$ include "seed7_05.s7i";
include "time.s7i";
include "duration.s7i";
include "float.s7i";
include "keybd.s7i";
include "draw.s7i";
include "pic_util.s7i";
include "dialog.s7i";
include "stdfont9.s7i";
include "pixmap_file.s7i";
const integer: NUM_LEVELS is 6;
const integer: SPEED is 1;
const integer: FALL_SPEED is 2 * SPEED;
const integer: FIELD_ELEM_STEP is 2;
const integer: PICTURE_SCALE is 2;
const integer: AREA_LINES is 161;
const integer: AREA_COLUMNS is 267;
const integer: WIN_HEIGHT is (AREA_LINES + 34) * FIELD_ELEM_STEP;
const integer: WIN_WIDTH is (AREA_COLUMNS + 16) * FIELD_ELEM_STEP;
const integer: FIELD_BORDER is SPEED;
const integer: FIELD_LINES is AREA_LINES + 2 * FIELD_BORDER;
const integer: FIELD_COLUMNS is AREA_COLUMNS + 2 * FIELD_BORDER;
const integer: FIELD_X_START is (1 - FIELD_BORDER) * FIELD_ELEM_STEP;
const integer: FIELD_Y_START is (17 - FIELD_BORDER) * FIELD_ELEM_STEP;
const integer: FULL_MOTION is 0;
const integer: CATCH_MOTION is 1;
const integer: LEAVE_MOTION is 2;
const integer: TRAP_DEPTH is 9;
const duration: TIME_IN_HOLE is 17 . SECONDS;
const type: holeType is new enum
no_hole, hole_depth1, hole_depth2, hole_depth3, hole_depth4, hole_finished,
hole_part, hole_unfinished, hole_bottom, hole_entering, hole_leaving,
hole_filled, hole_pound1, hole_pound2, hole_pound3, hole_pound4, hole_pounded
end enum;
const func string: str (in holeType: aHole) is
return literal(aHole);
enable_output(holeType);
const array array integer: round_description is [](
[](3, 0, 0, 2000, 0),
[](5, 0, 0, 2000, 0),
[](8, 0, 0, 2000, 0),
[](2, 1, 0, 3000, 1),
[](4, 1, 0, 3000, 0),
[](7, 1, 0, 3000, 0),
[](1, 1, 1, 3000, 0),
[](3, 1, 1, 4000, 0),
[](6, 1, 1, 4000, 0),
[](0, 2, 1, 4000, 0),
[](2, 2, 1, 4000, 0),
[](5, 2, 1, 5000, 0),
[](0, 2, 1, 5000, 0),
[](1, 3, 1, 5000, 0),
[](4, 3, 1, 5000, 0),
[](0, 2, 1, 6000, 0),
[](0, 4, 1, 6000, 0),
[](3, 4, 1, 6000, 0),
[](0, 2, 1, 6000, 0),
[](0, 4, 1, 7000, 0),
[](2, 5, 1, 7000, 0),
[](0, 2, 1, 7000, 0),
[](0, 4, 1, 7000, 0),
[](1, 6, 1, 8000, 0),
[](0, 2, 1, 8000, 0),
[](0, 4, 1, 8000, 0),
[](0, 7, 1, 8000, 0),
[](0, 1, 2, 9000, 0),
[](0, 3, 2, 9000, 0),
[](0, 6, 2, 9000, 0),
[](0, 0, 3, 9000, 0),
[](0, 2, 3, 9000, 0),
[](0, 5, 3, 9000, 0),
[](0, 0, 3, 9000, 0),
[](0, 1, 4, 9000, 0),
[](0, 4, 4, 9000, 0),
[](0, 0, 3, 9000, 0),
[](0, 0, 5, 9000, 0),
[](0, 3, 5, 9000, 0),
[](0, 0, 3, 9000, 0),
[](0, 0, 5, 9000, 0),
[](0, 2, 6, 9000, 0),
[](0, 0, 3, 9000, 0),
[](0, 0, 5, 9000, 0),
[](0, 1, 7, 9000, 0),
[](0, 0, 3, 9000, 0),
[](0, 0, 5, 9000, 0),
[](0, 0, 8, 9000, 0));
const type: ladderLayout is array array integer;
const array ladderLayout: layout_description is [](
[]([](1, 6, 8), [](1, 2, 48), [](1, 3, 96), [](1, 6, 256), [](2, 3, 160),
[](2, 4, 200), [](3, 5, 80), [](5, 6, 64), [](5, 6, 160)),
[]([](1, 4, 8), [](1, 2, 72), [](1, 6, 128), [](1, 2, 192), [](2, 5, 176),
[](3, 4, 40), [](3, 5, 80), [](3, 6, 260), [](5, 6, 8)),
[]([](1, 2, 8), [](1, 2, 192), [](2, 4, 96), [](2, 6, 176), [](2, 4, 236),
[](3, 4, 8), [](4, 5, 44), [](5, 6, 8), [](5, 6, 104), [](5, 6, 260)),
[]([](1, 6, 8), [](1, 3, 64), [](1, 2, 128), [](1, 6, 236), [](3, 6, 164),
[](4, 5, 64), [](5, 6, 106))
);
var array array PRIMITIVE_WINDOW: monster_pixmap is 3 times 0 times PRIMITIVE_WINDOW.value;
var array PRIMITIVE_WINDOW: player_left_pixmap is 0 times PRIMITIVE_WINDOW.value;
var array PRIMITIVE_WINDOW: player_right_pixmap is 0 times PRIMITIVE_WINDOW.value;
var array PRIMITIVE_WINDOW: player_up_pixmap is 0 times PRIMITIVE_WINDOW.value;
var array PRIMITIVE_WINDOW: player_down_pixmap is 0 times PRIMITIVE_WINDOW.value;
var array PRIMITIVE_WINDOW: player_falling_pixmap is 0 times PRIMITIVE_WINDOW.value;
var array PRIMITIVE_WINDOW: player_dig_left_pixmap is 0 times PRIMITIVE_WINDOW.value;
var array PRIMITIVE_WINDOW: player_dig_right_pixmap is 0 times PRIMITIVE_WINDOW.value;
var array PRIMITIVE_WINDOW: digit_pixmap is 0 times PRIMITIVE_WINDOW.value;
var PRIMITIVE_WINDOW: player_reserve_pixmap is PRIMITIVE_WINDOW.value;
var PRIMITIVE_WINDOW: score_text_pixmap is PRIMITIVE_WINDOW.value;
var PRIMITIVE_WINDOW: bonus_text_pixmap is PRIMITIVE_WINDOW.value;
var PRIMITIVE_WINDOW: hiscore_text_pixmap is PRIMITIVE_WINDOW.value;
const type: pixmap_array is array PRIMITIVE_WINDOW;
const type: screenObj is new struct
var integer: line is 1;
var integer: column is 1;
var integer: height is 0;
var integer: width is 0;
var integer: line_direction is 0;
var integer: column_direction is 0;
var boolean: moving is TRUE;
var boolean: falling is FALSE;
var integer: motionIndex is 0;
var integer: motionSpeed is FULL_MOTION;
var integer: actual_pixmap_index is 1;
var pixmap_array: pixmap is 0 times PRIMITIVE_WINDOW.value;
var PRIMITIVE_WINDOW: objectWindow is PRIMITIVE_WINDOW.value;
end struct;
const type: playerObj is sub screenObj struct
var char: command is ' ';
var boolean: living is TRUE;
var boolean: digging is FALSE;
var integer: dig_direction is 0;
var integer: face_direction is 1;
end struct;
const type: monsterObj is sub screenObj struct
var integer: category is 1;
var integer: saved_column_direction is 0;
var time: action_time is time.value;
var integer: holes_passed is 0;
var integer: basePoints is 0;
var integer: points is 0;
var boolean: catching is FALSE;
end struct;
const type: gameObj is new struct
var integer: num_players is 0;
var integer: round_number is 0;
var integer: round_bonus is 0;
var integer: num_monsters is 0;
var integer: score is 0;
var integer: hiScore is 0;
var time: turn_time is time.value;
var boolean: round_finished is FALSE;
var boolean: restart is FALSE;
var boolean: quit is FALSE;
end struct;
var array monsterObj: monster is 0 times monsterObj.value;
var playerObj: player is playerObj.value;
var gameObj: game is gameObj.value;
const array integer: level_line is [](
1, 33, 65, 97, 129, 161
);
var array array boolean: field is FIELD_LINES times FIELD_COLUMNS times FALSE;
var array array holeType: hole_status is FIELD_LINES times FIELD_COLUMNS times no_hole;
var text: scr is STD_NULL;
const array string: player_right_1 is [](
" WWWWW ",
" WW WWW ",
" WWWWW WW",
" WWW WW",
" W WW ",
" WWWWWWWWWW ",
" WW WWW ",
"WW WWW ",
"WW WWW ",
" WWWWWWWW ",
" WW WW ",
" WW WW ",
" WW WW ",
" WW WWW ",
" WW ",
" WWW ");
const array string: player_right_2 is [](
" WWWWW ",
" WW WWW ",
" WWWWW ",
" WWW ",
" W ",
" WWWWWWW WW",
" WW WWW WW WW",
" WW WWW WWW ",
" WW WWW ",
" WWWWWW ",
" WW WW ",
" WW WW ",
"WWWWWW WW ",
"W WW ",
" WW ",
" WWW ");
const array string: player_left_1 is [](
" WWWWW ",
" WWW WW ",
"WW WWWWW ",
"WW WWW ",
" WW W ",
" WWWWWWWWWW ",
" WWW WW ",
" WWW WW",
" WWW WW",
" WWWWWWWW ",
" WW WW ",
" WW WW ",
" WW WW ",
" WWW WW ",
" WW ",
" WWW ");
const array string: player_left_2 is [](
" WWWWW ",
" WWW WW ",
" WWWWW ",
" WWW ",
" W ",
"WW WWWWWWW ",
"WW WW WWW WW ",
" WWW WWW WW ",
" WWW WW ",
" WWWWWW ",
" WW WW ",
" WW WW ",
" WW WWWWWW",
" WW W",
" WW ",
" WWW ");
const array string: player_falling is [](
" WW WWW ",
" WW WWWWW ",
" WW WWWWW ",
" WW WWW ",
" WW W ",
" WWWWWWWW ",
" WWW WW",
" WWW WW",
" WWW WW",
" WWWWWWWW WW",
" WW WW ",
" WW WW ",
" WW WW ",
" WW ",
" WW ",
" WW ");
const array string: player_dig_right_1 is [](
" WWWWW ",
" WW WWW ",
" WWWWW ",
" WWW ",
" W ",
" WWWWWW ",
" WWWW WW ",
" WWWW WW ",
" WWWWWWW ",
" WWW WW ",
" WW WW WW ",
" WW WW WW ",
" WW WW WWW",
" WW WW WWW",
" WW WW WW",
"WWW WWW W");
const array string: player_dig_right_2 is [](
" WWWWW WW",
" WW WWW WWW",
" WWWWW WWWW",
" WWW WW ",
" W WW ",
" WWWWWWW ",
" WWW WW ",
" WWWWWW ",
" WWW ",
" WWW ",
" WW WW ",
" WW WW ",
" WW WW ",
" WW WW ",
" WW WW ",
"WWW WWW ");
const array string: player_dig_left_1 is [](
" WWWWW ",
" WWW WW ",
" WWWWW ",
" WWW ",
" W ",
" WWWWWW ",
" WW WWWW ",
" WW WWWW ",
" WWWWWWW ",
" WW WWW ",
" WW WW WW ",
" WW WW WW ",
"WWW WW WW ",
"WWW WW WW ",
"WW WW WW ",
"W WWW WWW");
const array string: player_dig_left_2 is [](
"WW WWWWW ",
"WWW WWW WW ",
"WWWW WWWWW ",
" WW WWW ",
" WW W ",
" WWWWWWW ",
" WW WWW ",
" WWWWWW ",
" WWW ",
" WWW ",
" WW WW ",
" WW WW ",
" WW WW ",
" WW WW ",
" WW WW ",
" WWW WWW");
const array string: player_up_down_1 is [](
" WWWWW WWW",
" WWWWW WWW",
" WWWWW WWW",
" WWW WWW",
" W WWW ",
" WWWWWWWWW ",
"WWW WWW ",
"WWW WWW ",
"WWW WWWWW ",
"WWW WWWWWWWWW",
" WW WWW",
" WW WWW",
" WWW WWW",
" WWW ",
" WW ",
" WW ");
const array string: player_up_down_2 is [](
"WWW WWW ",
"WWW WWWWW ",
"WWW WWWWW ",
"WWW WWWWW ",
" WW W ",
" WWWWWWWW ",
" WWWWW WWW",
" WWWWW WWW",
" WWW WWW",
"WWWWWWWWW WWW",
"WWW WWW ",
"WWW WWW ",
"WWW WW ",
" WW ",
" WWW ",
" WWW ");
const array string: monster1_1 is [](
"B B",
"B B",
"BBBBB BBBBB",
" OOO ",
" OOOOOOO ",
" O B O ",
" O B O ",
" O O ",
" OOOOOOOOOOO ",
" O O ");
const array string: monster1_2 is [](
