コード例 #1
0
ファイル: WL_TEXT.C プロジェクト: brycekahle/wolf3d
/*
=====================
=
= CacheLayoutGraphics
=
= Scans an entire layout file (until a ^E) marking all graphics used, and
= counting pages, then caches the graphics in
=
=====================
*/
void CacheLayoutGraphics (void)
{
	char	*bombpoint, *textstart;
	char	ch;

	textstart = text;
	bombpoint = text+30000;
	numpages = pagenum = 0;

	do
	{
		if (*text == '^')
		{
			ch = toupper(*++text);
			if (ch == 'P')		// start of a page
				numpages++;
			if (ch == 'E')		// end of file, so load graphics and return
			{
				CA_MarkGrChunk(H_TOPWINDOWPIC);
				CA_MarkGrChunk(H_LEFTWINDOWPIC);
				CA_MarkGrChunk(H_RIGHTWINDOWPIC);
				CA_MarkGrChunk(H_BOTTOMINFOPIC);
				CA_CacheMarks ();
				text = textstart;
				return;
			}
			if (ch == 'G')		// draw graphic command, so mark graphics
			{
				ParsePicCommand ();
				CA_MarkGrChunk (picnum);
			}
			if (ch == 'T')		// timed draw graphic command, so mark graphics
			{
				ParseTimedCommand ();
				CA_MarkGrChunk (picnum);
			}
		}
		else
			text++;

	} while (text<bombpoint);

	Quit ("CacheLayoutGraphics: No ^E to terminate file!");
}
コード例 #2
0
void InitGame (void)
{
	//id0_unsigned_t	segstart,seglength;
	id0_int_t			i,x,y;
	id0_unsigned_t	*blockstart;

	if (refkeen_current_gamever == BE_GAMEVER_CAT3D100)
	{
		US_TextScreen();
	}

	MM_Startup ();
	VW_Startup ();
#ifndef PROFILE
	IN_Startup ();
	SD_Startup ();
#endif
	US_Startup ();
	if (refkeen_current_gamever == BE_GAMEVER_CAT3D100)
	{
		US_UpdateTextScreen();
	}
	CA_Startup ();
	US_Setup ();

	US_SetLoadSaveHooks(LoadTheGame,SaveTheGame,ResetGame);

//
// load in and lock down some basic chunks
//

	CA_ClearMarks ();

	CA_MarkGrChunk(STARTFONT);
	CA_MarkGrChunk(STARTTILE8);
	CA_MarkGrChunk(STARTTILE8M);
	CA_MarkGrChunk(HAND1PICM);
	CA_MarkGrChunk(HAND2PICM);
	CA_MarkGrChunk(ENTERPLAQUEPIC);

	CA_CacheMarks (NULL);

	MM_SetLock (&grsegs[STARTFONT],true);
	MM_SetLock (&grsegs[STARTTILE8],true);
	MM_SetLock (&grsegs[STARTTILE8M],true);
	MM_SetLock (&grsegs[HAND1PICM],true);
	MM_SetLock (&grsegs[HAND2PICM],true);
	MM_SetLock (&grsegs[ENTERPLAQUEPIC],true);

	fontcolor = WHITE;


//
// build some tables
//
	for (i=0;i<MAPSIZE;i++)
		nearmapylookup[i] = &tilemap[0][0]+MAPSIZE*i;

	for (i=0;i<PORTTILESHIGH;i++)
		uwidthtable[i] = UPDATEWIDE*i;

	blockstart = &blockstarts[0];
	for (y=0;y<UPDATEHIGH;y++)
		for (x=0;x<UPDATEWIDE;x++)
			*blockstart++ = SCREENWIDTH*16*y+x*TILEWIDTH;

	BuildTables ();			// 3-d tables

	SetupScaling ();

#ifndef PROFILE
	if (refkeen_current_gamever == BE_GAMEVER_CAT3D100)
	{
		US_FinishTextScreen();
	}
#endif

//
// reclaim the memory from the linked in text screen
//
	// REFKEEN DIFFERENCE (FIXME: Should we "fix" this at all?)
	// - Don't handle this, a bit more complicated with our setup and the
	// difference is (probably) insignificant with well-defined behaviors
	// anyway...
#if 0
	segstart = FP_SEG(&introscn);
	seglength = 4000/16;
	if (FP_OFF(&introscn))
	{
		segstart++;
		seglength--;
	}

