434 lines
9 KiB
C
434 lines
9 KiB
C
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/***************************************************************************/
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/* */
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/* */
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/* Raven 3D Engine */
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/* Copyright (C) 1996 by Softdisk Publishing */
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/* */
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/* Original Design: */
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/* John Carmack of id Software */
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/* */
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/* Enhancements by: */
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/* Robert Morgan of Channel 7............................Main Engine Code */
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/* Todd Lewis of Softdisk Publishing......Tools,Utilities,Special Effects */
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/* John Bianca of Softdisk Publishing..............Low-level Optimization */
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/* Carlos Hasan..........................................Music/Sound Code */
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/* */
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/* */
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/***************************************************************************/
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#include <BIOS.H>
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#include <I86.H>
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#include <STRING.H>
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#include <MALLOC.H>
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#include <STDLIB.H>
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#include <CONIO.H>
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#include "d_global.h"
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#include "d_ints.h"
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#include "d_video.h"
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#include "d_misc.h"
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#include "d_disk.h"
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#include "r_public.h"
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#include "r_refdef.h"
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#include "audio.h"
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/**** CONSTANTS ****/
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#define CRTCOFF (inbyte(STATUS_REGISTER_1)&1)
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/**** VARIABLES ****/
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byte *screen=(byte *)SCREEN;
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byte *ylookup[SCREENHEIGHT];
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byte *transparency;
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byte *translookup[255];
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extern SoundCard SC;
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/**** FUNCTIONS ****/
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void VI_SetTextMode(void)
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{
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union REGS r;
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r.w.ax = 3;
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int386(0x10,(const union REGS *)&r,&r);
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}
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void VI_SetVGAMode(void)
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{
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union REGS r;
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r.w.ax = 0x13;
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int386(0x10,(const union REGS *)&r,&r);
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}
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void VI_WaitVBL(int vbls)
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{
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while (vbls--)
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{
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while (inp(0x3da) & 0x08) ;
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while (!(inp(0x3da) & 0x08)) ;
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while (!(inp(0x3da) & 0x01)) ;
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}
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}
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void VI_FillPalette(int red, int green, int blue)
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{
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int i;
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outbyte(PEL_WRITE_ADR,0);
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for (i=0;i<256;i++)
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{
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outbyte(PEL_DATA,red);
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outbyte(PEL_DATA,green);
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outbyte(PEL_DATA,blue);
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}
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}
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void VI_SetColor(int color,int red,int green,int blue)
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{
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outbyte(PEL_WRITE_ADR,color);
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outbyte(PEL_DATA,red);
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outbyte(PEL_DATA,green);
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outbyte(PEL_DATA,blue);
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}
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void VI_GetColor(int color,int *red,int *green,int *blue)
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{
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outbyte(PEL_READ_ADR,color);
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*red=inbyte(PEL_DATA);
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*green=inbyte(PEL_DATA);
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*blue=inbyte(PEL_DATA);
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}
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void VI_SetPalette(byte *palette)
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{
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int i;
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while (inp(0x3da) & 0x08) ;
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while (!(inp(0x3da) & 0x08)) ;
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while (!(inp(0x3da) & 0x01)) ;
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outbyte(PEL_WRITE_ADR,0);
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for (i=0;i<768;i++)
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outbyte(PEL_DATA,*palette++);
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}
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void VI_GetPalette(byte *palette)
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{
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int i;
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outbyte (PEL_READ_ADR,0);
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for (i=0;i<768;i++)
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*palette++=inbyte(PEL_DATA);
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}
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void VI_FadeOut(int start,int end,int red,int green,int blue,int steps)
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{
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byte basep[768];
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signed char px[768], pdx[768], dx[768];
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int i, j;
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VI_GetPalette(basep);
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memset(dx,0,768);
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for(j=start;j<end;j++)
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{
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pdx[j*3]=(basep[j*3]-red)%steps;
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px[j*3]=(basep[j*3]-red)/steps;
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pdx[j*3+1]=(basep[j*3+1]-green)%steps;
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px[j*3+1]=(basep[j*3+1]-green)/steps;
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pdx[j*3+2]=(basep[j*3+2]-blue)%steps;
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px[j*3+2]=(basep[j*3+2]-blue)/steps;
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}
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start*=3;
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end*=3;
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for (i=0;i<steps;i++)
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{
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for (j=start;j<end;j++)
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{
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basep[j]-=px[j];
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dx[j]+=pdx[j];
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if (dx[j]>=steps)
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{
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dx[j]-=steps;
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--basep[j];
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}
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else if (dx[j]<=-steps)
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{
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dx[j]+=steps;
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++basep[j];
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}
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}
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Wait(1);
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VI_SetPalette(basep);
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}
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VI_FillPalette(red,green,blue);
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}
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void VI_FadeIn(int start,int end,byte *palette,int steps)
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{
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byte basep[768], work[768];
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signed char px[768], pdx[768], dx[768];
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int i, j;
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VI_GetPalette(basep);
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memset(dx,0,768);
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memset(work,0,768);
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start*=3;
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end*=3;
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for(j=start;j<end;j++)
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{
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pdx[j]=(palette[j]-basep[j])%steps;
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px[j]=(palette[j]-basep[j])/steps;
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}
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for (i=0;i<steps;i++)
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{
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for (j=start;j<end;j++)
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{
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work[j]+=px[j];
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dx[j]+=pdx[j];
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if (dx[j]>=steps)
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{
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dx[j]-=steps;
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++work[j];
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}
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else if (dx[j]<=-steps)
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{
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dx[j]+=steps;
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--work[j];
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}
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}
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Wait(1);
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VI_SetPalette(work);
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}
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VI_SetPalette(palette);
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}
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void VI_ColorBorder(int color)
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{
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if (SC.vrhelmet==1)
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return;