"B B",
"BB BB",
"B BBB BBB B",
" OOO ",
" OOOOOOO ",
" O B O ",
" O B O ",
" O O ",
" OOOOOOOOOOO ",
" OO OO ");
const array string: monster1_3 is [](
"B B",
"BBBB BBBB",
"B B B B",
" OOO ",
" OOOOOOO ",
" O B O ",
" O B O ",
" O O ",
" OOOOOOOOOOO ",
" O O O O ");
const array string: monster1_4 is [](
"BBB BBB",
"B B B B",
" B B ",
" OOO ",
" OOOOOOO ",
" O B O ",
" O B O ",
" O O ",
" OOOOOOOOOOO ",
" O O O O ");
const array string: monster1_5 is [](
"BBB BBB",
"B B B B",
" B B ",
" OOO ",
" OOOOOOO ",
" O B O ",
" O B O ",
" O O ",
" OOOOOOOOOOO ",
" O OOO O ");
const array string: monster2_1 is [](
" G G ",
" G G ",
"GGGGG GGGGG",
"GGGGG GGGGG",
"G M G M G",
"G G G",
"GGGGGGGGGGGGG",
" GGGGGGGGG ",
" OOO OOO ",
"OOO OOO");
const array string: monster2_2 is [](
"G G",
"GGG GGG",
"GGG GGG",
"GGGGG GGGGG",
"G G G",
"G M G M G",
"GGGGGGGGGGGGG",
" GGGGGGGGG ",
" OOO OOO ",
" O O ");
const array string: monster3_1 is [](
" B B ",
" BBB BBB ",
"BBBBB BBBBB",
"BBBBB BBBBB",
" B OOO B ",
" B OOO B ",
" BBB BBB ",
" B B B ",
" BBBBB ",
" B B ");
const array string: monster3_2 is [](
"B B",
"BBB BBB",
"BBB BBB",
"BBB OOO BBB",
" B OOO B ",
" B B ",
" BBB BBB ",
" B B B ",
"B B B",
"B B");
const array string: player_reserve is [](
" WWW ",
" WWW ",
"W W W",
" WWWWW ",
" W ",
" WWW ",
" W W ",
"W W");
const array string: score_text is [](
" WWW WWW ",
"G G M M ",
"G M ",
" WWW M WWWWW",
" G M ",
"G G M M ",
" WWW WWW ");
const array string: bonus_text is [](
"WWWW WWW M M G G WWW ",
"M M G G M M G G M M ",
"M M G G WW M G G M ",
"WWWW G G MMMMM G G WWW WWWWW",
"M M G G M WW G G M ",
"M M G G M M G G M M ",
"WWWW WWW M M WWW WWW ");
const array string: hiscore_text is [](
"M M WWW ",
"M M G ",
"M M G ",
"WWWWW G WWWWW",
"M M G ",
"M M G ",
"M M WWW ");
const array string: zero is [](
" ",
" WWW ",
"M M",
"M M",
"M M",
"M M",
" WWW ");
const array string: one is [](
" WW ",
" MMM ",
" M ",
" M ",
" M ",
" M ",
" WWW");
const array string: two is [](
" WWW ",
"G G",
" G",
" M ",
" WW ",
"G ",
"WWWWW");
const array string: three is [](
" WWW ",
"M M",
" M",
" WW ",
" M",
"M M",
" WWW ");
const array string: four is [](
"G ",
"G ",
"G M ",
"WWWWW",
" M ",
" M ",
" M ");
const array string: five is [](
"WWWW ",
"M ",
"M ",
"WWWW ",
" M",
" M",
"WWWW ");
const array string: six is [](
" WWW ",
"G G",
"G ",
"WWWW ",
"G G",
"G G",
" WWW ");
const array string: seven is [](
"WWWWW",
"M M",
" M",
" G ",
" G ",
" M ",
" M ");
const array string: eight is [](
" WWW ",
"G G",
"G G",
" WWW ",
"G G",
"G G",
" WWW ");
const array string: nine is [](
" WWW ",
"M M",
"M M",
" WWWW",
" M",
"M M",
" WWW ");
const func PRIMITIVE_WINDOW: createPixmap (in array string: pattern) is
return createPixmap(pattern, PICTURE_SCALE, black);
const proc: init_pictures is func
begin
monster_pixmap[1] := 8 times PRIMITIVE_WINDOW.value;
monster_pixmap[1][1] := createPixmap(monster1_1);
monster_pixmap[1][2] := monster_pixmap[1][1];
monster_pixmap[1][3] := monster_pixmap[1][1];
monster_pixmap[1][4] := monster_pixmap[1][1];
monster_pixmap[1][5] := createPixmap(monster1_5);
monster_pixmap[1][6] := monster_pixmap[1][5];
monster_pixmap[1][7] := monster_pixmap[1][5];
monster_pixmap[1][8] := monster_pixmap[1][5];
monster_pixmap[2] := 8 times PRIMITIVE_WINDOW.value;
monster_pixmap[2][1] := createPixmap(monster2_1);
monster_pixmap[2][2] := monster_pixmap[2][1];
monster_pixmap[2][3] := monster_pixmap[2][1];
monster_pixmap[2][4] := monster_pixmap[2][1];
monster_pixmap[2][5] := createPixmap(monster2_2);
monster_pixmap[2][6] := monster_pixmap[2][5];
monster_pixmap[2][7] := monster_pixmap[2][5];
monster_pixmap[2][8] := monster_pixmap[2][5];
monster_pixmap[3] := 8 times PRIMITIVE_WINDOW.value;
monster_pixmap[3][1] := createPixmap(monster3_1);
monster_pixmap[3][2] := monster_pixmap[3][1];
monster_pixmap[3][3] := monster_pixmap[3][1];
monster_pixmap[3][4] := monster_pixmap[3][1];
monster_pixmap[3][5] := createPixmap(monster3_2);
monster_pixmap[3][6] := monster_pixmap[3][5];
monster_pixmap[3][7] := monster_pixmap[3][5];
monster_pixmap[3][8] := monster_pixmap[3][5];
player_right_pixmap := 6 times PRIMITIVE_WINDOW.value;
player_right_pixmap[1] := createPixmap(player_right_1);
player_right_pixmap[2] := player_right_pixmap[1];
player_right_pixmap[3] := player_right_pixmap[1];
player_right_pixmap[4] := createPixmap(player_right_2);
player_right_pixmap[5] := player_right_pixmap[4];
player_right_pixmap[6] := player_right_pixmap[4];
player_left_pixmap := 6 times PRIMITIVE_WINDOW.value;
player_left_pixmap[1] := createPixmap(player_left_1);
player_left_pixmap[2] := player_left_pixmap[1];
player_left_pixmap[3] := player_left_pixmap[1];
player_left_pixmap[4] := createPixmap(player_left_2);
player_left_pixmap[5] := player_left_pixmap[4];
player_left_pixmap[6] := player_left_pixmap[4];
player_up_pixmap := 6 times PRIMITIVE_WINDOW.value;
player_up_pixmap[1] := createPixmap(player_up_down_1);
player_up_pixmap[2] := player_up_pixmap[1];
player_up_pixmap[3] := player_up_pixmap[1];
player_up_pixmap[4] := createPixmap(player_up_down_2);
player_up_pixmap[5] := player_up_pixmap[4];
player_up_pixmap[6] := player_up_pixmap[4];
player_down_pixmap := 6 times PRIMITIVE_WINDOW.value;
player_down_pixmap[1] := createPixmap(player_up_down_1);
player_down_pixmap[2] := player_down_pixmap[1];
player_down_pixmap[3] := player_down_pixmap[1];
player_down_pixmap[4] := createPixmap(player_up_down_2);
player_down_pixmap[5] := player_down_pixmap[4];
player_down_pixmap[6] := player_down_pixmap[4];
player_falling_pixmap := 1 times PRIMITIVE_WINDOW.value;
player_falling_pixmap[1] := createPixmap(player_falling);
player_dig_right_pixmap := 22 times PRIMITIVE_WINDOW.value;
player_dig_right_pixmap[1] := createPixmap(player_dig_right_1);
player_dig_right_pixmap[2] := player_dig_right_pixmap[1];
player_dig_right_pixmap[3] := player_dig_right_pixmap[1];
player_dig_right_pixmap[4] := player_dig_right_pixmap[1];
player_dig_right_pixmap[5] := player_dig_right_pixmap[1];
player_dig_right_pixmap[6] := player_dig_right_pixmap[1];
player_dig_right_pixmap[7] := player_dig_right_pixmap[1];
player_dig_right_pixmap[8] := player_dig_right_pixmap[1];
player_dig_right_pixmap[9] := player_dig_right_pixmap[1];
player_dig_right_pixmap[10] := player_dig_right_pixmap[1];
player_dig_right_pixmap[11] := player_dig_right_pixmap[1];
player_dig_right_pixmap[12] := createPixmap(player_dig_right_2);
player_dig_right_pixmap[13] := player_dig_right_pixmap[12];
player_dig_right_pixmap[14] := player_dig_right_pixmap[12];
player_dig_right_pixmap[15] := player_dig_right_pixmap[12];
player_dig_right_pixmap[16] := player_dig_right_pixmap[12];
player_dig_right_pixmap[17] := player_dig_right_pixmap[12];
player_dig_right_pixmap[18] := player_dig_right_pixmap[12];
player_dig_right_pixmap[19] := player_dig_right_pixmap[12];
player_dig_right_pixmap[20] := player_dig_right_pixmap[12];
player_dig_right_pixmap[21] := player_dig_right_pixmap[12];
player_dig_right_pixmap[22] := player_dig_right_pixmap[12];
player_dig_left_pixmap := 22 times PRIMITIVE_WINDOW.value;
player_dig_left_pixmap[1] := createPixmap(player_dig_left_1);
player_dig_left_pixmap[2] := player_dig_left_pixmap[1];
player_dig_left_pixmap[3] := player_dig_left_pixmap[1];
player_dig_left_pixmap[4] := player_dig_left_pixmap[1];
player_dig_left_pixmap[5] := player_dig_left_pixmap[1];
player_dig_left_pixmap[6] := player_dig_left_pixmap[1];
player_dig_left_pixmap[7] := player_dig_left_pixmap[1];
player_dig_left_pixmap[8] := player_dig_left_pixmap[1];
player_dig_left_pixmap[9] := player_dig_left_pixmap[1];
player_dig_left_pixmap[10] := player_dig_left_pixmap[1];
player_dig_left_pixmap[11] := player_dig_left_pixmap[1];
player_dig_left_pixmap[12] := createPixmap(player_dig_left_2);
player_dig_left_pixmap[13] := player_dig_left_pixmap[12];
player_dig_left_pixmap[14] := player_dig_left_pixmap[12];
player_dig_left_pixmap[15] := player_dig_left_pixmap[12];
player_dig_left_pixmap[16] := player_dig_left_pixmap[12];
player_dig_left_pixmap[17] := player_dig_left_pixmap[12];
player_dig_left_pixmap[18] := player_dig_left_pixmap[12];
player_dig_left_pixmap[19] := player_dig_left_pixmap[12];
player_dig_left_pixmap[20] := player_dig_left_pixmap[12];
player_dig_left_pixmap[21] := player_dig_left_pixmap[12];
player_dig_left_pixmap[22] := player_dig_left_pixmap[12];
digit_pixmap := [0](
createPixmap(zero),
createPixmap(one),
createPixmap(two),
createPixmap(three),
createPixmap(four),
createPixmap(five),
createPixmap(six),
createPixmap(seven),
createPixmap(eight),
createPixmap(nine));
player_reserve_pixmap := createPixmap(player_reserve);
score_text_pixmap := createPixmap(score_text);
bonus_text_pixmap := createPixmap(bonus_text);
hiscore_text_pixmap := createPixmap(hiscore_text);
