dos33fsprogs/games/glados3.3/portal.bas
Vince Weaver b1238af49d re-arranged the entire directory structure
this will probably upset people
2021-01-05 15:29:31 -05:00

455 lines
14 KiB
QBasic

' "Portal" in Applesoft BASIC
' by Vince Weaver (vince@deater.net)
' http://www.deater.net/weave/vmwprod/portal/
'
' This program is pretty big (>7k) so you might need to load it high
' POKE 104,64:POKE 16384,0 before running
'
' Variable Summary
'
' CX,CY = Chell X, Y OX,OY = Old Chell X,Y
' CD = Chell Direction OD = Old Direction
' VX,VY = Chell Velocity X/Y
' SX,SY = Cursor X,Y LX,LY = Old Cursor X,Y
' BO=Blue Portal Out BX,BY = Blue Portal X,Y
' GO=Orange Portal Out GX,GY = Orange Portal X,Y
' PR=Portal rotated LR=Last rotate
' JO=Blob out JX,JY,JA = Blob X,Y,add
' KO=object out KX,KY,KV = Object X,Y,velocity
' UX,UY = old object X,Y
' ZY,PY=Laser Y ZX,PX = Laser Begin/End
' T = TIME L = Current Level
' JS = Joystick Enabled
'
' Title Screen
'
1 HOME:HGR:D$=CHR$(4):PRINT D$;"BLOAD PORTAL_TITLE.HGR"
'
' Load Sound Library
' Violin sound, based on: https://gist.github.com/thelbane/9291cc81ed0d8e0266c8
5 DATA 172,1,3,173,0,3,133,250,174,0,3,228,250,208,3,173,48,192,202,208,246,173,48,192,136,240,7,198,250,208,233,76,5,3,96
6 FOR L=770 TO 804:READ V:POKE L,V:NEXT L
'
' Load Shape Table
' We just *barely* fit above the sound but below DOS vectors
8 POKE 232,38:POKE 233,3
9 PRINT D$;"BLOAD OBJECTS.SHAPE,A$326"
'
' Wait a few seconds, or until keypressed
'
10 I=0:VTAB 24:PRINT "H FOR HELP";
11 IF PEEK(-16384)>=128 THEN GET A$:GOTO 13
12 I=I+1:IF I<500 GOTO 11
13 HGR:PR=0:LR=0:JS=0
'
'14 L=19:PR=1:LR=1
14 L=1
' PRINT LEVEL INFO
15 TEXT:GOSUB 9000
' Clear screen to black#2
16 HOME:HGR:SCALE=2:ROT=0:HCOLOR=4:HPLOT 0,0:CALL 62454
'
' Initialize Variables
'
20 CX=21:CY=100:CD=0:VX=0:VY=0:SX=140:SY=80:BO=0:GO=0:T=0:ZY=42:ZX=0:PX=0:PY=0:JO=0:LR=0:KO=0
'
' Draw Level Background
'
22 IF L=1 THEN GOSUB 1000
23 IF L=19 THEN GOSUB 2000
'
' Draw Initial Chell and Gun Cursor
'
25 SCALE=2:ROT=0:IF PR=1 THEN ROT=16
26 XDRAW 1 AT SX,SY:ROT=0
27 SCALE=1:XDRAW 4 AT CX,CY
'
30 REM MAIN LOOP
'
' Time related activities
31 T=T+1
32 IF L=1 AND T=50 THEN GOSUB 8000
34 IF T>100 THEN T=0
'
35 OX=CX:OY=CY:OD=CD:LX=SX:LY=SY:LR=PR:UX=KX:UY=KY
'
' Check keyboard
'
37 IF PEEK(-16384)<128 THEN GOTO 64
40 GET A$
41 IF A$="1" THEN JS=1-JS
42 IF A$="I" AND SY>4 THEN SY=SY-4
