tb1/tb1.pas
2012-11-29 23:36:14 -05:00

4176 lines
125 KiB
ObjectPascal
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program TOM_BOMB_EM_AND_INVASION_OF_INANIMATE_OBJECTS;
{version 2.4a}
{by Vincent Weaver....21085-4706}
uses svmwgraph,nvmwgraph,crt,detect,smix,dos;
{$G+}
{$I tb1ans.pas}
const
XMSRequired = 90; {XMS memory required to load the sounds (KBytes) }
SharedEMB = true;
{TRUE: All sounds will be stored in a shared EMB}
{FALSE: Each sound will be stored in a separate EMB}
NumSounds = 8;
{Shape Table Values For Story}
bargeoff = 0;
bigflame1off = 290;
bigflame2off = 780;
sflame2off = 1270;
sflame1off = 1290;
truck1off = 1310;
truck2off = 1370;
explo1off = 1430;
explo2off = 1730;
rent1off = 2030;
{Shape Table Values for Game}
shape1off = 8000;
shape2off = 8400;
shape3off = 8800;
shape4off = 9200;
shape5off = 9600;
shape6off = 10000;
shape7off = 10400;
shape8off = 10800;
shape9off = 11200;
shape10off = 11600;
shape11off = 12000;
shape12off = 12400;
shape13off = 12800;
shape14off = 13200;
shape15off = 13600;
shape16off = 14000;
shape17off = 14400;
shape18off = 14800;
shape19off = 15200;
shape20off = 15600;
bigship1off = 0;
bigship2off = 1600;
bigship3off = 3200;
shapearray :
array [1..20] of word =(8000,8400,8800,9200,
9600,10000,10400,10800,
11200,11600,12000,12400,
12800,13200,13600,14000,
14400,14800,15200,15600);
shape2array :
array [0..39] of word =(8000,8200,8400,8600,8800,
9000,9200,9400,9600,9800,
10000,10200,10400,10600,10800,
11000,11200,11400,11600,11800,
12000,12200,12400,12600,12800,
13000,13200,13400,13600,13800,
14000,14200,14400,14600,14800,
15000,15200,15400,15600,15800);
shape3array :
array [0..79] of word =(8000,8100,8200,8300,8400,
8500,8600,8700,8800,8900,
9000,9100,9200,9300,9400,
9500,9600,9700,9800,9900,
10000,10100,10200,10300,10400,
10500,10600,10700,10800,10900,
11000,11100,11200,11300,11400,
11500,11600,11700,11800,11900,
12000,12100,12200,12300,12400,
12500,12600,12700,12800,12900,
13000,13100,13200,13300,13400,
13500,13600,13700,13800,13900,
14000,14100,14200,14300,14400,
14500,14600,14700,14800,14900,
15000,15100,15200,15300,15400,
15500,15600,15700,15800,15900);
var {Brodsky's Variables}
BaseIO: word; IRQ, DMA, DMA16: byte;
Sound: array[0..NumSounds-1] of PSound;
OldExitProc: pointer;
Xsoundeffects,Xsbsound:byte;
sbsound,sbeffects:boolean;
XBASEIO,XDMA,XIRQ:word;
type ScreenType = array [0..3999] of byte; {For Ansi Loading}
EnemyInfo = record
x,y:integer;
kind:byte;
out,exploding,boundarycheck,dead:boolean;
explodprogress:byte;
minx,maxx,xspeed,yspeed:integer;
hitsneeded:integer;
end;
Obstruction = record
x,y:integer;
shooting,dead,exploding:boolean;
explodeprogress:byte;
howmanyhits:integer;
kind,lastshot:byte;
end;
Virtual = Array [1..64000] of byte; { The size of our Virtual Screen }
VirtPtr = ^Virtual; { Pointer to the virtual screen }
ShapeTable = Array [0..16000] of byte;
ShapePtr = ^ShapeTable;
var ho,mi,se,s100:word;
background:array[0..200,0..11] of byte;
tempsec:integer;
flames:boolean;
inte:integer;
dev,mix,stat,pro,loop : integer;
testr,string_param,md : string;
howmuchscroll:byte;
filestuff:searchrec; {for load game}
savegamef:text;
ondisk:string;
tempch:char;
CDROMmode:boolean;
VAR Virscr,VirScr2,VirScr3 : VirtPtr; { Our first Virtual screen }
ShapeTable1:ShapePtr;
num:byte;
Vaddr,Vaddr2,Vaddr3 : Word; { The segment of our 2nd virt. screen}
ShapeAddr:word; { The segment of the shape table}
ShapeOfs:word;
backofs,backseg:word;
ourpal : Array [0..255,1..3] of byte; { A virtual pallette }
enemy:array[0..5] of enemyinfo;
passive:array[0..30] of obstruction;
numpassive:integer;
Soundp : Pointer;
Check : BOOLEAN;
hiscore,level,shields:integer;
beginscore,beginshields:integer;
score:longint;
axel_und_carmen:boolean;
tempi,tempj:integer;
scorest:string[8];
soundeffects:boolean;
lowscore:integer;
it,hiname:string[10];
shipxadd,shipyadd,shipadd,shipx,shipy,shipspeed,shipframe:integer;
var grapherror:byte;
temp:array[1..3] of byte;
i,j:byte;
x,y,barpos:integer;
screen:screentype absolute $B800:0000;
ch:char;
procedure ClearKeyboardBuffer;
begin
mem[$0040:$001c]:=mem[$0040:$001a];
end;
procedure fillblock(xx1,yy1,xx2,yy2:integer;colo:byte;where:word);
label gus3,gus;
begin
asm
push es {Save Variables}
push ds
mov ax,where {Load where output Goes}
mov es,ax
mov ah,colo {Color To Block}
mov al,colo
mov bx,yy1
mov dx,bx {Multiply by 320 to find start row}
shl dx,5
mov cx,dx
shl dx,1
shl cx,3
add dx,cx
add dx,xx1 {Add x to get column}
mov di,dx {Load into register}
mov dx,[xx2] {Calculate width and store in dx}
sub dx,[xx1]
mov bx,320 {Calcualte and store skipover}
sub bx,dx
push bx
mov bx,[yy2] {calculate height and store in bx}
sub bx,[yy1]
gus3:
mov cx,dx
shr cx,1 {Divide width in half}
jnc gus {If even, jump}
stosb {then store odd byte}
{Jump Past}
gus:
rep stosw {Its even.. so store words}
pop cx {restore and add skipover}
add di,cx
push cx
dec bx {decrement y line}
jnz gus3 {if not zero, go back}
pop cx
pop ds {restore registers}
pop es
end;
end;
procedure ReadConfigFile;
var ff:text;
begin
if not(CDROMmode) then begin
{$I-}
assign(ff,'config.tb1');
reset(ff);
close(ff);
{$I+}
if IOresult<>0 then begin
textcolor(12);
writeln('Warning: Missing or Invalid "config.tb1" file');
writeln;
textcolor(3);
writeln('If you are running this off of a CD-ROM drive:');
textcolor(7);
writeln(' For optimal performance you should copy this game');
writeln(' to a floppy or hard disk. However you can play in');
writeln(' read only mode.');
writeln;
textcolor(3);
writeln('If you are not running this off of a CD-ROM drive:');
textcolor(7);
write(' Please run the "');
textcolor(2);
write('tbsetup');
textcolor(7);
writeln('" utility included to set');
writeln(' up your computer. Thank You.');
writeln;
textcolor(3);
writeln('It is possible to play this game in read only mode. There will');
writeln('be no high scores or saved games, but it is playable.');
writeln;
textcolor(12);
writeln('Press ''R'' to play in read-only mode.');
clearkeyboardbuffer;
repeat until keypressed;
ch:=readkey;
textcolor(7);
if upcase(ch)='R' then CDROMmode:=true
else halt(5);
end;
end;
if not(CDROMmode) then begin
assign(ff,'config.tb1');
reset(ff);
readln(ff,Xsoundeffects);
readln(ff,Xsbsound);
readln(ff,Xbaseio);
readln(ff,Xirq);
readln(ff,Xdma);
close(ff);
end
else begin
writeln;
writeln;
textcolor(2);
writeln('Do you want soundblaster effects? (y/n)');
writeln;
textcolor(7);
writeln(' (If you encounter problems, be sure the SET BLASTER');
writeln(' environmental variable is set. See your soundcard''s manual).');
clearkeyboardbuffer;
repeat until keypressed;
ch:=readkey; if upcase(ch)='Y' then begin
xsbsound:=1; Xsoundeffects:=1; soundeffects:=true;
end
else begin xsbsound:=0; Xsoundeffects:=0; soundeffects:=false;
end;
end;
end;
function menuread:char;
var chtemp,ch2:char;
begin
repeat until keypressed;
ch2:=#0;
chtemp:=readkey;
if chtemp=chr(0) then ch2:=readkey;
chtemp:=upcase(chtemp);
if (ord(chtemp)<10) and (ord(chtemp)<128) then begin
if ch2='H' then chtemp:='<27>'; {up}
if ch2='M' then chtemp:='<27>'; {right}
if ch2='P' then chtemp:='<27>'; {down}
if ch2='K' then chtemp:='<27>'; {left}
if ch2=';' then chtemp:='<27>'; {f1}
if ch2='I' then chtemp:='<27>'; {pgup}
if ch2='Q' then chtemp:='<27>'; {pgdown}
end;
menuread:=chtemp;
end;
procedure coolbox(x1,y1,x2,y2:integer;fill:boolean;page:word);
begin
for i:=0 to 5 do box(x1+i,y1+i,x2-i,y2-i,31-i,page);
if fill then for i:=y1+5 to y2-5 do
horizontalline(x1+5,x2-5,i,7,page);
end;
Procedure ShutDown;
{ This frees the memory used by the virtual screen }
BEGIN
FreeMem (VirScr,64000);
FreeMem (VirScr2,64000);
FreeMem (VirScr3,16800);
FreeMem (ShapeTable1,16000);
END;
Procedure SetUpVirtual;
{ This sets up the memory needed for the virtual screen }
BEGIN
GetMem (VirScr,64000);
vaddr := seg (virscr^);
GetMem (VirScr2,64000);
vaddr2 := seg (virscr2^);
GetMem (VirScr3,16800);
vaddr3:=seg(virscr3^);
GetMem (ShapeTable1,16000);
shapeaddr:= seg (ShapeTable1^);
shapeofs:=ofs (ShapeTable1^);
backofs:=ofs(background);
backseg:=seg(background);
END;
function showhiscore(showchart,savelist:boolean):integer;
var hilist:text;
testr:string[10];
place,tempi:integer;
names:array[0..9] of string[10];
scores:array[0..9] of longint;
label bob;
begin
assign(hilist,'HISCORE.TB1');
reset(hilist);
for i:=0 to 9 do readln(hilist,names[i]);
for i:=0 to 9 do readln(hilist,scores[i]);
close(hilist);
lowscore:=scores[9];
showhiscore:=scores[0];
if showchart then begin
fillblock(45,40,285,160,7,vga);
coolbox(45,40,285,160,false,vga);
for i:=0 to 9 do
outtextxy(names[i],51,46+(i*10),9,7,vga,true);
for i:=0 to 9 do begin
str(scores[i],testr);
outtextxy(testr,181,46+(i*10),9,7,vga,true);
end;
repeat until keypressed;
ch:=readkey;
end;
if savelist then begin
place:=0;
for tempi:=0 to 9 do if score>scores[tempi] then inc(place);
place:=10-place;
for tempi:=9 downto place do scores[tempi]:=scores[tempi-1];
for tempi:=9 downto place do names[tempi]:=names[tempi-1];
scores[place]:=score;
names[place]:=hiname;
if not(CDROMmode) then begin
assign(hilist,'HISCORE.TB1');
rewrite(hilist);
for i:=0 to 9 do writeln(hilist,names[i]);
for i:=0 to 9 do writeln(hilist,scores[i]);
close(hilist);
end;
end;
end;
procedure putshape240over(shapeoffset,towhere,xacross,yacross,xx,yy:word);
label bob,bob2,bob3;
begin
asm
{saves registers}
push ds
mov cx,[yy] {multiplies y value by 320}
shl cx,4
mov ax,cx
shl cx,1
add ax,cx
shl cx,1
add ax,cx
shl cx,1
add ax,cx
add ax,[xx] {adds the x-value to get offset}
mov di,ax
mov bx,[yacross]
xor dx,dx
mov ax,[shapeaddr] {moves segment of array}
mov ds,ax
mov ax,[shapeoffset] {moves offsett if array}
{add ax,[shapeofs]}
mov si,ax
mov ax,towhere {loads place to move it}
mov es,ax
xor cx,cx
xor dx,dx
mov ax,240
sub ax,[xacross] {xacross?}
bob:
mov cx,[xacross] {how long to loop across (the x-size of array)}
rep movsb
cmp dx,bx
jz bob3
xor cx,cx
add di,ax
inc dx
jmp bob
bob3:
{restore variables}
pop ds
end;
end;
procedure putshape240(shapeoffset,towhere,xacross,yacross,xx,yy:word);
label bob,bob4,bob2,bob3;
begin
asm
{saves registers}
push ds
mov cx,[yy] {multiplies y value by 320}
shl cx,4
mov ax,cx
shl cx,1
add ax,cx
shl cx,1
add ax,cx
shl cx,1
add ax,cx
add ax,[xx] {adds the x-value to get offset}
mov di,ax
mov bx,240
sub bx,[xacross] {xacross?}
push bx
mov bx,[yacross]
xor dx,dx
mov ax,[shapeaddr] {moves segment of array}
mov ds,ax
mov ax,[shapeoffset] {moves offsett if array}
{add ax,[shapeofs]}
mov si,ax
mov ax,towhere {loads place to move it}
mov es,ax
xor ax,ax
xor cx,cx
xor dx,dx
bob:
mov cx,[xacross] {how long to loop across (the x-size of array)}
bob4:
xor ah,ah
lodsb
cmp ax,0 {If zero skip, if not, store value}
jz bob2
stosb
dec di
bob2: {Adds when x-value must be increased}
inc di
loop bob4
cmp dx,bx
jz bob3
xor cx,cx
pop ax
add di,ax
push ax
inc dx
jmp bob
bob3:
pop bx {restore variables}
pop ds
end;
end;
procedure putshape(shapeoffset,towhere,xacross,yacross,xx,yy:word);
label bob,bob4,bob2,bob3;
begin
asm
{saves registers}
push ds
mov ax,[yy] {multiplies y value by 320}
shl ax,5
mov cx,ax
shl ax,1
shl cx,3
add ax,cx
add ax,[xx] {adds the x-value to get offset}
mov di,ax
mov bx,320
sub bx,[xacross] {xacross?}
push bx
mov bx,[yacross]
xor dx,dx
mov ax,[shapeaddr] {moves segment of array}
mov ds,ax
mov ax,[shapeoffset] {moves offsett if array}
{add ax,[shapeofs]}
mov si,ax
mov ax,[towhere] {loads place to move it}
mov es,ax
xor ax,ax
xor cx,cx
xor dx,dx
bob:
mov cx,[xacross] {how long to loop across (the x-size of array)}
bob4:
xor ah,ah
lodsb
cmp ax,0 {If zero skip, if not, store value}
jz bob2
stosb
dec di
