diff options
-rw-r--r-- | .cvsignore | 2 | ||||
-rw-r--r-- | license.txt | 682 | ||||
-rw-r--r-- | shockwave.bb | 3829 |
3 files changed, 2259 insertions, 2254 deletions
@@ -1,2 +1,2 @@ -hiscore.dat
+hiscore.dat shockwave.exe
\ No newline at end of file diff --git a/license.txt b/license.txt index 6f2022b..abd3cf7 100644 --- a/license.txt +++ b/license.txt @@ -1,341 +1,341 @@ - GNU GENERAL PUBLIC LICENSE
- Version 2, June 1991
-
- Copyright (C) 1989, 1991 Free Software Foundation, Inc.
- 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
- Everyone is permitted to copy and distribute verbatim copies
- of this license document, but changing it is not allowed.
-
- Preamble
-
- The licenses for most software are designed to take away your
-freedom to share and change it. By contrast, the GNU General Public
-License is intended to guarantee your freedom to share and change free
-software--to make sure the software is free for all its users. This
-General Public License applies to most of the Free Software
-Foundation's software and to any other program whose authors commit to
-using it. (Some other Free Software Foundation software is covered by
-the GNU Library General Public License instead.) You can apply it to
-your programs, too.
-
- When we speak of free software, we are referring to freedom, not
-price. Our General Public Licenses are designed to make sure that you
-have the freedom to distribute copies of free software (and charge for
-this service if you wish), that you receive source code or can get it
-if you want it, that you can change the software or use pieces of it
-in new free programs; and that you know you can do these things.
-
- To protect your rights, we need to make restrictions that forbid
-anyone to deny you these rights or to ask you to surrender the rights.
-These restrictions translate to certain responsibilities for you if you
-distribute copies of the software, or if you modify it.
-
- For example, if you distribute copies of such a program, whether
-gratis or for a fee, you must give the recipients all the rights that
-you have. You must make sure that they, too, receive or can get the
-source code. And you must show them these terms so they know their
-rights.
-
- We protect your rights with two steps: (1) copyright the software, and
-(2) offer you this license which gives you legal permission to copy,
-distribute and/or modify the software.
-
- Also, for each author's protection and ours, we want to make certain
-that everyone understands that there is no warranty for this free
-software. If the software is modified by someone else and passed on, we
-want its recipients to know that what they have is not the original, so
-that any problems introduced by others will not reflect on the original
-authors' reputations.
-
- Finally, any free program is threatened constantly by software
-patents. We wish to avoid the danger that redistributors of a free
-program will individually obtain patent licenses, in effect making the
-program proprietary. To prevent this, we have made it clear that any
-patent must be licensed for everyone's free use or not licensed at all.
-
- The precise terms and conditions for copying, distribution and
-modification follow.
-
- GNU GENERAL PUBLIC LICENSE
- TERMS AND CONDITIONS FOR COPYING, DISTRIBUTION AND MODIFICATION
-
- 0. This License applies to any program or other work which contains
-a notice placed by the copyright holder saying it may be distributed
-under the terms of this General Public License. The "Program", below,
-refers to any such program or work, and a "work based on the Program"
-means either the Program or any derivative work under copyright law:
-that is to say, a work containing the Program or a portion of it,
-either verbatim or with modifications and/or translated into another
-language. (Hereinafter, translation is included without limitation in
-the term "modification".) Each licensee is addressed as "you".
-
-Activities other than copying, distribution and modification are not
-covered by this License; they are outside its scope. The act of
-running the Program is not restricted, and the output from the Program
-is covered only if its contents constitute a work based on the
-Program (independent of having been made by running the Program).
-Whether that is true depends on what the Program does.
-
- 1. You may copy and distribute verbatim copies of the Program's
-source code as you receive it, in any medium, provided that you
-conspicuously and appropriately publish on each copy an appropriate
-copyright notice and disclaimer of warranty; keep intact all the
-notices that refer to this License and to the absence of any warranty;
-and give any other recipients of the Program a copy of this License
-along with the Program.
-
-You may charge a fee for the physical act of transferring a copy, and
-you may at your option offer warranty protection in exchange for a fee.
-
- 2. You may modify your copy or copies of the Program or any portion
-of it, thus forming a work based on the Program, and copy and
-distribute such modifications or work under the terms of Section 1
-above, provided that you also meet all of these conditions:
-
- a) You must cause the modified files to carry prominent notices
- stating that you changed the files and the date of any change.
-
- b) You must cause any work that you distribute or publish, that in
- whole or in part contains or is derived from the Program or any
- part thereof, to be licensed as a whole at no charge to all third
- parties under the terms of this License.
-
- c) If the modified program normally reads commands interactively
- when run, you must cause it, when started running for such
- interactive use in the most ordinary way, to print or display an
- announcement including an appropriate copyright notice and a
- notice that there is no warranty (or else, saying that you provide
- a warranty) and that users may redistribute the program under
- these conditions, and telling the user how to view a copy of this
- License. (Exception: if the Program itself is interactive but
- does not normally print such an announcement, your work based on
- the Program is not required to print an announcement.)
-
-These requirements apply to the modified work as a whole. If
-identifiable sections of that work are not derived from the Program,
-and can be reasonably considered independent and separate works in
-themselves, then this License, and its terms, do not apply to those
-sections when you distribute them as separate works. But when you
-distribute the same sections as part of a whole which is a work based
-on the Program, the distribution of the whole must be on the terms of
-this License, whose permissions for other licensees extend to the
-entire whole, and thus to each and every part regardless of who wrote it.
-
-Thus, it is not the intent of this section to claim rights or contest
-your rights to work written entirely by you; rather, the intent is to
-exercise the right to control the distribution of derivative or
-collective works based on the Program.
-
-In addition, mere aggregation of another work not based on the Program
-with the Program (or with a work based on the Program) on a volume of
-a storage or distribution medium does not bring the other work under
-the scope of this License.
-
- 3. You may copy and distribute the Program (or a work based on it,
-under Section 2) in object code or executable form under the terms of
-Sections 1 and 2 above provided that you also do one of the following:
-
- a) Accompany it with the complete corresponding machine-readable
- source code, which must be distributed under the terms of Sections
- 1 and 2 above on a medium customarily used for software interchange; or,
-
- b) Accompany it with a written offer, valid for at least three
- years, to give any third party, for a charge no more than your
- cost of physically performing source distribution, a complete
- machine-readable copy of the corresponding source code, to be
- distributed under the terms of Sections 1 and 2 above on a medium
- customarily used for software interchange; or,
-
- c) Accompany it with the information you received as to the offer
- to distribute corresponding source code. (This alternative is
- allowed only for noncommercial distribution and only if you
- received the program in object code or executable form with such
- an offer, in accord with Subsection b above.)
-
-The source code for a work means the preferred form of the work for
-making modifications to it. For an executable work, complete source
-code means all the source code for all modules it contains, plus any
-associated interface definition files, plus the scripts used to
-control compilation and installation of the executable. However, as a
-special exception, the source code distributed need not include
-anything that is normally distributed (in either source or binary
-form) with the major components (compiler, kernel, and so on) of the
-operating system on which the executable runs, unless that component
-itself accompanies the executable.