	MML_UseSpace (segstart,seglength);
#endif

	VW_SetScreenMode (GRMODE);
	VW_ColorBorder (3);
	VW_ClearVideo (BLACK);

//
// initialize variables
//
	updateptr = &update[0];
	// REFKEEN - Safe unaligned accesses
	*(updateptr + UPDATEWIDE*PORTTILESHIGH) = 1;
	*(updateptr + UPDATEWIDE*PORTTILESHIGH + 1) = 3;
	//*(id0_unsigned_t *)(updateptr + UPDATEWIDE*PORTTILESHIGH) = UPDATETERMINATE;
	bufferofs = 0;
	displayofs = 0;
	VW_SetLineWidth(SCREENWIDTH);
}
コード例 #3
0
void CK_InitGame()
{
	// Can't do much without memory!
	MM_Startup();

	//TODO: Get filenames/etc from config/episode

	// Load the core datafiles
	CA_Startup();
	// Setup saved games handling
	US_Setup();

	// Set a few Menu Callbacks
	// TODO: Finish this!
	US_SetMenuFunctionPointers(&CK_LoadGame, &CK_SaveGame, &CK_ExitMenu);
	// Set ID engine Callbacks
	ca_beginCacheBox = CK_BeginCacheBox;
	ca_updateCacheBox = CK_UpdateCacheBox;
	ca_finishCacheBox = CK_FinishCacheBox;

	// Mark some chunks we'll need.
	CA_ClearMarks();
	CA_MarkGrChunk(FON_MAINFONT);
	CA_MarkGrChunk(ca_gfxInfoE.offTiles8);
	CA_MarkGrChunk(ca_gfxInfoE.offTiles8m);
	CA_MarkGrChunk(MPIC_STATUSLEFT);
	CA_MarkGrChunk(MPIC_STATUSRIGHT);
	CA_MarkGrChunk(PIC_TITLESCREEN); // Moved from CA_Startup
	CA_CacheMarks(0);

	// Lock them chunks in memory.
	CA_LockGrChunk(FON_MAINFONT);
	MM_SetLock(&ca_graphChunks[ca_gfxInfoE.offTiles8], true);
	MM_SetLock(&ca_graphChunks[ca_gfxInfoE.offTiles8m], true);
	MM_SetLock(&ca_graphChunks[MPIC_STATUSLEFT], true);
	MM_SetLock(&ca_graphChunks[MPIC_STATUSRIGHT], true);

	// Compile the actions
	CK_ACT_SetupFunctions();
	CK_KeenSetupFunctions();
	CK_OBJ_SetupFunctions();
	CK_Map_SetupFunctions();
	CK_Misc_SetupFunctions();
	ck_currentEpisode->setupFunctions();
	CK_ACT_LoadActions("ACTION.EXT");

	// Setup the screen
	VL_InitScreen();
	// TODO: Palette initialization should be done in the terminator code
	VL_SetDefaultPalette();


	// Setup input
	IN_Startup();

	// Setup audio
	SD_Startup();

	US_Startup();

	// Wolf loads fonts here, but we do it in CA_Startup()?

	RF_Startup();

	VL_ColorBorder(3);
	VL_ClearScreen(0);
	VL_Present();

	// Create a surface for the dropdown menu
	ck_statusSurface = VL_CreateSurface(STATUS_W+64, STATUS_H+16);
}
コード例 #4
0
void InitGame()
{
    MM_Startup();

    id0_int_t i;

/*#if 0
    // Handle piracy screen...
    //
    movedata(FP_SEG(PIRACY),(id0_unsigned_t)PIRACY,0xb800,displayofs,4000);
    while (BE_ST_BiosScanCode(0) != sc_Return);
    //while ((bioskey(0)>>8) != sc_Return);
#endif*/

