMENT WORD PUBLIC 'BSS'\r
+ ENDM\r
+\r
+ BSS_EndS@ MACRO ;; Close a Data Segment (un-initialized)\r
+ _BSS ENDS\r
+ ENDM\r
+ENDIF\r
+\r
+FarData_Seg@ MACRO ;; Open a FAR Data Segment\r
+_FARDATA SEGMENT PARA PUBLIC 'FAR_DATA'\r
+ ENDM\r
+\r
+FarData_EndS@ MACRO ;; Close a FAR Data Segment\r
+_FARDATA ENDS\r
+ ENDM\r
+\r
+FarBSS_Seg@ MACRO ;; Open a FAR BSS Segment\r
+_FARBSS SEGMENT PARA PUBLIC 'FAR_BSS'\r
+ ENDM\r
+\r
+FarBSS_EndS@ MACRO ;; Close a FAR BSS Segment\r
+_FARBSS ENDS\r
+ ENDM\r
+\r
+Const_Seg@ MACRO ;; Open a CONST Segment\r
+_CONST SEGMENT WORD PUBLIC 'CONST'\r
+ ENDM\r
+\r
+Const_EndS@ MACRO ;; Close a CONST Segment\r
+_CONST ENDS\r
+ ENDM\r
+\r
+Init_Seg@ MACRO ;; Open a INIT Segment\r
+_INIT_ SEGMENT WORD PUBLIC 'INITDATA'\r
+ ENDM\r
+\r
+Init_EndS@ MACRO ;; Close a INIT Segment\r
+_INIT_ ENDS\r
+ ENDM\r
+\r
+Exit_Seg@ MACRO ;; Open a EXIT Segment\r
+_EXIT_ SEGMENT WORD PUBLIC 'EXITDATA'\r
+ ENDM\r
+\r
+Exit_EndS@ MACRO ;; Close a EXIT Segment\r
+_EXIT_ ENDS\r
+ ENDM\r
+\r
+CVT_Seg@ MACRO\r
+_CVTSEG SEGMENT WORD PUBLIC 'DATA'\r
+ ENDM\r
+\r
+CVT_EndS@ MACRO\r
+_CVTSEG ENDS\r
+ ENDM\r
+\r
+SCN_Seg@ MACRO\r
+_SCNSEG SEGMENT WORD PUBLIC 'DATA'\r
+ ENDM\r
+\r
+SCN_EndS@ MACRO\r
+_SCNSEG ENDS\r
+ ENDM\r
+\r
+Header@ MACRO\r
+Code_Seg@\r
+Code_EndS@\r
+Data_Seg@\r
+Data_EndS@\r
+BSS_Seg@\r
+BSS_EndS@\r
+ ASSUME CS:_TEXT, DS:DGROUP\r
+ ENDM\r
+\r
+;[]------------------------------------------------------------[]\r
+;| |\r
+;| Segment Definitions |\r
+;| |\r
+;[]------------------------------------------------------------[]\r
+\r
+IFDEF __C0__\r
+\r
+IFDEF __WINDOWS__\r
+_TEXT SEGMENT WORD PUBLIC 'CODE'\r
+ ENDS\r
+ELSE\r
+_TEXT SEGMENT BYTE PUBLIC 'CODE'\r
+ ENDS\r
+ENDIF\r
+\r
+_FARDATA SEGMENT PARA PUBLIC 'FAR_DATA'\r
+ ENDS\r
+\r
+_FARBSS SEGMENT PARA PUBLIC 'FAR_BSS'\r
+ ENDS\r
+\r
+IFNDEF __WINDOWS__\r
+ IFNDEF __TINY__\r
+ _OVERLAY_ SEGMENT PARA PUBLIC 'OVRINFO'\r
+ ENDS\r
+ _1STUB_ SEGMENT PARA PUBLIC 'STUBSEG'\r
+ ENDS\r
+ ENDIF\r
+ENDIF\r
+\r
+IFDEF __WINDOWS__\r
+NULL SEGMENT PARA PUBLIC 'BEGDATA'\r
+ ENDS\r
+ENDIF\r
+\r
+_DATA SEGMENT PARA PUBLIC 'DATA'\r
+ ENDS\r
+ ENDS\r
+\r
+_CONST SEGMENT WORD PUBLIC 'CONST'\r
+ ENDS\r
+\r
+IFDEF __WINDOWS__\r
+_FPSEG SEGMENT WORD PUBLIC 'DATA'\r
+ ENDS\r
+ENDIF\r
+\r
+_CVTSEG SEGMENT WORD PUBLIC 'DATA'\r
+ ENDS\r
+\r
+_SCNSEG SEGMENT WORD PUBLIC 'DATA'\r
+ ENDS\r
+\r
+_INIT_ SEGMENT WORD PUBLIC 'INITDATA'\r
+InitStart label byte\r
+ ENDS\r
+_INITEND_ SEGMENT BYTE PUBLIC 'INITDATA'\r
+InitEnd label byte\r
+ ENDS\r
+\r
+_EXIT_ SEGMENT WORD PUBLIC 'EXITDATA'\r
+ExitStart label byte\r
+ ENDS\r
+_EXITEND_ SEGMENT BYTE PUBLIC 'EXITDATA'\r
+ExitEnd label byte\r
+ ENDS\r
+\r
+IFNDEF __HUGE__\r
+_BSS SEGMENT WORD PUBLIC 'BSS'\r
+BeginBSS label byte\r
+ ENDS\r
+_BSSEND SEGMENT BYTE PUBLIC 'BSSEND'\r
+EndBSS label byte\r
+ ENDS\r
+ENDIF\r
+\r
+\r
+IFDEF __WINDOWS__\r
+\r
+ IFDEF __HUGE__\r
+ DGROUP GROUP NULL,_DATA,_CONST,_FPSEG,_CVTSEG,_SCNSEG,_INIT_,_INITEND_,_EXIT_,_EXITEND_\r
+ ELSE\r
+ DGROUP GROUP NULL,_DATA,_CONST,_FPSEG,_CVTSEG,_SCNSEG,_INIT_,_INITEND_,_EXIT_,_EXITEND_,_BSS,_BSSEND\r
+ ENDIF\r
+\r
+ELSE\r
+\r
+IFNDEF __NOFLOAT__\r
+ IF LDATA\r
+ IFDEF __HUGE__\r
+ DGROUP GROUP _DATA,_CONST,_CVTSEG,_SCNSEG,_INIT_,_INITEND_,_EXIT_,_EXITEND_\r
+ ELSE\r
+ DGROUP GROUP _DATA,_CONST,_CVTSEG,_SCNSEG,_INIT_,_INITEND_,_EXIT_,_EXITEND_,_BSS,_BSSEND\r
+ ENDIF\r
+ ELSE\r
+ IFDEF __TINY__\r
+ DGROUP GROUP _TEXT,_DATA,_CONST,_CVTSEG,_SCNSEG,_INIT_,_INITEND_,_EXIT_,_EXITEND_,_BSS,_BSSEND\r
+ ELSE\r
+ DGROUP GROUP _DATA,_CONST,_CVTSEG,_SCNSEG,_INIT_,_INITEND_,_EXIT_,_EXITEND_,_BSS,_BSSEND\r
+ ENDIF\r
+ ENDIF\r
+ELSE\r
+ IF LDATA\r
+ IFDEF __HUGE__\r
+ DGROUP GROUP _DATA,_CONST,_CVTSEG,_SCNSEG,_INIT_,_INITEND_,_EXIT_,_EXITEND_\r
+ ELSE\r
+ DGROUP GROUP _DATA,_CONST,_CVTSEG,_SCNSEG,_BSS,_BSSEND\r
+ ENDIF\r
+ ELSE\r
+ IFDEF __TINY__\r
+ DGROUP GROUP _TEXT,_DATA,_CONST,_CVTSEG,_SCNSEG,_INIT_,_INITEND_,_EXIT_,_EXITEND_,_BSS,_BSSEND\r
+ ELSE\r
+ DGROUP GROUP _DATA,_CONST,_CVTSEG,_SCNSEG,_INIT_,_INITEND_,_EXIT_,_EXITEND_,_BSS,_BSSEND\r
+ ENDIF\r
+ ENDIF\r
+ENDIF ; __NOFLOAT__\r
+\r
+ENDIF ; __WINDOWS__\r
+\r
+ELSE\r
+\r
+Code_Seg@\r
+Code_EndS@\r
+Data_Seg@\r
+Data_EndS@\r
+DGROUP GROUP _DATA\r
+\r
+ENDIF ; __C0__\r
+\r
+ PAGE\r
+;[]------------------------------------------------------------[]\r
+;| |\r
+;| Old Segment Declarations Macros |\r
+;| |\r
+;[]------------------------------------------------------------[]\r
+\r
+\r
+CSeg@ MACRO ;; Open a Code Segment\r
+IFDEF __WINDOWS__\r
+_TEXT SEGMENT WORD PUBLIC 'CODE'\r
+ELSE\r
+_TEXT SEGMENT BYTE PUBLIC 'CODE'\r
+ENDIF\r
+ ASSUME CS:_TEXT\r
+ ENDM\r
+\r
+CSegEnd@ MACRO ;; Close a Code Segment\r
+_TEXT ENDS\r
+ ENDM\r
+\r
+DSeg@ MACRO ;; Open a Data Segment (initialized)\r
+_DATA SEGMENT WORD PUBLIC 'DATA'\r
+ ENDM\r
+\r
+DSegEnd@ MACRO ;; Close a Data Segment (initialized)\r
+_DATA ENDS\r
+ ENDM\r
+\r
+IFDEF __BSS__\r
+ IFNDEF __HUGE__\r
+ BSeg@ MACRO ;; Open a Data Segment (un-initialized)\r
+ _BSS SEGMENT WORD PUBLIC 'BSS'\r
+ ENDM\r
+\r
+ BSegEnd@ MACRO ;; Close a Data Segment (un-initialized)\r
+ _BSS ENDS\r
+ ENDM\r
+ ENDIF\r
+ENDIF\r
+\r
+Header@ MACRO\r
+IFDEF __WINDOWS__\r
+_TEXT SEGMENT WORD PUBLIC 'CODE'\r
+ELSE\r
+_TEXT SEGMENT BYTE PUBLIC 'CODE'\r
+ENDIF\r
+_TEXT ENDS\r
+_DATA SEGMENT WORD PUBLIC 'DATA'\r
+_DATA ENDS\r
+IFDEF __BSS__\r
+ IFNDEF __HUGE__\r
+ _BSS SEGMENT WORD PUBLIC 'BSS'\r
+ _BSS ENDS\r
+ ENDIF\r
+ENDIF\r
+\r
+ ASSUME CS:_TEXT, DS:DGROUP\r
+ ENDM\r
+\r
+ PAGE\r
+;[]------------------------------------------------------------[]\r
+;| |\r
+;| C Naming Convention Macros |\r
+;| |\r
+;[]------------------------------------------------------------[]\r
+\r
+UNDERSCORE EQU 1\r
+\r
+ExtSym@ MACRO Sym, sType, sName\r
+ IFNB <sName>\r
+ IFIDN <sName>, <__PASCAL__>\r
+NAMING = 0\r
+ ELSE\r
+NAMING = UNDERSCORE\r
+ ENDIF\r
+ ENDIF\r
+ IF NAMING\r
+ EXTRN _&Sym : sType\r
+Sym&@ equ _&Sym\r
+ ELSE\r
+ EXTRN Sym : sType\r
+Sym&@ equ Sym\r
+ ENDIF\r
+ ENDM\r
+\r
+PubSym@ MACRO Sym, Definition, sName\r
+ IFNB <sName>\r
+ IFIDN <sName>, <__PASCAL__>\r
+NAMING = 0\r
+ ELSE\r
+NAMING = UNDERSCORE\r
+ ENDIF\r
+ ENDIF\r
+ IF NAMING\r
+ PUBLIC _&Sym\r
+_&Sym Definition\r
+Sym&@ equ _&Sym\r
+ ELSE\r
+ PUBLIC Sym\r
+Sym Definition\r
+Sym&@ equ Sym\r
+ ENDIF\r
+ ENDM\r
+\r
+Static@ MACRO Sym, Definition, sName\r
+ IFNB <sName>\r
+ IFIDN <sName>, <__PASCAL__>\r
+NAMING = 0\r
+ ELSE\r
+NAMING = UNDERSCORE\r
+ ENDIF\r
+ ENDIF\r
+ IF NAMING\r
+_&Sym Definition\r
+Sym&@ equ _&Sym\r
+ ELSE\r
+Sym Definition\r
+Sym&@ equ Sym\r
+ ENDIF\r
+ ENDM\r
+\r
+ PAGE\r
+;[]------------------------------------------------------------[]\r
+;| |\r
+;| Macros which are Data Size Dependent |\r
+;| |\r
+;[]------------------------------------------------------------[]\r
+\r
+IF LDATA\r
+DPTR_ equ DWORD PTR\r
+dPtrSize equ 4\r
+LES_ equ LES\r
+ES_ equ ES:\r
+SS_ equ SS:\r
+LDS_ equ LDS\r
+\r
+pushDS_ MACRO\r
+ PUSH DS\r
+ ENDM\r
+\r
+popDS_ MACRO\r
+ POP DS\r
+ ENDM\r
+\r
+PushPtr MACRO dPtrOff, dPtrSeg\r
+ PUSH dPtrSeg\r
+ PUSH dPtrOff\r
+ ENDM\r
+\r
+\r
+dPtr@ MACRO Sym, VALUE, sName ;; Static Data pointer\r
+Static@ Sym, <DD VALUE>, sName\r
+ ENDM\r
+\r
+dPtrPub@ MACRO Sym, VALUE, sName ;; Global Data Pointer\r
+PubSym@ Sym, <DD VALUE>, sName\r
+ ENDM\r
+\r
+dPtrExt@ MACRO Sym, sName ;; External Data Pointer\r
+ExtSym@ Sym, DWORD, sName\r
+ ENDM\r
+ELSE\r
+DPTR_ equ WORD PTR\r
+dPtrSize equ 2\r
+LES_ equ MOV\r
+ES_ equ DS:\r
+SS_ equ DS:\r
+LDS_ equ MOV\r
+\r
+pushDS_ MACRO\r
+ ENDM\r
+\r
+popDS_ MACRO\r
+ ENDM\r
+\r
+PushPtr MACRO dPtrOff, dPtrSeg\r
+ PUSH dPtrOff\r
+ ENDM\r
+\r
+dPtr@ MACRO Sym, VALUE, sName ;; Static Data pointer\r
+Static@ Sym, <DW VALUE>, sName\r
+ ENDM\r
+\r
+dPtrPub@ MACRO Sym, VALUE, sName ;; Global Data Pointer\r
+PubSym@ Sym, <DW VALUE>, sName\r
+ ENDM\r
+\r
+dPtrExt@ MACRO Sym, sName ;; External Data Pointer\r
+ExtSym@ Sym, WORD, sName\r
+ ENDM\r
+ENDIF\r
+ PAGE\r
+;[]------------------------------------------------------------[]\r
+;| |\r
+;| Macros which are Code Size Dependent |\r
+;| |\r
+;[]------------------------------------------------------------[]\r
+\r
+IF LPROG\r
+CPTR_ equ DWORD PTR\r
+cPtrSize equ 4\r
+\r
+Proc@ MACRO Sym, sName ;; Open a Static function\r
+Static@ Sym, <PROC FAR>, sName\r
+ ENDM\r
+\r
+PubProc@ MACRO Sym, sName ;; Open a Public function\r
+PubSym@ Sym, <PROC FAR>, sName\r
+ ENDM\r
+\r
+ExtProc@ MACRO Sym, sName ;; External Function\r
+ExtSym@ Sym, FAR, sName\r
+ ENDM\r
+\r
+cPtr@ MACRO Sym, VALUE, sName ;; Static Function pointer\r
+Static@ Sym, <DD VALUE>, sName\r
+ ENDM\r
+\r
+cPtrPub@ MACRO Sym, VALUE, sName;; Global Function Pointer\r
+PubSym@ Sym, <DD VALUE>, sName\r
+ ENDM\r
+\r
+cPtrExt@ MACRO Sym, sName ;; External Function Pointer\r
+ExtSym@ Sym, DWORD, sName\r
+ ENDM\r
+ELSE\r
+CPTR_ equ WORD PTR\r
+cPtrSize equ 2\r
+\r
+Proc@ MACRO Sym, sName ;; Open a Static function\r
+Static@ Sym, <PROC NEAR>, sName\r
+ ENDM\r
+\r
+PubProc@ MACRO Sym, sName ;; Open a Public function\r
+PubSym@ Sym, <PROC NEAR>, sName\r
+ ENDM\r
+\r
+ExtProc@ MACRO Sym, sName ;; External Function\r
+ExtSym@ Sym, NEAR, sName\r
+ ENDM\r
+\r
+cPtr@ MACRO Sym, VALUE, sName ;; Static Function pointer\r
+Static@ Sym, <DW VALUE>, sName\r
+ ENDM\r
+\r
+cPtrPub@ MACRO Sym, VALUE, sName ;; Global Function Pointer\r
+PubSym@ Sym, <DW VALUE>, sName\r
+ ENDM\r
+\r
+cPtrExt@ MACRO Sym, sName ;; External Function Pointer\r
+ExtSym@ Sym, WORD, sName\r
+ ENDM\r
+ENDIF\r
+\r
+EndProc@ MACRO Sym, sName ;; Close a function\r
+Static@ Sym, ENDP, sName\r
+ ENDM\r
+\r
+ PAGE\r
+;[]------------------------------------------------------------[]\r
+;| |\r
+;| Miscellaneous Definitions |\r
+;| |\r
+;[]------------------------------------------------------------[]\r
+\r
+;*** Set up some macros for procedure parameters and export/import\r
+\r
+nearCall STRUC\r
+nearBP dw ?\r
+nearIP dw ?\r
+nearParam dw ?\r
+nearCall ENDS\r
+\r
+farCall STRUC\r
+farBP dw ?\r
+farCSIP dd ?\r
+aParam dw ?\r
+farCall ENDS\r
+\r
+;*** Next, we define some convenient structures to access the parts\r
+; of larger objects.\r
+\r
+_twoBytes STRUC\r
+BY0 db ?\r
+BY1 db ?\r
+_twoBytes ENDS\r
+\r
+_fourWords STRUC\r
+W0 dw ?\r
+W1 dw ?\r
+W2 dw ?\r
+W3 dw ?\r
+_fourWords ENDS\r
+\r
+_twoDwords STRUC\r
+DD0 dd ?\r
+DD1 dd ?\r
+_twoDwords ENDS\r
+\r
+_aFloat STRUC\r
+double dq ?\r
+_aFloat ENDS\r
+\r
+; How to invoke MSDOS.\r
+\r
+MSDOS@ MACRO\r
+ int 21h\r
+ ENDM\r
+ PAGE\r
+\r
+; The next section concerns the use of registers. SI and DI are used\r
+; for register variables, and must be conserved.\r
+\r
+; Registers AX, BX, CX, DX will not be preserved across function calls.\r
+\r
+; Firstly, the registers to be conserved through function calls, including\r
+; the setup of local variables.\r
+\r
+link@ MACRO _si,_di,_ES,locals\r
+ push bp\r
+ mov bp, sp\r
+ IFNB <locals>\r
+ lea sp, locals\r
+ ENDIF\r
+ IFNB <_si>\r
+ push si\r
+ ENDIF\r
+ IFNB <_di>\r
+ push di\r
+ ENDIF\r
+ENDM\r
+\r
+unLink@ MACRO _si,_di,_ES,locals\r
+ IFNB <_di>\r
+ pop di\r
+ ENDIF\r
+ IFNB <_si>\r
+ pop si\r
+ ENDIF\r
+ IFNB <locals>\r
+ mov sp, bp\r
+ ENDIF\r
+ pop bp\r
+ENDM\r
+\r
+.LIST\r
--- /dev/null
+#define SPEAR\r
+#define SPEARDEMO\r
+#define ARTSEXTERN\r
+#define DEMOSEXTERN\r
+#define CARMACIZED\r
+//#define MYPROFILE\r
+//#define DEBCHECK\r
+//#define UPLOAD\r
--- /dev/null
+"This game is shareware.\n"\r
+"Share it with everyone.\n"\r
+"Thanks.\n\n"\r
+" Id Software\n"\r
+\r
+"This game is NOT shareware.\n"\r
+"Please do not distribute it.\n"\r
+"Thanks.\n\n"\r
+" Id Software\n"\r
--- /dev/null
+#define SPEAR\r
+#define ARTSEXTERN\r
+#define DEMOSEXTERN\r
+#define CARMACIZED\r
+//#define MYPROFILE\r
+//#define DEBCHECK\r
+//#define UPLOAD\r
--- /dev/null
+#define QUITSUR "Estas seguro que quieres\n"\\r
+ "parar este gran juego?"\r
+\r
+#define CURGAME "Ahora estas en\n"\\r
+ "un juego. Si continuas\n"\\r
+ "borras el juego viejo. O.K.?"\r
+\r
+#define GAMESVD "Ya hay un juego\n"\\r
+ "guardado en esta posicion.\n"\\r
+ "sobre-escribir?"\r
+\r
+#define ENDGAMESTR "Estas seguro que quieres\n"\\r
+ "terminar el juego que\n"\\r
+ "estas jugando? (S o N):"\r
+\r
+#define STR_NG "Juego nuevo"\r
+#define STR_SD "Sonido"\r
+#define STR_CL "Control"\r
+#define STR_LG "Cargar juego"\r
+#define STR_SG "Guardar juego"\r
+#define STR_CV "Cambiar vista"\r
+#define STR_VS "Ver anotacion"\r
+#define STR_EG "Abandonar"\r
+#define STR_BD "Regresar al demo"\r
+#define STR_QT "Parar"\r
+\r
+#define STR_LOADING "Cargando"\r
+#define STR_SAVING "Guardando"\r
+\r
+#define STR_GAME "Regresar, jugar"\r
+#define STR_DEMO "Regresar al Demo"\r
+#define STR_LGC "Cargar juego llamado\n\""\r
+#define STR_EMPTY "vacio"\r
+#define STR_CALIB "Calibrar"\r
+#define STR_JOYST "Joystick"\r
+#define STR_MOVEJOY "Mover joystick a\n"\\r
+ "arriba izq y\n"\\r
+ "oprimir boton 0\n"\r
+#define STR_MOVEJOY2 "Mover joystick a\n"\\r
+ "abajo derecha y\n"\\r
+ "oprimir boton 1\n"\r
+#define STR_ESCEXIT "ESC para salir"\r
+#define STR_NONE "Ninguno"\r
+#define STR_PC "P.C. bocina"\r
+#define STR_ALSB "AdLib/Sound Blaster"\r
+#define STR_DISNEY "Disney Sound Source"\r
+#define STR_SB "Sound Blaster"\r
+\r
+#define STR_MOUSEEN "Raton activado"\r
+#define STR_JOYEN "Joystick activado"\r
+#define STR_PORT2 "Use joystick puerto 2"\r
+#define STR_GAMEPAD "Gravis Gamepad Activada"\r
+#define STR_SENS "Raton Sensibilidad"\r
+#define STR_CUSTOM "Modificar controles"\r
+#define STR_DADDY "Papi puedo jugar?"\r
+#define STR_HURTME "No me hieras."\r
+#define STR_BRINGEM "Echamelos!"\r
+#define STR_DEATH "La muerte encarnada"\r
+\r
+#define STR_MOUSEADJ "Raton ajustar sensibilidad"\r
+#define STR_SLOW "Lento"\r
+#define STR_FAST "Rapido"\r
+\r
+#define STR_CRUN "Corre"\r
+#define STR_COPEN "Abre"\r
+#define STR_CFIRE "Fuego"\r
+#define STR_CSTRAFE "Ametrallar"\r
+\r
+#define STR_LEFT "Izquierda"\r
+#define STR_RIGHT "Derecha"\r
+#define STR_FRWD "Adelante"\r
+#define STR_BKWD "Atras"\r
+#define STR_THINK "Pensando"\r
+\r
+#define STR_SIZE1 "Use flechas para ajustar"\r
+#define STR_SIZE2 "Enter para aceptar"\r
+#define STR_SIZE3 "Esc para cancelar"\r
+\r
+#define STR_YOUWIN "Tu ganas"\r
+\r
+#define STR_TOTALTIME "Tiempo total"\r
+\r
+#define STR_RATKILL "Muertes %"\r
+#define STR_RATSECRET "Secreto %"\r
+#define STR_RATTREASURE "Tesoros %"\r
+\r
+#define STR_BONUS "Bono"\r
+#define STR_TIME "Tiempo"\r
+#define STR_PAR "Par"\r
+\r
+#define STR_RAT2KILL "Muertes %" // ratio = promedio\r
+#define STR_RAT2SECRET "Secreto %"\r
+#define STR_RAT2TREASURE "Tesoros %"\r
+\r
+#define STR_DEFEATED "Derrotado!"\r
+\r
+#define STR_CHEATER1 "Ahora tienes 100% salud"\r
+#define STR_CHEATER2 "99 balas y dos llaves"\r
+#define STR_CHEATER3 "Notar que has basicamente"\r
+#define STR_CHEATER4 "eliminado tus chances de"\r
+#define STR_CHEATER5 "obtener puntos altos"\r
+\r
+#define STR_NOSPACE1 "No hay suficiente espacio"\r
+#define STR_NOSPACE2 "en tu disco para guardar juego"\r
+\r
+#define STR_SAVECHT1 "Tu archivo para guardar juego es"\r
+#define STR_SAVECHT2 "diremos,\"corrupto\"."\r
+#define STR_SAVECHT3 "Pero te dire, sigue y"\r
+#define STR_SAVECHT4 "de todos modos juega"\r
+\r
+#define STR_SEEAGAIN "Veamos eso de nuevo"\r
+\r
--- /dev/null
+//#define SPEAR\r
+#define SPANISH\r
+#define ARTSEXTERN\r
+#define DEMOSEXTERN\r
+//#define MYPROFILE\r
+//#define DEBCHECK\r
+#define CARMACIZED\r
+//#define UPLOAD\r
--- /dev/null
+//#define SPEAR\r
+//#define JAPAN\r
+#define GOODTIMES\r
+#define ARTSEXTERN\r
+#define DEMOSEXTERN\r
+//#define MYPROFILE\r
+//#define DEBCHECK\r
+#define CARMACIZED\r
+//#define UPLOAD\r
+\1a
\ No newline at end of file
--- /dev/null
+; WOLFHACK.ASM\r
+\r
+.386C\r
+IDEAL\r
+MODEL MEDIUM,C\r
+\r
+\r
+;============================================================================\r
+\r
+DATASEG\r
+\r
+EXTRN mr_rowofs:WORD\r
+EXTRN mr_count:WORD\r
+EXTRN mr_xstep:WORD\r
+EXTRN mr_ystep:WORD\r
+EXTRN mr_xfrac:WORD\r
+EXTRN mr_yfrac:WORD\r
+EXTRN mr_dest:WORD\r
+\r
+FARDATA\r
+\r
+planepics db 8192 dup(?) ; // 4k of ceiling, 4k of floor\r
+PUBLIC planepics\r
+\r
+\r
+;============================================================================\r
+\r
+CODESEG\r
+\r
+;============================\r
+;\r
+; MapRow\r
+;\r
+;\r
+;============================\r
+\r
+PROC MapRow\r
+PUBLIC MapRow\r
+ push esi\r
+ push edi\r
+ push ebp\r
+ push ds\r
+\r
+ mov bp,[mr_rowofs]\r
+ mov cx,[mr_count]\r
+ mov dx,[mr_ystep]\r
+ ;begin 8086 hack\r
+ ;shl edx,16\r
+ push cx\r
+ mov cl,16\r
+ shl edx,cl\r
+ pop cx\r
+ ;end 8086 hack\r
+ mov dx,[mr_xstep]\r
+ mov si,[mr_yfrac]\r
+ ;begin 8086 hack\r
+ ;shl esi,16\r
+ push cx\r
+ mov cl,16\r
+ shl esi,cl\r
+ pop cx\r
+ ;end 8086 hack\r
+ mov si,[mr_xfrac]\r
+ mov di,[mr_dest]\r
+ mov ax,SEG planepics\r
+ mov ds,ax\r
+ mov ax,0a000h\r
+ mov es,ax\r
+ mov ax,1111111111110b\r
+\r
+; eax color lookup\r
+; ebx scratch offset and pixel values\r
+; ecx loop counter\r
+; edx packed x / y step values\r
+; esi packed x / y fractional values\r
+; edi write pointer\r
+; ebp toprow to bottomrow delta\r
+; es: screenseg\r
+; ds: pictures\r
+\r
+; mov al,[esi]\r
+; mov al,[eax]\r
+; mov [edi],al\r
+\r
+; mov ax,[_variable+ebx+2]\r
+\r
+\r
+pixelloop:\r
+ shld ebx,esi,22 ; shift y units in\r
+ shld ebx,esi,7 ; shift x units in and one extra bit\r
+ and bx,63*65*2 ; mask off extra top bits and 0 low bit\r
+ add esi,edx ; position += step\r
+ mov al,[bx]\r
+ mov al,[eax]\r
+ mov [es:di],al ; write ceiling pixel\r
+ mov al,[bx+1]\r
+ mov al,[eax]\r
+ mov [es:di+bp],al ; write floor pixel\r
+ inc di\r
+ loop pixelloop\r
+\r
+ pop ds\r
+ pop ebp\r
+ pop edi\r
+ pop esi\r
+\r
+ retf\r
+\r
+ENDP\r
+\r
+END\r
+\r
--- /dev/null
+// WL_ACT1.C\r
+\r
+#include "WL_DEF.H"\r
+#pragma hdrstop\r
+\r
+/*\r
+=============================================================================\r
+\r
+ STATICS\r
+\r
+=============================================================================\r
+*/\r
+\r
+\r
+statobj_t statobjlist[MAXSTATS],*laststatobj;\r
+\r
+\r
+struct\r
+{\r
+ int picnum;\r
+ stat_t type;\r
+} statinfo[] =\r
+{\r
+{SPR_STAT_0}, // puddle spr1v\r
+{SPR_STAT_1,block}, // Green Barrel "\r
+{SPR_STAT_2,block}, // Table/chairs "\r
+{SPR_STAT_3,block}, // Floor lamp "\r
+{SPR_STAT_4}, // Chandelier "\r
+{SPR_STAT_5,block}, // Hanged man "\r
+{SPR_STAT_6,bo_alpo}, // Bad food "\r
+{SPR_STAT_7,block}, // Red pillar "\r
+//\r
+// NEW PAGE\r
+//\r
+{SPR_STAT_8,block}, // Tree spr2v\r
+{SPR_STAT_9}, // Skeleton flat "\r
+{SPR_STAT_10,block}, // Sink " (SOD:gibs)\r
+{SPR_STAT_11,block}, // Potted plant "\r
+{SPR_STAT_12,block}, // Urn "\r
+{SPR_STAT_13,block}, // Bare table "\r
+{SPR_STAT_14}, // Ceiling light "\r
+#ifndef SPEAR\r
+{SPR_STAT_15}, // Kitchen stuff "\r
+#else\r
+{SPR_STAT_15,block}, // Gibs!\r
+#endif\r
+//\r
+// NEW PAGE\r
+//\r
+{SPR_STAT_16,block}, // suit of armor spr3v\r
+{SPR_STAT_17,block}, // Hanging cage "\r
+{SPR_STAT_18,block}, // SkeletoninCage "\r
+{SPR_STAT_19}, // Skeleton relax "\r
+{SPR_STAT_20,bo_key1}, // Key 1 "\r
+{SPR_STAT_21,bo_key2}, // Key 2 "\r
+{SPR_STAT_22,block}, // stuff (SOD:gibs)\r
+{SPR_STAT_23}, // stuff\r
+//\r
+// NEW PAGE\r
+//\r
+{SPR_STAT_24,bo_food}, // Good food spr4v\r
+{SPR_STAT_25,bo_firstaid}, // First aid "\r
+{SPR_STAT_26,bo_clip}, // Clip "\r
+{SPR_STAT_27,bo_machinegun}, // Machine gun "\r
+{SPR_STAT_28,bo_chaingun}, // Gatling gun "\r
+{SPR_STAT_29,bo_cross}, // Cross "\r
+{SPR_STAT_30,bo_chalice}, // Chalice "\r
+{SPR_STAT_31,bo_bible}, // Bible "\r
+//\r
+// NEW PAGE\r
+//\r
+{SPR_STAT_32,bo_crown}, // crown spr5v\r
+{SPR_STAT_33,bo_fullheal}, // one up "\r
+{SPR_STAT_34,bo_gibs}, // gibs "\r
+{SPR_STAT_35,block}, // barrel "\r
+{SPR_STAT_36,block}, // well "\r
+{SPR_STAT_37,block}, // Empty well "\r
+{SPR_STAT_38,bo_gibs}, // Gibs 2 "\r
+{SPR_STAT_39,block}, // flag "\r
+//\r
+// NEW PAGE\r
+//\r
+#ifndef SPEAR\r
+{SPR_STAT_40,block}, // Call Apogee spr7v\r
+#else\r
+{SPR_STAT_40}, // Red light\r
+#endif\r
+//\r
+// NEW PAGE\r
+//\r
+{SPR_STAT_41}, // junk "\r
+{SPR_STAT_42}, // junk "\r
+{SPR_STAT_43}, // junk "\r
+#ifndef SPEAR\r
+{SPR_STAT_44}, // pots "\r
+#else\r
+{SPR_STAT_44,block}, // Gibs!\r
+#endif\r
+{SPR_STAT_45,block}, // stove " (SOD:gibs)\r
+{SPR_STAT_46,block}, // spears " (SOD:gibs)\r
+{SPR_STAT_47}, // vines "\r
+//\r
+// NEW PAGE\r
+//\r
+#ifdef SPEAR\r
+{SPR_STAT_48,block}, // marble pillar\r
+{SPR_STAT_49,bo_25clip}, // bonus 25 clip\r
+{SPR_STAT_50,block}, // truck\r
+{SPR_STAT_51,bo_spear}, // SPEAR OF DESTINY!\r
+#endif\r
+\r
+{SPR_STAT_26,bo_clip2}, // Clip "\r
+{-1} // terminator\r
+};\r
+\r
+/*\r
+===============\r
+=\r
+= InitStaticList\r
+=\r
+===============\r
+*/\r
+\r
+void InitStaticList (void)\r
+{\r
+ laststatobj = &statobjlist[0];\r
+}\r
+\r
+\r
+\r
+/*\r
+===============\r
+=\r
+= SpawnStatic\r
+=\r
+===============\r
+*/\r
+\r
+void SpawnStatic (int tilex, int tiley, int type)\r
+{\r
+ laststatobj->shapenum = statinfo[type].picnum;\r
+ laststatobj->tilex = tilex;\r
+ laststatobj->tiley = tiley;\r
+ laststatobj->visspot = &spotvis[tilex][tiley];\r
+\r
+ switch (statinfo[type].type)\r
+ {\r
+ case block:\r
+ (unsigned)actorat[tilex][tiley] = 1; // consider it a blocking tile\r
+ case dressing:\r
+ laststatobj->flags = 0;\r
+ break;\r
+\r
+ case bo_cross:\r
+ case bo_chalice:\r
+ case bo_bible:\r
+ case bo_crown:\r
+ case bo_fullheal:\r
+ if (!loadedgame)\r
+ gamestate.treasuretotal++;\r
+\r
+ case bo_firstaid:\r
+ case bo_key1:\r
+ case bo_key2:\r
+ case bo_key3:\r
+ case bo_key4:\r
+ case bo_clip:\r
+ case bo_25clip:\r
+ case bo_machinegun:\r
+ case bo_chaingun:\r
+ case bo_food:\r
+ case bo_alpo:\r
+ case bo_gibs:\r
+ case bo_spear:\r
+ laststatobj->flags = FL_BONUS;\r
+ laststatobj->itemnumber = statinfo[type].type;\r
+ break;\r
+ }\r
+\r
+ laststatobj++;\r
+\r
+ if (laststatobj == &statobjlist[MAXSTATS])\r
+ Quit ("Too many static objects!\n");\r
+}\r
+\r
+\r
+/*\r
+===============\r
+=\r
+= PlaceItemType\r
+=\r
+= Called during game play to drop actors' items. It finds the proper\r
+= item number based on the item type (bo_???). If there are no free item\r
+= spots, nothing is done.\r
+=\r
+===============\r
+*/\r
+\r
+void PlaceItemType (int itemtype, int tilex, int tiley)\r
+{\r
+ int type;\r
+ statobj_t *spot;\r
+\r
+//\r
+// find the item number\r
+//\r
+ for (type=0 ; ; type++)\r
+ {\r
+ if (statinfo[type].picnum == -1) // end of list\r
+ Quit ("PlaceItemType: couldn't find type!");\r
+ if (statinfo[type].type == itemtype)\r
+ break;\r
+ }\r
+\r
+//\r
+// find a spot in statobjlist to put it in\r
+//\r
+ for (spot=&statobjlist[0] ; ; spot++)\r
+ {\r
+ if (spot==laststatobj)\r
+ {\r
+ if (spot == &statobjlist[MAXSTATS])\r
+ return; // no free spots\r
+ laststatobj++; // space at end\r
+ break;\r
+ }\r
+\r
+ if (spot->shapenum == -1) // -1 is a free spot\r
+ break;\r
+ }\r
+//\r
+// place it\r
+//\r
+ spot->shapenum = statinfo[type].picnum;\r
+ spot->tilex = tilex;\r
+ spot->tiley = tiley;\r
+ spot->visspot = &spotvis[tilex][tiley];\r
+ spot->flags = FL_BONUS;\r
+ spot->itemnumber = statinfo[type].type;\r
+}\r
+\r
+\r
+\r
+/*\r
+=============================================================================\r
+\r
+ DOORS\r
+\r
+doorobjlist[] holds most of the information for the doors\r
+\r
+doorposition[] holds the amount the door is open, ranging from 0 to 0xffff\r
+ this is directly accessed by AsmRefresh during rendering\r
+\r
+The number of doors is limited to 64 because a spot in tilemap holds the\r
+ door number in the low 6 bits, with the high bit meaning a door center\r
+ and bit 6 meaning a door side tile\r
+\r
+Open doors conect two areas, so sounds will travel between them and sight\r
+ will be checked when the player is in a connected area.\r
+\r
+Areaconnect is incremented/decremented by each door. If >0 they connect\r
+\r
+Every time a door opens or closes the areabyplayer matrix gets recalculated.\r
+ An area is true if it connects with the player's current spor.\r
+\r
+=============================================================================\r
+*/\r
+\r
+#define DOORWIDTH 0x7800\r
+#define OPENTICS 300\r
+\r
+doorobj_t doorobjlist[MAXDOORS],*lastdoorobj;\r
+int doornum;\r
+\r
+unsigned doorposition[MAXDOORS]; // leading edge of door 0=closed\r
+ // 0xffff = fully open\r
+\r
+byte far areaconnect[NUMAREAS][NUMAREAS];\r
+\r
+boolean areabyplayer[NUMAREAS];\r
+\r
+\r
+/*\r
+==============\r
+=\r
+= ConnectAreas\r
+=\r
+= Scans outward from playerarea, marking all connected areas\r
+=\r
+==============\r
+*/\r
+\r
+void RecursiveConnect (int areanumber)\r
+{\r
+ int i;\r
+\r
+ for (i=0;i<NUMAREAS;i++)\r
+ {\r
+ if (areaconnect[areanumber][i] && !areabyplayer[i])\r
+ {\r
+ areabyplayer[i] = true;\r
+ RecursiveConnect (i);\r
+ }\r
+ }\r
+}\r
+\r
+\r
+void ConnectAreas (void)\r
+{\r
+ memset (areabyplayer,0,sizeof(areabyplayer));\r
+ areabyplayer[player->areanumber] = true;\r
+ RecursiveConnect (player->areanumber);\r
+}\r
+\r
+\r
+void InitAreas (void)\r
+{\r
+ memset (areabyplayer,0,sizeof(areabyplayer));\r
+ areabyplayer[player->areanumber] = true;\r
+}\r
+\r
+\r
+\r
+/*\r
+===============\r
+=\r
+= InitDoorList\r
+=\r
+===============\r
+*/\r
+\r
+void InitDoorList (void)\r
+{\r
+ memset (areabyplayer,0,sizeof(areabyplayer));\r
+ _fmemset (areaconnect,0,sizeof(areaconnect));\r
+\r
+ lastdoorobj = &doorobjlist[0];\r
+ doornum = 0;\r
+}\r
+\r
+\r
+/*\r
+===============\r
+=\r
+= SpawnDoor\r
+=\r
+===============\r
+*/\r
+\r
+void SpawnDoor (int tilex, int tiley, boolean vertical, int lock)\r
+{\r
+ int areanumber;\r
+ unsigned far *map;\r
+\r
+ if (doornum==64)\r
+ Quit ("64+ doors on level!");\r
+\r
+ doorposition[doornum] = 0; // doors start out fully closed\r
+ lastdoorobj->tilex = tilex;\r
+ lastdoorobj->tiley = tiley;\r
+ lastdoorobj->vertical = vertical;\r
+ lastdoorobj->lock = lock;\r
+ lastdoorobj->action = dr_closed;\r
+\r
+ (unsigned)actorat[tilex][tiley] = doornum | 0x80; // consider it a solid wall\r
+\r
+//\r
+// make the door tile a special tile, and mark the adjacent tiles\r
+// for door sides\r
+//\r
+ tilemap[tilex][tiley] = doornum | 0x80;\r
+ map = mapsegs[0] + farmapylookup[tiley]+tilex;\r
+ if (vertical)\r
+ {\r
+ *map = *(map-1); // set area number\r
+ tilemap[tilex][tiley-1] |= 0x40;\r
+ tilemap[tilex][tiley+1] |= 0x40;\r
+ }\r
+ else\r
+ {\r
+ *map = *(map-mapwidth); // set area number\r
+ tilemap[tilex-1][tiley] |= 0x40;\r
+ tilemap[tilex+1][tiley] |= 0x40;\r
+ }\r
+\r
+ doornum++;\r
+ lastdoorobj++;\r
+}\r
+\r
+//===========================================================================\r
+\r
+/*\r
+=====================\r
+=\r
+= OpenDoor\r
+=\r
+=====================\r
+*/\r
+\r
+void OpenDoor (int door)\r
+{\r
+ if (doorobjlist[door].action == dr_open)\r
+ doorobjlist[door].ticcount = 0; // reset open time\r
+ else\r
+ doorobjlist[door].action = dr_opening; // start it opening\r
+}\r
+\r
+\r
+/*\r
+=====================\r
+=\r
+= CloseDoor\r
+=\r
+=====================\r
+*/\r
+\r
+void CloseDoor (int door)\r
+{\r
+ int tilex,tiley,area;\r
+ objtype *check;\r
+\r
+//\r
+// don't close on anything solid\r
+//\r
+ tilex = doorobjlist[door].tilex;\r
+ tiley = doorobjlist[door].tiley;\r
+\r
+ if (actorat[tilex][tiley])\r
+ return;\r
+\r
+ if (player->tilex == tilex && player->tiley == tiley)\r
+ return;\r
+\r
+ if (doorobjlist[door].vertical)\r
+ {\r
+ if ( player->tiley == tiley )\r
+ {\r
+ if ( ((player->x+MINDIST) >>TILESHIFT) == tilex )\r
+ return;\r
+ if ( ((player->x-MINDIST) >>TILESHIFT) == tilex )\r
+ return;\r
+ }\r
+ check = actorat[tilex-1][tiley];\r
+ if (check && ((check->x+MINDIST) >> TILESHIFT) == tilex )\r
+ return;\r
+ check = actorat[tilex+1][tiley];\r
+ if (check && ((check->x-MINDIST) >> TILESHIFT) == tilex )\r
+ return;\r
+ }\r
+ else if (!doorobjlist[door].vertical)\r
+ {\r
+ if (player->tilex == tilex)\r
+ {\r
+ if ( ((player->y+MINDIST) >>TILESHIFT) == tiley )\r
+ return;\r
+ if ( ((player->y-MINDIST) >>TILESHIFT) == tiley )\r
+ return;\r
+ }\r
+ check = actorat[tilex][tiley-1];\r
+ if (check && ((check->y+MINDIST) >> TILESHIFT) == tiley )\r
+ return;\r
+ check = actorat[tilex][tiley+1];\r
+ if (check && ((check->y-MINDIST) >> TILESHIFT) == tiley )\r
+ return;\r
+ }\r
+\r
+\r
+//\r
+// play door sound if in a connected area\r
+//\r
+ area = *(mapsegs[0] + farmapylookup[doorobjlist[door].tiley]\r
+ +doorobjlist[door].tilex)-AREATILE;\r
+ if (areabyplayer[area])\r
+ {\r
+ PlaySoundLocTile(CLOSEDOORSND,doorobjlist[door].tilex,doorobjlist[door].tiley); // JAB\r
+ }\r
+\r
+ doorobjlist[door].action = dr_closing;\r
+//\r
+// make the door space solid\r
+//\r
+ (unsigned)actorat[tilex][tiley]\r
+ = door | 0x80;\r
+}\r
+\r
+\r
+\r
+/*\r
+=====================\r
+=\r
+= OperateDoor\r
+=\r
+= The player wants to change the door's direction\r
+=\r
+=====================\r
+*/\r
+\r
+void OperateDoor (int door)\r
+{\r
+ int lock;\r
+\r
+ lock = doorobjlist[door].lock;\r
+ if (lock >= dr_lock1 && lock <= dr_lock4)\r
+ {\r
+ if ( ! (gamestate.keys & (1 << (lock-dr_lock1) ) ) )\r
+ {\r
+ SD_PlaySound (NOWAYSND); // locked\r
+ return;\r
+ }\r
+ }\r
+\r
+ switch (doorobjlist[door].action)\r
+ {\r
+ case dr_closed:\r
+ case dr_closing:\r
+ OpenDoor (door);\r
+ break;\r
+ case dr_open:\r
+ case dr_opening:\r
+ CloseDoor (door);\r
+ break;\r
+ }\r
+}\r
+\r
+\r
+//===========================================================================\r
+\r
+/*\r
+===============\r
+=\r
+= DoorOpen\r
+=\r
+= Close the door after three seconds\r
+=\r
+===============\r
+*/\r
+\r
+void DoorOpen (int door)\r
+{\r
+ if ( (doorobjlist[door].ticcount += tics) >= OPENTICS)\r
+ CloseDoor (door);\r
+}\r
+\r
+\r
+\r
+/*\r
+===============\r
+=\r
+= DoorOpening\r
+=\r
+===============\r
+*/\r
+\r
+void DoorOpening (int door)\r
+{\r
+ int area1,area2;\r
+ unsigned far *map;\r
+ long position;\r
+\r
+ position = doorposition[door];\r
+ if (!position)\r
+ {\r
+ //\r
+ // door is just starting to open, so connect the areas\r
+ //\r
+ map = mapsegs[0] + farmapylookup[doorobjlist[door].tiley]\r
+ +doorobjlist[door].tilex;\r
+\r
+ if (doorobjlist[door].vertical)\r
+ {\r
+ area1 = *(map+1);\r
+ area2 = *(map-1);\r
+ }\r
+ else\r
+ {\r
+ area1 = *(map-mapwidth);\r
+ area2 = *(map+mapwidth);\r
+ }\r
+ area1 -= AREATILE;\r
+ area2 -= AREATILE;\r
+ areaconnect[area1][area2]++;\r
+ areaconnect[area2][area1]++;\r
+ ConnectAreas ();\r
+ if (areabyplayer[area1])\r
+ {\r
+ PlaySoundLocTile(OPENDOORSND,doorobjlist[door].tilex,doorobjlist[door].tiley); // JAB\r
+ }\r
+ }\r
+\r
+//\r
+// slide the door by an adaptive amount\r
+//\r
+ position += tics<<10;\r
+ if (position >= 0xffff)\r
+ {\r
+ //\r
+ // door is all the way open\r
+ //\r
+ position = 0xffff;\r
+ doorobjlist[door].ticcount = 0;\r
+ doorobjlist[door].action = dr_open;\r
+ actorat[doorobjlist[door].tilex][doorobjlist[door].tiley] = 0;\r
+ }\r
+\r
+ doorposition[door] = position;\r
+}\r
+\r
+\r
+/*\r
+===============\r
+=\r
+= DoorClosing\r
+=\r
+===============\r
+*/\r
+\r
+void DoorClosing (int door)\r
+{\r
+ int area1,area2,move;\r
+ unsigned far *map;\r
+ long position;\r
+ int tilex,tiley;\r
+\r
+ tilex = doorobjlist[door].tilex;\r
+ tiley = doorobjlist[door].tiley;\r
+\r
+ if ( ((unsigned)actorat[tilex][tiley] != (door | 0x80))\r
+ || (player->tilex == tilex && player->tiley == tiley) )\r
+ { // something got inside the door\r
+ OpenDoor (door);\r
+ return;\r
+ };\r
+\r
+ position = doorposition[door];\r
+\r
+//\r
+// slide the door by an adaptive amount\r
+//\r
+ position -= tics<<10;\r
+ if (position <= 0)\r
+ {\r
+ //\r
+ // door is closed all the way, so disconnect the areas\r
+ //\r
+ position = 0;\r
+\r
+ doorobjlist[door].action = dr_closed;\r
+\r
+ map = mapsegs[0] + farmapylookup[doorobjlist[door].tiley]\r
+ +doorobjlist[door].tilex;\r
+\r
+ if (doorobjlist[door].vertical)\r
+ {\r
+ area1 = *(map+1);\r
+ area2 = *(map-1);\r
+ }\r
+ else\r
+ {\r
+ area1 = *(map-mapwidth);\r
+ area2 = *(map+mapwidth);\r
+ }\r
+ area1 -= AREATILE;\r
+ area2 -= AREATILE;\r
+ areaconnect[area1][area2]--;\r
+ areaconnect[area2][area1]--;\r
+\r
+ ConnectAreas ();\r
+ }\r
+\r
+ doorposition[door] = position;\r
+}\r
+\r
+\r
+\r
+\r
+/*\r
+=====================\r
+=\r
+= MoveDoors\r
+=\r
+= Called from PlayLoop\r
+=\r
+=====================\r
+*/\r
+\r
+void MoveDoors (void)\r
+{\r
+ int door;\r
+\r
+ if (gamestate.victoryflag) // don't move door during victory sequence\r
+ return;\r
+\r
+ for (door = 0 ; door < doornum ; door++)\r
+ switch (doorobjlist[door].action)\r
+ {\r
+ case dr_open:\r
+ DoorOpen (door);\r
+ break;\r
+\r
+ case dr_opening:\r
+ DoorOpening(door);\r
+ break;\r
+\r
+ case dr_closing:\r
+ DoorClosing(door);\r
+ break;\r
+ }\r
+}\r
+\r
+\r
+/*\r
+=============================================================================\r
+\r
+ PUSHABLE WALLS\r
+\r
+=============================================================================\r
+*/\r
+\r
+unsigned pwallstate;\r
+unsigned pwallpos; // amount a pushable wall has been moved (0-63)\r
+unsigned pwallx,pwally;\r
+int pwalldir;\r
+\r
+/*\r
+===============\r
+=\r
+= PushWall\r
+=\r
+===============\r
+*/\r
+\r
+void PushWall (int checkx, int checky, int dir)\r
+{\r
+ int oldtile;\r
+\r
+ if (pwallstate)\r
+ return;\r
+\r
+\r
+ oldtile = tilemap[checkx][checky];\r
+ if (!oldtile)\r
+ return;\r
+\r
+ switch (dir)\r
+ {\r
+ case di_north:\r
+ if (actorat[checkx][checky-1])\r
+ {\r
+ SD_PlaySound (NOWAYSND);\r
+ return;\r
+ }\r
+ (unsigned)actorat[checkx][checky-1] =\r
+ tilemap[checkx][checky-1] = oldtile;\r
+ break;\r
+\r
+ case di_east:\r
+ if (actorat[checkx+1][checky])\r
+ {\r
+ SD_PlaySound (NOWAYSND);\r
+ return;\r
+ }\r
+ (unsigned)actorat[checkx+1][checky] =\r
+ tilemap[checkx+1][checky] = oldtile;\r
+ break;\r
+\r
+ case di_south:\r
+ if (actorat[checkx][checky+1])\r
+ {\r
+ SD_PlaySound (NOWAYSND);\r
+ return;\r
+ }\r
+ (unsigned)actorat[checkx][checky+1] =\r
+ tilemap[checkx][checky+1] = oldtile;\r
+ break;\r
+\r
+ case di_west:\r
+ if (actorat[checkx-1][checky])\r
+ {\r
+ SD_PlaySound (NOWAYSND);\r
+ return;\r
+ }\r
+ (unsigned)actorat[checkx-1][checky] =\r
+ tilemap[checkx-1][checky] = oldtile;\r
+ break;\r
+ }\r
+\r
+ gamestate.secretcount++;\r
+ pwallx = checkx;\r
+ pwally = checky;\r
+ pwalldir = dir;\r
+ pwallstate = 1;\r
+ pwallpos = 0;\r
+ tilemap[pwallx][pwally] |= 0xc0;\r
+ *(mapsegs[1]+farmapylookup[pwally]+pwallx) = 0; // remove P tile info\r
+\r
+ SD_PlaySound (PUSHWALLSND);\r
+}\r
+\r
+\r
+\r
+/*\r
+=================\r
+=\r
+= MovePWalls\r
+=\r
+=================\r
+*/\r
+\r
+void MovePWalls (void)\r
+{\r
+ int oldblock,oldtile;\r
+\r
+ if (!pwallstate)\r
+ return;\r
+\r
+ oldblock = pwallstate/128;\r
+\r
+ pwallstate += tics;\r
+\r
+ if (pwallstate/128 != oldblock)\r
+ {\r
+ // block crossed into a new block\r
+ oldtile = tilemap[pwallx][pwally] & 63;\r
+\r
+ //\r
+ // the tile can now be walked into\r
+ //\r
+ tilemap[pwallx][pwally] = 0;\r
+ (unsigned)actorat[pwallx][pwally] = 0;\r
+ *(mapsegs[0]+farmapylookup[pwally]+pwallx) = player->areanumber+AREATILE;\r
+\r
+ //\r
+ // see if it should be pushed farther\r
+ //\r
+ if (pwallstate>256)\r
+ {\r
+ //\r
+ // the block has been pushed two tiles\r
+ //\r
+ pwallstate = 0;\r
+ return;\r
+ }\r
+ else\r
+ {\r
+ switch (pwalldir)\r
+ {\r
+ case di_north:\r
+ pwally--;\r
+ if (actorat[pwallx][pwally-1])\r
+ {\r
+ pwallstate = 0;\r
+ return;\r
+ }\r
+ (unsigned)actorat[pwallx][pwally-1] =\r
+ tilemap[pwallx][pwally-1] = oldtile;\r
+ break;\r
+\r
+ case di_east:\r
+ pwallx++;\r
+ if (actorat[pwallx+1][pwally])\r
+ {\r
+ pwallstate = 0;\r
+ return;\r
+ }\r
+ (unsigned)actorat[pwallx+1][pwally] =\r
+ tilemap[pwallx+1][pwally] = oldtile;\r
+ break;\r
+\r
+ case di_south:\r
+ pwally++;\r
+ if (actorat[pwallx][pwally+1])\r
+ {\r
+ pwallstate = 0;\r
+ return;\r
+ }\r
+ (unsigned)actorat[pwallx][pwally+1] =\r
+ tilemap[pwallx][pwally+1] = oldtile;\r
+ break;\r
+\r
+ case di_west:\r
+ pwallx--;\r
+ if (actorat[pwallx-1][pwally])\r
+ {\r
+ pwallstate = 0;\r
+ return;\r
+ }\r
+ (unsigned)actorat[pwallx-1][pwally] =\r
+ tilemap[pwallx-1][pwally] = oldtile;\r
+ break;\r
+ }\r
+\r
+ tilemap[pwallx][pwally] = oldtile | 0xc0;\r
+ }\r
+ }\r
+\r
+\r
+ pwallpos = (pwallstate/2)&63;\r
+\r
+}\r
+\r
--- /dev/null
+// WL_ACT2.C\r
+\r
+#include "WL_DEF.H"\r
+#pragma hdrstop\r
+\r
+/*\r
+=============================================================================\r
+\r
+ LOCAL CONSTANTS\r
+\r
+=============================================================================\r
+*/\r
+\r
+#define PROJECTILESIZE 0xc000l\r
+\r
+#define BJRUNSPEED 2048\r
+#define BJJUMPSPEED 680\r
+\r
+\r
+/*\r
+=============================================================================\r
+\r
+ GLOBAL VARIABLES\r
+\r
+=============================================================================\r
+*/\r
+\r
+\r
+\r
+/*\r
+=============================================================================\r
+\r
+ LOCAL VARIABLES\r
+\r
+=============================================================================\r
+*/\r
+\r
+\r
+dirtype dirtable[9] = {northwest,north,northeast,west,nodir,east,\r
+ southwest,south,southeast};\r
+\r
+int starthitpoints[4][NUMENEMIES] =\r
+ //\r
+ // BABY MODE\r
+ //\r
+ {\r
+ {25, // guards\r
+ 50, // officer\r
+ 100, // SS\r
+ 1, // dogs\r
+ 850, // Hans\r
+ 850, // Schabbs\r
+ 200, // fake hitler\r
+ 800, // mecha hitler\r
+ 45, // mutants\r
+ 25, // ghosts\r
+ 25, // ghosts\r
+ 25, // ghosts\r
+ 25, // ghosts\r
+\r
+ 850, // Gretel\r
+ 850, // Gift\r
+ 850, // Fat\r
+ 5, // en_spectre,\r
+ 1450, // en_angel,\r
+ 850, // en_trans,\r
+ 1050, // en_uber,\r
+ 950, // en_will,\r
+ 1250 // en_death\r
+ },\r
+ //\r
+ // DON'T HURT ME MODE\r
+ //\r
+ {25, // guards\r
+ 50, // officer\r
+ 100, // SS\r
+ 1, // dogs\r
+ 950, // Hans\r
+ 950, // Schabbs\r
+ 300, // fake hitler\r
+ 950, // mecha hitler\r
+ 55, // mutants\r
+ 25, // ghosts\r
+ 25, // ghosts\r
+ 25, // ghosts\r
+ 25, // ghosts\r
+\r
+ 950, // Gretel\r
+ 950, // Gift\r
+ 950, // Fat\r
+ 10, // en_spectre,\r
+ 1550, // en_angel,\r
+ 950, // en_trans,\r
+ 1150, // en_uber,\r
+ 1050, // en_will,\r
+ 1350 // en_death\r
+ },\r
+ //\r
+ // BRING 'EM ON MODE\r
+ //\r
+ {25, // guards\r
+ 50, // officer\r
+ 100, // SS\r
+ 1, // dogs\r
+\r
+ 1050, // Hans\r
+ 1550, // Schabbs\r
+ 400, // fake hitler\r
+ 1050, // mecha hitler\r
+\r
+ 55, // mutants\r
+ 25, // ghosts\r
+ 25, // ghosts\r
+ 25, // ghosts\r
+ 25, // ghosts\r
+\r
+ 1050, // Gretel\r
+ 1050, // Gift\r
+ 1050, // Fat\r
+ 15, // en_spectre,\r
+ 1650, // en_angel,\r
+ 1050, // en_trans,\r
+ 1250, // en_uber,\r
+ 1150, // en_will,\r
+ 1450 // en_death\r
+ },\r
+ //\r
+ // DEATH INCARNATE MODE\r
+ //\r
+ {25, // guards\r
+ 50, // officer\r
+ 100, // SS\r
+ 1, // dogs\r
+\r
+ 1200, // Hans\r
+ 2400, // Schabbs\r
+ 500, // fake hitler\r
+ 1200, // mecha hitler\r
+\r
+ 65, // mutants\r
+ 25, // ghosts\r
+ 25, // ghosts\r
+ 25, // ghosts\r
+ 25, // ghosts\r
+\r
+ 1200, // Gretel\r
+ 1200, // Gift\r
+ 1200, // Fat\r
+ 25, // en_spectre,\r
+ 2000, // en_angel,\r
+ 1200, // en_trans,\r
+ 1400, // en_uber,\r
+ 1300, // en_will,\r
+ 1600 // en_death\r
+ }}\r
+ ;\r
+\r
+void A_StartDeathCam (objtype *ob);\r
+\r
+\r
+void T_Path (objtype *ob);\r
+void T_Shoot (objtype *ob);\r
+void T_Bite (objtype *ob);\r
+void T_DogChase (objtype *ob);\r
+void T_Chase (objtype *ob);\r
+void T_Projectile (objtype *ob);\r
+void T_Stand (objtype *ob);\r
+\r
+void A_DeathScream (objtype *ob);\r
+\r
+extern statetype s_rocket;\r
+extern statetype s_smoke1;\r
+extern statetype s_smoke2;\r
+extern statetype s_smoke3;\r
+extern statetype s_smoke4;\r
+extern statetype s_boom2;\r
+extern statetype s_boom3;\r
+\r
+void A_Smoke (objtype *ob);\r
+\r
+statetype s_rocket = {true,SPR_ROCKET_1,3,T_Projectile,A_Smoke,&s_rocket};\r
+statetype s_smoke1 = {false,SPR_SMOKE_1,3,NULL,NULL,&s_smoke2};\r
+statetype s_smoke2 = {false,SPR_SMOKE_2,3,NULL,NULL,&s_smoke3};\r
+statetype s_smoke3 = {false,SPR_SMOKE_3,3,NULL,NULL,&s_smoke4};\r
+statetype s_smoke4 = {false,SPR_SMOKE_4,3,NULL,NULL,NULL};\r
+\r
+statetype s_boom1 = {false,SPR_BOOM_1,6,NULL,NULL,&s_boom2};\r
+statetype s_boom2 = {false,SPR_BOOM_2,6,NULL,NULL,&s_boom3};\r
+statetype s_boom3 = {false,SPR_BOOM_3,6,NULL,NULL,NULL};\r
+\r
+#ifdef SPEAR\r
+\r
+extern statetype s_hrocket;\r
+extern statetype s_hsmoke1;\r
+extern statetype s_hsmoke2;\r
+extern statetype s_hsmoke3;\r
+extern statetype s_hsmoke4;\r
+extern statetype s_hboom2;\r
+extern statetype s_hboom3;\r
+\r
+void A_Smoke (objtype *ob);\r
+\r
+statetype s_hrocket = {true,SPR_HROCKET_1,3,T_Projectile,A_Smoke,&s_hrocket};\r
+statetype s_hsmoke1 = {false,SPR_HSMOKE_1,3,NULL,NULL,&s_hsmoke2};\r
+statetype s_hsmoke2 = {false,SPR_HSMOKE_2,3,NULL,NULL,&s_hsmoke3};\r
+statetype s_hsmoke3 = {false,SPR_HSMOKE_3,3,NULL,NULL,&s_hsmoke4};\r
+statetype s_hsmoke4 = {false,SPR_HSMOKE_4,3,NULL,NULL,NULL};\r
+\r
+statetype s_hboom1 = {false,SPR_HBOOM_1,6,NULL,NULL,&s_hboom2};\r
+statetype s_hboom2 = {false,SPR_HBOOM_2,6,NULL,NULL,&s_hboom3};\r
+statetype s_hboom3 = {false,SPR_HBOOM_3,6,NULL,NULL,NULL};\r
+\r
+#endif\r
+\r
+void T_Schabb (objtype *ob);\r
+void T_SchabbThrow (objtype *ob);\r
+void T_Fake (objtype *ob);\r
+void T_FakeFire (objtype *ob);\r
+void T_Ghosts (objtype *ob);\r
+\r
+void A_Slurpie (objtype *ob);\r
+void A_HitlerMorph (objtype *ob);\r
+void A_MechaSound (objtype *ob);\r
+\r
+/*\r
+=================\r
+=\r
+= A_Smoke\r
+=\r
+=================\r
+*/\r
+\r
+void A_Smoke (objtype *ob)\r
+{\r
+ GetNewActor ();\r
+#ifdef SPEAR\r
+ if (ob->obclass == hrocketobj)\r
+ new->state = &s_hsmoke1;\r
+ else\r
+#endif\r
+ new->state = &s_smoke1;\r
+ new->ticcount = 6;\r
+\r
+ new->tilex = ob->tilex;\r
+ new->tiley = ob->tiley;\r
+ new->x = ob->x;\r
+ new->y = ob->y;\r
+ new->obclass = inertobj;\r
+ new->active = true;\r
+\r
+ new->flags = FL_NEVERMARK;\r
+}\r
+\r
+\r
+/*\r
+===================\r
+=\r
+= ProjectileTryMove\r
+=\r
+= returns true if move ok\r
+===================\r
+*/\r
+\r
+#define PROJSIZE 0x2000\r
+\r
+boolean ProjectileTryMove (objtype *ob)\r
+{\r
+ int xl,yl,xh,yh,x,y;\r
+ objtype *check;\r
+ long deltax,deltay;\r
+\r
+ xl = (ob->x-PROJSIZE) >>TILESHIFT;\r
+ yl = (ob->y-PROJSIZE) >>TILESHIFT;\r
+\r
+ xh = (ob->x+PROJSIZE) >>TILESHIFT;\r
+ yh = (ob->y+PROJSIZE) >>TILESHIFT;\r
+\r
+//\r
+// check for solid walls\r
+//\r
+ for (y=yl;y<=yh;y++)\r
+ for (x=xl;x<=xh;x++)\r
+ {\r
+ check = actorat[x][y];\r
+ if (check && check<objlist)\r
+ return false;\r
+ }\r
+\r
+ return true;\r
+}\r
+\r
+\r
+\r
+/*\r
+=================\r
+=\r
+= T_Projectile\r
+=\r
+=================\r
+*/\r
+\r
+void T_Projectile (objtype *ob)\r
+{\r
+ long deltax,deltay;\r
+ int damage;\r
+ long speed;\r
+\r
+ speed = (long)ob->speed*tics;\r
+\r
+ deltax = FixedByFrac(speed,costable[ob->angle]);\r
+ deltay = -FixedByFrac(speed,sintable[ob->angle]);\r
+\r
+ if (deltax>0x10000l)\r
+ deltax = 0x10000l;\r
+ if (deltay>0x10000l)\r
+ deltay = 0x10000l;\r
+\r
+ ob->x += deltax;\r
+ ob->y += deltay;\r
+\r
+ deltax = LABS(ob->x - player->x);\r
+ deltay = LABS(ob->y - player->y);\r
+\r
+ if (!ProjectileTryMove (ob))\r
+ {\r
+ if (ob->obclass == rocketobj)\r
+ {\r
+ PlaySoundLocActor(MISSILEHITSND,ob);\r
+ ob->state = &s_boom1;\r
+ }\r
+#ifdef SPEAR\r
+ else if (ob->obclass == hrocketobj)\r
+ {\r
+ PlaySoundLocActor(MISSILEHITSND,ob);\r
+ ob->state = &s_hboom1;\r
+ }\r
+#endif\r
+ else\r
+ ob->state = NULL; // mark for removal\r
+\r
+ return;\r
+ }\r
+\r
+ if (deltax < PROJECTILESIZE && deltay < PROJECTILESIZE)\r
+ { // hit the player\r
+ switch (ob->obclass)\r
+ {\r
+ case needleobj:\r
+ damage = (US_RndT() >>3) + 20;\r
+ break;\r
+ case rocketobj:\r
+ case hrocketobj:\r
+ case sparkobj:\r
+ damage = (US_RndT() >>3) + 30;\r
+ break;\r
+ case fireobj:\r
+ damage = (US_RndT() >>3);\r
+ break;\r
+ }\r
+\r
+ TakeDamage (damage,ob);\r
+ ob->state = NULL; // mark for removal\r
+ return;\r
+ }\r
+\r
+ ob->tilex = ob->x >> TILESHIFT;\r
+ ob->tiley = ob->y >> TILESHIFT;\r
+\r
+}\r
+\r
+\r
+\r
+\r
+/*\r
+=============================================================================\r
+\r
+ GUARD\r
+\r
+=============================================================================\r
+*/\r
+\r
+//\r
+// guards\r
+//\r
+\r
+extern statetype s_grdstand;\r
+\r
+extern statetype s_grdpath1;\r
+extern statetype s_grdpath1s;\r
+extern statetype s_grdpath2;\r
+extern statetype s_grdpath3;\r
+extern statetype s_grdpath3s;\r
+extern statetype s_grdpath4;\r
+\r
+extern statetype s_grdpain;\r
+extern statetype s_grdpain1;\r
+\r
+extern statetype s_grdgiveup;\r
+\r
+extern statetype s_grdshoot1;\r
+extern statetype s_grdshoot2;\r
+extern statetype s_grdshoot3;\r
+extern statetype s_grdshoot4;\r
+\r
+extern statetype s_grdchase1;\r
+extern statetype s_grdchase1s;\r
+extern statetype s_grdchase2;\r
+extern statetype s_grdchase3;\r
+extern statetype s_grdchase3s;\r
+extern statetype s_grdchase4;\r
+\r
+extern statetype s_grddie1;\r
+extern statetype s_grddie1d;\r
+extern statetype s_grddie2;\r
+extern statetype s_grddie3;\r
+extern statetype s_grddie4;\r
+\r
+statetype s_grdstand = {true,SPR_GRD_S_1,0,T_Stand,NULL,&s_grdstand};\r
+\r
+statetype s_grdpath1 = {true,SPR_GRD_W1_1,20,T_Path,NULL,&s_grdpath1s};\r
+statetype s_grdpath1s = {true,SPR_GRD_W1_1,5,NULL,NULL,&s_grdpath2};\r
+statetype s_grdpath2 = {true,SPR_GRD_W2_1,15,T_Path,NULL,&s_grdpath3};\r
+statetype s_grdpath3 = {true,SPR_GRD_W3_1,20,T_Path,NULL,&s_grdpath3s};\r
+statetype s_grdpath3s = {true,SPR_GRD_W3_1,5,NULL,NULL,&s_grdpath4};\r
+statetype s_grdpath4 = {true,SPR_GRD_W4_1,15,T_Path,NULL,&s_grdpath1};\r
+\r
+statetype s_grdpain = {2,SPR_GRD_PAIN_1,10,NULL,NULL,&s_grdchase1};\r
+statetype s_grdpain1 = {2,SPR_GRD_PAIN_2,10,NULL,NULL,&s_grdchase1};\r
+\r
+statetype s_grdshoot1 = {false,SPR_GRD_SHOOT1,20,NULL,NULL,&s_grdshoot2};\r
+statetype s_grdshoot2 = {false,SPR_GRD_SHOOT2,20,NULL,T_Shoot,&s_grdshoot3};\r
+statetype s_grdshoot3 = {false,SPR_GRD_SHOOT3,20,NULL,NULL,&s_grdchase1};\r
+\r
+statetype s_grdchase1 = {true,SPR_GRD_W1_1,10,T_Chase,NULL,&s_grdchase1s};\r
+statetype s_grdchase1s = {true,SPR_GRD_W1_1,3,NULL,NULL,&s_grdchase2};\r
+statetype s_grdchase2 = {true,SPR_GRD_W2_1,8,T_Chase,NULL,&s_grdchase3};\r
+statetype s_grdchase3 = {true,SPR_GRD_W3_1,10,T_Chase,NULL,&s_grdchase3s};\r
+statetype s_grdchase3s = {true,SPR_GRD_W3_1,3,NULL,NULL,&s_grdchase4};\r
+statetype s_grdchase4 = {true,SPR_GRD_W4_1,8,T_Chase,NULL,&s_grdchase1};\r
+\r
+statetype s_grddie1 = {false,SPR_GRD_DIE_1,15,NULL,A_DeathScream,&s_grddie2};\r
+statetype s_grddie2 = {false,SPR_GRD_DIE_2,15,NULL,NULL,&s_grddie3};\r
+statetype s_grddie3 = {false,SPR_GRD_DIE_3,15,NULL,NULL,&s_grddie4};\r
+statetype s_grddie4 = {false,SPR_GRD_DEAD,0,NULL,NULL,&s_grddie4};\r
+\r
+\r
+#ifndef SPEAR\r
+//\r
+// ghosts\r
+//\r
+extern statetype s_blinkychase1;\r
+extern statetype s_blinkychase2;\r
+extern statetype s_inkychase1;\r
+extern statetype s_inkychase2;\r
+extern statetype s_pinkychase1;\r
+extern statetype s_pinkychase2;\r
+extern statetype s_clydechase1;\r
+extern statetype s_clydechase2;\r
+\r
+statetype s_blinkychase1 = {false,SPR_BLINKY_W1,10,T_Ghosts,NULL,&s_blinkychase2};\r
+statetype s_blinkychase2 = {false,SPR_BLINKY_W2,10,T_Ghosts,NULL,&s_blinkychase1};\r
+\r
+statetype s_inkychase1 = {false,SPR_INKY_W1,10,T_Ghosts,NULL,&s_inkychase2};\r
+statetype s_inkychase2 = {false,SPR_INKY_W2,10,T_Ghosts,NULL,&s_inkychase1};\r
+\r
+statetype s_pinkychase1 = {false,SPR_PINKY_W1,10,T_Ghosts,NULL,&s_pinkychase2};\r
+statetype s_pinkychase2 = {false,SPR_PINKY_W2,10,T_Ghosts,NULL,&s_pinkychase1};\r
+\r
+statetype s_clydechase1 = {false,SPR_CLYDE_W1,10,T_Ghosts,NULL,&s_clydechase2};\r
+statetype s_clydechase2 = {false,SPR_CLYDE_W2,10,T_Ghosts,NULL,&s_clydechase1};\r
+#endif\r
+\r
+//\r
+// dogs\r
+//\r
+\r
+extern statetype s_dogpath1;\r
+extern statetype s_dogpath1s;\r
+extern statetype s_dogpath2;\r
+extern statetype s_dogpath3;\r
+extern statetype s_dogpath3s;\r
+extern statetype s_dogpath4;\r
+\r
+extern statetype s_dogjump1;\r
+extern statetype s_dogjump2;\r
+extern statetype s_dogjump3;\r
+extern statetype s_dogjump4;\r
+extern statetype s_dogjump5;\r
+\r
+extern statetype s_dogchase1;\r
+extern statetype s_dogchase1s;\r
+extern statetype s_dogchase2;\r
+extern statetype s_dogchase3;\r
+extern statetype s_dogchase3s;\r
+extern statetype s_dogchase4;\r
+\r
+extern statetype s_dogdie1;\r
+extern statetype s_dogdie1d;\r
+extern statetype s_dogdie2;\r
+extern statetype s_dogdie3;\r
+extern statetype s_dogdead;\r
+\r
+statetype s_dogpath1 = {true,SPR_DOG_W1_1,20,T_Path,NULL,&s_dogpath1s};\r
+statetype s_dogpath1s = {true,SPR_DOG_W1_1,5,NULL,NULL,&s_dogpath2};\r
+statetype s_dogpath2 = {true,SPR_DOG_W2_1,15,T_Path,NULL,&s_dogpath3};\r
+statetype s_dogpath3 = {true,SPR_DOG_W3_1,20,T_Path,NULL,&s_dogpath3s};\r
+statetype s_dogpath3s = {true,SPR_DOG_W3_1,5,NULL,NULL,&s_dogpath4};\r
+statetype s_dogpath4 = {true,SPR_DOG_W4_1,15,T_Path,NULL,&s_dogpath1};\r
+\r
+statetype s_dogjump1 = {false,SPR_DOG_JUMP1,10,NULL,NULL,&s_dogjump2};\r
+statetype s_dogjump2 = {false,SPR_DOG_JUMP2,10,NULL,T_Bite,&s_dogjump3};\r
+statetype s_dogjump3 = {false,SPR_DOG_JUMP3,10,NULL,NULL,&s_dogjump4};\r
+statetype s_dogjump4 = {false,SPR_DOG_JUMP1,10,NULL,NULL,&s_dogjump5};\r
+statetype s_dogjump5 = {false,SPR_DOG_W1_1,10,NULL,NULL,&s_dogchase1};\r
+\r
+statetype s_dogchase1 = {true,SPR_DOG_W1_1,10,T_DogChase,NULL,&s_dogchase1s};\r
+statetype s_dogchase1s = {true,SPR_DOG_W1_1,3,NULL,NULL,&s_dogchase2};\r
+statetype s_dogchase2 = {true,SPR_DOG_W2_1,8,T_DogChase,NULL,&s_dogchase3};\r
+statetype s_dogchase3 = {true,SPR_DOG_W3_1,10,T_DogChase,NULL,&s_dogchase3s};\r
+statetype s_dogchase3s = {true,SPR_DOG_W3_1,3,NULL,NULL,&s_dogchase4};\r
+statetype s_dogchase4 = {true,SPR_DOG_W4_1,8,T_DogChase,NULL,&s_dogchase1};\r
+\r
+statetype s_dogdie1 = {false,SPR_DOG_DIE_1,15,NULL,A_DeathScream,&s_dogdie2};\r
+statetype s_dogdie2 = {false,SPR_DOG_DIE_2,15,NULL,NULL,&s_dogdie3};\r
+statetype s_dogdie3 = {false,SPR_DOG_DIE_3,15,NULL,NULL,&s_dogdead};\r
+statetype s_dogdead = {false,SPR_DOG_DEAD,15,NULL,NULL,&s_dogdead};\r
+\r
+\r
+//\r
+// officers\r
+//\r
+\r
+extern statetype s_ofcstand;\r
+\r
+extern statetype s_ofcpath1;\r
+extern statetype s_ofcpath1s;\r
+extern statetype s_ofcpath2;\r
+extern statetype s_ofcpath3;\r
+extern statetype s_ofcpath3s;\r
+extern statetype s_ofcpath4;\r
+\r
+extern statetype s_ofcpain;\r
+extern statetype s_ofcpain1;\r
+\r
+extern statetype s_ofcgiveup;\r
+\r
+extern statetype s_ofcshoot1;\r
+extern statetype s_ofcshoot2;\r
+extern statetype s_ofcshoot3;\r
+extern statetype s_ofcshoot4;\r
+\r
+extern statetype s_ofcchase1;\r
+extern statetype s_ofcchase1s;\r
+extern statetype s_ofcchase2;\r
+extern statetype s_ofcchase3;\r
+extern statetype s_ofcchase3s;\r
+extern statetype s_ofcchase4;\r
+\r
+extern statetype s_ofcdie1;\r
+extern statetype s_ofcdie2;\r
+extern statetype s_ofcdie3;\r
+extern statetype s_ofcdie4;\r
+extern statetype s_ofcdie5;\r
+\r
+statetype s_ofcstand = {true,SPR_OFC_S_1,0,T_Stand,NULL,&s_ofcstand};\r
+\r
+statetype s_ofcpath1 = {true,SPR_OFC_W1_1,20,T_Path,NULL,&s_ofcpath1s};\r
+statetype s_ofcpath1s = {true,SPR_OFC_W1_1,5,NULL,NULL,&s_ofcpath2};\r
+statetype s_ofcpath2 = {true,SPR_OFC_W2_1,15,T_Path,NULL,&s_ofcpath3};\r
+statetype s_ofcpath3 = {true,SPR_OFC_W3_1,20,T_Path,NULL,&s_ofcpath3s};\r
+statetype s_ofcpath3s = {true,SPR_OFC_W3_1,5,NULL,NULL,&s_ofcpath4};\r
+statetype s_ofcpath4 = {true,SPR_OFC_W4_1,15,T_Path,NULL,&s_ofcpath1};\r
+\r
+statetype s_ofcpain = {2,SPR_OFC_PAIN_1,10,NULL,NULL,&s_ofcchase1};\r
+statetype s_ofcpain1 = {2,SPR_OFC_PAIN_2,10,NULL,NULL,&s_ofcchase1};\r
+\r
+statetype s_ofcshoot1 = {false,SPR_OFC_SHOOT1,6,NULL,NULL,&s_ofcshoot2};\r
+statetype s_ofcshoot2 = {false,SPR_OFC_SHOOT2,20,NULL,T_Shoot,&s_ofcshoot3};\r
+statetype s_ofcshoot3 = {false,SPR_OFC_SHOOT3,10,NULL,NULL,&s_ofcchase1};\r
+\r
+statetype s_ofcchase1 = {true,SPR_OFC_W1_1,10,T_Chase,NULL,&s_ofcchase1s};\r
+statetype s_ofcchase1s = {true,SPR_OFC_W1_1,3,NULL,NULL,&s_ofcchase2};\r
+statetype s_ofcchase2 = {true,SPR_OFC_W2_1,8,T_Chase,NULL,&s_ofcchase3};\r
+statetype s_ofcchase3 = {true,SPR_OFC_W3_1,10,T_Chase,NULL,&s_ofcchase3s};\r
+statetype s_ofcchase3s = {true,SPR_OFC_W3_1,3,NULL,NULL,&s_ofcchase4};\r
+statetype s_ofcchase4 = {true,SPR_OFC_W4_1,8,T_Chase,NULL,&s_ofcchase1};\r
+\r
+statetype s_ofcdie1 = {false,SPR_OFC_DIE_1,11,NULL,A_DeathScream,&s_ofcdie2};\r
+statetype s_ofcdie2 = {false,SPR_OFC_DIE_2,11,NULL,NULL,&s_ofcdie3};\r
+statetype s_ofcdie3 = {false,SPR_OFC_DIE_3,11,NULL,NULL,&s_ofcdie4};\r
+statetype s_ofcdie4 = {false,SPR_OFC_DIE_4,11,NULL,NULL,&s_ofcdie5};\r
+statetype s_ofcdie5 = {false,SPR_OFC_DEAD,0,NULL,NULL,&s_ofcdie5};\r
+\r
+\r
+//\r
+// mutant\r
+//\r
+\r
+extern statetype s_mutstand;\r
+\r
+extern statetype s_mutpath1;\r
+extern statetype s_mutpath1s;\r
+extern statetype s_mutpath2;\r
+extern statetype s_mutpath3;\r
+extern statetype s_mutpath3s;\r
+extern statetype s_mutpath4;\r
+\r
+extern statetype s_mutpain;\r
+extern statetype s_mutpain1;\r
+\r
+extern statetype s_mutgiveup;\r
+\r
+extern statetype s_mutshoot1;\r
+extern statetype s_mutshoot2;\r
+extern statetype s_mutshoot3;\r
+extern statetype s_mutshoot4;\r
+\r
+extern statetype s_mutchase1;\r
+extern statetype s_mutchase1s;\r
+extern statetype s_mutchase2;\r
+extern statetype s_mutchase3;\r
+extern statetype s_mutchase3s;\r
+extern statetype s_mutchase4;\r
+\r
+extern statetype s_mutdie1;\r
+extern statetype s_mutdie2;\r
+extern statetype s_mutdie3;\r
+extern statetype s_mutdie4;\r
+extern statetype s_mutdie5;\r
+\r
+statetype s_mutstand = {true,SPR_MUT_S_1,0,T_Stand,NULL,&s_mutstand};\r
+\r
+statetype s_mutpath1 = {true,SPR_MUT_W1_1,20,T_Path,NULL,&s_mutpath1s};\r
+statetype s_mutpath1s = {true,SPR_MUT_W1_1,5,NULL,NULL,&s_mutpath2};\r
+statetype s_mutpath2 = {true,SPR_MUT_W2_1,15,T_Path,NULL,&s_mutpath3};\r
+statetype s_mutpath3 = {true,SPR_MUT_W3_1,20,T_Path,NULL,&s_mutpath3s};\r
+statetype s_mutpath3s = {true,SPR_MUT_W3_1,5,NULL,NULL,&s_mutpath4};\r
+statetype s_mutpath4 = {true,SPR_MUT_W4_1,15,T_Path,NULL,&s_mutpath1};\r
+\r
+statetype s_mutpain = {2,SPR_MUT_PAIN_1,10,NULL,NULL,&s_mutchase1};\r
+statetype s_mutpain1 = {2,SPR_MUT_PAIN_2,10,NULL,NULL,&s_mutchase1};\r
+\r
+statetype s_mutshoot1 = {false,SPR_MUT_SHOOT1,6,NULL,T_Shoot,&s_mutshoot2};\r
+statetype s_mutshoot2 = {false,SPR_MUT_SHOOT2,20,NULL,NULL,&s_mutshoot3};\r
+statetype s_mutshoot3 = {false,SPR_MUT_SHOOT3,10,NULL,T_Shoot,&s_mutshoot4};\r
+statetype s_mutshoot4 = {false,SPR_MUT_SHOOT4,20,NULL,NULL,&s_mutchase1};\r
+\r
+statetype s_mutchase1 = {true,SPR_MUT_W1_1,10,T_Chase,NULL,&s_mutchase1s};\r
+statetype s_mutchase1s = {true,SPR_MUT_W1_1,3,NULL,NULL,&s_mutchase2};\r
+statetype s_mutchase2 = {true,SPR_MUT_W2_1,8,T_Chase,NULL,&s_mutchase3};\r
+statetype s_mutchase3 = {true,SPR_MUT_W3_1,10,T_Chase,NULL,&s_mutchase3s};\r
+statetype s_mutchase3s = {true,SPR_MUT_W3_1,3,NULL,NULL,&s_mutchase4};\r
+statetype s_mutchase4 = {true,SPR_MUT_W4_1,8,T_Chase,NULL,&s_mutchase1};\r
+\r
+statetype s_mutdie1 = {false,SPR_MUT_DIE_1,7,NULL,A_DeathScream,&s_mutdie2};\r
+statetype s_mutdie2 = {false,SPR_MUT_DIE_2,7,NULL,NULL,&s_mutdie3};\r
+statetype s_mutdie3 = {false,SPR_MUT_DIE_3,7,NULL,NULL,&s_mutdie4};\r
+statetype s_mutdie4 = {false,SPR_MUT_DIE_4,7,NULL,NULL,&s_mutdie5};\r
+statetype s_mutdie5 = {false,SPR_MUT_DEAD,0,NULL,NULL,&s_mutdie5};\r
+\r
+\r
+//\r
+// SS\r
+//\r
+\r
+extern statetype s_ssstand;\r
+\r
+extern statetype s_sspath1;\r
+extern statetype s_sspath1s;\r
+extern statetype s_sspath2;\r
+extern statetype s_sspath3;\r
+extern statetype s_sspath3s;\r
+extern statetype s_sspath4;\r
+\r
+extern statetype s_sspain;\r
+extern statetype s_sspain1;\r
+\r
+extern statetype s_ssshoot1;\r
+extern statetype s_ssshoot2;\r
+extern statetype s_ssshoot3;\r
+extern statetype s_ssshoot4;\r
+extern statetype s_ssshoot5;\r
+extern statetype s_ssshoot6;\r
+extern statetype s_ssshoot7;\r
+extern statetype s_ssshoot8;\r
+extern statetype s_ssshoot9;\r
+\r
+extern statetype s_sschase1;\r
+extern statetype s_sschase1s;\r
+extern statetype s_sschase2;\r
+extern statetype s_sschase3;\r
+extern statetype s_sschase3s;\r
+extern statetype s_sschase4;\r
+\r
+extern statetype s_ssdie1;\r
+extern statetype s_ssdie2;\r
+extern statetype s_ssdie3;\r
+extern statetype s_ssdie4;\r
+\r
+statetype s_ssstand = {true,SPR_SS_S_1,0,T_Stand,NULL,&s_ssstand};\r
+\r
+statetype s_sspath1 = {true,SPR_SS_W1_1,20,T_Path,NULL,&s_sspath1s};\r
+statetype s_sspath1s = {true,SPR_SS_W1_1,5,NULL,NULL,&s_sspath2};\r
+statetype s_sspath2 = {true,SPR_SS_W2_1,15,T_Path,NULL,&s_sspath3};\r
+statetype s_sspath3 = {true,SPR_SS_W3_1,20,T_Path,NULL,&s_sspath3s};\r
+statetype s_sspath3s = {true,SPR_SS_W3_1,5,NULL,NULL,&s_sspath4};\r
+statetype s_sspath4 = {true,SPR_SS_W4_1,15,T_Path,NULL,&s_sspath1};\r
+\r
+statetype s_sspain = {2,SPR_SS_PAIN_1,10,NULL,NULL,&s_sschase1};\r
+statetype s_sspain1 = {2,SPR_SS_PAIN_2,10,NULL,NULL,&s_sschase1};\r
+\r
+statetype s_ssshoot1 = {false,SPR_SS_SHOOT1,20,NULL,NULL,&s_ssshoot2};\r
+statetype s_ssshoot2 = {false,SPR_SS_SHOOT2,20,NULL,T_Shoot,&s_ssshoot3};\r
+statetype s_ssshoot3 = {false,SPR_SS_SHOOT3,10,NULL,NULL,&s_ssshoot4};\r
+statetype s_ssshoot4 = {false,SPR_SS_SHOOT2,10,NULL,T_Shoot,&s_ssshoot5};\r
+statetype s_ssshoot5 = {false,SPR_SS_SHOOT3,10,NULL,NULL,&s_ssshoot6};\r
+statetype s_ssshoot6 = {false,SPR_SS_SHOOT2,10,NULL,T_Shoot,&s_ssshoot7};\r
+statetype s_ssshoot7 = {false,SPR_SS_SHOOT3,10,NULL,NULL,&s_ssshoot8};\r
+statetype s_ssshoot8 = {false,SPR_SS_SHOOT2,10,NULL,T_Shoot,&s_ssshoot9};\r
+statetype s_ssshoot9 = {false,SPR_SS_SHOOT3,10,NULL,NULL,&s_sschase1};\r
+\r
+statetype s_sschase1 = {true,SPR_SS_W1_1,10,T_Chase,NULL,&s_sschase1s};\r
+statetype s_sschase1s = {true,SPR_SS_W1_1,3,NULL,NULL,&s_sschase2};\r
+statetype s_sschase2 = {true,SPR_SS_W2_1,8,T_Chase,NULL,&s_sschase3};\r
+statetype s_sschase3 = {true,SPR_SS_W3_1,10,T_Chase,NULL,&s_sschase3s};\r
+statetype s_sschase3s = {true,SPR_SS_W3_1,3,NULL,NULL,&s_sschase4};\r
+statetype s_sschase4 = {true,SPR_SS_W4_1,8,T_Chase,NULL,&s_sschase1};\r
+\r
+statetype s_ssdie1 = {false,SPR_SS_DIE_1,15,NULL,A_DeathScream,&s_ssdie2};\r
+statetype s_ssdie2 = {false,SPR_SS_DIE_2,15,NULL,NULL,&s_ssdie3};\r
+statetype s_ssdie3 = {false,SPR_SS_DIE_3,15,NULL,NULL,&s_ssdie4};\r
+statetype s_ssdie4 = {false,SPR_SS_DEAD,0,NULL,NULL,&s_ssdie4};\r
+\r
+\r
+#ifndef SPEAR\r
+//\r
+// hans\r
+//\r
+extern statetype s_bossstand;\r
+\r
+extern statetype s_bosschase1;\r
+extern statetype s_bosschase1s;\r
+extern statetype s_bosschase2;\r
+extern statetype s_bosschase3;\r
+extern statetype s_bosschase3s;\r
+extern statetype s_bosschase4;\r
+\r
+extern statetype s_bossdie1;\r
+extern statetype s_bossdie2;\r
+extern statetype s_bossdie3;\r
+extern statetype s_bossdie4;\r
+\r
+extern statetype s_bossshoot1;\r
+extern statetype s_bossshoot2;\r
+extern statetype s_bossshoot3;\r
+extern statetype s_bossshoot4;\r
+extern statetype s_bossshoot5;\r
+extern statetype s_bossshoot6;\r
+extern statetype s_bossshoot7;\r
+extern statetype s_bossshoot8;\r
+\r
+\r
+statetype s_bossstand = {false,SPR_BOSS_W1,0,T_Stand,NULL,&s_bossstand};\r
+\r
+statetype s_bosschase1 = {false,SPR_BOSS_W1,10,T_Chase,NULL,&s_bosschase1s};\r
+statetype s_bosschase1s = {false,SPR_BOSS_W1,3,NULL,NULL,&s_bosschase2};\r
+statetype s_bosschase2 = {false,SPR_BOSS_W2,8,T_Chase,NULL,&s_bosschase3};\r
+statetype s_bosschase3 = {false,SPR_BOSS_W3,10,T_Chase,NULL,&s_bosschase3s};\r
+statetype s_bosschase3s = {false,SPR_BOSS_W3,3,NULL,NULL,&s_bosschase4};\r
+statetype s_bosschase4 = {false,SPR_BOSS_W4,8,T_Chase,NULL,&s_bosschase1};\r
+\r
+statetype s_bossdie1 = {false,SPR_BOSS_DIE1,15,NULL,A_DeathScream,&s_bossdie2};\r
+statetype s_bossdie2 = {false,SPR_BOSS_DIE2,15,NULL,NULL,&s_bossdie3};\r
+statetype s_bossdie3 = {false,SPR_BOSS_DIE3,15,NULL,NULL,&s_bossdie4};\r
+statetype s_bossdie4 = {false,SPR_BOSS_DEAD,0,NULL,NULL,&s_bossdie4};\r
+\r
+statetype s_bossshoot1 = {false,SPR_BOSS_SHOOT1,30,NULL,NULL,&s_bossshoot2};\r
+statetype s_bossshoot2 = {false,SPR_BOSS_SHOOT2,10,NULL,T_Shoot,&s_bossshoot3};\r
+statetype s_bossshoot3 = {false,SPR_BOSS_SHOOT3,10,NULL,T_Shoot,&s_bossshoot4};\r
+statetype s_bossshoot4 = {false,SPR_BOSS_SHOOT2,10,NULL,T_Shoot,&s_bossshoot5};\r
+statetype s_bossshoot5 = {false,SPR_BOSS_SHOOT3,10,NULL,T_Shoot,&s_bossshoot6};\r
+statetype s_bossshoot6 = {false,SPR_BOSS_SHOOT2,10,NULL,T_Shoot,&s_bossshoot7};\r
+statetype s_bossshoot7 = {false,SPR_BOSS_SHOOT3,10,NULL,T_Shoot,&s_bossshoot8};\r
+statetype s_bossshoot8 = {false,SPR_BOSS_SHOOT1,10,NULL,NULL,&s_bosschase1};\r
+\r
+\r
+//\r
+// gretel\r
+//\r
+extern statetype s_gretelstand;\r
+\r
+extern statetype s_gretelchase1;\r
+extern statetype s_gretelchase1s;\r
+extern statetype s_gretelchase2;\r
+extern statetype s_gretelchase3;\r
+extern statetype s_gretelchase3s;\r
+extern statetype s_gretelchase4;\r
+\r
+extern statetype s_greteldie1;\r
+extern statetype s_greteldie2;\r
+extern statetype s_greteldie3;\r
+extern statetype s_greteldie4;\r
+\r
+extern statetype s_gretelshoot1;\r
+extern statetype s_gretelshoot2;\r
+extern statetype s_gretelshoot3;\r
+extern statetype s_gretelshoot4;\r
+extern statetype s_gretelshoot5;\r
+extern statetype s_gretelshoot6;\r
+extern statetype s_gretelshoot7;\r
+extern statetype s_gretelshoot8;\r
+\r
+\r
+statetype s_gretelstand = {false,SPR_GRETEL_W1,0,T_Stand,NULL,&s_gretelstand};\r
+\r
+statetype s_gretelchase1 = {false,SPR_GRETEL_W1,10,T_Chase,NULL,&s_gretelchase1s};\r
+statetype s_gretelchase1s = {false,SPR_GRETEL_W1,3,NULL,NULL,&s_gretelchase2};\r
+statetype s_gretelchase2 = {false,SPR_GRETEL_W2,8,T_Chase,NULL,&s_gretelchase3};\r
+statetype s_gretelchase3 = {false,SPR_GRETEL_W3,10,T_Chase,NULL,&s_gretelchase3s};\r
+statetype s_gretelchase3s = {false,SPR_GRETEL_W3,3,NULL,NULL,&s_gretelchase4};\r
+statetype s_gretelchase4 = {false,SPR_GRETEL_W4,8,T_Chase,NULL,&s_gretelchase1};\r
+\r
+statetype s_greteldie1 = {false,SPR_GRETEL_DIE1,15,NULL,A_DeathScream,&s_greteldie2};\r
+statetype s_greteldie2 = {false,SPR_GRETEL_DIE2,15,NULL,NULL,&s_greteldie3};\r
+statetype s_greteldie3 = {false,SPR_GRETEL_DIE3,15,NULL,NULL,&s_greteldie4};\r
+statetype s_greteldie4 = {false,SPR_GRETEL_DEAD,0,NULL,NULL,&s_greteldie4};\r
+\r
+statetype s_gretelshoot1 = {false,SPR_GRETEL_SHOOT1,30,NULL,NULL,&s_gretelshoot2};\r
+statetype s_gretelshoot2 = {false,SPR_GRETEL_SHOOT2,10,NULL,T_Shoot,&s_gretelshoot3};\r
+statetype s_gretelshoot3 = {false,SPR_GRETEL_SHOOT3,10,NULL,T_Shoot,&s_gretelshoot4};\r
+statetype s_gretelshoot4 = {false,SPR_GRETEL_SHOOT2,10,NULL,T_Shoot,&s_gretelshoot5};\r
+statetype s_gretelshoot5 = {false,SPR_GRETEL_SHOOT3,10,NULL,T_Shoot,&s_gretelshoot6};\r
+statetype s_gretelshoot6 = {false,SPR_GRETEL_SHOOT2,10,NULL,T_Shoot,&s_gretelshoot7};\r
+statetype s_gretelshoot7 = {false,SPR_GRETEL_SHOOT3,10,NULL,T_Shoot,&s_gretelshoot8};\r
+statetype s_gretelshoot8 = {false,SPR_GRETEL_SHOOT1,10,NULL,NULL,&s_gretelchase1};\r
+#endif\r
+\r
+\r
+/*\r
+===============\r
+=\r
+= SpawnStand\r
+=\r
+===============\r
+*/\r
+\r
+void SpawnStand (enemy_t which, int tilex, int tiley, int dir)\r
+{\r
+ unsigned far *map,tile;\r
+\r
+ switch (which)\r
+ {\r
+ case en_guard:\r
+ SpawnNewObj (tilex,tiley,&s_grdstand);\r
+ new->speed = SPDPATROL;\r
+ if (!loadedgame)\r
+ gamestate.killtotal++;\r
+ break;\r
+\r
+ case en_officer:\r
+ SpawnNewObj (tilex,tiley,&s_ofcstand);\r
+ new->speed = SPDPATROL;\r
+ if (!loadedgame)\r
+ gamestate.killtotal++;\r
+ break;\r
+\r
+ case en_mutant:\r
+ SpawnNewObj (tilex,tiley,&s_mutstand);\r
+ new->speed = SPDPATROL;\r
+ if (!loadedgame)\r
+ gamestate.killtotal++;\r
+ break;\r
+\r
+ case en_ss:\r
+ SpawnNewObj (tilex,tiley,&s_ssstand);\r
+ new->speed = SPDPATROL;\r
+ if (!loadedgame)\r
+ gamestate.killtotal++;\r
+ break;\r
+ }\r
+\r
+\r
+ map = mapsegs[0]+farmapylookup[tiley]+tilex;\r
+ if (*map == AMBUSHTILE)\r
+ {\r
+ tilemap[tilex][tiley] = 0;\r
+\r
+ if (*(map+1) >= AREATILE)\r
+ tile = *(map+1);\r
+ if (*(map-mapwidth) >= AREATILE)\r
+ tile = *(map-mapwidth);\r
+ if (*(map+mapwidth) >= AREATILE)\r
+ tile = *(map+mapwidth);\r
+ if ( *(map-1) >= AREATILE)\r
+ tile = *(map-1);\r
+\r
+ *map = tile;\r
+ new->areanumber = tile-AREATILE;\r
+\r
+ new->flags |= FL_AMBUSH;\r
+ }\r
+\r
+ new->obclass = guardobj+which;\r
+ new->hitpoints = starthitpoints[gamestate.difficulty][which];\r
+ new->dir = dir*2;\r
+ new->flags |= FL_SHOOTABLE;\r
+}\r
+\r
+\r
+\r
+/*\r
+===============\r
+=\r
+= SpawnDeadGuard\r
+=\r
+===============\r
+*/\r
+\r
+void SpawnDeadGuard (int tilex, int tiley)\r
+{\r
+ SpawnNewObj (tilex,tiley,&s_grddie4);\r
+ new->obclass = inertobj;\r
+}\r
+\r
+\r
+\r
+#ifndef SPEAR\r
+/*\r
+===============\r
+=\r
+= SpawnBoss\r
+=\r
+===============\r
+*/\r
+\r
+void SpawnBoss (int tilex, int tiley)\r
+{\r
+ unsigned far *map,tile;\r
+\r
+ SpawnNewObj (tilex,tiley,&s_bossstand);\r
+ new->speed = SPDPATROL;\r
+\r
+ new->obclass = bossobj;\r
+ new->hitpoints = starthitpoints[gamestate.difficulty][en_boss];\r
+ new->dir = south;\r
+ new->flags |= FL_SHOOTABLE|FL_AMBUSH;\r
+ if (!loadedgame)\r
+ gamestate.killtotal++;\r
+}\r
+\r
+/*\r
+===============\r
+=\r
+= SpawnGretel\r
+=\r
+===============\r
+*/\r
+\r
+void SpawnGretel (int tilex, int tiley)\r
+{\r
+ unsigned far *map,tile;\r
+\r
+ SpawnNewObj (tilex,tiley,&s_gretelstand);\r
+ new->speed = SPDPATROL;\r
+\r
+ new->obclass = gretelobj;\r
+ new->hitpoints = starthitpoints[gamestate.difficulty][en_gretel];\r
+ new->dir = north;\r
+ new->flags |= FL_SHOOTABLE|FL_AMBUSH;\r
+ if (!loadedgame)\r
+ gamestate.killtotal++;\r
+}\r
+#endif\r
+\r
+/*\r
+===============\r
+=\r
+= SpawnPatrol\r
+=\r
+===============\r
+*/\r
+\r
+void SpawnPatrol (enemy_t which, int tilex, int tiley, int dir)\r
+{\r
+ switch (which)\r
+ {\r
+ case en_guard:\r
+ SpawnNewObj (tilex,tiley,&s_grdpath1);\r
+ new->speed = SPDPATROL;\r
+ if (!loadedgame)\r
+ gamestate.killtotal++;\r
+ break;\r
+\r
+ case en_officer:\r
+ SpawnNewObj (tilex,tiley,&s_ofcpath1);\r
+ new->speed = SPDPATROL;\r
+ if (!loadedgame)\r
+ gamestate.killtotal++;\r
+ break;\r
+\r
+ case en_ss:\r
+ SpawnNewObj (tilex,tiley,&s_sspath1);\r
+ new->speed = SPDPATROL;\r
+ if (!loadedgame)\r
+ gamestate.killtotal++;\r
+ break;\r
+\r
+ case en_mutant:\r
+ SpawnNewObj (tilex,tiley,&s_mutpath1);\r
+ new->speed = SPDPATROL;\r
+ if (!loadedgame)\r
+ gamestate.killtotal++;\r
+ break;\r
+\r
+ case en_dog:\r
+ SpawnNewObj (tilex,tiley,&s_dogpath1);\r
+ new->speed = SPDDOG;\r
+ if (!loadedgame)\r
+ gamestate.killtotal++;\r
+ break;\r
+ }\r
+\r
+ new->obclass = guardobj+which;\r
+ new->dir = dir*2;\r
+ new->hitpoints = starthitpoints[gamestate.difficulty][which];\r
+ new->distance = tileglobal;\r
+ new->flags |= FL_SHOOTABLE;\r
+ new->active = true;\r
+\r
+ actorat[new->tilex][new->tiley] = NULL; // don't use original spot\r
+\r
+ switch (dir)\r
+ {\r
+ case 0:\r
+ new->tilex++;\r
+ break;\r
+ case 1:\r
+ new->tiley--;\r
+ break;\r
+ case 2:\r
+ new->tilex--;\r
+ break;\r
+ case 3:\r
+ new->tiley++;\r
+ break;\r
+ }\r
+\r
+ actorat[new->tilex][new->tiley] = new;\r
+}\r
+\r
+\r
+\r
+/*\r
+==================\r
+=\r
+= A_DeathScream\r
+=\r
+==================\r
+*/\r
+\r
+void A_DeathScream (objtype *ob)\r
+{\r
+#ifndef UPLOAD\r
+#ifndef SPEAR\r
+ if (mapon==9 && !US_RndT())\r
+#else\r
+ if ((mapon==18 || mapon==19) && !US_RndT())\r
+#endif\r
+ {\r
+ switch(ob->obclass)\r
+ {\r
+ case mutantobj:\r
+ case guardobj:\r
+ case officerobj:\r
+ case ssobj:\r
+ case dogobj:\r
+ PlaySoundLocActor(DEATHSCREAM6SND,ob);\r
+ return;\r
+ }\r
+ }\r
+#endif\r
+\r
+ switch (ob->obclass)\r
+ {\r
+ case mutantobj:\r
+ PlaySoundLocActor(AHHHGSND,ob);\r
+ break;\r
+\r
+ case guardobj:\r
+ {\r
+ int sounds[9]={ DEATHSCREAM1SND,\r
+ DEATHSCREAM2SND,\r
+ DEATHSCREAM3SND,\r
+ DEATHSCREAM4SND,\r
+ DEATHSCREAM5SND,\r
+ DEATHSCREAM7SND,\r
+ DEATHSCREAM8SND,\r
+ DEATHSCREAM9SND\r
+ };\r
+\r
+ #ifndef UPLOAD\r
+ PlaySoundLocActor(sounds[US_RndT()%8],ob);\r
+ #else\r
+ PlaySoundLocActor(sounds[US_RndT()%2],ob);\r
+ #endif\r
+ }\r
+ break;\r
+ case officerobj:\r
+ PlaySoundLocActor(NEINSOVASSND,ob);\r
+ break;\r
+ case ssobj:\r
+ PlaySoundLocActor(LEBENSND,ob); // JAB\r
+ break;\r
+ case dogobj:\r
+ PlaySoundLocActor(DOGDEATHSND,ob); // JAB\r
+ break;\r
+#ifndef SPEAR\r
+ case bossobj:\r
+ SD_PlaySound(MUTTISND); // JAB\r
+ break;\r
+ case schabbobj:\r
+ SD_PlaySound(MEINGOTTSND);\r
+ break;\r
+ case fakeobj:\r
+ SD_PlaySound(HITLERHASND);\r
+ break;\r
+ case mechahitlerobj:\r
+ SD_PlaySound(SCHEISTSND);\r
+ break;\r
+ case realhitlerobj:\r
+ SD_PlaySound(EVASND);\r
+ break;\r
+ case gretelobj:\r
+ SD_PlaySound(MEINSND);\r
+ break;\r
+ case giftobj:\r
+ SD_PlaySound(DONNERSND);\r
+ break;\r
+ case fatobj:\r
+ SD_PlaySound(ROSESND);\r
+ break;\r
+#else\r
+ case spectreobj:\r
+ SD_PlaySound(GHOSTFADESND);\r
+ break;\r
+ case angelobj:\r
+ SD_PlaySound(ANGELDEATHSND);\r
+ break;\r
+ case transobj:\r
+ SD_PlaySound(TRANSDEATHSND);\r
+ break;\r
+ case uberobj:\r
+ SD_PlaySound(UBERDEATHSND);\r
+ break;\r
+ case willobj:\r
+ SD_PlaySound(WILHELMDEATHSND);\r
+ break;\r
+ case deathobj:\r
+ SD_PlaySound(KNIGHTDEATHSND);\r
+ break;\r
+#endif\r
+ }\r
+}\r
+\r
+\r
+/*\r
+=============================================================================\r
+\r
+ SPEAR ACTORS\r
+\r
+=============================================================================\r
+*/\r
+\r
+#ifdef SPEAR\r
+\r
+void T_Launch (objtype *ob);\r
+void T_Will (objtype *ob);\r
+\r
+extern statetype s_angelshoot1;\r
+extern statetype s_deathshoot1;\r
+extern statetype s_spark1;\r
+\r
+//\r
+// trans\r
+//\r
+extern statetype s_transstand;\r
+\r
+extern statetype s_transchase1;\r
+extern statetype s_transchase1s;\r
+extern statetype s_transchase2;\r
+extern statetype s_transchase3;\r
+extern statetype s_transchase3s;\r
+extern statetype s_transchase4;\r
+\r
+extern statetype s_transdie0;\r
+extern statetype s_transdie01;\r
+extern statetype s_transdie1;\r
+extern statetype s_transdie2;\r
+extern statetype s_transdie3;\r
+extern statetype s_transdie4;\r
+\r
+extern statetype s_transshoot1;\r
+extern statetype s_transshoot2;\r
+extern statetype s_transshoot3;\r
+extern statetype s_transshoot4;\r
+extern statetype s_transshoot5;\r
+extern statetype s_transshoot6;\r
+extern statetype s_transshoot7;\r
+extern statetype s_transshoot8;\r
+\r
+\r
+statetype s_transstand = {false,SPR_TRANS_W1,0,T_Stand,NULL,&s_transstand};\r
+\r
+statetype s_transchase1 = {false,SPR_TRANS_W1,10,T_Chase,NULL,&s_transchase1s};\r
+statetype s_transchase1s = {false,SPR_TRANS_W1,3,NULL,NULL,&s_transchase2};\r
+statetype s_transchase2 = {false,SPR_TRANS_W2,8,T_Chase,NULL,&s_transchase3};\r
+statetype s_transchase3 = {false,SPR_TRANS_W3,10,T_Chase,NULL,&s_transchase3s};\r
+statetype s_transchase3s = {false,SPR_TRANS_W3,3,NULL,NULL,&s_transchase4};\r
+statetype s_transchase4 = {false,SPR_TRANS_W4,8,T_Chase,NULL,&s_transchase1};\r
+\r
+statetype s_transdie0 = {false,SPR_TRANS_W1,1,NULL,A_DeathScream,&s_transdie01};\r
+statetype s_transdie01 = {false,SPR_TRANS_W1,1,NULL,NULL,&s_transdie1};\r
+statetype s_transdie1 = {false,SPR_TRANS_DIE1,15,NULL,NULL,&s_transdie2};\r
+statetype s_transdie2 = {false,SPR_TRANS_DIE2,15,NULL,NULL,&s_transdie3};\r
+statetype s_transdie3 = {false,SPR_TRANS_DIE3,15,NULL,NULL,&s_transdie4};\r
+statetype s_transdie4 = {false,SPR_TRANS_DEAD,0,NULL,NULL,&s_transdie4};\r
+\r
+statetype s_transshoot1 = {false,SPR_TRANS_SHOOT1,30,NULL,NULL,&s_transshoot2};\r
+statetype s_transshoot2 = {false,SPR_TRANS_SHOOT2,10,NULL,T_Shoot,&s_transshoot3};\r
+statetype s_transshoot3 = {false,SPR_TRANS_SHOOT3,10,NULL,T_Shoot,&s_transshoot4};\r
+statetype s_transshoot4 = {false,SPR_TRANS_SHOOT2,10,NULL,T_Shoot,&s_transshoot5};\r
+statetype s_transshoot5 = {false,SPR_TRANS_SHOOT3,10,NULL,T_Shoot,&s_transshoot6};\r
+statetype s_transshoot6 = {false,SPR_TRANS_SHOOT2,10,NULL,T_Shoot,&s_transshoot7};\r
+statetype s_transshoot7 = {false,SPR_TRANS_SHOOT3,10,NULL,T_Shoot,&s_transshoot8};\r
+statetype s_transshoot8 = {false,SPR_TRANS_SHOOT1,10,NULL,NULL,&s_transchase1};\r
+\r
+\r
+/*\r
+===============\r
+=\r
+= SpawnTrans\r
+=\r
+===============\r
+*/\r
+\r
+void SpawnTrans (int tilex, int tiley)\r
+{\r
+ unsigned far *map,tile;\r
+\r
+ if (SoundBlasterPresent && DigiMode != sds_Off)\r
+ s_transdie01.tictime = 105;\r
+\r
+ SpawnNewObj (tilex,tiley,&s_transstand);\r
+ new->obclass = transobj;\r
+ new->hitpoints = starthitpoints[gamestate.difficulty][en_trans];\r
+ new->flags |= FL_SHOOTABLE|FL_AMBUSH;\r
+ if (!loadedgame)\r
+ gamestate.killtotal++;\r
+}\r
+\r
+\r
+//\r
+// uber\r
+//\r
+void T_UShoot (objtype *ob);\r
+\r
+extern statetype s_uberstand;\r
+\r
+extern statetype s_uberchase1;\r
+extern statetype s_uberchase1s;\r
+extern statetype s_uberchase2;\r
+extern statetype s_uberchase3;\r
+extern statetype s_uberchase3s;\r
+extern statetype s_uberchase4;\r
+\r
+extern statetype s_uberdie0;\r
+extern statetype s_uberdie01;\r
+extern statetype s_uberdie1;\r
+extern statetype s_uberdie2;\r
+extern statetype s_uberdie3;\r
+extern statetype s_uberdie4;\r
+extern statetype s_uberdie5;\r
+\r
+extern statetype s_ubershoot1;\r
+extern statetype s_ubershoot2;\r
+extern statetype s_ubershoot3;\r
+extern statetype s_ubershoot4;\r
+extern statetype s_ubershoot5;\r
+extern statetype s_ubershoot6;\r
+extern statetype s_ubershoot7;\r
+\r
+\r
+statetype s_uberstand = {false,SPR_UBER_W1,0,T_Stand,NULL,&s_uberstand};\r
+\r
+statetype s_uberchase1 = {false,SPR_UBER_W1,10,T_Chase,NULL,&s_uberchase1s};\r
+statetype s_uberchase1s = {false,SPR_UBER_W1,3,NULL,NULL,&s_uberchase2};\r
+statetype s_uberchase2 = {false,SPR_UBER_W2,8,T_Chase,NULL,&s_uberchase3};\r
+statetype s_uberchase3 = {false,SPR_UBER_W3,10,T_Chase,NULL,&s_uberchase3s};\r
+statetype s_uberchase3s = {false,SPR_UBER_W3,3,NULL,NULL,&s_uberchase4};\r
+statetype s_uberchase4 = {false,SPR_UBER_W4,8,T_Chase,NULL,&s_uberchase1};\r
+\r
+statetype s_uberdie0 = {false,SPR_UBER_W1,1,NULL,A_DeathScream,&s_uberdie01};\r
+statetype s_uberdie01 = {false,SPR_UBER_W1,1,NULL,NULL,&s_uberdie1};\r
+statetype s_uberdie1 = {false,SPR_UBER_DIE1,15,NULL,NULL,&s_uberdie2};\r
+statetype s_uberdie2 = {false,SPR_UBER_DIE2,15,NULL,NULL,&s_uberdie3};\r
+statetype s_uberdie3 = {false,SPR_UBER_DIE3,15,NULL,NULL,&s_uberdie4};\r
+statetype s_uberdie4 = {false,SPR_UBER_DIE4,15,NULL,NULL,&s_uberdie5};\r
+statetype s_uberdie5 = {false,SPR_UBER_DEAD,0,NULL,NULL,&s_uberdie5};\r
+\r
+statetype s_ubershoot1 = {false,SPR_UBER_SHOOT1,30,NULL,NULL,&s_ubershoot2};\r
+statetype s_ubershoot2 = {false,SPR_UBER_SHOOT2,12,NULL,T_UShoot,&s_ubershoot3};\r
+statetype s_ubershoot3 = {false,SPR_UBER_SHOOT3,12,NULL,T_UShoot,&s_ubershoot4};\r
+statetype s_ubershoot4 = {false,SPR_UBER_SHOOT4,12,NULL,T_UShoot,&s_ubershoot5};\r
+statetype s_ubershoot5 = {false,SPR_UBER_SHOOT3,12,NULL,T_UShoot,&s_ubershoot6};\r
+statetype s_ubershoot6 = {false,SPR_UBER_SHOOT2,12,NULL,T_UShoot,&s_ubershoot7};\r
+statetype s_ubershoot7 = {false,SPR_UBER_SHOOT1,12,NULL,NULL,&s_uberchase1};\r
+\r
+\r
+/*\r
+===============\r
+=\r
+= SpawnUber\r
+=\r
+===============\r
+*/\r
+\r
+void SpawnUber (int tilex, int tiley)\r
+{\r
+ unsigned far *map,tile;\r
+\r
+ if (SoundBlasterPresent && DigiMode != sds_Off)\r
+ s_uberdie01.tictime = 70;\r
+\r
+ SpawnNewObj (tilex,tiley,&s_uberstand);\r
+ new->obclass = uberobj;\r
+ new->hitpoints = starthitpoints[gamestate.difficulty][en_uber];\r
+ new->flags |= FL_SHOOTABLE|FL_AMBUSH;\r
+ if (!loadedgame)\r
+ gamestate.killtotal++;\r
+}\r
+\r
+\r
+/*\r
+===============\r
+=\r
+= T_UShoot\r
+=\r
+===============\r
+*/\r
+\r
+void T_UShoot (objtype *ob)\r
+{\r
+ int dx,dy,dist;\r
+\r
+ T_Shoot (ob);\r
+\r
+ dx = abs(ob->tilex - player->tilex);\r
+ dy = abs(ob->tiley - player->tiley);\r
+ dist = dx>dy ? dx : dy;\r
+ if (dist <= 1)\r
+ TakeDamage (10,ob);\r
+}\r
+\r
+\r
+//\r
+// will\r
+//\r
+extern statetype s_willstand;\r
+\r
+extern statetype s_willchase1;\r
+extern statetype s_willchase1s;\r
+extern statetype s_willchase2;\r
+extern statetype s_willchase3;\r
+extern statetype s_willchase3s;\r
+extern statetype s_willchase4;\r
+\r
+extern statetype s_willdie1;\r
+extern statetype s_willdie2;\r
+extern statetype s_willdie3;\r
+extern statetype s_willdie4;\r
+extern statetype s_willdie5;\r
+extern statetype s_willdie6;\r
+\r
+extern statetype s_willshoot1;\r
+extern statetype s_willshoot2;\r
+extern statetype s_willshoot3;\r
+extern statetype s_willshoot4;\r
+extern statetype s_willshoot5;\r
+extern statetype s_willshoot6;\r
+\r
+\r
+statetype s_willstand = {false,SPR_WILL_W1,0,T_Stand,NULL,&s_willstand};\r
+\r
+statetype s_willchase1 = {false,SPR_WILL_W1,10,T_Will,NULL,&s_willchase1s};\r
+statetype s_willchase1s = {false,SPR_WILL_W1,3,NULL,NULL,&s_willchase2};\r
+statetype s_willchase2 = {false,SPR_WILL_W2,8,T_Will,NULL,&s_willchase3};\r
+statetype s_willchase3 = {false,SPR_WILL_W3,10,T_Will,NULL,&s_willchase3s};\r
+statetype s_willchase3s = {false,SPR_WILL_W3,3,NULL,NULL,&s_willchase4};\r
+statetype s_willchase4 = {false,SPR_WILL_W4,8,T_Will,NULL,&s_willchase1};\r
+\r
+statetype s_willdeathcam = {false,SPR_WILL_W1,1,NULL,NULL,&s_willdie1};\r
+\r
+statetype s_willdie1 = {false,SPR_WILL_W1,1,NULL,A_DeathScream,&s_willdie2};\r
+statetype s_willdie2 = {false,SPR_WILL_W1,10,NULL,NULL,&s_willdie3};\r
+statetype s_willdie3 = {false,SPR_WILL_DIE1,10,NULL,NULL,&s_willdie4};\r
+statetype s_willdie4 = {false,SPR_WILL_DIE2,10,NULL,NULL,&s_willdie5};\r
+statetype s_willdie5 = {false,SPR_WILL_DIE3,10,NULL,NULL,&s_willdie6};\r
+statetype s_willdie6 = {false,SPR_WILL_DEAD,20,NULL,NULL,&s_willdie6};\r
+\r
+statetype s_willshoot1 = {false,SPR_WILL_SHOOT1,30,NULL,NULL,&s_willshoot2};\r
+statetype s_willshoot2 = {false,SPR_WILL_SHOOT2,10,NULL,T_Launch,&s_willshoot3};\r
+statetype s_willshoot3 = {false,SPR_WILL_SHOOT3,10,NULL,T_Shoot,&s_willshoot4};\r
+statetype s_willshoot4 = {false,SPR_WILL_SHOOT4,10,NULL,T_Shoot,&s_willshoot5};\r
+statetype s_willshoot5 = {false,SPR_WILL_SHOOT3,10,NULL,T_Shoot,&s_willshoot6};\r
+statetype s_willshoot6 = {false,SPR_WILL_SHOOT4,10,NULL,T_Shoot,&s_willchase1};\r
+\r
+\r
+/*\r
+===============\r
+=\r
+= SpawnWill\r
+=\r
+===============\r
+*/\r
+\r
+void SpawnWill (int tilex, int tiley)\r
+{\r
+ unsigned far *map,tile;\r
+\r
+ if (SoundBlasterPresent && DigiMode != sds_Off)\r
+ s_willdie2.tictime = 70;\r
+\r
+ SpawnNewObj (tilex,tiley,&s_willstand);\r
+ new->obclass = willobj;\r
+ new->hitpoints = starthitpoints[gamestate.difficulty][en_will];\r
+ new->flags |= FL_SHOOTABLE|FL_AMBUSH;\r
+ if (!loadedgame)\r
+ gamestate.killtotal++;\r
+}\r
+\r
+\r
+/*\r
+================\r
+=\r
+= T_Will\r
+=\r
+================\r
+*/\r
+\r
+void T_Will (objtype *ob)\r
+{\r
+ long move;\r
+ int dx,dy,dist;\r
+ boolean dodge;\r
+\r
+ dodge = false;\r
+ dx = abs(ob->tilex - player->tilex);\r
+ dy = abs(ob->tiley - player->tiley);\r
+ dist = dx>dy ? dx : dy;\r
+\r
+ if (CheckLine(ob)) // got a shot at player?\r
+ {\r
+ if ( US_RndT() < (tics<<3) )\r
+ {\r
+ //\r
+ // go into attack frame\r
+ //\r
+ if (ob->obclass == willobj)\r
+ NewState (ob,&s_willshoot1);\r
+ else if (ob->obclass == angelobj)\r
+ NewState (ob,&s_angelshoot1);\r
+ else\r
+ NewState (ob,&s_deathshoot1);\r
+ return;\r
+ }\r
+ dodge = true;\r
+ }\r
+\r
+ if (ob->dir == nodir)\r
+ {\r
+ if (dodge)\r
+ SelectDodgeDir (ob);\r
+ else\r
+ SelectChaseDir (ob);\r
+ if (ob->dir == nodir)\r
+ return; // object is blocked in\r
+ }\r
+\r
+ move = ob->speed*tics;\r
+\r
+ while (move)\r
+ {\r
+ if (ob->distance < 0)\r
+ {\r
+ //\r
+ // waiting for a door to open\r
+ //\r
+ OpenDoor (-ob->distance-1);\r
+ if (doorobjlist[-ob->distance-1].action != dr_open)\r
+ return;\r
+ ob->distance = TILEGLOBAL; // go ahead, the door is now opoen\r
+ }\r
+\r
+ if (move < ob->distance)\r
+ {\r
+ MoveObj (ob,move);\r
+ break;\r
+ }\r
+\r
+ //\r
+ // reached goal tile, so select another one\r
+ //\r
+\r
+ //\r
+ // fix position to account for round off during moving\r
+ //\r
+ ob->x = ((long)ob->tilex<<TILESHIFT)+TILEGLOBAL/2;\r
+ ob->y = ((long)ob->tiley<<TILESHIFT)+TILEGLOBAL/2;\r
+\r
+ move -= ob->distance;\r
+\r
+ if (dist <4)\r
+ SelectRunDir (ob);\r
+ else if (dodge)\r
+ SelectDodgeDir (ob);\r
+ else\r
+ SelectChaseDir (ob);\r
+\r
+ if (ob->dir == nodir)\r
+ return; // object is blocked in\r
+ }\r
+\r
+}\r
+\r
+\r
+//\r
+// death\r
+//\r
+extern statetype s_deathstand;\r
+\r