bob2: {Adds when x-value must be increased}
inc di
loop bob4
cmp dx,bx
jz bob3
xor cx,cx
pop ax
add di,ax
push ax
inc dx
jmp bob
bob3:
pop bx {restore variables}
pop ds
end;
end;
procedure putshapeline(fromwhereo,towhere,xacross,yacross,xx,yy,line:word);
var int,color:integer;
{draws just one line of a shape with same syntax as putshape}
begin
for int:=0 to xacross do begin
{does not work. stack overflow}
(*asm
push ax
push bx
push cx
mov ax,[line] {multiplies y value by 320}
mul [xacross]
add ax,[int]
mov bx,ax
mov ax,[ShapeAddr] {moves segment of array}
mov ds,ax
{mov ax,[ShapeOfs]} {moves offset of array}
mov ax,[fromwhereo]
add ax,bx
mov si,ax
xor ax,ax
lodsb
mov [color],ax
pop cx
pop bx
pop ax
end;*)
color:=ShapeTable1^[fromwhereo+((xacross*line)+int)];
if color<>0 then putpixel(xx+int,yy+line,color,towhere);
end;
end;
procedure putshapeover(fromwhereo,towhere,xacross,yacross,xx,yy:word);
label bbob,bbob4,bbob2,bbob3;
begin
asm
push ax {saves registers}
push dx
push cx
push bx
push ds
mov ax,[yy] {multiplies y value by 320}
shl ax,5
mov cx,ax
shl ax,1
shl cx,3
add ax,cx
add ax,[xx] {adds the x-value to get offset}
mov di,ax
mov bx,320
sub bx,[xacross] {xacross?}
push bx
mov bx,[yacross]
xor dx,dx
mov ax,[shapeaddr] {moves segment of array}
mov ds,ax
(*add ax,[shapeofs] *) {moves offsett if array}
mov ax,[fromwhereo]
mov si,ax
mov ax,[towhere] {loads place to move it}
mov es,ax
xor ax,ax
xor cx,cx
xor dx,dx
bbob:
mov cx,[xacross] {how long to loop across (the x-size of array)}
bbob4:
rep movsb {copies, overwriting}
bbob2: {Adds when x-value must be increased}
cmp dx,bx
jz bbob3
xor cx,cx
pop ax
add di,ax
push ax
inc dx
jmp bbob
bbob3:
pop bx {restore variables}
pop ds
pop bx
pop cx
pop dx
pop ax
end;
end;
procedure help;
begin
cls(0,vga);
coolbox(0,0,319,199,false,vga);
outtextxy('HELP',144,10,4,0,vga,false);
outtextxy('--------------------------------------',10,20,12,0,vga,false);
outtextxy('IN THE GAME:',10,30,4,0,vga,false);
outtextxy(' ARROWS MANUEVER',10,40,4,0,vga,false);
outtextxy(' SPACE BAR FIRES MISSILES',10,50,4,0,vga,false);
outtextxy(' F2 SAVES GAME',10,60,4,0,vga,false);
outtextxy(' P=PAUSE S=TOGGLE SOUND ESC=QUIT',10,70,4,0,vga,false);
outtextxy('--------------------------------------',10,80,12,0,vga,false);
outtextxy('MISSION: SHOOT THE INANIMATE OBJECTS',10,90,4,0,vga,false);
outtextxy(' WHY? WATCH THE STORY!',10,100,4,0,vga,false);
outtextxy('--------------------------------------',10,110,12,0,vga,false);
outtextxy('THE SPACE BAR SPEEDS UP MOVIE SCENES',10,120,4,0,vga,false);
outtextxy('ESC QUITS THEM',10,130,4,0,vga,false);
outtextxy('--------------------------------------',10,140,12,0,vga,false);
outtextxy(' SEE "TB1.DOC" FOR MORE HELP/INFO',10,150,4,0,vga,false);
outtextxy('--------------------------------------',10,160,12,0,vga,false);
outtextxy('PRESS ANY KEY TO CONTINUE',64,185,4,0,vga,false);
repeat until keypressed;
ch:=readkey;
end;
Procedure setupsidebar;
VAR i,x,y:integer;
loop1,loop2,loop3:integer;
tempaddr:word;
procedure makehole(y:integer);
begin
fillblock(249,y,314,y+9,0,tempaddr);
horizontalline(249,314,y,24,tempaddr);
horizontalline(249,313,y+10,18,tempaddr);
verticalline(y,y+9,249,24,tempaddr);
verticalline(y+1,y+10,314,18,tempaddr);
end;
BEGIN
tempaddr:=vaddr;
fillblock(240,0,320,199,19,tempaddr);
verticalline(0,199,240,18,tempaddr);
horizontalline(240,319,0,18,tempaddr);
verticalline(0,199,399,24,tempaddr);
horizontalline(241,319,199,24,tempaddr);
outtextxy('SCORE',241,1,127,0,tempaddr,false);
outtextxy('SCORE',242,2,143,0,tempaddr,false);
makehole(10);
str(score,it);
outtextxy(it,250+(8*(8-length(it))),11,12,0,tempaddr,true);
outtextxy('HI-SCORE',241,21,127,0,tempaddr,false);
outtextxy('HI-SCORE',242,22,143,0,tempaddr,false);
str(hiscore,it);
makehole(30);
outtextxy(it,250+(8*(8-length(it))),31,12,0,tempaddr,true);
outtextxy('LEVEL',241,41,127,0,tempaddr,false);
outtextxy('LEVEL',242,42,143,0,tempaddr,false);
makehole(50);
outtextxy('SHIELDS',241,61,127,0,tempaddr,false);
outtextxy('SHIELDS',242,62,143,0,tempaddr,false);
makehole(70);
for i:=0 to ((4*shields)-1) do
verticalline(71,78,250+i,(47-(i div 4)),tempaddr);
outtextxy('WEAPONS',241,81,127,0,tempaddr,false);
outtextxy('WEAPONS',242,82,143,0,tempaddr,false);
makehole(90);
fillblock(249,111,314,189,0,tempaddr);
verticalline(111,189,249,24,tempaddr);
verticalline(111,189,315,18,tempaddr);
horizontalline(249,315,111,24,tempaddr);
horizontalline(249,315,189,18,tempaddr);
outtextxy(' TB1 ',250,114,2,0,tempaddr,false);
outtextxy(' TB1 ',251,115,10,0,tempaddr,false);
outtextxy('F1-HELP ',250,124,2,0,tempaddr,false);
outtextxy('F1-HELP ',251,125,10,0,tempaddr,false);
outtextxy('F2-SAVES',250,134,2,0,tempaddr,false);
outtextxy('F2-SAVES',251,135,10,0,tempaddr,false);
outtextxy('ESC-QUIT',250,144,2,0,tempaddr,false);
outtextxy('ESC-QUIT',251,145,10,0,tempaddr,false);
outtextxy('P-PAUSES',250,154,2,0,tempaddr,false);
outtextxy('P-PAUSES',251,155,10,0,tempaddr,false);
outtextxy('S-SOUND ',250,164,2,0,tempaddr,false);
outtextxy('S-SOUND ',251,165,10,0,tempaddr,false);
flipd320(vaddr,vaddr2);
END;
Procedure blockmove(x1,y1,x2,y2,p1,x3,y3,p2:word);
{ This is a small procedure to copy block x1,y1,x2,y2,
from page 1 to x3,y3 on page 2}
BEGIN
asm
push ds
push es
mov ax,p1
mov ds,ax
mov ax,p2
mov es,ax
mov bx,[X1]
mov dx,[Y1]
push bx {; and this again for later}
mov bx, dx {; bx = dx}
mov dh, dl {; dx = dx * 256}
xor dl, dl
shl bx, 6 {; bx = bx * 64}
add dx, bx {; dx = dx + bx (ie y*320)}
pop bx {; get back our x}
add bx, dx {; finalise location}
mov si, bx {; es:di = where to go}
mov bx,[X3]
mov dx,[Y3]
push bx {; and this again for later}
mov bx, dx {; bx = dx}
mov dh, dl {; dx = dx * 256}
xor dl, dl
shl bx, 6 {; bx = bx * 64}
add dx, bx {; dx = dx + bx (ie y*320)}
pop bx {; get back our x}
add bx, dx {; finalise location}
mov di, bx {; es:di = where to go}
mov ax,[y2]
sub ax,[y1]
mov dx,[x2]
sub dx,[x1]
mov bx,320
sub bx,dx
@@1 :
mov cx, dx { Width of block to copy divided by 2 }
shr cx,1
jnc @@2
rep movsw
movsb
jmp @@3
@@2:
rep movsw
@@3:
add di,bx
add si,bx
dec ax
jnz @@1
pop es
pop ds
end;
END;
procedure pauseawhile(howlong:word);
var i:word;
begin
i:=0;
repeat
waitretrace;
inc(i);
if i>howlong then exit;
until keypressed;
end;
procedure changescore;
var itemp,jtemp:integer;
begin
str(score:8,scorest);
outtextxy(scorest,250,11,12,0,vaddr,true);
if (score mod 400 =0) and (shields<16) then begin
if sbeffects then startsound(sound[2],0,false);
inc(shields);
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;
function collision(x1,y1,xsize1,ysize1,x2,y2,xsize2,ysize2:integer):boolean;
var bob:byte;
hit:boolean;
label aat1,aat2,aat3,aat4;
begin
bob:=0;
asm
mov ax,[x1]
mov bx,[x2]
mov cx,[xsize1]
mov dx,[xsize2]
cmp bx,ax
jnge aat1
xchg ax,bx
xchg cx,dx
aat1:
add ax,cx
add bx,dx
sub ax,bx
add cx,dx
cmp cx,ax
jnge aat3
inc [bob]
mov ax,[y1]
mov bx,[y2]
mov cx,[ysize1]
mov dx,[ysize2]
cmp bx,ax
jnge aat2
xchg ax,bx
xchg cx,dx
aat2:
add ax,cx
add bx,dx
sub ax,bx
add cx,dx
cmp cx,ax
jnge aat3
inc [bob]
aat3:
mov [hit],0
cmp [bob],2
jnz aat4
mov [hit],1
aat4:
end;
if hit then collision:=true
else collision:=false;
end;
{%%}
procedure clearshape;
begin
asm
push es
mov cx,8000
mov es,[shapeaddr]
xor di,di
mov al,5
mov ah,al
rep stosw
pop es
end;
end;
{000+}
procedure outbackline(line,row:word);
label bob,bob2,bob3;
var off2,off:word;
begin
off2:=vaddr3; {not sure why necessary, but keep}
off:=backseg; {losing the values of the original}
asm
{saves registers}
push ds
push es
xor ax,ax {old xx variable (times to repeat)=0}
push ax
{mov cx,[(4-row)*10)] } {multiplies y value by 2400}
{calculates initial offset for y value}
mov ax,4
sub ax,row
shl ax,5
mov bx,ax
shl ax,1
add bx,ax
shl ax,2
add bx,ax
shl ax,3
add bx,ax {original row offset is in bx}
bob2: {get background array}
mov ax,[off]
mov ds,ax
mov dx,[line]
shl dx, 2
mov ax,dx
shl dx,1
add ax,dx
pop cx
add ax,cx
push cx
add ax,[backofs]
mov si,ax
lodsb
xor ah,ah
mov cx,ax
shl cx,3 {from background number, get actual offset}
mov ax,cx
shl cx,3
add ax,cx
shl cx,1
add ax,cx
add ax,8000
mov si,ax
mov ax,[shapeaddr]
mov ds,ax
mov ax,[off2] {loads place to move it}
mov es,ax
mov di,bx
mov ax,220 {what to add to increase one y}
xor dx,dx
bob:
mov cx,20 {how long to loop across (the x-size of array)}
rep movsb {move, overwriting}
cmp dx,9 {see if longer than y size}
jz bob3 {if so, end}
add di,ax {if not, increase y by one}
inc dx
jmp bob
bob3:
add bx,20 {Increase starting offset value}
pop cx {jump if not drawn 12 across}
inc cx
cmp cx,12
push cx
jnz bob2
{restore variables}
pop cx
pop es
pop ds
end;
end;
procedure savegame;
begin
if CDROMmode then exit;
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;
procedure put10shape240(shapeoffset,towhere,xx,yy:word);
label bob,bob4,bob2,bob3;
begin
asm
{saves registers}
push ds
mov cx,[yy] {multiplies y value by 320}
shl cx,4
mov ax,cx
shl cx,1
add ax,cx
shl cx,1
add ax,cx
shl cx,1
add ax,cx
add ax,[xx] {adds the x-value to get offset}
mov di,ax
mov bx,240
sub bx,10 {xacross?}
push bx
mov bx,9
xor dx,dx
mov ax,[shapeaddr] {moves segment of array}
mov ds,ax
mov ax,[shapeoffset] {moves offsett if array}
{add ax,[shapeofs]}
mov si,ax
mov ax,towhere {loads place to move it}
mov es,ax
xor ax,ax
xor cx,cx
xor dx,dx
bob:
mov cx,10 {how long to loop across (the x-size of array)}
bob4:
xor ah,ah
lodsb
cmp ax,0 {If zero skip, if not, store value}
jz bob2
stosb
dec di
bob2: {Adds when x-value must be increased}
inc di
loop bob4
cmp dx,bx
jz bob3
xor cx,cx
pop ax
add di,ax
push ax
inc dx
jmp bob
bob3:
pop bx {restore variables}
pop ds
end;
end;
function upcollide(x,y,speed:word;add:integer;howfar,where:word):word;
var add2,color:word;
label mree1,mree2,mree3,mree4,mree5,mree6;
begin
add2:=y+add;
asm
{saves registers}
push ds
mov cx,[add2] {multiplies y value by 320}
shl cx,4
mov ax,cx
shl cx,1
add ax,cx
shl cx,1
add ax,cx
shl cx,1
add ax,cx
add ax,[x] {adds the x-value to get offset}
mov si,ax
mov ax,[where]
mov ds,ax
xor ah,ah
mov [color],0
mov dx,[speed]
inc dx
mree2:
dec dx
mov cx,[howfar]
mree3:
lodsb
cmp ax,3
je mree1
cmp ax,5
je mree4
jne mree6
mree4:
cmp bx,3
je mree6
mree1:
mov [color],ax
mov bx,ax
mree6:
loop mree3
add si,240
sub si,[howfar]
cmp dx,0
jne mree2
pop ds
end;
upcollide:=color;
end;
function leftcollide(x,y,speed:word;add:integer;howfar,where:word):word;
var add2,color:word;
label mree1,mree2,mree3,mree4,mree5,mree6;
begin
add2:=x+add;
asm
{saves registers}
push ds
mov cx,[y] {multiplies y value by 320}
shl cx,4
mov ax,cx
shl cx,1
add ax,cx
shl cx,1
add ax,cx
shl cx,1
add ax,cx
add ax,[add2] {adds the x-value to get offset}
mov si,ax
mov ax,[where]
mov ds,ax
xor ah,ah
mov [color],0
mov dx,[howfar]
inc dx
mree2:
dec dx
mov cx,[speed]
inc cx
mree3:
lodsb
cmp ax,3
je mree1
cmp ax,5
jne mree6
cmp bx,3
je mree6
mree1:
mov [color],ax
mov bx,ax
mree6:
loop mree3
add si,240
sub si,[speed]
cmp dx,0
jne mree2
pop ds
end;
leftcollide:=color;
end;
procedure loadlevel3shapes;
var x,y,i,j,shape:byte;
begin
clearshape;
grapherror:=mode13loadpicpacked(0,0,vaddr,false,true,'tblev3.tb1');
for j:=0 to 3 do
for i:=0 to 19 do
for x:=0 to 9 do
for y:=0 to 9 do
ShapeTable1^[shape3array[(j*20)+i]+((y*10)+x)]
:=getpixel(1+x+(i*11),1+y+(j*11),vaddr);
cls(0,vaddr);
end;
procedure littleopener3;
var star_x:array[0..5]of integer;
star_y:array[0..5]of integer;
begin
loadlevel3shapes;
grapherror:=mode13loadpicpacked(0,0,vga,true,false,'tbl2ship.tb1');
fade;
cls(0,vga);
grapherror:=mode13loadpicpacked(0,0,vaddr,false,true,'tbl3intr.tb1');
blockmove(0,3,171,117,vaddr,10,10,vga);
putshape (shape3array[60],vga,10,9,113,52);