end func;
const proc: visible (inout screenObj: screenObject) is func
begin
setPos(screenObject.objectWindow,
FIELD_X_START + screenObject.column * FIELD_ELEM_STEP,
FIELD_Y_START + screenObject.line * FIELD_ELEM_STEP - screenObject.height * PICTURE_SCALE);
end func;
const proc: invisible (inout screenObj: screenObject) is func
begin
setPos(screenObject.objectWindow, -100, -100);
end func;
const proc: allObjectsInvisible is func
local
var integer: number is 0;
begin
if player.objectWindow <> PRIMITIVE_WINDOW.value then
invisible(player);
end if;
for number range 1 to length(monster) do
if monster[number].objectWindow <> PRIMITIVE_WINDOW.value then
invisible(monster[number]);
end if;
end for;
end func;
const proc: pause_game (in boolean: blankWindow, in boolean: exitWithAnyKey) is func
local
var boolean: exitPause is FALSE;
var time: pause_time is time.value;
var duration: pause_duration is duration.value;
var integer: number is 0;
var char: cmd is ' ';
begin
pause_time := time(NOW);
if blankWindow then
bossMode(game.quit);
end if;
while not (exitPause or game.quit) do
cmd := getc(KEYBOARD);
if cmd in {'Q', 'q', KEY_CLOSE} then
game.quit := TRUE;
elsif cmd = KEY_ESC then
bossMode(game.quit);
else
exitPause := exitWithAnyKey or cmd in {'P', 'p'};
end if;
end while;
pause_duration := time(NOW) - pause_time;
for number range 1 to length(monster) do
if monster[number].action_time <> time.value then
monster[number].action_time +:= pause_duration;
end if;
end for;
if game.turn_time <> time.value then
game.turn_time +:= pause_duration;
end if;
end func;
const proc: game_command (in char: cmd) is func
begin
case cmd of
when {KEY_CTL_R}:
game.round_finished := TRUE;
game.restart := TRUE;
when {'Q', 'q', KEY_CLOSE}:
game.quit := TRUE;
when {'Y', 'y'}:
writeln(heapsize(PROGRAM));
when {KEY_ESC}:
pause_game(TRUE, FALSE);
when {'P', 'p'}:
pause_game(FALSE, FALSE);
end case;
end func;
const proc: draw_number (in integer: line, in integer: column, in string: num_stri) is func
local
var integer: index is 0;
var char: ch is ' ';
begin
for index range 1 to length(num_stri) do
ch := num_stri[index];
if ch = ' ' then
rect(succ((column + index - 2) * 7) * FIELD_ELEM_STEP,
succ((pred(line) * 8 + 2) * FIELD_ELEM_STEP),
5 * FIELD_ELEM_STEP,
7 * FIELD_ELEM_STEP,
black);
else
put(succ((column + index - 2) * 7) * FIELD_ELEM_STEP,
succ((pred(line) * 8 + 2) * FIELD_ELEM_STEP),
digit_pixmap[ord(ch) - ord('0')]);
end if;
end for;
end func;
const func PRIMITIVE_WINDOW: number_pixmap (in string: num_stri) is func
result
var PRIMITIVE_WINDOW: pixmap is PRIMITIVE_WINDOW.value;
local
var integer: index is 0;
var char: ch is ' ';
begin
pixmap := newPixmap(
(7 * length(num_stri) + 2) * PICTURE_SCALE,
11 * PICTURE_SCALE);
clear(pixmap, black);
for index range 1 to length(num_stri) do
ch := num_stri[index];
if ch <> ' ' then
put(pixmap,
(2 + pred(index) * 7) * PICTURE_SCALE,
2 * PICTURE_SCALE,
digit_pixmap[ord(ch) - ord('0')]);
end if;
end for;
end func;
const proc: draw_level (in integer: line) is func
local
var integer: number is 0;
begin
rect(2 * FIELD_ELEM_STEP,
(17 + line) * FIELD_ELEM_STEP,
5 * FIELD_ELEM_STEP,
2 * FIELD_ELEM_STEP,
light_green);
number := 10;
while number < AREA_COLUMNS do
rect(number * FIELD_ELEM_STEP,
(17 + line) * FIELD_ELEM_STEP,
11 * FIELD_ELEM_STEP,
2 * FIELD_ELEM_STEP,
light_green);
number +:= 14;
end while;
rect(number * FIELD_ELEM_STEP,
(17 + line) * FIELD_ELEM_STEP,
WIN_WIDTH - (number + 2) * FIELD_ELEM_STEP,
2 * FIELD_ELEM_STEP,
light_green);
number := 2;
while number < AREA_COLUMNS do
rect(number * FIELD_ELEM_STEP,
(20 + line) * FIELD_ELEM_STEP,
11 * FIELD_ELEM_STEP,
3 * FIELD_ELEM_STEP,
light_green);
number +:= 14;
end while;
rect(number * FIELD_ELEM_STEP,
(20 + line) * FIELD_ELEM_STEP,
WIN_WIDTH - (number + 2) * FIELD_ELEM_STEP,
3 * FIELD_ELEM_STEP,
light_green);
end func;
const proc: draw_base_level (in integer: line) is func
begin
rect(2 * FIELD_ELEM_STEP,
(17 + line) * FIELD_ELEM_STEP,
WIN_WIDTH - 4 * FIELD_ELEM_STEP,
2 * FIELD_ELEM_STEP,
orange);
end func;
const proc: mark_level (in integer: line) is func
local
var integer: number is 0;
begin
for number range succ(FIELD_BORDER) to FIELD_COLUMNS - FIELD_BORDER do
field[FIELD_BORDER + line][number] := TRUE;
end for;
end func;
const proc: draw_level_piece (in integer: line, in integer: column) is func
local
var integer: col1 is 0;
var integer: col2 is 0;
var integer: len2 is 0;
begin
col1 := 6 + (column + 3) div 14 * 14;
if col1 >= column then
rect(column * FIELD_ELEM_STEP,
(16 + line) * FIELD_ELEM_STEP,
(col1 - column + 1) * FIELD_ELEM_STEP,
2 * FIELD_ELEM_STEP,
light_green);
end if;
col2 := 10 + (column + 3) div 14 * 14;
len2 := column + 13 - col2;
if len2 > 11 then
len2 := 11;
end if;
if col2 >= column then
rect(col2 * FIELD_ELEM_STEP,
(16 + line) * FIELD_ELEM_STEP,
len2 * FIELD_ELEM_STEP,
2 * FIELD_ELEM_STEP,
light_green);
end if;
col1 := -2 + (column + 11) div 14 * 14;
if col1 >= column then
rect(column * FIELD_ELEM_STEP,
(19 + line) * FIELD_ELEM_STEP,
(col1 - column + 1) * FIELD_ELEM_STEP,
3 * FIELD_ELEM_STEP,
light_green);
end if;
col2 := 2 + (column + 11) div 14 * 14;
len2 := column + 13 - col2;
if len2 > 11 then
len2 := 11;
end if;
if col2 >= column then
rect(col2 * FIELD_ELEM_STEP,
(19 + line) * FIELD_ELEM_STEP,
len2 * FIELD_ELEM_STEP,
3 * FIELD_ELEM_STEP,
light_green);
end if;
end func;
const proc: draw_hole (in integer: line, in integer: column,
in holeType: curr_hole_status) is func
begin
draw_level_piece(line, column);
case curr_hole_status of
when {hole_depth1}:
rect((2 + column) * FIELD_ELEM_STEP,
(16 + line) * FIELD_ELEM_STEP,
9 * FIELD_ELEM_STEP,
1 * FIELD_ELEM_STEP,
black);
rect((4 + column) * FIELD_ELEM_STEP,
(17 + line) * FIELD_ELEM_STEP,
5 * FIELD_ELEM_STEP,
1 * FIELD_ELEM_STEP,
black);
when {hole_depth2}:
rect(column * FIELD_ELEM_STEP,
(16 + line) * FIELD_ELEM_STEP,
13 * FIELD_ELEM_STEP,
1 * FIELD_ELEM_STEP,
black);
rect((2 + column) * FIELD_ELEM_STEP,
(17 + line) * FIELD_ELEM_STEP,
9 * FIELD_ELEM_STEP,
1 * FIELD_ELEM_STEP,
black);
rect((4 + column) * FIELD_ELEM_STEP,
(18 + line) * FIELD_ELEM_STEP,
5 * FIELD_ELEM_STEP,
1 * FIELD_ELEM_STEP,
black);
when {hole_depth3}:
rect(column * FIELD_ELEM_STEP,
(16 + line) * FIELD_ELEM_STEP,
13 * FIELD_ELEM_STEP,
2 * FIELD_ELEM_STEP,
black);
rect((2 + column) * FIELD_ELEM_STEP,
(18 + line) * FIELD_ELEM_STEP,
9 * FIELD_ELEM_STEP,
1 * FIELD_ELEM_STEP,
black);
rect((4 + column) * FIELD_ELEM_STEP,
(19 + line) * FIELD_ELEM_STEP,
5 * FIELD_ELEM_STEP,
1 * FIELD_ELEM_STEP,
black);
when {hole_depth4}:
rect(column * FIELD_ELEM_STEP,
(16 + line) * FIELD_ELEM_STEP,
13 * FIELD_ELEM_STEP,
3 * FIELD_ELEM_STEP,
black);
rect((2 + column) * FIELD_ELEM_STEP,
(19 + line) * FIELD_ELEM_STEP,
9 * FIELD_ELEM_STEP,
1 * FIELD_ELEM_STEP,
black);
rect((4 + column) * FIELD_ELEM_STEP,
(20 + line) * FIELD_ELEM_STEP,
5 * FIELD_ELEM_STEP,
1 * FIELD_ELEM_STEP,
black);
when {hole_finished}:
rect(column * FIELD_ELEM_STEP,
(16 + line) * FIELD_ELEM_STEP,
13 * FIELD_ELEM_STEP,
6 * FIELD_ELEM_STEP,
black);
end case;
end func;
const proc: draw_ladder (in integer: line1, in integer: line2, in integer: column) is func
local
var integer: number is 0;
begin
rect((1 + column) * FIELD_ELEM_STEP,
(7 + line1) * FIELD_ELEM_STEP,
13 * FIELD_ELEM_STEP,
(line2 - line1 + 10) * FIELD_ELEM_STEP,
black);
rect((1 + column) * FIELD_ELEM_STEP,
(7 + line1) * FIELD_ELEM_STEP,
1 * FIELD_ELEM_STEP,
(line2 - line1 + 10) * FIELD_ELEM_STEP,
light_magenta);
rect((13 + column) * FIELD_ELEM_STEP,
(7 + line1) * FIELD_ELEM_STEP,
1 * FIELD_ELEM_STEP,
(line2 - line1 + 10) * FIELD_ELEM_STEP,
light_magenta);
for number range line1 - 8 to line2 - 4 step 4 do
rect((2 + column) * FIELD_ELEM_STEP,
(17 + number) * FIELD_ELEM_STEP,
11 * FIELD_ELEM_STEP,
2 * FIELD_ELEM_STEP,
light_magenta);
end for;
end func;
const proc: mark_ladder (in integer: line1, in integer: line2,
in integer: column) is func
local
var integer: number is 0;
begin
for number range line1 to line2 do
field[FIELD_BORDER + number][FIELD_BORDER + column] := TRUE;
end for;
end func;
const proc: set_ladder (in integer: line1, in integer: line2,
in integer: column) is func
begin
mark_ladder(line1, line2, column);
draw_ladder(line1, line2, column);
end func;
const proc: init_ladders (in ladderLayout: layout_descr) is func
local
var integer: number is 0;
begin
for number range 1 to length(layout_descr) do
set_ladder(level_line[layout_descr[number][1]],
level_line[layout_descr[number][2]],
layout_descr[number][3]);
end for;
end func;
const proc: change_direction (inout screenObj: monster) is func
local
var integer: num_directions is 0;
var integer: random_direction is 0;
begin
num_directions := 0;
if field[pred(monster.line)][monster.column] then
incr(num_directions);
end if;