+extern statetype s_deathchase1;\r
+extern statetype s_deathchase1s;\r
+extern statetype s_deathchase2;\r
+extern statetype s_deathchase3;\r
+extern statetype s_deathchase3s;\r
+extern statetype s_deathchase4;\r
+\r
+extern statetype s_deathdie1;\r
+extern statetype s_deathdie2;\r
+extern statetype s_deathdie3;\r
+extern statetype s_deathdie4;\r
+extern statetype s_deathdie5;\r
+extern statetype s_deathdie6;\r
+extern statetype s_deathdie7;\r
+extern statetype s_deathdie8;\r
+extern statetype s_deathdie9;\r
+\r
+extern statetype s_deathshoot1;\r
+extern statetype s_deathshoot2;\r
+extern statetype s_deathshoot3;\r
+extern statetype s_deathshoot4;\r
+extern statetype s_deathshoot5;\r
+\r
+\r
+statetype s_deathstand = {false,SPR_DEATH_W1,0,T_Stand,NULL,&s_deathstand};\r
+\r
+statetype s_deathchase1 = {false,SPR_DEATH_W1,10,T_Will,NULL,&s_deathchase1s};\r
+statetype s_deathchase1s = {false,SPR_DEATH_W1,3,NULL,NULL,&s_deathchase2};\r
+statetype s_deathchase2 = {false,SPR_DEATH_W2,8,T_Will,NULL,&s_deathchase3};\r
+statetype s_deathchase3 = {false,SPR_DEATH_W3,10,T_Will,NULL,&s_deathchase3s};\r
+statetype s_deathchase3s = {false,SPR_DEATH_W3,3,NULL,NULL,&s_deathchase4};\r
+statetype s_deathchase4 = {false,SPR_DEATH_W4,8,T_Will,NULL,&s_deathchase1};\r
+\r
+statetype s_deathdeathcam = {false,SPR_DEATH_W1,1,NULL,NULL,&s_deathdie1};\r
+\r
+statetype s_deathdie1 = {false,SPR_DEATH_W1,1,NULL,A_DeathScream,&s_deathdie2};\r
+statetype s_deathdie2 = {false,SPR_DEATH_W1,10,NULL,NULL,&s_deathdie3};\r
+statetype s_deathdie3 = {false,SPR_DEATH_DIE1,10,NULL,NULL,&s_deathdie4};\r
+statetype s_deathdie4 = {false,SPR_DEATH_DIE2,10,NULL,NULL,&s_deathdie5};\r
+statetype s_deathdie5 = {false,SPR_DEATH_DIE3,10,NULL,NULL,&s_deathdie6};\r
+statetype s_deathdie6 = {false,SPR_DEATH_DIE4,10,NULL,NULL,&s_deathdie7};\r
+statetype s_deathdie7 = {false,SPR_DEATH_DIE5,10,NULL,NULL,&s_deathdie8};\r
+statetype s_deathdie8 = {false,SPR_DEATH_DIE6,10,NULL,NULL,&s_deathdie9};\r
+statetype s_deathdie9 = {false,SPR_DEATH_DEAD,0,NULL,NULL,&s_deathdie9};\r
+\r
+statetype s_deathshoot1 = {false,SPR_DEATH_SHOOT1,30,NULL,NULL,&s_deathshoot2};\r
+statetype s_deathshoot2 = {false,SPR_DEATH_SHOOT2,10,NULL,T_Launch,&s_deathshoot3};\r
+statetype s_deathshoot3 = {false,SPR_DEATH_SHOOT4,10,NULL,T_Shoot,&s_deathshoot4};\r
+statetype s_deathshoot4 = {false,SPR_DEATH_SHOOT3,10,NULL,T_Launch,&s_deathshoot5};\r
+statetype s_deathshoot5 = {false,SPR_DEATH_SHOOT4,10,NULL,T_Shoot,&s_deathchase1};\r
+\r
+\r
+/*\r
+===============\r
+=\r
+= SpawnDeath\r
+=\r
+===============\r
+*/\r
+\r
+void SpawnDeath (int tilex, int tiley)\r
+{\r
+ unsigned far *map,tile;\r
+\r
+ if (SoundBlasterPresent && DigiMode != sds_Off)\r
+ s_deathdie2.tictime = 105;\r
+\r
+ SpawnNewObj (tilex,tiley,&s_deathstand);\r
+ new->obclass = deathobj;\r
+ new->hitpoints = starthitpoints[gamestate.difficulty][en_death];\r
+ new->flags |= FL_SHOOTABLE|FL_AMBUSH;\r
+ if (!loadedgame)\r
+ gamestate.killtotal++;\r
+}\r
+\r
+/*\r
+===============\r
+=\r
+= T_Launch\r
+=\r
+===============\r
+*/\r
+\r
+void T_Launch (objtype *ob)\r
+{\r
+ long deltax,deltay;\r
+ float angle;\r
+ int iangle;\r
+\r
+ deltax = player->x - ob->x;\r
+ deltay = ob->y - player->y;\r
+ angle = atan2 (deltay,deltax);\r
+ if (angle<0)\r
+ angle = M_PI*2+angle;\r
+ iangle = angle/(M_PI*2)*ANGLES;\r
+ if (ob->obclass == deathobj)\r
+ {\r
+ T_Shoot (ob);\r
+ if (ob->state == &s_deathshoot2)\r
+ {\r
+ iangle-=4;\r
+ if (iangle<0)\r
+ iangle+=ANGLES;\r
+ }\r
+ else\r
+ {\r
+ iangle+=4;\r
+ if (iangle>=ANGLES)\r
+ iangle-=ANGLES;\r
+ }\r
+ }\r
+\r
+ GetNewActor ();\r
+ new->state = &s_rocket;\r
+ new->ticcount = 1;\r
+\r
+ new->tilex = ob->tilex;\r
+ new->tiley = ob->tiley;\r
+ new->x = ob->x;\r
+ new->y = ob->y;\r
+ new->obclass = rocketobj;\r
+ switch(ob->obclass)\r
+ {\r
+ case deathobj:\r
+ new->state = &s_hrocket;\r
+ new->obclass = hrocketobj;\r
+ PlaySoundLocActor (KNIGHTMISSILESND,new);\r
+ break;\r
+ case angelobj:\r
+ new->state = &s_spark1;\r
+ new->obclass = sparkobj;\r
+ PlaySoundLocActor (ANGELFIRESND,new);\r
+ break;\r
+ default:\r
+ PlaySoundLocActor (MISSILEFIRESND,new);\r
+ }\r
+\r
+ new->dir = nodir;\r
+ new->angle = iangle;\r
+ new->speed = 0x2000l;\r
+ new->flags = FL_NONMARK;\r
+ new->active = true;\r
+}\r
+\r
+\r
+\r
+//\r
+// angel\r
+//\r
+void A_Relaunch (objtype *ob);\r
+void A_Victory (objtype *ob);\r
+void A_StartAttack (objtype *ob);\r
+void A_Breathing (objtype *ob);\r
+\r
+extern statetype s_angelstand;\r
+\r
+extern statetype s_angelchase1;\r
+extern statetype s_angelchase1s;\r
+extern statetype s_angelchase2;\r
+extern statetype s_angelchase3;\r
+extern statetype s_angelchase3s;\r
+extern statetype s_angelchase4;\r
+\r
+extern statetype s_angeldie1;\r
+extern statetype s_angeldie11;\r
+extern statetype s_angeldie2;\r
+extern statetype s_angeldie3;\r
+extern statetype s_angeldie4;\r
+extern statetype s_angeldie5;\r
+extern statetype s_angeldie6;\r
+extern statetype s_angeldie7;\r
+extern statetype s_angeldie8;\r
+extern statetype s_angeldie9;\r
+\r
+extern statetype s_angelshoot1;\r
+extern statetype s_angelshoot2;\r
+extern statetype s_angelshoot3;\r
+extern statetype s_angelshoot4;\r
+extern statetype s_angelshoot5;\r
+extern statetype s_angelshoot6;\r
+\r
+extern statetype s_angeltired;\r
+extern statetype s_angeltired2;\r
+extern statetype s_angeltired3;\r
+extern statetype s_angeltired4;\r
+extern statetype s_angeltired5;\r
+extern statetype s_angeltired6;\r
+extern statetype s_angeltired7;\r
+\r
+extern statetype s_spark1;\r
+extern statetype s_spark2;\r
+extern statetype s_spark3;\r
+extern statetype s_spark4;\r
+\r
+\r
+statetype s_angelstand = {false,SPR_ANGEL_W1,0,T_Stand,NULL,&s_angelstand};\r
+\r
+statetype s_angelchase1 = {false,SPR_ANGEL_W1,10,T_Will,NULL,&s_angelchase1s};\r
+statetype s_angelchase1s = {false,SPR_ANGEL_W1,3,NULL,NULL,&s_angelchase2};\r
+statetype s_angelchase2 = {false,SPR_ANGEL_W2,8,T_Will,NULL,&s_angelchase3};\r
+statetype s_angelchase3 = {false,SPR_ANGEL_W3,10,T_Will,NULL,&s_angelchase3s};\r
+statetype s_angelchase3s = {false,SPR_ANGEL_W3,3,NULL,NULL,&s_angelchase4};\r
+statetype s_angelchase4 = {false,SPR_ANGEL_W4,8,T_Will,NULL,&s_angelchase1};\r
+\r
+statetype s_angeldie1 = {false,SPR_ANGEL_W1,1,NULL,A_DeathScream,&s_angeldie11};\r
+statetype s_angeldie11 = {false,SPR_ANGEL_W1,1,NULL,NULL,&s_angeldie2};\r
+statetype s_angeldie2 = {false,SPR_ANGEL_DIE1,10,NULL,A_Slurpie,&s_angeldie3};\r
+statetype s_angeldie3 = {false,SPR_ANGEL_DIE2,10,NULL,NULL,&s_angeldie4};\r
+statetype s_angeldie4 = {false,SPR_ANGEL_DIE3,10,NULL,NULL,&s_angeldie5};\r
+statetype s_angeldie5 = {false,SPR_ANGEL_DIE4,10,NULL,NULL,&s_angeldie6};\r
+statetype s_angeldie6 = {false,SPR_ANGEL_DIE5,10,NULL,NULL,&s_angeldie7};\r
+statetype s_angeldie7 = {false,SPR_ANGEL_DIE6,10,NULL,NULL,&s_angeldie8};\r
+statetype s_angeldie8 = {false,SPR_ANGEL_DIE7,10,NULL,NULL,&s_angeldie9};\r
+statetype s_angeldie9 = {false,SPR_ANGEL_DEAD,130,NULL,A_Victory,&s_angeldie9};\r
+\r
+statetype s_angelshoot1 = {false,SPR_ANGEL_SHOOT1,10,NULL,A_StartAttack,&s_angelshoot2};\r
+statetype s_angelshoot2 = {false,SPR_ANGEL_SHOOT2,20,NULL,T_Launch,&s_angelshoot3};\r
+statetype s_angelshoot3 = {false,SPR_ANGEL_SHOOT1,10,NULL,A_Relaunch,&s_angelshoot2};\r
+\r
+statetype s_angeltired = {false,SPR_ANGEL_TIRED1,40,NULL,A_Breathing,&s_angeltired2};\r
+statetype s_angeltired2 = {false,SPR_ANGEL_TIRED2,40,NULL,NULL,&s_angeltired3};\r
+statetype s_angeltired3 = {false,SPR_ANGEL_TIRED1,40,NULL,A_Breathing,&s_angeltired4};\r
+statetype s_angeltired4 = {false,SPR_ANGEL_TIRED2,40,NULL,NULL,&s_angeltired5};\r
+statetype s_angeltired5 = {false,SPR_ANGEL_TIRED1,40,NULL,A_Breathing,&s_angeltired6};\r
+statetype s_angeltired6 = {false,SPR_ANGEL_TIRED2,40,NULL,NULL,&s_angeltired7};\r
+statetype s_angeltired7 = {false,SPR_ANGEL_TIRED1,40,NULL,A_Breathing,&s_angelchase1};\r
+\r
+statetype s_spark1 = {false,SPR_SPARK1,6,T_Projectile,NULL,&s_spark2};\r
+statetype s_spark2 = {false,SPR_SPARK2,6,T_Projectile,NULL,&s_spark3};\r
+statetype s_spark3 = {false,SPR_SPARK3,6,T_Projectile,NULL,&s_spark4};\r
+statetype s_spark4 = {false,SPR_SPARK4,6,T_Projectile,NULL,&s_spark1};\r
+\r
+\r
+#pragma argsused\r
+void A_Slurpie (objtype *ob)\r
+{\r
+ SD_PlaySound(SLURPIESND);\r
+}\r
+\r
+#pragma argsused\r
+void A_Breathing (objtype *ob)\r
+{\r
+ SD_PlaySound(ANGELTIREDSND);\r
+}\r
+\r
+/*\r
+===============\r
+=\r
+= SpawnAngel\r
+=\r
+===============\r
+*/\r
+\r
+void SpawnAngel (int tilex, int tiley)\r
+{\r
+ unsigned far *map,tile;\r
+\r
+\r
+ if (SoundBlasterPresent && DigiMode != sds_Off)\r
+ s_angeldie11.tictime = 105;\r
+\r
+ SpawnNewObj (tilex,tiley,&s_angelstand);\r
+ new->obclass = angelobj;\r
+ new->hitpoints = starthitpoints[gamestate.difficulty][en_angel];\r
+ new->flags |= FL_SHOOTABLE|FL_AMBUSH;\r
+ if (!loadedgame)\r
+ gamestate.killtotal++;\r
+}\r
+\r
+\r
+/*\r
+=================\r
+=\r
+= A_Victory\r
+=\r
+=================\r
+*/\r
+\r
+#pragma argsused\r
+void A_Victory (objtype *ob)\r
+{\r
+ playstate = ex_victorious;\r
+}\r
+\r
+\r
+/*\r
+=================\r
+=\r
+= A_StartAttack\r
+=\r
+=================\r
+*/\r
+\r
+void A_StartAttack (objtype *ob)\r
+{\r
+ ob->temp1 = 0;\r
+}\r
+\r
+\r
+/*\r
+=================\r
+=\r
+= A_Relaunch\r
+=\r
+=================\r
+*/\r
+\r
+void A_Relaunch (objtype *ob)\r
+{\r
+ if (++ob->temp1 == 3)\r
+ {\r
+ NewState (ob,&s_angeltired);\r
+ return;\r
+ }\r
+\r
+ if (US_RndT()&1)\r
+ {\r
+ NewState (ob,&s_angelchase1);\r
+ return;\r
+ }\r
+}\r
+\r
+\r
+\r
+\r
+//\r
+// spectre\r
+//\r
+void T_SpectreWait (objtype *ob);\r
+void A_Dormant (objtype *ob);\r
+\r
+extern statetype s_spectrewait1;\r
+extern statetype s_spectrewait2;\r
+extern statetype s_spectrewait3;\r
+extern statetype s_spectrewait4;\r
+\r
+extern statetype s_spectrechase1;\r
+extern statetype s_spectrechase2;\r
+extern statetype s_spectrechase3;\r
+extern statetype s_spectrechase4;\r
+\r
+extern statetype s_spectredie1;\r
+extern statetype s_spectredie2;\r
+extern statetype s_spectredie3;\r
+extern statetype s_spectredie4;\r
+\r
+extern statetype s_spectrewake;\r
+\r
+statetype s_spectrewait1 = {false,SPR_SPECTRE_W1,10,T_Stand,NULL,&s_spectrewait2};\r
+statetype s_spectrewait2 = {false,SPR_SPECTRE_W2,10,T_Stand,NULL,&s_spectrewait3};\r
+statetype s_spectrewait3 = {false,SPR_SPECTRE_W3,10,T_Stand,NULL,&s_spectrewait4};\r
+statetype s_spectrewait4 = {false,SPR_SPECTRE_W4,10,T_Stand,NULL,&s_spectrewait1};\r
+\r
+statetype s_spectrechase1 = {false,SPR_SPECTRE_W1,10,T_Ghosts,NULL,&s_spectrechase2};\r
+statetype s_spectrechase2 = {false,SPR_SPECTRE_W2,10,T_Ghosts,NULL,&s_spectrechase3};\r
+statetype s_spectrechase3 = {false,SPR_SPECTRE_W3,10,T_Ghosts,NULL,&s_spectrechase4};\r
+statetype s_spectrechase4 = {false,SPR_SPECTRE_W4,10,T_Ghosts,NULL,&s_spectrechase1};\r
+\r
+statetype s_spectredie1 = {false,SPR_SPECTRE_F1,10,NULL,NULL,&s_spectredie2};\r
+statetype s_spectredie2 = {false,SPR_SPECTRE_F2,10,NULL,NULL,&s_spectredie3};\r
+statetype s_spectredie3 = {false,SPR_SPECTRE_F3,10,NULL,NULL,&s_spectredie4};\r
+statetype s_spectredie4 = {false,SPR_SPECTRE_F4,300,NULL,NULL,&s_spectrewake};\r
+statetype s_spectrewake = {false,SPR_SPECTRE_F4,10,NULL,A_Dormant,&s_spectrewake};\r
+\r
+/*\r
+===============\r
+=\r
+= SpawnSpectre\r
+=\r
+===============\r
+*/\r
+\r
+void SpawnSpectre (int tilex, int tiley)\r
+{\r
+ unsigned far *map,tile;\r
+\r
+ SpawnNewObj (tilex,tiley,&s_spectrewait1);\r
+ new->obclass = spectreobj;\r
+ new->hitpoints = starthitpoints[gamestate.difficulty][en_spectre];\r
+ new->flags |= FL_SHOOTABLE|FL_AMBUSH; // |FL_NEVERMARK|FL_NONMARK;\r
+ if (!loadedgame)\r
+ gamestate.killtotal++;\r
+}\r
+\r
+\r
+/*\r
+===============\r
+=\r
+= A_Dormant\r
+=\r
+===============\r
+*/\r
+\r
+void A_Dormant (objtype *ob)\r
+{\r
+ long deltax,deltay;\r
+ int xl,xh,yl,yh;\r
+ int x,y;\r
+ unsigned tile;\r
+\r
+ deltax = ob->x - player->x;\r
+ if (deltax < -MINACTORDIST || deltax > MINACTORDIST)\r
+ goto moveok;\r
+ deltay = ob->y - player->y;\r
+ if (deltay < -MINACTORDIST || deltay > MINACTORDIST)\r
+ goto moveok;\r
+\r
+ return;\r
+moveok:\r
+\r
+ xl = (ob->x-MINDIST) >> TILESHIFT;\r
+ xh = (ob->x+MINDIST) >> TILESHIFT;\r
+ yl = (ob->y-MINDIST) >> TILESHIFT;\r
+ yh = (ob->y+MINDIST) >> TILESHIFT;\r
+\r
+ for (y=yl ; y<=yh ; y++)\r
+ for (x=xl ; x<=xh ; x++)\r
+ {\r
+ tile = actorat[x][y];\r
+ if (!tile)\r
+ continue;\r
+ if (tile<256)\r
+ return;\r
+ if (((objtype *)tile)->flags&FL_SHOOTABLE)\r
+ return;\r
+ }\r
+\r
+ ob->flags |= FL_AMBUSH | FL_SHOOTABLE;\r
+ ob->flags &= ~FL_ATTACKMODE;\r
+ ob->dir = nodir;\r
+ NewState (ob,&s_spectrewait1);\r
+}\r
+\r
+\r
+#endif\r
+\r
+/*\r
+=============================================================================\r
+\r
+ SCHABBS / GIFT / FAT\r
+\r
+=============================================================================\r
+*/\r
+\r
+#ifndef SPEAR\r
+/*\r
+===============\r
+=\r
+= SpawnGhosts\r
+=\r
+===============\r
+*/\r
+\r
+void SpawnGhosts (int which, int tilex, int tiley)\r
+{\r
+ unsigned far *map,tile;\r
+\r
+ switch(which)\r
+ {\r
+ case en_blinky:\r
+ SpawnNewObj (tilex,tiley,&s_blinkychase1);\r
+ break;\r
+ case en_clyde:\r
+ SpawnNewObj (tilex,tiley,&s_clydechase1);\r
+ break;\r
+ case en_pinky:\r
+ SpawnNewObj (tilex,tiley,&s_pinkychase1);\r
+ break;\r
+ case en_inky:\r
+ SpawnNewObj (tilex,tiley,&s_inkychase1);\r
+ break;\r
+ }\r
+\r
+ new->obclass = ghostobj;\r
+ new->speed = SPDDOG;\r
+\r
+ new->dir = east;\r
+ new->flags |= FL_AMBUSH;\r
+ if (!loadedgame)\r
+ gamestate.killtotal++;\r
+}\r
+\r
+\r
+\r
+void T_Gift (objtype *ob);\r
+void T_GiftThrow (objtype *ob);\r
+\r
+void T_Fat (objtype *ob);\r
+void T_FatThrow (objtype *ob);\r
+\r
+//\r
+// schabb\r
+//\r
+extern statetype s_schabbstand;\r
+\r
+extern statetype s_schabbchase1;\r
+extern statetype s_schabbchase1s;\r
+extern statetype s_schabbchase2;\r
+extern statetype s_schabbchase3;\r
+extern statetype s_schabbchase3s;\r
+extern statetype s_schabbchase4;\r
+\r
+extern statetype s_schabbdie1;\r
+extern statetype s_schabbdie2;\r
+extern statetype s_schabbdie3;\r
+extern statetype s_schabbdie4;\r
+extern statetype s_schabbdie5;\r
+extern statetype s_schabbdie6;\r
+\r
+extern statetype s_schabbshoot1;\r
+extern statetype s_schabbshoot2;\r
+\r
+extern statetype s_needle1;\r
+extern statetype s_needle2;\r
+extern statetype s_needle3;\r
+extern statetype s_needle4;\r
+\r
+extern statetype s_schabbdeathcam;\r
+\r
+\r
+statetype s_schabbstand = {false,SPR_SCHABB_W1,0,T_Stand,NULL,&s_schabbstand};\r
+\r
+statetype s_schabbchase1 = {false,SPR_SCHABB_W1,10,T_Schabb,NULL,&s_schabbchase1s};\r
+statetype s_schabbchase1s = {false,SPR_SCHABB_W1,3,NULL,NULL,&s_schabbchase2};\r
+statetype s_schabbchase2 = {false,SPR_SCHABB_W2,8,T_Schabb,NULL,&s_schabbchase3};\r
+statetype s_schabbchase3 = {false,SPR_SCHABB_W3,10,T_Schabb,NULL,&s_schabbchase3s};\r
+statetype s_schabbchase3s = {false,SPR_SCHABB_W3,3,NULL,NULL,&s_schabbchase4};\r
+statetype s_schabbchase4 = {false,SPR_SCHABB_W4,8,T_Schabb,NULL,&s_schabbchase1};\r
+\r
+statetype s_schabbdeathcam = {false,SPR_SCHABB_W1,1,NULL,NULL,&s_schabbdie1};\r
+\r
+statetype s_schabbdie1 = {false,SPR_SCHABB_W1,10,NULL,A_DeathScream,&s_schabbdie2};\r
+statetype s_schabbdie2 = {false,SPR_SCHABB_W1,10,NULL,NULL,&s_schabbdie3};\r
+statetype s_schabbdie3 = {false,SPR_SCHABB_DIE1,10,NULL,NULL,&s_schabbdie4};\r
+statetype s_schabbdie4 = {false,SPR_SCHABB_DIE2,10,NULL,NULL,&s_schabbdie5};\r
+statetype s_schabbdie5 = {false,SPR_SCHABB_DIE3,10,NULL,NULL,&s_schabbdie6};\r
+statetype s_schabbdie6 = {false,SPR_SCHABB_DEAD,20,NULL,A_StartDeathCam,&s_schabbdie6};\r
+\r
+statetype s_schabbshoot1 = {false,SPR_SCHABB_SHOOT1,30,NULL,NULL,&s_schabbshoot2};\r
+statetype s_schabbshoot2 = {false,SPR_SCHABB_SHOOT2,10,NULL,T_SchabbThrow,&s_schabbchase1};\r
+\r
+statetype s_needle1 = {false,SPR_HYPO1,6,T_Projectile,NULL,&s_needle2};\r
+statetype s_needle2 = {false,SPR_HYPO2,6,T_Projectile,NULL,&s_needle3};\r
+statetype s_needle3 = {false,SPR_HYPO3,6,T_Projectile,NULL,&s_needle4};\r
+statetype s_needle4 = {false,SPR_HYPO4,6,T_Projectile,NULL,&s_needle1};\r
+\r
+\r
+//\r
+// gift\r
+//\r
+extern statetype s_giftstand;\r
+\r
+extern statetype s_giftchase1;\r
+extern statetype s_giftchase1s;\r
+extern statetype s_giftchase2;\r
+extern statetype s_giftchase3;\r
+extern statetype s_giftchase3s;\r
+extern statetype s_giftchase4;\r
+\r
+extern statetype s_giftdie1;\r
+extern statetype s_giftdie2;\r
+extern statetype s_giftdie3;\r
+extern statetype s_giftdie4;\r
+extern statetype s_giftdie5;\r
+extern statetype s_giftdie6;\r
+\r
+extern statetype s_giftshoot1;\r
+extern statetype s_giftshoot2;\r
+\r
+extern statetype s_needle1;\r
+extern statetype s_needle2;\r
+extern statetype s_needle3;\r
+extern statetype s_needle4;\r
+\r
+extern statetype s_giftdeathcam;\r
+\r
+extern statetype s_boom1;\r
+extern statetype s_boom2;\r
+extern statetype s_boom3;\r
+\r
+\r
+statetype s_giftstand = {false,SPR_GIFT_W1,0,T_Stand,NULL,&s_giftstand};\r
+\r
+statetype s_giftchase1 = {false,SPR_GIFT_W1,10,T_Gift,NULL,&s_giftchase1s};\r
+statetype s_giftchase1s = {false,SPR_GIFT_W1,3,NULL,NULL,&s_giftchase2};\r
+statetype s_giftchase2 = {false,SPR_GIFT_W2,8,T_Gift,NULL,&s_giftchase3};\r
+statetype s_giftchase3 = {false,SPR_GIFT_W3,10,T_Gift,NULL,&s_giftchase3s};\r
+statetype s_giftchase3s = {false,SPR_GIFT_W3,3,NULL,NULL,&s_giftchase4};\r
+statetype s_giftchase4 = {false,SPR_GIFT_W4,8,T_Gift,NULL,&s_giftchase1};\r
+\r
+statetype s_giftdeathcam = {false,SPR_GIFT_W1,1,NULL,NULL,&s_giftdie1};\r
+\r
+statetype s_giftdie1 = {false,SPR_GIFT_W1,1,NULL,A_DeathScream,&s_giftdie2};\r
+statetype s_giftdie2 = {false,SPR_GIFT_W1,10,NULL,NULL,&s_giftdie3};\r
+statetype s_giftdie3 = {false,SPR_GIFT_DIE1,10,NULL,NULL,&s_giftdie4};\r
+statetype s_giftdie4 = {false,SPR_GIFT_DIE2,10,NULL,NULL,&s_giftdie5};\r
+statetype s_giftdie5 = {false,SPR_GIFT_DIE3,10,NULL,NULL,&s_giftdie6};\r
+statetype s_giftdie6 = {false,SPR_GIFT_DEAD,20,NULL,A_StartDeathCam,&s_giftdie6};\r
+\r
+statetype s_giftshoot1 = {false,SPR_GIFT_SHOOT1,30,NULL,NULL,&s_giftshoot2};\r
+statetype s_giftshoot2 = {false,SPR_GIFT_SHOOT2,10,NULL,T_GiftThrow,&s_giftchase1};\r
+\r
+\r
+//\r
+// fat\r
+//\r
+extern statetype s_fatstand;\r
+\r
+extern statetype s_fatchase1;\r
+extern statetype s_fatchase1s;\r
+extern statetype s_fatchase2;\r
+extern statetype s_fatchase3;\r
+extern statetype s_fatchase3s;\r
+extern statetype s_fatchase4;\r
+\r
+extern statetype s_fatdie1;\r
+extern statetype s_fatdie2;\r
+extern statetype s_fatdie3;\r
+extern statetype s_fatdie4;\r
+extern statetype s_fatdie5;\r
+extern statetype s_fatdie6;\r
+\r
+extern statetype s_fatshoot1;\r
+extern statetype s_fatshoot2;\r
+extern statetype s_fatshoot3;\r
+extern statetype s_fatshoot4;\r
+extern statetype s_fatshoot5;\r
+extern statetype s_fatshoot6;\r
+\r
+extern statetype s_needle1;\r
+extern statetype s_needle2;\r
+extern statetype s_needle3;\r
+extern statetype s_needle4;\r
+\r
+extern statetype s_fatdeathcam;\r
+\r
+\r
+statetype s_fatstand = {false,SPR_FAT_W1,0,T_Stand,NULL,&s_fatstand};\r
+\r
+statetype s_fatchase1 = {false,SPR_FAT_W1,10,T_Fat,NULL,&s_fatchase1s};\r
+statetype s_fatchase1s = {false,SPR_FAT_W1,3,NULL,NULL,&s_fatchase2};\r
+statetype s_fatchase2 = {false,SPR_FAT_W2,8,T_Fat,NULL,&s_fatchase3};\r
+statetype s_fatchase3 = {false,SPR_FAT_W3,10,T_Fat,NULL,&s_fatchase3s};\r
+statetype s_fatchase3s = {false,SPR_FAT_W3,3,NULL,NULL,&s_fatchase4};\r
+statetype s_fatchase4 = {false,SPR_FAT_W4,8,T_Fat,NULL,&s_fatchase1};\r
+\r
+statetype s_fatdeathcam = {false,SPR_FAT_W1,1,NULL,NULL,&s_fatdie1};\r
+\r
+statetype s_fatdie1 = {false,SPR_FAT_W1,1,NULL,A_DeathScream,&s_fatdie2};\r
+statetype s_fatdie2 = {false,SPR_FAT_W1,10,NULL,NULL,&s_fatdie3};\r
+statetype s_fatdie3 = {false,SPR_FAT_DIE1,10,NULL,NULL,&s_fatdie4};\r
+statetype s_fatdie4 = {false,SPR_FAT_DIE2,10,NULL,NULL,&s_fatdie5};\r
+statetype s_fatdie5 = {false,SPR_FAT_DIE3,10,NULL,NULL,&s_fatdie6};\r
+statetype s_fatdie6 = {false,SPR_FAT_DEAD,20,NULL,A_StartDeathCam,&s_fatdie6};\r
+\r
+statetype s_fatshoot1 = {false,SPR_FAT_SHOOT1,30,NULL,NULL,&s_fatshoot2};\r
+statetype s_fatshoot2 = {false,SPR_FAT_SHOOT2,10,NULL,T_GiftThrow,&s_fatshoot3};\r
+statetype s_fatshoot3 = {false,SPR_FAT_SHOOT3,10,NULL,T_Shoot,&s_fatshoot4};\r
+statetype s_fatshoot4 = {false,SPR_FAT_SHOOT4,10,NULL,T_Shoot,&s_fatshoot5};\r
+statetype s_fatshoot5 = {false,SPR_FAT_SHOOT3,10,NULL,T_Shoot,&s_fatshoot6};\r
+statetype s_fatshoot6 = {false,SPR_FAT_SHOOT4,10,NULL,T_Shoot,&s_fatchase1};\r
+\r
+\r
+/*\r
+===============\r
+=\r
+= SpawnSchabbs\r
+=\r
+===============\r
+*/\r
+\r
+void SpawnSchabbs (int tilex, int tiley)\r
+{\r
+ unsigned far *map,tile;\r
+\r
+ if (DigiMode != sds_Off)\r
+ s_schabbdie2.tictime = 140;\r
+ else\r
+ s_schabbdie2.tictime = 5;\r
+\r
+ SpawnNewObj (tilex,tiley,&s_schabbstand);\r
+ new->speed = SPDPATROL;\r
+\r
+ new->obclass = schabbobj;\r
+ new->hitpoints = starthitpoints[gamestate.difficulty][en_schabbs];\r
+ new->dir = south;\r
+ new->flags |= FL_SHOOTABLE|FL_AMBUSH;\r
+ if (!loadedgame)\r
+ gamestate.killtotal++;\r
+}\r
+\r
+\r
+/*\r
+===============\r
+=\r
+= SpawnGift\r
+=\r
+===============\r
+*/\r
+\r
+void SpawnGift (int tilex, int tiley)\r
+{\r
+ unsigned far *map,tile;\r
+\r
+ if (DigiMode != sds_Off)\r
+ s_giftdie2.tictime = 140;\r
+ else\r
+ s_giftdie2.tictime = 5;\r
+\r
+ SpawnNewObj (tilex,tiley,&s_giftstand);\r
+ new->speed = SPDPATROL;\r
+\r
+ new->obclass = giftobj;\r
+ new->hitpoints = starthitpoints[gamestate.difficulty][en_gift];\r
+ new->dir = north;\r
+ new->flags |= FL_SHOOTABLE|FL_AMBUSH;\r
+ if (!loadedgame)\r
+ gamestate.killtotal++;\r
+}\r
+\r
+\r
+/*\r
+===============\r
+=\r
+= SpawnFat\r
+=\r
+===============\r
+*/\r
+\r
+void SpawnFat (int tilex, int tiley)\r
+{\r
+ unsigned far *map,tile;\r
+\r
+ if (DigiMode != sds_Off)\r
+ s_fatdie2.tictime = 140;\r
+ else\r
+ s_fatdie2.tictime = 5;\r
+\r
+ SpawnNewObj (tilex,tiley,&s_fatstand);\r
+ new->speed = SPDPATROL;\r
+\r
+ new->obclass = fatobj;\r
+ new->hitpoints = starthitpoints[gamestate.difficulty][en_fat];\r
+ new->dir = south;\r
+ new->flags |= FL_SHOOTABLE|FL_AMBUSH;\r
+ if (!loadedgame)\r
+ gamestate.killtotal++;\r
+}\r
+\r
+\r
+/*\r
+=================\r
+=\r
+= T_SchabbThrow\r
+=\r
+=================\r
+*/\r
+\r
+void T_SchabbThrow (objtype *ob)\r
+{\r
+ long deltax,deltay;\r
+ float angle;\r
+ int iangle;\r
+\r
+ deltax = player->x - ob->x;\r
+ deltay = ob->y - player->y;\r
+ angle = atan2 (deltay,deltax);\r
+ if (angle<0)\r
+ angle = M_PI*2+angle;\r
+ iangle = angle/(M_PI*2)*ANGLES;\r
+\r
+ GetNewActor ();\r
+ new->state = &s_needle1;\r
+ new->ticcount = 1;\r
+\r
+ new->tilex = ob->tilex;\r
+ new->tiley = ob->tiley;\r
+ new->x = ob->x;\r
+ new->y = ob->y;\r
+ new->obclass = needleobj;\r
+ new->dir = nodir;\r
+ new->angle = iangle;\r
+ new->speed = 0x2000l;\r
+\r
+ new->flags = FL_NONMARK;\r
+ new->active = true;\r
+\r
+ PlaySoundLocActor (SCHABBSTHROWSND,new);\r
+}\r
+\r
+/*\r
+=================\r
+=\r
+= T_GiftThrow\r
+=\r
+=================\r
+*/\r
+\r
+void T_GiftThrow (objtype *ob)\r
+{\r
+ long deltax,deltay;\r
+ float angle;\r
+ int iangle;\r
+\r
+ deltax = player->x - ob->x;\r
+ deltay = ob->y - player->y;\r
+ angle = atan2 (deltay,deltax);\r
+ if (angle<0)\r
+ angle = M_PI*2+angle;\r
+ iangle = angle/(M_PI*2)*ANGLES;\r
+\r
+ GetNewActor ();\r
+ new->state = &s_rocket;\r
+ new->ticcount = 1;\r
+\r
+ new->tilex = ob->tilex;\r
+ new->tiley = ob->tiley;\r
+ new->x = ob->x;\r
+ new->y = ob->y;\r
+ new->obclass = rocketobj;\r
+ new->dir = nodir;\r
+ new->angle = iangle;\r
+ new->speed = 0x2000l;\r
+ new->flags = FL_NONMARK;\r
+ new->active = true;\r
+\r
+ PlaySoundLocActor (MISSILEFIRESND,new);\r
+}\r
+\r
+\r
+\r
+/*\r
+=================\r
+=\r
+= T_Schabb\r
+=\r
+=================\r
+*/\r
+\r
+void T_Schabb (objtype *ob)\r
+{\r
+ long move;\r
+ int dx,dy,dist;\r
+ boolean dodge;\r
+\r
+ dodge = false;\r
+ dx = abs(ob->tilex - player->tilex);\r
+ dy = abs(ob->tiley - player->tiley);\r
+ dist = dx>dy ? dx : dy;\r
+\r
+ if (CheckLine(ob)) // got a shot at player?\r
+ {\r
+\r
+ if ( US_RndT() < (tics<<3) )\r
+ {\r
+ //\r
+ // go into attack frame\r
+ //\r
+ NewState (ob,&s_schabbshoot1);\r
+ return;\r
+ }\r
+ dodge = true;\r
+ }\r
+\r
+ if (ob->dir == nodir)\r
+ {\r
+ if (dodge)\r
+ SelectDodgeDir (ob);\r
+ else\r
+ SelectChaseDir (ob);\r
+ if (ob->dir == nodir)\r
+ return; // object is blocked in\r
+ }\r
+\r
+ move = ob->speed*tics;\r
+\r
+ while (move)\r
+ {\r
+ if (ob->distance < 0)\r
+ {\r
+ //\r
+ // waiting for a door to open\r
+ //\r
+ OpenDoor (-ob->distance-1);\r
+ if (doorobjlist[-ob->distance-1].action != dr_open)\r
+ return;\r
+ ob->distance = TILEGLOBAL; // go ahead, the door is now opoen\r
+ }\r
+\r
+ if (move < ob->distance)\r
+ {\r
+ MoveObj (ob,move);\r
+ break;\r
+ }\r
+\r
+ //\r
+ // reached goal tile, so select another one\r
+ //\r
+\r
+ //\r
+ // fix position to account for round off during moving\r
+ //\r
+ ob->x = ((long)ob->tilex<<TILESHIFT)+TILEGLOBAL/2;\r
+ ob->y = ((long)ob->tiley<<TILESHIFT)+TILEGLOBAL/2;\r
+\r
+ move -= ob->distance;\r
+\r
+ if (dist <4)\r
+ SelectRunDir (ob);\r
+ else if (dodge)\r
+ SelectDodgeDir (ob);\r
+ else\r
+ SelectChaseDir (ob);\r
+\r
+ if (ob->dir == nodir)\r
+ return; // object is blocked in\r
+ }\r
+\r
+}\r
+\r
+\r
+\r
+\r
+/*\r
+=================\r
+=\r
+= T_Gift\r
+=\r
+=================\r
+*/\r
+\r
+void T_Gift (objtype *ob)\r
+{\r
+ long move;\r
+ int dx,dy,dist;\r
+ boolean dodge;\r
+\r
+ dodge = false;\r
+ dx = abs(ob->tilex - player->tilex);\r
+ dy = abs(ob->tiley - player->tiley);\r
+ dist = dx>dy ? dx : dy;\r
+\r
+ if (CheckLine(ob)) // got a shot at player?\r
+ {\r
+\r
+ if ( US_RndT() < (tics<<3) )\r
+ {\r
+ //\r
+ // go into attack frame\r
+ //\r
+ NewState (ob,&s_giftshoot1);\r
+ return;\r
+ }\r
+ dodge = true;\r
+ }\r
+\r
+ if (ob->dir == nodir)\r
+ {\r
+ if (dodge)\r
+ SelectDodgeDir (ob);\r
+ else\r
+ SelectChaseDir (ob);\r
+ if (ob->dir == nodir)\r
+ return; // object is blocked in\r
+ }\r
+\r
+ move = ob->speed*tics;\r
+\r
+ while (move)\r
+ {\r
+ if (ob->distance < 0)\r
+ {\r
+ //\r
+ // waiting for a door to open\r
+ //\r
+ OpenDoor (-ob->distance-1);\r
+ if (doorobjlist[-ob->distance-1].action != dr_open)\r
+ return;\r
+ ob->distance = TILEGLOBAL; // go ahead, the door is now opoen\r
+ }\r
+\r
+ if (move < ob->distance)\r
+ {\r
+ MoveObj (ob,move);\r
+ break;\r
+ }\r
+\r
+ //\r
+ // reached goal tile, so select another one\r
+ //\r
+\r
+ //\r
+ // fix position to account for round off during moving\r
+ //\r
+ ob->x = ((long)ob->tilex<<TILESHIFT)+TILEGLOBAL/2;\r
+ ob->y = ((long)ob->tiley<<TILESHIFT)+TILEGLOBAL/2;\r
+\r
+ move -= ob->distance;\r
+\r
+ if (dist <4)\r
+ SelectRunDir (ob);\r
+ else if (dodge)\r
+ SelectDodgeDir (ob);\r
+ else\r
+ SelectChaseDir (ob);\r
+\r
+ if (ob->dir == nodir)\r
+ return; // object is blocked in\r
+ }\r
+\r
+}\r
+\r
+\r
+\r
+\r
+/*\r
+=================\r
+=\r
+= T_Fat\r
+=\r
+=================\r
+*/\r
+\r
+void T_Fat (objtype *ob)\r
+{\r
+ long move;\r
+ int dx,dy,dist;\r
+ boolean dodge;\r
+\r
+ dodge = false;\r
+ dx = abs(ob->tilex - player->tilex);\r
+ dy = abs(ob->tiley - player->tiley);\r
+ dist = dx>dy ? dx : dy;\r
+\r
+ if (CheckLine(ob)) // got a shot at player?\r
+ {\r
+\r
+ if ( US_RndT() < (tics<<3) )\r
+ {\r
+ //\r
+ // go into attack frame\r
+ //\r
+ NewState (ob,&s_fatshoot1);\r
+ return;\r
+ }\r
+ dodge = true;\r
+ }\r
+\r
+ if (ob->dir == nodir)\r
+ {\r
+ if (dodge)\r
+ SelectDodgeDir (ob);\r
+ else\r
+ SelectChaseDir (ob);\r
+ if (ob->dir == nodir)\r
+ return; // object is blocked in\r
+ }\r
+\r
+ move = ob->speed*tics;\r
+\r
+ while (move)\r
+ {\r
+ if (ob->distance < 0)\r
+ {\r
+ //\r
+ // waiting for a door to open\r
+ //\r
+ OpenDoor (-ob->distance-1);\r
+ if (doorobjlist[-ob->distance-1].action != dr_open)\r
+ return;\r
+ ob->distance = TILEGLOBAL; // go ahead, the door is now opoen\r
+ }\r
+\r
+ if (move < ob->distance)\r
+ {\r
+ MoveObj (ob,move);\r
+ break;\r
+ }\r
+\r
+ //\r
+ // reached goal tile, so select another one\r
+ //\r
+\r
+ //\r
+ // fix position to account for round off during moving\r
+ //\r
+ ob->x = ((long)ob->tilex<<TILESHIFT)+TILEGLOBAL/2;\r
+ ob->y = ((long)ob->tiley<<TILESHIFT)+TILEGLOBAL/2;\r
+\r
+ move -= ob->distance;\r
+\r
+ if (dist <4)\r
+ SelectRunDir (ob);\r
+ else if (dodge)\r
+ SelectDodgeDir (ob);\r
+ else\r
+ SelectChaseDir (ob);\r
+\r
+ if (ob->dir == nodir)\r
+ return; // object is blocked in\r
+ }\r
+\r
+}\r
+\r
+\r
+\r
+/*\r
+=============================================================================\r
+\r
+ HITLERS\r
+\r
+=============================================================================\r
+*/\r
+\r
+\r
+//\r
+// fake\r
+//\r
+extern statetype s_fakestand;\r
+\r
+extern statetype s_fakechase1;\r
+extern statetype s_fakechase1s;\r
+extern statetype s_fakechase2;\r
+extern statetype s_fakechase3;\r
+extern statetype s_fakechase3s;\r
+extern statetype s_fakechase4;\r
+\r
+extern statetype s_fakedie1;\r
+extern statetype s_fakedie2;\r
+extern statetype s_fakedie3;\r
+extern statetype s_fakedie4;\r
+extern statetype s_fakedie5;\r
+extern statetype s_fakedie6;\r
+\r
+extern statetype s_fakeshoot1;\r
+extern statetype s_fakeshoot2;\r
+extern statetype s_fakeshoot3;\r
+extern statetype s_fakeshoot4;\r
+extern statetype s_fakeshoot5;\r
+extern statetype s_fakeshoot6;\r
+extern statetype s_fakeshoot7;\r
+extern statetype s_fakeshoot8;\r
+extern statetype s_fakeshoot9;\r
+\r
+extern statetype s_fire1;\r
+extern statetype s_fire2;\r
+\r
+statetype s_fakestand = {false,SPR_FAKE_W1,0,T_Stand,NULL,&s_fakestand};\r
+\r
+statetype s_fakechase1 = {false,SPR_FAKE_W1,10,T_Fake,NULL,&s_fakechase1s};\r
+statetype s_fakechase1s = {false,SPR_FAKE_W1,3,NULL,NULL,&s_fakechase2};\r
+statetype s_fakechase2 = {false,SPR_FAKE_W2,8,T_Fake,NULL,&s_fakechase3};\r
+statetype s_fakechase3 = {false,SPR_FAKE_W3,10,T_Fake,NULL,&s_fakechase3s};\r
+statetype s_fakechase3s = {false,SPR_FAKE_W3,3,NULL,NULL,&s_fakechase4};\r
+statetype s_fakechase4 = {false,SPR_FAKE_W4,8,T_Fake,NULL,&s_fakechase1};\r
+\r
+statetype s_fakedie1 = {false,SPR_FAKE_DIE1,10,NULL,A_DeathScream,&s_fakedie2};\r
+statetype s_fakedie2 = {false,SPR_FAKE_DIE2,10,NULL,NULL,&s_fakedie3};\r
+statetype s_fakedie3 = {false,SPR_FAKE_DIE3,10,NULL,NULL,&s_fakedie4};\r
+statetype s_fakedie4 = {false,SPR_FAKE_DIE4,10,NULL,NULL,&s_fakedie5};\r
+statetype s_fakedie5 = {false,SPR_FAKE_DIE5,10,NULL,NULL,&s_fakedie6};\r
+statetype s_fakedie6 = {false,SPR_FAKE_DEAD,0,NULL,NULL,&s_fakedie6};\r
+\r
+statetype s_fakeshoot1 = {false,SPR_FAKE_SHOOT,8,NULL,T_FakeFire,&s_fakeshoot2};\r
+statetype s_fakeshoot2 = {false,SPR_FAKE_SHOOT,8,NULL,T_FakeFire,&s_fakeshoot3};\r
+statetype s_fakeshoot3 = {false,SPR_FAKE_SHOOT,8,NULL,T_FakeFire,&s_fakeshoot4};\r
+statetype s_fakeshoot4 = {false,SPR_FAKE_SHOOT,8,NULL,T_FakeFire,&s_fakeshoot5};\r
+statetype s_fakeshoot5 = {false,SPR_FAKE_SHOOT,8,NULL,T_FakeFire,&s_fakeshoot6};\r
+statetype s_fakeshoot6 = {false,SPR_FAKE_SHOOT,8,NULL,T_FakeFire,&s_fakeshoot7};\r
+statetype s_fakeshoot7 = {false,SPR_FAKE_SHOOT,8,NULL,T_FakeFire,&s_fakeshoot8};\r
+statetype s_fakeshoot8 = {false,SPR_FAKE_SHOOT,8,NULL,T_FakeFire,&s_fakeshoot9};\r
+statetype s_fakeshoot9 = {false,SPR_FAKE_SHOOT,8,NULL,NULL,&s_fakechase1};\r
+\r
+statetype s_fire1 = {false,SPR_FIRE1,6,NULL,T_Projectile,&s_fire2};\r
+statetype s_fire2 = {false,SPR_FIRE2,6,NULL,T_Projectile,&s_fire1};\r
+\r
+//\r
+// hitler\r
+//\r
+extern statetype s_mechachase1;\r
+extern statetype s_mechachase1s;\r
+extern statetype s_mechachase2;\r
+extern statetype s_mechachase3;\r
+extern statetype s_mechachase3s;\r
+extern statetype s_mechachase4;\r
+\r
+extern statetype s_mechadie1;\r
+extern statetype s_mechadie2;\r
+extern statetype s_mechadie3;\r
+extern statetype s_mechadie4;\r
+\r
+extern statetype s_mechashoot1;\r
+extern statetype s_mechashoot2;\r
+extern statetype s_mechashoot3;\r
+extern statetype s_mechashoot4;\r
+extern statetype s_mechashoot5;\r
+extern statetype s_mechashoot6;\r
+\r
+\r
+extern statetype s_hitlerchase1;\r
+extern statetype s_hitlerchase1s;\r
+extern statetype s_hitlerchase2;\r
+extern statetype s_hitlerchase3;\r
+extern statetype s_hitlerchase3s;\r
+extern statetype s_hitlerchase4;\r
+\r
+extern statetype s_hitlerdie1;\r
+extern statetype s_hitlerdie2;\r
+extern statetype s_hitlerdie3;\r
+extern statetype s_hitlerdie4;\r
+extern statetype s_hitlerdie5;\r
+extern statetype s_hitlerdie6;\r
+extern statetype s_hitlerdie7;\r
+extern statetype s_hitlerdie8;\r
+extern statetype s_hitlerdie9;\r
+extern statetype s_hitlerdie10;\r
+\r
+extern statetype s_hitlershoot1;\r
+extern statetype s_hitlershoot2;\r
+extern statetype s_hitlershoot3;\r
+extern statetype s_hitlershoot4;\r
+extern statetype s_hitlershoot5;\r
+extern statetype s_hitlershoot6;\r
+\r
+extern statetype s_hitlerdeathcam;\r
+\r
+statetype s_mechastand = {false,SPR_MECHA_W1,0,T_Stand,NULL,&s_mechastand};\r
+\r
+statetype s_mechachase1 = {false,SPR_MECHA_W1,10,T_Chase,A_MechaSound,&s_mechachase1s};\r
+statetype s_mechachase1s = {false,SPR_MECHA_W1,6,NULL,NULL,&s_mechachase2};\r
+statetype s_mechachase2 = {false,SPR_MECHA_W2,8,T_Chase,NULL,&s_mechachase3};\r
+statetype s_mechachase3 = {false,SPR_MECHA_W3,10,T_Chase,A_MechaSound,&s_mechachase3s};\r
+statetype s_mechachase3s = {false,SPR_MECHA_W3,6,NULL,NULL,&s_mechachase4};\r
+statetype s_mechachase4 = {false,SPR_MECHA_W4,8,T_Chase,NULL,&s_mechachase1};\r
+\r
+statetype s_mechadie1 = {false,SPR_MECHA_DIE1,10,NULL,A_DeathScream,&s_mechadie2};\r
+statetype s_mechadie2 = {false,SPR_MECHA_DIE2,10,NULL,NULL,&s_mechadie3};\r
+statetype s_mechadie3 = {false,SPR_MECHA_DIE3,10,NULL,A_HitlerMorph,&s_mechadie4};\r
+statetype s_mechadie4 = {false,SPR_MECHA_DEAD,0,NULL,NULL,&s_mechadie4};\r
+\r
+statetype s_mechashoot1 = {false,SPR_MECHA_SHOOT1,30,NULL,NULL,&s_mechashoot2};\r
+statetype s_mechashoot2 = {false,SPR_MECHA_SHOOT2,10,NULL,T_Shoot,&s_mechashoot3};\r
+statetype s_mechashoot3 = {false,SPR_MECHA_SHOOT3,10,NULL,T_Shoot,&s_mechashoot4};\r
+statetype s_mechashoot4 = {false,SPR_MECHA_SHOOT2,10,NULL,T_Shoot,&s_mechashoot5};\r
+statetype s_mechashoot5 = {false,SPR_MECHA_SHOOT3,10,NULL,T_Shoot,&s_mechashoot6};\r
+statetype s_mechashoot6 = {false,SPR_MECHA_SHOOT2,10,NULL,T_Shoot,&s_mechachase1};\r
+\r
+\r
+statetype s_hitlerchase1 = {false,SPR_HITLER_W1,6,T_Chase,NULL,&s_hitlerchase1s};\r
+statetype s_hitlerchase1s = {false,SPR_HITLER_W1,4,NULL,NULL,&s_hitlerchase2};\r
+statetype s_hitlerchase2 = {false,SPR_HITLER_W2,2,T_Chase,NULL,&s_hitlerchase3};\r
+statetype s_hitlerchase3 = {false,SPR_HITLER_W3,6,T_Chase,NULL,&s_hitlerchase3s};\r
+statetype s_hitlerchase3s = {false,SPR_HITLER_W3,4,NULL,NULL,&s_hitlerchase4};\r
+statetype s_hitlerchase4 = {false,SPR_HITLER_W4,2,T_Chase,NULL,&s_hitlerchase1};\r
+\r
+statetype s_hitlerdeathcam = {false,SPR_HITLER_W1,10,NULL,NULL,&s_hitlerdie1};\r
+\r
+statetype s_hitlerdie1 = {false,SPR_HITLER_W1,1,NULL,A_DeathScream,&s_hitlerdie2};\r
+statetype s_hitlerdie2 = {false,SPR_HITLER_W1,10,NULL,NULL,&s_hitlerdie3};\r
+statetype s_hitlerdie3 = {false,SPR_HITLER_DIE1,10,NULL,A_Slurpie,&s_hitlerdie4};\r
+statetype s_hitlerdie4 = {false,SPR_HITLER_DIE2,10,NULL,NULL,&s_hitlerdie5};\r
+statetype s_hitlerdie5 = {false,SPR_HITLER_DIE3,10,NULL,NULL,&s_hitlerdie6};\r
+statetype s_hitlerdie6 = {false,SPR_HITLER_DIE4,10,NULL,NULL,&s_hitlerdie7};\r
+statetype s_hitlerdie7 = {false,SPR_HITLER_DIE5,10,NULL,NULL,&s_hitlerdie8};\r
+statetype s_hitlerdie8 = {false,SPR_HITLER_DIE6,10,NULL,NULL,&s_hitlerdie9};\r
+statetype s_hitlerdie9 = {false,SPR_HITLER_DIE7,10,NULL,NULL,&s_hitlerdie10};\r
+statetype s_hitlerdie10 = {false,SPR_HITLER_DEAD,20,NULL,A_StartDeathCam,&s_hitlerdie10};\r
+\r
+statetype s_hitlershoot1 = {false,SPR_HITLER_SHOOT1,30,NULL,NULL,&s_hitlershoot2};\r
+statetype s_hitlershoot2 = {false,SPR_HITLER_SHOOT2,10,NULL,T_Shoot,&s_hitlershoot3};\r
+statetype s_hitlershoot3 = {false,SPR_HITLER_SHOOT3,10,NULL,T_Shoot,&s_hitlershoot4};\r
+statetype s_hitlershoot4 = {false,SPR_HITLER_SHOOT2,10,NULL,T_Shoot,&s_hitlershoot5};\r
+statetype s_hitlershoot5 = {false,SPR_HITLER_SHOOT3,10,NULL,T_Shoot,&s_hitlershoot6};\r
+statetype s_hitlershoot6 = {false,SPR_HITLER_SHOOT2,10,NULL,T_Shoot,&s_hitlerchase1};\r
+\r
+\r
+\r
+/*\r
+===============\r
+=\r
+= SpawnFakeHitler\r
+=\r
+===============\r
+*/\r
+\r
+void SpawnFakeHitler (int tilex, int tiley)\r
+{\r
+ unsigned far *map,tile;\r
+\r
+\r
+ if (DigiMode != sds_Off)\r
+ s_hitlerdie2.tictime = 140;\r
+ else\r
+ s_hitlerdie2.tictime = 5;\r
+\r
+ SpawnNewObj (tilex,tiley,&s_fakestand);\r
+ new->speed = SPDPATROL;\r
+\r
+ new->obclass = fakeobj;\r
+ new->hitpoints = starthitpoints[gamestate.difficulty][en_fake];\r
+ new->dir = north;\r
+ new->flags |= FL_SHOOTABLE|FL_AMBUSH;\r
+ if (!loadedgame)\r
+ gamestate.killtotal++;\r
+}\r
+\r
+\r
+/*\r
+===============\r
+=\r
+= SpawnHitler\r
+=\r
+===============\r
+*/\r
+\r
+void SpawnHitler (int tilex, int tiley)\r
+{\r
+ unsigned far *map,tile;\r
+\r
+ if (DigiMode != sds_Off)\r
+ s_hitlerdie2.tictime = 140;\r
+ else\r
+ s_hitlerdie2.tictime = 5;\r
+\r
+\r
+ SpawnNewObj (tilex,tiley,&s_mechastand);\r
+ new->speed = SPDPATROL;\r
+\r
+ new->obclass = mechahitlerobj;\r
+ new->hitpoints = starthitpoints[gamestate.difficulty][en_hitler];\r
+ new->dir = south;\r
+ new->flags |= FL_SHOOTABLE|FL_AMBUSH;\r
+ if (!loadedgame)\r
+ gamestate.killtotal++;\r
+}\r
+\r
+\r
+/*\r
+===============\r
+=\r
+= A_HitlerMorph\r
+=\r
+===============\r
+*/\r
+\r
+void A_HitlerMorph (objtype *ob)\r
+{\r
+ unsigned far *map,tile,hitpoints[4]={500,700,800,900};\r
+\r
+\r
+ SpawnNewObj (ob->tilex,ob->tiley,&s_hitlerchase1);\r
+ new->speed = SPDPATROL*5;\r
+\r
+ new->x = ob->x;\r
+ new->y = ob->y;\r
+\r
+ new->distance = ob->distance;\r
+ new->dir = ob->dir;\r
+ new->flags = ob->flags | FL_SHOOTABLE;\r
+\r
+ new->obclass = realhitlerobj;\r
+ new->hitpoints = hitpoints[gamestate.difficulty];\r
+}\r
+\r
+\r
+////////////////////////////////////////////////////////\r
+//\r
+// A_MechaSound\r
+// A_Slurpie\r
+//\r
+////////////////////////////////////////////////////////\r
+void A_MechaSound (objtype *ob)\r
+{\r
+ if (areabyplayer[ob->areanumber])\r
+ PlaySoundLocActor (MECHSTEPSND,ob);\r
+}\r
+\r
+\r
+#pragma argsused\r
+void A_Slurpie (objtype *ob)\r
+{\r
+ SD_PlaySound(SLURPIESND);\r
+}\r
+\r
+/*\r
+=================\r
+=\r
+= T_FakeFire\r
+=\r
+=================\r
+*/\r
+\r
+void T_FakeFire (objtype *ob)\r
+{\r
+ long deltax,deltay;\r
+ float angle;\r
+ int iangle;\r
+\r
+ deltax = player->x - ob->x;\r
+ deltay = ob->y - player->y;\r
+ angle = atan2 (deltay,deltax);\r
+ if (angle<0)\r
+ angle = M_PI*2+angle;\r
+ iangle = angle/(M_PI*2)*ANGLES;\r
+\r
+ GetNewActor ();\r
+ new->state = &s_fire1;\r
+ new->ticcount = 1;\r
+\r
+ new->tilex = ob->tilex;\r
+ new->tiley = ob->tiley;\r
+ new->x = ob->x;\r
+ new->y = ob->y;\r
+ new->dir = nodir;\r
+ new->angle = iangle;\r
+ new->obclass = fireobj;\r
+ new->speed = 0x1200l;\r
+ new->flags = FL_NEVERMARK;\r
+ new->active = true;\r
+\r
+ PlaySoundLocActor (FLAMETHROWERSND,new);\r
+}\r
+\r
+\r
+\r
+/*\r
+=================\r
+=\r
+= T_Fake\r
+=\r
+=================\r
+*/\r
+\r
+void T_Fake (objtype *ob)\r
+{\r
+ long move;\r
+ int dx,dy,dist;\r
+ boolean dodge;\r
+\r
+ if (CheckLine(ob)) // got a shot at player?\r
+ {\r
+ if ( US_RndT() < (tics<<1) )\r
+ {\r
+ //\r
+ // go into attack frame\r
+ //\r
+ NewState (ob,&s_fakeshoot1);\r
+ return;\r
+ }\r
+ }\r
+\r
+ if (ob->dir == nodir)\r
+ {\r
+ SelectDodgeDir (ob);\r
+ if (ob->dir == nodir)\r
+ return; // object is blocked in\r
+ }\r
+\r
+ move = ob->speed*tics;\r
+\r
+ while (move)\r
+ {\r
+ if (move < ob->distance)\r
+ {\r
+ MoveObj (ob,move);\r
+ break;\r
+ }\r
+\r
+ //\r
+ // reached goal tile, so select another one\r
+ //\r
+\r
+ //\r
+ // fix position to account for round off during moving\r
+ //\r
+ ob->x = ((long)ob->tilex<<TILESHIFT)+TILEGLOBAL/2;\r
+ ob->y = ((long)ob->tiley<<TILESHIFT)+TILEGLOBAL/2;\r
+\r
+ move -= ob->distance;\r
+\r
+ SelectDodgeDir (ob);\r
+\r
+ if (ob->dir == nodir)\r
+ return; // object is blocked in\r
+ }\r
+\r
+}\r
+\r
+#endif\r
+/*\r
+============================================================================\r
+\r
+ STAND\r
+\r
+============================================================================\r
+*/\r
+\r
+\r
+/*\r
+===============\r
+=\r
+= T_Stand\r
+=\r
+===============\r
+*/\r
+\r
+void T_Stand (objtype *ob)\r
+{\r
+ SightPlayer (ob);\r
+}\r
+\r
+\r
+/*\r
+============================================================================\r
+\r
+ CHASE\r
+\r
+============================================================================\r
+*/\r
+\r
+/*\r
+=================\r
+=\r
+= T_Chase\r
+=\r
+=================\r
+*/\r
+\r
+void T_Chase (objtype *ob)\r
+{\r
+ long move;\r
+ int dx,dy,dist,chance;\r
+ boolean dodge;\r
+\r
+ if (gamestate.victoryflag)\r
+ return;\r
+\r
+ dodge = false;\r
+ if (CheckLine(ob)) // got a shot at player?\r
+ {\r
+ dx = abs(ob->tilex - player->tilex);\r
+ dy = abs(ob->tiley - player->tiley);\r
+ dist = dx>dy ? dx : dy;\r
+ if (!dist || (dist==1 && ob->distance<0x4000) )\r
+ chance = 300;\r
+ else\r
+ chance = (tics<<4)/dist;\r
+\r
+ if ( US_RndT()<chance)\r
+ {\r
+ //\r
+ // go into attack frame\r
+ //\r
+ switch (ob->obclass)\r
+ {\r
+ case guardobj:\r
+ NewState (ob,&s_grdshoot1);\r
+ break;\r
+ case officerobj:\r
+ NewState (ob,&s_ofcshoot1);\r
+ break;\r
+ case mutantobj:\r
+ NewState (ob,&s_mutshoot1);\r
+ break;\r
+ case ssobj:\r
+ NewState (ob,&s_ssshoot1);\r
+ break;\r
+#ifndef SPEAR\r
+ case bossobj:\r
+ NewState (ob,&s_bossshoot1);\r
+ break;\r
+ case gretelobj:\r
+ NewState (ob,&s_gretelshoot1);\r
+ break;\r
+ case mechahitlerobj:\r
+ NewState (ob,&s_mechashoot1);\r
+ break;\r
+ case realhitlerobj:\r
+ NewState (ob,&s_hitlershoot1);\r
+ break;\r
+#else\r
+ case angelobj:\r
+ NewState (ob,&s_angelshoot1);\r
+ break;\r
+ case transobj:\r
+ NewState (ob,&s_transshoot1);\r
+ break;\r
+ case uberobj:\r
+ NewState (ob,&s_ubershoot1);\r
+ break;\r
+ case willobj:\r
+ NewState (ob,&s_willshoot1);\r
+ break;\r
+ case deathobj:\r
+ NewState (ob,&s_deathshoot1);\r
+ break;\r
+#endif\r
+ }\r
+ return;\r
+ }\r
+ dodge = true;\r
+ }\r
+\r
+ if (ob->dir == nodir)\r
+ {\r
+ if (dodge)\r
+ SelectDodgeDir (ob);\r
+ else\r
+ SelectChaseDir (ob);\r
+ if (ob->dir == nodir)\r
+ return; // object is blocked in\r
+ }\r
+\r
+ move = ob->speed*tics;\r
+\r
+ while (move)\r
+ {\r
+ if (ob->distance < 0)\r
+ {\r
+ //\r
+ // waiting for a door to open\r
+ //\r
+ OpenDoor (-ob->distance-1);\r
+ if (doorobjlist[-ob->distance-1].action != dr_open)\r
+ return;\r
+ ob->distance = TILEGLOBAL; // go ahead, the door is now opoen\r
+ }\r
+\r
+ if (move < ob->distance)\r
+ {\r
+ MoveObj (ob,move);\r
+ break;\r
+ }\r
+\r
+ //\r
+ // reached goal tile, so select another one\r
+ //\r
+\r
+ //\r
+ // fix position to account for round off during moving\r
+ //\r
+ ob->x = ((long)ob->tilex<<TILESHIFT)+TILEGLOBAL/2;\r
+ ob->y = ((long)ob->tiley<<TILESHIFT)+TILEGLOBAL/2;\r
+\r
+ move -= ob->distance;\r
+\r
+ if (dodge)\r
+ SelectDodgeDir (ob);\r
+ else\r
+ SelectChaseDir (ob);\r
+\r
+ if (ob->dir == nodir)\r
+ return; // object is blocked in\r
+ }\r
+\r
+}\r
+\r
+\r
+/*\r
+=================\r
+=\r
+= T_Ghosts\r
+=\r
+=================\r
+*/\r
+\r
+void T_Ghosts (objtype *ob)\r
+{\r
+ long move;\r
+\r
+\r
+ if (ob->dir == nodir)\r
+ {\r
+ SelectChaseDir (ob);\r
+ if (ob->dir == nodir)\r
+ return; // object is blocked in\r
+ }\r
+\r
+ move = ob->speed*tics;\r
+\r
+ while (move)\r
+ {\r
+ if (move < ob->distance)\r
+ {\r
+ MoveObj (ob,move);\r
+ break;\r
+ }\r
+\r
+ //\r
+ // reached goal tile, so select another one\r
+ //\r
+\r
+ //\r
+ // fix position to account for round off during moving\r
+ //\r
+ ob->x = ((long)ob->tilex<<TILESHIFT)+TILEGLOBAL/2;\r
+ ob->y = ((long)ob->tiley<<TILESHIFT)+TILEGLOBAL/2;\r
+\r
+ move -= ob->distance;\r
+\r
+ SelectChaseDir (ob);\r
+\r
+ if (ob->dir == nodir)\r
+ return; // object is blocked in\r
+ }\r
+\r
+}\r
+\r
+/*\r
+=================\r
+=\r
+= T_DogChase\r
+=\r
+=================\r
+*/\r
+\r
+void T_DogChase (objtype *ob)\r
+{\r
+ long move;\r
+ int dist,chance;\r
+ long dx,dy;\r
+\r
+\r
+ if (ob->dir == nodir)\r
+ {\r
+ SelectDodgeDir (ob);\r
+ if (ob->dir == nodir)\r
+ return; // object is blocked in\r
+ }\r
+\r
+ move = ob->speed*tics;\r
+\r
+ while (move)\r
+ {\r
+ //\r
+ // check for byte range\r
+ //\r
+ dx = player->x - ob->x;\r
+ if (dx<0)\r
+ dx = -dx;\r
+ dx -= move;\r
+ if (dx <= MINACTORDIST)\r
+ {\r
+ dy = player->y - ob->y;\r
+ if (dy<0)\r
+ dy = -dy;\r
+ dy -= move;\r
+ if (dy <= MINACTORDIST)\r
+ {\r
+ NewState (ob,&s_dogjump1);\r
+ return;\r
+ }\r
+ }\r
+\r
+ if (move < ob->distance)\r
+ {\r
+ MoveObj (ob,move);\r
+ break;\r
+ }\r
+\r
+ //\r
+ // reached goal tile, so select another one\r
+ //\r
+\r
+ //\r
+ // fix position to account for round off during moving\r
+ //\r
+ ob->x = ((long)ob->tilex<<TILESHIFT)+TILEGLOBAL/2;\r
+ ob->y = ((long)ob->tiley<<TILESHIFT)+TILEGLOBAL/2;\r
+\r
+ move -= ob->distance;\r
+\r
+ SelectDodgeDir (ob);\r
+\r
+ if (ob->dir == nodir)\r
+ return; // object is blocked in\r
+ }\r
+\r
+}\r
+\r
+\r
+\r
+/*\r
+============================================================================\r
+\r
+ PATH\r
+\r
+============================================================================\r
+*/\r
+\r
+\r
+/*\r
+===============\r
+=\r
+= SelectPathDir\r
+=\r
+===============\r
+*/\r
+\r
+void SelectPathDir (objtype *ob)\r
+{\r
+ unsigned spot;\r
+\r
+ spot = MAPSPOT(ob->tilex,ob->tiley,1)-ICONARROWS;\r
+\r
+ if (spot<8)\r
+ {\r
+ // new direction\r
+ ob->dir = spot;\r
+ }\r
+\r
+ ob->distance = TILEGLOBAL;\r
+\r
+ if (!TryWalk (ob))\r
+ ob->dir = nodir;\r
+}\r
+\r
+\r
+/*\r
+===============\r
+=\r
+= T_Path\r
+=\r
+===============\r
+*/\r
+\r
+void T_Path (objtype *ob)\r
+{\r
+ long move;\r
+ long deltax,deltay,size;\r
+\r
+ if (SightPlayer (ob))\r
+ return;\r
+\r
+ if (ob->dir == nodir)\r
+ {\r
+ SelectPathDir (ob);\r
+ if (ob->dir == nodir)\r
+ return; // all movement is blocked\r
+ }\r
+\r
+\r
+ move = ob->speed*tics;\r
+\r
+ while (move)\r
+ {\r
+ if (ob->distance < 0)\r
+ {\r
+ //\r
+ // waiting for a door to open\r
+ //\r
+ OpenDoor (-ob->distance-1);\r
+ if (doorobjlist[-ob->distance-1].action != dr_open)\r
+ return;\r
+ ob->distance = TILEGLOBAL; // go ahead, the door is now opoen\r
+ }\r
+\r
+ if (move < ob->distance)\r
+ {\r
+ MoveObj (ob,move);\r
+ break;\r
+ }\r
+\r
+ if (ob->tilex>MAPSIZE || ob->tiley>MAPSIZE)\r
+ {\r
+ sprintf (str,"T_Path hit a wall at %u,%u, dir %u"\r
+ ,ob->tilex,ob->tiley,ob->dir);\r
+ Quit (str);\r
+ }\r
+\r
+\r
+\r
+ ob->x = ((long)ob->tilex<<TILESHIFT)+TILEGLOBAL/2;\r
+ ob->y = ((long)ob->tiley<<TILESHIFT)+TILEGLOBAL/2;\r
+ move -= ob->distance;\r
+\r
+ SelectPathDir (ob);\r
+\r
+ if (ob->dir == nodir)\r
+ return; // all movement is blocked\r
+ }\r
+}\r
+\r
+\r
+/*\r
+=============================================================================\r
+\r
+ FIGHT\r
+\r
+=============================================================================\r
+*/\r
+\r
+\r
+/*\r
+===============\r
+=\r
+= T_Shoot\r
+=\r
+= Try to damage the player, based on skill level and player's speed\r
+=\r
+===============\r
+*/\r
+\r
+void T_Shoot (objtype *ob)\r
+{\r
+ int dx,dy,dist;\r
+ int hitchance,damage;\r
+\r
+ hitchance = 128;\r
+\r
+ if (!areabyplayer[ob->areanumber])\r
+ return;\r
+\r
+ if (!CheckLine (ob)) // player is behind a wall\r
+ return;\r
+\r
+ dx = abs(ob->tilex - player->tilex);\r
+ dy = abs(ob->tiley - player->tiley);\r
+ dist = dx>dy ? dx:dy;\r
+\r
+ if (ob->obclass == ssobj || ob->obclass == bossobj)\r
+ dist = dist*2/3; // ss are better shots\r
+\r
+ if (thrustspeed >= RUNSPEED)\r
+ {\r
+ if (ob->flags&FL_VISABLE)\r
+ hitchance = 160-dist*16; // player can see to dodge\r
+ else\r
+ hitchance = 160-dist*8;\r
+ }\r
+ else\r
+ {\r
+ if (ob->flags&FL_VISABLE)\r
+ hitchance = 256-dist*16; // player can see to dodge\r
+ else\r
+ hitchance = 256-dist*8;\r
+ }\r
+\r
+// see if the shot was a hit\r
+\r
+ if (US_RndT()<hitchance)\r
+ {\r
+ if (dist<2)\r
+ damage = US_RndT()>>2;\r
+ else if (dist<4)\r
+ damage = US_RndT()>>3;\r
+ else\r
+ damage = US_RndT()>>4;\r
+\r
+ TakeDamage (damage,ob);\r
+ }\r
+\r
+ switch(ob->obclass)\r
+ {\r
+ case ssobj:\r
+ PlaySoundLocActor(SSFIRESND,ob);\r
+ break;\r
+#ifndef SPEAR\r
+ case giftobj:\r
+ case fatobj:\r
+ PlaySoundLocActor(MISSILEFIRESND,ob);\r
+ break;\r
+ case mechahitlerobj:\r
+ case realhitlerobj:\r
+ case bossobj:\r
+ PlaySoundLocActor(BOSSFIRESND,ob);\r
+ break;\r
+ case schabbobj:\r
+ PlaySoundLocActor(SCHABBSTHROWSND,ob);\r
+ break;\r
+ case fakeobj:\r
+ PlaySoundLocActor(FLAMETHROWERSND,ob);\r
+ break;\r
+#endif\r
+ default:\r
+ PlaySoundLocActor(NAZIFIRESND,ob);\r
+ }\r
+\r
+}\r
+\r
+\r
+/*\r
+===============\r
+=\r
+= T_Bite\r
+=\r
+===============\r
+*/\r
+\r
+void T_Bite (objtype *ob)\r
+{\r
+ long dx,dy;\r
+ int hitchance,damage;\r
+\r
+\r
+ PlaySoundLocActor(DOGATTACKSND,ob); // JAB\r
+\r
+ dx = player->x - ob->x;\r
+ if (dx<0)\r
+ dx = -dx;\r
+ dx -= TILEGLOBAL;\r
+ if (dx <= MINACTORDIST)\r
+ {\r
+ dy = player->y - ob->y;\r
+ if (dy<0)\r
+ dy = -dy;\r
+ dy -= TILEGLOBAL;\r
+ if (dy <= MINACTORDIST)\r
+ {\r
+ if (US_RndT()<180)\r
+ {\r
+ TakeDamage (US_RndT()>>4,ob);\r
+ return;\r
+ }\r
+ }\r
+ }\r
+\r
+ return;\r
+}\r
+\r
+\r
+#ifndef SPEAR\r
+/*\r
+============================================================================\r
+\r
+ BJ VICTORY\r
+\r
+============================================================================\r
+*/\r
+\r
+\r
+//\r
+// BJ victory\r
+//\r
+\r
+void T_BJRun (objtype *ob);\r
+void T_BJJump (objtype *ob);\r
+void T_BJDone (objtype *ob);\r
+void T_BJYell (objtype *ob);\r
+\r
+void T_DeathCam (objtype *ob);\r
+\r
+extern statetype s_bjrun1;\r
+extern statetype s_bjrun1s;\r
+extern statetype s_bjrun2;\r
+extern statetype s_bjrun3;\r
+extern statetype s_bjrun3s;\r
+extern statetype s_bjrun4;\r
+\r
+extern statetype s_bjjump1;\r
+extern statetype s_bjjump2;\r
+extern statetype s_bjjump3;\r
+extern statetype s_bjjump4;\r
+\r
+\r
+statetype s_bjrun1 = {false,SPR_BJ_W1,12,T_BJRun,NULL,&s_bjrun1s};\r
+statetype s_bjrun1s = {false,SPR_BJ_W1,3, NULL,NULL,&s_bjrun2};\r
+statetype s_bjrun2 = {false,SPR_BJ_W2,8,T_BJRun,NULL,&s_bjrun3};\r
+statetype s_bjrun3 = {false,SPR_BJ_W3,12,T_BJRun,NULL,&s_bjrun3s};\r
+statetype s_bjrun3s = {false,SPR_BJ_W3,3, NULL,NULL,&s_bjrun4};\r
+statetype s_bjrun4 = {false,SPR_BJ_W4,8,T_BJRun,NULL,&s_bjrun1};\r
+\r
+\r
+statetype s_bjjump1 = {false,SPR_BJ_JUMP1,14,T_BJJump,NULL,&s_bjjump2};\r
+statetype s_bjjump2 = {false,SPR_BJ_JUMP2,14,T_BJJump,T_BJYell,&s_bjjump3};\r
+statetype s_bjjump3 = {false,SPR_BJ_JUMP3,14,T_BJJump,NULL,&s_bjjump4};\r
+statetype s_bjjump4 = {false,SPR_BJ_JUMP4,300,NULL,T_BJDone,&s_bjjump4};\r
+\r
+\r
+statetype s_deathcam = {false,0,0,NULL,NULL,NULL};\r
+\r
+\r
+/*\r
+===============\r
+=\r
+= SpawnBJVictory\r
+=\r
+===============\r
+*/\r
+\r
+void SpawnBJVictory (void)\r
+{\r
+ unsigned far *map,tile;\r
+\r
+ SpawnNewObj (player->tilex,player->tiley+1,&s_bjrun1);\r
+ new->x = player->x;\r
+ new->y = player->y;\r
+ new->obclass = bjobj;\r
+ new->dir = north;\r
+ new->temp1 = 6; // tiles to run forward\r
+}\r
+\r
+\r
+\r
+/*\r
+===============\r
+=\r
+= T_BJRun\r
+=\r
+===============\r
+*/\r
+\r
+void T_BJRun (objtype *ob)\r
+{\r
+ long move;\r
+\r
+ move = BJRUNSPEED*tics;\r
+\r
+ while (move)\r
+ {\r
+ if (move < ob->distance)\r
+ {\r
+ MoveObj (ob,move);\r
+ break;\r
+ }\r
+\r
+\r
+ ob->x = ((long)ob->tilex<<TILESHIFT)+TILEGLOBAL/2;\r
+ ob->y = ((long)ob->tiley<<TILESHIFT)+TILEGLOBAL/2;\r
+ move -= ob->distance;\r
+\r
+ SelectPathDir (ob);\r
+\r
+ if ( !(--ob->temp1) )\r
+ {\r
+ NewState (ob,&s_bjjump1);\r
+ return;\r
+ }\r
+ }\r
+}\r
+\r
+\r
+/*\r
+===============\r
+=\r
+= T_BJJump\r
+=\r
+===============\r
+*/\r
+\r
+void T_BJJump (objtype *ob)\r
+{\r
+ long move;\r
+\r
+ move = BJJUMPSPEED*tics;\r
+ MoveObj (ob,move);\r
+}\r
+\r
+\r
+/*\r
+===============\r
+=\r
+= T_BJYell\r
+=\r
+===============\r
+*/\r
+\r
+void T_BJYell (objtype *ob)\r
+{\r
+ PlaySoundLocActor(YEAHSND,ob); // JAB\r
+}\r
+\r
+\r
+/*\r
+===============\r
+=\r
+= T_BJDone\r
+=\r
+===============\r
+*/\r
+\r
+#pragma argsused\r
+void T_BJDone (objtype *ob)\r
+{\r
+ playstate = ex_victorious; // exit castle tile\r
+}\r
+\r
+\r
+\r
+//===========================================================================\r
+\r
+\r
+/*\r
+===============\r
+=\r
+= CheckPosition\r
+=\r
+===============\r
+*/\r
+\r
+boolean CheckPosition (objtype *ob)\r
+{\r
+ int x,y,xl,yl,xh,yh;\r
+ objtype *check;\r
+\r
+ xl = (ob->x-PLAYERSIZE) >>TILESHIFT;\r
+ yl = (ob->y-PLAYERSIZE) >>TILESHIFT;\r
+\r
+ xh = (ob->x+PLAYERSIZE) >>TILESHIFT;\r
+ yh = (ob->y+PLAYERSIZE) >>TILESHIFT;\r
+\r
+ //\r
+ // check for solid walls\r
+ //\r
+ for (y=yl;y<=yh;y++)\r
+ for (x=xl;x<=xh;x++)\r
+ {\r
+ check = actorat[x][y];\r
+ if (check && check<objlist)\r
+ return false;\r
+ }\r
+\r
+ return true;\r
+}\r
+\r
+\r
+/*\r
+===============\r
+=\r
+= A_StartDeathCam\r
+=\r
+===============\r
+*/\r
+\r
+void A_StartDeathCam (objtype *ob)\r
+{\r
+ long dx,dy;\r
+ float fangle;\r
+ long xmove,ymove;\r
+ long dist;\r
+ int temp,i;\r
+\r
+ FinishPaletteShifts ();\r
+\r
+ VW_WaitVBL (100);\r
+\r
+ if (gamestate.victoryflag)\r
+ {\r
+ playstate = ex_victorious; // exit castle tile\r
+ return;\r
+ }\r
+\r
+ gamestate.victoryflag = true;\r
+ VW_Bar (0,0,320,200-STATUSLINES,127);\r
+ FizzleFade(bufferofs,displayofs,320,200-STATUSLINES,70,false);\r
+\r
+ PM_UnlockMainMem ();\r
+ CA_UpLevel ();\r
+ CacheLump(LEVELEND_LUMP_START,LEVELEND_LUMP_END);\r
+ #ifdef JAPAN\r
+ #ifndef JAPDEMO\r
+ CA_CacheScreen(C_LETSSEEPIC);\r
+ #endif\r
+ #else\r
+ Write(0,7,STR_SEEAGAIN);\r
+ #endif\r
+ CA_DownLevel ();\r
+ PM_CheckMainMem ();\r
+\r
+ VW_UpdateScreen ();\r
+\r
+ IN_UserInput(300);\r
+\r
+//\r
+// line angle up exactly\r
+//\r
+ NewState (player,&s_deathcam);\r
+\r
+ player->x = gamestate.killx;\r
+ player->y = gamestate.killy;\r
+\r
+ dx = ob->x - player->x;\r
+ dy = player->y - ob->y;\r
+\r
+ fangle = atan2(dy,dx); // returns -pi to pi\r
+ if (fangle<0)\r
+ fangle = M_PI*2+fangle;\r
+\r
+ player->angle = fangle/(M_PI*2)*ANGLES;\r
+\r
+//\r
+// try to position as close as possible without being in a wall\r
+//\r
+ dist = 0x14000l;\r
+ do\r
+ {\r
+ xmove = FixedByFrac(dist,costable[player->angle]);\r
+ ymove = -FixedByFrac(dist,sintable[player->angle]);\r
+\r
+ player->x = ob->x - xmove;\r
+ player->y = ob->y - ymove;\r
+ dist += 0x1000;\r
+\r
+ } while (!CheckPosition (player));\r
+ plux = player->x >> UNSIGNEDSHIFT; // scale to fit in unsigned\r
+ pluy = player->y >> UNSIGNEDSHIFT;\r
+ player->tilex = player->x >> TILESHIFT; // scale to tile values\r
+ player->tiley = player->y >> TILESHIFT;\r
+\r
+//\r
+// go back to the game\r
+//\r
+ temp = bufferofs;\r
+ for (i=0;i<3;i++)\r
+ {\r
+ bufferofs = screenloc[i];\r
+ DrawPlayBorder ();\r
+ }\r
+ bufferofs = temp;\r
+\r
+ fizzlein = true;\r
+ switch (ob->obclass)\r
+ {\r
+#ifndef SPEAR\r
+ case schabbobj:\r
+ NewState (ob,&s_schabbdeathcam);\r
+ break;\r
+ case realhitlerobj:\r
+ NewState (ob,&s_hitlerdeathcam);\r
+ break;\r
+ case giftobj:\r
+ NewState (ob,&s_giftdeathcam);\r
+ break;\r
+ case fatobj:\r
+ NewState (ob,&s_fatdeathcam);\r
+ break;\r
+#endif\r
+ }\r
+\r
+}\r
+\r
+#endif\r
--- /dev/null
+// WL_AGENT.C\r
+\r
+#include "WL_DEF.H"\r
+#pragma hdrstop\r
+\r
+\r
+/*\r
+=============================================================================\r
+\r
+ LOCAL CONSTANTS\r
+\r
+=============================================================================\r
+*/\r
+\r
+#define MAXMOUSETURN 10\r
+\r
+\r
+#define MOVESCALE 150l\r
+#define BACKMOVESCALE 100l\r
+#define ANGLESCALE 20\r
+\r
+/*\r
+=============================================================================\r
+\r
+ GLOBAL VARIABLES\r
+\r
+=============================================================================\r
+*/\r
+\r
+\r
+\r
+//\r
+// player state info\r
+//\r
+boolean running;\r
+long thrustspeed;\r
+\r
+unsigned plux,pluy; // player coordinates scaled to unsigned\r
+\r
+int anglefrac;\r
+int gotgatgun; // JR\r
+\r
+objtype *LastAttacker;\r
+\r
+/*\r
+=============================================================================\r
+\r
+ LOCAL VARIABLES\r
+\r
+=============================================================================\r
+*/\r
+\r
+\r
+void T_Player (objtype *ob);\r
+void T_Attack (objtype *ob);\r
+\r
+statetype s_player = {false,0,0,T_Player,NULL,NULL};\r
+statetype s_attack = {false,0,0,T_Attack,NULL,NULL};\r
+\r
+\r
+long playerxmove,playerymove;\r
+\r
+struct atkinf\r
+{\r
+ char tics,attack,frame; // attack is 1 for gun, 2 for knife\r
+} attackinfo[4][14] =\r
+\r
+{\r
+{ {6,0,1},{6,2,2},{6,0,3},{6,-1,4} },\r
+{ {6,0,1},{6,1,2},{6,0,3},{6,-1,4} },\r
+{ {6,0,1},{6,1,2},{6,3,3},{6,-1,4} },\r
+{ {6,0,1},{6,1,2},{6,4,3},{6,-1,4} },\r
+};\r
+\r
+\r
+int strafeangle[9] = {0,90,180,270,45,135,225,315,0};\r
+\r
+void DrawWeapon (void);\r
+void GiveWeapon (int weapon);\r
+void GiveAmmo (int ammo);\r
+\r
+//===========================================================================\r
+\r
+//----------\r
+\r
+void Attack (void);\r
+void Use (void);\r
+void Search (objtype *ob);\r
+void SelectWeapon (void);\r
+void SelectItem (void);\r
+\r
+//----------\r
+\r
+boolean TryMove (objtype *ob);\r
+void T_Player (objtype *ob);\r
+\r
+void ClipMove (objtype *ob, long xmove, long ymove);\r
+\r
+/*\r
+=============================================================================\r
+\r
+ CONTROL STUFF\r
+\r
+=============================================================================\r
+*/\r
+\r
+/*\r
+======================\r
+=\r
+= CheckWeaponChange\r
+=\r
+= Keys 1-4 change weapons\r
+=\r
+======================\r
+*/\r
+\r
+void CheckWeaponChange (void)\r
+{\r
+ int i,buttons;\r
+\r
+ if (!gamestate.ammo) // must use knife with no ammo\r
+ return;\r
+\r
+ for (i=wp_knife ; i<=gamestate.bestweapon ; i++)\r
+ if (buttonstate[bt_readyknife+i-wp_knife])\r
+ {\r
+ gamestate.weapon = gamestate.chosenweapon = i;\r
+ DrawWeapon ();\r
+ return;\r
+ }\r
+}\r
+\r
+\r
+/*\r
+=======================\r
+=\r
+= ControlMovement\r
+=\r
+= Takes controlx,controly, and buttonstate[bt_strafe]\r
+=\r
+= Changes the player's angle and position\r
+=\r
+= There is an angle hack because when going 70 fps, the roundoff becomes\r
+= significant\r
+=\r
+=======================\r
+*/\r
+\r
+void ControlMovement (objtype *ob)\r
+{\r
+ long oldx,oldy;\r
+ int angle,maxxmove;\r
+ int angleunits;\r
+ long speed;\r
+\r
+ thrustspeed = 0;\r
+\r
+ oldx = player->x;\r
+ oldy = player->y;\r
+\r
+//\r
+// side to side move\r
+//\r
+ if (buttonstate[bt_strafe])\r
+ {\r
+ //\r
+ // strafing\r
+ //\r
+ //\r
+ if (controlx > 0)\r
+ {\r
+ angle = ob->angle - ANGLES/4;\r
+ if (angle < 0)\r
+ angle += ANGLES;\r
+ Thrust (angle,controlx*MOVESCALE); // move to left\r
+ }\r
+ else if (controlx < 0)\r
+ {\r
+ angle = ob->angle + ANGLES/4;\r
+ if (angle >= ANGLES)\r
+ angle -= ANGLES;\r
+ Thrust (angle,-controlx*MOVESCALE); // move to right\r
+ }\r
+ }\r
+ else\r
+ {\r
+ //\r
+ // not strafing\r
+ //\r
+ anglefrac += controlx;\r
+ angleunits = anglefrac/ANGLESCALE;\r
+ anglefrac -= angleunits*ANGLESCALE;\r
+ ob->angle -= angleunits;\r
+\r
+ if (ob->angle >= ANGLES)\r
+ ob->angle -= ANGLES;\r
+ if (ob->angle < 0)\r
+ ob->angle += ANGLES;\r
+\r
+ }\r
+\r
+//\r
+// forward/backwards move\r
+//\r
+ if (controly < 0)\r
+ {\r
+ Thrust (ob->angle,-controly*MOVESCALE); // move forwards\r
+ }\r
+ else if (controly > 0)\r
+ {\r
+ angle = ob->angle + ANGLES/2;\r
+ if (angle >= ANGLES)\r
+ angle -= ANGLES;\r
+ Thrust (angle,controly*BACKMOVESCALE); // move backwards\r
+ }\r
+\r
+ if (gamestate.victoryflag) // watching the BJ actor\r
+ return;\r
+\r
+//\r
+// calculate total move\r
+//\r
+ playerxmove = player->x - oldx;\r
+ playerymove = player->y - oldy;\r
+}\r
+\r
+/*\r
+=============================================================================\r
+\r
+ STATUS WINDOW STUFF\r
+\r
+=============================================================================\r
+*/\r
+\r
+\r
+/*\r
+==================\r
+=\r
+= StatusDrawPic\r
+=\r
+==================\r
+*/\r
+\r
+void StatusDrawPic (unsigned x, unsigned y, unsigned picnum)\r
+{\r
+ unsigned temp;\r
+\r
+ temp = bufferofs;\r
+ bufferofs = 0;\r
+\r
+ bufferofs = PAGE1START+(200-STATUSLINES)*SCREENWIDTH;\r
+ LatchDrawPic (x,y,picnum);\r
+ bufferofs = PAGE2START+(200-STATUSLINES)*SCREENWIDTH;\r
+ LatchDrawPic (x,y,picnum);\r
+ bufferofs = PAGE3START+(200-STATUSLINES)*SCREENWIDTH;\r
+ LatchDrawPic (x,y,picnum);\r
+\r
+ bufferofs = temp;\r
+}\r
+\r
+\r
+/*\r
+==================\r
+=\r
+= DrawFace\r
+=\r
+==================\r
+*/\r
+\r
+void DrawFace (void)\r
+{\r
+ if (gamestate.health)\r
+ {\r
+ #ifdef SPEAR\r
+ if (godmode)\r
+ StatusDrawPic (17,4,GODMODEFACE1PIC+gamestate.faceframe);\r
+ else\r
+ #endif\r
+ StatusDrawPic (17,4,FACE1APIC+3*((100-gamestate.health)/16)+gamestate.faceframe);\r
+ }\r
+ else\r
+ {\r
+#ifndef SPEAR\r
+ if (LastAttacker->obclass == needleobj)\r
+ StatusDrawPic (17,4,MUTANTBJPIC);\r
+ else\r
+#endif\r
+ StatusDrawPic (17,4,FACE8APIC);\r
+ }\r
+}\r
+\r
+\r
+/*\r
+===============\r
+=\r
+= UpdateFace\r
+=\r
+= Calls draw face if time to change\r
+=\r
+===============\r
+*/\r
+\r
+#define FACETICS 70\r
+\r
+int facecount;\r
+\r
+void UpdateFace (void)\r
+{\r
+\r
+ if (SD_SoundPlaying() == GETGATLINGSND)\r
+ return;\r
+\r
+ facecount += tics;\r
+ if (facecount > US_RndT())\r
+ {\r
+ gamestate.faceframe = (US_RndT()>>6);\r
+ if (gamestate.faceframe==3)\r
+ gamestate.faceframe = 1;\r
+\r
+ facecount = 0;\r
+ DrawFace ();\r
+ }\r
+}\r
+\r
+\r
+\r
+/*\r
+===============\r
+=\r
+= LatchNumber\r
+=\r
+= right justifies and pads with blanks\r
+=\r
+===============\r
+*/\r
+\r
+void LatchNumber (int x, int y, int width, long number)\r
+{\r
+ unsigned length,c;\r
+ char str[20];\r
+\r
+ ltoa (number,str,10);\r
+\r
+ length = strlen (str);\r
+\r
+ while (length<width)\r
+ {\r
+ StatusDrawPic (x,y,N_BLANKPIC);\r
+ x++;\r
+ width--;\r
+ }\r
+\r
+ c= length <= width ? 0 : length-width;\r
+\r
+ while (c<length)\r
+ {\r
+ StatusDrawPic (x,y,str[c]-'0'+ N_0PIC);\r
+ x++;\r
+ c++;\r
+ }\r
+}\r
+\r
+\r
+/*\r
+===============\r
+=\r
+= DrawHealth\r
+=\r
+===============\r
+*/\r
+\r
+void DrawHealth (void)\r
+{\r
+ LatchNumber (21,16,3,gamestate.health);\r
+}\r
+\r
+\r
+/*\r
+===============\r
+=\r
+= TakeDamage\r
+=\r
+===============\r
+*/\r
+\r
+void TakeDamage (int points,objtype *attacker)\r
+{\r
+ LastAttacker = attacker;\r
+\r
+ if (gamestate.victoryflag)\r
+ return;\r
+ if (gamestate.difficulty==gd_baby)\r
+ points>>=2;\r
+\r
+ if (!godmode)\r
+ gamestate.health -= points;\r
+\r
+ if (gamestate.health<=0)\r
+ {\r
+ gamestate.health = 0;\r
+ playstate = ex_died;\r
+ killerobj = attacker;\r
+ }\r
+\r
+ StartDamageFlash (points);\r
+\r
+ gotgatgun=0;\r
+\r
+ DrawHealth ();\r
+ DrawFace ();\r
+\r
+ //\r
+ // MAKE BJ'S EYES BUG IF MAJOR DAMAGE!\r
+ //\r
+ #ifdef SPEAR\r
+ if (points > 30 && gamestate.health!=0 && !godmode)\r
+ {\r
+ StatusDrawPic (17,4,BJOUCHPIC);\r
+ facecount = 0;\r
+ }\r
+ #endif\r
+\r
+}\r
+\r
+\r
+/*\r
+===============\r
+=\r
+= HealSelf\r
+=\r
+===============\r
+*/\r
+\r
+void HealSelf (int points)\r
+{\r
+ gamestate.health += points;\r
+ if (gamestate.health>100)\r
+ gamestate.health = 100;\r
+\r
+ DrawHealth ();\r
+ gotgatgun = 0; // JR\r
+ DrawFace ();\r
+}\r
+\r
+\r
+//===========================================================================\r
+\r
+\r
+/*\r
+===============\r
+=\r
+= DrawLevel\r
+=\r
+===============\r
+*/\r
+\r
+void DrawLevel (void)\r
+{\r
+#ifdef SPEAR\r
+ if (gamestate.mapon == 20)\r
+ LatchNumber (2,16,2,18);\r
+ else\r
+#endif\r
+ LatchNumber (2,16,2,gamestate.mapon+1);\r
+}\r
+\r
+//===========================================================================\r
+\r
+\r
+/*\r
+===============\r
+=\r
+= DrawLives\r
+=\r
+===============\r
+*/\r
+\r
+void DrawLives (void)\r
+{\r
+ LatchNumber (14,16,1,gamestate.lives);\r
+}\r
+\r
+\r
+/*\r
+===============\r
+=\r
+= GiveExtraMan\r
+=\r
+===============\r
+*/\r
+\r
+void GiveExtraMan (void)\r
+{\r
+ if (gamestate.lives<9)\r
+ gamestate.lives++;\r
+ DrawLives ();\r
+ SD_PlaySound (BONUS1UPSND);\r
+}\r
+\r
+//===========================================================================\r
+\r
+/*\r
+===============\r
+=\r
+= DrawScore\r
+=\r
+===============\r
+*/\r
+\r
+void DrawScore (void)\r
+{\r
+ LatchNumber (6,16,6,gamestate.score);\r
+}\r
+\r
+/*\r
+===============\r
+=\r
+= GivePoints\r
+=\r
+===============\r
+*/\r
+\r
+void GivePoints (long points)\r
+{\r
+ gamestate.score += points;\r
+ while (gamestate.score >= gamestate.nextextra)\r
+ {\r
+ gamestate.nextextra += EXTRAPOINTS;\r
+ GiveExtraMan ();\r
+ }\r
+ DrawScore ();\r
+}\r
+\r
+//===========================================================================\r
+\r
+/*\r
+==================\r
+=\r
+= DrawWeapon\r
+=\r
+==================\r
+*/\r
+\r
+void DrawWeapon (void)\r
+{\r
+ StatusDrawPic (32,8,KNIFEPIC+gamestate.weapon);\r
+}\r
+\r
+\r
+/*\r
+==================\r
+=\r
+= DrawKeys\r
+=\r
+==================\r
+*/\r
+\r
+void DrawKeys (void)\r
+{\r
+ if (gamestate.keys & 1)\r
+ StatusDrawPic (30,4,GOLDKEYPIC);\r
+ else\r
+ StatusDrawPic (30,4,NOKEYPIC);\r
+\r
+ if (gamestate.keys & 2)\r
+ StatusDrawPic (30,20,SILVERKEYPIC);\r
+ else\r
+ StatusDrawPic (30,20,NOKEYPIC);\r
+}\r
+\r
+\r
+\r
+/*\r
+==================\r
+=\r
+= GiveWeapon\r
+=\r
+==================\r
+*/\r
+\r
+void GiveWeapon (int weapon)\r
+{\r
+ GiveAmmo (6);\r
+\r
+ if (gamestate.bestweapon<weapon)\r
+ gamestate.bestweapon = gamestate.weapon\r
+ = gamestate.chosenweapon = weapon;\r
+\r
+ DrawWeapon ();\r
+}\r
+\r
+\r
+//===========================================================================\r
+\r
+/*\r
+===============\r
+=\r
+= DrawAmmo\r
+=\r
+===============\r
+*/\r
+\r
+void DrawAmmo (void)\r
+{\r
+ LatchNumber (27,16,2,gamestate.ammo);\r
+}\r
+\r
+\r
+/*\r
+===============\r
+=\r
+= GiveAmmo\r
+=\r
+===============\r
+*/\r
+\r
+void GiveAmmo (int ammo)\r
+{\r
+ if (!gamestate.ammo) // knife was out\r
+ {\r
+ if (!gamestate.attackframe)\r
+ {\r
+ gamestate.weapon = gamestate.chosenweapon;\r
+ DrawWeapon ();\r
+ }\r
+ }\r
+ gamestate.ammo += ammo;\r
+ if (gamestate.ammo > 99)\r
+ gamestate.ammo = 99;\r
+ DrawAmmo ();\r
+}\r
+\r
+//===========================================================================\r
+\r
+/*\r
+==================\r
+=\r
+= GiveKey\r
+=\r
+==================\r
+*/\r
+\r
+void GiveKey (int key)\r
+{\r
+ gamestate.keys |= (1<<key);\r
+ DrawKeys ();\r
+}\r
+\r
+\r
+\r
+/*\r
+=============================================================================\r
+\r
+ MOVEMENT\r
+\r
+=============================================================================\r
+*/\r
+\r
+\r
+/*\r
+===================\r
+=\r
+= GetBonus\r
+=\r
+===================\r
+*/\r
+void GetBonus (statobj_t *check)\r
+{\r
+ switch (check->itemnumber)\r
+ {\r
+ case bo_firstaid:\r
+ if (gamestate.health == 100)\r
+ return;\r
+\r
+ SD_PlaySound (HEALTH2SND);\r
+ HealSelf (25);\r
+ break;\r
+\r
+ case bo_key1:\r
+ case bo_key2:\r
+ case bo_key3:\r
+ case bo_key4:\r
+ GiveKey (check->itemnumber - bo_key1);\r
+ SD_PlaySound (GETKEYSND);\r
+ break;\r
+\r
+ case bo_cross:\r
+ SD_PlaySound (BONUS1SND);\r
+ GivePoints (100);\r
+ gamestate.treasurecount++;\r
+ break;\r
+ case bo_chalice:\r
+ SD_PlaySound (BONUS2SND);\r
+ GivePoints (500);\r
+ gamestate.treasurecount++;\r
+ break;\r
+ case bo_bible:\r
+ SD_PlaySound (BONUS3SND);\r
+ GivePoints (1000);\r
+ gamestate.treasurecount++;\r
+ break;\r
+ case bo_crown:\r
+ SD_PlaySound (BONUS4SND);\r
+ GivePoints (5000);\r
+ gamestate.treasurecount++;\r
+ break;\r
+\r
+ case bo_clip:\r
+ if (gamestate.ammo == 99)\r
+ return;\r
+\r
+ SD_PlaySound (GETAMMOSND);\r
+ GiveAmmo (8);\r
+ break;\r
+ case bo_clip2:\r
+ if (gamestate.ammo == 99)\r
+ return;\r
+\r
+ SD_PlaySound (GETAMMOSND);\r
+ GiveAmmo (4);\r
+ break;\r
+\r
+#ifdef SPEAR\r
+ case bo_25clip:\r
+ if (gamestate.ammo == 99)\r
+ return;\r
+\r
+ SD_PlaySound (GETAMMOBOXSND);\r
+ GiveAmmo (25);\r
+ break;\r
+#endif\r
+\r
+ case bo_machinegun:\r
+ SD_PlaySound (GETMACHINESND);\r
+ GiveWeapon (wp_machinegun);\r
+ break;\r
+ case bo_chaingun:\r
+ SD_PlaySound (GETGATLINGSND);\r
+ GiveWeapon (wp_chaingun);\r
+\r
+ StatusDrawPic (17,4,GOTGATLINGPIC);\r
+ facecount = 0;\r
+ gotgatgun = 1;\r
+ break;\r
+\r
+ case bo_fullheal:\r
+ SD_PlaySound (BONUS1UPSND);\r
+ HealSelf (99);\r
+ GiveAmmo (25);\r
+ GiveExtraMan ();\r
+ gamestate.treasurecount++;\r
+ break;\r
+\r
+ case bo_food:\r
+ if (gamestate.health == 100)\r
+ return;\r
+\r
+ SD_PlaySound (HEALTH1SND);\r
+ HealSelf (10);\r
+ break;\r
+\r
+ case bo_alpo:\r
+ if (gamestate.health == 100)\r
+ return;\r
+\r
+ SD_PlaySound (HEALTH1SND);\r
+ HealSelf (4);\r
+ break;\r
+\r
+ case bo_gibs:\r
+ if (gamestate.health >10)\r
+ return;\r
+\r
+ SD_PlaySound (SLURPIESND);\r
+ HealSelf (1);\r
+ break;\r
+\r
+ case bo_spear:\r
+ spearflag = true;\r
+ spearx = player->x;\r
+ speary = player->y;\r
+ spearangle = player->angle;\r
+ playstate = ex_completed;\r
+ }\r
+\r
+ StartBonusFlash ();\r
+ check->shapenum = -1; // remove from list\r
+}\r
+\r
+\r
+/*\r
+===================\r
+=\r
+= TryMove\r
+=\r
+= returns true if move ok\r
+= debug: use pointers to optimize\r
+===================\r
+*/\r
+\r
+boolean TryMove (objtype *ob)\r
+{\r
+ int xl,yl,xh,yh,x,y;\r
+ objtype *check;\r
+ long deltax,deltay;\r
+\r
+ xl = (ob->x-PLAYERSIZE) >>TILESHIFT;\r
+ yl = (ob->y-PLAYERSIZE) >>TILESHIFT;\r
+\r
+ xh = (ob->x+PLAYERSIZE) >>TILESHIFT;\r
+ yh = (ob->y+PLAYERSIZE) >>TILESHIFT;\r
+\r
+//\r
+// check for solid walls\r
+//\r
+ for (y=yl;y<=yh;y++)\r
+ for (x=xl;x<=xh;x++)\r
+ {\r
+ check = actorat[x][y];\r
+ if (check && check<objlist)\r
+ return false;\r
+ }\r
+\r
+//\r
+// check for actors\r
+//\r
+ if (yl>0)\r
+ yl--;\r
+ if (yh<MAPSIZE-1)\r
+ yh++;\r
+ if (xl>0)\r
+ xl--;\r
+ if (xh<MAPSIZE-1)\r
+ xh++;\r
+\r
+ for (y=yl;y<=yh;y++)\r
+ for (x=xl;x<=xh;x++)\r
+ {\r
+ check = actorat[x][y];\r
+ if (check > objlist\r
+ && (check->flags & FL_SHOOTABLE) )\r
+ {\r
+ deltax = ob->x - check->x;\r
+ if (deltax < -MINACTORDIST || deltax > MINACTORDIST)\r
+ continue;\r
+ deltay = ob->y - check->y;\r
+ if (deltay < -MINACTORDIST || deltay > MINACTORDIST)\r
+ continue;\r
+\r
+ return false;\r
+ }\r
+ }\r
+\r
+ return true;\r
+}\r
+\r
+\r
+/*\r
+===================\r
+=\r
+= ClipMove\r
+=\r
+===================\r
+*/\r
+\r
+void ClipMove (objtype *ob, long xmove, long ymove)\r
+{\r
+ long basex,basey;\r
+\r
+ basex = ob->x;\r
+ basey = ob->y;\r
+\r
+ ob->x = basex+xmove;\r
+ ob->y = basey+ymove;\r
+ if (TryMove (ob))\r
+ return;\r
+\r
+ if (noclip && ob->x > 2*TILEGLOBAL && ob->y > 2*TILEGLOBAL &&\r
+ ob->x < (((long)(mapwidth-1))<<TILESHIFT)\r
+ && ob->y < (((long)(mapheight-1))<<TILESHIFT) )\r
+ return; // walk through walls\r
+\r
+ if (!SD_SoundPlaying())\r
+ SD_PlaySound (HITWALLSND);\r
+\r
+ ob->x = basex+xmove;\r
+ ob->y = basey;\r
+ if (TryMove (ob))\r
+ return;\r
+\r
+ ob->x = basex;\r
+ ob->y = basey+ymove;\r
+ if (TryMove (ob))\r
+ return;\r
+\r
+ ob->x = basex;\r
+ ob->y = basey;\r
+}\r
+\r
+//==========================================================================\r
+\r
+/*\r
+===================\r
+=\r
+= VictoryTile\r
+=\r
+===================\r
+*/\r
+\r
+void VictoryTile (void)\r
+{\r
+#ifndef SPEAR\r
+ SpawnBJVictory ();\r
+#endif\r
+\r
+ gamestate.victoryflag = true;\r
+}\r
+\r
+\r
+/*\r
+===================\r
+=\r
+= Thrust\r
+=\r
+===================\r
+*/\r
+\r
+void Thrust (int angle, long speed)\r
+{\r
+ long xmove,ymove;\r
+ long slowmax;\r
+ unsigned offset;\r
+\r
+\r
+ //\r
+ // ZERO FUNNY COUNTER IF MOVED!\r
+ //\r
+ #ifdef SPEAR\r
+ if (speed)\r
+ funnyticount = 0;\r
+ #endif\r
+\r
+ thrustspeed += speed;\r
+//\r
+// moving bounds speed\r
+//\r
+ if (speed >= MINDIST*2)\r
+ speed = MINDIST*2-1;\r
+\r
+ xmove = FixedByFrac(speed,costable[angle]);\r
+ ymove = -FixedByFrac(speed,sintable[angle]);\r
+\r
+ ClipMove(player,xmove,ymove);\r
+\r
+ player->tilex = player->x >> TILESHIFT; // scale to tile values\r
+ player->tiley = player->y >> TILESHIFT;\r
+\r
+ offset = farmapylookup[player->tiley]+player->tilex;\r
+ player->areanumber = *(mapsegs[0] + offset) -AREATILE;\r
+\r
+ if (*(mapsegs[1] + offset) == EXITTILE)\r
+ VictoryTile ();\r
+}\r
+\r
+\r
+/*\r
+=============================================================================\r
+\r
+ ACTIONS\r
+\r
+=============================================================================\r
+*/\r
+\r
+\r
+/*\r
+===============\r
+=\r
+= Cmd_Fire\r
+=\r
+===============\r
+*/\r
+\r
+void Cmd_Fire (void)\r
+{\r
+ buttonheld[bt_attack] = true;\r
+\r
+ gamestate.weaponframe = 0;\r
+\r
+ player->state = &s_attack;\r
+\r
+ gamestate.attackframe = 0;\r
+ gamestate.attackcount =\r
+ attackinfo[gamestate.weapon][gamestate.attackframe].tics;\r
+ gamestate.weaponframe =\r
+ attackinfo[gamestate.weapon][gamestate.attackframe].frame;\r
+}\r
+\r
+//===========================================================================\r
+\r
+/*\r
+===============\r
+=\r
+= Cmd_Use\r
+=\r
+===============\r
+*/\r
+\r
+void Cmd_Use (void)\r
+{\r
+ objtype *check;\r
+ int checkx,checky,doornum,dir;\r
+ boolean elevatorok;\r
+\r
+\r
+//\r
+// find which cardinal direction the player is facing\r
+//\r
+ if (player->angle < ANGLES/8 || player->angle > 7*ANGLES/8)\r
+ {\r
+ checkx = player->tilex + 1;\r
+ checky = player->tiley;\r
+ dir = di_east;\r
+ elevatorok = true;\r
+ }\r
+ else if (player->angle < 3*ANGLES/8)\r
+ {\r
+ checkx = player->tilex;\r
+ checky = player->tiley-1;\r
+ dir = di_north;\r
+ elevatorok = false;\r
+ }\r
+ else if (player->angle < 5*ANGLES/8)\r
+ {\r
+ checkx = player->tilex - 1;\r
+ checky = player->tiley;\r
+ dir = di_west;\r
+ elevatorok = true;\r
+ }\r
+ else\r
+ {\r
+ checkx = player->tilex;\r
+ checky = player->tiley + 1;\r
+ dir = di_south;\r
+ elevatorok = false;\r
+ }\r
+\r
+ doornum = tilemap[checkx][checky];\r
+ if (*(mapsegs[1]+farmapylookup[checky]+checkx) == PUSHABLETILE)\r
+ {\r
+ //\r
+ // pushable wall\r
+ //\r
+\r
+ PushWall (checkx,checky,dir);\r
+ return;\r
+ }\r
+ if (!buttonheld[bt_use] && doornum == ELEVATORTILE && elevatorok)\r
+ {\r
+ //\r
+ // use elevator\r
+ //\r
+ buttonheld[bt_use] = true;\r
+\r
+ tilemap[checkx][checky]++; // flip switch\r
+ if (*(mapsegs[0]+farmapylookup[player->tiley]+player->tilex) == ALTELEVATORTILE)\r
+ playstate = ex_secretlevel;\r
+ else\r
+ playstate = ex_completed;\r
+ SD_PlaySound (LEVELDONESND);\r
+ SD_WaitSoundDone();\r
+ }\r
+ else if (!buttonheld[bt_use] && doornum & 0x80)\r
+ {\r
+ buttonheld[bt_use] = true;\r
+ OperateDoor (doornum & ~0x80);\r
+ }\r
+ else\r
+ SD_PlaySound (DONOTHINGSND);\r
+\r
+}\r
+\r
+/*\r
+=============================================================================\r
+\r
+ PLAYER CONTROL\r
+\r
+=============================================================================\r
+*/\r
+\r
+\r
+\r
+/*\r
+===============\r
+=\r
+= SpawnPlayer\r
+=\r
+===============\r
+*/\r
+\r
+void SpawnPlayer (int tilex, int tiley, int dir)\r
+{\r
+ player->obclass = playerobj;\r
+ player->active = true;\r
+ player->tilex = tilex;\r
+ player->tiley = tiley;\r
+ player->areanumber =\r
+ *(mapsegs[0] + farmapylookup[player->tiley]+player->tilex);\r
+ player->x = ((long)tilex<<TILESHIFT)+TILEGLOBAL/2;\r
+ player->y = ((long)tiley<<TILESHIFT)+TILEGLOBAL/2;\r
+ player->state = &s_player;\r
+ player->angle = (1-dir)*90;\r
+ if (player->angle<0)\r
+ player->angle += ANGLES;\r
+ player->flags = FL_NEVERMARK;\r
+ Thrust (0,0); // set some variables\r
+\r
+ InitAreas ();\r
+}\r
+\r
+\r
+//===========================================================================\r
+\r
+/*\r
+===============\r
+=\r
+= T_KnifeAttack\r
+=\r
+= Update player hands, and try to do damage when the proper frame is reached\r
+=\r
+===============\r
+*/\r
+\r
+void KnifeAttack (objtype *ob)\r
+{\r
+ objtype *check,*closest;\r
+ long dist;\r
+\r
+ SD_PlaySound (ATKKNIFESND);\r
+// actually fire\r
+ dist = 0x7fffffff;\r
+ closest = NULL;\r
+ for (check=ob->next ; check ; check=check->next)\r
+ if ( (check->flags & FL_SHOOTABLE)\r
+ && (check->flags & FL_VISABLE)\r
+ && abs (check->viewx-centerx) < shootdelta\r
+ )\r
+ {\r
+ if (check->transx < dist)\r
+ {\r
+ dist = check->transx;\r
+ closest = check;\r
+ }\r
+ }\r
+\r
+ if (!closest || dist> 0x18000l)\r
+ {\r
+ // missed\r
+\r
+ return;\r
+ }\r
+\r
+// hit something\r
+ DamageActor (closest,US_RndT() >> 4);\r
+}\r
+\r
+\r
+\r
+void GunAttack (objtype *ob)\r
+{\r
+ objtype *check,*closest,*oldclosest;\r
+ int damage;\r
+ int dx,dy,dist;\r
+ long viewdist;\r
+\r
+ switch (gamestate.weapon)\r
+ {\r
+ case wp_pistol:\r
+ SD_PlaySound (ATKPISTOLSND);\r
+ break;\r
+ case wp_machinegun:\r
+ SD_PlaySound (ATKMACHINEGUNSND);\r
+ break;\r
+ case wp_chaingun:\r
+ SD_PlaySound (ATKGATLINGSND);\r
+ break;\r
+ }\r
+\r
+ madenoise = true;\r
+\r
+//\r
+// find potential targets\r
+//\r
+ viewdist = 0x7fffffffl;\r
+ closest = NULL;\r
+\r
+ while (1)\r
+ {\r
+ oldclosest = closest;\r
+\r
+ for (check=ob->next ; check ; check=check->next)\r
+ if ( (check->flags & FL_SHOOTABLE)\r
+ && (check->flags & FL_VISABLE)\r
+ && abs (check->viewx-centerx) < shootdelta\r
+ )\r
+ {\r
+ if (check->transx < viewdist)\r
+ {\r
+ viewdist = check->transx;\r
+ closest = check;\r
+ }\r
+ }\r
+\r
+ if (closest == oldclosest)\r
+ return; // no more targets, all missed\r
+\r
+ //\r
+ // trace a line from player to enemey\r
+ //\r
+ if (CheckLine(closest))\r
+ break;\r
+\r
+ }\r
+\r
+//\r
+// hit something\r
+//\r
+ dx = abs(closest->tilex - player->tilex);\r
+ dy = abs(closest->tiley - player->tiley);\r
+ dist = dx>dy ? dx:dy;\r
+\r
+ if (dist<2)\r
+ damage = US_RndT() / 4;\r
+ else if (dist<4)\r
+ damage = US_RndT() / 6;\r
+ else\r
+ {\r
+ if ( (US_RndT() / 12) < dist) // missed\r
+ return;\r
+ damage = US_RndT() / 6;\r
+ }\r
+\r
+ DamageActor (closest,damage);\r
+}\r
+\r
+//===========================================================================\r
+\r
+/*\r
+===============\r
+=\r
+= VictorySpin\r
+=\r
+===============\r
+*/\r
+\r
+void VictorySpin (void)\r
+{\r
+ long desty;\r
+\r
+ if (player->angle > 270)\r
+ {\r
+ player->angle -= tics * 3;\r
+ if (player->angle < 270)\r
+ player->angle = 270;\r
+ }\r
+ else if (player->angle < 270)\r
+ {\r
+ player->angle += tics * 3;\r
+ if (player->angle > 270)\r
+ player->angle = 270;\r
+ }\r
+\r
+ desty = (((long)player->tiley-5)<<TILESHIFT)-0x3000;\r
+\r
+ if (player->y > desty)\r
+ {\r
+ player->y -= tics*4096;\r
+ if (player->y < desty)\r
+ player->y = desty;\r
+ }\r
+}\r
+\r
+\r
+//===========================================================================\r
+\r
+/*\r
+===============\r
+=\r
+= T_Attack\r
+=\r
+===============\r
+*/\r
+\r
+void T_Attack (objtype *ob)\r
+{\r
+ struct atkinf *cur;\r
+\r
+ UpdateFace ();\r
+\r
+ if (gamestate.victoryflag) // watching the BJ actor\r
+ {\r
+ VictorySpin ();\r
+ return;\r
+ }\r
+\r
+ if ( buttonstate[bt_use] && !buttonheld[bt_use] )\r
+ buttonstate[bt_use] = false;\r
+\r
+ if ( buttonstate[bt_attack] && !buttonheld[bt_attack])\r
+ buttonstate[bt_attack] = false;\r
+\r
+ ControlMovement (ob);\r
+ if (gamestate.victoryflag) // watching the BJ actor\r
+ return;\r
+\r
+ plux = player->x >> UNSIGNEDSHIFT; // scale to fit in unsigned\r
+ pluy = player->y >> UNSIGNEDSHIFT;\r
+ player->tilex = player->x >> TILESHIFT; // scale to tile values\r
+ player->tiley = player->y >> TILESHIFT;\r
+\r
+//\r
+// change frame and fire\r
+//\r
+ gamestate.attackcount -= tics;\r
+ while (gamestate.attackcount <= 0)\r
+ {\r
+ cur = &attackinfo[gamestate.weapon][gamestate.attackframe];\r
+ switch (cur->attack)\r
+ {\r
+ case -1:\r
+ ob->state = &s_player;\r
+ if (!gamestate.ammo)\r
+ {\r
+ gamestate.weapon = wp_knife;\r
+ DrawWeapon ();\r
+ }\r
+ else\r
+ {\r
+ if (gamestate.weapon != gamestate.chosenweapon)\r
+ {\r
+ gamestate.weapon = gamestate.chosenweapon;\r
+ DrawWeapon ();\r
+ }\r
+ };\r
+ gamestate.attackframe = gamestate.weaponframe = 0;\r
+ return;\r
+\r
+ case 4:\r
+ if (!gamestate.ammo)\r
+ break;\r
+ if (buttonstate[bt_attack])\r
+ gamestate.attackframe -= 2;\r
