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GAMEPLAY.PAS
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GAMEPLAY.PAS
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unit GamePlay;
(**********************************************************)
(**) (**)
(**) INTERFACE (**)
(**) (**)
(**********************************************************)
uses Dos,
Global, GameObjs, Display, Player, Enemies,
Screens, ScrollSc;
procedure DoNextMove;
procedure InitGame;
procedure InitLife;
procedure CleanupLife;
(*$IFDEF TEST*)
procedure QuitInfo;
(*$ENDIF*)
(**********************************************************)
(**) (**)
(**) IMPLEMENTATION (**)
(**) (**)
(**********************************************************)
uses Crt;
const
MinTopPercent : array[1..LevelNum] of byte = ( 0,25,50, 70);
MaxTopPercent : array[1..LevelNum] of byte = (25,50,80,100);
MinHillPercent: array[1..LevelNum] of byte = (40,60,85,100);
MaxHillPercent: array[1..LevelNum] of byte = ( 0,25,50, 80);
(*
** InitGame
*)
procedure InitGame;
begin
ClrScr;
GameOver := false;
AbortGame := false;
Score := 0;
ShipsLeft := 2;
ShipSpeedIdx := 1; (* reset extras *)
ShootDelayIdx := 1;
ShootLevel := 1;
LifeScore := 100; (* get extra life at 100 points *)
RobotTopY := sy-RobotSizeY-RobotHeadSizeY-2;
SceneMoveNum := 0;
(*$IFDEF TEST*)
GameLevel := 1;
GameScene := RobotCity;
AutoExtra := true;
SceneLength := sx + 40;
(*$ELSE*)
GameScene := RocketYard;
SceneLength := sx + 120;
(*$ENDIF*)
end;
(*
** UpdateLevel;
*)
procedure UpdateLevel;
begin
if SceneMoveNum = 0 then begin
EnableScrolling;
SceneMoveNum := SceneLength;
inc( GameScene ); (* inc. scene/level *)
if GameScene > SceneNum then begin
GameScene := 1;
inc( GameLevel );
end;
if GameLevel <= LevelNum then (* set difficulty *)
Difficulty := GameLevel
else
Difficulty := LevelNum;
Randomize;
RandSeed := (* set random seed *)
GameLevel*SceneNum*SceneLength+SceneMoveNum;
MinHillY := sy-(word(MinHillPercent[Difficulty])*(sy div 2) div 100);
MaxHillY := sy-(word(MaxHillPercent[Difficulty])*(sy div 2) div 100);
MinTopY := (word(MinTopPercent[Difficulty])*(sy div 4) div 100);
MaxTopY := (word(MaxTopPercent[Difficulty])*(sy div 4) div 100);
case GameScene of
RocketYard: begin (* rocket yard *)
MinTopY := 0; (* no top *)
MaxTopY := 0;
end;
CometField: begin (* comet field *)
MinTopY := 0; (* no top *)
MaxTopY := 0;
end;
UfoHangar: begin (* ufo hangar *)
MinTopY := MaxTopY; (* flat top *)
end;
RobotCity: begin (* robot city *)
inc( MinTopY ); (* adjust top & hill *)
inc( MaxTopY );
dec( MinHillY );
dec( MaxHillY );
end;
end;
LastUfoOrComet := 5;
ExtraRatio := GameLevel+2; (* set extra ratio *)
ExtraRatioCtr := ExtraRatio div 2;
UpdateInfo := UpdateInfo or UpdLevel;
end
else
dec( SceneMoveNum );
end;
(*
** InitLife
*)
procedure InitLife;
const
GetReadyTxt = '** GET READY! **';
var
i, j: byte; (* loop vars *)
key : char;
begin
ScrollCounter := 0;
ExtraCounter := 0; (* reset ExtraCounter *)
ShootDelayCtr := 0;