if field[succ(monster.line)][monster.column] then
incr(num_directions);
end if;
if field[monster.line][pred(monster.column)] then
incr(num_directions);
end if;
if field[monster.line][succ(monster.column)] then
incr(num_directions);
end if;
if num_directions >= 1 then
random_direction := rand(1, num_directions);
if field[pred(monster.line)][monster.column] then
decr(random_direction);
if random_direction = 0 then
monster.line_direction := -SPEED;
monster.column_direction := 0;
end if;
end if;
if field[succ(monster.line)][monster.column] then
decr(random_direction);
if random_direction = 0 then
monster.line_direction := SPEED;
monster.column_direction := 0;
end if;
end if;
if field[monster.line][pred(monster.column)] then
decr(random_direction);
if random_direction = 0 then
monster.line_direction := 0;
monster.column_direction := -SPEED;
end if;
end if;
if field[monster.line][succ(monster.column)] then
decr(random_direction);
if random_direction = 0 then
monster.line_direction := 0;
monster.column_direction := SPEED;
end if;
end if;
end if;
end func;
const func boolean: collision (in screenObj: obj1, in screenObj: obj2) is func
result
var boolean: collision is FALSE;
begin
if obj1.line + obj1.line_direction >= obj2.line - obj2.height and
obj1.line - obj1.height + obj1.line_direction <= obj2.line and
obj1.column + obj1.width + obj1.column_direction >= obj2.column and
obj1.column + obj1.column_direction <= obj2.column + obj2.width then
collision := TRUE;
end if;
end func;
const func boolean: collision2 (in screenObj: obj1, in screenObj: obj2) is func
result
var boolean: collision is FALSE;
begin
if obj1.line + obj1.line_direction > obj2.line - obj2.height + obj2.line_direction and
obj1.line - obj1.height + obj1.line_direction < obj2.line + obj2.line_direction and
obj1.column + obj1.width + obj1.column_direction > obj2.column + obj2.column_direction and
obj1.column + obj1.column_direction < obj2.column + obj2.width + obj2.column_direction or
obj1.line + obj1.line_direction > obj2.line - obj2.height and
obj1.line - obj1.height + obj1.line_direction < obj2.line and
obj1.column + obj1.width + obj1.column_direction > obj2.column and
obj1.column + obj1.column_direction < obj2.column + obj2.width then
collision := TRUE;
end if;
end func;
const proc: avoid_monster_collision (inout screenObj: screenObject) is func
local
var integer: number is 0;
var boolean: collision_found is FALSE;
begin
for number range 1 to length(monster) do
if (screenObject.line <> monster[number].line or
screenObject.column <> monster[number].column) and
collision(screenObject, monster[number]) then
if collision_found then
if screenObject.column >= monster[number].column then
if screenObject.column_direction < 0 then
screenObject.column_direction := 0;
end if;
else
if screenObject.column_direction > 0 then
screenObject.column_direction := 0;
end if;
end if;
if screenObject.line >= monster[number].line then
if screenObject.line_direction < 0 then
screenObject.line_direction := 0;
end if;
else
if screenObject.line_direction > 0 then
screenObject.line_direction := 0;
end if;
end if;
else
collision_found := TRUE;
if screenObject.column_direction <> 0 then
if screenObject.column >= monster[number].column then
screenObject.column_direction := SPEED;
else
screenObject.column_direction := -SPEED;
end if;
elsif screenObject.line_direction <> 0 then
if screenObject.line >= monster[number].line then
screenObject.line_direction := SPEED;
else
screenObject.line_direction := -SPEED;
end if;
end if;
end if;
end if;
end for;
end func;
const proc: move (inout screenObj: screenObject) is func
begin
if screenObject.moving and screenObject.motionIndex = 0 then
incr(screenObject.actual_pixmap_index);
if screenObject.actual_pixmap_index > length(screenObject.pixmap) then
screenObject.actual_pixmap_index := 1;
end if;
screenObject.line +:= screenObject.line_direction;
screenObject.column +:= screenObject.column_direction;
setPos(screenObject.objectWindow,
FIELD_X_START + screenObject.column * FIELD_ELEM_STEP,
FIELD_Y_START + screenObject.line * FIELD_ELEM_STEP - screenObject.height * PICTURE_SCALE);
put(screenObject.objectWindow, 0, 0, screenObject.pixmap[screenObject.actual_pixmap_index]);
screenObject.motionIndex := screenObject.motionSpeed;
elsif screenObject.motionIndex > 0 then
decr(screenObject.motionIndex);
end if;
end func;
const proc: place (inout screenObj: screenObject,
in integer: line, in integer: column) is func
begin
screenObject.line := line;
screenObject.column := column;
screenObject.objectWindow := openSubWindow(curr_win,
FIELD_X_START + screenObject.column * FIELD_ELEM_STEP,
FIELD_Y_START + screenObject.line * FIELD_ELEM_STEP - screenObject.height * PICTURE_SCALE,
screenObject.width * PICTURE_SCALE,
screenObject.height * PICTURE_SCALE);
put(screenObject.objectWindow, 0, 0, screenObject.pixmap[screenObject.actual_pixmap_index]);
end func;
const proc: die (inout screenObj: screenObject) is func
begin
screenObject.moving := FALSE;
screenObject.line := -100;
screenObject.column := -100;
decr(game.num_monsters);
if game.num_monsters = 0 then
game.round_finished := TRUE;
end if;
end func;
const proc: mark_hole (in integer: line, in integer: column,
in holeType: curr_hole_status) is func
local
var integer: depth is 0;
begin
hole_status[line][column] := curr_hole_status;
case curr_hole_status of
when {no_hole}:
for depth range 1 to TRAP_DEPTH do
hole_status[line + depth][column] := no_hole;
end for;
when {hole_depth1}:
hole_status[line + 1][column] := hole_part;
hole_status[line + 2][column] := hole_unfinished;
when {hole_depth2}:
hole_status[line + 1][column] := hole_part;
hole_status[line + 2][column] := hole_part;
hole_status[line + 3][column] := hole_unfinished;
when {hole_depth3}:
hole_status[line + 1][column] := hole_part;
hole_status[line + 2][column] := hole_part;
hole_status[line + 3][column] := hole_part;
hole_status[line + 4][column] := hole_unfinished;
when {hole_depth4}:
hole_status[line + 1][column] := hole_part;
hole_status[line + 2][column] := hole_part;
hole_status[line + 3][column] := hole_part;
hole_status[line + 4][column] := hole_part;
hole_status[line + 5][column] := hole_unfinished;
when {hole_finished}:
for depth range 1 to pred(TRAP_DEPTH) do
hole_status[line + depth][column] := hole_part;
end for;
hole_status[line + TRAP_DEPTH][column] := hole_bottom;
end case;
end func;
const proc: fall_at_monsters (inout monsterObj: currObject) is func
local
var integer: number is 0;
begin
for number range 1 to length(monster) do
if (currObject.line <> monster[number].line or
currObject.column <> monster[number].column) and
collision(currObject, monster[number]) then
if hole_status[monster[number].line - TRAP_DEPTH][monster[number].column] >= hole_filled then
if monster[number].column = currObject.column then
currObject.basePoints +:= 100 * monster[number].category;
incr(currObject.holes_passed);
invisible(monster[number]);
die(monster[number]);
else
hole_status[monster[number].line - TRAP_DEPTH][monster[number].column] := hole_pounded;
decr(currObject.line_direction);
end if;
else
currObject.points +:= 100 * monster[number].category;
invisible(monster[number]);
die(monster[number]);
end if;
end if;
end for;
end func;
const proc: check_falling (inout monsterObj: currObject, in holeType: curr_hole_status) is func
local
var integer: number is 0;
begin
if field[currObject.line][currObject.column] and
(curr_hole_status < hole_finished or curr_hole_status = hole_leaving) then
if currObject.line_direction <> 0 then
currObject.line_direction := 0;
if curr_hole_status = hole_leaving then
mark_hole(currObject.line, currObject.column, no_hole);
draw_hole(currObject.line, currObject.column, no_hole);
end if;
currObject.action_time := time(NOW) + 100000 . MICRO_SECONDS;
elsif time(NOW) >= currObject.action_time then
game.score +:= currObject.points;
draw_number(24, 10, game.score lpad 6);
if game.score > game.hiScore then
game.hiScore := game.score;
draw_number(24, 35, game.hiScore lpad 6);
end if;
if currObject.category <= currObject.holes_passed then
invisible(currObject);
currObject.pixmap := [](number_pixmap(str(currObject.points)));
currObject.actual_pixmap_index := 1;
currObject.height := height(currObject.pixmap[1]) div PICTURE_SCALE;
currObject.width := width(currObject.pixmap[1]) div PICTURE_SCALE;
currObject.line -:= 10;
currObject.column -:= 6;
currObject.objectWindow := openSubWindow(curr_win,
FIELD_X_START + currObject.column * FIELD_ELEM_STEP,
FIELD_Y_START + currObject.line * FIELD_ELEM_STEP - currObject.height * PICTURE_SCALE,
currObject.width * PICTURE_SCALE,
currObject.height * PICTURE_SCALE);
currObject.action_time := time(NOW) + 1 . SECONDS;
else
currObject.falling := FALSE;
end if;
currObject.points := 0;
end if;
else
if currObject.points > 0 then