-
-If distribution of executable or object code is made by offering
-access to copy from a designated place, then offering equivalent
-access to copy the source code from the same place counts as
-distribution of the source code, even though third parties are not
-compelled to copy the source along with the object code.
-
- 4. You may not copy, modify, sublicense, or distribute the Program
-except as expressly provided under this License. Any attempt
-otherwise to copy, modify, sublicense or distribute the Program is
-void, and will automatically terminate your rights under this License.
-However, parties who have received copies, or rights, from you under
-this License will not have their licenses terminated so long as such
-parties remain in full compliance.
-
- 5. You are not required to accept this License, since you have not
-signed it. However, nothing else grants you permission to modify or
-distribute the Program or its derivative works. These actions are
-prohibited by law if you do not accept this License. Therefore, by
-modifying or distributing the Program (or any work based on the
-Program), you indicate your acceptance of this License to do so, and
-all its terms and conditions for copying, distributing or modifying
-the Program or works based on it.
-
- 6. Each time you redistribute the Program (or any work based on the
-Program), the recipient automatically receives a license from the
-original licensor to copy, distribute or modify the Program subject to
-these terms and conditions. You may not impose any further
-restrictions on the recipients' exercise of the rights granted herein.
-You are not responsible for enforcing compliance by third parties to
-this License.
-
- 7. If, as a consequence of a court judgment or allegation of patent
-infringement or for any other reason (not limited to patent issues),
-conditions are imposed on you (whether by court order, agreement or
-otherwise) that contradict the conditions of this License, they do not
-excuse you from the conditions of this License. If you cannot
-distribute so as to satisfy simultaneously your obligations under this
-License and any other pertinent obligations, then as a consequence you
-may not distribute the Program at all. For example, if a patent
-license would not permit royalty-free redistribution of the Program by
-all those who receive copies directly or indirectly through you, then
-the only way you could satisfy both it and this License would be to
-refrain entirely from distribution of the Program.
-
-If any portion of this section is held invalid or unenforceable under
-any particular circumstance, the balance of the section is intended to
-apply and the section as a whole is intended to apply in other
-circumstances.
-
-It is not the purpose of this section to induce you to infringe any
-patents or other property right claims or to contest validity of any
-such claims; this section has the sole purpose of protecting the
-integrity of the free software distribution system, which is
-implemented by public license practices. Many people have made
-generous contributions to the wide range of software distributed
-through that system in reliance on consistent application of that
-system; it is up to the author/donor to decide if he or she is willing
-to distribute software through any other system and a licensee cannot
-impose that choice.
-
-This section is intended to make thoroughly clear what is believed to
-be a consequence of the rest of this License.
-
- 8. If the distribution and/or use of the Program is restricted in
-certain countries either by patents or by copyrighted interfaces, the
-original copyright holder who places the Program under this License
-may add an explicit geographical distribution limitation excluding
-those countries, so that distribution is permitted only in or among
-countries not thus excluded. In such case, this License incorporates
-the limitation as if written in the body of this License.
-
- 9. The Free Software Foundation may publish revised and/or new versions
-of the General Public License from time to time. Such new versions will
-be similar in spirit to the present version, but may differ in detail to
-address new problems or concerns.
-
-Each version is given a distinguishing version number. If the Program
-specifies a version number of this License which applies to it and "any
-later version", you have the option of following the terms and conditions
-either of that version or of any later version published by the Free
-Software Foundation. If the Program does not specify a version number of
-this License, you may choose any version ever published by the Free Software
-Foundation.
-
- 10. If you wish to incorporate parts of the Program into other free
-programs whose distribution conditions are different, write to the author
-to ask for permission. For software which is copyrighted by the Free
-Software Foundation, write to the Free Software Foundation; we sometimes
-make exceptions for this. Our decision will be guided by the two goals
-of preserving the free status of all derivatives of our free software and
-of promoting the sharing and reuse of software generally.
-
- NO WARRANTY
-
- 11. BECAUSE THE PROGRAM IS LICENSED FREE OF CHARGE, THERE IS NO WARRANTY
-FOR THE PROGRAM, TO THE EXTENT PERMITTED BY APPLICABLE LAW. EXCEPT WHEN
-OTHERWISE STATED IN WRITING THE COPYRIGHT HOLDERS AND/OR OTHER PARTIES
-PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY OF ANY KIND, EITHER EXPRESSED
-OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
-MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. THE ENTIRE RISK AS
-TO THE QUALITY AND PERFORMANCE OF THE PROGRAM IS WITH YOU. SHOULD THE
-PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF ALL NECESSARY SERVICING,
-REPAIR OR CORRECTION.
-
- 12. IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
-WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MAY MODIFY AND/OR
-REDISTRIBUTE THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES,
-INCLUDING ANY GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING
-OUT OF THE USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED
-TO LOSS OF DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY
-YOU OR THIRD PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER
-PROGRAMS), EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE
-POSSIBILITY OF SUCH DAMAGES.
-
- END OF TERMS AND CONDITIONS
-
- How to Apply These Terms to Your New Programs
-
- If you develop a new program, and you want it to be of the greatest
-possible use to the public, the best way to achieve this is to make it
-free software which everyone can redistribute and change under these terms.
-
- To do so, attach the following notices to the program. It is safest
-to attach them to the start of each source file to most effectively
-convey the exclusion of warranty; and each file should have at least
-the "copyright" line and a pointer to where the full notice is found.
-
- <one line to give the program's name and a brief idea of what it does.>
- Copyright (C) 19yy <name of author>
-
- This program is free software; you can redistribute it and/or modify
- it under the terms of the GNU General Public License as published by
- the Free Software Foundation; either version 2 of the License, or
- (at your option) any later version.
-
- This program is distributed in the hope that it will be useful,
- but WITHOUT ANY WARRANTY; without even the implied warranty of
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- GNU General Public License for more details.
-
- You should have received a copy of the GNU General Public License
- along with this program; if not, write to the Free Software
- Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
-
-
-Also add information on how to contact you by electronic and paper mail.
-
-If the program is interactive, make it output a short notice like this
-when it starts in an interactive mode:
-
- Gnomovision version 69, Copyright (C) 19yy name of author
- Gnomovision comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
- This is free software, and you are welcome to redistribute it
- under certain conditions; type `show c' for details.
-
-The hypothetical commands `show w' and `show c' should show the appropriate
-parts of the General Public License. Of course, the commands you use may
-be called something other than `show w' and `show c'; they could even be
-mouse-clicks or menu items--whatever suits your program.
-
-You should also get your employer (if you work as a programmer) or your
-school, if any, to sign a "copyright disclaimer" for the program, if
-necessary. Here is a sample; alter the names:
-
- Yoyodyne, Inc., hereby disclaims all copyright interest in the program
- `Gnomovision' (which makes passes at compilers) written by James Hacker.