SceneMoveNum := 0; (* set level data *)
dec( GameScene );
UpdateLevel;
HillY := sy;
TopY := 0;
for i := 1 to sy do (* clear screen array *)
for j := 1 to sx do
setScr(j, i, goSpace );
for i := 1 to sx do (* draw floor *)
setScr( i,HillY, goHillFloor );
UpdateInfo := UpdAll;
GameScreen; (* display "Get Ready" *)
GotoXY( (sx-length(GetReadyTxt)) div 2, sy div 2 );
Write( GetReadyTxt );
FlushKeyboard;
(*$IFNDEF TEST*)
i := 0;
while ( i<10 ) and not KeyPressed do begin
inc(i);
Delay(200);
end;
FlushKeyboard;
(*$ENDIF*)
GameScreen;
end;
(*
**
** ClrObjects
**
*)
(*$F+*)
procedure ClrObj( go: GameObjPtr );
begin
with go^ do begin
Clear;
CheckXYRange;
end;
end;
(*$F-*)
procedure ClrObjects( var list: GOList );
var
nd, nd_nxt: GOLNodePtr;
nd_child, nd_child_nxt : GOLNodePtr;
expl: GameObjPtr;
begin
nd := list.first;
while (nd<>NIL) do
with nd^.item^ do begin
nd_nxt := nd^.next;
Clear;
CheckXYRange;
if ( (GetStatus = removeMe) or (GetStatus = killMe) ) then begin
if nd^.item^.children <> NIL then
CheckXYRange;
if GetStatus = killMe then
expl := AddExplosion( GetX, GetY, GetScroll );
list.Remove( nd );
end;
nd := nd_nxt;
end;
end;
(*
** MoveObj
*)
(*$F+*)
procedure MoveObj( go: GameObjPtr );
begin
if go^.DoMove then
go^.MoveIt;
end;
(*$F-*)
(*
** DisplayObj
*)
(*$F+*)
procedure DisplayObj( go: GameObjPtr );
begin
go^.Display;
end;
(*$F-*)
(*
** GetObjBackgr
*)
(*$F+*)
procedure GetObjBackgr( go: GameObjPtr );
begin
go^.ReadBackgrCh;
end;
(*$F-*)
(*
**
** CheckPlayer
**
*)
procedure CheckPlayer;
begin
if ( (Fuel div FuelDiv) <> (oldFuel div FuelDiv) )
then begin
UpdateInfo := UpdFuel;
oldFuel := Fuel;
end;
if (Fuel = 0) then
ShipCrashed := true;
end;
(*
** CheckHits
*)
procedure CheckHits;
var
expl : GameObjPtr; (* new explosion *)
procedure ExplodeObj( go: GameObjPtr );
var
nxtChild: ChildNodePtr;
begin
nxtChild := go^.children;
while nxtChild <> NIL do
with nxtChild^.item^ do begin
ExplodeObj( nxtChild^.item );
nxtChild := nxtChild^.next;
end;
with go^ do begin
expl := AddExplosion( GetX, GetY, true );
if GetStatus <> killMe then
SetStatus( removeMe )
end;
end;
var
nd_bul, nd_enm: GOLNodePtr; (* bullet/enenmy node *)
bkch : word; (* background char *)
nxtChild: ChildNodePtr;
begin
nd_bul := BulletList.first;
while (nd_bul <> NIL) do with nd_bul^.item^ do begin
nd_enm := EnemyList.first;
bkch := getScr( GetX, GetY );
if GetStatus < Exploding then begin
if ( (bkch = goShipBody)
or (bkch = goShipFront)
or (bkch = goShipBody)
or (bkch = goShipWing)
or (bkch = goShipShield)
or (bkch = goExplosion1)
or (bkch = goExplosion2)
) then begin
(* do nufin; ignore these cases *)
end
else if ( (bkch = goHillUp)
or (bkch = goHillDown)
or (bkch = goCity) )
then
ExplodeObj( nd_bul^.item )
else begin
while (nd_enm <> NIL) do
with nd_enm^.item^ do begin
if nd_bul^.item^.PosIsEqual( nd_enm^.item^ ) then begin
HitIt( nd_bul^.item^.GetHits );
nd_bul^.item^.SetStatus( removeMe );
end;
nd_enm := nd_enm^.next;
end;
if GetStatus<>removeMe then