unfade;
outtextxy('Hmmmm... STUPID TRACTOR BEAM.',10,155,10,0,vga,false);
outtextxy('I GUESS I''D BETTER GO SHUT IT OFF.',10,165,10,0,vga,false);
pauseawhile(700);
clearkeyboardbuffer;
for i:=24 downto 0 do begin
blockmove(0,3,171,117,vaddr,10,10,vga);
putshape (shape3array[60+(4*(i mod 4))],vga,10,9,113,28+i);
waitretrace; waitretrace; waitretrace;
waitretrace; waitretrace; waitretrace;
end;
putshape (shape3array[60],vga,10,9,113,28);
fillblock(10,155,300,185,0,vga);
outtextxy('I''M LUCKY I WORE MAGNETIC SHOES.',10,155,12,0,vga,false);
outtextxy('Hmmmm. SOMEONE LEFT THE AIR-LOCK',10,165,12,0,vga,false);
outtextxy(' UNLOCKED. STRANGE.',10,175,12,0,vga,false);
pauseawhile(600);
clearkeyboardbuffer;
putpixel(110,20,10,vga);
putpixel(110,22,10,vga);
fillblock(111,14,123,29,0,vga);
fillblock(10,155,300,185,0,vga);
outtextxy('I HOPE THIS ISN''T A TRAP.',10,155,9,0,vga,false);
outtextxy('I WISH I HAD SOME FORM OF ',10,165,9,0,vga,false);
outtextxy(' WEAPON.',10,175,9,0,vga,false);
pauseawhile(600);
clearkeyboardbuffer;
fade;
cls(0,vga);
blockmove(179,41,287,134,vaddr,10,10,vga);
for i:=0 to 5 do begin
star_x[i]:=37+random(70);
star_y[i]:=18+random(56);
putpixel(star_x[i],star_y[i],15,vga);
end;
outtextxy('WOW!! A GLASS-WALLED AIR-LOCK.',10,135,9,0,vga,false);
unfade;
pauseawhile(500);
clearkeyboardbuffer;
fillblock(10,135,300,185,0,vga);
outtextxy('NOW WHERE ARE WE GOING?',5,125,9,0,vga,false);
outtextxy('I GUESS THE PLANET EERM.',5,135,9,0,vga,false);
outtextxy('WHAT AN ODD NAME.',5,145,9,0,vga,false);
outtextxy('AND WHY AM I TALKING TO MYSELF?',5,155,10,0,vga,false);
outtextxy('ANYWAY I JUST WANT TO GO HOME',5,165,9,0,vga,false);
outtextxy(' AND SLEEP.',5,175,9,0,vga,false);
clearkeyboardbuffer;
j:=0;
while (j<2400) and (not(keypressed)) do begin
inc(j);
for i:=0 to 5 do begin
putpixel(star_x[i],star_y[i],0,vga);
inc(star_x[i]);
if star_x[i]>107 then begin
star_x[i]:=37;
star_y[i]:=18+random(56);
end;
putpixel(star_x[i],star_y[i],15,vga);
end;
waitretrace; waitretrace;waitretrace;
end;
if keypressed then ch:=readkey;
fade;
cls(0,vga);
unfade;
end;
Procedure levelthree;
label newroom;
type{
EnemyInfo = record
x,y:integer;
kind:byte;
out,exploding,boundarycheck,dead:boolean;
explodprogress:byte;
minx,maxx,xspeed,yspeed:integer;
hitsneeded:integer;
end;}
pittype = record
px,py:integer;
end;
kctype = record
kcx,kcy:integer;
kcout:boolean;
end;
const framedir:array[0..1,0..3] of integer =((0,1,0,-1),(1,0,-1,0));
VAR loop1,loop2:integer;
ch,ch2:char;
pits:array[0..4] of pittype;
numpits:byte;
bullet1x,bullet1y,bullet2x,bullet2y,i:integer;
bullet1dir,bullet2dir,collide:byte;
bullet1out,bullet2out:boolean;
whichone,temp,temp2:integer;
tempst:string;
what:byte;
k:integer;
itemp,jtemp:byte;
whatdelay:byte;
tempilg:byte;
xx:integer;
ucollide,dcollide,lcollide,rcollide:word;
walking,feet:byte;
room:byte;
backrow,topblocky:integer;
levelover,odd,changeroom,havegun:boolean;
whichroomnext:array[0..3] of byte; {n,s,e,w}
keycards:array[0..3] of boolean;
keycard:kctype;
shieldup:array[0..11] of boolean;
shieldx,shieldy,laserx,lasery:integer;
laserup:array[0..11] of boolean;
computers:array[0..11] of boolean;
computerx,computery:integer;
computer_0hits:integer;
tempkc:byte;
procedure horizwalls(x,y,howfar:word);
var i:word;
begin
for i:=0 to howfar do
put10shape240(shape3array[3],vaddr2,x+(i*10),y);
end;
procedure verticalwalls(x,y,howfar:word);
var i:word;
begin
for i:=0 to howfar do
put10shape240(shape3array[2],vaddr2,x,y+(i*10));
end;
procedure dopits;
var i:word;
begin
for i:=0 to (numpits-1) do
with pits[i] do
put10shape240(shape3array[5],vaddr2,px,py);
end;
procedure clearroom;
var i,j:byte;
begin
for i:=0 to 23 do
for j:=0 to 19 do
put10shape240(shape3array[0],
vaddr2,i*10,j*10);
end;
procedure doroom(n,s,e,w:boolean);
var i:byte;
begin
for i:=0 to 2 do begin
put10shape240(shape3array[18],vaddr2,100+(i*10),0);
put10shape240(shape3array[18],vaddr2,100+(i*10),199);
put10shape240(shape3array[19],vaddr2,0,90+(i*10));
put10shape240(shape3array[19],vaddr2,239,90+(i*10));
end;
if n then begin
horizwalls(0,0,10);
horizwalls(130,0,10);
end
else horizwalls(0,0,23);
if s then begin
horizwalls(0,197,10);
horizwalls(130,197,10);
end
else horizwalls(0,197,23);
if e then begin
verticalwalls(237,0,8);
verticalwalls(237,110,8);
end
else for i:=0 to 20 do put10shape240(shape3array[2],vaddr2,237,i*10);
if w then begin
verticalwalls(0,0,8);
verticalwalls(0,110,8);
end
else for i:=0 to 20 do put10shape240(shape3array[2],vaddr2,0,i*10);
end;
BEGIN
{loadlevel3shapes;}
computer_0hits:=0;
whatdelay:=1;
havegun:=true;
for i:=0 to 3 do keycards[i]:=false;
for i:=0 to 11 do begin
shieldup[i]:=false;
laserup[i]:=false;
computers[i]:=false;
end;
shieldup[0]:=true;
laserup[0]:=true;
computers[0]:=true;
shipx:=115;
shipy:=180;
odd:=false;
shipxadd:=0;
room:=0;
shipyadd:=0;
shipframe:=1;
shipspeed:=5;
ch:=#1; ch2:=#1;
bullet1out:=false; bullet2out:=false;
bullet1x:=0; bullet1y:=0;
bullet2x:=0; bullet2y:=0;
flipd320(vaddr2,vaddr);
str(level,tempst);
fillblock(251,52,314,59,0,vaddr);
outtextxy(tempst,307,51,12,0,vaddr,false);
cls(0,vaddr2);
pal(250,0,0,63);
pal(251,63,0,0);
pal(254,shields*4,0,0);
howmuchscroll:=50;
cls(0,vga);
coolbox(70,85,240,120,true,vga);
outtextxy(' LEVEL THREE:',84,95,4,7,vga,false);
outtextxy(' THE ALIEN SHIP',84,105,4,7,vga,false);
clearkeyboardbuffer;
pauseawhile(300);
numpassive:=0;
levelover:=false;
newroom:
numpits:=0;
changeroom:=false;
if room=254 then room:=0;
clearroom;
if shipframe=1 then shipy:=188
else if shipframe=3 then shipy:=3
else if shipframe=2 then shipx:=3
else if shipframe=4 then shipx:=228;
keycard.kcout:=false;
if room=0 then begin
whichroomnext[0]:=1;
whichroomnext[1]:=255;
clearroom;
verticalwalls(30,0,16);
verticalwalls(207,0,16);
verticalwalls(57,30,16);
verticalwalls(180,30,16);
with pits[0] do begin
px:=95;
py:=80;
end;
with pits[1] do begin
px:=135;
py:=80;
end;
numpits:=2; { actual}
dopits;
for i:=0 to 10 do
for j:=0 to 2 do begin
put10shape240(shape3array[4],vaddr2,60+(j*10),80+(i*10));
put10shape240(shape3array[4],vaddr2,150+(j*10),80+(i*10));
end;
{walkway}
for i:=0 to 15 do for j:=0 to 1 do
put10shape240(shape3array[1],vaddr2,110+(j*10),40+(i*10));
put10shape240(shape3array[6],vaddr2,110,30);
put10shape240(shape3array[6],vaddr2,120,30);
computerx:=110;
computery:=30;
if shieldup[0] then begin
shieldx:=10;
shieldy:=10;
put10shape240(shape3array[8],vaddr2,10,10);
end;
if laserup[0] then begin
laserx:=220;
lasery:=10;
put10shape240(shape3array[7],vaddr2,220,10);
end;
{badguys}
{put10shape240(shape3array[32],vaddr2,40,180);
put10shape240(shape3array[32],vaddr2,190,180);}
doroom(true,true,false,false);
end;
if room=1 then begin
whichroomnext[0]:=2;
whichroomnext[1]:=0;
doroom(true,true,false,false);
end;
if room=2 then begin
whichroomnext[1]:=1;
whichroomnext[2]:=6;
whichroomnext[3]:=4;
with pits[0] do begin
px:=95;
py:=80;
end;
with pits[1] do begin
px:=135;
py:=80;
end;
numpits:=2;
dopits;
doroom(false,true,true,true);
end;
if room=3 then begin
whichroomnext[0]:=4;
if not(keycards[3]) then
begin
keycard.kcout:=true;
keycard.kcx:=100;
keycard.kcy:=100;
put10shape240(shape3array[12],vaddr2,100,100);
end;
doroom(true,false,false,false);
end;
if room=4 then begin
whichroomnext[0]:=7;
whichroomnext[1]:=3;
whichroomnext[2]:=2;
doroom(true,true,true,false);
end;
if room=5 then begin
whichroomnext[0]:=6;
doroom(true,false,false,false);
if not(keycards[2]) then begin
keycard.kcout:=true;
keycard.kcx:=100;
keycard.kcy:=100;
put10shape240(shape3array[11],vaddr2,100,100);
end;
end;
if room=6 then begin
whichroomnext[0]:=11;
whichroomnext[1]:=5;
whichroomnext[3]:=2;
doroom(true,true,false,true);
end;
if room=7 then begin
whichroomnext[0]:=8;
whichroomnext[1]:=4;
doroom(true,true,false,false);
end;
if room=8 then begin
whichroomnext[1]:=7;
whichroomnext[2]:=9;
if not(keycards[0]) then begin
keycard.kcout:=true;
keycard.kcx:=100;
keycard.kcy:=100;
put10shape240(shape3array[9],vaddr2,100,100);
end;
doroom(false,true,true,false);
end;
if room=9 then begin
whichroomnext[2]:=10;
whichroomnext[3]:=8;
doroom(false,false,true,true);
end;
if room=10 then begin
whichroomnext[1]:=11;
whichroomnext[3]:=9;
if not(keycards[1]) then begin
keycard.kcout:=true;
keycard.kcx:=100;
keycard.kcy:=100;
put10shape240(shape3array[10],vaddr2,100,100);
end;
doroom(false,true,false,true);
end;
if room=11 then begin
whichroomnext[0]:=10;
whichroomnext[1]:=6;
doroom(true,true,false,false);
end;
if room=255 then begin
if keycards[0] and keycards[1] and
keycards[2] and keycards[3] then
begin
levelover:=true;
cls(0,vga);
outtextxy('You Have won!',5,5,9,7,vga,false);
outtextxy('But as you can see this level is not done yet.',5,15,9,7,vga,false);
{outtextxy('Anyway');}
readln;
inc(level);
end
else begin
cls(0,vga);
outtextxy('You Cannot Leave Yet',5,5,9,7,vga,true);
repeat until keypressed; tempch:=readkey;
levelover:=false;
shipframe:=1;
room:=254;
end;
end;
if (room=254) and not(levelover) then goto newroom;
{**** GAME LOOP ****}
{*******************}
Repeat
ch2:=#1;
ch:=#1;
flipd240(0,vaddr,vaddr2);
{***Collision Check***}
if numpits>0 then
for i:=0 to (numpits-1) do with pits[i] do
if collision(shipx,shipy,5,4,px,py,4,4)
then begin
levelover:=true;
cls(0,vga);
grapherror:=mode13loadpicpacked(0,0,vga,false,true,'tbpit.tb1');
if sbeffects then StartSound(Sound[7], 0, false);
{outtextxy('You Fell In A Pit!',5,5,9,2,vga,false);}
clearkeyboardbuffer;
repeat until keypressed; tempch:=readkey;
end;
if keycard.kcout then
if collision(shipx,shipy,5,4,keycard.kcx,keycard.kcy,5,5)
then begin
keycard.kcout:=false;
case room of
3: keycards[3]:=true;
5: keycards[2]:=true;
8: keycards[0]:=true;
10:keycards[1]:=true;
end;
put10shape240(shape3array[0],vaddr2,keycard.kcx,keycard.kcy);
end;
if shieldup[room] then
if collision(shipx,shipy,5,4,shieldx,shieldy,5,5)
then begin
shieldup[room]:=false;
put10shape240(shape3array[0],vaddr2,shieldx,shieldy);
inc(shields);
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;
if laserup[room] then
if collision(shipx,shipy,5,4,laserx,lasery,5,5)
then begin
laserup[room]:=false;
put10shape240(shape3array[0],vaddr2,laserx,lasery);
end;
if computers[room] then
if collision(shipx,shipy,5,4,computerx,computery,10,5)
then begin
cls(0,vga);
grapherror:=mode13loadpicpacked(0,0,vga,false,true,'tbconsol.tb1');
tempkc:=0;
if keycards[0] then begin
inc(tempkc);
putpixel(147,132,0,vga);
end;
if keycards[1] then begin
inc(tempkc);
putpixel(179,132,0,vga);
end;
if keycards[2] then begin
inc(tempkc);
putpixel(179,160,0,vga);
end;
if keycards[3] then begin
inc(tempkc);
putpixel(147,160,0,vga);
end;
case room of
0: begin
inc(computer_0hits);
if computer_0hits=1 then begin
outtextxy('COMPUTER ACTIVATED:',47,30,2,0,vga,true);
outsmalltextxy(' HUMAN YOU HAVE COME TOO SOON. LEVELS 3',47,40,2,0,vga,true);
outsmalltextxy(' AND 4 ARE INCOMPLETE.',47,48,2,0,vga,true);
outsmalltextxy(' ANYWAY I CAN SEE YOU ARE NOT THE',47,58,2,0,vga,true);
outsmalltextxy(' TENTACLEE COMMANDER. YOU ARE IN',47,66,2,0,vga,true);
outsmalltextxy(' GRAVE DANGER. LUCKILY THE MAIN',47,74,2,0,vga,true);
outsmalltextxy(' COMPUTER SYSTEM DOES NOT APPROVE',47,82,2,0,vga,true);
outsmalltextxy(' OF THE TENTACLEE''S POLICIES.',47,90,2,0,vga,true);
outsmalltextxy(' I PERSONALLY CANNOT SHUT OFF THE TRACTOR',47,100,2,0,vga,true);
outsmalltextxy(' BEAM. YOU MUST RETRIEVE FOUR KEYCARDS',47,108,2,0,vga,true);
outsmalltextxy(' SCATTERED AROUND THE FLIGHT DECK.',47,116,2,0,vga,true);
outsmalltextxy(' THE MAP BELOW WILL AID YOU.',47,124,2,0,vga,true);
end;
if computer_0hits=2 then begin
outtextxy('COMPUTER ACTIVATED:',47,30,2,0,vga,true);