44 IF A$="J" AND SX>4 THEN SX=SX-4
45 IF A$="U" AND SX>24 THEN SX=SX-24
46 IF A$="K" AND SX<275 THEN SX=SX+4
47 IF A$="O" AND SX<255 THEN SX=SX+24
48 IF A$="M" AND SY<150 THEN SY=SY+4
50 IF A$="D" AND VX<0 THEN VX=0:CD=0:GOTO 52
51 IF A$="D" THEN VX=8:CD=0
52 IF A$="A" AND VX>0 THEN VX=0:CD=1:GOTO 54
53 IF A$="A" THEN VX=-8:CD=1
54 IF A$="Q" THEN GOTO 800
56 IF A$=" " AND CY=112 THEN VY=5:POKE 768,240:POKE 769,10:CALL 770
58 IF A$="H" THEN GOSUB 5000
60 IF A$="," THEN GOSUB 6000
62 IF A$="." THEN GOSUB 6100
63 IF A$=";" THEN PR=1-PR
64 IF JS=0 THEN GOTO 100
' JOYSTICK CODE
70 Q=PDL(0):R=PDL(1)
71 O0=D0:O1=D1
72 IF Q > 160 THEN SX=SX+4
74 IF Q > 220 THEN SX=SX+24
76 IF Q < 96 THEN SX=SX-4
78 IF Q < 36 THEN SX=SX-24
80 IF R > 160 THEN SY=SY+4
82 IF R>220 THEN SY=SY+24
84 IF R < 96 THEN SY=SY-4
86 IF R < 36 THEN SY=SY-24
88 D0=PEEK(-16287)
90 D1=PEEK(-16286)
92 IF D0>127 AND O0<127 THEN GOSUB 6000
94 IF D1>127 AND O1<127 THEN GOSUB 6100
'
' PHYSICS ENGINE
'
100 CY=CY-VY
105 VY=VY-4.5
' Move X. Ensure we are always odd so colors are right
107 IF VX<2 AND VX>-2 THEN VX=0
110 CX=CX+VX
' Move the Level-19 blob object
115 IF L=19 AND JO=0 THEN JO=1:JX=45:JY=10:JA=5:SCALE=2:XDRAW 6 AT JX,JY:POKE 768,200:POKE 769,10:CALL 770
120 IF L=19 AND JO=1 THEN SCALE=2:XDRAW 6 AT JX,JY:JY=JY+JA:XDRAW 6 AT JX,JY
' Move the Level-19 extra object
125 IF L=19 AND KO=1 THEN KY=KY-KV:KV=KV-4.5
'
' COLLISION DETECTION
'
' Portal/Chell
200 IF BO=0 OR GO=0 GOTO 210
201 IF CX>BX-6 AND CX<BX+6 AND CY<BY+12 AND CY>BY-12 THEN CX=GX+2*VX:CY=GY:POKE 768,180:POKE 769,40:CALL 770
202 IF CX>GX-6 AND CX<GX+6 AND CY<GY+12 AND CY>GY-12 THEN CX=BX+2*VX:CY=BY:POKE 768,180:POKE 769,40:CALL 770
' Portal/Object. Cheat a bit
203 IF KO=0 GOTO 206
204 IF KX>BX-12 AND KX<BX+12 AND KY<BY+6 AND KY>BY-6 THEN SCALE=1:KX=GX:KY=GY+6
205 IF KX>GX-12 AND KX<GX+12 AND KY<GY+6 AND KY>GY-6 THEN SCALE=1:KX=BX:KY=BY+6
' Portal/Blob
206 IF L=1 OR JO=0 GOTO 210
207 IF JX>BX-12 AND JX<BX+12 AND JY<BY+6 AND JY>BY-6 THEN SCALE=2:XDRAW 6 AT JX,JY:JX=GX:JY=GY-6:JA=-JA:XDRAW 6 AT JX,JY
208 IF JX>GX-12 AND JX<GX+12 AND JY<GY+6 AND JY>GY-6 THEN SCALE=2:XDRAW 6 AT JX,JY:JX=BX:JY=BY-6:JA=-JA:XDRAW 6 AT JX,JY
' Edges
210 IF CX<7 THEN CX=7:VX=0
211 IF L=1 AND CX>271 THEN L=19:PR=1:GOTO 15
212 IF CX>271 THEN CX=271:VX=0
214 IF CY<7 THEN CY=7:VY=-VY
' Floors
220 IF L=1 THEN GOTO 233
' Level 19 Floors