currObject.line_direction := 1;
while currObject.line_direction <= FALL_SPEED and
currObject.line + currObject.line_direction <= length(field) and
not field[currObject.line + currObject.line_direction][currObject.column] do
incr(currObject.line_direction);
end while;
fall_at_monsters(currObject);
for number range 1 to currObject.line_direction do
if hole_status[currObject.line - number][currObject.column] = hole_finished or
hole_status[currObject.line - number][currObject.column] = hole_entering or
hole_status[currObject.line - number][currObject.column] >= hole_filled then
mark_hole(currObject.line - number, currObject.column, no_hole);
draw_hole(currObject.line - number, currObject.column, no_hole);
incr(currObject.holes_passed);
currObject.points +:= currObject.basePoints;
end if;
end for;
elsif time(NOW) >= currObject.action_time then
invisible(currObject);
die(currObject);
end if;
end if;
end func;
const proc: set_direction (inout monsterObj: currObject,
in integer: line, in integer: column) is func
begin
if abs(currObject.line - line) >= abs(currObject.column - column) then
if currObject.line < line then
currObject.line_direction := 1;
elsif currObject.line = line then
currObject.line_direction := 0;
else
currObject.line_direction := -1;
end if;
if abs(currObject.line - line) > abs(currObject.column - column) then
currObject.column_direction := 0;
end if;
elsif abs(currObject.line - line) <= abs(currObject.column - column) then
if currObject.column < column then
currObject.column_direction := 1;
elsif currObject.column = column then
currObject.column_direction := 0;
else
currObject.column_direction := -1;
end if;
if abs(currObject.line - line) < abs(currObject.column - column) then
currObject.line_direction := 0;
end if;
end if;
end func;
const proc: player_collision (inout monsterObj: currObject) is func
begin
if player.living then
player.line_direction := 0;
player.column_direction := 0;
player.moving := FALSE;
player.motionSpeed := CATCH_MOTION;
player.living := FALSE;
player.command := ' ';
currObject.catching := TRUE;
set_direction(currObject, player.line - 6, player.column);
toTop(currObject.objectWindow);
elsif currObject.catching then
if currObject.line_direction <> 0 or currObject.column_direction <> 0 then
if currObject.line <> player.line - 6 or currObject.column <> player.column then
set_direction(currObject, player.line - 6, player.column);
else
currObject.line_direction := 0;
currObject.column_direction := 0;
if game.num_players > 1 then
currObject.action_time := time(NOW) + 5 . SECONDS;
else
currObject.action_time := time.value;
end if;
end if;
elsif currObject.action_time <> time.value and
time(NOW) >= currObject.action_time then
game.round_finished := TRUE;
end if;
else
if currObject.column_direction <> 0 then
if currObject.column >= player.column then
currObject.column_direction := SPEED;
else
currObject.column_direction := -SPEED;
end if;
elsif currObject.line_direction <> 0 then
if currObject.line >= player.line then
currObject.line_direction := SPEED;
else
currObject.line_direction := -SPEED;
end if;
end if;
end if;
end func;
const proc: check_hole (inout monsterObj: currObject, in holeType: curr_hole_status) is func
local
var integer: number is 0;
begin
if curr_hole_status < hole_finished then
currObject.saved_column_direction := currObject.column_direction;
currObject.line_direction := SPEED;
currObject.column_direction := 0;
elsif curr_hole_status = hole_finished then
currObject.saved_column_direction := currObject.column_direction;
currObject.column_direction := 0;
if collision2(currObject, player) then
player_collision(currObject);
else
currObject.line_direction := SPEED;
hole_status[currObject.line][currObject.column] := hole_entering;
end if;
elsif curr_hole_status = hole_leaving then
currObject.line_direction := 0;
currObject.column_direction := currObject.saved_column_direction;
currObject.motionSpeed := FULL_MOTION;
mark_hole(currObject.line, currObject.column, no_hole);
elsif curr_hole_status = hole_part then
noop;
elsif curr_hole_status = hole_unfinished then
for number range 1 to TRAP_DEPTH do
if currObject.line - number >= 1 and
hole_status[currObject.line - number][currObject.column] in
{hole_depth1, hole_depth2, hole_depth3, hole_depth4} then
hole_status[currObject.line - number][currObject.column] := hole_leaving;
draw_hole(currObject.line - number, currObject.column, no_hole);
end if;
end for;
currObject.line_direction := -SPEED;
currObject.motionSpeed := LEAVE_MOTION;
elsif curr_hole_status = hole_bottom then
if currObject.line_direction <> 0 then
currObject.line_direction := 0;
currObject.column_direction := 0;
currObject.action_time := time(NOW) + TIME_IN_HOLE;
hole_status[currObject.line - TRAP_DEPTH][currObject.column] := hole_filled;
elsif hole_status[currObject.line - TRAP_DEPTH][currObject.column] = hole_pounded then
mark_hole(currObject.line - TRAP_DEPTH, currObject.column, no_hole);
draw_hole(currObject.line - TRAP_DEPTH, currObject.column, no_hole);
currObject.line_direction := FALL_SPEED;
currObject.falling := TRUE;
currObject.holes_passed := 1;
currObject.basePoints := 100 * currObject.category;
currObject.points := currObject.basePoints;
else
if time(NOW) >= currObject.action_time then
hole_status[currObject.line - TRAP_DEPTH][currObject.column] := hole_leaving;
draw_hole(currObject.line - TRAP_DEPTH, currObject.column, no_hole);
currObject.line_direction := -SPEED;
currObject.motionSpeed := LEAVE_MOTION;
if player.falling and collision2(currObject, player) then
player_collision(currObject);
end if;
end if;
end if;
end if;
end func;
const proc: check_direction (inout monsterObj: currObject) is func
local
var holeType: curr_hole_status is no_hole;
begin
if currObject.moving then
if currObject.line >= 1 then
curr_hole_status := hole_status[currObject.line][currObject.column];
end if;
if currObject.catching then
player_collision(currObject);
elsif currObject.falling then
check_falling(currObject, curr_hole_status);
elsif curr_hole_status <> no_hole then
check_hole(currObject, curr_hole_status);
elsif collision2(currObject, player) then
player_collision(currObject);
elsif currObject.column_direction <> 0 then
if field[pred(currObject.line)][currObject.column] or
field[succ(currObject.line)][currObject.column] then
change_direction(currObject);
elsif not field[currObject.line]
[currObject.column + currObject.column_direction] then
currObject.column_direction := -currObject.column_direction;
else
avoid_monster_collision(currObject);
end if;
elsif currObject.line_direction <> 0 then
if field[currObject.line][pred(currObject.column)] or
field[currObject.line][succ(currObject.column)] then
change_direction(currObject);
elsif not field[currObject.line + currObject.line_direction]
[currObject.column] then
currObject.line_direction := -currObject.line_direction;
else
avoid_monster_collision(currObject);
end if;
else
change_direction(currObject);
check_direction(currObject);
end if;
end if;
end func;
const proc: place_monster (inout screenObj: screenObject,
in integer: number, in integer: line) is func
local
var boolean: place_is_ok is FALSE;
var integer: num is 0;
begin
screenObject.line := FIELD_BORDER + line;
repeat
screenObject.column := rand(succ(FIELD_BORDER), FIELD_COLUMNS - FIELD_BORDER) div SPEED * SPEED;
place_is_ok := TRUE;
for num range 1 to pred(number) do
if collision(screenObject, monster[num]) then
place_is_ok := FALSE;
end if;
end for;
until place_is_ok;
place(screenObject, FIELD_BORDER + line, screenObject.column);
end func;
const proc: draw_reserve (in var integer: num_players) is func
local
var integer: number is 0;
begin
if num_players > 5 then
num_players := 5;
end if;
for number range 1 to num_players do
put((number * 7 - 6) * FIELD_ELEM_STEP,
succ(186 * FIELD_ELEM_STEP),
player_reserve_pixmap);
end for;
for number range succ(num_players) to 4 do
rect((number * 7 - 6) * FIELD_ELEM_STEP,
succ(186 * FIELD_ELEM_STEP),
7 * FIELD_ELEM_STEP,
8 * FIELD_ELEM_STEP,
black);
end for;
end func;
const proc: init_round (in integer: num_round) is func
local
var time: start_time is time.value;
var integer: number is 0;
begin
start_time := time(NOW);
game.round_finished := FALSE;
allObjectsInvisible;
flushGraphic;
field := FIELD_LINES times FIELD_COLUMNS times FALSE;
hole_status := FIELD_LINES times FIELD_COLUMNS times no_hole;
for number range 1 to pred(NUM_LEVELS) do
mark_level(level_line[number]);
draw_level(level_line[number]);
end for;
mark_level(level_line[NUM_LEVELS]);
draw_base_level(level_line[NUM_LEVELS]);
init_ladders(layout_description[rand(1, 4)]);
rect(1 * FIELD_ELEM_STEP,
182 * FIELD_ELEM_STEP,
223 * FIELD_ELEM_STEP,
3 * FIELD_ELEM_STEP,
light_blue);
rect(226 * FIELD_ELEM_STEP,
182 * FIELD_ELEM_STEP,