outsmalltextxy(' HUMAN I HAVE ALREADY TOLD YOU MUCH.',47,40,2,0,vga,true);
outsmalltextxy(' COLLECT THE 4 KEYCARDS, MADE OF',47,48,2,0,vga,true);
outsmalltextxy(' RUBY, GOLD, EMERALD, AND ALUMINUM.',47,56,2,0,vga,true);
outsmalltextxy(' WATCH OUT FOR ENEMIES NOT UNDER MY',47,66,2,0,vga,true);
outsmalltextxy(' CONTROL, RADIOACTIVE FLOORS, AND',47,74,2,0,vga,true);
outsmalltextxy(' EXTREMELY DEEP PITS.',47,82,2,0,vga,true);
end;
if computer_0hits>2 then begin
outtextxy('COMPUTER ACTIVATED:',47,30,2,0,vga,true);
outsmalltextxy(' HUMAN, GO AWAY. YOU ANNOY ME.',47,40,2,0,vga,true);
outsmalltextxy(' I HAVE TOLD YOU EVERYTHING.',47,48,2,0,vga,true);
end;
end;
end;
clearkeyboardbuffer;
repeat until keypressed; tempch:=readkey;
shipx:=shipx+(4*framedir[1,shipframe]);
shipy:=shipy+(4*framedir[0,shipframe]);
end;
{***DO EXPLOSIONS***}
{ for i:=0 to 30 do
if passive[i].exploding then with passive[i] do begin
inc(explodeprogress);
putshape240(shape2array[35+explodeprogress],vaddr2,
20,9,x,y+howmuchscroll);
if explodeprogress>4 then begin
dead:=true;
exploding:=false;
putshape240over(14800(*shape2array[34]*),vaddr2,
20,9,x,y+howmuchscroll);
end;
end;
}
{***MOVE BULLET***}
if bullet1out then begin
case bullet1dir of
1:begin dec(bullet1y,5);
collide:=upcollide(bullet1x,bullet1y,5,-5,3,vaddr2);
end;
2:begin inc(bullet1x,5);
collide:=leftcollide(bullet1x,bullet1y,5,10,3,vaddr2);
end;
3:begin inc(bullet1y,5);
collide:=upcollide(bullet1x,bullet1y,5,10,3,vaddr2);
end;
4:begin dec(bullet1x,5);
collide:=leftcollide(bullet1x,bullet1y,5,-5,3,vaddr2);
end;
end;
if collide<>0 then bullet1out:=false;
if bullet1out then putshape(shape3array[76],vaddr,10,9,bullet1x,bullet1y);
end;
if bullet2out then begin
dec(bullet2y,5);
if bullet2y<5 then bullet2out:=false;
if bullet2out then putshape(shape3array[76],vaddr,10,9,bullet2x,bullet2y);
end;
{***MOVE ENEMIES***}
{ for j:=0 to 30 do begin
if passive[j].dead=false then begin
inc(passive[j].y);
if(passive[j].y)>190 then passive[j].dead:=true;
end;
end;
for j:=0 to 30 do begin
if passive[j].lastshot>0 then dec(passive[j].lastshot);
if (passive[j].dead=false) and (passive[j].shooting)
and (passive[j].lastshot=0) and (passive[j].y>0)
then begin
tempilg:=7;
for i:=0 to 5 do if enemy[i].out=false then tempilg:=i;
if tempilg<>7 then begin
passive[j].lastshot:=30;
enemy[tempilg].out:=true;
enemy[tempilg].y:=passive[j].y;
enemy[tempilg].x:=passive[j].x+5;
enemy[tempilg].yspeed:=5;
enemy[tempilg].kind:=25;
if passive[j].kind=11 then enemy[tempilg].kind:=26;
end;
end;
end;
for j:=0 to 5 do begin
if enemy[j].out then begin
putshape(shape2array[enemy[j].kind],vaddr,
20,9,enemy[j].x,enemy[j].y);
enemy[j].y:=enemy[j].y+enemy[j].yspeed;
if enemy[j].y>189 then enemy[j].out:=false;
end;
end;
}
{***READ KEYBOARD***}
if keypressed then BEGIN
ch:=readkey;
if ch=chr(0) then ch2:=readkey;
if ch=#27 then levelover:=true;
clearkeyboardbuffer;
if ch2='M' then begin
if (shipframe=2) and (shipxadd=0) then shipxadd:=2
else if (shipframe<>2) then shipframe:=2
else inc(shipxadd);
end;
if ch2='K' then begin
if (shipframe=4) and (shipxadd=0) then shipxadd:=-2
else if (shipframe<>4) then shipframe:=4
else dec(shipxadd);
end;
if ch2='H' then begin
if (shipframe=1) and (shipyadd=0) then shipyadd:=-2
else if (shipframe<>1) then shipframe:=1
else dec(shipyadd);
end;
if ch2='P' then begin
if (shipframe=3) and (shipyadd=0) then shipyadd:=2
else if (shipframe<>3) then shipframe:=3
else inc(shipyadd);
end;
if ch2=';' then help;
if ch='+' then begin
inc(whatdelay);
if whatdelay>25 then whatdelay:=25;
end;
if (ch='P') or (ch='p') then begin
coolbox(65,85,175,110,true,vga);
outtextxy('GAME PAUSED',79,95,4,7,vga,false);
clearkeyboardbuffer;
repeat until keypressed; tempch:=readkey;
end;
if ch='-' then begin
dec(whatdelay);
if whatdelay<1 then whatdelay:=1;
end;
if (ch='S') or (ch='s') then sbeffects:=not(sbeffects);
if ch2='<' then savegame;
end;
if (ch=' ') and havegun then begin
if (bullet1out=false) then begin
if sbeffects then StartSound(Sound[4], 0, false);
bullet1out:=true;
bullet1x:=shipx+3;
bullet1y:=shipy+4;
bullet1dir:=shipframe;
putshape(shape3array[76],vaddr,10,9,bullet1x,bullet1y);
end
else
if (bullet2out=false) then begin
if sbeffects then StartSound(Sound[4], 0, false);
bullet2out:=true;
bullet2x:=shipx;
bullet2y:=shipy;
bullet2dir:=shipframe;
putshape(shape3array[76],vaddr,10,9,bullet2x,bullet2y);
end;
end;
{***MOVE SHIP***}
ucollide:=upcollide(shipx,shipy,abs(shipyadd),-abs(shipyadd),10,vaddr2);
dcollide:=upcollide(shipx,shipy,abs(shipyadd),8,10,vaddr2);
lcollide:=leftcollide(shipx,shipy,abs(shipxadd),-abs(shipxadd),8,vaddr2);
rcollide:=leftcollide(shipx,shipy,abs(shipxadd),0,8,vaddr2);
if (shipframe=1) and (ucollide<>0) then shipyadd:=0;
if (shipframe=3) and (dcollide<>0) then shipyadd:=0;
if (shipframe=2) and (rcollide<>0) then shipxadd:=0;
if (shipframe=4) and (lcollide<>0) then shipxadd:=0;
shipy:=shipy+shipyadd;
shipyadd:=shipyadd-sgn(shipyadd);
shipx:=shipx+shipxadd;
shipxadd:=shipxadd-sgn(shipxadd);
case ucollide of
5: begin
changeroom:=true;
room:=whichroomnext[0];
end;
end;
case dcollide of
5: begin
changeroom:=true;
room:=whichroomnext[1];
end;
end;
case rcollide of
5: begin
changeroom:=true;
room:=whichroomnext[2];
end;
end;
case lcollide of
5: begin
changeroom:=true;
room:=whichroomnext[3];
end;
end;
if (shipyadd<>0) or (shipxadd<>0) then inc(walking,4)
else walking:=0;
if walking>12 then walking:=0;
CASE shipframe of
1 : putshape (shape3array[60+walking],vaddr,10,9,shipx,shipy);
2 : putshape (shape3array[61+walking],vaddr,10,9,shipx,shipy);
3 : putshape (shape3array[62+walking],vaddr,10,9,shipx,shipy);
4 : putshape (shape3array[63+walking],vaddr,10,9,shipx,shipy);
END;
waitretrace;
flipd320 (vaddr,vga);
if odd then begin
pal(250,0,0,63);
pal(251,63,0,0);
odd:=not(odd);
end
else begin
pal(251,0,0,63);
pal(250,63,0,0);
odd:=not(odd);
end;
for i:=0 to whatdelay do waitretrace;
if changeroom then goto newroom;
until levelover;
END;
Procedure leveltwoengine(l_level:byte);
VAR loop1,loop2:integer;
ch,ch2:char;
saucersout:integer;
bullet1x,bullet1y,bullet2x,bullet2y,i:integer;
bullet1out,bullet2out:boolean;
whichone,temp,temp2:integer;
tempst:string;
what:byte;
k:integer;
itemp,jtemp:byte;
whatdelay:byte;
tempilg:byte;
xx:integer;
backrow,topblocky:integer;
f:text;
levelover:boolean;
procedure loadlevel2shapes;
var x,y,i,j,shape:byte;
begin
clearshape;
grapherror:=mode13loadpicpacked(0,0,vaddr,false,true,'ships.tb1');
for i:=0 to 42 do
for j:=0 to 30 do begin
ShapeTable1^[bigship1off+((j*43)+i)]:=getpixel(i,j,vaddr);
ShapeTable1^[bigship2off+((j*43)+i)]:=getpixel(i,j+32,vaddr);
ShapeTable1^[bigship3off+((j*43)+i)]:=getpixel(i,j+64,vaddr);
end;
if l_level=2 then
grapherror:=mode13loadpicpacked(0,0,vaddr,false,true,'tbaship.tb1');
if l_level=4 then
grapherror:=mode13loadpicpacked(0,0,vaddr,false,true,'tbeerm.tb1');
for j:=0 to 3 do
for i:=0 to 9 do
for x:=0 to 19 do
for y:=0 to 9 do
ShapeTable1^[shape2array[(j*10)+i]+((y*20)+x)]
:=getpixel(1+x+(i*21),1+y+(j*11),vaddr);
cls(0,vaddr);
end;
BEGIN
level:=l_level;
loadlevel2shapes;
if l_level=2 then assign(f,'level2.tb1');
if l_level=4 then assign(f,'level4.tb1');
reset(f);
for j:=0 to 200 do
for i:=0 to 11 do read(f,background[j,i]);
close(f);
for i:=0 to 30 do begin
passive[i].dead:=true;
passive[i].exploding:=false;
end;
for i:=0 to 5 do begin
enemy[i].out:=false;
end;
backrow:=0;
whatdelay:=1;
shipx:=36;
shipadd:=0;
shipframe:=1;
shipspeed:=5;
ch:=#1; ch2:=#1;
bullet1out:=false; bullet2out:=false;
bullet1x:=0; bullet1y:=0;
bullet2x:=0; bullet2y:=0;
flipd320(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 100 do
begin
putshape240(14400{32},
vaddr2,20,9,random(237),random(227));
putshape240(14400{shape2array[32]},
vaddr2,20,9,random(237),random(227));
end;
pal(254,shields*4,0,0);
howmuchscroll:=50;
cls(0,vga);
coolbox(70,85,240,120,true,vga);
if l_level=2 then begin
outtextxy(' LEVEL TWO:',84,95,4,7,vga,false);
outtextxy('THE "PEACE ENVOY"',84,105,4,7,vga,false);
end;
if l_level=4 then begin
outtextxy(' LEVEL FOUR:',84,95,4,7,vga,false);
outtextxy(' THE PLANET EERM',84,105,4,7,vga,false);
end;
clearkeyboardbuffer;
pauseawhile(300);
numpassive:=0;
levelover:=false;
{**** GAME LOOP ****}
{*******************}
Repeat
ch2:=#1;
ch:=#1;
dec(howmuchscroll);
if howmuchscroll<1 then begin
flipd50(vaddr2,2250,vaddr2,3000);
flipd50(vaddr2,1500,vaddr2,2250);
flipd50(vaddr2,750,vaddr2,1500);
flipd50(vaddr2,0,vaddr2,750);
for i:=0 to 4 do begin
outbackline(backrow,i);
for xx:=0 to 11 do begin
if (background[backrow,xx]>9) and
(background[backrow,xx]<20) then begin
k:=-1;
for j:=0 to numpassive do
if passive[j].dead=true then k:=j;
if k=-1 then begin
inc(numpassive); k:=numpassive; end;
with passive[k] do begin
dead:=false;
kind:=background[backrow,xx];
if (kind>10) and
(kind<15) then
shooting:=true
else shooting:=false;
exploding:=false;
x:=xx*20;
y:=-(((i+1)*10));
howmanyhits:=1;
lastshot:=0;
end;
end;
end;
inc(backrow);
end;
flipd50(vaddr3,0,vaddr2,0);
howmuchscroll:=50;
end;
flipd240(howmuchscroll,vaddr,vaddr2);
topblocky:=backrow-(howmuchscroll div 10)-1;
{ str(passive[1].y,it);
outtextxy(it,10,10,12,0,vaddr,true);
str(passive[1].x,it);
outtextxy(it,10,20,12,0,vaddr,true); }
{***Collision Check***}
for i:=0 to 30 do if (passive[i].dead=false) and (passive[i].exploding=false) then with passive[i] do begin
if (bullet1out) and collision(bullet1x,bullet1y,3,4,x,y,10,5)
then begin
if kind<>10 then begin
if sbeffects then StartSound(Sound[3], 0, false);
exploding:=true;
explodeprogress:=0;
bullet1out:=false;
inc(score,10);
changescore;
end
else begin
bullet1out:=false;
tempilg:=7;
for i:=0 to 5 do if enemy[i].out=false then tempilg:=i;
if tempilg<>7 then begin
enemy[tempilg].out:=true;
enemy[tempilg].y:=bullet1y;
enemy[tempilg].x:=bullet1x;
enemy[tempilg].yspeed:=7;
enemy[tempilg].kind:=21;
end;
end;
end;
if (bullet2out) and collision(bullet2x,bullet2y,3,4,x,y,10,5)
then begin
if kind<>10 then begin
if sbeffects then StartSound(Sound[3], 0, false);
exploding:=true;
explodeprogress:=0;
bullet2out:=false;
inc(score,10);
changescore;
end
else begin
bullet2out:=false;
tempilg:=7;
for i:=0 to 5 do if enemy[i].out=false then tempilg:=i;
if tempilg<>7 then begin
enemy[tempilg].out:=true;
enemy[tempilg].y:=bullet2y;
enemy[tempilg].x:=bullet2x;
enemy[tempilg].yspeed:=7;
enemy[tempilg].kind:=21;
end;
end;
end;
if (y>155) and (kind<>10) then begin
if collision(x,y,10,5,shipx+16,165,5,5)
or collision(x,y,10,5,shipx+6,175,18,8)
then begin
if sbeffects then startsound(Sound[5],0,false);
{exploding:=true;
explodeprogress:=2;}
dead:=true;
dec(shields);
if shields<0 then levelover:=true;
putshape240over(14800{shape2array[34]},vaddr2,
20,9,x,y+howmuchscroll);
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;
for i:=0 to 5 do if (enemy[i].out) then
if collision(enemy[i].x,enemy[i].y,2,5,shipx+16,165,5,5)
or collision(enemy[i].x,enemy[i].y,2,5,shipx+6,175,18,8)
then begin
if sbeffects then startsound(Sound[5],0,false);
enemy[i].out:=false;
dec(shields);
if shields<0 then levelover:=true;
{putshape240over(shape2array[34],vaddr2,
20,9,passive[i].x,passive[i].y+howmuchscroll);}
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;
{ for i:=0 to 30 do if (passive[i].dead=false) and (passive[i].y>-1) then
putshape(shape2array[16],
vaddr,20,9,passive[i].x,passive[i].y);}
{***DO EXPLOSIONS***}
for i:=0 to 30 do
if passive[i].exploding then with passive[i] do begin
inc(explodeprogress);
putshape240(shape2array[35+explodeprogress],vaddr2,
20,9,x,y+howmuchscroll);
if explodeprogress>4 then begin
dead:=true;
exploding:=false;
