update fdemo to build under watcom
stable build, no crashes, though some timing and/or game speed seems off (slower) versus original executables from the book's cd
This commit is contained in:
parent
83aaf0d5b9
commit
5291c7a2de
225
fdemo/FDEMO.C
225
fdemo/FDEMO.C
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@ -16,6 +16,7 @@
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#include <sys\stat.h>
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#include "ack3d.h"
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#include "ackeng.h"
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#include "ackext.h"
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#include "kit.h"
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#include "modplay.h"
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@ -68,60 +69,9 @@ extern short AckDisplayErrors; // 1 = sw to text mode and display error
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extern long mFactor;
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extern long dFactor;
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extern long zdTable[VIEW_WIDTH][200];
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extern UCHAR colordat[];
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extern UINT *ObjGrid;
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extern UINT *Grid;
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extern UINT FloorMap[];
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extern short ViewHeight;
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extern short CeilingHeight;
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extern short Resolution;
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extern long kduFactor;
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extern long kdvFactor;
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extern long kxFactor;
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extern long kyFactor;
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extern short tuFactor;
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extern short tvFactor;
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extern short rsHandle;
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extern ULONG *rbaTable;
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extern UCHAR *BackArray[];
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extern long *xNextTable;
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extern long *yNextTable;
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extern UINT *Grid;
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extern long *CosTable;
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extern long *SinTable;
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ACKENG *ae;
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// These are the ranges used for distance shading. Will need to be modified
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// for the new color palette used.
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#if 0
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ColorRange ranges[64] = {
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16,16,
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32,16,
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48,16,
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64,16,
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80,16,
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96,8,
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104,8,
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112,8,
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120,8,
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128,8,
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136,8,
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144,8,
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152,8,
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160,8,
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168,8,
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176,8,
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184,8,
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192,16,
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208,16,
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224,8,
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232,8,
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0,0
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};
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#endif
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ACKENG *ae;
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ColorRange ranges[64] = {
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16,15,
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@ -150,10 +100,6 @@ ColorRange ranges[64] = {
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UCHAR scanCode;
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UCHAR KeyPressed;
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UCHAR MiniKey;
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UCHAR Keys[128];
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int HaveMouse;
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short FlashIndex;
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short FlashCount;
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@ -186,13 +132,7 @@ ColorRange ranges[64] = {
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short Handw2;
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short Handh2;
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long TimerCounter;
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long ObjCounter[64];
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void (__interrupt __far *oldvec)();
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void __interrupt __far myInt();
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void (__interrupt __far *oldTimer)();
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void __interrupt __far myTimer();
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short LastObjectIndex;
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@ -201,7 +141,6 @@ ColorRange ranges[64] = {
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//-----------------------------------------------------------------------------
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volatile short framespersec = 0;
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volatile short cframes=0, count=0, ticks=0;
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volatile short AckTmCount=0, AckTmDelay=0;
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char *ErrorMsgs[] = {
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"ERR_BADFILE ",
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@ -232,62 +171,6 @@ void AckRegisterStructure(ACKENG *ae);
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void AckSpeedUp(short);
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void AckSlowDown(void);
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//=============================================================================
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// Keyboard interrupt 9
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//=============================================================================
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void __interrupt __far myInt(void)
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{
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register char x;
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//oldvec(); // Use when screen captures are wanted - calls orig vector
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scanCode = inp(0x60); // read keyboard data port
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x = inp(0x61);
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outp(0x61, (x | 0x80));
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outp(0x61, x);
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outp(0x20, 0x20);
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Keys[scanCode & 127] = 1;
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KeyPressed = 1;
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if (scanCode & 128)
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{
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Keys[scanCode & 127] = 0;