+ case 1:\r
+ if (!gamestate.ammo)\r
+ { // can only happen with chain gun\r
+ gamestate.attackframe++;\r
+ break;\r
+ }\r
+ GunAttack (ob);\r
+ gamestate.ammo--;\r
+ DrawAmmo ();\r
+ break;\r
+\r
+ case 2:\r
+ KnifeAttack (ob);\r
+ break;\r
+\r
+ case 3:\r
+ if (gamestate.ammo && buttonstate[bt_attack])\r
+ gamestate.attackframe -= 2;\r
+ break;\r
+ }\r
+\r
+ gamestate.attackcount += cur->tics;\r
+ gamestate.attackframe++;\r
+ gamestate.weaponframe =\r
+ attackinfo[gamestate.weapon][gamestate.attackframe].frame;\r
+ }\r
+\r
+}\r
+\r
+\r
+\r
+//===========================================================================\r
+\r
+/*\r
+===============\r
+=\r
+= T_Player\r
+=\r
+===============\r
+*/\r
+\r
+void T_Player (objtype *ob)\r
+{\r
+ if (gamestate.victoryflag) // watching the BJ actor\r
+ {\r
+ VictorySpin ();\r
+ return;\r
+ }\r
+\r
+ UpdateFace ();\r
+ CheckWeaponChange ();\r
+\r
+ if ( buttonstate[bt_use] )\r
+ Cmd_Use ();\r
+\r
+ if ( buttonstate[bt_attack] && !buttonheld[bt_attack])\r
+ Cmd_Fire ();\r
+\r
+ ControlMovement (ob);\r
+ if (gamestate.victoryflag) // watching the BJ actor\r
+ return;\r
+\r
+\r
+ plux = player->x >> UNSIGNEDSHIFT; // scale to fit in unsigned\r
+ pluy = player->y >> UNSIGNEDSHIFT;\r
+ player->tilex = player->x >> TILESHIFT; // scale to tile values\r
+ player->tiley = player->y >> TILESHIFT;\r
+}\r
+\r
+\r
--- /dev/null
+; JABHACK.ASM\r
+\r
+.386C\r
+IDEAL\r
+MODEL MEDIUM\r
+\r
+EXTRN LDIV@:far\r
+\r
+;============================================================================\r
+\r
+DATASEG\r
+\r
+;============================================================================\r
+\r
+CODESEG\r
+\r
+; Hacked up Juan Jimenez's code a bit to just return 386/not 386\r
+PROC _CheckIs386\r
+PUBLIC _CheckIs386\r
+\r
+;hack to never look for a 386, for benchmark comparisons of same code on all CPUs\r
+; pushf ; Save flag registers, we use them here\r
+; xor ax,ax ; Clear AX and...\r
+; push ax ; ...push it onto the stack\r
+; popf ; Pop 0 into flag registers (all bits to 0),\r
+; pushf ; attempting to set bits 12-15 of flags to 0's\r
+; pop ax ; Recover the save flags\r
+; and ax,08000h ; If bits 12-15 of flags are set to\r
+; cmp ax,08000h ; zero then it's 8088/86 or 80188/186\r
+; jz not386\r
+;\r
+; mov ax,07000h ; Try to set flag bits 12-14 to 1's\r
+; push ax ; Push the test value onto the stack\r
+; popf ; Pop it into the flag register\r
+; pushf ; Push it back onto the stack\r
+; pop ax ; Pop it into AX for check\r
+; and ax,07000h ; if bits 12-14 are cleared then\r
+; jz not386 ; the chip is an 80286\r
+;\r
+; mov ax,1 ; We now assume it's a 80386 or better\r
+; popf\r
+; retf\r
+;end benchmark hack\r
+\r
+not386:\r
+ xor ax,ax\r
+ popf\r
+ retf\r
+\r
+ ENDP\r
+\r
+\r
+PROC _jabhack2\r
+PUBLIC _jabhack2\r
+\r
+ push es\r
+\r
+ mov ax,seg LDIV@\r
+ mov es,ax\r
+ mov ax,9090h ;Two NOP's\r
+ mov [WORD FAR es:LDIV@],ax ;Patch over XOR AX,AX\r
+ mov [WORD FAR es:LDIV@+2],ax ;and over JMP SHORT COMMON\r
+\r
+ pop es\r
+ retf\r
+\r
+ ENDP\r
+\r
+ END\r
--- /dev/null
+// WL_DEBUG.C\r
+\r
+#include "WL_DEF.H"\r
+#pragma hdrstop\r
+#include <BIOS.H>\r
+\r
+/*\r
+=============================================================================\r
+\r
+ LOCAL CONSTANTS\r
+\r
+=============================================================================\r
+*/\r
+\r
+#define VIEWTILEX (viewwidth/16)\r
+#define VIEWTILEY (viewheight/16)\r
+\r
+/*\r
+=============================================================================\r
+\r
+ GLOBAL VARIABLES\r
+\r
+=============================================================================\r
+*/\r
+\r
+\r
+int DebugKeys (void);\r
+\r
+/*\r
+=============================================================================\r
+\r
+ LOCAL VARIABLES\r
+\r
+=============================================================================\r
+*/\r
+\r
+\r
+int maporgx;\r
+int maporgy;\r
+enum {mapview,tilemapview,actoratview,visview} viewtype;\r
+\r
+void ViewMap (void);\r
+\r
+//===========================================================================\r
+\r
+/*\r
+==================\r
+=\r
+= DebugMemory\r
+=\r
+==================\r
+*/\r
+\r
+void DebugMemory (void)\r
+{\r
+ int i;\r
+ char scratch[80],str[10];\r
+ long mem;\r
+ spritetype _seg *block;\r
+\r
+ CenterWindow (16,7);\r
+\r
+ US_CPrint ("Memory Usage");\r
+ US_CPrint ("------------");\r
+ US_Print ("Total :");\r
+ US_PrintUnsigned (mminfo.mainmem/1024);\r
+ US_Print ("k\nFree :");\r
+ US_PrintUnsigned (MM_UnusedMemory()/1024);\r
+ US_Print ("k\nWith purge:");\r
+ US_PrintUnsigned (MM_TotalFree()/1024);\r
+ US_Print ("k\n");\r
+ VW_UpdateScreen();\r
+ IN_Ack ();\r
+}\r
+\r
+//===========================================================================\r
+\r
+/*\r
+==================\r
+=\r
+= CountObjects\r
+=\r
+==================\r
+*/\r
+\r
+void CountObjects (void)\r
+{\r
+ int i,total,count,active,inactive,doors;\r
+ objtype *obj;\r
+\r
+ CenterWindow (16,7);\r
+ active = inactive = count = doors = 0;\r
+\r
+ US_Print ("Total statics :");\r
+ total = laststatobj-&statobjlist[0];\r
+ US_PrintUnsigned (total);\r
+\r
+ US_Print ("\nIn use statics:");\r
+ for (i=0;i<total;i++)\r
+ if (statobjlist[i].shapenum != -1)\r
+ count++;\r
+ else\r
+ doors++; //debug\r
+ US_PrintUnsigned (count);\r
+\r
+ US_Print ("\nDoors :");\r
+ US_PrintUnsigned (doornum);\r
+\r
+ for (obj=player->next;obj;obj=obj->next)\r
+ {\r
+ if (obj->active)\r
+ active++;\r
+ else\r
+ inactive++;\r
+ }\r
+\r
+ US_Print ("\nTotal actors :");\r
+ US_PrintUnsigned (active+inactive);\r
+\r
+ US_Print ("\nActive actors :");\r
+ US_PrintUnsigned (active);\r
+\r
+ VW_UpdateScreen();\r
+ IN_Ack ();\r
+}\r
+\r
+//===========================================================================\r
+\r
+/*\r
+================\r
+=\r
+= PicturePause\r
+=\r
+================\r
+*/\r
+\r
+void PicturePause (void)\r
+{\r
+ int i;\r
+ byte p;\r
+ unsigned x;\r
+ byte far *dest,far *src;\r
+ memptr buffer;\r
+\r
+ VW_ColorBorder (15);\r
+ FinishPaletteShifts ();\r
+\r
+ LastScan = 0;\r
+ while (!LastScan)\r
+ ;\r
+ if (LastScan != sc_Enter)\r
+ {\r
+ VW_ColorBorder (0);\r
+ return;\r
+ }\r
+\r
+ VW_ColorBorder (1);\r
+ VW_SetScreen (0,0);\r
+//\r
+// vga stuff...\r
+//\r
+\r
+ ClearMemory ();\r
+ CA_SetAllPurge();\r
+ MM_GetPtr (&buffer,64000);\r
+ for (p=0;p<4;p++)\r
+ {\r
+ src = MK_FP(0xa000,displayofs);\r
+ dest = (byte far *)buffer+p;\r
+ VGAREADMAP(p);\r
+ for (x=0;x<16000;x++,dest+=4)\r
+ *dest = *src++;\r
+ }\r
+\r
+\r
+#if 0\r
+ for (p=0;p<4;p++)\r
+ {\r
+ src = MK_FP(0xa000,0);\r
+ dest = (byte far *)buffer+51200+p;\r
+ VGAREADMAP(p);\r
+ for (x=0;x<3200;x++,dest+=4)\r
+ *dest = *src++;\r
+ }\r
+#endif\r
+\r
+ asm mov ax,0x13\r
+ asm int 0x10\r
+\r
+ dest = MK_FP(0xa000,0);\r
+ _fmemcpy (dest,buffer,64000);\r
+\r
+ VL_SetPalette (&gamepal);\r
+\r
+\r
+ IN_Shutdown ();\r
+\r
+ VW_WaitVBL(70);\r
+ bioskey(0);\r
+ VW_WaitVBL(70);\r
+ Quit (NULL);\r
+}\r
+\r
+\r
+//===========================================================================\r
+\r
+\r
+/*\r
+================\r
+=\r
+= ShapeTest\r
+=\r
+================\r
+*/\r
+\r
+#pragma warn -pia\r
+void ShapeTest (void)\r
+{\r
+extern word NumDigi;\r
+extern word _seg *DigiList;\r
+static char buf[10];\r
+\r
+ boolean done;\r
+ ScanCode scan;\r
+ int i,j,k,x;\r
+ longword l;\r
+ memptr addr;\r
+ PageListStruct far *page;\r
+\r
+ CenterWindow(20,16);\r
+ VW_UpdateScreen();\r
+ for (i = 0,done = false;!done;)\r
+ {\r
+ US_ClearWindow();\r
+// sound = -1;\r
+\r
+ page = &PMPages[i];\r
+ US_Print(" Page #");\r
+ US_PrintUnsigned(i);\r
+ if (i < PMSpriteStart)\r
+ US_Print(" (Wall)");\r
+ else if (i < PMSoundStart)\r
+ US_Print(" (Sprite)");\r
+ else if (i == ChunksInFile - 1)\r
+ US_Print(" (Sound Info)");\r
+ else\r
+ US_Print(" (Sound)");\r
+\r
+ US_Print("\n XMS: ");\r
+ if (page->xmsPage != -1)\r
+ US_PrintUnsigned(page->xmsPage);\r
+ else\r
+ US_Print("No");\r
+\r
+ US_Print("\n Main: ");\r
+ if (page->mainPage != -1)\r
+ US_PrintUnsigned(page->mainPage);\r
+ else if (page->emsPage != -1)\r
+ {\r
+ US_Print("EMS ");\r
+ US_PrintUnsigned(page->emsPage);\r
+ }\r
+ else\r
+ US_Print("No");\r
+\r
+ US_Print("\n Last hit: ");\r
+ US_PrintUnsigned(page->lastHit);\r
+\r
+ US_Print("\n Address: ");\r
+ addr = PM_GetPageAddress(i);\r
+ sprintf(buf,"0x%04x",(word)addr);\r
+ US_Print(buf);\r
+\r
+ if (addr)\r
+ {\r
+ if (i < PMSpriteStart)\r
+ {\r
+ //\r
+ // draw the wall\r
+ //\r
+ bufferofs += 32*SCREENWIDTH;\r
+ postx = 128;\r
+ postwidth = 1;\r
+ postsource = ((long)((unsigned)addr))<<16;\r
+ for (x=0;x<64;x++,postx++,postsource+=64)\r
+ {\r
+ wallheight[postx] = 256;\r
+ FarScalePost ();\r
+ }\r
+ bufferofs -= 32*SCREENWIDTH;\r
+ }\r
+ else if (i < PMSoundStart)\r
+ {\r
+ //\r
+ // draw the sprite\r
+ //\r
+ bufferofs += 32*SCREENWIDTH;\r
+ SimpleScaleShape (160, i-PMSpriteStart, 64);\r
+ bufferofs -= 32*SCREENWIDTH;\r
+ }\r
+ else if (i == ChunksInFile - 1)\r
+ {\r
+ US_Print("\n\n Number of sounds: ");\r
+ US_PrintUnsigned(NumDigi);\r
+ for (l = j = k = 0;j < NumDigi;j++)\r
+ {\r
+ l += DigiList[(j * 2) + 1];\r
+ k += (DigiList[(j * 2) + 1] + (PMPageSize - 1)) / PMPageSize;\r
+ }\r
+ US_Print("\n Total bytes: ");\r
+ US_PrintUnsigned(l);\r
+ US_Print("\n Total pages: ");\r
+ US_PrintUnsigned(k);\r
+ }\r
+ else\r
+ {\r
+ byte far *dp = (byte far *)MK_FP(addr,0);\r
+ for (j = 0;j < NumDigi;j++)\r
+ {\r
+ k = (DigiList[(j * 2) + 1] + (PMPageSize - 1)) / PMPageSize;\r
+ if\r
+ (\r
+ (i >= PMSoundStart + DigiList[j * 2])\r
+ && (i < PMSoundStart + DigiList[j * 2] + k)\r
+ )\r
+ break;\r
+ }\r
+ if (j < NumDigi)\r
+ {\r
+// sound = j;\r
+ US_Print("\n Sound #");\r
+ US_PrintUnsigned(j);\r
+ US_Print("\n Segment #");\r
+ US_PrintUnsigned(i - PMSoundStart - DigiList[j * 2]);\r
+ }\r
+ for (j = 0;j < page->length;j += 32)\r
+ {\r
+ byte v = dp[j];\r
+ int v2 = (unsigned)v;\r
+ v2 -= 128;\r
+ v2 /= 4;\r
+ if (v2 < 0)\r
+ VWB_Vlin(WindowY + WindowH - 32 + v2,\r
+ WindowY + WindowH - 32,\r
+ WindowX + 8 + (j / 32),BLACK);\r
+ else\r
+ VWB_Vlin(WindowY + WindowH - 32,\r
+ WindowY + WindowH - 32 + v2,\r
+ WindowX + 8 + (j / 32),BLACK);\r
+ }\r
+ }\r
+ }\r
+\r
+ VW_UpdateScreen();\r
+\r
+ while (!(scan = LastScan))\r
+ SD_Poll();\r
+\r
+ IN_ClearKey(scan);\r
+ switch (scan)\r
+ {\r
+ case sc_LeftArrow:\r
+ if (i)\r
+ i--;\r
+ break;\r
+ case sc_RightArrow:\r
+ if (++i >= ChunksInFile)\r
+ i--;\r
+ break;\r
+ case sc_W: // Walls\r
+ i = 0;\r
+ break;\r
+ case sc_S: // Sprites\r
+ i = PMSpriteStart;\r
+ break;\r
+ case sc_D: // Digitized\r
+ i = PMSoundStart;\r
+ break;\r
+ case sc_I: // Digitized info\r
+ i = ChunksInFile - 1;\r
+ break;\r
+ case sc_L: // Load all pages\r
+ for (j = 0;j < ChunksInFile;j++)\r
+ PM_GetPage(j);\r
+ break;\r
+ case sc_P:\r
+// if (sound != -1)\r
+// SD_PlayDigitized(sound);\r
+ break;\r
+ case sc_Escape:\r
+ done = true;\r
+ break;\r
+ case sc_Enter:\r
+ PM_GetPage(i);\r
+ break;\r
+ }\r
+ }\r
+ SD_StopDigitized();\r
+}\r
+#pragma warn +pia\r
+\r
+\r
+\r
+//===========================================================================\r
+\r
+\r
+/*\r
+================\r
+=\r
+= DebugKeys\r
+=\r
+================\r
+*/\r
+\r
+int DebugKeys (void)\r
+{\r
+ boolean esc;\r
+ int level,i;\r
+\r
+ if (Keyboard[sc_B]) // B = border color\r
+ {\r
+ CenterWindow(24,3);\r
+ PrintY+=6;\r
+ US_Print(" Border color (0-15):");\r
+ VW_UpdateScreen();\r
+ esc = !US_LineInput (px,py,str,NULL,true,2,0);\r
+ if (!esc)\r
+ {\r
+ level = atoi (str);\r
+ if (level>=0 && level<=15)\r
+ VW_ColorBorder (level);\r
+ }\r
+ return 1;\r
+ }\r
+\r
+ if (Keyboard[sc_C]) // C = count objects\r
+ {\r
+ CountObjects();\r
+ return 1;\r
+ }\r
+\r
+ if (Keyboard[sc_E]) // E = quit level\r
+ {\r
+ if (tedlevel)\r
+ Quit (NULL);\r
+ playstate = ex_completed;\r
+// gamestate.mapon++;\r
+ }\r
+\r
+ if (Keyboard[sc_F]) // F = facing spot\r
+ {\r
+ CenterWindow (14,4);\r
+ US_Print ("X:");\r
+ US_PrintUnsigned (player->x);\r
+ US_Print ("\nY:");\r
+ US_PrintUnsigned (player->y);\r
+ US_Print ("\nA:");\r
+ US_PrintUnsigned (player->angle);\r
+ VW_UpdateScreen();\r
+ IN_Ack();\r
+ return 1;\r
+ }\r
+\r
+ if (Keyboard[sc_G]) // G = god mode\r
+ {\r
+ CenterWindow (12,2);\r
+ if (godmode)\r
+ US_PrintCentered ("God mode OFF");\r
+ else\r
+ US_PrintCentered ("God mode ON");\r
+ VW_UpdateScreen();\r
+ IN_Ack();\r
+ godmode ^= 1;\r
+ return 1;\r
+ }\r
+ if (Keyboard[sc_H]) // H = hurt self\r
+ {\r
+ IN_ClearKeysDown ();\r
+ TakeDamage (16,NULL);\r
+ }\r
+ else if (Keyboard[sc_I]) // I = item cheat\r
+ {\r
+ CenterWindow (12,3);\r
+ US_PrintCentered ("Free items!");\r
+ VW_UpdateScreen();\r
+ GivePoints (100000);\r
+ HealSelf (99);\r
+ if (gamestate.bestweapon<wp_chaingun)\r
+ GiveWeapon (gamestate.bestweapon+1);\r
+ gamestate.ammo += 50;\r
+ if (gamestate.ammo > 99)\r
+ gamestate.ammo = 99;\r
+ DrawAmmo ();\r
+ IN_Ack ();\r
+ return 1;\r
+ }\r
+ else if (Keyboard[sc_M]) // M = memory info\r
+ {\r
+ DebugMemory();\r
+ return 1;\r
+ }\r
+#ifdef SPEAR\r
+ else if (Keyboard[sc_N]) // N = no clip\r
+ {\r
+ noclip^=1;\r
+ CenterWindow (18,3);\r
+ if (noclip)\r
+ US_PrintCentered ("No clipping ON");\r
+ else\r
+ US_PrintCentered ("No clipping OFF");\r
+ VW_UpdateScreen();\r
+ IN_Ack ();\r
+ return 1;\r
+ }\r
+#endif\r
+#if 0\r
+ else if (Keyboard[sc_O]) // O = overhead\r
+ {\r
+ ViewMap();\r
+ return 1;\r
+ }\r
+#endif\r
+ else if (Keyboard[sc_P]) // P = pause with no screen disruptioon\r
+ {\r
+ PicturePause ();\r
+ return 1;\r
+ }\r
+ else if (Keyboard[sc_Q]) // Q = fast quit\r
+ Quit (NULL);\r
+ else if (Keyboard[sc_S]) // S = slow motion\r
+ {\r
+ singlestep^=1;\r
+ CenterWindow (18,3);\r
+ if (singlestep)\r
+ US_PrintCentered ("Slow motion ON");\r
+ else\r
+ US_PrintCentered ("Slow motion OFF");\r
+ VW_UpdateScreen();\r
+ IN_Ack ();\r
+ return 1;\r
+ }\r
+ else if (Keyboard[sc_T]) // T = shape test\r
+ {\r
+ ShapeTest ();\r
+ return 1;\r
+ }\r
+ else if (Keyboard[sc_V]) // V = extra VBLs\r
+ {\r
+ CenterWindow(30,3);\r
+ PrintY+=6;\r
+ US_Print(" Add how many extra VBLs(0-8):");\r
+ VW_UpdateScreen();\r
+ esc = !US_LineInput (px,py,str,NULL,true,2,0);\r
+ if (!esc)\r
+ {\r
+ level = atoi (str);\r
+ if (level>=0 && level<=8)\r
+ extravbls = level;\r
+ }\r
+ return 1;\r
+ }\r
+ else if (Keyboard[sc_W]) // W = warp to level\r
+ {\r
+ CenterWindow(26,3);\r
+ PrintY+=6;\r
+#ifndef SPEAR\r
+ US_Print(" Warp to which level(1-10):");\r
+#else\r
+ US_Print(" Warp to which level(1-21):");\r
+#endif\r
+ VW_UpdateScreen();\r
+ esc = !US_LineInput (px,py,str,NULL,true,2,0);\r
+ if (!esc)\r
+ {\r
+ level = atoi (str);\r
+#ifndef SPEAR\r
+ if (level>0 && level<11)\r
+#else\r
+ if (level>0 && level<22)\r
+#endif\r
+ {\r
+ gamestate.mapon = level-1;\r
+ playstate = ex_warped;\r
+ }\r
+ }\r
+ return 1;\r
+ }\r
+ else if (Keyboard[sc_X]) // X = item cheat\r
+ {\r
+ CenterWindow (12,3);\r
+ US_PrintCentered ("Extra stuff!");\r
+ VW_UpdateScreen();\r
+ // DEBUG: put stuff here\r
+ IN_Ack ();\r
+ return 1;\r
+ }\r
+\r
+ return 0;\r
+}\r
+\r
+\r
+#if 0\r
+/*\r
+===================\r
+=\r
+= OverheadRefresh\r
+=\r
+===================\r
+*/\r
+\r
+void OverheadRefresh (void)\r
+{\r
+ unsigned x,y,endx,endy,sx,sy;\r
+ unsigned tile;\r
+\r
+\r
+ endx = maporgx+VIEWTILEX;\r
+ endy = maporgy+VIEWTILEY;\r
+\r
+ for (y=maporgy;y<endy;y++)\r
+ for (x=maporgx;x<endx;x++)\r
+ {\r
+ sx = (x-maporgx)*16;\r
+ sy = (y-maporgy)*16;\r
+\r
+ switch (viewtype)\r
+ {\r
+#if 0\r
+ case mapview:\r
+ tile = *(mapsegs[0]+farmapylookup[y]+x);\r
+ break;\r
+\r
+ case tilemapview:\r
+ tile = tilemap[x][y];\r
+ break;\r
+\r
+ case visview:\r
+ tile = spotvis[x][y];\r
+ break;\r
+#endif\r
+ case actoratview:\r
+ tile = (unsigned)actorat[x][y];\r
+ break;\r
+ }\r
+\r
+ if (tile<MAXWALLTILES)\r
+ LatchDrawTile(sx,sy,tile);\r
+ else\r
+ {\r
+ LatchDrawChar(sx,sy,NUMBERCHARS+((tile&0xf000)>>12));\r
+ LatchDrawChar(sx+8,sy,NUMBERCHARS+((tile&0x0f00)>>8));\r
+ LatchDrawChar(sx,sy+8,NUMBERCHARS+((tile&0x00f0)>>4));\r
+ LatchDrawChar(sx+8,sy+8,NUMBERCHARS+(tile&0x000f));\r
+ }\r
+ }\r
+\r
+}\r
+#endif\r
+\r
+#if 0\r
+/*\r
+===================\r
+=\r
+= ViewMap\r
+=\r
+===================\r
+*/\r
+\r
+void ViewMap (void)\r
+{\r
+ boolean button0held;\r
+\r
+ viewtype = actoratview;\r
+// button0held = false;\r
+\r
+\r
+ maporgx = player->tilex - VIEWTILEX/2;\r
+ if (maporgx<0)\r
+ maporgx = 0;\r
+ if (maporgx>MAPSIZE-VIEWTILEX)\r
+ maporgx=MAPSIZE-VIEWTILEX;\r
+ maporgy = player->tiley - VIEWTILEY/2;\r
+ if (maporgy<0)\r
+ maporgy = 0;\r
+ if (maporgy>MAPSIZE-VIEWTILEY)\r
+ maporgy=MAPSIZE-VIEWTILEY;\r
+\r
+ do\r
+ {\r
+//\r
+// let user pan around\r
+//\r
+ PollControls ();\r
+ if (controlx < 0 && maporgx>0)\r
+ maporgx--;\r
+ if (controlx > 0 && maporgx<mapwidth-VIEWTILEX)\r
+ maporgx++;\r
+ if (controly < 0 && maporgy>0)\r
+ maporgy--;\r
+ if (controly > 0 && maporgy<mapheight-VIEWTILEY)\r
+ maporgy++;\r
+\r
+#if 0\r
+ if (c.button0 && !button0held)\r
+ {\r
+ button0held = true;\r
+ viewtype++;\r
+ if (viewtype>visview)\r
+ viewtype = mapview;\r
+ }\r
+ if (!c.button0)\r
+ button0held = false;\r
+#endif\r
+\r
+ OverheadRefresh ();\r
+\r
+ } while (!Keyboard[sc_Escape]);\r
+\r
+ IN_ClearKeysDown ();\r
+}\r
+#endif\r
+\r
--- /dev/null
+//#define BETA\r
+#define YEAR 1992\r
+#define MONTH 9\r
+#define DAY 30\r
+\r
+#include "ID_HEADS.H"\r
+#include <MATH.H>\r
+#include <VALUES.H>\r
+\r
+#include "WL_MENU.H"\r
+\r
+#ifdef SPANISH\r
+#include "SPANISH.H"\r
+#else\r
+#include "FOREIGN.H"\r
+#endif\r
+\r
+#ifdef SPEAR\r
+#include "F_SPEAR.H"\r
+#endif\r
+\r
+/*\r
+=============================================================================\r
+\r
+ MACROS\r
+\r
+=============================================================================\r
+*/\r
+\r
+\r
+#define COLORBORDER(color) asm{mov dx,STATUS_REGISTER_1;in al,dx;\\r
+ mov dx,ATR_INDEX;mov al,ATR_OVERSCAN;out dx,al;mov al,color;out dx,al;\\r
+ mov al,32;out dx,al};\r
+\r
+#define MAPSPOT(x,y,plane) (*(mapsegs[plane]+farmapylookup[y]+x))\r
+\r
+#define SIGN(x) ((x)>0?1:-1)\r
+#define ABS(x) ((int)(x)>0?(x):-(x))\r
+#define LABS(x) ((long)(x)>0?(x):-(x))\r
+\r
+/*\r
+=============================================================================\r
+\r
+ GLOBAL CONSTANTS\r
+\r
+=============================================================================\r
+*/\r
+\r
+#define MAXACTORS 150 // max number of nazis, etc / map\r
+#define MAXSTATS 400 // max number of lamps, bonus, etc\r
+#define MAXDOORS 64 // max number of sliding doors\r
+#define MAXWALLTILES 64 // max number of wall tiles\r
+\r
+//\r
+// tile constants\r
+//\r
+\r
+#define ICONARROWS 90\r
+#define PUSHABLETILE 98\r
+#define EXITTILE 99 // at end of castle\r
+#define AREATILE 107 // first of NUMAREAS floor tiles\r
+#define NUMAREAS 37\r
+#define ELEVATORTILE 21\r
+#define AMBUSHTILE 106\r
+#define ALTELEVATORTILE 107\r
+\r
+#define NUMBERCHARS 9\r
+\r
+\r
+//----------------\r
+\r
+#define EXTRAPOINTS 40000\r
+\r
+#define PLAYERSPEED 3000\r
+#define RUNSPEED 6000\r
+\r
+#define SCREENSEG 0xa000\r
+\r
+#define SCREENBWIDE 80\r
+\r
+#define HEIGHTRATIO 0.50 // also defined in id_mm.c\r
+\r
+#define BORDERCOLOR 3\r
+#define FLASHCOLOR 5\r
+#define FLASHTICS 4\r
+\r
+\r
+#define PLAYERSIZE MINDIST // player radius\r
+#define MINACTORDIST 0x10000l // minimum dist from player center\r
+ // to any actor center\r
+\r
+#define NUMLATCHPICS 100\r
+\r
+\r
+#define PI 3.141592657\r
+\r
+#define GLOBAL1 (1l<<16)\r
+#define TILEGLOBAL GLOBAL1\r
+#define PIXGLOBAL (GLOBAL1/64)\r
+#define TILESHIFT 16l\r
+#define UNSIGNEDSHIFT 8\r
+\r
+#define ANGLES 360 // must be divisable by 4\r
+#define ANGLEQUAD (ANGLES/4)\r
+#define FINEANGLES 3600\r
+#define ANG90 (FINEANGLES/4)\r
+#define ANG180 (ANG90*2)\r
+#define ANG270 (ANG90*3)\r
+#define ANG360 (ANG90*4)\r
+#define VANG90 (ANGLES/4)\r
+#define VANG180 (VANG90*2)\r
+#define VANG270 (VANG90*3)\r
+#define VANG360 (VANG90*4)\r
+\r
+#define MINDIST (0x5800l)\r
+\r
+\r
+#define MAXSCALEHEIGHT 256 // largest scale on largest view\r
+\r
+#define MAXVIEWWIDTH 320\r
+\r
+#define MAPSIZE 64 // maps are 64*64 max\r
+#define NORTH 0\r
+#define EAST 1\r
+#define SOUTH 2\r
+#define WEST 3\r
+\r
+\r
+#define STATUSLINES 40\r
+\r
+#define SCREENSIZE (SCREENBWIDE*208)\r
+#define PAGE1START 0\r
+#define PAGE2START (SCREENSIZE)\r
+#define PAGE3START (SCREENSIZE*2u)\r
+#define FREESTART (SCREENSIZE*3u)\r
+\r
+\r
+#define PIXRADIUS 512\r
+\r
+#define STARTAMMO 8\r
+\r
+\r
+// object flag values\r
+\r
+#define FL_SHOOTABLE 1\r
+#define FL_BONUS 2\r
+#define FL_NEVERMARK 4\r
+#define FL_VISABLE 8\r
+#define FL_ATTACKMODE 16\r
+#define FL_FIRSTATTACK 32\r
+#define FL_AMBUSH 64\r
+#define FL_NONMARK 128\r
+\r
+\r
+//\r
+// sprite constants\r
+//\r
+\r
+enum {\r
+ SPR_DEMO,\r
+ SPR_DEATHCAM,\r
+//\r
+// static sprites\r
+//\r
+ SPR_STAT_0,SPR_STAT_1,SPR_STAT_2,SPR_STAT_3,\r
+ SPR_STAT_4,SPR_STAT_5,SPR_STAT_6,SPR_STAT_7,\r
+\r
+ SPR_STAT_8,SPR_STAT_9,SPR_STAT_10,SPR_STAT_11,\r
+ SPR_STAT_12,SPR_STAT_13,SPR_STAT_14,SPR_STAT_15,\r
+\r
+ SPR_STAT_16,SPR_STAT_17,SPR_STAT_18,SPR_STAT_19,\r
+ SPR_STAT_20,SPR_STAT_21,SPR_STAT_22,SPR_STAT_23,\r
+\r
+ SPR_STAT_24,SPR_STAT_25,SPR_STAT_26,SPR_STAT_27,\r
+ SPR_STAT_28,SPR_STAT_29,SPR_STAT_30,SPR_STAT_31,\r
+\r
+ SPR_STAT_32,SPR_STAT_33,SPR_STAT_34,SPR_STAT_35,\r
+ SPR_STAT_36,SPR_STAT_37,SPR_STAT_38,SPR_STAT_39,\r
+\r
+ SPR_STAT_40,SPR_STAT_41,SPR_STAT_42,SPR_STAT_43,\r
+ SPR_STAT_44,SPR_STAT_45,SPR_STAT_46,SPR_STAT_47,\r
+\r
+#ifdef SPEAR\r
+ SPR_STAT_48,SPR_STAT_49,SPR_STAT_50,SPR_STAT_51,\r
+#endif\r
+\r
+//\r
+// guard\r
+//\r
+ SPR_GRD_S_1,SPR_GRD_S_2,SPR_GRD_S_3,SPR_GRD_S_4,\r
+ SPR_GRD_S_5,SPR_GRD_S_6,SPR_GRD_S_7,SPR_GRD_S_8,\r
+\r
+ SPR_GRD_W1_1,SPR_GRD_W1_2,SPR_GRD_W1_3,SPR_GRD_W1_4,\r
+ SPR_GRD_W1_5,SPR_GRD_W1_6,SPR_GRD_W1_7,SPR_GRD_W1_8,\r
+\r
+ SPR_GRD_W2_1,SPR_GRD_W2_2,SPR_GRD_W2_3,SPR_GRD_W2_4,\r
+ SPR_GRD_W2_5,SPR_GRD_W2_6,SPR_GRD_W2_7,SPR_GRD_W2_8,\r
+\r
+ SPR_GRD_W3_1,SPR_GRD_W3_2,SPR_GRD_W3_3,SPR_GRD_W3_4,\r
+ SPR_GRD_W3_5,SPR_GRD_W3_6,SPR_GRD_W3_7,SPR_GRD_W3_8,\r
+\r
+ SPR_GRD_W4_1,SPR_GRD_W4_2,SPR_GRD_W4_3,SPR_GRD_W4_4,\r
+ SPR_GRD_W4_5,SPR_GRD_W4_6,SPR_GRD_W4_7,SPR_GRD_W4_8,\r
+\r
+ SPR_GRD_PAIN_1,SPR_GRD_DIE_1,SPR_GRD_DIE_2,SPR_GRD_DIE_3,\r
+ SPR_GRD_PAIN_2,SPR_GRD_DEAD,\r
+\r
+ SPR_GRD_SHOOT1,SPR_GRD_SHOOT2,SPR_GRD_SHOOT3,\r
+\r
+//\r
+// dogs\r
+//\r
+ SPR_DOG_W1_1,SPR_DOG_W1_2,SPR_DOG_W1_3,SPR_DOG_W1_4,\r
+ SPR_DOG_W1_5,SPR_DOG_W1_6,SPR_DOG_W1_7,SPR_DOG_W1_8,\r
+\r
+ SPR_DOG_W2_1,SPR_DOG_W2_2,SPR_DOG_W2_3,SPR_DOG_W2_4,\r
+ SPR_DOG_W2_5,SPR_DOG_W2_6,SPR_DOG_W2_7,SPR_DOG_W2_8,\r
+\r
+ SPR_DOG_W3_1,SPR_DOG_W3_2,SPR_DOG_W3_3,SPR_DOG_W3_4,\r
+ SPR_DOG_W3_5,SPR_DOG_W3_6,SPR_DOG_W3_7,SPR_DOG_W3_8,\r
+\r
+ SPR_DOG_W4_1,SPR_DOG_W4_2,SPR_DOG_W4_3,SPR_DOG_W4_4,\r
+ SPR_DOG_W4_5,SPR_DOG_W4_6,SPR_DOG_W4_7,SPR_DOG_W4_8,\r
+\r
+ SPR_DOG_DIE_1,SPR_DOG_DIE_2,SPR_DOG_DIE_3,SPR_DOG_DEAD,\r
+ SPR_DOG_JUMP1,SPR_DOG_JUMP2,SPR_DOG_JUMP3,\r
+\r
+\r
+\r
+//\r
+// ss\r
+//\r
+ SPR_SS_S_1,SPR_SS_S_2,SPR_SS_S_3,SPR_SS_S_4,\r
+ SPR_SS_S_5,SPR_SS_S_6,SPR_SS_S_7,SPR_SS_S_8,\r
+\r
+ SPR_SS_W1_1,SPR_SS_W1_2,SPR_SS_W1_3,SPR_SS_W1_4,\r
+ SPR_SS_W1_5,SPR_SS_W1_6,SPR_SS_W1_7,SPR_SS_W1_8,\r
+\r
+ SPR_SS_W2_1,SPR_SS_W2_2,SPR_SS_W2_3,SPR_SS_W2_4,\r
+ SPR_SS_W2_5,SPR_SS_W2_6,SPR_SS_W2_7,SPR_SS_W2_8,\r
+\r
+ SPR_SS_W3_1,SPR_SS_W3_2,SPR_SS_W3_3,SPR_SS_W3_4,\r
+ SPR_SS_W3_5,SPR_SS_W3_6,SPR_SS_W3_7,SPR_SS_W3_8,\r
+\r
+ SPR_SS_W4_1,SPR_SS_W4_2,SPR_SS_W4_3,SPR_SS_W4_4,\r
+ SPR_SS_W4_5,SPR_SS_W4_6,SPR_SS_W4_7,SPR_SS_W4_8,\r
+\r
+ SPR_SS_PAIN_1,SPR_SS_DIE_1,SPR_SS_DIE_2,SPR_SS_DIE_3,\r
+ SPR_SS_PAIN_2,SPR_SS_DEAD,\r
+\r
+ SPR_SS_SHOOT1,SPR_SS_SHOOT2,SPR_SS_SHOOT3,\r
+\r
+//\r
+// mutant\r
+//\r
+ SPR_MUT_S_1,SPR_MUT_S_2,SPR_MUT_S_3,SPR_MUT_S_4,\r
+ SPR_MUT_S_5,SPR_MUT_S_6,SPR_MUT_S_7,SPR_MUT_S_8,\r
+\r
+ SPR_MUT_W1_1,SPR_MUT_W1_2,SPR_MUT_W1_3,SPR_MUT_W1_4,\r
+ SPR_MUT_W1_5,SPR_MUT_W1_6,SPR_MUT_W1_7,SPR_MUT_W1_8,\r
+\r
+ SPR_MUT_W2_1,SPR_MUT_W2_2,SPR_MUT_W2_3,SPR_MUT_W2_4,\r
+ SPR_MUT_W2_5,SPR_MUT_W2_6,SPR_MUT_W2_7,SPR_MUT_W2_8,\r
+\r
+ SPR_MUT_W3_1,SPR_MUT_W3_2,SPR_MUT_W3_3,SPR_MUT_W3_4,\r
+ SPR_MUT_W3_5,SPR_MUT_W3_6,SPR_MUT_W3_7,SPR_MUT_W3_8,\r
+\r
+ SPR_MUT_W4_1,SPR_MUT_W4_2,SPR_MUT_W4_3,SPR_MUT_W4_4,\r
+ SPR_MUT_W4_5,SPR_MUT_W4_6,SPR_MUT_W4_7,SPR_MUT_W4_8,\r
+\r
+ SPR_MUT_PAIN_1,SPR_MUT_DIE_1,SPR_MUT_DIE_2,SPR_MUT_DIE_3,\r
+ SPR_MUT_PAIN_2,SPR_MUT_DIE_4,SPR_MUT_DEAD,\r
+\r
+ SPR_MUT_SHOOT1,SPR_MUT_SHOOT2,SPR_MUT_SHOOT3,SPR_MUT_SHOOT4,\r
+\r
+//\r
+// officer\r
+//\r
+ SPR_OFC_S_1,SPR_OFC_S_2,SPR_OFC_S_3,SPR_OFC_S_4,\r
+ SPR_OFC_S_5,SPR_OFC_S_6,SPR_OFC_S_7,SPR_OFC_S_8,\r
+\r
+ SPR_OFC_W1_1,SPR_OFC_W1_2,SPR_OFC_W1_3,SPR_OFC_W1_4,\r
+ SPR_OFC_W1_5,SPR_OFC_W1_6,SPR_OFC_W1_7,SPR_OFC_W1_8,\r
+\r
+ SPR_OFC_W2_1,SPR_OFC_W2_2,SPR_OFC_W2_3,SPR_OFC_W2_4,\r
+ SPR_OFC_W2_5,SPR_OFC_W2_6,SPR_OFC_W2_7,SPR_OFC_W2_8,\r
+\r
+ SPR_OFC_W3_1,SPR_OFC_W3_2,SPR_OFC_W3_3,SPR_OFC_W3_4,\r
+ SPR_OFC_W3_5,SPR_OFC_W3_6,SPR_OFC_W3_7,SPR_OFC_W3_8,\r
+\r
+ SPR_OFC_W4_1,SPR_OFC_W4_2,SPR_OFC_W4_3,SPR_OFC_W4_4,\r
+ SPR_OFC_W4_5,SPR_OFC_W4_6,SPR_OFC_W4_7,SPR_OFC_W4_8,\r
+\r
+ SPR_OFC_PAIN_1,SPR_OFC_DIE_1,SPR_OFC_DIE_2,SPR_OFC_DIE_3,\r
+ SPR_OFC_PAIN_2,SPR_OFC_DIE_4,SPR_OFC_DEAD,\r
+\r
+ SPR_OFC_SHOOT1,SPR_OFC_SHOOT2,SPR_OFC_SHOOT3,\r
+\r
+#ifndef SPEAR\r
+//\r
+// ghosts\r
+//\r
+ SPR_BLINKY_W1,SPR_BLINKY_W2,SPR_PINKY_W1,SPR_PINKY_W2,\r
+ SPR_CLYDE_W1,SPR_CLYDE_W2,SPR_INKY_W1,SPR_INKY_W2,\r
+\r
+//\r
+// hans\r
+//\r
+ SPR_BOSS_W1,SPR_BOSS_W2,SPR_BOSS_W3,SPR_BOSS_W4,\r
+ SPR_BOSS_SHOOT1,SPR_BOSS_SHOOT2,SPR_BOSS_SHOOT3,SPR_BOSS_DEAD,\r
+\r
+ SPR_BOSS_DIE1,SPR_BOSS_DIE2,SPR_BOSS_DIE3,\r
+\r
+//\r
+// schabbs\r
+//\r
+ SPR_SCHABB_W1,SPR_SCHABB_W2,SPR_SCHABB_W3,SPR_SCHABB_W4,\r
+ SPR_SCHABB_SHOOT1,SPR_SCHABB_SHOOT2,\r
+\r
+ SPR_SCHABB_DIE1,SPR_SCHABB_DIE2,SPR_SCHABB_DIE3,SPR_SCHABB_DEAD,\r
+ SPR_HYPO1,SPR_HYPO2,SPR_HYPO3,SPR_HYPO4,\r
+\r
+//\r
+// fake\r
+//\r
+ SPR_FAKE_W1,SPR_FAKE_W2,SPR_FAKE_W3,SPR_FAKE_W4,\r
+ SPR_FAKE_SHOOT,SPR_FIRE1,SPR_FIRE2,\r
+\r
+ SPR_FAKE_DIE1,SPR_FAKE_DIE2,SPR_FAKE_DIE3,SPR_FAKE_DIE4,\r
+ SPR_FAKE_DIE5,SPR_FAKE_DEAD,\r
+\r
+//\r
+// hitler\r
+//\r
+ SPR_MECHA_W1,SPR_MECHA_W2,SPR_MECHA_W3,SPR_MECHA_W4,\r
+ SPR_MECHA_SHOOT1,SPR_MECHA_SHOOT2,SPR_MECHA_SHOOT3,SPR_MECHA_DEAD,\r
+\r
+ SPR_MECHA_DIE1,SPR_MECHA_DIE2,SPR_MECHA_DIE3,\r
+\r
+ SPR_HITLER_W1,SPR_HITLER_W2,SPR_HITLER_W3,SPR_HITLER_W4,\r
+ SPR_HITLER_SHOOT1,SPR_HITLER_SHOOT2,SPR_HITLER_SHOOT3,SPR_HITLER_DEAD,\r
+\r
+ SPR_HITLER_DIE1,SPR_HITLER_DIE2,SPR_HITLER_DIE3,SPR_HITLER_DIE4,\r
+ SPR_HITLER_DIE5,SPR_HITLER_DIE6,SPR_HITLER_DIE7,\r
+\r
+//\r
+// giftmacher\r
+//\r
+ SPR_GIFT_W1,SPR_GIFT_W2,SPR_GIFT_W3,SPR_GIFT_W4,\r
+ SPR_GIFT_SHOOT1,SPR_GIFT_SHOOT2,\r
+\r
+ SPR_GIFT_DIE1,SPR_GIFT_DIE2,SPR_GIFT_DIE3,SPR_GIFT_DEAD,\r
+#endif\r
+//\r
+// Rocket, smoke and small explosion\r
+//\r
+ SPR_ROCKET_1,SPR_ROCKET_2,SPR_ROCKET_3,SPR_ROCKET_4,\r
+ SPR_ROCKET_5,SPR_ROCKET_6,SPR_ROCKET_7,SPR_ROCKET_8,\r
+\r
+ SPR_SMOKE_1,SPR_SMOKE_2,SPR_SMOKE_3,SPR_SMOKE_4,\r
+ SPR_BOOM_1,SPR_BOOM_2,SPR_BOOM_3,\r
+\r
+//\r
+// Angel of Death's DeathSparks(tm)\r
+//\r
+#ifdef SPEAR\r
+ SPR_HROCKET_1,SPR_HROCKET_2,SPR_HROCKET_3,SPR_HROCKET_4,\r
+ SPR_HROCKET_5,SPR_HROCKET_6,SPR_HROCKET_7,SPR_HROCKET_8,\r
+\r
+ SPR_HSMOKE_1,SPR_HSMOKE_2,SPR_HSMOKE_3,SPR_HSMOKE_4,\r
+ SPR_HBOOM_1,SPR_HBOOM_2,SPR_HBOOM_3,\r
+\r
+ SPR_SPARK1,SPR_SPARK2,SPR_SPARK3,SPR_SPARK4,\r
+#endif\r
+\r
+#ifndef SPEAR\r
+//\r
+// gretel\r
+//\r
+ SPR_GRETEL_W1,SPR_GRETEL_W2,SPR_GRETEL_W3,SPR_GRETEL_W4,\r
+ SPR_GRETEL_SHOOT1,SPR_GRETEL_SHOOT2,SPR_GRETEL_SHOOT3,SPR_GRETEL_DEAD,\r
+\r
+ SPR_GRETEL_DIE1,SPR_GRETEL_DIE2,SPR_GRETEL_DIE3,\r
+\r
+//\r
+// fat face\r
+//\r
+ SPR_FAT_W1,SPR_FAT_W2,SPR_FAT_W3,SPR_FAT_W4,\r
+ SPR_FAT_SHOOT1,SPR_FAT_SHOOT2,SPR_FAT_SHOOT3,SPR_FAT_SHOOT4,\r
+\r
+ SPR_FAT_DIE1,SPR_FAT_DIE2,SPR_FAT_DIE3,SPR_FAT_DEAD,\r
+\r
+//\r
+// bj\r
+//\r
+ SPR_BJ_W1,SPR_BJ_W2,SPR_BJ_W3,SPR_BJ_W4,\r
+ SPR_BJ_JUMP1,SPR_BJ_JUMP2,SPR_BJ_JUMP3,SPR_BJ_JUMP4,\r
+#else\r
+//\r
+// THESE ARE FOR 'SPEAR OF DESTINY'\r
+//\r
+\r
+//\r
+// Trans Grosse\r
+//\r
+ SPR_TRANS_W1,SPR_TRANS_W2,SPR_TRANS_W3,SPR_TRANS_W4,\r
+ SPR_TRANS_SHOOT1,SPR_TRANS_SHOOT2,SPR_TRANS_SHOOT3,SPR_TRANS_DEAD,\r
+\r
+ SPR_TRANS_DIE1,SPR_TRANS_DIE2,SPR_TRANS_DIE3,\r
+\r
+//\r
+// Wilhelm\r
+//\r
+ SPR_WILL_W1,SPR_WILL_W2,SPR_WILL_W3,SPR_WILL_W4,\r
+ SPR_WILL_SHOOT1,SPR_WILL_SHOOT2,SPR_WILL_SHOOT3,SPR_WILL_SHOOT4,\r
+\r
+ SPR_WILL_DIE1,SPR_WILL_DIE2,SPR_WILL_DIE3,SPR_WILL_DEAD,\r
+\r
+//\r
+// UberMutant\r
+//\r
+ SPR_UBER_W1,SPR_UBER_W2,SPR_UBER_W3,SPR_UBER_W4,\r
+ SPR_UBER_SHOOT1,SPR_UBER_SHOOT2,SPR_UBER_SHOOT3,SPR_UBER_SHOOT4,\r
+\r
+ SPR_UBER_DIE1,SPR_UBER_DIE2,SPR_UBER_DIE3,SPR_UBER_DIE4,\r
+ SPR_UBER_DEAD,\r
+\r
+//\r
+// Death Knight\r
+//\r
+ SPR_DEATH_W1,SPR_DEATH_W2,SPR_DEATH_W3,SPR_DEATH_W4,\r
+ SPR_DEATH_SHOOT1,SPR_DEATH_SHOOT2,SPR_DEATH_SHOOT3,SPR_DEATH_SHOOT4,\r
+\r
+ SPR_DEATH_DIE1,SPR_DEATH_DIE2,SPR_DEATH_DIE3,SPR_DEATH_DIE4,\r
+ SPR_DEATH_DIE5,SPR_DEATH_DIE6,SPR_DEATH_DEAD,\r
+\r
+//\r
+// Ghost\r
+//\r
+ SPR_SPECTRE_W1,SPR_SPECTRE_W2,SPR_SPECTRE_W3,SPR_SPECTRE_W4,\r
+ SPR_SPECTRE_F1,SPR_SPECTRE_F2,SPR_SPECTRE_F3,SPR_SPECTRE_F4,\r
+\r
+//\r
+// Angel of Death\r
+//\r
+ SPR_ANGEL_W1,SPR_ANGEL_W2,SPR_ANGEL_W3,SPR_ANGEL_W4,\r
+ SPR_ANGEL_SHOOT1,SPR_ANGEL_SHOOT2,SPR_ANGEL_TIRED1,SPR_ANGEL_TIRED2,\r
+\r
+ SPR_ANGEL_DIE1,SPR_ANGEL_DIE2,SPR_ANGEL_DIE3,SPR_ANGEL_DIE4,\r
+ SPR_ANGEL_DIE5,SPR_ANGEL_DIE6,SPR_ANGEL_DIE7,SPR_ANGEL_DEAD,\r
+\r
+#endif\r
+\r
+//\r
+// player attack frames\r
+//\r
+ SPR_KNIFEREADY,SPR_KNIFEATK1,SPR_KNIFEATK2,SPR_KNIFEATK3,\r
+ SPR_KNIFEATK4,\r
+\r
+ SPR_PISTOLREADY,SPR_PISTOLATK1,SPR_PISTOLATK2,SPR_PISTOLATK3,\r
+ SPR_PISTOLATK4,\r
+\r
+ SPR_MACHINEGUNREADY,SPR_MACHINEGUNATK1,SPR_MACHINEGUNATK2,MACHINEGUNATK3,\r
+ SPR_MACHINEGUNATK4,\r
+\r
+ SPR_CHAINREADY,SPR_CHAINATK1,SPR_CHAINATK2,SPR_CHAINATK3,\r
+ SPR_CHAINATK4,\r
+\r
+ };\r
+\r
+\r
+/*\r
+=============================================================================\r
+\r
+ GLOBAL TYPES\r
+\r
+=============================================================================\r
+*/\r
+\r
+typedef long fixed;\r
+\r
+typedef enum {\r
+ di_north,\r
+ di_east,\r
+ di_south,\r
+ di_west\r
+} controldir_t;\r
+\r
+typedef enum {\r
+ dr_normal,\r
+ dr_lock1,\r
+ dr_lock2,\r
+ dr_lock3,\r
+ dr_lock4,\r
+ dr_elevator\r
+} door_t;\r
+\r
+typedef enum {\r
+ ac_badobject = -1,\r
+ ac_no,\r
+ ac_yes,\r
+ ac_allways\r
+} activetype;\r
+\r
+typedef enum {\r
+ nothing,\r
+ playerobj,\r
+ inertobj,\r
+ guardobj,\r
+ officerobj,\r
+ ssobj,\r
+ dogobj,\r
+ bossobj,\r
+ schabbobj,\r
+ fakeobj,\r
+ mechahitlerobj,\r
+ mutantobj,\r
+ needleobj,\r
+ fireobj,\r
+ bjobj,\r
+ ghostobj,\r
+ realhitlerobj,\r
+ gretelobj,\r
+ giftobj,\r
+ fatobj,\r
+ rocketobj,\r
+\r
+ spectreobj,\r
+ angelobj,\r
+ transobj,\r
+ uberobj,\r
+ willobj,\r
+ deathobj,\r
+ hrocketobj,\r
+ sparkobj\r
+} classtype;\r
+\r
+typedef enum {\r
+ dressing,\r
+ block,\r
+ bo_gibs,\r
+ bo_alpo,\r
+ bo_firstaid,\r
+ bo_key1,\r
+ bo_key2,\r
+ bo_key3,\r
+ bo_key4,\r
+ bo_cross,\r
+ bo_chalice,\r
+ bo_bible,\r
+ bo_crown,\r
+ bo_clip,\r
+ bo_clip2,\r
+ bo_machinegun,\r
+ bo_chaingun,\r
+ bo_food,\r
+ bo_fullheal,\r
+ bo_25clip,\r
+ bo_spear\r
+} stat_t;\r
+\r
+typedef enum {\r
+ east,\r
+ northeast,\r
+ north,\r
+ northwest,\r
+ west,\r
+ southwest,\r
+ south,\r
+ southeast,\r
+ nodir\r
+} dirtype;\r
+\r
+\r
+#define NUMENEMIES 22\r
+typedef enum {\r
+ en_guard,\r
+ en_officer,\r
+ en_ss,\r
+ en_dog,\r
+ en_boss,\r
+ en_schabbs,\r
+ en_fake,\r
+ en_hitler,\r
+ en_mutant,\r
+ en_blinky,\r
+ en_clyde,\r
+ en_pinky,\r
+ en_inky,\r
+ en_gretel,\r
+ en_gift,\r
+ en_fat,\r
+ en_spectre,\r
+ en_angel,\r
+ en_trans,\r
+ en_uber,\r
+ en_will,\r
+ en_death\r
+} enemy_t;\r
+\r
+\r
+typedef struct statestruct\r
+{\r
+ boolean rotate;\r
+ int shapenum; // a shapenum of -1 means get from ob->temp1\r
+ int tictime;\r
+ void (*think) (),(*action) ();\r
+ struct statestruct *next;\r
+} statetype;\r
+\r
+\r
+//---------------------\r
+//\r
+// trivial actor structure\r
+//\r
+//---------------------\r
+\r
+typedef struct statstruct\r
+{\r
+ byte tilex,tiley;\r
+ byte *visspot;\r
+ int shapenum; // if shapenum == -1 the obj has been removed\r
+ byte flags;\r
+ byte itemnumber;\r
+} statobj_t;\r
+\r
+\r
+//---------------------\r
+//\r
+// door actor structure\r
+//\r
+//---------------------\r
+\r
+typedef struct doorstruct\r
+{\r
+ byte tilex,tiley;\r
+ boolean vertical;\r
+ byte lock;\r
+ enum {dr_open,dr_closed,dr_opening,dr_closing} action;\r
+ int ticcount;\r
+} doorobj_t;\r
+\r
+\r
+//--------------------\r
+//\r
+// thinking actor structure\r
+//\r
+//--------------------\r
+\r
+typedef struct objstruct\r
+{\r
+ activetype active;\r
+ int ticcount;\r
+ classtype obclass;\r
+ statetype *state;\r
+\r
+ byte flags; // FL_SHOOTABLE, etc\r
+\r
+ long distance; // if negative, wait for that door to open\r
+ dirtype dir;\r
+\r
+ fixed x,y;\r
+ unsigned tilex,tiley;\r
+ byte areanumber;\r
+\r
+ int viewx;\r
+ unsigned viewheight;\r
+ fixed transx,transy; // in global coord\r
+\r
+ int angle;\r
+ int hitpoints;\r
+ long speed;\r
+\r
+ int temp1,temp2,temp3;\r
+ struct objstruct *next,*prev;\r
+} objtype;\r
+\r
+\r
+#define NUMBUTTONS 8\r
+enum {\r
+ bt_nobutton=-1,\r
+ bt_attack=0,\r
+ bt_strafe,\r
+ bt_run,\r
+ bt_use,\r
+ bt_readyknife,\r
+ bt_readypistol,\r
+ bt_readymachinegun,\r
+ bt_readychaingun\r
+};\r
+\r
+\r
+#define NUMWEAPONS 5\r
+typedef enum {\r
+ wp_knife,\r
+ wp_pistol,\r
+ wp_machinegun,\r
+ wp_chaingun\r
+} weapontype;\r
+\r
+\r
+typedef enum {\r
+ gd_baby,\r
+ gd_easy,\r
+ gd_medium,\r
+ gd_hard\r
+};\r
+\r
+//---------------\r
+//\r
+// gamestate structure\r
+//\r
+//---------------\r
+\r
+typedef struct\r
+{\r
+ int difficulty;\r
+ int mapon;\r
+ long oldscore,score,nextextra;\r
+ int lives;\r
+ int health;\r
+ int ammo;\r
+ int keys;\r
+ weapontype bestweapon,weapon,chosenweapon;\r
+\r
+ int faceframe;\r
+ int attackframe,attackcount,weaponframe;\r
+\r
+ int episode,secretcount,treasurecount,killcount,\r
+ secrettotal,treasuretotal,killtotal;\r
+ long TimeCount;\r
+ long killx,killy;\r
+ boolean victoryflag; // set during victory animations\r
+} gametype;\r
+\r
+\r
+typedef enum {\r
+ ex_stillplaying,\r
+ ex_completed,\r
+ ex_died,\r
+ ex_warped,\r
+ ex_resetgame,\r
+ ex_loadedgame,\r
+ ex_victorious,\r
+ ex_abort,\r
+ ex_demodone,\r
+ ex_secretlevel\r
+} exit_t;\r
+\r
+\r
+/*\r
+=============================================================================\r
+\r
+ WL_MAIN DEFINITIONS\r
+\r
+=============================================================================\r
+*/\r
+\r
+extern boolean MS_CheckParm (char far *string);\r
+\r
+extern char str[80],str2[20];\r
+extern int tedlevelnum;\r
+extern boolean tedlevel;\r
+extern boolean nospr;\r
+extern boolean IsA386;\r
+\r
+extern byte far *scalermemory;\r
+\r
+extern fixed focallength;\r
+extern unsigned viewangles;\r
+extern unsigned screenofs;\r
+extern int viewwidth;\r
+extern int viewheight;\r
+extern int centerx;\r
+extern int shootdelta;\r
+\r
+extern int dirangle[9];\r
+\r
+extern boolean startgame,loadedgame,virtualreality;\r
+extern int mouseadjustment;\r
+//\r
+// math tables\r
+//\r
+extern int pixelangle[MAXVIEWWIDTH];\r
+extern long far finetangent[FINEANGLES/4];\r
+extern fixed far sintable[],far *costable;\r
+\r
+//\r
+// derived constants\r
+//\r
+extern fixed scale,maxslope;\r
+extern long heightnumerator;\r
+extern int minheightdiv;\r
+\r
+extern char configname[13];\r
+\r
+\r
+\r
+void HelpScreens (void);\r
+void OrderingInfo (void);\r
+void TEDDeath(void);\r
+void Quit (char *error);\r
+void CalcProjection (long focal);\r
+boolean SetViewSize (unsigned width, unsigned height);\r
+void NewGame (int difficulty,int episode);\r
+void NewViewSize (int width);\r
+boolean LoadTheGame(int file,int x,int y);\r
+boolean SaveTheGame(int file,int x,int y);\r
+void ShowViewSize (int width);\r
+void ShutdownId (void);\r
+\r
+\r
+/*\r
+=============================================================================\r
+\r
+ WL_GAME DEFINITIONS\r
+\r
+=============================================================================\r
+*/\r
+\r
+\r
+extern boolean ingame,fizzlein;\r
+extern unsigned latchpics[NUMLATCHPICS];\r
+extern gametype gamestate;\r
+extern int doornum;\r
+\r
+extern char demoname[13];\r
+\r
+extern long spearx,speary;\r
+extern unsigned spearangle;\r
+extern boolean spearflag;\r
+\r
+\r
+void DrawPlayBorder (void);\r
+void ScanInfoPlane (void);\r
+void SetupGameLevel (void);\r
+void NormalScreen (void);\r
+void DrawPlayScreen (void);\r
+void FizzleOut (void);\r
+void GameLoop (void);\r
+void ClearMemory (void);\r
+void PlayDemo (int demonumber);\r
+void RecordDemo (void);\r
+void DrawAllPlayBorder (void);\r
+void DrawHighScores(void);\r
+void DrawAllPlayBorderSides (void);\r
+\r
+\r
+// JAB\r
+#define PlaySoundLocTile(s,tx,ty) PlaySoundLocGlobal(s,(((long)(tx) << TILESHIFT) + (1L << (TILESHIFT - 1))),(((long)ty << TILESHIFT) + (1L << (TILESHIFT - 1))))\r
+#define PlaySoundLocActor(s,ob) PlaySoundLocGlobal(s,(ob)->x,(ob)->y)\r
+void PlaySoundLocGlobal(word s,fixed gx,fixed gy);\r
+void UpdateSoundLoc(void);\r
+\r
+\r
+/*\r
+=============================================================================\r
+\r
+ WL_PLAY DEFINITIONS\r
+\r
+=============================================================================\r
+*/\r
+\r
+#ifdef SPEAR\r
+extern long funnyticount; // FOR FUNNY BJ FACE\r
+#endif\r
+\r
+extern exit_t playstate;\r
+\r
+extern boolean madenoise;\r
+\r
+extern objtype objlist[MAXACTORS],*new,*obj,*player,*lastobj,\r
+ *objfreelist,*killerobj;\r
+extern statobj_t statobjlist[MAXSTATS],*laststatobj;\r
+extern doorobj_t doorobjlist[MAXDOORS],*lastdoorobj;\r
+\r
+extern unsigned farmapylookup[MAPSIZE];\r
+extern byte *nearmapylookup[MAPSIZE];\r
+\r
+extern byte tilemap[MAPSIZE][MAPSIZE]; // wall values only\r
+extern byte spotvis[MAPSIZE][MAPSIZE];\r
+extern objtype *actorat[MAPSIZE][MAPSIZE];\r
+\r
+#define UPDATESIZE (UPDATEWIDE*UPDATEHIGH)\r
+extern byte update[UPDATESIZE];\r
+\r
+extern boolean singlestep,godmode,noclip;\r
+extern int extravbls;\r
+\r
+//\r
+// control info\r
+//\r
+extern boolean mouseenabled,joystickenabled,joypadenabled,joystickprogressive;\r
+extern int joystickport;\r
+extern int dirscan[4];\r
+extern int buttonscan[NUMBUTTONS];\r
+extern int buttonmouse[4];\r
+extern int buttonjoy[4];\r
+\r
+extern boolean buttonheld[NUMBUTTONS];\r
+\r
+extern int viewsize;\r
+\r
+//\r
+// curent user input\r
+//\r
+extern int controlx,controly; // range from -100 to 100\r
+extern boolean buttonstate[NUMBUTTONS];\r
+\r
+extern boolean demorecord,demoplayback;\r
+extern char far *demoptr, far *lastdemoptr;\r
+extern memptr demobuffer;\r
+\r
+\r
+\r
+void InitRedShifts (void);\r
+void FinishPaletteShifts (void);\r
+\r
+void CenterWindow(word w,word h);\r
+void InitActorList (void);\r
+void GetNewActor (void);\r
+void RemoveObj (objtype *gone);\r
+void PollControls (void);\r
+void StopMusic(void);\r
+void StartMusic(void);\r
+void PlayLoop (void);\r
+void StartDamageFlash (int damage);\r
+void StartBonusFlash (void);\r
+\r
+/*\r
+=============================================================================\r
+\r
+ WL_INTER\r
+\r
+=============================================================================\r
+*/\r
+\r
+void IntroScreen (void);\r
+void PreloadGraphics(void);\r
+void LevelCompleted (void);\r
+void CheckHighScore (long score,word other);\r
+void Victory (void);\r
+void ClearSplitVWB (void);\r
+\r
+\r
+/*\r
+=============================================================================\r
+\r
+ WL_DEBUG\r
+\r
+=============================================================================\r
+*/\r
+\r
+int DebugKeys (void);\r
+void PicturePause (void);\r
+\r
+\r
+/*\r
+=============================================================================\r
+\r
+ WL_DRAW DEFINITIONS\r
+\r
+=============================================================================\r
+*/\r
+\r
+extern unsigned screenloc[3];\r
+extern unsigned freelatch;\r
+\r
+extern long lasttimecount;\r
+extern long frameon;\r
+extern boolean fizzlein;\r
+\r
+extern unsigned wallheight[MAXVIEWWIDTH];\r
+\r
+extern fixed tileglobal;\r
+extern fixed focallength;\r
+extern fixed mindist;\r
+\r
+//\r
+// math tables\r
+//\r
+extern int pixelangle[MAXVIEWWIDTH];\r
+extern long far finetangent[FINEANGLES/4];\r
+extern fixed far sintable[],far *costable;\r
+\r
+//\r
+// derived constants\r
+//\r
+extern fixed scale;\r
+extern long heightnumerator,mindist;\r
+\r
+//\r
+// refresh variables\r
+//\r
+extern fixed viewx,viewy; // the focal point\r
+extern int viewangle;\r
+extern fixed viewsin,viewcos;\r
+\r
+extern long postsource;\r
+extern unsigned postx;\r
+extern unsigned postwidth;\r
+\r
+\r
+extern int horizwall[],vertwall[];\r
+\r
+extern unsigned pwallpos;\r
+\r
+\r
+fixed FixedByFrac (fixed a, fixed b);\r
+void TransformActor (objtype *ob);\r
+void BuildTables (void);\r
+void ClearScreen (void);\r
+int CalcRotate (objtype *ob);\r
+void DrawScaleds (void);\r
+void CalcTics (void);\r
+void FixOfs (void);\r
+void ThreeDRefresh (void);\r
+void FarScalePost (void);\r
+\r
+/*\r
+=============================================================================\r
+\r
+ WL_STATE DEFINITIONS\r
+\r
+=============================================================================\r
+*/\r
+#define TURNTICS 10\r
+#define SPDPATROL 512\r
+#define SPDDOG 1500\r
+\r
+\r
+extern dirtype opposite[9];\r
+extern dirtype diagonal[9][9];\r
+\r
+\r
+void InitHitRect (objtype *ob, unsigned radius);\r
+void SpawnNewObj (unsigned tilex, unsigned tiley, statetype *state);\r
+void NewState (objtype *ob, statetype *state);\r
+\r
+boolean TryWalk (objtype *ob);\r
+void SelectChaseDir (objtype *ob);\r
+void SelectDodgeDir (objtype *ob);\r
+void SelectRunDir (objtype *ob);\r
+void MoveObj (objtype *ob, long move);\r
+boolean SightPlayer (objtype *ob);\r
+\r
+void KillActor (objtype *ob);\r
+void DamageActor (objtype *ob, unsigned damage);\r
+\r
+boolean CheckLine (objtype *ob);\r
+boolean CheckSight (objtype *ob);\r
+\r
+\r
+/*\r
+=============================================================================\r
+\r
+ WL_SCALE DEFINITIONS\r
+\r
+=============================================================================\r
+*/\r
+\r
+\r
+#define COMPSCALECODESTART (65*4) // offset to start of code in comp scaler\r
+\r
+typedef struct\r
+{\r
+ unsigned codeofs[65];\r
+ unsigned width[65];\r
+ byte code[];\r
+} t_compscale;\r
+\r
+typedef struct\r
+{\r
+ unsigned leftpix,rightpix;\r
+ unsigned dataofs[64];\r
+// table data after dataofs[rightpix-leftpix+1]\r
+} t_compshape;\r
+\r
+\r
+extern t_compscale _seg *scaledirectory[MAXSCALEHEIGHT+1];\r
+extern long fullscalefarcall[MAXSCALEHEIGHT+1];\r
+\r
+extern byte bitmasks1[8][8];\r
+extern byte bitmasks2[8][8];\r
+extern unsigned wordmasks[8][8];\r
+\r
+extern byte mapmasks1[4][8];\r
+extern byte mapmasks2[4][8];\r
+extern byte mapmasks3[4][8];\r
+\r
+extern int maxscale,maxscaleshl2;\r
+\r
+extern boolean insetupscaling;\r
+\r
+void SetupScaling (int maxscaleheight);\r
+void ScaleShape (int xcenter, int shapenum, unsigned height);\r
+void SimpleScaleShape (int xcenter, int shapenum, unsigned height);\r
+\r
+/*\r
+=============================================================================\r
+\r
+ WL_AGENT DEFINITIONS\r
+\r
+=============================================================================\r
+*/\r
+\r
+//\r
+// player state info\r
+//\r
+extern boolean running;\r
+extern long thrustspeed;\r
+extern unsigned plux,pluy; // player coordinates scaled to unsigned\r
+\r
+extern int anglefrac;\r
+extern int facecount;\r
+\r
+void SpawnPlayer (int tilex, int tiley, int dir);\r
+void DrawFace (void);\r
+void DrawHealth (void);\r
+void TakeDamage (int points,objtype *attacker);\r
+void HealSelf (int points);\r
+void DrawLevel (void);\r
+void DrawLives (void);\r
+void GiveExtraMan (void);\r
+void DrawScore (void);\r
+void GivePoints (long points);\r
+void DrawWeapon (void);\r
+void DrawKeys (void);\r
+void GiveWeapon (int weapon);\r
+void DrawAmmo (void);\r
+void GiveAmmo (int ammo);\r
+void GiveKey (int key);\r
+void GetBonus (statobj_t *check);\r
+\r
+void Thrust (int angle, long speed);\r
+\r
+/*\r
+=============================================================================\r
+\r
+ WL_ACT1 DEFINITIONS\r
+\r
+=============================================================================\r
+*/\r
+\r
+extern doorobj_t doorobjlist[MAXDOORS],*lastdoorobj;\r
+extern int doornum;\r
+\r
+extern unsigned doorposition[MAXDOORS],pwallstate;\r
+\r
+extern byte far areaconnect[NUMAREAS][NUMAREAS];\r
+\r
+extern boolean areabyplayer[NUMAREAS];\r
+\r
+extern unsigned pwallstate;\r
+extern unsigned pwallpos; // amount a pushable wall has been moved (0-63)\r
+extern unsigned pwallx,pwally;\r
+extern int pwalldir;\r
+\r
+\r
+void InitDoorList (void);\r
+void InitStaticList (void);\r
+void SpawnStatic (int tilex, int tiley, int type);\r
+void SpawnDoor (int tilex, int tiley, boolean vertical, int lock);\r
+void MoveDoors (void);\r
+void MovePWalls (void);\r
+void OpenDoor (int door);\r
+void PlaceItemType (int itemtype, int tilex, int tiley);\r
+void PushWall (int checkx, int checky, int dir);\r
+void OperateDoor (int door);\r
+void InitAreas (void);\r
+\r
+/*\r
+=============================================================================\r
+\r
+ WL_ACT2 DEFINITIONS\r
+\r
+=============================================================================\r
+*/\r
+\r
+#define s_nakedbody s_static10\r
+\r
+extern statetype s_grddie1;\r
+extern statetype s_dogdie1;\r
+extern statetype s_ofcdie1;\r
+extern statetype s_mutdie1;\r
+extern statetype s_ssdie1;\r
+extern statetype s_bossdie1;\r
+extern statetype s_schabbdie1;\r
+extern statetype s_fakedie1;\r
+extern statetype s_mechadie1;\r
+extern statetype s_hitlerdie1;\r
+extern statetype s_greteldie1;\r
+extern statetype s_giftdie1;\r
+extern statetype s_fatdie1;\r
+\r
+extern statetype s_spectredie1;\r
+extern statetype s_angeldie1;\r
+extern statetype s_transdie0;\r
+extern statetype s_uberdie0;\r
+extern statetype s_willdie1;\r
+extern statetype s_deathdie1;\r
+\r
+\r
+extern statetype s_grdchase1;\r
+extern statetype s_dogchase1;\r
+extern statetype s_ofcchase1;\r
+extern statetype s_sschase1;\r
+extern statetype s_mutchase1;\r
+extern statetype s_bosschase1;\r
+extern statetype s_schabbchase1;\r
+extern statetype s_fakechase1;\r
+extern statetype s_mechachase1;\r
+extern statetype s_gretelchase1;\r
+extern statetype s_giftchase1;\r
+extern statetype s_fatchase1;\r
+\r
+extern statetype s_spectrechase1;\r
+extern statetype s_angelchase1;\r
+extern statetype s_transchase1;\r
+extern statetype s_uberchase1;\r
+extern statetype s_willchase1;\r
+extern statetype s_deathchase1;\r
+\r
+extern statetype s_blinkychase1;\r
+extern statetype s_hitlerchase1;\r
+\r
+extern statetype s_grdpain;\r
+extern statetype s_grdpain1;\r
+extern statetype s_ofcpain;\r
+extern statetype s_ofcpain1;\r
+extern statetype s_sspain;\r
+extern statetype s_sspain1;\r
+extern statetype s_mutpain;\r
+extern statetype s_mutpain1;\r
+\r
+extern statetype s_deathcam;\r
+\r
+extern statetype s_schabbdeathcam2;\r
+extern statetype s_hitlerdeathcam2;\r
+extern statetype s_giftdeathcam2;\r
+extern statetype s_fatdeathcam2;\r
+\r
+void SpawnStand (enemy_t which, int tilex, int tiley, int dir);\r
+void SpawnPatrol (enemy_t which, int tilex, int tiley, int dir);\r
+void KillActor (objtype *ob);\r
+\r
+void US_ControlPanel(byte);\r
+\r
+void SpawnDeadGuard (int tilex, int tiley);\r
+void SpawnBoss (int tilex, int tiley);\r
+void SpawnGretel (int tilex, int tiley);\r
+void SpawnTrans (int tilex, int tiley);\r
+void SpawnUber (int tilex, int tiley);\r
+void SpawnWill (int tilex, int tiley);\r
+void SpawnDeath (int tilex, int tiley);\r
+void SpawnAngel (int tilex, int tiley);\r
+void SpawnSpectre (int tilex, int tiley);\r
+void SpawnGhosts (int which, int tilex, int tiley);\r
+void SpawnSchabbs (int tilex, int tiley);\r
+void SpawnGift (int tilex, int tiley);\r
+void SpawnFat (int tilex, int tiley);\r
+void SpawnFakeHitler (int tilex, int tiley);\r
+void SpawnHitler (int tilex, int tiley);\r
+\r
+/*\r
+=============================================================================\r
+\r
+ WL_TEXT DEFINITIONS\r
+\r
+=============================================================================\r
+*/\r
+\r
+extern char helpfilename[],endfilename[];\r
+\r
+extern void HelpScreens(void);\r
+extern void EndText(void);\r
--- /dev/null
+ IDEAL\r
+ MODEL MEDIUM,C\r
+ P286\r
+\r
+SCREENSEG = 0a000h\r
+\r
+FINEANGLES = 3600\r
+DEG90 = 900\r
+DEG180 = 1800\r
+DEG270 = 2700\r
+DEG360 = 3600\r
+\r
+OP_JLE = 07eh\r
+OP_JGE = 07dh\r
+\r
+EXTRN finetangent:DWORD ; far array, starts at offset 0\r
+\r
+EXTRN HitHorizWall:FAR\r
+EXTRN HitVertWall:FAR\r
+EXTRN HitHorizDoor:FAR\r
+EXTRN HitVertDoor:FAR\r
+EXTRN HitHorizPWall:FAR\r
+EXTRN HitVertPWall:FAR\r
+\r
+\r
+DATASEG\r
+\r
+EXTRN viewwidth:WORD\r
+\r
+EXTRN tilemap:BYTE\r
+EXTRN spotvis:BYTE\r
+EXTRN pixelangle:WORD\r
+\r
+\r
+EXTRN midangle:WORD\r
+EXTRN angle:WORD\r
+\r
+EXTRN focaltx:WORD\r
+EXTRN focalty:WORD\r
+EXTRN viewtx:WORD\r
+EXTRN viewty:WORD\r
+EXTRN viewx:DWORD\r
+EXTRN viewy:DWORD\r
+\r
+EXTRN xpartialup:WORD\r
+EXTRN ypartialup:WORD\r
+EXTRN xpartialdown:WORD\r
+EXTRN ypartialdown:WORD\r
+\r
+EXTRN tilehit:WORD\r
+EXTRN pixx:WORD\r
+EXTRN wallheight:WORD ; array of VIEWWIDTH entries\r
+\r
+EXTRN xtile:WORD\r
+EXTRN ytile:WORD\r
+EXTRN xtilestep:WORD\r
+EXTRN ytilestep:WORD\r
+EXTRN xintercept:DWORD\r
+EXTRN yintercept:DWORD\r
+EXTRN xstep:DWORD\r
+EXTRN ystep:DWORD\r
+\r
+EXTRN doorposition:WORD ; table of door position values\r
+\r
+\r
+EXTRN pwallpos:WORD ; amound a pushable wall has been moved\r
+\r
+CODESEG\r
+\r
+;-------------------\r
+;\r
+; xpartialbyystep\r
+;\r
+; multiplies long [ystep] (possibly negative), by word [xpartial] (in BX)\r
+;\r
+; returns dx:ax\r
+; trashes bx,cx,di\r
+;\r
+;-------------------\r
+\r
+PROC xpartialbyystep NEAR\r
+;\r
+; setup\r
+;\r
+ mov ax,[WORD ystep]\r
+ mov cx,[WORD ystep+2]\r
+ or cx,cx ; is ystep negatice?\r
+ jns @@multpos\r
+;\r
+; multiply negative cx:ax by bx\r
+;\r
+ neg cx\r
+ neg ax\r
+ sbb cx,0\r
+\r
+ mul bx ; fraction*fraction\r
+ mov di,dx ; di is low word of result\r
+ mov ax,cx ;\r
+ mul bx ; units*fraction\r
+ add ax,di\r
+ adc dx,0\r
+\r
+ neg dx\r
+ neg ax\r
+ sbb dx,0\r
+ ret\r
+;\r
+; multiply positive cx:ax by bx\r
+;\r
+EVEN\r
+@@multpos:\r
+ mul bx ; fraction*fraction\r
+ mov di,dx ; di is low word of result\r
+ mov ax,cx ;\r
+ mul bx ; units*fraction\r
+ add ax,di\r
+ adc dx,0\r
+\r
+ ret\r
+\r
+ENDP\r
+\r
+\r
+\r
+;-------------------\r
+;\r
+; ypartialbyxstep\r
+;\r
+; multiplies long [xstep] (possibly negative), by word [ypartial] (in BP)\r
+;\r
+; returns dx:ax\r
+; trashes cx,di,bp\r
+;\r
+;-------------------\r
+\r
+PROC ypartialbyxstep NEAR\r
+;\r
+; setup\r
+;\r
+ mov ax,[WORD xstep]\r
+ mov cx,[WORD xstep+2]\r
+ or cx,cx ; is ystep negatice?\r
+ jns @@multpos\r
+;\r
+; multiply negative cx:ax by bx\r
+;\r
+ neg cx\r
+ neg ax\r
+ sbb cx,0\r
+\r
+ mul bp ; fraction*fraction\r
+ mov di,dx ; di is low word of result\r
+ mov ax,cx ;\r
+ mul bp ; units*fraction\r
+ add ax,di\r
+ adc dx,0\r
+\r
+ neg dx\r
+ neg ax\r
+ sbb dx,0\r
+ ret\r
+;\r
+; multiply positive cx:ax by bx\r
+;\r
+EVEN\r
+@@multpos:\r
+ mul bp ; fraction*fraction\r
+ mov di,dx ; di is low word of result\r
+ mov ax,cx ;\r
+ mul bp ; units*fraction\r
+ add ax,di\r
+ adc dx,0\r
+ ret\r
+\r
+ENDP\r
+\r
+\r
+;============================\r
+;\r
+; AsmRefresh\r
+;\r
+;\r
+;============================\r
+\r
+PROC AsmRefresh\r
+PUBLIC AsmRefresh\r
+\r
+ push si\r
+ push di\r
+ push bp\r
+\r
+ mov [pixx],0\r
+;---------------------------------------------------------------------------\r
+;\r
+; Setup to trace a ray through pixx view pixel\r
+;\r
+; CX : angle of the ray through pixx\r
+; ES : points to segment of finetangent array for this block of code\r
+;\r
+; Upon entrance to initialize block\r
+;\r
+; BX : xpartial\r
+; BP : ypartial\r
+;\r
+;---------------------------------------------------------------------------\r
+ EVEN\r
+pixxloop:\r
+ mov ax,SEG finetangent\r
+ mov es,ax\r
+ mov cx,[midangle] ; center of view area\r
+ mov bx,[pixx]\r
+ shl bx,1\r
+ add cx,[pixelangle+bx] ; delta for this pixel\r
+ cmp cx,0\r
+ jge not0\r
+;----------\r
+;\r
+; -90 - -1 degree arc\r
+;\r
+;----------\r
+ add cx,FINEANGLES ; -90 is the same as 270\r
+ jmp entry360\r
+\r
+not0:\r
+ cmp cx,DEG90\r
+ jge not90\r
+;----------\r
+;\r
+; 0-89 degree arc\r
+;\r
+;----------\r
+entry90:\r
+ mov [xtilestep],1 ; xtilestep = 1\r
+ mov [ytilestep],-1 ; ytilestep = -1\r
+ mov [BYTE cs:horizop],OP_JGE ; patch a jge in\r
+ mov [BYTE cs:vertop],OP_JLE ; patch a jle in\r
+ mov bx,DEG90-1\r
+ sub bx,cx\r
+ ;begin 8086 hack\r
+ ;shl bx,2\r
+ shl bx,1\r
+ shl bx,1\r
+ ;end 8086 hack\r
+ mov ax,[es:bx]\r
+ mov dx,[es:bx+2]\r
+ mov [WORD xstep],ax\r
+ mov [WORD xstep+2],dx ; xstep = finetangent[DEG90-1-angle]\r
+ mov bx,cx\r
+ ;begin 8086 hack\r
+ ;shl bx,2\r
+ shl bx,1\r
+ shl bx,1\r
+ ;end 8086 hack\r
+ mov ax,[es:bx]\r
+ mov dx,[es:bx+2]\r
+ neg dx\r
+ neg ax\r
+ sbb dx,0\r
+ mov [WORD ystep],ax\r
+ mov [WORD ystep+2],dx ; ystep = -finetangent[angle]\r
+\r
+ mov bx,[xpartialup] ; xpartial = xpartialup\r
+ mov bp,[ypartialdown] ; ypartial = ypartialdown\r
+ jmp initvars\r
+\r
+not90:\r
+ cmp cx,DEG180\r
+ jge not180\r
+;----------\r
+;\r
+; 90-179 degree arc\r
+;\r
+;----------\r
+ mov ax,-1\r
+ mov [xtilestep],ax ; xtilestep = -1\r
+ mov [ytilestep],ax ; ytilestep = -1\r
+ mov [BYTE cs:horizop],OP_JLE ; patch a jle in\r
+ mov [BYTE cs:vertop],OP_JLE ; patch a jle in\r
+\r
+ mov bx,cx\r
+ ;begin 8086 hack\r
+ ;shl bx,2\r
+ shl bx,1\r
+ shl bx,1\r
+ ;end 8086 hack\r
+ mov ax,[es:bx-DEG90*4]\r
+ mov dx,[es:bx+2-DEG90*4]\r
+ neg dx\r
+ neg ax\r
+ sbb dx,0\r
+ mov [WORD xstep],ax\r
+ mov [WORD xstep+2],dx ; xstep = -finetangent[angle-DEG90]\r
+ mov bx,DEG180-1\r
+ sub bx,cx\r
+ ;begin 8086 hack\r
+ ;shl bx,2\r
+ shl bx,1\r
+ shl bx,1\r
+ ;end 8086 hack\r
+ mov ax,[es:bx]\r
+ mov dx,[es:bx+2]\r
+ neg dx\r
+ neg ax\r
+ sbb dx,0\r
+ mov [WORD ystep],ax\r
+ mov [WORD ystep+2],dx ; ystep = -finetangent[DEG180-1-angle]\r
+\r
+ mov bx,[xpartialdown] ; xpartial = xpartialdown\r
+ mov bp,[ypartialdown] ; ypartial = ypartialdown\r
+ jmp initvars\r
+\r
+not180:\r
+ cmp cx,DEG270\r
+ jge not270\r
+;----------\r
+;\r
+; 180-269 degree arc\r
+;\r
+;----------\r
+ mov [xtilestep],-1 ; xtilestep = -1\r
+ mov [ytilestep],1 ; ytilestep = 1\r
+ mov [BYTE cs:horizop],OP_JLE ; patch a jle in\r
+ mov [BYTE cs:vertop],OP_JGE ; patch a jge in\r
+\r
+ mov bx,DEG270-1\r
+ sub bx,cx\r
+ ;begin 8086 hack\r
+ ;shl bx,2\r
+ shl bx,1\r
+ shl bx,1\r
+ ;end 8086 hack\r
+ mov ax,[es:bx]\r
+ mov dx,[es:bx+2]\r
+ neg dx\r
+ neg ax\r
+ sbb dx,0\r
+ mov [WORD xstep],ax\r
+ mov [WORD xstep+2],dx ; xstep = -finetangent[DEG270-1-angle]\r
+ mov bx,cx\r
+ ;begin 8086 hack\r
+ ;shl bx,2\r
+ shl bx,1\r
+ shl bx,1\r
+ ;end 8086 hack\r
+ mov ax,[es:bx-DEG180*4]\r
+ mov dx,[es:bx+2-DEG180*4]\r
+ mov [WORD ystep],ax\r
+ mov [WORD ystep+2],dx ; ystep = finetangent[angle-DEG180]\r
+\r
+ mov bx,[xpartialdown] ; xpartial = xpartialdown\r
+ mov bp,[ypartialup] ; ypartial = ypartialup\r
+ jmp initvars\r
+\r
+\r
+not270:\r
+ cmp cx,DEG360\r
+ jge not360\r
+;----------\r
+;\r
+; 270-359 degree arc\r
+;\r
+;----------\r
+entry360:\r
+ mov ax,1\r
+ mov [xtilestep],ax ; xtilestep = 1\r
+ mov [ytilestep],ax ; ytilestep = 1\r
+ mov [BYTE cs:horizop],OP_JGE ; patch a jge in\r
+ mov [BYTE cs:vertop],OP_JGE ; patch a jge in\r
+\r
+ mov bx,cx\r
+ ;begin 8086 hack\r
+ ;shl bx,2\r
+ shl bx,1\r
+ shl bx,1\r
+ ;end 8086 hack\r
+ mov ax,[es:bx-DEG270*4]\r
+ mov dx,[es:bx+2-DEG270*4]\r
+ mov [WORD xstep],ax\r
+ mov [WORD xstep+2],dx ; xstep = finetangent[angle-DEG270]\r
+ mov bx,DEG360-1\r
+ sub bx,cx\r
+ ;begin 8086 hack\r
+ ;shl bx,2\r
+ shl bx,1\r
+ shl bx,1\r
+ ;end 8086 hack\r
+ mov ax,[es:bx]\r
+ mov dx,[es:bx+2]\r
+ mov [WORD ystep],ax\r
+ mov [WORD ystep+2],dx ; ystep = finetangent[DEG360-1-angle]\r
+\r
+ mov bx,[xpartialup] ; xpartial = xpartialup\r
+ mov bp,[ypartialup] ; ypartial = ypartialup\r
+ jmp initvars\r
+\r
+\r
+not360:\r
+;----------\r
+;\r
+; 360-449 degree arc\r
+;\r
+;----------\r
+ sub cx,FINEANGLES ; -449 is the same as 89\r
+ jmp entry90\r
+\r
+;---------------------------------------------------------------------------\r
+;\r
+; initialise variables for intersection testing\r
+;\r
+;---------------------------------------------------------------------------\r
+initvars:\r
+ call NEAR xpartialbyystep ; xpartial is in BX\r
+ add ax,[WORD viewy]\r
+ adc dx,[WORD viewy+2]\r
+ mov [WORD yintercept],ax\r
+ mov [WORD yintercept+2],dx\r
+\r
+ mov si,[focaltx]\r
+ add si,[xtilestep]\r
+ mov [xtile],si ; xtile = focaltx+xtilestep\r
+ ;begin 8086 hack\r
+ ;shl si,6\r
+ push cx\r
+ mov cl,6\r
+ shl si,cl\r
+ pop cx\r
+ ;end 8086 hack\r
+ add si,dx ; xspot = (xtile<<6) + yinttile\r
+\r
+\r
+ call NEAR ypartialbyxstep ; ypartial is in BP\r
+ add ax,[WORD viewx]\r
+ adc dx,[WORD viewx+2]\r
+ mov [WORD xintercept],ax\r
+ mov cx,dx\r
+\r
+ mov bx,[focalty]\r
+ add bx,[ytilestep]\r
+ mov bp,bx ; ytile = focalty+ytilestep\r
+ mov di,dx\r
+ ;begin 8086 hack\r
+ ;shl di,6\r
+ push cx\r
+ mov cl,6\r
+ shl di,cl\r
+ pop cx\r
+ ;end 8086 hack\r
+ add di,bx ; yspot = (xinttile<<6) + ytile\r
+\r
+ mov bx,[xtile]\r
+ mov dx,[WORD yintercept+2]\r
+ mov ax,SCREENSEG\r
+ mov es,ax ; faster than mov es,[screenseg]\r
+\r
+\r
+;---------------------------------------------------------------------------\r
+;\r
+; trace along this angle until we hit a wall\r
+;\r
+; CORE LOOP!\r
+;\r
+; All variables are killed when a wall is hit\r
+;\r
+; AX : scratch\r
+; BX : xtile\r
+; CX : high word of xintercept\r
+; DX : high word of yintercept\r
+; SI : xspot (yinttile<<6)+xtile (index into tilemap and spotvis)\r
+; DI : yspot (xinttile<<6)+ytile (index into tilemap and spotvis)\r
+; BP : ytile\r
+; ES : screenseg\r
+;\r
+;---------------------------------------------------------------------------\r
+\r
+;-----------\r
+;\r
+; check intersections with vertical walls\r
+;\r
+;-----------\r
+\r
+ EVEN\r
+vertcheck:\r
+ cmp dx,bp\r
+vertop: ; 0x7e = jle (ytilestep==-1)\r
+ jle horizentry ; 0x7d = jge (ytilestep==1)\r
+vertentry:\r
+ test [BYTE tilemap+si],0ffh ; tilehit = *((byte *)tilemap+xspot);\r
+ jnz hitvert\r
+passvert:\r
+ mov [BYTE spotvis+si],1 ; *((byte *)spotvis+xspot) = true;\r
+ add bx,[xtilestep] ; xtile+=xtilestep\r
+ mov ax,[WORD ystep]\r
+ add [WORD yintercept],ax ; yintercept += ystep\r
+ adc dx,[WORD ystep+2]\r
+ mov si,bx\r
+ ;begin 8086 hack\r
+ ;shl si,6\r
+ push cx\r
+ mov cl,6\r
+ shl si,cl\r
+ pop cx\r
+ ;end 8086 hack\r
+ add si,dx ; xspot = (xtile<<6)+yinttile\r
+ jmp vertcheck\r
+\r
+ EVEN\r
+hitvert:\r
+ mov al,[BYTE tilemap+si] ; tilehit = *((byte *)tilemap+xspot);\r
+ mov [BYTE tilehit],al\r
+ or al,al ; set flags\r
+ jns notvertdoor\r
+ jmp vertdoor\r
+notvertdoor:\r
+ mov [WORD xintercept],0\r
+ mov [WORD xintercept+2],bx\r
+ mov [xtile],bx\r
+ mov [WORD yintercept+2],dx\r
+ mov [ytile],dx\r
+ call FAR HitVertWall\r
+ jmp nextpix\r
+\r
+\r
+;-----------\r
+;\r
+; check intersections with horizontal walls\r
+;\r
+;-----------\r
+ EVEN\r
+horizcheck:\r
+ cmp cx,bx\r
+horizop: ; 0x7e = jle (xtilestep==-1)\r
+ jle vertentry ; 0x7d = jge (xtilestep==1)\r
+horizentry:\r
+ test [BYTE tilemap+di],0ffh ; tilehit = *((byte *)tilemap+yspot);\r
+ jnz hithoriz\r
+passhoriz:\r
+ mov [BYTE spotvis+di],1 ; *((byte *)spotvis+yspot) = true;\r
+ add bp,[ytilestep] ; ytile+=ytilestep\r
+ mov ax,[WORD xstep]\r
+ add [WORD xintercept],ax ; xintercept += xstep\r
+ adc cx,[WORD xstep+2]\r
+ mov di,cx\r
+ ;begin 8086 hack\r
+ ;shl di,6\r
+ push cx\r
+ mov cl,6\r
+ shl di,cl\r
+ pop cx\r
+ ;end 8086 hack\r
+ add di,bp ; yspot = (xinttile<<6)+ytile\r
+ jmp horizcheck\r
+\r
+ EVEN\r
+hithoriz:\r
+ mov al,[BYTE tilemap+di] ; tilehit = *((byte *)tilemap+yspot);\r
+ mov [BYTE tilehit],al\r
+ or al,al ; set flags\r
+ js horizdoor\r
+ mov [WORD xintercept+2],cx\r
+ mov [xtile],cx\r
+ mov [WORD yintercept],0\r
+ mov [WORD yintercept+2],bp\r
+ mov [ytile],bp\r
+ call FAR HitHorizWall\r
+ jmp nextpix\r
+\r
+;---------------------------------------------------------------------------\r
+;\r
+; next pixel over\r
+;\r
+;---------------------------------------------------------------------------\r
+\r
+nextpix:\r
+ mov ax,[pixx]\r
+ inc ax\r
+ mov [pixx],ax\r
+ cmp ax,[viewwidth]\r
+ jge done\r
+ jmp pixxloop\r
+done:\r
+ pop bp\r
+ pop di\r
+ pop si\r
+ retf\r
+\r
+;===========================================================================\r
+\r
+;=============\r
+;\r
+; hit a special horizontal wall, so find which coordinate a door would be\r
+; intersected at, and check to see if the door is open past that point\r
+;\r
+;=============\r
+horizdoor:\r
+ mov [xtile],bx ; save off live register variables\r
+ mov [WORD yintercept+2],dx\r
+\r
+ test al,040h ; both high bits set == pushable wall\r
+ jnz horizpushwall\r
+\r
+ mov bx,ax\r
+ and bx,7fh ; strip high bit\r
+ shl bx,1 ; index into word width door table\r
+\r
+ mov ax,[WORD xstep]\r
+ mov dx,[WORD xstep+2]\r
+ sar dx,1\r
+ rcr ax,1 ; half a step gets to door position\r
+\r
+ add ax,[WORD xintercept] ; add half step to current intercept pos\r
+ adc dx,cx ; CX hold high word of xintercept\r
+\r
+ cmp cx,dx ; is it still in the same tile?\r
+ je hithmid\r
+;\r
+; midpoint is outside tile, so it hit the side of the wall before a door\r
+;\r
+continuehoriz:\r
+ mov bx,[xtile] ; reload register variables\r
+ mov dx,[WORD yintercept+2]\r
+ jmp passhoriz ; continue tracing\r
+;\r
+; the trace hit the door plane at pixel position AX, see if the door is\r
+; closed that much\r
+;\r
+hithmid:\r
+ cmp ax,[doorposition+bx] ; position of leading edge of door\r
+ jb continuehoriz\r
+;\r
+; draw the door\r
+;\r
+ mov [WORD xintercept],ax ; save pixel intercept position\r
+ mov [WORD xintercept+2],cx\r
+\r
+ mov [WORD yintercept],8000h ; intercept in middle of tile\r
+ mov [WORD yintercept+2],bp\r
+\r
+ call FAR HitHorizDoor\r
+ jmp nextpix\r
+\r
+;============\r
+;\r
+; hit a sliding horizontal wall\r
+;\r
+;============\r
+\r
+horizpushwall:\r
+ mov ax,[WORD xstep+2] ; multiply xstep by pwallmove (0-63)\r
+ mul [pwallpos]\r
+ mov bx,ax\r
+ mov ax,[WORD xstep]\r
+ mul [pwallpos]\r
+ add dx,bx\r
+\r
+ sar dx,1 ; then divide by 64 to accomplish a\r
+ rcr ax,1 ; fixed point multiplication\r
+ sar dx,1\r
+ rcr ax,1\r
+ sar dx,1\r
+ rcr ax,1\r
+ sar dx,1\r
+ rcr ax,1\r
+ sar dx,1\r
+ rcr ax,1\r
+ sar dx,1\r
+ rcr ax,1\r
+\r
+ add ax,[WORD xintercept] ; add partial step to current intercept\r
+ adc dx,cx ; CX hold high word of xintercept\r
+\r
+ cmp cx,dx ; is it still in the same tile?\r
+ jne continuehoriz ; no, it hit the side\r
+\r
+;\r
+; draw the pushable wall at the new height\r
+;\r
+ mov [WORD xintercept],ax ; save pixel intercept position\r
+ mov [WORD xintercept+2],dx\r
+\r
+ mov [WORD yintercept+2],bp\r
+ mov [WORD yintercept],0\r
+\r
+ call FAR HitHorizPWall\r
+ jmp nextpix\r
+\r
+\r
+\r
+;===========================================================================\r
+\r
+;=============\r
+;\r
+; hit a special vertical wall, so find which coordinate a door would be\r
+; intersected at, and check to see if the door is open past that point\r
+;\r
+;=============\r
+vertdoor:\r
+ mov [xtile],bx ; save off live register variables\r
+ mov [WORD yintercept+2],dx\r
+\r
+ test al,040h ; both high bits set == pushable wall\r
+ jnz vertpushwall\r
+\r
+ mov bx,ax\r
+ and bx,7fh ; strip high bit\r
+ shl bx,1 ; index into word width doorposition\r
+\r
+ mov ax,[WORD ystep]\r
+ mov dx,[WORD ystep+2]\r
+ sar dx,1\r
+ rcr ax,1 ; half a step gets to door position\r
+\r
+ add ax,[WORD yintercept] ; add half step to current intercept pos\r
+ adc dx,[WORD yintercept+2]\r
+\r
+ cmp [WORD yintercept+2],dx ; is it still in the same tile?\r
+ je hitvmid\r
+;\r
+; midpoint is outside tile, so it hit the side of the wall before a door\r
+;\r
+continuevert:\r
+ mov bx,[xtile] ; reload register variables\r
+ mov dx,[WORD yintercept+2]\r
+ jmp passvert ; continue tracing\r
+;\r
+; the trace hit the door plane at pixel position AX, see if the door is\r
+; closed that much\r
+;\r
+hitvmid:\r
+ cmp ax,[doorposition+bx] ; position of leading edge of door\r
+ jb continuevert\r
+;\r
+; draw the door\r
+;\r
+ mov [WORD yintercept],ax ; save pixel intercept position\r
+ mov [WORD xintercept],8000h ; intercept in middle of tile\r
+ mov ax,[xtile]\r
+ mov [WORD xintercept+2],ax\r
+\r
+ call FAR HitVertDoor\r
+ jmp nextpix\r
+\r
+;============\r
+;\r
+; hit a sliding vertical wall\r
+;\r
+;============\r
+\r
+vertpushwall:\r
+ mov ax,[WORD ystep+2] ; multiply ystep by pwallmove (0-63)\r
+ mul [pwallpos]\r
+ mov bx,ax\r
+ mov ax,[WORD ystep]\r
+ mul [pwallpos]\r
+ add dx,bx\r
+\r
+ sar dx,1 ; then divide by 64 to accomplish a\r
+ rcr ax,1 ; fixed point multiplication\r
+ sar dx,1\r
+ rcr ax,1\r
+ sar dx,1\r
+ rcr ax,1\r
+ sar dx,1\r
+ rcr ax,1\r
+ sar dx,1\r
+ rcr ax,1\r
+ sar dx,1\r
+ rcr ax,1\r
+\r
+ add ax,[WORD yintercept] ; add partial step to current intercept\r
+ adc dx,[WORD yintercept+2]\r
+\r
+ cmp [WORD yintercept+2],dx ; is it still in the same tile?\r
+ jne continuevert ; no, it hit the side\r
+\r
+;\r
+; draw the pushable wall at the new height\r
+;\r
+ mov [WORD yintercept],ax ; save pixel intercept position\r
+ mov [WORD yintercept+2],dx\r
+\r
+ mov bx,[xtile]\r
+ mov [WORD xintercept+2],bx\r
+ mov [WORD xintercept],0\r
+\r
+ call FAR HitVertPWall\r
+ jmp nextpix\r
+\r
+\r
+\r
+ENDP\r
+\r
+\r
+END\r
+\r
+\r
--- /dev/null
+// WL_DRAW.C\r
+\r
+#include "WL_DEF.H"\r
+#include <DOS.H>\r
+#pragma hdrstop\r
+\r
+//#define DEBUGWALLS\r
+//#define DEBUGTICS\r
+\r
+/*\r
+=============================================================================\r
+\r
+ LOCAL CONSTANTS\r
+\r
+=============================================================================\r
+*/\r
+\r
+// the door is the last picture before the sprites\r
+#define DOORWALL (PMSpriteStart-8)\r
+\r
+#define ACTORSIZE 0x4000\r
+\r
+/*\r
+=============================================================================\r
+\r
+ GLOBAL VARIABLES\r
+\r
+=============================================================================\r
+*/\r
+\r
+\r
+#ifdef DEBUGWALLS\r
+unsigned screenloc[3]= {0,0,0};\r
+#else\r
+unsigned screenloc[3]= {PAGE1START,PAGE2START,PAGE3START};\r
+#endif\r
+unsigned freelatch = FREESTART;\r
+\r
+long lasttimecount;\r
+long frameon;\r
+\r
+unsigned wallheight[MAXVIEWWIDTH];\r
+\r
+fixed tileglobal = TILEGLOBAL;\r
+fixed mindist = MINDIST;\r
+\r
+\r
+//\r
+// math tables\r
+//\r
+int pixelangle[MAXVIEWWIDTH];\r
+long far finetangent[FINEANGLES/4];\r
+fixed far sintable[ANGLES+ANGLES/4],far *costable = sintable+(ANGLES/4);\r
+\r
+//\r
+// refresh variables\r
+//\r
+fixed viewx,viewy; // the focal point\r
+int viewangle;\r
+fixed viewsin,viewcos;\r
+\r
+\r
+\r
+fixed FixedByFrac (fixed a, fixed b);\r
+void TransformActor (objtype *ob);\r
+void BuildTables (void);\r
+void ClearScreen (void);\r
+int CalcRotate (objtype *ob);\r
+void DrawScaleds (void);\r
+void CalcTics (void);\r
+void FixOfs (void);\r
+void ThreeDRefresh (void);\r
+\r
+\r
+\r
+//\r
+// wall optimization variables\r
+//\r
+int lastside; // true for vertical\r
+long lastintercept;\r
+int lasttilehit;\r
+\r
+\r
+//\r
+// ray tracing variables\r
+//\r
+int focaltx,focalty,viewtx,viewty;\r
+\r
+int midangle,angle;\r
+unsigned xpartial,ypartial;\r
+unsigned xpartialup,xpartialdown,ypartialup,ypartialdown;\r
+unsigned xinttile,yinttile;\r
+\r
+unsigned tilehit;\r
+unsigned pixx;\r
+\r
+int xtile,ytile;\r
+int xtilestep,ytilestep;\r
+long xintercept,yintercept;\r
+long xstep,ystep;\r
+\r
+int horizwall[MAXWALLTILES],vertwall[MAXWALLTILES];\r
+\r
+\r
+/*\r
+=============================================================================\r
+\r
+ LOCAL VARIABLES\r
+\r
+=============================================================================\r
+*/\r
+\r
+\r
+void AsmRefresh (void); // in WL_DR_A.ASM\r
+\r
+/*\r
+============================================================================\r
+\r
+ 3 - D DEFINITIONS\r
+\r
+============================================================================\r
+*/\r
+\r
+\r
+//==========================================================================\r
+\r
+\r
+/*\r
+========================\r
+=\r
+= FixedByFrac\r
+=\r
+= multiply a 16/16 bit, 2's complement fixed point number by a 16 bit\r
+= fraction, passed as a signed magnitude 32 bit number\r
+=\r
+========================\r
+*/\r
+\r
+#pragma warn -rvl // I stick the return value in with ASMs\r
+\r
+fixed FixedByFrac (fixed a, fixed b)\r
+{\r
+//\r
+// setup\r
+//\r
+asm mov si,[WORD PTR b+2] // sign of result = sign of fraction\r
+\r
+asm mov ax,[WORD PTR a]\r
+asm mov cx,[WORD PTR a+2]\r
+\r
+asm or cx,cx\r
+asm jns aok: // negative?\r
+asm neg cx\r
+asm neg ax\r
+asm sbb cx,0\r
+asm xor si,0x8000 // toggle sign of result\r
+aok:\r
+\r
+//\r
+// multiply cx:ax by bx\r
+//\r
+asm mov bx,[WORD PTR b]\r
+asm mul bx // fraction*fraction\r
+asm mov di,dx // di is low word of result\r
+asm mov ax,cx //\r
+asm mul bx // units*fraction\r
+asm add ax,di\r
+asm adc dx,0\r
+\r
+//\r
+// put result dx:ax in 2's complement\r
+//\r
+asm test si,0x8000 // is the result negative?\r
+asm jz ansok:\r
+asm neg dx\r
+asm neg ax\r
+asm sbb dx,0\r
+\r
+ansok:;\r
+\r
+}\r
+\r
+#pragma warn +rvl\r
+\r
+//==========================================================================\r
+\r
+/*\r
+========================\r
+=\r
+= TransformActor\r
+=\r
+= Takes paramaters:\r
+= gx,gy : globalx/globaly of point\r
+=\r
+= globals:\r
+= viewx,viewy : point of view\r
+= viewcos,viewsin : sin/cos of viewangle\r
+= scale : conversion from global value to screen value\r
+=\r
+= sets:\r
+= screenx,transx,transy,screenheight: projected edge location and size\r
+=\r
+========================\r
+*/\r
+\r
+\r
+//\r
+// transform actor\r
+//\r
+void TransformActor (objtype *ob)\r
+{\r
+ int ratio;\r
+ fixed gx,gy,gxt,gyt,nx,ny;\r
+ long temp;\r
+\r
+//\r
+// translate point to view centered coordinates\r
+//\r
+ gx = ob->x-viewx;\r
+ gy = ob->y-viewy;\r
+\r
+//\r
+// calculate newx\r
+//\r
+ gxt = FixedByFrac(gx,viewcos);\r
+ gyt = FixedByFrac(gy,viewsin);\r
+ nx = gxt-gyt-ACTORSIZE; // fudge the shape forward a bit, because\r
+ // the midpoint could put parts of the shape\r
+ // into an adjacent wall\r
+\r
+//\r
+// calculate newy\r
+//\r
+ gxt = FixedByFrac(gx,viewsin);\r
+ gyt = FixedByFrac(gy,viewcos);\r
+ ny = gyt+gxt;\r
+\r
+//\r
+// calculate perspective ratio\r
+//\r
+ ob->transx = nx;\r
+ ob->transy = ny;\r
+\r
+ if (nx<mindist) // too close, don't overflow the divide\r
+ {\r
+ ob->viewheight = 0;\r
+ return;\r
+ }\r
+\r
+ ob->viewx = centerx + ny*scale/nx; // DEBUG: use assembly divide\r
+\r
+//\r
+// calculate height (heightnumerator/(nx>>8))\r
+//\r
+ asm mov ax,[WORD PTR heightnumerator]\r
+ asm mov dx,[WORD PTR heightnumerator+2]\r
+ asm idiv [WORD PTR nx+1] // nx>>8\r
+ asm mov [WORD PTR temp],ax\r
+ asm mov [WORD PTR temp+2],dx\r
+\r
+ ob->viewheight = temp;\r
+}\r
+\r
+//==========================================================================\r
+\r
+/*\r
+========================\r
+=\r
+= TransformTile\r
+=\r
+= Takes paramaters:\r
+= tx,ty : tile the object is centered in\r
+=\r
+= globals:\r
+= viewx,viewy : point of view\r
+= viewcos,viewsin : sin/cos of viewangle\r
+= scale : conversion from global value to screen value\r
+=\r
+= sets:\r
+= screenx,transx,transy,screenheight: projected edge location and size\r
+=\r
+= Returns true if the tile is withing getting distance\r
+=\r
+========================\r
+*/\r
+\r
+boolean TransformTile (int tx, int ty, int *dispx, int *dispheight)\r
+{\r
+ int ratio;\r
+ fixed gx,gy,gxt,gyt,nx,ny;\r
+ long temp;\r
+\r
+//\r
+// translate point to view centered coordinates\r
+//\r
+ gx = ((long)tx<<TILESHIFT)+0x8000-viewx;\r
+ gy = ((long)ty<<TILESHIFT)+0x8000-viewy;\r
+\r
+//\r
+// calculate newx\r
+//\r
+ gxt = FixedByFrac(gx,viewcos);\r
+ gyt = FixedByFrac(gy,viewsin);\r
+ nx = gxt-gyt-0x2000; // 0x2000 is size of object\r
+\r
+//\r
+// calculate newy\r
+//\r
+ gxt = FixedByFrac(gx,viewsin);\r
+ gyt = FixedByFrac(gy,viewcos);\r
+ ny = gyt+gxt;\r
+\r
+\r
+//\r
+// calculate perspective ratio\r
+//\r
+ if (nx<mindist) // too close, don't overflow the divide\r
+ {\r
+ *dispheight = 0;\r
+ return false;\r
+ }\r
+\r
+ *dispx = centerx + ny*scale/nx; // DEBUG: use assembly divide\r
+\r
+//\r
+// calculate height (heightnumerator/(nx>>8))\r
+//\r
+ asm mov ax,[WORD PTR heightnumerator]\r
+ asm mov dx,[WORD PTR heightnumerator+2]\r
+ asm idiv [WORD PTR nx+1] // nx>>8\r
+ asm mov [WORD PTR temp],ax\r
+ asm mov [WORD PTR temp+2],dx\r
+\r
+ *dispheight = temp;\r
+\r
+//\r
+// see if it should be grabbed\r
+//\r
+ if (nx<TILEGLOBAL && ny>-TILEGLOBAL/2 && ny<TILEGLOBAL/2)\r
+ return true;\r
+ else\r
+ return false;\r
+}\r
+\r
+//==========================================================================\r
+\r
+/*\r
+====================\r
+=\r
+= CalcHeight\r
+=\r
+= Calculates the height of xintercept,yintercept from viewx,viewy\r
+=\r
+====================\r
+*/\r
+\r
+#pragma warn -rvl // I stick the return value in with ASMs\r
+\r
+int CalcHeight (void)\r
+{\r
+ int transheight;\r
+ int ratio;\r
+ fixed gxt,gyt,nx,ny;\r
+ long gx,gy;\r
+\r
+ gx = xintercept-viewx;\r
+ gxt = FixedByFrac(gx,viewcos);\r
+\r
+ gy = yintercept-viewy;\r
+ gyt = FixedByFrac(gy,viewsin);\r
+\r
+ nx = gxt-gyt;\r
+\r
+ //\r
+ // calculate perspective ratio (heightnumerator/(nx>>8))\r
+ //\r
+ if (nx<mindist)\r
+ nx=mindist; // don't let divide overflow\r
+\r
+ asm mov ax,[WORD PTR heightnumerator]\r
+ asm mov dx,[WORD PTR heightnumerator+2]\r
+ asm idiv [WORD PTR nx+1] // nx>>8\r
+}\r
+\r
+\r
+//==========================================================================\r
+\r
+/*\r
+===================\r
+=\r
+= ScalePost\r
+=\r
+===================\r
+*/\r
+\r
+long postsource;\r
+unsigned postx;\r
+unsigned postwidth;\r
+\r
+void near ScalePost (void) // VGA version\r
+{\r
+ asm mov ax,SCREENSEG\r
+ asm mov es,ax\r
+\r
+ asm mov bx,[postx]\r
+ asm shl bx,1\r
+ asm mov bp,WORD PTR [wallheight+bx] // fractional height (low 3 bits frac)\r
+ asm and bp,0xfff8 // bp = heightscaler*4\r
+ asm shr bp,1\r
+ asm cmp bp,[maxscaleshl2]\r
+ asm jle heightok\r
+ asm mov bp,[maxscaleshl2]\r
+heightok:\r
+ asm add bp,OFFSET fullscalefarcall\r
+ //\r
+ // scale a byte wide strip of wall\r
+ //\r
+ asm mov bx,[postx]\r
+ asm mov di,bx\r
+ asm shr di,1 // X in bytes\r
+ asm shr di,1\r
+ asm add di,[bufferofs]\r
+\r
+ asm and bx,3\r
+ /* begin 8086 hack\r
+ asm shl bx,3\r
+ */\r
+ asm push cx\r
+ asm mov cl,3\r
+ asm shl bx,cl\r
+ asm pop cx\r
+ /* end 8086 hack */\r
+ asm add bx,[postwidth]\r
+\r
+ asm mov al,BYTE PTR [mapmasks1-1+bx] // -1 because no widths of 0\r
+ asm mov dx,SC_INDEX+1\r
+ asm out dx,al // set bit mask register\r
+ asm lds si,DWORD PTR [postsource]\r
+ asm call DWORD PTR [bp] // scale the line of pixels\r
+\r
+ asm mov al,BYTE PTR [ss:mapmasks2-1+bx] // -1 because no widths of 0\r
+ asm or al,al\r
+ asm jz nomore\r
+\r
+ //\r
+ // draw a second byte for vertical strips that cross two bytes\r
+ //\r
+ asm inc di\r
+ asm out dx,al // set bit mask register\r
+ asm call DWORD PTR [bp] // scale the line of pixels\r
+\r
+ asm mov al,BYTE PTR [ss:mapmasks3-1+bx] // -1 because no widths of 0\r
+ asm or al,al\r
+ asm jz nomore\r
+ //\r
+ // draw a third byte for vertical strips that cross three bytes\r
+ //\r
+ asm inc di\r
+ asm out dx,al // set bit mask register\r
+ asm call DWORD PTR [bp] // scale the line of pixels\r
+\r
+\r
+nomore:\r
+ asm mov ax,ss\r
+ asm mov ds,ax\r
+}\r
+\r
+void FarScalePost (void) // just so other files can call\r
+{\r
+ ScalePost ();\r
+}\r
+\r
+\r
+/*\r
+====================\r
+=\r
+= HitVertWall\r
+=\r
+= tilehit bit 7 is 0, because it's not a door tile\r
+= if bit 6 is 1 and the adjacent tile is a door tile, use door side pic\r
+=\r
+====================\r
+*/\r
+\r
+void HitVertWall (void)\r
+{\r
+ int wallpic;\r
+ unsigned texture;\r
+\r
+ texture = (yintercept>>4)&0xfc0;\r
+ if (xtilestep == -1)\r
+ {\r
+ texture = 0xfc0-texture;\r
+ xintercept += TILEGLOBAL;\r
+ }\r
+ wallheight[pixx] = CalcHeight();\r
+\r
+ if (lastside==1 && lastintercept == xtile && lasttilehit == tilehit)\r
+ {\r
+ // in the same wall type as last time, so check for optimized draw\r
+ if (texture == (unsigned)postsource)\r
+ {\r
+ // wide scale\r
+ postwidth++;\r
+ wallheight[pixx] = wallheight[pixx-1];\r
+ return;\r
+ }\r
+ else\r
+ {\r
+ ScalePost ();\r
+ (unsigned)postsource = texture;\r
+ postwidth = 1;\r
+ postx = pixx;\r
+ }\r
+ }\r
+ else\r
+ {\r
+ // new wall\r
+ if (lastside != -1) // if not the first scaled post\r
+ ScalePost ();\r
+\r
+ lastside = true;\r
+ lastintercept = xtile;\r
+\r
+ lasttilehit = tilehit;\r
+ postx = pixx;\r
+ postwidth = 1;\r
+\r
+ if (tilehit & 0x40)\r
+ { // check for adjacent doors\r
+ ytile = yintercept>>TILESHIFT;\r
+ if ( tilemap[xtile-xtilestep][ytile]&0x80 )\r
+ wallpic = DOORWALL+3;\r
+ else\r
+ wallpic = vertwall[tilehit & ~0x40];\r
+ }\r
+ else\r
+ wallpic = vertwall[tilehit];\r
+\r
+ *( ((unsigned *)&postsource)+1) = (unsigned)PM_GetPage(wallpic);\r
+ (unsigned)postsource = texture;\r
+\r
+ }\r
+}\r
+\r
+\r
+/*\r
+====================\r
+=\r
+= HitHorizWall\r
+=\r
+= tilehit bit 7 is 0, because it's not a door tile\r
+= if bit 6 is 1 and the adjacent tile is a door tile, use door side pic\r
+=\r
+====================\r
+*/\r
+\r
+void HitHorizWall (void)\r
+{\r
+ int wallpic;\r
+ unsigned texture;\r
+\r
+ texture = (xintercept>>4)&0xfc0;\r
+ if (ytilestep == -1)\r
+ yintercept += TILEGLOBAL;\r
+ else\r
+ texture = 0xfc0-texture;\r
+ wallheight[pixx] = CalcHeight();\r
+\r
+ if (lastside==0 && lastintercept == ytile && lasttilehit == tilehit)\r
+ {\r
+ // in the same wall type as last time, so check for optimized draw\r
+ if (texture == (unsigned)postsource)\r
+ {\r
+ // wide scale\r
+ postwidth++;\r
+ wallheight[pixx] = wallheight[pixx-1];\r
+ return;\r
+ }\r
+ else\r
+ {\r
+ ScalePost ();\r
+ (unsigned)postsource = texture;\r
+ postwidth = 1;\r
+ postx = pixx;\r
+ }\r
+ }\r
+ else\r
+ {\r
+ // new wall\r
+ if (lastside != -1) // if not the first scaled post\r
+ ScalePost ();\r
+\r
+ lastside = 0;\r
+ lastintercept = ytile;\r
+\r
+ lasttilehit = tilehit;\r
+ postx = pixx;\r
+ postwidth = 1;\r
+\r
+ if (tilehit & 0x40)\r
+ { // check for adjacent doors\r
+ xtile = xintercept>>TILESHIFT;\r
+ if ( tilemap[xtile][ytile-ytilestep]&0x80 )\r
+ wallpic = DOORWALL+2;\r
+ else\r
+ wallpic = horizwall[tilehit & ~0x40];\r
+ }\r
+ else\r
+ wallpic = horizwall[tilehit];\r
+\r
+ *( ((unsigned *)&postsource)+1) = (unsigned)PM_GetPage(wallpic);\r
+ (unsigned)postsource = texture;\r
+ }\r
+\r
+}\r
+\r
+//==========================================================================\r
+\r
+/*\r
+====================\r
+=\r
+= HitHorizDoor\r
+=\r
+====================\r
+*/\r
+\r
+void HitHorizDoor (void)\r
+{\r
+ unsigned texture,doorpage,doornum;\r
+\r
+ doornum = tilehit&0x7f;\r
+ texture = ( (xintercept-doorposition[doornum]) >> 4) &0xfc0;\r
+\r
+ wallheight[pixx] = CalcHeight();\r
+\r
+ if (lasttilehit == tilehit)\r
+ {\r
+ // in the same door as last time, so check for optimized draw\r
+ if (texture == (unsigned)postsource)\r
+ {\r
+ // wide scale\r
+ postwidth++;\r
+ wallheight[pixx] = wallheight[pixx-1];\r
+ return;\r
+ }\r
+ else\r
+ {\r
+ ScalePost ();\r
+ (unsigned)postsource = texture;\r
+ postwidth = 1;\r
+ postx = pixx;\r
+ }\r
+ }\r
+ else\r
+ {\r
+ if (lastside != -1) // if not the first scaled post\r
+ ScalePost (); // draw last post\r
+ // first pixel in this door\r
+ lastside = 2;\r
+ lasttilehit = tilehit;\r
+ postx = pixx;\r
+ postwidth = 1;\r
+\r
+ switch (doorobjlist[doornum].lock)\r
+ {\r
+ case dr_normal:\r
+ doorpage = DOORWALL;\r
+ break;\r
+ case dr_lock1:\r
+ case dr_lock2:\r
+ case dr_lock3:\r
+ case dr_lock4:\r
+ doorpage = DOORWALL+6;\r
+ break;\r
+ case dr_elevator:\r
+ doorpage = DOORWALL+4;\r
+ break;\r
+ }\r
+\r
+ *( ((unsigned *)&postsource)+1) = (unsigned)PM_GetPage(doorpage);\r
+ (unsigned)postsource = texture;\r