putshape240over(14800{shape2array[34]},vaddr2,
20,9,x,y+howmuchscroll);
end;
end;
{***MOVE BULLET***}
if bullet1out then begin
dec(bullet1y,5);
if bullet1y<5 then bullet1out:=false;
if bullet1out then putshape(12000,vaddr,20,9,bullet1x,bullet1y);
end;
if bullet2out then begin
dec(bullet2y,5);
if bullet2y<5 then bullet2out:=false;
if bullet2out then putshape(12000,vaddr,20,9,bullet2x,bullet2y);
end;
{***MOVE ENEMIES***}
for j:=0 to 30 do begin
if passive[j].dead=false then begin
inc(passive[j].y);
if(passive[j].y)>190 then passive[j].dead:=true;
end;
end;
for j:=0 to 30 do begin
if passive[j].lastshot>0 then dec(passive[j].lastshot);
if (passive[j].dead=false) and (passive[j].shooting)
and (passive[j].lastshot=0) and (passive[j].y>0)
then begin
tempilg:=7;
for i:=0 to 5 do if enemy[i].out=false then tempilg:=i;
if tempilg<>7 then begin
passive[j].lastshot:=30;
enemy[tempilg].out:=true;
enemy[tempilg].y:=passive[j].y;
enemy[tempilg].x:=passive[j].x+5;
enemy[tempilg].yspeed:=5;
enemy[tempilg].kind:=25;
if passive[j].kind=11 then enemy[tempilg].kind:=26;
end;
end;
end;
for j:=0 to 5 do begin
if enemy[j].out then begin
putshape(shape2array[enemy[j].kind],vaddr,
20,9,enemy[j].x,enemy[j].y);
enemy[j].y:=enemy[j].y+enemy[j].yspeed;
if enemy[j].y>189 then enemy[j].out:=false;
end;
end;
{***READ KEYBOARD***}
if keypressed then BEGIN
ch:=readkey;
if ch=chr(0) then ch2:=readkey;
if ch=#27 then levelover:=true;
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 ch='+' then begin
inc(whatdelay);
if whatdelay>25 then whatdelay:=25;
end;
if (ch='P') or (ch='p') then begin
coolbox(65,85,175,110,true,vga);
outtextxy('GAME PAUSED',79,95,4,7,vga,false);
clearkeyboardbuffer;
repeat until keypressed; tempch:=readkey;
end;
if ch='-' then begin
dec(whatdelay);
if whatdelay<1 then whatdelay:=1;
end;
if (ch='S') or (ch='s') then sbeffects:=not(sbeffects);
if ch2='<' then savegame;
end;
if (ch=' ') then begin
if (bullet1out=false) then begin
if sbeffects then StartSound(Sound[4], 0, false);
bullet1out:=true;
bullet1x:=shipx+21;
bullet1y:=165;
putshape(12000,vaddr,20,9,bullet1x,bullet1y);
end
else
if (bullet2out=false) then begin
if sbeffects then StartSound(Sound[4], 0, false);
bullet2out:=true;
bullet2x:=shipx+21;
bullet2y:=165;
putshape(12000,vaddr,20,9,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,43,30,shipx,165);
3 : putshape (bigship3off,vaddr,43,30,shipx,165);
2,4 : putshape (bigship2off,vaddr,43,30,shipx,165);
END;
inc(shipframe);
if shipframe=5 then shipframe:=1;
waitretrace;
flipd320 (vaddr,vga);
for i:=0 to whatdelay do waitretrace;
{str(backrow,testr);
outtextxy(testr,20,20,9,7,vga,true);}
if backrow>=200 then begin
clearkeyboardbuffer;
pauseawhile(200);
fade;
grapherror:=Mode13LoadPicPacked(0,0,vaddr,false,true,'viewscr.tb1');
cls(0,vga);
blockmove(0,79,58,116,vaddr,10,10,vga);
clearkeyboardbuffer;
outsmalltextxy('UNIDENTIFIED SPACECRAFT!',70,10,2,0,vga,true);
outsmalltextxy('DO YOU WISH TO DEACTIVATE ',70,20,2,0,vga,true);
outsmalltextxy('THIS SHIP''S SECURITY SYSTEMS? (Y/N)',70,30,2,0,vga,true);
unfade;
clearkeyboardbuffer;
ch:='!';
repeat
if keypressed then ch:=readkey;
until (upcase(ch)='Y') or (upcase(ch)='N');
if upcase(ch)='N' then begin
blockmove(0,79,58,116,vaddr,10,50,vga);
outsmalltextxy('NO? AFFIRMATIVE. ',70,50,9,0,vga,true);
outsmalltextxy('ARMING REMOTE DESTRUCTION RAY.',70,60,9,0,vga,true);
outsmalltextxy('GOOD-BYE.',70,70,9,0,vga,true);
pauseawhile(400);
fade;
end;
if upcase(ch)='Y' then begin
blockmove(0,79,58,116,vaddr,10,50,vga);
outsmalltextxy('"Y"=CORRECT PASSWORD. ',70,50,2,0,vga,true);
outsmalltextxy('WELCOME SUPREME TENTACLEE COMMANDER.',70,60,2,0,vga,true);
outsmalltextxy('INITIATING TRACTOR BEAM AND AUTOMATIC',70,70,2,0,vga,true);
outsmalltextxy('LANDING PROCEDURE.',70,80,2,0,vga,true);
outsmalltextxy('WE WILL BE DEPARTING FOR THE PLANET',70,90,2,0,vga,true);
outsmalltextxy('EERM IN THREE MICROCYCLE UNITS.',70,100,2,0,vga,true);
pauseawhile(550);
level:=3;
clearkeyboardbuffer;
blockmove(0,42,58,79,vaddr,10,110,vga);
outsmalltextxy('Wha? Wait!',70,110,9,0,vga,true);
outsmalltextxy('What''s happening?',70,120,9,0,vga,true);
pauseawhile(550);
fade;
end;
grapherror:=Mode13LoadPicPacked(0,0,vaddr,false,true,'tbtract.tb1');
for i:=0 to 239 do
for j:=0 to 49 do
putpixel240(i,j,getpixel(i,j,vaddr),vaddr2);
cls(0,vga);
unfade;
for howmuchscroll:=50 downto 1 do begin
flipd240(howmuchscroll,vaddr,vaddr2);
putshape (bigship3off,vaddr,43,30,shipx,165);
waitretrace;
flipd320(vaddr,vga);
end;
if upcase(ch)='N' then begin
clearkeyboardbuffer;
line(7,6,shipx+10,180,4,vga);
line(shipx+37,180,231,6,4,vga);
pauseawhile(50);
clearkeyboardbuffer;
for i:=shipx to shipx+48 do
verticalline(165,195,i,4,vga);
pauseawhile(200);
flipd240(howmuchscroll,vaddr,vaddr2);
flipd320(vaddr,vga);
pauseawhile(150);
end;
if upcase(ch)='Y' then begin;
shipadd:=sgn(shipx-95);
shipy:=165;
repeat
if shipx<>95 then shipx:=shipx-shipadd;
if shipy>9 then dec(shipy);
flipd240(howmuchscroll,vaddr,vaddr2);
line(7,6,shipx+10,shipy+15,2,vaddr);
line(shipx+37,shipy+15,231,6,2,vaddr);
putshape (bigship3off,vaddr,43,30,shipx,shipy);
waitretrace;
flipd320(vaddr,vga);
until (shipx=95) and (shipy=9);
clearkeyboardbuffer;
pauseawhile(850);
fade;
cls(0,vga);
while keypressed do ch:=readkey;
if level=4 then begin
outsmalltextxy('THE PLANET EERM?',20,20,10,0,vga,true);
outsmalltextxy('XENOCIDE FLEET?',20,30,10,0,vga,true);
outsmalltextxy('WHAT''S GOING ON?',20,40,10,0,vga,true);
outsmalltextxy('A MAJOR GOVERNMENT CONSPIRACY? MASS HALUCINATIONS?',20,50,10,0,vga,true);
outsmalltextxy('WATCH FOR TOM BOMBEM LEVEL 3 (CURRENTLY IN THE DESIGN PHASE).',10,70,12,0,vga,true);
outsmalltextxy('ALL THESE QUESTIONS WILL BE ANSWERED!',10,80,12,0,vga,true);
outsmalltextxy('ALSO MORE FEATURES WILL BE ADDED:',10,90,12,0,vga,true);
outsmalltextxy(' BETTER GRAPHICS, SOUND AND SPEED.',10,100,12,0,vga,true);
outsmalltextxy('TO HASTEN COMPLETION, SEND QUESTIONS/COMMENTS/DONATIONS TO ',9,120,9,0,vga,true);
outsmalltextxy('THE AUTHOR (SEE THE REGISTER MESSAGE FOR RELEVANT ADDRESSES).',9,130,9,0,vga,true);
outsmalltextxy('THANK YOU FOR PLAYING TOM BOMBEM',80,150,14,0,vga,true);
unfade;
pauseawhile(1800);
end;
levelover:=true;
unfade;
end;
end;
until levelover;
END;
Procedure levelone;
VAR loop1,loop2:integer;
ch,ch2:char;
saucersout:integer;
bullet1x,bullet1y,bullet2x,bullet2y,i,wave:integer;
bullet1out,bullet2out:boolean;
whichone,temp,temp2,whichwave:integer;
tempst:string;
what:byte;
itemp,jtemp:byte;
whatdelay:byte;
levelover:boolean;
procedure waveincrease;
begin
inc(wave);
dec(saucersout);
if saucersout<0 then saucersout:=0;
if saucersout>5 then saucersout:=5;
if wave<6 then whichwave:=0;
if (wave>=6) and (wave<=12) then whichwave:=1; {1}
if (wave>12) and (wave<=20) then whichwave:=2; {2}
if (wave>20) and (wave<=30) then whichwave:=3; {3}
if (wave>30) and (wave<=36) then whichwave:=2; {2}
if (wave>36) and (wave<=46) then whichwave:=3;
if (wave>46) and (wave<=50) then whichwave:=1;
if (wave>50) and (wave<=60) then whichwave:=3;
if (wave>60) and (wave<=76) then whichwave:=2;
if (wave>76) and (wave<=82) then whichwave:=1;
if (wave>82) and (wave<=85) then whichwave:=3;
if (wave>85) and (wave<=96) then whichwave:=2;
if (wave>96) and (wave<=100) then whichwave:=1;
if (wave>100) then whichwave:=4;
end;
procedure BeforeBoss;
begin
fade;
grapherror:=Mode13LoadPicPacked(0,0,vaddr,false,true,'viewscr.tb1');
cls(0,vga);
blockmove(0,5,58,42,vaddr,10,10,vga);
clearkeyboardbuffer;
outsmalltextxy('HUMAN!',70,10,2,0,vga,true);
outsmalltextxy('WHAT ARE YOU DOING?!',70,20,2,0,vga,true);
outsmalltextxy('YOUR SPECIES MUST BE TERMINATED!',70,30,2,0,vga,true);
unfade;
pauseawhile(350);
clearkeyboardbuffer;
blockmove(0,42,58,79,vaddr,10,50,vga);
outsmalltextxy('I''M SORRY.',70,50,9,0,vga,true);
outsmalltextxy('WE DIDN''T MEAN TO DESTROY YOUR ENVOY.',70,60,9,0,vga,true);
outsmalltextxy('WILL YOU FORGIVE US AND TRY PEACE?',70,70,9,0,vga,true);
pauseawhile(400);
clearkeyboardbuffer;
blockmove(0,5,58,42,vaddr,10,90,vga);
outsmalltextxy('NO! YOU MUST BE DESTROYED!',70,90,2,0,vga,true);
outsmalltextxy('OUR FUNDING ... OUR ENVOY WAS DAMAGED BY',70,100,2,0,vga,true);
outsmalltextxy('YOU! VENGEANCE WILL BE OURS! YOUR PUNY',70,110,2,0,vga,true);
outsmalltextxy('PRIMITIVE SPACECRAFT WITH ITS INFERIOR',70,120,2,0,vga,true);
outsmalltextxy('WEAPONS WOULD HAVE TO SCORE 9 DIRECT HITS',70,130,2,0,vga,true);
outsmalltextxy('TO DESTROY MY SHIP! DIE EARTH SCUM!!!!',70,140,2,0,vga,true);
pauseawhile(800);
flipd240(howmuchscroll,vaddr,vaddr2);
end;
procedure AfterBoss;
begin
level:=2;
fade;
clearkeyboardbuffer;
grapherror:=Mode13LoadPicPacked(0,0,vaddr,false,true,'viewscr.tb1');
cls(0,vga);
blockmove(0,42,58,79,vaddr,10,10,vga);
outsmalltextxy('HMM.. THEY DON''T BUILD SUPERIOR',70,10,9,0,vga,true);
outsmalltextxy('TECHNOLOGY LIKE THEY USED TO.',70,20,9,0,vga,true);
outsmalltextxy('I GUESS I CAN GO HOME NOW.',70,30,9,0,vga,true);
unfade;
pauseawhile(400);
clearkeyboardbuffer;
blockmove(0,5,58,42,vaddr,10,50,vga);
outsmalltextxy('NOT SO FAST! YOU JUST DESTROYED AN ANTIQUATED',70,50,2,0,vga,true);
outsmalltextxy('DEFENSE SYSTEM THAT WAS PROGRAMMED BY A 16',70,60,2,0,vga,true);
outsmalltextxy('YEAR OLD! OUR MAIN DEFENSE PROGRAMMER HAS ',70,70,2,0,vga,true);
outsmalltextxy('MUCH MORE SKILL NOW! UNLESS YOU DESTROY OUR',70,80,2,0,vga,true);
outsmalltextxy('ENTIRE XENOCIDE... I MEAN PEACE... ENVOY',70,90,2,0,vga,true);
outsmalltextxy('WE WILL STILL DESTROY YOUR HOME PLANET.',70,100,2,0,vga,true);
outsmalltextxy('NICE TRY PUNY EARTHLING!',70,110,2,0,vga,true);
pauseawhile(1200);
clearkeyboardbuffer;
blockmove(0,42,58,79,vaddr,10,130,vga);
outsmalltextxy('HMM.. I GUESS I BETTER SAVE THE EARTH.',70,130,9,0,vga,true);
outsmalltextxy('I''D BETTER SAVE MY GAME TOO.',70,140,9,0,vga,true);
outsmalltextxy('D''OH! I''M OUT OF BIG MISSILES! ',70,150,9,0,vga,true);
outsmalltextxy('WELL AT LEAST I HAVE SOME SMALLER SPARES.',70,160,9,0,vga,true);
pauseawhile(500);
clearkeyboardbuffer;
fade;
cls(0,vga);
flipd240(howmuchscroll,vaddr,vaddr2);
unfade;
{outsmalltextxy('YOU''VE BEATEN LEVEL ONE!!!',70,60,12,0,vga,true);
outsmalltextxy('NO, THIS IS NOT ONE OF THOSE ANNOYING',70,70,12,0,vga,true);
outsmalltextxy('"REGISTER NOW!" MESSAGES. ACTUALLY ',70,80,12,0,vga,true);
outsmalltextxy('THIS IS AS FAR AS THE GAME IS WRITTEN.',70,90,12,0,vga,true);
outsmalltextxy('OF COURSE, TO HASTEN ITS COMPLETION YOU',70,110,11,0,vga,true);
outsmalltextxy('COULD SEND A CONTRIBUTION TO THE AUTHOR.',70,120,11,0,vga,true);
outsmalltextxy(' <HINT. HINT.>',70,130,11,0,vga,true);
outsmalltextxy('IN ANY CASE WATCH SOON FOR THE FURTHER ',70,150,14,0,vga,true);
outsmalltextxy('ADVENTURES OF TOM BOMBEM!!!',70,160,14,0,vga,true);
pauseawhile(1800);
flipd240(howmuchscroll,vaddr,vaddr2);}
end;
BEGIN
wave:=0;
whichwave:=0;
whatdelay:=1;
shipx:=36;
shipadd:=0;
shipframe:=1;
shipspeed:=5;
levelover:=false;
ch:=#1; ch2:=#1;
for i:=0 to 4 do begin
enemy[i].exploding:=false;
enemy[i].out:=false;
enemy[i].dead:=false;
end;
bullet1out:=false; bullet2out:=false;
bullet1x:=0; bullet1y:=0;
bullet2x:=0; bullet2y:=0;
saucersout:=0;
flipd320(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));
{for i:=0 to 10 do putshape240(shapearray[11],
vaddr2,18,17,i*20,i*20);}
pal(254,shields*4,0,0);
howmuchscroll:=50;
cls(0,vga);
coolbox(70,85,240,120,true,vga);
outtextxy(' LEVEL ONE:',84,95,4,7,vga,false);
outtextxy('INANIMATE OBJECTS',84,105,4,7,vga,false);
clearkeyboardbuffer;
pauseawhile(300);
{**** GAME LOOP ****}
{*******************}
Repeat
ch2:=#1;
ch:=#1;
dec(howmuchscroll);
if howmuchscroll<1 then begin
flipd50(vaddr2,3000,vaddr3,0);