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KeyPressed = 0;
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}
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else
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MiniKey = 1;
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}
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//=============================================================================
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// Timer interrupt - simply increments a counter for use in program
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// Calls the old timer after X iterations have cycled so clock stays correct
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//=============================================================================
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void __interrupt __far myTimer(void)
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{
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if (ShutDownFlag)
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{
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_enable();
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outp(0x20,0x20);
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return;
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}
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TimerCounter++;
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AckTmCount++;
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if (AckTmCount > AckTmDelay)
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{
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oldTimer();
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AckTmCount -= AckTmDelay;
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}
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else
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{
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_enable();
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outp(0x20,0x20);
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}
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}
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//=============================================================================
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//
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//=============================================================================
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@ -1319,7 +1202,7 @@ if (j > 0 && j != POV_PLAYER)
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if (ae->ObjList[j]->CurrentType == NO_WALK)
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{
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AckSetObjectType(ae,j,NO_INTERACT);
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ObjCounter[j] = TimerCounter + 18 + (rand() % 120);
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ObjCounter[j] = AckTimerCounter + 18 + (rand() % 120);
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}
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}
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@ -1657,29 +1540,29 @@ while (!done)
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}
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memmove(Video,ae->ScreenBuffer,64000);
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if (Keys[ESCAPE_KEY])
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if (AckKeys[ESCAPE_KEY])
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break;
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if (Keys[LEFT_ARROW_KEY])
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if (AckKeys[LEFT_ARROW_KEY])
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{
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ae->PlayerAngle--;
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if (ae->PlayerAngle < 0)
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ae->PlayerAngle += INT_ANGLE_360;
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}
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if (Keys[RIGHT_ARROW_KEY])
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if (AckKeys[RIGHT_ARROW_KEY])
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{
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ae->PlayerAngle++;
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if (ae->PlayerAngle >= INT_ANGLE_360)
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ae->PlayerAngle -= INT_ANGLE_360;
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}
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if (Keys[UP_ARROW_KEY])
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if (AckKeys[UP_ARROW_KEY])
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{
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AckMovePOV(ae->PlayerAngle,16);
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}
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if (Keys[DOWN_ARROW_KEY])
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if (AckKeys[DOWN_ARROW_KEY])
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{
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i = ae->PlayerAngle + INT_ANGLE_180;
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if (i >= INT_ANGLE_360)
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@ -1810,13 +1693,8 @@ Shooting = 0;
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MagAmount = MAX_MAG_AMOUNT;
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StrAmount = MAX_STR_AMOUNT;
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// Setup keyboard and timer interrupts
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oldvec=_dos_getvect(KEYBD);
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_dos_setvect(KEYBD,myInt);
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oldTimer=_dos_getvect(8);
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_dos_setvect(8,myTimer);
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AckTmDelay = 3;
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AckSpeedUp(AckTmDelay); // Set the timer interrupt at 3 times normal
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AckSetupKeyboard();
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AckSetupTimer();
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StartBGmusic();
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@ -1841,16 +1719,16 @@ SetMouseCursor(120,160);
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fpos = 64;
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DemoFlag = 0;
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if (DemoPtr != NULL) DemoFlag = 1;
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TimerEnd = TimerCounter + 180;
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TimerEnd = AckTimerCounter + 180;
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// MUST register each ACKENG structure once before use and after AckInitialize
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AckRegisterStructure(ae);
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StartTime = TimerCounter;
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StartTime = AckTimerCounter;
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AckBuildView();
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AckDisplayScreen();
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EndTime = TimerCounter - StartTime;
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EndTime = AckTimerCounter - StartTime;
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if (!EndTime) EndTime = 1;
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@ -1947,14 +1825,14 @@ while (!done)
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{
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AckSetObjectType(ae,j,NO_WALK);
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ae->ObjList[j]->Flags &= ~OF_ANIMDONE;
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ObjCounter[j] = TimerCounter + 18 + (rand() % 120);
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ObjCounter[j] = AckTimerCounter + 18 + (rand() % 120);
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}
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if (TimerCounter > ObjCounter[j])
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if (AckTimerCounter > ObjCounter[j])
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{