221 IF CY > 112 THEN CY=112:VY=0:VX=VX/2
' Incinerator
222 IF CX > 240 AND CY>100 THEN GOTO 800
223 IF CX > 215 AND CY>105 THEN CX=215
' Dropping Blob
224 IF JO<=0 GOTO 229
225 IF JX>CX-5 AND JX<CX+5 AND JY>CY-7 AND JY<CY+7 THEN GOTO 800
226 IF JY>120 THEN SCALE=2:XDRAW 6 AT JX,JY:JO=0
227 IF JA<0 AND JY<5 THEN SCALE=2:XDRAW 6 AT JX,JY:JO=0
228 IF JX>110 AND JX<130 AND JY>60 AND JY<85 THEN GOSUB 3000
' Object
229 IF KO=1 AND KY>115 THEN KY=115:KV=0
' Object in Incinerator
230 IF KO=1 AND KX>240 AND KY>100 THEN GOSUB 4000
231 GOTO 240
' Level 1 Floors
233 IF CX < 119 AND CY > 112 THEN CY=112:VY=0:VX=VX/2
234 IF CX > 161 AND CY > 112 THEN CY=112:VY=0:VX=VX/2
235 IF CX > 119 AND CX < 161 AND CY>140 THEN GOTO 800
' LASER
238 IF ZY>CY-8 AND ZY<CY+8 AND CX+6>ZX AND CX-6<240 THEN GOTO 700
239 IF PY>CY-8 AND PY<CY+8 AND CX+6>0 AND CX-6<PX THEN GOTO 700
'
240 REM
' DRAW AT UPDATE CO-ORDS
' CHELL
245 IF OX=CX AND OY=CY AND OD=CD GOTO 254
250 SCALE=1:XDRAW 4+OD AT OX,OY
251 XDRAW 4+CD AT CX,CY
' Crosshairs
254 IF LX=SX AND LY=SY AND LR=PR GOTO 260
255 SCALE=2:ROT=0:IF LR=1 THEN ROT=16
256 XDRAW 1 AT LX,LY:ROT=0:IF PR=1 THEN ROT=16
257 XDRAW 1 AT SX,SY:ROT=0
' Object
260 IF UX=KX AND UY=KY GOTO 300
265 SCALE=1:XDRAW 7 AT UX,UY:XDRAW 7 AT KX,KY
300 REM
500 GOTO 30
'
700 REM LASER DEAD
705 HCOLOR=3
707 GOSUB 8010
710 SCALE=1:XDRAW 4+OD AT OX,OY:ROT=32:XDRAW 4+CD AT CX,CY
715 M=CX:IF ZX>CX THEN M=ZX
720 FOR I=240 TO M STEP -6:HPLOT I,ZY TO I+3,ZY:X=PEEK(-16336):NEXT I
730 FOR I=PX TO CX STEP -6:HPLOT I,PY TO I+3,PY:X=PEEK(-16336):NEXT I
'
800 REM DEAD
805 VTAB 22:PRINT "YOU DIED!":PRINT "TRY AGAIN? (Y/N) ";
810 GET A$
815 IF A$="Y" THEN GOTO 15
820 IF A$="N" THEN GOTO 999
830 GOTO 810
'
999 END
1000 REM LEVEL 1
' FLOOR
1005 HCOLOR=3
1010 HPLOT 0,120 TO 112,120 TO 112,159 TO 168,159 TO 168,120 TO 279,120
' "WATER"
1015 HCOLOR=1
1020 FOR I=113 TO 167:HPLOT I,130 TO I,158:NEXT I
' PLATFORM
1030 HCOLOR=2:FOR I=230 TO 279:HPLOT I,50 TO I,56:NEXT I
' SENTRY
1035 HCOLOR=3:HPLOT 242,40 TO 242,46:HPLOT 243,40 TO 243,46:HPLOT 247,40 TO 247,46:HPLOT 248,40 TO 248,46
1037 HPLOT 243,39 TO 247,39:HPLOT 242,46 TO 248,46
1038 HPLOT 240,47 TO 241,47:HPLOT 239,48 TO 240,48:HPLOT 239,49 TO 240,49
1039 HPLOT 249,47 TO 250,47:HPLOT 250,48 TO 251,48:HPLOT 250,49 TO 251,49
1040 HCOLOR=5:HPLOT 244,41 TO 245,41:HPLOT 244,43 TO 245,43
' LASER
1042 HPLOT ZX,ZY TO 240,ZY
'