+ }\r
+}\r
+\r
+//==========================================================================\r
+\r
+/*\r
+====================\r
+=\r
+= HitVertDoor\r
+=\r
+====================\r
+*/\r
+\r
+void HitVertDoor (void)\r
+{\r
+ unsigned texture,doorpage,doornum;\r
+\r
+ doornum = tilehit&0x7f;\r
+ texture = ( (yintercept-doorposition[doornum]) >> 4) &0xfc0;\r
+\r
+ wallheight[pixx] = CalcHeight();\r
+\r
+ if (lasttilehit == tilehit)\r
+ {\r
+ // in the same door as last time, so check for optimized draw\r
+ if (texture == (unsigned)postsource)\r
+ {\r
+ // wide scale\r
+ postwidth++;\r
+ wallheight[pixx] = wallheight[pixx-1];\r
+ return;\r
+ }\r
+ else\r
+ {\r
+ ScalePost ();\r
+ (unsigned)postsource = texture;\r
+ postwidth = 1;\r
+ postx = pixx;\r
+ }\r
+ }\r
+ else\r
+ {\r
+ if (lastside != -1) // if not the first scaled post\r
+ ScalePost (); // draw last post\r
+ // first pixel in this door\r
+ lastside = 2;\r
+ lasttilehit = tilehit;\r
+ postx = pixx;\r
+ postwidth = 1;\r
+\r
+ switch (doorobjlist[doornum].lock)\r
+ {\r
+ case dr_normal:\r
+ doorpage = DOORWALL;\r
+ break;\r
+ case dr_lock1:\r
+ case dr_lock2:\r
+ case dr_lock3:\r
+ case dr_lock4:\r
+ doorpage = DOORWALL+6;\r
+ break;\r
+ case dr_elevator:\r
+ doorpage = DOORWALL+4;\r
+ break;\r
+ }\r
+\r
+ *( ((unsigned *)&postsource)+1) = (unsigned)PM_GetPage(doorpage+1);\r
+ (unsigned)postsource = texture;\r
+ }\r
+}\r
+\r
+//==========================================================================\r
+\r
+\r
+/*\r
+====================\r
+=\r
+= HitHorizPWall\r
+=\r
+= A pushable wall in action has been hit\r
+=\r
+====================\r
+*/\r
+\r
+void HitHorizPWall (void)\r
+{\r
+ int wallpic;\r
+ unsigned texture,offset;\r
+\r
+ texture = (xintercept>>4)&0xfc0;\r
+ offset = pwallpos<<10;\r
+ if (ytilestep == -1)\r
+ yintercept += TILEGLOBAL-offset;\r
+ else\r
+ {\r
+ texture = 0xfc0-texture;\r
+ yintercept += offset;\r
+ }\r
+\r
+ wallheight[pixx] = CalcHeight();\r
+\r
+ if (lasttilehit == tilehit)\r
+ {\r
+ // in the same wall type as last time, so check for optimized draw\r
+ if (texture == (unsigned)postsource)\r
+ {\r
+ // wide scale\r
+ postwidth++;\r
+ wallheight[pixx] = wallheight[pixx-1];\r
+ return;\r
+ }\r
+ else\r
+ {\r
+ ScalePost ();\r
+ (unsigned)postsource = texture;\r
+ postwidth = 1;\r
+ postx = pixx;\r
+ }\r
+ }\r
+ else\r
+ {\r
+ // new wall\r
+ if (lastside != -1) // if not the first scaled post\r
+ ScalePost ();\r
+\r
+ lasttilehit = tilehit;\r
+ postx = pixx;\r
+ postwidth = 1;\r
+\r
+ wallpic = horizwall[tilehit&63];\r
+\r
+ *( ((unsigned *)&postsource)+1) = (unsigned)PM_GetPage(wallpic);\r
+ (unsigned)postsource = texture;\r
+ }\r
+\r
+}\r
+\r
+\r
+/*\r
+====================\r
+=\r
+= HitVertPWall\r
+=\r
+= A pushable wall in action has been hit\r
+=\r
+====================\r
+*/\r
+\r
+void HitVertPWall (void)\r
+{\r
+ int wallpic;\r
+ unsigned texture,offset;\r
+\r
+ texture = (yintercept>>4)&0xfc0;\r
+ offset = pwallpos<<10;\r
+ if (xtilestep == -1)\r
+ {\r
+ xintercept += TILEGLOBAL-offset;\r
+ texture = 0xfc0-texture;\r
+ }\r
+ else\r
+ xintercept += offset;\r
+\r
+ wallheight[pixx] = CalcHeight();\r
+\r
+ if (lasttilehit == tilehit)\r
+ {\r
+ // in the same wall type as last time, so check for optimized draw\r
+ if (texture == (unsigned)postsource)\r
+ {\r
+ // wide scale\r
+ postwidth++;\r
+ wallheight[pixx] = wallheight[pixx-1];\r
+ return;\r
+ }\r
+ else\r
+ {\r
+ ScalePost ();\r
+ (unsigned)postsource = texture;\r
+ postwidth = 1;\r
+ postx = pixx;\r
+ }\r
+ }\r
+ else\r
+ {\r
+ // new wall\r
+ if (lastside != -1) // if not the first scaled post\r
+ ScalePost ();\r
+\r
+ lasttilehit = tilehit;\r
+ postx = pixx;\r
+ postwidth = 1;\r
+\r
+ wallpic = vertwall[tilehit&63];\r
+\r
+ *( ((unsigned *)&postsource)+1) = (unsigned)PM_GetPage(wallpic);\r
+ (unsigned)postsource = texture;\r
+ }\r
+\r
+}\r
+\r
+//==========================================================================\r
+\r
+//==========================================================================\r
+\r
+#if 0\r
+/*\r
+=====================\r
+=\r
+= ClearScreen\r
+=\r
+=====================\r
+*/\r
+\r
+void ClearScreen (void)\r
+{\r
+ unsigned floor=egaFloor[gamestate.episode*10+mapon],\r
+ ceiling=egaCeiling[gamestate.episode*10+mapon];\r
+\r
+ //\r
+ // clear the screen\r
+ //\r
+asm mov dx,GC_INDEX\r
+asm mov ax,GC_MODE + 256*2 // read mode 0, write mode 2\r
+asm out dx,ax\r
+asm mov ax,GC_BITMASK + 255*256\r
+asm out dx,ax\r
+\r
+asm mov dx,40\r
+asm mov ax,[viewwidth]\r
+asm shr ax,1\r
+asm shr ax,1\r
+asm shr ax,1\r
+asm sub dx,ax // dx = 40-viewwidth/8\r
+\r
+asm mov bx,[viewwidth]\r
+asm shr bx,1 // bl = viewwidth/16\r
+asm shr bx,1\r
+asm shr bx,1\r
+asm shr bx,1\r
+asm mov bh,BYTE PTR [viewheight]\r
+asm shr bh,1 // half height\r
+\r
+asm mov ax,[ceiling]\r
+asm mov es,[screenseg]\r
+asm mov di,[bufferofs]\r
+\r
+toploop:\r
+asm mov cl,bl\r
+asm rep stosw\r
+asm add di,dx\r
+asm dec bh\r
+asm jnz toploop\r
+\r
+asm mov bh,BYTE PTR [viewheight]\r
+asm shr bh,1 // half height\r
+asm mov ax,[floor]\r
+\r
+bottomloop:\r
+asm mov cl,bl\r
+asm rep stosw\r
+asm add di,dx\r
+asm dec bh\r
+asm jnz bottomloop\r
+\r
+\r
+asm mov dx,GC_INDEX\r
+asm mov ax,GC_MODE + 256*10 // read mode 1, write mode 2\r
+asm out dx,ax\r
+asm mov al,GC_BITMASK\r
+asm out dx,al\r
+\r
+}\r
+#endif\r
+//==========================================================================\r
+\r
+unsigned vgaCeiling[]=\r
+{\r
+#ifndef SPEAR\r
+ 0x1d1d,0x1d1d,0x1d1d,0x1d1d,0x1d1d,0x1d1d,0x1d1d,0x1d1d,0x1d1d,0xbfbf,\r
+ 0x4e4e,0x4e4e,0x4e4e,0x1d1d,0x8d8d,0x4e4e,0x1d1d,0x2d2d,0x1d1d,0x8d8d,\r
+ 0x1d1d,0x1d1d,0x1d1d,0x1d1d,0x1d1d,0x2d2d,0xdddd,0x1d1d,0x1d1d,0x9898,\r
+\r
+ 0x1d1d,0x9d9d,0x2d2d,0xdddd,0xdddd,0x9d9d,0x2d2d,0x4d4d,0x1d1d,0xdddd,\r
+ 0x7d7d,0x1d1d,0x2d2d,0x2d2d,0xdddd,0xd7d7,0x1d1d,0x1d1d,0x1d1d,0x2d2d,\r
+ 0x1d1d,0x1d1d,0x1d1d,0x1d1d,0xdddd,0xdddd,0x7d7d,0xdddd,0xdddd,0xdddd\r
+#else\r
+ 0x6f6f,0x4f4f,0x1d1d,0xdede,0xdfdf,0x2e2e,0x7f7f,0x9e9e,0xaeae,0x7f7f,\r
+ 0x1d1d,0xdede,0xdfdf,0xdede,0xdfdf,0xdede,0xe1e1,0xdcdc,0x2e2e,0x1d1d,0xdcdc\r
+#endif\r
+};\r
+\r
+/*\r
+=====================\r
+=\r
+= VGAClearScreen\r
+=\r
+=====================\r
+*/\r
+\r
+void VGAClearScreen (void)\r
+{\r
+ unsigned ceiling=vgaCeiling[gamestate.episode*10+mapon];\r
+\r
+ //\r
+ // clear the screen\r
+ //\r
+asm mov dx,SC_INDEX\r
+asm mov ax,SC_MAPMASK+15*256 // write through all planes\r
+asm out dx,ax\r
+\r
+asm mov dx,80\r
+asm mov ax,[viewwidth]\r
+asm shr ax,1\r
+asm shr ax,1\r
+asm sub dx,ax // dx = 40-viewwidth/2\r
+\r
+asm mov bx,[viewwidth]\r
+asm shr bx,1 // bl = viewwidth/8\r
+asm shr bx,1\r
+asm shr bx,1\r
+asm mov bh,BYTE PTR [viewheight]\r
+asm shr bh,1 // half height\r
+\r
+asm mov es,[screenseg]\r
+asm mov di,[bufferofs]\r
+asm mov ax,[ceiling]\r
+\r
+toploop:\r
+asm mov cl,bl\r
+asm rep stosw\r
+asm add di,dx\r
+asm dec bh\r
+asm jnz toploop\r
+\r
+asm mov bh,BYTE PTR [viewheight]\r
+asm shr bh,1 // half height\r
+asm mov ax,0x1919\r
+\r
+bottomloop:\r
+asm mov cl,bl\r
+asm rep stosw\r
+asm add di,dx\r
+asm dec bh\r
+asm jnz bottomloop\r
+}\r
+\r
+//==========================================================================\r
+\r
+/*\r
+=====================\r
+=\r
+= CalcRotate\r
+=\r
+=====================\r
+*/\r
+\r
+int CalcRotate (objtype *ob)\r
+{\r
+ int angle,viewangle;\r
+\r
+ // this isn't exactly correct, as it should vary by a trig value,\r
+ // but it is close enough with only eight rotations\r
+\r
+ viewangle = player->angle + (centerx - ob->viewx)/8;\r
+\r
+ if (ob->obclass == rocketobj || ob->obclass == hrocketobj)\r
+ angle = (viewangle-180)- ob->angle;\r
+ else\r
+ angle = (viewangle-180)- dirangle[ob->dir];\r
+\r
+ angle+=ANGLES/16;\r
+ while (angle>=ANGLES)\r
+ angle-=ANGLES;\r
+ while (angle<0)\r
+ angle+=ANGLES;\r
+\r
+ if (ob->state->rotate == 2) // 2 rotation pain frame\r
+ return 4*(angle/(ANGLES/2)); // seperated by 3 (art layout...)\r
+\r
+ return angle/(ANGLES/8);\r
+}\r
+\r
+\r
+/*\r
+=====================\r
+=\r
+= DrawScaleds\r
+=\r
+= Draws all objects that are visable\r
+=\r
+=====================\r
+*/\r
+\r
+#define MAXVISABLE 50\r
+\r
+typedef struct\r
+{\r
+ int viewx,\r
+ viewheight,\r
+ shapenum;\r
+} visobj_t;\r
+\r
+visobj_t vislist[MAXVISABLE],*visptr,*visstep,*farthest;\r
+\r
+void DrawScaleds (void)\r
+{\r
+ int i,j,least,numvisable,height;\r
+ memptr shape;\r
+ byte *tilespot,*visspot;\r
+ int shapenum;\r
+ unsigned spotloc;\r
+\r
+ statobj_t *statptr;\r
+ objtype *obj;\r
+\r
+ visptr = &vislist[0];\r
+\r
+//\r
+// place static objects\r
+//\r
+ for (statptr = &statobjlist[0] ; statptr !=laststatobj ; statptr++)\r
+ {\r
+ if ((visptr->shapenum = statptr->shapenum) == -1)\r
+ continue; // object has been deleted\r
+\r
+ if (!*statptr->visspot)\r
+ continue; // not visable\r
+\r
+ if (TransformTile (statptr->tilex,statptr->tiley\r
+ ,&visptr->viewx,&visptr->viewheight) && statptr->flags & FL_BONUS)\r
+ {\r
+ GetBonus (statptr);\r
+ continue;\r
+ }\r
+\r
+ if (!visptr->viewheight)\r
+ continue; // to close to the object\r
+\r
+ if (visptr < &vislist[MAXVISABLE-1]) // don't let it overflow\r
+ visptr++;\r
+ }\r
+\r
+//\r
+// place active objects\r
+//\r
+ for (obj = player->next;obj;obj=obj->next)\r
+ {\r
+ if (!(visptr->shapenum = obj->state->shapenum))\r
+ continue; // no shape\r
+\r
+ spotloc = (obj->tilex<<6)+obj->tiley; // optimize: keep in struct?\r
+ visspot = &spotvis[0][0]+spotloc;\r
+ tilespot = &tilemap[0][0]+spotloc;\r
+\r
+ //\r
+ // could be in any of the nine surrounding tiles\r
+ //\r
+ if (*visspot\r
+ || ( *(visspot-1) && !*(tilespot-1) )\r
+ || ( *(visspot+1) && !*(tilespot+1) )\r
+ || ( *(visspot-65) && !*(tilespot-65) )\r
+ || ( *(visspot-64) && !*(tilespot-64) )\r
+ || ( *(visspot-63) && !*(tilespot-63) )\r
+ || ( *(visspot+65) && !*(tilespot+65) )\r
+ || ( *(visspot+64) && !*(tilespot+64) )\r
+ || ( *(visspot+63) && !*(tilespot+63) ) )\r
+ {\r
+ obj->active = true;\r
+ TransformActor (obj);\r
+ if (!obj->viewheight)\r
+ continue; // too close or far away\r
+\r
+ visptr->viewx = obj->viewx;\r
+ visptr->viewheight = obj->viewheight;\r
+ if (visptr->shapenum == -1)\r
+ visptr->shapenum = obj->temp1; // special shape\r
+\r
+ if (obj->state->rotate)\r
+ visptr->shapenum += CalcRotate (obj);\r
+\r
+ if (visptr < &vislist[MAXVISABLE-1]) // don't let it overflow\r
+ visptr++;\r
+ obj->flags |= FL_VISABLE;\r
+ }\r
+ else\r
+ obj->flags &= ~FL_VISABLE;\r
+ }\r
+\r
+//\r
+// draw from back to front\r
+//\r
+ numvisable = visptr-&vislist[0];\r
+\r
+ if (!numvisable)\r
+ return; // no visable objects\r
+\r
+ for (i = 0; i<numvisable; i++)\r
+ {\r
+ least = 32000;\r
+ for (visstep=&vislist[0] ; visstep<visptr ; visstep++)\r
+ {\r
+ height = visstep->viewheight;\r
+ if (height < least)\r
+ {\r
+ least = height;\r
+ farthest = visstep;\r
+ }\r
+ }\r
+ //\r
+ // draw farthest\r
+ //\r
+ ScaleShape(farthest->viewx,farthest->shapenum,farthest->viewheight);\r
+\r
+ farthest->viewheight = 32000;\r
+ }\r
+\r
+}\r
+\r
+//==========================================================================\r
+\r
+/*\r
+==============\r
+=\r
+= DrawPlayerWeapon\r
+=\r
+= Draw the player's hands\r
+=\r
+==============\r
+*/\r
+\r
+int weaponscale[NUMWEAPONS] = {SPR_KNIFEREADY,SPR_PISTOLREADY\r
+ ,SPR_MACHINEGUNREADY,SPR_CHAINREADY};\r
+\r
+void DrawPlayerWeapon (void)\r
+{\r
+ int shapenum;\r
+\r
+#ifndef SPEAR\r
+ if (gamestate.victoryflag)\r
+ {\r
+ if (player->state == &s_deathcam && (TimeCount&32) )\r
+ SimpleScaleShape(viewwidth/2,SPR_DEATHCAM,viewheight+1);\r
+ return;\r
+ }\r
+#endif\r
+\r
+ if (gamestate.weapon != -1)\r
+ {\r
+ shapenum = weaponscale[gamestate.weapon]+gamestate.weaponframe;\r
+ SimpleScaleShape(viewwidth/2,shapenum,viewheight+1);\r
+ }\r
+\r
+ if (demorecord || demoplayback)\r
+ SimpleScaleShape(viewwidth/2,SPR_DEMO,viewheight+1);\r
+}\r
+\r
+\r
+//==========================================================================\r
+\r
+\r
+/*\r
+=====================\r
+=\r
+= CalcTics\r
+=\r
+=====================\r
+*/\r
+\r
+void CalcTics (void)\r
+{\r
+ long newtime,oldtimecount;\r
+\r
+//\r
+// calculate tics since last refresh for adaptive timing\r
+//\r
+ if (lasttimecount > TimeCount)\r
+ TimeCount = lasttimecount; // if the game was paused a LONG time\r
+\r
+ do\r
+ {\r
+ newtime = TimeCount;\r
+ tics = newtime-lasttimecount;\r
+ } while (!tics); // make sure at least one tic passes\r
+\r
+ lasttimecount = newtime;\r
+\r
+#ifdef FILEPROFILE\r
+ strcpy (scratch,"\tTics:");\r
+ itoa (tics,str,10);\r
+ strcat (scratch,str);\r
+ strcat (scratch,"\n");\r
+ write (profilehandle,scratch,strlen(scratch));\r
+#endif\r
+\r
+ if (tics>MAXTICS)\r
+ {\r
+ TimeCount -= (tics-MAXTICS);\r
+ tics = MAXTICS;\r
+ }\r
+}\r
+\r
+\r
+//==========================================================================\r
+\r
+\r
+/*\r
+========================\r
+=\r
+= FixOfs\r
+=\r
+========================\r
+*/\r
+\r
+void FixOfs (void)\r
+{\r
+ VW_ScreenToScreen (displayofs,bufferofs,viewwidth/8,viewheight);\r
+}\r
+\r
+\r
+//==========================================================================\r
+\r
+\r
+/*\r
+====================\r
+=\r
+= WallRefresh\r
+=\r
+====================\r
+*/\r
+\r
+void WallRefresh (void)\r
+{\r
+//\r
+// set up variables for this view\r
+//\r
+ viewangle = player->angle;\r
+ midangle = viewangle*(FINEANGLES/ANGLES);\r
+ viewsin = sintable[viewangle];\r
+ viewcos = costable[viewangle];\r
+ viewx = player->x - FixedByFrac(focallength,viewcos);\r
+ viewy = player->y + FixedByFrac(focallength,viewsin);\r
+\r
+ focaltx = viewx>>TILESHIFT;\r
+ focalty = viewy>>TILESHIFT;\r
+\r
+ viewtx = player->x >> TILESHIFT;\r
+ viewty = player->y >> TILESHIFT;\r
+\r
+ xpartialdown = viewx&(TILEGLOBAL-1);\r
+ xpartialup = TILEGLOBAL-xpartialdown;\r
+ ypartialdown = viewy&(TILEGLOBAL-1);\r
+ ypartialup = TILEGLOBAL-ypartialdown;\r
+\r
+ lastside = -1; // the first pixel is on a new wall\r
+ AsmRefresh ();\r
+ ScalePost (); // no more optimization on last post\r
+}\r
+\r
+//==========================================================================\r
+\r
+/*\r
+========================\r
+=\r
+= ThreeDRefresh\r
+=\r
+========================\r
+*/\r
+\r
+void ThreeDRefresh (void)\r
+{\r
+ int tracedir;\r
+\r
+// this wouldn't need to be done except for my debugger/video wierdness\r
+ outportb (SC_INDEX,SC_MAPMASK);\r
+\r
+//\r
+// clear out the traced array\r
+//\r
+asm mov ax,ds\r
+asm mov es,ax\r
+asm mov di,OFFSET spotvis\r
+asm xor ax,ax\r
+asm mov cx,2048 // 64*64 / 2\r
+asm rep stosw\r
+\r
+ bufferofs += screenofs;\r
+\r
+//\r
+// follow the walls from there to the right, drawwing as we go\r
+//\r
+ VGAClearScreen ();\r
+\r
+ WallRefresh ();\r
+\r
+//\r
+// draw all the scaled images\r
+//\r
+ DrawScaleds(); // draw scaled stuff\r
+ DrawPlayerWeapon (); // draw player's hands\r
+\r
+//\r
+// show screen and time last cycle\r
+//\r
+ if (fizzlein)\r
+ {\r
+ FizzleFade(bufferofs,displayofs+screenofs,viewwidth,viewheight,20,false);\r
+ fizzlein = false;\r
+\r
+ lasttimecount = TimeCount = 0; // don't make a big tic count\r
+\r
+ }\r
+\r
+ bufferofs -= screenofs;\r
+ displayofs = bufferofs;\r
+\r
+ asm cli\r
+ asm mov cx,[displayofs]\r
+ asm mov dx,3d4h // CRTC address register\r
+ asm mov al,0ch // start address high register\r
+ asm out dx,al\r
+ asm inc dx\r
+ asm mov al,ch\r
+ asm out dx,al // set the high byte\r
+ asm sti\r
+\r
+ bufferofs += SCREENSIZE;\r
+ if (bufferofs > PAGE3START)\r
+ bufferofs = PAGE1START;\r
+\r
+ frameon++;\r
+ PM_NextFrame();\r
+}\r
+\r
+\r
+//===========================================================================\r
+\r
--- /dev/null
+// WL_GAME.C\r
+\r
+#include "WL_DEF.H"\r
+#pragma hdrstop\r
+\r
+#ifdef MYPROFILE\r
+#include <TIME.H>\r
+#endif\r
+\r
+\r
+/*\r
+=============================================================================\r
+\r
+ LOCAL CONSTANTS\r
+\r
+=============================================================================\r
+*/\r
+\r
+\r
+/*\r
+=============================================================================\r
+\r
+ GLOBAL VARIABLES\r
+\r
+=============================================================================\r
+*/\r
+\r
+boolean ingame,fizzlein;\r
+unsigned latchpics[NUMLATCHPICS];\r
+gametype gamestate;\r
+\r
+long spearx,speary;\r
+unsigned spearangle;\r
+boolean spearflag;\r
+\r
+//\r
+// ELEVATOR BACK MAPS - REMEMBER (-1)!!\r
+//\r
+int ElevatorBackTo[]={1,1,7,3,5,3};\r
+\r
+void ScanInfoPlane (void);\r
+void SetupGameLevel (void);\r
+void DrawPlayScreen (void);\r
+void LoadLatchMem (void);\r
+void GameLoop (void);\r
+\r
+/*\r
+=============================================================================\r
+\r
+ LOCAL VARIABLES\r
+\r
+=============================================================================\r
+*/\r
+\r
+\r
+\r
+//===========================================================================\r
+//===========================================================================\r
+\r
+\r
+/*\r
+==========================\r
+=\r
+= SetSoundLoc - Given the location of an object (in terms of global\r
+= coordinates, held in globalsoundx and globalsoundy), munges the values\r
+= for an approximate distance from the left and right ear, and puts\r
+= those values into leftchannel and rightchannel.\r
+=\r
+= JAB\r
+=\r
+==========================\r
+*/\r
+\r
+ fixed globalsoundx,globalsoundy;\r
+ int leftchannel,rightchannel;\r
+#define ATABLEMAX 15\r
+byte righttable[ATABLEMAX][ATABLEMAX * 2] = {\r
+{ 8, 8, 8, 8, 8, 8, 8, 7, 7, 7, 7, 7, 7, 6, 0, 0, 0, 0, 0, 1, 3, 5, 8, 8, 8, 8, 8, 8, 8, 8},\r
+{ 8, 8, 8, 8, 8, 8, 8, 7, 7, 7, 7, 7, 6, 4, 0, 0, 0, 0, 0, 2, 4, 6, 8, 8, 8, 8, 8, 8, 8, 8},\r
+{ 8, 8, 8, 8, 8, 8, 8, 7, 7, 7, 7, 6, 6, 4, 1, 0, 0, 0, 1, 2, 4, 6, 8, 8, 8, 8, 8, 8, 8, 8},\r
+{ 8, 8, 8, 8, 8, 8, 8, 7, 7, 7, 7, 6, 5, 4, 2, 1, 0, 1, 2, 3, 5, 7, 8, 8, 8, 8, 8, 8, 8, 8},\r
+{ 8, 8, 8, 8, 8, 8, 8, 8, 7, 7, 7, 6, 5, 4, 3, 2, 2, 3, 3, 5, 6, 8, 8, 8, 8, 8, 8, 8, 8, 8},\r
+{ 8, 8, 8, 8, 8, 8, 8, 8, 7, 7, 7, 6, 6, 5, 4, 4, 4, 4, 5, 6, 7, 8, 8, 8, 8, 8, 8, 8, 8, 8},\r
+{ 8, 8, 8, 8, 8, 8, 8, 8, 8, 7, 7, 7, 6, 6, 5, 5, 5, 6, 6, 7, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8},\r
+{ 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 7, 7, 7, 6, 6, 7, 7, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8},\r
+{ 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8},\r
+{ 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8},\r
+{ 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8},\r
+{ 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8},\r
+{ 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8},\r
+{ 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8},\r
+{ 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8}\r
+};\r
+byte lefttable[ATABLEMAX][ATABLEMAX * 2] = {\r
+{ 8, 8, 8, 8, 8, 8, 8, 8, 5, 3, 1, 0, 0, 0, 0, 0, 6, 7, 7, 7, 7, 7, 7, 8, 8, 8, 8, 8, 8, 8},\r
+{ 8, 8, 8, 8, 8, 8, 8, 8, 6, 4, 2, 0, 0, 0, 0, 0, 4, 6, 7, 7, 7, 7, 7, 8, 8, 8, 8, 8, 8, 8},\r
+{ 8, 8, 8, 8, 8, 8, 8, 8, 6, 4, 2, 1, 0, 0, 0, 1, 4, 6, 6, 7, 7, 7, 7, 8, 8, 8, 8, 8, 8, 8},\r
+{ 8, 8, 8, 8, 8, 8, 8, 8, 7, 5, 3, 2, 1, 0, 1, 2, 4, 5, 6, 7, 7, 7, 7, 8, 8, 8, 8, 8, 8, 8},\r
+{ 8, 8, 8, 8, 8, 8, 8, 8, 8, 6, 5, 3, 3, 2, 2, 3, 4, 5, 6, 7, 7, 7, 8, 8, 8, 8, 8, 8, 8, 8},\r
+{ 8, 8, 8, 8, 8, 8, 8, 8, 8, 7, 6, 5, 4, 4, 4, 4, 5, 6, 6, 7, 7, 7, 8, 8, 8, 8, 8, 8, 8, 8},\r
+{ 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 7, 6, 6, 5, 5, 5, 6, 6, 7, 7, 7, 8, 8, 8, 8, 8, 8, 8, 8, 8},\r
+{ 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 7, 7, 6, 6, 7, 7, 7, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8},\r
+{ 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8},\r
+{ 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8},\r
+{ 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8},\r
+{ 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8},\r
+{ 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8},\r
+{ 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8},\r
+{ 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8}\r
+};\r
+\r
+void\r
+SetSoundLoc(fixed gx,fixed gy)\r
+{\r
+ fixed xt,yt;\r
+ int x,y;\r
+\r
+//\r
+// translate point to view centered coordinates\r
+//\r
+ gx -= viewx;\r
+ gy -= viewy;\r
+\r
+//\r
+// calculate newx\r
+//\r
+ xt = FixedByFrac(gx,viewcos);\r
+ yt = FixedByFrac(gy,viewsin);\r
+ x = (xt - yt) >> TILESHIFT;\r
+\r
+//\r
+// calculate newy\r
+//\r
+ xt = FixedByFrac(gx,viewsin);\r
+ yt = FixedByFrac(gy,viewcos);\r
+ y = (yt + xt) >> TILESHIFT;\r
+\r
+ if (y >= ATABLEMAX)\r
+ y = ATABLEMAX - 1;\r
+ else if (y <= -ATABLEMAX)\r
+ y = -ATABLEMAX;\r
+ if (x < 0)\r
+ x = -x;\r
+ if (x >= ATABLEMAX)\r
+ x = ATABLEMAX - 1;\r
+ leftchannel = lefttable[x][y + ATABLEMAX];\r
+ rightchannel = righttable[x][y + ATABLEMAX];\r
+\r
+#if 0\r
+ CenterWindow(8,1);\r
+ US_PrintSigned(leftchannel);\r
+ US_Print(",");\r
+ US_PrintSigned(rightchannel);\r
+ VW_UpdateScreen();\r
+#endif\r
+}\r
+\r
+/*\r
+==========================\r
+=\r
+= SetSoundLocGlobal - Sets up globalsoundx & globalsoundy and then calls\r
+= UpdateSoundLoc() to transform that into relative channel volumes. Those\r
+= values are then passed to the Sound Manager so that they'll be used for\r
+= the next sound played (if possible).\r
+=\r
+= JAB\r
+=\r
+==========================\r
+*/\r
+void PlaySoundLocGlobal(word s,fixed gx,fixed gy)\r
+{\r
+ SetSoundLoc(gx,gy);\r
+ SD_PositionSound(leftchannel,rightchannel);\r
+ if (SD_PlaySound(s))\r
+ {\r
+ globalsoundx = gx;\r
+ globalsoundy = gy;\r
+ }\r
+}\r
+\r
+void UpdateSoundLoc(void)\r
+{\r
+ if (SoundPositioned)\r
+ {\r
+ SetSoundLoc(globalsoundx,globalsoundy);\r
+ SD_SetPosition(leftchannel,rightchannel);\r
+ }\r
+}\r
+\r
+/*\r
+** JAB End\r
+*/\r
+\r
+\r
+/*\r
+==========================\r
+=\r
+= ClearMemory\r
+=\r
+==========================\r
+*/\r
+\r
+void ClearMemory (void)\r
+{\r
+ PM_UnlockMainMem();\r
+ SD_StopDigitized();\r
+ MM_SortMem ();\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
+ start = mapsegs[1];\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 19:\r
+ case 20:\r
+ case 21:\r
+ case 22:\r
+ SpawnPlayer(x,y,NORTH+tile-19);\r
+ break;\r
+\r
+ case 23:\r
+ case 24:\r
+ case 25:\r
+ case 26:\r
+ case 27:\r
+ case 28:\r
+ case 29:\r
+ case 30:\r
+\r
+ case 31:\r
+ case 32:\r
+ case 33:\r
+ case 34:\r
+ case 35:\r
+ case 36:\r
+ case 37:\r
+ case 38:\r
+\r
+ case 39:\r
+ case 40:\r
+ case 41:\r
+ case 42:\r
+ case 43:\r
+ case 44:\r
+ case 45:\r
+ case 46:\r
+\r
+ case 47:\r
+ case 48:\r
+ case 49:\r
+ case 50:\r
+ case 51:\r
+ case 52:\r
+ case 53:\r
+ case 54:\r
+\r
+ case 55:\r
+ case 56:\r
+ case 57:\r
+ case 58:\r
+ case 59:\r
+ case 60:\r
+ case 61:\r
+ case 62:\r
+\r
+ case 63:\r
+ case 64:\r
+ case 65:\r
+ case 66:\r
+ case 67:\r
+ case 68:\r
+ case 69:\r
+ case 70:\r
+ case 71:\r
+ case 72:\r
+ case 73: // TRUCK AND SPEAR!\r
+ case 74:\r
+\r
+ SpawnStatic(x,y,tile-23);\r
+ break;\r
+\r
+//\r
+// P wall\r
+//\r
+ case 98:\r
+ if (!loadedgame)\r
+ gamestate.secrettotal++;\r
+ break;\r
+\r
+//\r
+// guard\r
+//\r
+ case 180:\r
+ case 181:\r
+ case 182:\r
+ case 183:\r
+ if (gamestate.difficulty<gd_hard)\r
+ break;\r
+ tile -= 36;\r
+ case 144:\r
+ case 145:\r
+ case 146:\r
+ case 147:\r
+ if (gamestate.difficulty<gd_medium)\r
+ break;\r
+ tile -= 36;\r
+ case 108:\r
+ case 109:\r
+ case 110:\r
+ case 111:\r
+ SpawnStand(en_guard,x,y,tile-108);\r
+ break;\r
+\r
+\r
+ case 184:\r
+ case 185:\r
+ case 186:\r
+ case 187:\r
+ if (gamestate.difficulty<gd_hard)\r
+ break;\r
+ tile -= 36;\r
+ case 148:\r
+ case 149:\r
+ case 150:\r
+ case 151:\r
+ if (gamestate.difficulty<gd_medium)\r
+ break;\r
+ tile -= 36;\r
+ case 112:\r
+ case 113:\r
+ case 114:\r
+ case 115:\r
+ SpawnPatrol(en_guard,x,y,tile-112);\r
+ break;\r
+\r
+ case 124:\r
+ SpawnDeadGuard (x,y);\r
+ break;\r
+//\r
+// officer\r
+//\r
+ case 188:\r
+ case 189:\r
+ case 190:\r
+ case 191:\r
+ if (gamestate.difficulty<gd_hard)\r
+ break;\r
+ tile -= 36;\r
+ case 152:\r
+ case 153:\r
+ case 154:\r
+ case 155:\r
+ if (gamestate.difficulty<gd_medium)\r
+ break;\r
+ tile -= 36;\r
+ case 116:\r
+ case 117:\r
+ case 118:\r
+ case 119:\r
+ SpawnStand(en_officer,x,y,tile-116);\r
+ break;\r
+\r
+\r
+ case 192:\r
+ case 193:\r
+ case 194:\r
+ case 195:\r
+ if (gamestate.difficulty<gd_hard)\r
+ break;\r
+ tile -= 36;\r
+ case 156:\r
+ case 157:\r
+ case 158:\r
+ case 159:\r
+ if (gamestate.difficulty<gd_medium)\r
+ break;\r
+ tile -= 36;\r
+ case 120:\r
+ case 121:\r
+ case 122:\r
+ case 123:\r
+ SpawnPatrol(en_officer,x,y,tile-120);\r
+ break;\r
+\r
+\r
+//\r
+// ss\r
+//\r
+ case 198:\r
+ case 199:\r
+ case 200:\r
+ case 201:\r
+ if (gamestate.difficulty<gd_hard)\r
+ break;\r
+ tile -= 36;\r
+ case 162:\r
+ case 163:\r
+ case 164:\r
+ case 165:\r
+ if (gamestate.difficulty<gd_medium)\r
+ break;\r
+ tile -= 36;\r
+ case 126:\r
+ case 127:\r
+ case 128:\r
+ case 129:\r
+ SpawnStand(en_ss,x,y,tile-126);\r
+ break;\r
+\r
+\r
+ case 202:\r
+ case 203:\r
+ case 204:\r
+ case 205:\r
+ if (gamestate.difficulty<gd_hard)\r
+ break;\r
+ tile -= 36;\r
+ case 166:\r
+ case 167:\r
+ case 168:\r
+ case 169:\r
+ if (gamestate.difficulty<gd_medium)\r
+ break;\r
+ tile -= 36;\r
+ case 130:\r
+ case 131:\r
+ case 132:\r
+ case 133:\r
+ SpawnPatrol(en_ss,x,y,tile-130);\r
+ break;\r
+\r
+//\r
+// dogs\r
+//\r
+ case 206:\r
+ case 207:\r
+ case 208:\r
+ case 209:\r
+ if (gamestate.difficulty<gd_hard)\r
+ break;\r
+ tile -= 36;\r
+ case 170:\r
+ case 171:\r
+ case 172:\r
+ case 173:\r
+ if (gamestate.difficulty<gd_medium)\r
+ break;\r
+ tile -= 36;\r
+ case 134:\r
+ case 135:\r
+ case 136:\r
+ case 137:\r
+ SpawnStand(en_dog,x,y,tile-134);\r
+ break;\r
+\r
+\r
+ case 210:\r
+ case 211:\r
+ case 212:\r
+ case 213:\r
+ if (gamestate.difficulty<gd_hard)\r
+ break;\r
+ tile -= 36;\r
+ case 174:\r
+ case 175:\r
+ case 176:\r
+ case 177:\r
+ if (gamestate.difficulty<gd_medium)\r
+ break;\r
+ tile -= 36;\r
+ case 138:\r
+ case 139:\r
+ case 140:\r
+ case 141:\r
+ SpawnPatrol(en_dog,x,y,tile-138);\r
+ break;\r
+\r
+//\r
+// boss\r
+//\r
+#ifndef SPEAR\r
+ case 214:\r
+ SpawnBoss (x,y);\r
+ break;\r
+ case 197:\r
+ SpawnGretel (x,y);\r
+ break;\r
+ case 215:\r
+ SpawnGift (x,y);\r
+ break;\r
+ case 179:\r
+ SpawnFat (x,y);\r
+ break;\r
+ case 196:\r
+ SpawnSchabbs (x,y);\r
+ break;\r
+ case 160:\r
+ SpawnFakeHitler (x,y);\r
+ break;\r
+ case 178:\r
+ SpawnHitler (x,y);\r
+ break;\r
+#else\r
+ case 106:\r
+ SpawnSpectre (x,y);\r
+ break;\r
+ case 107:\r
+ SpawnAngel (x,y);\r
+ break;\r
+ case 125:\r
+ SpawnTrans (x,y);\r
+ break;\r
+ case 142:\r
+ SpawnUber (x,y);\r
+ break;\r
+ case 143:\r
+ SpawnWill (x,y);\r
+ break;\r
+ case 161:\r
+ SpawnDeath (x,y);\r
+ break;\r
+\r
+#endif\r
+\r
+//\r
+// mutants\r
+//\r
+ case 252:\r
+ case 253:\r
+ case 254:\r
+ case 255:\r
+ if (gamestate.difficulty<gd_hard)\r
+ break;\r
+ tile -= 18;\r
+ case 234:\r
+ case 235:\r
+ case 236:\r
+ case 237:\r
+ if (gamestate.difficulty<gd_medium)\r
+ break;\r
+ tile -= 18;\r
+ case 216:\r
+ case 217:\r
+ case 218:\r
+ case 219:\r
+ SpawnStand(en_mutant,x,y,tile-216);\r
+ break;\r
+\r
+ case 256:\r
+ case 257:\r
+ case 258:\r
+ case 259:\r
+ if (gamestate.difficulty<gd_hard)\r
+ break;\r
+ tile -= 18;\r
+ case 238:\r
+ case 239:\r
+ case 240:\r
+ case 241:\r
+ if (gamestate.difficulty<gd_medium)\r
+ break;\r
+ tile -= 18;\r
+ case 220:\r
+ case 221:\r
+ case 222:\r
+ case 223:\r
+ SpawnPatrol(en_mutant,x,y,tile-220);\r
+ break;\r
+\r
+//\r
+// ghosts\r
+//\r
+#ifndef SPEAR\r
+ case 224:\r
+ SpawnGhosts (en_blinky,x,y);\r
+ break;\r
+ case 225:\r
+ SpawnGhosts (en_clyde,x,y);\r
+ break;\r
+ case 226:\r
+ SpawnGhosts (en_pinky,x,y);\r
+ break;\r
+ case 227:\r
+ SpawnGhosts (en_inky,x,y);\r
+ break;\r
+#endif\r
+ }\r
+\r
+ }\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
+\r
+ if (!loadedgame)\r
+ {\r
+ gamestate.TimeCount=\r
+ gamestate.secrettotal=\r
+ gamestate.killtotal=\r
+ gamestate.treasuretotal=\r
+ gamestate.secretcount=\r
+ gamestate.killcount=\r
+ gamestate.treasurecount=0;\r
+ }\r
+\r
+ if (demoplayback || demorecord)\r
+ US_InitRndT (false);\r
+ else\r
+ US_InitRndT (true);\r
+\r
+//\r
+// load the level\r
+//\r
+ CA_CacheMap (gamestate.mapon+10*gamestate.episode);\r
+ mapon-=gamestate.episode*10;\r
+\r
+ mapwidth = mapheaderseg[mapon]->width;\r
+ mapheight = mapheaderseg[mapon]->height;\r
+\r
+ if (mapwidth != 64 || mapheight != 64)\r
+ Quit ("Map not 64*64!");\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<AREATILE)\r
+ {\r
+ // solid wall\r
+ tilemap[x][y] = tile;\r
+ (unsigned)actorat[x][y] = tile;\r
+ }\r
+ else\r
+ {\r
+ // area floor\r
+ tilemap[x][y] = 0;\r
+ (unsigned)actorat[x][y] = 0;\r
+ }\r
+ }\r
+\r
+//\r
+// spawn doors\r
+//\r
+ InitActorList (); // start spawning things with a clean slate\r
+ InitDoorList ();\r
+ InitStaticList ();\r
+\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 >= 90 && tile <= 101)\r
+ {\r
+ // door\r
+ switch (tile)\r
+ {\r
+ case 90:\r
+ case 92:\r
+ case 94:\r
+ case 96:\r
+ case 98:\r
+ case 100:\r
+ SpawnDoor (x,y,1,(tile-90)/2);\r
+ break;\r
+ case 91:\r
+ case 93:\r
+ case 95:\r
+ case 97:\r
+ case 99:\r
+ case 101:\r
+ SpawnDoor (x,y,0,(tile-91)/2);\r
+ break;\r
+ }\r
+ }\r
+ }\r
+\r
+//\r
+// spawn actors\r
+//\r
+ ScanInfoPlane ();\r
+\r
+//\r
+// take out the ambush markers\r
+//\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 == AMBUSHTILE)\r
+ {\r
+ tilemap[x][y] = 0;\r
+ if ( (unsigned)actorat[x][y] == AMBUSHTILE)\r
+ actorat[x][y] = NULL;\r
+\r
+ if (*map >= AREATILE)\r
+ tile = *map;\r
+ if (*(map-1-mapwidth) >= AREATILE)\r
+ tile = *(map-1-mapwidth);\r
+ if (*(map-1+mapwidth) >= AREATILE)\r
+ tile = *(map-1+mapwidth);\r
+ if ( *(map-2) >= AREATILE)\r
+ tile = *(map-2);\r
+\r
+ *(map-1) = tile;\r
+ }\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
+/*\r
+===================\r
+=\r
+= DrawPlayBorderSides\r
+=\r
+= To fix window overwrites\r
+=\r
+===================\r
+*/\r
+\r
+void DrawPlayBorderSides (void)\r
+{\r
+ int xl,yl;\r
+\r
+ xl = 160-viewwidth/2;\r
+ yl = (200-STATUSLINES-viewheight)/2;\r
+\r
+ VWB_Bar (0,0,xl-1,200-STATUSLINES,127);\r
+ VWB_Bar (xl+viewwidth+1,0,xl-2,200-STATUSLINES,127);\r
+\r
+ VWB_Vlin (yl-1,yl+viewheight,xl-1,0);\r
+ VWB_Vlin (yl-1,yl+viewheight,xl+viewwidth,125);\r
+}\r
+\r
+\r
+/*\r
+===================\r
+=\r
+= DrawAllPlayBorderSides\r
+=\r
+===================\r
+*/\r
+\r
+void DrawAllPlayBorderSides (void)\r
+{\r
+ unsigned i,temp;\r
+\r
+ temp = bufferofs;\r
+ for (i=0;i<3;i++)\r
+ {\r
+ bufferofs = screenloc[i];\r
+ DrawPlayBorderSides ();\r
+ }\r
+ bufferofs = temp;\r
+}\r
+\r
+/*\r
+===================\r
+=\r
+= DrawPlayBorder\r
+=\r
+===================\r
+*/\r
+void DrawAllPlayBorder (void)\r
+{\r
+ unsigned i,temp;\r
+\r
+ temp = bufferofs;\r
+ for (i=0;i<3;i++)\r
+ {\r
+ bufferofs = screenloc[i];\r
+ DrawPlayBorder ();\r
+ }\r
+ bufferofs = temp;\r
+}\r
+\r
+/*\r
+===================\r
+=\r
+= DrawPlayBorder\r
+=\r
+===================\r
+*/\r
+\r
+void DrawPlayBorder (void)\r
+{\r
+ int xl,yl;\r
+\r
+ VWB_Bar (0,0,320,200-STATUSLINES,127);\r
+\r
+ xl = 160-viewwidth/2;\r
+ yl = (200-STATUSLINES-viewheight)/2;\r
+ VWB_Bar (xl,yl,viewwidth,viewheight,0);\r
+\r
+ VWB_Hlin (xl-1,xl+viewwidth,yl-1,0);\r
+ VWB_Hlin (xl-1,xl+viewwidth,yl+viewheight,125);\r
+ VWB_Vlin (yl-1,yl+viewheight,xl-1,0);\r
+ VWB_Vlin (yl-1,yl+viewheight,xl+viewwidth,125);\r
+ VWB_Plot (xl-1,yl+viewheight,124);\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
+ unsigned temp;\r
+\r
+ VW_FadeOut ();\r
+\r
+ temp = bufferofs;\r
+\r
+ CA_CacheGrChunk (STATUSBARPIC);\r
+\r
+ for (i=0;i<3;i++)\r
+ {\r
+ bufferofs = screenloc[i];\r
+ DrawPlayBorder ();\r
+ VWB_DrawPic (0,200-STATUSLINES,STATUSBARPIC);\r
+ }\r
+\r
+ bufferofs = temp;\r
+\r
+ UNCACHEGRCHUNK (STATUSBARPIC);\r
+\r
+ DrawFace ();\r
+ DrawHealth ();\r
+ DrawLives ();\r
+ DrawLevel ();\r
+ DrawAmmo ();\r
+ DrawKeys ();\r
+ DrawWeapon ();\r
+ DrawScore ();\r
+}\r
+\r
+\r
+\r
+//==========================================================================\r
+\r
+/*\r
+==================\r
+=\r
+= StartDemoRecord\r
+=\r
+==================\r
+*/\r
+\r
+#define MAXDEMOSIZE 8192\r
+\r
+void StartDemoRecord (int levelnumber)\r
+{\r
+ MM_GetPtr (&demobuffer,MAXDEMOSIZE);\r
+ MM_SetLock (&demobuffer,true);\r
+ demoptr = (char far *)demobuffer;\r
+ lastdemoptr = demoptr+MAXDEMOSIZE;\r
+\r
+ *demoptr = levelnumber;\r
+ demoptr += 4; // leave space for length\r
+ demorecord = true;\r
+}\r
+\r
+\r
+/*\r
+==================\r
+=\r
+= FinishDemoRecord\r
+=\r
+==================\r
+*/\r
+\r
+char demoname[13] = "DEMO?.";\r
+\r
+void FinishDemoRecord (void)\r
+{\r
+ long length,level;\r
+\r
+ demorecord = false;\r
+\r
+ length = demoptr - (char far *)demobuffer;\r
+\r
+ demoptr = ((char far *)demobuffer)+1;\r
+ *(unsigned far *)demoptr = length;\r
+\r
+ CenterWindow(24,3);\r
+ PrintY+=6;\r
+ US_Print(" Demo number (0-9):");\r
+ VW_UpdateScreen();\r
+\r
+ if (US_LineInput (px,py,str,NULL,true,2,0))\r
+ {\r
+ level = atoi (str);\r
+ if (level>=0 && level<=9)\r
+ {\r
+ demoname[4] = '0'+level;\r
+ CA_WriteFile (demoname,(void far *)demobuffer,length);\r
+ }\r
+ }\r
+\r
+\r
+ MM_FreePtr (&demobuffer);\r
+}\r
+\r
+//==========================================================================\r
+\r
+/*\r
+==================\r
+=\r
+= RecordDemo\r
+=\r
+= Fades the screen out, then starts a demo. Exits with the screen faded\r
+=\r
+==================\r
+*/\r
+\r
+void RecordDemo (void)\r
+{\r
+ int level,esc;\r
+\r
+ CenterWindow(26,3);\r
+ PrintY+=6;\r
+ CA_CacheGrChunk(STARTFONT);\r
+ fontnumber=0;\r
+ US_Print(" Demo which level(1-10):");\r
+ VW_UpdateScreen();\r
+ VW_FadeIn ();\r
+ esc = !US_LineInput (px,py,str,NULL,true,2,0);\r
+ if (esc)\r
+ return;\r
+\r
+ level = atoi (str);\r
+ level--;\r
+\r
+ SETFONTCOLOR(0,15);\r
+ VW_FadeOut ();\r
+\r
+#ifndef SPEAR\r
+ NewGame (gd_hard,level/10);\r
+ gamestate.mapon = level%10;\r
+#else\r
+ NewGame (gd_hard,0);\r
+ gamestate.mapon = level;\r
+#endif\r
+\r
+ StartDemoRecord (level);\r
+\r
+ DrawPlayScreen ();\r
+ VW_FadeIn ();\r
+\r
+ startgame = false;\r
+ demorecord = true;\r
+\r
+ SetupGameLevel ();\r
+ StartMusic ();\r
+ PM_CheckMainMem ();\r
+ fizzlein = true;\r
+\r
+ PlayLoop ();\r
+\r
+ demoplayback = false;\r
+\r
+ StopMusic ();\r
+ VW_FadeOut ();\r
+ ClearMemory ();\r
+\r
+ FinishDemoRecord ();\r
+}\r
+\r
+//==========================================================================\r
+\r
+/*\r
+==================\r
+=\r
+= PlayDemo\r
+=\r
+= Fades the screen out, then starts a demo. Exits with the screen faded\r
+=\r
+==================\r
+*/\r
+\r
+void PlayDemo (int demonumber)\r
+{\r
+ int length;\r
+\r
+#ifdef DEMOSEXTERN\r
+// debug: load chunk\r
+#ifndef SPEARDEMO\r
+ int dems[4]={T_DEMO0,T_DEMO1,T_DEMO2,T_DEMO3};\r
+#else\r
+ int dems[1]={T_DEMO0};\r
+#endif\r
+\r
+ CA_CacheGrChunk(dems[demonumber]);\r
+ demoptr = grsegs[dems[demonumber]];\r
+ MM_SetLock (&grsegs[dems[demonumber]],true);\r
+#else\r
+ demoname[4] = '0'+demonumber;\r
+ CA_LoadFile (demoname,&demobuffer);\r
+ MM_SetLock (&demobuffer,true);\r
+ demoptr = (char far *)demobuffer;\r
+#endif\r
+\r
+ NewGame (1,0);\r
+ gamestate.mapon = *demoptr++;\r
+ gamestate.difficulty = gd_hard;\r
+ length = *((unsigned far *)demoptr)++;\r
+ demoptr++;\r
+ lastdemoptr = demoptr-4+length;\r
+\r
+ VW_FadeOut ();\r
+\r
+ SETFONTCOLOR(0,15);\r
+ DrawPlayScreen ();\r
+ VW_FadeIn ();\r
+\r
+ startgame = false;\r
+ demoplayback = true;\r
+\r
+ SetupGameLevel ();\r
+ StartMusic ();\r
+ PM_CheckMainMem ();\r
+ fizzlein = true;\r
+\r
+ PlayLoop ();\r
+\r
+#ifdef DEMOSEXTERN\r
+ UNCACHEGRCHUNK(dems[demonumber]);\r
+#else\r
+ MM_FreePtr (&demobuffer);\r
+#endif\r
+\r
+ demoplayback = false;\r
+\r
+ StopMusic ();\r
+ VW_FadeOut ();\r
+ ClearMemory ();\r
+}\r
+\r
+//==========================================================================\r
+\r
+/*\r
+==================\r
+=\r
+= Died\r
+=\r
+==================\r
+*/\r
+\r
+#define DEATHROTATE 2\r
+\r
+void Died (void)\r
+{\r
+ float fangle;\r
+ long dx,dy;\r
+ int iangle,curangle,clockwise,counter,change;\r
+\r
+ gamestate.weapon = -1; // take away weapon\r
+ SD_PlaySound (PLAYERDEATHSND);\r
+//\r
+// swing around to face attacker\r
+//\r
+ dx = killerobj->x - player->x;\r
+ dy = player->y - killerobj->y;\r
+\r
+ fangle = atan2(dy,dx); // returns -pi to pi\r
+ if (fangle<0)\r
+ fangle = M_PI*2+fangle;\r
+\r
+ iangle = fangle/(M_PI*2)*ANGLES;\r
+\r
+ if (player->angle > iangle)\r
+ {\r
+ counter = player->angle - iangle;\r
+ clockwise = ANGLES-player->angle + iangle;\r
+ }\r
+ else\r
+ {\r
+ clockwise = iangle - player->angle;\r
+ counter = player->angle + ANGLES-iangle;\r
+ }\r
+\r
+ curangle = player->angle;\r
+\r
+ if (clockwise<counter)\r
+ {\r
+ //\r
+ // rotate clockwise\r
+ //\r
+ if (curangle>iangle)\r
+ curangle -= ANGLES;\r
+ do\r
+ {\r
+ change = tics*DEATHROTATE;\r
+ if (curangle + change > iangle)\r
+ change = iangle-curangle;\r
+\r
+ curangle += change;\r
+ player->angle += change;\r
+ if (player->angle >= ANGLES)\r
+ player->angle -= ANGLES;\r
+\r
+ ThreeDRefresh ();\r
+ CalcTics ();\r
+ } while (curangle != iangle);\r
+ }\r
+ else\r
+ {\r
+ //\r
+ // rotate counterclockwise\r
+ //\r
+ if (curangle<iangle)\r
+ curangle += ANGLES;\r
+ do\r
+ {\r
+ change = -tics*DEATHROTATE;\r
+ if (curangle + change < iangle)\r
+ change = iangle-curangle;\r
+\r
+ curangle += change;\r
+ player->angle += change;\r
+ if (player->angle < 0)\r
+ player->angle += ANGLES;\r
+\r
+ ThreeDRefresh ();\r
+ CalcTics ();\r
+ } while (curangle != iangle);\r
+ }\r
+\r
+//\r
+// fade to red\r
+//\r
+ FinishPaletteShifts ();\r
+\r
+ bufferofs += screenofs;\r
+ VW_Bar (0,0,viewwidth,viewheight,4);\r
+ IN_ClearKeysDown ();\r
+ FizzleFade(bufferofs,displayofs+screenofs,viewwidth,viewheight,70,false);\r
+ bufferofs -= screenofs;\r
+ IN_UserInput(100);\r
+ SD_WaitSoundDone ();\r
+\r
+ if (tedlevel == false) // SO'S YA DON'T GET KILLED WHILE LAUNCHING!\r
+ gamestate.lives--;\r
+\r
+ if (gamestate.lives > -1)\r
+ {\r
+ gamestate.health = 100;\r
+ gamestate.weapon = gamestate.bestweapon\r
+ = gamestate.chosenweapon = wp_pistol;\r
+ gamestate.ammo = STARTAMMO;\r
+ gamestate.keys = 0;\r
+ gamestate.attackframe = gamestate.attackcount =\r
+ gamestate.weaponframe = 0;\r
+\r
+ DrawKeys ();\r
+ DrawWeapon ();\r
+ DrawAmmo ();\r
+ DrawHealth ();\r
+ DrawFace ();\r
+ DrawLives ();\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
+ boolean died;\r
+#ifdef MYPROFILE\r
+ clock_t start,end;\r
+#endif\r
+\r
+restartgame:\r
+ ClearMemory ();\r
+ SETFONTCOLOR(0,15);\r
+ DrawPlayScreen ();\r
+ died = false;\r
+restart:\r
+ do\r
+ {\r
+ if (!loadedgame)\r
+ gamestate.score = gamestate.oldscore;\r
+ DrawScore();\r
+\r
+ startgame = false;\r
+ if (loadedgame)\r
+ loadedgame = false;\r
+ else\r
+ SetupGameLevel ();\r
+\r
+#ifdef SPEAR\r
+ if (gamestate.mapon == 20) // give them the key allways\r
+ {\r
+ gamestate.keys |= 1;\r
+ DrawKeys ();\r
+ }\r
+#endif\r
+\r
+ ingame = true;\r
+ StartMusic ();\r
+ PM_CheckMainMem ();\r
+ if (!died)\r
+ PreloadGraphics ();\r
+ else\r
+ died = false;\r
+\r
+ fizzlein = true;\r
+ DrawLevel ();\r
+\r
+startplayloop:\r
+ PlayLoop ();\r
+\r
+#ifdef SPEAR\r
+ if (spearflag)\r
+ {\r
+ SD_StopSound();\r
+ SD_PlaySound(GETSPEARSND);\r
+ if (DigiMode != sds_Off)\r
+ {\r
+ long lasttimecount = TimeCount;\r
+\r
+ while(TimeCount < lasttimecount+150)\r
+ //while(DigiPlaying!=false)\r
+ SD_Poll();\r
+ }\r
+ else\r
+ SD_WaitSoundDone();\r
+\r
+ ClearMemory ();\r
+ gamestate.oldscore = gamestate.score;\r
+ gamestate.mapon = 20;\r
+ SetupGameLevel ();\r
+ StartMusic ();\r
+ PM_CheckMainMem ();\r
+ player->x = spearx;\r
+ player->y = speary;\r
+ player->angle = spearangle;\r
+ spearflag = false;\r
+ Thrust (0,0);\r
+ goto startplayloop;\r
+ }\r
+#endif\r
+\r
+ StopMusic ();\r
+ ingame = false;\r
+\r
+ if (demorecord && playstate != ex_warped)\r
+ FinishDemoRecord ();\r
+\r
+ if (startgame || loadedgame)\r
+ goto restartgame;\r
+\r
+ switch (playstate)\r
+ {\r
+ case ex_completed:\r
+ case ex_secretlevel:\r
+ gamestate.keys = 0;\r
+ DrawKeys ();\r
+ VW_FadeOut ();\r
+\r
+ ClearMemory ();\r
+\r
+ LevelCompleted (); // do the intermission\r
+#ifdef SPEARDEMO\r
+ if (gamestate.mapon == 1)\r
+ {\r
+ died = true; // don't "get psyched!"\r
+\r
+ VW_FadeOut ();\r
+\r
+ ClearMemory ();\r
+\r
+ CheckHighScore (gamestate.score,gamestate.mapon+1);\r
+\r
+ #pragma warn -sus\r
+ #ifndef JAPAN\r
+ _fstrcpy(MainMenu[viewscores].string,STR_VS);\r
+ #endif\r
+ MainMenu[viewscores].routine = CP_ViewScores;\r
+ #pragma warn +sus\r
+\r
+ return;\r
+ }\r
+#endif\r
+\r
+#ifdef JAPDEMO\r
+ if (gamestate.mapon == 3)\r
+ {\r
+ died = true; // don't "get psyched!"\r
+\r
+ VW_FadeOut ();\r
+\r
+ ClearMemory ();\r
+\r
+ CheckHighScore (gamestate.score,gamestate.mapon+1);\r
+\r
+ #pragma warn -sus\r
+ #ifndef JAPAN\r
+ _fstrcpy(MainMenu[viewscores].string,STR_VS);\r
+ #endif\r
+ MainMenu[viewscores].routine = CP_ViewScores;\r
+ #pragma warn +sus\r
+\r
+ return;\r
+ }\r
+#endif\r
+\r
+ gamestate.oldscore = gamestate.score;\r
+\r
+#ifndef SPEAR\r
+ //\r
+ // COMING BACK FROM SECRET LEVEL\r
+ //\r
+ if (gamestate.mapon == 9)\r
+ gamestate.mapon = ElevatorBackTo[gamestate.episode]; // back from secret\r
+ else\r
+ //\r
+ // GOING TO SECRET LEVEL\r
+ //\r
+ if (playstate == ex_secretlevel)\r
+ gamestate.mapon = 9;\r
+#else\r
+\r
+#define FROMSECRET1 3\r
+#define FROMSECRET2 11\r
+\r
+ //\r
+ // GOING TO SECRET LEVEL\r
+ //\r
+ if (playstate == ex_secretlevel)\r
+ switch(gamestate.mapon)\r
+ {\r
+ case FROMSECRET1: gamestate.mapon = 18; break;\r
+ case FROMSECRET2: gamestate.mapon = 19; break;\r
+ }\r
+ else\r
+ //\r
+ // COMING BACK FROM SECRET LEVEL\r
+ //\r
+ if (gamestate.mapon == 18 || gamestate.mapon == 19)\r
+ switch(gamestate.mapon)\r
+ {\r
+ case 18: gamestate.mapon = FROMSECRET1+1; break;\r
+ case 19: gamestate.mapon = FROMSECRET2+1; break;\r
+ }\r
+#endif\r
+ else\r
+ //\r
+ // GOING TO NEXT LEVEL\r
+ //\r
+ gamestate.mapon++;\r
+\r
+\r
+ break;\r
+\r
+ case ex_died:\r
+ Died ();\r
+ died = true; // don't "get psyched!"\r
+\r
+ if (gamestate.lives > -1)\r
+ break; // more lives left\r
+\r
+ VW_FadeOut ();\r
+\r
+ ClearMemory ();\r
+\r
+ CheckHighScore (gamestate.score,gamestate.mapon+1);\r
+\r
+ #pragma warn -sus\r
+ #ifndef JAPAN\r
+ _fstrcpy(MainMenu[viewscores].string,STR_VS);\r
+ #endif\r
+ MainMenu[viewscores].routine = CP_ViewScores;\r
+ #pragma warn +sus\r
+\r
+ return;\r
+\r
+ case ex_victorious:\r
+\r
+#ifndef SPEAR\r
+ VW_FadeOut ();\r
+#else\r
+ VL_FadeOut (0,255,0,17,17,300);\r
+#endif\r
+ ClearMemory ();\r
+\r
+ Victory ();\r
+\r
+ ClearMemory ();\r
+\r
+ CheckHighScore (gamestate.score,gamestate.mapon+1);\r
+\r
+ #pragma warn -sus\r
+ #ifndef JAPAN\r
+ _fstrcpy(MainMenu[viewscores].string,STR_VS);\r
+ #endif\r
+ MainMenu[viewscores].routine = CP_ViewScores;\r
+ #pragma warn +sus\r
+\r
+ return;\r
+\r
+ default:\r
+ ClearMemory ();\r
+ break;\r
+ }\r
+\r
+ } while (1);\r
+\r
+}\r
+\r
--- /dev/null
+// WL_INTER.C\r
+\r
+#include "WL_DEF.H"\r
+#pragma hdrstop\r
+\r
+\r
+//==========================================================================\r
+\r
+/*\r
+==================\r
+=\r
+= CLearSplitVWB\r
+=\r
+==================\r
+*/\r
+\r
+void ClearSplitVWB (void)\r
+{\r
+ memset (update,0,sizeof(update));\r
+ WindowX = 0;\r
+ WindowY = 0;\r
+ WindowW = 320;\r
+ WindowH = 160;\r
+}\r
+\r
+\r
+//==========================================================================\r
+\r
+#ifdef SPEAR\r
+#ifndef SPEARDEMO\r
+////////////////////////////////////////////////////////\r
+//\r
+// End of Spear of Destiny\r
+//\r
+////////////////////////////////////////////////////////\r
+\r
+void EndScreen (int palette, int screen)\r
+{\r
+ CA_CacheScreen (screen);\r
+ VW_UpdateScreen ();\r
+ CA_CacheGrChunk (palette);\r
+ VL_FadeIn(0,255,grsegs[palette],30);\r
+ UNCACHEGRCHUNK (palette);\r
+ IN_ClearKeysDown ();\r
+ IN_Ack ();\r
+ VW_FadeOut ();\r
+}\r
+\r
+\r
+void EndSpear(void)\r
+{\r
+ EndScreen (END1PALETTE, ENDSCREEN11PIC);\r
+\r
+ CA_CacheScreen (ENDSCREEN3PIC);\r
+ VW_UpdateScreen ();\r
+ CA_CacheGrChunk (END3PALETTE);\r
+ VL_FadeIn(0,255,grsegs[END3PALETTE],30);\r
+ UNCACHEGRCHUNK (END3PALETTE);\r
+ fontnumber = 0;\r
+ fontcolor = 0xd0;\r
+ WindowX = 0;\r
+ WindowW = 320;\r
+ PrintX = 0;\r
+ PrintY = 180;\r
+ US_CPrint (STR_ENDGAME1"\n");\r
+ US_CPrint (STR_ENDGAME2);\r
+ VW_UpdateScreen ();\r
+ IN_StartAck ();\r
+ TimeCount = 0;\r
+ while (!IN_CheckAck () && TimeCount < 700);\r
+\r
+ PrintX = 0;\r
+ PrintY = 180;\r
+ VWB_Bar(0,180,320,20,0);\r
+ US_CPrint (STR_ENDGAME3"\n");\r
+ US_CPrint (STR_ENDGAME4);\r
+ VW_UpdateScreen ();\r
+ IN_StartAck ();\r
+ TimeCount = 0;\r
+ while (!IN_CheckAck () && TimeCount < 700);\r
+\r
+ VW_FadeOut ();\r
+\r
+ EndScreen (END4PALETTE, ENDSCREEN4PIC);\r
+ EndScreen (END5PALETTE, ENDSCREEN5PIC);\r
+ EndScreen (END6PALETTE, ENDSCREEN6PIC);\r
+ EndScreen (END7PALETTE, ENDSCREEN7PIC);\r
+ EndScreen (END8PALETTE, ENDSCREEN8PIC);\r
+ EndScreen (END9PALETTE, ENDSCREEN9PIC);\r
+\r
+ EndScreen (END2PALETTE, ENDSCREEN12PIC);\r
+\r
+ MainMenu[savegame].active = 0;\r
+}\r
+#endif\r
+#endif\r
+\r
+//==========================================================================\r
+\r
+/*\r
+==================\r
+=\r
+= Victory\r
+=\r
+==================\r
+*/\r
+\r
+void Victory (void)\r
+{\r
+#ifndef SPEARDEMO\r
+ long sec;\r
+ int i,min,kr,sr,tr,x;\r
+ char tempstr[8];\r
+\r
+#define RATIOX 6\r
+#define RATIOY 14\r
+#define TIMEX 14\r
+#define TIMEY 8\r
+\r
+\r
+#ifdef SPEAR\r
+ StartCPMusic (XTHEEND_MUS);\r
+\r
+ CA_CacheGrChunk(BJCOLLAPSE1PIC);\r
+ CA_CacheGrChunk(BJCOLLAPSE2PIC);\r
+ CA_CacheGrChunk(BJCOLLAPSE3PIC);\r
+ CA_CacheGrChunk(BJCOLLAPSE4PIC);\r
+\r
+ VWB_Bar(0,0,320,200,VIEWCOLOR);\r
+ VWB_DrawPic (124,44,BJCOLLAPSE1PIC);\r
+ VW_UpdateScreen ();\r
+ VW_FadeIn ();\r
+ VW_WaitVBL(2*70);\r
+ VWB_DrawPic (124,44,BJCOLLAPSE2PIC);\r
+ VW_UpdateScreen ();\r
+ VW_WaitVBL(105);\r
+ VWB_DrawPic (124,44,BJCOLLAPSE3PIC);\r
+ VW_UpdateScreen ();\r
+ VW_WaitVBL(105);\r
+ VWB_DrawPic (124,44,BJCOLLAPSE4PIC);\r
+ VW_UpdateScreen ();\r
+ VW_WaitVBL(3*70);\r
+\r
+ UNCACHEGRCHUNK(BJCOLLAPSE1PIC);\r
+ UNCACHEGRCHUNK(BJCOLLAPSE2PIC);\r
+ UNCACHEGRCHUNK(BJCOLLAPSE3PIC);\r
+ UNCACHEGRCHUNK(BJCOLLAPSE4PIC);\r
+ VL_FadeOut (0,255,0,17,17,5);\r
+#endif\r
+\r
+ StartCPMusic (URAHERO_MUS);\r
+ ClearSplitVWB ();\r
+ CacheLump(LEVELEND_LUMP_START,LEVELEND_LUMP_END);\r
+ CA_CacheGrChunk(STARTFONT);\r
+\r
+#ifndef SPEAR\r
+ CA_CacheGrChunk(C_TIMECODEPIC);\r
+#endif\r
+\r
+\r
+ VWB_Bar (0,0,320,200-STATUSLINES,127);\r
+#ifdef JAPAN\r
+#ifndef JAPDEMO\r
+ CA_CacheGrChunk(C_ENDRATIOSPIC);\r
+ VWB_DrawPic(0,0,C_ENDRATIOSPIC);\r
+ UNCACHEGRCHUNK(C_ENDRATIOSPIC);\r
+#endif\r
+#else\r
+ Write(18,2,STR_YOUWIN);\r
+\r
+ Write(TIMEX,TIMEY-2,STR_TOTALTIME);\r
+\r
+ Write(12,RATIOY-2,"averages");\r
+\r
+ #ifdef SPANISH\r
+ Write(RATIOX+2, RATIOY, STR_RATKILL);\r
+ Write(RATIOX+2, RATIOY+2, STR_RATSECRET);\r
+ Write(RATIOX+2, RATIOY+4,STR_RATTREASURE);\r
+ #else\r
+ Write(RATIOX+8,RATIOY, STR_RATKILL);\r
+ Write(RATIOX+4,RATIOY+2, STR_RATSECRET);\r
+ Write(RATIOX, RATIOY+4,STR_RATTREASURE);\r
+ #endif\r
+\r
+#endif\r
+\r
+#ifndef JAPDEMO\r
+ VWB_DrawPic (8,4,L_BJWINSPIC);\r
+#endif\r
+\r
+\r
+#ifndef SPEAR\r
+ for (kr = sr = tr = sec = i = 0;i < 8;i++)\r
+#else\r
+ for (kr = sr = tr = sec = i = 0;i < 20;i++)\r
+#endif\r
+ {\r
+ sec += LevelRatios[i].time;\r
+ kr += LevelRatios[i].kill;\r
+ sr += LevelRatios[i].secret;\r
+ tr += LevelRatios[i].treasure;\r
+ }\r
+\r
+#ifndef SPEAR\r
+ kr /= 8;\r
+ sr /= 8;\r
+ tr /= 8;\r
+#else\r
+ kr /= 14;\r
+ sr /= 14;\r
+ tr /= 14;\r
+#endif\r
+\r
+ min = sec/60;\r
+ sec %= 60;\r
+\r
+ if (min > 99)\r
+ min = sec = 99;\r
+\r
+ i = TIMEX*8+1;\r
+ VWB_DrawPic(i,TIMEY*8,L_NUM0PIC+(min/10));\r
+ i += 2*8;\r
+ VWB_DrawPic(i,TIMEY*8,L_NUM0PIC+(min%10));\r
+ i += 2*8;\r
+ Write(i/8,TIMEY,":");\r
+ i += 1*8;\r
+ VWB_DrawPic(i,TIMEY*8,L_NUM0PIC+(sec/10));\r
+ i += 2*8;\r
+ VWB_DrawPic(i,TIMEY*8,L_NUM0PIC+(sec%10));\r
+ VW_UpdateScreen ();\r
+\r
+ itoa(kr,tempstr,10);\r
+ x=RATIOX+24-strlen(tempstr)*2;\r
+ Write(x,RATIOY,tempstr);\r
+\r
+ itoa(sr,tempstr,10);\r
+ x=RATIOX+24-strlen(tempstr)*2;\r
+ Write(x,RATIOY+2,tempstr);\r
+\r
+ itoa(tr,tempstr,10);\r
+ x=RATIOX+24-strlen(tempstr)*2;\r
+ Write(x,RATIOY+4,tempstr);\r
+\r
+\r
+#ifndef SPANISH\r
+#ifndef UPLOAD\r
+#ifndef SPEAR\r
+ //\r
+ // TOTAL TIME VERIFICATION CODE\r
+ //\r
+ if (gamestate.difficulty>=gd_medium)\r
+ {\r
+ VWB_DrawPic (30*8,TIMEY*8,C_TIMECODEPIC);\r
+ fontnumber = 0;\r
+ fontcolor = READHCOLOR;\r
+ PrintX = 30*8-3;\r
+ PrintY = TIMEY*8+8;\r
+ PrintX+=4;\r
+ tempstr[0] = (((min/10)^(min%10))^0xa)+'A';\r
+ tempstr[1] = (((sec/10)^(sec%10))^0xa)+'A';\r
+ tempstr[2] = (tempstr[0]^tempstr[1])+'A';\r
+ tempstr[3] = 0;\r
+ US_Print(tempstr);\r
+ }\r
+#endif\r
+#endif\r
+#endif\r
+\r
+\r
+ fontnumber = 1;\r
+\r
+ VW_UpdateScreen ();\r
+ VW_FadeIn ();\r
+\r
+ IN_Ack();\r
+\r
+ #ifndef SPEAR\r
+ if (Keyboard[sc_P] && MS_CheckParm("goobers"))\r
+ PicturePause();\r
+ #endif\r
+\r
+ VW_FadeOut ();\r
+\r
+#ifndef SPEAR\r
+ UNCACHEGRCHUNK(C_TIMECODEPIC);\r
+#endif\r
+ UnCacheLump(LEVELEND_LUMP_START,LEVELEND_LUMP_END);\r
+\r
+#ifndef SPEAR\r
+ EndText();\r
+#else\r
+ EndSpear();\r
+#endif\r
+\r
+#endif // SPEARDEMO\r
+}\r
+\r
+\r
+//==========================================================================\r
+\r
+#ifndef JAPAN\r
+/*\r
+==================\r
+=\r
+= PG13\r
+=\r
+==================\r
+*/\r
+\r
+void PG13 (void)\r
+{\r
+ VW_FadeOut();\r
+ VWB_Bar(0,0,320,200,0x82); // background\r
+\r
+ CA_CacheGrChunk (PG13PIC);\r
+ VWB_DrawPic (216,110,PG13PIC);\r
+ VW_UpdateScreen ();\r
+\r
+ UNCACHEGRCHUNK (PG13PIC);\r
+\r
+ VW_FadeIn();\r
+ IN_UserInput(TickBase*7);\r
+\r
+ VW_FadeOut ();\r
+}\r
+#endif\r
+\r
+\r
+//==========================================================================\r
+\r
+void Write(int x,int y,char *string)\r
+{\r
+ int alpha[]={L_NUM0PIC,L_NUM1PIC,L_NUM2PIC,L_NUM3PIC,L_NUM4PIC,L_NUM5PIC,\r
+ L_NUM6PIC,L_NUM7PIC,L_NUM8PIC,L_NUM9PIC,L_COLONPIC,0,0,0,0,0,0,L_APIC,L_BPIC,\r
+ L_CPIC,L_DPIC,L_EPIC,L_FPIC,L_GPIC,L_HPIC,L_IPIC,L_JPIC,L_KPIC,\r
+ L_LPIC,L_MPIC,L_NPIC,L_OPIC,L_PPIC,L_QPIC,L_RPIC,L_SPIC,L_TPIC,\r
+ L_UPIC,L_VPIC,L_WPIC,L_XPIC,L_YPIC,L_ZPIC};\r
+\r
+ int i,ox,nx,ny;\r
+ char ch;\r
+\r
+\r
+ ox=nx=x*8;\r
+ ny=y*8;\r
+ for (i=0;i<strlen(string);i++)\r
+ if (string[i]=='\n')\r
+ {\r
+ nx=ox;\r
+ ny+=16;\r
+ }\r
+ else\r
+ {\r
+ ch=string[i];\r
+ if (ch>='a')\r
+ ch-=('a'-'A');\r
+ ch-='0';\r
+\r
+ switch(string[i])\r
+ {\r
+ case '!':\r
+ VWB_DrawPic(nx,ny,L_EXPOINTPIC);\r
+ nx+=8;\r
+ continue;\r
+\r
+ case '\'':\r
+ VWB_DrawPic(nx,ny,L_APOSTROPHEPIC);\r
+ nx+=8;\r
+ continue;\r
+\r
+ case ' ': break;\r
+ case 0x3a: // ':'\r
+\r
+ VWB_DrawPic(nx,ny,L_COLONPIC);\r
+ nx+=8;\r
+ continue;\r
+\r
+ case '%':\r
+ VWB_DrawPic(nx,ny,L_PERCENTPIC);\r
+ break;\r
+\r
+ default:\r
+ VWB_DrawPic(nx,ny,alpha[ch]);\r
+ }\r
+ nx+=16;\r
+ }\r
+}\r
+\r
+\r
+//\r
+// Breathe Mr. BJ!!!\r
+//\r
+void BJ_Breathe(void)\r
+{\r
+ static int which=0,max=10;\r
+ int pics[2]={L_GUYPIC,L_GUY2PIC};\r
+\r
+\r
+ if (TimeCount>max)\r
+ {\r
+ which^=1;\r
+ VWB_DrawPic(0,16,pics[which]);\r
+ VW_UpdateScreen();\r
+ TimeCount=0;\r
+ max=35;\r
+ }\r
+}\r
+\r
+\r
+\r
+/*\r
+==================\r
+=\r
+= LevelCompleted\r
+=\r
+= Entered with the screen faded out\r
+= Still in split screen mode with the status bar\r
+=\r
+= Exit with the screen faded out\r
+=\r
+==================\r
+*/\r
+\r
+#ifndef SPEAR\r
+LRstruct LevelRatios[8];\r
+#else\r
+LRstruct LevelRatios[20];\r
+#endif\r
+\r
+void LevelCompleted (void)\r
+{\r
+ #define VBLWAIT 30\r
+ #define PAR_AMOUNT 500\r
+ #define PERCENT100AMT 10000\r
+ typedef struct {\r
+ float time;\r
+ char timestr[6];\r
+ } times;\r
+\r
+ int x,i,min,sec,ratio,kr,sr,tr;\r
+ unsigned temp;\r
+ char tempstr[10];\r
+ long bonus,timeleft=0;\r
+ times parTimes[]=\r
+ {\r
+#ifndef SPEAR\r
+ //\r
+ // Episode One Par Times\r
+ //\r
+ {1.5, "01:30"},\r
+ {2, "02:00"},\r
+ {2, "02:00"},\r
+ {3.5, "03:30"},\r
+ {3, "03:00"},\r
+ {3, "03:00"},\r
+ {2.5, "02:30"},\r
+ {2.5, "02:30"},\r
+ {0, "??:??"}, // Boss level\r
+ {0, "??:??"}, // Secret level\r
+\r
+ //\r
+ // Episode Two Par Times\r
+ //\r
+ {1.5, "01:30"},\r
+ {3.5, "03:30"},\r
+ {3, "03:00"},\r
+ {2, "02:00"},\r
+ {4, "04:00"},\r
+ {6, "06:00"},\r
+ {1, "01:00"},\r
+ {3, "03:00"},\r
+ {0, "??:??"},\r
+ {0, "??:??"},\r
+\r
+ //\r
+ // Episode Three Par Times\r
+ //\r
+ {1.5, "01:30"},\r
+ {1.5, "01:30"},\r
+ {2.5, "02:30"},\r
+ {2.5, "02:30"},\r
+ {3.5, "03:30"},\r
+ {2.5, "02:30"},\r
+ {2, "02:00"},\r
+ {6, "06:00"},\r
+ {0, "??:??"},\r
+ {0, "??:??"},\r
+\r
+ //\r
+ // Episode Four Par Times\r
+ //\r
+ {2, "02:00"},\r
+ {2, "02:00"},\r
+ {1.5, "01:30"},\r
+ {1, "01:00"},\r
+ {4.5, "04:30"},\r
+ {3.5, "03:30"},\r
+ {2, "02:00"},\r
+ {4.5, "04:30"},\r
+ {0, "??:??"},\r
+ {0, "??:??"},\r
+\r
+ //\r
+ // Episode Five Par Times\r
+ //\r
+ {2.5, "02:30"},\r
+ {1.5, "01:30"},\r
+ {2.5, "02:30"},\r
+ {2.5, "02:30"},\r
+ {4, "04:00"},\r
+ {3, "03:00"},\r
+ {4.5, "04:30"},\r
+ {3.5, "03:30"},\r
+ {0, "??:??"},\r
+ {0, "??:??"},\r
+\r
+ //\r
+ // Episode Six Par Times\r
+ //\r
+ {6.5, "06:30"},\r
+ {4, "04:00"},\r
+ {4.5, "04:30"},\r
+ {6, "06:00"},\r
+ {5, "05:00"},\r
+ {5.5, "05:30"},\r
+ {5.5, "05:30"},\r
+ {8.5, "08:30"},\r
+ {0, "??:??"},\r
+ {0, "??:??"}\r
+#else\r
+ //\r
+ // SPEAR OF DESTINY TIMES\r
+ //\r
+ {1.5, "01:30"},\r
+ {3.5, "03:30"},\r
+ {2.75, "02:45"},\r
+ {3.5, "03:30"},\r
+ {0, "??:??"}, // Boss 1\r
+ {4.5, "04:30"},\r
+ {3.25, "03:15"},\r
+ {2.75, "02:45"},\r
+ {4.75, "04:45"},\r
+ {0, "??:??"}, // Boss 2\r
+ {6.5, "06:30"},\r
+ {4.5, "04:30"},\r
+ {2.75, "02:45"},\r
+ {4.5, "04:30"},\r
+ {6, "06:00"},\r
+ {0, "??:??"}, // Boss 3\r
+ {6, "06:00"},\r
+ {0, "??:??"}, // Boss 4\r
+ {0, "??:??"}, // Secret level 1\r
+ {0, "??:??"}, // Secret level 2\r
+#endif\r
+ };\r
+\r
+\r
+\r
+ CacheLump(LEVELEND_LUMP_START,LEVELEND_LUMP_END);\r
+ ClearSplitVWB (); // set up for double buffering in split screen\r
+ VWB_Bar (0,0,320,200-STATUSLINES,127);\r
+ StartCPMusic(ENDLEVEL_MUS);\r
+\r
+//\r
+// do the intermission\r
+//\r
+ IN_ClearKeysDown();\r
+ IN_StartAck();\r
+\r
+#ifdef JAPAN\r
+ CA_CacheGrChunk(C_INTERMISSIONPIC);\r
+ VWB_DrawPic(0,0,C_INTERMISSIONPIC);\r
+ UNCACHEGRCHUNK(C_INTERMISSIONPIC);\r
+#endif\r
+ VWB_DrawPic(0,16,L_GUYPIC);\r
+\r
+#ifndef SPEAR\r
+ if (mapon<8)\r
+#else\r
+ if (mapon != 4 &&\r
+ mapon != 9 &&\r
+ mapon != 15 &&\r
+ mapon < 17)\r
+#endif\r
+ {\r
+#ifndef JAPAN\r
+ #ifdef SPANISH\r
+ Write(14,2,"piso\ncompletado");\r
+ #else\r
+ Write(14,2,"floor\ncompleted");\r
+ #endif\r
+\r
+ Write(14,7,STR_BONUS" 0");\r
+ Write(16,10,STR_TIME);\r
+ Write(16,12,STR_PAR);\r
+\r
+ #ifdef SPANISH\r
+ Write(11,14, STR_RAT2KILL);\r
+ Write(11,16, STR_RAT2SECRET);\r
+ Write(11,18,STR_RAT2TREASURE);\r
+ #else\r
+ Write(9,14, STR_RAT2KILL);\r
+ Write(5,16, STR_RAT2SECRET);\r
+ Write(1,18,STR_RAT2TREASURE);\r
+ #endif\r
+\r
+ Write(26,2,itoa(gamestate.mapon+1,tempstr,10));\r
+#endif\r
+\r
+ #ifdef SPANISH\r
+ Write(30,12,parTimes[gamestate.episode*10+mapon].timestr);\r
+ #else\r
+ Write(26,12,parTimes[gamestate.episode*10+mapon].timestr);\r
+ #endif\r
+\r
+ //\r
+ // PRINT TIME\r
+ //\r
+ sec=gamestate.TimeCount/70;\r
+\r
+ if (sec > 99*60) // 99 minutes max\r
+ sec = 99*60;\r
+\r
+ if (gamestate.TimeCount<parTimes[gamestate.episode*10+mapon].time*4200)\r
+ timeleft=(parTimes[gamestate.episode*10+mapon].time*4200)/70-sec;\r
+\r
+ min=sec/60;\r
+ sec%=60;\r
+\r
+ #ifdef SPANISH\r
+ i=30*8;\r
+ #else\r
+ i=26*8;\r
+ #endif\r
+ VWB_DrawPic(i,10*8,L_NUM0PIC+(min/10));\r
+ i+=2*8;\r
+ VWB_DrawPic(i,10*8,L_NUM0PIC+(min%10));\r
+ i+=2*8;\r
+ Write(i/8,10,":");\r
+ i+=1*8;\r
+ VWB_DrawPic(i,10*8,L_NUM0PIC+(sec/10));\r
+ i+=2*8;\r
+ VWB_DrawPic(i,10*8,L_NUM0PIC+(sec%10));\r
+\r
+ VW_UpdateScreen ();\r
+ VW_FadeIn ();\r
+\r
+\r
+ //\r
+ // FIGURE RATIOS OUT BEFOREHAND\r
+ //\r
+ kr = sr = tr = 0;\r
+ if (gamestate.killtotal)\r
+ kr=(gamestate.killcount*100)/gamestate.killtotal;\r
+ if (gamestate.secrettotal)\r
+ sr=(gamestate.secretcount*100)/gamestate.secrettotal;\r
+ if (gamestate.treasuretotal)\r
+ tr=(gamestate.treasurecount*100)/gamestate.treasuretotal;\r
+\r
+\r
+ //\r
+ // PRINT TIME BONUS\r
+ //\r
+ bonus=timeleft*PAR_AMOUNT;\r
+ if (bonus)\r
+ {\r
+ for (i=0;i<=timeleft;i++)\r
+ {\r
+ ltoa((long)i*PAR_AMOUNT,tempstr,10);\r
+ x=36-strlen(tempstr)*2;\r
+ Write(x,7,tempstr);\r
+ if (!(i%(PAR_AMOUNT/10)))\r
+ SD_PlaySound(ENDBONUS1SND);\r
+ VW_UpdateScreen();\r
+ while(SD_SoundPlaying())\r
+ BJ_Breathe();\r
+ if (IN_CheckAck())\r
+ goto done;\r
+ }\r
+\r
+ VW_UpdateScreen();\r
+ SD_PlaySound(ENDBONUS2SND);\r
+ while(SD_SoundPlaying())\r
+ BJ_Breathe();\r
+ }\r
+\r
+\r
+ #ifdef SPANISH\r
+ #define RATIOXX 33\r
+ #else\r
+ #define RATIOXX 37\r
+ #endif\r
+ //\r
+ // KILL RATIO\r
+ //\r
+ ratio=kr;\r
+ for (i=0;i<=ratio;i++)\r
+ {\r
+ itoa(i,tempstr,10);\r
+ x=RATIOXX-strlen(tempstr)*2;\r
+ Write(x,14,tempstr);\r
+ if (!(i%10))\r
+ SD_PlaySound(ENDBONUS1SND);\r
+ VW_UpdateScreen ();\r
+ while(SD_SoundPlaying())\r
+ BJ_Breathe();\r
+\r
+ if (IN_CheckAck())\r
+ goto done;\r
+ }\r
+ if (ratio==100)\r
+ {\r
+ VW_WaitVBL(VBLWAIT);\r
+ SD_StopSound();\r
+ bonus+=PERCENT100AMT;\r
+ ltoa(bonus,tempstr,10);\r
+ x=(RATIOXX-1)-strlen(tempstr)*2;\r
+ Write(x,7,tempstr);\r
+ VW_UpdateScreen();\r
+ SD_PlaySound(PERCENT100SND);\r
+ }\r
+ else\r
+ if (!ratio)\r
+ {\r
+ VW_WaitVBL(VBLWAIT);\r
+ SD_StopSound();\r
+ SD_PlaySound(NOBONUSSND);\r
+ }\r
+ else\r
+ SD_PlaySound(ENDBONUS2SND);\r
+\r
+ VW_UpdateScreen();\r
+ while(SD_SoundPlaying())\r
+ BJ_Breathe();\r
+\r
+\r
+ //\r
+ // SECRET RATIO\r
+ //\r
+ ratio=sr;\r
+ for (i=0;i<=ratio;i++)\r
+ {\r
+ itoa(i,tempstr,10);\r
+ x=RATIOXX-strlen(tempstr)*2;\r
+ Write(x,16,tempstr);\r
+ if (!(i%10))\r
+ SD_PlaySound(ENDBONUS1SND);\r
+ VW_UpdateScreen ();\r
+ while(SD_SoundPlaying())\r
+ BJ_Breathe();\r
+ BJ_Breathe();\r
+\r
+ if (IN_CheckAck())\r
+ goto done;\r
+ }\r
+ if (ratio==100)\r
+ {\r
+ VW_WaitVBL(VBLWAIT);\r
+ SD_StopSound();\r
+ bonus+=PERCENT100AMT;\r
+ ltoa(bonus,tempstr,10);\r
+ x=(RATIOXX-1)-strlen(tempstr)*2;\r
+ Write(x,7,tempstr);\r
+ VW_UpdateScreen();\r
+ SD_PlaySound(PERCENT100SND);\r
+ }\r
+ else\r
+ if (!ratio)\r
+ {\r
+ VW_WaitVBL(VBLWAIT);\r
+ SD_StopSound();\r
+ SD_PlaySound(NOBONUSSND);\r
+ }\r
+ else\r
+ SD_PlaySound(ENDBONUS2SND);\r
+ VW_UpdateScreen();\r
+ while(SD_SoundPlaying())\r
+ BJ_Breathe();\r
+\r
+\r
+ //\r
+ // TREASURE RATIO\r
+ //\r
+ ratio=tr;\r
+ for (i=0;i<=ratio;i++)\r
+ {\r
+ itoa(i,tempstr,10);\r
+ x=RATIOXX-strlen(tempstr)*2;\r
+ Write(x,18,tempstr);\r
+ if (!(i%10))\r
+ SD_PlaySound(ENDBONUS1SND);\r
+ VW_UpdateScreen ();\r
+ while(SD_SoundPlaying())\r
+ BJ_Breathe();\r
+ if (IN_CheckAck())\r
+ goto done;\r
+ }\r
+ if (ratio==100)\r
+ {\r
+ VW_WaitVBL(VBLWAIT);\r
+ SD_StopSound();\r
+ bonus+=PERCENT100AMT;\r
+ ltoa(bonus,tempstr,10);\r
+ x=(RATIOXX-1)-strlen(tempstr)*2;\r
+ Write(x,7,tempstr);\r
+ VW_UpdateScreen();\r
+ SD_PlaySound(PERCENT100SND);\r
+ }\r
+ else\r
+ if (!ratio)\r
+ {\r
+ VW_WaitVBL(VBLWAIT);\r
+ SD_StopSound();\r
+ SD_PlaySound(NOBONUSSND);\r
+ }\r
+ else\r
+ SD_PlaySound(ENDBONUS2SND);\r
+ VW_UpdateScreen();\r
+ while(SD_SoundPlaying())\r
+ BJ_Breathe();\r
+\r
+\r
+ //\r
+ // JUMP STRAIGHT HERE IF KEY PRESSED\r
+ //\r
+ done:\r
+\r
+ itoa(kr,tempstr,10);\r
+ x=RATIOXX-strlen(tempstr)*2;\r
+ Write(x,14,tempstr);\r
+\r
+ itoa(sr,tempstr,10);\r
+ x=RATIOXX-strlen(tempstr)*2;\r
+ Write(x,16,tempstr);\r
+\r
+ itoa(tr,tempstr,10);\r
+ x=RATIOXX-strlen(tempstr)*2;\r
+ Write(x,18,tempstr);\r
+\r
+ bonus=(long)timeleft*PAR_AMOUNT+\r
+ (PERCENT100AMT*(kr==100))+\r
+ (PERCENT100AMT*(sr==100))+\r
+ (PERCENT100AMT*(tr==100));\r
+\r
+ GivePoints(bonus);\r
+ ltoa(bonus,tempstr,10);\r
+ x=36-strlen(tempstr)*2;\r
+ Write(x,7,tempstr);\r
+\r
+ //\r
+ // SAVE RATIO INFORMATION FOR ENDGAME\r
+ //\r
+ LevelRatios[mapon].kill=kr;\r
+ LevelRatios[mapon].secret=sr;\r
+ LevelRatios[mapon].treasure=tr;\r
+ LevelRatios[mapon].time=min*60+sec;\r
+ }\r
+ else\r
+ {\r
+#ifdef SPEAR\r
+#ifndef SPEARDEMO\r
+ switch(mapon)\r
+ {\r
+ case 4: Write(14,4," trans\n"\r
+ " grosse\n"\r
+ STR_DEFEATED); break;\r
+ case 9: Write(14,4,"barnacle\n"\r
+ "wilhelm\n"\r
+ STR_DEFEATED); break;\r
+ case 15: Write(14,4,"ubermutant\n"\r
+ STR_DEFEATED); break;\r
+ case 17: Write(14,4," death\n"\r
+ " knight\n"\r
+ STR_DEFEATED); break;\r
+ case 18: Write(13,4,"secret tunnel\n"\r
+ " area\n"\r
+ " completed!"); break;\r
+ case 19: Write(13,4,"secret castle\n"\r
+ " area\n"\r
+ " completed!"); break;\r
+ }\r
+#endif\r
+#else\r
+ Write(14,4,"secret floor\n completed!");\r
+#endif\r
+\r
+ Write(10,16,"15000 bonus!");\r
+\r
+ VW_UpdateScreen();\r
+ VW_FadeIn();\r
+\r
+ GivePoints(15000);\r
+ }\r
+\r
+\r
+ DrawScore();\r
+ VW_UpdateScreen();\r
+\r
+ TimeCount=0;\r
+ IN_StartAck();\r
+ while(!IN_CheckAck())\r
+ BJ_Breathe();\r
+\r
+//\r
+// done\r
+//\r
+#ifdef SPEARDEMO\r
+ if (gamestate.mapon == 1)\r
+ {\r
+ SD_PlaySound (BONUS1UPSND);\r
+\r
+ CA_CacheGrChunk (STARTFONT+1);\r
+ Message ("This concludes your demo\n"\r
+ "of Spear of Destiny! Now,\n"\r
+ "go to your local software\n"\r
+ "store and buy it!");\r
+ UNCACHEGRCHUNK (STARTFONT+1);\r
+\r
+ IN_ClearKeysDown();\r
+ IN_Ack();\r
+ }\r
+#endif\r
+\r
+#ifdef JAPDEMO\r
+ if (gamestate.mapon == 3)\r
+ {\r
+ SD_PlaySound (BONUS1UPSND);\r
+\r
+ CA_CacheGrChunk (STARTFONT+1);\r
+ Message ("This concludes your demo\n"\r
+ "of Wolfenstein 3-D! Now,\n"\r
+ "go to your local software\n"\r
+ "store and buy it!");\r
+ UNCACHEGRCHUNK (STARTFONT+1);\r
+\r
+ IN_ClearKeysDown();\r
+ IN_Ack();\r
+ }\r
+#endif\r
+\r
+ #ifndef SPEAR\r
+ if (Keyboard[sc_P] && MS_CheckParm("goobers"))\r
+ PicturePause();\r
+ #endif\r
+\r
+ VW_FadeOut ();\r
+ temp = bufferofs;\r
+ for (i=0;i<3;i++)\r
+ {\r
+ bufferofs = screenloc[i];\r
+ DrawPlayBorder ();\r
+ }\r
+ bufferofs = temp;\r
+\r
+ UnCacheLump(LEVELEND_LUMP_START,LEVELEND_LUMP_END);\r
+}\r
+\r
+\r
+\r
+//==========================================================================\r
+\r
+\r
+/*\r
+=================\r
+=\r
+= PreloadGraphics\r
+=\r
+= Fill the cache up\r
+=\r
+=================\r
+*/\r
+\r
+boolean PreloadUpdate(unsigned current, unsigned total)\r
+{\r
+ unsigned w = WindowW - 10;\r
+\r
+\r
+ VWB_Bar(WindowX + 5,WindowY + WindowH - 3,w,2,BLACK);\r
+ w = ((long)w * current) / total;\r
+ if (w)\r
+ {\r
+ VWB_Bar(WindowX + 5,WindowY + WindowH - 3,w,2,0x37); //SECONDCOLOR);\r
+ VWB_Bar(WindowX + 5,WindowY + WindowH - 3,w-1,1,0x32);\r
+\r
+ }\r
+ VW_UpdateScreen();\r
+// if (LastScan == sc_Escape)\r
+// {\r
+// IN_ClearKeysDown();\r
+// return(true);\r
+// }\r
+// else\r
+ return(false);\r
+}\r
+\r
+void PreloadGraphics(void)\r
+{\r
+ DrawLevel ();\r
+ ClearSplitVWB (); // set up for double buffering in split screen\r
+\r
+ VWB_Bar (0,0,320,200-STATUSLINES,127);\r
+\r
+ LatchDrawPic (20-14,80-3*8,GETPSYCHEDPIC);\r
+\r
+ WindowX = 160-14*8;\r
+ WindowY = 80-3*8;\r
+ WindowW = 28*8;\r
+ WindowH = 48;\r
+ VW_UpdateScreen();\r
+ VW_FadeIn ();\r
+\r
+ PM_Preload (PreloadUpdate);\r
+ IN_UserInput (70);\r
+ VW_FadeOut ();\r
+\r
+ DrawPlayBorder ();\r
+ VW_UpdateScreen ();\r
+}\r
+\r
+\r
+//==========================================================================\r
+\r
+/*\r
+==================\r
+=\r
+= DrawHighScores\r
+=\r
+==================\r
+*/\r
+\r
+void DrawHighScores(void)\r
+{\r
+ char buffer[16],*str,buffer1[5];\r
+ byte temp,temp1,temp2,temp3;\r
+ word i,j,\r
+ w,h,\r
+ x,y;\r
+ HighScore *s;\r
+\r
+\r
+ MM_SortMem ();\r
+\r
+#ifndef SPEAR\r
+// CA_CacheGrChunk (C_CODEPIC);\r
+ CA_CacheGrChunk (HIGHSCORESPIC);\r
+ CA_CacheGrChunk (STARTFONT);\r
+ CA_CacheGrChunk (C_LEVELPIC);\r
+ CA_CacheGrChunk (C_SCOREPIC);\r
+ CA_CacheGrChunk (C_NAMEPIC);\r
+\r
+ ClearMScreen();\r
+ DrawStripes(10);\r
+\r
+ VWB_DrawPic(48,0,HIGHSCORESPIC);\r
+ UNCACHEGRCHUNK (HIGHSCORESPIC);\r
+\r
+ VWB_DrawPic(4*8,68,C_NAMEPIC);\r
+ VWB_DrawPic(20*8,68,C_LEVELPIC);\r
+ VWB_DrawPic(28*8,68,C_SCOREPIC);\r
+#ifndef UPLOAD\r
+// VWB_DrawPic(35*8,68,C_CODEPIC);\r
+#endif\r
+ fontnumber=0;\r
+\r
+#else\r
+ CacheLump (BACKDROP_LUMP_START,BACKDROP_LUMP_END);\r
+ ClearMScreen();\r
+ DrawStripes(10);\r
+ UnCacheLump (BACKDROP_LUMP_START,BACKDROP_LUMP_END);\r
+\r
+ CacheLump (HIGHSCORES_LUMP_START,HIGHSCORES_LUMP_END);\r
+ CA_CacheGrChunk (STARTFONT+1);\r
+ VWB_DrawPic (0,0,HIGHSCORESPIC);\r
+\r
+ fontnumber = 1;\r
+#endif\r
+\r
+\r
+#ifndef SPEAR\r
+ SETFONTCOLOR(15,0x29);\r
+#else\r
+ SETFONTCOLOR(HIGHLIGHT,0x29);\r
+#endif\r
+\r
+ for (i = 0,s = Scores;i < MaxScores;i++,s++)\r
+ {\r
+ PrintY = 76 + (16 * i);\r
+\r
+ //\r
+ // name\r
+ //\r
+#ifndef SPEAR\r
+ PrintX = 4*8;\r
+#else\r
+ PrintX = 16;\r
+#endif\r
+ US_Print(s->name);\r
+\r
+ //\r
+ // level\r
+ //\r
+ ultoa(s->completed,buffer,10);\r
+#ifndef SPEAR\r
+ for (str = buffer;*str;str++)\r
+ *str = *str + (129 - '0'); // Used fixed-width numbers (129...)\r
+ USL_MeasureString(buffer,&w,&h);\r
+ PrintX = (22 * 8)-w;\r
+#else\r
+ USL_MeasureString(buffer,&w,&h);\r
+ PrintX = 194 - w;\r
+#endif\r
+\r
+#ifndef UPLOAD\r
+#ifndef SPEAR\r
+ PrintX -= 6;\r
+ itoa(s->episode+1,buffer1,10);\r
+ US_Print("E");\r
+ US_Print(buffer1);\r
+ US_Print("/L");\r
+#endif\r
+#endif\r
+\r
+#ifdef SPEAR\r
+ if (s->completed == 21)\r
+ VWB_DrawPic (PrintX+8,PrintY-1,C_WONSPEARPIC);\r
+ else\r
+#endif\r
+ US_Print(buffer);\r
+\r
+ //\r
+ // score\r
+ //\r
+ ultoa(s->score,buffer,10);\r
+#ifndef SPEAR\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
+#else\r
+ USL_MeasureString(buffer,&w,&h);\r
+ PrintX = 292 - w;\r
+#endif\r
+ US_Print(buffer);\r
+\r
+ #if 0\r
+#ifndef UPLOAD\r
+#ifndef SPEAR\r
+ //\r
+ // verification #\r
+ //\r
+ if (!i)\r
+ {\r
+ temp=(((s->score >> 28)& 0xf)^\r
+ ((s->score >> 24)& 0xf))+'A';\r
+ temp1=(((s->score >> 20)& 0xf)^\r
+ ((s->score >> 16)& 0xf))+'A';\r
+ temp2=(((s->score >> 12)& 0xf)^\r
+ ((s->score >> 8)& 0xf))+'A';\r
+ temp3=(((s->score >> 4)& 0xf)^\r
+ ((s->score >> 0)& 0xf))+'A';\r
+\r
+ SETFONTCOLOR(0x49,0x29);\r
+ PrintX = 35*8;\r
+ buffer[0]=temp;\r
+ buffer[1]=temp1;\r
+ buffer[2]=temp2;\r
+ buffer[3]=temp3;\r
+ buffer[4]=0;\r
+ US_Print(buffer);\r
+ SETFONTCOLOR(15,0x29);\r
+ }\r
+#endif\r
+#endif\r
+ #endif\r
+ }\r
+\r
+ VW_UpdateScreen ();\r
+\r
+#ifdef SPEAR\r
+ UnCacheLump (HIGHSCORES_LUMP_START,HIGHSCORES_LUMP_END);\r
+ fontnumber = 0;\r
+#endif\r
+}\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.episode = gamestate.episode;\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
+ break;\r
+ }\r
+ }\r
+\r
+#ifdef SPEAR\r
+ StartCPMusic (XAWARD_MUS);\r
+#else\r
+ StartCPMusic (ROSTER_MUS);\r
+#endif\r
+ DrawHighScores ();\r
+\r
+ VW_FadeIn ();\r
+\r
+ if (n != -1)\r
+ {\r
+ //\r
+ // got a high score\r
+ //\r
+ PrintY = 76 + (16 * n);\r
+#ifndef SPEAR\r
+ PrintX = 4*8;\r
+ backcolor = BORDCOLOR;\r
+ fontcolor = 15;\r
+ US_LineInput(PrintX,PrintY,Scores[n].name,nil,true,MaxHighName,100);\r
+#else\r
+ PrintX = 16;\r
+ fontnumber = 1;\r
+ VWB_Bar (PrintX-2,PrintY-2,145,15,0x9c);\r
+ VW_UpdateScreen ();\r
+ backcolor = 0x9c;\r
+ fontcolor = 15;\r
+ US_LineInput(PrintX,PrintY,Scores[n].name,nil,true,MaxHighName,130);\r
+#endif\r
+ }\r
+ else\r
+ {\r
+ IN_ClearKeysDown ();\r
+ IN_UserInput(500);\r
+ }\r
+\r
+}\r
+\r
+\r
+#ifndef UPLOAD\r
+#ifndef SPEAR\r
+#ifndef JAPAN\r
+////////////////////////////////////////////////////////\r
+//\r
+// NON-SHAREWARE NOTICE\r
+//\r
+////////////////////////////////////////////////////////\r
+void NonShareware(void)\r
+{\r
+ VW_FadeOut();\r
+\r
+ ClearMScreen();\r
+ DrawStripes(10);\r
+\r
+ CA_CacheGrChunk(STARTFONT+1);\r
+ fontnumber = 1;\r
+\r
+ SETFONTCOLOR(READHCOLOR,BKGDCOLOR);\r
+ PrintX=110;\r
+ PrintY=15;\r
+\r
+ #ifdef SPANISH\r
+ US_Print("Atencion");\r
+ #else\r
+ US_Print("Attention");\r
+ #endif\r
+\r
+ SETFONTCOLOR(HIGHLIGHT,BKGDCOLOR);\r
+ WindowX=PrintX=40;\r
+ PrintY=60;\r
+ #ifdef SPANISH\r
+ US_Print("Este juego NO es gratis y\n");\r
+ US_Print("NO es Shareware; favor de\n");\r
+ US_Print("no distribuirlo.\n\n");\r
+ #else\r
+ US_Print("This game is NOT shareware.\n");\r
+ US_Print("Please do not distribute it.\n");\r
+ US_Print("Thanks.\n\n");\r
+ #endif\r
+ US_Print(" Id Software\n");\r
+\r
+ VW_UpdateScreen ();\r
+ VW_FadeIn();\r
+ IN_Ack();\r
+}\r
+#endif\r
+#endif\r
+#endif\r
+\r
+#ifdef SPEAR\r
+#ifndef SPEARDEMO\r
+////////////////////////////////////////////////////////\r
+//\r
+// COPY PROTECTION FOR FormGen\r
+//\r
+////////////////////////////////////////////////////////\r
+char far CopyProFailedStrs[][100] = {\r
+ STR_COPY1,\r
+ STR_COPY2,\r
+\r
+ STR_COPY3,\r
+ STR_COPY4,\r
+\r
+ STR_COPY5,\r
+ STR_COPY6,\r
+\r
+ STR_COPY7,\r
+ STR_COPY8,\r
+\r
+ STR_COPY9,\r
+ "",\r
+\r
+ STR_COPY10,\r
+ STR_COPY11,\r
+\r
+ STR_COPY12,\r
+ "",\r
+\r
+ STR_COPY13,\r
+ "",\r
+\r
+ STR_COPY14,\r
+ ""\r
+ },\r
+\r
+ far BackDoorStrs[5][16] = {\r
+ "a spoon?",\r
+ "bite me!",\r
+ "joshua",\r
+ "pelt",\r
+#ifdef BETA\r
+ "beta"\r
+#else\r
+ "snoops"\r
+#endif\r
+ },\r
+\r
+ far GoodBoyStrs[10][40] = {\r
+ "...is the CORRECT ANSWER!",\r
+ "",\r
+\r
+ "Consider yourself bitten, sir.",\r
+ "",\r
+\r
+ "Greetings Professor Falken, would you",\r
+ "like to play Spear of Destiny?",\r
+\r
+ "Do you have any gold spray paint?",\r
+ "",\r
+\r
+#ifdef BETA\r
+ "Beta testing approved.",\r
+#else\r
+ "I wish I had a 21\" monitor...",\r
+#endif\r
+ ""\r
+ },\r
+\r
+ far bossstrs[4][24] = {\r
+ "DEATH KNIGHT",\r
+ "BARNACLE WILHELM",\r
+ "UBERMUTANTUBER MUTANT",\r
+ "TRANS GROSSE"\r
+ },\r
+\r
+ far WordStr[5][20] = {\r
+ "New Game",\r
+ "Sound...F4",\r
+ "Control...F6",\r
+ "Change View...F5",\r
+ "Quit...F10"},\r
+\r
+ far WordCorrect[5][2] = {"3","4","4","5","5"},\r
+\r
+ far MemberStr[10][40] = {\r
+ STR_COPY15,\r
+ "",\r
+\r
+ STR_COPY16,\r
+ "",\r
+\r
+ STR_COPY17,\r
+ STR_COPY18,\r
+\r
+ STR_COPY19,\r
+ STR_COPY20,\r
+\r
+ STR_COPY21,\r
+ STR_COPY22},\r
+\r
+ far MemberCorrect[5][24] = {\r
+ "adrian carmack",\r
+ "john carmackjohn romero",\r
+ "tom hall",\r
+ "jay wilbur",\r
+ "kevin cloud"},\r
+\r
+ far DosMessages[9][80] = {\r
+ STR_NOPE1,\r
+ STR_NOPE2,\r
+ STR_NOPE3,\r
+ STR_NOPE4,\r
+ STR_NOPE5,\r
+ STR_NOPE6,\r
+ STR_NOPE7,\r
+ STR_NOPE8,\r
+ STR_NOPE9},\r
+\r
+ far MiscTitle[4][20] = {\r
+ "BLOOD TEST",\r
+ "STRAIGHT-LACED",\r
+ "QUITE SHAPELY",\r
+ "I AM WHAT I AMMO"\r
+ },\r
+\r
+ far MiscStr[12][40] = {\r
+ STR_MISC1,\r
+ STR_MISC2,\r
+ "",\r
+\r
+ STR_MISC3,\r
+ STR_MISC4,\r
+ "",\r
+\r
+ STR_MISC5,\r
+ STR_MISC6,\r
+ "",\r
+\r
+ STR_MISC7,\r
+ STR_MISC8,\r
+ STR_MISC9\r
+ },\r
+\r
+ far MiscCorrect[4][5] = {"ss","8",STR_STAR,"45"};\r
+\r
+\r
+int BackDoor(char *s)\r
+{\r
+ int i;\r
+\r
+\r
+ strlwr(s);\r
+\r
+ for (i=0;i<5;i++)\r
+ if (!_fstrcmp(s,BackDoorStrs[i]))\r
+ {\r
+ SETFONTCOLOR(14,15);\r
+ fontnumber = 0;\r
+ PrintY = 175;\r
+ VWB_DrawPic (0,20*8,COPYPROTBOXPIC);\r
+ US_CPrint(GoodBoyStrs[i*2]);\r
+ US_CPrint(GoodBoyStrs[i*2+1]);\r
+ VW_UpdateScreen();\r
+ return 1;\r
+ }\r
+\r
+ return 0;\r
+}\r
+\r
+\r
+void CopyProtection(void)\r
+{\r
+#define TYPEBOX_Y 177\r
+#define TYPEBOX_BKGD 0x9c\r
+#define PRINTCOLOR HIGHLIGHT\r
+\r
+ int i,match,whichboss,bossnum,try,whichline,enemypicked[4]={0,0,0,0},\r
+ bosses[4] = { BOSSPIC1PIC,BOSSPIC2PIC,BOSSPIC3PIC,BOSSPIC4PIC },\r
+ whichone,whichpicked[4]={0,0,0,0},quiztype,whichmem,\r
+ memberpicked[5]={0,0,0,0,0},wordpicked[5]={0,0,0,0,0},whichword;\r
+\r
+ char inputbuffer[20],\r
+ message[80];\r
+\r
+ enum\r
+ {\r
+ debriefing,\r
+ checkmanual,\r
+ staffquiz,\r
+ miscquiz,\r
+\r
+ totaltypes\r
+ };\r
+\r
+\r
+\r
+ try = 0;\r
+ VW_FadeOut();\r
+ CA_CacheGrChunk(C_BACKDROPPIC);\r
+ CacheLump(COPYPROT_LUMP_START,COPYPROT_LUMP_END);\r
+ CA_CacheGrChunk(STARTFONT+1);\r
+ CA_LoadAllSounds();\r
+ StartCPMusic(COPYPRO_MUS);\r
+ US_InitRndT(true);\r
+\r
+ while (try<3)\r
+ {\r
+ fontnumber = 1;\r
+ SETFONTCOLOR(PRINTCOLOR-2,15);\r
+ VWB_DrawPic (0,0,C_BACKDROPPIC);\r
+ VWB_DrawPic (0,0,COPYPROTTOPPIC);\r
+ VWB_DrawPic (0,20*8,COPYPROTBOXPIC);\r
+ WindowX = WindowY = 0;\r
+ WindowW = 320;\r
+ WindowH = 200;\r
+ PrintY = 65;\r
+\r
+ quiztype = US_RndT()%totaltypes;\r
+ switch(quiztype)\r
+ {\r
+ //\r
+ // BOSSES QUIZ\r
+ //\r
+ case debriefing:\r
+ PrintX = 0;\r
+ US_Print(STR_DEBRIEF);\r
+ SETFONTCOLOR(PRINTCOLOR,15);\r
+\r
+ while (enemypicked[whichboss = US_RndT()&3]);\r
+ enemypicked[whichboss] = 1;\r
+ bossnum = bosses[whichboss];\r
+ VWB_DrawPic(128,60,bossnum);\r
+ fontnumber = 0;\r
+ PrintY = 130;\r
+ US_CPrint(STR_ENEMY1"\n");\r
+ US_CPrint(STR_ENEMY2"\n\n");\r
+\r
+ VW_UpdateScreen();\r
+ VW_FadeIn();\r
+\r
+ PrintX = 100;\r
+ fontcolor = 15;\r
+ backcolor = TYPEBOX_BKGD;\r
+ inputbuffer[0] = 0;\r
+ PrintY = TYPEBOX_Y;\r
+ fontnumber = 1;\r
+ US_LineInput(PrintX,PrintY,inputbuffer,nil,true,20,100);\r
+\r
+ match = 0;\r
+ for (i=0;i<_fstrlen(bossstrs[whichboss]);i++)\r
+ if (!_fstrnicmp(inputbuffer,bossstrs[whichboss]+i,strlen(inputbuffer)) &&\r
+ strlen(inputbuffer)>3)\r
+ match = 1;\r
+\r
+ match += BackDoor(inputbuffer);\r
+ break;\r
+\r
+ //\r
+ // MANUAL CHECK\r
+ //\r
+ case checkmanual:\r
+ while (wordpicked[whichword = US_RndT()%5]);\r
+ wordpicked[whichword] = 1;\r
+ US_CPrint(STR_CHECKMAN);\r
+ SETFONTCOLOR(PRINTCOLOR,15);\r
+ PrintY += 25;\r
+ US_CPrint(STR_MAN1);\r
+ US_CPrint(STR_MAN2);\r
+ _fstrcpy(message,STR_MAN3" \"");\r
+ _fstrcat(message,WordStr[whichword]);\r
+ _fstrcat(message,"\" "STR_MAN4);\r
+ US_CPrint(message);\r
+ VW_UpdateScreen();\r
+ VW_FadeIn();\r
+\r
+ PrintX = 146;\r
+ fontcolor = 15;\r
+ backcolor = TYPEBOX_BKGD;\r
+ inputbuffer[0] = 0;\r
+ PrintY = TYPEBOX_Y;\r
+ US_LineInput(PrintX,PrintY,inputbuffer,nil,true,6,100);\r
+\r
+ strlwr(inputbuffer);\r
+ match = 1-(_fstrcmp(inputbuffer,WordCorrect[whichword])!=0);\r
+ match += BackDoor(inputbuffer);\r
+ break;\r
+\r
+ //\r
+ // STAFF QUIZ\r
+ //\r
+ case staffquiz:\r
+ while (memberpicked[whichmem = US_RndT()%5]);\r
+ memberpicked[whichmem] = 1;\r
+ US_CPrint(STR_ID1);\r
+ SETFONTCOLOR(PRINTCOLOR,15);\r
+ PrintY += 25;\r
+ US_CPrint(MemberStr[whichmem*2]);\r
+ US_CPrint(MemberStr[whichmem*2+1]);\r
+ VW_UpdateScreen();\r
+ VW_FadeIn();\r
+\r
+ PrintX = 100;\r
+ fontcolor = 15;\r
+ backcolor = TYPEBOX_BKGD;\r
+ inputbuffer[0] = 0;\r
+ PrintY = TYPEBOX_Y;\r
+ US_LineInput(PrintX,PrintY,inputbuffer,nil,true,20,120);\r
+\r
+ strlwr(inputbuffer);\r
+ match = 0;\r
+ for (i=0;i<_fstrlen(MemberCorrect[whichmem]);i++)\r
+ if (!_fstrnicmp(inputbuffer,MemberCorrect[whichmem]+i,strlen(inputbuffer)) &&\r
+ strlen(inputbuffer)>2)\r
+ match = 1;\r
+ match += BackDoor(inputbuffer);\r
+ break;\r
+\r
+ //\r
+ // MISCELLANEOUS QUESTIONS\r
+ //\r
+ case miscquiz:\r
+ while (whichpicked[whichone = US_RndT()&3]);\r
+ whichpicked[whichone] = 1;\r
+ US_CPrint(MiscTitle[whichone]);\r
+ SETFONTCOLOR(PRINTCOLOR,15);\r
+ PrintY += 25;\r
+ US_CPrint(MiscStr[whichone*3]);\r
+ US_CPrint(MiscStr[whichone*3+1]);\r
+ US_CPrint(MiscStr[whichone*3+2]);\r
+ VW_UpdateScreen();\r
+ VW_FadeIn();\r
+\r
+ PrintX = 146;\r
+ fontcolor = 15;\r
+ backcolor = TYPEBOX_BKGD;\r
+ inputbuffer[0] = 0;\r
+ PrintY = TYPEBOX_Y;\r
+ US_LineInput(PrintX,PrintY,inputbuffer,nil,true,6,100);\r
+\r
+ strlwr(inputbuffer);\r
+ match = 1-(_fstrcmp(inputbuffer,MiscCorrect[whichone])!=0);\r
+ match += BackDoor(inputbuffer);\r
+ break;\r
+ }\r
+\r
+ //\r
+ // IF NO MATCH, WE'VE GOT A (MINOR) PROBLEM!\r
+ //\r
+\r
+ if (!match)\r
+ {\r
+ whichline = 2*(US_RndT()%9);\r
+ SETFONTCOLOR(14,15);\r
+ fontnumber = 0;\r
+ PrintY = 175;\r
+ VWB_DrawPic (0,20*8,COPYPROTBOXPIC);\r
+ US_CPrint(CopyProFailedStrs[whichline]);\r
+ US_CPrint(CopyProFailedStrs[whichline+1]);\r
+\r
+ VW_UpdateScreen();\r
+ SD_PlaySound(NOWAYSND);\r
+ IN_UserInput(TickBase*3);\r
+ VW_FadeOut();\r
+ try++;\r
+ }\r
+ else\r
+ {\r
+ int start;\r
+\r
+\r
+ SD_PlaySound(BONUS1UPSND);\r
+ SD_WaitSoundDone();\r
+ UNCACHEGRCHUNK (STARTFONT+1);\r
+ UNCACHEGRCHUNK (C_BACKDROPPIC);\r
+ UnCacheLump (COPYPROT_LUMP_START,COPYPROT_LUMP_END);\r
+\r
+ switch(SoundMode)\r
+ {\r
+ case sdm_Off: return;\r
+ case sdm_PC: start = STARTPCSOUNDS; break;\r
+ case sdm_AdLib: start = STARTADLIBSOUNDS;\r
+ }\r
+\r
+ for (i=0;i<NUMSOUNDS;i++,start++)\r
+ MM_FreePtr ((memptr *)&audiosegs[start]);\r
+ return;\r
+ }\r
+ }\r
+\r
+ ClearMemory();\r
+ ShutdownId();\r
+\r
+ _fstrcpy(message,DosMessages[US_RndT()%9]);\r
+\r
+ _AX = 3;\r
+ geninterrupt(0x10);\r
+\r
+ printf("%s\n",message);\r
+ exit(1);\r
+}\r
+\r
+#endif // SPEARDEMO\r
+#endif // SPEAR\r
+//===========================================================================\r
--- /dev/null
+// WL_MAIN.C\r
+\r
+#include <conio.h>\r
+#include "WL_DEF.H"\r
+#pragma hdrstop\r
+\r
+\r
+/*\r
+=============================================================================\r
+\r
+ WOLFENSTEIN 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
+#define FOCALLENGTH (0x5700l) // in global coordinates\r
+#define VIEWGLOBAL 0x10000 // globals visable flush to wall\r
+\r
+#define VIEWWIDTH 256 // size of view window\r
+#define VIEWHEIGHT 144\r
+\r
+/*\r
+=============================================================================\r
+\r
+ GLOBAL VARIABLES\r
+\r
+=============================================================================\r
+*/\r
+\r
+char str[80],str2[20];\r
+int tedlevelnum;\r
+boolean tedlevel;\r
+boolean nospr;\r
+boolean IsA386;\r
+int dirangle[9] = {0,ANGLES/8,2*ANGLES/8,3*ANGLES/8,4*ANGLES/8,\r
+ 5*ANGLES/8,6*ANGLES/8,7*ANGLES/8,ANGLES};\r
+\r
+//\r
+// proejection variables\r
+//\r
+fixed focallength;\r
+unsigned screenofs;\r
+int viewwidth;\r
+int viewheight;\r
+int centerx;\r
+int shootdelta; // pixels away from centerx a target can be\r
+fixed scale,maxslope;\r
+long heightnumerator;\r
+int minheightdiv;\r
+\r
+\r
+void Quit (char *error);\r
+\r
+boolean startgame,loadedgame,virtualreality;\r
+int mouseadjustment;\r
+\r
+char configname[13]="CONFIG.";\r
+\r
+\r
+/*\r
+=============================================================================\r
+\r
+ LOCAL VARIABLES\r
+\r
+=============================================================================\r
+*/\r
+\r
+\r
+/*\r
+====================\r
+=\r
+= ReadConfig\r
+=\r
+====================\r
+*/\r
+\r
+void ReadConfig(void)\r
+{\r
+ int file;\r
+ SDMode sd;\r
+ SMMode sm;\r
+ SDSMode sds;\r
+\r
+\r
+ if ( (file = open(configname,O_BINARY | O_RDONLY)) != -1)\r
+ {\r
+ //\r
+ // valid config file\r
+ //\r
+ read(file,Scores,sizeof(HighScore) * MaxScores);\r
+\r
+ read(file,&sd,sizeof(sd));\r
+ read(file,&sm,sizeof(sm));\r
+ read(file,&sds,sizeof(sds));\r
+\r
+ read(file,&mouseenabled,sizeof(mouseenabled));\r
+ read(file,&joystickenabled,sizeof(joystickenabled));\r
+ read(file,&joypadenabled,sizeof(joypadenabled));\r
+ read(file,&joystickprogressive,sizeof(joystickprogressive));\r
+ read(file,&joystickport,sizeof(joystickport));\r
+\r
+ read(file,&dirscan,sizeof(dirscan));\r
+ read(file,&buttonscan,sizeof(buttonscan));\r
+ read(file,&buttonmouse,sizeof(buttonmouse));\r
+ read(file,&buttonjoy,sizeof(buttonjoy));\r
+\r
+ read(file,&viewsize,sizeof(viewsize));\r
+ read(file,&mouseadjustment,sizeof(mouseadjustment));\r
+\r
+ close(file);\r
+\r
+ if (sd == sdm_AdLib && !AdLibPresent && !SoundBlasterPresent)\r
+ {\r
+ sd = sdm_PC;\r
+ sd = smm_Off;\r
+ }\r
+\r
+ if ((sds == sds_SoundBlaster && !SoundBlasterPresent) ||\r
+ (sds == sds_SoundSource && !SoundSourcePresent))\r
+ sds = sds_Off;\r
+\r
+ if (!MousePresent)\r
+ mouseenabled = false;\r
+ if (!JoysPresent[joystickport])\r
+ joystickenabled = false;\r
+\r
+ MainMenu[6].active=1;\r
+ MainItems.curpos=0;\r
+ }\r
+ else\r
+ {\r
+ //\r
+ // no config file, so select by hardware\r
+ //\r
+ if (SoundBlasterPresent || AdLibPresent)\r
+ {\r
+ sd = sdm_AdLib;\r
+ sm = smm_AdLib;\r
+ }\r
+ else\r
+ {\r
+ sd = sdm_PC;\r
+ sm = smm_Off;\r
+ }\r
+\r
+ if (SoundBlasterPresent)\r
+ sds = sds_SoundBlaster;\r
+ else if (SoundSourcePresent)\r
+ sds = sds_SoundSource;\r
+ else\r
+ sds = sds_Off;\r
+\r
+ if (MousePresent)\r
+ mouseenabled = true;\r
+\r
+ joystickenabled = false;\r
+ joypadenabled = false;\r
+ joystickport = 0;\r
+ joystickprogressive = false;\r
+\r
+ viewsize = 15;\r
+ mouseadjustment=5;\r
+ }\r
+\r
+ SD_SetMusicMode (sm);\r
+ SD_SetSoundMode (sd);\r
+ SD_SetDigiDevice (sds);\r
+\r
+}\r
+\r
+\r
+/*\r