#if GRMODE == EGAGR
    if (mminfo.mainmem < 335l*1024)
    {
//#pragma warn    -pro
//#pragma warn    -nod
#ifdef REFKEEN_VER_KDREAMS_CGA_ALL
        BE_ST_textcolor(7);
#endif
#ifndef REFKEEN_VER_KDREAMS_CGA_ALL
        if (refkeen_current_gamever == BE_GAMEVER_KDREAMSE113)
#endif
        {
            BE_ST_textbackground(0);
        }
//#pragma warn    +nod
//#pragma warn    +pro
        BE_ST_clrscr();                       // we can't include CONIO because of a name conflict
//#pragma warn    +nod
//#pragma warn    +pro
        BE_ST_puts ("There is not enough memory available to play the game reliably.  You can");
        BE_ST_puts ("play anyway, but an out of memory condition will eventually pop up.  The");
        BE_ST_puts ("correct solution is to unload some TSRs or rename your CONFIG.SYS and");
        BE_ST_puts ("AUTOEXEC.BAT to free up more memory.\n");
        BE_ST_puts ("Do you want to (Q)uit, or (C)ontinue?");
        //i = bioskey (0);
        //if ( (i>>8) != sc_C)
        i = BE_ST_BiosScanCode (0);
        if (i != sc_C)
            Quit ("");
    }
#endif

    US_TextScreen();

    VW_Startup ();
    RF_Startup ();
    IN_Startup ();
    SD_Startup ();
    US_Startup ();

#ifdef REFKEEN_VER_KDREAMS_CGA_ALL
    US_UpdateTextScreen();
#endif

    CA_Startup ();
    US_Setup ();

//
// load in and lock down some basic chunks
//

    CA_ClearMarks ();

    CA_MarkGrChunk(STARTFONT);
    CA_MarkGrChunk(STARTFONTM);
    CA_MarkGrChunk(STARTTILE8);
    CA_MarkGrChunk(STARTTILE8M);
    for ( id0_int_t j=KEEN_LUMP_START ; j<=KEEN_LUMP_END ; j++)
    {
        CA_MarkGrChunk(j);
    }

#ifdef REFKEEN_VER_KDREAMS_CGA_ALL
    CA_CacheMarks (NULL);
#elif defined REFKEEN_VER_KDREAMS_ANYEGA_ALL
    CA_CacheMarks (NULL, 0);
#endif

    MM_SetLock (&grsegs[STARTFONT],true);
    MM_SetLock (&grsegs[STARTFONTM],true);
    MM_SetLock (&grsegs[STARTTILE8],true);
    MM_SetLock (&grsegs[STARTTILE8M],true);
    for ( id0_int_t j=KEEN_LUMP_START ; j<=KEEN_LUMP_END ; j++)
    {
        MM_SetLock (&grsegs[j],true);
    }

    setupAudio();

    fontcolor = WHITE;

    RefKeen_FillObjStatesWithDOSPointers(); // Saved games compatibility

    US_FinishTextScreen();
}
コード例 #5
0
ファイル: WL_TEXT.C プロジェクト: brycekahle/wolf3d
void ShowArticle (char *article)
#endif
{
	#ifdef JAPAN
	int		snames[10] = {	H_HELP1PIC,
							H_HELP2PIC,
							H_HELP3PIC,
							H_HELP4PIC,
							H_HELP5PIC,
							H_HELP6PIC,
							H_HELP7PIC,
							H_HELP8PIC,
							H_HELP9PIC,
							H_HELP10PIC};
	int		enames[14] = {
							0,0,
							#ifndef JAPDEMO
							C_ENDGAME1APIC,
							C_ENDGAME1BPIC,
							C_ENDGAME2APIC,
							C_ENDGAME2BPIC,
							C_ENDGAME3APIC,
							C_ENDGAME3BPIC,
							C_ENDGAME4APIC,
							C_ENDGAME4BPIC,
							C_ENDGAME5APIC,
							C_ENDGAME5BPIC,
							C_ENDGAME6APIC,
							C_ENDGAME6BPIC
							#endif
							};
	#endif
	unsigned	oldfontnumber;
	unsigned	temp;
	boolean 	newpage,firstpage;

	#ifdef JAPAN
	pagenum = 1;
	if (!which)
		numpages = 10;
	else
		numpages = 2;

	#else

	text = article;
	oldfontnumber = fontnumber;
	fontnumber = 0;
	CA_MarkGrChunk(STARTFONT);
	VWB_Bar (0,0,320,200,BACKCOLOR);
	CacheLayoutGraphics ();
	#endif

	newpage = True;
	firstpage = True;

	do
	{
		if (newpage)
		{
			newpage = False;
			#ifdef JAPAN
			if (!which)
				CA_CacheScreen(snames[pagenum - 1]);
			else
				CA_CacheScreen(enames[which*2 + pagenum - 1]);
			#else
			PageLayout (True);
			#endif
			VW_UpdateScreen ();
			if (firstpage)
			{
				VL_FadeIn(0,255,&gamepal,10);
				// VW_FadeIn ()
				firstpage = False;
			}
		}