' COMPANION CUBE
' 0123456789012
'0 #### ### ####
'1 ### ###
'2 ## ##
'3 ## ##
'4 ## ##### ##
'5 ## ##### ##
'6 ###
'7 ## # #
'8 ### ###
'9 #### ### ####
1050 HCOLOR=3:X=261:Y=39
1052 HPLOT X,Y TO X+3,Y :HPLOT X+5,Y TO X+7,Y:HPLOT X+9,Y TO X+12,Y
1054 HPLOT X,Y+1 TO X+2,Y+1: HPLOT X+10,Y+1 TO X+12,Y+1
1056 HPLOT X,Y+2 TO X+1,Y+2: HPLOT X+11,Y+2 TO X+12,Y+2
1058 HPLOT X,Y+4 TO X+1,Y+4: HPLOT X+11,Y+4 TO X+12,Y+4
1060 HPLOT X,Y+5 TO X+1,Y+5: HPLOT X+11,Y+5 TO X+12,Y+5
1062 HPLOT X,Y+7 TO X+1,Y+7: HPLOT X+11,Y+7 TO X+12,Y+7
1064 HPLOT X,Y+8 TO X+2,Y+8: HPLOT X+10,Y+8 TO X+12,Y+8
1066 HPLOT X,Y+9 TO X+3,Y+9:HPLOT X+5,Y+9 TO X+7,Y+9:HPLOT X+9,Y+9 TO X+12,Y+9
1068 HPLOT X+4,Y+3 TO X+5,Y+3:HPLOT X+7,Y+3 TO X+8,Y+3
1070 HPLOT X+4,Y+4 TO X+8,Y+4
1072 HPLOT X+4,Y+5 TO X+8,Y+5
1074 HPLOT X+5,Y+6 TO X+7,Y+6
1076 HPLOT X+6,Y+7
' EXIT SIGN
1100 X=266:Y=90:HCOLOR=3
1102 FOR I=0 TO 10:HPLOT X,Y+I TO X+12,Y+I:NEXT I
1103 HCOLOR=0:HPLOT X+2,Y+5 TO X+10,Y+5
1104 HPLOT X+8,Y+4 TO X+9,Y+4:HPLOT X+8,Y+6 TO X+9,Y+6
1105 HPLOT X+7,Y+3 TO X+8,Y+3:HPLOT X+7,Y+7 TO X+8,Y+7
1106 HPLOT X+6,Y+2 TO X+7,Y+2:HPLOT X+6,Y+8 TO X+7,Y+8
1107 HPLOT X+5,Y+1 TO X+6,Y+1:HPLOT X+5,Y+9 TO X+6,Y+9
1110 HCOLOR=6:HPLOT 278,100 TO 278,119
1199 RETURN
' LEVEL 19
2000 PRINT D$;"BLOAD GLADOS.HGR"
' Draw the blue core
2005 SCALE=1:KX=150:KY=65:XDRAW 7 AT KX,KY:KO=0
2007 HTAB 3:VTAB 21: PRINT "Well, you found me. Congratulations."
2099 RETURN
' GLADOS INJURED
3000 HTAB 3:VTAB 21:PRINT " Nice job breaking it, hero. "
3005 JO=-1
3010 FOR I=1 TO 10
3015 XDRAW 7 AT 110,60:V=PEEK(-16336):XDRAW 7 AT 130,60
3020 XDRAW 7 AT 130,85:V=PEEK(-16336):XDRAW 7 AT 110,85
3030 XDRAW 7 AT 120,85:V=PEEK(-16336)
3040 NEXT I
' Release the orb
3050 KO=1
3099 RETURN
' GLADOS DESTROYED
4000 VTAB 20:PRINT:PRINT:PRINT:PRINT:PRINT:PRINT
4005 HCOLOR=5
4010 FOR X=0 TO 278 STEP 5:HPLOT X,0 TO 120,85:V=PEEK(-16336):NEXT X
