tb1/legacy_pascal/levelone.pas

397 lines
14 KiB
ObjectPascal
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1996-08-27 01:02:00 +00:00
Procedure levelone;
VAR loop1,loop2:integer;
ch,ch2:char;
shieldcol:integer;
saucersout:integer;
bullet1x,bullet1y,bullet2x,bullet2y,i,wave:integer;
bullet1out,bullet2out:boolean;
whichone,temp,temp2,whichwave:integer;
tempst:string;
what:byte;
itemp,jtemp:byte;
procedure waveincrease;
begin
inc(wave);
dec(saucersout);
if saucersout<0 then saucersout:=0;
if wave<6 then whichwave:=4;
if (wave>=6) and (wave<=12) then whichwave:=4; {1}
if (wave>12) and (wave<=20) then whichwave:=4; {2}
if (wave>20) and (wave<=30) then whichwave:=4; {3}
if (wave>30) and (wave<=36) then whichwave:=4; {2}
if (wave>36) and (wave<=45) then whichwave:=3;
if (wave>45) and (wave<=50) then whichwave:=1;
if (wave>50) and (wave<=60) then whichwave:=3;
if (wave>60) and (wave<=70) then whichwave:=2;
if (wave>70) and (wave<=75) then whichwave:=1;
if (wave>75) and (wave<=85) then whichwave:=3;
if (wave>85) and (wave<=95) then whichwave:=2;
if (wave>95) and (wave<=100) then whichwave:=1;
if (wave>100) then whichwave:=4;
end;
BEGIN
wave:=0;
whichwave:=0;
pal(254,0,0,0);
shieldcol:=0;
shipx:=36;
shipadd:=0;
shipframe:=1;
shipspeed:=5;
ch:=#1; ch2:=#1;
for i:=0 to 4 do begin
enemy[i].exploding:=false;
enemy[i].out:=false;
end;
bullet1out:=false; bullet2out:=false;
bullet1x:=0; bullet1y:=0;
bullet2x:=0; bullet2y:=0;
saucersout:=0;
flip(vaddr2,vaddr);
str(level,tempst);
fillblock(251,52,314,59,0,vaddr);
outtextxy(tempst,307,51,12,0,vaddr,false);
cls(0,vaddr2);
for i:=0 to 50 do
putshape240(shapearray[12],
vaddr2,18,17,random(238),random(260));
for i:=0 to 50 do
putshape240(shapearray[13],
vaddr2,18,17,random(238),random(260));
{putshape240(shapearray[11],
vaddr2,18,17,10,20);}
pal(254,shields*4,0,0);
howmuchscroll:=65;
{**** GAME LOOP ****}
{*******************}
Repeat
ch2:=#1;
ch:=#1;
dec(howmuchscroll);
if howmuchscroll<1 then begin
flip65(vaddr2,2925,vaddr3,0);
flip65(vaddr2,1950,vaddr2,2925);
flip65(vaddr2,975,vaddr2,1950);
flip65(vaddr2,0,vaddr2,975);
flip65(vaddr3,0,vaddr2,0);
howmuchscroll:=65;
end;
flip240(howmuchscroll);
{***Collsion Check***}
for i:=0 to 4 do begin
if (enemy[i].out=true) then begin
if (bullet1out) then begin
if collision(bullet1x+3,bullet1y,bullet1x+17,bullet1y+13,
enemy[i].x,enemy[i].y,enemy[i].x+20,
enemy[i].y+20) then begin
{StartSound(Sound[1], 0, false);}
dec(enemy[i].hitsneeded);
if enemy[i].hitsneeded=0 then enemy[i].dead:=true
else enemy[i].dead:=false;
enemy[i].exploding:=true;
enemy[i].explodprogress:=0;
bullet1out:=false;
inc(score,10);
changescore;
end;
end;
if (bullet2out) then begin
if collision(bullet2x+3,bullet2y,bullet2x+17,bullet2y+13,
enemy[i].x,enemy[i].y,enemy[i].x+20,
enemy[i].y+20) then begin
{StartSound(Sound[1], 0, false);}
dec(enemy[i].hitsneeded);
if enemy[i].hitsneeded=0 then enemy[i].dead:=true
else enemy[i].dead:=false;
enemy[i].exploding:=true;
enemy[i].explodprogress:=0;
bullet2out:=false;
inc(score,10);
changescore;
end;
end;
end;
end;
{***DO EXPLOSIONS***}
for i:=0 to 4 do begin
if enemy[i].exploding=true then begin
inc(enemy[i].explodprogress);
if enemy[i].explodprogress<=5 then
putshape(shapearray[enemy[i].explodprogress+15],