-
- <signature of Ty Coon>, 1 April 1989
- Ty Coon, President of Vice
-
-This General Public License does not permit incorporating your program into
-proprietary programs. If your program is a subroutine library, you may
-consider it more useful to permit linking proprietary applications with the
-library. If this is what you want to do, use the GNU Library General
-Public License instead of this License.
-
+ GNU GENERAL PUBLIC LICENSE + Version 2, June 1991 + + Copyright (C) 1989, 1991 Free Software Foundation, Inc. + 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA + Everyone is permitted to copy and distribute verbatim copies + of this license document, but changing it is not allowed. + + Preamble + + The licenses for most software are designed to take away your +freedom to share and change it. By contrast, the GNU General Public +License is intended to guarantee your freedom to share and change free +software--to make sure the software is free for all its users. This +General Public License applies to most of the Free Software +Foundation's software and to any other program whose authors commit to +using it. (Some other Free Software Foundation software is covered by +the GNU Library General Public License instead.) You can apply it to +your programs, too. + + When we speak of free software, we are referring to freedom, not +price. Our General Public Licenses are designed to make sure that you +have the freedom to distribute copies of free software (and charge for +this service if you wish), that you receive source code or can get it +if you want it, that you can change the software or use pieces of it +in new free programs; and that you know you can do these things. + + To protect your rights, we need to make restrictions that forbid +anyone to deny you these rights or to ask you to surrender the rights. +These restrictions translate to certain responsibilities for you if you +distribute copies of the software, or if you modify it. + + For example, if you distribute copies of such a program, whether +gratis or for a fee, you must give the recipients all the rights that +you have. You must make sure that they, too, receive or can get the +source code. And you must show them these terms so they know their +rights. + + We protect your rights with two steps: (1) copyright the software, and +(2) offer you this license which gives you legal permission to copy, +distribute and/or modify the software. + + Also, for each author's protection and ours, we want to make certain +that everyone understands that there is no warranty for this free +software. If the software is modified by someone else and passed on, we +want its recipients to know that what they have is not the original, so +that any problems introduced by others will not reflect on the original +authors' reputations. + + Finally, any free program is threatened constantly by software +patents. We wish to avoid the danger that redistributors of a free +program will individually obtain patent licenses, in effect making the +program proprietary. To prevent this, we have made it clear that any +patent must be licensed for everyone's free use or not licensed at all. + + The precise terms and conditions for copying, distribution and +modification follow. + + GNU GENERAL PUBLIC LICENSE + TERMS AND CONDITIONS FOR COPYING, DISTRIBUTION AND MODIFICATION + + 0. This License applies to any program or other work which contains +a notice placed by the copyright holder saying it may be distributed +under the terms of this General Public License. The "Program", below, +refers to any such program or work, and a "work based on the Program" +means either the Program or any derivative work under copyright law: +that is to say, a work containing the Program or a portion of it, +either verbatim or with modifications and/or translated into another +language. (Hereinafter, translation is included without limitation in +the term "modification".) Each licensee is addressed as "you". + +Activities other than copying, distribution and modification are not +covered by this License; they are outside its scope. The act of +running the Program is not restricted, and the output from the Program +is covered only if its contents constitute a work based on the +Program (independent of having been made by running the Program). +Whether that is true depends on what the Program does. + + 1. You may copy and distribute verbatim copies of the Program's +source code as you receive it, in any medium, provided that you +conspicuously and appropriately publish on each copy an appropriate +copyright notice and disclaimer of warranty; keep intact all the +notices that refer to this License and to the absence of any warranty; +and give any other recipients of the Program a copy of this License +along with the Program. + +You may charge a fee for the physical act of transferring a copy, and +you may at your option offer warranty protection in exchange for a fee. + + 2. You may modify your copy or copies of the Program or any portion +of it, thus forming a work based on the Program, and copy and +distribute such modifications or work under the terms of Section 1 +above, provided that you also meet all of these conditions: + + a) You must cause the modified files to carry prominent notices + stating that you changed the files and the date of any change. + + b) You must cause any work that you distribute or publish, that in + whole or in part contains or is derived from the Program or any + part thereof, to be licensed as a whole at no charge to all third + parties under the terms of this License. + + c) If the modified program normally reads commands interactively + when run, you must cause it, when started running for such + interactive use in the most ordinary way, to print or display an + announcement including an appropriate copyright notice and a + notice that there is no warranty (or else, saying that you provide + a warranty) and that users may redistribute the program under + these conditions, and telling the user how to view a copy of this + License. (Exception: if the Program itself is interactive but + does not normally print such an announcement, your work based on + the Program is not required to print an announcement.) + +These requirements apply to the modified work as a whole. If +identifiable sections of that work are not derived from the Program, +and can be reasonably considered independent and separate works in +themselves, then this License, and its terms, do not apply to those +sections when you distribute them as separate works. But when you +distribute the same sections as part of a whole which is a work based +on the Program, the distribution of the whole must be on the terms of +this License, whose permissions for other licensees extend to the +entire whole, and thus to each and every part regardless of who wrote it. + +Thus, it is not the intent of this section to claim rights or contest +your rights to work written entirely by you; rather, the intent is to +exercise the right to control the distribution of derivative or +collective works based on the Program. + +In addition, mere aggregation of another work not based on the Program +with the Program (or with a work based on the Program) on a volume of +a storage or distribution medium does not bring the other work under +the scope of this License. + + 3. You may copy and distribute the Program (or a work based on it, +under Section 2) in object code or executable form under the terms of +Sections 1 and 2 above provided that you also do one of the following: + + a) Accompany it with the complete corresponding machine-readable + source code, which must be distributed under the terms of Sections + 1 and 2 above on a medium customarily used for software interchange; or, + + b) Accompany it with a written offer, valid for at least three + years, to give any third party, for a charge no more than your + cost of physically performing source distribution, a complete + machine-readable copy of the corresponding source code, to be + distributed under the terms of Sections 1 and 2 above on a medium + customarily used for software interchange; or, + + c) Accompany it with the information you received as to the offer + to distribute corresponding source code. (This alternative is + allowed only for noncommercial distribution and only if you + received the program in object code or executable form with such + an offer, in accord with Subsection b above.) + +The source code for a work means the preferred form of the work for +making modifications to it. For an executable work, complete source +code means all the source code for all modules it contains, plus any +associated interface definition files, plus the scripts used to +control compilation and installation of the executable. However, as a +special exception, the source code distributed need not include +anything that is normally distributed (in either source or binary +form) with the major components (compiler, kernel, and so on) of the +operating system on which the executable runs, unless that component +itself accompanies the executable. + +If distribution of executable or object code is made by offering +access to copy from a designated place, then offering equivalent +access to copy the source code from the same place counts as +distribution of the source code, even though third parties are not +compelled to copy the source along with the object code. + + 4. You may not copy, modify, sublicense, or distribute the Program +except as expressly provided under