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ObjCounter[j] = TimerCounter + 180 + (rand() % 180);
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ObjCounter[j] = AckTimerCounter + 180 + (rand() % 180);
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if (ae->ObjList[j]->CurrentType == NO_WALK)
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AckSetObjectType(ae,j,NO_ATTACK);
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else
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@ -1971,7 +1849,7 @@ while (!done)
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CheckMonsters();
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CkStart = TimerCounter;
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CkStart = AckTimerCounter;
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AckBuildView(); // Build floor, ceiling, and walls into ScrnBuffer
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if (DemoFlag)
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@ -1979,19 +1857,19 @@ while (!done)
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switch (DemoFlag)
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{
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case 1:
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if (TimerCounter > TimerEnd)
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if (AckTimerCounter > TimerEnd)
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{
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DemoFlag++;
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TimerEnd = TimerCounter + 540;
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TimerEnd = AckTimerCounter + 540;
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}
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break;
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case 2:
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ShowBitmap(130,20,ae->ScreenBuffer,Demoht,Demowt,&DemoPtr[4]);
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if (TimerCounter > TimerEnd)
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if (AckTimerCounter > TimerEnd)
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{
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DemoFlag = 1;
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TimerEnd = TimerCounter + 2160;
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TimerEnd = AckTimerCounter + 2160;
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}
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break;
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@ -2079,7 +1957,7 @@ while (!done)
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AckDisplayScreen(); // Copy ScrnBuffer to actual video
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CkEnd = TimerCounter - CkStart;
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CkEnd = AckTimerCounter - CkStart;
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if (!CkEnd) CkEnd = 1;
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TurnFactor = INT_ANGLE_1 * CkEnd;
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MoveAngle = j;
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}
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if (Keys[ESCAPE_KEY])
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if (AckKeys[ESCAPE_KEY])
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break;
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if(Keys[RIGHT_ARROW_KEY])
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if(AckKeys[RIGHT_ARROW_KEY])
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{
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Spin += 1;
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SpinAngle += TurnFactor; // INT_ANGLE_1 * Spin;
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}
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if(Keys[LEFT_ARROW_KEY])
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if(AckKeys[LEFT_ARROW_KEY])
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{
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Spin += 1;
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SpinAngle -= TurnFactor; // -INT_ANGLE_1 * Spin;
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}
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if(Keys[UP_ARROW_KEY])
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if(AckKeys[UP_ARROW_KEY])
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{
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MoveAmount += (MoveFactor + MoveHalfFactor); // 12;
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if (MoveAmount > MAX_AMOUNT)
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MoveAngle = ae->PlayerAngle;
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}
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if(Keys[DOWN_ARROW_KEY])
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if(AckKeys[DOWN_ARROW_KEY])
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{
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j = ae->PlayerAngle + INT_ANGLE_180;
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if (j >= INT_ANGLE_360)
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@ -2202,79 +2080,79 @@ while (!done)
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}
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if (Keys[C_KEY])
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if (AckKeys[C_KEY])
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{
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ae->SysFlags ^= SYS_SOLID_CEIL;
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ae->SysFlags &= ~SYS_SOLID_BACK;
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Keys[C_KEY] = 0;
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AckKeys[C_KEY] = 0;
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if ((ae->SysFlags & SYS_SOLID_CEIL) && (ResScrollBack != 0))
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ae->SysFlags |= SYS_SOLID_BACK;
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AckRegisterStructure(ae);
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}
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if (Keys[R_KEY])
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if (AckKeys[R_KEY])
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{
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Keys[R_KEY] = 0;
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AckKeys[R_KEY] = 0;
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Resolution++;
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if (Resolution > 2)
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Resolution = 0;
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}
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if (Keys[F_KEY])
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if (AckKeys[F_KEY])
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{
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ae->SysFlags ^= SYS_SOLID_FLOOR;
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Keys[F_KEY] = 0;
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AckKeys[F_KEY] = 0;
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AckRegisterStructure(ae);
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}
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if (Keys[PGUP_KEY] && ViewHeight < 60)
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if (AckKeys[PGUP_KEY] && ViewHeight < 60)
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{
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ViewHeight++;
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CeilingHeight++;
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}
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if (Keys[PGDN_KEY] && ViewHeight > 4)
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if (AckKeys[PGDN_KEY] && ViewHeight > 4)
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{
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ViewHeight--;
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CeilingHeight--;
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}
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if (Keys[NUM_1_KEY])
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if (AckKeys[NUM_1_KEY])
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{
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Keys[NUM_1_KEY]=0;