vaddr,18,17,enemy[i].x,enemy[i].y)
else
if enemy[i].dead then begin
enemy[i].out:=false;
enemy[i].exploding:=false;
waveincrease;
end
else enemy[i].exploding:=false;
end;
end;
{***MOVE BULLET***}
if bullet1out then begin
dec(bullet1y,5);
if bullet1y<5 then bullet1out:=false;
if bullet1out then putshape(shape1off,vaddr,18,17,bullet1x,bullet1y);
end;
if bullet2out then begin
dec(bullet2y,5);
if bullet2y<5 then bullet2out:=false;
if bullet2out then putshape(shape1off,vaddr,18,17,bullet2x,bullet2y);
end;
{***MOVE ENEMIES***}
for i:=0 to 4 do begin
if (enemy[i].out=true) and (enemy[i].dead=false) then begin
putshape(shapearray[enemy[i].kind],vaddr,18,17,enemy[i].x,enemy[i].y);
enemy[i].x:=enemy[i].x+enemy[i].xspeed;
{*Check Position*}
if enemy[i].boundarycheck=false then inc(enemy[i].y,enemy[i].yspeed);
if (enemy[i].x<=enemy[i].minx) or (enemy[i].x>=enemy[i].maxx) then begin
enemy[i].xspeed:=-enemy[i].xspeed;
enemy[i].x:=enemy[i].x+enemy[i].xspeed;
inc(enemy[i].y,enemy[i].yspeed);
end;
{*Too Low*}
if enemy[i].y>179 then begin
enemy[i].out:=false;
end;
if enemy[i].y>140 then begin
if collision(shipx,165,
shipx+48,194,
enemy[i].x,enemy[i].y,
enemy[i].x+17,enemy[i].y+15)
then begin
enemy[i].exploding:=true;
enemy[i].explodprogress:=0;
dec(shields);
fillblock(250,71,314,79,0,vaddr);
if shields>0 then begin
pal(254,shields*4,0,0);
for itemp:=0 to shields do
for jtemp:=71 to 78 do
horizontalline(250+(itemp*4),
254+(itemp*4),jtemp,
47-itemp,vaddr);
end;
end;
end;
end;
end;
{***START NEW WAVE***}
{**STANDARD**}
if (saucersout=0) and (whichwave=0) then begin
saucersout:=5;
what:=random(8)+3;
for temp:=0 to 4 do begin
enemy[temp].kind:=what;
enemy[temp].x:=0;
enemy[temp].y:=0;
enemy[temp].xspeed:=5;
enemy[temp].x:=temp*20;
enemy[temp].minx:=(temp*20);
enemy[temp].maxx:=(temp*20)+120;
enemy[temp].boundarycheck:=true;
enemy[temp].yspeed:=10;
enemy[temp].out:=true;
enemy[temp].exploding:=false;
enemy[temp].hitsneeded:=1;
enemy[temp].dead:=false;
end;
end;
{**FALLING STRAIGHT**}
if whichwave=3 then begin
for temp:=0 to 4 do
if enemy[temp].out=false then begin
enemy[temp].kind:=random(8)+3;
enemy[temp].x:=random(200)+1;
enemy[temp].y:=0;
enemy[temp].xspeed:=0;
enemy[temp].minx:=enemy[temp].x;
enemy[temp].maxx:=enemy[temp].x;
enemy[temp].boundarycheck:=true;
enemy[temp].yspeed:=5;
enemy[temp].out:=true;
enemy[temp].exploding:=false;
enemy[temp].hitsneeded:=1;
enemy[temp].dead:=false;
end;
end;
{**FALLING GRADUALLY SIDEWAYS**}
if whichwave=2 then begin
for temp:=0 to 4 do
if enemy[temp].out=false then begin
enemy[temp].kind:=random(8)+3;
enemy[temp].y:=0;
enemy[temp].xspeed:=5;
enemy[temp].minx:=random(100);
enemy[temp].maxx:=random(100)+120;
enemy[temp].x:=enemy[temp].minx;
enemy[temp].boundarycheck:=false;
enemy[temp].yspeed:=1;
enemy[temp].out:=true;
enemy[temp].exploding:=false;
enemy[temp].hitsneeded:=1;
enemy[temp].dead:=false;
end;
end;
{**ZIG-ZAG**}
if (whichwave=1) and (saucersout=0) then begin
saucersout:=5;
whichone:=random(8)+3;
for temp:=0 to 4 do
if enemy[temp].out=false then begin
enemy[temp].kind:=whichone;
enemy[temp].y:=temp*10;
enemy[temp].xspeed:=5;
enemy[temp].minx:=0;
enemy[temp].maxx:=220;
enemy[temp].x:=temp*20;
enemy[temp].boundarycheck:=false;