this License. Any attempt +otherwise to copy, modify, sublicense or distribute the Program is +void, and will automatically terminate your rights under this License. +However, parties who have received copies, or rights, from you under +this License will not have their licenses terminated so long as such +parties remain in full compliance. + + 5. You are not required to accept this License, since you have not +signed it. However, nothing else grants you permission to modify or +distribute the Program or its derivative works. These actions are +prohibited by law if you do not accept this License. Therefore, by +modifying or distributing the Program (or any work based on the +Program), you indicate your acceptance of this License to do so, and +all its terms and conditions for copying, distributing or modifying +the Program or works based on it. + + 6. Each time you redistribute the Program (or any work based on the +Program), the recipient automatically receives a license from the +original licensor to copy, distribute or modify the Program subject to +these terms and conditions. You may not impose any further +restrictions on the recipients' exercise of the rights granted herein. +You are not responsible for enforcing compliance by third parties to +this License. + + 7. If, as a consequence of a court judgment or allegation of patent +infringement or for any other reason (not limited to patent issues), +conditions are imposed on you (whether by court order, agreement or +otherwise) that contradict the conditions of this License, they do not +excuse you from the conditions of this License. If you cannot +distribute so as to satisfy simultaneously your obligations under this +License and any other pertinent obligations, then as a consequence you +may not distribute the Program at all. For example, if a patent +license would not permit royalty-free redistribution of the Program by +all those who receive copies directly or indirectly through you, then +the only way you could satisfy both it and this License would be to +refrain entirely from distribution of the Program. + +If any portion of this section is held invalid or unenforceable under +any particular circumstance, the balance of the section is intended to +apply and the section as a whole is intended to apply in other +circumstances. + +It is not the purpose of this section to induce you to infringe any +patents or other property right claims or to contest validity of any +such claims; this section has the sole purpose of protecting the +integrity of the free software distribution system, which is +implemented by public license practices. Many people have made +generous contributions to the wide range of software distributed +through that system in reliance on consistent application of that +system; it is up to the author/donor to decide if he or she is willing +to distribute software through any other system and a licensee cannot +impose that choice. + +This section is intended to make thoroughly clear what is believed to +be a consequence of the rest of this License. + + 8. If the distribution and/or use of the Program is restricted in +certain countries either by patents or by copyrighted interfaces, the +original copyright holder who places the Program under this License +may add an explicit geographical distribution limitation excluding +those countries, so that distribution is permitted only in or among +countries not thus excluded. In such case, this License incorporates +the limitation as if written in the body of this License. + + 9. The Free Software Foundation may publish revised and/or new versions +of the General Public License from time to time. Such new versions will +be similar in spirit to the present version, but may differ in detail to +address new problems or concerns. + +Each version is given a distinguishing version number. If the Program +specifies a version number of this License which applies to it and "any +later version", you have the option of following the terms and conditions +either of that version or of any later version published by the Free +Software Foundation. If the Program does not specify a version number of +this License, you may choose any version ever published by the Free Software +Foundation. + + 10. If you wish to incorporate parts of the Program into other free +programs whose distribution conditions are different, write to the author +to ask for permission. For software which is copyrighted by the Free +Software Foundation, write to the Free Software Foundation; we sometimes +make exceptions for this. Our decision will be guided by the two goals +of preserving the free status of all derivatives of our free software and +of promoting the sharing and reuse of software generally. + + NO WARRANTY + + 11. BECAUSE THE PROGRAM IS LICENSED FREE OF CHARGE, THERE IS NO WARRANTY +FOR THE PROGRAM, TO THE EXTENT PERMITTED BY APPLICABLE LAW. EXCEPT WHEN +OTHERWISE STATED IN WRITING THE COPYRIGHT HOLDERS AND/OR OTHER PARTIES +PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY OF ANY KIND, EITHER EXPRESSED +OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF +MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. THE ENTIRE RISK AS +TO THE QUALITY AND PERFORMANCE OF THE PROGRAM IS WITH YOU. SHOULD THE +PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF ALL NECESSARY SERVICING, +REPAIR OR CORRECTION. + + 12. IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING +WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MAY MODIFY AND/OR +REDISTRIBUTE THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, +INCLUDING ANY GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING +OUT OF THE USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED +TO LOSS OF DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY +YOU OR THIRD PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER +PROGRAMS), EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE +POSSIBILITY OF SUCH DAMAGES. + + END OF TERMS AND CONDITIONS + + How to Apply These Terms to Your New Programs + + If you develop a new program, and you want it to be of the greatest +possible use to the public, the best way to achieve this is to make it +free software which everyone can redistribute and change under these terms. + + To do so, attach the following notices to the program. It is safest +to attach them to the start of each source file to most effectively +convey the exclusion of warranty; and each file should have at least +the "copyright" line and a pointer to where the full notice is found. + + <one line to give the program's name and a brief idea of what it does.> + Copyright (C) 19yy <name of author> + + This program is free software; you can redistribute it and/or modify + it under the terms of the GNU General Public License as published by + the Free Software Foundation; either version 2 of the License, or + (at your option) any later version. + + This program is distributed in the hope that it will be useful, + but WITHOUT ANY WARRANTY; without even the implied warranty of + MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + GNU General Public License for more details. + + You should have received a copy of the GNU General Public License + along with this program; if not, write to the Free Software + Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA + + +Also add information on how to contact you by electronic and paper mail. + +If the program is interactive, make it output a short notice like this +when it starts in an interactive mode: + + Gnomovision version 69, Copyright (C) 19yy name of author + Gnomovision comes with ABSOLUTELY NO WARRANTY; for details type `show w'. + This is free software, and you are welcome to redistribute it + under certain conditions; type `show c' for details. + +The hypothetical commands `show w' and `show c' should show the appropriate +parts of the General Public License. Of course, the commands you use may +be called something other than `show w' and `show c'; they could even be +mouse-clicks or menu items--whatever suits your program. + +You should also get your employer (if you work as a programmer) or your +school, if any, to sign a "copyright disclaimer" for the program, if +necessary. Here is a sample; alter the names: + + Yoyodyne, Inc., hereby disclaims all copyright interest in the program + `Gnomovision' (which makes passes at compilers) written by James Hacker. + + <signature of Ty Coon>, 1 April 1989 + Ty Coon, President of Vice + +This General Public License does not permit incorporating your program into +proprietary programs. If your program is a subroutine library, you may +consider it more useful to permit linking proprietary applications with the +library. If this is what you want to do, use the GNU Library General +Public License instead of this License. + diff --git a/shockwave.bb b/shockwave.bb index 6ce26c7..acc75aa 100644 --- a/shockwave.bb +++ b/shockwave.bb @@ -1,1913 +1,1918 @@ -; shockwave -- a naff game
-;
-; Copyright (C) 2005 Ian Cowburn (ianc@noddybox.demon.co.uk)
-;
-; This program is free software; you can redistribute it and/or modify
-; it under the terms of the GNU General Public License as published by
-; the Free Software Foundation; either version 2 of the License, or
-; (at your option) any later version.
-;
-; This program is distributed in the hope that it will be useful,
-; but WITHOUT ANY WARRANTY; without even the implied warranty of
-; MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-; GNU General Public License for more details.