+====================\r
+=\r
+= WriteConfig\r
+=\r
+====================\r
+*/\r
+\r
+void WriteConfig(void)\r
+{\r
+ int file;\r
+\r
+ file = open(configname,O_CREAT | O_BINARY | O_WRONLY,\r
+ S_IREAD | S_IWRITE | S_IFREG);\r
+\r
+ if (file != -1)\r
+ {\r
+ write(file,Scores,sizeof(HighScore) * MaxScores);\r
+\r
+ write(file,&SoundMode,sizeof(SoundMode));\r
+ write(file,&MusicMode,sizeof(MusicMode));\r
+ write(file,&DigiMode,sizeof(DigiMode));\r
+\r
+ write(file,&mouseenabled,sizeof(mouseenabled));\r
+ write(file,&joystickenabled,sizeof(joystickenabled));\r
+ write(file,&joypadenabled,sizeof(joypadenabled));\r
+ write(file,&joystickprogressive,sizeof(joystickprogressive));\r
+ write(file,&joystickport,sizeof(joystickport));\r
+\r
+ write(file,&dirscan,sizeof(dirscan));\r
+ write(file,&buttonscan,sizeof(buttonscan));\r
+ write(file,&buttonmouse,sizeof(buttonmouse));\r
+ write(file,&buttonjoy,sizeof(buttonjoy));\r
+\r
+ write(file,&viewsize,sizeof(viewsize));\r
+ write(file,&mouseadjustment,sizeof(mouseadjustment));\r
+\r
+ close(file);\r
+ }\r
+}\r
+\r
+\r
+//===========================================================================\r
+\r
+\r
+/*\r
+========================\r
+=\r
+= Patch386\r
+=\r
+= Patch ldiv to use 32 bit instructions\r
+=\r
+========================\r
+*/\r
+\r
+char *JHParmStrings[] = {"no386",nil};\r
+void Patch386 (void)\r
+{\r
+extern void far jabhack2(void);\r
+extern int far CheckIs386(void);\r
+\r
+ int i;\r
+\r
+ for (i = 1;i < _argc;i++)\r
+ if (US_CheckParm(_argv[i],JHParmStrings) == 0)\r
+ {\r
+ IsA386 = false;\r
+ return;\r
+ }\r
+\r
+ if (CheckIs386())\r
+ {\r
+ IsA386 = true;\r
+ jabhack2();\r
+ }\r
+ else\r
+ IsA386 = false;\r
+}\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 (int difficulty,int episode)\r
+{\r
+ memset (&gamestate,0,sizeof(gamestate));\r
+ gamestate.difficulty = difficulty;\r
+ gamestate.weapon = gamestate.bestweapon\r
+ = gamestate.chosenweapon = wp_pistol;\r
+ gamestate.health = 100;\r
+ gamestate.ammo = STARTAMMO;\r
+ gamestate.lives = 3;\r
+ gamestate.nextextra = EXTRAPOINTS;\r
+ gamestate.episode=episode;\r
+\r
+ startgame = true;\r
+}\r
+\r
+//===========================================================================\r
+\r
+void DiskFlopAnim(int x,int y)\r
+{\r
+ static char which=0;\r
+ if (!x && !y)\r
+ return;\r
+ VWB_DrawPic(x,y,C_DISKLOADING1PIC+which);\r
+ VW_UpdateScreen();\r
+ which^=1;\r
+}\r
+\r
+\r
+long DoChecksum(byte far *source,unsigned size,long checksum)\r
+{\r
+ unsigned i;\r
+\r
+ for (i=0;i<size-1;i++)\r
+ checksum += source[i]^source[i+1];\r
+\r
+ return checksum;\r
+}\r
+\r
+\r
+/*\r
+==================\r
+=\r
+= SaveTheGame\r
+=\r
+==================\r
+*/\r
+\r
+boolean SaveTheGame(int file,int x,int y)\r
+{\r
+ struct diskfree_t dfree;\r
+ long avail,size,checksum;\r
+ objtype *ob,nullobj;\r
+\r
+\r
+ if (_dos_getdiskfree(0,&dfree))\r
+ Quit("Error in _dos_getdiskfree call");\r
+\r
+ avail = (long)dfree.avail_clusters *\r
+ dfree.bytes_per_sector *\r
+ dfree.sectors_per_cluster;\r
+\r
+ size = 0;\r
+ for (ob = player; ob ; ob=ob->next)\r
+ size += sizeof(*ob);\r
+ size += sizeof(nullobj);\r
+\r
+ size += sizeof(gamestate) +\r
+ sizeof(LRstruct)*8 +\r
+ sizeof(tilemap) +\r
+ sizeof(actorat) +\r
+ sizeof(laststatobj) +\r
+ sizeof(statobjlist) +\r
+ sizeof(doorposition) +\r
+ sizeof(pwallstate) +\r
+ sizeof(pwallx) +\r
+ sizeof(pwally) +\r
+ sizeof(pwalldir) +\r
+ sizeof(pwallpos);\r
+\r
+ if (avail < size)\r
+ {\r
+ Message(STR_NOSPACE1"\n"\r
+ STR_NOSPACE2);\r
+ return false;\r
+ }\r
+\r
+ checksum = 0;\r
+\r
+\r
+ DiskFlopAnim(x,y);\r
+ CA_FarWrite (file,(void far *)&gamestate,sizeof(gamestate));\r
+ checksum = DoChecksum((byte far *)&gamestate,sizeof(gamestate),checksum);\r
+\r
+ DiskFlopAnim(x,y);\r
+#ifdef SPEAR\r
+ CA_FarWrite (file,(void far *)&LevelRatios[0],sizeof(LRstruct)*20);\r
+ checksum = DoChecksum((byte far *)&LevelRatios[0],sizeof(LRstruct)*20,checksum);\r
+#else\r
+ CA_FarWrite (file,(void far *)&LevelRatios[0],sizeof(LRstruct)*8);\r
+ checksum = DoChecksum((byte far *)&LevelRatios[0],sizeof(LRstruct)*8,checksum);\r
+#endif\r
+\r
+ DiskFlopAnim(x,y);\r
+ CA_FarWrite (file,(void far *)tilemap,sizeof(tilemap));\r
+ checksum = DoChecksum((byte far *)tilemap,sizeof(tilemap),checksum);\r
+ DiskFlopAnim(x,y);\r
+ CA_FarWrite (file,(void far *)actorat,sizeof(actorat));\r
+ checksum = DoChecksum((byte far *)actorat,sizeof(actorat),checksum);\r
+\r
+ CA_FarWrite (file,(void far *)areaconnect,sizeof(areaconnect));\r
+ CA_FarWrite (file,(void far *)areabyplayer,sizeof(areabyplayer));\r
+\r
+ for (ob = player ; ob ; ob=ob->next)\r
+ {\r
+ DiskFlopAnim(x,y);\r
+ CA_FarWrite (file,(void far *)ob,sizeof(*ob));\r
+ }\r
+ nullobj.active = ac_badobject; // end of file marker\r
+ DiskFlopAnim(x,y);\r
+ CA_FarWrite (file,(void far *)&nullobj,sizeof(nullobj));\r
+\r
+\r
+\r
+ DiskFlopAnim(x,y);\r
+ CA_FarWrite (file,(void far *)&laststatobj,sizeof(laststatobj));\r
+ checksum = DoChecksum((byte far *)&laststatobj,sizeof(laststatobj),checksum);\r
+ DiskFlopAnim(x,y);\r
+ CA_FarWrite (file,(void far *)statobjlist,sizeof(statobjlist));\r
+ checksum = DoChecksum((byte far *)statobjlist,sizeof(statobjlist),checksum);\r
+\r
+ DiskFlopAnim(x,y);\r
+ CA_FarWrite (file,(void far *)doorposition,sizeof(doorposition));\r
+ checksum = DoChecksum((byte far *)doorposition,sizeof(doorposition),checksum);\r
+ DiskFlopAnim(x,y);\r
+ CA_FarWrite (file,(void far *)doorobjlist,sizeof(doorobjlist));\r
+ checksum = DoChecksum((byte far *)doorobjlist,sizeof(doorobjlist),checksum);\r
+\r
+ DiskFlopAnim(x,y);\r
+ CA_FarWrite (file,(void far *)&pwallstate,sizeof(pwallstate));\r
+ checksum = DoChecksum((byte far *)&pwallstate,sizeof(pwallstate),checksum);\r
+ CA_FarWrite (file,(void far *)&pwallx,sizeof(pwallx));\r
+ checksum = DoChecksum((byte far *)&pwallx,sizeof(pwallx),checksum);\r
+ CA_FarWrite (file,(void far *)&pwally,sizeof(pwally));\r
+ checksum = DoChecksum((byte far *)&pwally,sizeof(pwally),checksum);\r
+ CA_FarWrite (file,(void far *)&pwalldir,sizeof(pwalldir));\r
+ checksum = DoChecksum((byte far *)&pwalldir,sizeof(pwalldir),checksum);\r
+ CA_FarWrite (file,(void far *)&pwallpos,sizeof(pwallpos));\r
+ checksum = DoChecksum((byte far *)&pwallpos,sizeof(pwallpos),checksum);\r
+\r
+ //\r
+ // WRITE OUT CHECKSUM\r
+ //\r
+ CA_FarWrite (file,(void far *)&checksum,sizeof(checksum));\r
+\r
+ return(true);\r
+}\r
+\r
+//===========================================================================\r
+\r
+/*\r
+==================\r
+=\r
+= LoadTheGame\r
+=\r
+==================\r
+*/\r
+\r
+boolean LoadTheGame(int file,int x,int y)\r
+{\r
+ long checksum,oldchecksum;\r
+ objtype *ob,nullobj;\r
+\r
+\r
+ checksum = 0;\r
+\r
+ DiskFlopAnim(x,y);\r
+ CA_FarRead (file,(void far *)&gamestate,sizeof(gamestate));\r
+ checksum = DoChecksum((byte far *)&gamestate,sizeof(gamestate),checksum);\r
+\r
+ DiskFlopAnim(x,y);\r
+#ifdef SPEAR\r
+ CA_FarRead (file,(void far *)&LevelRatios[0],sizeof(LRstruct)*20);\r
+ checksum = DoChecksum((byte far *)&LevelRatios[0],sizeof(LRstruct)*20,checksum);\r
+#else\r
+ CA_FarRead (file,(void far *)&LevelRatios[0],sizeof(LRstruct)*8);\r
+ checksum = DoChecksum((byte far *)&LevelRatios[0],sizeof(LRstruct)*8,checksum);\r
+#endif\r
+\r
+ DiskFlopAnim(x,y);\r
+ SetupGameLevel ();\r
+\r
+ DiskFlopAnim(x,y);\r
+ CA_FarRead (file,(void far *)tilemap,sizeof(tilemap));\r
+ checksum = DoChecksum((byte far *)tilemap,sizeof(tilemap),checksum);\r
+ DiskFlopAnim(x,y);\r
+ CA_FarRead (file,(void far *)actorat,sizeof(actorat));\r
+ checksum = DoChecksum((byte far *)actorat,sizeof(actorat),checksum);\r
+\r
+ CA_FarRead (file,(void far *)areaconnect,sizeof(areaconnect));\r
+ CA_FarRead (file,(void far *)areabyplayer,sizeof(areabyplayer));\r
+\r
+\r
+\r
+ InitActorList ();\r
+ DiskFlopAnim(x,y);\r
+ CA_FarRead (file,(void far *)player,sizeof(*player));\r
+\r
+ while (1)\r
+ {\r
+ DiskFlopAnim(x,y);\r
+ CA_FarRead (file,(void far *)&nullobj,sizeof(nullobj));\r
+ if (nullobj.active == ac_badobject)\r
+ break;\r
+ GetNewActor ();\r
+ // don't copy over the links\r
+ memcpy (new,&nullobj,sizeof(nullobj)-4);\r
+ }\r
+\r
+\r
+\r
+ DiskFlopAnim(x,y);\r
+ CA_FarRead (file,(void far *)&laststatobj,sizeof(laststatobj));\r
+ checksum = DoChecksum((byte far *)&laststatobj,sizeof(laststatobj),checksum);\r
+ DiskFlopAnim(x,y);\r
+ CA_FarRead (file,(void far *)statobjlist,sizeof(statobjlist));\r
+ checksum = DoChecksum((byte far *)statobjlist,sizeof(statobjlist),checksum);\r
+\r
+ DiskFlopAnim(x,y);\r
+ CA_FarRead (file,(void far *)doorposition,sizeof(doorposition));\r
+ checksum = DoChecksum((byte far *)doorposition,sizeof(doorposition),checksum);\r
+ DiskFlopAnim(x,y);\r
+ CA_FarRead (file,(void far *)doorobjlist,sizeof(doorobjlist));\r
+ checksum = DoChecksum((byte far *)doorobjlist,sizeof(doorobjlist),checksum);\r
+\r
+ DiskFlopAnim(x,y);\r
+ CA_FarRead (file,(void far *)&pwallstate,sizeof(pwallstate));\r
+ checksum = DoChecksum((byte far *)&pwallstate,sizeof(pwallstate),checksum);\r
+ CA_FarRead (file,(void far *)&pwallx,sizeof(pwallx));\r
+ checksum = DoChecksum((byte far *)&pwallx,sizeof(pwallx),checksum);\r
+ CA_FarRead (file,(void far *)&pwally,sizeof(pwally));\r
+ checksum = DoChecksum((byte far *)&pwally,sizeof(pwally),checksum);\r
+ CA_FarRead (file,(void far *)&pwalldir,sizeof(pwalldir));\r
+ checksum = DoChecksum((byte far *)&pwalldir,sizeof(pwalldir),checksum);\r
+ CA_FarRead (file,(void far *)&pwallpos,sizeof(pwallpos));\r
+ checksum = DoChecksum((byte far *)&pwallpos,sizeof(pwallpos),checksum);\r
+\r
+ CA_FarRead (file,(void far *)&oldchecksum,sizeof(oldchecksum));\r
+\r
+ if (oldchecksum != checksum)\r
+ {\r
+ Message(STR_SAVECHT1"\n"\r
+ STR_SAVECHT2"\n"\r
+ STR_SAVECHT3"\n"\r
+ STR_SAVECHT4);\r
+\r
+ IN_ClearKeysDown();\r
+ IN_Ack();\r
+\r
+ gamestate.score = 0;\r
+ gamestate.lives = 1;\r
+ gamestate.weapon =\r
+ gamestate.chosenweapon =\r
+ gamestate.bestweapon = wp_pistol;\r
+ gamestate.ammo = 8;\r
+ }\r
+\r
+ return true;\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
+ SD_Shutdown ();\r
+ PM_Shutdown ();\r
+ IN_Shutdown ();\r
+ VW_Shutdown ();\r
+ CA_Shutdown ();\r
+ MM_Shutdown ();\r
+}\r
+\r
+\r
+//===========================================================================\r
+\r
+/*\r
+==================\r
+=\r
+= BuildTables\r
+=\r
+= Calculates:\r
+=\r
+= scale projection constant\r
+= sintable/costable overlapping fractional tables\r
+=\r
+==================\r
+*/\r
+\r
+const float radtoint = (float)FINEANGLES/2/PI;\r
+\r
+void BuildTables (void)\r
+{\r
+ int i;\r
+ float angle,anglestep;\r
+ double tang;\r
+ fixed value;\r
+\r
+\r
+//\r
+// calculate fine tangents\r
+//\r
+\r
+ for (i=0;i<FINEANGLES/8;i++)\r
+ {\r
+ tang = tan( (i+0.5)/radtoint);\r
+ finetangent[i] = tang*TILEGLOBAL;\r
+ finetangent[FINEANGLES/4-1-i] = 1/tang*TILEGLOBAL;\r
+ }\r
+\r
+//\r
+// costable overlays sintable with a quarter phase shift\r
+// ANGLES is assumed to be divisable by four\r
+//\r
+// The low word of the value is the fraction, the high bit is the sign bit,\r
+// bits 16-30 should be 0\r
+//\r
+\r
+ angle = 0;\r
+ anglestep = PI/2/ANGLEQUAD;\r
+ for (i=0;i<=ANGLEQUAD;i++)\r
+ {\r
+ value=GLOBAL1*sin(angle);\r
+ sintable[i]=\r
+ sintable[i+ANGLES]=\r
+ sintable[ANGLES/2-i] = value;\r
+ sintable[ANGLES-i]=\r
+ sintable[ANGLES/2+i] = value | 0x80000000l;\r
+ angle += anglestep;\r
+ }\r
+\r
+}\r
+\r
+//===========================================================================\r
+\r
+\r
+/*\r
+====================\r
+=\r
+= CalcProjection\r
+=\r
+= Uses focallength\r
+=\r
+====================\r
+*/\r
+\r
+void CalcProjection (long focal)\r
+{\r
+ int i;\r
+ long intang;\r
+ float angle;\r
+ double tang;\r
+ double planedist;\r
+ double globinhalf;\r
+ int halfview;\r
+ double halfangle,facedist;\r
+\r
+\r
+ focallength = focal;\r
+ facedist = focal+MINDIST;\r
+ halfview = viewwidth/2; // half view in pixels\r
+\r
+//\r
+// calculate scale value for vertical height calculations\r
+// and sprite x calculations\r
+//\r
+ scale = halfview*facedist/(VIEWGLOBAL/2);\r
+\r
+//\r
+// divide heightnumerator by a posts distance to get the posts height for\r
+// the heightbuffer. The pixel height is height>>2\r
+//\r
+ heightnumerator = (TILEGLOBAL*scale)>>6;\r
+ minheightdiv = heightnumerator/0x7fff +1;\r
+\r
+//\r
+// calculate the angle offset from view angle of each pixel's ray\r
+//\r
+\r
+ for (i=0;i<halfview;i++)\r
+ {\r
+ // start 1/2 pixel over, so viewangle bisects two middle pixels\r
+ tang = (long)i*VIEWGLOBAL/viewwidth/facedist;\r
+ angle = atan(tang);\r
+ intang = angle*radtoint;\r
+ pixelangle[halfview-1-i] = intang;\r
+ pixelangle[halfview+i] = -intang;\r
+ }\r
+\r
+//\r
+// if a point's abs(y/x) is greater than maxslope, the point is outside\r
+// the view area\r
+//\r
+ maxslope = finetangent[pixelangle[0]];\r
+ maxslope >>= 8;\r
+}\r
+\r
+\r
+\r
+//===========================================================================\r
+\r
+/*\r
+===================\r
+=\r
+= SetupWalls\r
+=\r
+= Map tile values to scaled pics\r
+=\r
+===================\r
+*/\r
+\r
+void SetupWalls (void)\r
+{\r
+ int i;\r
+\r
+ for (i=1;i<MAXWALLTILES;i++)\r
+ {\r
+ horizwall[i]=(i-1)*2;\r
+ vertwall[i]=(i-1)*2+1;\r
+ }\r
+}\r
+\r
+//===========================================================================\r
+\r
+/*\r
+==========================\r
+=\r
+= SignonScreen\r
+=\r
+==========================\r
+*/\r
+\r
+void SignonScreen (void) // VGA version\r
+{\r
+ unsigned segstart,seglength;\r
+\r
+ VL_SetVGAPlaneMode ();\r
+ VL_TestPaletteSet ();\r
+ VL_SetPalette (&gamepal);\r
+\r
+ if (!virtualreality)\r
+ {\r
+ VW_SetScreen(0x8000,0);\r
+ VL_MungePic (&introscn,320,200);\r
+ VL_MemToScreen (&introscn,320,200,0,0);\r
+ VW_SetScreen(0,0);\r
+ }\r
+\r
+//\r
+// reclaim the memory from the linked in signon screen\r
+//\r
+ segstart = FP_SEG(&introscn);\r
+ seglength = 64000/16;\r
+ if (FP_OFF(&introscn))\r
+ {\r
+ segstart++;\r
+ seglength--;\r
+ }\r
+ MML_UseSpace (segstart,seglength);\r
+}\r
+\r
+\r
+/*\r
+==========================\r
+=\r
+= FinishSignon\r
+=\r
+==========================\r
+*/\r
+\r
+void FinishSignon (void)\r
+{\r
+\r
+#ifndef SPEAR\r
+ VW_Bar (0,189,300,11,peekb(0xa000,0));\r
+ WindowX = 0;\r
+ WindowW = 320;\r
+ PrintY = 190;\r
+\r
+ #ifndef JAPAN\r
+ SETFONTCOLOR(14,4);\r
+\r
+ #ifdef SPANISH\r
+ US_CPrint ("Oprima una tecla");\r
+ #else\r
+ US_CPrint ("Press a key");\r
+ #endif\r
+\r
+ #endif\r
+\r
+ if (!NoWait)\r
+ IN_Ack ();\r
+\r
+ #ifndef JAPAN\r
+ VW_Bar (0,189,300,11,peekb(0xa000,0));\r
+\r
+ PrintY = 190;\r
+ SETFONTCOLOR(10,4);\r
+\r
+ #ifdef SPANISH\r
+ US_CPrint ("pensando...");\r
+ #else\r
+ US_CPrint ("Working...");\r
+ #endif\r
+\r
+ #endif\r
+\r
+ SETFONTCOLOR(0,15);\r
+#else\r
+ if (!NoWait)\r
+ VW_WaitVBL(3*70);\r
+#endif\r
+}\r
+\r
+//===========================================================================\r
+\r
+/*\r
+=================\r
+=\r
+= MS_CheckParm\r
+=\r
+=================\r
+*/\r
+\r
+boolean MS_CheckParm (char far *check)\r
+{\r
+ int i;\r
+ char *parm;\r
+\r
+ for (i = 1;i<_argc;i++)\r
+ {\r
+ parm = _argv[i];\r
+\r
+ while ( !isalpha(*parm) ) // skip - / \ etc.. in front of parm\r
+ if (!*parm++)\r
+ break; // hit end of string without an alphanum\r
+\r
+ if ( !_fstricmp(check,parm) )\r
+ return true;\r
+ }\r
+\r
+ return false;\r
+}\r
+\r
+//===========================================================================\r
+\r
+/*\r
+=====================\r
+=\r
+= InitDigiMap\r
+=\r
+=====================\r
+*/\r
+\r
+static int wolfdigimap[] =\r
+ {\r
+ // These first sounds are in the upload version\r
+#ifndef SPEAR\r
+ HALTSND, 0,\r
+ DOGBARKSND, 1,\r
+ CLOSEDOORSND, 2,\r
+ OPENDOORSND, 3,\r
+ ATKMACHINEGUNSND, 4,\r
+ ATKPISTOLSND, 5,\r
+ ATKGATLINGSND, 6,\r
+ SCHUTZADSND, 7,\r
+ GUTENTAGSND, 8,\r
+ MUTTISND, 9,\r
+ BOSSFIRESND, 10,\r
+ SSFIRESND, 11,\r
+ DEATHSCREAM1SND, 12,\r
+ DEATHSCREAM2SND, 13,\r
+ DEATHSCREAM3SND, 13,\r
+ TAKEDAMAGESND, 14,\r
+ PUSHWALLSND, 15,\r
+\r
+ LEBENSND, 20,\r
+ NAZIFIRESND, 21,\r
+ SLURPIESND, 22,\r
+\r
+ YEAHSND, 32,\r
+\r
+#ifndef UPLOAD\r
+ // These are in all other episodes\r
+ DOGDEATHSND, 16,\r
+ AHHHGSND, 17,\r
+ DIESND, 18,\r
+ EVASND, 19,\r
+\r
+ TOT_HUNDSND, 23,\r
+ MEINGOTTSND, 24,\r
+ SCHABBSHASND, 25,\r
+ HITLERHASND, 26,\r
+ SPIONSND, 27,\r
+ NEINSOVASSND, 28,\r
+ DOGATTACKSND, 29,\r
+ LEVELDONESND, 30,\r
+ MECHSTEPSND, 31,\r
+\r
+ SCHEISTSND, 33,\r
+ DEATHSCREAM4SND, 34, // AIIEEE\r
+ DEATHSCREAM5SND, 35, // DEE-DEE\r
+ DONNERSND, 36, // EPISODE 4 BOSS DIE\r
+ EINESND, 37, // EPISODE 4 BOSS SIGHTING\r
+ ERLAUBENSND, 38, // EPISODE 6 BOSS SIGHTING\r
+ DEATHSCREAM6SND, 39, // FART\r
+ DEATHSCREAM7SND, 40, // GASP\r
+ DEATHSCREAM8SND, 41, // GUH-BOY!\r
+ DEATHSCREAM9SND, 42, // AH GEEZ!\r
+ KEINSND, 43, // EPISODE 5 BOSS SIGHTING\r
+ MEINSND, 44, // EPISODE 6 BOSS DIE\r
+ ROSESND, 45, // EPISODE 5 BOSS DIE\r
+\r
+#endif\r
+#else\r
+//\r
+// SPEAR OF DESTINY DIGISOUNDS\r
+//\r
+ HALTSND, 0,\r
+ CLOSEDOORSND, 2,\r
+ OPENDOORSND, 3,\r
+ ATKMACHINEGUNSND, 4,\r
+ ATKPISTOLSND, 5,\r
+ ATKGATLINGSND, 6,\r
+ SCHUTZADSND, 7,\r
+ BOSSFIRESND, 8,\r
+ SSFIRESND, 9,\r
+ DEATHSCREAM1SND, 10,\r
+ DEATHSCREAM2SND, 11,\r
+ TAKEDAMAGESND, 12,\r
+ PUSHWALLSND, 13,\r
+ AHHHGSND, 15,\r
+ LEBENSND, 16,\r
+ NAZIFIRESND, 17,\r
+ SLURPIESND, 18,\r
+ LEVELDONESND, 22,\r
+ DEATHSCREAM4SND, 23, // AIIEEE\r
+ DEATHSCREAM3SND, 23, // DOUBLY-MAPPED!!!\r
+ DEATHSCREAM5SND, 24, // DEE-DEE\r
+ DEATHSCREAM6SND, 25, // FART\r
+ DEATHSCREAM7SND, 26, // GASP\r
+ DEATHSCREAM8SND, 27, // GUH-BOY!\r
+ DEATHSCREAM9SND, 28, // AH GEEZ!\r
+ GETGATLINGSND, 38, // Got Gat replacement\r
+\r
+#ifndef SPEARDEMO\r
+ DOGBARKSND, 1,\r
+ DOGDEATHSND, 14,\r
+ SPIONSND, 19,\r
+ NEINSOVASSND, 20,\r
+ DOGATTACKSND, 21,\r
+ TRANSSIGHTSND, 29, // Trans Sight\r
+ TRANSDEATHSND, 30, // Trans Death\r
+ WILHELMSIGHTSND, 31, // Wilhelm Sight\r
+ WILHELMDEATHSND, 32, // Wilhelm Death\r
+ UBERDEATHSND, 33, // Uber Death\r
+ KNIGHTSIGHTSND, 34, // Death Knight Sight\r
+ KNIGHTDEATHSND, 35, // Death Knight Death\r
+ ANGELSIGHTSND, 36, // Angel Sight\r
+ ANGELDEATHSND, 37, // Angel Death\r
+ GETSPEARSND, 39, // Got Spear replacement\r
+#endif\r
+#endif\r
+ LASTSOUND\r
+ };\r
+\r
+\r
+void InitDigiMap (void)\r
+{\r
+ int *map;\r
+\r
+ for (map = wolfdigimap;*map != LASTSOUND;map += 2)\r
+ DigiMap[map[0]] = map[1];\r
+\r
+\r
+}\r
+\r
+\r
+#ifndef SPEAR\r
+CP_iteminfo MusicItems={CTL_X,CTL_Y,6,0,32};\r
+CP_itemtype far MusicMenu[]=\r
+ {\r
+ {1,"Get Them!",0},\r
+ {1,"Searching",0},\r
+ {1,"P.O.W.",0},\r
+ {1,"Suspense",0},\r
+ {1,"War March",0},\r
+ {1,"Around The Corner!",0},\r
+\r
+ {1,"Nazi Anthem",0},\r
+ {1,"Lurking...",0},\r
+ {1,"Going After Hitler",0},\r
+ {1,"Pounding Headache",0},\r
+ {1,"Into the Dungeons",0},\r
+ {1,"Ultimate Conquest",0},\r
+\r
+ {1,"Kill the S.O.B.",0},\r
+ {1,"The Nazi Rap",0},\r
+ {1,"Twelfth Hour",0},\r
+ {1,"Zero Hour",0},\r
+ {1,"Ultimate Conquest",0},\r
+ {1,"Wolfpack",0}\r
+ };\r
+#else\r
+CP_iteminfo MusicItems={CTL_X,CTL_Y-20,9,0,32};\r
+CP_itemtype far MusicMenu[]=\r
+ {\r
+ {1,"Funky Colonel Bill",0},\r
+ {1,"Death To The Nazis",0},\r
+ {1,"Tiptoeing Around",0},\r
+ {1,"Is This THE END?",0},\r
+ {1,"Evil Incarnate",0},\r
+ {1,"Jazzin' Them Nazis",0},\r
+ {1,"Puttin' It To The Enemy",0},\r
+ {1,"The SS Gonna Get You",0},\r
+ {1,"Towering Above",0}\r
+ };\r
+#endif\r
+\r
+#ifndef SPEARDEMO\r
+void DoJukebox(void)\r
+{\r
+ int which,lastsong=-1;\r
+ unsigned start,songs[]=\r
+ {\r
+#ifndef SPEAR\r
+ GETTHEM_MUS,\r
+ SEARCHN_MUS,\r
+ POW_MUS,\r
+ SUSPENSE_MUS,\r
+ WARMARCH_MUS,\r
+ CORNER_MUS,\r
+\r
+ NAZI_OMI_MUS,\r
+ PREGNANT_MUS,\r
+ GOINGAFT_MUS,\r
+ HEADACHE_MUS,\r
+ DUNGEON_MUS,\r
+ ULTIMATE_MUS,\r
+\r
+ INTROCW3_MUS,\r
+ NAZI_RAP_MUS,\r
+ TWELFTH_MUS,\r
+ ZEROHOUR_MUS,\r
+ ULTIMATE_MUS,\r
+ PACMAN_MUS\r
+#else\r
+ XFUNKIE_MUS, // 0\r
+ XDEATH_MUS, // 2\r
+ XTIPTOE_MUS, // 4\r
+ XTHEEND_MUS, // 7\r
+ XEVIL_MUS, // 17\r
+ XJAZNAZI_MUS, // 18\r
+ XPUTIT_MUS, // 21\r
+ XGETYOU_MUS, // 22\r
+ XTOWER2_MUS // 23\r
+#endif\r
+ };\r
+ struct dostime_t time;\r
+\r
+\r
+\r
+ IN_ClearKeysDown();\r
+ if (!AdLibPresent && !SoundBlasterPresent)\r
+ return;\r
+\r
+\r
+ MenuFadeOut();\r
+\r
+#ifndef SPEAR\r
+#ifndef UPLOAD\r
+ _dos_gettime(&time);\r
+ start = (time.hsecond%3)*6;\r
+#else\r
+ start = 0;\r
+#endif\r
+#else\r
+ start = 0;\r
+#endif\r
+\r
+\r
+ CA_CacheGrChunk (STARTFONT+1);\r
+#ifdef SPEAR\r
+ CacheLump (BACKDROP_LUMP_START,BACKDROP_LUMP_END);\r
+#else\r
+ CacheLump (CONTROLS_LUMP_START,CONTROLS_LUMP_END);\r
+#endif\r
+ CA_LoadAllSounds ();\r
+\r
+ fontnumber=1;\r
+ ClearMScreen ();\r
+ VWB_DrawPic(112,184,C_MOUSELBACKPIC);\r
+ DrawStripes (10);\r
+ SETFONTCOLOR (TEXTCOLOR,BKGDCOLOR);\r
+\r
+#ifndef SPEAR\r
+ DrawWindow (CTL_X-2,CTL_Y-6,280,13*7,BKGDCOLOR);\r
+#else\r
+ DrawWindow (CTL_X-2,CTL_Y-26,280,13*10,BKGDCOLOR);\r
+#endif\r
+\r
+ DrawMenu (&MusicItems,&MusicMenu[start]);\r
+\r
+ SETFONTCOLOR (READHCOLOR,BKGDCOLOR);\r
+ PrintY=15;\r
+ WindowX = 0;\r
+ WindowY = 320;\r
+ US_CPrint ("Robert's Jukebox");\r
+\r
+ SETFONTCOLOR (TEXTCOLOR,BKGDCOLOR);\r
+ VW_UpdateScreen();\r
+ MenuFadeIn();\r
+\r
+ do\r
+ {\r
+ which = HandleMenu(&MusicItems,&MusicMenu[start],NULL);\r
+ if (which>=0)\r
+ {\r
+ if (lastsong >= 0)\r
+ MusicMenu[start+lastsong].active = 1;\r
+\r
+ StartCPMusic(songs[start + which]);\r
+ MusicMenu[start+which].active = 2;\r
+ DrawMenu (&MusicItems,&MusicMenu[start]);\r
+ VW_UpdateScreen();\r
+ lastsong = which;\r
+ }\r
+ } while(which>=0);\r
+\r
+ MenuFadeOut();\r
+ IN_ClearKeysDown();\r
+#ifdef SPEAR\r
+ UnCacheLump (BACKDROP_LUMP_START,BACKDROP_LUMP_END);\r
+#else\r
+ UnCacheLump (CONTROLS_LUMP_START,CONTROLS_LUMP_END);\r
+#endif\r
+}\r
+#endif\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
+ int i,x,y;\r
+ unsigned *blockstart;\r
+\r
+ if (MS_CheckParm ("virtual"))\r
+ virtualreality = true;\r
+ else\r
+ virtualreality = false;\r
+\r
+ MM_Startup (); // so the signon screen can be freed\r
+\r
+ SignonScreen ();\r
+\r
+ VW_Startup ();\r
+ IN_Startup ();\r
+ PM_Startup ();\r
+ PM_UnlockMainMem ();\r
+ SD_Startup ();\r
+ CA_Startup ();\r
+ US_Startup ();\r
+\r
+\r
+#ifndef SPEAR\r
+ if (mminfo.mainmem < 235000L)\r
+#else\r
+ if (mminfo.mainmem < 257000L && !MS_CheckParm("debugmode"))\r
+#endif\r
+ {\r
+ memptr screen;\r
+\r
+ CA_CacheGrChunk (ERRORSCREEN);\r
+ screen = grsegs[ERRORSCREEN];\r
+ ShutdownId();\r
+ movedata ((unsigned)screen,7+7*160,0xb800,0,17*160);\r
+ gotoxy (1,23);\r
+ exit(1);\r
+ }\r
+\r
+\r
+//\r
+// build some tables\r
+//\r
+ InitDigiMap ();\r
+\r
+ for (i=0;i<MAPSIZE;i++)\r
+ {\r
+ nearmapylookup[i] = &tilemap[0][0]+MAPSIZE*i;\r
+ farmapylookup[i] = i*64;\r
+ }\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
+ updateptr = &update[0];\r
+\r
+ bufferofs = 0;\r
+ displayofs = 0;\r
+ ReadConfig ();\r
+\r
+\r
+//\r
+// HOLDING DOWN 'M' KEY?\r
+//\r
+#ifndef SPEARDEMO\r
+ if (Keyboard[sc_M])\r
+ DoJukebox();\r
+ else\r
+#endif\r
+//\r
+// draw intro screen stuff\r
+//\r
+ if (!virtualreality)\r
+ IntroScreen ();\r
+\r
+//\r
+// load in and lock down some basic chunks\r
+//\r
+\r
+ CA_CacheGrChunk(STARTFONT);\r
+ MM_SetLock (&grsegs[STARTFONT],true);\r
+\r
+ LoadLatchMem ();\r
+ BuildTables (); // trig tables\r
+ SetupWalls ();\r
+\r
+#if 0\r
+{\r
+int temp,i;\r
+temp = viewsize;\r
+ profilehandle = open("SCALERS.TXT", O_CREAT | O_WRONLY | O_TEXT);\r
+for (i=1;i<20;i++)\r
+ NewViewSize(i);\r
+viewsize = temp;\r
+close(profilehandle);\r
+}\r
+#endif\r
+\r
+ NewViewSize (viewsize);\r
+\r
+\r
+//\r
+// initialize variables\r
+//\r
+ InitRedShifts ();\r
+ if (!virtualreality)\r
+ FinishSignon();\r
+\r
+ displayofs = PAGE1START;\r
+ bufferofs = PAGE2START;\r
+\r
+ if (virtualreality)\r
+ {\r
+ NoWait = true;\r
+ geninterrupt(0x60);\r
+ }\r
+}\r
+\r
+//===========================================================================\r
+\r
+/*\r
+==========================\r
+=\r
+= SetViewSize\r
+=\r
+==========================\r
+*/\r
+\r
+boolean SetViewSize (unsigned width, unsigned height)\r
+{\r
+ viewwidth = width&~15; // must be divisable by 16\r
+ viewheight = height&~1; // must be even\r
+ centerx = viewwidth/2-1;\r
+ shootdelta = viewwidth/10;\r
+ screenofs = ((200-STATUSLINES-viewheight)/2*SCREENWIDTH+(320-viewwidth)/8);\r
+\r
+//\r
+// calculate trace angles and projection constants\r
+//\r
+ CalcProjection (FOCALLENGTH);\r
+\r
+//\r
+// build all needed compiled scalers\r
+//\r
+// MM_BombOnError (false);\r
+ SetupScaling (viewwidth*1.5);\r
+#if 0\r
+ MM_BombOnError (true);\r
+ if (mmerror)\r
+ {\r
+ Quit ("Can't build scalers!");\r
+ mmerror = false;\r
+ return false;\r
+ }\r
+#endif\r
+ return true;\r
+}\r
+\r
+\r
+void ShowViewSize (int width)\r
+{\r
+ int oldwidth,oldheight;\r
+\r
+ oldwidth = viewwidth;\r
+ oldheight = viewheight;\r
+\r
+ viewwidth = width*16;\r
+ viewheight = width*16*HEIGHTRATIO;\r
+ DrawPlayBorder ();\r
+\r
+ viewheight = oldheight;\r
+ viewwidth = oldwidth;\r
+}\r
+\r
+\r
+void NewViewSize (int width)\r
+{\r
+ CA_UpLevel ();\r
+ MM_SortMem ();\r
+ viewsize = width;\r
+ SetViewSize (width*16,width*16*HEIGHTRATIO);\r
+ CA_DownLevel ();\r
+}\r
+\r
+\r
+\r
+//===========================================================================\r
+\r
+/*\r
+==========================\r
+=\r
+= Quit\r
+=\r
+==========================\r
+*/\r
+\r
+void Quit (char *error)\r
+{\r
+ unsigned finscreen;\r
+ memptr screen;\r
+\r
+ if (virtualreality)\r
+ geninterrupt(0x61);\r
+\r
+ ClearMemory ();\r
+ if (!*error)\r
+ {\r
+ #ifndef JAPAN\r
+ CA_CacheGrChunk (ORDERSCREEN);\r
+ screen = grsegs[ORDERSCREEN];\r
+ #endif\r
+ WriteConfig ();\r
+ }\r
+ else\r
+ {\r
+ CA_CacheGrChunk (ERRORSCREEN);\r
+ screen = grsegs[ERRORSCREEN];\r
+ }\r
+\r
+ ShutdownId ();\r
+\r
+ if (error && *error)\r
+ {\r
+ movedata ((unsigned)screen,7,0xb800,0,7*160);\r
+ gotoxy (10,4);\r
+ puts(error);\r
+ gotoxy (1,8);\r
+ exit(1);\r
+ }\r
+ else\r
+ if (!error || !(*error))\r
+ {\r
+ clrscr();\r
+ #ifndef JAPAN\r
+ movedata ((unsigned)screen,7,0xb800,0,4000);\r
+ gotoxy(1,24);\r
+ #endif\r
+//asm mov bh,0\r
+//asm mov dh,23 // row\r
+//asm mov dl,0 // collumn\r
+//asm mov ah,2\r
+//asm int 0x10\r
+ }\r
+\r
+ exit(0);\r
+}\r
+\r
+//===========================================================================\r
+\r
+\r
+\r
+/*\r
+=====================\r
+=\r
+= DemoLoop\r
+=\r
+=====================\r
+*/\r
+\r
+static char *ParmStrings[] = {"baby","easy","normal","hard",""};\r
+\r
+void DemoLoop (void)\r
+{\r
+ static int LastDemo;\r
+ int i,level;\r
+ long nsize;\r
+ memptr nullblock;\r
+\r
+//\r
+// check for launch from ted\r
+//\r
+ if (tedlevel)\r
+ {\r
+ NoWait = true;\r
+ NewGame(1,0);\r
+\r
+ for (i = 1;i < _argc;i++)\r
+ {\r
+ if ( (level = US_CheckParm(_argv[i],ParmStrings)) != -1)\r
+ {\r
+ gamestate.difficulty=level;\r
+ break;\r
+ }\r
+ }\r
+\r
+#ifndef SPEAR\r
+ gamestate.episode = tedlevelnum/10;\r
+ gamestate.mapon = tedlevelnum%10;\r
+#else\r
+ gamestate.episode = 0;\r
+ gamestate.mapon = tedlevelnum;\r
+#endif\r
+ GameLoop();\r
+ Quit (NULL);\r
+ }\r
+\r
+\r
+//\r
+// main game cycle\r
+//\r
+\r
+\r
+// nsize = (long)40*1024;\r
+// MM_GetPtr(&nullblock,nsize);\r
+\r
+#ifndef DEMOTEST\r
+\r
+ #ifndef UPLOAD\r
+\r
+ #ifndef GOODTIMES\r
+ #ifndef SPEAR\r
+ #ifndef JAPAN\r
+ if (!NoWait)\r
+ NonShareware();\r
+ #endif\r
+ #else\r
+\r
+ #ifndef GOODTIMES\r
+ #ifndef SPEARDEMO\r
+ CopyProtection();\r
+ #endif\r
+ #endif\r
+\r
+ #endif\r
+ #endif\r
+ #endif\r
+\r
+ StartCPMusic(INTROSONG);\r
+\r
+#ifndef JAPAN\r
+ if (!NoWait)\r
+ PG13 ();\r
+#endif\r
+\r
+#endif\r
+\r
+ while (1)\r
+ {\r
+ while (!NoWait)\r
+ {\r
+//\r
+// title page\r
+//\r
+ MM_SortMem ();\r
+#ifndef DEMOTEST\r
+\r
+#ifdef SPEAR\r
+ CA_CacheGrChunk (TITLEPALETTE);\r
+\r
+ CA_CacheGrChunk (TITLE1PIC);\r
+ VWB_DrawPic (0,0,TITLE1PIC);\r
+ UNCACHEGRCHUNK (TITLE1PIC);\r
+\r
+ CA_CacheGrChunk (TITLE2PIC);\r
+ VWB_DrawPic (0,80,TITLE2PIC);\r
+ UNCACHEGRCHUNK (TITLE2PIC);\r
+ VW_UpdateScreen ();\r
+ VL_FadeIn(0,255,grsegs[TITLEPALETTE],30);\r
+\r
+ UNCACHEGRCHUNK (TITLEPALETTE);\r
+#else\r
+ CA_CacheScreen (TITLEPIC);\r
+ VW_UpdateScreen ();\r
+ VW_FadeIn();\r
+#endif\r
+ if (IN_UserInput(TickBase*15))\r
+ break;\r
+ VW_FadeOut();\r
+//\r
+// credits page\r
+//\r
+ CA_CacheScreen (CREDITSPIC);\r
+ VW_UpdateScreen();\r
+ VW_FadeIn ();\r
+ if (IN_UserInput(TickBase*10))\r
+ break;\r
+ VW_FadeOut ();\r
+//\r
+// high scores\r
+//\r
+ DrawHighScores ();\r
+ VW_UpdateScreen ();\r
+ VW_FadeIn ();\r
+\r
+ if (IN_UserInput(TickBase*10))\r
+ break;\r
+#endif\r
+//\r
+// demo\r
+//\r
+\r
+ #ifndef SPEARDEMO\r
+ PlayDemo (LastDemo++%4);\r
+ #else\r
+ PlayDemo (0);\r
+ #endif\r
+\r
+ if (playstate == ex_abort)\r
+ break;\r
+ StartCPMusic(INTROSONG);\r
+ }\r
+\r
+ VW_FadeOut ();\r
+\r
+#ifndef SPEAR\r
+ if (Keyboard[sc_Tab] && MS_CheckParm("goobers"))\r
+#else\r
+ if (Keyboard[sc_Tab] && MS_CheckParm("debugmode"))\r
+#endif\r
+ RecordDemo ();\r
+ else\r
+ US_ControlPanel (0);\r
+\r
+ if (startgame || loadedgame)\r
+ {\r
+ GameLoop ();\r
+ VW_FadeOut();\r
+ StartCPMusic(INTROSONG);\r
+ }\r
+ }\r
+}\r
+\r
+\r
+//===========================================================================\r
+\r
+\r
+/*\r
+==========================\r
+=\r
+= main\r
+=\r
+==========================\r
+*/\r
+\r
+char *nosprtxt[] = {"nospr",nil};\r
+\r
+void main (void)\r
+{\r
+ int i;\r
+\r
+\r
+#ifdef BETA\r
+ //\r
+ // THIS IS FOR BETA ONLY!\r
+ //\r
+ struct dosdate_t d;\r
+\r
+ _dos_getdate(&d);\r
+ if (d.year > YEAR ||\r
+ (d.month >= MONTH && d.day >= DAY))\r
+ {\r
+ printf("Sorry, BETA-TESTING is over. Thanks for you help.\n");\r
+ exit(1);\r
+ }\r
+#endif\r
+\r
+ CheckForEpisodes();\r
+\r
+ Patch386 ();\r
+\r
+ InitGame ();\r
+\r
+ DemoLoop();\r
+\r
+ Quit("Demo loop exited???");\r
+}\r
+\r
--- /dev/null
+////////////////////////////////////////////////////////////////////\r
+//\r
+// WL_MENU.C\r
+// by John Romero (C) 1992 Id Software, Inc.\r
+//\r
+////////////////////////////////////////////////////////////////////\r
+#include "wl_def.h"\r
+#pragma hdrstop\r
+\r
+//\r
+// PRIVATE PROTOTYPES\r
+//\r
+void CP_ReadThis(void);\r
+\r
+#ifdef SPEAR\r
+#define STARTITEM newgame\r
+\r
+#else\r
+#ifdef GOODTIMES\r
+#define STARTITEM newgame\r
+\r
+#else\r
+#define STARTITEM readthis\r
+#endif\r
+#endif\r
+\r
+char far endStrings[9][80]=\r
+{\r
+#ifndef SPEAR\r
+ {"Dost thou wish to\nleave with such hasty\nabandon?"},\r
+ {"Chickening out...\nalready?"},\r
+ {"Press N for more carnage.\nPress Y to be a weenie."},\r
+ {"So, you think you can\nquit this easily, huh?"},\r
+ {"Press N to save the world.\nPress Y to abandon it in\nits hour of need."},\r
+ {"Press N if you are brave.\nPress Y to cower in shame."},\r
+ {"Heroes, press N.\nWimps, press Y."},\r
+ {"You are at an intersection.\nA sign says, 'Press Y to quit.'\n>"},\r
+ {"For guns and glory, press N.\nFor work and worry, press Y."}\r
+#else\r
+ ENDSTR1,\r
+ ENDSTR2,\r
+ ENDSTR3,\r
+ ENDSTR4,\r
+ ENDSTR5,\r
+ ENDSTR6,\r
+ ENDSTR7,\r
+ ENDSTR8,\r
+ ENDSTR9\r
+#endif\r
+};\r
+\r
+CP_iteminfo\r
+ MainItems={MENU_X,MENU_Y,10,STARTITEM,24},\r
+ SndItems={SM_X,SM_Y1,12,0,52},\r
+ LSItems={LSM_X,LSM_Y,10,0,24},\r
+ CtlItems={CTL_X,CTL_Y,6,-1,56},\r
+ CusItems={8,CST_Y+13*2,9,-1,0},\r
+ NewEitems={NE_X,NE_Y,11,0,88},\r
+ NewItems={NM_X,NM_Y,4,2,24};\r
+\r
+#pragma warn -sus\r
+CP_itemtype far\r
+MainMenu[]=\r
+{\r
+#ifdef JAPAN\r
+ {1,"",CP_NewGame},\r
+ {1,"",CP_Sound},\r
+ {1,"",CP_Control},\r
+ {1,"",CP_LoadGame},\r
+ {0,"",CP_SaveGame},\r
+ {1,"",CP_ChangeView},\r
+ {2,"",CP_ReadThis},\r
+ {1,"",CP_ViewScores},\r
+ {1,"",0},\r
+ {1,"",0}\r
+#else\r
+\r
+ {1,STR_NG,CP_NewGame},\r
+ {1,STR_SD,CP_Sound},\r
+ {1,STR_CL,CP_Control},\r
+ {1,STR_LG,CP_LoadGame},\r
+ {0,STR_SG,CP_SaveGame},\r
+ {1,STR_CV,CP_ChangeView},\r
+\r
+#ifndef GOODTIMES\r
+#ifndef SPEAR\r
+\r
+ #ifdef SPANISH\r
+ {2,"Ve esto!",CP_ReadThis},\r
+ #else\r
+ {2,"Read This!",CP_ReadThis},\r
+ #endif\r
+\r
+#endif\r
+#endif\r
+\r
+ {1,STR_VS,CP_ViewScores},\r
+ {1,STR_BD,0},\r
+ {1,STR_QT,0}\r
+#endif\r
+},\r
+\r
+far SndMenu[]=\r
+{\r
+#ifdef JAPAN\r
+ {1,"",0},\r
+ {1,"",0},\r
+ {1,"",0},\r
+ {0,"",0},\r
+ {0,"",0},\r
+ {1,"",0},\r
+ {1,"",0},\r
+ {1,"",0},\r
+ {0,"",0},\r
+ {0,"",0},\r
+ {1,"",0},\r
+ {1,"",0},\r
+#else\r
+ {1,STR_NONE,0},\r
+ {1,STR_PC,0},\r
+ {1,STR_ALSB,0},\r
+ {0,"",0},\r
+ {0,"",0},\r
+ {1,STR_NONE,0},\r
+ {1,STR_DISNEY,0},\r
+ {1,STR_SB,0},\r
+ {0,"",0},\r
+ {0,"",0},\r
+ {1,STR_NONE,0},\r
+ {1,STR_ALSB,0}\r
+#endif\r
+},\r
+\r
+far CtlMenu[]=\r
+{\r
+#ifdef JAPAN\r
+ {0,"",0},\r
+ {0,"",0},\r
+ {0,"",0},\r
+ {0,"",0},\r
+ {0,"",MouseSensitivity},\r
+ {1,"",CustomControls}\r
+#else\r
+ {0,STR_MOUSEEN,0},\r
+ {0,STR_JOYEN,0},\r
+ {0,STR_PORT2,0},\r
+ {0,STR_GAMEPAD,0},\r
+ {0,STR_SENS,MouseSensitivity},\r
+ {1,STR_CUSTOM,CustomControls}\r
+#endif\r
+},\r
+\r
+#pragma warn +sus\r
+\r
+#ifndef SPEAR\r
+far NewEmenu[]=\r
+{\r
+#ifdef JAPAN\r
+#ifdef JAPDEMO\r
+ {1,"",0},\r
+ {0,"",0},\r
+ {0,"",0},\r
+ {0,"",0},\r
+ {0,"",0},\r
+ {0,"",0},\r
+ {0,"",0},\r
+ {0,"",0},\r
+ {0,"",0},\r
+ {0,"",0},\r
+ {0,"",0},\r
+ {0,"",0},\r
+#else\r
+ {1,"",0},\r
+ {0,"",0},\r
+ {1,"",0},\r
+ {0,"",0},\r
+ {1,"",0},\r
+ {0,"",0},\r
+ {1,"",0},\r
+ {0,"",0},\r
+ {1,"",0},\r
+ {0,"",0},\r
+ {1,"",0},\r
+ {0,"",0}\r
+#endif\r
+#else\r
+ #ifdef SPANISH\r
+ {1,"Episodio 1\n"\r
+ "Fuga desde Wolfenstein",0},\r
+ {0,"",0},\r
+ {3,"Episodio 2\n"\r
+ "Operacion Eisenfaust",0},\r
+ {0,"",0},\r
+ {3,"Episodio 3\n"\r
+ "Muere, Fuhrer, Muere!",0},\r
+ {0,"",0},\r
+ {3,"Episodio 4\n"\r
+ "Un Negro Secreto",0},\r
+ {0,"",0},\r
+ {3,"Episodio 5\n"\r
+ "Huellas del Loco",0},\r
+ {0,"",0},\r
+ {3,"Episodio 6\n"\r
+ "Confrontacion",0}\r
+ #else\r
+ {1,"Episode 1\n"\r
+ "Escape from Wolfenstein",0},\r
+ {0,"",0},\r
+ {3,"Episode 2\n"\r
+ "Operation: Eisenfaust",0},\r
+ {0,"",0},\r
+ {3,"Episode 3\n"\r
+ "Die, Fuhrer, Die!",0},\r
+ {0,"",0},\r
+ {3,"Episode 4\n"\r
+ "A Dark Secret",0},\r
+ {0,"",0},\r
+ {3,"Episode 5\n"\r
+ "Trail of the Madman",0},\r
+ {0,"",0},\r
+ {3,"Episode 6\n"\r
+ "Confrontation",0}\r
+ #endif\r
+#endif\r
+},\r
+#endif\r
+\r
+\r
+far NewMenu[]=\r
+{\r
+#ifdef JAPAN\r
+ {1,"",0},\r
+ {1,"",0},\r
+ {1,"",0},\r
+ {1,"",0}\r
+#else\r
+ {1,STR_DADDY,0},\r
+ {1,STR_HURTME,0},\r
+ {1,STR_BRINGEM,0},\r
+ {1,STR_DEATH,0}\r
+#endif\r
+},\r
+\r
+far LSMenu[]=\r
+{\r
+ {1,"",0},\r
+ {1,"",0},\r
+ {1,"",0},\r
+ {1,"",0},\r
+ {1,"",0},\r
+ {1,"",0},\r
+ {1,"",0},\r
+ {1,"",0},\r
+ {1,"",0},\r
+ {1,"",0}\r
+},\r
+\r
+far CusMenu[]=\r
+{\r
+ {1,"",0},\r
+ {0,"",0},\r
+ {0,"",0},\r
+ {1,"",0},\r
+ {0,"",0},\r
+ {0,"",0},\r
+ {1,"",0},\r
+ {0,"",0},\r
+ {1,"",0}\r
+}\r
+;\r
+\r
+\r
+int color_hlite[]={\r
+ DEACTIVE,\r
+ HIGHLIGHT,\r
+ READHCOLOR,\r
+ 0x67\r
+ },\r
+\r
+ color_norml[]={\r
+ DEACTIVE,\r
+ TEXTCOLOR,\r
+ READCOLOR,\r
+ 0x6b\r
+ };\r
+\r
+int EpisodeSelect[6]={1};\r
+\r
+\r
+int SaveGamesAvail[10],StartGame,SoundStatus=1,pickquick;\r
+char SaveGameNames[10][32],SaveName[13]="SAVEGAM?.";\r
+\r
+\r
+////////////////////////////////////////////////////////////////////\r
+//\r
+// INPUT MANAGER SCANCODE TABLES\r
+//\r
+////////////////////////////////////////////////////////////////////\r
+static byte\r
+ *ScanNames[] = // Scan code names with single chars\r
+ {\r
+ "?","?","1","2","3","4","5","6","7","8","9","0","-","+","?","?",\r
+ "Q","W","E","R","T","Y","U","I","O","P","[","]","|","?","A","S",\r
+ "D","F","G","H","J","K","L",";","\"","?","?","?","Z","X","C","V",\r
+ "B","N","M",",",".","/","?","?","?","?","?","?","?","?","?","?",\r
+ "?","?","?","?","?","?","?","?","\xf","?","-","\x15","5","\x11","+","?",\r
+ "\x13","?","?","?","?","?","?","?","?","?","?","?","?","?","?","?",\r
+ "?","?","?","?","?","?","?","?","?","?","?","?","?","?","?","?",\r
+ "?","?","?","?","?","?","?","?","?","?","?","?","?","?","?","?"\r
+ }, // DEBUG - consolidate these\r
+ far ExtScanCodes[] = // Scan codes with >1 char names\r
+ {\r
+ 1,0xe,0xf,0x1d,0x2a,0x39,0x3a,0x3b,0x3c,0x3d,0x3e,\r
+ 0x3f,0x40,0x41,0x42,0x43,0x44,0x57,0x59,0x46,0x1c,0x36,\r
+ 0x37,0x38,0x47,0x49,0x4f,0x51,0x52,0x53,0x45,0x48,\r
+ 0x50,0x4b,0x4d,0x00\r
+ },\r
+ *ExtScanNames[] = // Names corresponding to ExtScanCodes\r
+ {\r
+ "Esc","BkSp","Tab","Ctrl","LShft","Space","CapsLk","F1","F2","F3","F4",\r
+ "F5","F6","F7","F8","F9","F10","F11","F12","ScrlLk","Enter","RShft",\r
+ "PrtSc","Alt","Home","PgUp","End","PgDn","Ins","Del","NumLk","Up",\r
+ "Down","Left","Right",""\r
+ };\r
+\r
+\r
+////////////////////////////////////////////////////////////////////\r
+//\r
+// Wolfenstein Control Panel! Ta Da!\r
+//\r
+////////////////////////////////////////////////////////////////////\r
+void US_ControlPanel(byte scancode)\r
+{\r
+ int which,i,start;\r
+\r
+\r
+ if (ingame)\r
+ if (CP_CheckQuick(scancode))\r
+ return;\r
+\r
+ StartCPMusic(MENUSONG);\r
+ SetupControlPanel();\r
+\r
+ //\r
+ // F-KEYS FROM WITHIN GAME\r
+ //\r
+ switch(scancode)\r
+ {\r
+ case sc_F1:\r
+ #ifdef SPEAR\r
+ BossKey();\r
+ #else\r
+ #ifdef GOODTIMES\r
+ BossKey();\r
+ #else\r
+ HelpScreens();\r
+ #endif\r
+ #endif\r
+ goto finishup;\r
+\r
+ case sc_F2:\r
+ CP_SaveGame(0);\r
+ goto finishup;\r
+\r
+ case sc_F3:\r
+ CP_LoadGame(0);\r
+ goto finishup;\r
+\r
+ case sc_F4:\r
+ CP_Sound();\r
+ goto finishup;\r
+\r
+ case sc_F5:\r
+ CP_ChangeView();\r
+ goto finishup;\r
+\r
+ case sc_F6:\r
+ CP_Control();\r
+ goto finishup;\r
+\r
+ finishup:\r
+ CleanupControlPanel();\r
+ #ifdef SPEAR\r
+ UnCacheLump (OPTIONS_LUMP_START,OPTIONS_LUMP_END);\r
+ #endif\r
+ return;\r
+ }\r
+\r
+#ifdef SPEAR\r
+ CacheLump (OPTIONS_LUMP_START,OPTIONS_LUMP_END);\r
+#endif\r
+\r
+ DrawMainMenu();\r
+ MenuFadeIn();\r
+ StartGame=0;\r
+\r
+ //\r
+ // MAIN MENU LOOP\r
+ //\r
+ do\r
+ {\r
+ which=HandleMenu(&MainItems,&MainMenu[0],NULL);\r
+\r
+ #ifdef SPEAR\r
+ #ifndef SPEARDEMO\r
+ //\r
+ // EASTER EGG FOR SPEAR OF DESTINY!\r
+ //\r
+ if (Keyboard[sc_I] && Keyboard[sc_D])\r
+ {\r
+ VW_FadeOut();\r
+ StartCPMusic (XJAZNAZI_MUS);\r
+ UnCacheLump(OPTIONS_LUMP_START,OPTIONS_LUMP_END);\r
+ UnCacheLump(BACKDROP_LUMP_START,BACKDROP_LUMP_END);\r
+ MM_SortMem ();\r
+ ClearMemory ();\r
+\r
+\r
+ CA_CacheGrChunk (IDGUYS1PIC);\r
+ VWB_DrawPic(0,0,IDGUYS1PIC);\r
+ UNCACHEGRCHUNK(IDGUYS1PIC);\r
+\r
+ CA_CacheGrChunk (IDGUYS2PIC);\r
+ VWB_DrawPic(0,80,IDGUYS2PIC);\r
+ UNCACHEGRCHUNK(IDGUYS2PIC);\r
+\r
+ VW_UpdateScreen();\r
+\r
+ CA_CacheGrChunk (IDGUYSPALETTE);\r
+ VL_FadeIn(0,255,grsegs[IDGUYSPALETTE],30);\r
+ UNCACHEGRCHUNK(IDGUYSPALETTE);\r
+\r
+ while (Keyboard[sc_I] || Keyboard[sc_D]);\r
+ IN_ClearKeysDown();\r
+ IN_Ack();\r
+\r
+ VW_FadeOut();\r
+\r
+ CacheLump(BACKDROP_LUMP_START,BACKDROP_LUMP_END);\r
+ CacheLump(OPTIONS_LUMP_START,OPTIONS_LUMP_END);\r
+ DrawMainMenu();\r
+ StartCPMusic (MENUSONG);\r
+ MenuFadeIn();\r
+ }\r
+ #endif\r
+ #endif\r
+\r
+ switch(which)\r
+ {\r
+ case viewscores:\r
+ if (MainMenu[viewscores].routine == NULL)\r
+ if (CP_EndGame())\r
+ StartGame=1;\r
+\r
+ DrawMainMenu();\r
+ MenuFadeIn();\r
+ break;\r
+\r
+ case backtodemo:\r
+ #ifdef SPEAR\r
+ if (!ingame)\r
+ {\r
+ //\r
+ // DEALLOCATE ALL SOUNDS!\r
+ //\r
+ switch (SoundMode)\r
+ {\r
+ case sdm_PC:\r
+ start = STARTPCSOUNDS;\r
+ break;\r
+ case sdm_AdLib:\r
+ start = STARTADLIBSOUNDS;\r
+ break;\r
+ }\r
+\r
+ if (SoundMode != sdm_Off)\r
+ for (i=0;i<NUMSOUNDS;i++,start++)\r
+ if (audiosegs[start])\r
+ MM_SetPurge (&(memptr)audiosegs[start],3); // make purgable\r
+ }\r
+ #endif\r
+\r
+ MM_SortMem();\r
+ StartGame=1;\r
+ if (!ingame)\r
+ StartCPMusic(INTROSONG);\r
+ VL_FadeOut(0,255,0,0,0,10);\r
+ break;\r
+\r
+ case -1:\r
+ case quit:\r
+ CP_Quit();\r
+ break;\r
+\r
+ default:\r
+ if (!StartGame)\r
+ {\r
+ DrawMainMenu();\r
+ MenuFadeIn();\r
+ }\r
+ }\r
+\r
+ //\r
+ // "EXIT OPTIONS" OR "NEW GAME" EXITS\r
+ //\r
+ } while(!StartGame);\r
+\r
+ //\r
+ // DEALLOCATE EVERYTHING\r
+ //\r
+ CleanupControlPanel();\r
+\r
+ //\r
+ // CHANGE MAINMENU ITEM\r
+ //\r
+ if (startgame || loadedgame)\r
+ {\r
+ #pragma warn -sus\r
+ MainMenu[viewscores].routine = NULL;\r
+ #ifndef JAPAN\r
+ _fstrcpy(MainMenu[viewscores].string,STR_EG);\r
+ #endif\r
+ #pragma warn +sus\r
+ }\r
+\r
+ // RETURN/START GAME EXECUTION\r
+\r
+#ifdef SPEAR\r
+ UnCacheLump (OPTIONS_LUMP_START,OPTIONS_LUMP_END);\r
+ MM_SortMem ();\r
+#endif\r
+}\r
+\r
+\r
+////////////////////////\r
+//\r
+// DRAW MAIN MENU SCREEN\r
+//\r
+void DrawMainMenu(void)\r
+{\r
+#ifdef JAPAN\r
+ CA_CacheScreen(S_OPTIONSPIC);\r
+#else\r
+ ClearMScreen();\r
+\r
+ VWB_DrawPic(112,184,C_MOUSELBACKPIC);\r
+ DrawStripes(10);\r
+ VWB_DrawPic(84,0,C_OPTIONSPIC);\r
+\r
+ #ifdef SPANISH\r
+ DrawWindow(MENU_X-8,MENU_Y-3,MENU_W+8,MENU_H,BKGDCOLOR);\r
+ #else\r
+ DrawWindow(MENU_X-8,MENU_Y-3,MENU_W,MENU_H,BKGDCOLOR);\r
+ #endif\r
+#endif\r
+\r
+ //\r
+ // CHANGE "GAME" AND "DEMO"\r
+ //\r
+ if (ingame)\r
+ {\r
+ #ifndef JAPAN\r
+\r
+ #ifdef SPANISH\r
+ _fstrcpy(&MainMenu[backtodemo].string,STR_GAME);\r
+ #else\r
+ _fstrcpy(&MainMenu[backtodemo].string[8],STR_GAME);\r
+ #endif\r
+\r
+ #else\r
+ CA_CacheGrChunk(C_MRETGAMEPIC);\r
+ VWB_DrawPic(12*8,20*8,C_MRETGAMEPIC);\r
+ UNCACHEGRCHUNK(C_MRETGAMEPIC);\r
+ CA_CacheGrChunk(C_MENDGAMEPIC);\r
+ VWB_DrawPic(12*8,18*8,C_MENDGAMEPIC);\r
+ UNCACHEGRCHUNK(C_MENDGAMEPIC);\r
+ #endif\r
+ MainMenu[backtodemo].active=2;\r
+ }\r
+ else\r
+ {\r
+ #ifndef JAPAN\r
+ #ifdef SPANISH\r
+ _fstrcpy(&MainMenu[backtodemo].string,STR_BD);\r
+ #else\r
+ _fstrcpy(&MainMenu[backtodemo].string[8],STR_DEMO);\r
+ #endif\r
+ #else\r
+ CA_CacheGrChunk(C_MRETDEMOPIC);\r
+ VWB_DrawPic(12*8,20*8,C_MRETDEMOPIC);\r
+ UNCACHEGRCHUNK(C_MRETDEMOPIC);\r
+ CA_CacheGrChunk(C_MSCORESPIC);\r
+ VWB_DrawPic(12*8,18*8,C_MSCORESPIC);\r
+ UNCACHEGRCHUNK(C_MSCORESPIC);\r
+ #endif\r
+ MainMenu[backtodemo].active=1;\r
+ }\r
+\r
+ DrawMenu(&MainItems,&MainMenu[0]);\r
+ VW_UpdateScreen();\r
+}\r
+\r
+#ifndef GOODTIMES\r
+#ifndef SPEAR\r
+////////////////////////////////////////////////////////////////////\r
+//\r
+// READ THIS!\r
+//\r
+////////////////////////////////////////////////////////////////////\r
+void CP_ReadThis(void)\r
+{\r
+ StartCPMusic(CORNER_MUS);\r
+ HelpScreens();\r
+ StartCPMusic(MENUSONG);\r
+}\r
+#endif\r
+#endif\r
+\r
+#ifndef SPEAR\r
+#ifndef GOODTIMES\r
+#else\r
+////////////////////////////////////////////////////////////////////\r
+//\r
+// BOSS KEY\r
+//\r
+////////////////////////////////////////////////////////////////////\r
+void BossKey(void)\r
+{\r
+ SD_MusicOff();\r
+ _AX = 3;\r
+ geninterrupt(0x10);\r
+ printf("C>");\r
+ while (!Keyboard[sc_Escape])\r
+ IN_ClearKeysDown();\r
+\r
+ SD_MusicOn();\r
+ VL_SetVGAPlaneMode ();\r
+ VL_TestPaletteSet ();\r
+ VL_SetPalette (&gamepal);\r
+ LoadLatchMem();\r
+}\r
+#endif\r
+#endif\r
+\r
+////////////////////////////////////////////////////////////////////\r
+//\r
+// CHECK QUICK-KEYS & QUIT (WHILE IN A GAME)\r
+//\r
+////////////////////////////////////////////////////////////////////\r
+int CP_CheckQuick(unsigned scancode)\r
+{\r
+ switch(scancode)\r
+ {\r
+ //\r
+ // END GAME\r
+ //\r
+ case sc_F7:\r
+ CA_CacheGrChunk(STARTFONT+1);\r
+\r
+ WindowH=160;\r
+ #ifdef JAPAN\r
+ if (GetYorN(7,8,C_JAPQUITPIC))\r
+ #else\r
+ if (Confirm(ENDGAMESTR))\r
+ #endif\r
+ {\r
+ playstate = ex_died;\r
+ pickquick = gamestate.lives = 0;\r
+ }\r
+\r
+ DrawAllPlayBorder();\r
+ WindowH=200;\r
+ fontnumber=0;\r
+ MainMenu[savegame].active = 0;\r
+ return 1;\r
+\r
+ //\r
+ // QUICKSAVE\r
+ //\r
+ case sc_F8:\r
+ if (SaveGamesAvail[LSItems.curpos] && pickquick)\r
+ {\r
+ CA_CacheGrChunk(STARTFONT+1);\r
+ fontnumber = 1;\r
+ Message(STR_SAVING"...");\r
+ CP_SaveGame(1);\r
+ fontnumber=0;\r
+ }\r
+ else\r
+ {\r
+ #ifndef SPEAR\r
+ CA_CacheGrChunk(STARTFONT+1);\r
+ CA_CacheGrChunk(C_CURSOR1PIC);\r
+ CA_CacheGrChunk(C_CURSOR2PIC);\r
+ CA_CacheGrChunk(C_DISKLOADING1PIC);\r
+ CA_CacheGrChunk(C_DISKLOADING2PIC);\r
+ CA_CacheGrChunk(C_SAVEGAMEPIC);\r
+ CA_CacheGrChunk(C_MOUSELBACKPIC);\r
+ #else\r
+ CacheLump (BACKDROP_LUMP_START,BACKDROP_LUMP_END);\r
+ CA_CacheGrChunk(C_CURSOR1PIC);\r
+ #endif\r
+\r
+ VW_FadeOut ();\r
+\r
+ StartCPMusic(MENUSONG);\r
+ pickquick=CP_SaveGame(0);\r
+\r
+ SETFONTCOLOR(0,15);\r
+ IN_ClearKeysDown();\r
+ DrawPlayScreen ();\r
+\r
+ if (!startgame && !loadedgame)\r
+ {\r
+ VW_FadeIn ();\r
+ StartMusic ();\r
+ }\r
+\r
+ if (loadedgame)\r
+ playstate = ex_abort;\r
+ lasttimecount = TimeCount;\r
+\r
+ if (MousePresent)\r
+ Mouse(MDelta); // Clear accumulated mouse movement\r
+\r
+ PM_CheckMainMem ();\r
+\r
+ #ifndef SPEAR\r
+ UNCACHEGRCHUNK(C_CURSOR1PIC);\r
+ UNCACHEGRCHUNK(C_CURSOR2PIC);\r
+ UNCACHEGRCHUNK(C_DISKLOADING1PIC);\r
+ UNCACHEGRCHUNK(C_DISKLOADING2PIC);\r
+ UNCACHEGRCHUNK(C_SAVEGAMEPIC);\r
+ UNCACHEGRCHUNK(C_MOUSELBACKPIC);\r
+ #else\r
+ UnCacheLump (BACKDROP_LUMP_START,BACKDROP_LUMP_END);\r
+ #endif\r
+ }\r
+ return 1;\r
+\r
+ //\r
+ // QUICKLOAD\r
+ //\r
+ case sc_F9:\r
+ if (SaveGamesAvail[LSItems.curpos] && pickquick)\r
+ {\r
+ char string[100]=STR_LGC;\r
+\r
+\r
+ CA_CacheGrChunk(STARTFONT+1);\r
+ fontnumber = 1;\r
+\r
+ strcat(string,SaveGameNames[LSItems.curpos]);\r
+ strcat(string,"\"?");\r
+\r
+ if (Confirm(string))\r
+ CP_LoadGame(1);\r
+\r
+ DrawAllPlayBorder();\r
+ fontnumber=0;\r
+ }\r
+ else\r
+ {\r
+ #ifndef SPEAR\r
+ CA_CacheGrChunk(STARTFONT+1);\r
+ CA_CacheGrChunk(C_CURSOR1PIC);\r
+ CA_CacheGrChunk(C_CURSOR2PIC);\r
+ CA_CacheGrChunk(C_DISKLOADING1PIC);\r
+ CA_CacheGrChunk(C_DISKLOADING2PIC);\r
+ CA_CacheGrChunk(C_LOADGAMEPIC);\r
+ CA_CacheGrChunk(C_MOUSELBACKPIC);\r
+ #else\r
+ CA_CacheGrChunk(C_CURSOR1PIC);\r
+ CacheLump (BACKDROP_LUMP_START,BACKDROP_LUMP_END);\r
+ #endif\r
+\r
+ VW_FadeOut ();\r
+\r
+ StartCPMusic(MENUSONG);\r
+ pickquick=CP_LoadGame(0);\r
+\r
+ SETFONTCOLOR(0,15);\r
+ IN_ClearKeysDown();\r
+ DrawPlayScreen ();\r
+\r
+ if (!startgame && !loadedgame)\r
+ {\r
+ VW_FadeIn ();\r
+ StartMusic ();\r
+ }\r
+\r
+ if (loadedgame)\r
+ playstate = ex_abort;\r
+\r
+ lasttimecount = TimeCount;\r
+\r
+ if (MousePresent)\r
+ Mouse(MDelta); // Clear accumulated mouse movement\r
+ PM_CheckMainMem ();\r
+\r
+ #ifndef SPEAR\r
+ UNCACHEGRCHUNK(C_CURSOR1PIC);\r
+ UNCACHEGRCHUNK(C_CURSOR2PIC);\r
+ UNCACHEGRCHUNK(C_DISKLOADING1PIC);\r
+ UNCACHEGRCHUNK(C_DISKLOADING2PIC);\r
+ UNCACHEGRCHUNK(C_LOADGAMEPIC);\r
+ UNCACHEGRCHUNK(C_MOUSELBACKPIC);\r
+ #else\r
+ UnCacheLump (BACKDROP_LUMP_START,BACKDROP_LUMP_END);\r
+ #endif\r
+ }\r
+ return 1;\r
+\r
+ //\r
+ // QUIT\r
+ //\r
+ case sc_F10:\r
+ CA_CacheGrChunk(STARTFONT+1);\r
+\r
+ WindowX=WindowY=0;\r
+ WindowW=320;\r
+ WindowH=160;\r
+ #ifdef JAPAN\r
+ if (GetYorN(7,8,C_QUITMSGPIC))\r
+ #else\r
+ #ifdef SPANISH\r
+ if (Confirm(ENDGAMESTR))\r
+ #else\r
+ if (Confirm(endStrings[US_RndT()&0x7+(US_RndT()&1)]))\r
+ #endif\r
+ #endif\r
+ {\r
+ int i;\r
+\r
+\r
+ VW_UpdateScreen();\r
+ SD_MusicOff();\r
+ SD_StopSound();\r
+ MenuFadeOut();\r
+\r
+ //\r
+ // SHUT-UP THE ADLIB\r
+ //\r
+ for (i=1;i<=0xf5;i++)\r
+ alOut(i,0);\r
+ Quit(NULL);\r
+ }\r
+\r
+ DrawAllPlayBorder();\r
+ WindowH=200;\r
+ fontnumber=0;\r
+ return 1;\r
+ }\r
+\r
+ return 0;\r
+}\r
+\r
+\r
+////////////////////////////////////////////////////////////////////\r
+//\r
+// END THE CURRENT GAME\r
+//\r
+////////////////////////////////////////////////////////////////////\r
+int CP_EndGame(void)\r
+{\r
+#ifdef JAPAN\r
+ if (!GetYorN(7,8,C_JAPQUITPIC))\r
+#else\r
+ if (!Confirm(ENDGAMESTR))\r
+#endif\r
+ return 0;\r
+\r
+ pickquick = gamestate.lives = 0;\r
+ playstate = ex_died;\r
+\r
+ #pragma warn -sus\r
+ MainMenu[savegame].active = 0;\r
+ MainMenu[viewscores].routine=CP_ViewScores;\r
+ #ifndef JAPAN\r
+ _fstrcpy(MainMenu[viewscores].string,STR_VS);\r
+ #endif\r
+ #pragma warn +sus\r
+\r
+ return 1;\r
+}\r
+\r
+\r
+////////////////////////////////////////////////////////////////////\r
+//\r
+// VIEW THE HIGH SCORES\r
+//\r
+////////////////////////////////////////////////////////////////////\r
+void CP_ViewScores(void)\r
+{\r
+ fontnumber=0;\r
+\r
+#ifdef SPEAR\r
+ UnCacheLump (OPTIONS_LUMP_START,OPTIONS_LUMP_END);\r
+ StartCPMusic (XAWARD_MUS);\r
+#else\r
+ StartCPMusic (ROSTER_MUS);\r
+#endif\r
+\r
+ DrawHighScores ();\r
+ VW_UpdateScreen ();\r
+ MenuFadeIn();\r
+ fontnumber=1;\r
+\r
+ IN_Ack();\r
+\r
+ StartCPMusic(MENUSONG);\r
+ MenuFadeOut();\r
+\r
+#ifdef SPEAR\r
+ CacheLump (BACKDROP_LUMP_START,BACKDROP_LUMP_END);\r
+ CacheLump (OPTIONS_LUMP_START,OPTIONS_LUMP_END);\r
+#endif\r
+}\r
+\r
+\r
+////////////////////////////////////////////////////////////////////\r
+//\r
+// START A NEW GAME\r
+//\r
+////////////////////////////////////////////////////////////////////\r
+void CP_NewGame(void)\r
+{\r
+ int which,episode;\r
+\r
+#ifdef SPEAR\r
+ UnCacheLump (OPTIONS_LUMP_START,OPTIONS_LUMP_END);\r
+#endif\r
+\r
+\r
+#ifndef SPEAR\r
+firstpart:\r
+\r
+ DrawNewEpisode();\r
+ do\r
+ {\r
+ which=HandleMenu(&NewEitems,&NewEmenu[0],NULL);\r
+ switch(which)\r
+ {\r
+ case -1:\r
+ MenuFadeOut();\r
+ return;\r
+\r
+ default:\r
+ if (!EpisodeSelect[which/2])\r
+ {\r
+ SD_PlaySound (NOWAYSND);\r
+ Message("Please select \"Read This!\"\n"\r
+ "from the Options menu to\n"\r
+ "find out how to order this\n"\r
+ "episode from Apogee.");\r
+ IN_ClearKeysDown();\r
+ IN_Ack();\r
+ DrawNewEpisode();\r
+ which = 0;\r
+ }\r
+ else\r
+ {\r
+ episode = which/2;\r
+ which = 1;\r
+ }\r
+ break;\r
+ }\r
+\r
+ } while (!which);\r
+\r
+ ShootSnd();\r
+\r
+ //\r
+ // ALREADY IN A GAME?\r
+ //\r
+ if (ingame)\r
+ #ifdef JAPAN\r
+ if (!GetYorN(7,8,C_JAPNEWGAMEPIC))\r
+ #else\r
+ if (!Confirm(CURGAME))\r
+ #endif\r
+ {\r
+ MenuFadeOut();\r
+ return;\r
+ }\r
+\r
+ MenuFadeOut();\r
+\r
+#else\r
+ episode = 0;\r
+\r
+ //\r
+ // ALREADY IN A GAME?\r
+ //\r
+ CacheLump (NEWGAME_LUMP_START,NEWGAME_LUMP_END);\r
+ DrawNewGame();\r
+ if (ingame)\r
+ if (!Confirm(CURGAME))\r
+ {\r
+ MenuFadeOut();\r
+ UnCacheLump (NEWGAME_LUMP_START,NEWGAME_LUMP_END);\r
+ CacheLump (OPTIONS_LUMP_START,OPTIONS_LUMP_END);\r
+ return;\r
+ }\r
+\r
+#endif\r
+\r
+ DrawNewGame();\r
+ which=HandleMenu(&NewItems,&NewMenu[0],DrawNewGameDiff);\r
+ if (which<0)\r
+ {\r
+ MenuFadeOut();\r
+ #ifndef SPEAR\r
+ goto firstpart;\r
+ #else\r
+ UnCacheLump (NEWGAME_LUMP_START,NEWGAME_LUMP_END);\r
+ CacheLump (OPTIONS_LUMP_START,OPTIONS_LUMP_END);\r
+ return;\r
+ #endif\r
+ }\r
+\r
+ ShootSnd();\r
+ NewGame(which,episode);\r
+ StartGame=1;\r
+ MenuFadeOut();\r
+\r
+ //\r
+ // CHANGE "READ THIS!" TO NORMAL COLOR\r
+ //\r
+ #ifndef SPEAR\r
+ #ifndef GOODTIMES\r
+ MainMenu[readthis].active=1;\r
+ #endif\r
+ #endif\r
+\r
+ pickquick = 0;\r
+\r
+#ifdef SPEAR\r
+ UnCacheLump (NEWGAME_LUMP_START,NEWGAME_LUMP_END);\r
+ CacheLump (OPTIONS_LUMP_START,OPTIONS_LUMP_END);\r
+#endif\r
+}\r
+\r
+\r
+#ifndef SPEAR\r
+/////////////////////\r
+//\r
+// DRAW NEW EPISODE MENU\r
+//\r
+void DrawNewEpisode(void)\r
+{\r
+ int i;\r
+\r
+#ifdef JAPAN\r
+ CA_CacheScreen(S_EPISODEPIC);\r
+#else\r
+ ClearMScreen();\r
+ VWB_DrawPic(112,184,C_MOUSELBACKPIC);\r
+\r
+ DrawWindow(NE_X-4,NE_Y-4,NE_W+8,NE_H+8,BKGDCOLOR);\r
+ SETFONTCOLOR(READHCOLOR,BKGDCOLOR);\r
+ PrintY=2;\r
+ WindowX=0;\r
+ #ifdef SPANISH\r
+ US_CPrint("Cual episodio jugar?");\r
+ #else\r
+ US_CPrint("Which episode to play?");\r
+ #endif\r
+#endif\r
+\r
+ SETFONTCOLOR(TEXTCOLOR,BKGDCOLOR);\r
+ DrawMenu(&NewEitems,&NewEmenu[0]);\r
+\r
+ for (i=0;i<6;i++)\r
+ VWB_DrawPic(NE_X+32,NE_Y+i*26,C_EPISODE1PIC+i);\r
+\r
+ VW_UpdateScreen();\r
+ MenuFadeIn();\r
+ WaitKeyUp();\r
+}\r
+#endif\r
+\r
+/////////////////////\r
+//\r
+// DRAW NEW GAME MENU\r
+//\r
+void DrawNewGame(void)\r
+{\r
+#ifdef JAPAN\r
+ CA_CacheScreen(S_SKILLPIC);\r
+#else\r
+ ClearMScreen();\r
+ VWB_DrawPic(112,184,C_MOUSELBACKPIC);\r
+\r
+ SETFONTCOLOR(READHCOLOR,BKGDCOLOR);\r
+ PrintX=NM_X+20;\r
+ PrintY=NM_Y-32;\r
+\r
+#ifndef SPEAR\r
+ #ifdef SPANISH\r
+ US_Print("Eres macho?");\r
+ #else\r
+ US_Print("How tough are you?");\r
+ #endif\r
+#else\r
+ VWB_DrawPic (PrintX,PrintY,C_HOWTOUGHPIC);\r
+#endif\r
+\r
+ DrawWindow(NM_X-5,NM_Y-10,NM_W,NM_H,BKGDCOLOR);\r
+#endif\r
+\r
+ DrawMenu(&NewItems,&NewMenu[0]);\r
+ DrawNewGameDiff(NewItems.curpos);\r
+ VW_UpdateScreen();\r
+ MenuFadeIn();\r
+ WaitKeyUp();\r
+}\r
+\r
+\r
+////////////////////////\r
+//\r
+// DRAW NEW GAME GRAPHIC\r
+//\r
+void DrawNewGameDiff(int w)\r
+{\r
+ VWB_DrawPic(NM_X+185,NM_Y+7,w+C_BABYMODEPIC);\r
+}\r
+\r
+\r
+////////////////////////////////////////////////////////////////////\r
+//\r
+// HANDLE SOUND MENU\r
+//\r
+////////////////////////////////////////////////////////////////////\r
+void CP_Sound(void)\r
+{\r
+ int which,i;\r
+\r
+\r
+#ifdef SPEAR\r
+ UnCacheLump (OPTIONS_LUMP_START,OPTIONS_LUMP_END);\r
+ CacheLump (SOUND_LUMP_START,SOUND_LUMP_END);\r
+#endif\r
+\r
+ DrawSoundMenu();\r
+ MenuFadeIn();\r
+ WaitKeyUp();\r
+\r
+ do\r
+ {\r
+ which=HandleMenu(&SndItems,&SndMenu[0],NULL);\r
+ //\r
+ // HANDLE MENU CHOICES\r
+ //\r
+ switch(which)\r
+ {\r
+ //\r
+ // SOUND EFFECTS\r
+ //\r
+ case 0:\r
+ if (SoundMode!=sdm_Off)\r
+ {\r
+ SD_WaitSoundDone();\r
+ SD_SetSoundMode(sdm_Off);\r
+ DrawSoundMenu();\r
+ }\r
+ break;\r
+ case 1:\r
+ if (SoundMode!=sdm_PC)\r
+ {\r
+ SD_WaitSoundDone();\r
+ SD_SetSoundMode(sdm_PC);\r
+ CA_LoadAllSounds();\r
+ DrawSoundMenu();\r
+ ShootSnd();\r
+ }\r
+ break;\r
+ case 2:\r
+ if (SoundMode!=sdm_AdLib)\r
+ {\r
+ SD_WaitSoundDone();\r
+ SD_SetSoundMode(sdm_AdLib);\r
+ CA_LoadAllSounds();\r
+ DrawSoundMenu();\r
+ ShootSnd();\r
+ }\r
+ break;\r
+\r
+ //\r
+ // DIGITIZED SOUND\r
+ //\r
+ case 5:\r
+ if (DigiMode!=sds_Off)\r
+ {\r
+ SD_SetDigiDevice(sds_Off);\r
+ DrawSoundMenu();\r
+ }\r
+ break;\r
+ case 6:\r
+ if (DigiMode!=sds_SoundSource)\r
+ {\r
+ SD_SetDigiDevice(sds_SoundSource);\r
+ DrawSoundMenu();\r
+ ShootSnd();\r
+ }\r
+ break;\r
+ case 7:\r
+ if (DigiMode!=sds_SoundBlaster)\r
+ {\r
+ SD_SetDigiDevice(sds_SoundBlaster);\r
+ DrawSoundMenu();\r
+ ShootSnd();\r
+ }\r
+ break;\r
+\r
+ //\r
+ // MUSIC\r
+ //\r
+ case 10:\r
+ if (MusicMode!=smm_Off)\r
+ {\r
+ SD_SetMusicMode(smm_Off);\r
+ DrawSoundMenu();\r
+ ShootSnd();\r
+ }\r
+ break;\r
+ case 11:\r
+ if (MusicMode!=smm_AdLib)\r
+ {\r
+ SD_SetMusicMode(smm_AdLib);\r
+ DrawSoundMenu();\r
+ ShootSnd();\r
+ StartCPMusic(MENUSONG);\r
+ }\r
+ break;\r
+ }\r
+ } while(which>=0);\r
+\r
+ MenuFadeOut();\r
+\r
+#ifdef SPEAR\r
+ UnCacheLump (SOUND_LUMP_START,SOUND_LUMP_END);\r
+ CacheLump (OPTIONS_LUMP_START,OPTIONS_LUMP_END);\r
+#endif\r
+}\r
+\r
+\r
+//////////////////////\r
+//\r
+// DRAW THE SOUND MENU\r
+//\r
+void DrawSoundMenu(void)\r
+{\r
+ int i,on;\r
+\r
+\r
+#ifdef JAPAN\r
+ CA_CacheScreen(S_SOUNDPIC);\r
+#else\r
+ //\r
+ // DRAW SOUND MENU\r
+ //\r
+ ClearMScreen();\r
+ VWB_DrawPic(112,184,C_MOUSELBACKPIC);\r
+\r
+ DrawWindow(SM_X-8,SM_Y1-3,SM_W,SM_H1,BKGDCOLOR);\r
+ DrawWindow(SM_X-8,SM_Y2-3,SM_W,SM_H2,BKGDCOLOR);\r
+ DrawWindow(SM_X-8,SM_Y3-3,SM_W,SM_H3,BKGDCOLOR);\r
+#endif\r
+\r
+ //\r
+ // IF NO ADLIB, NON-CHOOSENESS!\r
+ //\r
+ if (!AdLibPresent && !SoundBlasterPresent)\r
+ {\r
+ SndMenu[2].active=SndMenu[10].active=SndMenu[11].active=0;\r
+ }\r
+\r
+ if (!SoundSourcePresent)\r
+ SndMenu[6].active=0;\r
+\r
+ if (!SoundBlasterPresent)\r
+ SndMenu[7].active=0;\r
+\r
+ if (!SoundSourcePresent && !SoundBlasterPresent)\r
+ SndMenu[5].active=0;\r
+\r
+ DrawMenu(&SndItems,&SndMenu[0]);\r
+#ifndef JAPAN\r
+ VWB_DrawPic(100,SM_Y1-20,C_FXTITLEPIC);\r
+ VWB_DrawPic(100,SM_Y2-20,C_DIGITITLEPIC);\r
+ VWB_DrawPic(100,SM_Y3-20,C_MUSICTITLEPIC);\r
+#endif\r
+\r
+ for (i=0;i<SndItems.amount;i++)\r
+#ifdef JAPAN\r
+ if (i!=3 && i!=4 && i!=8 && i!=9)\r
+#else\r
+ if (SndMenu[i].string[0])\r
+#endif\r
+ {\r
+ //\r
+ // DRAW SELECTED/NOT SELECTED GRAPHIC BUTTONS\r
+ //\r
+ on=0;\r
+ switch(i)\r
+ {\r
+ //\r
+ // SOUND EFFECTS\r
+ //\r
+ case 0: if (SoundMode==sdm_Off) on=1; break;\r
+ case 1: if (SoundMode==sdm_PC) on=1; break;\r
+ case 2: if (SoundMode==sdm_AdLib) on=1; break;\r
+\r
+ //\r
+ // DIGITIZED SOUND\r
+ //\r
+ case 5: if (DigiMode==sds_Off) on=1; break;\r
+ case 6: if (DigiMode==sds_SoundSource) on=1; break;\r
+ case 7: if (DigiMode==sds_SoundBlaster) on=1; break;\r
+\r
+ //\r
+ // MUSIC\r
+ //\r
+ case 10: if (MusicMode==smm_Off) on=1; break;\r
+ case 11: if (MusicMode==smm_AdLib) on=1; break;\r
+ }\r
+\r
+ if (on)\r
+ VWB_DrawPic(SM_X+24,SM_Y1+i*13+2,C_SELECTEDPIC);\r
+ else\r
+ VWB_DrawPic(SM_X+24,SM_Y1+i*13+2,C_NOTSELECTEDPIC);\r
+ }\r
+\r
+ DrawMenuGun(&SndItems);\r
+ VW_UpdateScreen();\r
+}\r
+\r
+\r
+//\r
+// DRAW LOAD/SAVE IN PROGRESS\r
+//\r
+void DrawLSAction(int which)\r
+{\r
+ #define LSA_X 96\r
+ #define LSA_Y 80\r
+ #define LSA_W 130\r
+ #define LSA_H 42\r
+\r
+ DrawWindow(LSA_X,LSA_Y,LSA_W,LSA_H,TEXTCOLOR);\r
+ DrawOutline(LSA_X,LSA_Y,LSA_W,LSA_H,0,HIGHLIGHT);\r
+ VWB_DrawPic(LSA_X+8,LSA_Y+5,C_DISKLOADING1PIC);\r
+\r
+ fontnumber=1;\r
+ SETFONTCOLOR(0,TEXTCOLOR);\r
+ PrintX=LSA_X+46;\r
+ PrintY=LSA_Y+13;\r
+\r
+ if (!which)\r
+ US_Print(STR_LOADING"...");\r
+ else\r
+ US_Print(STR_SAVING"...");\r
+\r
+ VW_UpdateScreen();\r
+}\r
+\r
+\r
+////////////////////////////////////////////////////////////////////\r
+//\r
+// LOAD SAVED GAMES\r
+//\r
+////////////////////////////////////////////////////////////////////\r
+int CP_LoadGame(int quick)\r
+{\r
+ int handle,which,exit=0;\r
+ char name[13];\r
+\r
+\r
+ strcpy(name,SaveName);\r
+\r
+ //\r
+ // QUICKLOAD?\r
+ //\r
+ if (quick)\r
+ {\r
+ which=LSItems.curpos;\r
+\r
+ if (SaveGamesAvail[which])\r
+ {\r
+ name[7]=which+'0';\r
+ handle=open(name,O_BINARY);\r
+ lseek(handle,32,SEEK_SET);\r
+ loadedgame=true;\r
+ LoadTheGame(handle,0,0);\r
+ loadedgame=false;\r
+ close(handle);\r
+\r
+ DrawFace ();\r
+ DrawHealth ();\r
+ DrawLives ();\r
+ DrawLevel ();\r
+ DrawAmmo ();\r
+ DrawKeys ();\r
+ DrawWeapon ();\r
+ DrawScore ();\r
+ return 1;\r
+ }\r
+ }\r
+\r
+\r
+#ifdef SPEAR\r
+ UnCacheLump (OPTIONS_LUMP_START,OPTIONS_LUMP_END);\r
+ CacheLump (LOADSAVE_LUMP_START,LOADSAVE_LUMP_END);\r
+#endif\r
+\r
+ DrawLoadSaveScreen(0);\r
+\r
+ do\r
+ {\r
+ which=HandleMenu(&LSItems,&LSMenu[0],TrackWhichGame);\r
+ if (which>=0 && SaveGamesAvail[which])\r
+ {\r
+ ShootSnd();\r
+ name[7]=which+'0';\r
+\r
+ handle=open(name,O_BINARY);\r
+ lseek(handle,32,SEEK_SET);\r
+\r
+ DrawLSAction(0);\r
+ loadedgame=true;\r
+\r
+ LoadTheGame(handle,LSA_X+8,LSA_Y+5);\r
+ close(handle);\r
+\r
+ StartGame=1;\r
+ ShootSnd();\r
+ //\r
+ // CHANGE "READ THIS!" TO NORMAL COLOR\r
+ //\r
+\r
+ #ifndef SPEAR\r
+ #ifndef GOODTIMES\r
+ MainMenu[readthis].active=1;\r
+ #endif\r
+ #endif\r
+\r
+ exit=1;\r
+ break;\r
+ }\r
+\r
+ } while(which>=0);\r
+\r
+ MenuFadeOut();\r
+\r
+#ifdef SPEAR\r
+ UnCacheLump (LOADSAVE_LUMP_START,LOADSAVE_LUMP_END);\r
+ CacheLump (OPTIONS_LUMP_START,OPTIONS_LUMP_END);\r
+#endif\r
+\r
+ return exit;\r
+}\r
+\r
+\r
+///////////////////////////////////\r
+//\r
+// HIGHLIGHT CURRENT SELECTED ENTRY\r
+//\r
+void TrackWhichGame(int w)\r
+{\r
+ static int lastgameon=0;\r
+\r
+ PrintLSEntry(lastgameon,TEXTCOLOR);\r
+ PrintLSEntry(w,HIGHLIGHT);\r
+\r
+ lastgameon=w;\r
+}\r
+\r
+\r
+////////////////////////////\r
+//\r
+// DRAW THE LOAD/SAVE SCREEN\r
+//\r
+void DrawLoadSaveScreen(int loadsave)\r
+{\r
+ #define DISKX 100\r
+ #define DISKY 0\r
+\r
+ int i;\r
+\r
+\r
+ ClearMScreen();\r
+ fontnumber=1;\r
+ VWB_DrawPic(112,184,C_MOUSELBACKPIC);\r
+ DrawWindow(LSM_X-10,LSM_Y-5,LSM_W,LSM_H,BKGDCOLOR);\r
+ DrawStripes(10);\r
+\r
+ if (!loadsave)\r
+ VWB_DrawPic(60,0,C_LOADGAMEPIC);\r
+ else\r
+ VWB_DrawPic(60,0,C_SAVEGAMEPIC);\r
+\r
+ for (i=0;i<10;i++)\r
+ PrintLSEntry(i,TEXTCOLOR);\r
+\r
+ DrawMenu(&LSItems,&LSMenu[0]);\r
+ VW_UpdateScreen();\r
+ MenuFadeIn();\r
+ WaitKeyUp();\r
+}\r
+\r
+\r
+///////////////////////////////////////////\r
+//\r
+// PRINT LOAD/SAVE GAME ENTRY W/BOX OUTLINE\r
+//\r
+void PrintLSEntry(int w,int color)\r
+{\r
+ SETFONTCOLOR(color,BKGDCOLOR);\r
+ DrawOutline(LSM_X+LSItems.indent,LSM_Y+w*13,LSM_W-LSItems.indent-15,11,color,color);\r
+ PrintX=LSM_X+LSItems.indent+2;\r
+ PrintY=LSM_Y+w*13+1;\r
+ fontnumber=0;\r
+\r
+ if (SaveGamesAvail[w])\r
+ US_Print(SaveGameNames[w]);\r
+ else\r
+ US_Print(" - "STR_EMPTY" -");\r
+\r
+ fontnumber=1;\r
+}\r
+\r
+\r
+////////////////////////////////////////////////////////////////////\r
+//\r
+// SAVE CURRENT GAME\r
+//\r
+////////////////////////////////////////////////////////////////////\r
+int CP_SaveGame(int quick)\r
+{\r
+ int handle,which,exit=0;\r
+ unsigned nwritten;\r
+ char name[13],input[32];\r
+\r
+\r
+ strcpy(name,SaveName);\r
+\r
+ //\r
+ // QUICKSAVE?\r
+ //\r
+ if (quick)\r
+ {\r
+ which=LSItems.curpos;\r
+\r
+ if (SaveGamesAvail[which])\r
+ {\r
+ name[7]=which+'0';\r
+ unlink(name);\r
+ handle=creat(name,S_IREAD|S_IWRITE);\r
+\r
+ strcpy(input,&SaveGameNames[which][0]);\r
+\r
+ _dos_write(handle,(void far *)input,32,&nwritten);\r
+ lseek(handle,32,SEEK_SET);\r
+ SaveTheGame(handle,0,0);\r
+ close(handle);\r
+\r
+ return 1;\r
+ }\r
+ }\r
+\r
+\r
+#ifdef SPEAR\r
+ UnCacheLump (OPTIONS_LUMP_START,OPTIONS_LUMP_END);\r
+ CacheLump (LOADSAVE_LUMP_START,LOADSAVE_LUMP_END);\r
+#endif\r
+\r
+ DrawLoadSaveScreen(1);\r
+\r
+ do\r
+ {\r
+ which=HandleMenu(&LSItems,&LSMenu[0],TrackWhichGame);\r
+ if (which>=0)\r
+ {\r
+ //\r
+ // OVERWRITE EXISTING SAVEGAME?\r
+ //\r
+ if (SaveGamesAvail[which])\r
+ #ifdef JAPAN\r
+ if (!GetYorN(7,8,C_JAPSAVEOVERPIC))\r
+ #else\r
+ if (!Confirm(GAMESVD))\r
+ #endif\r
+ {\r
+ DrawLoadSaveScreen(1);\r
+ continue;\r
+ }\r
+ else\r
+ {\r
+ DrawLoadSaveScreen(1);\r
+ PrintLSEntry(which,HIGHLIGHT);\r
+ VW_UpdateScreen();\r
+ }\r
+\r
+ ShootSnd();\r
+\r
+ strcpy(input,&SaveGameNames[which][0]);\r
+ name[7]=which+'0';\r
+\r
+ fontnumber=0;\r
+ if (!SaveGamesAvail[which])\r
+ VWB_Bar(LSM_X+LSItems.indent+1,LSM_Y+which*13+1,LSM_W-LSItems.indent-16,10,BKGDCOLOR);\r
+ VW_UpdateScreen();\r
+\r
+ if (US_LineInput(LSM_X+LSItems.indent+2,LSM_Y+which*13+1,input,input,true,31,LSM_W-LSItems.indent-30))\r
+ {\r
+ SaveGamesAvail[which]=1;\r
+ strcpy(&SaveGameNames[which][0],input);\r
+\r
+ unlink(name);\r
+ handle=creat(name,S_IREAD|S_IWRITE);\r
+ _dos_write(handle,(void far *)input,32,&nwritten);\r
+ lseek(handle,32,SEEK_SET);\r
+\r
+ DrawLSAction(1);\r
+ SaveTheGame(handle,LSA_X+8,LSA_Y+5);\r
+\r
+ close(handle);\r
+\r
+ ShootSnd();\r
+ exit=1;\r
+ }\r
+ else\r
+ {\r
+ VWB_Bar(LSM_X+LSItems.indent+1,LSM_Y+which*13+1,LSM_W-LSItems.indent-16,10,BKGDCOLOR);\r
+ PrintLSEntry(which,HIGHLIGHT);\r
+ VW_UpdateScreen();\r
+ SD_PlaySound(ESCPRESSEDSND);\r
+ continue;\r
+ }\r
+\r
+ fontnumber=1;\r
+ break;\r
+ }\r
+\r
+ } while(which>=0);\r
+\r
+ MenuFadeOut();\r
+\r
+#ifdef SPEAR\r
+ UnCacheLump (LOADSAVE_LUMP_START,LOADSAVE_LUMP_END);\r
+ CacheLump (OPTIONS_LUMP_START,OPTIONS_LUMP_END);\r
+#endif\r
+\r
+ return exit;\r
+}\r
+\r
+\r
+////////////////////////////////////////////////////////////////////\r
+//\r
+// CALIBRATE JOYSTICK\r
+//\r
+////////////////////////////////////////////////////////////////////\r
+int CalibrateJoystick(void)\r
+{\r
+ #define CALX 85\r
+ #define CALY 40\r
+ #define CALW 158\r
+ #define CALH 140\r
+\r
+ unsigned xmin,ymin,xmax,ymax,jb;\r
+\r
+\r
+\r
+ #ifdef JAPAN\r
+ VWB_DrawPic(CALX,CALY,C_JOY0PIC);\r
+ #else\r
+ DrawWindow(CALX-5,CALY-5,CALW,CALH,TEXTCOLOR);\r
+ DrawOutline(CALX-5,CALY-5,CALW,CALH,0,HIGHLIGHT);\r
+ SETFONTCOLOR(0,TEXTCOLOR);\r
+\r
+ WindowX = PrintX = CALX;\r
+ WindowW = CALW;\r
+ WindowH = CALH;\r
+ WindowY = PrintY = CALY;\r
+ US_Print(" "STR_CALIB"\n "STR_JOYST"\n");\r
+ VWB_DrawPic(CALX+40,CALY+30,C_JOY1PIC);\r
+ PrintY = CALY+80;\r
+ US_Print(STR_MOVEJOY);\r
+ SETFONTCOLOR(BKGDCOLOR,TEXTCOLOR);\r
+ US_Print(" "STR_ESCEXIT);\r
+ #endif\r
+ VW_UpdateScreen();\r
+\r
+ do\r
+ {\r
+ jb=IN_JoyButtons();\r
+ if (Keyboard[sc_Escape])\r
+ return 0;\r
+ #ifndef SPEAR\r
+ if (Keyboard[sc_Tab] && Keyboard[sc_P] && MS_CheckParm("goobers"))\r
+ PicturePause();\r
+ #endif\r
+\r
+ } while(!(jb&1));\r
+\r
+ SD_PlaySound(SHOOTSND);\r
+ IN_GetJoyAbs(joystickport,&xmin,&ymin);\r
+\r
+\r
+ #ifdef JAPAN\r
+ VWB_DrawPic(CALX,CALY,C_JOY1PIC);\r
+ #else\r
+ DrawWindow(CALX-5,CALY-5,CALW,CALH,TEXTCOLOR);\r
+ DrawOutline(CALX-5,CALY-5,CALW,CALH,0,HIGHLIGHT);\r
+ SETFONTCOLOR(0,TEXTCOLOR);\r
+\r
+ PrintX = CALX;\r
+ PrintY = CALY;\r
+ US_Print(" "STR_CALIB"\n "STR_JOYST"\n");\r
+ VWB_DrawPic(CALX+40,CALY+30,C_JOY2PIC);\r
+ PrintY = CALY+80;\r
+ US_Print(STR_MOVEJOY2);\r
+ SETFONTCOLOR(BKGDCOLOR,TEXTCOLOR);\r
+ US_Print(" "STR_ESCEXIT);\r
+ #endif\r
+ VW_UpdateScreen();\r
+\r
+ do\r
+ {\r
+ jb=IN_JoyButtons();\r
+ if (Keyboard[sc_Escape])\r
+ return 0;\r
+ #ifndef SPEAR\r
+ if (Keyboard[sc_Tab] && Keyboard[sc_P] && MS_CheckParm("goobers"))\r
+ PicturePause();\r
+ #endif\r
+ } while(!(jb&2));\r
+\r
+ IN_GetJoyAbs(joystickport,&xmax,&ymax);\r
+ SD_PlaySound(SHOOTSND);\r
+\r
+ while (IN_JoyButtons());\r
+\r
+ //\r
+ // ASSIGN ACTUAL VALUES HERE\r
+ //\r
+ if ((xmin != xmax) && (ymin != ymax))\r
+ IN_SetupJoy(joystickport,xmin,xmax,ymin,ymax);\r
+ else\r
+ return 0;\r
+\r
+ return 1;\r
+}\r
+\r
+\r
+////////////////////////////////////////////////////////////////////\r
+//\r
+// DEFINE CONTROLS\r
+//\r
+////////////////////////////////////////////////////////////////////\r
+void CP_Control(void)\r
+{\r
+ #define CTL_SPC 70\r
+ enum {MOUSEENABLE,JOYENABLE,USEPORT2,PADENABLE,MOUSESENS,CUSTOMIZE};\r
+ int i,which;\r
+\r
+\r
+#ifdef SPEAR\r
+ UnCacheLump (OPTIONS_LUMP_START,OPTIONS_LUMP_END);\r
+ CacheLump (CONTROL_LUMP_START,CONTROL_LUMP_END);\r
+#endif\r
+\r
+ DrawCtlScreen();\r
+ MenuFadeIn();\r
+ WaitKeyUp();\r
+\r
+ do\r
+ {\r
+ which=HandleMenu(&CtlItems,&CtlMenu[0],NULL);\r
+ switch(which)\r
+ {\r
+ case MOUSEENABLE:\r
+ mouseenabled^=1;\r
+ _CX=_DX=CENTER;\r
+ Mouse(4);\r
+ DrawCtlScreen();\r
+ CusItems.curpos=-1;\r
+ ShootSnd();\r
+ break;\r
+\r
+ case JOYENABLE:\r
+ joystickenabled^=1;\r
+ if (joystickenabled)\r
+ if (!CalibrateJoystick())\r
+ joystickenabled = 0;\r
+ DrawCtlScreen();\r
+ CusItems.curpos=-1;\r
+ ShootSnd();\r
+ break;\r
+\r
+ case USEPORT2:\r
+ joystickport^=1;\r
+ DrawCtlScreen();\r
+ ShootSnd();\r
+ break;\r
+\r
+ case PADENABLE:\r
+ joypadenabled^=1;\r
+ DrawCtlScreen();\r
+ ShootSnd();\r
+ break;\r
+\r
+ case MOUSESENS:\r
+ case CUSTOMIZE:\r
+ DrawCtlScreen();\r
+ MenuFadeIn();\r
+ WaitKeyUp();\r
+ break;\r
+ }\r
+ } while(which>=0);\r
+\r
+ MenuFadeOut();\r
+\r
+#ifdef SPEAR\r
+ UnCacheLump (CONTROL_LUMP_START,CONTROL_LUMP_END);\r
+ CacheLump (OPTIONS_LUMP_START,OPTIONS_LUMP_END);\r
+#endif\r
+}\r
+\r
+\r
+////////////////////////////////\r
+//\r
+// DRAW MOUSE SENSITIVITY SCREEN\r
+//\r
+void DrawMouseSens(void)\r
+{\r
+#ifdef JAPAN\r
+ CA_CacheScreen(S_MOUSESENSPIC);\r
+#else\r
+ ClearMScreen();\r
+ VWB_DrawPic(112,184,C_MOUSELBACKPIC);\r
+ #ifdef SPANISH\r
+ DrawWindow(10,80,300,43,BKGDCOLOR);\r
+ #else\r
+ DrawWindow(10,80,300,30,BKGDCOLOR);\r
+ #endif\r
+\r
+ WindowX=0;\r
+ WindowW=320;\r
+ PrintY=82;\r
+ SETFONTCOLOR(READCOLOR,BKGDCOLOR);\r
+ US_CPrint(STR_MOUSEADJ);\r
+\r
+ SETFONTCOLOR(TEXTCOLOR,BKGDCOLOR);\r
+ #ifdef SPANISH\r
+ PrintX=14;\r
+ PrintY=95+13;\r
+ US_Print(STR_SLOW);\r
+ PrintX=252;\r
+ US_Print(STR_FAST);\r
+ #else\r
+ PrintX=14;\r
+ PrintY=95;\r
+ US_Print(STR_SLOW);\r
+ PrintX=269;\r
+ US_Print(STR_FAST);\r
+ #endif\r
+#endif\r
+\r
+ VWB_Bar(60,97,200,10,TEXTCOLOR);\r
+ DrawOutline(60,97,200,10,0,HIGHLIGHT);\r
+ DrawOutline(60+20*mouseadjustment,97,20,10,0,READCOLOR);\r
+ VWB_Bar(61+20*mouseadjustment,98,19,9,READHCOLOR);\r
+\r
+ VW_UpdateScreen();\r
+ MenuFadeIn();\r
+}\r
+\r
+\r
+///////////////////////////\r
+//\r
+// ADJUST MOUSE SENSITIVITY\r
+//\r
+void MouseSensitivity(void)\r
+{\r
+ ControlInfo ci;\r
+ int exit=0,oldMA;\r
+\r
+\r
+ oldMA=mouseadjustment;\r
+ DrawMouseSens();\r
+ do\r
+ {\r
+ ReadAnyControl(&ci);\r
+ switch(ci.dir)\r
+ {\r
+ case dir_North:\r
+ case dir_West:\r
+ if (mouseadjustment)\r
+ {\r
+ mouseadjustment--;\r
+ VWB_Bar(60,97,200,10,TEXTCOLOR);\r
+ DrawOutline(60,97,200,10,0,HIGHLIGHT);\r
+ DrawOutline(60+20*mouseadjustment,97,20,10,0,READCOLOR);\r
+ VWB_Bar(61+20*mouseadjustment,98,19,9,READHCOLOR);\r
+ VW_UpdateScreen();\r
+ SD_PlaySound(MOVEGUN1SND);\r
+ while(Keyboard[sc_LeftArrow]);\r
+ WaitKeyUp();\r
+ }\r
+ break;\r
+\r
+ case dir_South:\r
+ case dir_East:\r
+ if (mouseadjustment<9)\r
+ {\r
+ mouseadjustment++;\r
+ VWB_Bar(60,97,200,10,TEXTCOLOR);\r
+ DrawOutline(60,97,200,10,0,HIGHLIGHT);\r
+ DrawOutline(60+20*mouseadjustment,97,20,10,0,READCOLOR);\r
+ VWB_Bar(61+20*mouseadjustment,98,19,9,READHCOLOR);\r
+ VW_UpdateScreen();\r
+ SD_PlaySound(MOVEGUN1SND);\r
+ while(Keyboard[sc_RightArrow]);\r
+ WaitKeyUp();\r
+ }\r
+ break;\r
+ }\r
+\r
+ #ifndef SPEAR\r
+ if (Keyboard[sc_Tab] && Keyboard[sc_P] && MS_CheckParm("goobers"))\r
+ #else\r
+ if (Keyboard[sc_Tab] && Keyboard[sc_P] && MS_CheckParm("debugmode"))\r
+ #endif\r
+ PicturePause();\r
+\r
+ if (ci.button0 || Keyboard[sc_Space] || Keyboard[sc_Enter])\r
+ exit=1;\r
+ else\r
+ if (ci.button1 || Keyboard[sc_Escape])\r
+ exit=2;\r
+\r
+ } while(!exit);\r
+\r
+ if (exit==2)\r
+ {\r
+ mouseadjustment=oldMA;\r
+ SD_PlaySound(ESCPRESSEDSND);\r
+ }\r
+ else\r
+ SD_PlaySound(SHOOTSND);\r
+\r
+ WaitKeyUp();\r
+ MenuFadeOut();\r
+}\r
+\r
+\r
+///////////////////////////\r
+//\r
+// DRAW CONTROL MENU SCREEN\r
+//\r
+void DrawCtlScreen(void)\r
+{\r
+ int i,x,y;\r
+\r
+\r
+#ifdef JAPAN\r
+ CA_CacheScreen(S_CONTROLPIC);\r
+#else\r
+ ClearMScreen();\r
+ DrawStripes(10);\r
+ VWB_DrawPic(80,0,C_CONTROLPIC);\r
+ VWB_DrawPic(112,184,C_MOUSELBACKPIC);\r
+ DrawWindow(CTL_X-8,CTL_Y-5,CTL_W,CTL_H,BKGDCOLOR);\r
+#endif\r
+ WindowX=0;\r
+ WindowW=320;\r
+ SETFONTCOLOR(TEXTCOLOR,BKGDCOLOR);\r
+\r
+ if (JoysPresent[0])\r
+ CtlMenu[1].active=\r
+ CtlMenu[2].active=\r
+ CtlMenu[3].active=1;\r
+\r
+ CtlMenu[2].active=CtlMenu[3].active=joystickenabled;\r
+\r
+ if (MousePresent)\r
+ {\r
+ CtlMenu[4].active=\r
+ CtlMenu[0].active=1;\r
+ }\r
+\r
+ CtlMenu[4].active=mouseenabled;\r
+\r
+\r
+ DrawMenu(&CtlItems,&CtlMenu[0]);\r
+\r
+\r
+ x=CTL_X+CtlItems.indent-24;\r
+ y=CTL_Y+3;\r
+ if (mouseenabled)\r
+ VWB_DrawPic(x,y,C_SELECTEDPIC);\r
+ else\r
+ VWB_DrawPic(x,y,C_NOTSELECTEDPIC);\r
+\r
+ y=CTL_Y+16;\r
+ if (joystickenabled)\r
+ VWB_DrawPic(x,y,C_SELECTEDPIC);\r
+ else\r
+ VWB_DrawPic(x,y,C_NOTSELECTEDPIC);\r
+\r
+ y=CTL_Y+29;\r
+ if (joystickport)\r
+ VWB_DrawPic(x,y,C_SELECTEDPIC);\r
+ else\r
+ VWB_DrawPic(x,y,C_NOTSELECTEDPIC);\r
+\r
+ y=CTL_Y+42;\r
+ if (joypadenabled)\r
+ VWB_DrawPic(x,y,C_SELECTEDPIC);\r
+ else\r
+ VWB_DrawPic(x,y,C_NOTSELECTEDPIC);\r
+\r
+ //\r
+ // PICK FIRST AVAILABLE SPOT\r
+ //\r
+ if (CtlItems.curpos<0 || !CtlMenu[CtlItems.curpos].active)\r
+ for (i=0;i<6;i++)\r
+ if (CtlMenu[i].active)\r
+ {\r
+ CtlItems.curpos=i;\r
+ break;\r
+ }\r
+\r
+ DrawMenuGun(&CtlItems);\r
+ VW_UpdateScreen();\r
+}\r
+\r
+\r
+////////////////////////////////////////////////////////////////////\r
+//\r
+// CUSTOMIZE CONTROLS\r
+//\r
+////////////////////////////////////////////////////////////////////\r
+enum {FIRE,STRAFE,RUN,OPEN};\r
+char mbarray[4][3]={"b0","b1","b2","b3"},\r
+ order[4]={RUN,OPEN,FIRE,STRAFE};\r
+\r
+\r
+void CustomControls(void)\r
+{\r
+ int which;\r
+\r
+\r
+ DrawCustomScreen();\r
+ do\r
+ {\r
+ which=HandleMenu(&CusItems,&CusMenu[0],FixupCustom);\r
+ switch(which)\r
+ {\r
+ case 0:\r
+ DefineMouseBtns();\r
+ DrawCustMouse(1);\r
+ break;\r
+ case 3:\r
+ DefineJoyBtns();\r
+ DrawCustJoy(0);\r
+ break;\r
+ case 6:\r
+ DefineKeyBtns();\r
+ DrawCustKeybd(0);\r
+ break;\r
+ case 8:\r
+ DefineKeyMove();\r
+ DrawCustKeys(0);\r
+ }\r
+ } while(which>=0);\r
+\r
+\r
+\r
+ MenuFadeOut();\r
+}\r
+\r
+\r
+////////////////////////\r
+//\r
+// DEFINE THE MOUSE BUTTONS\r
+//\r
+void DefineMouseBtns(void)\r
+{\r
+ CustomCtrls mouseallowed={0,1,1,1};\r
+ EnterCtrlData(2,&mouseallowed,DrawCustMouse,PrintCustMouse,MOUSE);\r
+}\r
+\r
+\r
+////////////////////////\r
+//\r
+// DEFINE THE JOYSTICK BUTTONS\r
+//\r
+void DefineJoyBtns(void)\r
+{\r
+ CustomCtrls joyallowed={1,1,1,1};\r
+ EnterCtrlData(5,&joyallowed,DrawCustJoy,PrintCustJoy,JOYSTICK);\r
+}\r
+\r
+\r
+////////////////////////\r
+//\r
+// DEFINE THE KEYBOARD BUTTONS\r
+//\r
+void DefineKeyBtns(void)\r
+{\r
+ CustomCtrls keyallowed={1,1,1,1};\r
+ EnterCtrlData(8,&keyallowed,DrawCustKeybd,PrintCustKeybd,KEYBOARDBTNS);\r
+}\r
+\r
+\r
+////////////////////////\r
+//\r
+// DEFINE THE KEYBOARD BUTTONS\r
+//\r
+void DefineKeyMove(void)\r
+{\r
+ CustomCtrls keyallowed={1,1,1,1};\r
+ EnterCtrlData(10,&keyallowed,DrawCustKeys,PrintCustKeys,KEYBOARDMOVE);\r
+}\r
+\r
+\r
+////////////////////////\r
+//\r
+// ENTER CONTROL DATA FOR ANY TYPE OF CONTROL\r
+//\r
+enum {FWRD,RIGHT,BKWD,LEFT};\r
+int moveorder[4]={LEFT,RIGHT,FWRD,BKWD};\r
+\r
+void EnterCtrlData(int index,CustomCtrls *cust,void (*DrawRtn)(int),void (*PrintRtn)(int),int type)\r
+{\r
+ int j,exit,tick,redraw,which,x,picked;\r
+ ControlInfo ci;\r
+\r
+\r
+ ShootSnd();\r
+ PrintY=CST_Y+13*index;\r
+ IN_ClearKeysDown();\r
+ exit=0;\r
+ redraw=1;\r
+ //\r
+ // FIND FIRST SPOT IN ALLOWED ARRAY\r
+ //\r
+ for (j=0;j<4;j++)\r
+ if (cust->allowed[j])\r
+ {\r
+ which=j;\r
+ break;\r
+ }\r
+\r
+ do\r
+ {\r
+ if (redraw)\r
+ {\r
+ x=CST_START+CST_SPC*which;\r
+ DrawWindow(5,PrintY-1,310,13,BKGDCOLOR);\r
+\r
+ DrawRtn(1);\r
+ DrawWindow(x-2,PrintY,CST_SPC,11,TEXTCOLOR);\r
+ DrawOutline(x-2,PrintY,CST_SPC,11,0,HIGHLIGHT);\r
+ SETFONTCOLOR(0,TEXTCOLOR);\r
+ PrintRtn(which);\r
+ PrintX=x;\r
+ SETFONTCOLOR(TEXTCOLOR,BKGDCOLOR);\r
+ VW_UpdateScreen();\r
+ WaitKeyUp();\r
+ redraw=0;\r
+ }\r
+\r
+ ReadAnyControl(&ci);\r
+\r
+ if (type==MOUSE || type==JOYSTICK)\r
+ if (IN_KeyDown(sc_Enter)||IN_KeyDown(sc_Control)||IN_KeyDown(sc_Alt))\r
+ {\r
+ IN_ClearKeysDown();\r
+ ci.button0=ci.button1=false;\r
+ }\r
+\r
+ //\r
+ // CHANGE BUTTON VALUE?\r
+ //\r
+ if ((ci.button0|ci.button1|ci.button2|ci.button3)||\r
+ ((type==KEYBOARDBTNS||type==KEYBOARDMOVE) && LastScan==sc_Enter))\r
+ {\r
+ tick=TimeCount=picked=0;\r
+ SETFONTCOLOR(0,TEXTCOLOR);\r
+\r
+ do\r
+ {\r
+ int button,result=0;\r
+\r
+\r
+ if (type==KEYBOARDBTNS||type==KEYBOARDMOVE)\r
+ IN_ClearKeysDown();\r
+\r
+ //\r
+ // FLASH CURSOR\r
+ //\r
+ if (TimeCount>10)\r
+ {\r
+ switch(tick)\r
+ {\r
+ case 0:\r
+ VWB_Bar(x,PrintY+1,CST_SPC-2,10,TEXTCOLOR);\r
+ break;\r
+ case 1:\r
+ PrintX=x;\r
+ US_Print("?");\r
+ SD_PlaySound(HITWALLSND);\r
+ }\r
+ tick^=1;\r
+ TimeCount=0;\r
+ VW_UpdateScreen();\r
+ }\r
+\r
+ //\r
+ // WHICH TYPE OF INPUT DO WE PROCESS?\r
+ //\r
+ switch(type)\r
+ {\r
+ case MOUSE:\r
+ Mouse(3);\r
+ button=_BX;\r
+ switch(button)\r
+ {\r
+ case 1: result=1; break;\r
+ case 2: result=2; break;\r
+ case 4: result=3; break;\r
+ }\r
+\r
+ if (result)\r
+ {\r
+ int z;\r
+\r
+\r
+ for (z=0;z<4;z++)\r
+ if (order[which]==buttonmouse[z])\r
+ {\r
+ buttonmouse[z]=bt_nobutton;\r
+ break;\r
+ }\r
+\r
+ buttonmouse[result-1]=order[which];\r
+ picked=1;\r
+ SD_PlaySound(SHOOTDOORSND);\r
+ }\r
+ break;\r
+\r
+ case JOYSTICK:\r
+ if (ci.button0) result=1;\r
+ else\r
+ if (ci.button1) result=2;\r
+ else\r
+ if (ci.button2) result=3;\r
+ else\r
+ if (ci.button3) result=4;\r
+\r
+ if (result)\r
+ {\r
+ int z;\r
+\r
+\r
+ for (z=0;z<4;z++)\r
+ if (order[which]==buttonjoy[z])\r
+ {\r
+ buttonjoy[z]=bt_nobutton;\r
+ break;\r
+ }\r
+\r
+ buttonjoy[result-1]=order[which];\r
+ picked=1;\r
+ SD_PlaySound(SHOOTDOORSND);\r
+ }\r
+ break;\r
+\r
+ case KEYBOARDBTNS:\r
+ if (LastScan)\r
+ {\r
+ buttonscan[order[which]]=LastScan;\r
+ picked=1;\r
+ ShootSnd();\r
+ IN_ClearKeysDown();\r
+ }\r
+ break;\r
+\r
+ case KEYBOARDMOVE:\r
+ if (LastScan)\r
+ {\r
+ dirscan[moveorder[which]]=LastScan;\r
+ picked=1;\r
+ ShootSnd();\r
+ IN_ClearKeysDown();\r
+ }\r
+ break;\r
+ }\r
+\r
+ //\r
+ // EXIT INPUT?\r
+ //\r
+ if (IN_KeyDown(sc_Escape))\r
+ {\r
+ picked=1;\r
+ continue;\r
+ }\r
+\r
+ } while(!picked);\r
+\r
+ SETFONTCOLOR(TEXTCOLOR,BKGDCOLOR);\r
+ redraw=1;\r
+ WaitKeyUp();\r
+ continue;\r
+ }\r
+\r
+ if (ci.button1 || IN_KeyDown(sc_Escape))\r
+ exit=1;\r
+\r
+ //\r
+ // MOVE TO ANOTHER SPOT?\r
+ //\r
+ switch(ci.dir)\r
+ {\r
+ case dir_West:\r
+ do\r
+ {\r
+ which--;\r
+ if (which<0)\r
+ which=3;\r
+ } while(!cust->allowed[which]);\r
+ redraw=1;\r
+ SD_PlaySound(MOVEGUN1SND);\r
+ while(ReadAnyControl(&ci),ci.dir!=dir_None);\r
+ IN_ClearKeysDown();\r
+ break;\r
+\r
+ case dir_East:\r
+ do\r
+ {\r
+ which++;\r
+ if (which>3)\r
+ which=0;\r
+ } while(!cust->allowed[which]);\r
+ redraw=1;\r
+ SD_PlaySound(MOVEGUN1SND);\r
+ while(ReadAnyControl(&ci),ci.dir!=dir_None);\r
+ IN_ClearKeysDown();\r
+ break;\r
+ case dir_North:\r
+ case dir_South:\r
+ exit=1;\r
+ }\r
+ } while(!exit);\r
+\r
+ SD_PlaySound(ESCPRESSEDSND);\r
+ WaitKeyUp();\r
+ DrawWindow(5,PrintY-1,310,13,BKGDCOLOR);\r
+}\r
+\r
+\r
+////////////////////////\r
+//\r
+// FIXUP GUN CURSOR OVERDRAW SHIT\r
+//\r
+void FixupCustom(int w)\r
+{\r
+ static int lastwhich=-1;\r
+ int y=CST_Y+26+w*13;\r
+\r
+\r
+ VWB_Hlin(7,32,y-1,DEACTIVE);\r
+ VWB_Hlin(7,32,y+12,BORD2COLOR);\r
+#ifndef SPEAR\r
+ VWB_Hlin(7,32,y-2,BORDCOLOR);\r
+ VWB_Hlin(7,32,y+13,BORDCOLOR);\r
+#else\r
+ VWB_Hlin(7,32,y-2,BORD2COLOR);\r
+ VWB_Hlin(7,32,y+13,BORD2COLOR);\r
+#endif\r
+\r
+ switch(w)\r
+ {\r
+ case 0: DrawCustMouse(1); break;\r
+ case 3: DrawCustJoy(1); break;\r
+ case 6: DrawCustKeybd(1); break;\r
+ case 8: DrawCustKeys(1);\r
+ }\r
+\r
+\r
+ if (lastwhich>=0)\r
+ {\r
+ y=CST_Y+26+lastwhich*13;\r
+ VWB_Hlin(7,32,y-1,DEACTIVE);\r
+ VWB_Hlin(7,32,y+12,BORD2COLOR);\r
+#ifndef SPEAR\r
+ VWB_Hlin(7,32,y-2,BORDCOLOR);\r
+ VWB_Hlin(7,32,y+13,BORDCOLOR);\r
+#else\r
+ VWB_Hlin(7,32,y-2,BORD2COLOR);\r
+ VWB_Hlin(7,32,y+13,BORD2COLOR);\r
+#endif\r
+\r
+ if (lastwhich!=w)\r
+ switch(lastwhich)\r
+ {\r
+ case 0: DrawCustMouse(0); break;\r
+ case 3: DrawCustJoy(0); break;\r
+ case 6: DrawCustKeybd(0); break;\r
+ case 8: DrawCustKeys(0);\r
+ }\r
+ }\r
+\r
+ lastwhich=w;\r
+}\r
+\r
+\r
+////////////////////////\r
+//\r
+// DRAW CUSTOMIZE SCREEN\r
+//\r
+void DrawCustomScreen(void)\r
+{\r
+ int i;\r
+\r
+\r
+#ifdef JAPAN\r
+ CA_CacheScreen(S_CUSTOMPIC);\r
+ fontnumber=1;\r
+\r
+ PrintX=CST_START;\r
+ PrintY = CST_Y+26;\r
+ DrawCustMouse(0);\r
+\r
+ PrintX=CST_START;\r
+ US_Print("\n\n\n");\r
+ DrawCustJoy(0);\r
+\r
+ PrintX=CST_START;\r
+ US_Print("\n\n\n");\r
+ DrawCustKeybd(0);\r
+\r
+ PrintX=CST_START;\r
+ US_Print("\n\n\n");\r
+ DrawCustKeys(0);\r
+#else\r
+ ClearMScreen();\r
+ WindowX=0;\r
+ WindowW=320;\r
+ VWB_DrawPic(112,184,C_MOUSELBACKPIC);\r
+ DrawStripes(10);\r
+ VWB_DrawPic(80,0,C_CUSTOMIZEPIC);\r
+\r
+ //\r
+ // MOUSE\r
+ //\r
+ SETFONTCOLOR(READCOLOR,BKGDCOLOR);\r
+ WindowX=0;\r
+ WindowW=320;\r
+\r
+#ifndef SPEAR\r
+ PrintY=CST_Y;\r
+ US_CPrint("Mouse\n");\r
+#else\r
+ PrintY = CST_Y+13;\r
+ VWB_DrawPic (128,48,C_MOUSEPIC);\r
+#endif\r
+\r
+ SETFONTCOLOR(TEXTCOLOR,BKGDCOLOR);\r
+ #ifdef SPANISH\r
+ PrintX=CST_START-16;\r
+ US_Print(STR_CRUN);\r
+ PrintX=CST_START-16+CST_SPC*1;\r
+ US_Print(STR_COPEN);\r
+ PrintX=CST_START-16+CST_SPC*2;\r
+ US_Print(STR_CFIRE);\r
+ PrintX=CST_START-16+CST_SPC*3;\r
+ US_Print(STR_CSTRAFE"\n");\r
+ #else\r
+ PrintX=CST_START;\r
+ US_Print(STR_CRUN);\r
+ PrintX=CST_START+CST_SPC*1;\r
+ US_Print(STR_COPEN);\r
+ PrintX=CST_START+CST_SPC*2;\r
+ US_Print(STR_CFIRE);\r
+ PrintX=CST_START+CST_SPC*3;\r
+ US_Print(STR_CSTRAFE"\n");\r
+ #endif\r
+\r
+ DrawWindow(5,PrintY-1,310,13,BKGDCOLOR);\r
+ DrawCustMouse(0);\r
+ US_Print("\n");\r
+\r
+\r
+ //\r
+ // JOYSTICK/PAD\r
+ //\r
+#ifndef SPEAR\r
+ SETFONTCOLOR(READCOLOR,BKGDCOLOR);\r
+ US_CPrint("Joystick/Gravis GamePad\n");\r
+#else\r
+ PrintY += 13;\r
+ VWB_DrawPic (40,88,C_JOYSTICKPIC);\r
+#endif\r
+\r
+#ifdef SPEAR\r
+ VWB_DrawPic (112,120,C_KEYBOARDPIC);\r
+#endif\r
+\r
+ SETFONTCOLOR(TEXTCOLOR,BKGDCOLOR);\r
+ #ifdef SPANISH\r
+ PrintX=CST_START-16;\r
+ US_Print(STR_CRUN);\r
+ PrintX=CST_START-16+CST_SPC*1;\r
+ US_Print(STR_COPEN);\r
+ PrintX=CST_START-16+CST_SPC*2;\r
+ US_Print(STR_CFIRE);\r
+ PrintX=CST_START-16+CST_SPC*3;\r
+ US_Print(STR_CSTRAFE"\n");\r
+ #else\r
+ PrintX=CST_START;\r
+ US_Print(STR_CRUN);\r
+ PrintX=CST_START+CST_SPC*1;\r
+ US_Print(STR_COPEN);\r
+ PrintX=CST_START+CST_SPC*2;\r
+ US_Print(STR_CFIRE);\r
+ PrintX=CST_START+CST_SPC*3;\r
+ US_Print(STR_CSTRAFE"\n");\r
+ #endif\r
+ DrawWindow(5,PrintY-1,310,13,BKGDCOLOR);\r
+ DrawCustJoy(0);\r
+ US_Print("\n");\r
+\r
+\r
+ //\r
+ // KEYBOARD\r
+ //\r
+#ifndef SPEAR\r
+ SETFONTCOLOR(READCOLOR,BKGDCOLOR);\r
+ US_CPrint("Keyboard\n");\r
+#else\r
+ PrintY += 13;\r
+#endif\r
+ SETFONTCOLOR(TEXTCOLOR,BKGDCOLOR);\r
+ #ifdef SPANISH\r
+ PrintX=CST_START-16;\r
+ US_Print(STR_CRUN);\r
+ PrintX=CST_START-16+CST_SPC*1;\r
+ US_Print(STR_COPEN);\r
+ PrintX=CST_START-16+CST_SPC*2;\r