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AckKeys[NUM_1_KEY]=0;
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dFactor--;
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}
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if (Keys[NUM_2_KEY])
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if (AckKeys[NUM_2_KEY])
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{
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Keys[NUM_2_KEY]=0;
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AckKeys[NUM_2_KEY]=0;
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dFactor++;
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}
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if (Keys[MINUS_KEY])
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if (AckKeys[MINUS_KEY])
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{
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Keys[MINUS_KEY]=0;
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AckKeys[MINUS_KEY]=0;
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mFactor--;
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}
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if (Keys[PLUS_KEY])
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if (AckKeys[PLUS_KEY])
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{
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Keys[PLUS_KEY]=0;
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AckKeys[PLUS_KEY]=0;
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mFactor++;
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}
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if (Keys[I_KEY])
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if (AckKeys[I_KEY])
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{
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Keys[I_KEY] = 0;
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AckKeys[I_KEY] = 0;
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InfoFlag ^= 1;
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}
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if (Keys[B_KEY])
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if (AckKeys[B_KEY])
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{
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Keys[B_KEY]=0;
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AckKeys[B_KEY]=0;
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// mFactor -= 64;
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if (!LevelFlag)
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LoadNewLevel("MALL.DTF");
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@ -2287,22 +2165,17 @@ while (!done)
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LevelFlag ^= 1;
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}
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if (Keys[S_KEY])
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if (AckKeys[S_KEY])
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{
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Keys[S_KEY] = 0;
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AckKeys[S_KEY] = 0;
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mFactor += 64;
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}
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}
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EndBGmusic();
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ShutDownFlag = 1;
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_disable();
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AckSlowDown(); // Set the timer back to normal speed
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AckWrapUp(ae);
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AckSetTextmode();
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_dos_setvect(KEYBD,oldvec);
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_dos_setvect(8,oldTimer);
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_enable();
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return(0);
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}
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@ -21,8 +21,6 @@ global MODPlayVoice:near
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global MODStopVoice:near
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global MODSetPeriod:near
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global MODSetVolume:near
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;;global _GETDS:near
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global OurDataSeg:dword
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;±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±±
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; EQUATES
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@ -1134,12 +1132,6 @@ IRQSetVect:
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;°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°
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IRQHandler:
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pushad ; pushes all the registers
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push ds
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;;; mov ax,DGROUP ; load the DS selector
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;;; mov ds,ax
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;;; call _GETDS
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mov ax,cs:[dword ptr OurDataSeg]
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mov ds,ax
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mov dx,[IOAddr] ; send ack to the SB DSP chip
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add dx,0Eh
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in al,dx
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@ -1158,7 +1150,6 @@ IRQHandler:
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out 0A0h,al
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IRQAckPIC:
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out 20h,al
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pop ds
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popad ; restores all the registers
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iretd
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56
fdemo/makefile
Normal file
56
fdemo/makefile
Normal file
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@ -0,0 +1,56 @@
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target_config = debug
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target_name = fdemo
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acklib_incdir = ..\ack_lib
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acklib_lib = ..\ack_lib\acklib.lib
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object_files = &
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fdemo.obj &
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modplay.obj &
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mouse.obj
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cc_flags_debug = /d2 /zp1 /4r /fp3 /j
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cc_flags_release = /d1+ /zp1 /4r /fp3 /ontx /oe=40 /j
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cc_flags = /mf /i=$(acklib_incdir) $(cc_flags_$(target_config))
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|
||||
link_flags_debug = debug all
|
||||
link_flags_release = debug all
|
||||
link_flags = $(link_flags_$(target_config))
|
||||
|
||||
.c.obj: .AUTODEPEND
|
||||
wcc386 $[. /zq $(cc_flags)
|
||||
|
||||
.asm.obj: .AUTODEPEND
|
||||
tasm $[. /t $(asm_flags)
|
||||
|
||||
$(target_name).lnk: $(object_files)
|
||||
%create $^@
|
||||
%append $^@ NAME $(target_name).exe
|
||||
%append $^@ SYSTEM DOS4G
|
||||
%append $^@ OPTION QUIET
|
||||
%append $^@ OPTION STACK=16k
|
||||
%append $^@ LIBRARY $(acklib_lib)
|
||||
@for %i in ($(object_files)) do %append $^@ FILE %i
|
||||
|
||||
$(target_name).exe: $(object_files) $(target_name).lnk
|
||||
wlink $(link_flags) @$(target_name).lnk
|
||||
|
||||
clean : .SYMBOLIC
|
||||
del *.obj
|
||||
del *.err
|
||||
del $(target_name).exe
|
||||
del $(target_name).lnk
|
||||
|
||||
.NOCHECK
|
||||
build : $(target_name).exe
|
||||
|
||||
.NOCHECK
|
||||
run : $(target_name).exe
|
||||
$(target_name).exe
|
||||
|
||||
.NOCHECK
|
||||
debug : $(target_name).exe
|
||||
wd /swap /trap=rsi $(target_name).exe
|
||||
|
Loading…
Reference in a new issue