-;
-; You should have received a copy of the GNU General Public License
-; along with this program; if not, write to the Free Software
-; Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
-;
-; -------------------------------------------------------------------------
-;
-; $Id: shockwave.bb,v 1.12 2006-02-06 01:20:00 ianc Exp $
-;
-
-Include "gfx/font.bb"
-
-; ============================================
-; TYPES
-; ============================================
-;
-Type Particle
- Field id
- Field a#
- Field ai#
- Field spin#
- Field dx#,dy#,dz#
- Field life
-End Type
-
-Type SpriteText
- Field id
- Field txt
- Field a#
- Field ai#
- Field xi#
- Field yi#
- Field zi#
- Field life
-End Type
-
-Type Shockwave
- Field id
- Field length
- Field z#
-End Type
-
-Type SWLine
- Field x1#,y1#
- Field r1,g1,b1
- Field x2#,y2#
- Field r2,g2,b2
-End Type
-
-Type Asteroid
- Field id
- Field size
- Field colcnt
- Field speed#
- Field dx#,dy#
- Field power
- Field split
-End Type
-
-Type PowerUp
- Field id
- Field chance
- Field max
- Field count
-End Type
-
-Type QSound
- Field snd
- Field time
- Field obj
-End Type
-
-; ============================================
-; CONSTS
-; ============================================
-;
-Const DEBUGMODE=False
-
-Const MAPSIZE=256
-Const FIELDSIZE=246
-
-Const RADSCALE=16
-Const RADSIZE=(MAPSIZE*2)/RADSCALE
-Const RADMID=RADSIZE/2
-
-Const TXTSIZE=256
-
-Const SPRTXTSIZE=128
-
-Const SHIPZ#=149
-Const WAVEZ#=150
-Const SHIPSZ#=2
-
-Const ASTLARGE=20
-Const ASTMEDIUM=10
-Const ASTSMALL=5
-Const ASTMAXSPEED#=0.5
-Const ASTMINSPEED#=0.4
-Const ASTSHIELD=200
-
-Const MAXSHIELD=100
-
-Const SHIPTYPE=1
-Const SWTYPE=2
-Const ASTTYPE=3
-
-Const POWNONE=0
-Const POWSPLIT=1
-Const POWTURBOTURN=2
-Const POWSHIELD=3
-Const POWFPS=4
-
-Const TURN_NORMAL#=3
-Const TURN_TURBO#=2
-Const MAXSPEED_NORMAL#=1
-Const MAXSPEED_TURBO#=2
-
-Const CAMERA_NORMAL=1
-Const CAMERA_FPS=2
-
-; ============================================
-; GLOBLS
-; ============================================
-;
-Global WINW=800
-Global WINH=600
-
-Global sw.Shockwave=Null
-
-
-; ============================================
-; MAIN
-; ============================================
-;
-Graphics3D WINW,WINH,32;,2
-
-SetBuffer BackBuffer()
-
-Global camera=CreateCamera()
-Global listener=CreateListener(camera,0.001)
-
-Dim snd_emitter(7)
-
-For f=0 To 7
- snd_emitter(f)=CreatePivot(camera)
-Next
-
-PositionEntity snd_emitter(0),0,0,2
-PositionEntity snd_emitter(1),1,0,1
-PositionEntity snd_emitter(2),2,0,0
-PositionEntity snd_emitter(3),1,0,-1
-PositionEntity snd_emitter(4),0,0,-2
-PositionEntity snd_emitter(5),-1,0,-1
-PositionEntity snd_emitter(6),-2,0,0
-PositionEntity snd_emitter(7),-1,0,1
-
-CameraRange camera,0.1,10000
-CameraFogMode camera,0
-
-AmbientLight 255,255,255
-
-Global vectex=CreateVectex()
-Global asttex=CreateAsttex()
-Global powertex=CreatePowertex()
-Global shieldtex=CreateShieldtex()
-Global maptex=CreateMaptex()
-Global radar=CreateTexture(RADSIZE,RADSIZE,1+2+16+32+256)
-Global hud=CreateTexture(TXTSIZE,TXTSIZE,1+2+16+32+256)
-
-Global ship=CreateShip()
-Global particle=CreateParticle()
-Global large_asteroid=CreateAsteroid(ASTLARGE)
-Global medium_asteroid=CreateAsteroid(ASTMEDIUM)
-Global small_asteroid=CreateAsteroid(ASTSMALL)
-Global map=CreateMap()
-Global radar_spr=CreateSprite(camera)
-Global hud_spr=CreateSprite(camera)
-
-Global start_sfx=Load3DSound("sfx/start.wav")
-Global bonus_level_sfx=Load3DSound("sfx/bonus_level.wav")
-Global laugh_sfx=Load3DSound("sfx/laugh.wav")
-Global explode_sfx=Load3DSound("sfx/explode.wav")
-Global pop_sfx=Load3DSound("sfx/pop.wav")
-Global turbostart_sfx=Load3DSound("sfx/powerstart.wav")
-Global turbostop_sfx=Load3DSound("sfx/powerstop.wav")
-Global turnstart_sfx=Load3DSound("sfx/powerstart.wav")
-Global turnstop_sfx=Load3DSound("sfx/powerstop.wav")
-Global smartbomb_sfx=Load3DSound("sfx/smartbomb.wav")
-
-HideEntity particle
-HideEntity large_asteroid
-HideEntity medium_asteroid
-HideEntity small_asteroid
-
-EntityType ship,SHIPTYPE
-EntityRadius large_asteroid,ASTLARGE/2
-EntityRadius medium_asteroid,ASTMEDIUM/2
-EntityRadius small_asteroid,ASTSMALL/2
-EntityRadius ship,SHIPSZ
-
-;Collisions ASTTYPE,SWTYPE,2,1
-;Collisions ASTTYPE,SHIPTYPE,2,0
-Collisions ASTTYPE,ASTTYPE,1,1
-
-PositionEntity radar_spr,7,5,15
-EntityTexture radar_spr,radar
-PositionEntity hud_spr,0,0,2
-EntityTexture hud_spr,hud
-ScaleSprite hud_spr,1.15,0.85
-
-Global fps_camera=CreateCamera(ship)
-Global fps_radar_spr=CreateSprite(fps_camera)
-Global fps_hud_spr=CreateSprite(fps_camera)
-PositionEntity fps_radar_spr,7.4,5.3,9
-EntityTexture fps_radar_spr,radar
-PositionEntity fps_hud_spr,0,0,2
-EntityTexture fps_hud_spr,hud
-ScaleSprite fps_hud_spr,1.85,1.45
-TurnEntity fps_camera,-70,0,0