flipd50(vaddr2,2250,vaddr2,3000);
flipd50(vaddr2,1500,vaddr2,2250);
flipd50(vaddr2,750,vaddr2,1500);
flipd50(vaddr2,0,vaddr2,750);
flipd50(vaddr3,0,vaddr2,0);
howmuchscroll:=50;
end;
flipd240(howmuchscroll,vaddr,vaddr2);
{***Collsion Check***}
for i:=0 to 4 do begin
if (enemy[i].dead=false) then begin
if (bullet1out) then begin
if collision(bullet1x,bullet1y,10,10,
enemy[i].x,enemy[i].y,9,9) then begin
if sbeffects then StartSound(Sound[3], 0, false);
dec(enemy[i].hitsneeded);
if enemy[i].hitsneeded<1 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,bullet2y,10,10,
enemy[i].x,enemy[i].y,9,9) then begin
if sbeffects then StartSound(Sound[3], 0, false);
dec(enemy[i].hitsneeded);
if enemy[i].hitsneeded<1 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;
dec(saucersout);
end;
if enemy[i].y>140 then begin
if collision(shipx,165,
24,15,
enemy[i].x,enemy[i].y,
9,9)
then begin
if sbeffects then startsound(Sound[5],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;
dec(shields);
if shields<0 then levelover:=true;
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
with enemy[temp] do begin
kind:=what;
x:=0;
y:=0;
xspeed:=5;
x:=temp*20;
minx:=(temp*20);
maxx:=(temp*20)+120;
boundarycheck:=true;
yspeed:=10;
out:=true;
exploding:=false;
hitsneeded:=1;
dead:=false;
end;
end;
end;
{**FALLING STRAIGHT**}
if whichwave=3 then begin
for temp:=0 to 4 do
if enemy[temp].out=false then begin
with enemy[temp] do begin
kind:=random(8)+3;
x:=random(200)+1;
y:=0;
xspeed:=0;
minx:=enemy[temp].x;
maxx:=enemy[temp].x;
boundarycheck:=true;
yspeed:=5+(wave div 40);
out:=true;
exploding:=false;
hitsneeded:=1;
dead:=false;
inc(saucersout);
end;
end;
end;
{**FALLING GRADUALLY SIDEWAYS**}
if whichwave=2 then begin
for temp:=0 to 4 do
if enemy[temp].out=false then begin
with enemy[temp] do begin
kind:=random(8)+3;
y:=0;
xspeed:=5;
minx:=random(100);
maxx:=random(100)+120;
x:=enemy[temp].minx;
boundarycheck:=false;
yspeed:=1;
out:=true;
exploding:=false;
hitsneeded:=1;
dead:=false;
inc(saucersout);
end;
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
with enemy[temp] do begin
kind:=whichone;
y:=temp*10;
xspeed:=5;
minx:=0;
maxx:=220;
x:=temp*20;
boundarycheck:=false;
yspeed:=1;
out:=true;
exploding:=false;
hitsneeded:=1;
dead:=false;
end;
end;
end;
if (whichwave=4) then begin
if saucersout=0 then begin
beforeboss;
enemy[0].kind:=15;
enemy[1].kind:=15;
enemy[2].kind:=14;
for temp:=0 to 2 do begin
with enemy[temp] do begin
x:=temp*20;
y:=0;
xspeed:=5;
minx:=0;
maxx:=220;
boundarycheck:=true;
yspeed:=0;
out:=true;
exploding:=false;
hitsneeded:=3;
dead:=false;
inc(Saucersout);
end;
end;
end;
if enemy[1].kind=15 then
for temp:=3 to 4 do begin
inc(saucersout);
if (enemy[temp].out=false)
and (enemy[temp-3].out=true) then begin
with enemy[temp] do begin
kind:=random(8)+3;
x:=enemy[temp-3].x;
y:=20;
xspeed:=0;
minx:=x;
maxx:=x;
boundarycheck:=false;
yspeed:=5;
out:=true;
exploding:=false;
hitsneeded:=1;
dead:=false;
end;
end;
end;
end;
if (whichwave=4) and (enemy[0].dead=true) and
(enemy[1].dead=true) and (enemy[2].dead=true)
and (wave>109)
then begin
AfterBoss;
levelover:=true;
end;
{***READ KEYBOARD***}
if keypressed then BEGIN
ch:=readkey;
if ch=chr(0) then ch2:=readkey;
if ch=#27 then levelover:=true;
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 ch='+' then begin
inc(whatdelay);
if whatdelay>25 then whatdelay:=25;
end;
if (ch='P') or (ch='p') then begin
coolbox(65,85,175,110,true,vga);
outtextxy('GAME PAUSED',79,95,4,7,vga,false);
clearkeyboardbuffer;
repeat until keypressed; tempch:=readkey;
end;
if ch='-' then begin
dec(whatdelay);
if whatdelay<1 then whatdelay:=1;
end;
if (ch='S') or (ch='s') then sbeffects:=not(sbeffects);
if ch2='<' then savegame;
end;
if (ch=' ') then begin
if (bullet1out=false) then begin
if sbeffects then StartSound(Sound[4], 0, false);
bullet1out:=true;
bullet1x:=shipx+15;
bullet1y:=165;
putshape(shape1off,vaddr,18,17,bullet1x,bullet1y);
end
else
if (bullet2out=false) then begin
if sbeffects then StartSound(Sound[4], 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;
flipd320 (vaddr,vga);
for i:=0 to whatdelay do waitretrace;
until levelover;
END;
function grinput(xv,yv,howlong,forecol,backcol:integer):string;
var tempst:string;
ch3:char;
label bob;
begin
tempst:='';
ch3:='<27>';
repeat
repeat until keypressed;
ch3:=readkey;
if (ch3=#8) and (ord(tempst[0])>0) then begin
fillblock(xv,yv,ord(tempst[0])*8+xv,yv+8,backcol,vga);
dec(tempst[0]);
end;
if length(tempst)>=howlong then goto bob;
if ch3>#20 then tempst:=concat(tempst,ch3);
if tempst[0]>#0 then
outtextxy(tempst,xv,yv,forecol,backcol,vga,true);
bob:
until ch3=#13;
grinput:=tempst;
end;
procedure loadshapes;
var x,y,i,j,shape:byte;
begin
grapherror:=Mode13LoadPicpacked(0,0,vaddr,false,true,'ships.tb1');
for i:=0 to 47 do
for j:=0 to 29 do begin
ShapeTable1^[bigship1off+((j*48)+i)]:=getpixel(i,j,vaddr);
ShapeTable1^[bigship2off+((j*48)+i)]:=getpixel(i,j+32,vaddr);
ShapeTable1^[bigship3off+((j*48)+i)]:=getpixel(i,j+64,vaddr);
end;
grapherror:=Mode13LoadPicpacked(0,0,vaddr,false,true,'tbshapes.tb1');
for j:=0 to 1 do
for i:=0 to 9 do
for x:=0 to 17 do
for y:=0 to 17 do
ShapeTable1^[shapearray[(((j*10)+1)+i)]+((y*18)+x)]
:=getpixel(1+x+(i*19),1+y+(j*19),vaddr);
cls(0,vaddr);
end;
procedure littleopener;
begin
grapherror:=Mode13LoadPicpacked(0,0,vga,true,false,'moon2.tb1');
fade;
cls(0,vga);
grapherror:=Mode13LoadPicpacked(0,0,vga,false,true,'moon2.tb1');
for i:=0 to 15 do
for j:=0 to 18 do begin
ShapeTable1^[6000+((j*16)+i)]:=getpixel(i+9,j+178,vga);
ShapeTable1^[6400+((j*16)+i)]:=getpixel(i+30,j+178,vga);
end;
fillblock(0,178,319,199,0,vga);
unfade;
flipd320(vga,vaddr);
flipd320(vaddr,vaddr2);
for i:=100 downto 0 do begin
flipd320(vaddr2,vaddr);
putshape(6400,vaddr,16,18,i,100);
waitretrace;
if keypressed then if readkey=#27 then exit;
flipd320(vaddr,vga);
end;
flipd320(vaddr2,vga);
outtextxy('>KCHK< TOM! WHERE ARE YOU GOING?',5,180,15,0,vga,true);
pauseawhile(500); if keypressed then ch:=readkey;
waitretrace;
fillblock(0,178,319,199,0,vga);
outtextxy('Ooops. ',5,180,24,0,vga,true);
pauseawhile(500); if keypressed then ch:=readkey;
for inte:=0 to 151 do begin
flipd320(vaddr2,vaddr);
putshape(6000,vaddr,16,18,inte*2,100);
waitretrace;
flipd320(vaddr,vga);
if keypressed then if readkey=#27 then exit;
end;
flipd320(vaddr2,vga);
pauseawhile(5);
fade;
cls(0,vga);
unfade;
end;
procedure littleopener2;
begin
cls(0,vga);
grapherror:=Mode13LoadPicpacked(0,0,vga,true,false,'tbl2ship.tb1');
fade;
grapherror:=Mode13LoadPicpacked(0,0,vga,false,true,'tbl2ship.tb1');
unfade;
outtextxy('Hmmmm... ',10,10,4,0,vga,false);
outtextxy('This Might Be Harder Than I Thought.',10,20,4,0,vga,false);
pauseawhile(500); if keypressed then ch:=readkey;
fade;
cls(0,vga);
unfade;
end;
procedure playthegame(lev:integer);
begin
fade;
cls(0,vga);
unfade;
cls(0,vaddr);
level:=lev;
if level=0 then begin
littleopener;
shields:=10;
score:=0;
inc(level);
end;
beginscore:=score;
beginshields:=shields;
loadshapes;
grapherror:=Mode13LoadPicpacked(0,0,vga,true,false,'tbsobj.tb1');
hiscore:=showhiscore(false,false);
if level=1 then begin
setupsidebar;
y:=0;
levelone;
if level=2 then littleopener2;
end;
if level=2 then begin
setupsidebar;
beginscore:=score;
beginshields:=shields;
leveltwoengine(2);
end;
if level=3 then begin
setupsidebar;
beginscore:=score;
beginshields:=shields;
littleopener3;
levelthree;
end;
if level=4 then begin
setupsidebar;
beginscore:=score;
beginshields:=shields;
leveltwoengine(4);
end;
clearkeyboardbuffer;
coolbox(70,85,170,110,true,vga);
outtextxy('GAME OVER',84,95,4,7,vga,false);
for inte:=0 to 100 do waitretrace;
repeat until keypressed; tempch:=readkey;
clearkeyboardbuffer;
hiscore:=showhiscore(false,false);
if score>lowscore then begin
coolbox(10,75,310,125,true,vga);
outtextxy('NEW HIGH SCORE!',90,80,12,7,vga,false);
outtextxy('ENTER YOUR NAME (10 Chars)',30,90,0,7,vga,false);
hiname:=grinput(110,110,10,11,7);
hiscore:=showhiscore(false,true);
end;
hiscore:=showhiscore(true,false);
fade;
cls(0,vga);
end;
procedure shadowrite(st:string;x5,y5,forecol,backcol:integer);
begin
outtextxy(st,x5+1,y5+1,backcol,0,vga,false);
outtextxy(st,x5,y5,forecol,0,vga,false);
end;
function HexW(W: word): string; {Word}
const
HexChars: array [0..$F] of Char = '0123456789ABCDEF';
begin
HexW :=
HexChars[(W and $F000) shr 12] +
HexChars[(W and $0F00) shr 8] +
HexChars[(W and $00F0) shr 4] +
HexChars[(W and $000F)];
end;
procedure OurExitProc; far;
{If the program terminates with a runtime error before the extended memory}
{is deallocated, then the memory will still be allocated, and will be lost}
{until the next reboot. This exit procedure is ALWAYS called upon program}
{termination and will deallocate extended memory if necessary. }
var
i: byte;
begin
for i := 0 to NumSounds-1 do
if Sound[i] <> nil then FreeSound(Sound[i]);
if SharedEMB then ShutdownSharing;
ExitProc := OldExitProc; {Chain to next exit procedure}
end;
procedure Init;
begin
if not(GetSettings(BaseIO, IRQ, DMA, DMA16)) then
begin
baseio:=xbaseio; irq:=xirq; dma:=xdma; dma16:=0;
end;
if not(InitSB(BaseIO, IRQ, DMA, DMA16)) then
begin
settext;
writeln('Error initializing sound card');
writeln('Incorrect base IO address, sound card not installed, or broken');
writeln('Check your BLASTER= environmental value or re-run TBSETUP.');
Halt(2); {Sound card could not be initialized}
end;
if not(InitXMS) then
begin
writeln('Error initializing extended memory');
writeln('HIMEM.SYS must be installed');
writeln('You might be better off by choosing no sound effects');
writeln('In the TBSETUP program');
Halt(3); {XMS driver not installed}
end
else
begin
if GetFreeXMS < XMSRequired
then
begin
writeln('Insufficient free XMS');
writeln('You might be better off by choosing no sound effects');
writeln('In the TBSETUP program.');
Halt(4); {Insufficient XMS memory}
end
else
begin
if SharedEMB then InitSharing;
OpenSoundResourceFile('SOUNDS.TB1');
LoadSound(Sound[0], 'CLICK');
LoadSound(Sound[1], 'AHH');
LoadSound(Sound[2], 'ZOOP');
LoadSound(Sound[3], 'KAPOW');
LoadSound(Sound[4], 'CC');
LoadSound(Sound[5],'BONK');
LoadSound(Sound[6],'OW');
LoadSound(Sound[7],'SCREAM');
CloseSoundResourceFile;
OldExitProc := ExitProc;
ExitProc := @OurExitProc;
end
end;
InitMixing;
end;
procedure Shutdownsb1;
begin
ShutdownMixing;
ShutdownSB5;
for i := 0 to NumSounds-1 do
FreeSound(Sound[i]);
if SharedEMB then ShutdownSharing;
writeln;
end;
procedure QUIT;
label menu2;
begin
coolbox(90,75,230,125,true,vga);
barpos:=0;
outtextxy('QUIT??? ARE YOU',97,82,9,7,vga,false);
outtextxy('ABSOLUTELY SURE?',97,90,9,7,vga,false);
repeat
if barpos=0 then outtextxy('YES-RIGHT NOW!',97,98,150,0,vga,true)
else outtextxy('YES-RIGHT NOW!',97,98,150,7,vga,true);
if barpos=1 then outtextxy('NO--NOT YET.',97,106,150,0,vga,true)
else outtextxy('NO--NOT YET.',97,106,150,7,vga,true);
ch:=menuread;
if (ord(ch)>219) and (ord(ch)<224) then inc(barpos);
if ch='Y' then barpos:=0;
if ch='N' then barpos:=1;
if barpos=2 then barpos:=0;
until ch=#13;
if barpos=1 then goto menu2;
settext;
gotoxy(1,23);
move(imagedata,screen,4000);
textcolor(7);
if sbsound then shutdownsb1;
shutdown;
halt;
menu2:
barpos:=6;
end;
procedure options;
var opbarpos,argh:integer;
begin
cls(0,vaddr);
coolbox(0,0,319,199,false,vaddr);
flipd320(vaddr,vga);
outtextxy('ESC QUITS',120,175,32,0,vga,true);
opbarpos:=0;
repeat
if sbeffects then begin
if opbarpos=0 then outtextxy('SOUND ON ',30,30,32,7,vga,true)
else outtextxy('SOUND ON ',30,30,32,0,vga,true);
end;
if not(sbeffects) then begin
if opbarpos=0 then outtextxy('NO SOUND ',30,30,32,7,vga,true)