enemy[temp].yspeed:=1;
enemy[temp].out:=true;
enemy[temp].exploding:=false;
enemy[temp].hitsneeded:=1;
enemy[temp].dead:=false;
end;
end;
if (whichwave=4) then begin
if saucersout=0 then begin
enemy[0].kind:=15;
enemy[1].kind:=15;
enemy[2].kind:=14;
for temp:=0 to 2 do begin
enemy[temp].x:=temp*20;
enemy[temp].y:=0;
enemy[temp].xspeed:=5;
enemy[temp].minx:=0;
enemy[temp].maxx:=220;
enemy[temp].boundarycheck:=true;
enemy[temp].yspeed:=0;
enemy[temp].out:=true;
enemy[temp].exploding:=false;
enemy[temp].hitsneeded:=3;
enemy[temp].dead:=false;
end;
saucersout:=5;
end;
if enemy[i].kind=15 then
for temp:=3 to 4 do begin
saucersout:=5;
if (enemy[temp].out=false)
and (enemy[temp-3].out=true) then begin
enemy[temp].kind:=random(8)+3;
enemy[temp].x:=enemy[temp-3].x;
enemy[temp].y:=20;
enemy[temp].xspeed:=0;
enemy[temp].minx:=enemy[temp].x;
enemy[temp].maxx:=enemy[temp].x;
enemy[temp].boundarycheck:=false;
enemy[temp].yspeed:=7;
enemy[temp].out:=true;
enemy[temp].exploding:=false;
enemy[temp].hitsneeded:=1;
enemy[temp].dead:=false;
end;
end;
end;
{***READ KEYBOARD***}
if keypressed then BEGIN
ch:=readkey;
if ch=chr(0) then ch2:=readkey;
if ch2='M' then
if shipadd>=0 then inc(shipadd,3) else shipadd:=0;
if ch2='K' then
if shipadd<=0 then dec(shipadd,3) else shipadd:=0;
if ch2=';' then help;
if ch2='<' then begin
cls(0,vga);
coolbox(0,0,319,199,false,vga);
outtextxy('SAVE GAME',124,10,4,0,vga,false);
outtextxy('THIS WILL ONLY SAVE HOW YOU WERE',10,20,4,0,vga,false);
outtextxy('AT THE BEGINNING OF THE LEVEL!!!',10,30,4,0,vga,false);
findfirst('SG?.TB1',ANYFILE,filestuff);
ondisk:='ALREADY SAVED GAMES:';
while doserror=0 do with filestuff do
begin
ondisk:=concat(ondisk,name[3]);
findnext(filestuff);
end;
if ondisk='' then ondisk:=concat(ondisk,'NONE');
outtextxy(ondisk,10,50,4,0,vga,false);
outtextxy('SAVE WHICH GAME?',10,60,4,0,vga,false);
repeat until keypressed;
tempch:=readkey;
if (tempch>='0') and (tempch<='9') then begin
{$I-}
ondisk:=concat('SG',tempch,'.TB1');
assign(savegamef,ondisk);
rewrite(savegamef);
{$I+}
If IOResult=0 then begin
writeln(savegamef,beginscore);
writeln(savegamef,level);
writeln(savegamef,beginshields);
close(savegamef);
outtextxy('GAME SAVED',120,150,15,0,vga,false);
end
else outtextxy('ERROR! GAME NOT SAVED!',102,150,15,0,vga,false);
outtextxy('PRESS ANY KEY...',96,180,4,0,vga,false);
repeat; until keypressed; tempch:=readkey;
end;
end;
end;
if (ch=' ') then begin
if (bullet1out=false) then begin
{if sbsound then StartSound(Sound[0], 0, false);}
bullet1out:=true;
bullet1x:=shipx+15;
bullet1y:=165;
putshape(shape1off,vaddr,18,17,bullet1x,bullet1y);
end
else
if (bullet2out=false) then begin
{if sbsound then StartSound(Sound[0], 0, false);}
bullet2out:=true;
bullet2x:=shipx+15;
bullet2y:=165;
putshape(shape1off,vaddr,18,17,bullet2x,bullet2y);
end;
end;
{***MOVE SHIP***}
shipx:=shipx+shipadd;
if (shipx<1) then shipx:=1;
if (shipx>190) then shipx:=190;
CASE shipframe of
1 : putshape (bigship1off,vaddr,48,29,shipx,165);
3 : putshape (bigship3off,vaddr,48,29,shipx,165);
2,4 : putshape (bigship2off,vaddr,48,29,shipx,165);
END;
inc(shipframe);;
if shipframe=5 then shipframe:=1;
waitretrace;
flip (vaddr,vga);
waitretrace;
until (ch=#27) or (shields<0);
END;