-MoveEntity fps_camera,0,5,-15
-CameraProjMode camera,0
-
-Global current_camera=camera
-
-Global globang=0
-Global start_level=1
-Global start_bonus=0
-Global quit=False
-Global MAX_SPEED#=MAXSPEED_NORMAL
-Global turn#=TURN_NORMAL
-Global speed#=0
-Global score=0
-Global shield=0
-Global dead=False
-Global highscore=0
-Global highlostchain=0
-Global new_highscore=False
-Global new_highlostchain=False
-Global hit_count=0
-Global hit_timer=0
-Global turbo_count=0
-Global turn_count=0
-Global fps_count=0
-Global is_bonus_level=False
-
-LoadHighScore()
-
-CreatePowerUp(POWSPLIT,99,1)
-CreatePowerUp(POWSHIELD,97,0)
-CreatePowerUp(POWTURBOTURN,95,10)
-CreatePowerUp(POWFPS,98,2)
-
-SetCamera(CAMERA_NORMAL)
-
-Global timer=CreateTimer(100)
-
-Restore InstructionData
-Read a$
-Global instruction$
-
-While a$<>"END"
- instruction$=instruction$+a$
- Read a$
-Wend
-
-Repeat
-
- SetCameraFOV(60)
-
- Menu()
-
- If quit
- Exit
- EndIf
-
- speed=0
- MAX_SPEED#=MAXSPEED_NORMAL
- turn#=TURN_NORMAL
-
- ClearText()
-
- PositionEntity ship,0,0,SHIPZ
- RotateMesh ship,0,0,0
-
- ClearParticles()
- ClearSpriteText()
- InitShockwave(180,WAVEZ)
- InitAsteroids()
-
- score=0
- shield=MAXSHIELD
- dead=False
- done=False
- level=start_level
- total_chain=0
- hit_timer=0
- hit_count=0
-
- new_level=True
- end_level=False
-
- FlushKeys
- Delete Each QSound
-
- While (Not dead) And (Not done) And (Not KeyHit(1))
-
- If new_level
-
- If (level Mod 5)=0
- is_bonus_level=True
- Else
- is_bonus_level=False
- EndIf
-
- ClearText()
-
- ResetPowerUps()
-
- AddScore(0)
- SubShield(0)
-
- noast=5+2*level
-
- If noast>100
- noast=100
- EndIf
-
- For f=1 To noast
- NewAsteroid(ASTLARGE,Rand(-FIELDSIZE,FIELDSIZE),Rand(-FIELDSIZE,FIELDSIZE))
- Next
-
- If is_bonus_level
- For f=30 To 50 Step 4
- NewCameraSpriteText("BONUS LEVEL",$ffffff,0,0,EntityZ(camera)+f,-0.4,1,0.01)
- Next
-
- EmitSound(bonus_level_sfx,camera)
- Else
- For f=30 To 50 Step 4
- NewCameraSpriteText("LEVEL "+Str$(level),$ffffff,0,0,EntityZ(camera)+f,-0.4,1,0.01)
- Next
-
- EmitSound(start_sfx,camera)
- EndIf
-
- total_chain=0
- hit_count=0
- turn_count=0
- turbo_count=0
- new_level=False
- EndIf
-
- If (First Asteroid)=Null And (Not end_level)
- If hit_timer>0
- hit_timer=0
-
- If hit_count>5
- bonus=hit_count*50
- NewCameraSpriteText("CHAIN BONUS",$ff0000,0,5,EntityZ(camera)+50,-0.2,1,0.005)
- NewCameraSpriteText(Str$(bonus),$ffff00,0,3,EntityZ(camera)+50,-0.2,1,0.005)
- AddScore(bonus)
- total_chain=total_chain+hit_count
- EndIf
- EndIf
-
- end_level=True
- end_levelc=500
-
- HudTextCentre(50,"LEVEL COMPLETE!",$ffffff)
-
- If start_bonus>0
- HudTextCentre(100,"START BONUS",$ff0000)
- HudTextCentre(110,Str$(start_bonus),$ffff00)
- AddScore(start_bonus)
- start_bonus=0
- EndIf
-
- If total_chain>0
- bonus=total_chain*17
- HudTextCentre(160,"CHAIN BONUS",$ff0000)
- HudTextCentre(170,Str$(bonus),$ffff00)
- AddScore(bonus)
- EndIf
-
- If shield=0
- HudTextCentre(190,"SECRET ZERO SHIELD BONUS",$ff0000)
- HudTextCentre(200,"99999",$ffff00)
- AddScore(99999)
- SubShield(-MAXSHIELD)
- ElseIf shield=MAXSHIELD
- HudTextCentre(190,"PERFECT SHIELD BONUS",$ff0000)
- HudTextCentre(200,"20000",$ffff00)
- AddScore(20000)
- ElseIf total_chain>0
- bonus=total_chain
-
- If (shield+bonus)>MAXSHIELD
- bonus=MAXSHIELD-shield
- EndIf
-
- HudTextCentre(190,"NEW SHIELDS WON",$ff0000)
- HudTextCentre(200,Str$(bonus),$ffff00)
- SubShield(-bonus)
- EndIf
-
- level=level+1
- EndIf
-
- If end_level
- end_levelc=end_levelc-1
-
- If end_levelc<200
- If (level Mod 5)=0
- HudTextCentre(128,"BONUS LEVEL!",$ffffff)
- Else
- HudTextCentre(128,"GET READY!",$ffffff)
- EndIf
- EndIf
-
- If end_levelc=0
- end_level=False
- new_level=True
- EndIf
- EndIf
-
- If turn_count>0
- turn_count=turn_count-1
-
- If turn_count=0
- CircleQSound(turnstop_sfx,1)
- turn=TURN_NORMAL
- EndIf
- EndIf
-
- If turbo_count>0
- turbo_count=turbo_count-1
-
- If turbo_count=0
- CircleQSound(turbostop_sfx,1)
- MAX_SPEED=MAXSPEED_NORMAL
- EndIf
- EndIf
-
- If fps_count>0
- fps_count=fps_count-1
-
- If fps_count=0
- CircleQSound(turbostop_sfx,1)
- SetCamera(CAMERA_NORMAL)
- EndIf
- EndIf
-
- If KeyDown(203)
- TurnEntity ship,0,0,turn
- EndIf
-
- If KeyDown(205)
- TurnEntity ship,0,0,-turn
- EndIf
-
- If KeyHit(25)
- FlushKeys
- c=$ffff00
- ci=-$111100
- While (Not KeyHit(25)) And (Not KeyHit(1))
- HudTextCentre(124,"P A U S E D",c)
- c=c+ci
- If c=0 Or c=$ffff00 Then ci=-ci
- RenderWorld
- Flip
- Wend
- HudTextCentre(124," ",$ffff00)
- EndIf
-
- If speed<MAX_SPEED
- speed=speed+0.02
- If speed>MAX_SPEED Then speed=MAX_SPEED
- ElseIf speed>MAX_SPEED
- speed=speed-0.02
- If speed<MAX_SPEED Then speed=MAX_SPEED
- EndIf
-
- If hit_timer>0
- hit_timer=hit_timer-1
-
- If hit_timer=0
- If hit_count>5
- bonus=hit_count*50
- NewCameraSpriteText("CHAIN BONUS",$ff0000,0,5,EntityZ(camera)+50,-0.2,1,0.005)