if ( (objType=Bomb) and (bkch=goHillFloor) ) then
ExplodeObj( nd_bul^.item )
else if ( (bkch<>goSpace) and (bkch<>goExtra)
and (bkch<>goHillFloor) )
then
SetStatus( removeMe );
end;
end;
nd_bul := nd_bul^.next;
end;
end;
(*
** CheckShipObjHit
*)
(*$F+*)
procedure CheckShipObjHit( go: GameObjPtr );
var
bkch: word;
nd : GOLNOdePtr;
hitBackgr : boolean;
hitAnything: boolean;
begin
with go^ do begin
bkch := GetBackgrCh;
hitBackgr := ( ( (bkch=goHillFloor) and (GetY<=MaxTopY) )
or (bkch=goHillUp)
or (bkch=goHillDown)
or (bkch=goCity) );
hitAnything := hitBackgr;
if (not hitBackgr) then begin
if ( (bkch=goSpace)
or (bkch=goMissile)
or (bkch=goBomb) )
then begin
(* do nufin *)
end
else if bkch = goExtra then begin
NextExtra;
nd := EnemyBulletList.first;
while (nd<>NIL) do begin
if PosIsEqual( nd^.item^ ) then begin
nd^.item^.SetStatus( removeMe );
nd := NIL;
end
else
nd := nd^.next;
end;
end
else
hitAnything := (Shield = 0) and (bkch<>goHillFloor);
end;
if hitAnything then
if ShipBody^.GetStatus = flying then
ShipBody^.SetStatus( Crashing );
end;
end;
(*$F-*)
(*
**
** DoNextMove
**
*)
procedure DoNextMove;
begin
ScrollTimerFlag := false; (* reset scroll timer *)
ClrObjects( MiscList );
ClrObjects( PlayerList );
ClrObjects( BulletList );
ClrObjects( EnemyBulletList );
ClrObjects( EnemyList );
EnemyList.DoProc( MoveObj ); (* move enemies *)
EnemyBulletList.DoProc( MoveObj );
CheckHits;
BulletList.DoProc( MoveObj ); (* move player & bullets *)
PlayerList.DoProc( MoveObj );
MiscList.DoProc( MoveObj );
if DoScrolling and (ShipBody^.GetStatus<Exploding) then begin (* scroll screen *)
CheckHits;
ScrollScreen;
SetScreenColumn;
UpdateLevel;
end;
EnemyList.DoProcBackwd( GetObjBackgr );
EnemyBulletList.DoProcBackwd( GetObjBackgr );
BulletList.DoProcBackwd( GetObjBackgr );
PlayerList.DoProcBackwd( GetObjBackgr );
MiscList.DoProcBackwd( GetObjBackgr );
EnemyList.DoProcBackwd( DisplayObj );
EnemyBulletList.DoProcBackwd( DisplayObj );
CheckHits;
PlayerList.DoProc( CheckShipObjHit );
BulletList.DoProcBackwd( DisplayObj );
PlayerList.DoProcBackwd( DisplayObj );
MiscList.DoProcBackwd( DisplayObj );
while not ScrollTimerFlag do (* wait for timer interrupt *)
(* nufin *) ;
GameScreen;
end;
(*
** CleanupLife
*)
procedure CleanupLife;
begin
PlayerList.Done; (* clear lists *)
BulletList.Done;
EnemyBulletList.Done;
EnemyList.Done;
MiscList.Done;
if ShipsLeft = 0 then begin (* decr. lifes *)
GameOver := true;
GameOverScreen;
end
else
dec( ShipsLeft );
end;
(*$IFDEF TEST*)
(*
** QuitInfo
**
** display info about memory & object usage,
** check for lost memory;
*)
procedure QuitInfo;
begin
WriteLn( 'max.items used: ', MaxItemNum );
WriteLn( 'min.memory left: ', MinMemFree );
WriteLn( 'max.memory used: ', oldMaxAvail-MinMemFree );
if MaxAvail <> oldMaxAvail then
WriteLn( 'WARNING: ', oldMaxAvail-MaxAvail, ' bytes of memory lost.', #7 );
end;
(*$ENDIF*)
(*
** Initialisation
*)
begin
PlayerList.Init;
BulletList.Init;
EnemyBulletList.Init;
EnemyList.Init;
MiscList.Init;
end.