else outtextxy('NO SOUND ',30,30,32,0,vga,true);
end;
if opbarpos=1 then outtextxy('VIEW HIGH SCORES',30,40,32,7,vga,true)
else outtextxy('VIEW HIGH SCORES',30,40,32,0,vga,true);
ch:=menuread;
if (ord(ch)=222) or (ord(ch)=220) then inc(opbarpos);
if (ord(ch)=223) or (ord(ch)=221) then dec(opbarpos);
if ch='M' then opbarpos:=0;
if ch='V' then opbarpos:=1;
if (ch=#13) and (opbarpos=0) then sbeffects:=not(sbeffects);
if (ch=#13) and (opbarpos=1) then begin
ch:=#27;
argh:=4;
end;
if opbarpos=2 then opbarpos:=0;
if opbarpos=-1 then opbarpos:=1;
until ch=#27;
if argh=4 then hiscore:=(showhiscore(true,false));
end;
procedure loadgame;
begin
ondisk:='';
coolbox(90,75,230,125,true,vga);
outtextxy('LOAD WHICH GAME',97,82,9,7,vga,false);
findfirst('SG?.TB1',ANYFILE,filestuff);
while doserror=0 do with filestuff do
begin
ondisk:=concat(ondisk,name[3]);
findnext(filestuff);
end;
if ondisk='' then ondisk:='NO GAMES SAVED';
outtextxy(ondisk,97,92,4,7,vga,false);
repeat until keypressed;
ch:=readkey;
if (ch>='0') and (ch<='9') then begin
{$I-}
ondisk:=concat('SG',ch,'.TB1');
assign(savegamef,ondisk);
reset(savegamef);
{$I+}
If IOResult=0 then begin
readln(savegamef,score);
readln(savegamef,level);
readln(savegamef,shields);
close(savegamef);
playthegame(level);
end;
end;
end;
{************
*************
************
************}
procedure story;
var error:byte;
xtemp,ytemp:integer;
thrustcol:integer;
thrust:real;
tempch:char;
alienchar:byte;
cycles:byte;
procedure doflames;
begin
if flames=true then begin
putshape(bigflame1off,vaddr,27,17,213,100);
putshapeover(sflame2off,vaddr,4,4,105,90);
putshapeover(sflame1off,vaddr,4,4,151,71);
putshapeover(sflame2off,vaddr,4,4,218,72);
end
else
begin
putshape(bigflame2off,vaddr,27,17,213,100);
putshapeover(sflame1off,vaddr,4,4,105,90);
putshapeover(sflame2off,vaddr,4,4,151,71);
putshapeover(sflame1off,vaddr,4,4,218,72);
outtextxy(chr(alienchar),10,10,12,0,vaddr,true);
inc(alienchar);
if alienchar>44 then alienchar:=34;
end;
flipd320(vaddr,vga);
vdelay(5);
flames:=not(flames);
end;
procedure puttruck(xp,yp,frame:integer;where:word);
var xtemp,into,ytemp:integer;
col:byte;
begin
for into:=0 to 7 do begin
if(into+yp>=172) then
if frame=0 then putshapeline(truck1off,where,6,8,xp,yp,into)
else putshapeline(truck2off,where,6,8,xp,yp,into);
end;
end;
procedure pauseawhile(howlong:word);
var i:word;
begin
i:=0;
repeat
waitretrace;
inc(i);
if i>howlong then exit;
until keypressed;
end;
begin
fade;
error:=Mode13LoadPicpacked(0,0,vaddr,false,true,'tbsobj.tb1');
for ytemp:=0 to 18 do
for xtemp:=0 to 26 do begin
ShapeTable1^[((ytemp*27)+xtemp)+bigflame1off]:=getpixel(xtemp,ytemp+2,vaddr);
ShapeTable1^[((ytemp*27)+xtemp)+bigflame2off]:=getpixel(xtemp,ytemp+21,vaddr);
end;
for ytemp:=0 to 18 do
for xtemp:=0 to 15 do begin
ShapeTable1^[((ytemp*16)+xtemp)+explo1off]:=getpixel(127+xtemp,ytemp+100,vaddr);
ShapeTable1^[((ytemp*16)+xtemp)+explo2off]:=getpixel(148+xtemp,ytemp+100,vaddr);
end;
for ytemp:=0 to 6 do
for xtemp:=0 to 15 do
ShapeTable1^[((ytemp*16)+xtemp)+rent1off]:=getpixel(168+xtemp,ytemp+100,vaddr);
for ytemp:=0 to 4 do
for xtemp:=0 to 3 do begin
ShapeTable1^[((ytemp*4)+xtemp)+sflame1off]:=getpixel(xtemp,ytemp+43,vaddr);
ShapeTable1^[((ytemp*4)+xtemp)+sflame2off]:=getpixel(xtemp,ytemp+47,vaddr);
end;
for ytemp:=0 to 18 do
for xtemp:=0 to 15 do
ShapeTable1^[((ytemp*16)+xtemp)+bargeoff]:=getpixel(xtemp+65,ytemp+100,vaddr);
for ytemp:=0 to 8 do
for xtemp:=0 to 5 do begin
ShapeTable1^[((ytemp*6)+xtemp)+truck1off]:=getpixel(xtemp+85,ytemp+100,vaddr);
ShapeTable1^[((ytemp*6)+xtemp)+truck2off]:=getpixel(xtemp+95,ytemp+100,vaddr);
end;
{******FIRST MESSAGE*******}
cls(0,vga);
outtextxy('THE STORY SO FAR...',20,20,4,0,vga,false);
unfade;
pauseawhile(300); if keypressed then if readkey=#27 then exit;
fade;
cls(0,vga);
error:=Mode13LoadPicpacked(0,0,vaddr2,false,true,'tbcobj.tb1');
blockmove(129,56,178,188,vaddr2,10,10,vga);
outtextxy('YOU ARE TOM BOMBEM, A STRANGE',80,10,1,0,vga,false);
outtextxy(' BUT EFFICIENT MEMBER OF',80,20,1,0,vga,false);
outtextxy(' THE LUNAR SPACE FORCE.',80,30,1,0,vga,false);
outtextxy('YOU NEVER SAY MUCH AND YOU ARE',80,50,4,0,vga,false);
outtextxy(' RARELY SEEN OUTSIDE OF ',80,60,4,0,vga,false);
outtextxy(' YOUR BLUE SPACESUIT.',80,70,4,0,vga,false);
outtextxy('YOU OFTEN GET YOURSELF IN ',80,90,2,0,vga,false);
outtextxy(' TROUBLE BY SCRATCHING',80,100,2,0,vga,false);
outtextxy(' YOUR HEAD AT INAPPROPRIATE',80,110,2,0,vga,false);
outtextxy(' TIMES.',80,120,2,0,vga,false);
outtextxy('PRESS ANY KEY....',96,185,15,0,vga,false);
unfade;
pauseawhile(900); if keypressed then if readkey=#27 then exit;
fade;
cls(0,vga);
blockmove(129,56,178,188,vaddr2,260,10,vga);
blockmove(99,104,128,185,vaddr2,287,13,vga);
outtextxy('IT IS THE YEAR 2028.',10,10,1,0,vga,false);
outtextxy('YOU HAVE BEEN SUMMONED BY',10,30,3,0,vga,false);
outtextxy(' LUNAR DICTATOR-IN-CHIEF',10,40,3,0,vga,false);
outtextxy(' VINCENT WEAVER ABOUT A',10,50,3,0,vga,false);
outtextxy(' TOP SECRET THREAT TO ',10,60,3,0,vga,false);
outtextxy(' INTERPLANETARY SECURITY.',10,70,3,0,vga,false);
outtextxy('YOU ATTEND THE BRIEFING WITH',10,90,5,0,vga,false);
outtextxy(' YOUR USUAL CONFUSED',10,100,5,0,vga,false);
outtextxy(' QUIETNESS. YOU STILL DO',10,110,5,0,vga,false);
outtextxy(' NOT UNDERSTAND YOUR OWN',10,120,5,0,vga,false);
outtextxy(' SUCCESSFULNESS.',10,130,5,0,vga,false);
outtextxy('PRESS ANY KEY....',96,185,15,0,vga,false);
unfade;
pauseawhile(900); if keypressed then if readkey=#27 then exit;
fade;
error:=Mode13LoadPicpacked(0,0,vga,false,true,'tbchief.tb1');
unfade;
blockmove(115,55,206,114,vga,115,55,vaddr);
{pauseawhile(600); if keypressed then if readkey=#27 then exit;}
outtextxy('Ahhh.... Mr. Bombem.... ',1,1,15,0,vga,true);
if sbeffects then startsound(sound[1],0,false);
pauseawhile(200); if keypressed then if readkey=#27 then exit;
if sbeffects then startsound(sound[3],0,false);
blockmove(188,14,279,73,vaddr2,115,55,vga);
pauseawhile(500); if keypressed then if readkey=#27 then exit;
blockmove(115,55,206,114,vaddr,115,55,vga);
outtextxy('I''ll be brief. ',1,1,15,0,vga,true);
pauseawhile(400); if keypressed then if readkey=#27 then exit;
outtextxy('Do you know how this base was founded?',1,1,15,0,vga,true);
pauseawhile(600); if keypressed then if readkey=#27 then exit;
outtextxy('No? Well watch the screen. ',1,1,15,0,vga,true);
pauseawhile(400); if keypressed then if readkey=#27 then exit;
blockmove(210,75,295,134,vaddr2,210,136,vga);
pauseawhile(300); if keypressed then if readkey=#27 then exit;
pal(250,0,0,0);
fade;
{******BARGE TAKING OFF**********}
error:=Mode13LoadPIcpacked(0,0,vaddr2,false,true,'tbma1.tb1');
{ outsmalltextxy('MY WIFE AND I FOUNDED',212,3,14,0,vaddr2,false);
outsmalltextxy('THIS BASE IN 2008.',212,9,14,0,vaddr2,false);
outsmalltextxy('THE ONLY WAY TO ',212,16,13,0,vaddr2,false);
outsmalltextxy('FINANCE IT WAS TO',212,22,13,0,vaddr2,false);
outsmalltextxy('ENGAGE IN A DUBIOUS',212,28,13,0,vaddr2,false);
outsmalltextxy('BUSINESS.',212,34,13,0,vaddr2,false);
outsmalltextxy('WE LAUNCHED EARTH''S',212,41,12,0,vaddr2,false);
outsmalltextxy('TRASH INTO SPACE',212,47,12,0,vaddr2,false);
outsmalltextxy('FOR A PROFIT.',212,53,12,0,vaddr2,false);
outsmalltextxy('HERE IS FOOTAGE FROM',212,60,11,0,vaddr2,false);
outsmalltextxy('THE LAST LAUNCH EIGHT',212,66,11,0,vaddr2,false);
outsmalltextxy('YEARS AGO.',212,72,11,0,vaddr2,false);}
flipd320(vaddr2,vaddr);
putshape(bargeoff,vaddr,16,18,141,157);
flipd320(vaddr,vga);
unfade;
pauseawhile(700); if keypressed then if readkey=#27 then exit;
for ytemp:=191 downto 164 do begin
if ytemp>=172 then blockmove(145,ytemp,152,ytemp+10,vaddr2,145,ytemp,vaddr)
else blockmove(145,172,152,182,vaddr2,145,172,vaddr);
puttruck(145,ytemp,ytemp mod 2,vaddr);
pauseawhile(7);
if keypressed then if readkey=#27 then exit;
flipd320(vaddr,vga);
end;
pauseawhile(20);
flipd320(vaddr2,vaddr);
putshape(bargeoff,vaddr,16,18,141,157);
thrustcol:=0;
ytemp:=157;
thrust:=0;
while ytemp>-25 do begin
thrust:=thrust+0.05;
if thrustcol<63 then inc(thrustcol);
blockmove(141,ytemp,171,ytemp+30,vaddr2,141,ytemp,vaddr);
for i:=1 to 17 do
if ytemp+i>=0 then
putshapeline(bargeoff,vaddr,16,18,141,ytemp,i);
pauseawhile(5);
if keypressed then if readkey=#27 then exit;
pal(250,thrustcol,0,0);
flipd320(vaddr,vga);
ytemp:=ytemp-round(thrust);
end;
pauseawhile(100);
if keypressed then if readkey=#27 then exit;
fade;
{****SECOND CHIEF*******}
error:=Mode13LoadPicpacked(0,0,vaddr2,false,true,'tbcobj.tb1');
error:=Mode13LoadPicpacked(0,0,vga,false,true,'tbchief.tb1');
blockmove(7,104,97,125,vaddr2,6,174,vga);
unfade;
outtextxy('You might wonder why this is important.',1,1,15,0,vga,true);
pauseawhile(600); if keypressed then if readkey=#27 then exit;
outtextxy('Last week we received a message. ',1,1,15,0,vga,true);
pauseawhile(600); if keypressed then if readkey=#27 then exit;
outtextxy('It is of extra-terrestrial origin. ',1,1,15,0,vga,true);
pauseawhile(600); if keypressed then if readkey=#27 then exit;
outtextxy('Watch the screen. ',1,1,15,0,vga,true);
blockmove(210,136,295,195,vaddr2,210,136,vga);
pauseawhile(300); if keypressed then if readkey=#27 then exit;
fade;
{******ALIEN DELEGATION*****}
error:=Mode13LoadPicpacked(0,0,vaddr2,false,true,'tbcrash.tb1');
alienchar:=34;
flipd320(vaddr2,vaddr);
flipd320(vaddr,vga);
putshape(bargeoff,vaddr,16,18,97,180);
unfade;
xtemp:=97;
ytemp:=181;
flames:=true;
while ytemp>118 do begin
blockmove(xtemp,ytemp,xtemp+20,ytemp+20,vaddr2,xtemp,ytemp,vaddr);
putshape(bargeoff,vaddr,16,18,xtemp,ytemp);
doflames;
dec(ytemp);
inc(xtemp);
pauseawhile(1);
if keypressed then if readkey=#27 then exit;
end;
blockmove(xtemp,ytemp,xtemp+30,ytemp+30,vaddr2,xtemp,ytemp,vaddr);
pal(0,63,63,63);
putshape(explo1off,vga,16,18,160,118);
pauseawhile(5);
if keypressed then if readkey=#27 then exit;
pal(0,0,0,0);
if sbeffects then startsound(sound[3],0,false);
for xtemp:=0 to 10 do begin
putshapeover(explo2off,vaddr,16,18,160,118);
doflames;
putshapeover(explo1off,vaddr,16,18,160,118);
doflames;
end;
blockmove(159,114,189,144,vaddr2,159,114,vaddr);
putshapeover(rent1off,vaddr,16,6,160,115);
flipd320(vaddr,vga);
cycles:=0;
repeat
doflames;
inc(cycles);
until ((keypressed) or (cycles>60));
if keypressed then if readkey=#27 then exit;
{****ALIEN MESSAGE*****}
fade;
error:=Mode13LoadPicpacked(0,0,vga,false,true,'tbgorg.tb1');
unfade;
outtextxy('GREETINGS EARTHLINGS.',0,162,12,0,vga,false);
outtextxy('I AM GORGONZOLA THE REPULSIVE.',0,171,12,0,vga,false);
outtextxy('YOU HAVE MADE A BIG MISTAKE.',0,180,12,0,vga,false);
pauseawhile(600);
if keypressed then if readkey=#27 then exit;
outtextxy('YOUR SHIP FULL OF REFUSE HAS',0,162,12,0,vga,true);
outtextxy('DAMAGED OUR OFFICIAL PEACE ',0,171,12,0,vga,true);
outtextxy('ENVOY. IT WAS ON ITS WAY TO ',0,180,12,0,vga,true);
outtextxy('YOUR PLANET. ',0,189,12,0,vga,true);
pauseawhile(600);
if keypressed then if readkey=#27 then exit;
outtextxy('IN AN IRONIC FORM OF RETALLIATION',0,162,12,0,vga,true);
outtextxy('WE HAVE MADE YOUR TRASH EVIL AND',0,171,12,0,vga,true);
outtextxy('TURNED IT AGAINST YOU. ',0,180,12,0,vga,true);
outtextxy(' DIE EARTH SCUM! ',0,189,12,0,vga,true);
pauseawhile(600);
if keypressed then if readkey=#27 then exit;
fade;
{****** THIRD CHIEF *******}
error:=Mode13LoadPicpacked(0,0,vaddr2,false,true,'tbcobj.tb1');
error:=Mode13LoadPicpacked(0,0,vga,false,true,'tbchief.tb1');
blockmove(7,127,97,148,vaddr2,6,174,vga);
unfade;
outtextxy('Tom, our radar detects approaching ',1,1,15,0,vga,true);
pauseawhile(500); if keypressed then if readkey=#27 then exit;
outtextxy('objects. They are inside the ',1,1,15,0,vga,true);