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inbyte(STATUS_REGISTER_1);
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outbyte(ATR_INDEX,ATR_OVERSCAN);
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outbyte(ATR_INDEX,color);
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outbyte(ATR_INDEX,0x20);
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}
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void VI_Plot(int x,int y,int color)
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{
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*(ylookup[y]+x)=color;
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}
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void VI_Hlin(int x,int y,int width,int color)
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{
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memset(ylookup[y]+x,color,(size_t)width);
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}
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void VI_Vlin(int x,int y,int height,int color)
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{
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byte *dest;
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dest=ylookup[y]+x;
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while (height--)
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{
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*dest=color;
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dest+=SCREENWIDTH;
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}
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}
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void VI_Bar(int x,int y,int width,int height,int color)
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{
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byte *dest;
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dest=ylookup[y]+x;
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while (height--)
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{
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memset(dest,color,(size_t)width);
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dest+=SCREENWIDTH;
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}
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}
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void VI_DrawPic(int x,int y,pic_t *pic)
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{
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byte *dest, *source;
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int width, height;
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width=pic->width;
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height=pic->height;
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source=&pic->data;
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dest=ylookup[y]+x;
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while (height--)
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{
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memcpy(dest,source,width);
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dest+=SCREENWIDTH;
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source+=width;
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}
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}
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void VI_DrawMaskedPic(int x, int y, pic_t *pic)
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/* Draws a formatted image to the screen, masked with zero */
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{
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byte *dest, *source;
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int width, height, xcor;
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x -= pic->orgx;
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y -= pic->orgy;
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height=pic->height;
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source=&pic->data;
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while (y<0)
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{
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source+=pic->width;
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height--;
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y++;
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}
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while (height--)
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{
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if (y<200)
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{
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dest=ylookup[y]+x;
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xcor=x;
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width=pic->width;
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while (width--)
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{
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if (xcor>=0 && xcor<=319 && *source) *dest=*source;
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xcor++;
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source++;
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dest++;
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}
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}
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y++;
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}
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}
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void VI_DrawTransPicToBuffer(int x,int y,pic_t *pic)
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/* Draws a transpartent, masked pic to the view buffer */
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{
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byte *dest,*source;
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int width,height;
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x -= pic->orgx;
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y -= pic->orgy;
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height=pic->height;
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source=&pic->data;
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while (y<0)
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{
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source+=pic->width;
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height--;
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y++;
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}
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while (height-->0)
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{
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if (y<200)
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{
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dest=viewylookup[y]+x;
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width=pic->width;
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while (width--)
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{
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if (*source) *dest=*(translookup[*source-1]+*dest);
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source++;
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dest++;
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}
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}
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y++;
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}
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}
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void VI_DrawMaskedPicToBuffer2(int x,int y,pic_t *pic)
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/* Draws a masked pic to the view buffer */
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{
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byte *dest, *source, *colormap;
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int width, height, maplight;
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// x-=pic->orgx;
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// y-=pic->orgy;
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height=pic->height;
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source=&pic->data;
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wallshadow=mapeffects[player.mapspot];
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if (wallshadow==0)
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{
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maplight=((int)maplights[player.mapspot]<<3)+reallight[player.mapspot];
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if (maplight<0) colormap=zcolormap[0];
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else if (maplight>MAXZLIGHT) colormap=zcolormap[MAXZLIGHT];
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else colormap=zcolormap[maplight];
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}
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else if (wallshadow==1) colormap=colormaps+(wallglow<<8);
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else if (wallshadow==2) colormap=colormaps+(wallflicker1<<8);
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else if (wallshadow==3) colormap=colormaps+(wallflicker2<<8);
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else if (wallshadow==4) colormap=colormaps+(wallflicker3<<8);
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else if (wallshadow>=5 && wallshadow<=8)
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{
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if (wallcycle==wallshadow-5) colormap=colormaps;
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else
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{
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maplight=((int)maplights[player.mapspot]<<3)+reallight[player.mapspot];
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if (maplight<0) colormap=zcolormap[0];
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else if (maplight>MAXZLIGHT) colormap=zcolormap[MAXZLIGHT];
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else colormap=zcolormap[maplight];
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}
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}
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else if (wallshadow==9)
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{
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maplight=((int)maplights[player.mapspot]<<3)+reallight[player.mapspot]+wallflicker4;
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if (maplight<0) colormap=zcolormap[0];
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else if (maplight>MAXZLIGHT) colormap=zcolormap[MAXZLIGHT];
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else colormap=zcolormap[maplight];
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}
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if (height+y>windowHeight)
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height=windowHeight-y;
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while (height-->0)
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{
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dest=viewylookup[y]+x;
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width=pic->width;
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while (width--)
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{
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if (*source) *dest=*(colormap + *(source));
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source++;
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dest++;
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}
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y++;
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}
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}
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void VI_Init(int specialbuffer)
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{
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int y;
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if (specialbuffer)
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{
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screen=(byte *)malloc(64000);
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if (screen==NULL)
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MS_Error("VI_Init: Out of memory for vrscreen");
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}
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else
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screen=(byte *)SCREEN;
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for (y=0;y<SCREENHEIGHT;y++)
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ylookup[y]=screen + y*SCREENWIDTH;
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transparency=CA_CacheLump(CA_GetNamedNum("TRANSPARENCY"));
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for(y=0;y<255;y++)
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translookup[y]=transparency+256*y;
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VI_SetVGAMode();
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}
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