41 * FIELD_ELEM_STEP,
3 * FIELD_ELEM_STEP,
orange);
draw_reserve(game.num_players);
put(succ(6 * 7) * FIELD_ELEM_STEP,
succ(186 * FIELD_ELEM_STEP),
score_text_pixmap);
if game.score <> 0 then
draw_number(24, 10, game.score lpad 6);
end if;
game.round_bonus := round_description[num_round][4];
put(succ(17 * 7) * FIELD_ELEM_STEP,
succ(186 * FIELD_ELEM_STEP),
bonus_text_pixmap);
draw_number(24, 24, game.round_bonus lpad 4);
put(succ(31 * 7) * FIELD_ELEM_STEP,
succ(186 * FIELD_ELEM_STEP),
hiscore_text_pixmap);
if game.hiScore <> 0 then
draw_number(24, 35, game.hiScore lpad 6);
end if;
game.num_monsters := round_description[num_round][1] +
round_description[num_round][2] +
round_description[num_round][3];
monster := game.num_monsters times monsterObj.value;
for number range 1 to game.num_monsters do
if number <= round_description[num_round][1] then
monster[number].pixmap := monster_pixmap[1];
monster[number].category := 1;
elsif number <= round_description[num_round][1] + round_description[num_round][2] then
monster[number].pixmap := monster_pixmap[2];
monster[number].category := 2;
else
monster[number].pixmap := monster_pixmap[3];
monster[number].category := 3;
end if;
monster[number].actual_pixmap_index := rand(1, length(monster[number].pixmap));
monster[number].height := height(monster[number].pixmap[1]) div PICTURE_SCALE;
monster[number].width := width(monster[number].pixmap[1]) div PICTURE_SCALE;
end for;
flushGraphic;
game_command(getc(KEYBOARD, NO_WAIT));
if not game.round_finished and not game.quit then
await(start_time + 500000 . MICRO_SECONDS);
end if;
number := 1;
while number <= game.num_monsters and not game.round_finished and not game.quit do
start_time := time(NOW);
place_monster(monster[number], number, level_line[rand(1, pred(NUM_LEVELS))]);
change_direction(monster[number]);
incr(number);
flushGraphic;
game_command(getc(KEYBOARD, NO_WAIT));
if not game.round_finished and not game.quit then
await(start_time + 500000 . MICRO_SECONDS);
end if;
end while;
if not game.round_finished and not game.quit then
draw_reserve(pred(game.num_players));
player := playerObj.value;
player.moving := FALSE;
player.pixmap := player_right_pixmap;
player.actual_pixmap_index := 1;
player.height := height(player.pixmap[1]) div PICTURE_SCALE;
player.width := width(player.pixmap[1]) div PICTURE_SCALE;
place(player, FIELD_BORDER + level_line[length(level_line)], 136 div SPEED * SPEED);
end if;
end func;
const proc: dig_hole (inout playerObj: playerObject,
in integer: line, in integer: column) is func
local
var holeType: curr_hole_status is no_hole;
begin
curr_hole_status := hole_status[line][column];
if curr_hole_status >= hole_finished then
playerObject.command := ' ';
elsif curr_hole_status < hole_finished then
incr(curr_hole_status);
mark_hole(line, column, curr_hole_status);
draw_hole(line, column, curr_hole_status);
if curr_hole_status = hole_finished then
playerObject.command := ' ';
end if;
end if;
end func;
const proc: shut_hole (inout playerObj: playerObject,
in integer: line, in integer: column) is func
local
var holeType: curr_hole_status is no_hole;
begin
curr_hole_status := hole_status[line][column];
if curr_hole_status = no_hole then
playerObject.command := ' ';
elsif curr_hole_status <= hole_finished then
decr(curr_hole_status);
mark_hole(line, column, curr_hole_status);
draw_hole(line, column, curr_hole_status);
if curr_hole_status = no_hole then
playerObject.command := ' ';
end if;
elsif curr_hole_status >= hole_filled and curr_hole_status < hole_pounded then
incr(curr_hole_status);
hole_status[line][column] := curr_hole_status;
if curr_hole_status = hole_pounded then
playerObject.command := ' ';
end if;
end if;
end func;
const proc: do_dig (inout playerObj: playerObject) is func
begin
if playerObject.digging and playerObject.actual_pixmap_index = 1 then
if playerObject.dig_direction > 0 then
if playerObject.face_direction < 0 then
dig_hole(playerObject, playerObject.line, playerObject.column - 13);
else
dig_hole(playerObject, playerObject.line, playerObject.column + 13);
end if;
else
if playerObject.face_direction < 0 then
shut_hole(playerObject, playerObject.line, playerObject.column - 13);
else
shut_hole(playerObject, playerObject.line, playerObject.column + 13);
end if;
end if;
end if;
end func;
const func boolean: hole_position_ok (in integer: line, in integer: column) is func
result
var boolean: position_ok is TRUE;
local
var integer: col is 0;
begin
if line = FIELD_BORDER + level_line[NUM_LEVELS] then
position_ok := FALSE;
elsif column - 2 < 1 or column + 2 > length(field[line]) then
position_ok := FALSE;
elsif hole_status[line][column] = no_hole then
for col range column - 14 to column + 14 do
if col >= 1 and col <= length(field[line]) and
(field[pred(line)][col] or
field[succ(line)][col] or
hole_status[line][col] <> no_hole) then
position_ok := FALSE;
end if;
end for;
end if;
if column rem 4 <> 0 then
position_ok := FALSE;
end if;
end func;
const func integer: ladder_up_direction (inout playerObj: playerObject) is func
result
var integer: direction is 0;
local
var integer: col is 0;
begin
for col range playerObject.column - 12 to playerObject.column - 1 do
if col >= 1 and col <= length(field[playerObject.line]) and
field[pred(playerObject.line)][col] then
direction := -1;
end if;
end for;
for col range playerObject.column + 1 to playerObject.column + 13 do
if col >= 1 and col <= length(field[playerObject.line]) and
field[pred(playerObject.line)][col] then
direction := 1;
end if;
end for;
end func;
const func integer: ladder_down_direction (inout playerObj: playerObject) is func
result
var integer: direction is 0;
local
var integer: col is 0;
begin
for col range playerObject.column - 12 to playerObject.column - 1 do
if col >= 1 and col <= length(field[playerObject.line]) and
field[succ(playerObject.line)][col] then
direction := -1;
end if;
end for;
for col range playerObject.column + 1 to playerObject.column + 13 do
if col >= 1 and col <= length(field[playerObject.line]) and
field[succ(playerObject.line)][col] then
direction := 1;
end if;
end for;
end func;
const func integer: level_direction (inout playerObj: playerObject) is func
result
var integer: direction is 0;
local
var integer: lin is 0;
begin
for lin range playerObject.line - 15 to playerObject.line - 1 do
if lin >= 1 and lin <= length(field) and
field[lin][succ(playerObject.column)] then
direction := -1;
end if;
end for;
for lin range playerObject.line + 1 to playerObject.line + 6 do
if lin >= 1 and lin <= length(field) and
field[lin][succ(playerObject.column)] then
direction := 1;
end if;
end for;
end func;
const func integer: hole_direction (inout playerObj: playerObject) is func
result
var integer: direction is 0;
local
var integer: col is 0;
begin
for col range playerObject.column - 14 downto playerObject.column - 20 do
if col >= 1 and col <= length(hole_status[playerObject.line]) and
hole_status[playerObject.line][col] <> no_hole then
direction := -1;
end if;
end for;
for col range playerObject.column + 14 to playerObject.column + 20 do
if col >= 1 and col <= length(hole_status[playerObject.line]) and
hole_status[playerObject.line][col] <> no_hole then
direction := 1;
end if;
end for;
end func;
const proc: stop (inout playerObj: playerObject) is func
begin
playerObject.line_direction := 0;
playerObject.column_direction := 0;
playerObject.moving := FALSE;
playerObject.digging := FALSE;
end func;
const proc: left (inout playerObj: playerObject) is func
begin
if playerObject.column_direction <> -SPEED then
playerObject.line_direction := 0;
playerObject.column_direction := -SPEED;
playerObject.face_direction := -1;
playerObject.moving := TRUE;
playerObject.digging := FALSE;
playerObject.actual_pixmap_index := 1;
playerObject.pixmap := player_left_pixmap;
playerObject.width := 14;
setSize(playerObject.objectWindow,
playerObject.width * PICTURE_SCALE,
height(playerObject.objectWindow));
end if;
end func;
const proc: right (inout playerObj: playerObject) is func
begin
if playerObject.column_direction <> SPEED then
playerObject.line_direction := 0;
playerObject.column_direction := SPEED;
playerObject.face_direction := 1;
playerObject.moving := TRUE;
playerObject.digging := FALSE;
playerObject.actual_pixmap_index := 1;
playerObject.pixmap := player_right_pixmap;
playerObject.width := 14;
setSize(playerObject.objectWindow,
playerObject.width * PICTURE_SCALE,
height(playerObject.objectWindow));
end if;
end func;
const proc: up (inout playerObj: playerObject) is func
begin
if playerObject.line_direction <> -SPEED then
playerObject.line_direction := -SPEED;
playerObject.column_direction := 0;
playerObject.face_direction := 0;
playerObject.moving := TRUE;
playerObject.digging := FALSE;
playerObject.actual_pixmap_index := 1;