+ US_Print(STR_CFIRE);\r
+ PrintX=CST_START-16+CST_SPC*3;\r
+ US_Print(STR_CSTRAFE"\n");\r
+ #else\r
+ PrintX=CST_START;\r
+ US_Print(STR_CRUN);\r
+ PrintX=CST_START+CST_SPC*1;\r
+ US_Print(STR_COPEN);\r
+ PrintX=CST_START+CST_SPC*2;\r
+ US_Print(STR_CFIRE);\r
+ PrintX=CST_START+CST_SPC*3;\r
+ US_Print(STR_CSTRAFE"\n");\r
+ #endif\r
+ DrawWindow(5,PrintY-1,310,13,BKGDCOLOR);\r
+ DrawCustKeybd(0);\r
+ US_Print("\n");\r
+\r
+\r
+ //\r
+ // KEYBOARD MOVE KEYS\r
+ //\r
+ SETFONTCOLOR(TEXTCOLOR,BKGDCOLOR);\r
+ #ifdef SPANISH\r
+ PrintX=4;\r
+ US_Print(STR_LEFT);\r
+ US_Print("/");\r
+ US_Print(STR_RIGHT);\r
+ US_Print("/");\r
+ US_Print(STR_FRWD);\r
+ US_Print("/");\r
+ US_Print(STR_BKWD"\n");\r
+ #else\r
+ PrintX=CST_START;\r
+ US_Print(STR_LEFT);\r
+ PrintX=CST_START+CST_SPC*1;\r
+ US_Print(STR_RIGHT);\r
+ PrintX=CST_START+CST_SPC*2;\r
+ US_Print(STR_FRWD);\r
+ PrintX=CST_START+CST_SPC*3;\r
+ US_Print(STR_BKWD"\n");\r
+ #endif\r
+ DrawWindow(5,PrintY-1,310,13,BKGDCOLOR);\r
+ DrawCustKeys(0);\r
+#endif\r
+ //\r
+ // PICK STARTING POINT IN MENU\r
+ //\r
+ if (CusItems.curpos<0)\r
+ for (i=0;i<CusItems.amount;i++)\r
+ if (CusMenu[i].active)\r
+ {\r
+ CusItems.curpos=i;\r
+ break;\r
+ }\r
+\r
+\r
+ VW_UpdateScreen();\r
+ MenuFadeIn();\r
+}\r
+\r
+\r
+void PrintCustMouse(int i)\r
+{\r
+ int j;\r
+\r
+ for (j=0;j<4;j++)\r
+ if (order[i]==buttonmouse[j])\r
+ {\r
+ PrintX=CST_START+CST_SPC*i;\r
+ US_Print(mbarray[j]);\r
+ break;\r
+ }\r
+}\r
+\r
+void DrawCustMouse(int hilight)\r
+{\r
+ int i,color;\r
+\r
+\r
+ color=TEXTCOLOR;\r
+ if (hilight)\r
+ color=HIGHLIGHT;\r
+ SETFONTCOLOR(color,BKGDCOLOR);\r
+\r
+ if (!mouseenabled)\r
+ {\r
+ SETFONTCOLOR(DEACTIVE,BKGDCOLOR);\r
+ CusMenu[0].active=0;\r
+ }\r
+ else\r
+ CusMenu[0].active=1;\r
+\r
+ PrintY=CST_Y+13*2;\r
+ for (i=0;i<4;i++)\r
+ PrintCustMouse(i);\r
+}\r
+\r
+void PrintCustJoy(int i)\r
+{\r
+ int j;\r
+\r
+ for (j=0;j<4;j++)\r
+ if (order[i]==buttonjoy[j])\r
+ {\r
+ PrintX=CST_START+CST_SPC*i;\r
+ US_Print(mbarray[j]);\r
+ break;\r
+ }\r
+}\r
+\r
+void DrawCustJoy(int hilight)\r
+{\r
+ int i,color;\r
+\r
+\r
+ color=TEXTCOLOR;\r
+ if (hilight)\r
+ color=HIGHLIGHT;\r
+ SETFONTCOLOR(color,BKGDCOLOR);\r
+\r
+ if (!joystickenabled)\r
+ {\r
+ SETFONTCOLOR(DEACTIVE,BKGDCOLOR);\r
+ CusMenu[3].active=0;\r
+ }\r
+ else\r
+ CusMenu[3].active=1;\r
+\r
+ PrintY=CST_Y+13*5;\r
+ for (i=0;i<4;i++)\r
+ PrintCustJoy(i);\r
+}\r
+\r
+\r
+void PrintCustKeybd(int i)\r
+{\r
+ PrintX=CST_START+CST_SPC*i;\r
+ US_Print(IN_GetScanName(buttonscan[order[i]]));\r
+}\r
+\r
+void DrawCustKeybd(int hilight)\r
+{\r
+ int i,color;\r
+\r
+\r
+ color=TEXTCOLOR;\r
+ if (hilight)\r
+ color=HIGHLIGHT;\r
+ SETFONTCOLOR(color,BKGDCOLOR);\r
+\r
+ PrintY=CST_Y+13*8;\r
+ for (i=0;i<4;i++)\r
+ PrintCustKeybd(i);\r
+}\r
+\r
+void PrintCustKeys(int i)\r
+{\r
+ PrintX=CST_START+CST_SPC*i;\r
+ US_Print(IN_GetScanName(dirscan[moveorder[i]]));\r
+}\r
+\r
+void DrawCustKeys(int hilight)\r
+{\r
+ int i,color;\r
+\r
+\r
+ color=TEXTCOLOR;\r
+ if (hilight)\r
+ color=HIGHLIGHT;\r
+ SETFONTCOLOR(color,BKGDCOLOR);\r
+\r
+ PrintY=CST_Y+13*10;\r
+ for (i=0;i<4;i++)\r
+ PrintCustKeys(i);\r
+}\r
+\r
+\r
+////////////////////////////////////////////////////////////////////\r
+//\r
+// CHANGE SCREEN VIEWING SIZE\r
+//\r
+////////////////////////////////////////////////////////////////////\r
+void CP_ChangeView(void)\r
+{\r
+ int exit=0,oldview,newview;\r
+ ControlInfo ci;\r
+\r
+\r
+ WindowX=WindowY=0;\r
+ WindowW=320;\r
+ WindowH=200;\r
+ newview=oldview=viewwidth/16;\r
+ DrawChangeView(oldview);\r
+\r
+ do\r
+ {\r
+ CheckPause();\r
+ ReadAnyControl(&ci);\r
+ switch(ci.dir)\r
+ {\r
+ case dir_South:\r
+ case dir_West:\r
+ newview--;\r
+ if (newview<4)\r
+ newview=4;\r
+ ShowViewSize(newview);\r
+ VW_UpdateScreen();\r
+ SD_PlaySound(HITWALLSND);\r
+ TicDelay(10);\r
+ break;\r
+\r
+ case dir_North:\r
+ case dir_East:\r
+ newview++;\r
+ if (newview>19)\r
+ newview=19;\r
+ ShowViewSize(newview);\r
+ VW_UpdateScreen();\r
+ SD_PlaySound(HITWALLSND);\r
+ TicDelay(10);\r
+ break;\r
+ }\r
+\r
+ #ifndef SPEAR\r
+ if (Keyboard[sc_Tab] && Keyboard[sc_P] && MS_CheckParm("goobers"))\r
+ #else\r
+ if (Keyboard[sc_Tab] && Keyboard[sc_P] && MS_CheckParm("debugmode"))\r
+ #endif\r
+ PicturePause();\r
+\r
+ if (ci.button0 || Keyboard[sc_Enter])\r
+ exit=1;\r
+ else\r
+ if (ci.button1 || Keyboard[sc_Escape])\r
+ {\r
+ viewwidth=oldview*16;\r
+ SD_PlaySound(ESCPRESSEDSND);\r
+ MenuFadeOut();\r
+ return;\r
+ }\r
+\r
+ } while(!exit);\r
+\r
+\r
+ if (oldview!=newview)\r
+ {\r
+ SD_PlaySound (SHOOTSND);\r
+ Message(STR_THINK"...");\r
+ NewViewSize(newview);\r
+ }\r
+\r
+ ShootSnd();\r
+ MenuFadeOut();\r
+}\r
+\r
+\r
+/////////////////////////////\r
+//\r
+// DRAW THE CHANGEVIEW SCREEN\r
+//\r
+void DrawChangeView(int view)\r
+{\r
+#ifdef JAPAN\r
+ CA_CacheScreen(S_CHANGEPIC);\r
+\r
+ ShowViewSize(view);\r
+#else\r
+ VWB_Bar(0,160,320,40,VIEWCOLOR);\r
+ ShowViewSize(view);\r
+\r
+ PrintY=161;\r
+ WindowX=0;\r
+ WindowY=320;\r
+ SETFONTCOLOR(HIGHLIGHT,BKGDCOLOR);\r
+\r
+ US_CPrint(STR_SIZE1"\n");\r
+ US_CPrint(STR_SIZE2"\n");\r
+ US_CPrint(STR_SIZE3);\r
+#endif\r
+ VW_UpdateScreen();\r
+\r
+ MenuFadeIn();\r
+}\r
+\r
+\r
+////////////////////////////////////////////////////////////////////\r
+//\r
+// QUIT THIS INFERNAL GAME!\r
+//\r
+////////////////////////////////////////////////////////////////////\r
+void CP_Quit(void)\r
+{\r
+ int i;\r
+\r
+\r
+ #ifdef JAPAN\r
+ if (GetYorN(7,11,C_QUITMSGPIC))\r
+ #else\r
+\r
+ #ifdef SPANISH\r
+ if (Confirm(ENDGAMESTR))\r
+ #else\r
+ if (Confirm(endStrings[US_RndT()&0x7+(US_RndT()&1)]))\r
+ #endif\r
+\r
+ #endif\r
+ {\r
+ VW_UpdateScreen();\r
+ SD_MusicOff();\r
+ SD_StopSound();\r
+ MenuFadeOut();\r
+ //\r
+ // SHUT-UP THE ADLIB\r
+ //\r
+ for (i=1;i<=0xf5;i++)\r
+ alOut(i,0);\r
+ Quit(NULL);\r
+ }\r
+\r
+ DrawMainMenu();\r
+}\r
+\r
+\r
+////////////////////////////////////////////////////////////////////\r
+//\r
+// HANDLE INTRO SCREEN (SYSTEM CONFIG)\r
+//\r
+////////////////////////////////////////////////////////////////////\r
+void IntroScreen(void)\r
+{\r
+#ifdef SPEAR\r
+\r
+#define MAINCOLOR 0x4f\r
+#define EMSCOLOR 0x4f\r
+#define XMSCOLOR 0x4f\r
+\r
+#else\r
+\r
+#define MAINCOLOR 0x6c\r
+#define EMSCOLOR 0x6c\r
+#define XMSCOLOR 0x6c\r
+\r
+#endif\r
+#define FILLCOLOR 14\r
+\r
+ long memory,emshere,xmshere;\r
+ int i,num,ems[10]={100,200,300,400,500,600,700,800,900,1000},\r
+ xms[10]={100,200,300,400,500,600,700,800,900,1000},\r
+ main[10]={32,64,96,128,160,192,224,256,288,320};\r
+\r
+\r
+ //\r
+ // DRAW MAIN MEMORY\r
+ //\r
+ memory=(1023l+mminfo.nearheap+mminfo.farheap)/1024l;\r
+ for (i=0;i<10;i++)\r
+ if (memory>=main[i])\r
+ VWB_Bar(49,163-8*i,6,5,MAINCOLOR-i);\r
+\r
+\r
+ //\r
+ // DRAW EMS MEMORY\r
+ //\r
+ if (EMSPresent)\r
+ {\r
+ emshere=4l*EMSPagesAvail;\r
+ for (i=0;i<10;i++)\r
+ if (emshere>=ems[i])\r
+ VWB_Bar(89,163-8*i,6,5,EMSCOLOR-i);\r
+ }\r
+\r
+ //\r
+ // DRAW XMS MEMORY\r
+ //\r
+ if (XMSPresent)\r
+ {\r
+ xmshere=4l*XMSPagesAvail;\r
+ for (i=0;i<10;i++)\r
+ if (xmshere>=xms[i])\r
+ VWB_Bar(129,163-8*i,6,5,XMSCOLOR-i);\r
+ }\r
+\r
+ //\r
+ // FILL BOXES\r
+ //\r
+ if (MousePresent)\r
+ VWB_Bar(164,82,12,2,FILLCOLOR);\r
+\r
+ if (JoysPresent[0] || JoysPresent[1])\r
+ VWB_Bar(164,105,12,2,FILLCOLOR);\r
+\r
+ if (AdLibPresent && !SoundBlasterPresent)\r
+ VWB_Bar(164,128,12,2,FILLCOLOR);\r
+\r
+ if (SoundBlasterPresent)\r
+ VWB_Bar(164,151,12,2,FILLCOLOR);\r
+\r
+ if (SoundSourcePresent)\r
+ VWB_Bar(164,174,12,2,FILLCOLOR);\r
+}\r
+\r
+\r
+////////////////////////////////////////////////////////////////////\r
+////////////////////////////////////////////////////////////////////\r
+//\r
+// SUPPORT ROUTINES\r
+//\r
+////////////////////////////////////////////////////////////////////\r
+////////////////////////////////////////////////////////////////////\r
+\r
+////////////////////////////////////////////////////////////////////\r
+//\r
+// Clear Menu screens to dark red\r
+//\r
+////////////////////////////////////////////////////////////////////\r
+void ClearMScreen(void)\r
+{\r
+#ifndef SPEAR\r
+ VWB_Bar(0,0,320,200,BORDCOLOR);\r
+#else\r
+ VWB_DrawPic(0,0,C_BACKDROPPIC);\r
+#endif\r
+}\r
+\r
+\r
+////////////////////////////////////////////////////////////////////\r
+//\r
+// Un/Cache a LUMP of graphics\r
+//\r
+////////////////////////////////////////////////////////////////////\r
+void CacheLump(int lumpstart,int lumpend)\r
+{\r
+ int i;\r
+\r
+ for (i=lumpstart;i<=lumpend;i++)\r
+ CA_CacheGrChunk(i);\r
+}\r
+\r
+\r
+void UnCacheLump(int lumpstart,int lumpend)\r
+{\r
+ int i;\r
+\r
+ for (i=lumpstart;i<=lumpend;i++)\r
+ if (grsegs[i])\r
+ UNCACHEGRCHUNK(i);\r
+}\r
+\r
+\r
+////////////////////////////////////////////////////////////////////\r
+//\r
+// Draw a window for a menu\r
+//\r
+////////////////////////////////////////////////////////////////////\r
+void DrawWindow(int x,int y,int w,int h,int wcolor)\r
+{\r
+ VWB_Bar(x,y,w,h,wcolor);\r
+ DrawOutline(x,y,w,h,BORD2COLOR,DEACTIVE);\r
+}\r
+\r
+\r
+void DrawOutline(int x,int y,int w,int h,int color1,int color2)\r
+{\r
+ VWB_Hlin(x,x+w,y,color2);\r
+ VWB_Vlin(y,y+h,x,color2);\r
+ VWB_Hlin(x,x+w,y+h,color1);\r
+ VWB_Vlin(y,y+h,x+w,color1);\r
+}\r
+\r
+\r
+////////////////////////////////////////////////////////////////////\r
+//\r
+// Setup Control Panel stuff - graphics, etc.\r
+//\r
+////////////////////////////////////////////////////////////////////\r
+void SetupControlPanel(void)\r
+{\r
+ struct ffblk f;\r
+ char name[13];\r
+ int which,i;\r
+\r
+\r
+ //\r
+ // CACHE GRAPHICS & SOUNDS\r
+ //\r
+ CA_CacheGrChunk(STARTFONT+1);\r
+#ifndef SPEAR\r
+ CacheLump(CONTROLS_LUMP_START,CONTROLS_LUMP_END);\r
+#else\r
+ CacheLump(BACKDROP_LUMP_START,BACKDROP_LUMP_END);\r
+#endif\r
+\r
+ SETFONTCOLOR(TEXTCOLOR,BKGDCOLOR);\r
+ fontnumber=1;\r
+ WindowH=200;\r
+\r
+ if (!ingame)\r
+ CA_LoadAllSounds();\r
+ else\r
+ MainMenu[savegame].active=1;\r
+\r
+ //\r
+ // SEE WHICH SAVE GAME FILES ARE AVAILABLE & READ STRING IN\r
+ //\r
+ strcpy(name,SaveName);\r
+ if (!findfirst(name,&f,0))\r
+ do\r
+ {\r
+ which=f.ff_name[7]-'0';\r
+ if (which<10)\r
+ {\r
+ int handle;\r
+ char temp[32];\r
+\r
+ SaveGamesAvail[which]=1;\r
+ handle=open(f.ff_name,O_BINARY);\r
+ read(handle,temp,32);\r
+ close(handle);\r
+ strcpy(&SaveGameNames[which][0],temp);\r
+ }\r
+ } while(!findnext(&f));\r
+\r
+ //\r
+ // CENTER MOUSE\r
+ //\r
+ _CX=_DX=CENTER;\r
+ Mouse(4);\r
+}\r
+\r
+\r
+////////////////////////////////////////////////////////////////////\r
+//\r
+// Clean up all the Control Panel stuff\r
+//\r
+////////////////////////////////////////////////////////////////////\r
+void CleanupControlPanel(void)\r
+{\r
+#ifndef SPEAR\r
+ UnCacheLump(CONTROLS_LUMP_START,CONTROLS_LUMP_END);\r
+#else\r
+ UnCacheLump (BACKDROP_LUMP_START,BACKDROP_LUMP_END);\r
+#endif\r
+\r
+ fontnumber = 0;\r
+}\r
+\r
+\r
+////////////////////////////////////////////////////////////////////\r
+//\r
+// Handle moving gun around a menu\r
+//\r
+////////////////////////////////////////////////////////////////////\r
+int HandleMenu(CP_iteminfo *item_i,CP_itemtype far *items,void (*routine)(int w))\r
+{\r
+ char key;\r
+ static int redrawitem=1,lastitem=-1;\r
+ int i,x,y,basey,exit,which,shape,timer;\r
+ ControlInfo ci;\r
+\r
+\r
+ which=item_i->curpos;\r
+ x=item_i->x&-8;\r
+ basey=item_i->y-2;\r
+ y=basey+which*13;\r
+\r
+ VWB_DrawPic(x,y,C_CURSOR1PIC);\r
+ SetTextColor(items+which,1);\r
+ if (redrawitem)\r
+ {\r
+ PrintX=item_i->x+item_i->indent;\r
+ PrintY=item_i->y+which*13;\r
+ US_Print((items+which)->string);\r
+ }\r
+ //\r
+ // CALL CUSTOM ROUTINE IF IT IS NEEDED\r
+ //\r
+ if (routine)\r
+ routine(which);\r
+ VW_UpdateScreen();\r
+\r
+ shape=C_CURSOR1PIC;\r
+ timer=8;\r
+ exit=0;\r
+ TimeCount=0;\r
+ IN_ClearKeysDown();\r
+\r
+\r
+ do\r
+ {\r
+ //\r
+ // CHANGE GUN SHAPE\r
+ //\r
+ if (TimeCount>timer)\r
+ {\r
+ TimeCount=0;\r
+ if (shape==C_CURSOR1PIC)\r
+ {\r
+ shape=C_CURSOR2PIC;\r
+ timer=8;\r
+ }\r
+ else\r
+ {\r
+ shape=C_CURSOR1PIC;\r
+ timer=70;\r
+ }\r
+ VWB_DrawPic(x,y,shape);\r
+ if (routine)\r
+ routine(which);\r
+ VW_UpdateScreen();\r
+ }\r
+\r
+ CheckPause();\r
+\r
+ //\r
+ // SEE IF ANY KEYS ARE PRESSED FOR INITIAL CHAR FINDING\r
+ //\r
+ key=LastASCII;\r
+ if (key)\r
+ {\r
+ int ok=0;\r
+\r
+ //\r
+ // CHECK FOR SCREEN CAPTURE\r
+ //\r
+ #ifndef SPEAR\r
+ if (Keyboard[sc_Tab] && Keyboard[sc_P] && MS_CheckParm("goobers"))\r
+ #else\r
+ if (Keyboard[sc_Tab] && Keyboard[sc_P] && MS_CheckParm("debugmode"))\r
+ #endif\r
+ PicturePause();\r
+\r
+\r
+ if (key>='a')\r
+ key-='a'-'A';\r
+\r
+ for (i=which+1;i<item_i->amount;i++)\r
+ if ((items+i)->active && (items+i)->string[0]==key)\r
+ {\r
+ EraseGun(item_i,items,x,y,which);\r
+ which=i;\r
+ DrawGun(item_i,items,x,&y,which,basey,routine);\r
+ ok=1;\r
+ IN_ClearKeysDown();\r
+ break;\r
+ }\r
+\r
+ //\r
+ // DIDN'T FIND A MATCH FIRST TIME THRU. CHECK AGAIN.\r
+ //\r
+ if (!ok)\r
+ {\r
+ for (i=0;i<which;i++)\r
+ if ((items+i)->active && (items+i)->string[0]==key)\r
+ {\r
+ EraseGun(item_i,items,x,y,which);\r
+ which=i;\r
+ DrawGun(item_i,items,x,&y,which,basey,routine);\r
+ IN_ClearKeysDown();\r
+ break;\r
+ }\r
+ }\r
+ }\r
+\r
+ //\r
+ // GET INPUT\r
+ //\r
+ ReadAnyControl(&ci);\r
+ switch(ci.dir)\r
+ {\r
+ ////////////////////////////////////////////////\r
+ //\r
+ // MOVE UP\r
+ //\r
+ case dir_North:\r
+\r
+ EraseGun(item_i,items,x,y,which);\r
+\r
+ //\r
+ // ANIMATE HALF-STEP\r
+ //\r
+ if (which && (items+which-1)->active)\r
+ {\r
+ y-=6;\r
+ DrawHalfStep(x,y);\r
+ }\r
+\r
+ //\r
+ // MOVE TO NEXT AVAILABLE SPOT\r
+ //\r
+ do\r
+ {\r
+ if (!which)\r
+ which=item_i->amount-1;\r
+ else\r
+ which--;\r
+ } while(!(items+which)->active);\r
+\r
+ DrawGun(item_i,items,x,&y,which,basey,routine);\r
+ //\r
+ // WAIT FOR BUTTON-UP OR DELAY NEXT MOVE\r
+ //\r
+ TicDelay(20);\r
+ break;\r
+\r
+ ////////////////////////////////////////////////\r
+ //\r
+ // MOVE DOWN\r
+ //\r
+ case dir_South:\r
+\r
+ EraseGun(item_i,items,x,y,which);\r
+ //\r
+ // ANIMATE HALF-STEP\r
+ //\r
+ if (which!=item_i->amount-1 && (items+which+1)->active)\r
+ {\r
+ y+=6;\r
+ DrawHalfStep(x,y);\r
+ }\r
+\r
+ do\r
+ {\r
+ if (which==item_i->amount-1)\r
+ which=0;\r
+ else\r
+ which++;\r
+ } while(!(items+which)->active);\r
+\r
+ DrawGun(item_i,items,x,&y,which,basey,routine);\r
+\r
+ //\r
+ // WAIT FOR BUTTON-UP OR DELAY NEXT MOVE\r
+ //\r
+ TicDelay(20);\r
+ break;\r
+ }\r
+\r
+ if (ci.button0 ||\r
+ Keyboard[sc_Space] ||\r
+ Keyboard[sc_Enter])\r
+ exit=1;\r
+\r
+ if (ci.button1 ||\r
+ Keyboard[sc_Escape])\r
+ exit=2;\r
+\r
+ } while(!exit);\r
+\r
+\r
+ IN_ClearKeysDown();\r
+\r
+ //\r
+ // ERASE EVERYTHING\r
+ //\r
+ if (lastitem!=which)\r
+ {\r
+ VWB_Bar(x-1,y,25,16,BKGDCOLOR);\r
+ PrintX=item_i->x+item_i->indent;\r
+ PrintY=item_i->y+which*13;\r
+ US_Print((items+which)->string);\r
+ redrawitem=1;\r
+ }\r
+ else\r
+ redrawitem=0;\r
+\r
+ if (routine)\r
+ routine(which);\r
+ VW_UpdateScreen();\r
+\r
+ item_i->curpos=which;\r
+\r
+ lastitem=which;\r
+ switch(exit)\r
+ {\r
+ case 1:\r
+ //\r
+ // CALL THE ROUTINE\r
+ //\r
+ if ((items+which)->routine!=NULL)\r
+ {\r
+ ShootSnd();\r
+ MenuFadeOut();\r
+ (items+which)->routine(0);\r
+ }\r
+ return which;\r
+\r
+ case 2:\r
+ SD_PlaySound(ESCPRESSEDSND);\r
+ return -1;\r
+ }\r
+\r
+ return 0; // JUST TO SHUT UP THE ERROR MESSAGES!\r
+}\r
+\r
+\r
+//\r
+// ERASE GUN & DE-HIGHLIGHT STRING\r
+//\r
+void EraseGun(CP_iteminfo *item_i,CP_itemtype far *items,int x,int y,int which)\r
+{\r
+ VWB_Bar(x-1,y,25,16,BKGDCOLOR);\r
+ SetTextColor(items+which,0);\r
+\r
+ PrintX=item_i->x+item_i->indent;\r
+ PrintY=item_i->y+which*13;\r
+ US_Print((items+which)->string);\r
+ VW_UpdateScreen();\r
+}\r
+\r
+\r
+//\r
+// DRAW HALF STEP OF GUN TO NEXT POSITION\r
+//\r
+void DrawHalfStep(int x,int y)\r
+{\r
+ VWB_DrawPic(x,y,C_CURSOR1PIC);\r
+ VW_UpdateScreen();\r
+ SD_PlaySound(MOVEGUN1SND);\r
+ TimeCount=0;\r
+ while(TimeCount<8);\r
+}\r
+\r
+\r
+//\r
+// DRAW GUN AT NEW POSITION\r
+//\r
+void DrawGun(CP_iteminfo *item_i,CP_itemtype far *items,int x,int *y,int which,int basey,void (*routine)(int w))\r
+{\r
+ VWB_Bar(x-1,*y,25,16,BKGDCOLOR);\r
+ *y=basey+which*13;\r
+ VWB_DrawPic(x,*y,C_CURSOR1PIC);\r
+ SetTextColor(items+which,1);\r
+\r
+ PrintX=item_i->x+item_i->indent;\r
+ PrintY=item_i->y+which*13;\r
+ US_Print((items+which)->string);\r
+\r
+ //\r
+ // CALL CUSTOM ROUTINE IF IT IS NEEDED\r
+ //\r
+ if (routine)\r
+ routine(which);\r
+ VW_UpdateScreen();\r
+ SD_PlaySound(MOVEGUN2SND);\r
+}\r
+\r
+////////////////////////////////////////////////////////////////////\r
+//\r
+// DELAY FOR AN AMOUNT OF TICS OR UNTIL CONTROLS ARE INACTIVE\r
+//\r
+////////////////////////////////////////////////////////////////////\r
+void TicDelay(int count)\r
+{\r
+ ControlInfo ci;\r
+\r
+\r
+ TimeCount=0;\r
+ do\r
+ {\r
+ ReadAnyControl(&ci);\r
+ } while(TimeCount<count && ci.dir!=dir_None);\r
+}\r
+\r
+\r
+////////////////////////////////////////////////////////////////////\r
+//\r
+// Draw a menu\r
+//\r
+////////////////////////////////////////////////////////////////////\r
+void DrawMenu(CP_iteminfo *item_i,CP_itemtype far *items)\r
+{\r
+ int i,which=item_i->curpos;\r
+\r
+\r
+ WindowX=PrintX=item_i->x+item_i->indent;\r
+ WindowY=PrintY=item_i->y;\r
+ WindowW=320;\r
+ WindowH=200;\r
+\r
+ for (i=0;i<item_i->amount;i++)\r
+ {\r
+ SetTextColor(items+i,which==i);\r
+\r
+ PrintY=item_i->y+i*13;\r
+ if ((items+i)->active)\r
+ US_Print((items+i)->string);\r
+ else\r
+ {\r
+ SETFONTCOLOR(DEACTIVE,BKGDCOLOR);\r
+ US_Print((items+i)->string);\r
+ SETFONTCOLOR(TEXTCOLOR,BKGDCOLOR);\r
+ }\r
+\r
+ US_Print("\n");\r
+ }\r
+}\r
+\r
+\r
+////////////////////////////////////////////////////////////////////\r
+//\r
+// SET TEXT COLOR (HIGHLIGHT OR NO)\r
+//\r
+////////////////////////////////////////////////////////////////////\r
+void SetTextColor(CP_itemtype far *items,int hlight)\r
+{\r
+ if (hlight)\r
+ {SETFONTCOLOR(color_hlite[items->active],BKGDCOLOR);}\r
+ else\r
+ {SETFONTCOLOR(color_norml[items->active],BKGDCOLOR);}\r
+}\r
+\r
+\r
+////////////////////////////////////////////////////////////////////\r
+//\r
+// WAIT FOR CTRLKEY-UP OR BUTTON-UP\r
+//\r
+////////////////////////////////////////////////////////////////////\r
+void WaitKeyUp(void)\r
+{\r
+ ControlInfo ci;\r
+ while(ReadAnyControl(&ci), ci.button0|\r
+ ci.button1|\r
+ ci.button2|\r
+ ci.button3|\r
+ Keyboard[sc_Space]|\r
+ Keyboard[sc_Enter]|\r
+ Keyboard[sc_Escape]);\r
+}\r
+\r
+\r
+////////////////////////////////////////////////////////////////////\r
+//\r
+// READ KEYBOARD, JOYSTICK AND MOUSE FOR INPUT\r
+//\r
+////////////////////////////////////////////////////////////////////\r
+void ReadAnyControl(ControlInfo *ci)\r
+{\r
+ int mouseactive=0;\r
+\r
+\r
+ IN_ReadControl(0,ci);\r
+\r
+ if (mouseenabled)\r
+ {\r
+ int mousey,mousex;\r
+\r
+\r
+ // READ MOUSE MOTION COUNTERS\r
+ // RETURN DIRECTION\r
+ // HOME MOUSE\r
+ // CHECK MOUSE BUTTONS\r
+\r
+ Mouse(3);\r
+ mousex=_CX;\r
+ mousey=_DX;\r
+\r
+ if (mousey<CENTER-SENSITIVE)\r
+ {\r
+ ci->dir=dir_North;\r
+ _CX=_DX=CENTER;\r
+ Mouse(4);\r
+ mouseactive=1;\r
+ }\r
+ else\r
+ if (mousey>CENTER+SENSITIVE)\r
+ {\r
+ ci->dir=dir_South;\r
+ _CX=_DX=CENTER;\r
+ Mouse(4);\r
+ mouseactive=1;\r
+ }\r
+\r
+ if (mousex<CENTER-SENSITIVE)\r
+ {\r
+ ci->dir=dir_West;\r
+ _CX=_DX=CENTER;\r
+ Mouse(4);\r
+ mouseactive=1;\r
+ }\r
+ else\r
+ if (mousex>CENTER+SENSITIVE)\r
+ {\r
+ ci->dir=dir_East;\r
+ _CX=_DX=CENTER;\r
+ Mouse(4);\r
+ mouseactive=1;\r
+ }\r
+\r
+ if (IN_MouseButtons())\r
+ {\r
+ ci->button0=IN_MouseButtons()&1;\r
+ ci->button1=IN_MouseButtons()&2;\r
+ ci->button2=IN_MouseButtons()&4;\r
+ ci->button3=false;\r
+ mouseactive=1;\r
+ }\r
+ }\r
+\r
+ if (joystickenabled && !mouseactive)\r
+ {\r
+ int jx,jy,jb;\r
+\r
+\r
+ INL_GetJoyDelta(joystickport,&jx,&jy);\r
+ if (jy<-SENSITIVE)\r
+ ci->dir=dir_North;\r
+ else\r
+ if (jy>SENSITIVE)\r
+ ci->dir=dir_South;\r
+\r
+ if (jx<-SENSITIVE)\r
+ ci->dir=dir_West;\r
+ else\r
+ if (jx>SENSITIVE)\r
+ ci->dir=dir_East;\r
+\r
+ jb=IN_JoyButtons();\r
+ if (jb)\r
+ {\r
+ ci->button0=jb&1;\r
+ ci->button1=jb&2;\r
+ if (joypadenabled)\r
+ {\r
+ ci->button2=jb&4;\r
+ ci->button3=jb&8;\r
+ }\r
+ else\r
+ ci->button2=ci->button3=false;\r
+ }\r
+ }\r
+}\r
+\r
+\r
+////////////////////////////////////////////////////////////////////\r
+//\r
+// DRAW DIALOG AND CONFIRM YES OR NO TO QUESTION\r
+//\r
+////////////////////////////////////////////////////////////////////\r
+int Confirm(char far *string)\r
+{\r
+ int xit=0,i,x,y,tick=0,time,whichsnd[2]={ESCPRESSEDSND,SHOOTSND};\r
+\r
+\r
+ Message(string);\r
+ IN_ClearKeysDown();\r
+\r
+ //\r
+ // BLINK CURSOR\r
+ //\r
+ x=PrintX;\r
+ y=PrintY;\r
+ TimeCount=0;\r
+\r
+ do\r
+ {\r
+ if (TimeCount>=10)\r
+ {\r
+ switch(tick)\r
+ {\r
+ case 0:\r
+ VWB_Bar(x,y,8,13,TEXTCOLOR);\r
+ break;\r
+ case 1:\r
+ PrintX=x;\r
+ PrintY=y;\r
+ US_Print("_");\r
+ }\r
+ VW_UpdateScreen();\r
+ tick^=1;\r
+ TimeCount=0;\r
+ }\r
+\r
+ #ifndef SPEAR\r
+ if (Keyboard[sc_Tab] && Keyboard[sc_P] && MS_CheckParm("goobers"))\r
+ PicturePause();\r
+ #endif\r
+\r
+ #ifdef SPANISH\r
+ } while(!Keyboard[sc_S] && !Keyboard[sc_N] && !Keyboard[sc_Escape]);\r
+ #else\r
+ } while(!Keyboard[sc_Y] && !Keyboard[sc_N] && !Keyboard[sc_Escape]);\r
+ #endif\r
+\r
+ #ifdef SPANISH\r
+ if (Keyboard[sc_S])\r
+ {\r
+ xit=1;\r
+ ShootSnd();\r
+ }\r
+\r
+ while(Keyboard[sc_S] || Keyboard[sc_N] || Keyboard[sc_Escape]);\r
+\r
+ #else\r
+\r
+ if (Keyboard[sc_Y])\r
+ {\r
+ xit=1;\r
+ ShootSnd();\r
+ }\r
+\r
+ while(Keyboard[sc_Y] || Keyboard[sc_N] || Keyboard[sc_Escape]);\r
+ #endif\r
+\r
+ IN_ClearKeysDown();\r
+ SD_PlaySound(whichsnd[xit]);\r
+ return xit;\r
+}\r
+\r
+#ifdef JAPAN\r
+////////////////////////////////////////////////////////////////////\r
+//\r
+// DRAW MESSAGE & GET Y OR N\r
+//\r
+////////////////////////////////////////////////////////////////////\r
+int GetYorN(int x,int y,int pic)\r
+{\r
+ int xit=0,whichsnd[2]={ESCPRESSEDSND,SHOOTSND};\r
+\r
+\r
+ CA_CacheGrChunk(pic);\r
+ VWB_DrawPic(x * 8,y * 8,pic);\r
+ UNCACHEGRCHUNK(pic);\r
+ VW_UpdateScreen();\r
+ IN_ClearKeysDown();\r
+\r
+ do\r
+ {\r
+ #ifndef SPEAR\r
+ if (Keyboard[sc_Tab] && Keyboard[sc_P] && MS_CheckParm("goobers"))\r
+ PicturePause();\r
+ #endif\r
+\r
+ #ifdef SPANISH\r
+ } while(!Keyboard[sc_S] && !Keyboard[sc_N] && !Keyboard[sc_Escape]);\r
+ #else\r
+ } while(!Keyboard[sc_Y] && !Keyboard[sc_N] && !Keyboard[sc_Escape]);\r
+ #endif\r
+\r
+ #ifdef SPANISH\r
+ if (Keyboard[sc_S])\r
+ {\r
+ xit=1;\r
+ ShootSnd();\r
+ }\r
+\r
+ while(Keyboard[sc_S] || Keyboard[sc_N] || Keyboard[sc_Escape]);\r
+\r
+ #else\r
+\r
+ if (Keyboard[sc_Y])\r
+ {\r
+ xit=1;\r
+ ShootSnd();\r
+ }\r
+\r
+ while(Keyboard[sc_Y] || Keyboard[sc_N] || Keyboard[sc_Escape]);\r
+ #endif\r
+\r
+ IN_ClearKeysDown();\r
+ SD_PlaySound(whichsnd[xit]);\r
+ return xit;\r
+}\r
+#endif\r
+\r
+\r
+////////////////////////////////////////////////////////////////////\r
+//\r
+// PRINT A MESSAGE IN A WINDOW\r
+//\r
+////////////////////////////////////////////////////////////////////\r
+void Message(char far *string)\r
+{\r
+ int h=0,w=0,mw=0,i,x,y,time;\r
+ fontstruct _seg *font;\r
+\r
+\r
+ CA_CacheGrChunk (STARTFONT+1);\r
+ fontnumber=1;\r
+ font=grsegs[STARTFONT+fontnumber];\r
+ h=font->height;\r
+ for (i=0;i<_fstrlen(string);i++)\r
+ if (string[i]=='\n')\r
+ {\r
+ if (w>mw)\r
+ mw=w;\r
+ w=0;\r
+ h+=font->height;\r
+ }\r
+ else\r
+ w+=font->width[string[i]];\r
+\r
+ if (w+10>mw)\r
+ mw=w+10;\r
+\r
+ PrintY=(WindowH/2)-h/2;\r
+ PrintX=WindowX=160-mw/2;\r
+\r
+ DrawWindow(WindowX-5,PrintY-5,mw+10,h+10,TEXTCOLOR);\r
+ DrawOutline(WindowX-5,PrintY-5,mw+10,h+10,0,HIGHLIGHT);\r
+ SETFONTCOLOR(0,TEXTCOLOR);\r
+ US_Print(string);\r
+ VW_UpdateScreen();\r
+}\r
+\r
+\r
+////////////////////////////////////////////////////////////////////\r
+//\r
+// THIS MAY BE FIXED A LITTLE LATER...\r
+//\r
+////////////////////////////////////////////////////////////////////\r
+static int lastmusic;\r
+\r
+void StartCPMusic(int song)\r
+{\r
+ musicnames chunk;\r
+\r
+ if (audiosegs[STARTMUSIC + lastmusic]) // JDC\r
+ MM_FreePtr ((memptr *)&audiosegs[STARTMUSIC + lastmusic]);\r
+ lastmusic = song;\r
+\r
+ SD_MusicOff();\r
+ chunk = song;\r
+\r
+ MM_BombOnError (false);\r
+ CA_CacheAudioChunk(STARTMUSIC + chunk);\r
+ MM_BombOnError (true);\r
+ if (mmerror)\r
+ mmerror = false;\r
+ else\r
+ {\r
+ MM_SetLock(&((memptr)audiosegs[STARTMUSIC + chunk]),true);\r
+ SD_StartMusic((MusicGroup far *)audiosegs[STARTMUSIC + chunk]);\r
+ }\r
+}\r
+\r
+void FreeMusic (void)\r
+{\r
+ if (audiosegs[STARTMUSIC + lastmusic]) // JDC\r
+ MM_FreePtr ((memptr *)&audiosegs[STARTMUSIC + lastmusic]);\r
+}\r
+\r
+\r
+///////////////////////////////////////////////////////////////////////////\r
+//\r
+// IN_GetScanName() - Returns a string containing the name of the\r
+// specified scan code\r
+//\r
+///////////////////////////////////////////////////////////////////////////\r
+byte *\r
+IN_GetScanName(ScanCode scan)\r
+{\r
+ byte **p;\r
+ ScanCode far *s;\r
+\r
+ for (s = ExtScanCodes,p = ExtScanNames;*s;p++,s++)\r
+ if (*s == scan)\r
+ return(*p);\r
+\r
+ return(ScanNames[scan]);\r
+}\r
+\r
+\r
+///////////////////////////////////////////////////////////////////////////\r
+//\r
+// CHECK FOR PAUSE KEY (FOR MUSIC ONLY)\r
+//\r
+///////////////////////////////////////////////////////////////////////////\r
+void CheckPause(void)\r
+{\r
+ if (Paused)\r
+ {\r
+ switch(SoundStatus)\r
+ {\r
+ case 0: SD_MusicOn(); break;\r
+ case 1: SD_MusicOff(); break;\r
+ }\r
+\r
+ SoundStatus^=1;\r
+ VW_WaitVBL(3);\r
+ IN_ClearKeysDown();\r
+ Paused=false;\r
+ }\r
+}\r
+\r
+\r
+///////////////////////////////////////////////////////////////////////////\r
+//\r
+// DRAW GUN CURSOR AT CORRECT POSITION IN MENU\r
+//\r
+///////////////////////////////////////////////////////////////////////////\r
+void DrawMenuGun(CP_iteminfo *iteminfo)\r
+{\r
+ int x,y;\r
+\r
+\r
+ x=iteminfo->x;\r
+ y=iteminfo->y+iteminfo->curpos*13-2;\r
+ VWB_DrawPic(x,y,C_CURSOR1PIC);\r
+}\r
+\r
+\r
+///////////////////////////////////////////////////////////////////////////\r
+//\r
+// DRAW SCREEN TITLE STRIPES\r
+//\r
+///////////////////////////////////////////////////////////////////////////\r
+void DrawStripes(int y)\r
+{\r
+#ifndef SPEAR\r
+ VWB_Bar(0,y,320,24,0);\r
+ VWB_Hlin(0,319,y+22,STRIPE);\r
+#else\r
+ VWB_Bar(0,y,320,22,0);\r
+ VWB_Hlin(0,319,y+23,0);\r
+#endif\r
+}\r
+\r
+void ShootSnd(void)\r
+{\r
+ SD_PlaySound(SHOOTSND);\r
+}\r
+\r
+\r
+///////////////////////////////////////////////////////////////////////////\r
+//\r
+// CHECK FOR EPISODES\r
+//\r
+///////////////////////////////////////////////////////////////////////////\r
+void CheckForEpisodes(void)\r
+{\r
+ struct ffblk f;\r
+\r
+//\r
+// JAPANESE VERSION\r
+//\r
+#ifdef JAPAN\r
+#ifdef JAPDEMO\r
+ if (!findfirst("*.WJ1",&f,FA_ARCH))\r
+ {\r
+ strcpy(extension,"WJ1");\r
+#else\r
+ if (!findfirst("*.WJ6",&f,FA_ARCH))\r
+ {\r
+ strcpy(extension,"WJ6");\r
+#endif\r
+ strcat(configname,extension);\r
+ strcat(SaveName,extension);\r
+ strcat(PageFileName,extension);\r
+ strcat(audioname,extension);\r
+ strcat(demoname,extension);\r
+ EpisodeSelect[1] =\r
+ EpisodeSelect[2] =\r
+ EpisodeSelect[3] =\r
+ EpisodeSelect[4] =\r
+ EpisodeSelect[5] = 1;\r
+ }\r
+ else\r
+ Quit("NO JAPANESE WOLFENSTEIN 3-D DATA FILES to be found!");\r
+#else\r
+\r
+//\r
+// ENGLISH\r
+//\r
+#ifndef UPLOAD\r
+#ifndef SPEAR\r
+ if (!findfirst("*.WL6",&f,FA_ARCH))\r
+ {\r
+ strcpy(extension,"WL6");\r
+ NewEmenu[2].active =\r
+ NewEmenu[4].active =\r
+ NewEmenu[6].active =\r
+ NewEmenu[8].active =\r
+ NewEmenu[10].active =\r
+ EpisodeSelect[1] =\r
+ EpisodeSelect[2] =\r
+ EpisodeSelect[3] =\r
+ EpisodeSelect[4] =\r
+ EpisodeSelect[5] = 1;\r
+ }\r
+ else\r
+ if (!findfirst("*.WL3",&f,FA_ARCH))\r
+ {\r
+ strcpy(extension,"WL3");\r
+ NewEmenu[2].active =\r
+ NewEmenu[4].active =\r
+ EpisodeSelect[1] =\r
+ EpisodeSelect[2] = 1;\r
+ }\r
+ else\r
+#endif\r
+#endif\r
+\r
+\r
+\r
+#ifdef SPEAR\r
+#ifndef SPEARDEMO\r
+ if (!findfirst("*.SOD",&f,FA_ARCH))\r
+ {\r
+ strcpy(extension,"SOD");\r
+ }\r
+ else\r
+ Quit("NO SPEAR OF DESTINY DATA FILES TO BE FOUND!");\r
+#else\r
+ if (!findfirst("*.SDM",&f,FA_ARCH))\r
+ {\r
+ strcpy(extension,"SDM");\r
+ }\r
+ else\r
+ Quit("NO SPEAR OF DESTINY DEMO DATA FILES TO BE FOUND!");\r
+#endif\r
+\r
+#else\r
+ if (!findfirst("*.WL1",&f,FA_ARCH))\r
+ {\r
+ strcpy(extension,"WL1");\r
+ }\r
+ else\r
+ Quit("NO WOLFENSTEIN 3-D DATA FILES to be found!");\r
+#endif\r
+\r
+ strcat(configname,extension);\r
+ strcat(SaveName,extension);\r
+ strcat(PageFileName,extension);\r
+ strcat(audioname,extension);\r
+ strcat(demoname,extension);\r
+#ifndef SPEAR\r
+#ifndef GOODTIMES\r
+ strcat(helpfilename,extension);\r
+#endif\r
+ strcat(endfilename,extension);\r
+#endif\r
+#endif\r
+}\r
--- /dev/null
+//\r
+// WL_MENU.H\r
+//\r
+#ifdef SPEAR\r
+\r
+#define BORDCOLOR 0x99\r
+#define BORD2COLOR 0x93\r
+#define DEACTIVE 0x9b\r
+#define BKGDCOLOR 0x9d\r
+//#define STRIPE 0x9c\r
+\r
+#define MenuFadeOut() VL_FadeOut(0,255,0,0,51,10)\r
+\r
+#else\r
+\r
+#define BORDCOLOR 0x29\r
+#define BORD2COLOR 0x23\r
+#define DEACTIVE 0x2b\r
+#define BKGDCOLOR 0x2d\r
+#define STRIPE 0x2c\r
+\r
+#define MenuFadeOut() VL_FadeOut(0,255,43,0,0,10)\r
+\r
+#endif\r
+\r
+#define READCOLOR 0x4a\r
+#define READHCOLOR 0x47\r
+#define VIEWCOLOR 0x7f\r
+#define TEXTCOLOR 0x17\r
+#define HIGHLIGHT 0x13\r
+#define MenuFadeIn() VL_FadeIn(0,255,&gamepal,10)\r
+\r
+\r
+#define MENUSONG WONDERIN_MUS\r
+\r
+#ifndef SPEAR\r
+#define INTROSONG NAZI_NOR_MUS\r
+#else\r
+#define INTROSONG XTOWER2_MUS\r
+#endif\r
+\r
+#define SENSITIVE 60\r
+#define CENTER SENSITIVE*2\r
+\r
+#define MENU_X 76\r
+#define MENU_Y 55\r
+#define MENU_W 178\r
+#ifndef SPEAR\r
+#define MENU_H 13*10+6\r
+#else\r
+#define MENU_H 13*9+6\r
+#endif\r
+\r
+#define SM_X 48\r
+#define SM_W 250\r
+\r
+#define SM_Y1 20\r
+#define SM_H1 4*13-7\r
+#define SM_Y2 SM_Y1+5*13\r
+#define SM_H2 4*13-7\r
+#define SM_Y3 SM_Y2+5*13\r
+#define SM_H3 3*13-7\r
+\r
+#define CTL_X 24\r
+#define CTL_Y 70\r
+#define CTL_W 284\r
+#define CTL_H 13*7-7\r
+\r
+#define LSM_X 85\r
+#define LSM_Y 55\r
+#define LSM_W 175\r
+#define LSM_H 10*13+10\r
+\r
+#define NM_X 50\r
+#define NM_Y 100\r
+#define NM_W 225\r
+#define NM_H 13*4+15\r
+\r
+#define NE_X 10\r
+#define NE_Y 23\r
+#define NE_W 320-NE_X*2\r
+#define NE_H 200-NE_Y*2\r
+\r
+#define CST_X 20\r
+#define CST_Y 48\r
+#define CST_START 60\r
+#define CST_SPC 60\r
+\r
+\r
+//\r
+// TYPEDEFS\r
+//\r
+typedef struct {\r
+ int x,y,amount,curpos,indent;\r
+ } CP_iteminfo;\r
+\r
+typedef struct {\r
+ int active;\r
+ char string[36];\r
+ void (* routine)(int temp1);\r
+ } CP_itemtype;\r
+\r
+typedef struct {\r
+ int allowed[4];\r
+ } CustomCtrls;\r
+\r
+extern CP_itemtype far MainMenu[],far NewEMenu[];\r
+extern CP_iteminfo MainItems;\r
+\r
+//\r
+// FUNCTION PROTOTYPES\r
+//\r
+void SetupControlPanel(void);\r
+void CleanupControlPanel(void);\r
+\r
+void DrawMenu(CP_iteminfo *item_i,CP_itemtype far *items);\r
+int HandleMenu(CP_iteminfo *item_i,\r
+ CP_itemtype far *items,\r
+ void (*routine)(int w));\r
+void ClearMScreen(void);\r
+void DrawWindow(int x,int y,int w,int h,int wcolor);\r
+void DrawOutline(int x,int y,int w,int h,int color1,int color2);\r
+void WaitKeyUp(void);\r
+void ReadAnyControl(ControlInfo *ci);\r
+void TicDelay(int count);\r
+void CacheLump(int lumpstart,int lumpend);\r
+void UnCacheLump(int lumpstart,int lumpend);\r
+void StartCPMusic(int song);\r
+int Confirm(char far *string);\r
+void Message(char far *string);\r
+void CheckPause(void);\r
+void ShootSnd(void);\r
+void CheckSecretMissions(void);\r
+void BossKey(void);\r
+\r
+void DrawGun(CP_iteminfo *item_i,CP_itemtype far *items,int x,int *y,int which,int basey,void (*routine)(int w));\r
+void DrawHalfStep(int x,int y);\r
+void EraseGun(CP_iteminfo *item_i,CP_itemtype far *items,int x,int y,int which);\r
+void SetTextColor(CP_itemtype far *items,int hlight);\r
+void DrawMenuGun(CP_iteminfo *iteminfo);\r
+void DrawStripes(int y);\r
+\r
+void DefineMouseBtns(void);\r
+void DefineJoyBtns(void);\r
+void DefineKeyBtns(void);\r
+void DefineKeyMove(void);\r
+void EnterCtrlData(int index,CustomCtrls *cust,void (*DrawRtn)(int),void (*PrintRtn)(int),int type);\r
+\r
+void DrawMainMenu(void);\r
+void DrawSoundMenu(void);\r
+void DrawLoadSaveScreen(int loadsave);\r
+void DrawNewEpisode(void);\r
+void DrawNewGame(void);\r
+void DrawChangeView(int view);\r
+void DrawMouseSens(void);\r
+void DrawCtlScreen(void);\r
+void DrawCustomScreen(void);\r
+void DrawLSAction(int which);\r
+void DrawCustMouse(int hilight);\r
+void DrawCustJoy(int hilight);\r
+void DrawCustKeybd(int hilight);\r
+void DrawCustKeys(int hilight);\r
+void PrintCustMouse(int i);\r
+void PrintCustJoy(int i);\r
+void PrintCustKeybd(int i);\r
+void PrintCustKeys(int i);\r
+\r
+void PrintLSEntry(int w,int color);\r
+void TrackWhichGame(int w);\r
+void DrawNewGameDiff(int w);\r
+void FixupCustom(int w);\r
+\r
+void CP_NewGame(void);\r
+void CP_Sound(void);\r
+int CP_LoadGame(int quick);\r
+int CP_SaveGame(int quick);\r
+void CP_Control(void);\r
+void CP_ChangeView(void);\r
+void CP_ExitOptions(void);\r
+void CP_Quit(void);\r
+void CP_ViewScores(void);\r
+int CP_EndGame(void);\r
+int CP_CheckQuick(unsigned scancode);\r
+void CustomControls(void);\r
+void MouseSensitivity(void);\r
+\r
+void CheckForEpisodes(void);\r
+\r
+//\r
+// VARIABLES\r
+//\r
+extern int SaveGamesAvail[10],StartGame,SoundStatus;\r
+extern char SaveGameNames[10][32],SaveName[13];\r
+\r
+enum {MOUSE,JOYSTICK,KEYBOARDBTNS,KEYBOARDMOVE}; // FOR INPUT TYPES\r
+\r
+#ifndef USO_FIX1\r
+extern\r
+#endif\r
+enum\r
+{\r
+ newgame,\r
+ soundmenu,\r
+ control,\r
+ loadgame,\r
+ savegame,\r
+ changeview,\r
+\r
+#ifndef GOODTIMES\r
+#ifndef SPEAR\r
+ readthis,\r
+#endif\r
+#endif\r
+\r
+ viewscores,\r
+ backtodemo,\r
+ quit\r
+} menuitems;\r
+\r
+//\r
+// WL_INTER\r
+//\r
+typedef struct {\r
+ int kill,secret,treasure;\r
+ long time;\r
+ } LRstruct;\r
+\r
+extern LRstruct LevelRatios[];\r
+\r
+void Write (int x,int y,char *string);\r
+void NonShareware(void);\r
+int GetYorN(int x,int y,int pic);\r
+\r
+\r
--- /dev/null
+// WL_PLAY.C\r
+\r
+#include "WL_DEF.H"\r
+#pragma hdrstop\r
+\r
+\r
+/*\r
+=============================================================================\r
+\r
+ LOCAL CONSTANTS\r
+\r
+=============================================================================\r
+*/\r
+\r
+#define sc_Question 0x35\r
+\r
+/*\r
+=============================================================================\r
+\r
+ GLOBAL VARIABLES\r
+\r
+=============================================================================\r
+*/\r
+\r
+boolean madenoise; // true when shooting or screaming\r
+\r
+exit_t playstate;\r
+\r
+int DebugOk;\r
+\r
+objtype objlist[MAXACTORS],*new,*obj,*player,*lastobj,\r
+ *objfreelist,*killerobj;\r
+\r
+unsigned farmapylookup[MAPSIZE];\r
+byte *nearmapylookup[MAPSIZE];\r
+\r
+boolean singlestep,godmode,noclip;\r
+int extravbls;\r
+\r
+byte tilemap[MAPSIZE][MAPSIZE]; // wall values only\r
+byte spotvis[MAPSIZE][MAPSIZE];\r
+objtype *actorat[MAPSIZE][MAPSIZE];\r
+\r
+//\r
+// replacing refresh manager\r
+//\r
+unsigned mapwidth,mapheight,tics;\r
+boolean compatability;\r
+byte *updateptr;\r
+unsigned mapwidthtable[64];\r
+unsigned uwidthtable[UPDATEHIGH];\r
+unsigned blockstarts[UPDATEWIDE*UPDATEHIGH];\r
+//uso: replace: byte update[UPDATESIZE];\r
+//uso: is needed? byte update[UPDATEHIGH][UPDATEWIDE];\r
+\r
+//\r
+// control info\r
+//\r
+boolean mouseenabled,joystickenabled,joypadenabled,joystickprogressive;\r
+int joystickport;\r
+int dirscan[4] = {sc_UpArrow,sc_RightArrow,sc_DownArrow,sc_LeftArrow};\r
+int buttonscan[NUMBUTTONS] =\r
+ {sc_Control,sc_Alt,sc_RShift,sc_Space,sc_1,sc_2,sc_3,sc_4};\r
+int buttonmouse[4]={bt_attack,bt_strafe,bt_use,bt_nobutton};\r
+int buttonjoy[4]={bt_attack,bt_strafe,bt_use,bt_run};\r
+\r
+int viewsize;\r
+\r
+boolean buttonheld[NUMBUTTONS];\r
+\r
+boolean demorecord,demoplayback;\r
+char far *demoptr, far *lastdemoptr;\r
+memptr demobuffer;\r
+\r
+//\r
+// curent user input\r
+//\r
+int controlx,controly; // range from -100 to 100 per tic\r
+boolean buttonstate[NUMBUTTONS];\r
+\r
+\r
+\r
+//===========================================================================\r
+\r
+\r
+void CenterWindow(word w,word h);\r
+void InitObjList (void);\r
+void RemoveObj (objtype *gone);\r
+void PollControls (void);\r
+void StopMusic(void);\r
+void StartMusic(void);\r
+void PlayLoop (void);\r
+\r
+/*\r
+=============================================================================\r
+\r
+ LOCAL VARIABLES\r
+\r
+=============================================================================\r
+*/\r
+\r
+\r
+objtype dummyobj;\r
+\r
+//\r
+// LIST OF SONGS FOR EACH VERSION\r
+//\r
+int songs[]=\r
+{\r
+#ifndef SPEAR\r
+ //\r
+ // Episode One\r
+ //\r
+ GETTHEM_MUS,\r
+ SEARCHN_MUS,\r
+ POW_MUS,\r
+ SUSPENSE_MUS,\r
+ GETTHEM_MUS,\r
+ SEARCHN_MUS,\r
+ POW_MUS,\r
+ SUSPENSE_MUS,\r
+\r
+ WARMARCH_MUS, // Boss level\r
+ CORNER_MUS, // Secret level\r
+\r
+ //\r
+ // Episode Two\r
+ //\r
+ NAZI_OMI_MUS,\r
+ PREGNANT_MUS,\r
+ GOINGAFT_MUS,\r
+ HEADACHE_MUS,\r
+ NAZI_OMI_MUS,\r
+ PREGNANT_MUS,\r
+ HEADACHE_MUS,\r
+ GOINGAFT_MUS,\r
+\r
+ WARMARCH_MUS, // Boss level\r
+ DUNGEON_MUS, // Secret level\r
+\r
+ //\r
+ // Episode Three\r
+ //\r
+ INTROCW3_MUS,\r
+ NAZI_RAP_MUS,\r
+ TWELFTH_MUS,\r
+ ZEROHOUR_MUS,\r
+ INTROCW3_MUS,\r
+ NAZI_RAP_MUS,\r
+ TWELFTH_MUS,\r
+ ZEROHOUR_MUS,\r
+\r
+ ULTIMATE_MUS, // Boss level\r
+ PACMAN_MUS, // Secret level\r
+\r
+ //\r
+ // Episode Four\r
+ //\r
+ GETTHEM_MUS,\r
+ SEARCHN_MUS,\r
+ POW_MUS,\r
+ SUSPENSE_MUS,\r
+ GETTHEM_MUS,\r
+ SEARCHN_MUS,\r
+ POW_MUS,\r
+ SUSPENSE_MUS,\r
+\r
+ WARMARCH_MUS, // Boss level\r
+ CORNER_MUS, // Secret level\r
+\r
+ //\r
+ // Episode Five\r
+ //\r
+ NAZI_OMI_MUS,\r
+ PREGNANT_MUS,\r
+ GOINGAFT_MUS,\r
+ HEADACHE_MUS,\r
+ NAZI_OMI_MUS,\r
+ PREGNANT_MUS,\r
+ HEADACHE_MUS,\r
+ GOINGAFT_MUS,\r
+\r
+ WARMARCH_MUS, // Boss level\r
+ DUNGEON_MUS, // Secret level\r
+\r
+ //\r
+ // Episode Six\r
+ //\r
+ INTROCW3_MUS,\r
+ NAZI_RAP_MUS,\r
+ TWELFTH_MUS,\r
+ ZEROHOUR_MUS,\r
+ INTROCW3_MUS,\r
+ NAZI_RAP_MUS,\r
+ TWELFTH_MUS,\r
+ ZEROHOUR_MUS,\r
+\r
+ ULTIMATE_MUS, // Boss level\r
+ FUNKYOU_MUS // Secret level\r
+#else\r
+\r
+ //////////////////////////////////////////////////////////////\r
+ //\r
+ // SPEAR OF DESTINY TRACKS\r
+ //\r
+ //////////////////////////////////////////////////////////////\r
+ XTIPTOE_MUS,\r
+ XFUNKIE_MUS,\r
+ XDEATH_MUS,\r
+ XGETYOU_MUS, // DON'T KNOW\r
+ ULTIMATE_MUS, // Trans Gr\94sse\r
+\r
+ DUNGEON_MUS,\r
+ GOINGAFT_MUS,\r
+ POW_MUS,\r
+ TWELFTH_MUS,\r
+ ULTIMATE_MUS, // Barnacle Wilhelm BOSS\r
+\r
+ NAZI_OMI_MUS,\r
+ GETTHEM_MUS,\r
+ SUSPENSE_MUS,\r
+ SEARCHN_MUS,\r
+ ZEROHOUR_MUS,\r
+ ULTIMATE_MUS, // Super Mutant BOSS\r
+\r
+ XPUTIT_MUS,\r
+ ULTIMATE_MUS, // Death Knight BOSS\r
+\r
+ XJAZNAZI_MUS, // Secret level\r
+ XFUNKIE_MUS, // Secret level (DON'T KNOW)\r
+\r
+ XEVIL_MUS // Angel of Death BOSS\r
+\r
+#endif\r
+};\r
+\r
+\r
+/*\r
+=============================================================================\r
+\r
+ USER CONTROL\r
+\r
+=============================================================================\r
+*/\r
+\r
+\r
+#define BASEMOVE 35\r
+#define RUNMOVE 70\r
+#define BASETURN 35\r
+#define RUNTURN 70\r
+\r
+#define JOYSCALE 2\r
+\r
+/*\r
+===================\r
+=\r
+= PollKeyboardButtons\r
+=\r
+===================\r
+*/\r
+\r
+void PollKeyboardButtons (void)\r
+{\r
+ int i;\r
+\r
+ for (i=0;i<NUMBUTTONS;i++)\r
+ if (Keyboard[buttonscan[i]])\r
+ buttonstate[i] = true;\r
+}\r
+\r
+\r
+/*\r
+===================\r
+=\r
+= PollMouseButtons\r
+=\r
+===================\r
+*/\r
+\r
+void PollMouseButtons (void)\r
+{\r
+ int buttons;\r
+\r
+ buttons = IN_MouseButtons ();\r
+\r
+ if (buttons&1)\r
+ buttonstate[buttonmouse[0]] = true;\r
+ if (buttons&2)\r
+ buttonstate[buttonmouse[1]] = true;\r
+ if (buttons&4)\r
+ buttonstate[buttonmouse[2]] = true;\r
+}\r
+\r
+\r
+\r
+/*\r
+===================\r
+=\r
+= PollJoystickButtons\r
+=\r
+===================\r
+*/\r
+\r
+void PollJoystickButtons (void)\r
+{\r
+ int buttons;\r
+\r
+ buttons = IN_JoyButtons ();\r
+\r
+ if (joystickport && !joypadenabled)\r
+ {\r
+ if (buttons&4)\r
+ buttonstate[buttonjoy[0]] = true;\r
+ if (buttons&8)\r
+ buttonstate[buttonjoy[1]] = true;\r
+ }\r
+ else\r
+ {\r
+ if (buttons&1)\r
+ buttonstate[buttonjoy[0]] = true;\r
+ if (buttons&2)\r
+ buttonstate[buttonjoy[1]] = true;\r
+ if (joypadenabled)\r
+ {\r
+ if (buttons&4)\r
+ buttonstate[buttonjoy[2]] = true;\r
+ if (buttons&8)\r
+ buttonstate[buttonjoy[3]] = true;\r
+ }\r
+ }\r
+}\r
+\r
+\r
+/*\r
+===================\r
+=\r
+= PollKeyboardMove\r
+=\r
+===================\r
+*/\r
+\r
+void PollKeyboardMove (void)\r
+{\r
+ if (buttonstate[bt_run])\r
+ {\r
+ if (Keyboard[dirscan[di_north]])\r
+ controly -= RUNMOVE*tics;\r
+ if (Keyboard[dirscan[di_south]])\r
+ controly += RUNMOVE*tics;\r
+ if (Keyboard[dirscan[di_west]])\r
+ controlx -= RUNMOVE*tics;\r
+ if (Keyboard[dirscan[di_east]])\r
+ controlx += RUNMOVE*tics;\r
+ }\r
+ else\r
+ {\r
+ if (Keyboard[dirscan[di_north]])\r
+ controly -= BASEMOVE*tics;\r
+ if (Keyboard[dirscan[di_south]])\r
+ controly += BASEMOVE*tics;\r
+ if (Keyboard[dirscan[di_west]])\r
+ controlx -= BASEMOVE*tics;\r
+ if (Keyboard[dirscan[di_east]])\r
+ controlx += BASEMOVE*tics;\r
+ }\r
+}\r
+\r
+\r
+/*\r
+===================\r
+=\r
+= PollMouseMove\r
+=\r
+===================\r
+*/\r
+\r
+void PollMouseMove (void)\r
+{\r
+ int mousexmove,mouseymove;\r
+\r
+ Mouse(MDelta);\r
+ mousexmove = _CX;\r
+ mouseymove = _DX;\r
+\r
+ controlx += mousexmove*10/(13-mouseadjustment);\r
+ controly += mouseymove*20/(13-mouseadjustment);\r
+}\r
+\r
+\r
+\r
+/*\r
+===================\r
+=\r
+= PollJoystickMove\r
+=\r
+===================\r
+*/\r
+\r
+void PollJoystickMove (void)\r
+{\r
+ int joyx,joyy;\r
+\r
+ INL_GetJoyDelta(joystickport,&joyx,&joyy);\r
+\r
+ if (joystickprogressive)\r
+ {\r
+ if (joyx > 64)\r
+ controlx += (joyx-64)*JOYSCALE*tics;\r
+ else if (joyx < -64)\r
+ controlx -= (-joyx-64)*JOYSCALE*tics;\r
+ if (joyy > 64)\r
+ controlx += (joyy-64)*JOYSCALE*tics;\r
+ else if (joyy < -64)\r
+ controly -= (-joyy-64)*JOYSCALE*tics;\r
+ }\r
+ else if (buttonstate[bt_run])\r
+ {\r
+ if (joyx > 64)\r
+ controlx += RUNMOVE*tics;\r
+ else if (joyx < -64)\r
+ controlx -= RUNMOVE*tics;\r
+ if (joyy > 64)\r
+ controly += RUNMOVE*tics;\r
+ else if (joyy < -64)\r
+ controly -= RUNMOVE*tics;\r
+ }\r
+ else\r
+ {\r
+ if (joyx > 64)\r
+ controlx += BASEMOVE*tics;\r
+ else if (joyx < -64)\r
+ controlx -= BASEMOVE*tics;\r
+ if (joyy > 64)\r
+ controly += BASEMOVE*tics;\r
+ else if (joyy < -64)\r
+ controly -= BASEMOVE*tics;\r
+ }\r
+}\r
+\r
+\r
+/*\r
+===================\r
+=\r
+= PollControls\r
+=\r
+= Gets user or demo input, call once each frame\r
+=\r
+= controlx set between -100 and 100 per tic\r
+= controly\r
+= buttonheld[] the state of the buttons LAST frame\r
+= buttonstate[] the state of the buttons THIS frame\r
+=\r
+===================\r
+*/\r
+\r
+void PollControls (void)\r
+{\r
+ int max,min,i;\r
+ byte buttonbits;\r
+\r
+//\r
+// get timing info for last frame\r
+//\r
+ if (demoplayback)\r
+ {\r
+ while (TimeCount<lasttimecount+DEMOTICS)\r
+ ;\r
+ TimeCount = lasttimecount + DEMOTICS;\r
+ lasttimecount += DEMOTICS;\r
+ tics = DEMOTICS;\r
+ }\r
+ else if (demorecord) // demo recording and playback needs\r
+ { // to be constant\r
+//\r
+// take DEMOTICS or more tics, and modify Timecount to reflect time taken\r
+//\r
+ while (TimeCount<lasttimecount+DEMOTICS)\r
+ ;\r
+ TimeCount = lasttimecount + DEMOTICS;\r
+ lasttimecount += DEMOTICS;\r
+ tics = DEMOTICS;\r
+ }\r
+ else\r
+ CalcTics ();\r
+\r
+ controlx = 0;\r
+ controly = 0;\r
+ memcpy (buttonheld,buttonstate,sizeof(buttonstate));\r
+ memset (buttonstate,0,sizeof(buttonstate));\r
+\r
+ if (demoplayback)\r
+ {\r
+ //\r
+ // read commands from demo buffer\r
+ //\r
+ buttonbits = *demoptr++;\r
+ for (i=0;i<NUMBUTTONS;i++)\r
+ {\r
+ buttonstate[i] = buttonbits&1;\r
+ buttonbits >>= 1;\r
+ }\r
+\r
+ controlx = *demoptr++;\r
+ controly = *demoptr++;\r
+\r
+ if (demoptr == lastdemoptr)\r
+ playstate = ex_completed; // demo is done\r
+\r
+ controlx *= (int)tics;\r
+ controly *= (int)tics;\r
+\r
+ return;\r
+ }\r
+\r
+\r
+//\r
+// get button states\r
+//\r
+ PollKeyboardButtons ();\r
+\r
+ if (mouseenabled)\r
+ PollMouseButtons ();\r
+\r
+ if (joystickenabled)\r
+ PollJoystickButtons ();\r
+\r
+//\r
+// get movements\r
+//\r
+ PollKeyboardMove ();\r
+\r
+ if (mouseenabled)\r
+ PollMouseMove ();\r
+\r
+ if (joystickenabled)\r
+ PollJoystickMove ();\r
+\r
+//\r
+// bound movement to a maximum\r
+//\r
+ max = 100*tics;\r
+ min = -max;\r
+ if (controlx > max)\r
+ controlx = max;\r
+ else if (controlx < min)\r
+ controlx = min;\r
+\r
+ if (controly > max)\r
+ controly = max;\r
+ else if (controly < min)\r
+ controly = min;\r
+\r
+ if (demorecord)\r
+ {\r
+ //\r
+ // save info out to demo buffer\r
+ //\r
+ controlx /= (int)tics;\r
+ controly /= (int)tics;\r
+\r
+ buttonbits = 0;\r
+\r
+ for (i=NUMBUTTONS-1;i>=0;i--)\r
+ {\r
+ buttonbits <<= 1;\r
+ if (buttonstate[i])\r
+ buttonbits |= 1;\r
+ }\r
+\r
+ *demoptr++ = buttonbits;\r
+ *demoptr++ = controlx;\r
+ *demoptr++ = controly;\r
+\r
+ if (demoptr >= lastdemoptr)\r
+ Quit ("Demo buffer overflowed!");\r
+\r
+ controlx *= (int)tics;\r
+ controly *= (int)tics;\r
+ }\r
+}\r
+\r
+\r
+\r
+//==========================================================================\r
+\r
+\r
+\r
+///////////////////////////////////////////////////////////////////////////\r
+//\r
+// CenterWindow() - Generates a window of a given width & height in the\r
+// middle of the screen\r
+//\r
+///////////////////////////////////////////////////////////////////////////\r
+\r
+#define MAXX 320\r
+#define MAXY 160\r
+\r
+void CenterWindow(word w,word h)\r
+{\r
+ FixOfs ();\r
+ US_DrawWindow(((MAXX / 8) - w) / 2,((MAXY / 8) - h) / 2,w,h);\r
+}\r
+\r
+//===========================================================================\r
+\r
+\r
+/*\r
+=====================\r
+=\r
+= CheckKeys\r
+=\r
+=====================\r
+*/\r
+\r
+void CheckKeys (void)\r
+{\r
+ int i;\r
+ byte scan;\r
+ unsigned temp;\r
+\r
+\r
+ if (screenfaded || demoplayback) // don't do anything with a faded screen\r
+ return;\r
+\r
+ scan = LastScan;\r
+\r
+\r
+ #ifdef SPEAR\r
+ //\r
+ // SECRET CHEAT CODE: TAB-G-F10\r
+ //\r
+ if (Keyboard[sc_Tab] &&\r
+ Keyboard[sc_G] &&\r
+ Keyboard[sc_F10])\r
+ {\r
+ WindowH = 160;\r
+ if (godmode)\r
+ {\r
+ Message ("God mode OFF");\r
+ SD_PlaySound (NOBONUSSND);\r
+ }\r
+ else\r
+ {\r
+ Message ("God mode ON");\r
+ SD_PlaySound (ENDBONUS2SND);\r
+ }\r
+\r
+ IN_Ack();\r
+ godmode ^= 1;\r
+ DrawAllPlayBorderSides ();\r
+ IN_ClearKeysDown();\r
+ return;\r
+ }\r
+ #endif\r
+\r
+\r
+ //\r
+ // SECRET CHEAT CODE: 'MLI'\r
+ //\r
+ if (Keyboard[sc_M] &&\r
+ Keyboard[sc_L] &&\r
+ Keyboard[sc_I])\r
+ {\r
+ gamestate.health = 100;\r
+ gamestate.ammo = 99;\r
+ gamestate.keys = 3;\r
+ gamestate.score = 0;\r
+ gamestate.TimeCount += 42000L;\r
+ GiveWeapon (wp_chaingun);\r
+\r
+ DrawWeapon();\r
+ DrawHealth();\r
+ DrawKeys();\r
+ DrawAmmo();\r
+ DrawScore();\r
+\r
+ ClearMemory ();\r
+ CA_CacheGrChunk (STARTFONT+1);\r
+ ClearSplitVWB ();\r
+ VW_ScreenToScreen (displayofs,bufferofs,80,160);\r
+\r
+ Message(STR_CHEATER1"\n"\r
+ STR_CHEATER2"\n\n"\r
+ STR_CHEATER3"\n"\r
+ STR_CHEATER4"\n"\r
+ STR_CHEATER5);\r
+\r
+ UNCACHEGRCHUNK(STARTFONT+1);\r
+ PM_CheckMainMem ();\r
+ IN_ClearKeysDown();\r
+ IN_Ack();\r
+\r
+ DrawAllPlayBorder ();\r
+ }\r
+\r
+ //\r
+ // OPEN UP DEBUG KEYS\r
+ //\r
+#ifndef SPEAR\r
+ if (Keyboard[sc_BackSpace] &&\r
+ Keyboard[sc_LShift] &&\r
+ Keyboard[sc_Alt] &&\r
+ MS_CheckParm("goobers"))\r
+#else\r
+ if (Keyboard[sc_BackSpace] &&\r
+ Keyboard[sc_LShift] &&\r
+ Keyboard[sc_Alt] &&\r
+ MS_CheckParm("debugmode"))\r
+#endif\r
+ {\r
+ ClearMemory ();\r
+ CA_CacheGrChunk (STARTFONT+1);\r
+ ClearSplitVWB ();\r
+ VW_ScreenToScreen (displayofs,bufferofs,80,160);\r
+\r
+ Message("Debugging keys are\nnow available!");\r
+ UNCACHEGRCHUNK(STARTFONT+1);\r
+ PM_CheckMainMem ();\r
+ IN_ClearKeysDown();\r
+ IN_Ack();\r
+\r
+ DrawAllPlayBorderSides ();\r
+ DebugOk=1;\r
+ }\r
+\r
+ //\r
+ // TRYING THE KEEN CHEAT CODE!\r
+ //\r
+ if (Keyboard[sc_B] &&\r
+ Keyboard[sc_A] &&\r
+ Keyboard[sc_T])\r
+ {\r
+ ClearMemory ();\r
+ CA_CacheGrChunk (STARTFONT+1);\r
+ ClearSplitVWB ();\r
+ VW_ScreenToScreen (displayofs,bufferofs,80,160);\r
+\r
+ Message("Commander Keen is also\n"\r
+ "available from Apogee, but\n"\r
+ "then, you already know\n"\r
+ "that - right, Cheatmeister?!");\r
+\r
+ UNCACHEGRCHUNK(STARTFONT+1);\r
+ PM_CheckMainMem ();\r
+ IN_ClearKeysDown();\r
+ IN_Ack();\r
+\r
+ DrawAllPlayBorder ();\r
+ }\r
+\r
+//\r
+// pause key weirdness can't be checked as a scan code\r
+//\r
+ if (Paused)\r
+ {\r
+ bufferofs = displayofs;\r
+ LatchDrawPic (20-4,80-2*8,PAUSEDPIC);\r
+ SD_MusicOff();\r
+ IN_Ack();\r
+ IN_ClearKeysDown ();\r
+ SD_MusicOn();\r
+ Paused = false;\r
+ if (MousePresent)\r
+ Mouse(MDelta); // Clear accumulated mouse movement\r
+ return;\r
+ }\r
+\r
+\r
+//\r
+// F1-F7/ESC to enter control panel\r
+//\r
+ if (\r
+#ifndef DEBCHECK\r
+ scan == sc_F10 ||\r
+#endif\r
+ scan == sc_F9 ||\r
+ scan == sc_F7 ||\r
+ scan == sc_F8) // pop up quit dialog\r
+ {\r
+ ClearMemory ();\r
+ ClearSplitVWB ();\r
+ VW_ScreenToScreen (displayofs,bufferofs,80,160);\r
+ US_ControlPanel(scan);\r
+\r
+ DrawAllPlayBorderSides ();\r
+\r
+ if (scan == sc_F9)\r
+ StartMusic ();\r
+\r
+ PM_CheckMainMem ();\r
+ SETFONTCOLOR(0,15);\r
+ IN_ClearKeysDown();\r
+ return;\r
+ }\r
+\r
+ if ( (scan >= sc_F1 && scan <= sc_F9) || scan == sc_Escape)\r
+ {\r
+ StopMusic ();\r
+ ClearMemory ();\r
+ VW_FadeOut ();\r
+\r
+ US_ControlPanel(scan);\r
+\r
+ SETFONTCOLOR(0,15);\r
+ IN_ClearKeysDown();\r
+ DrawPlayScreen ();\r
+ if (!startgame && !loadedgame)\r
+ {\r
+ VW_FadeIn ();\r
+ StartMusic ();\r
+ }\r
+ if (loadedgame)\r
+ playstate = ex_abort;\r
+ lasttimecount = TimeCount;\r
+ if (MousePresent)\r
+ Mouse(MDelta); // Clear accumulated mouse movement\r
+ PM_CheckMainMem ();\r
+ return;\r
+ }\r
+\r
+//\r
+// TAB-? debug keys\r
+//\r
+ if (Keyboard[sc_Tab] && DebugOk)\r
+ {\r
+ CA_CacheGrChunk (STARTFONT);\r
+ fontnumber=0;\r
+ SETFONTCOLOR(0,15);\r
+ DebugKeys();\r
+ if (MousePresent)\r
+ Mouse(MDelta); // Clear accumulated mouse movement\r
+ lasttimecount = TimeCount;\r
+ return;\r
+ }\r
+\r
+}\r
+\r
+\r
+//===========================================================================\r
+\r
+/*\r
+#############################################################################\r
+\r
+ The objlist data structure\r
+\r
+#############################################################################\r
+\r
+objlist containt structures for every actor currently playing. The structure\r
+is accessed as a linked list starting at *player, ending when ob->next ==\r
+NULL. GetNewObj inserts a new object at the end of the list, meaning that\r
+if an actor spawn another actor, the new one WILL get to think and react the\r
+same frame. RemoveObj unlinks the given object and returns it to the free\r
+list, but does not damage the objects ->next pointer, so if the current object\r
+removes itself, a linked list following loop can still safely get to the\r
+next element.\r
+\r
+<backwardly linked free list>\r
+\r
+#############################################################################\r
+*/\r
+\r
+\r
+/*\r
+=========================\r
+=\r
+= InitActorList\r
+=\r
+= Call to clear out the actor object lists returning them all to the free\r
+= list. Allocates a special spot for the player.\r
+=\r
+=========================\r
+*/\r
+\r
+int objcount;\r
+\r
+void InitActorList (void)\r
+{\r
+ int i;\r
+\r
+//\r
+// init the actor lists\r
+//\r
+ for (i=0;i<MAXACTORS;i++)\r
+ {\r
+ objlist[i].prev = &objlist[i+1];\r
+ objlist[i].next = NULL;\r
+ }\r
+\r
+ objlist[MAXACTORS-1].prev = NULL;\r
+\r
+ objfreelist = &objlist[0];\r
+ lastobj = NULL;\r
+\r
+ objcount = 0;\r
+\r
+//\r
+// give the player the first free spots\r
+//\r
+ GetNewActor ();\r
+ player = new;\r
+\r
+}\r
+\r
+//===========================================================================\r
+\r
+/*\r
+=========================\r
+=\r
+= GetNewActor\r
+=\r
+= Sets the global variable new to point to a free spot in objlist.\r
+= The free spot is inserted at the end of the liked list\r
+=\r
+= When the object list is full, the caller can either have it bomb out ot\r
+= return a dummy object pointer that will never get used\r
+=\r
+=========================\r
+*/\r
+\r
+void GetNewActor (void)\r
+{\r
+ if (!objfreelist)\r
+ Quit ("GetNewActor: No free spots in objlist!");\r
+\r
+ new = objfreelist;\r
+ objfreelist = new->prev;\r
+ memset (new,0,sizeof(*new));\r
+\r
+ if (lastobj)\r
+ lastobj->next = new;\r
+ new->prev = lastobj; // new->next is allready NULL from memset\r
+\r
+ new->active = false;\r
+ lastobj = new;\r
+\r
+ objcount++;\r
+}\r
+\r
+//===========================================================================\r
+\r
+/*\r
+=========================\r
+=\r
+= RemoveObj\r
+=\r
+= Add the given object back into the free list, and unlink it from it's\r
+= neighbors\r
+=\r
+=========================\r
+*/\r
+\r
+void RemoveObj (objtype *gone)\r
+{\r
+ objtype **spotat;\r
+\r
+ if (gone == player)\r
+ Quit ("RemoveObj: Tried to remove the player!");\r
+\r
+ gone->state = NULL;\r
+\r
+//\r
+// fix the next object's back link\r
+//\r
+ if (gone == lastobj)\r
+ lastobj = (objtype *)gone->prev;\r
+ else\r
+ gone->next->prev = gone->prev;\r
+\r
+//\r
+// fix the previous object's forward link\r
+//\r
+ gone->prev->next = gone->next;\r
+\r
+//\r
+// add it back in to the free list\r
+//\r
+ gone->prev = objfreelist;\r
+ objfreelist = gone;\r
+\r
+ objcount--;\r
+}\r
+\r
+/*\r
+=============================================================================\r
+\r
+ MUSIC STUFF\r
+\r
+=============================================================================\r
+*/\r
+\r
+\r
+/*\r
+=================\r
+=\r
+= StopMusic\r
+=\r
+=================\r
+*/\r
+\r
+void StopMusic(void)\r
+{\r
+ int i;\r
+\r
+ SD_MusicOff();\r
+ for (i = 0;i < LASTMUSIC;i++)\r
+ if (audiosegs[STARTMUSIC + i])\r
+ {\r
+ MM_SetPurge(&((memptr)audiosegs[STARTMUSIC + i]),3);\r
+ MM_SetLock(&((memptr)audiosegs[STARTMUSIC + i]),false);\r
+ }\r
+}\r
+\r
+//==========================================================================\r
+\r
+\r
+/*\r
+=================\r
+=\r
+= StartMusic\r
+=\r
+=================\r
+*/\r
+\r
+void StartMusic(void)\r
+{\r
+ musicnames chunk;\r
+\r
+ SD_MusicOff();\r
+ chunk = songs[gamestate.mapon+gamestate.episode*10];\r
+\r
+// if ((chunk == -1) || (MusicMode != smm_AdLib))\r
+//DEBUG control panel return;\r
+\r
+ MM_BombOnError (false);\r
+ CA_CacheAudioChunk(STARTMUSIC + chunk);\r
+ MM_BombOnError (true);\r
+ if (mmerror)\r
+ mmerror = false;\r
+ else\r
+ {\r
+ MM_SetLock(&((memptr)audiosegs[STARTMUSIC + chunk]),true);\r
+ SD_StartMusic((MusicGroup far *)audiosegs[STARTMUSIC + chunk]);\r
+ }\r
+}\r
+\r
+\r
+/*\r
+=============================================================================\r
+\r
+ PALETTE SHIFTING STUFF\r
+\r
+=============================================================================\r
+*/\r
+\r
+#define NUMREDSHIFTS 6\r
+#define REDSTEPS 8\r
+\r
+#define NUMWHITESHIFTS 3\r
+#define WHITESTEPS 20\r
+#define WHITETICS 6\r
+\r
+\r
+byte far redshifts[NUMREDSHIFTS][768];\r
+byte far whiteshifts[NUMREDSHIFTS][768];\r
+\r
+int damagecount,bonuscount;\r
+boolean palshifted;\r
+\r
+extern byte far gamepal;\r
+\r
+/*\r
+=====================\r
+=\r
+= InitRedShifts\r
+=\r
+=====================\r
+*/\r
+\r
+void InitRedShifts (void)\r
+{\r
+ byte far *workptr, far *baseptr;\r
+ int i,j,delta;\r
+\r
+\r
+//\r
+// fade through intermediate frames\r
+//\r
+ for (i=1;i<=NUMREDSHIFTS;i++)\r
+ {\r
+ workptr = (byte far *)&redshifts[i-1][0];\r
+ baseptr = &gamepal;\r
+\r
+ for (j=0;j<=255;j++)\r
+ {\r
+ delta = 64-*baseptr;\r
+ *workptr++ = *baseptr++ + delta * i / REDSTEPS;\r
+ delta = -*baseptr;\r
+ *workptr++ = *baseptr++ + delta * i / REDSTEPS;\r
+ delta = -*baseptr;\r
+ *workptr++ = *baseptr++ + delta * i / REDSTEPS;\r
+ }\r
+ }\r
+\r
+ for (i=1;i<=NUMWHITESHIFTS;i++)\r
+ {\r
+ workptr = (byte far *)&whiteshifts[i-1][0];\r
+ baseptr = &gamepal;\r
+\r
+ for (j=0;j<=255;j++)\r
+ {\r
+ delta = 64-*baseptr;\r
+ *workptr++ = *baseptr++ + delta * i / WHITESTEPS;\r
+ delta = 62-*baseptr;\r
+ *workptr++ = *baseptr++ + delta * i / WHITESTEPS;\r
+ delta = 0-*baseptr;\r
+ *workptr++ = *baseptr++ + delta * i / WHITESTEPS;\r
+ }\r
+ }\r
+}\r
+\r
+\r
+/*\r
+=====================\r
+=\r
+= ClearPaletteShifts\r
+=\r
+=====================\r
+*/\r
+\r
+void ClearPaletteShifts (void)\r
+{\r
+ bonuscount = damagecount = 0;\r
+}\r
+\r
+\r
+/*\r
+=====================\r
+=\r
+= StartBonusFlash\r
+=\r
+=====================\r
+*/\r
+\r
+void StartBonusFlash (void)\r
+{\r
+ bonuscount = NUMWHITESHIFTS*WHITETICS; // white shift palette\r
+}\r
+\r
+\r
+/*\r
+=====================\r
+=\r
+= StartDamageFlash\r
+=\r
+=====================\r
+*/\r
+\r
+void StartDamageFlash (int damage)\r
+{\r
+ damagecount += damage;\r
+}\r
+\r
+\r
+/*\r
+=====================\r
+=\r
+= UpdatePaletteShifts\r
+=\r
+=====================\r
+*/\r
+\r
+void UpdatePaletteShifts (void)\r
+{\r
+ int red,white;\r
+\r
+ if (bonuscount)\r
+ {\r
+ white = bonuscount/WHITETICS +1;\r
+ if (white>NUMWHITESHIFTS)\r
+ white = NUMWHITESHIFTS;\r
+ bonuscount -= tics;\r
+ if (bonuscount < 0)\r
+ bonuscount = 0;\r
+ }\r
+ else\r
+ white = 0;\r
+\r
+\r
+ if (damagecount)\r
+ {\r
+ red = damagecount/10 +1;\r
+ if (red>NUMREDSHIFTS)\r
+ red = NUMREDSHIFTS;\r
+\r
+ damagecount -= tics;\r
+ if (damagecount < 0)\r
+ damagecount = 0;\r
+ }\r
+ else\r
+ red = 0;\r
+\r
+ if (red)\r
+ {\r
+ VW_WaitVBL(1);\r
+ VL_SetPalette (redshifts[red-1]);\r
+ palshifted = true;\r
+ }\r
+ else if (white)\r
+ {\r
+ VW_WaitVBL(1);\r
+ VL_SetPalette (whiteshifts[white-1]);\r
+ palshifted = true;\r
+ }\r
+ else if (palshifted)\r
+ {\r
+ VW_WaitVBL(1);\r
+ VL_SetPalette (&gamepal); // back to normal\r
+ palshifted = false;\r
+ }\r
+}\r
+\r
+\r
+/*\r
+=====================\r
+=\r
+= FinishPaletteShifts\r
+=\r
+= Resets palette to normal if needed\r
+=\r
+=====================\r
+*/\r
+\r
+void FinishPaletteShifts (void)\r
+{\r
+ if (palshifted)\r
+ {\r
+ palshifted = 0;\r
+ VW_WaitVBL(1);\r
+ VL_SetPalette (&gamepal);\r
+ }\r
+}\r
+\r
+\r
+/*\r
+=============================================================================\r
+\r
+ CORE PLAYLOOP\r
+\r
+=============================================================================\r
+*/\r
+\r
+\r
+/*\r
+=====================\r
+=\r
+= DoActor\r
+=\r
+=====================\r
+*/\r
+\r
+void DoActor (objtype *ob)\r
+{\r
+ void (*think)(objtype *);\r
+\r
+ if (!ob->active && !areabyplayer[ob->areanumber])\r
+ return;\r
+\r
+ if (!(ob->flags&(FL_NONMARK|FL_NEVERMARK)) )\r
+ actorat[ob->tilex][ob->tiley] = NULL;\r
+\r
+//\r
+// non transitional object\r
+//\r
+\r
+ if (!ob->ticcount)\r
+ {\r
+ think = ob->state->think;\r
+ if (think)\r
+ {\r
+ think (ob);\r
+ if (!ob->state)\r
+ {\r
+ RemoveObj (ob);\r
+ return;\r
+ }\r
+ }\r
+\r
+ if (ob->flags&FL_NEVERMARK)\r
+ return;\r
+\r
+ if ( (ob->flags&FL_NONMARK) && actorat[ob->tilex][ob->tiley])\r
+ return;\r
+\r
+ actorat[ob->tilex][ob->tiley] = ob;\r
+ return;\r
+ }\r
+\r
+//\r
+// transitional object\r
+//\r
+ ob->ticcount-=tics;\r
+ while ( ob->ticcount <= 0)\r
+ {\r
+ think = ob->state->action; // end of state action\r
+ if (think)\r
+ {\r
+ think (ob);\r
+ if (!ob->state)\r
+ {\r
+ RemoveObj (ob);\r
+ return;\r
+ }\r
+ }\r
+\r
+ ob->state = ob->state->next;\r
+\r
+ if (!ob->state)\r
+ {\r
+ RemoveObj (ob);\r
+ return;\r
+ }\r
+\r
+ if (!ob->state->tictime)\r
+ {\r
+ ob->ticcount = 0;\r
+ goto think;\r
+ }\r
+\r
+ ob->ticcount += ob->state->tictime;\r
+ }\r
+\r
+think:\r
+ //\r
+ // think\r
+ //\r
+ think = ob->state->think;\r
+ if (think)\r
+ {\r
+ think (ob);\r
+ if (!ob->state)\r
+ {\r
+ RemoveObj (ob);\r
+ return;\r
+ }\r
+ }\r
+\r
+ if (ob->flags&FL_NEVERMARK)\r
+ return;\r
+\r
+ if ( (ob->flags&FL_NONMARK) && actorat[ob->tilex][ob->tiley])\r
+ return;\r
+\r
+ actorat[ob->tilex][ob->tiley] = ob;\r
+}\r
+\r
+//==========================================================================\r
+\r
+\r
+/*\r
+===================\r
+=\r
+= PlayLoop\r
+=\r
+===================\r
+*/\r
+long funnyticount;\r
+\r
+\r
+void PlayLoop (void)\r
+{\r
+ int give;\r
+ int helmetangle;\r
+\r
+ playstate = TimeCount = lasttimecount = 0;\r
+ frameon = 0;\r
+ running = false;\r
+ anglefrac = 0;\r
+ facecount = 0;\r
+ funnyticount = 0;\r
+ memset (buttonstate,0,sizeof(buttonstate));\r
+ ClearPaletteShifts ();\r
+\r
+ if (MousePresent)\r
+ Mouse(MDelta); // Clear accumulated mouse movement\r
+\r
+ if (demoplayback)\r
+ IN_StartAck ();\r
+\r
+ do\r
+ {\r
+ if (virtualreality)\r
+ {\r
+ helmetangle = peek (0x40,0xf0);\r
+ player->angle += helmetangle;\r
+ if (player->angle >= ANGLES)\r
+ player->angle -= ANGLES;\r
+ }\r
+\r
+\r
+ PollControls();\r
+\r
+//\r
+// actor thinking\r
+//\r
+ madenoise = false;\r
+\r
+ MoveDoors ();\r
+ MovePWalls ();\r
+\r
+ for (obj = player;obj;obj = obj->next)\r
+ DoActor (obj);\r
+\r
+ UpdatePaletteShifts ();\r
+\r
+ ThreeDRefresh ();\r
+\r
+ //\r
+ // MAKE FUNNY FACE IF BJ DOESN'T MOVE FOR AWHILE\r
+ //\r
+ #ifdef SPEAR\r
+ funnyticount += tics;\r
+ if (funnyticount > 30l*70)\r
+ {\r
+ funnyticount = 0;\r
+ StatusDrawPic (17,4,BJWAITING1PIC+(US_RndT()&1));\r
+ facecount = 0;\r
+ }\r
+ #endif\r
+\r
+ gamestate.TimeCount+=tics;\r
+\r
+ SD_Poll ();\r
+ UpdateSoundLoc(); // JAB\r
+\r
+ if (screenfaded)\r
+ VW_FadeIn ();\r
+\r
+ CheckKeys();\r
+\r
+//\r
+// debug aids\r
+//\r
+ if (singlestep)\r
+ {\r
+ VW_WaitVBL(14);\r
+ lasttimecount = TimeCount;\r
+ }\r
+ if (extravbls)\r
+ VW_WaitVBL(extravbls);\r
+\r
+ if (demoplayback)\r
+ {\r
+ if (IN_CheckAck ())\r
+ {\r
+ IN_ClearKeysDown ();\r
+ playstate = ex_abort;\r
+ }\r
+ }\r
+\r
+\r
+ if (virtualreality)\r
+ {\r
+ player->angle -= helmetangle;\r
+ if (player->angle < 0)\r
+ player->angle += ANGLES;\r
+ }\r
+\r
+ }while (!playstate && !startgame);\r
+\r
+ if (playstate != ex_died)\r
+ FinishPaletteShifts ();\r
+}\r
+\r
--- /dev/null
+// WL_SCALE.C\r
+\r
+#include "WL_DEF.H"\r
+#pragma hdrstop\r
+\r
+#define OP_RETF 0xcb\r
+\r
+/*\r
+=============================================================================\r
+\r
+ GLOBALS\r
+\r
+=============================================================================\r
+*/\r
+\r
+t_compscale _seg *scaledirectory[MAXSCALEHEIGHT+1];\r
+long fullscalefarcall[MAXSCALEHEIGHT+1];\r
+\r
+int maxscale,maxscaleshl2;\r
+\r
+boolean insetupscaling;\r
+\r
+/*\r
+=============================================================================\r
+\r
+ LOCALS\r
+\r
+=============================================================================\r
+*/\r
+\r
+t_compscale _seg *work;\r
+unsigned BuildCompScale (int height, memptr *finalspot);\r
+\r
+int stepbytwo;\r
+\r
+//===========================================================================\r
+\r
+/*\r
+==============\r
+=\r
+= BadScale\r
+=\r
+==============\r
+*/\r
+\r
+void far BadScale (void)\r
+{\r
+ Quit ("BadScale called!");\r
+}\r
+\r
+\r
+/*\r
+==========================\r
+=\r
+= SetupScaling\r
+=\r
+==========================\r
+*/\r
+\r
+void SetupScaling (int maxscaleheight)\r
+{\r
+ int i,x,y;\r
+ byte far *dest;\r
+\r
+ insetupscaling = true;\r
+\r
+ maxscaleheight/=2; // one scaler every two pixels\r
+\r
+ maxscale = maxscaleheight-1;\r
+ maxscaleshl2 = maxscale<<2;\r
+\r
+//\r
+// free up old scalers\r
+//\r
+ for (i=1;i<MAXSCALEHEIGHT;i++)\r
+ {\r
+ if (scaledirectory[i])\r
+ MM_FreePtr (&(memptr)scaledirectory[i]);\r
+ if (i>=stepbytwo)\r
+ i += 2;\r
+ }\r
+ memset (scaledirectory,0,sizeof(scaledirectory));\r
+\r
+ MM_SortMem ();\r
+\r
+//\r
+// build the compiled scalers\r
+//\r
+ stepbytwo = viewheight/2; // save space by double stepping\r
+ MM_GetPtr (&(memptr)work,20000);\r
+\r
+ for (i=1;i<=maxscaleheight;i++)\r
+ {\r
+ BuildCompScale (i*2,&(memptr)scaledirectory[i]);\r
+ if (i>=stepbytwo)\r
+ i+= 2;\r
+ }\r
+ MM_FreePtr (&(memptr)work);\r
+\r
+//\r
+// compact memory and lock down scalers\r
+//\r
+ MM_SortMem ();\r
+ for (i=1;i<=maxscaleheight;i++)\r
+ {\r
+ MM_SetLock (&(memptr)scaledirectory[i],true);\r
+ fullscalefarcall[i] = (unsigned)scaledirectory[i];\r
+ fullscalefarcall[i] <<=16;\r
+ fullscalefarcall[i] += scaledirectory[i]->codeofs[0];\r
+ if (i>=stepbytwo)\r
+ {\r
+ scaledirectory[i+1] = scaledirectory[i];\r
+ fullscalefarcall[i+1] = fullscalefarcall[i];\r
+ scaledirectory[i+2] = scaledirectory[i];\r
+ fullscalefarcall[i+2] = fullscalefarcall[i];\r
+ i+=2;\r
+ }\r
+ }\r
+ scaledirectory[0] = scaledirectory[1];\r
+ fullscalefarcall[0] = fullscalefarcall[1];\r
+\r
+//\r
+// check for oversize wall drawing\r
+//\r
+ for (i=maxscaleheight;i<MAXSCALEHEIGHT;i++)\r
+ fullscalefarcall[i] = (long)BadScale;\r
+\r
+ insetupscaling = false;\r
+}\r
+\r
+//===========================================================================\r
+\r
+/*\r
+========================\r
+=\r
+= BuildCompScale\r
+=\r
+= Builds a compiled scaler object that will scale a 64 tall object to\r
+= the given height (centered vertically on the screen)\r
+=\r
+= height should be even\r
+=\r
+= Call with\r
+= ---------\r
+= DS:SI Source for scale\r
+= ES:DI Dest for scale\r
+=\r
+= Calling the compiled scaler only destroys AL\r
+=\r
+========================\r
+*/\r
+\r
+unsigned BuildCompScale (int height, memptr *finalspot)\r
+{\r
+ byte far *code;\r
+\r
+ int i;\r
+ long fix,step;\r
+ unsigned src,totalscaled,totalsize;\r
+ int startpix,endpix,toppix;\r
+\r
+\r
+ step = ((long)height<<16) / 64;\r
+ code = &work->code[0];\r
+ toppix = (viewheight-height)/2;\r
+ fix = 0;\r
+\r
+ for (src=0;src<=64;src++)\r
+ {\r
+ startpix = fix>>16;\r
+ fix += step;\r
+ endpix = fix>>16;\r
+\r
+ if (endpix>startpix)\r
+ work->width[src] = endpix-startpix;\r
+ else\r
+ work->width[src] = 0;\r
+\r
+//\r
+// mark the start of the code\r
+//\r
+ work->codeofs[src] = FP_OFF(code);\r
+\r
+//\r
+// compile some code if the source pixel generates any screen pixels\r
+//\r
+ startpix+=toppix;\r
+ endpix+=toppix;\r
+\r
+ if (startpix == endpix || endpix < 0 || startpix >= viewheight || src == 64)\r
+ continue;\r
+\r
+ //\r
+ // mov al,[si+src]\r
+ //\r
+ *code++ = 0x8a;\r
+ *code++ = 0x44;\r
+ *code++ = src;\r
+\r
+ for (;startpix<endpix;startpix++)\r
+ {\r
+ if (startpix >= viewheight)\r
+ break; // off the bottom of the view area\r
+ if (startpix < 0)\r
+ continue; // not into the view area\r
+\r
+ //\r
+ // mov [es:di+heightofs],al\r
+ //\r
+ *code++ = 0x26;\r
+ *code++ = 0x88;\r
+ *code++ = 0x85;\r
+ *((unsigned far *)code)++ = startpix*SCREENBWIDE;\r
+ }\r
+\r
+ }\r
+\r
+//\r
+// retf\r
+//\r
+ *code++ = 0xcb;\r
+\r
+ totalsize = FP_OFF(code);\r
+ MM_GetPtr (finalspot,totalsize);\r
+ _fmemcpy ((byte _seg *)(*finalspot),(byte _seg *)work,totalsize);\r
+\r
+ return totalsize;\r
+}\r
+\r
+\r
+/*\r
+=======================\r
+=\r
+= ScaleLine\r
+=\r
+= linescale should have the high word set to the segment of the scaler\r
+=\r
+=======================\r
+*/\r
+\r
+extern int slinex,slinewidth;\r
+extern unsigned far *linecmds;\r
+extern long linescale;\r
+extern unsigned maskword;\r
+\r
+byte mask1,mask2,mask3;\r
+\r
+\r
+void near ScaleLine (void)\r
+{\r
+asm mov cx,WORD PTR [linescale+2]\r
+asm mov es,cx // segment of scaler\r
+\r
+asm mov bp,WORD PTR [linecmds]\r
+asm mov dx,SC_INDEX+1 // to set SC_MAPMASK\r
+\r
+asm mov bx,[slinex]\r
+asm mov di,bx\r
+asm shr di,1 // X in bytes\r
+asm shr di,1\r
+asm add di,[bufferofs]\r
+asm and bx,3\r
+/* begin 8086 hack\r
+asm shl bx,3\r
+*/\r
+asm push cx\r
+asm mov cl,3\r
+asm shl bx,cl\r
+asm pop cx\r
+/* end 8086 hack */\r
+asm add bx,[slinewidth] // bx = (pixel*8+pixwidth)\r
+asm mov al,BYTE [mapmasks3-1+bx] // -1 because pixwidth of 1 is first\r
+asm mov ds,WORD PTR [linecmds+2]\r
+asm or al,al\r
+asm jz notthreebyte // scale across three bytes\r
+asm jmp threebyte\r
+notthreebyte:\r
+asm mov al,BYTE PTR ss:[mapmasks2-1+bx] // -1 because pixwidth of 1 is first\r
+asm or al,al\r
+asm jnz twobyte // scale across two bytes\r
+\r
+//\r
+// one byte scaling\r
+//\r
+asm mov al,BYTE PTR ss:[mapmasks1-1+bx] // -1 because pixwidth of 1 is first\r
+asm out dx,al // set map mask register\r
+\r
+scalesingle:\r
+\r
+asm mov bx,[ds:bp] // table location of rtl to patch\r
+asm or bx,bx\r
+asm jz linedone // 0 signals end of segment list\r
+asm mov bx,[es:bx]\r
+asm mov dl,[es:bx] // save old value\r
+asm mov BYTE PTR es:[bx],OP_RETF // patch a RETF in\r
+asm mov si,[ds:bp+4] // table location of entry spot\r
+asm mov ax,[es:si]\r
+asm mov WORD PTR ss:[linescale],ax // call here to start scaling\r
+asm mov si,[ds:bp+2] // corrected top of shape for this segment\r
+asm add bp,6 // next segment list\r
+\r
+asm mov ax,SCREENSEG\r
+asm mov es,ax\r
+asm call ss:[linescale] // scale the segment of pixels\r
+\r
+asm mov es,cx // segment of scaler\r
+asm mov BYTE PTR es:[bx],dl // unpatch the RETF\r
+asm jmp scalesingle // do the next segment\r
+\r
+\r
+//\r
+// done\r
+//\r
+linedone:\r
+asm mov ax,ss\r
+asm mov ds,ax\r
+return;\r
+\r
+//\r
+// two byte scaling\r
+//\r
+twobyte:\r
+asm mov ss:[mask2],al\r
+asm mov al,BYTE PTR ss:[mapmasks1-1+bx] // -1 because pixwidth of 1 is first\r
+asm mov ss:[mask1],al\r
+\r
+scaledouble:\r
+\r
+asm mov bx,[ds:bp] // table location of rtl to patch\r
+asm or bx,bx\r
+asm jz linedone // 0 signals end of segment list\r
+asm mov bx,[es:bx]\r
+asm mov cl,[es:bx] // save old value\r
+asm mov BYTE PTR es:[bx],OP_RETF // patch a RETF in\r
+asm mov si,[ds:bp+4] // table location of entry spot\r
+asm mov ax,[es:si]\r
+asm mov WORD PTR ss:[linescale],ax // call here to start scaling\r
+asm mov si,[ds:bp+2] // corrected top of shape for this segment\r
+asm add bp,6 // next segment list\r
+\r
+asm mov ax,SCREENSEG\r
+asm mov es,ax\r
+asm mov al,ss:[mask1]\r
+asm out dx,al // set map mask register\r
+asm call ss:[linescale] // scale the segment of pixels\r
+asm inc di\r
+asm mov al,ss:[mask2]\r
+asm out dx,al // set map mask register\r
+asm call ss:[linescale] // scale the segment of pixels\r
+asm dec di\r
+\r
+asm mov es,WORD PTR ss:[linescale+2] // segment of scaler\r
+asm mov BYTE PTR es:[bx],cl // unpatch the RETF\r
+asm jmp scaledouble // do the next segment\r
+\r
+\r
+//\r
+// three byte scaling\r
+//\r
+threebyte:\r
+asm mov ss:[mask3],al\r
+asm mov al,BYTE PTR ss:[mapmasks2-1+bx] // -1 because pixwidth of 1 is first\r
+asm mov ss:[mask2],al\r
+asm mov al,BYTE PTR ss:[mapmasks1-1+bx] // -1 because pixwidth of 1 is first\r
+asm mov ss:[mask1],al\r
+\r
+scaletriple:\r
+\r
+asm mov bx,[ds:bp] // table location of rtl to patch\r
+asm or bx,bx\r
+asm jz linedone // 0 signals end of segment list\r
+asm mov bx,[es:bx]\r
+asm mov cl,[es:bx] // save old value\r
+asm mov BYTE PTR es:[bx],OP_RETF // patch a RETF in\r
+asm mov si,[ds:bp+4] // table location of entry spot\r
+asm mov ax,[es:si]\r
+asm mov WORD PTR ss:[linescale],ax // call here to start scaling\r
+asm mov si,[ds:bp+2] // corrected top of shape for this segment\r
+asm add bp,6 // next segment list\r
+\r
+asm mov ax,SCREENSEG\r
+asm mov es,ax\r
+asm mov al,ss:[mask1]\r
+asm out dx,al // set map mask register\r
+asm call ss:[linescale] // scale the segment of pixels\r
+asm inc di\r
+asm mov al,ss:[mask2]\r
+asm out dx,al // set map mask register\r
+asm call ss:[linescale] // scale the segment of pixels\r
+asm inc di\r
+asm mov al,ss:[mask3]\r
+asm out dx,al // set map mask register\r
+asm call ss:[linescale] // scale the segment of pixels\r
+asm dec di\r
+asm dec di\r
+\r
+asm mov es,WORD PTR ss:[linescale+2] // segment of scaler\r
+asm mov BYTE PTR es:[bx],cl // unpatch the RETF\r
+asm jmp scaletriple // do the next segment\r
+\r
+\r
+}\r
+\r
+\r
+/*\r
+=======================\r
+=\r
+= ScaleShape\r
+=\r
+= Draws a compiled shape at [scale] pixels high\r
+=\r
+= each vertical line of the shape has a pointer to segment data:\r
+= end of segment pixel*2 (0 terminates line) used to patch rtl in scaler\r
+= top of virtual line with segment in proper place\r
+= start of segment pixel*2, used to jsl into compiled scaler\r
+= <repeat>\r
+=\r
+= Setup for call\r
+= --------------\r
+= GC_MODE read mode 1, write mode 2\r
+= GC_COLORDONTCARE set to 0, so all reads from video memory return 0xff\r
+= GC_INDEX pointing at GC_BITMASK\r
+=\r
+=======================\r
+*/\r
+\r
+static long longtemp;\r
+\r
+void ScaleShape (int xcenter, int shapenum, unsigned height)\r
+{\r
+ t_compshape _seg *shape;\r
+ t_compscale _seg *comptable;\r
+ unsigned scale,srcx,stopx,tempx;\r
+ int t;\r
+ unsigned far *cmdptr;\r
+ boolean leftvis,rightvis;\r
+\r
+\r
+ shape = PM_GetSpritePage (shapenum);\r
+\r
+ scale = height>>3; // low three bits are fractional\r
+ if (!scale || scale>maxscale)\r
+ return; // too close or far away\r
+ comptable = scaledirectory[scale];\r
+\r
+ *(((unsigned *)&linescale)+1)=(unsigned)comptable; // seg of far call\r
+ *(((unsigned *)&linecmds)+1)=(unsigned)shape; // seg of shape\r
+\r
+//\r
+// scale to the left (from pixel 31 to shape->leftpix)\r
+//\r
+ srcx = 32;\r
+ slinex = xcenter;\r
+ stopx = shape->leftpix;\r
+ cmdptr = &shape->dataofs[31-stopx];\r
+\r
+ while ( --srcx >=stopx && slinex>0)\r
+ {\r
+ (unsigned)linecmds = *cmdptr--;\r
+ if ( !(slinewidth = comptable->width[srcx]) )\r
+ continue;\r
+\r
+ if (slinewidth == 1)\r
+ {\r
+ slinex--;\r
+ if (slinex<viewwidth)\r
+ {\r
+ if (wallheight[slinex] >= height)\r
+ continue; // obscured by closer wall\r
+ ScaleLine ();\r
+ }\r
+ continue;\r
+ }\r
+\r
+ //\r
+ // handle multi pixel lines\r
+ //\r
+ if (slinex>viewwidth)\r
+ {\r
+ slinex -= slinewidth;\r
+ slinewidth = viewwidth-slinex;\r
+ if (slinewidth<1)\r
+ continue; // still off the right side\r
+ }\r
+ else\r
+ {\r
+ if (slinewidth>slinex)\r
+ slinewidth = slinex;\r
+ slinex -= slinewidth;\r
+ }\r
+\r
+\r
+ leftvis = (wallheight[slinex] < height);\r
+ rightvis = (wallheight[slinex+slinewidth-1] < height);\r
+\r
+ if (leftvis)\r
+ {\r
+ if (rightvis)\r
+ ScaleLine ();\r
+ else\r
+ {\r
+ while (wallheight[slinex+slinewidth-1] >= height)\r
+ slinewidth--;\r
+ ScaleLine ();\r
+ }\r
+ }\r
+ else\r
+ {\r
+ if (!rightvis)\r
+ continue; // totally obscured\r
+\r
+ while (wallheight[slinex] >= height)\r
+ {\r
+ slinex++;\r
+ slinewidth--;\r
+ }\r
+ ScaleLine ();\r
+ break; // the rest of the shape is gone\r
+ }\r
+ }\r
+\r
+\r
+//\r
+// scale to the right\r
+//\r
+ slinex = xcenter;\r
+ stopx = shape->rightpix;\r
+ if (shape->leftpix<31)\r
+ {\r
+ srcx = 31;\r
+ cmdptr = &shape->dataofs[32-shape->leftpix];\r
+ }\r
+ else\r
+ {\r
+ srcx = shape->leftpix-1;\r
+ cmdptr = &shape->dataofs[0];\r
+ }\r
+ slinewidth = 0;\r
+\r
+ while ( ++srcx <= stopx && (slinex+=slinewidth)<viewwidth)\r
+ {\r
+ (unsigned)linecmds = *cmdptr++;\r
+ if ( !(slinewidth = comptable->width[srcx]) )\r
+ continue;\r
+\r
+ if (slinewidth == 1)\r
+ {\r
+ if (slinex>=0 && wallheight[slinex] < height)\r
+ {\r
+ ScaleLine ();\r
+ }\r
+ continue;\r
+ }\r
+\r
+ //\r
+ // handle multi pixel lines\r
+ //\r
+ if (slinex<0)\r
+ {\r
+ if (slinewidth <= -slinex)\r
+ continue; // still off the left edge\r
+\r
+ slinewidth += slinex;\r
+ slinex = 0;\r
+ }\r
+ else\r
+ {\r
+ if (slinex + slinewidth > viewwidth)\r
+ slinewidth = viewwidth-slinex;\r
+ }\r
+\r
+\r
+ leftvis = (wallheight[slinex] < height);\r
+ rightvis = (wallheight[slinex+slinewidth-1] < height);\r
+\r
+ if (leftvis)\r
+ {\r
+ if (rightvis)\r
+ {\r
+ ScaleLine ();\r
+ }\r
+ else\r
+ {\r
+ while (wallheight[slinex+slinewidth-1] >= height)\r
+ slinewidth--;\r
+ ScaleLine ();\r
+ break; // the rest of the shape is gone\r
+ }\r
+ }\r
+ else\r
+ {\r
+ if (rightvis)\r
+ {\r
+ while (wallheight[slinex] >= height)\r
+ {\r
+ slinex++;\r
+ slinewidth--;\r
+ }\r
+ ScaleLine ();\r
+ }\r
+ else\r
+ continue; // totally obscured\r
+ }\r
+ }\r
+}\r
+\r
+\r
+\r
+/*\r
+=======================\r
+=\r
+= SimpleScaleShape\r
+=\r
+= NO CLIPPING, height in pixels\r
+=\r
+= Draws a compiled shape at [scale] pixels high\r
+=\r
+= each vertical line of the shape has a pointer to segment data:\r
+= end of segment pixel*2 (0 terminates line) used to patch rtl in scaler\r
+= top of virtual line with segment in proper place\r
+= start of segment pixel*2, used to jsl into compiled scaler\r
+= <repeat>\r
+=\r
+= Setup for call\r
+= --------------\r
+= GC_MODE read mode 1, write mode 2\r
+= GC_COLORDONTCARE set to 0, so all reads from video memory return 0xff\r
+= GC_INDEX pointing at GC_BITMASK\r
+=\r
+=======================\r
+*/\r
+\r
+void SimpleScaleShape (int xcenter, int shapenum, unsigned height)\r
+{\r
+ t_compshape _seg *shape;\r
+ t_compscale _seg *comptable;\r
+ unsigned scale,srcx,stopx,tempx;\r
+ int t;\r
+ unsigned far *cmdptr;\r
+ boolean leftvis,rightvis;\r
+\r
+\r
+ shape = PM_GetSpritePage (shapenum);\r
+\r
+ scale = height>>1;\r
+ comptable = scaledirectory[scale];\r
+\r
+ *(((unsigned *)&linescale)+1)=(unsigned)comptable; // seg of far call\r
+ *(((unsigned *)&linecmds)+1)=(unsigned)shape; // seg of shape\r
+\r
+//\r
+// scale to the left (from pixel 31 to shape->leftpix)\r
+//\r
+ srcx = 32;\r
+ slinex = xcenter;\r
+ stopx = shape->leftpix;\r
+ cmdptr = &shape->dataofs[31-stopx];\r
+\r
+ while ( --srcx >=stopx )\r
+ {\r
+ (unsigned)linecmds = *cmdptr--;\r
+ if ( !(slinewidth = comptable->width[srcx]) )\r
+ continue;\r
+\r
+ slinex -= slinewidth;\r
+ ScaleLine ();\r
+ }\r
+\r
+\r
+//\r
+// scale to the right\r
+//\r
+ slinex = xcenter;\r
+ stopx = shape->rightpix;\r
+ if (shape->leftpix<31)\r
+ {\r
+ srcx = 31;\r
+ cmdptr = &shape->dataofs[32-shape->leftpix];\r
+ }\r
+ else\r
+ {\r
+ srcx = shape->leftpix-1;\r
+ cmdptr = &shape->dataofs[0];\r
+ }\r
+ slinewidth = 0;\r
+\r
+ while ( ++srcx <= stopx )\r
+ {\r
+ (unsigned)linecmds = *cmdptr++;\r
+ if ( !(slinewidth = comptable->width[srcx]) )\r
+ continue;\r
+\r
+ ScaleLine ();\r
+ slinex+=slinewidth;\r
+ }\r
+}\r
+\r
+\r
+\r
+\r
+//\r
+// bit mask tables for drawing scaled strips up to eight pixels wide\r
+//\r
+// down here so the STUPID inline assembler doesn't get confused!\r
+//\r
+\r
+\r
+byte mapmasks1[4][8] = {\r
+{1 ,3 ,7 ,15,15,15,15,15},\r
+{2 ,6 ,14,14,14,14,14,14},\r
+{4 ,12,12,12,12,12,12,12},\r
+{8 ,8 ,8 ,8 ,8 ,8 ,8 ,8} };\r
+\r
+byte mapmasks2[4][8] = {\r
+{0 ,0 ,0 ,0 ,1 ,3 ,7 ,15},\r
+{0 ,0 ,0 ,1 ,3 ,7 ,15,15},\r
+{0 ,0 ,1 ,3 ,7 ,15,15,15},\r
+{0 ,1 ,3 ,7 ,15,15,15,15} };\r
+\r
+byte mapmasks3[4][8] = {\r
+{0 ,0 ,0 ,0 ,0 ,0 ,0 ,0},\r
+{0 ,0 ,0 ,0 ,0 ,0 ,0 ,1},\r
+{0 ,0 ,0 ,0 ,0 ,0 ,1 ,3},\r
+{0 ,0 ,0 ,0 ,0 ,1 ,3 ,7} };\r
+\r
+\r
+unsigned wordmasks[8][8] = {\r
+{0x0080,0x00c0,0x00e0,0x00f0,0x00f8,0x00fc,0x00fe,0x00ff},\r
+{0x0040,0x0060,0x0070,0x0078,0x007c,0x007e,0x007f,0x807f},\r
+{0x0020,0x0030,0x0038,0x003c,0x003e,0x003f,0x803f,0xc03f},\r
+{0x0010,0x0018,0x001c,0x001e,0x001f,0x801f,0xc01f,0xe01f},\r
+{0x0008,0x000c,0x000e,0x000f,0x800f,0xc00f,0xe00f,0xf00f},\r
+{0x0004,0x0006,0x0007,0x8007,0xc007,0xe007,0xf007,0xf807},\r
+{0x0002,0x0003,0x8003,0xc003,0xe003,0xf003,0xf803,0xfc03},\r
+{0x0001,0x8001,0xc001,0xe001,0xf001,0xf801,0xfc01,0xfe01} };\r
+\r
+int slinex,slinewidth;\r
+unsigned far *linecmds;\r
+long linescale;\r
+unsigned maskword;\r
+\r
--- /dev/null
+// WL_STATE.C\r
+\r
+#include "WL_DEF.H"\r
+#pragma hdrstop\r
+\r
+/*\r
+=============================================================================\r
+\r
+ LOCAL CONSTANTS\r
+\r
+=============================================================================\r
+*/\r
+\r
+\r
+/*\r
+=============================================================================\r
+\r
+ GLOBAL VARIABLES\r
+\r
+=============================================================================\r
+*/\r
+\r
+\r
+dirtype opposite[9] =\r
+ {west,southwest,south,southeast,east,northeast,north,northwest,nodir};\r
+\r
+dirtype diagonal[9][9] =\r
+{\r
+/* east */ {nodir,nodir,northeast,nodir,nodir,nodir,southeast,nodir,nodir},\r
+ {nodir,nodir,nodir,nodir,nodir,nodir,nodir,nodir,nodir},\r