4015 FOR Y=0 TO 159 STEP 5:HPLOT 278,Y TO 120,85:V=PEEK(-16336):NEXT Y
4020 FOR X=278 TO 0 STEP -5:HPLOT X,159 TO 120,85:V=PEEK(-16336):NEXT X
4025 FOR Y=159 TO 0 STEP -5:HPLOT 0,Y TO 120,85:V=PEEK(-16336):NEXT Y
4097 GET A$
4098 PRINT:PRINT D$;"RUN STILL_ALIVE.BAS"
4099 END
' HELP
5000 REM HELP
5010 TEXT:HOME
5020 PRINT " **** HELP ****"
5025 PRINT
5030 PRINT " CHELL PORTAL GUN"
5035 PRINT " ~~~~~~~~~~~~~ ~~~~~~~~~~~~~"
5040 PRINT " A = MOVE LEFT I = UP"
5045 PRINT " D = MOVE RIGHT J,U = LEFT"
5050 PRINT " SPACE = JUMP K,O = RIGHT"
5055 HTAB 24:PRINT "M = DOWN"
5060 HTAB 24:PRINT ", = SHOOT BLUE"
5065 HTAB 24:PRINT ". = SHOOT ORANGE"
5070 PRINT " Q = QUIT ; = ROTATE PORTAL"
5080 PRINT " 1 = ENABLE JOYSTICK"
5100 PRINT:GET A$
' return to hires
5110 POKE -16304,0
5120 RETURN
' DRAW BLUE PORTAL
6000 REM DRAW BLUE
6002 POKE 768,143:POKE 769,40:CALL 770
' Erase old
6004 SCALE=2: IF PR=1 THEN SCALE=1
6005 IF BO=1 THEN XDRAW 2+PR AT BX,BY
6010 BX=SX:BY=SY
6020 BO=1:XDRAW 2+PR AT BX,BY
6025 IF BO=1 AND GO=1 AND L=1 THEN GOTO 7000
6030 RETURN
' DRAW ORANGE PORTAL
6100 REM DRAW ORANGE
6102 POKE 768,72:POKE 769,40:CALL 770
' Erase old
6104 SCALE=2: IF PR=1 THEN SCALE=1
6105 IF GO=1 THEN XDRAW 2+PR AT GX,GY
6110 GX=SX+1:GY=SY
6120 GO=1:XDRAW 2+PR AT GX,GY
6125 IF BO=1 AND GO=1 AND L=1 THEN GOTO 7000
6130 RETURN
'
' Handle Laser/Portal Interaction
7000 REM
' ERASE OLD
7010 HCOLOR=4:HPLOT ZX,ZY TO 240,ZY:HPLOT PX,PY TO 0,PY
' Check if hitting Blue
7010 IF (ZY>BY-7 AND ZY<BY+7) THEN 7030
' Check if hitting Orange
7012 IF (ZY>GY-7 AND ZY<GY+7) THEN 7040
' Not hitting any
7015 PX=0:PY=0:ZX=0:HCOLOR=5:HPLOT ZX,ZY TO 240,ZY
7020 GOTO 7500
7030 REM HIT BLUE
7032 ZX=BX:PX=GX:PY=GY
7035 GOTO 7050
7040 ZX=GX:PX=BX:PY=BY
7050 HCOLOR=5:HPLOT ZX,ZY TO 240,ZY
7055 HPLOT PX,PY TO 0,PY
7500 RETURN
'
' Turret Talking
'