playerObject.pixmap := player_up_pixmap;
playerObject.width := 13;
setSize(playerObject.objectWindow,
playerObject.width * PICTURE_SCALE,
height(playerObject.objectWindow));
end if;
end func;
const proc: down (inout playerObj: playerObject) is func
begin
if playerObject.line_direction <> SPEED then
playerObject.line_direction := SPEED;
playerObject.column_direction := 0;
playerObject.face_direction := 0;
playerObject.moving := TRUE;
playerObject.digging := FALSE;
playerObject.actual_pixmap_index := 1;
playerObject.pixmap := player_down_pixmap;
playerObject.width := 13;
setSize(playerObject.objectWindow,
playerObject.width * PICTURE_SCALE,
height(playerObject.objectWindow));
end if;
end func;
const proc: dig_left (inout playerObj: playerObject) is func
begin
if not playerObject.digging or playerObject.dig_direction <> 1 then
playerObject.line_direction := 0;
playerObject.column_direction := 0;
playerObject.moving := TRUE;
playerObject.digging := TRUE;
playerObject.dig_direction := 1;
playerObject.actual_pixmap_index := 1;
playerObject.pixmap := player_dig_left_pixmap;
playerObject.width := 13;
setSize(playerObject.objectWindow,
playerObject.width * PICTURE_SCALE,
height(playerObject.objectWindow));
end if;
end func;
const proc: dig_right (inout playerObj: playerObject) is func
begin
if not playerObject.digging or playerObject.dig_direction <> 1 then
playerObject.line_direction := 0;
playerObject.column_direction := 0;
playerObject.moving := TRUE;
playerObject.digging := TRUE;
playerObject.dig_direction := 1;
playerObject.actual_pixmap_index := 1;
playerObject.pixmap := player_dig_right_pixmap;
playerObject.width := 13;
setSize(playerObject.objectWindow,
playerObject.width * PICTURE_SCALE,
height(playerObject.objectWindow));
end if;
end func;
const proc: shut_left (inout playerObj: playerObject) is func
begin
if not playerObject.digging or playerObject.dig_direction <> -1 then
playerObject.line_direction := 0;
playerObject.column_direction := 0;
playerObject.moving := TRUE;
playerObject.digging := TRUE;
playerObject.dig_direction := -1;
playerObject.actual_pixmap_index := 1;
playerObject.pixmap := player_dig_left_pixmap;
playerObject.width := 13;
setSize(playerObject.objectWindow,
playerObject.width * PICTURE_SCALE,
height(playerObject.objectWindow));
end if;
end func;
const proc: shut_right (inout playerObj: playerObject) is func
begin
if not playerObject.digging or playerObject.dig_direction <> -1 then
playerObject.line_direction := 0;
playerObject.column_direction := 0;
playerObject.moving := TRUE;
playerObject.digging := TRUE;
playerObject.dig_direction := -1;
playerObject.actual_pixmap_index := 1;
playerObject.pixmap := player_dig_right_pixmap;
playerObject.width := 13;
setSize(playerObject.objectWindow,
playerObject.width * PICTURE_SCALE,
height(playerObject.objectWindow));
end if;
end func;
const proc: go_horizontally (inout playerObj: playerObject, in integer: direction) is func
begin
if direction = -1 then
left(playerObject);
elsif direction = 1 then
right(playerObject);
end if;
end func;
const proc: go_vertically (inout playerObj: playerObject, in integer: direction) is func
begin
if direction = -1 then
up(playerObject);
elsif direction = 1 then
down(playerObject);
end if;
end func;
const proc: player_falling (inout playerObj: playerObject) is func
local
var integer: number is 0;
begin
if field[playerObject.line][playerObject.column] and
hole_status[playerObject.line][playerObject.column] <= hole_depth4 then
playerObject.line_direction := 0;
playerObject.falling := FALSE;
else
playerObject.line_direction := SPEED;
for number range 1 to length(monster) do
if collision2(monster[number], playerObject) then
playerObject.line_direction := 0;
if monster[number].line_direction = 0 and
monster[number].column_direction = 0 then
if playerObject.command = KEY_LEFT then
if pred(playerObject.column) >= succ(FIELD_BORDER) then
left(playerObject);
else
stop(playerObject);
end if;
elsif playerObject.command = KEY_RIGHT then
if succ(playerObject.column) <= FIELD_COLUMNS - FIELD_BORDER then
right(playerObject);
else
stop(playerObject);
end if;
elsif playerObject.command = ' ' then
stop(playerObject);
end if;
end if;
end if;
end for;
end if;
end func;
const proc: process_command (inout playerObj: playerObject) is func
begin
case playerObject.command of
when {KEY_UP}:
if field[pred(playerObject.line)][playerObject.column] then
up(playerObject);
elsif playerObject.column_direction = 0 then
go_horizontally(playerObject, ladder_up_direction(playerObject));
end if
when {KEY_DOWN}:
if field[succ(playerObject.line)][playerObject.column] then
down(playerObject);
elsif playerObject.column_direction = 0 then
go_horizontally(playerObject, ladder_down_direction(playerObject));
end if;
when {KEY_LEFT}:
if field[playerObject.line][pred(playerObject.column)] then
left(playerObject);
elsif playerObject.line_direction = 0 then
go_vertically(playerObject, level_direction(playerObject));
end if;
when {KEY_RIGHT}:
if field[playerObject.line][succ(playerObject.column)] then
right(playerObject);
elsif playerObject.line_direction = 0 then
go_vertically(playerObject, level_direction(playerObject));
end if;
when {'A'}:
if playerObject.face_direction < 0 and
hole_position_ok(playerObject.line, playerObject.column - 13) then
dig_left(playerObject);
elsif playerObject.face_direction > 0 and
hole_position_ok(playerObject.line, playerObject.column + 13) then
dig_right(playerObject);
elsif playerObject.column_direction = 0 and
playerObject.line <> FIELD_BORDER + level_line[NUM_LEVELS] then
go_horizontally(playerObject, playerObject.face_direction);
end if;
when {'S'}:
if playerObject.face_direction < 0 and
playerObject.column > 13 and
hole_status[playerObject.line][playerObject.column - 13] <> no_hole then
shut_left(playerObject);
elsif playerObject.face_direction > 0 and
playerObject.column + 13 <= length(hole_status[playerObject.line]) and
hole_status[playerObject.line][playerObject.column + 13] <> no_hole then
shut_right(playerObject);
elsif playerObject.column_direction = 0 and
playerObject.face_direction = hole_direction(playerObject) then
go_horizontally(playerObject, playerObject.face_direction);
end if;
when {' '}:
stop(playerObject);
end case;
end func;
const proc: stop_at_hole (inout playerObj: playerObject) is func
begin
if playerObject.command not in {'A', 'S'} then
if playerObject.face_direction < 0 then
if playerObject.column > 13 and
hole_status[playerObject.line][playerObject.column - 13] not in
{no_hole, hole_finished} then
playerObject.moving := FALSE;
playerObject.column_direction := 0;
end if;
elsif playerObject.face_direction > 0 then
if playerObject.column + 13 <= length(hole_status[playerObject.line]) and
hole_status[playerObject.line][playerObject.column + 13] not in
{no_hole, hole_finished} then
playerObject.moving := FALSE;
playerObject.column_direction := 0;
if player.width > 13 then
player.width := 13;
end if;
elsif player.width > 13 and
playerObject.column + player.width <= length(hole_status[playerObject.line]) and
hole_status[playerObject.line][playerObject.column + player.width] not in
{no_hole, hole_finished} then
playerObject.moving := FALSE;
playerObject.column_direction := 0;
end if;
end if;
end if;
end func;
const proc: process (inout playerObj: playerObject) is func
begin
if playerObject.falling then
player_falling(playerObject);
elsif hole_status[playerObject.line][playerObject.column] = hole_finished then
playerObject.line_direction := SPEED;
playerObject.column_direction := 0;
playerObject.falling := TRUE;
playerObject.face_direction := 0;
playerObject.pixmap := player_falling_pixmap;
playerObject.width := 12;
setSize(playerObject.objectWindow,
playerObject.width * PICTURE_SCALE,
height(playerObject.objectWindow));
else
process_command(playerObject);
stop_at_hole(playerObject);
if not field[playerObject.line][playerObject.column + playerObject.column_direction] then
playerObject.moving := FALSE;
playerObject.column_direction := 0;
end if;
if not field[playerObject.line + playerObject.line_direction][playerObject.column] then
playerObject.moving := FALSE;
playerObject.line_direction := 0;
end if;
end if;
end func;
const func integer: getLevel (in integer: clickedYPos) is func
result
var integer: level is 1;
local
var integer: yPos is 0;
begin
yPos := min(max(FIELD_BORDER + clickedYPos div PICTURE_SCALE, 1), FIELD_LINES);
while level <= maxIdx(level_line) and yPos > level_line[level] do
incr(level);
end while;
if level > 1 then
decr(level);
end if;
if yPos > level_line[level] + player.height then
level := 0;
end if;
end func;
const func integer: getLevel (in playerObj: playerObject) is func
result
var integer: level is 1;
begin
while level <= maxIdx(level_line) and level_line[level] <> pred(playerObject.line) do