pauseawhile(500); if keypressed then if readkey=#27 then exit;
outtextxy('orbit of Jupiter. ',1,1,15,0,vga,true);
pauseawhile(500); if keypressed then if readkey=#27 then exit;
outtextxy('You are our only hope! ',1,1,15,0,vga,true);
pauseawhile(500); if keypressed then if readkey=#27 then exit;
outtextxy('Will you fly our only spaceship ',1,1,15,0,vga,true);
pauseawhile(500); if keypressed then if readkey=#27 then exit;
outtextxy('and save the human race? ',1,1,15,0,vga,true);
pauseawhile(500); if keypressed then if readkey=#27 then exit;
blockmove(5,16,44,98,vaddr2,146,59,vga);
pauseawhile(10);
blockmove(46,16,85,98,vaddr2,146,59,vga);
pauseawhile(10);
blockmove(87,16,126,98,vaddr2,146,59,vga);
outtextxy('Scratch. Scratch. <Ow that itches>',1,1,9,0,vga,true);
pauseawhile(300); if keypressed then if readkey=#27 then exit;
outtextxy('I knew you''d do it. Good Luck! ',1,1,15,0,vga,true);
pauseawhile(600); if keypressed then if readkey=#27 then exit;
outtextxy('<Huh?> ',1,1,9,0,vga,true);
pauseawhile(600); if keypressed then if readkey=#27 then exit;
end;
procedure credits;
var j:integer;
sp:boolean;
ky:word;
procedure rotate(stri:string;col:integer);
var j1,k1:integer;
begin
if not(sp) then begin
for j1:=0 to 7 do begin
outtextline(stri,0,198,col,0,j1,vga);
{move(mem vga:320 vga:0 63680}
asm
push ds;
push es;
mov ax,vga
mov ds,ax
mov es,ax
mov cx,31840
mov si,320
mov di,0
rep movsw
pop es;
pop ds;
end;
if keypressed then begin sp:=true; ch:=readkey; end;
end;
end;
end;
procedure skip; begin rotate(' ',0); end;
label ender;
begin
sp:=false;
cls(0,vaddr);
flipd320(vaddr,vga);
j:=0;
if keypressed then ch:=readkey;
rotate(' TOM BOMBEM',4);
rotate(' INVASION OF THE INANIMATE OBJECTS',4);
skip; rotate(' PROGRAMMING',9);
skip; rotate(' VINCENT M WEAVER',9);
skip; skip; rotate(' GRAPHICS',10);
if sp then goto ender;
skip; rotate(' VINCENT M WEAVER',10);
skip; skip; rotate(' SOUND EFFECTS',11);
if sp then goto ender;
skip; rotate(' VINCENT M WEAVER',11);
skip; skip; rotate(' GRAPHICS INSPIRATION',12);
if sp then goto ender;
skip; rotate(' JEFF WARWICK',12);
skip; skip; rotate(' GENERAL HELP',13);
if sp then goto ender;
skip; rotate(' JOHN CLEMENS',13);
skip; rotate(' JASON GRIMM',13);
skip; skip; rotate(' PCGPE AUTHORS, esp',14);
if sp then goto ender;
skip; rotate(' GRANT SMITH',14);
skip; skip; rotate(' SOUND BLASTER CODE',15);
if sp then goto ender;
skip; rotate(' ETHAN BRODSKY',15);
skip; skip; rotate(' INSPIRATION',9);
if sp then goto ender;
skip; rotate(' DOUGLAS ADAMS',9);
skip; rotate(' CLIFF STOLL',9);
skip; rotate(' ARTHUR C CLARKE',9);
skip; rotate(' ISAAC ASIMOV',9);
skip; rotate(' GORDON KORMAN',9);
skip; skip; rotate(' THANKS TO ALL THE AGENTS',10);
if sp then goto ender;
skip; rotate(' B,D,JL,L,N,P,S,W,PM,E,G,TK',10);
skip; rotate(' AND ESPECIALLY MP',10);
ender:
ky:=0;
repeat
asm
push ds;
push es;
mov ax,vaddr2
mov ds,ax
mov ax,vga
mov es,ax
mov ax,ky
shl ax,5
mov cx,ax
shl ax,1
shl cx,3
add ax,cx
mov si,ax
mov di,63680
mov cx,160
rep movsw
pop es;
pop ds;
end;
{move(mem[vaddr2:(ky*320)],mem[vga:(32000)],320);}
asm
push ax;
push ds;
push es;
push cx;
push si;
push di;
mov ax,vga
mov ds,ax
mov es,ax
mov cx,31840
mov si,320
mov di,0
rep movsw
pop di;
pop si;
pop cx;
pop es;
pop ds;
pop ax;
end;{
Move (mem[vga:320],mem[vga:0],63680); }
inc(ky);
until (keypressed) or (ky=199);
if keypressed then ch:=readkey;
end;
procedure register;
var pagenum,oldpagenum,numpages:integer;
pagest:string;
numst:string[2];
procedure page1;
begin
flipd320(vaddr,vga);
shadowrite(' TO REGISTER',10,10,9,1);
shadowrite('I STARTED THIS GAME IN LATE',70,30,9,1);
shadowrite(' 1994, WHEN I WAS 16.',70,40,9,1);
shadowrite('I WROTE THIS GAME ENTIRELY IN',75,50,9,1);
shadowrite(' MY FREE TIME.',74,60,9,1);
shadowrite(' ^(AUTHOR AT AGE 17)',10,70,10,2);
shadowrite('HOPEFULLY YOU FEEL MY FREE TIME IS',10,90,12,4);
shadowrite(' WORTH SOMETHING. YOU DO NOT NEED',10,100,12,4);
shadowrite(' TO SEND MONEY, BUT ANY GIFT WOULD',10,110,12,4);
shadowrite(' BE APPRECIATED. ALSO I WOULD BE',10,120,12,4);
shadowrite(' GLAD TO HEAR ANY COMMENTS AND ',10,130,12,4);
shadowrite(' ANSWER ANY QUESTIONS.',10,140,12,4);
end;
procedure page2;
begin
flipd320(vaddr2,vga);
shadowrite('I CAN BE REACHED AS:',10,10,10,2);
shadowrite(' VINCENT WEAVER',10,20,10,2);
shadowrite(' 326 FOSTER KNOLL DR.',10,30,10,2);
shadowrite(' JOPPA, MD 21085-4706, USA, ETC.',10,40,10,2);
shadowrite('AFTER THE SUMMER OF 1996 I WILL BE',10,60,13,5);
shadowrite(' AWAY AT COLLEGE, AT THE UNIVERSITY',10,70,13,5);
shadowrite(' OF MARYLAND, COLLEGE PARK.',10,80,13,5);
shadowrite('GET THE NEWEST VERSION OF TB1 AT',10,100,11,3);
shadowrite(' THE OFFICIAL TB1 WEB SITE:',10,110,11,3);
shadowrite(' http://www.wam.umd.edu/~vmweaver/tb1/',10,120,11,3);
shadowrite('I CAN BE CONTACTED VIA E-MAIL AT:',10,140,12,4);
shadowrite(' VMWEAVER@WAM.UMD.EDU',10,150,9,1);
shadowrite('FEEL FREE TO SEND COMMENTS/MONEY.',10,160,12,4);
end;
procedure page3;
begin
flipd320(vaddr2,vga);
shadowrite('OTHER VMW SOFTWARE PRODUCTIONS:',10,10,15,7);
shadowrite(' PAINTPRO:',10,30,13,5);
shadowrite(' LOAD AND SAVE GRAPHICS PICTURES',10,40,13,5);
shadowrite(' INTO C, PASCAL, BASIC, ETC.',10,50,13,5);
shadowrite(' WITH SCREEN CAPTURE UTILITY.',10,60,13,5);
shadowrite(' SPACEWAR III:',10,70,11,3);
shadowrite(' NEVER COMPLETED GAME WITH WORKING',10,80,11,3);
shadowrite(' SPACESHIPS. SORT OF COOL.',10,90,11,3);
shadowrite(' AITAS: (ADVENTURES IN TIME AND SPACE)',10,100,12,4);
shadowrite(' THIS GAME WILL BE FINISHED SOMEDAY.',10,110,12,4);
shadowrite(' IT HAS BEEN UNDER WAY FOR 5 YEARS.',10,120,12,4);
{ shadowrite(' MISC PASCAL/BASIC PROGRAMS:',10,130,9,1);
shadowrite(' OVER 500 PROGRAMS WRITTEN OR TYPED',10,140,9,1);
shadowrite(' IN BY ME....FUN TO LOOK AT.',10,150,9,1);}
end;
procedure page4;
begin
flipd320(vaddr2,vga);
shadowrite('DISCLAIMERS:',10,10,12,14);
shadowrite('* THE ABOVE PROGRAMS HAVE NEVER DONE *',8,30,12,4);
shadowrite('* ANYTHING BAD TO MY COMPUTER THAT *',8,40,12,4);
shadowrite('* CTRL-ALT-DEL WOULDN''T FIX. I AM *',8,50,12,4);
shadowrite('* NOT RESPONSIBLE FOR HARD DISK *',8,60,12,4);
shadowrite('* DISSAPPEARANCES, MISSING MODEMS *',8,70,12,4);
shadowrite('* MOUSE BREAKDOWNS, MELTING MONITORS *',8,80,12,4);
SHADOWRITE('* OR ANYTHING ELSE. *',8,90,12,4);
shadowrite('% ALL VMW SOFTWARE PRODUCTIONS ARE %',8,110,11,3);
shadowrite('% RELEASED VIRUS FREE !!!!!!!!!!!! %',8,120,11,3);
end;
begin
fade;
cls(0,vga);
unfade;
cls(0,vaddr);
grapherror:=Mode13LoadPIcpacked(0,0,vaddr,true,true,'register.tb1');
coolbox(0,0,319,199,false,vaddr);
cls(0,vaddr2);
coolbox(0,0,319,199,false,vaddr2);
pagenum:=1;
oldpagenum:=1;
numpages:=4;
page1;
shadowrite('PAGE 1 of 4: ESC QUITS',50,180,15,7);
repeat
ch:=menuread;
if (ch=' ') or (ch=#13) then inc(pagenum);
if (ch='<27>') or (ch='<27>') or (ch='<27>') then inc(pagenum);
if (ch='<27>') or (ch='<27>') or (ch='<27>') then dec(pagenum);
if pagenum>4 then pagenum:=1;
if pagenum<1 then pagenum:=4;
if oldpagenum<>pagenum then begin
if pagenum=1 then page1;
if pagenum=2 then page2;
if pagenum=3 then page3;
if pagenum=4 then page4;
str(pagenum:2,numst);
pagest:=concat('PAGE ',numst);
str(numpages:2,numst);
pagest:=concat(pagest,' of ',numst,': ESC QUITS');
shadowrite(pagest,50,180,15,7);
oldpagenum:=pagenum;
end;
until ch=#27;
fade;
cls(0,vga);
unfade;
grapherror:=Mode13LoadPIcpacked(0,0,vaddr2,true,true,'tbomb1.tb1');
fade;
end;
label picloader,menu;
begin
CDROMmode:=false;
for i:=1 to paramcount do begin
string_param:=paramstr(i);
for j:=1 to length(string_param) do
string_param[j]:=upcase(string_param[j]);
if pos('CDROM',string_param)<>0 then CDROMmode:=true;
if (pos('HELP',string_param)<>0)
or (pos('H',string_param)<>0) then begin
writeln('Tom Bombem');
writeln;
writeln('Command line: tb1 [-CDROM] [-HELP]');
writeln;
writeln('-CDROM starts game in read-only mode');
writeln('-HELP gives this message');
writeln;
halt(7);
end;
end;
setuptb1;
ReadConfigFile;
axel_und_carmen:=true;
{as_of_9-22-94} {change_back_10-6-94} {uh_oh 2-21-95} {gone for real long time 10-12-95}
{11-95 not carmen anymore, but Gus}
{3-26-96 oh well... gave up on Gus finally}
{5-11-96 Now Marie... what fun life is}
if xsoundeffects=1 then soundeffects:=true
else soundeffects:=false;
if xsbsound=0 then sbsound:=false
else sbsound:=true;
if (sbsound) and (soundeffects) then sbeffects:=true;
if sbsound then init;
randomize;
setupvirtual;
fade;
setmcga;
for x:=0 to 40 do begin
pal(100+x,x+20,0,0);
pal(141+x,0,0,x+20);
pal(182+x,0,x+20,0);
end;
fade;
for x:=0 to 40 do begin
verticalline(45,45+(2*x),x+40,100+x,vga);
verticalline(45,45+(2*x),x+120,141+x,vga);
verticalline(45,45+(2*x),x+200,141+x,vga);
verticalline(125-(2*x),125,x+80,182+x,vga);
verticalline(125-(2*x),125,x+160,182+x,vga);
end;
for x:=40 downto 0 do begin
verticalline(45,125-(2*x),x+80,140-x,vga);
verticalline(45,125-(2*x),x+160,181-x,vga);
verticalline(45,125-(2*x),x+240,181-x,vga);
verticalline(125,45+(2*x),x+120,222-x,vga);
verticalline(125,45+(2*x),x+200,222-x,vga);
end;
unfade;
{if sbeffects then startsound(sound[0],0,false);}
outtextxy('A VMW SOFTWARE PRODUCTION',60,140,15,15,VGA,false);
y:=0;
hiscore:=0;
pauseawhile(400);
fade;
cls(0,vga);
grapherror:=Mode13LoadPicpacked(0,0,vga,true,false,'tbomb1.tb1');
fade;
grapherror:=Mode13LoadPicpacked(0,0,vga,false,true,'tbomb1.tb1');
unfade;
PICLOADER:
grapherror:=Mode13LoadPicpacked(0,0,vaddr2,true,true,'tbomb1.tb1');
if not(axel_und_carmen) then begin
for tempi:=193 to 199 do
for tempj:=290 to 319 do
putpixel(tempj,tempi,0,vaddr2);
end;
MENU:
flipd320(vaddr2,vga);
unfade;
gettime(ho,mi,se,s100);
tempsec:=se-30;
if tempsec<0 then tempsec:=tempsec+60;
repeat
gettime(ho,mi,se,s100);
if se=tempsec then begin
credits;
flipd320(vaddr2,vga);
gettime(ho,mi,se,s100);
tempsec:=se-30;
if tempsec<0 then tempsec:=tempsec+60;
end;
until keypressed;
ch:=readkey;
clearkeyboardbuffer;
barpos:=0;
outtextxy('F1 HELP',0,190,9,7,vga,false);
coolbox(117,61,199,140,true,vga);
repeat
if barpos=0 then outtextxy('NEW GAME',123,67,32,0,vga,true)
else outtextxy('NEW GAME',123,67,32,7,vga,true);
if barpos=1 then outtextxy('OPTIONS',123,77,32,0,vga,true)
else outtextxy('OPTIONS',123,77,32,7,vga,true);
if barpos=2 then outtextxy('REGISTER',123,87,32,0,vga,true)
else outtextxy('REGISTER',123,87,32,7,vga,true);
if barpos=3 then outtextxy('LOAD GAME',123,97,32,0,vga,true)
else outtextxy('LOAD GAME',123,97,32,7,vga,true);
if barpos=4 then outtextxy('STORY',123,107,32,0,vga,true)
else outtextxy('STORY',123,107,32,7,vga,true);
if barpos=5 then outtextxy('CREDITS',123,117,32,0,vga,true)
else outtextxy('CREDITS',123,117,32,7,vga,true);
if barpos=6 then outtextxy('QUIT',123,127,32,0,vga,true)
else outtextxy('QUIT',123,127,32,7,vga,true);
ch:=menuread;
if (ord(ch)=222) or (ord(ch)=220) then inc(barpos);
if (ord(ch)=223) or (ord(ch)=221) then dec(barpos);
if (ord(ch)=168) then begin barpos:=10; ch:=#13; end;
if ch='N' then barpos:=0;
if ch='O' then barpos:=1;
if ch='R' then barpos:=2;
if ch='L' then barpos:=3;
if ch='S' then barpos:=4;
if ch='C' then barpos:=5;
if ch='Q' then barpos:=6;
if ch='A' then axel_und_carmen:=not(axel_und_carmen);
if ch=#27 then begin
barpos:=6;
ch:=#13;
end;
if barpos=7 then barpos:=0;
if barpos=-1 then barpos:=6;
until ch=#13;
if barpos=6 then quit;
if barpos=1 then options;
if barpos=2 then register;
if barpos=3 then loadgame;
if barpos=4 then
begin
story;
fade;
cls(0,vga);
end;
if barpos=5 then credits;
if barpos=10 then help;
if barpos=0 then playthegame(0);
if barpos=0 then goto picloader;
if barpos=4 then goto picloader;
if barpos=3 then goto picloader;
goto menu;
end.