+/* north */ {northeast,nodir,nodir,nodir,northwest,nodir,nodir,nodir,nodir},\r
+ {nodir,nodir,nodir,nodir,nodir,nodir,nodir,nodir,nodir},\r
+/* west */ {nodir,nodir,northwest,nodir,nodir,nodir,southwest,nodir,nodir},\r
+ {nodir,nodir,nodir,nodir,nodir,nodir,nodir,nodir,nodir},\r
+/* south */ {southeast,nodir,nodir,nodir,southwest,nodir,nodir,nodir,nodir},\r
+ {nodir,nodir,nodir,nodir,nodir,nodir,nodir,nodir,nodir},\r
+ {nodir,nodir,nodir,nodir,nodir,nodir,nodir,nodir,nodir}\r
+};\r
+\r
+\r
+\r
+void SpawnNewObj (unsigned tilex, unsigned tiley, statetype *state);\r
+void NewState (objtype *ob, statetype *state);\r
+\r
+boolean TryWalk (objtype *ob);\r
+void MoveObj (objtype *ob, long move);\r
+\r
+void KillActor (objtype *ob);\r
+void DamageActor (objtype *ob, unsigned damage);\r
+\r
+boolean CheckLine (objtype *ob);\r
+void FirstSighting (objtype *ob);\r
+boolean CheckSight (objtype *ob);\r
+\r
+/*\r
+=============================================================================\r
+\r
+ LOCAL VARIABLES\r
+\r
+=============================================================================\r
+*/\r
+\r
+\r
+\r
+//===========================================================================\r
+\r
+\r
+/*\r
+===================\r
+=\r
+= SpawnNewObj\r
+=\r
+= Spaws a new actor at the given TILE coordinates, with the given state, and\r
+= the given size in GLOBAL units.\r
+=\r
+= new = a pointer to an initialized new actor\r
+=\r
+===================\r
+*/\r
+\r
+void SpawnNewObj (unsigned tilex, unsigned tiley, statetype *state)\r
+{\r
+ GetNewActor ();\r
+ new->state = state;\r
+ if (state->tictime)\r
+ new->ticcount = US_RndT () % state->tictime;\r
+ else\r
+ new->ticcount = 0;\r
+\r
+ new->tilex = tilex;\r
+ new->tiley = tiley;\r
+ new->x = ((long)tilex<<TILESHIFT)+TILEGLOBAL/2;\r
+ new->y = ((long)tiley<<TILESHIFT)+TILEGLOBAL/2;\r
+ new->dir = nodir;\r
+\r
+ actorat[tilex][tiley] = new;\r
+ new->areanumber =\r
+ *(mapsegs[0] + farmapylookup[new->tiley]+new->tilex) - AREATILE;\r
+}\r
+\r
+\r
+\r
+/*\r
+===================\r
+=\r
+= NewState\r
+=\r
+= Changes ob to a new state, setting ticcount to the max for that state\r
+=\r
+===================\r
+*/\r
+\r
+void NewState (objtype *ob, statetype *state)\r
+{\r
+ ob->state = state;\r
+ ob->ticcount = state->tictime;\r
+}\r
+\r
+\r
+\r
+/*\r
+=============================================================================\r
+\r
+ ENEMY TILE WORLD MOVEMENT CODE\r
+\r
+=============================================================================\r
+*/\r
+\r
+\r
+/*\r
+==================================\r
+=\r
+= TryWalk\r
+=\r
+= Attempts to move ob in its current (ob->dir) direction.\r
+=\r
+= If blocked by either a wall or an actor returns FALSE\r
+=\r
+= If move is either clear or blocked only by a door, returns TRUE and sets\r
+=\r
+= ob->tilex = new destination\r
+= ob->tiley\r
+= ob->areanumber = the floor tile number (0-(NUMAREAS-1)) of destination\r
+= ob->distance = TILEGLOBAl, or -doornumber if a door is blocking the way\r
+=\r
+= If a door is in the way, an OpenDoor call is made to start it opening.\r
+= The actor code should wait until\r
+= doorobjlist[-ob->distance].action = dr_open, meaning the door has been\r
+= fully opened\r
+=\r
+==================================\r
+*/\r
+\r
+#define CHECKDIAG(x,y) \\r
+{ \\r
+ temp=(unsigned)actorat[x][y]; \\r
+ if (temp) \\r
+ { \\r
+ if (temp<256) \\r
+ return false; \\r
+ if (((objtype *)temp)->flags&FL_SHOOTABLE) \\r
+ return false; \\r
+ } \\r
+}\r
+\r
+#define CHECKSIDE(x,y) \\r
+{ \\r
+ temp=(unsigned)actorat[x][y]; \\r
+ if (temp) \\r
+ { \\r
+ if (temp<128) \\r
+ return false; \\r
+ if (temp<256) \\r
+ doornum = temp&63; \\r
+ else if (((objtype *)temp)->flags&FL_SHOOTABLE)\\r
+ return false; \\r
+ } \\r
+}\r
+\r
+\r
+boolean TryWalk (objtype *ob)\r
+{\r
+ int doornum;\r
+ unsigned temp;\r
+\r
+ doornum = -1;\r
+\r
+ if (ob->obclass == inertobj)\r
+ {\r
+ switch (ob->dir)\r
+ {\r
+ case north:\r
+ ob->tiley--;\r
+ break;\r
+\r
+ case northeast:\r
+ ob->tilex++;\r
+ ob->tiley--;\r
+ break;\r
+\r
+ case east:\r
+ ob->tilex++;\r
+ break;\r
+\r
+ case southeast:\r
+ ob->tilex++;\r
+ ob->tiley++;\r
+ break;\r
+\r
+ case south:\r
+ ob->tiley++;\r
+ break;\r
+\r
+ case southwest:\r
+ ob->tilex--;\r
+ ob->tiley++;\r
+ break;\r
+\r
+ case west:\r
+ ob->tilex--;\r
+ break;\r
+\r
+ case northwest:\r
+ ob->tilex--;\r
+ ob->tiley--;\r
+ break;\r
+ }\r
+ }\r
+ else\r
+ switch (ob->dir)\r
+ {\r
+ case north:\r
+ if (ob->obclass == dogobj || ob->obclass == fakeobj)\r
+ {\r
+ CHECKDIAG(ob->tilex,ob->tiley-1);\r
+ }\r
+ else\r
+ {\r
+ CHECKSIDE(ob->tilex,ob->tiley-1);\r
+ }\r
+ ob->tiley--;\r
+ break;\r
+\r
+ case northeast:\r
+ CHECKDIAG(ob->tilex+1,ob->tiley-1);\r
+ CHECKDIAG(ob->tilex+1,ob->tiley);\r
+ CHECKDIAG(ob->tilex,ob->tiley-1);\r
+ ob->tilex++;\r
+ ob->tiley--;\r
+ break;\r
+\r
+ case east:\r
+ if (ob->obclass == dogobj || ob->obclass == fakeobj)\r
+ {\r
+ CHECKDIAG(ob->tilex+1,ob->tiley);\r
+ }\r
+ else\r
+ {\r
+ CHECKSIDE(ob->tilex+1,ob->tiley);\r
+ }\r
+ ob->tilex++;\r
+ break;\r
+\r
+ case southeast:\r
+ CHECKDIAG(ob->tilex+1,ob->tiley+1);\r
+ CHECKDIAG(ob->tilex+1,ob->tiley);\r
+ CHECKDIAG(ob->tilex,ob->tiley+1);\r
+ ob->tilex++;\r
+ ob->tiley++;\r
+ break;\r
+\r
+ case south:\r
+ if (ob->obclass == dogobj || ob->obclass == fakeobj)\r
+ {\r
+ CHECKDIAG(ob->tilex,ob->tiley+1);\r
+ }\r
+ else\r
+ {\r
+ CHECKSIDE(ob->tilex,ob->tiley+1);\r
+ }\r
+ ob->tiley++;\r
+ break;\r
+\r
+ case southwest:\r
+ CHECKDIAG(ob->tilex-1,ob->tiley+1);\r
+ CHECKDIAG(ob->tilex-1,ob->tiley);\r
+ CHECKDIAG(ob->tilex,ob->tiley+1);\r
+ ob->tilex--;\r
+ ob->tiley++;\r
+ break;\r
+\r
+ case west:\r
+ if (ob->obclass == dogobj || ob->obclass == fakeobj)\r
+ {\r
+ CHECKDIAG(ob->tilex-1,ob->tiley);\r
+ }\r
+ else\r
+ {\r
+ CHECKSIDE(ob->tilex-1,ob->tiley);\r
+ }\r
+ ob->tilex--;\r
+ break;\r
+\r
+ case northwest:\r
+ CHECKDIAG(ob->tilex-1,ob->tiley-1);\r
+ CHECKDIAG(ob->tilex-1,ob->tiley);\r
+ CHECKDIAG(ob->tilex,ob->tiley-1);\r
+ ob->tilex--;\r
+ ob->tiley--;\r
+ break;\r
+\r
+ case nodir:\r
+ return false;\r
+\r
+ default:\r
+ Quit ("Walk: Bad dir");\r
+ }\r
+\r
+ if (doornum != -1)\r
+ {\r
+ OpenDoor (doornum);\r
+ ob->distance = -doornum-1;\r
+ return true;\r
+ }\r
+\r
+\r
+ ob->areanumber =\r
+ *(mapsegs[0] + farmapylookup[ob->tiley]+ob->tilex) - AREATILE;\r
+\r
+ ob->distance = TILEGLOBAL;\r
+ return true;\r
+}\r
+\r
+\r
+\r
+/*\r
+==================================\r
+=\r
+= SelectDodgeDir\r
+=\r
+= Attempts to choose and initiate a movement for ob that sends it towards\r
+= the player while dodging\r
+=\r
+= If there is no possible move (ob is totally surrounded)\r
+=\r
+= ob->dir = nodir\r
+=\r
+= Otherwise\r
+=\r
+= ob->dir = new direction to follow\r
+= ob->distance = TILEGLOBAL or -doornumber\r
+= ob->tilex = new destination\r
+= ob->tiley\r
+= ob->areanumber = the floor tile number (0-(NUMAREAS-1)) of destination\r
+=\r
+==================================\r
+*/\r
+\r
+void SelectDodgeDir (objtype *ob)\r
+{\r
+ int deltax,deltay,i;\r
+ unsigned absdx,absdy;\r
+ dirtype dirtry[5];\r
+ dirtype turnaround,tdir;\r
+\r
+ if (ob->flags & FL_FIRSTATTACK)\r
+ {\r
+ //\r
+ // turning around is only ok the very first time after noticing the\r
+ // player\r
+ //\r
+ turnaround = nodir;\r
+ ob->flags &= ~FL_FIRSTATTACK;\r
+ }\r
+ else\r
+ turnaround=opposite[ob->dir];\r
+\r
+ deltax = player->tilex - ob->tilex;\r
+ deltay = player->tiley - ob->tiley;\r
+\r
+//\r
+// arange 5 direction choices in order of preference\r
+// the four cardinal directions plus the diagonal straight towards\r
+// the player\r
+//\r
+\r
+ if (deltax>0)\r
+ {\r
+ dirtry[1]= east;\r
+ dirtry[3]= west;\r
+ }\r
+ else\r
+ {\r
+ dirtry[1]= west;\r
+ dirtry[3]= east;\r
+ }\r
+\r
+ if (deltay>0)\r
+ {\r
+ dirtry[2]= south;\r
+ dirtry[4]= north;\r
+ }\r
+ else\r
+ {\r
+ dirtry[2]= north;\r
+ dirtry[4]= south;\r
+ }\r
+\r
+//\r
+// randomize a bit for dodging\r
+//\r
+ absdx = abs(deltax);\r
+ absdy = abs(deltay);\r
+\r
+ if (absdx > absdy)\r
+ {\r
+ tdir = dirtry[1];\r
+ dirtry[1] = dirtry[2];\r
+ dirtry[2] = tdir;\r
+ tdir = dirtry[3];\r
+ dirtry[3] = dirtry[4];\r
+ dirtry[4] = tdir;\r
+ }\r
+\r
+ if (US_RndT() < 128)\r
+ {\r
+ tdir = dirtry[1];\r
+ dirtry[1] = dirtry[2];\r
+ dirtry[2] = tdir;\r
+ tdir = dirtry[3];\r
+ dirtry[3] = dirtry[4];\r
+ dirtry[4] = tdir;\r
+ }\r
+\r
+ dirtry[0] = diagonal [ dirtry[1] ] [ dirtry[2] ];\r
+\r
+//\r
+// try the directions util one works\r
+//\r
+ for (i=0;i<5;i++)\r
+ {\r
+ if ( dirtry[i] == nodir || dirtry[i] == turnaround)\r
+ continue;\r
+\r
+ ob->dir = dirtry[i];\r
+ if (TryWalk(ob))\r
+ return;\r
+ }\r
+\r
+//\r
+// turn around only as a last resort\r
+//\r
+ if (turnaround != nodir)\r
+ {\r
+ ob->dir = turnaround;\r
+\r
+ if (TryWalk(ob))\r
+ return;\r
+ }\r
+\r
+ ob->dir = nodir;\r
+}\r
+\r
+\r
+/*\r
+============================\r
+=\r
+= SelectChaseDir\r
+=\r
+= As SelectDodgeDir, but doesn't try to dodge\r
+=\r
+============================\r
+*/\r
+\r
+void SelectChaseDir (objtype *ob)\r
+{\r
+ int deltax,deltay,i;\r
+ dirtype d[3];\r
+ dirtype tdir, olddir, turnaround;\r
+\r
+\r
+ olddir=ob->dir;\r
+ turnaround=opposite[olddir];\r
+\r
+ deltax=player->tilex - ob->tilex;\r
+ deltay=player->tiley - ob->tiley;\r
+\r
+ d[1]=nodir;\r
+ d[2]=nodir;\r
+\r
+ if (deltax>0)\r
+ d[1]= east;\r
+ else if (deltax<0)\r
+ d[1]= west;\r
+ if (deltay>0)\r
+ d[2]=south;\r
+ else if (deltay<0)\r
+ d[2]=north;\r
+\r
+ if (abs(deltay)>abs(deltax))\r
+ {\r
+ tdir=d[1];\r
+ d[1]=d[2];\r
+ d[2]=tdir;\r
+ }\r
+\r
+ if (d[1]==turnaround)\r
+ d[1]=nodir;\r
+ if (d[2]==turnaround)\r
+ d[2]=nodir;\r
+\r
+\r
+ if (d[1]!=nodir)\r
+ {\r
+ ob->dir=d[1];\r
+ if (TryWalk(ob))\r
+ return; /*either moved forward or attacked*/\r
+ }\r
+\r
+ if (d[2]!=nodir)\r
+ {\r
+ ob->dir=d[2];\r
+ if (TryWalk(ob))\r
+ return;\r
+ }\r
+\r
+/* there is no direct path to the player, so pick another direction */\r
+\r
+ if (olddir!=nodir)\r
+ {\r
+ ob->dir=olddir;\r
+ if (TryWalk(ob))\r
+ return;\r
+ }\r
+\r
+ if (US_RndT()>128) /*randomly determine direction of search*/\r
+ {\r
+ for (tdir=north;tdir<=west;tdir++)\r
+ {\r
+ if (tdir!=turnaround)\r
+ {\r
+ ob->dir=tdir;\r
+ if ( TryWalk(ob) )\r
+ return;\r
+ }\r
+ }\r
+ }\r
+ else\r
+ {\r
+ for (tdir=west;tdir>=north;tdir--)\r
+ {\r
+ if (tdir!=turnaround)\r
+ {\r
+ ob->dir=tdir;\r
+ if ( TryWalk(ob) )\r
+ return;\r
+ }\r
+ }\r
+ }\r
+\r
+ if (turnaround != nodir)\r
+ {\r
+ ob->dir=turnaround;\r
+ if (ob->dir != nodir)\r
+ {\r
+ if ( TryWalk(ob) )\r
+ return;\r
+ }\r
+ }\r
+\r
+ ob->dir = nodir; // can't move\r
+}\r
+\r
+\r
+/*\r
+============================\r
+=\r
+= SelectRunDir\r
+=\r
+= Run Away from player\r
+=\r
+============================\r
+*/\r
+\r
+void SelectRunDir (objtype *ob)\r
+{\r
+ int deltax,deltay,i;\r
+ dirtype d[3];\r
+ dirtype tdir, olddir, turnaround;\r
+\r
+\r
+ deltax=player->tilex - ob->tilex;\r
+ deltay=player->tiley - ob->tiley;\r
+\r
+ if (deltax<0)\r
+ d[1]= east;\r
+ else\r
+ d[1]= west;\r
+ if (deltay<0)\r
+ d[2]=south;\r
+ else\r
+ d[2]=north;\r
+\r
+ if (abs(deltay)>abs(deltax))\r
+ {\r
+ tdir=d[1];\r
+ d[1]=d[2];\r
+ d[2]=tdir;\r
+ }\r
+\r
+ ob->dir=d[1];\r
+ if (TryWalk(ob))\r
+ return; /*either moved forward or attacked*/\r
+\r
+ ob->dir=d[2];\r
+ if (TryWalk(ob))\r
+ return;\r
+\r
+/* there is no direct path to the player, so pick another direction */\r
+\r
+ if (US_RndT()>128) /*randomly determine direction of search*/\r
+ {\r
+ for (tdir=north;tdir<=west;tdir++)\r
+ {\r
+ ob->dir=tdir;\r
+ if ( TryWalk(ob) )\r
+ return;\r
+ }\r
+ }\r
+ else\r
+ {\r
+ for (tdir=west;tdir>=north;tdir--)\r
+ {\r
+ ob->dir=tdir;\r
+ if ( TryWalk(ob) )\r
+ return;\r
+ }\r
+ }\r
+\r
+ ob->dir = nodir; // can't move\r
+}\r
+\r
+\r
+/*\r
+=================\r
+=\r
+= MoveObj\r
+=\r
+= Moves ob be move global units in ob->dir direction\r
+= Actors are not allowed to move inside the player\r
+= Does NOT check to see if the move is tile map valid\r
+=\r
+= ob->x = adjusted for new position\r
+= ob->y\r
+=\r
+=================\r
+*/\r
+\r
+void MoveObj (objtype *ob, long move)\r
+{\r
+ long deltax,deltay;\r
+\r
+ switch (ob->dir)\r
+ {\r
+ case north:\r
+ ob->y -= move;\r
+ break;\r
+ case northeast:\r
+ ob->x += move;\r
+ ob->y -= move;\r
+ break;\r
+ case east:\r
+ ob->x += move;\r
+ break;\r
+ case southeast:\r
+ ob->x += move;\r
+ ob->y += move;\r
+ break;\r
+ case south:\r
+ ob->y += move;\r
+ break;\r
+ case southwest:\r
+ ob->x -= move;\r
+ ob->y += move;\r
+ break;\r
+ case west:\r
+ ob->x -= move;\r
+ break;\r
+ case northwest:\r
+ ob->x -= move;\r
+ ob->y -= move;\r
+ break;\r
+\r
+ case nodir:\r
+ return;\r
+\r
+ default:\r
+ Quit ("MoveObj: bad dir!");\r
+ }\r
+\r
+//\r
+// check to make sure it's not on top of player\r
+//\r
+ if (areabyplayer[ob->areanumber])\r
+ {\r
+ deltax = ob->x - player->x;\r
+ if (deltax < -MINACTORDIST || deltax > MINACTORDIST)\r
+ goto moveok;\r
+ deltay = ob->y - player->y;\r
+ if (deltay < -MINACTORDIST || deltay > MINACTORDIST)\r
+ goto moveok;\r
+\r
+ if (ob->obclass == ghostobj || ob->obclass == spectreobj)\r
+ TakeDamage (tics*2,ob);\r
+\r
+ //\r
+ // back up\r
+ //\r
+ switch (ob->dir)\r
+ {\r
+ case north:\r
+ ob->y += move;\r
+ break;\r
+ case northeast:\r
+ ob->x -= move;\r
+ ob->y += move;\r
+ break;\r
+ case east:\r
+ ob->x -= move;\r
+ break;\r
+ case southeast:\r
+ ob->x -= move;\r
+ ob->y -= move;\r
+ break;\r
+ case south:\r
+ ob->y -= move;\r
+ break;\r
+ case southwest:\r
+ ob->x += move;\r
+ ob->y -= move;\r
+ break;\r
+ case west:\r
+ ob->x += move;\r
+ break;\r
+ case northwest:\r
+ ob->x += move;\r
+ ob->y += move;\r
+ break;\r
+\r
+ case nodir:\r
+ return;\r
+ }\r
+ return;\r
+ }\r
+moveok:\r
+ ob->distance -=move;\r
+}\r
+\r
+/*\r
+=============================================================================\r
+\r
+ STUFF\r
+\r
+=============================================================================\r
+*/\r
+\r
+/*\r
+===============\r
+=\r
+= DropItem\r
+=\r
+= Tries to drop a bonus item somewhere in the tiles surrounding the\r
+= given tilex/tiley\r
+=\r
+===============\r
+*/\r
+\r
+void DropItem (stat_t itemtype, int tilex, int tiley)\r
+{\r
+ int x,y,xl,xh,yl,yh;\r
+\r
+//\r
+// find a free spot to put it in\r
+//\r
+ if (!actorat[tilex][tiley])\r
+ {\r
+ PlaceItemType (itemtype, tilex,tiley);\r
+ return;\r
+ }\r
+\r
+ xl = tilex-1;\r
+ xh = tilex+1;\r
+ yl = tiley-1;\r
+ yh = tiley+1;\r
+\r
+ for (x=xl ; x<= xh ; x++)\r
+ for (y=yl ; y<= yh ; y++)\r
+ if (!actorat[x][y])\r
+ {\r
+ PlaceItemType (itemtype, x,y);\r
+ return;\r
+ }\r
+}\r
+\r
+\r
+\r
+/*\r
+===============\r
+=\r
+= KillActor\r
+=\r
+===============\r
+*/\r
+\r
+void KillActor (objtype *ob)\r
+{\r
+ int tilex,tiley;\r
+\r
+ tilex = ob->tilex = ob->x >> TILESHIFT; // drop item on center\r
+ tiley = ob->tiley = ob->y >> TILESHIFT;\r
+\r
+ switch (ob->obclass)\r
+ {\r
+ case guardobj:\r
+ GivePoints (100);\r
+ NewState (ob,&s_grddie1);\r
+ PlaceItemType (bo_clip2,tilex,tiley);\r
+ break;\r
+\r
+ case officerobj:\r
+ GivePoints (400);\r
+ NewState (ob,&s_ofcdie1);\r
+ PlaceItemType (bo_clip2,tilex,tiley);\r
+ break;\r
+\r
+ case mutantobj:\r
+ GivePoints (700);\r
+ NewState (ob,&s_mutdie1);\r
+ PlaceItemType (bo_clip2,tilex,tiley);\r
+ break;\r
+\r
+ case ssobj:\r
+ GivePoints (500);\r
+ NewState (ob,&s_ssdie1);\r
+ if (gamestate.bestweapon < wp_machinegun)\r
+ PlaceItemType (bo_machinegun,tilex,tiley);\r
+ else\r
+ PlaceItemType (bo_clip2,tilex,tiley);\r
+ break;\r
+\r
+ case dogobj:\r
+ GivePoints (200);\r
+ NewState (ob,&s_dogdie1);\r
+ break;\r
+\r
+#ifndef SPEAR\r
+ case bossobj:\r
+ GivePoints (5000);\r
+ NewState (ob,&s_bossdie1);\r
+ PlaceItemType (bo_key1,tilex,tiley);\r
+ break;\r
+\r
+ case gretelobj:\r
+ GivePoints (5000);\r
+ NewState (ob,&s_greteldie1);\r
+ PlaceItemType (bo_key1,tilex,tiley);\r
+ break;\r
+\r
+ case giftobj:\r
+ GivePoints (5000);\r
+ gamestate.killx = player->x;\r
+ gamestate.killy = player->y;\r
+ NewState (ob,&s_giftdie1);\r
+ break;\r
+\r
+ case fatobj:\r
+ GivePoints (5000);\r
+ gamestate.killx = player->x;\r
+ gamestate.killy = player->y;\r
+ NewState (ob,&s_fatdie1);\r
+ break;\r
+\r
+ case schabbobj:\r
+ GivePoints (5000);\r
+ gamestate.killx = player->x;\r
+ gamestate.killy = player->y;\r
+ NewState (ob,&s_schabbdie1);\r
+ A_DeathScream(ob);\r
+ break;\r
+ case fakeobj:\r
+ GivePoints (2000);\r
+ NewState (ob,&s_fakedie1);\r
+ break;\r
+\r
+ case mechahitlerobj:\r
+ GivePoints (5000);\r
+ NewState (ob,&s_mechadie1);\r
+ break;\r
+ case realhitlerobj:\r
+ GivePoints (5000);\r
+ gamestate.killx = player->x;\r
+ gamestate.killy = player->y;\r
+ NewState (ob,&s_hitlerdie1);\r
+ A_DeathScream(ob);\r
+ break;\r
+#else\r
+ case spectreobj:\r
+ GivePoints (200);\r
+ NewState (ob,&s_spectredie1);\r
+ break;\r
+\r
+ case angelobj:\r
+ GivePoints (5000);\r
+ NewState (ob,&s_angeldie1);\r
+ break;\r
+\r
+ case transobj:\r
+ GivePoints (5000);\r
+ NewState (ob,&s_transdie0);\r
+ PlaceItemType (bo_key1,tilex,tiley);\r
+ break;\r
+\r
+ case uberobj:\r
+ GivePoints (5000);\r
+ NewState (ob,&s_uberdie0);\r
+ PlaceItemType (bo_key1,tilex,tiley);\r
+ break;\r
+\r
+ case willobj:\r
+ GivePoints (5000);\r
+ NewState (ob,&s_willdie1);\r
+ PlaceItemType (bo_key1,tilex,tiley);\r
+ break;\r
+\r
+ case deathobj:\r
+ GivePoints (5000);\r
+ NewState (ob,&s_deathdie1);\r
+ PlaceItemType (bo_key1,tilex,tiley);\r
+ break;\r
+#endif\r
+ }\r
+\r
+ gamestate.killcount++;\r
+ ob->flags &= ~FL_SHOOTABLE;\r
+ actorat[ob->tilex][ob->tiley] = NULL;\r
+ ob->flags |= FL_NONMARK;\r
+}\r
+\r
+\r
+\r
+/*\r
+===================\r
+=\r
+= DamageActor\r
+=\r
+= Called when the player succesfully hits an enemy.\r
+=\r
+= Does damage points to enemy ob, either putting it into a stun frame or\r
+= killing it.\r
+=\r
+===================\r
+*/\r
+\r
+void DamageActor (objtype *ob, unsigned damage)\r
+{\r
+ madenoise = true;\r
+\r
+//\r
+// do double damage if shooting a non attack mode actor\r
+//\r
+ if ( !(ob->flags & FL_ATTACKMODE) )\r
+ damage <<= 1;\r
+\r
+ ob->hitpoints -= damage;\r
+\r
+ if (ob->hitpoints<=0)\r
+ KillActor (ob);\r
+ else\r
+ {\r
+ if (! (ob->flags & FL_ATTACKMODE) )\r
+ FirstSighting (ob); // put into combat mode\r
+\r
+ switch (ob->obclass) // dogs only have one hit point\r
+ {\r
+ case guardobj:\r
+ if (ob->hitpoints&1)\r
+ NewState (ob,&s_grdpain);\r
+ else\r
+ NewState (ob,&s_grdpain1);\r
+ break;\r
+\r
+ case officerobj:\r
+ if (ob->hitpoints&1)\r
+ NewState (ob,&s_ofcpain);\r
+ else\r
+ NewState (ob,&s_ofcpain1);\r
+ break;\r
+\r
+ case mutantobj:\r
+ if (ob->hitpoints&1)\r
+ NewState (ob,&s_mutpain);\r
+ else\r
+ NewState (ob,&s_mutpain1);\r
+ break;\r
+\r
+ case ssobj:\r
+ if (ob->hitpoints&1)\r
+ NewState (ob,&s_sspain);\r
+ else\r
+ NewState (ob,&s_sspain1);\r
+\r
+ break;\r
+\r
+ }\r
+ }\r
+}\r
+\r
+/*\r
+=============================================================================\r
+\r
+ CHECKSIGHT\r
+\r
+=============================================================================\r
+*/\r
+\r
+\r
+/*\r
+=====================\r
+=\r
+= CheckLine\r
+=\r
+= Returns true if a straight line between the player and ob is unobstructed\r
+=\r
+=====================\r
+*/\r
+\r
+boolean CheckLine (objtype *ob)\r
+{\r
+ int x1,y1,xt1,yt1,x2,y2,xt2,yt2;\r
+ int x,y;\r
+ int xdist,ydist,xstep,ystep;\r
+ int temp;\r
+ int partial,delta;\r
+ long ltemp;\r
+ int xfrac,yfrac,deltafrac;\r
+ unsigned value,intercept;\r
+\r
+ x1 = ob->x >> UNSIGNEDSHIFT; // 1/256 tile precision\r
+ y1 = ob->y >> UNSIGNEDSHIFT;\r
+ xt1 = x1 >> 8;\r
+ yt1 = y1 >> 8;\r
+\r
+ x2 = plux;\r
+ y2 = pluy;\r
+ xt2 = player->tilex;\r
+ yt2 = player->tiley;\r
+\r
+\r
+ xdist = abs(xt2-xt1);\r
+\r
+ if (xdist > 0)\r
+ {\r
+ if (xt2 > xt1)\r
+ {\r
+ partial = 256-(x1&0xff);\r
+ xstep = 1;\r
+ }\r
+ else\r
+ {\r
+ partial = x1&0xff;\r
+ xstep = -1;\r
+ }\r
+\r
+ deltafrac = abs(x2-x1);\r
+ delta = y2-y1;\r
+ ltemp = ((long)delta<<8)/deltafrac;\r
+ if (ltemp > 0x7fffl)\r
+ ystep = 0x7fff;\r
+ else if (ltemp < -0x7fffl)\r
+ ystep = -0x7fff;\r
+ else\r
+ ystep = ltemp;\r
+ yfrac = y1 + (((long)ystep*partial) >>8);\r
+\r
+ x = xt1+xstep;\r
+ xt2 += xstep;\r
+ do\r
+ {\r
+ y = yfrac>>8;\r
+ yfrac += ystep;\r
+\r
+ value = (unsigned)tilemap[x][y];\r
+ x += xstep;\r
+\r
+ if (!value)\r
+ continue;\r
+\r
+ if (value<128 || value>256)\r
+ return false;\r
+\r
+ //\r
+ // see if the door is open enough\r
+ //\r
+ value &= ~0x80;\r
+ intercept = yfrac-ystep/2;\r
+\r
+ if (intercept>doorposition[value])\r
+ return false;\r
+\r
+ } while (x != xt2);\r
+ }\r
+\r
+ ydist = abs(yt2-yt1);\r
+\r
+ if (ydist > 0)\r
+ {\r
+ if (yt2 > yt1)\r
+ {\r
+ partial = 256-(y1&0xff);\r
+ ystep = 1;\r
+ }\r
+ else\r
+ {\r
+ partial = y1&0xff;\r
+ ystep = -1;\r
+ }\r
+\r
+ deltafrac = abs(y2-y1);\r
+ delta = x2-x1;\r
+ ltemp = ((long)delta<<8)/deltafrac;\r
+ if (ltemp > 0x7fffl)\r
+ xstep = 0x7fff;\r
+ else if (ltemp < -0x7fffl)\r
+ xstep = -0x7fff;\r
+ else\r
+ xstep = ltemp;\r
+ xfrac = x1 + (((long)xstep*partial) >>8);\r
+\r
+ y = yt1 + ystep;\r
+ yt2 += ystep;\r
+ do\r
+ {\r
+ x = xfrac>>8;\r
+ xfrac += xstep;\r
+\r
+ value = (unsigned)tilemap[x][y];\r
+ y += ystep;\r
+\r
+ if (!value)\r
+ continue;\r
+\r
+ if (value<128 || value>256)\r
+ return false;\r
+\r
+ //\r
+ // see if the door is open enough\r
+ //\r
+ value &= ~0x80;\r
+ intercept = xfrac-xstep/2;\r
+\r
+ if (intercept>doorposition[value])\r
+ return false;\r
+ } while (y != yt2);\r
+ }\r
+\r
+ return true;\r
+}\r
+\r
+\r
+\r
+/*\r
+================\r
+=\r
+= CheckSight\r
+=\r
+= Checks a straight line between player and current object\r
+=\r
+= If the sight is ok, check alertness and angle to see if they notice\r
+=\r
+= returns true if the player has been spoted\r
+=\r
+================\r
+*/\r
+\r
+#define MINSIGHT 0x18000l\r
+\r
+boolean CheckSight (objtype *ob)\r
+{\r
+ long deltax,deltay;\r
+\r
+//\r
+// don't bother tracing a line if the area isn't connected to the player's\r
+//\r
+ if (!areabyplayer[ob->areanumber])\r
+ return false;\r
+\r
+//\r
+// if the player is real close, sight is automatic\r
+//\r
+ deltax = player->x - ob->x;\r
+ deltay = player->y - ob->y;\r
+\r
+ if (deltax > -MINSIGHT && deltax < MINSIGHT\r
+ && deltay > -MINSIGHT && deltay < MINSIGHT)\r
+ return true;\r
+\r
+//\r
+// see if they are looking in the right direction\r
+//\r
+ switch (ob->dir)\r
+ {\r
+ case north:\r
+ if (deltay > 0)\r
+ return false;\r
+ break;\r
+\r
+ case east:\r
+ if (deltax < 0)\r
+ return false;\r
+ break;\r
+\r
+ case south:\r
+ if (deltay < 0)\r
+ return false;\r
+ break;\r
+\r
+ case west:\r
+ if (deltax > 0)\r
+ return false;\r
+ break;\r
+ }\r
+\r
+//\r
+// trace a line to check for blocking tiles (corners)\r
+//\r
+ return CheckLine (ob);\r
+\r
+}\r
+\r
+\r
+\r
+/*\r
+===============\r
+=\r
+= FirstSighting\r
+=\r
+= Puts an actor into attack mode and possibly reverses the direction\r
+= if the player is behind it\r
+=\r
+===============\r
+*/\r
+\r
+void FirstSighting (objtype *ob)\r
+{\r
+//\r
+// react to the player\r
+//\r
+ switch (ob->obclass)\r
+ {\r
+ case guardobj:\r
+ PlaySoundLocActor(HALTSND,ob);\r
+ NewState (ob,&s_grdchase1);\r
+ ob->speed *= 3; // go faster when chasing player\r
+ break;\r
+\r
+ case officerobj:\r
+ PlaySoundLocActor(SPIONSND,ob);\r
+ NewState (ob,&s_ofcchase1);\r
+ ob->speed *= 5; // go faster when chasing player\r
+ break;\r
+\r
+ case mutantobj:\r
+ NewState (ob,&s_mutchase1);\r
+ ob->speed *= 3; // go faster when chasing player\r
+ break;\r
+\r
+ case ssobj:\r
+ PlaySoundLocActor(SCHUTZADSND,ob);\r
+ NewState (ob,&s_sschase1);\r
+ ob->speed *= 4; // go faster when chasing player\r
+ break;\r
+\r
+ case dogobj:\r
+ PlaySoundLocActor(DOGBARKSND,ob);\r
+ NewState (ob,&s_dogchase1);\r
+ ob->speed *= 2; // go faster when chasing player\r
+ break;\r
+\r
+#ifndef SPEAR\r
+ case bossobj:\r
+ SD_PlaySound(GUTENTAGSND);\r
+ NewState (ob,&s_bosschase1);\r
+ ob->speed = SPDPATROL*3; // go faster when chasing player\r
+ break;\r
+\r
+ case gretelobj:\r
+ SD_PlaySound(KEINSND);\r
+ NewState (ob,&s_gretelchase1);\r
+ ob->speed *= 3; // go faster when chasing player\r
+ break;\r
+\r
+ case giftobj:\r
+ SD_PlaySound(EINESND);\r
+ NewState (ob,&s_giftchase1);\r
+ ob->speed *= 3; // go faster when chasing player\r
+ break;\r
+\r
+ case fatobj:\r
+ SD_PlaySound(ERLAUBENSND);\r
+ NewState (ob,&s_fatchase1);\r
+ ob->speed *= 3; // go faster when chasing player\r
+ break;\r
+\r
+ case schabbobj:\r
+ SD_PlaySound(SCHABBSHASND);\r
+ NewState (ob,&s_schabbchase1);\r
+ ob->speed *= 3; // go faster when chasing player\r
+ break;\r
+\r
+ case fakeobj:\r
+ SD_PlaySound(TOT_HUNDSND);\r
+ NewState (ob,&s_fakechase1);\r
+ ob->speed *= 3; // go faster when chasing player\r
+ break;\r
+\r
+ case mechahitlerobj:\r
+ SD_PlaySound(DIESND);\r
+ NewState (ob,&s_mechachase1);\r
+ ob->speed *= 3; // go faster when chasing player\r
+ break;\r
+\r
+ case realhitlerobj:\r
+ SD_PlaySound(DIESND);\r
+ NewState (ob,&s_hitlerchase1);\r
+ ob->speed *= 5; // go faster when chasing player\r
+ break;\r
+\r
+ case ghostobj:\r
+ NewState (ob,&s_blinkychase1);\r
+ ob->speed *= 2; // go faster when chasing player\r
+ break;\r
+#else\r
+\r
+ case spectreobj:\r
+ SD_PlaySound(GHOSTSIGHTSND);\r
+ NewState (ob,&s_spectrechase1);\r
+ ob->speed = 800; // go faster when chasing player\r
+ break;\r
+\r
+ case angelobj:\r
+ SD_PlaySound(ANGELSIGHTSND);\r
+ NewState (ob,&s_angelchase1);\r
+ ob->speed = 1536; // go faster when chasing player\r
+ break;\r
+\r
+ case transobj:\r
+ SD_PlaySound(TRANSSIGHTSND);\r
+ NewState (ob,&s_transchase1);\r
+ ob->speed = 1536; // go faster when chasing player\r
+ break;\r
+\r
+ case uberobj:\r
+ NewState (ob,&s_uberchase1);\r
+ ob->speed = 3000; // go faster when chasing player\r
+ break;\r
+\r
+ case willobj:\r
+ SD_PlaySound(WILHELMSIGHTSND);\r
+ NewState (ob,&s_willchase1);\r
+ ob->speed = 2048; // go faster when chasing player\r
+ break;\r
+\r
+ case deathobj:\r
+ SD_PlaySound(KNIGHTSIGHTSND);\r
+ NewState (ob,&s_deathchase1);\r
+ ob->speed = 2048; // go faster when chasing player\r
+ break;\r
+\r
+#endif\r
+ }\r
+\r
+ if (ob->distance < 0)\r
+ ob->distance = 0; // ignore the door opening command\r
+\r
+ ob->flags |= FL_ATTACKMODE|FL_FIRSTATTACK;\r
+}\r
+\r
+\r
+\r
+/*\r
+===============\r
+=\r
+= SightPlayer\r
+=\r
+= Called by actors that ARE NOT chasing the player. If the player\r
+= is detected (by sight, noise, or proximity), the actor is put into\r
+= it's combat frame and true is returned.\r
+=\r
+= Incorporates a random reaction delay\r
+=\r
+===============\r
+*/\r
+\r
+boolean SightPlayer (objtype *ob)\r
+{\r
+ if (ob->flags & FL_ATTACKMODE)\r
+ Quit ("An actor in ATTACKMODE called SightPlayer!");\r
+\r
+ if (ob->temp2)\r
+ {\r
+ //\r
+ // count down reaction time\r
+ //\r
+ ob->temp2 -= tics;\r
+ if (ob->temp2 > 0)\r
+ return false;\r
+ ob->temp2 = 0; // time to react\r
+ }\r
+ else\r
+ {\r
+ if (!areabyplayer[ob->areanumber])\r
+ return false;\r
+\r
+ if (ob->flags & FL_AMBUSH)\r
+ {\r
+ if (!CheckSight (ob))\r
+ return false;\r
+ ob->flags &= ~FL_AMBUSH;\r
+ }\r
+ else\r
+ {\r
+ if (!madenoise && !CheckSight (ob))\r
+ return false;\r
+ }\r
+\r
+\r
+ switch (ob->obclass)\r
+ {\r
+ case guardobj:\r
+ ob->temp2 = 1+US_RndT()/4;\r
+ break;\r
+ case officerobj:\r
+ ob->temp2 = 2;\r
+ break;\r
+ case mutantobj:\r
+ ob->temp2 = 1+US_RndT()/6;\r
+ break;\r
+ case ssobj:\r
+ ob->temp2 = 1+US_RndT()/6;\r
+ break;\r
+ case dogobj:\r
+ ob->temp2 = 1+US_RndT()/8;\r
+ break;\r
+\r
+ case bossobj:\r
+ case schabbobj:\r
+ case fakeobj:\r
+ case mechahitlerobj:\r
+ case realhitlerobj:\r
+ case gretelobj:\r
+ case giftobj:\r
+ case fatobj:\r
+ case spectreobj:\r
+ case angelobj:\r
+ case transobj:\r
+ case uberobj:\r
+ case willobj:\r
+ case deathobj:\r
+ ob->temp2 = 1;\r
+ break;\r
+ }\r
+ return false;\r
+ }\r
+\r
+ FirstSighting (ob);\r
+\r
+ return true;\r
+}\r
+\r
+\r
--- /dev/null
+// WL_TEXT.C\r
+\r
+#include "WL_DEF.H"\r
+#pragma hdrstop\r
+\r
+/*\r
+=============================================================================\r
+\r
+TEXT FORMATTING COMMANDS\r
+------------------------\r
+^C<hex digit> Change text color\r
+^E[enter] End of layout (all pages)\r
+^G<y>,<x>,<pic>[enter] Draw a graphic and push margins\r
+^P[enter] start new page, must be the first chars in a layout\r
+^L<x>,<y>[ENTER] Locate to a specific spot, x in pixels, y in lines\r
+\r
+=============================================================================\r
+*/\r
+\r
+/*\r
+=============================================================================\r
+\r
+ LOCAL CONSTANTS\r
+\r
+=============================================================================\r
+*/\r
+\r
+#define BACKCOLOR 0x11\r
+\r
+\r
+#define WORDLIMIT 80\r
+#define FONTHEIGHT 10\r
+#define TOPMARGIN 16\r
+#define BOTTOMMARGIN 32\r
+#define LEFTMARGIN 16\r
+#define RIGHTMARGIN 16\r
+#define PICMARGIN 8\r
+#define TEXTROWS ((200-TOPMARGIN-BOTTOMMARGIN)/FONTHEIGHT)\r
+#define SPACEWIDTH 7\r
+#define SCREENPIXWIDTH 320\r
+#define SCREENMID (SCREENPIXWIDTH/2)\r
+\r
+/*\r
+=============================================================================\r
+\r
+ LOCAL VARIABLES\r
+\r
+=============================================================================\r
+*/\r
+\r
+int pagenum,numpages;\r
+\r
+unsigned leftmargin[TEXTROWS],rightmargin[TEXTROWS];\r
+char far *text;\r
+unsigned rowon;\r
+\r
+int picx,picy,picnum,picdelay;\r
+boolean layoutdone;\r
+\r
+//===========================================================================\r
+\r
+#ifndef JAPAN\r
+/*\r
+=====================\r
+=\r
+= RipToEOL\r
+=\r
+=====================\r
+*/\r
+\r
+void RipToEOL (void)\r
+{\r
+ while (*text++ != '\n') // scan to end of line\r
+ ;\r
+}\r
+\r
+\r
+/*\r
+=====================\r
+=\r
+= ParseNumber\r
+=\r
+=====================\r
+*/\r
+\r
+int ParseNumber (void)\r
+{\r
+ char ch;\r
+ char num[80],*numptr;\r
+\r
+//\r
+// scan until a number is found\r
+//\r
+ ch = *text;\r
+ while (ch < '0' || ch >'9')\r
+ ch = *++text;\r
+\r
+//\r
+// copy the number out\r
+//\r
+ numptr = num;\r
+ do\r
+ {\r
+ *numptr++ = ch;\r
+ ch = *++text;\r
+ } while (ch >= '0' && ch <= '9');\r
+ *numptr = 0;\r
+\r
+ return atoi (num);\r
+}\r
+\r
+\r
+\r
+/*\r
+=====================\r
+=\r
+= ParsePicCommand\r
+=\r
+= Call with text pointing just after a ^P\r
+= Upon exit text points to the start of next line\r
+=\r
+=====================\r
+*/\r
+\r
+void ParsePicCommand (void)\r
+{\r
+ picy=ParseNumber();\r
+ picx=ParseNumber();\r
+ picnum=ParseNumber();\r
+ RipToEOL ();\r
+}\r
+\r
+\r
+void ParseTimedCommand (void)\r
+{\r
+ picy=ParseNumber();\r
+ picx=ParseNumber();\r
+ picnum=ParseNumber();\r
+ picdelay=ParseNumber();\r
+ RipToEOL ();\r
+}\r
+\r
+\r
+/*\r
+=====================\r
+=\r
+= TimedPicCommand\r
+=\r
+= Call with text pointing just after a ^P\r
+= Upon exit text points to the start of next line\r
+=\r
+=====================\r
+*/\r
+\r
+void TimedPicCommand (void)\r
+{\r
+ ParseTimedCommand ();\r
+\r
+//\r
+// update the screen, and wait for time delay\r
+//\r
+ VW_UpdateScreen ();\r
+\r
+//\r
+// wait for time\r
+//\r
+ TimeCount = 0;\r
+ while (TimeCount < picdelay)\r
+ ;\r
+\r
+//\r
+// draw pic\r
+//\r
+ VWB_DrawPic (picx&~7,picy,picnum);\r
+}\r
+\r
+\r
+/*\r
+=====================\r
+=\r
+= HandleCommand\r
+=\r
+=====================\r
+*/\r
+\r
+void HandleCommand (void)\r
+{\r
+ int i,margin,top,bottom;\r
+ int picwidth,picheight,picmid;\r
+\r
+ switch (toupper(*++text))\r
+ {\r
+ case 'B':\r
+ picy=ParseNumber();\r
+ picx=ParseNumber();\r
+ picwidth=ParseNumber();\r
+ picheight=ParseNumber();\r
+ VWB_Bar(picx,picy,picwidth,picheight,BACKCOLOR);\r
+ RipToEOL();\r
+ break;\r
+ case ';': // comment\r
+ RipToEOL();\r
+ break;\r
+ case 'P': // ^P is start of next page, ^E is end of file\r
+ case 'E':\r
+ layoutdone = true;\r
+ text--; // back up to the '^'\r
+ break;\r
+\r
+ case 'C': // ^c<hex digit> changes text color\r
+ i = toupper(*++text);\r
+ if (i>='0' && i<='9')\r
+ fontcolor = i-'0';\r
+ else if (i>='A' && i<='F')\r
+ fontcolor = i-'A'+10;\r
+\r
+ fontcolor *= 16;\r
+ i = toupper(*++text);\r
+ if (i>='0' && i<='9')\r
+ fontcolor += i-'0';\r
+ else if (i>='A' && i<='F')\r
+ fontcolor += i-'A'+10;\r
+ text++;\r
+ break;\r
+\r
+ case '>':\r
+ px = 160;\r
+ text++;\r
+ break;\r
+\r
+ case 'L':\r
+ py=ParseNumber();\r
+ rowon = (py-TOPMARGIN)/FONTHEIGHT;\r
+ py = TOPMARGIN+rowon*FONTHEIGHT;\r
+ px=ParseNumber();\r
+ while (*text++ != '\n') // scan to end of line\r
+ ;\r
+ break;\r
+\r
+ case 'T': // ^Tyyy,xxx,ppp,ttt waits ttt tics, then draws pic\r
+ TimedPicCommand ();\r
+ break;\r
+\r
+ case 'G': // ^Gyyy,xxx,ppp draws graphic\r
+ ParsePicCommand ();\r
+ VWB_DrawPic (picx&~7,picy,picnum);\r
+ picwidth = pictable[picnum-STARTPICS].width;\r
+ picheight = pictable[picnum-STARTPICS].height;\r
+ //\r
+ // adjust margins\r
+ //\r
+ picmid = picx + picwidth/2;\r
+ if (picmid > SCREENMID)\r
+ margin = picx-PICMARGIN; // new right margin\r
+ else\r
+ margin = picx+picwidth+PICMARGIN; // new left margin\r
+\r
+ top = (picy-TOPMARGIN)/FONTHEIGHT;\r
+ if (top<0)\r
+ top = 0;\r
+ bottom = (picy+picheight-TOPMARGIN)/FONTHEIGHT;\r
+ if (bottom>=TEXTROWS)\r
+ bottom = TEXTROWS-1;\r
+\r
+ for (i=top;i<=bottom;i++)\r
+ if (picmid > SCREENMID)\r
+ rightmargin[i] = margin;\r
+ else\r
+ leftmargin[i] = margin;\r
+\r
+ //\r
+ // adjust this line if needed\r
+ //\r
+ if (px < leftmargin[rowon])\r
+ px = leftmargin[rowon];\r
+ break;\r
+ }\r
+}\r
+\r
+\r
+/*\r
+=====================\r
+=\r
+= NewLine\r
+=\r
+=====================\r
+*/\r
+\r
+void NewLine (void)\r
+{\r
+ char ch;\r
+\r
+ if (++rowon == TEXTROWS)\r
+ {\r
+ //\r
+ // overflowed the page, so skip until next page break\r
+ //\r
+ layoutdone = true;\r
+ do\r
+ {\r
+ if (*text == '^')\r
+ {\r
+ ch = toupper(*(text+1));\r
+ if (ch == 'E' || ch == 'P')\r
+ {\r
+ layoutdone = true;\r
+ return;\r
+ }\r
+ }\r
+ text++;\r
+\r
+ } while (1);\r
+\r
+ }\r
+ px = leftmargin[rowon];\r
+ py+= FONTHEIGHT;\r
+}\r
+\r
+\r
+\r
+/*\r
+=====================\r
+=\r
+= HandleCtrls\r
+=\r
+=====================\r
+*/\r
+\r
+void HandleCtrls (void)\r
+{\r
+ char ch;\r
+\r
+ ch = *text++; // get the character and advance\r
+\r
+ if (ch == '\n')\r
+ {\r
+ NewLine ();\r
+ return;\r
+ }\r
+\r
+}\r
+\r
+\r
+/*\r
+=====================\r
+=\r
+= HandleWord\r
+=\r
+=====================\r
+*/\r
+\r
+void HandleWord (void)\r
+{\r
+ char word[WORDLIMIT];\r
+ int i,wordindex;\r
+ unsigned wwidth,wheight,newpos;\r
+\r
+\r
+ //\r
+ // copy the next word into [word]\r
+ //\r
+ word[0] = *text++;\r
+ wordindex = 1;\r
+ while (*text>32)\r
+ {\r
+ word[wordindex] = *text++;\r
+ if (++wordindex == WORDLIMIT)\r
+ Quit ("PageLayout: Word limit exceeded");\r
+ }\r
+ word[wordindex] = 0; // stick a null at end for C\r
+\r
+ //\r
+ // see if it fits on this line\r
+ //\r
+ VW_MeasurePropString (word,&wwidth,&wheight);\r
+\r
+ while (px+wwidth > rightmargin[rowon])\r
+ {\r
+ NewLine ();\r
+ if (layoutdone)\r
+ return; // overflowed page\r
+ }\r
+\r
+ //\r
+ // print it\r
+ //\r
+ newpos = px+wwidth;\r
+ VWB_DrawPropString (word);\r
+ px = newpos;\r
+\r
+ //\r
+ // suck up any extra spaces\r
+ //\r
+ while (*text == ' ')\r
+ {\r
+ px += SPACEWIDTH;\r
+ text++;\r
+ }\r
+}\r
+\r
+/*\r
+=====================\r
+=\r
+= PageLayout\r
+=\r
+= Clears the screen, draws the pics on the page, and word wraps the text.\r
+= Returns a pointer to the terminating command\r
+=\r
+=====================\r
+*/\r
+\r
+void PageLayout (boolean shownumber)\r
+{\r
+ int i,oldfontcolor;\r
+ char ch;\r
+\r
+ oldfontcolor = fontcolor;\r
+\r
+ fontcolor = 0;\r
+\r
+//\r
+// clear the screen\r
+//\r
+ VWB_Bar (0,0,320,200,BACKCOLOR);\r
+ VWB_DrawPic (0,0,H_TOPWINDOWPIC);\r
+ VWB_DrawPic (0,8,H_LEFTWINDOWPIC);\r
+ VWB_DrawPic (312,8,H_RIGHTWINDOWPIC);\r
+ VWB_DrawPic (8,176,H_BOTTOMINFOPIC);\r
+\r
+\r
+ for (i=0;i<TEXTROWS;i++)\r
+ {\r
+ leftmargin[i] = LEFTMARGIN;\r
+ rightmargin[i] = SCREENPIXWIDTH-RIGHTMARGIN;\r
+ }\r
+\r
+ px = LEFTMARGIN;\r
+ py = TOPMARGIN;\r
+ rowon = 0;\r
+ layoutdone = false;\r
+\r
+//\r
+// make sure we are starting layout text (^P first command)\r
+//\r
+ while (*text <= 32)\r
+ text++;\r
+\r
+ if (*text != '^' || toupper(*++text) != 'P')\r
+ Quit ("PageLayout: Text not headed with ^P");\r
+\r
+ while (*text++ != '\n')\r
+ ;\r
+\r
+\r
+//\r
+// process text stream\r
+//\r
+ do\r
+ {\r
+ ch = *text;\r
+\r
+ if (ch == '^')\r
+ HandleCommand ();\r
+ else\r
+ if (ch == 9)\r
+ {\r
+ px = (px+8)&0xf8;\r
+ text++;\r
+ }\r
+ else if (ch <= 32)\r
+ HandleCtrls ();\r
+ else\r
+ HandleWord ();\r
+\r
+ } while (!layoutdone);\r
+\r
+ pagenum++;\r
+\r
+ if (shownumber)\r
+ {\r
+ #ifdef SPANISH\r
+ strcpy (str,"Hoja ");\r
+ itoa (pagenum,str2,10);\r
+ strcat (str,str2);\r
+ strcat (str," de ");\r
+ py = 183;\r
+ px = 208;\r
+ #else\r
+ strcpy (str,"pg ");\r
+ itoa (pagenum,str2,10);\r
+ strcat (str,str2);\r
+ strcat (str," of ");\r
+ py = 183;\r
+ px = 213;\r
+ #endif\r
+ itoa (numpages,str2,10);\r
+ strcat (str,str2);\r
+ fontcolor = 0x4f; //12^BACKCOLOR;\r
+\r
+ VWB_DrawPropString (str);\r
+ }\r
+\r
+ fontcolor = oldfontcolor;\r
+}\r
+\r
+//===========================================================================\r
+\r
+/*\r
+=====================\r
+=\r
+= BackPage\r
+=\r
+= Scans for a previous ^P\r
+=\r
+=====================\r
+*/\r
+\r
+void BackPage (void)\r
+{\r
+ pagenum--;\r
+ do\r
+ {\r
+ text--;\r
+ if (*text == '^' && toupper(*(text+1)) == 'P')\r
+ return;\r
+ } while (1);\r
+}\r
+\r
+\r
+//===========================================================================\r
+\r
+\r
+/*\r
+=====================\r
+=\r
+= CacheLayoutGraphics\r
+=\r
+= Scans an entire layout file (until a ^E) marking all graphics used, and\r
+= counting pages, then caches the graphics in\r
+=\r
+=====================\r
+*/\r
+void CacheLayoutGraphics (void)\r
+{\r
+ char far *bombpoint, far *textstart;\r
+ char ch;\r
+\r
+ textstart = text;\r
+ bombpoint = text+30000;\r
+ numpages = pagenum = 0;\r
+\r
+ do\r
+ {\r
+ if (*text == '^')\r
+ {\r
+ ch = toupper(*++text);\r
+ if (ch == 'P') // start of a page\r
+ numpages++;\r
+ if (ch == 'E') // end of file, so load graphics and return\r
+ {\r
+ CA_MarkGrChunk(H_TOPWINDOWPIC);\r
+ CA_MarkGrChunk(H_LEFTWINDOWPIC);\r
+ CA_MarkGrChunk(H_RIGHTWINDOWPIC);\r
+ CA_MarkGrChunk(H_BOTTOMINFOPIC);\r
+ CA_CacheMarks ();\r
+ text = textstart;\r
+ return;\r
+ }\r
+ if (ch == 'G') // draw graphic command, so mark graphics\r
+ {\r
+ ParsePicCommand ();\r
+ CA_MarkGrChunk (picnum);\r
+ }\r
+ if (ch == 'T') // timed draw graphic command, so mark graphics\r
+ {\r
+ ParseTimedCommand ();\r
+ CA_MarkGrChunk (picnum);\r
+ }\r
+ }\r
+ else\r
+ text++;\r
+\r
+ } while (text<bombpoint);\r
+\r
+ Quit ("CacheLayoutGraphics: No ^E to terminate file!");\r
+}\r
+#endif\r
+\r
+\r
+/*\r
+=====================\r
+=\r
+= ShowArticle\r
+=\r
+=====================\r
+*/\r
+\r
+#ifdef JAPAN\r
+void ShowArticle (int which)\r
+#else\r
+void ShowArticle (char far *article)\r
+#endif\r
+{\r
+ #ifdef JAPAN\r
+ int snames[10] = { H_HELP1PIC,\r
+ H_HELP2PIC,\r
+ H_HELP3PIC,\r
+ H_HELP4PIC,\r
+ H_HELP5PIC,\r
+ H_HELP6PIC,\r
+ H_HELP7PIC,\r
+ H_HELP8PIC,\r
+ H_HELP9PIC,\r
+ H_HELP10PIC};\r
+ int enames[14] = {\r
+ 0,0,\r
+ #ifndef JAPDEMO\r
+ C_ENDGAME1APIC,\r
+ C_ENDGAME1BPIC,\r
+ C_ENDGAME2APIC,\r
+ C_ENDGAME2BPIC,\r
+ C_ENDGAME3APIC,\r
+ C_ENDGAME3BPIC,\r
+ C_ENDGAME4APIC,\r
+ C_ENDGAME4BPIC,\r
+ C_ENDGAME5APIC,\r
+ C_ENDGAME5BPIC,\r
+ C_ENDGAME6APIC,\r
+ C_ENDGAME6BPIC\r
+ #endif\r
+ };\r
+ #endif\r
+ unsigned oldfontnumber;\r
+ unsigned temp;\r
+ boolean newpage,firstpage;\r
+\r
+ #ifdef JAPAN\r
+ pagenum = 1;\r
+ if (!which)\r
+ numpages = 10;\r
+ else\r
+ numpages = 2;\r
+\r
+ #else\r
+\r
+ text = article;\r
+ oldfontnumber = fontnumber;\r
+ fontnumber = 0;\r
+ CA_MarkGrChunk(STARTFONT);\r
+ VWB_Bar (0,0,320,200,BACKCOLOR);\r
+ CacheLayoutGraphics ();\r
+ #endif\r
+\r
+ newpage = true;\r
+ firstpage = true;\r
+\r
+ do\r
+ {\r
+ if (newpage)\r
+ {\r
+ newpage = false;\r
+ #ifdef JAPAN\r
+ if (!which)\r
+ CA_CacheScreen(snames[pagenum - 1]);\r
+ else\r
+ CA_CacheScreen(enames[which*2 + pagenum - 1]);\r
+ #else\r
+ PageLayout (true);\r
+ #endif\r
+ VW_UpdateScreen ();\r
+ if (firstpage)\r
+ {\r
+ VL_FadeIn(0,255,&gamepal,10);\r
+ // VW_FadeIn ()\r
+ firstpage = false;\r
+ }\r
+ }\r
+\r
+ LastScan = 0;\r
+ while (!LastScan)\r
+ ;\r
+\r
+ switch (LastScan)\r
+ {\r
+ case sc_UpArrow:\r
+ case sc_PgUp:\r
+ case sc_LeftArrow:\r
+ if (pagenum>1)\r
+ {\r
+ #ifndef JAPAN\r
+ BackPage ();\r
+ BackPage ();\r
+ #else\r
+ pagenum--;\r
+ #endif\r
+ newpage = true;\r
+ }\r
+ break;\r
+\r
+ case sc_Enter:\r
+ case sc_DownArrow:\r
+ case sc_PgDn:\r
+ case sc_RightArrow: // the text allready points at next page\r
+ if (pagenum<numpages)\r
+ {\r
+ newpage = true;\r
+ #ifdef JAPAN\r
+ pagenum++;\r
+ #endif\r
+ }\r
+ break;\r
+ }\r
+\r
+ #ifndef SPEAR\r
+ if (Keyboard[sc_Tab] && Keyboard[sc_P] && MS_CheckParm("goobers"))\r
+ PicturePause();\r
+ #endif\r
+\r
+ } while (LastScan != sc_Escape);\r
+\r
+ IN_ClearKeysDown ();\r
+ fontnumber = oldfontnumber;\r
+}\r
+\r
+\r
+//===========================================================================\r
+\r
+#ifndef JAPAN\r
+#ifdef ARTSEXTERN\r
+int endextern = T_ENDART1;\r
+#ifndef SPEAR\r
+int helpextern = T_HELPART;\r
+#endif\r
+#endif\r
+char helpfilename[13] = "HELPART.",\r
+ endfilename[13] = "ENDART1.";\r
+#endif\r
+\r
+/*\r
+=================\r
+=\r
+= HelpScreens\r
+=\r
+=================\r
+*/\r
+#ifndef SPEAR\r
+void HelpScreens (void)\r
+{\r
+ int artnum;\r
+ char far *text;\r
+ memptr layout;\r
+\r
+\r
+ CA_UpLevel ();\r
+ MM_SortMem ();\r
+#ifdef JAPAN\r
+ ShowArticle (0);\r
+ VW_FadeOut();\r
+ FreeMusic ();\r
+ CA_DownLevel ();\r
+ MM_SortMem ();\r
+#else\r
+\r
+\r
+\r
+\r
+#ifdef ARTSEXTERN\r
+ artnum = helpextern;\r
+ CA_CacheGrChunk (artnum);\r
+ text = (char _seg *)grsegs[artnum];\r
+ MM_SetLock (&grsegs[artnum], true);\r
+#else\r
+ CA_LoadFile (helpfilename,&layout);\r
+ text = (char _seg *)layout;\r
+ MM_SetLock (&layout, true);\r
+#endif\r
+\r
+ ShowArticle (text);\r
+\r
+#ifdef ARTSEXTERN\r
+ MM_FreePtr (&grsegs[artnum]);\r
+#else\r
+ MM_FreePtr (&layout);\r
+#endif\r
+\r
+\r
+\r
+ VW_FadeOut();\r
+\r
+ FreeMusic ();\r
+ CA_DownLevel ();\r
+ MM_SortMem ();\r
+#endif\r
+}\r
+#endif\r
+\r
+//\r
+// END ARTICLES\r
+//\r
+void EndText (void)\r
+{\r
+ int artnum;\r
+ char far *text;\r
+ memptr layout;\r
+\r
+\r
+ ClearMemory ();\r
+\r
+ CA_UpLevel ();\r
+ MM_SortMem ();\r
+#ifdef JAPAN\r
+ ShowArticle(gamestate.episode + 1);\r
+\r
+ VW_FadeOut();\r
+\r
+ SETFONTCOLOR(0,15);\r
+ IN_ClearKeysDown();\r
+ if (MousePresent)\r
+ Mouse(MDelta); // Clear accumulated mouse movement\r
+\r
+ FreeMusic ();\r
+ CA_DownLevel ();\r
+ MM_SortMem ();\r
+#else\r
+\r
+\r
+\r
+#ifdef ARTSEXTERN\r
+ artnum = endextern+gamestate.episode;\r
+ CA_CacheGrChunk (artnum);\r
+ text = (char _seg *)grsegs[artnum];\r
+ MM_SetLock (&grsegs[artnum], true);\r
+#else\r
+ endfilename[6] = '1'+gamestate.episode;\r
+ CA_LoadFile (endfilename,&layout);\r
+ text = (char _seg *)layout;\r
+ MM_SetLock (&layout, true);\r
+#endif\r
+\r
+ ShowArticle (text);\r
+\r
+#ifdef ARTSEXTERN\r
+ MM_FreePtr (&grsegs[artnum]);\r
+#else\r
+ MM_FreePtr (&layout);\r
+#endif\r
+\r
+\r
+ VW_FadeOut();\r
+ SETFONTCOLOR(0,15);\r
+ IN_ClearKeysDown();\r
+ if (MousePresent)\r
+ Mouse(MDelta); // Clear accumulated mouse movement\r
+\r
+ FreeMusic ();\r
+ CA_DownLevel ();\r
+ MM_SortMem ();\r
+#endif\r
+}\r
--- /dev/null
+//#define SPEAR\r
+#define JAPAN\r
+#define JAPDEMO\r
+#define UPLOAD\r
+#define ARTSEXTERN\r
+#define DEMOSEXTERN\r
+//#define MYPROFILE\r
+//#define DEBCHECK\r
+#define CARMACIZED\r
--- /dev/null
+//#define SPEAR\r
+#define ARTSEXTERN\r
+#define DEMOSEXTERN\r
+//#define MYPROFILE\r
+//#define DEBCHECK\r
+#define CARMACIZED\r
+#define UPLOAD\r
--- /dev/null
+\r
+ Start Stop Length Name Class\r
+\r
+ 00000H 044BBH 044BCH _TEXT CODE\r
+ 044BCH 044BCH 00000H H_LDIV_TEXT CODE\r
+ 044BCH 04855H 0039AH WOLFHACK_TEXT CODE\r
+ 04858H 048BCH 00065H WHACK_A_TEXT CODE\r
+ 048C0H 048FAH 0003BH WL_ASM_TEXT CODE\r
+ 048FBH 060ABH 017B1H WL_MAIN_TEXT CODE\r
+ 060ACH 06A53H 009A8H WL_TEXT_TEXT CODE\r
+ 06A54H 0A853H 03E00H WL_MENU_TEXT CODE\r
+ 0A854H 0BC65H 01412H WL_INTER_TEXT CODE\r
+ 0BC66H 0CFC6H 01361H WL_GAME_TEXT CODE\r
+ 0CFC7H 0E0DCH 01116H WL_PLAY_TEXT CODE\r
+ 0E0DDH 0EBCEH 00AF2H WL_DEBUG_TEXT CODE\r
+ 0EBCFH 0FB85H 00FB7H WL_DRAW_TEXT CODE\r
+ 0FB86H 0FFD9H 00454H WL_DR_A_TEXT CODE\r
+ 0FFDAH 1087BH 008A2H WL_SCALE_TEXT CODE\r
+ 1087CH 12014H 01799H WL_STATE_TEXT CODE\r
+ 12015H 1320EH 011FAH WL_AGENT_TEXT CODE\r
+ 1320FH 13ECBH 00CBDH WL_ACT1_TEXT CODE\r
+ 13ECCH 160F7H 0222CH WL_ACT2_TEXT CODE\r
+ 160F8H 177B0H 016B9H ID_CA_TEXT CODE\r
+ 177B1H 182DFH 00B2FH ID_IN_TEXT CODE\r
+ 182E0H 19126H 00E47H ID_MM_TEXT CODE\r
+ 19127H 1A286H 01160H ID_PM_TEXT CODE\r
+ 1A287H 1BB15H 0188FH ID_SD_TEXT CODE\r
+ 1BB16H 1BF07H 003F2H ID_SD_A_TEXT CODE\r
+ 1BF08H 1CAADH 00BA6H ID_US_1_TEXT CODE\r
+ 1CAAEH 1CAF2H 00045H ID_US_A_TEXT CODE\r
+ 1CAF3H 1D61FH 00B2DH ID_VL_TEXT CODE\r
+ 1D620H 1DF01H 008E2H ID_VH_TEXT CODE\r
+ 1DF02H 1E195H 00294H ID_VL_A_TEXT CODE\r
+ 1E196H 1E38BH 001F6H ID_VH_A_TEXT CODE\r
+ 1E390H 20B06H 02777H EMU_PROG CODE\r
+ 20B10H 210D7H 005C8H E87_PROG CODE\r
+ 210E0H 210E0H 00000H _FARDATA FAR_DATA\r
+ 210E0H 230DFH 02000H FAR_DATA FAR_DATA\r
+ 230E0H 231E1H 00102H FAR_DATA FAR_DATA\r
+ 231F0H 234E3H 002F4H WL_MAIN5_DATA FAR_DATA\r
+ 234F0H 237BFH 002D0H WL_MENU5_DATA FAR_DATA\r
+ 237C0H 23939H 0017AH WL_MENU6_DATA FAR_DATA\r
+ 23940H 23B37H 001F8H WL_MENU7_DATA FAR_DATA\r
+ 23B40H 23C3BH 000FCH WL_MENU8_DATA FAR_DATA\r
+ 23C40H 23E0DH 001CEH WL_MENU9_DATA FAR_DATA\r
+ 23E10H 23EB7H 000A8H WL_MENU10_DATA FAR_DATA\r
+ 23EC0H 24063H 001A4H WL_MENU11_DATA FAR_DATA\r
+ 24070H 241E9H 0017AH WL_MENU12_DATA FAR_DATA\r
+ 241F0H 24213H 00024H WL_MENU13_DATA FAR_DATA\r
+ 24220H 33C1FH 0FA00H SignonSeg FAR_DATA\r
+ 33C20H 33C9FH 00080H ID_IN5_DATA FAR_DATA\r
+ 33CA0H 33D1FH 00080H ID_IN6_DATA FAR_DATA\r
+ 33D20H 33D9FH 00080H ID_IN7_DATA FAR_DATA\r
+ 33DA0H 33DA0H 00000H _FARBSS FAR_BSS\r
+ 33DA0H 342F8H 00559H _COMDEF_AA_ FAR_BSS\r
+ 34300H 34A07H 00708H _COMDEF_AB_ FAR_BSS\r
+ 34A10H 3581FH 00E10H _COMDEF_AC_ FAR_BSS\r
+ 35820H 358B4H 00095H _COMDEF_AD_ FAR_BSS\r
+ 358C0H 36ABFH 01200H _COMDEF_AE_ FAR_BSS\r
+ 36AC0H 37CBFH 01200H _COMDEF_AF_ FAR_BSS\r
+ 37CC0H 39D8FH 020D0H _COMDEF_AG_ FAR_BSS\r
+ 39D90H 3A08FH 00300H _COMDEF_AH_ FAR_BSS\r
+ 3A090H 3A38FH 00300H _COMDEF_AI_ FAR_BSS\r
+ 3A390H 3A390H 00000H _OVERLAY_ OVRINFO\r
+ 3A390H 3A390H 00000H _1STUB_ STUBSEG\r
+ 3A390H 3EAC9H 0473AH _DATA DATA\r
+ 3EACAH 3EACDH 00004H _CVTSEG DATA\r
+ 3EACEH 3EAD9H 0000CH _SCNSEG DATA\r
+ 3EADAH 3EADAH 00000H _CONST CONST\r
+ 3EADAH 3EAF7H 0001EH _INIT_ INITDATA\r
+ 3EAF8H 3EAF8H 00000H _INITEND_ INITDATA\r
+ 3EAF8H 3EAFDH 00006H _EXIT_ EXITDATA\r
+ 3EAFEH 3EAFEH 00000H _EXITEND_ EXITDATA\r
+ 3EAFEH 3ED73H 00276H _BSS BSS\r
+ 3ED74H 4933EH 0A5CBH _COMDEF_ BSS\r
+ 4933FH 4933FH 00000H _BSSEND BSSEND\r
+ 49340H 493BFH 00080H _STACK STACK\r
+\r
+\r
+Detailed map of segments\r
+\r
+ 0000:0000 02B2 C=CODE S=_TEXT G=(none) M=C0.ASM ACBP=28\r
+ 0000:02B2 00DE C=CODE S=_TEXT G=(none) M=H_LDIV.ASM ACBP=28\r
+ 0000:0390 0258 C=CODE S=_TEXT G=(none) M=FPINIT ACBP=28\r
+ 0000:05E8 0000 C=CODE S=_TEXT G=(none) M=E87TRAP ACBP=28\r
+ 0000:05E8 0000 C=CODE S=_TEXT G=(none) M=PROTFLAG ACBP=28\r
+ 0000:05E8 0000 C=CODE S=_TEXT G=(none) M=DEFLT87 ACBP=28\r
+ 0000:05E8 000D C=CODE S=_TEXT G=(none) M=ATAN ACBP=28\r
+ 0000:05F5 0000 C=CODE S=_TEXT G=(none) M=HUGEVAL ACBP=28\r
+ 0000:05F5 009A C=CODE S=_TEXT G=(none) M=LDTRUNC ACBP=28\r
+ 0000:068F 0000 C=CODE S=_TEXT G=(none) M=MATHWHY ACBP=28\r
+ 0000:068F 01B5 C=CODE S=_TEXT G=(none) M=REALCVT ACBP=28\r
+ 0000:0844 0361 C=CODE S=_TEXT G=(none) M=SCANTOD ACBP=28\r
+ 0000:0BA5 0205 C=CODE S=_TEXT G=(none) M=XCVT ACBP=28\r
+ 0000:0DAA 00A4 C=CODE S=_TEXT G=(none) M=FPERR ACBP=28\r
+ 0000:0E4E 00C9 C=CODE S=_TEXT G=(none) M=_POW10 ACBP=28\r
+ 0000:0F17 000B C=CODE S=_TEXT G=(none) M=POW10D ACBP=28\r
+ 0000:0F22 0026 C=CODE S=_TEXT G=(none) M=MATHERR ACBP=28\r
+ 0000:0F48 004D C=CODE S=_TEXT G=(none) M=SIN ACBP=28\r
+ 0000:0F95 0050 C=CODE S=_TEXT G=(none) M=TAN ACBP=28\r
+ 0000:0FE5 0090 C=CODE S=_TEXT G=(none) M=_MATHERR ACBP=28\r
+ 0000:1075 00BB C=CODE S=_TEXT G=(none) M=ATAN2 ACBP=28\r
+ 0000:1130 002C C=CODE S=_TEXT G=(none) M=FFTOL ACBP=28\r
+ 0000:115C 002D C=CODE S=_TEXT G=(none) M=ATEXIT ACBP=28\r
+ 0000:1189 0000 C=CODE S=_TEXT G=(none) M=CTYPE ACBP=28\r
+ 0000:1189 0038 C=CODE S=_TEXT G=(none) M=DOSFATTR ACBP=28\r
+ 0000:11C1 0032 C=CODE S=_TEXT G=(none) M=DOSGDATE ACBP=28\r
+ 0000:11F3 0023 C=CODE S=_TEXT G=(none) M=DOSWRITE ACBP=28\r
+ 0000:1216 0093 C=CODE S=_TEXT G=(none) M=EXIT ACBP=28\r
+ 0000:12A9 0000 C=CODE S=_TEXT G=(none) M=FILES ACBP=28\r
+ 0000:12A9 0000 C=CODE S=_TEXT G=(none) M=FILES2 ACBP=28\r
+ 0000:12A9 0000 C=CODE S=_TEXT G=(none) M=FMODE ACBP=28\r
+ 0000:12A9 0000 C=CODE S=_TEXT G=(none) M=FPSTKLEN ACBP=28\r
+ 0000:12A9 0017 C=CODE S=_TEXT G=(none) M=F_LXMUL ACBP=28\r
+ 0000:12C0 0021 C=CODE S=_TEXT G=(none) M=F_PCMP ACBP=28\r
+ 0000:12E1 001C C=CODE S=_TEXT G=(none) M=F_SCOPY ACBP=28\r
+ 0000:12FD 0020 C=CODE S=_TEXT G=(none) M=GETVECT ACBP=28\r
+ 0000:131D 0000 C=CODE S=_TEXT G=(none) M=HEAPLEN ACBP=28\r
+ 0000:131D 0021 C=CODE S=_TEXT G=(none) M=H_LLSH ACBP=28\r
+ 0000:133E 0020 C=CODE S=_TEXT G=(none) M=H_LRSH ACBP=28\r
+ 0000:135E 0021 C=CODE S=_TEXT G=(none) M=H_LURSH ACBP=28\r
+ 0000:137F 0088 C=CODE S=_TEXT G=(none) M=H_PADA ACBP=28\r
+ 0000:1407 0060 C=CODE S=_TEXT G=(none) M=H_PADD ACBP=28\r
+ 0000:1467 0028 C=CODE S=_TEXT G=(none) M=H_PSBP ACBP=28\r
+ 0000:148F 0027 C=CODE S=_TEXT G=(none) M=H_SPUSH ACBP=28\r
+ 0000:14B6 004B C=CODE S=_TEXT G=(none) M=IOERROR ACBP=28\r
+ 0000:1501 0011 C=CODE S=_TEXT G=(none) M=ISATTY ACBP=28\r
+ 0000:1512 009A C=CODE S=_TEXT G=(none) M=LONGTOA ACBP=28\r
+ 0000:15AC 0029 C=CODE S=_TEXT G=(none) M=LSEEK ACBP=28\r
+ 0000:15D5 0082 C=CODE S=_TEXT G=(none) M=MKNAME ACBP=28\r
+ 0000:1657 0021 C=CODE S=_TEXT G=(none) M=N_PCMP ACBP=28\r
+ 0000:1678 0032 C=CODE S=_TEXT G=(none) M=OUTPORT ACBP=28\r
+ 0000:16AA 002D C=CODE S=_TEXT G=(none) M=READA ACBP=28\r
+ 0000:16D7 01AA C=CODE S=_TEXT G=(none) M=SCANTOL ACBP=28\r
+ 0000:1881 00A5 C=CODE S=_TEXT G=(none) M=SETUPIO ACBP=28\r
+ 0000:1926 0000 C=CODE S=_TEXT G=(none) M=SIGDATA ACBP=28\r
+ 0000:1926 0000 C=CODE S=_TEXT G=(none) M=STKLEN ACBP=28\r
+ 0000:1926 0018 C=CODE S=_TEXT G=(none) M=TELL ACBP=28\r
+ 0000:193E 002C C=CODE S=_TEXT G=(none) M=TOLOWER ACBP=28\r
+ 0000:196A 002C C=CODE S=_TEXT G=(none) M=TOUPPER ACBP=28\r
+ 0000:1996 0016 C=CODE S=_TEXT G=(none) M=UNLINK ACBP=28\r
+ 0000:19AC 04C6 C=CODE S=_TEXT G=(none) M=VPRINTER ACBP=28\r
+ 0000:1E72 009F C=CODE S=_TEXT G=(none) M=VRAM ACBP=28\r
+ 0000:1F11 001A C=CODE S=_TEXT G=(none) M=XCLOSE ACBP=28\r
+ 0000:1F2B 0029 C=CODE S=_TEXT G=(none) M=_STPCPY ACBP=28\r
+ 0000:1F54 0025 C=CODE S=_TEXT G=(none) M=BIOSKEY ACBP=28\r
+ 0000:1F79 006F C=CODE S=_TEXT G=(none) M=BRK ACBP=28\r
+ 0000:1FE8 0029 C=CODE S=_TEXT G=(none) M=CLRSCR ACBP=28\r
+ 0000:2011 0010 C=CODE S=_TEXT G=(none) M=CORELEFT ACBP=28\r
+ 0000:2021 01B3 C=CODE S=_TEXT G=(none) M=CRTINIT ACBP=28\r
+ 0000:21D4 001F C=CODE S=_TEXT G=(none) M=CVTFAK ACBP=28\r
+ 0000:21F3 0421 C=CODE S=_TEXT G=(none) M=FARHEAP ACBP=28\r
+ 0000:2614 0143 C=CODE S=_TEXT G=(none) M=FBRK ACBP=28\r
+ 0000:2757 0050 C=CODE S=_TEXT G=(none) M=FCORELFT ACBP=28\r
+ 0000:27A7 0049 C=CODE S=_TEXT G=(none) M=GOTOXY ACBP=28\r
+ 0000:27F0 0095 C=CODE S=_TEXT G=(none) M=GPTEXT ACBP=28\r
+ 0000:2885 002E C=CODE S=_TEXT G=(none) M=HARD ACBP=28\r
+ 0000:28B3 0126 C=CODE S=_TEXT G=(none) M=HARDERR ACBP=28\r
+ 0000:29D9 0027 C=CODE S=_TEXT G=(none) M=IOCTL ACBP=28\r
+ 0000:2A00 009D C=CODE S=_TEXT G=(none) M=MOVETEXT ACBP=28\r
+ 0000:2A9D 027B C=CODE S=_TEXT G=(none) M=NEARHEAP ACBP=28\r
+ 0000:2D18 0004 C=CODE S=_TEXT G=(none) M=REALCVT ACBP=28\r
+ 0000:2D1C 01AB C=CODE S=_TEXT G=(none) M=SCREEN ACBP=28\r
+ 0000:2EC7 0188 C=CODE S=_TEXT G=(none) M=SCROLL ACBP=28\r
+ 0000:304F 0115 C=CODE S=_TEXT G=(none) M=SETARGV ACBP=28\r
+ 0000:3164 001C C=CODE S=_TEXT G=(none) M=SETBLOCK ACBP=28\r
+ 0000:3180 005D C=CODE S=_TEXT G=(none) M=SETENVP ACBP=28\r
+ 0000:31DD 002C C=CODE S=_TEXT G=(none) M=WHEREXY ACBP=28\r
+ 0000:3209 007D C=CODE S=_TEXT G=(none) M=ATOL ACBP=28\r
+ 0000:3286 0010 C=CODE S=_TEXT G=(none) M=BDOS ACBP=28\r
+ 0000:3296 001B C=CODE S=_TEXT G=(none) M=CHMODA ACBP=28\r
+ 0000:32B1 0028 C=CODE S=_TEXT G=(none) M=CLOSE ACBP=28\r
+ 0000:32D9 001E C=CODE S=_TEXT G=(none) M=CLOSEA ACBP=28\r
+ 0000:32F7 008B C=CODE S=_TEXT G=(none) M=CREAT ACBP=28\r
+ 0000:3382 007D C=CODE S=_TEXT G=(none) M=FCLOSE ACBP=28\r
+ 0000:33FF 0081 C=CODE S=_TEXT G=(none) M=FFLUSH ACBP=28\r
+ 0000:3480 0060 C=CODE S=_TEXT G=(none) M=FINDFIRS ACBP=28\r
+ 0000:34E0 0041 C=CODE S=_TEXT G=(none) M=FLENGTH ACBP=28\r
+ 0000:3521 003A C=CODE S=_TEXT G=(none) M=FLUSHALL ACBP=28\r
+ 0000:355B 01A0 C=CODE S=_TEXT G=(none) M=FOPEN ACBP=28\r
+ 0000:36FB 0016 C=CODE S=_TEXT G=(none) M=FPRINTF ACBP=28\r
+ 0000:3711 0112 C=CODE S=_TEXT G=(none) M=FSEEK ACBP=28\r
+ 0000:3823 005F C=CODE S=_TEXT G=(none) M=GETENV ACBP=28\r
+ 0000:3882 0067 C=CODE S=_TEXT G=(none) M=LTOA1 ACBP=28\r
+ 0000:38E9 001F C=CODE S=_TEXT G=(none) M=MEMCPY ACBP=28\r
+ 0000:3908 0022 C=CODE S=_TEXT G=(none) M=MOVEDATA ACBP=28\r
+ 0000:392A 0183 C=CODE S=_TEXT G=(none) M=OPEN ACBP=28\r
+ 0000:3AAD 004D C=CODE S=_TEXT G=(none) M=OPENA ACBP=28\r
+ 0000:3AFA 0017 C=CODE S=_TEXT G=(none) M=PRINTF ACBP=28\r
+ 0000:3B11 0302 C=CODE S=_TEXT G=(none) M=PUTC ACBP=28\r
+ 0000:3E13 004B C=CODE S=_TEXT G=(none) M=PUTS ACBP=28\r
+ 0000:3E5E 00CE C=CODE S=_TEXT G=(none) M=READ ACBP=28\r
+ 0000:3F2C 0003 C=CODE S=_TEXT G=(none) M=READU ACBP=28\r
+ 0000:3F2F 00D6 C=CODE S=_TEXT G=(none) M=SETVBUF ACBP=28\r
+ 0000:4005 0061 C=CODE S=_TEXT G=(none) M=SPRINTF ACBP=28\r
+ 0000:4066 0039 C=CODE S=_TEXT G=(none) M=STRCAT ACBP=28\r
+ 0000:409F 0022 C=CODE S=_TEXT G=(none) M=STRCPY ACBP=28\r
+ 0000:40C1 001A C=CODE S=_TEXT G=(none) M=STRLEN ACBP=28\r
+ 0000:40DB 00FF C=CODE S=_TEXT G=(none) M=STRTOL ACBP=28\r
+ 0000:41DA 010C C=CODE S=_TEXT G=(none) M=WRITE ACBP=28\r
+ 0000:42E6 003A C=CODE S=_TEXT G=(none) M=WRITEA ACBP=28\r
+ 0000:4320 0003 C=CODE S=_TEXT G=(none) M=WRITEU ACBP=28\r
+ 0000:4323 0028 C=CODE S=_TEXT G=(none) M=XFCLOSE ACBP=28\r
+ 0000:434B 0023 C=CODE S=_TEXT G=(none) M=XFFLUSH ACBP=28\r
+ 0000:436E 0028 C=CODE S=_TEXT G=(none) M=FMEMCMP ACBP=28\r
+ 0000:4396 0024 C=CODE S=_TEXT G=(none) M=FMEMCPY ACBP=28\r
+ 0000:43BA 0043 C=CODE S=_TEXT G=(none) M=FMEMSET ACBP=28\r
+ 0000:43FD 0029 C=CODE S=_TEXT G=(none) M=FSTRCPY ACBP=28\r
+ 0000:4426 0041 C=CODE S=_TEXT G=(none) M=FSTRICMP ACBP=28\r
+ 0000:4467 001F C=CODE S=_TEXT G=(none) M=FSTRLEN ACBP=28\r
+ 0000:4486 0036 C=CODE S=_TEXT G=(none) M=DOSDFREE ACBP=28\r
+ 044B:000C 0000 C=CODE S=H_LDIV_TEXT G=(none) M=H_LDIV.ASM ACBP=48\r
+ 044B:000C 039A C=CODE S=WOLFHACK_TEXT G=(none) M=WOLFHACK.C ACBP=28\r
+ 0485:0008 0065 C=CODE S=WHACK_A_TEXT G=(none) M=WHACK_A.ASM ACBP=A8\r
+ 048C:0000 003B C=CODE S=WL_ASM_TEXT G=(none) M=WL_ASM.ASM ACBP=A8\r
+ 048F:000B 17B1 C=CODE S=WL_MAIN_TEXT G=(none) M=WL_MAIN.C ACBP=28\r
+ 060A:000C 09A8 C=CODE S=WL_TEXT_TEXT G=(none) M=WL_TEXT.C ACBP=28\r
+ 06A5:0004 3E00 C=CODE S=WL_MENU_TEXT G=(none) M=WL_MENU.C ACBP=28\r
+ 0A85:0004 1412 C=CODE S=WL_INTER_TEXT G=(none) M=WL_INTER.C ACBP=28\r
+ 0BC6:0006 1361 C=CODE S=WL_GAME_TEXT G=(none) M=WL_GAME.C ACBP=28\r
+ 0CFC:0007 1116 C=CODE S=WL_PLAY_TEXT G=(none) M=WL_PLAY.C ACBP=28\r
+ 0E0D:000D 0AF2 C=CODE S=WL_DEBUG_TEXT G=(none) M=WL_DEBUG.C ACBP=28\r
+ 0EBC:000F 0FB7 C=CODE S=WL_DRAW_TEXT G=(none) M=WL_DRAW.C ACBP=28\r
+ 0FB8:0006 0454 C=CODE S=WL_DR_A_TEXT G=(none) M=WL_DR_A.ASM ACBP=48\r
+ 0FFD:000A 08A2 C=CODE S=WL_SCALE_TEXT G=(none) M=WL_SCALE.C ACBP=28\r
+ 1087:000C 1799 C=CODE S=WL_STATE_TEXT G=(none) M=WL_STATE.C ACBP=28\r
+ 1201:0005 11FA C=CODE S=WL_AGENT_TEXT G=(none) M=WL_AGENT.C ACBP=28\r
+ 1320:000F 0CBD C=CODE S=WL_ACT1_TEXT G=(none) M=WL_ACT1.C ACBP=28\r
+ 13EC:000C 222C C=CODE S=WL_ACT2_TEXT G=(none) M=WL_ACT2.C ACBP=28\r
+ 160F:0008 16B9 C=CODE S=ID_CA_TEXT G=(none) M=ID_CA.C ACBP=28\r
+ 177B:0001 0B2F C=CODE S=ID_IN_TEXT G=(none) M=ID_IN.C ACBP=28\r
+ 182E:0000 0E47 C=CODE S=ID_MM_TEXT G=(none) M=ID_MM.C ACBP=28\r
+ 1912:0007 1160 C=CODE S=ID_PM_TEXT G=(none) M=ID_PM.C ACBP=28\r
+ 1A28:0007 188F C=CODE S=ID_SD_TEXT G=(none) M=ID_SD.C ACBP=28\r
+ 1BB1:0006 03F2 C=CODE S=ID_SD_A_TEXT G=(none) M=ID_SD_A.ASM ACBP=48\r
+ 1BF0:0008 0BA6 C=CODE S=ID_US_1_TEXT G=(none) M=ID_US_1.C ACBP=28\r
+ 1CAA:000E 0045 C=CODE S=ID_US_A_TEXT G=(none) M=ID_US_A.ASM ACBP=48\r
+ 1CAF:0003 0B2D C=CODE S=ID_VL_TEXT G=(none) M=ID_VL.C ACBP=28\r
+ 1D62:0000 08E2 C=CODE S=ID_VH_TEXT G=(none) M=ID_VH.C ACBP=28\r
+ 1DF0:0002 0294 C=CODE S=ID_VL_A_TEXT G=(none) M=ID_VL_A.ASM ACBP=48\r
+ 1E19:0006 01F6 C=CODE S=ID_VH_A_TEXT G=(none) M=ID_VH_A.ASM ACBP=48\r
+ 1E39:0000 0000 C=CODE S=EMU_PROG G=(none) M=FPINIT ACBP=68\r
+ 1E39:0000 2777 C=CODE S=EMU_PROG G=(none) M=EMU086 ACBP=68\r
+ 20B1:0000 0000 C=CODE S=E87_PROG G=(none) M=FPINIT ACBP=68\r
+ 20B1:0000 03E3 C=CODE S=E87_PROG G=(none) M=EMU087 ACBP=68\r
+ 20B1:03F0 01D8 C=CODE S=E87_PROG G=(none) M=E87TRAP ACBP=68\r
+ 210E:0000 0000 C=FAR_DATA S=_FARDATA G=(none) M=C0.ASM ACBP=68\r
+ 210E:0000 2000 C=FAR_DATA S=FAR_DATA G=(none) M=WHACK_A.ASM ACBP=60\r
+ 230E:0000 0102 C=FAR_DATA S=FAR_DATA G=(none) M=ID_US_A.ASM ACBP=60\r
+ 231F:0000 02F4 C=FAR_DATA S=WL_MAIN5_DATA G=(none) M=WL_MAIN.C ACBP=68\r
+ 234F:0000 02D0 C=FAR_DATA S=WL_MENU5_DATA G=(none) M=WL_MENU.C ACBP=68\r
+ 237C:0000 017A C=FAR_DATA S=WL_MENU6_DATA G=(none) M=WL_MENU.C ACBP=68\r
+ 2394:0000 01F8 C=FAR_DATA S=WL_MENU7_DATA G=(none) M=WL_MENU.C ACBP=68\r
+ 23B4:0000 00FC C=FAR_DATA S=WL_MENU8_DATA G=(none) M=WL_MENU.C ACBP=68\r
+ 23C4:0000 01CE C=FAR_DATA S=WL_MENU9_DATA G=(none) M=WL_MENU.C ACBP=68\r
+ 23E1:0000 00A8 C=FAR_DATA S=WL_MENU10_DATA G=(none) M=WL_MENU.C ACBP=68\r
+ 23EC:0000 01A4 C=FAR_DATA S=WL_MENU11_DATA G=(none) M=WL_MENU.C ACBP=68\r
+ 2407:0000 017A C=FAR_DATA S=WL_MENU12_DATA G=(none) M=WL_MENU.C ACBP=68\r
+ 241F:0000 0024 C=FAR_DATA S=WL_MENU13_DATA G=(none) M=WL_MENU.C ACBP=68\r
+ 2422:0000 FA00 C=FAR_DATA S=SignonSeg G=(none) M=SIGNON.BIN ACBP=60\r
+ 33C2:0000 0080 C=FAR_DATA S=ID_IN5_DATA G=(none) M=ID_IN.C ACBP=68\r
+ 33CA:0000 0080 C=FAR_DATA S=ID_IN6_DATA G=(none) M=ID_IN.C ACBP=68\r
+ 33D2:0000 0080 C=FAR_DATA S=ID_IN7_DATA G=(none) M=ID_IN.C ACBP=68\r
+ 33DA:0000 0000 C=FAR_BSS S=_FARBSS G=(none) M=C0.ASM ACBP=68\r
+ 33DA:0000 0559 C=FAR_BSS S=_COMDEF_AA_ G=(none) M=WL_ACT1.C ACBP=60\r
+ 3430:0000 0708 C=FAR_BSS S=_COMDEF_AB_ G=(none) M=WL_DRAW.C ACBP=60\r
+ 34A1:0000 0E10 C=FAR_BSS S=_COMDEF_AC_ G=(none) M=WL_DRAW.C ACBP=60\r
+ 3582:0000 0095 C=FAR_BSS S=_COMDEF_AD_ G=(none) M=ID_CA.C ACBP=60\r
+ 358C:0000 1200 C=FAR_BSS S=_COMDEF_AE_ G=(none) M=WL_PLAY.C ACBP=60\r
+ 36AC:0000 1200 C=FAR_BSS S=_COMDEF_AF_ G=(none) M=WL_PLAY.C ACBP=60\r
+ 37CC:0000 20D0 C=FAR_BSS S=_COMDEF_AG_ G=(none) M=ID_MM.C ACBP=60\r
+ 39D9:0000 0300 C=FAR_BSS S=_COMDEF_AH_ G=(none) M=ID_VL.C ACBP=60\r
+ 3A09:0000 0300 C=FAR_BSS S=_COMDEF_AI_ G=(none) M=ID_VL.C ACBP=60\r
+ 3A39:0000 0000 C=OVRINFO S=_OVERLAY_ G=(none) M=C0.ASM ACBP=68\r
+ 3A39:0000 0000 C=STUBSEG S=_1STUB_ G=(none) M=C0.ASM ACBP=68\r
+ 3A39:0000 00D9 C=DATA S=_DATA G=DGROUP M=C0.ASM ACBP=68\r
+ 3A39:00DA 0000 C=DATA S=_DATA G=DGROUP M=H_LDIV.ASM ACBP=48\r
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+ 3A39:00DC 0000 C=DATA S=_DATA G=DGROUP M=WHACK_A.ASM ACBP=A8\r
+ 3A39:00DC 0000 C=DATA S=_DATA G=DGROUP M=WL_ASM.ASM ACBP=A8\r
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+ 3A39:03D2 06B4 C=DATA S=_DATA G=DGROUP M=WL_MENU.C ACBP=48\r
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+ 3A39:1486 01FE C=DATA S=_DATA G=DGROUP M=WL_DEBUG.C ACBP=48\r
+ 3A39:1684 0096 C=DATA S=_DATA G=DGROUP M=WL_DRAW.C ACBP=48\r
+ 3A39:171A 0000 C=DATA S=_DATA G=DGROUP M=WL_DR_A.ASM ACBP=48\r
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+ 3A39:1A1E 0119 C=DATA S=_DATA G=DGROUP M=WL_ACT1.C ACBP=48\r
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+ 3A39:2F4A 0300 C=DATA S=_DATA G=DGROUP M=GAMEPAL.BIN ACBP=48\r
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+ 3A39:3354 005F C=DATA S=_DATA G=DGROUP M=ID_IN.C ACBP=48\r
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+ 3A39:3C06 0104 C=DATA S=_DATA G=DGROUP M=ID_SD_A.ASM ACBP=48\r
+ 3A39:3D0A 02B9 C=DATA S=_DATA G=DGROUP M=ID_US_1.C ACBP=48\r
+ 3A39:3FC4 0000 C=DATA S=_DATA G=DGROUP M=ID_US_A.ASM ACBP=48\r
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+ 3A39:4086 0002 C=DATA S=_DATA G=DGROUP M=ID_VL_A.ASM ACBP=48\r
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+ 3A39:4270 0110 C=DATA S=_DATA G=DGROUP M=EMUVARS ACBP=68\r
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+ 3A39:45FA 0004 C=DATA S=_DATA G=DGROUP M=FMODE ACBP=48\r
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+ 3A39:46D2 0000 C=DATA S=_DATA G=DGROUP M=BIOSKEY ACBP=48\r
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+ 3A39:46EA 0031 C=DATA S=_DATA G=DGROUP M=CVTFAK ACBP=48\r
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+ 3A39:4734 0000 C=DATA S=_DATA G=DGROUP M=CHMODA ACBP=48\r
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+ 3A39:473A 0000 C=DATA S=_DATA G=DGROUP M=WRITE ACBP=48\r
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+ 3A39:473A 0000 C=DATA S=_DATA G=DGROUP M=XFFLUSH ACBP=48\r
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+ 3A39:473A 0000 C=DATA S=_DATA G=DGROUP M=FMEMCPY ACBP=48\r
+ 3A39:473A 0000 C=DATA S=_DATA G=DGROUP M=FMEMSET ACBP=48\r
+ 3A39:473A 0000 C=DATA S=_DATA G=DGROUP M=FSTRCPY ACBP=48\r
+ 3A39:473A 0000 C=DATA S=_DATA G=DGROUP M=FSTRICMP ACBP=48\r
+ 3A39:473A 0000 C=DATA S=_DATA G=DGROUP M=FSTRLEN ACBP=48\r
+ 3A39:473A 0000 C=DATA S=_DATA G=DGROUP M=DOSDFREE ACBP=48\r
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+ 3A39:473A 0002 C=DATA S=_CVTSEG G=DGROUP M=REALCVT ACBP=48\r
+ 3A39:473C 0002 C=DATA S=_CVTSEG G=DGROUP M=CVTFAK ACBP=48\r
+ 3A39:473E 0000 C=DATA S=_CVTSEG G=DGROUP M=REALCVT ACBP=48\r
+ 3A39:473E 0000 C=DATA S=_SCNSEG G=DGROUP M=C0.ASM ACBP=48\r
+ 3A39:473E 0006 C=DATA S=_SCNSEG G=DGROUP M=SCANTOD ACBP=48\r
+ 3A39:4744 0006 C=DATA S=_SCNSEG G=DGROUP M=CVTFAK ACBP=48\r
+ 3A39:474A 0000 C=CONST S=_CONST G=DGROUP M=C0.ASM ACBP=48\r
+ 3A39:474A 0000 C=INITDATA S=_INIT_ G=DGROUP M=C0.ASM ACBP=48\r
+ 3A39:474A 0006 C=INITDATA S=_INIT_ G=DGROUP M=FPINIT ACBP=48\r
+ 3A39:4750 0006 C=INITDATA S=_INIT_ G=DGROUP M=SETUPIO ACBP=48\r
+ 3A39:4756 0006 C=INITDATA S=_INIT_ G=DGROUP M=CRTINIT ACBP=48\r
+ 3A39:475C 0006 C=INITDATA S=_INIT_ G=DGROUP M=SETARGV ACBP=48\r
+ 3A39:4762 0006 C=INITDATA S=_INIT_ G=DGROUP M=SETENVP ACBP=48\r
+ 3A39:4768 0000 C=INITDATA S=_INITEND_ G=DGROUP M=C0.ASM ACBP=28\r
+ 3A39:4768 0000 C=EXITDATA S=_EXIT_ G=DGROUP M=C0.ASM ACBP=48\r
+ 3A39:4768 0006 C=EXITDATA S=_EXIT_ G=DGROUP M=FPINIT ACBP=48\r
+ 3A39:476E 0000 C=EXITDATA S=_EXITEND_ G=DGROUP M=C0.ASM ACBP=28\r
+ 3A39:476E 0000 C=BSS S=_BSS G=DGROUP M=C0.ASM ACBP=48\r
+ 3A39:476E 0000 C=BSS S=_BSS G=DGROUP M=WOLFHACK.C ACBP=48\r
+ 3A39:476E 0002 C=BSS S=_BSS G=DGROUP M=WL_MAIN.C ACBP=48\r
+ 3A39:4770 0000 C=BSS S=_BSS G=DGROUP M=WL_TEXT.C ACBP=48\r
+ 3A39:4770 0002 C=BSS S=_BSS G=DGROUP M=WL_MENU.C ACBP=48\r
+ 3A39:4772 0000 C=BSS S=_BSS G=DGROUP M=WL_INTER.C ACBP=48\r
+ 3A39:4772 0000 C=BSS S=_BSS G=DGROUP M=WL_GAME.C ACBP=48\r
+ 3A39:4772 0000 C=BSS S=_BSS G=DGROUP M=WL_PLAY.C ACBP=48\r
+ 3A39:4772 000A C=BSS S=_BSS G=DGROUP M=WL_DEBUG.C ACBP=48\r
+ 3A39:477C 0000 C=BSS S=_BSS G=DGROUP M=WL_DRAW.C ACBP=48\r
+ 3A39:477C 0004 C=BSS S=_BSS G=DGROUP M=WL_SCALE.C ACBP=48\r
+ 3A39:4780 0000 C=BSS S=_BSS G=DGROUP M=WL_STATE.C ACBP=48\r
+ 3A39:4780 0000 C=BSS S=_BSS G=DGROUP M=WL_AGENT.C ACBP=48\r
+ 3A39:4780 0000 C=BSS S=_BSS G=DGROUP M=WL_ACT1.C ACBP=48\r
+ 3A39:4780 0000 C=BSS S=_BSS G=DGROUP M=WL_ACT2.C ACBP=48\r
+ 3A39:4780 0000 C=BSS S=_BSS G=DGROUP M=ID_CA.C ACBP=48\r
+ 3A39:4780 0014 C=BSS S=_BSS G=DGROUP M=ID_IN.C ACBP=48\r
+ 3A39:4794 0000 C=BSS S=_BSS G=DGROUP M=ID_MM.C ACBP=48\r
+ 3A39:4794 0000 C=BSS S=_BSS G=DGROUP M=ID_PM.C ACBP=48\r
+ 3A39:4794 0180 C=BSS S=_BSS G=DGROUP M=ID_SD.C ACBP=48\r
+ 3A39:4914 0030 C=BSS S=_BSS G=DGROUP M=ID_US_1.C ACBP=48\r
+ 3A39:4944 0000 C=BSS S=_BSS G=DGROUP M=ID_VL.C ACBP=48\r
+ 3A39:4944 0000 C=BSS S=_BSS G=DGROUP M=ID_VH.C ACBP=48\r
+ 3A39:4944 0000 C=BSS S=_BSS G=DGROUP M=ATAN ACBP=48\r
+ 3A39:4944 0000 C=BSS S=_BSS G=DGROUP M=LDTRUNC ACBP=48\r
+ 3A39:4944 0000 C=BSS S=_BSS G=DGROUP M=REALCVT ACBP=48\r
+ 3A39:4944 0000 C=BSS S=_BSS G=DGROUP M=SCANTOD ACBP=48\r
+ 3A39:4944 0000 C=BSS S=_BSS G=DGROUP M=XCVT ACBP=48\r
+ 3A39:4944 0000 C=BSS S=_BSS G=DGROUP M=_POW10 ACBP=48\r
+ 3A39:4944 0000 C=BSS S=_BSS G=DGROUP M=SIN ACBP=48\r
+ 3A39:4944 0000 C=BSS S=_BSS G=DGROUP M=TAN ACBP=48\r
+ 3A39:4944 0000 C=BSS S=_BSS G=DGROUP M=ATAN2 ACBP=48\r
+ 3A39:4944 0080 C=BSS S=_BSS G=DGROUP M=ATEXIT ACBP=48\r
+ 3A39:49C4 0000 C=BSS S=_BSS G=DGROUP M=DOSFATTR ACBP=48\r
+ 3A39:49C4 0000 C=BSS S=_BSS G=DGROUP M=DOSWRITE ACBP=48\r
+ 3A39:49C4 0000 C=BSS S=_BSS G=DGROUP M=GETVECT ACBP=48\r
+ 3A39:49C4 0000 C=BSS S=_BSS G=DGROUP M=IOERROR ACBP=48\r
+ 3A39:49C4 0000 C=BSS S=_BSS G=DGROUP M=ISATTY ACBP=48\r
+ 3A39:49C4 0000 C=BSS S=_BSS G=DGROUP M=LONGTOA ACBP=48\r
+ 3A39:49C4 0000 C=BSS S=_BSS G=DGROUP M=LSEEK ACBP=48\r
+ 3A39:49C4 000D C=BSS S=_BSS G=DGROUP M=MKNAME ACBP=48\r
+ 3A39:49D2 0000 C=BSS S=_BSS G=DGROUP M=OUTPORT ACBP=48\r
+ 3A39:49D2 0000 C=BSS S=_BSS G=DGROUP M=READA ACBP=48\r
+ 3A39:49D2 0000 C=BSS S=_BSS G=DGROUP M=SCANTOL ACBP=48\r
+ 3A39:49D2 0000 C=BSS S=_BSS G=DGROUP M=SETUPIO ACBP=48\r
+ 3A39:49D2 0004 C=BSS S=_BSS G=DGROUP M=SIGDATA ACBP=48\r
+ 3A39:49D6 0000 C=BSS S=_BSS G=DGROUP M=UNLINK ACBP=48\r
+ 3A39:49D6 0000 C=BSS S=_BSS G=DGROUP M=VPRINTER ACBP=48\r
+ 3A39:49D6 0000 C=BSS S=_BSS G=DGROUP M=VRAM ACBP=48\r
+ 3A39:49D6 0000 C=BSS S=_BSS G=DGROUP M=BIOSKEY ACBP=48\r
+ 3A39:49D6 0000 C=BSS S=_BSS G=DGROUP M=BRK ACBP=48\r
+ 3A39:49D6 0000 C=BSS S=_BSS G=DGROUP M=CORELEFT ACBP=48\r
+ 3A39:49D6 0000 C=BSS S=_BSS G=DGROUP M=CRTINIT ACBP=48\r
+ 3A39:49D6 000C C=BSS S=_BSS G=DGROUP M=HARDERR ACBP=48\r
+ 3A39:49E2 0000 C=BSS S=_BSS G=DGROUP M=IOCTL ACBP=48\r
+ 3A39:49E2 0000 C=BSS S=_BSS G=DGROUP M=SETBLOCK ACBP=48\r
+ 3A39:49E2 0000 C=BSS S=_BSS G=DGROUP M=ATOL ACBP=48\r
+ 3A39:49E2 0000 C=BSS S=_BSS G=DGROUP M=BDOS ACBP=48\r
+ 3A39:49E2 0000 C=BSS S=_BSS G=DGROUP M=CHMODA ACBP=48\r
+ 3A39:49E2 0000 C=BSS S=_BSS G=DGROUP M=CLOSEA ACBP=48\r
+ 3A39:49E2 0000 C=BSS S=_BSS G=DGROUP M=CREAT ACBP=48\r
+ 3A39:49E2 0000 C=BSS S=_BSS G=DGROUP M=FINDFIRS ACBP=48\r
+ 3A39:49E2 0000 C=BSS S=_BSS G=DGROUP M=FLENGTH ACBP=48\r
+ 3A39:49E2 0000 C=BSS S=_BSS G=DGROUP M=GETENV ACBP=48\r
+ 3A39:49E2 0000 C=BSS S=_BSS G=DGROUP M=MEMCPY ACBP=48\r
+ 3A39:49E2 0000 C=BSS S=_BSS G=DGROUP M=MOVEDATA ACBP=48\r
+ 3A39:49E2 0000 C=BSS S=_BSS G=DGROUP M=OPEN ACBP=48\r
+ 3A39:49E2 0000 C=BSS S=_BSS G=DGROUP M=OPENA ACBP=48\r
+ 3A39:49E2 0001 C=BSS S=_BSS G=DGROUP M=PUTC ACBP=48\r
+ 3A39:49E4 0000 C=BSS S=_BSS G=DGROUP M=READ ACBP=48\r
+ 3A39:49E4 0000 C=BSS S=_BSS G=DGROUP M=STRCAT ACBP=48\r
+ 3A39:49E4 0000 C=BSS S=_BSS G=DGROUP M=STRCPY ACBP=48\r
+ 3A39:49E4 0000 C=BSS S=_BSS G=DGROUP M=STRLEN ACBP=48\r
+ 3A39:49E4 0000 C=BSS S=_BSS G=DGROUP M=WRITEA ACBP=48\r
+ 3A39:49E4 0000 C=BSS S=_BSS G=DGROUP M=FMEMCMP ACBP=48\r
+ 3A39:49E4 0000 C=BSS S=_BSS G=DGROUP M=FMEMCPY ACBP=48\r
+ 3A39:49E4 0000 C=BSS S=_BSS G=DGROUP M=FMEMSET ACBP=48\r
+ 3A39:49E4 0000 C=BSS S=_BSS G=DGROUP M=FSTRCPY ACBP=48\r
+ 3A39:49E4 0000 C=BSS S=_BSS G=DGROUP M=FSTRICMP ACBP=48\r
+ 3A39:49E4 0000 C=BSS S=_BSS G=DGROUP M=FSTRLEN ACBP=48\r
+ 3A39:49E4 A5CB C=BSS S=_COMDEF_ G=DGROUP M=WOLFHACK.C ACBP=48\r
+ 3A39:EFAF 0000 C=BSSEND S=_BSSEND G=DGROUP M=C0.ASM ACBP=28\r
+ 4934:0000 0080 C=STACK S=_STACK G=(none) M=C0.ASM ACBP=74\r
+\r
+ Address Publics by Name\r
+\r
+ 3A39:0000 idle DATASEG@\r
+ 0000:02AE idle DGROUP@\r
+ 1E39:2152 e086_Entry\r
+ 1E39:26E0 e086_Shortcut\r
+ 20B1:0306 e087_Entry\r
+ 20B1:03C6 e087_Shortcut\r
+ 20B1:0430 e087_Trap\r
+ 0000:FE32 idle FIARQQ\r
+ 0000:0E32 idle FICRQQ\r
+ 0000:5C32 Abs FIDRQQ\r
+ 0000:1632 Abs FIERQQ\r
+ 0000:0632 idle FISRQQ\r
+ 0000:A23D Abs FIWRQQ\r
+ 0000:4000 idle FJARQQ\r
+ 0000:C000 idle FJCRQQ\r
+ 0000:8000 idle FJSRQQ\r
+ 0000:1130 idle FTOL@\r
+ 0000:1130 F_FTOL@\r
+ 0000:02B5 F_LDIV@\r
+ 0000:02DC F_LMOD@\r
+ 0000:02D4 idle F_LUDIV@\r
+ 0000:02E4 idle F_LUMOD@\r
+ 0000:1320 F_LXLSH@\r
+ 0000:12A9 F_LXMUL@\r
+ 0000:1341 F_LXRSH@\r
+ 0000:1361 F_LXURSH@\r
+ 0000:1382 F_PADA@\r
+ 0000:140A F_PADD@\r
+ 0000:12C0 F_PCMP@\r
+ 0000:13C6 F_PSBA@\r
+ 0000:146A F_PSBP@\r
+ 0000:1439 idle F_PSUB@\r
+ 0000:12E1 F_SCOPY@\r
+ 0000:1495 F_SPUSH@\r
+ 0000:02B5 LDIV@\r
+ 0000:02DC idle LMOD@\r
+ 0000:02D4 idle LUDIV@\r
+ 0000:02E4 idle LUMOD@\r
+ 0000:1320 idle LXLSH@\r
+ 0000:12A9 idle LXMUL@\r
+ 0000:1341 idle LXRSH@\r
+ 0000:1361 idle LXURSH@\r
+ 0000:02B2 idle N_LDIV@\r
+ 0000:02D9 idle N_LMOD@\r
+ 0000:02D1 idle N_LUDIV@\r
+ 0000:02E1 idle N_LUMOD@\r
+ 0000:131D N_LXLSH@\r
+ 0000:133E idle N_LXRSH@\r
+ 0000:135E idle N_LXURSH@\r
+ 0000:137F idle N_PADA@\r
+ 0000:1407 N_PADD@\r
+ 0000:1657 N_PCMP@\r
+ 0000:13C3 idle N_PSBA@\r
+ 0000:1467 N_PSBP@\r
+ 0000:1436 idle N_PSUB@\r
+ 0000:148F idle N_SPUSH@\r
+ 0000:1382 idle PADA@\r
+ 0000:140A idle PADD@\r
+ 0000:12C0 idle PCMP@\r
+ 0000:13C6 idle PSBA@\r
+ 0000:146A idle PSBP@\r
+ 0000:1439 idle PSUB@\r
+ 0000:12E1 idle SCOPY@\r
+ 0000:1495 idle SPUSH@\r
+ 0000:0296 _abort\r
+ 3A39:EE11 _abortprogram\r
+ 3A39:55BA _actorat\r
+ 3A39:9C43 _AdLibPresent\r
+ 3A39:3293 idle _afilename\r
+ 3A39:E8B0 _aftersort\r
+ 3A39:3289 idle _aheadname\r
+ 3A39:EAB2 _alBlock\r
+ 3A39:EAAE _alLengthLeft\r
+ 3A39:EAB8 _alNoCheck\r
+ 1A28:0D03 _alOut\r
+ 3A39:EAB4 _alSound\r
+ 3A39:EAAA _alTimeCount\r
+ 3A39:EA9A _alZeroInst\r
+ 3A39:D9C6 _angle\r
+ 3A39:A4E2 _anglefrac\r
+ 3A39:52DC _areabyplayer\r
+ 33DA:0000 _areaconnect\r
+ 0FB8:0072 _AsmRefresh\r
+ 0000:05E8 _atan\r
+ 0000:1075 _atan2\r
+ 0000:115C idle _atexit\r
+ 0000:3279 idle _atoi\r
+ 0000:3209 _atol\r
+ 3A39:192C idle _attackinfo\r
+ 3A39:E01D _audiohandle\r
+ 3A39:E023 _audiohuffman\r
+ 3A39:324A _audioname\r
+ 3A39:A054 _audiosegs\r
+ 3A39:E81B _audiostarts\r
+ 13EC:072D _A_DeathScream\r
+ 13EC:1220 idle _A_HitlerMorph\r
+ 13EC:12A8 idle _A_MechaSound\r
+ 13EC:12D8 idle _A_Slurpie\r
+ 13EC:000C idle _A_Smoke\r
+ 13EC:1F4F idle _A_StartDeathCam\r
+ 3A39:9956 _backcolor\r
+ 060A:0660 idle _BackPage\r
+ 0FFD:000A idle _BadScale\r
+ 3A39:4C52 _basedist\r
+ 0000:3286 _bdos\r
+ 3A39:E8B4 _beforesort\r
+ 0000:1F54 _bioskey\r
+ 0A85:056F idle _BJ_Breathe\r
+ 3A39:9957 _blockstarts\r
+ 3A39:E896 _bombonerror\r
+ 3A39:A41C _bonuscount\r
+ 3A39:EE15 _bordercolor\r
+ 06A5:025E idle _BossKey\r
+ 0000:1FCC idle _brk\r
+ 3A39:E828 _btnstate\r
+ 3A39:EFAB _bufferheight\r
+ 3A39:52D4 _bufferofs\r
+ 3A39:E826 _bufferseg\r
+ 3A39:EFAD _bufferwidth\r
+ 0FFD:01DB idle _BuildCompScale\r
+ 048F:0BFA idle _BuildTables\r
+ 3A39:EE0F _Button0\r
+ 3A39:EE0D _Button1\r
+ 3A39:A4FE _buttonheld\r
+ 3A39:1290 _buttonjoy\r
+ 3A39:1288 _buttonmouse\r
+ 3A39:1278 _buttonscan\r
+ 3A39:A4EA _buttonstate\r
+ 060A:068A idle _CacheLayoutGraphics\r
+ 06A5:2D10 _CacheLump\r
+ 0EBC:02F9 idle _CalcHeight\r
+ 048F:0D49 idle _CalcProjection\r
+ 0EBC:0A73 idle _CalcRotate\r
+ 0EBC:0D9E _CalcTics\r
+ 06A5:148E idle _CalibrateJoystick\r
+ 160F:046B idle _CAL_CarmackExpand\r
+ 160F:0E22 idle _CAL_ExpandGrChunk\r
+ 160F:0088 idle _CAL_GetGrChunkLength\r
+ 160F:0300 idle _CAL_HuffExpand\r
+ 160F:02B5 idle _CAL_OptimizeNodes\r
+ 160F:0B75 idle _CAL_SetupAudioFile\r
+ 160F:078E idle _CAL_SetupGrFile\r
+ 160F:09C0 idle _CAL_SetupMapFile\r
+ 160F:0CF9 _CA_CacheAudioChunk\r
+ 160F:0EF4 _CA_CacheGrChunk\r
+ 160F:111A _CA_CacheMap\r
+ 160F:135D _CA_CacheMarks\r
+ 160F:1031 _CA_CacheScreen\r
+ 160F:165E idle _CA_CannotOpen\r
+ 160F:12ED idle _CA_ClearAllMarks\r
+ 160F:12CC idle _CA_ClearMarks\r
+ 160F:0077 idle _CA_CloseDebug\r
+ 160F:12A6 _CA_DownLevel\r
+ 160F:00E4 _CA_FarRead\r
+ 160F:012F _CA_FarWrite\r
+ 3A39:9EE9 _ca_levelbit\r
+ 3A39:E823 _ca_levelnum\r
+ 160F:0DA1 _CA_LoadAllSounds\r
+ 160F:023B idle _CA_LoadFile\r
+ 160F:0056 idle _CA_OpenDebug\r
+ 160F:017A idle _CA_ReadFile\r
+ 160F:058F idle _CA_RLEWCompress\r
+ 160F:06D7 idle _CA_RLEWexpand\r
+ 160F:1336 _CA_SetAllPurge\r
+ 160F:130F idle _CA_SetGrPurge\r
+ 160F:0CD0 _CA_Shutdown\r
+ 160F:0CAF _CA_Startup\r
+ 160F:1269 _CA_UpLevel\r
+ 160F:01E5 _CA_WriteFile\r
+ 0CFC:05E6 _CenterWindow\r
+ 3A39:9896 _centerx\r
+ 06A5:3C30 _CheckForEpisodes\r
+ 0A85:120F _CheckHighScore\r
+ 048C:0000 _CheckIs386\r
+ 0CFC:0614 idle _CheckKeys\r
+ 1087:0FED _CheckLine\r
+ 06A5:3B7D idle _CheckPause\r
+ 13EC:1EB7 idle _CheckPosition\r
+ 1087:1291 idle _CheckSight\r
+ 1201:0005 idle _CheckWeaponChange\r
+ 3A39:E019 _chunkcomplen\r
+ 3A39:E015 _chunkexplen\r
+ 3A39:D866 _ChunksInFile\r
+ 06A5:2F07 idle _CleanupControlPanel\r
+ 0BC6:017B _ClearMemory\r
+ 06A5:2CF7 _ClearMScreen\r
+ 0CFC:0CBC idle _ClearPaletteShifts\r
+ 0A85:0004 _ClearSplitVWB\r
+ 1201:091D idle _ClipMove\r
+ 0000:32B1 _close\r
+ 1320:0369 idle _CloseDoor\r
+ 0000:1FE8 _clrscr\r
+ 1201:0B37 idle _Cmd_Fire\r
+ 1201:0B89 idle _Cmd_Use\r
+ 3A39:0418 idle _color_hlite\r
+ 3A39:0420 idle _color_norml\r
+ 3A39:D846 _compatability\r
+ 3A39:00EE _configname\r
+ 06A5:3839 idle _Confirm\r
+ 1320:01B7 idle _ConnectAreas\r
+ 1201:0039 idle _ControlMovement\r
+ 3A39:E844 _Controls\r
+ 3A39:A4FC _controlx\r
+ 3A39:A4FA _controly\r
+ 0000:2011 _coreleft\r
+ 3A39:1694 _costable\r
+ 0E0D:00C2 idle _CountObjects\r
+ 06A5:288C idle _CP_ChangeView\r
+ 06A5:02A8 idle _CP_CheckQuick\r
+ 06A5:16A9 idle _CP_Control\r
+ 06A5:079D idle _CP_EndGame\r
+ 06A5:0EDA idle _CP_LoadGame\r
+ 06A5:0851 idle _CP_NewGame\r
+ 06A5:2A7D idle _CP_Quit\r
+ 06A5:11BB idle _CP_SaveGame\r
+ 06A5:0ADF idle _CP_Sound\r
+ 06A5:07F3 _CP_ViewScores\r
+ 0000:3310 _creat\r
+ 3A39:03F0 idle _CtlItems\r
+ 23B4:0000 idle _CtlMenu\r
+ 3A39:EE0B _CursorBad\r
+ 3A39:EE09 _CursorX\r
+ 3A39:EE07 _CursorY\r
+ 3A39:03FA idle _CusItems\r
+ 2407:0000 idle _CusMenu\r
+ 06A5:1C5A idle _CustomControls\r
+ 1087:0EF2 _DamageActor\r
+ 3A39:A41E _damagecount\r
+ 3A39:E81F _debughandle\r
+ 0E0D:076C _DebugKeys\r
+ 0E0D:000D idle _DebugMemory\r
+ 3A39:A4DE _DebugOk\r
+ 06A5:1D37 idle _DefineJoyBtns\r
+ 06A5:1D73 idle _DefineKeyBtns\r
+ 06A5:1DAF idle _DefineKeyMove\r
+ 06A5:1CFB idle _DefineMouseBtns\r
+ 3A39:E842 _DemoBuffer\r
+ 3A39:A2AC _demobuffer\r
+ 048F:159A idle _DemoLoop\r
+ 3A39:335E idle _DemoMode\r
+ 3A39:1204 _demoname\r
+ 3A39:E840 _DemoOffset\r
+ 3A39:A2B6 _demoplayback\r
+ 3A39:A2B2 _demoptr\r
+ 3A39:A2B8 _demorecord\r
+ 3A39:E83E _DemoSize\r
+ 3A39:181E idle _diagonal\r
+ 0BC6:0F34 idle _Died\r
+ 3A39:ECD5 _DigiLastEnd\r
+ 3A39:ECD7 _DigiLastStart\r
+ 3A39:ECDB _DigiLeft\r
+ 3A39:D84A _DigiList\r
+ 3A39:9B8B _DigiMap\r
+ 3A39:9C3B _DigiMode\r
+ 3A39:ECEF _DigiNumber\r
+ 3A39:ECD9 _DigiPage\r
+ 3A39:ED07 _DigiPlaying\r
+ 3A39:ECEB _DigiPriority\r
+ 3A39:00DC _dirangle\r
+ 3A39:46E1 _directvideo\r
+ 3A39:1270 _dirscan\r
+ 3A39:1B38 idle _dirtable\r
+ 048F:03BA idle _DiskFlopAnim\r
+ 3A39:9D4E _displayofs\r
+ 0CFC:0E00 idle _DoActor\r
+ 048F:03E9 idle _DoChecksum\r
+ 048F:1041 idle _DoJukebox\r
+ 1320:07B9 idle _DoorClosing\r
+ 3A39:D85C _doornum\r
+ 3A39:86BA _doorobjlist\r
+ 1320:0631 idle _DoorOpen\r
+ 1320:065F idle _DoorOpening\r
+ 3A39:5328 _doorposition\r
+ 0BC6:09E5 _DrawAllPlayBorder\r
+ 0BC6:09BA _DrawAllPlayBorderSides\r
+ 1201:04F5 _DrawAmmo\r
+ 06A5:29FF idle _DrawChangeView\r
+ 06A5:1A9B idle _DrawCtlScreen\r
+ 06A5:275E idle _DrawCustJoy\r
+ 06A5:27F2 idle _DrawCustKeybd\r
+ 06A5:285A idle _DrawCustKeys\r
+ 06A5:26B7 idle _DrawCustMouse\r
+ 06A5:23A7 idle _DrawCustomScreen\r
+ 1201:01FF _DrawFace\r
+ 06A5:34BE idle _DrawGun\r
+ 06A5:347E idle _DrawHalfStep\r
+ 1201:032A _DrawHealth\r
+ 0A85:1041 _DrawHighScores\r
+ 1201:047F _DrawKeys\r
+ 1201:03C2 _DrawLevel\r
+ 1201:03DB _DrawLives\r
+ 06A5:1089 idle _DrawLoadSaveScreen\r
+ 06A5:0E5E idle _DrawLSAction\r
+ 06A5:01BE idle _DrawMainMenu\r
+ 06A5:35AC _DrawMenu\r
+ 06A5:3BBD idle _DrawMenuGun\r
+ 06A5:17AE idle _DrawMouseSens\r
+ 06A5:098F idle _DrawNewEpisode\r
+ 06A5:0A3C idle _DrawNewGame\r
+ 06A5:0AC6 idle _DrawNewGameDiff\r
+ 06A5:2DA4 idle _DrawOutline\r
+ 044B:027E idle _DrawPlanes\r
+ 0BC6:0A11 _DrawPlayBorder\r
+ 0BC6:0930 idle _DrawPlayBorderSides\r
+ 0EBC:0D02 idle _DrawPlayerWeapon\r
+ 0BC6:0ADB _DrawPlayScreen\r
+ 0EBC:0AEF idle _DrawScaleds\r
+ 1201:0411 _DrawScore\r
+ 06A5:0C70 idle _DrawSoundMenu\r
+ 044B:0034 idle _DrawSpans\r
+ 06A5:3BF0 _DrawStripes\r
+ 1201:0468 _DrawWeapon\r
+ 06A5:2D6E _DrawWindow\r
+ 1087:0B99 idle _DropItem\r
+ 3A39:A422 _dummyobj\r
+ 3A39:0E74 idle _ElevatorBackTo\r
+ 3A39:352A idle _EMMDriverName\r
+ 3A39:E8F2 _EMSAvail\r
+ 3A39:E8F0 _EMSHandle\r
+ 3A39:E8D4 _EMSList\r
+ 3A39:E8EE _EMSPageFrame\r
+ 3A39:A294 _EMSPagesAvail\r
+ 3A39:E8C2 _EMSPagesUsed\r
+ 3A39:E8EC _EMSPhysicalPage\r
+ 3A39:A298 _EMSPresent\r
+ 3A39:0330 idle _endextern\r
+ 3A39:0341 _endfilename\r
+ 234F:0000 idle _endStrings\r
+ 060A:090C _EndText\r
+ 06A5:1DEB idle _EnterCtrlData\r
+ 3A39:4732 _environ\r
+ 3A39:0428 idle _EpisodeSelect\r
+ 06A5:3407 idle _EraseGun\r
+ 3A39:00C3 _errno\r
+ 0000:126E _exit\r
+ 3A39:A04F _extension\r
+ 3A39:A50E _extravbls\r
+ 3A39:A4E0 _facecount\r
+ 0000:2757 _farcoreleft\r
+ 0000:2333 _farfree\r
+ 3A39:E8AA _farheap\r
+ 0000:243D _farmalloc\r
+ 3A39:863A _farmapylookup\r
+ 0000:259A idle _farrealloc\r
+ 0EBC:040A _FarScalePost\r
+ 3A39:D868 _farthest\r
+ 3A39:EE13 _fastpalette\r
+ 0000:3382 _fclose\r
+ 0000:33FF _fflush\r
+ 0000:34E0 _filelength\r
+ 0000:3480 _findfirst\r
+ 0000:34B3 _findnext\r
+ 34A1:0000 _finetangent\r
+ 0BC6:0BC7 idle _FinishDemoRecord\r
+ 0CFC:0DD6 _FinishPaletteShifts\r
+ 048F:0F21 idle _FinishSignon\r
+ 1087:138E idle _FirstSighting\r
+ 0EBC:000F _FixedByFrac\r
+ 044B:000C idle _FixedMul\r
+ 0EBC:0E01 _FixOfs\r
+ 06A5:2237 idle _FixupCustom\r
+ 1D62:07A1 _FizzleFade\r
+ 3A39:A2C8 _fizzlein\r
+ 0000:3521 _flushall\r
+ 3A39:989A _focallength\r
+ 3A39:D9D0 _focaltx\r
+ 3A39:D9CE _focalty\r
+ 3A39:9D4D _fontcolor\r
+ 3A39:9D4B _fontnumber\r
+ 0000:36DC _fopen\r
+ 0000:36FB _fprintf\r
+ 0000:3B2A _fputc\r
+ 0000:3C5E idle _fputchar\r
+ 3A39:A4E6 _frameon\r
+ 0000:2A9D _free\r
+ 3A39:168A _freelatch\r
+ 06A5:3B16 _FreeMusic\r
+ 0000:376E _fseek\r
+ 0000:37D6 idle _ftell\r
+ 3A39:D9DC _fullscalefarcall\r
+ 3A39:A416 _funnyticount\r
+ 0BC6:1162 _GameLoop\r
+ 3A39:2F4A _gamepal\r
+ 3A39:ED0B _Games\r
+ 3A39:95C2 _gamestate\r
+ 3A39:326B idle _gdictname\r
+ 1201:0557 _GetBonus\r
+ 0000:3823 _getenv\r
+ 0CFC:09F4 _GetNewActor\r
+ 0000:27F0 _gettext\r
+ 0000:12FD _getvect\r
+ 3A39:3261 idle _gfilename\r
+ 3A39:3257 idle _gheadname\r
+ 1201:050D idle _GiveAmmo\r
+ 1201:03F3 idle _GiveExtraMan\r
+ 1201:0542 idle _GiveKey\r
+ 1201:042B _GivePoints\r
+ 1201:04CC _GiveWeapon\r
+ 3A39:A2A8 _globalsoundx\r
+ 3A39:A2A4 _globalsoundy\r
+ 3A39:A512 _godmode\r
+ 3A39:E00B _gotgatgun\r
+ 0000:27A7 _gotoxy\r
+ 160F:0008 idle _GRFILEPOS\r
+ 3A39:E021 _grhandle\r
+ 3A39:E41F _grhuffman\r
+ 3582:0000 _grneeded\r
+ 3A39:9D50 _grsegs\r
+ 3A39:E81D _grstarts\r
+ 1201:0DFF idle _GunAttack\r
+ 3A39:ED01 _HackCount\r
+ 3A39:00DA idle _halfheight\r
+ 060A:00F7 idle _HandleCommand\r
+ 060A:03A7 idle _HandleCtrls\r
+ 06A5:2F1D _HandleMenu\r
+ 060A:03C7 idle _HandleWord\r
+ 0000:2885 _harderr\r
+ 0000:2897 idle _hardresume\r
+ 0000:28A5 idle _hardretn\r
+ 1201:039B _HealSelf\r
+ 3A39:9606 _heightnumerator\r
+ 3A39:0332 idle _helpextern\r
+ 3A39:0334 idle _helpfilename\r
+ 060A:0885 idle _HelpScreens\r
+ 0EBC:0653 _HitHorizDoor\r
+ 0EBC:0857 _HitHorizPWall\r
+ 0EBC:0531 _HitHorizWall\r
+ 0EBC:0753 _HitVertDoor\r
+ 0EBC:0931 _HitVertPWall\r
+ 0EBC:0412 _HitVertWall\r
+ 3A39:542A _horizwall\r
+ 3A39:A04A _ingame\r
+ 0CFC:09B0 _InitActorList\r
+ 1320:01F0 _InitAreas\r
+ 048F:1020 idle _InitDigiMap\r
+ 1320:0218 _InitDoorList\r
+ 048F:122A idle _InitGame\r
+ 0CFC:0B4C _InitRedShifts\r