- NewCameraSpriteText(Str$(bonus),$ff0000,0,3,EntityZ(camera)+50,-0.2,1,0.005)
- AddScore(bonus)
- total_chain=total_chain+hit_count
- EndIf
-
- hit_count=0
- EndIf
- EndIf
-
- MoveEntity ship,0,speed,0
-
- PositionEntity camera,EntityX(ship),EntityY(ship),0
- ;PointEntity camera,ship
-
- UpdateParticles()
- UpdateSpriteText()
-
- UpdateWorld
-
- RenderWorld
-
- UpdateAsteroids()
-
- AddShockwave(ship)
-
- DrawRadar()
-
- ex=EntityX(ship)
- ey=EntityY(ship)
-
- If ex<-MAPSIZE Or ex>MAPSIZE
- RotateEntity ship,0,0,-EntityRoll(ship)
- MoveEntity ship,0,speed,0
- EndIf
-
- If ey<-MAPSIZE Or ey>MAPSIZE
- RotateEntity ship,0,0,180-EntityRoll(ship)
- MoveEntity ship,0,speed,0
- EndIf
-
- ProcessQSounds()
- ;Info()
- Flip
-
- WaitTimer(timer)
-
- globang=(globang+10) Mod 360
-
- If DEBUGMODE
- If KeyHit(200)
- MAX_SPEED=MAX_SPEED+0.1
- NewCameraSpriteText(Str$(MAX_SPEED),$ff0000,0,5,EntityZ(camera)+50,-0.2,1,0.005)
- EndIf
- If KeyHit(208)
- MAX_SPEED=MAX_SPEED-0.1
- NewCameraSpriteText(Str$(MAX_SPEED),$ff0000,0,5,EntityZ(camera)+50,-0.2,1,0.005)
- EndIf
- If KeyHit(64)
- For ast.Asteroid=Each Asteroid
- FreeEntity ast\id
- Delete ast
- Next
- NewCameraSpriteText("DELALL",$ff0000,0,5,EntityZ(camera)+50,-0.2,1,0.005)
- EndIf
- If KeyHit(65)
- SubShield(shield)
- NewCameraSpriteText("NOSHLD",$ff0000,0,5,EntityZ(camera)+50,-0.2,1,0.005)
- EndIf
- If KeyHit(66)
- SubShield(-MAXSHIELD)
- NewCameraSpriteText("FULLSHLD",$ff0000,0,5,EntityZ(camera)+50,-0.2,1,0.005)
- EndIf
- EndIf
-
- Wend
-
- SetCamera(CAMERA_NORMAL)
-
- new_highscore=False
- new_highlostchain=False
-
- If dead
-
- CircleQSound(explode_sfx,25)
-
- fov#=60
-
- NewCameraSpriteText("GAME OVER!",$ffffff,0,0,EntityZ(camera)+0.5,0,0.1,-0.005)
-
- If hit_count>5
- NewCameraSpriteText("LOST A",$800000,0,-2,EntityZ(camera)+0.5,0,0.1,-0.005)
- NewCameraSpriteText("CHAIN OF",$800000,0,-4,EntityZ(camera)+0.5,0,0.1,-0.005)
- NewCameraSpriteText(Str$(hit_count)+"!",$800000,0,-6,EntityZ(camera)+0.5,0,0.1,-0.005)
- EndIf
-
- If score>highscore
- new_highscore=True
- highscore=score
- EndIf
-
- If hit_count>5 And hit_count>highlostchain
- new_highlostchain=True
- highlostchain=hit_count
- EndIf
-
- If new_highscore Or new_highlostchain
- SaveHighScore()
- EndIf
-
- f=0
-
- While (f<700) And (Not (KeyDown(57) Or KeyDown(1)))
- ProcessQSounds()
- SetCameraFOV(fov)
- If fov<175
- fov=fov+1
- EndIf
- UpdateAsteroids()
- DrawRadar()
- UpdateParticles()
- UpdateSpriteText()
- UpdateWorld
- RenderWorld
- Flip
- f=f+1
- Wend
-
- While fov>60
- ProcessQSounds()
- SetCameraFOV(fov)
- fov=fov-5
- UpdateAsteroids()
- DrawRadar()
- UpdateParticles()
- UpdateSpriteText()
- UpdateWorld
- RenderWorld
- Flip
- Wend
-
- SetCameraFOV(60)
-
- EndIf
-
-Forever
-
-End
-
-; ============================================
-; Utils
-; ============================================
-;
-.Utils
-
-Function SetCamera(cam)
- Select cam
- Case CAMERA_NORMAL
- CameraProjMode camera,1
- CameraProjMode fps_camera,0
- ShowEntity hud_spr
- ShowEntity radar_spr
- HideEntity fps_hud_spr
- HideEntity fps_radar_spr
- current_camera=camera
- Case CAMERA_FPS
- CameraProjMode camera,0
- CameraProjMode fps_camera,1
- HideEntity hud_spr
- HideEntity radar_spr
- ShowEntity fps_hud_spr
- ShowEntity fps_radar_spr
- current_camera=fps_camera
- End Select
-End Function
-
-Function SetCameraFOV(FOV#)
- CameraZoom camera, 1.0 / Tan(FOV#/2.0)
-End Function
-
-Function Info()
- Color 255,255,255
- Text 0,100,"M:"+MeshWidth(ship)+","+MeshHeight(ship)+","+MeshDepth(ship)
- Text 0,110,"S:"+MeshWidth(sw\id)+","+MeshHeight(sw\id)+","+MeshDepth(sw\id)
-End Function
-
-Function AddScore(s)
- score=score+s
- HudText(0,0,"SCORE")
- HudTextCol(48,0,score,$ff0000)
-End Function
-
-Function SubShield(s)
- orig=shield
- shield=shield-s
- If shield<0 And (Not dead) Then shield=0:dead=True:EmitSound(laugh_sfx,snd_emitter(Rand(0,7)))
- If shield>300 Then shield=300
- If orig=>50 And shield<50 Then EmitSound(laugh_sfx,snd_emitter(Rand(0,7)))
- If orig=>20 And shield<20 Then EmitSound(laugh_sfx,snd_emitter(Rand(0,7)))
- HudText(150,0,"SHEILD")
- HudTextCol(206,0,shield+" ",$ff0000)
-End Function
-
-Function ClearTexture(t)
- w=TextureWidth(t)-1
- h=TextureHeight(t)-1
- b=TextureBuffer(t)
- LockBuffer b
- For x=0 To w
- For y=0 To h
- WritePixelFast x,y,0,b
- Next
- Next
- UnlockBuffer b
-End Function
-
-Function RectTexture(t,x,y,w,h,c)
- tw=TextureWidth(t)-1
- th=TextureHeight(t)-1
- b=TextureBuffer(t)
- LockBuffer b
- For xc=x To x+w-1
- For yc=y To y+h-1
- If xc>=0 And xc<tw And yc>=0 And yc<th
- WritePixelFast xc,yc,c,b
- EndIf
- Next
- Next
- UnlockBuffer b
-End Function
-
-; ============================================
-; Collisions
-; ============================================
-;
-.Collisions
-