incr(level);
end while;
if level = 7 then
level := 0;
end if;
end func;
const func boolean: clickedAtLadder (in integer: clickedXPos, in integer: clickedYPos) is func
result
var boolean: clicked is FALSE;
local
var integer: xPos is 0;
var integer: yPos is 0;
var integer: column is 0;
var integer: level is 1;
begin
xPos := min(max(FIELD_BORDER + clickedXPos div PICTURE_SCALE, 1), FIELD_COLUMNS);
yPos := min(max(FIELD_BORDER + clickedYPos div PICTURE_SCALE - player.height, 1), FIELD_LINES);
for column range xPos downto max(xPos - 14, 1) until clicked do
clicked := field[yPos][column];
end for;
if not clicked then
while level <= maxIdx(level_line) and yPos > level_line[level] do
incr(level);
end while;
if level <= maxIdx(level_line) and level_line[level] - yPos <= 9 then
yPos := min(level_line[level] + 2, FIELD_LINES);
for column range xPos downto max(xPos - 14, 1) until clicked do
clicked := field[yPos][column];
end for;
end if;
end if;
end func;
const func boolean: clickedAboveHole (in integer: clickedXPos) is func
result
var boolean: clicked is FALSE;
local
var integer: xPos is 0;
var integer: column is 0;
begin
xPos := min(max(FIELD_BORDER + clickedXPos div PICTURE_SCALE, 1), FIELD_COLUMNS);
for column range xPos downto max(xPos - 14, 1) until clicked do
clicked := hole_status[player.line][column] <> no_hole;
end for;
end func;
const func boolean: clickedAtMonsterInHole (in integer: clickedXPos) is func
result
var boolean: clicked is FALSE;
local
var integer: xPos is 0;
var integer: column is 0;
begin
xPos := min(max(FIELD_BORDER + clickedXPos div PICTURE_SCALE, 1), FIELD_COLUMNS);
for column range xPos downto max(xPos - 14, 1) until clicked do
clicked := hole_status[player.line][column] in {hole_filled, hole_pound1, hole_pound2, hole_pound3, hole_pound4};
end for;
end func;
const proc: get_command (inout playerObj: playerObject) is func
local
var char: cmd is ' ';
var integer: clickedXPos is 0;
var integer: clickedYPos is 0;
var PRIMITIVE_WINDOW: clickedWindow is PRIMITIVE_WINDOW.value;
var integer: xPos is 0;
var integer: yPos is 0;
var integer: clickedLevel is 0;
var integer: playerLevel is 0;
begin
cmd := getc(KEYBOARD, NO_WAIT);
if playerObject.living then
case cmd of
when {KEY_LEFT, 'J', 'j'}:
playerObject.command := KEY_LEFT;
when {KEY_RIGHT, 'K', 'k'}:
playerObject.command := KEY_RIGHT;
when {KEY_UP, 'I', 'i'}:
playerObject.command := KEY_UP;
when {KEY_DOWN, 'M', 'm'}:
playerObject.command := KEY_DOWN;
when {'A', 'a'}:
playerObject.command := 'A';
when {'S', 's'}:
playerObject.command := 'S';
when {' '}:
playerObject.command := ' ';
when {KEY_MOUSE1}:
clickedXPos := clickedXPos(KEYBOARD);
clickedYPos := clickedYPos(KEYBOARD);
clickedWindow := clickedWindow(KEYBOARD);
if clickedWindow <> curr_win then
clickedXPos +:= xPos(clickedWindow);
clickedYPos +:= yPos(clickedWindow);
end if;
xPos := playerObject.column * PICTURE_SCALE;
yPos := playerObject.line * PICTURE_SCALE;
clickedLevel := getLevel(clickedYPos);
playerLevel := getLevel(playerObject);
if clickedXPos >= xPos and clickedXPos < xPos + playerObject.width * PICTURE_SCALE and
clickedYPos >= yPos and clickedYPos < yPos + playerObject.height * PICTURE_SCALE then
playerObject.command := ' ';
elsif playerLevel <> 0 and
clickedYPos >= yPos and clickedYPos < yPos + playerObject.height * PICTURE_SCALE then
if xPos > clickedXPos then
if playerObject.face_direction < 0 and clickedAboveHole(clickedXPos) then
playerObject.command := 'S';
else
playerObject.command := KEY_LEFT;
end if;
else
if playerObject.face_direction > 0 and clickedAboveHole(clickedXPos) then
playerObject.command := 'S';
else
playerObject.command := KEY_RIGHT;
end if;
end if;
elsif playerLevel <> 0 and
clickedYPos >= yPos + playerObject.height * PICTURE_SCALE and
clickedYPos < yPos + (playerObject.height + 10) * PICTURE_SCALE then
if ((xPos > clickedXPos and playerObject.face_direction < 0) or
(xPos < clickedXPos and playerObject.face_direction > 0)) and
clickedAtMonsterInHole(clickedXPos) then
playerObject.command := 'S';
else
playerObject.command := 'A';
end if;
elsif clickedAtLadder(clickedXPos, clickedYPos) then
yPos := playerObject.line * PICTURE_SCALE + playerObject.height div 2;
if abs(yPos - clickedYPos) >= playerObject.height then
if yPos > clickedYPos then
playerObject.command := KEY_UP;
else
playerObject.command := KEY_DOWN;
end if;
end if;
elsif clickedLevel <> 0 then
if xPos > clickedXPos then
playerObject.command := KEY_LEFT;
else
playerObject.command := KEY_RIGHT;
end if;
end if;
end case;
elsif cmd in {'S', 's'} then
game.round_finished := TRUE;
end if;
game_command(cmd);
end func;
const proc: game_round is func
local
var integer: number is 0;
var integer: progress is 0;
var integer: blackBarLength is -1;
var integer: new_bonus is 0;
var integer: bonus is 0;
var time: currentTime is time.value;
begin
clear(curr_win, black);
flushGraphic;
init_round(game.round_number);
bonus := game.round_bonus;
game.turn_time := time(NOW);
while not game.round_finished and not game.quit do
game.turn_time +:= 30000 . MICRO_SECONDS;
currentTime := time(NOW);
if currentTime > game.turn_time then
game.turn_time := currentTime + 30000 . MICRO_SECONDS;
end if;
for number range 1 to length(monster) do
check_direction(monster[number]);
move(monster[number]);
end for;
get_command(player);
if not game.round_finished and not game.quit then
process(player);
move(player);
do_dig(player);
if progress div 62 <> blackBarLength then
blackBarLength := progress div 62;
rect(1 * FIELD_ELEM_STEP,
182 * FIELD_ELEM_STEP,
blackBarLength * FIELD_ELEM_STEP,
3 * FIELD_ELEM_STEP,
black);
end if;
new_bonus := (game.round_bonus + 19 - progress div 7) div 20 * 20;
if bonus <> new_bonus then
bonus := new_bonus;
if bonus > 0 then
draw_number(24, 24, bonus lpad 4);
elsif bonus = 0 then
draw_number(24, 24, " ");
end if;
end if;
if progress div 62 = 266 then
game.round_finished := TRUE;
end if;
incr(progress);
flushGraphic;
await(game.turn_time);
end if;
end while;
if player.living and game.num_monsters = 0 then
game.score +:= bonus;
draw_number(24, 10, game.score lpad 6);
if game.score > game.hiScore then
game.hiScore := game.score;
draw_number(24, 35, game.hiScore lpad 6);
end if;
end if;
end func;
const proc: play_game is func
begin
game.num_players := 3;
game.round_number := 1;
game.score := 0;
game.restart := FALSE;
game_command(getc(KEYBOARD, NO_WAIT));
while not game.quit and not game.restart and game.num_players <> 0 do
game_round;
if not game.quit and not player.living then
decr(game.num_players);
elsif game.num_monsters = 0 then
if game.round_number < length(round_description) then
incr(game.round_number);
end if;
game.num_players +:= round_description[game.round_number][5];
end if;
end while;
end func;
const proc: writeCentered (inout text: screen, in integer: yPos, in string: stri) is func
begin
setPosXY(screen, (WIN_WIDTH - width(stdFont9, stri)) div 2, yPos);
writeln(screen, stri);
end func;
const proc: main is func
local
var char: cmd is ' ';
begin
screen(WIN_WIDTH, WIN_HEIGHT);
selectInput(curr_win, KEY_CLOSE, TRUE);
clear(curr_win, black);
KEYBOARD := GRAPH_KEYBOARD;
scr := openPixmapFontFile(curr_win);
setFont(scr, stdFont9);
color(scr, white, black);
writeCentered(scr, 22, "P A N I C");
writeCentered(scr, 66, "Copyright (C) 2004, 2005 Thomas Mertes");
writeCentered(scr, 93, "This program is free software under the");
writeCentered(scr, 108, "terms of the GNU General Public License");
writeCentered(scr, 135, "Panic is written in the Seed7 programming language");
writeCentered(scr, 150, "Homepage: http://seed7.sourceforge.net");
setPosXY(scr, 65, 205);
writeln(scr, "Dig holes and pound the apples through the holes");
writeln(scr);
writeln(scr, "cursor keys:");
writeln(scr, "space:");
writeln(scr, "A:");
writeln(scr, "S:");
writeln(scr);
writeln(scr, "ESC or P:");
writeln(scr, "ctrl-R:");
writeln(scr, "Q:");
setPosXY(scr, 175, 205);
writeln(scr);
writeln(scr);
writeln(scr, "Move your man");
writeln(scr, "Stop moving");
writeln(scr, "Dig hole");
writeln(scr, "Pound apples, shut hole and");
writeln(scr, "play again when the game is over");
writeln(scr, "Pause game (press P to continue)");
writeln(scr, "Restart game");
writeln(scr, "Quit game");
writeCentered(scr, 378, " Wait for a moment ");
draw_level(level_line[1]);
draw_level(level_line[3]);
draw_base_level(level_line[6]);
draw_ladder(level_line[1], level_line[6], 8);
draw_ladder(level_line[1], level_line[6], 260);
flushGraphic;
init_pictures;
writeCentered(scr, 378, "Press any key to start game");
flushGraphic;
cmd := getc(KEYBOARD);
if cmd in {'Q', 'q', KEY_CLOSE} then
game.quit := TRUE;
elsif cmd = KEY_ESC then
pause_game(TRUE, TRUE);
end if;
while not game.quit do
play_game;
end while;
end func;