+ 1320:000F _InitStaticList\r
+ 177B:01DA _INL_GetJoyDelta\r
+ 3A39:DDF7 _insetupscaling\r
+ 06A5:2B04 _IntroScreen\r
+ 177B:0AB2 _IN_Ack\r
+ 177B:0A59 _IN_CheckAck\r
+ 177B:068B _IN_ClearKeysDown\r
+ 177B:060E idle _IN_Default\r
+ 177B:0141 _IN_GetJoyAbs\r
+ 177B:0336 idle _IN_GetJoyButtonsDB\r
+ 06A5:3B39 idle _IN_GetScanName\r
+ 177B:0B1B _IN_JoyButtons\r
+ 177B:0B04 _IN_MouseButtons\r
+ 177B:06AA _IN_ReadControl\r
+ 177B:09C2 idle _IN_SetControlType\r
+ 177B:0679 idle _IN_SetKeyHook\r
+ 177B:048B _IN_SetupJoy\r
+ 177B:064D _IN_Shutdown\r
+ 177B:0A0A _IN_StartAck\r
+ 177B:0572 _IN_Startup\r
+ 177B:0AC3 _IN_UserInput\r
+ 177B:09EF _IN_WaitForASCII\r
+ 177B:09D3 idle _IN_WaitForKey\r
+ 0000:29D9 _ioctl\r
+ 3A39:989E _IsA386\r
+ 0000:1501 _isatty\r
+ 0000:3882 _itoa\r
+ 048C:0028 _jabhack2\r
+ 3A39:00FC idle _JHParmStrings\r
+ 3A39:E84C _JoyDefs\r
+ 3A39:54B0 _joypadenabled\r
+ 3A39:E83C _JoyPadPresent\r
+ 3A39:9C45 _JoysPresent\r
+ 3A39:54B2 _joystickenabled\r
+ 3A39:54AC _joystickport\r
+ 3A39:54AE _joystickprogressive\r
+ 3A39:3354 idle _KbdDefs\r
+ 3A39:9C4B _Keyboard\r
+ 1087:0C2C idle _KillActor\r
+ 3A39:A2BA _killerobj\r
+ 1201:0D6B idle _KnifeAttack\r
+ 3A39:A04C _LastASCII\r
+ 3A39:E009 _LastAttacker\r
+ 3A39:A2AE _lastdemoptr\r
+ 3A39:E011 _lastdoorobj\r
+ 3A39:D9D4 _lastintercept\r
+ 3A39:B518 _lastobj\r
+ 3A39:9EE2 _LastScan\r
+ 3A39:D9D8 _lastside\r
+ 3A39:893A _laststatobj\r
+ 3A39:D9D2 _lasttilehit\r
+ 3A39:9EEC _lasttimecount\r
+ 1D62:062F _LatchDrawPic\r
+ 1201:02A1 idle _LatchNumber\r
+ 3A39:A2D2 _latchpics\r
+ 3A39:9E8E _layoutdone\r
+ 3A39:A2A2 _leftchannel\r
+ 3A39:9EBC _leftmargin\r
+ 3A39:3FCE idle _leftmasks\r
+ 3A39:ECE9 _LeftPosition\r
+ 3A39:1042 idle _lefttable\r
+ 0A85:05D1 _LevelCompleted\r
+ 3A39:9906 _LevelRatios\r
+ 3A39:DDEB _linecmds\r
+ 3A39:DDE7 _linescale\r
+ 3A39:EFA7 _linewidth\r
+ 3A39:9B85 _loadedgame\r
+ 1D62:0687 _LoadLatchMem\r
+ 048F:0803 _LoadTheGame\r
+ 3A39:ECDF _LocalTime\r
+ 0000:15AC _lseek\r
+ 3A39:03E6 idle _LSItems\r
+ 23EC:0000 idle _LSMenu\r
+ 0000:38C4 _ltoa\r
+ 3A39:D844 _madenoise\r
+ 048F:179C _main\r
+ 3A39:03D2 _MainItems\r
+ 3A39:E9BE _MainMemPages\r
+ 3A39:E8F6 _MainMemUsed\r
+ 237C:0000 _MainMenu\r
+ 3A39:E8F4 _MainPagesAvail\r
+ 3A39:E8C0 _MainPagesUsed\r
+ 3A39:EA86 _MainPresent\r
+ 0000:2B6C _malloc\r
+ 3A39:E01F _maphandle\r
+ 3A39:A39A _mapheaderseg\r
+ 3A39:A2CC _mapheight\r
+ 3A39:171A _mapmasks1\r
+ 3A39:173A _mapmasks2\r
+ 3A39:175A _mapmasks3\r
+ 3A39:A29E _mapon\r
+ 3A39:D852 _maporgx\r
+ 3A39:D850 _maporgy\r
+ 0485:0008 _MapRow\r
+ 3A39:A412 _mapsegs\r
+ 3A39:A2CE _mapwidth\r
+ 3A39:A45E _mapwidthtable\r
+ 3A39:DDE4 _mask1\r
+ 3A39:DDE3 _mask2\r
+ 3A39:DDE2 _mask3\r
+ 3A39:DDE5 _maskword\r
+ 0000:0F22 _matherr\r
+ 3A39:DDF9 _maxscale\r
+ 3A39:D9DA _maxscaleshl2\r
+ 3A39:960A _maxslope\r
+ 3A39:05F2 idle _mbarray\r
+ 0000:38E9 _memcpy\r
+ 3A39:52D2 _menuitems\r
+ 06A5:3960 _Message\r
+ 3A39:327F idle _mfilename\r
+ 3A39:3275 idle _mheadname\r
+ 3A39:D9C8 _midangle\r
+ 3A39:1690 idle _mindist\r
+ 3A39:9604 _minheightdiv\r
+ 3A39:49FA _mirrorofs\r
+ 37CC:0000 _mmblocks\r
+ 3A39:A29C _mmerror\r
+ 3A39:E8A0 _mmfree\r
+ 3A39:E8A4 _mmhead\r
+ 3A39:9E7A _mminfo\r
+ 182E:0000 idle _MML_CheckForXMS\r
+ 182E:0239 idle _MML_ClearBlock\r
+ 182E:001B idle _MML_SetupXMS\r
+ 182E:0087 idle _MML_ShutdownXMS\r
+ 182E:00B6 _MML_UseSpace\r
+ 3A39:E898 _mmnew\r
+ 3A39:E89C _mmrover\r
+ 3A39:E8AE _mmstarted\r
+ 182E:0E3C _MM_BombOnError\r
+ 182E:0C31 idle _MM_DumpData\r
+ 182E:0767 _MM_FreePtr\r
+ 182E:04B3 _MM_GetPtr\r
+ 182E:08A9 _MM_SetLock\r
+ 182E:082B _MM_SetPurge\r
+ 182E:0AE0 idle _MM_ShowMemory\r
+ 182E:048B _MM_Shutdown\r
+ 182E:092B _MM_SortMem\r
+ 182E:029A _MM_Startup\r
+ 182E:0DC0 _MM_TotalFree\r
+ 182E:0D5B _MM_UnusedMemory\r
+ 3A39:988E _mouseadjustment\r
+ 3A39:E838 _MouseDownCount\r
+ 3A39:54B4 _mouseenabled\r
+ 3A39:9C49 _MousePresent\r
+ 06A5:18B2 idle _MouseSensitivity\r
+ 0000:3908 _movedata\r
+ 1320:08E8 _MoveDoors\r
+ 1087:0967 _MoveObj\r
+ 3A39:0622 idle _moveorder\r
+ 1320:0AC9 _MovePWalls\r
+ 0000:2A00 _movetext\r
+ 3A39:49EE _mr_count\r
+ 3A39:49E4 _mr_dest\r
+ 3A39:49F0 _mr_rowofs\r
+ 3A39:49E8 _mr_xfrac\r
+ 3A39:49EC _mr_xstep\r
+ 3A39:49E6 _mr_yfrac\r
+ 3A39:49EA _mr_ystep\r
+ 048F:0FBA _MS_CheckParm\r
+ 3A39:01C4 idle _MusicItems\r
+ 231F:0000 idle _MusicMenu\r
+ 3A39:9C39 _MusicMode\r
+ 3A39:E8A8 _nearheap\r
+ 3A39:85BA _nearmapylookup\r
+ 3A39:ED03 _NeedsDigitized\r
+ 3A39:ED09 _NeedsMusic\r
+ 3A39:95BE _new\r
+ 3A39:0404 idle _NewEitems\r
+ 23C4:0000 idle _NewEmenu\r
+ 048F:0369 _NewGame\r
+ 3A39:040E idle _NewItems\r
+ 060A:034C idle _NewLine\r
+ 23E1:0000 idle _NewMenu\r
+ 1087:00BA _NewState\r
+ 048F:148B _NewViewSize\r
+ 3A39:ECFB _nextsoundpos\r
+ 3A39:A510 _noclip\r
+ 0A85:1353 idle _NonShareware\r
+ 3A39:98A0 _nospr\r
+ 3A39:01FC idle _nosprtxt\r
+ 3A39:9B83 _NoWait\r
+ 3A39:D84C _NumDigi\r
+ 3A39:9EDA _numpages\r
+ 3A39:E890 _numUMBs\r
+ 3A39:B51A _obj\r
+ 3A39:A420 _objcount\r
+ 3A39:B516 _objfreelist\r
+ 3A39:B51C _objlist\r
+ 3A39:E013 _oldsoundmode\r
+ 0000:3955 _open\r
+ 1320:0340 _OpenDoor\r
+ 1320:05BD _OperateDoor\r
+ 3A39:180C idle _opposite\r
+ 3A39:05FE idle _order\r
+ 0000:169C idle _outp\r
+ 0000:1678 _outport\r
+ 0000:1684 idle _outportb\r
+ 0000:1690 idle _outpw\r
+ 3A39:3520 idle _PageFile\r
+ 3A39:3512 _PageFileName\r
+ 060A:0475 idle _PageLayout\r
+ 3A39:9EDC _pagenum\r
+ 3A09:0000 _palette1\r
+ 39D9:0000 _palette2\r
+ 3A39:A41A _palshifted\r
+ 060A:001F idle _ParseNumber\r
+ 060A:0071 idle _ParsePicCommand\r
+ 060A:008F idle _ParseTimedCommand\r
+ 048F:030D idle _Patch386\r
+ 3A39:A04D _Paused\r
+ 3A39:ECC0 _pcLastSample\r
+ 3A39:ECB8 _pcLengthLeft\r
+ 3A39:49F2 _pcos\r
+ 3A39:ECBC _pcSound\r
+ 3A39:EABA _pcSoundLookup\r
+ 3A39:EFA9 _pelpan\r
+ 0A85:03CC _PG13\r
+ 3A39:9E90 _picdelay\r
+ 3A39:9EEA _pickquick\r
+ 3A39:9E92 _picnum\r
+ 3A39:9EE7 _pictable\r
+ 0E0D:01B3 _PicturePause\r
+ 3A39:9E96 _picx\r
+ 3A39:9E94 _picy\r
+ 3A39:960E _pixelangle\r
+ 3A39:3FCA idle _pixmasks\r
+ 3A39:D9B2 _pixx\r
+ 1320:00E1 _PlaceItemType\r
+ 210E:0000 _planepics\r
+ 3A39:4AC2 _planeylookup\r
+ 0BC6:0DD1 _PlayDemo\r
+ 3A39:95BC _player\r
+ 3A39:E005 _playerxmove\r
+ 3A39:E001 _playerymove\r
+ 0CFC:0F8C _PlayLoop\r
+ 0BC6:00F7 _PlaySoundLocGlobal\r
+ 3A39:95C0 _playstate\r
+ 3A39:DFFF _plux\r
+ 3A39:DFFD _pluy\r
+ 3A39:E8BA _PMFrameCount\r
+ 1912:06B1 idle _PML_ClosePageFile\r
+ 1912:0A96 idle _PML_GetAPageBuffer\r
+ 1912:06E8 idle _PML_GetEMSAddress\r
+ 1912:0BA0 idle _PML_GetPageFromXMS\r
+ 1912:0812 idle _PML_GiveLRUPage\r
+ 1912:08B0 idle _PML_GiveLRUXMSPage\r
+ 1912:0C21 idle _PML_LoadPage\r
+ 1912:0007 idle _PML_MapEMS\r
+ 1912:04E8 idle _PML_OpenPageFile\r
+ 1912:0920 idle _PML_PutPageInXMS\r
+ 1912:046E idle _PML_ReadFromFile\r
+ 1912:0155 idle _PML_ShutdownEMS\r
+ 1912:0447 idle _PML_ShutdownMainMem\r
+ 1912:0293 idle _PML_ShutdownXMS\r
+ 1912:0029 idle _PML_StartupEMS\r
+ 1912:03D0 idle _PML_StartupMainMem\r
+ 1912:0178 idle _PML_StartupXMS\r
+ 1912:09C9 idle _PML_TransferPageSpace\r
+ 1912:01EA idle _PML_XMSCopy\r
+ 3A39:E8BE _PMNumBlocks\r
+ 3A39:D85E _PMPages\r
+ 3A39:E8C8 _PMPanicMode\r
+ 3A39:E8B8 _PMSegPages\r
+ 3A39:D862 _PMSoundStart\r
+ 3A39:D864 _PMSpriteStart\r
+ 3A39:E8CA _PMStarted\r
+ 3A39:E8C6 _PMThrashing\r
+ 1912:02DF _PM_CheckMainMem\r
+ 1912:0C71 _PM_GetPage\r
+ 1912:07BF _PM_GetPageAddress\r
+ 1912:0FBA _PM_NextFrame\r
+ 1912:0D60 _PM_Preload\r
+ 1912:1034 idle _PM_Reset\r
+ 1912:02B8 _PM_SetMainMemPurge\r
+ 1912:0D31 _PM_SetPageLock\r
+ 1912:114B _PM_Shutdown\r
+ 1912:10A0 _PM_Startup\r
+ 0CFC:03B9 idle _PollControls\r
+ 0CFC:006F idle _PollJoystickButtons\r
+ 0CFC:0248 idle _PollJoystickMove\r
+ 0CFC:0007 idle _PollKeyboardButtons\r
+ 0CFC:0100 idle _PollKeyboardMove\r
+ 0CFC:002B idle _PollMouseButtons\r
+ 0CFC:020C idle _PollMouseMove\r
+ 3A39:D858 _postsource\r
+ 3A39:D854 _postwidth\r
+ 3A39:D856 _postx\r
+ 0000:0F17 _pow10\r
+ 0A85:0FA5 _PreloadGraphics\r
+ 0A85:0F10 idle _PreloadUpdate\r
+ 06A5:2714 idle _PrintCustJoy\r
+ 06A5:27BB idle _PrintCustKeybd\r
+ 06A5:2824 idle _PrintCustKeys\r
+ 06A5:266D idle _PrintCustMouse\r
+ 0000:3AFA _printf\r
+ 06A5:112F idle _PrintLSEntry\r
+ 3A39:A048 _PrintX\r
+ 3A39:9B81 _PrintY\r
+ 3A39:E821 _profilehandle\r
+ 13EC:005A idle _ProjectileTryMove\r
+ 3A39:49F6 _psin\r
+ 1320:093B _PushWall\r
+ 0000:3E13 _puts\r
+ 0000:2844 _puttext\r
+ 3A39:52D6 _pwalldir\r
+ 3A39:53A8 _pwallpos\r
+ 3A39:5326 _pwallstate\r
+ 3A39:52DA _pwallx\r
+ 3A39:52D8 _pwally\r
+ 3A39:9EE5 _px\r
+ 3A39:9EE3 _py\r
+ 048F:14CF _Quit\r
+ 3A39:0102 idle _radtoint\r
+ 0000:3F2C _read\r
+ 06A5:36DC idle _ReadAnyControl\r
+ 048F:000B idle _ReadConfig\r
+ 0000:2CC5 idle _realloc\r
+ 0BC6:0C9A _RecordDemo\r
+ 1320:016B idle _RecursiveConnect\r
+ 36AC:0000 _redshifts\r
+ 0CFC:0A55 idle _RemoveObj\r
+ 3A39:A2A0 _rightchannel\r
+ 3A39:9E9E _rightmargin\r
+ 3A39:3FD2 idle _rightmasks\r
+ 3A39:ECE7 _RightPosition\r
+ 3A39:0E80 idle _righttable\r
+ 060A:000C idle _RipToEOL\r
+ 230E:0002 idle _rndtable\r
+ 3A39:9E98 _rowon\r
+ 3A39:A4E4 _running\r
+ 3A39:9EF0 _SaveGameNames\r
+ 3A39:A032 _SaveGamesAvail\r
+ 3A39:0436 idle _SaveName\r
+ 048F:042E _SaveTheGame\r
+ 3A39:ED05 _SBProPresent\r
+ 0000:1FD8 idle _sbrk\r
+ 3A39:52CA _scale\r
+ 3A39:DDFB _scaledirectory\r
+ 0FFD:032F idle _ScaleLine\r
+ 0EBC:0397 idle _ScalePost\r
+ 0FFD:0479 _ScaleShape\r
+ 0BC6:0194 idle _ScanInfoPlane\r
+ 3A39:3D1A _Scores\r
+ 3A39:D848 _screenfaded\r
+ 3A39:1684 _screenloc\r
+ 3A39:9898 _screenofs\r
+ 3A39:3FC4 _screenseg\r
+ 1A28:0B5F _SDL_DigitizedDone\r
+ 1BB1:0014 _SDL_IndicatePC\r
+ 1A28:08B0 idle _SDL_LoadDigiSegment\r
+ 1A28:08E1 idle _SDL_PlayDigiSegment\r
+ 1A28:0501 idle _SDL_SBSetDMA\r
+ 1BB1:000C _SDL_SetDS\r
+ 1A28:0C2D idle _SDL_SetupDigi\r
+ 1BB1:0021 _SDL_t0ExtremeAsmService\r
+ 1BB1:009B _SDL_t0FastAsmService\r
+ 1BB1:02CD _SDL_t0SlowAsmService\r
+ 1A28:14B4 idle _SD_Default\r
+ 1A28:1870 idle _SD_FadeOutMusic\r
+ 1A28:17DA _SD_MusicOff\r
+ 1A28:17CF _SD_MusicOn\r
+ 1A28:1881 idle _SD_MusicPlaying\r
+ 1A28:0A9F idle _SD_PlayDigitized\r
+ 1A28:15A4 _SD_PlaySound\r
+ 1A28:09CC _SD_Poll\r
+ 1A28:158D _SD_PositionSound\r
+ 1A28:0BC9 _SD_SetDigiDevice\r
+ 1A28:1129 _SD_SetMusicMode\r
+ 1A28:0A58 _SD_SetPosition\r
+ 1A28:109B _SD_SetSoundMode\r
+ 1A28:157B idle _SD_SetUserHook\r
+ 1A28:1523 _SD_Shutdown\r
+ 1A28:1744 _SD_SoundPlaying\r
+ 1A28:181E _SD_StartMusic\r
+ 1A28:117B _SD_Startup\r
+ 1A28:092B _SD_StopDigitized\r
+ 1A28:178B _SD_StopSound\r
+ 1A28:17C2 _SD_WaitSoundDone\r
+ 1087:0747 _SelectChaseDir\r
+ 1087:0619 _SelectDodgeDir\r
+ 13EC:1951 idle _SelectPathDir\r
+ 1087:089F _SelectRunDir\r
+ 0000:3164 _setblock\r
+ 044B:0179 idle _SetPlaneViewSize\r
+ 0BC6:0006 idle _SetSoundLoc\r
+ 06A5:3677 idle _SetTextColor\r
+ 06A5:2E09 idle _SetupControlPanel\r
+ 0BC6:0683 _SetupGameLevel\r
+ 0FFD:001A _SetupScaling\r
+ 048F:0E7C idle _SetupWalls\r
+ 0000:3F2F _setvbuf\r
+ 0000:130C _setvect\r
+ 048F:13BC _SetViewSize\r
+ 0E0D:02C5 idle _ShapeTest\r
+ 3A39:9894 _shootdelta\r
+ 06A5:3C21 idle _ShootSnd\r
+ 060A:0771 idle _ShowArticle\r
+ 048F:1442 _ShowViewSize\r
+ 048F:0BD2 _ShutdownId\r
+ 1087:167A _SightPlayer\r
+ 2422:0000 _signon\r
+ 048F:0E9F idle _SignonScreen\r
+ 0FFD:078D _SimpleScaleShape\r
+ 0000:0F48 _sin\r
+ 3A39:A514 _singlestep\r
+ 3430:0000 _sintable\r
+ 3A39:DDEF _slinewidth\r
+ 3A39:DDF1 _slinex\r
+ 3A39:03DC idle _SndItems\r
+ 2394:0000 idle _SndMenu\r
+ 3A39:1298 idle _songs\r
+ 3A39:9C3F _SoundBlasterPresent\r
+ 3A39:9C3D _SoundMode\r
+ 3A39:ECF1 _SoundNumber\r
+ 3A39:A2D0 _SoundPositioned\r
+ 3A39:ECED _SoundPriority\r
+ 3A39:9C41 _SoundSourcePresent\r
+ 3A39:0434 idle _SoundStatus\r
+ 3A39:ECFF _SoundTable\r
+ 3A39:4F72 _spanstart\r
+ 13EC:1D7E _SpawnBJVictory\r
+ 13EC:04D9 _SpawnBoss\r
+ 13EC:04BA _SpawnDeadGuard\r
+ 1320:024B _SpawnDoor\r
+ 13EC:1152 _SpawnFakeHitler\r
+ 13EC:0A19 _SpawnFat\r
+ 13EC:08C5 _SpawnGhosts\r
+ 13EC:09B2 _SpawnGift\r
+ 13EC:052B _SpawnGretel\r
+ 13EC:11B9 _SpawnHitler\r
+ 1087:000C _SpawnNewObj\r
+ 13EC:057D _SpawnPatrol\r
+ 1201:0CCC _SpawnPlayer\r
+ 13EC:094B _SpawnSchabbs\r
+ 13EC:0312 _SpawnStand\r
+ 1320:001A _SpawnStatic\r
+ 3A39:A2BE _spearangle\r
+ 3A39:A2BC _spearflag\r
+ 3A39:A2C4 _spearx\r
+ 3A39:A2C0 _speary\r
+ 3A39:A516 _spotvis\r
+ 0000:402D _sprintf\r
+ 3A39:EA98 _sqActive\r
+ 3A39:EA94 _sqHack\r
+ 3A39:EA8E _sqHackLen\r
+ 3A39:EA90 _sqHackPtr\r
+ 3A39:EA8C _sqHackSeqLen\r
+ 3A39:EA88 _sqHackTime\r
+ 3A39:ECD1 _ssActive\r
+ 3A39:ECCF _ssControl\r
+ 3A39:ECCB _ssData\r
+ 3A39:ECFD _ssIsTandy\r
+ 3A39:ECC1 _ssLengthLeft\r
+ 3A39:ECD3 _ssNoCheck\r
+ 3A39:ECC9 _ssOff\r
+ 3A39:ECCA _ssOn\r
+ 3A39:39A0 idle _ssPort\r
+ 3A39:ECC5 _ssSample\r
+ 3A39:ECCD _ssStatus\r
+ 0CFC:0CC9 _StartBonusFlash\r
+ 06A5:3A8F _StartCPMusic\r
+ 0CFC:0CD4 _StartDamageFlash\r
+ 0BC6:0B76 idle _StartDemoRecord\r
+ 3A39:A030 _StartGame\r
+ 3A39:9892 _startgame\r
+ 3A39:1B4A idle _starthitpoints\r
+ 0CFC:0AD6 _StartMusic\r
+ 3A39:1A1E idle _statinfo\r
+ 3A39:893C _statobjlist\r
+ 1201:01A8 idle _StatusDrawPic\r
+ 3A39:DDF3 _stepbytwo\r
+ 3A39:4DE2 _stepscale\r
+ 0CFC:0AA3 _StopMusic\r
+ 3A39:98B6 _str\r
+ 3A39:98A2 _str2\r
+ 3A39:1A0C idle _strafeangle\r
+ 0000:4066 _strcat\r
+ 0000:409F _strcpy\r
+ 0000:40C1 _strlen\r
+ 0000:4105 _strtol\r
+ 3A39:191C idle _s_attack\r
+ 3A39:2EB4 idle _s_bjjump1\r
+ 3A39:2EC4 idle _s_bjjump2\r
+ 3A39:2ED4 idle _s_bjjump3\r
+ 3A39:2EE4 idle _s_bjjump4\r
+ 3A39:2E54 idle _s_bjrun1\r
+ 3A39:2E64 idle _s_bjrun1s\r
+ 3A39:2E74 idle _s_bjrun2\r
+ 3A39:2E84 idle _s_bjrun3\r
+ 3A39:2E94 idle _s_bjrun3s\r
+ 3A39:2EA4 idle _s_bjrun4\r
+ 3A39:1DDA _s_blinkychase1\r
+ 3A39:1DEA idle _s_blinkychase2\r
+ 3A39:1C4A idle _s_boom1\r
+ 3A39:1C5A idle _s_boom2\r
+ 3A39:1C6A idle _s_boom3\r
+ 3A39:246A _s_bosschase1\r
+ 3A39:247A idle _s_bosschase1s\r
+ 3A39:248A idle _s_bosschase2\r
+ 3A39:249A idle _s_bosschase3\r
+ 3A39:24AA idle _s_bosschase3s\r
+ 3A39:24BA idle _s_bosschase4\r
+ 3A39:24CA _s_bossdie1\r
+ 3A39:24DA idle _s_bossdie2\r
+ 3A39:24EA idle _s_bossdie3\r
+ 3A39:24FA idle _s_bossdie4\r
+ 3A39:250A idle _s_bossshoot1\r
+ 3A39:251A idle _s_bossshoot2\r
+ 3A39:252A idle _s_bossshoot3\r
+ 3A39:253A idle _s_bossshoot4\r
+ 3A39:254A idle _s_bossshoot5\r
+ 3A39:255A idle _s_bossshoot6\r
+ 3A39:256A idle _s_bossshoot7\r
+ 3A39:257A idle _s_bossshoot8\r
+ 3A39:245A idle _s_bossstand\r
+ 3A39:1E3A idle _s_clydechase1\r
+ 3A39:1E4A idle _s_clydechase2\r
+ 3A39:2EF4 _s_deathcam\r
+ 3A39:1F0A _s_dogchase1\r
+ 3A39:1F1A idle _s_dogchase1s\r
+ 3A39:1F2A idle _s_dogchase2\r
+ 3A39:1F3A idle _s_dogchase3\r
+ 3A39:1F4A idle _s_dogchase3s\r
+ 3A39:1F5A idle _s_dogchase4\r
+ 3A39:1F9A idle _s_dogdead\r
+ 3A39:1F6A _s_dogdie1\r
+ 3A39:1F7A idle _s_dogdie2\r
+ 3A39:1F8A idle _s_dogdie3\r
+ 3A39:1EBA idle _s_dogjump1\r
+ 3A39:1ECA idle _s_dogjump2\r
+ 3A39:1EDA idle _s_dogjump3\r
+ 3A39:1EEA idle _s_dogjump4\r
+ 3A39:1EFA idle _s_dogjump5\r
+ 3A39:1E5A idle _s_dogpath1\r
+ 3A39:1E6A idle _s_dogpath1s\r
+ 3A39:1E7A idle _s_dogpath2\r
+ 3A39:1E8A idle _s_dogpath3\r
+ 3A39:1E9A idle _s_dogpath3s\r
+ 3A39:1EAA idle _s_dogpath4\r
+ 3A39:2A5C _s_fakechase1\r
+ 3A39:2A6C idle _s_fakechase1s\r
+ 3A39:2A7C idle _s_fakechase2\r
+ 3A39:2A8C idle _s_fakechase3\r
+ 3A39:2A9C idle _s_fakechase3s\r
+ 3A39:2AAC idle _s_fakechase4\r
+ 3A39:2ABC _s_fakedie1\r
+ 3A39:2ACC idle _s_fakedie2\r
+ 3A39:2ADC idle _s_fakedie3\r
+ 3A39:2AEC idle _s_fakedie4\r
+ 3A39:2AFC idle _s_fakedie5\r
+ 3A39:2B0C idle _s_fakedie6\r
+ 3A39:2B1C idle _s_fakeshoot1\r
+ 3A39:2B2C idle _s_fakeshoot2\r
+ 3A39:2B3C idle _s_fakeshoot3\r
+ 3A39:2B4C idle _s_fakeshoot4\r
+ 3A39:2B5C idle _s_fakeshoot5\r
+ 3A39:2B6C idle _s_fakeshoot6\r
+ 3A39:2B7C idle _s_fakeshoot7\r
+ 3A39:2B8C idle _s_fakeshoot8\r
+ 3A39:2B9C idle _s_fakeshoot9\r
+ 3A39:2A4C idle _s_fakestand\r
+ 3A39:291C _s_fatchase1\r
+ 3A39:292C idle _s_fatchase1s\r
+ 3A39:293C idle _s_fatchase2\r
+ 3A39:294C idle _s_fatchase3\r
+ 3A39:295C idle _s_fatchase3s\r
+ 3A39:296C idle _s_fatchase4\r
+ 3A39:297C idle _s_fatdeathcam\r
+ 3A39:298C _s_fatdie1\r
+ 3A39:299C idle _s_fatdie2\r
+ 3A39:29AC idle _s_fatdie3\r
+ 3A39:29BC idle _s_fatdie4\r
+ 3A39:29CC idle _s_fatdie5\r
+ 3A39:29DC idle _s_fatdie6\r
+ 3A39:29EC idle _s_fatshoot1\r
+ 3A39:29FC idle _s_fatshoot2\r
+ 3A39:2A0C idle _s_fatshoot3\r
+ 3A39:2A1C idle _s_fatshoot4\r
+ 3A39:2A2C idle _s_fatshoot5\r
+ 3A39:2A3C idle _s_fatshoot6\r
+ 3A39:290C idle _s_fatstand\r
+ 3A39:2BAC idle _s_fire1\r
+ 3A39:2BBC idle _s_fire2\r
+ 3A39:281C _s_giftchase1\r
+ 3A39:282C idle _s_giftchase1s\r
+ 3A39:283C idle _s_giftchase2\r
+ 3A39:284C idle _s_giftchase3\r
+ 3A39:285C idle _s_giftchase3s\r
+ 3A39:286C idle _s_giftchase4\r
+ 3A39:287C idle _s_giftdeathcam\r
+ 3A39:288C _s_giftdie1\r
+ 3A39:289C idle _s_giftdie2\r
+ 3A39:28AC idle _s_giftdie3\r
+ 3A39:28BC idle _s_giftdie4\r
+ 3A39:28CC idle _s_giftdie5\r
+ 3A39:28DC idle _s_giftdie6\r
+ 3A39:28EC idle _s_giftshoot1\r
+ 3A39:28FC idle _s_giftshoot2\r
+ 3A39:280C idle _s_giftstand\r
+ 3A39:1D3A _s_grdchase1\r
+ 3A39:1D4A idle _s_grdchase1s\r
+ 3A39:1D5A idle _s_grdchase2\r
+ 3A39:1D6A idle _s_grdchase3\r
+ 3A39:1D7A idle _s_grdchase3s\r
+ 3A39:1D8A idle _s_grdchase4\r
+ 3A39:1D9A _s_grddie1\r
+ 3A39:1DAA idle _s_grddie2\r
+ 3A39:1DBA idle _s_grddie3\r
+ 3A39:1DCA idle _s_grddie4\r
+ 3A39:1CEA _s_grdpain\r
+ 3A39:1CFA _s_grdpain1\r
+ 3A39:1C8A idle _s_grdpath1\r
+ 3A39:1C9A idle _s_grdpath1s\r
+ 3A39:1CAA idle _s_grdpath2\r
+ 3A39:1CBA idle _s_grdpath3\r
+ 3A39:1CCA idle _s_grdpath3s\r
+ 3A39:1CDA idle _s_grdpath4\r
+ 3A39:1D0A idle _s_grdshoot1\r
+ 3A39:1D1A idle _s_grdshoot2\r
+ 3A39:1D2A idle _s_grdshoot3\r
+ 3A39:1C7A idle _s_grdstand\r
+ 3A39:259A _s_gretelchase1\r
+ 3A39:25AA idle _s_gretelchase1s\r
+ 3A39:25BA idle _s_gretelchase2\r
+ 3A39:25CA idle _s_gretelchase3\r
+ 3A39:25DA idle _s_gretelchase3s\r
+ 3A39:25EA idle _s_gretelchase4\r
+ 3A39:25FA _s_greteldie1\r
+ 3A39:260A idle _s_greteldie2\r
+ 3A39:261A idle _s_greteldie3\r
+ 3A39:262A idle _s_greteldie4\r
+ 3A39:263A idle _s_gretelshoot1\r
+ 3A39:264A idle _s_gretelshoot2\r
+ 3A39:265A idle _s_gretelshoot3\r
+ 3A39:266A idle _s_gretelshoot4\r
+ 3A39:267A idle _s_gretelshoot5\r
+ 3A39:268A idle _s_gretelshoot6\r
+ 3A39:269A idle _s_gretelshoot7\r
+ 3A39:26AA idle _s_gretelshoot8\r
+ 3A39:258A idle _s_gretelstand\r
+ 3A39:2CDC _s_hitlerchase1\r
+ 3A39:2CEC idle _s_hitlerchase1s\r
+ 3A39:2CFC idle _s_hitlerchase2\r
+ 3A39:2D0C idle _s_hitlerchase3\r
+ 3A39:2D1C idle _s_hitlerchase3s\r
+ 3A39:2D2C idle _s_hitlerchase4\r
+ 3A39:2D3C idle _s_hitlerdeathcam\r
+ 3A39:2D4C _s_hitlerdie1\r
+ 3A39:2DDC idle _s_hitlerdie10\r
+ 3A39:2D5C idle _s_hitlerdie2\r
+ 3A39:2D6C idle _s_hitlerdie3\r
+ 3A39:2D7C idle _s_hitlerdie4\r
+ 3A39:2D8C idle _s_hitlerdie5\r
+ 3A39:2D9C idle _s_hitlerdie6\r
+ 3A39:2DAC idle _s_hitlerdie7\r
+ 3A39:2DBC idle _s_hitlerdie8\r
+ 3A39:2DCC idle _s_hitlerdie9\r
+ 3A39:2DEC idle _s_hitlershoot1\r
+ 3A39:2DFC idle _s_hitlershoot2\r
+ 3A39:2E0C idle _s_hitlershoot3\r
+ 3A39:2E1C idle _s_hitlershoot4\r
+ 3A39:2E2C idle _s_hitlershoot5\r
+ 3A39:2E3C idle _s_hitlershoot6\r
+ 3A39:1DFA idle _s_inkychase1\r
+ 3A39:1E0A idle _s_inkychase2\r
+ 3A39:2BDC _s_mechachase1\r
+ 3A39:2BEC idle _s_mechachase1s\r
+ 3A39:2BFC idle _s_mechachase2\r
+ 3A39:2C0C idle _s_mechachase3\r
+ 3A39:2C1C idle _s_mechachase3s\r
+ 3A39:2C2C idle _s_mechachase4\r
+ 3A39:2C3C _s_mechadie1\r
+ 3A39:2C4C idle _s_mechadie2\r
+ 3A39:2C5C idle _s_mechadie3\r
+ 3A39:2C6C idle _s_mechadie4\r
+ 3A39:2C7C idle _s_mechashoot1\r
+ 3A39:2C8C idle _s_mechashoot2\r
+ 3A39:2C9C idle _s_mechashoot3\r
+ 3A39:2CAC idle _s_mechashoot4\r
+ 3A39:2CBC idle _s_mechashoot5\r
+ 3A39:2CCC idle _s_mechashoot6\r
+ 3A39:2BCC idle _s_mechastand\r
+ 3A39:21EA _s_mutchase1\r
+ 3A39:21FA idle _s_mutchase1s\r
+ 3A39:220A idle _s_mutchase2\r
+ 3A39:221A idle _s_mutchase3\r
+ 3A39:222A idle _s_mutchase3s\r
+ 3A39:223A idle _s_mutchase4\r
+ 3A39:224A _s_mutdie1\r
+ 3A39:225A idle _s_mutdie2\r
+ 3A39:226A idle _s_mutdie3\r
+ 3A39:227A idle _s_mutdie4\r
+ 3A39:228A idle _s_mutdie5\r
+ 3A39:218A _s_mutpain\r
+ 3A39:219A _s_mutpain1\r
+ 3A39:212A idle _s_mutpath1\r
+ 3A39:213A idle _s_mutpath1s\r
+ 3A39:214A idle _s_mutpath2\r
+ 3A39:215A idle _s_mutpath3\r
+ 3A39:216A idle _s_mutpath3s\r
+ 3A39:217A idle _s_mutpath4\r
+ 3A39:21AA idle _s_mutshoot1\r
+ 3A39:21BA idle _s_mutshoot2\r
+ 3A39:21CA idle _s_mutshoot3\r
+ 3A39:21DA idle _s_mutshoot4\r
+ 3A39:211A idle _s_mutstand\r
+ 3A39:27CC idle _s_needle1\r
+ 3A39:27DC idle _s_needle2\r
+ 3A39:27EC idle _s_needle3\r
+ 3A39:27FC idle _s_needle4\r
+ 3A39:206A _s_ofcchase1\r
+ 3A39:207A idle _s_ofcchase1s\r
+ 3A39:208A idle _s_ofcchase2\r
+ 3A39:209A idle _s_ofcchase3\r
+ 3A39:20AA idle _s_ofcchase3s\r
+ 3A39:20BA idle _s_ofcchase4\r
+ 3A39:20CA _s_ofcdie1\r
+ 3A39:20DA idle _s_ofcdie2\r
+ 3A39:20EA idle _s_ofcdie3\r
+ 3A39:20FA idle _s_ofcdie4\r
+ 3A39:210A idle _s_ofcdie5\r
+ 3A39:201A _s_ofcpain\r
+ 3A39:202A _s_ofcpain1\r
+ 3A39:1FBA idle _s_ofcpath1\r
+ 3A39:1FCA idle _s_ofcpath1s\r
+ 3A39:1FDA idle _s_ofcpath2\r
+ 3A39:1FEA idle _s_ofcpath3\r
+ 3A39:1FFA idle _s_ofcpath3s\r
+ 3A39:200A idle _s_ofcpath4\r
+ 3A39:203A idle _s_ofcshoot1\r
+ 3A39:204A idle _s_ofcshoot2\r
+ 3A39:205A idle _s_ofcshoot3\r
+ 3A39:1FAA idle _s_ofcstand\r
+ 3A39:1E1A idle _s_pinkychase1\r
+ 3A39:1E2A idle _s_pinkychase2\r
+ 3A39:190C idle _s_player\r
+ 3A39:1BFA idle _s_rocket\r
+ 3A39:26DC _s_schabbchase1\r
+ 3A39:26EC idle _s_schabbchase1s\r
+ 3A39:26FC idle _s_schabbchase2\r
+ 3A39:270C idle _s_schabbchase3\r
+ 3A39:271C idle _s_schabbchase3s\r
+ 3A39:272C idle _s_schabbchase4\r
+ 3A39:273C idle _s_schabbdeathcam\r
+ 3A39:274C _s_schabbdie1\r
+ 3A39:275C idle _s_schabbdie2\r
+ 3A39:276C idle _s_schabbdie3\r
+ 3A39:277C idle _s_schabbdie4\r
+ 3A39:278C idle _s_schabbdie5\r
+ 3A39:279C idle _s_schabbdie6\r
+ 3A39:27AC idle _s_schabbshoot1\r
+ 3A39:27BC idle _s_schabbshoot2\r
+ 3A39:26CC idle _s_schabbstand\r
+ 3A39:1C0A idle _s_smoke1\r
+ 3A39:1C1A idle _s_smoke2\r
+ 3A39:1C2A idle _s_smoke3\r
+ 3A39:1C3A idle _s_smoke4\r
+ 3A39:23BA _s_sschase1\r
+ 3A39:23CA idle _s_sschase1s\r
+ 3A39:23DA idle _s_sschase2\r
+ 3A39:23EA idle _s_sschase3\r
+ 3A39:23FA idle _s_sschase3s\r
+ 3A39:240A idle _s_sschase4\r
+ 3A39:241A _s_ssdie1\r
+ 3A39:242A idle _s_ssdie2\r
+ 3A39:243A idle _s_ssdie3\r
+ 3A39:244A idle _s_ssdie4\r
+ 3A39:230A _s_sspain\r
+ 3A39:231A _s_sspain1\r
+ 3A39:22AA idle _s_sspath1\r
+ 3A39:22BA idle _s_sspath1s\r
+ 3A39:22CA idle _s_sspath2\r
+ 3A39:22DA idle _s_sspath3\r
+ 3A39:22EA idle _s_sspath3s\r
+ 3A39:22FA idle _s_sspath4\r
+ 3A39:232A idle _s_ssshoot1\r
+ 3A39:233A idle _s_ssshoot2\r
+ 3A39:234A idle _s_ssshoot3\r
+ 3A39:235A idle _s_ssshoot4\r
+ 3A39:236A idle _s_ssshoot5\r
+ 3A39:237A idle _s_ssshoot6\r
+ 3A39:238A idle _s_ssshoot7\r
+ 3A39:239A idle _s_ssshoot8\r
+ 3A39:23AA idle _s_ssshoot9\r
+ 3A39:229A idle _s_ssstand\r
+ 3A39:ECE3 _t0OldService\r
+ 1201:0342 _TakeDamage\r
+ 0000:0F95 _tan\r
+ 3A39:9B89 _tedlevel\r
+ 3A39:9B87 _tedlevelnum\r
+ 0000:1926 _tell\r
+ 3A39:9E9A _text\r
+ 0EBC:0F15 _ThreeDRefresh\r
+ 1201:0A51 idle _Thrust\r
+ 3A39:E00D _thrustspeed\r
+ 06A5:3570 idle _TicDelay\r
+ 3A39:A2CA _tics\r
+ 3A39:168C _tileglobal\r
+ 3A39:D9B4 _tilehit\r
+ 3A39:75BA _tilemap\r
+ 3A39:9EDE _TimeCount\r
+ 060A:00B4 idle _TimedPicCommand\r
+ 3A39:ECF3 _TimerCount\r
+ 3A39:ECF7 _TimerDivisor\r
+ 3A39:ECDD _TimerRate\r
+ 3A39:E824 _tinf\r
+ 0000:193E _tolower\r
+ 0000:196A _toupper\r
+ 06A5:1062 idle _TrackWhichGame\r
+ 0EBC:004D idle _TransformActor\r
+ 0EBC:018B idle _TransformTile\r
+ 1201:0794 idle _TryMove\r
+ 1087:00D2 _TryWalk\r
+ 1201:0FEB idle _T_Attack\r
+ 13EC:1CA5 idle _T_Bite\r
+ 13EC:1EAC idle _T_BJDone\r
+ 13EC:1E66 idle _T_BJJump\r
+ 13EC:1DD1 idle _T_BJRun\r
+ 13EC:1E8C idle _T_BJYell\r
+ 13EC:14EC idle _T_Chase\r
+ 13EC:17EF idle _T_DogChase\r
+ 13EC:1404 idle _T_Fake\r
+ 13EC:12E7 idle _T_FakeFire\r
+ 13EC:0FCA idle _T_Fat\r
+ 13EC:1743 idle _T_Ghosts\r
+ 13EC:0E42 idle _T_Gift\r
+ 13EC:0B9D idle _T_GiftThrow\r
+ 13EC:199D idle _T_Path\r
+ 1201:117D idle _T_Player\r
+ 13EC:00F3 idle _T_Projectile\r
+ 13EC:0CBA idle _T_Schabb\r
+ 13EC:0A80 idle _T_SchabbThrow\r
+ 13EC:1ACC idle _T_Shoot\r
+ 13EC:14DC idle _T_Stand\r
+ 0000:38AA _ultoa\r
+ 3A39:E87C _UMBbase\r
+ 06A5:2D2F _UnCacheLump\r
+ 0000:1996 _unlink\r
+ 3A39:54B6 _update\r
+ 1201:025B idle _UpdateFace\r
+ 0CFC:0CE0 idle _UpdatePaletteShifts\r
+ 3A39:9B79 _updateptr\r
+ 0BC6:0148 _UpdateSoundLoc\r
+ 3A39:3D16 idle _USL_DrawString\r
+ 1BF0:0008 idle _USL_HardError\r
+ 3A39:3D12 _USL_MeasureString\r
+ 1BF0:03C2 idle _USL_PrintInCenter\r
+ 1BF0:0669 idle _US_CenterWindow\r
+ 1BF0:020F _US_CheckParm\r
+ 1BF0:0528 _US_ClearWindow\r
+ 06A5:0004 _US_ControlPanel\r
+ 1BF0:04BF _US_CPrint\r
+ 1BF0:0462 idle _US_CPrintLine\r
+ 1BF0:0553 _US_DrawWindow\r
+ 1CAA:0010 _US_InitRndT\r
+ 1BF0:0782 _US_LineInput\r
+ 1BF0:02D4 _US_Print\r
+ 1BF0:0420 _US_PrintCentered\r
+ 1BF0:039D idle _US_PrintSigned\r
+ 1BF0:0378 _US_PrintUnsigned\r
+ 1BF0:06BA idle _US_RestoreWindow\r
+ 1CAA:0038 _US_RndT\r
+ 1BF0:068D idle _US_SaveWindow\r
+ 1BF0:02B5 idle _US_SetPrintRoutines\r
+ 1BF0:01FD _US_Shutdown\r
+ 1BF0:0131 _US_Startup\r
+ 3A39:9B5F _uwidthtable\r
+ 3A39:53AA _vertwall\r
+ 3A39:1698 idle _vgaCeiling\r
+ 0EBC:0A0B idle _VGAClearScreen\r
+ 1E19:0006 _VH_UpdateScreen\r
+ 0A85:0031 _Victory\r
+ 1201:0F2E idle _VictorySpin\r
+ 1201:0A41 idle _VictoryTile\r
+ 3A39:DDE0 _viewangle\r
+ 3A39:503A _viewcos\r
+ 3A39:52CE _viewheight\r
+ 3A39:503E _viewsin\r
+ 3A39:54AA _viewsize\r
+ 3A39:D9CC _viewtx\r
+ 3A39:D9CA _viewty\r
+ 3A39:D84E _viewtype\r
+ 3A39:52D0 _viewwidth\r
+ 3A39:5046 _viewx\r
+ 3A39:5042 _viewy\r
+ 3A39:9890 _virtualreality\r
+ 3A39:D86E _vislist\r
+ 3A39:D86C _visptr\r
+ 3A39:D86A _visstep\r
+ 1CAF:0646 _VL_Bar\r
+ 1CAF:0092 idle _VL_ClearVideo\r
+ 1CAF:04A5 _VL_ColorBorder\r
+ 1CAF:00BC idle _VL_DePlaneVGA\r
+ 1CAF:0A5B idle _VL_DrawLatch8String\r
+ 1CAF:092E idle _VL_DrawTile8String\r
+ 1CAF:0374 _VL_FadeIn\r
+ 1CAF:0256 _VL_FadeOut\r
+ 1CAF:0198 idle _VL_FillPalette\r
+ 1CAF:01D8 idle _VL_GetColor\r
+ 1CAF:0235 idle _VL_GetPalette\r
+ 1CAF:0504 _VL_Hlin\r
+ 1CAF:08C5 _VL_LatchToScreen\r
+ 1CAF:0837 idle _VL_MaskedToScreen\r
+ 1CAF:0749 _VL_MemToLatch\r
+ 1CAF:079C _VL_MemToScreen\r
+ 1D62:022E _VL_MungePic\r
+ 1CAF:04B9 _VL_Plot\r
+ 1DF0:00AA _VL_ScreenToScreen\r
+ 1CAF:01BD idle _VL_SetColor\r
+ 1DF0:0019 idle _VL_SetCRTC\r
+ 1CAF:0113 idle _VL_SetLineWidth\r
+ 1CAF:0203 _VL_SetPalette\r
+ 1DF0:003D _VL_SetScreen\r
+ 1CAF:014C idle _VL_SetSplitScreen\r
+ 1CAF:0088 idle _VL_SetTextMode\r
+ 1CAF:0065 _VL_SetVGAPlaneMode\r
+ 1CAF:005B _VL_Shutdown\r
+ 1CAF:0B07 idle _VL_SizeTile8String\r
+ 1CAF:0003 _VL_Startup\r
+ 1CAF:044A _VL_TestPaletteSet\r
+ 1DF0:012A _VL_VideoID\r
+ 1CAF:05DF _VL_Vlin\r
+ 1DF0:0002 _VL_WaitVBL\r
+ 0000:404A idle _vsprintf\r
+ 1D62:0556 _VWB_Bar\r
+ 1D62:04B3 _VWB_DrawPic\r
+ 1D62:051F _VWB_DrawPropString\r
+ 1D62:042B _VWB_DrawTile8\r
+ 1D62:046E idle _VWB_DrawTile8M\r
+ 1D62:05BD _VWB_Hlin\r
+ 1D62:0592 _VWB_Plot\r
+ 1D62:05F1 _VWB_Vlin\r
+ 1D62:02EC idle _VWL_MeasureString\r
+ 1D62:0113 idle _VW_DrawColorPropString\r
+ 1D62:0000 idle _VW_DrawPropString\r
+ 1D62:0370 _VW_MarkUpdateBlock\r
+ 1D62:034E idle _VW_MeasureMPropString\r
+ 1D62:032C _VW_MeasurePropString\r
+ 1D62:0625 _VW_UpdateScreen\r
+ 06A5:36AC idle _WaitKeyUp\r
+ 3A39:504A _wallheight\r
+ 0EBC:0E24 idle _WallRefresh\r
+ 3A39:1710 idle _weaponscale\r
+ 0000:31E7 idle _wherex\r
+ 0000:31F6 idle _wherey\r
+ 358C:0000 _whiteshifts\r
+ 3A39:A046 _WindowH\r
+ 3A39:9B7B _WindowW\r
+ 3A39:9B7F _WindowX\r
+ 3A39:9B7D _WindowY\r
+ 3A39:177A idle _wordmasks\r
+ 3A39:DDF5 _work\r
+ 0000:4320 _write\r
+ 0A85:046A _Write\r
+ 048F:020F idle _WriteConfig\r
+ 3A39:D9A6 _xintercept\r
+ 3A39:D9B8 _xinttile\r
+ 3A39:E892 _XMSaddr\r
+ 3A39:E8D2 _XMSAvail\r
+ 3A39:E8CC _XMSDriver\r
+ 3A39:E8D0 _XMSHandle\r
+ 3A39:A296 _XMSPagesAvail\r
+ 3A39:E8C4 _XMSPagesUsed\r
+ 3A39:A29A _XMSPresent\r
+ 3A39:3510 idle _XMSProtectPage\r
+ 3A39:D9C4 _xpartial\r
+ 3A39:D9BE _xpartialdown\r
+ 3A39:D9C0 _xpartialup\r
+ 3A39:D99E _xstep\r
+ 3A39:D9B0 _xtile\r
+ 3A39:D9AC _xtilestep\r
+ 3A39:D9A2 _yintercept\r
+ 3A39:D9B6 _yinttile\r
+ 3A39:EE17 _ylookup\r
+ 3A39:D9C2 _ypartial\r
+ 3A39:D9BA _ypartialdown\r
+ 3A39:D9BC _ypartialup\r
+ 3A39:D99A _ystep\r
+ 3A39:D9AE _ytile\r
+ 3A39:D9AA _ytilestep\r
+ 3A39:4090 __8087\r
+ 0000:1000 idle __AHINCR\r
+ 0000:000C idle __AHSHIFT\r
+ 3A39:4724 __argc\r
+ 3A39:4726 __argv\r
+ 3A39:4380 __atexitcnt\r
+ 3A39:4944 __atexittbl\r
+ 0000:268A __brk\r
+ 3A39:00D1 __brklvl\r
+ 3A39:00B3 __C0argc\r
+ 3A39:00B5 __C0argv\r
+ 0000:20DD idle __c0crtinit\r
+ 3A39:00B7 __C0environ\r
+ 0000:128F idle __cexit\r
+ 0000:0189 __checknull\r
+ 0000:3296 __chmod\r
+ 0000:0176 __cleanup\r
+ 0000:32D9 __close\r
+ 0000:20FA idle __crtinit\r
+ 3A39:4382 __ctype\r
+ 0000:0000 Abs __cvtfak\r
+ 0000:129D idle __c_exit\r
+ 3A39:40A4 __default87\r
+ 3A39:4602 __doserrno\r
+ 0000:14EF __DOSERROR\r
+ 3A39:4604 idle __dosErrorToSV\r
+ 0000:11C1 idle __dos_getdate\r
+ 0000:4486 __dos_getdiskfree\r
+ 0000:1189 __dos_getfileattr\r
+ 0000:11DA __dos_gettime\r
+ 0000:11A6 idle __dos_setfileattr\r
+ 0000:11F3 __dos_write\r
+ 3A39:4270 __emu\r
+ 3A39:00B9 __envLng\r
+ 3A39:00BB __envseg\r
+ 3A39:00BD __envSize\r
+ 0000:127D __exit\r
+ 3A39:4484 __exitbuf\r
+ 3A39:4488 __exitfopen\r
+ 3A39:448C __exitopen\r
+ 3A39:471E idle __first\r
+ 0000:8087 idle __floatconvert\r
+ 0000:436E __fmemcmp\r
+ 0000:4396 __fmemcpy\r
+ 0000:43DE __fmemset\r
+ 3A39:45FA __fmode\r
+ 0000:0DAA __fperror\r
+ 3A39:45FE __fpstklen\r
+ 0000:05E4 __fpuint\r
+ 0000:3B11 idle __fputc\r
+ 0000:3C70 __FPUTN\r
+ 0000:43BA idle __fsetmem\r
+ 0000:43FD __fstrcpy\r
+ 0000:4426 __fstricmp\r
+ 0000:4467 __fstrlen\r
+ 0000:36B1 idle __GETFP\r
+ 0000:2933 idle __harderr\r
+ 0000:295F __hardresume\r
+ 0000:297A __hardretn\r
+ 3A39:00CD __heapbase\r
+ 3A39:4600 __heaplen\r
+ 3A39:00D5 __heaptop\r
+ 3A39:40AA __huge_dble\r
+ 3A39:40A6 idle __huge_flt\r
+ 3A39:40B2 idle __huge_ldble\r
+ 3A39:40BC idle __indefinite\r
+ 3A39:00A3 idle __Int0Vector\r
+ 3A39:00A7 idle __Int4Vector\r
+ 3A39:00AB idle __Int5Vector\r
+ 3A39:00AF idle __Int6Vector\r
+ 0000:14B6 __IOERROR\r
+ 3A39:4720 idle __last\r
+ 3A39:40A1 __LDT\r
+ 0000:05F5 __LDTRUNC\r
+ 0000:1512 __LONGTOA\r
+ 0000:0FE5 __matherr\r
+ 3A39:40CA __mathwhy\r
+ 0000:15D5 __MKNAME\r
+ 0000:02B0 idle __MMODEL\r
+ 3A39:45D0 __nfile\r
+ 3A39:45FC __notUmask\r
+ 0000:3AAD __open\r
+ 3A39:45D2 __openfd\r
+ 0000:3615 idle __OPENFP\r
+ 3A39:00C1 __osmajor\r
+ 3A39:00C2 idle __osminor\r
+ 3A39:00C1 idle __osversion\r
+ 0000:0E4E __POW10\r
+ 3A39:40A0 __protected\r
+ 3A39:00BF __psp\r
+ 0000:16AA __read\r
+ 0000:2D18 __REALCVT\r
+ 3A39:473A __RealCvtVector\r
+ 0000:020A __restorezero\r
+ 3A39:4722 idle __rover\r
+ 0000:26C9 __sbrk\r
+ 3A39:473E idle __ScanTodVector\r
+ 0000:1702 __scantol\r
+ 0000:2E48 __SCREENIO\r
+ 0000:2EE9 __SCROLL\r
+ 0000:0000 idle __setargv__\r
+ 0000:0000 idle __setenvp__\r
+ 0000:1881 __setupio\r
+ 3A39:00C5 idle __StartTime\r
+ 3A39:4668 __stklen\r
+ 0000:1F2B __stpcpy\r
+ 3A39:4490 __streams\r
+ 0000:01B4 __terminate\r
+ 3A39:40C0 idle __tiny_ldble\r
+ 0000:1614 idle __TMPNAM\r
+ 0000:0000 idle __turboCrt\r
+ 0000:0000 Abs __turboCvt\r
+ 0000:8087 Abs __turboFloat\r
+ 0000:158F __UTOA\r
+ 0000:2E84 __VALIDATEXY\r
+ 3A39:00C1 __version\r
+ 3A39:46D2 __video\r
+ 0000:2059 __VideoInt\r
+ 0000:19C4 __VPRINTER\r
+ 0000:1E72 __VPTR\r
+ 0000:1E97 __VRAM\r
+ 0000:31DD __wherexy\r
+ 0000:42E6 __write\r
+ 0000:1F11 __xclose\r
+ 0000:0BA5 __XCVT\r
+ 0000:4323 __xfclose\r
+ 0000:434B __xfflush\r
+ 0000:1F79 ___brk\r
+ 3A39:00CB ___brklvl\r
+ 0000:21F3 idle ___first\r
+ 0000:04FD idle ___fpreset\r
+ 0000:2907 ___harderr\r
+ 3A39:00C9 idle ___heapbase\r
+ 0000:21F5 idle ___last\r
+ 0000:3E5E ___read\r
+ 0000:21F7 idle ___rover\r
+ 0000:1F9B ___sbrk\r
+ 3A39:49D2 ___SignalPtr\r
+ 0000:41DA ___write\r
+\r
+ Address Publics by Value\r
+\r
+ 0000:0000 Abs __turboCvt\r
+ 0000:0000 idle __turboCrt\r
+ 0000:0000 Abs __cvtfak\r
+ 0000:0000 idle __setargv__\r
+ 0000:0000 idle __setenvp__\r
+ 0000:000C idle __AHSHIFT\r
+ 0000:0632 idle FISRQQ\r
+ 0000:0E32 idle FICRQQ\r
+ 0000:1000 idle __AHINCR\r
+ 0000:1632 Abs FIERQQ\r
+ 0000:4000 idle FJARQQ\r
+ 0000:5C32 Abs FIDRQQ\r
+ 0000:8000 idle FJSRQQ\r
+ 0000:8087 Abs __turboFloat\r
+ 0000:8087 idle __floatconvert\r
+ 0000:A23D Abs FIWRQQ\r
+ 0000:C000 idle FJCRQQ\r
+ 0000:FE32 idle FIARQQ\r
+ 0000:0176 __cleanup\r
+ 0000:0189 __checknull\r
+ 0000:01B4 __terminate\r
+ 0000:020A __restorezero\r
+ 0000:0296 _abort\r
+ 0000:02AE idle DGROUP@\r
+ 0000:02B0 idle __MMODEL\r
+ 0000:02B2 idle N_LDIV@\r
+ 0000:02B5 LDIV@\r
+ 0000:02B5 F_LDIV@\r
+ 0000:02D1 idle N_LUDIV@\r
+ 0000:02D4 idle F_LUDIV@\r
+ 0000:02D4 idle LUDIV@\r
+ 0000:02D9 idle N_LMOD@\r
+ 0000:02DC F_LMOD@\r
+ 0000:02DC idle LMOD@\r
+ 0000:02E1 idle N_LUMOD@\r
+ 0000:02E4 idle LUMOD@\r
+ 0000:02E4 idle F_LUMOD@\r
+ 0000:04FD idle ___fpreset\r
+ 0000:05E4 __fpuint\r
+ 0000:05E8 _atan\r
+ 0000:05F5 __LDTRUNC\r
+ 0000:0BA5 __XCVT\r
+ 0000:0DAA __fperror\r
+ 0000:0E4E __POW10\r
+ 0000:0F17 _pow10\r
+ 0000:0F22 _matherr\r
+ 0000:0F48 _sin\r
+ 0000:0F95 _tan\r
+ 0000:0FE5 __matherr\r
+ 0000:1075 _atan2\r
+ 0000:1130 F_FTOL@\r
+ 0000:1130 idle FTOL@\r
+ 0000:115C idle _atexit\r
+ 0000:1189 __dos_getfileattr\r
+ 0000:11A6 idle __dos_setfileattr\r
+ 0000:11C1 idle __dos_getdate\r
+ 0000:11DA __dos_gettime\r
+ 0000:11F3 __dos_write\r
+ 0000:126E _exit\r
+ 0000:127D __exit\r
+ 0000:128F idle __cexit\r
+ 0000:129D idle __c_exit\r
+ 0000:12A9 F_LXMUL@\r
+ 0000:12A9 idle LXMUL@\r
+ 0000:12C0 F_PCMP@\r
+ 0000:12C0 idle PCMP@\r
+ 0000:12E1 F_SCOPY@\r
+ 0000:12E1 idle SCOPY@\r
+ 0000:12FD _getvect\r
+ 0000:130C _setvect\r
+ 0000:131D N_LXLSH@\r
+ 0000:1320 F_LXLSH@\r
+ 0000:1320 idle LXLSH@\r
+ 0000:133E idle N_LXRSH@\r
+ 0000:1341 F_LXRSH@\r
+ 0000:1341 idle LXRSH@\r
+ 0000:135E idle N_LXURSH@\r
+ 0000:1361 F_LXURSH@\r
+ 0000:1361 idle LXURSH@\r
+ 0000:137F idle N_PADA@\r
+ 0000:1382 F_PADA@\r
+ 0000:1382 idle PADA@\r
+ 0000:13C3 idle N_PSBA@\r
+ 0000:13C6 F_PSBA@\r
+ 0000:13C6 idle PSBA@\r
+ 0000:1407 N_PADD@\r
+ 0000:140A F_PADD@\r
+ 0000:140A idle PADD@\r
+ 0000:1436 idle N_PSUB@\r
+ 0000:1439 idle F_PSUB@\r
+ 0000:1439 idle PSUB@\r
+ 0000:1467 N_PSBP@\r
+ 0000:146A F_PSBP@\r
+ 0000:146A idle PSBP@\r
+ 0000:148F idle N_SPUSH@\r
+ 0000:1495 F_SPUSH@\r
+ 0000:1495 idle SPUSH@\r
+ 0000:14B6 __IOERROR\r
+ 0000:14EF __DOSERROR\r
+ 0000:1501 _isatty\r
+ 0000:1512 __LONGTOA\r
+ 0000:158F __UTOA\r
+ 0000:15AC _lseek\r
+ 0000:15D5 __MKNAME\r
+ 0000:1614 idle __TMPNAM\r
+ 0000:1657 N_PCMP@\r
+ 0000:1678 _outport\r
+ 0000:1684 idle _outportb\r
+ 0000:1690 idle _outpw\r
+ 0000:169C idle _outp\r
+ 0000:16AA __read\r
+ 0000:1702 __scantol\r
+ 0000:1881 __setupio\r
+ 0000:1926 _tell\r
+ 0000:193E _tolower\r
+ 0000:196A _toupper\r
+ 0000:1996 _unlink\r
+ 0000:19C4 __VPRINTER\r
+ 0000:1E72 __VPTR\r
+ 0000:1E97 __VRAM\r
+ 0000:1F11 __xclose\r
+ 0000:1F2B __stpcpy\r
+ 0000:1F54 _bioskey\r
+ 0000:1F79 ___brk\r
+ 0000:1F9B ___sbrk\r
+ 0000:1FCC idle _brk\r
+ 0000:1FD8 idle _sbrk\r
+ 0000:1FE8 _clrscr\r
+ 0000:2011 _coreleft\r
+ 0000:2059 __VideoInt\r
+ 0000:20DD idle __c0crtinit\r
+ 0000:20FA idle __crtinit\r
+ 0000:21F3 idle ___first\r
+ 0000:21F5 idle ___last\r
+ 0000:21F7 idle ___rover\r
+ 0000:2333 _farfree\r
+ 0000:243D _farmalloc\r
+ 0000:259A idle _farrealloc\r
+ 0000:268A __brk\r
+ 0000:26C9 __sbrk\r
+ 0000:2757 _farcoreleft\r
+ 0000:27A7 _gotoxy\r
+ 0000:27F0 _gettext\r
+ 0000:2844 _puttext\r
+ 0000:2885 _harderr\r
+ 0000:2897 idle _hardresume\r
+ 0000:28A5 idle _hardretn\r
+ 0000:2907 ___harderr\r
+ 0000:2933 idle __harderr\r
+ 0000:295F __hardresume\r
+ 0000:297A __hardretn\r
+ 0000:29D9 _ioctl\r
+ 0000:2A00 _movetext\r
+ 0000:2A9D _free\r
+ 0000:2B6C _malloc\r
+ 0000:2CC5 idle _realloc\r
+ 0000:2D18 __REALCVT\r
+ 0000:2E48 __SCREENIO\r
+ 0000:2E84 __VALIDATEXY\r
+ 0000:2EE9 __SCROLL\r
+ 0000:3164 _setblock\r
+ 0000:31DD __wherexy\r
+ 0000:31E7 idle _wherex\r
+ 0000:31F6 idle _wherey\r
+ 0000:3209 _atol\r
+ 0000:3279 idle _atoi\r
+ 0000:3286 _bdos\r
+ 0000:3296 __chmod\r
+ 0000:32B1 _close\r
+ 0000:32D9 __close\r
+ 0000:3310 _creat\r
+ 0000:3382 _fclose\r
+ 0000:33FF _fflush\r
+ 0000:3480 _findfirst\r
+ 0000:34B3 _findnext\r
+ 0000:34E0 _filelength\r
+ 0000:3521 _flushall\r
+ 0000:3615 idle __OPENFP\r
+ 0000:36B1 idle __GETFP\r
+ 0000:36DC _fopen\r
+ 0000:36FB _fprintf\r
+ 0000:376E _fseek\r
+ 0000:37D6 idle _ftell\r
+ 0000:3823 _getenv\r
+ 0000:3882 _itoa\r
+ 0000:38AA _ultoa\r
+ 0000:38C4 _ltoa\r
+ 0000:38E9 _memcpy\r
+ 0000:3908 _movedata\r
+ 0000:3955 _open\r
+ 0000:3AAD __open\r
+ 0000:3AFA _printf\r
+ 0000:3B11 idle __fputc\r
+ 0000:3B2A _fputc\r
+ 0000:3C5E idle _fputchar\r
+ 0000:3C70 __FPUTN\r
+ 0000:3E13 _puts\r
+ 0000:3E5E ___read\r
+ 0000:3F2C _read\r
+ 0000:3F2F _setvbuf\r
+ 0000:402D _sprintf\r
+ 0000:404A idle _vsprintf\r
+ 0000:4066 _strcat\r
+ 0000:409F _strcpy\r
+ 0000:40C1 _strlen\r
+ 0000:4105 _strtol\r
+ 0000:41DA ___write\r
+ 0000:42E6 __write\r
+ 0000:4320 _write\r
+ 0000:4323 __xfclose\r
+ 0000:434B __xfflush\r
+ 0000:436E __fmemcmp\r
+ 0000:4396 __fmemcpy\r
+ 0000:43BA idle __fsetmem\r
+ 0000:43DE __fmemset\r
+ 0000:43FD __fstrcpy\r
+ 0000:4426 __fstricmp\r
+ 0000:4467 __fstrlen\r
+ 0000:4486 __dos_getdiskfree\r
+ 044B:000C idle _FixedMul\r
+ 044B:0034 idle _DrawSpans\r
+ 044B:0179 idle _SetPlaneViewSize\r
+ 044B:027E idle _DrawPlanes\r
+ 0485:0008 _MapRow\r
+ 048C:0000 _CheckIs386\r
+ 048C:0028 _jabhack2\r
+ 048F:000B idle _ReadConfig\r
+ 048F:020F idle _WriteConfig\r
+ 048F:030D idle _Patch386\r
+ 048F:0369 _NewGame\r
+ 048F:03BA idle _DiskFlopAnim\r
+ 048F:03E9 idle _DoChecksum\r
+ 048F:042E _SaveTheGame\r
+ 048F:0803 _LoadTheGame\r
+ 048F:0BD2 _ShutdownId\r
+ 048F:0BFA idle _BuildTables\r
+ 048F:0D49 idle _CalcProjection\r
+ 048F:0E7C idle _SetupWalls\r
+ 048F:0E9F idle _SignonScreen\r
+ 048F:0F21 idle _FinishSignon\r
+ 048F:0FBA _MS_CheckParm\r
+ 048F:1020 idle _InitDigiMap\r
+ 048F:1041 idle _DoJukebox\r
+ 048F:122A idle _InitGame\r
+ 048F:13BC _SetViewSize\r
+ 048F:1442 _ShowViewSize\r
+ 048F:148B _NewViewSize\r
+ 048F:14CF _Quit\r
+ 048F:159A idle _DemoLoop\r
+ 048F:179C _main\r
+ 060A:000C idle _RipToEOL\r
+ 060A:001F idle _ParseNumber\r
+ 060A:0071 idle _ParsePicCommand\r
+ 060A:008F idle _ParseTimedCommand\r
+ 060A:00B4 idle _TimedPicCommand\r
+ 060A:00F7 idle _HandleCommand\r
+ 060A:034C idle _NewLine\r
+ 060A:03A7 idle _HandleCtrls\r
+ 060A:03C7 idle _HandleWord\r
+ 060A:0475 idle _PageLayout\r
+ 060A:0660 idle _BackPage\r
+ 060A:068A idle _CacheLayoutGraphics\r
+ 060A:0771 idle _ShowArticle\r
+ 060A:0885 idle _HelpScreens\r
+ 060A:090C _EndText\r
+ 06A5:0004 _US_ControlPanel\r
+ 06A5:01BE idle _DrawMainMenu\r
+ 06A5:025E idle _BossKey\r
+ 06A5:02A8 idle _CP_CheckQuick\r
+ 06A5:079D idle _CP_EndGame\r
+ 06A5:07F3 _CP_ViewScores\r
+ 06A5:0851 idle _CP_NewGame\r
+ 06A5:098F idle _DrawNewEpisode\r
+ 06A5:0A3C idle _DrawNewGame\r
+ 06A5:0AC6 idle _DrawNewGameDiff\r
+ 06A5:0ADF idle _CP_Sound\r
+ 06A5:0C70 idle _DrawSoundMenu\r
+ 06A5:0E5E idle _DrawLSAction\r
+ 06A5:0EDA idle _CP_LoadGame\r
+ 06A5:1062 idle _TrackWhichGame\r
+ 06A5:1089 idle _DrawLoadSaveScreen\r
+ 06A5:112F idle _PrintLSEntry\r
+ 06A5:11BB idle _CP_SaveGame\r
+ 06A5:148E idle _CalibrateJoystick\r
+ 06A5:16A9 idle _CP_Control\r
+ 06A5:17AE idle _DrawMouseSens\r
+ 06A5:18B2 idle _MouseSensitivity\r
+ 06A5:1A9B idle _DrawCtlScreen\r
+ 06A5:1C5A idle _CustomControls\r
+ 06A5:1CFB idle _DefineMouseBtns\r
+ 06A5:1D37 idle _DefineJoyBtns\r
+ 06A5:1D73 idle _DefineKeyBtns\r
+ 06A5:1DAF idle _DefineKeyMove\r
+ 06A5:1DEB idle _EnterCtrlData\r
+ 06A5:2237 idle _FixupCustom\r
+ 06A5:23A7 idle _DrawCustomScreen\r
+ 06A5:266D idle _PrintCustMouse\r
+ 06A5:26B7 idle _DrawCustMouse\r
+ 06A5:2714 idle _PrintCustJoy\r
+ 06A5:275E idle _DrawCustJoy\r
+ 06A5:27BB idle _PrintCustKeybd\r
+ 06A5:27F2 idle _DrawCustKeybd\r
+ 06A5:2824 idle _PrintCustKeys\r
+ 06A5:285A idle _DrawCustKeys\r
+ 06A5:288C idle _CP_ChangeView\r
+ 06A5:29FF idle _DrawChangeView\r
+ 06A5:2A7D idle _CP_Quit\r
+ 06A5:2B04 _IntroScreen\r
+ 06A5:2CF7 _ClearMScreen\r
+ 06A5:2D10 _CacheLump\r
+ 06A5:2D2F _UnCacheLump\r
+ 06A5:2D6E _DrawWindow\r
+ 06A5:2DA4 idle _DrawOutline\r
+ 06A5:2E09 idle _SetupControlPanel\r
+ 06A5:2F07 idle _CleanupControlPanel\r
+ 06A5:2F1D _HandleMenu\r
+ 06A5:3407 idle _EraseGun\r
+ 06A5:347E idle _DrawHalfStep\r
+ 06A5:34BE idle _DrawGun\r
+ 06A5:3570 idle _TicDelay\r
+ 06A5:35AC _DrawMenu\r
+ 06A5:3677 idle _SetTextColor\r
+ 06A5:36AC idle _WaitKeyUp\r
+ 06A5:36DC idle _ReadAnyControl\r
+ 06A5:3839 idle _Confirm\r
+ 06A5:3960 _Message\r
+ 06A5:3A8F _StartCPMusic\r
+ 06A5:3B16 _FreeMusic\r
+ 06A5:3B39 idle _IN_GetScanName\r
+ 06A5:3B7D idle _CheckPause\r
+ 06A5:3BBD idle _DrawMenuGun\r
+ 06A5:3BF0 _DrawStripes\r
+ 06A5:3C21 idle _ShootSnd\r
+ 06A5:3C30 _CheckForEpisodes\r
+ 0A85:0004 _ClearSplitVWB\r
+ 0A85:0031 _Victory\r
+ 0A85:03CC _PG13\r
+ 0A85:046A _Write\r
+ 0A85:056F idle _BJ_Breathe\r
+ 0A85:05D1 _LevelCompleted\r
+ 0A85:0F10 idle _PreloadUpdate\r
+ 0A85:0FA5 _PreloadGraphics\r
+ 0A85:1041 _DrawHighScores\r
+ 0A85:120F _CheckHighScore\r
+ 0A85:1353 idle _NonShareware\r
+ 0BC6:0006 idle _SetSoundLoc\r
+ 0BC6:00F7 _PlaySoundLocGlobal\r
+ 0BC6:0148 _UpdateSoundLoc\r
+ 0BC6:017B _ClearMemory\r
+ 0BC6:0194 idle _ScanInfoPlane\r
+ 0BC6:0683 _SetupGameLevel\r
+ 0BC6:0930 idle _DrawPlayBorderSides\r
+ 0BC6:09BA _DrawAllPlayBorderSides\r
+ 0BC6:09E5 _DrawAllPlayBorder\r
+ 0BC6:0A11 _DrawPlayBorder\r
+ 0BC6:0ADB _DrawPlayScreen\r
+ 0BC6:0B76 idle _StartDemoRecord\r
+ 0BC6:0BC7 idle _FinishDemoRecord\r
+ 0BC6:0C9A _RecordDemo\r
+ 0BC6:0DD1 _PlayDemo\r
+ 0BC6:0F34 idle _Died\r
+ 0BC6:1162 _GameLoop\r
+ 0CFC:0007 idle _PollKeyboardButtons\r
+ 0CFC:002B idle _PollMouseButtons\r
+ 0CFC:006F idle _PollJoystickButtons\r
+ 0CFC:0100 idle _PollKeyboardMove\r
+ 0CFC:020C idle _PollMouseMove\r
+ 0CFC:0248 idle _PollJoystickMove\r
+ 0CFC:03B9 idle _PollControls\r
+ 0CFC:05E6 _CenterWindow\r
+ 0CFC:0614 idle _CheckKeys\r
+ 0CFC:09B0 _InitActorList\r
+ 0CFC:09F4 _GetNewActor\r
+ 0CFC:0A55 idle _RemoveObj\r
+ 0CFC:0AA3 _StopMusic\r
+ 0CFC:0AD6 _StartMusic\r
+ 0CFC:0B4C _InitRedShifts\r
+ 0CFC:0CBC idle _ClearPaletteShifts\r
+ 0CFC:0CC9 _StartBonusFlash\r
+ 0CFC:0CD4 _StartDamageFlash\r
+ 0CFC:0CE0 idle _UpdatePaletteShifts\r
+ 0CFC:0DD6 _FinishPaletteShifts\r
+ 0CFC:0E00 idle _DoActor\r
+ 0CFC:0F8C _PlayLoop\r
+ 0E0D:000D idle _DebugMemory\r
+ 0E0D:00C2 idle _CountObjects\r
+ 0E0D:01B3 _PicturePause\r
+ 0E0D:02C5 idle _ShapeTest\r
+ 0E0D:076C _DebugKeys\r
+ 0EBC:000F _FixedByFrac\r
+ 0EBC:004D idle _TransformActor\r
+ 0EBC:018B idle _TransformTile\r
+ 0EBC:02F9 idle _CalcHeight\r
+ 0EBC:0397 idle _ScalePost\r
+ 0EBC:040A _FarScalePost\r
+ 0EBC:0412 _HitVertWall\r
+ 0EBC:0531 _HitHorizWall\r
+ 0EBC:0653 _HitHorizDoor\r
+ 0EBC:0753 _HitVertDoor\r
+ 0EBC:0857 _HitHorizPWall\r
+ 0EBC:0931 _HitVertPWall\r
+ 0EBC:0A0B idle _VGAClearScreen\r
+ 0EBC:0A73 idle _CalcRotate\r
+ 0EBC:0AEF idle _DrawScaleds\r
+ 0EBC:0D02 idle _DrawPlayerWeapon\r
+ 0EBC:0D9E _CalcTics\r
+ 0EBC:0E01 _FixOfs\r
+ 0EBC:0E24 idle _WallRefresh\r
+ 0EBC:0F15 _ThreeDRefresh\r
+ 0FB8:0072 _AsmRefresh\r
+ 0FFD:000A idle _BadScale\r
+ 0FFD:001A _SetupScaling\r
+ 0FFD:01DB idle _BuildCompScale\r
+ 0FFD:032F idle _ScaleLine\r
+ 0FFD:0479 _ScaleShape\r
+ 0FFD:078D _SimpleScaleShape\r
+ 1087:000C _SpawnNewObj\r
+ 1087:00BA _NewState\r
+ 1087:00D2 _TryWalk\r
+ 1087:0619 _SelectDodgeDir\r
+ 1087:0747 _SelectChaseDir\r
+ 1087:089F _SelectRunDir\r
+ 1087:0967 _MoveObj\r
+ 1087:0B99 idle _DropItem\r
+ 1087:0C2C idle _KillActor\r
+ 1087:0EF2 _DamageActor\r
+ 1087:0FED _CheckLine\r
+ 1087:1291 idle _CheckSight\r
+ 1087:138E idle _FirstSighting\r
+ 1087:167A _SightPlayer\r
+ 1201:0005 idle _CheckWeaponChange\r
+ 1201:0039 idle _ControlMovement\r
+ 1201:01A8 idle _StatusDrawPic\r
+ 1201:01FF _DrawFace\r
+ 1201:025B idle _UpdateFace\r
+ 1201:02A1 idle _LatchNumber\r
+ 1201:032A _DrawHealth\r
+ 1201:0342 _TakeDamage\r
+ 1201:039B _HealSelf\r
+ 1201:03C2 _DrawLevel\r
+ 1201:03DB _DrawLives\r
+ 1201:03F3 idle _GiveExtraMan\r
+ 1201:0411 _DrawScore\r
+ 1201:042B _GivePoints\r
+ 1201:0468 _DrawWeapon\r
+ 1201:047F _DrawKeys\r
+ 1201:04CC _GiveWeapon\r
+ 1201:04F5 _DrawAmmo\r
+ 1201:050D idle _GiveAmmo\r
+ 1201:0542 idle _GiveKey\r
+ 1201:0557 _GetBonus\r
+ 1201:0794 idle _TryMove\r
+ 1201:091D idle _ClipMove\r
+ 1201:0A41 idle _VictoryTile\r
+ 1201:0A51 idle _Thrust\r
+ 1201:0B37 idle _Cmd_Fire\r
+ 1201:0B89 idle _Cmd_Use\r
+ 1201:0CCC _SpawnPlayer\r
+ 1201:0D6B idle _KnifeAttack\r
+ 1201:0DFF idle _GunAttack\r
+ 1201:0F2E idle _VictorySpin\r
+ 1201:0FEB idle _T_Attack\r
+ 1201:117D idle _T_Player\r
+ 1320:000F _InitStaticList\r
+ 1320:001A _SpawnStatic\r
+ 1320:00E1 _PlaceItemType\r
+ 1320:016B idle _RecursiveConnect\r
+ 1320:01B7 idle _ConnectAreas\r
+ 1320:01F0 _InitAreas\r
+ 1320:0218 _InitDoorList\r
+ 1320:024B _SpawnDoor\r
+ 1320:0340 _OpenDoor\r
+ 1320:0369 idle _CloseDoor\r
+ 1320:05BD _OperateDoor\r
+ 1320:0631 idle _DoorOpen\r
+ 1320:065F idle _DoorOpening\r
+ 1320:07B9 idle _DoorClosing\r
+ 1320:08E8 _MoveDoors\r
+ 1320:093B _PushWall\r
+ 1320:0AC9 _MovePWalls\r
+ 13EC:000C idle _A_Smoke\r
+ 13EC:005A idle _ProjectileTryMove\r
+ 13EC:00F3 idle _T_Projectile\r
+ 13EC:0312 _SpawnStand\r
+ 13EC:04BA _SpawnDeadGuard\r
+ 13EC:04D9 _SpawnBoss\r
+ 13EC:052B _SpawnGretel\r
+ 13EC:057D _SpawnPatrol\r
+ 13EC:072D _A_DeathScream\r
+ 13EC:08C5 _SpawnGhosts\r
+ 13EC:094B _SpawnSchabbs\r
+ 13EC:09B2 _SpawnGift\r
+ 13EC:0A19 _SpawnFat\r
+ 13EC:0A80 idle _T_SchabbThrow\r
+ 13EC:0B9D idle _T_GiftThrow\r
+ 13EC:0CBA idle _T_Schabb\r
+ 13EC:0E42 idle _T_Gift\r
+ 13EC:0FCA idle _T_Fat\r
+ 13EC:1152 _SpawnFakeHitler\r
+ 13EC:11B9 _SpawnHitler\r
+ 13EC:1220 idle _A_HitlerMorph\r
+ 13EC:12A8 idle _A_MechaSound\r
+ 13EC:12D8 idle _A_Slurpie\r
+ 13EC:12E7 idle _T_FakeFire\r
+ 13EC:1404 idle _T_Fake\r
+ 13EC:14DC idle _T_Stand\r
+ 13EC:14EC idle _T_Chase\r
+ 13EC:1743 idle _T_Ghosts\r
+ 13EC:17EF idle _T_DogChase\r
+ 13EC:1951 idle _SelectPathDir\r
+ 13EC:199D idle _T_Path\r
+ 13EC:1ACC idle _T_Shoot\r
+ 13EC:1CA5 idle _T_Bite\r
+ 13EC:1D7E _SpawnBJVictory\r
+ 13EC:1DD1 idle _T_BJRun\r
+ 13EC:1E66 idle _T_BJJump\r
+ 13EC:1E8C idle _T_BJYell\r
+ 13EC:1EAC idle _T_BJDone\r
+ 13EC:1EB7 idle _CheckPosition\r
+ 13EC:1F4F idle _A_StartDeathCam\r
+ 160F:0008 idle _GRFILEPOS\r
+ 160F:0056 idle _CA_OpenDebug\r
+ 160F:0077 idle _CA_CloseDebug\r
+ 160F:0088 idle _CAL_GetGrChunkLength\r
+ 160F:00E4 _CA_FarRead\r
+ 160F:012F _CA_FarWrite\r
+ 160F:017A idle _CA_ReadFile\r
+ 160F:01E5 _CA_WriteFile\r
+ 160F:023B idle _CA_LoadFile\r
+ 160F:02B5 idle _CAL_OptimizeNodes\r
+ 160F:0300 idle _CAL_HuffExpand\r
+ 160F:046B idle _CAL_CarmackExpand\r
+ 160F:058F idle _CA_RLEWCompress\r
+ 160F:06D7 idle _CA_RLEWexpand\r
+ 160F:078E idle _CAL_SetupGrFile\r
+ 160F:09C0 idle _CAL_SetupMapFile\r
+ 160F:0B75 idle _CAL_SetupAudioFile\r
+ 160F:0CAF _CA_Startup\r
+ 160F:0CD0 _CA_Shutdown\r
+ 160F:0CF9 _CA_CacheAudioChunk\r
+ 160F:0DA1 _CA_LoadAllSounds\r
+ 160F:0E22 idle _CAL_ExpandGrChunk\r
+ 160F:0EF4 _CA_CacheGrChunk\r
+ 160F:1031 _CA_CacheScreen\r
+ 160F:111A _CA_CacheMap\r
+ 160F:1269 _CA_UpLevel\r
+ 160F:12A6 _CA_DownLevel\r
+ 160F:12CC idle _CA_ClearMarks\r
+ 160F:12ED idle _CA_ClearAllMarks\r
+ 160F:130F idle _CA_SetGrPurge\r
+ 160F:1336 _CA_SetAllPurge\r
+ 160F:135D _CA_CacheMarks\r
+ 160F:165E idle _CA_CannotOpen\r
+ 177B:0141 _IN_GetJoyAbs\r
+ 177B:01DA _INL_GetJoyDelta\r
+ 177B:0336 idle _IN_GetJoyButtonsDB\r
+ 177B:048B _IN_SetupJoy\r
+ 177B:0572 _IN_Startup\r
+ 177B:060E idle _IN_Default\r
+ 177B:064D _IN_Shutdown\r
+ 177B:0679 idle _IN_SetKeyHook\r
+ 177B:068B _IN_ClearKeysDown\r
+ 177B:06AA _IN_ReadControl\r
+ 177B:09C2 idle _IN_SetControlType\r
+ 177B:09D3 idle _IN_WaitForKey\r
+ 177B:09EF _IN_WaitForASCII\r
+ 177B:0A0A _IN_StartAck\r
+ 177B:0A59 _IN_CheckAck\r
+ 177B:0AB2 _IN_Ack\r
+ 177B:0AC3 _IN_UserInput\r
+ 177B:0B04 _IN_MouseButtons\r
+ 177B:0B1B _IN_JoyButtons\r
+ 182E:0000 idle _MML_CheckForXMS\r
+ 182E:001B idle _MML_SetupXMS\r
+ 182E:0087 idle _MML_ShutdownXMS\r
+ 182E:00B6 _MML_UseSpace\r
+ 182E:0239 idle _MML_ClearBlock\r
+ 182E:029A _MM_Startup\r
+ 182E:048B _MM_Shutdown\r
+ 182E:04B3 _MM_GetPtr\r
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+ 182E:092B _MM_SortMem\r
+ 182E:0AE0 idle _MM_ShowMemory\r
+ 182E:0C31 idle _MM_DumpData\r
+ 182E:0D5B _MM_UnusedMemory\r
+ 182E:0DC0 _MM_TotalFree\r
+ 182E:0E3C _MM_BombOnError\r
+ 1912:0007 idle _PML_MapEMS\r
+ 1912:0029 idle _PML_StartupEMS\r
+ 1912:0155 idle _PML_ShutdownEMS\r
+ 1912:0178 idle _PML_StartupXMS\r
+ 1912:01EA idle _PML_XMSCopy\r
+ 1912:0293 idle _PML_ShutdownXMS\r
+ 1912:02B8 _PM_SetMainMemPurge\r
+ 1912:02DF _PM_CheckMainMem\r
+ 1912:03D0 idle _PML_StartupMainMem\r
+ 1912:0447 idle _PML_ShutdownMainMem\r
+ 1912:046E idle _PML_ReadFromFile\r
+ 1912:04E8 idle _PML_OpenPageFile\r
+ 1912:06B1 idle _PML_ClosePageFile\r
+ 1912:06E8 idle _PML_GetEMSAddress\r
+ 1912:07BF _PM_GetPageAddress\r
+ 1912:0812 idle _PML_GiveLRUPage\r
+ 1912:08B0 idle _PML_GiveLRUXMSPage\r
+ 1912:0920 idle _PML_PutPageInXMS\r
+ 1912:09C9 idle _PML_TransferPageSpace\r
+ 1912:0A96 idle _PML_GetAPageBuffer\r
+ 1912:0BA0 idle _PML_GetPageFromXMS\r
+ 1912:0C21 idle _PML_LoadPage\r
+ 1912:0C71 _PM_GetPage\r
+ 1912:0D31 _PM_SetPageLock\r
+ 1912:0D60 _PM_Preload\r
+ 1912:0FBA _PM_NextFrame\r
+ 1912:1034 idle _PM_Reset\r
+ 1912:10A0 _PM_Startup\r
+ 1912:114B _PM_Shutdown\r
+ 1A28:0501 idle _SDL_SBSetDMA\r
+ 1A28:08B0 idle _SDL_LoadDigiSegment\r
+ 1A28:08E1 idle _SDL_PlayDigiSegment\r
+ 1A28:092B _SD_StopDigitized\r
+ 1A28:09CC _SD_Poll\r
+ 1A28:0A58 _SD_SetPosition\r
+ 1A28:0A9F idle _SD_PlayDigitized\r
+ 1A28:0B5F _SDL_DigitizedDone\r
+ 1A28:0BC9 _SD_SetDigiDevice\r
+ 1A28:0C2D idle _SDL_SetupDigi\r
+ 1A28:0D03 _alOut\r
+ 1A28:109B _SD_SetSoundMode\r
+ 1A28:1129 _SD_SetMusicMode\r
+ 1A28:117B _SD_Startup\r
+ 1A28:14B4 idle _SD_Default\r
+ 1A28:1523 _SD_Shutdown\r
+ 1A28:157B idle _SD_SetUserHook\r
+ 1A28:158D _SD_PositionSound\r
+ 1A28:15A4 _SD_PlaySound\r
+ 1A28:1744 _SD_SoundPlaying\r
+ 1A28:178B _SD_StopSound\r
+ 1A28:17C2 _SD_WaitSoundDone\r
+ 1A28:17CF _SD_MusicOn\r
+ 1A28:17DA _SD_MusicOff\r
+ 1A28:181E _SD_StartMusic\r
+ 1A28:1870 idle _SD_FadeOutMusic\r
+ 1A28:1881 idle _SD_MusicPlaying\r
+ 1BB1:000C _SDL_SetDS\r
+ 1BB1:0014 _SDL_IndicatePC\r
+ 1BB1:0021 _SDL_t0ExtremeAsmService\r
+ 1BB1:009B _SDL_t0FastAsmService\r
+ 1BB1:02CD _SDL_t0SlowAsmService\r
+ 1BF0:0008 idle _USL_HardError\r
+ 1BF0:0131 _US_Startup\r
+ 1BF0:01FD _US_Shutdown\r
+ 1BF0:020F _US_CheckParm\r
+ 1BF0:02B5 idle _US_SetPrintRoutines\r
+ 1BF0:02D4 _US_Print\r
+ 1BF0:0378 _US_PrintUnsigned\r
+ 1BF0:039D idle _US_PrintSigned\r
+ 1BF0:03C2 idle _USL_PrintInCenter\r
+ 1BF0:0420 _US_PrintCentered\r
+ 1BF0:0462 idle _US_CPrintLine\r
+ 1BF0:04BF _US_CPrint\r
+ 1BF0:0528 _US_ClearWindow\r
+ 1BF0:0553 _US_DrawWindow\r
+ 1BF0:0669 idle _US_CenterWindow\r
+ 1BF0:068D idle _US_SaveWindow\r
+ 1BF0:06BA idle _US_RestoreWindow\r
+ 1BF0:0782 _US_LineInput\r
+ 1CAA:0010 _US_InitRndT\r
+ 1CAA:0038 _US_RndT\r
+ 1CAF:0003 _VL_Startup\r
+ 1CAF:005B _VL_Shutdown\r
+ 1CAF:0065 _VL_SetVGAPlaneMode\r
+ 1CAF:0088 idle _VL_SetTextMode\r
+ 1CAF:0092 idle _VL_ClearVideo\r
+ 1CAF:00BC idle _VL_DePlaneVGA\r
+ 1CAF:0113 idle _VL_SetLineWidth\r
+ 1CAF:014C idle _VL_SetSplitScreen\r
+ 1CAF:0198 idle _VL_FillPalette\r
+ 1CAF:01BD idle _VL_SetColor\r
+ 1CAF:01D8 idle _VL_GetColor\r
+ 1CAF:0203 _VL_SetPalette\r
+ 1CAF:0235 idle _VL_GetPalette\r
+ 1CAF:0256 _VL_FadeOut\r
+ 1CAF:0374 _VL_FadeIn\r
+ 1CAF:044A _VL_TestPaletteSet\r
+ 1CAF:04A5 _VL_ColorBorder\r
+ 1CAF:04B9 _VL_Plot\r
+ 1CAF:0504 _VL_Hlin\r
+ 1CAF:05DF _VL_Vlin\r
+ 1CAF:0646 _VL_Bar\r
+ 1CAF:0749 _VL_MemToLatch\r
+ 1CAF:079C _VL_MemToScreen\r
+ 1CAF:0837 idle _VL_MaskedToScreen\r
+ 1CAF:08C5 _VL_LatchToScreen\r
+ 1CAF:092E idle _VL_DrawTile8String\r
+ 1CAF:0A5B idle _VL_DrawLatch8String\r
+ 1CAF:0B07 idle _VL_SizeTile8String\r
+ 1D62:0000 idle _VW_DrawPropString\r
+ 1D62:0113 idle _VW_DrawColorPropString\r
+ 1D62:022E _VL_MungePic\r
+ 1D62:02EC idle _VWL_MeasureString\r
+ 1D62:032C _VW_MeasurePropString\r
+ 1D62:034E idle _VW_MeasureMPropString\r
+ 1D62:0370 _VW_MarkUpdateBlock\r
+ 1D62:042B _VWB_DrawTile8\r
+ 1D62:046E idle _VWB_DrawTile8M\r
+ 1D62:04B3 _VWB_DrawPic\r
+ 1D62:051F _VWB_DrawPropString\r
+ 1D62:0556 _VWB_Bar\r
+ 1D62:0592 _VWB_Plot\r
+ 1D62:05BD _VWB_Hlin\r
+ 1D62:05F1 _VWB_Vlin\r
+ 1D62:0625 _VW_UpdateScreen\r
+ 1D62:062F _LatchDrawPic\r
+ 1D62:0687 _LoadLatchMem\r
+ 1D62:07A1 _FizzleFade\r
+ 1DF0:0002 _VL_WaitVBL\r
+ 1DF0:0019 idle _VL_SetCRTC\r
+ 1DF0:003D _VL_SetScreen\r
+ 1DF0:00AA _VL_ScreenToScreen\r
+ 1DF0:012A _VL_VideoID\r
+ 1E19:0006 _VH_UpdateScreen\r
+ 1E39:2152 e086_Entry\r
+ 1E39:26E0 e086_Shortcut\r
+ 20B1:0306 e087_Entry\r
+ 20B1:03C6 e087_Shortcut\r
+ 20B1:0430 e087_Trap\r
+ 210E:0000 _planepics\r
+ 230E:0002 idle _rndtable\r
+ 231F:0000 idle _MusicMenu\r
+ 234F:0000 idle _endStrings\r
+ 237C:0000 _MainMenu\r
+ 2394:0000 idle _SndMenu\r
+ 23B4:0000 idle _CtlMenu\r
+ 23C4:0000 idle _NewEmenu\r
+ 23E1:0000 idle _NewMenu\r
+ 23EC:0000 idle _LSMenu\r
+ 2407:0000 idle _CusMenu\r
+ 2422:0000 _signon\r
+ 33DA:0000 _areaconnect\r
+ 3430:0000 _sintable\r
+ 34A1:0000 _finetangent\r
+ 3582:0000 _grneeded\r
+ 358C:0000 _whiteshifts\r
+ 36AC:0000 _redshifts\r
+ 37CC:0000 _mmblocks\r
+ 39D9:0000 _palette2\r
+ 3A09:0000 _palette1\r
+ 3A39:0000 idle DATASEG@\r
+ 3A39:00A3 idle __Int0Vector\r
+ 3A39:00A7 idle __Int4Vector\r
+ 3A39:00AB idle __Int5Vector\r
+ 3A39:00AF idle __Int6Vector\r
+ 3A39:00B3 __C0argc\r
+ 3A39:00B5 __C0argv\r
+ 3A39:00B7 __C0environ\r
+ 3A39:00B9 __envLng\r
+ 3A39:00BB __envseg\r
+ 3A39:00BD __envSize\r
+ 3A39:00BF __psp\r
+ 3A39:00C1 idle __osversion\r
+ 3A39:00C1 __osmajor\r
+ 3A39:00C1 __version\r
+ 3A39:00C2 idle __osminor\r
+ 3A39:00C3 _errno\r
+ 3A39:00C5 idle __StartTime\r
+ 3A39:00C9 idle ___heapbase\r
+ 3A39:00CB ___brklvl\r
+ 3A39:00CD __heapbase\r
+ 3A39:00D1 __brklvl\r
+ 3A39:00D5 __heaptop\r
+ 3A39:00DA idle _halfheight\r
+ 3A39:00DC _dirangle\r
+ 3A39:00EE _configname\r
+ 3A39:00FC idle _JHParmStrings\r
+ 3A39:0102 idle _radtoint\r
+ 3A39:01C4 idle _MusicItems\r
+ 3A39:01FC idle _nosprtxt\r
+ 3A39:0330 idle _endextern\r
+ 3A39:0332 idle _helpextern\r
+ 3A39:0334 idle _helpfilename\r
+ 3A39:0341 _endfilename\r
+ 3A39:03D2 _MainItems\r
+ 3A39:03DC idle _SndItems\r
+ 3A39:03E6 idle _LSItems\r
+ 3A39:03F0 idle _CtlItems\r
+ 3A39:03FA idle _CusItems\r
+ 3A39:0404 idle _NewEitems\r
+ 3A39:040E idle _NewItems\r
+ 3A39:0418 idle _color_hlite\r
+ 3A39:0420 idle _color_norml\r
+ 3A39:0428 idle _EpisodeSelect\r
+ 3A39:0434 idle _SoundStatus\r
+ 3A39:0436 idle _SaveName\r
+ 3A39:05F2 idle _mbarray\r
+ 3A39:05FE idle _order\r
+ 3A39:0622 idle _moveorder\r
+ 3A39:0E74 idle _ElevatorBackTo\r
+ 3A39:0E80 idle _righttable\r
+ 3A39:1042 idle _lefttable\r
+ 3A39:1204 _demoname\r
+ 3A39:1270 _dirscan\r
+ 3A39:1278 _buttonscan\r
+ 3A39:1288 _buttonmouse\r
+ 3A39:1290 _buttonjoy\r
+ 3A39:1298 idle _songs\r
+ 3A39:1684 _screenloc\r
+ 3A39:168A _freelatch\r
+ 3A39:168C _tileglobal\r
+ 3A39:1690 idle _mindist\r
+ 3A39:1694 _costable\r
+ 3A39:1698 idle _vgaCeiling\r
+ 3A39:1710 idle _weaponscale\r
+ 3A39:171A _mapmasks1\r
+ 3A39:173A _mapmasks2\r
+ 3A39:175A _mapmasks3\r
+ 3A39:177A idle _wordmasks\r
+ 3A39:180C idle _opposite\r
+ 3A39:181E idle _diagonal\r
+ 3A39:190C idle _s_player\r
+ 3A39:191C idle _s_attack\r
+ 3A39:192C idle _attackinfo\r
+ 3A39:1A0C idle _strafeangle\r
+ 3A39:1A1E idle _statinfo\r
+ 3A39:1B38 idle _dirtable\r
+ 3A39:1B4A idle _starthitpoints\r
+ 3A39:1BFA idle _s_rocket\r
+ 3A39:1C0A idle _s_smoke1\r
+ 3A39:1C1A idle _s_smoke2\r
+ 3A39:1C2A idle _s_smoke3\r
+ 3A39:1C3A idle _s_smoke4\r
+ 3A39:1C4A idle _s_boom1\r
+ 3A39:1C5A idle _s_boom2\r
+ 3A39:1C6A idle _s_boom3\r
+ 3A39:1C7A idle _s_grdstand\r
+ 3A39:1C8A idle _s_grdpath1\r
+ 3A39:1C9A idle _s_grdpath1s\r
+ 3A39:1CAA idle _s_grdpath2\r
+ 3A39:1CBA idle _s_grdpath3\r
+ 3A39:1CCA idle _s_grdpath3s\r
+ 3A39:1CDA idle _s_grdpath4\r
+ 3A39:1CEA _s_grdpain\r
+ 3A39:1CFA _s_grdpain1\r
+ 3A39:1D0A idle _s_grdshoot1\r
+ 3A39:1D1A idle _s_grdshoot2\r
+ 3A39:1D2A idle _s_grdshoot3\r
+ 3A39:1D3A _s_grdchase1\r
+ 3A39:1D4A idle _s_grdchase1s\r
+ 3A39:1D5A idle _s_grdchase2\r
+ 3A39:1D6A idle _s_grdchase3\r
+ 3A39:1D7A idle _s_grdchase3s\r
+ 3A39:1D8A idle _s_grdchase4\r
+ 3A39:1D9A _s_grddie1\r
+ 3A39:1DAA idle _s_grddie2\r
+ 3A39:1DBA idle _s_grddie3\r
+ 3A39:1DCA idle _s_grddie4\r
+ 3A39:1DDA _s_blinkychase1\r
+ 3A39:1DEA idle _s_blinkychase2\r
+ 3A39:1DFA idle _s_inkychase1\r
+ 3A39:1E0A idle _s_inkychase2\r
+ 3A39:1E1A idle _s_pinkychase1\r
+ 3A39:1E2A idle _s_pinkychase2\r
+ 3A39:1E3A idle _s_clydechase1\r
+ 3A39:1E4A idle _s_clydechase2\r
+ 3A39:1E5A idle _s_dogpath1\r
+ 3A39:1E6A idle _s_dogpath1s\r
+ 3A39:1E7A idle _s_dogpath2\r
+ 3A39:1E8A idle _s_dogpath3\r
+ 3A39:1E9A idle _s_dogpath3s\r
+ 3A39:1EAA idle _s_dogpath4\r
+ 3A39:1EBA idle _s_dogjump1\r
+ 3A39:1ECA idle _s_dogjump2\r
+ 3A39:1EDA idle _s_dogjump3\r
+ 3A39:1EEA idle _s_dogjump4\r
+ 3A39:1EFA idle _s_dogjump5\r
+ 3A39:1F0A _s_dogchase1\r
+ 3A39:1F1A idle _s_dogchase1s\r
+ 3A39:1F2A idle _s_dogchase2\r
+ 3A39:1F3A idle _s_dogchase3\r
+ 3A39:1F4A idle _s_dogchase3s\r
+ 3A39:1F5A idle _s_dogchase4\r
+ 3A39:1F6A _s_dogdie1\r
+ 3A39:1F7A idle _s_dogdie2\r
+ 3A39:1F8A idle _s_dogdie3\r
+ 3A39:1F9A idle _s_dogdead\r
+ 3A39:1FAA idle _s_ofcstand\r
+ 3A39:1FBA idle _s_ofcpath1\r
+ 3A39:1FCA idle _s_ofcpath1s\r
+ 3A39:1FDA idle _s_ofcpath2\r
+ 3A39:1FEA idle _s_ofcpath3\r
+ 3A39:1FFA idle _s_ofcpath3s\r
+ 3A39:200A idle _s_ofcpath4\r
+ 3A39:201A _s_ofcpain\r
+ 3A39:202A _s_ofcpain1\r
+ 3A39:203A idle _s_ofcshoot1\r
+ 3A39:204A idle _s_ofcshoot2\r
+ 3A39:205A idle _s_ofcshoot3\r
+ 3A39:206A _s_ofcchase1\r
+ 3A39:207A idle _s_ofcchase1s\r
+ 3A39:208A idle _s_ofcchase2\r
+ 3A39:209A idle _s_ofcchase3\r
+ 3A39:20AA idle _s_ofcchase3s\r
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+ 3A39:20EA idle _s_ofcdie3\r
+ 3A39:20FA idle _s_ofcdie4\r
+ 3A39:210A idle _s_ofcdie5\r
+ 3A39:211A idle _s_mutstand\r
+ 3A39:212A idle _s_mutpath1\r
+ 3A39:213A idle _s_mutpath1s\r
+ 3A39:214A idle _s_mutpath2\r
+ 3A39:215A idle _s_mutpath3\r
+ 3A39:216A idle _s_mutpath3s\r
+ 3A39:217A idle _s_mutpath4\r
+ 3A39:218A _s_mutpain\r
+ 3A39:219A _s_mutpain1\r
+ 3A39:21AA idle _s_mutshoot1\r
+ 3A39:21BA idle _s_mutshoot2\r
+ 3A39:21CA idle _s_mutshoot3\r
+ 3A39:21DA idle _s_mutshoot4\r
+ 3A39:21EA _s_mutchase1\r
+ 3A39:21FA idle _s_mutchase1s\r
+ 3A39:220A idle _s_mutchase2\r
+ 3A39:221A idle _s_mutchase3\r
+ 3A39:222A idle _s_mutchase3s\r
+ 3A39:223A idle _s_mutchase4\r
+ 3A39:224A _s_mutdie1\r
+ 3A39:225A idle _s_mutdie2\r
+ 3A39:226A idle _s_mutdie3\r
+ 3A39:227A idle _s_mutdie4\r
+ 3A39:228A idle _s_mutdie5\r
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+ 3A39:22AA idle _s_sspath1\r
+ 3A39:22BA idle _s_sspath1s\r
+ 3A39:22CA idle _s_sspath2\r
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+ 3A39:22EA idle _s_sspath3s\r
+ 3A39:22FA idle _s_sspath4\r
+ 3A39:230A _s_sspain\r
+ 3A39:231A _s_sspain1\r
+ 3A39:232A idle _s_ssshoot1\r
+ 3A39:233A idle _s_ssshoot2\r
+ 3A39:234A idle _s_ssshoot3\r
+ 3A39:235A idle _s_ssshoot4\r
+ 3A39:236A idle _s_ssshoot5\r
+ 3A39:237A idle _s_ssshoot6\r
+ 3A39:238A idle _s_ssshoot7\r
+ 3A39:239A idle _s_ssshoot8\r
+ 3A39:23AA idle _s_ssshoot9\r
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+ 3A39:23EA idle _s_sschase3\r
+ 3A39:23FA idle _s_sschase3s\r
+ 3A39:240A idle _s_sschase4\r
+ 3A39:241A _s_ssdie1\r
+ 3A39:242A idle _s_ssdie2\r
+ 3A39:243A idle _s_ssdie3\r
+ 3A39:244A idle _s_ssdie4\r
+ 3A39:245A idle _s_bossstand\r
+ 3A39:246A _s_bosschase1\r
+ 3A39:247A idle _s_bosschase1s\r
+ 3A39:248A idle _s_bosschase2\r
+ 3A39:249A idle _s_bosschase3\r
+ 3A39:24AA idle _s_bosschase3s\r
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+ 3A39:24CA _s_bossdie1\r
+ 3A39:24DA idle _s_bossdie2\r
+ 3A39:24EA idle _s_bossdie3\r
+ 3A39:24FA idle _s_bossdie4\r
+ 3A39:250A idle _s_bossshoot1\r
+ 3A39:251A idle _s_bossshoot2\r
+ 3A39:252A idle _s_bossshoot3\r
+ 3A39:253A idle _s_bossshoot4\r
+ 3A39:254A idle _s_bossshoot5\r
+ 3A39:255A idle _s_bossshoot6\r
+ 3A39:256A idle _s_bossshoot7\r
+ 3A39:257A idle _s_bossshoot8\r
+ 3A39:258A idle _s_gretelstand\r
+ 3A39:259A _s_gretelchase1\r
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+ 3A39:25BA idle _s_gretelchase2\r
+ 3A39:25CA idle _s_gretelchase3\r
+ 3A39:25DA idle _s_gretelchase3s\r
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+ 3A39:25FA _s_greteldie1\r
+ 3A39:260A idle _s_greteldie2\r
+ 3A39:261A idle _s_greteldie3\r
+ 3A39:262A idle _s_greteldie4\r
+ 3A39:263A idle _s_gretelshoot1\r
+ 3A39:264A idle _s_gretelshoot2\r
+ 3A39:265A idle _s_gretelshoot3\r
+ 3A39:266A idle _s_gretelshoot4\r
+ 3A39:267A idle _s_gretelshoot5\r
+ 3A39:268A idle _s_gretelshoot6\r
+ 3A39:269A idle _s_gretelshoot7\r
+ 3A39:26AA idle _s_gretelshoot8\r
+ 3A39:26CC idle _s_schabbstand\r
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+ 3A39:26FC idle _s_schabbchase2\r
+ 3A39:270C idle _s_schabbchase3\r
+ 3A39:271C idle _s_schabbchase3s\r
+ 3A39:272C idle _s_schabbchase4\r
+ 3A39:273C idle _s_schabbdeathcam\r
+ 3A39:274C _s_schabbdie1\r
+ 3A39:275C idle _s_schabbdie2\r
+ 3A39:276C idle _s_schabbdie3\r
+ 3A39:277C idle _s_schabbdie4\r
+ 3A39:278C idle _s_schabbdie5\r
+ 3A39:279C idle _s_schabbdie6\r
+ 3A39:27AC idle _s_schabbshoot1\r
+ 3A39:27BC idle _s_schabbshoot2\r
+ 3A39:27CC idle _s_needle1\r
+ 3A39:27DC idle _s_needle2\r
+ 3A39:27EC idle _s_needle3\r
+ 3A39:27FC idle _s_needle4\r
+ 3A39:280C idle _s_giftstand\r
+ 3A39:281C _s_giftchase1\r
+ 3A39:282C idle _s_giftchase1s\r
+ 3A39:283C idle _s_giftchase2\r
+ 3A39:284C idle _s_giftchase3\r
+ 3A39:285C idle _s_giftchase3s\r
+ 3A39:286C idle _s_giftchase4\r
+ 3A39:287C idle _s_giftdeathcam\r
+ 3A39:288C _s_giftdie1\r
+ 3A39:289C idle _s_giftdie2\r
+ 3A39:28AC idle _s_giftdie3\r
+ 3A39:28BC idle _s_giftdie4\r
+ 3A39:28CC idle _s_giftdie5\r
+ 3A39:28DC idle _s_giftdie6\r
+ 3A39:28EC idle _s_giftshoot1\r
+ 3A39:28FC idle _s_giftshoot2\r
+ 3A39:290C idle _s_fatstand\r
+ 3A39:291C _s_fatchase1\r
+ 3A39:292C idle _s_fatchase1s\r
+ 3A39:293C idle _s_fatchase2\r
+ 3A39:294C idle _s_fatchase3\r
+ 3A39:295C idle _s_fatchase3s\r
+ 3A39:296C idle _s_fatchase4\r
+ 3A39:297C idle _s_fatdeathcam\r
+ 3A39:298C _s_fatdie1\r
+ 3A39:299C idle _s_fatdie2\r
+ 3A39:29AC idle _s_fatdie3\r
+ 3A39:29BC idle _s_fatdie4\r
+ 3A39:29CC idle _s_fatdie5\r
+ 3A39:29DC idle _s_fatdie6\r
+ 3A39:29EC idle _s_fatshoot1\r
+ 3A39:29FC idle _s_fatshoot2\r
+ 3A39:2A0C idle _s_fatshoot3\r
+ 3A39:2A1C idle _s_fatshoot4\r
+ 3A39:2A2C idle _s_fatshoot5\r
+ 3A39:2A3C idle _s_fatshoot6\r
+ 3A39:2A4C idle _s_fakestand\r
+ 3A39:2A5C _s_fakechase1\r
+ 3A39:2A6C idle _s_fakechase1s\r
+ 3A39:2A7C idle _s_fakechase2\r
+ 3A39:2A8C idle _s_fakechase3\r
+ 3A39:2A9C idle _s_fakechase3s\r
+ 3A39:2AAC idle _s_fakechase4\r
+ 3A39:2ABC _s_fakedie1\r
+ 3A39:2ACC idle _s_fakedie2\r
+ 3A39:2ADC idle _s_fakedie3\r
+ 3A39:2AEC idle _s_fakedie4\r
+ 3A39:2AFC idle _s_fakedie5\r
+ 3A39:2B0C idle _s_fakedie6\r
+ 3A39:2B1C idle _s_fakeshoot1\r
+ 3A39:2B2C idle _s_fakeshoot2\r
+ 3A39:2B3C idle _s_fakeshoot3\r
+ 3A39:2B4C idle _s_fakeshoot4\r
+ 3A39:2B5C idle _s_fakeshoot5\r
+ 3A39:2B6C idle _s_fakeshoot6\r
+ 3A39:2B7C idle _s_fakeshoot7\r
+ 3A39:2B8C idle _s_fakeshoot8\r
+ 3A39:2B9C idle _s_fakeshoot9\r
+ 3A39:2BAC idle _s_fire1\r
+ 3A39:2BBC idle _s_fire2\r
+ 3A39:2BCC idle _s_mechastand\r
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+ 3A39:2BEC idle _s_mechachase1s\r
+ 3A39:2BFC idle _s_mechachase2\r
+ 3A39:2C0C idle _s_mechachase3\r
+ 3A39:2C1C idle _s_mechachase3s\r
+ 3A39:2C2C idle _s_mechachase4\r
+ 3A39:2C3C _s_mechadie1\r
+ 3A39:2C4C idle _s_mechadie2\r
+ 3A39:2C5C idle _s_mechadie3\r
+ 3A39:2C6C idle _s_mechadie4\r
+ 3A39:2C7C idle _s_mechashoot1\r
+ 3A39:2C8C idle _s_mechashoot2\r
+ 3A39:2C9C idle _s_mechashoot3\r
+ 3A39:2CAC idle _s_mechashoot4\r
+ 3A39:2CBC idle _s_mechashoot5\r
+ 3A39:2CCC idle _s_mechashoot6\r
+ 3A39:2CDC _s_hitlerchase1\r
+ 3A39:2CEC idle _s_hitlerchase1s\r
+ 3A39:2CFC idle _s_hitlerchase2\r
+ 3A39:2D0C idle _s_hitlerchase3\r
+ 3A39:2D1C idle _s_hitlerchase3s\r
+ 3A39:2D2C idle _s_hitlerchase4\r
+ 3A39:2D3C idle _s_hitlerdeathcam\r
+ 3A39:2D4C _s_hitlerdie1\r
+ 3A39:2D5C idle _s_hitlerdie2\r
+ 3A39:2D6C idle _s_hitlerdie3\r
+ 3A39:2D7C idle _s_hitlerdie4\r
+ 3A39:2D8C idle _s_hitlerdie5\r
+ 3A39:2D9C idle _s_hitlerdie6\r
+ 3A39:2DAC idle _s_hitlerdie7\r
+ 3A39:2DBC idle _s_hitlerdie8\r
+ 3A39:2DCC idle _s_hitlerdie9\r
+ 3A39:2DDC idle _s_hitlerdie10\r
+ 3A39:2DEC idle _s_hitlershoot1\r
+ 3A39:2DFC idle _s_hitlershoot2\r
+ 3A39:2E0C idle _s_hitlershoot3\r
+ 3A39:2E1C idle _s_hitlershoot4\r
+ 3A39:2E2C idle _s_hitlershoot5\r
+ 3A39:2E3C idle _s_hitlershoot6\r
+ 3A39:2E54 idle _s_bjrun1\r
+ 3A39:2E64 idle _s_bjrun1s\r
+ 3A39:2E74 idle _s_bjrun2\r
+ 3A39:2E84 idle _s_bjrun3\r
+ 3A39:2E94 idle _s_bjrun3s\r
+ 3A39:2EA4 idle _s_bjrun4\r
+ 3A39:2EB4 idle _s_bjjump1\r
+ 3A39:2EC4 idle _s_bjjump2\r
+ 3A39:2ED4 idle _s_bjjump3\r
+ 3A39:2EE4 idle _s_bjjump4\r
+ 3A39:2EF4 _s_deathcam\r
+ 3A39:2F4A _gamepal\r
+ 3A39:324A _audioname\r
+ 3A39:3257 idle _gheadname\r
+ 3A39:3261 idle _gfilename\r
+ 3A39:326B idle _gdictname\r
+ 3A39:3275 idle _mheadname\r
+ 3A39:327F idle _mfilename\r
+ 3A39:3289 idle _aheadname\r
+ 3A39:3293 idle _afilename\r
+ 3A39:3354 idle _KbdDefs\r
+ 3A39:335E idle _DemoMode\r
+ 3A39:3510 idle _XMSProtectPage\r
+ 3A39:3512 _PageFileName\r
+ 3A39:3520 idle _PageFile\r
+ 3A39:352A idle _EMMDriverName\r
+ 3A39:39A0 idle _ssPort\r
+ 3A39:3D12 _USL_MeasureString\r
+ 3A39:3D16 idle _USL_DrawString\r
+ 3A39:3D1A _Scores\r
+ 3A39:3FC4 _screenseg\r
+ 3A39:3FCA idle _pixmasks\r
+ 3A39:3FCE idle _leftmasks\r
+ 3A39:3FD2 idle _rightmasks\r
+ 3A39:4090 __8087\r
+ 3A39:40A0 __protected\r
+ 3A39:40A1 __LDT\r
+ 3A39:40A4 __default87\r
+ 3A39:40A6 idle __huge_flt\r
+ 3A39:40AA __huge_dble\r
+ 3A39:40B2 idle __huge_ldble\r
+ 3A39:40BC idle __indefinite\r
+ 3A39:40C0 idle __tiny_ldble\r
+ 3A39:40CA __mathwhy\r
+ 3A39:4270 __emu\r
+ 3A39:4380 __atexitcnt\r
+ 3A39:4382 __ctype\r
+ 3A39:4484 __exitbuf\r
+ 3A39:4488 __exitfopen\r
+ 3A39:448C __exitopen\r
+ 3A39:4490 __streams\r
+ 3A39:45D0 __nfile\r
+ 3A39:45D2 __openfd\r
+ 3A39:45FA __fmode\r
+ 3A39:45FC __notUmask\r
+ 3A39:45FE __fpstklen\r
+ 3A39:4600 __heaplen\r
+ 3A39:4602 __doserrno\r
+ 3A39:4604 idle __dosErrorToSV\r
+ 3A39:4668 __stklen\r
+ 3A39:46D2 __video\r
+ 3A39:46E1 _directvideo\r
+ 3A39:471E idle __first\r
+ 3A39:4720 idle __last\r
+ 3A39:4722 idle __rover\r
+ 3A39:4724 __argc\r
+ 3A39:4726 __argv\r
+ 3A39:4732 _environ\r
+ 3A39:473A __RealCvtVector\r
+ 3A39:473E idle __ScanTodVector\r
+ 3A39:4944 __atexittbl\r
+ 3A39:49D2 ___SignalPtr\r
+ 3A39:49E4 _mr_dest\r
+ 3A39:49E6 _mr_yfrac\r
+ 3A39:49E8 _mr_xfrac\r
+ 3A39:49EA _mr_ystep\r
+ 3A39:49EC _mr_xstep\r
+ 3A39:49EE _mr_count\r
+ 3A39:49F0 _mr_rowofs\r
+ 3A39:49F2 _pcos\r
+ 3A39:49F6 _psin\r
+ 3A39:49FA _mirrorofs\r
+ 3A39:4AC2 _planeylookup\r
+ 3A39:4C52 _basedist\r
+ 3A39:4DE2 _stepscale\r
+ 3A39:4F72 _spanstart\r
+ 3A39:503A _viewcos\r
+ 3A39:503E _viewsin\r
+ 3A39:5042 _viewy\r
+ 3A39:5046 _viewx\r
+ 3A39:504A _wallheight\r
+ 3A39:52CA _scale\r
+ 3A39:52CE _viewheight\r
+ 3A39:52D0 _viewwidth\r
+ 3A39:52D2 _menuitems\r
+ 3A39:52D4 _bufferofs\r
+ 3A39:52D6 _pwalldir\r
+ 3A39:52D8 _pwally\r
+ 3A39:52DA _pwallx\r
+ 3A39:52DC _areabyplayer\r
+ 3A39:5326 _pwallstate\r
+ 3A39:5328 _doorposition\r
+ 3A39:53A8 _pwallpos\r
+ 3A39:53AA _vertwall\r
+ 3A39:542A _horizwall\r
+ 3A39:54AA _viewsize\r
+ 3A39:54AC _joystickport\r
+ 3A39:54AE _joystickprogressive\r
+ 3A39:54B0 _joypadenabled\r
+ 3A39:54B2 _joystickenabled\r
+ 3A39:54B4 _mouseenabled\r
+ 3A39:54B6 _update\r
+ 3A39:55BA _actorat\r
+ 3A39:75BA _tilemap\r
+ 3A39:85BA _nearmapylookup\r
+ 3A39:863A _farmapylookup\r
+ 3A39:86BA _doorobjlist\r
+ 3A39:893A _laststatobj\r
+ 3A39:893C _statobjlist\r
+ 3A39:95BC _player\r
+ 3A39:95BE _new\r
+ 3A39:95C0 _playstate\r
+ 3A39:95C2 _gamestate\r
+ 3A39:9604 _minheightdiv\r
+ 3A39:9606 _heightnumerator\r
+ 3A39:960A _maxslope\r
+ 3A39:960E _pixelangle\r
+ 3A39:988E _mouseadjustment\r
+ 3A39:9890 _virtualreality\r
+ 3A39:9892 _startgame\r
+ 3A39:9894 _shootdelta\r
+ 3A39:9896 _centerx\r
+ 3A39:9898 _screenofs\r
+ 3A39:989A _focallength\r
+ 3A39:989E _IsA386\r
+ 3A39:98A0 _nospr\r
+ 3A39:98A2 _str2\r
+ 3A39:98B6 _str\r
+ 3A39:9906 _LevelRatios\r
+ 3A39:9956 _backcolor\r
+ 3A39:9957 _blockstarts\r
+ 3A39:9B5F _uwidthtable\r
+ 3A39:9B79 _updateptr\r
+ 3A39:9B7B _WindowW\r
+ 3A39:9B7D _WindowY\r
+ 3A39:9B7F _WindowX\r
+ 3A39:9B81 _PrintY\r
+ 3A39:9B83 _NoWait\r
+ 3A39:9B85 _loadedgame\r
+ 3A39:9B87 _tedlevelnum\r
+ 3A39:9B89 _tedlevel\r
+ 3A39:9B8B _DigiMap\r
+ 3A39:9C39 _MusicMode\r
+ 3A39:9C3B _DigiMode\r
+ 3A39:9C3D _SoundMode\r
+ 3A39:9C3F _SoundBlasterPresent\r
+ 3A39:9C41 _SoundSourcePresent\r
+ 3A39:9C43 _AdLibPresent\r
+ 3A39:9C45 _JoysPresent\r
+ 3A39:9C49 _MousePresent\r
+ 3A39:9C4B _Keyboard\r
+ 3A39:9D4B _fontnumber\r
+ 3A39:9D4D _fontcolor\r
+ 3A39:9D4E _displayofs\r
+ 3A39:9D50 _grsegs\r
+ 3A39:9E7A _mminfo\r
+ 3A39:9E8E _layoutdone\r
+ 3A39:9E90 _picdelay\r
+ 3A39:9E92 _picnum\r
+ 3A39:9E94 _picy\r
+ 3A39:9E96 _picx\r
+ 3A39:9E98 _rowon\r
+ 3A39:9E9A _text\r
+ 3A39:9E9E _rightmargin\r
+ 3A39:9EBC _leftmargin\r
+ 3A39:9EDA _numpages\r
+ 3A39:9EDC _pagenum\r
+ 3A39:9EDE _TimeCount\r
+ 3A39:9EE2 _LastScan\r
+ 3A39:9EE3 _py\r
+ 3A39:9EE5 _px\r
+ 3A39:9EE7 _pictable\r
+ 3A39:9EE9 _ca_levelbit\r
+ 3A39:9EEA _pickquick\r
+ 3A39:9EEC _lasttimecount\r
+ 3A39:9EF0 _SaveGameNames\r
+ 3A39:A030 _StartGame\r
+ 3A39:A032 _SaveGamesAvail\r
+ 3A39:A046 _WindowH\r
+ 3A39:A048 _PrintX\r
+ 3A39:A04A _ingame\r
+ 3A39:A04C _LastASCII\r
+ 3A39:A04D _Paused\r
+ 3A39:A04F _extension\r
+ 3A39:A054 _audiosegs\r
+ 3A39:A294 _EMSPagesAvail\r
+ 3A39:A296 _XMSPagesAvail\r
+ 3A39:A298 _EMSPresent\r
+ 3A39:A29A _XMSPresent\r
+ 3A39:A29C _mmerror\r
+ 3A39:A29E _mapon\r
+ 3A39:A2A0 _rightchannel\r
+ 3A39:A2A2 _leftchannel\r
+ 3A39:A2A4 _globalsoundy\r
+ 3A39:A2A8 _globalsoundx\r
+ 3A39:A2AC _demobuffer\r
+ 3A39:A2AE _lastdemoptr\r
+ 3A39:A2B2 _demoptr\r
+ 3A39:A2B6 _demoplayback\r
+ 3A39:A2B8 _demorecord\r
+ 3A39:A2BA _killerobj\r
+ 3A39:A2BC _spearflag\r
+ 3A39:A2BE _spearangle\r
+ 3A39:A2C0 _speary\r
+ 3A39:A2C4 _spearx\r
+ 3A39:A2C8 _fizzlein\r
+ 3A39:A2CA _tics\r
+ 3A39:A2CC _mapheight\r
+ 3A39:A2CE _mapwidth\r
+ 3A39:A2D0 _SoundPositioned\r
+ 3A39:A2D2 _latchpics\r
+ 3A39:A39A _mapheaderseg\r
+ 3A39:A412 _mapsegs\r
+ 3A39:A416 _funnyticount\r
+ 3A39:A41A _palshifted\r
+ 3A39:A41C _bonuscount\r
+ 3A39:A41E _damagecount\r
+ 3A39:A420 _objcount\r
+ 3A39:A422 _dummyobj\r
+ 3A39:A45E _mapwidthtable\r
+ 3A39:A4DE _DebugOk\r
+ 3A39:A4E0 _facecount\r
+ 3A39:A4E2 _anglefrac\r
+ 3A39:A4E4 _running\r
+ 3A39:A4E6 _frameon\r
+ 3A39:A4EA _buttonstate\r
+ 3A39:A4FA _controly\r
+ 3A39:A4FC _controlx\r
+ 3A39:A4FE _buttonheld\r
+ 3A39:A50E _extravbls\r
+ 3A39:A510 _noclip\r
+ 3A39:A512 _godmode\r
+ 3A39:A514 _singlestep\r
+ 3A39:A516 _spotvis\r
+ 3A39:B516 _objfreelist\r
+ 3A39:B518 _lastobj\r
+ 3A39:B51A _obj\r
+ 3A39:B51C _objlist\r
+ 3A39:D844 _madenoise\r
+ 3A39:D846 _compatability\r
+ 3A39:D848 _screenfaded\r
+ 3A39:D84A _DigiList\r
+ 3A39:D84C _NumDigi\r
+ 3A39:D84E _viewtype\r
+ 3A39:D850 _maporgy\r
+ 3A39:D852 _maporgx\r
+ 3A39:D854 _postwidth\r
+ 3A39:D856 _postx\r
+ 3A39:D858 _postsource\r
+ 3A39:D85C _doornum\r
+ 3A39:D85E _PMPages\r
+ 3A39:D862 _PMSoundStart\r
+ 3A39:D864 _PMSpriteStart\r
+ 3A39:D866 _ChunksInFile\r
+ 3A39:D868 _farthest\r
+ 3A39:D86A _visstep\r
+ 3A39:D86C _visptr\r
+ 3A39:D86E _vislist\r
+ 3A39:D99A _ystep\r
+ 3A39:D99E _xstep\r
+ 3A39:D9A2 _yintercept\r
+ 3A39:D9A6 _xintercept\r
+ 3A39:D9AA _ytilestep\r
+ 3A39:D9AC _xtilestep\r
+ 3A39:D9AE _ytile\r
+ 3A39:D9B0 _xtile\r
+ 3A39:D9B2 _pixx\r
+ 3A39:D9B4 _tilehit\r
+ 3A39:D9B6 _yinttile\r
+ 3A39:D9B8 _xinttile\r
+ 3A39:D9BA _ypartialdown\r
+ 3A39:D9BC _ypartialup\r
+ 3A39:D9BE _xpartialdown\r
+ 3A39:D9C0 _xpartialup\r
+ 3A39:D9C2 _ypartial\r
+ 3A39:D9C4 _xpartial\r
+ 3A39:D9C6 _angle\r
+ 3A39:D9C8 _midangle\r
+ 3A39:D9CA _viewty\r
+ 3A39:D9CC _viewtx\r
+ 3A39:D9CE _focalty\r
+ 3A39:D9D0 _focaltx\r
+ 3A39:D9D2 _lasttilehit\r
+ 3A39:D9D4 _lastintercept\r
+ 3A39:D9D8 _lastside\r
+ 3A39:D9DA _maxscaleshl2\r
+ 3A39:D9DC _fullscalefarcall\r
+ 3A39:DDE0 _viewangle\r
+ 3A39:DDE2 _mask3\r
+ 3A39:DDE3 _mask2\r
+ 3A39:DDE4 _mask1\r
+ 3A39:DDE5 _maskword\r
+ 3A39:DDE7 _linescale\r
+ 3A39:DDEB _linecmds\r
+ 3A39:DDEF _slinewidth\r
+ 3A39:DDF1 _slinex\r
+ 3A39:DDF3 _stepbytwo\r
+ 3A39:DDF5 _work\r
+ 3A39:DDF7 _insetupscaling\r
+ 3A39:DDF9 _maxscale\r
+ 3A39:DDFB _scaledirectory\r
+ 3A39:DFFD _pluy\r
+ 3A39:DFFF _plux\r
+ 3A39:E001 _playerymove\r
+ 3A39:E005 _playerxmove\r
+ 3A39:E009 _LastAttacker\r
+ 3A39:E00B _gotgatgun\r
+ 3A39:E00D _thrustspeed\r
+ 3A39:E011 _lastdoorobj\r
+ 3A39:E013 _oldsoundmode\r
+ 3A39:E015 _chunkexplen\r
+ 3A39:E019 _chunkcomplen\r
+ 3A39:E01D _audiohandle\r
+ 3A39:E01F _maphandle\r
+ 3A39:E021 _grhandle\r
+ 3A39:E023 _audiohuffman\r
+ 3A39:E41F _grhuffman\r
+ 3A39:E81B _audiostarts\r
+ 3A39:E81D _grstarts\r
+ 3A39:E81F _debughandle\r
+ 3A39:E821 _profilehandle\r
+ 3A39:E823 _ca_levelnum\r
+ 3A39:E824 _tinf\r
+ 3A39:E826 _bufferseg\r
+ 3A39:E828 _btnstate\r
+ 3A39:E838 _MouseDownCount\r
+ 3A39:E83C _JoyPadPresent\r
+ 3A39:E83E _DemoSize\r
+ 3A39:E840 _DemoOffset\r
+ 3A39:E842 _DemoBuffer\r
+ 3A39:E844 _Controls\r
+ 3A39:E84C _JoyDefs\r
+ 3A39:E87C _UMBbase\r
+ 3A39:E890 _numUMBs\r
+ 3A39:E892 _XMSaddr\r
+ 3A39:E896 _bombonerror\r
+ 3A39:E898 _mmnew\r
+ 3A39:E89C _mmrover\r
+ 3A39:E8A0 _mmfree\r
+ 3A39:E8A4 _mmhead\r
+ 3A39:E8A8 _nearheap\r
+ 3A39:E8AA _farheap\r
+ 3A39:E8AE _mmstarted\r
+ 3A39:E8B0 _aftersort\r
+ 3A39:E8B4 _beforesort\r
+ 3A39:E8B8 _PMSegPages\r
+ 3A39:E8BA _PMFrameCount\r
+ 3A39:E8BE _PMNumBlocks\r
+ 3A39:E8C0 _MainPagesUsed\r
+ 3A39:E8C2 _EMSPagesUsed\r
+ 3A39:E8C4 _XMSPagesUsed\r
+ 3A39:E8C6 _PMThrashing\r
+ 3A39:E8C8 _PMPanicMode\r
+ 3A39:E8CA _PMStarted\r
+ 3A39:E8CC _XMSDriver\r
+ 3A39:E8D0 _XMSHandle\r
+ 3A39:E8D2 _XMSAvail\r
+ 3A39:E8D4 _EMSList\r
+ 3A39:E8EC _EMSPhysicalPage\r
+ 3A39:E8EE _EMSPageFrame\r
+ 3A39:E8F0 _EMSHandle\r
+ 3A39:E8F2 _EMSAvail\r
+ 3A39:E8F4 _MainPagesAvail\r
+ 3A39:E8F6 _MainMemUsed\r
+ 3A39:E9BE _MainMemPages\r
+ 3A39:EA86 _MainPresent\r
+ 3A39:EA88 _sqHackTime\r
+ 3A39:EA8C _sqHackSeqLen\r
+ 3A39:EA8E _sqHackLen\r
+ 3A39:EA90 _sqHackPtr\r
+ 3A39:EA94 _sqHack\r
+ 3A39:EA98 _sqActive\r
+ 3A39:EA9A _alZeroInst\r
+ 3A39:EAAA _alTimeCount\r
+ 3A39:EAAE _alLengthLeft\r
+ 3A39:EAB2 _alBlock\r
+ 3A39:EAB4 _alSound\r
+ 3A39:EAB8 _alNoCheck\r
+ 3A39:EABA _pcSoundLookup\r
+ 3A39:ECB8 _pcLengthLeft\r
+ 3A39:ECBC _pcSound\r
+ 3A39:ECC0 _pcLastSample\r
+ 3A39:ECC1 _ssLengthLeft\r
+ 3A39:ECC5 _ssSample\r
+ 3A39:ECC9 _ssOff\r
+ 3A39:ECCA _ssOn\r
+ 3A39:ECCB _ssData\r
+ 3A39:ECCD _ssStatus\r
+ 3A39:ECCF _ssControl\r
+ 3A39:ECD1 _ssActive\r
+ 3A39:ECD3 _ssNoCheck\r
+ 3A39:ECD5 _DigiLastEnd\r
+ 3A39:ECD7 _DigiLastStart\r
+ 3A39:ECD9 _DigiPage\r
+ 3A39:ECDB _DigiLeft\r
+ 3A39:ECDD _TimerRate\r
+ 3A39:ECDF _LocalTime\r
+ 3A39:ECE3 _t0OldService\r
+ 3A39:ECE7 _RightPosition\r
+ 3A39:ECE9 _LeftPosition\r
+ 3A39:ECEB _DigiPriority\r
+ 3A39:ECED _SoundPriority\r
+ 3A39:ECEF _DigiNumber\r
+ 3A39:ECF1 _SoundNumber\r
+ 3A39:ECF3 _TimerCount\r
+ 3A39:ECF7 _TimerDivisor\r
+ 3A39:ECFB _nextsoundpos\r
+ 3A39:ECFD _ssIsTandy\r
+ 3A39:ECFF _SoundTable\r
+ 3A39:ED01 _HackCount\r
+ 3A39:ED03 _NeedsDigitized\r
+ 3A39:ED05 _SBProPresent\r
+ 3A39:ED07 _DigiPlaying\r
+ 3A39:ED09 _NeedsMusic\r
+ 3A39:ED0B _Games\r
+ 3A39:EE07 _CursorY\r
+ 3A39:EE09 _CursorX\r
+ 3A39:EE0B _CursorBad\r
+ 3A39:EE0D _Button1\r
+ 3A39:EE0F _Button0\r
+ 3A39:EE11 _abortprogram\r
+ 3A39:EE13 _fastpalette\r
+ 3A39:EE15 _bordercolor\r
+ 3A39:EE17 _ylookup\r
+ 3A39:EFA7 _linewidth\r
+ 3A39:EFA9 _pelpan\r
+ 3A39:EFAB _bufferheight\r
+ 3A39:EFAD _bufferwidth\r
+\r
+Program entry point at 0000:0000\r
+\r
--- /dev/null
+//#define SPEAR\r
+//#define JAPAN\r
+#define GOODTIMES\r
+#define ARTSEXTERN\r
+#define DEMOSEXTERN\r
+//#define MYPROFILE\r
+//#define DEBCHECK\r
+#define CARMACIZED\r
+//#define UPLOAD\r
+\1a
\ No newline at end of file
--- /dev/null
+// WOLFHACK.C\r
+\r
+#include "WL_DEF.H"\r
+\r
+#define MAXVIEWHEIGHT 200\r
+\r
+int spanstart[MAXVIEWHEIGHT/2];\r
+\r
+fixed stepscale[MAXVIEWHEIGHT/2];\r
+fixed basedist[MAXVIEWHEIGHT/2];\r
+\r
+extern char far planepics[8192]; // 4k of ceiling, 4k of floor\r
+\r
+int halfheight = 0;\r
+\r
+byte far *planeylookup[MAXVIEWHEIGHT/2];\r
+unsigned mirrorofs[MAXVIEWHEIGHT/2];\r
+\r
+fixed psin, pcos;\r
+\r
+fixed FixedMul (fixed a, fixed b)\r
+{\r
+ return (a>>8)*(b>>8);\r
+}\r
+\r
+\r
+int mr_rowofs;\r
+int mr_count;\r
+int mr_xstep;\r
+int mr_ystep;\r
+int mr_xfrac;\r
+int mr_yfrac;\r
+int mr_dest;\r
+\r
+\r
+/*\r
+==============\r
+=\r
+= DrawSpans\r
+=\r
+= Height ranges from 0 (infinity) to viewheight/2 (nearest)\r
+==============\r
+*/\r
+\r
+void DrawSpans (int x1, int x2, int height)\r
+{\r
+ fixed length;\r
+ int ofs;\r
+ int prestep;\r
+ fixed startxfrac, startyfrac;\r
+\r
+ int x, startx, count, plane, startplane;\r
+ byte far *toprow, far *dest;\r
+\r
+ toprow = planeylookup[height]+bufferofs;\r
+ mr_rowofs = mirrorofs[height];\r
+\r
+ mr_xstep = (psin<<1)/height;\r
+ mr_ystep = (pcos<<1)/height;\r
+\r
+ length = basedist[height];\r
+ startxfrac = (viewx + FixedMul(length,pcos));\r
+ startyfrac = (viewy - FixedMul(length,psin));\r
+\r
+// draw two spans simultaniously\r
+\r
+ plane = startplane = x1&3;\r
+ prestep = viewwidth/2 - x1;\r
+ do\r
+ {\r
+ outportb (SC_INDEX+1,1<<plane);\r
+ mr_xfrac = startxfrac - (mr_xstep>>2)*prestep;\r
+ mr_yfrac = startyfrac - (mr_ystep>>2)*prestep;\r
+\r
+ startx = x1>>2;\r
+ mr_dest = (unsigned)toprow + startx;\r
+ mr_count = ((x2-plane)>>2) - startx + 1;\r
+ x1++;\r
+ prestep--;\r
+ if (mr_count)\r
+ MapRow ();\r
+ plane = (plane+1)&3;\r
+ } while (plane != startplane);\r
+\r
+}\r
+\r
+\r
+\r
+\r
+/*\r
+===================\r
+=\r
+= SetPlaneViewSize\r
+=\r
+===================\r
+*/\r
+\r
+void SetPlaneViewSize (void)\r
+{\r
+ int x,y;\r
+ byte far *dest, far *src;\r
+\r
+ halfheight = viewheight>>1;\r
+\r
+\r
+ for (y=0 ; y<halfheight ; y++)\r
+ {\r
+ planeylookup[y] = (byte far *)0xa0000000l + (halfheight-1-y)*SCREENBWIDE;;\r
+ mirrorofs[y] = (y*2+1)*SCREENBWIDE;\r
+\r
+ stepscale[y] = y*GLOBAL1/32;\r
+ if (y>0)\r
+ basedist[y] = GLOBAL1/2*scale/y;\r
+ }\r
+\r
+ src = PM_GetPage(0);\r
+ dest = planepics;\r
+ for (x=0 ; x<4096 ; x++)\r
+ {\r
+ *dest = *src++;\r
+ dest += 2;\r
+ }\r
+ src = PM_GetPage(1);\r
+ dest = planepics+1;\r
+ for (x=0 ; x<4096 ; x++)\r
+ {\r
+ *dest = *src++;\r
+ dest += 2;\r
+ }\r
+\r
+}\r
+\r
+\r
+/*\r
+===================\r
+=\r
+= DrawPlanes\r
+=\r
+===================\r
+*/\r
+\r
+void DrawPlanes (void)\r
+{\r
+ int height, lastheight;\r
+ int x;\r
+\r
+ if (viewheight>>1 != halfheight)\r
+ SetPlaneViewSize (); // screen size has changed\r
+\r
+\r
+ psin = viewsin;\r
+ if (psin < 0)\r
+ psin = -(psin&0xffff);\r
+ pcos = viewcos;\r
+ if (pcos < 0)\r
+ pcos = -(pcos&0xffff);\r
+\r
+//\r
+// loop over all columns\r
+//\r
+ lastheight = halfheight;\r
+\r
+ for (x=0 ; x<viewwidth ; x++)\r
+ {\r
+ height = wallheight[x]>>3;\r
+ if (height < lastheight)\r
+ { // more starts\r
+ do\r
+ {\r
+ spanstart[--lastheight] = x;\r
+ } while (lastheight > height);\r
+ }\r
+ else if (height > lastheight)\r
+ { // draw spans\r
+ if (height > halfheight)\r
+ height = halfheight;\r
+ for ( ; lastheight < height ; lastheight++)\r
+ DrawSpans (spanstart[lastheight], x-1, lastheight);\r
+ }\r
+ }\r
+\r
+ height = halfheight;\r
+ for ( ; lastheight < height ; lastheight++)\r
+ DrawSpans (spanstart[lastheight], x-1, lastheight);\r
+}\r
+\r
--- /dev/null
+//#define SPEAR\r
+#define JAPAN\r
+#define ARTSEXTERN\r
+#define DEMOSEXTERN\r
+//#define MYPROFILE\r
+//#define DEBCHECK\r
+#define CARMACIZED\r
+//#define UPLOAD\r
--- /dev/null
+//#define SPEAR\r
+#define ARTSEXTERN\r
+#define DEMOSEXTERN\r
+//#define MYPROFILE\r
+//#define DEBCHECK\r
+#define CARMACIZED\r
+//#define UPLOAD\r