		LastScan = 0;
		while (!LastScan)
		;

		switch (LastScan)
		{
		case sc_UpArrow:
		case sc_PgUp:
		case sc_LeftArrow:
			if (pagenum>1)
			{
				#ifndef JAPAN
				BackPage ();
				BackPage ();
				#else
				pagenum--;
				#endif
				newpage = True;
			}
			break;

		case sc_Enter:
		case sc_DownArrow:
		case sc_PgDn:
		case sc_RightArrow:		// the text allready points at next page
			if (pagenum<numpages)
			{
				newpage = True;
				#ifdef JAPAN
				pagenum++;
				#endif
			}
			break;
		}

		#ifndef SPEAR
		if (Keyboard[sc_Tab] && Keyboard[sc_P] && MS_CheckParm("goobers"))
			PicturePause();
		#endif

	} while (LastScan != sc_Escape);

	IN_ClearKeysDown ();
	fontnumber = oldfontnumber;
}
コード例 #6
0
ファイル: c6_main.c プロジェクト: BSzili/refkeen
void InitGame (void)
{
	//id0_unsigned_t	segstart,seglength;
	id0_int_t			i,x,y;
	id0_unsigned_t	*blockstart;

//	US_TextScreen();

	MM_Startup ();
	VW_Startup ();
#ifndef PROFILE
	IN_Startup ();
	SD_Startup ();
#endif
	US_Startup ();

	CA_Startup ();

	US_Setup ();

	US_SetLoadSaveHooks(LoadTheGame,SaveTheGame,ResetGame);


//
// load in and lock down some basic chunks
//

	CA_ClearMarks ();

	CA_MarkGrChunk(STARTFONT);
	CA_MarkGrChunk(STARTTILE8);
	CA_MarkGrChunk(STARTTILE8M);
	CA_MarkGrChunk(HAND1PICM);

	CA_MarkGrChunk(NORTHICONSPR);
	CA_CacheMarks (NULL);

	MM_SetLock (&grsegs[STARTFONT],true);
	MM_SetLock (&grsegs[STARTTILE8],true);
	MM_SetLock (&grsegs[STARTTILE8M],true);
	MM_SetLock (&grsegs[HAND1PICM],true);

	fontcolor = WHITE;


//
// build some tables
//
	for (i=0;i<MAPSIZE;i++)
		nearmapylookup[i] = &tilemap[0][0]+MAPSIZE*i;

	for (i=0;i<PORTTILESHIGH;i++)
		uwidthtable[i] = UPDATEWIDE*i;

	blockstart = &blockstarts[0];
	for (y=0;y<UPDATEHIGH;y++)
		for (x=0;x<UPDATEWIDE;x++)
			*blockstart++ = SCREENWIDTH*16*y+x*TILEWIDTH;

	BuildTables ();			// 3-d tables

	SetupScaling ();

#ifndef PROFILE
//	US_FinishTextScreen();
#endif

#if 0
//
// reclaim the memory from the linked in text screen
//
	segstart = FP_SEG(&introscn);
	seglength = 4000/16;
	if (FP_OFF(&introscn))
	{
		segstart++;
		seglength--;
	}
	MML_UseSpace (segstart,seglength);
#endif

	VW_SetScreenMode (GRMODE);
	ge_textmode = false;
//	VW_ColorBorder (3);
	VW_ClearVideo (BLACK);

//
// initialize variables
//
	updateptr = &update[0];
	// REFKEEN - Safe unaligned accesses
	*(updateptr + UPDATEWIDE*PORTTILESHIGH) = 1;
	*(updateptr + UPDATEWIDE*PORTTILESHIGH + 1) = 3;
	//*(id0_unsigned_t *)(updateptr + UPDATEWIDE*PORTTILESHIGH) = UPDATETERMINATE;
	bufferofs = 0;
	displayofs = 0;
	VW_SetLineWidth(SCREENWIDTH);
}