8000 R=INT(RND(1)*2)
8001 HTAB 20:VTAB 21
8002 IF R=0 THEN PRINT "Searching... "
8003 IF R=1 THEN PRINT "Is anyone there?"
8005 RETURN
'
' Turret Firing
'
8010 R=INT(RND(1)*3)
8011 HTAB 20:VTAB 21
8012 IF R=0 THEN PRINT "Firing. "
8013 IF R=1 THEN PRINT "There you are. "
8014 IF R=2 THEN PRINT "I see you. "
8015 RETURN
'
' Level Transition
'
9000 HOME:POKE 32,8:PRINT
9001 PRINT"************************"
9002 PRINT"* *"
9003 IF L=1 GOTO 9020
9004 IF L=19 GOTO 9030
' Too lazy to implement full number printing routine
9006 PRINT"* ??? ??? *"
9008 PRINT"* ? ? ? ? *"
9010 PRINT"* ? ? *"
9012 PRINT"* ? ? *"
9014 PRINT"* o o *"
9016 GOTO 9040
9020 PRINT"* @@@@@ @@ *"
9022 PRINT"* @ @ @ @ *"
9024 PRINT"* @ @ @ *"
9026 PRINT"* @ @ @ *"
9028 PRINT"* @@@@@ @@@@@ *"
9029 GOTO 9040
9030 PRINT"* @@ @@@@@ *"
9032 PRINT"* @ @ @ @ *"
9034 PRINT"* @ @@@@@ *"
9036 PRINT"* @ @ *"
9038 PRINT"* @@@@@ @@@@@ *"
9040 REM
9042 PRINT"* *"
9044 PRINT"* ";:IF L<10 THEN PRINT "0";
9046 PRINT L;"/19 *"
9048 PRINT"* ___________________ *"
9049 PRINT"* ";
9050 FOR I=1 TO L:PRINT "|";:NEXT I
9052 FOR I=L TO 19:PRINT " ";:NEXT I
9054 PRINT" *"
9056 PRINT"* *"
9058 PRINT"* ___________________ *"
9060 IF L=1 GOTO 9079
9062 PRINT"* # *"
9064 PRINT"* #### _()_ [=|=] *"
9066 PRINT"* #*# |____ *"
9068 PRINT"* ===== |____ O *"
9078 GOTO 9086
9079 PRINT"* ___ *"
9080 PRINT"* \o/ [] [] o () *"
9082 PRINT"* ~~~~~ [ V ] /< _ *"
9084 PRINT"* / \ []_[] <=> | *"
9086 PRINT"* *"
9088 PRINT"************************"
9090 POKE 32,0
9091 FOR I=1 TO 2500:NEXT I
9099 RETURN
'
' ISSUES:
' BUG: Shouldn't be able to create portals underground
' BUG: Artifacts when deleting portals
'
' TODO:
'
' Opening:
' General:
' FUTURE: Parametric Levels (Generic Game Engine)
' FUTURE: Button to specify horizontal vs vertical portals
' BUG: Physics: can walk when in air
'
' Level 1/19:
' FUTURE: Walking animation?
' FUTURE: Walk on all platforms
' FUTURE: Knock over sentries from behind
' FUTURE: Sentries an object that can go through portal
' BUG: Chell changes color (turns into Mel) going through O->B portal?
'
' End level:
' BUG: Come into level with high VX?
' FUTURE: Objects can be picked up with gun?
' This is doable but would hugely complicate the code
'
' FUTURE: Add countdown timer from 5 mins?
' Think it would just slow things down for no good reason
'
' It turns out it is impossible to draw an ASCII Cake
'
' __ /@/|
' /@/| | |/|
' ///| |_|/
' |//
'
' Fire? Am I too lazy to update the icons for Level 19?
' # #
' ## #
' ####
' #*#
'