-Function HitSW(e,size)
- size=size/2
- ex=EntityX(e)
- ey=EntityY(e)
-
- eminx=ex-size
- emaxx=ex+size
-
- eminy=ey-size
- emaxy=ey+size
-
- Return MeshesIntersect(e,sw\id)
-End Function
-
-
-; ============================================
-; Sprite Text
-; ============================================
-;
-.SpriteTextRoutines
-
-Function ClearSpriteText()
- For s.SpriteText=Each SpriteText
- FreeEntity s\id
- FreeTexture s\txt
- Delete s
- Next
-End Function
-
-Function UpdateSpriteText()
- For s.SpriteText=Each SpriteText
-
- If s\life=0
- s\a=s\a-s\ai
-
- If s\a<0.05
- FreeEntity s\id
- FreeTexture s\txt
- Delete s
- Else
- EntityAlpha s\id,s\a
- MoveEntity s\id,0,0,s\zi
- EndIf
- Else
- s\life=s\life-1
-
- If s\life=0
- FreeEntity s\id
- FreeTexture s\txt
- Delete s
- Else
- MoveEntity s\id,s\xi,s\yi,s\zi
- EndIf
- EndIf
-
- Next
-End Function
-
-Function NewSpriteText(a$,col,x#,y#,z#,zi#,al#,ai#)
- s.SpriteText=New SpriteText
- s\txt=CreateTexture(SPRTXTSIZE,SPRTXTSIZE,1+2+16+32)
- s\id=CreateSprite()
- s\a=al
- s\ai=ai
- s\zi=zi
- s\xi=0
- s\yi=0
- s\life=0
-
- ScaleSprite s\id,20,20
- EntityTexture s\id,s\txt
- PositionEntity s\id,x,y,z
- EntityAlpha s\id,al
-
- ClearTexture(s\txt)
- TextureText(s\txt,a$,col)
-End Function
-
-Function NewCameraSpriteText(a$,col,x#,y#,z#,zi#,al#,ai#)
- s.SpriteText=New SpriteText
- s\txt=CreateTexture(SPRTXTSIZE,SPRTXTSIZE,1+2+16+32)
- s\id=CreateSprite(current_camera)
- s\a=al
- s\ai=ai
- s\zi=zi
- s\xi=0
- s\yi=0
- s\life=0
-
- ScaleSprite s\id,10,10
- EntityTexture s\id,s\txt
- PositionEntity s\id,x,y,z
- EntityAlpha s\id,al
-
- ClearTexture(s\txt)
- TextureText(s\txt,a$,col)
-End Function
-
-Function NewCameraSpriteTextScroll(a$,col,x#,y#,z#,xi#,yi#,zi#,life)
- s.SpriteText=New SpriteText
- s\txt=CreateTexture(SPRTXTSIZE,SPRTXTSIZE,1+2+16+32)
- s\id=CreateSprite(camera)
- s\a=al
- s\ai=ai
- s\zi=zi
- s\xi=xi
- s\yi=yi
- s\life=life
-
- ScaleSprite s\id,1,1
- EntityTexture s\id,s\txt
- PositionEntity s\id,x,y,z
- EntityAlpha s\id,1
-
- ClearTexture(s\txt)
- TextureText(s\txt,a$,col)
-End Function
-
-; ============================================
-; Text
-; ============================================
-;
-.TextRoutines
-
-Function ClearText()
- b=TextureBuffer(hud)
- LockBuffer b
- For x=0 To TXTSIZE-1
- For y=0 To TXTSIZE-1
- WritePixelFast x,y,0,b
- Next
- Next
- UnlockBuffer b
-End Function
-
-Function HudText(tx,ty,a$)
- b=TextureBuffer(hud)
- LockBuffer b
-
- For f=1 To Len(a$)
- c=Asc(Mid$(a$,f,1))-32
- For x=0 To 7
- For y=0 To 7
- WritePixelFast tx+x,ty+y,font_data(c,x,y),b
- Next
- Next
- tx=tx+8
- Next
- UnlockBuffer b
-End Function
-
-
-Function HudTextCol(tx,ty,a$,col)
- b=TextureBuffer(hud)
- LockBuffer b
-
- For f=1 To Len(a$)
- c=Asc(Mid$(a$,f,1))-32
- For x=0 To 7
- For y=0 To 7
- WritePixelFast tx+x,ty+y,(font_data(c,x,y) And $ff000000) Or (font_data(c,x,y) And col),b
- Next
- Next
- tx=tx+8
- Next
- UnlockBuffer b
-End Function
-
-
-Function HudTextCentre(ty,a$,col)
- tx=TXTSIZE/2-Len(a$)*4
- b=TextureBuffer(hud)
- LockBuffer b
-
- For f=1 To Len(a$)
- c=Asc(Mid$(a$,f,1))-32
- For x=0 To 7
- For y=0 To 7
- WritePixelFast tx+x,ty+y,(font_data(c,x,y) And $ff000000) Or (font_data(c,x,y) And col),b
- Next
- Next
- tx=tx+8
- Next
- UnlockBuffer b
-End Function
-
-
-Function TextureText(t,a$,col)
- ty=TextureHeight(t)/2-4
- tx=TextureWidth(t)/2-Len(a$)*4
- b=TextureBuffer(t)
- LockBuffer b
-
- For f=1 To Len(a$)
- c=Asc(Mid$(a$,f,1))-32
- For x=0 To 7
- For y=0 To 7
- WritePixelFast tx+x,ty+y,(font_data(c,x,y) And $ff000000) Or (font_data(c,x,y) And col),b
- Next
- Next
- tx=tx+8
- Next
- UnlockBuffer b
-End Function
-
-
-; ============================================
-; Radar
-; ============================================
-;
-.Radar
-
-Function DrawRadar()
- b=TextureBuffer(radar)
- LockBuffer b
- For x=0 To RADSIZE-1
- For y=0 To RADSIZE-1
- WritePixelFast x,y,$20ffffff,b
- Next
- Next
-
- x=RADMID+EntityX(ship)/RADSCALE
-
- If x<0
- x=0
- EndIf
-
- If x>=RADSIZE
- x=RADSIZE-1
- EndIf
-
- For y=0 To RADSIZE-1
- WritePixelFast x,y,$7fffffff,b
- Next
-
- y=RADMID-EntityY(ship)/RADSCALE
-
- If y<0
- y=0
- EndIf
-
- If y>=RADSIZE
- y=RADSIZE-1
- EndIf
-
- For x=0 To RADSIZE-1
- WritePixelFast x,y,$7fffffff,b
- Next
-
- For a.Asteroid=Each Asteroid
- If a\size=ASTLARGE
- c=$ffffff00
- ElseIf a\size=ASTMEDIUM
- c=$ffc8c8c8
- Else
- c=$ffa0a0a0
- EndIf
- x=RADMID+EntityX(a\id)/RADSCALE
- y=RADMID-EntityY(a\id)/RADSCALE
-
- If x>-1 And x<RADSIZE And y>-1 And y<RADSIZE
- WritePixelFast x,y,c,b
- EndIf
- Next
- UnlockBuffer b
-End Function
-
-
-; ============================================
-; Asteroids
-; ============================================
-;
-.Asteroids
-
-Function InitAsteroids()
- For a.Asteroid=Each Asteroid
- FreeEntity a\id
- Delete a
- Next
-End Function
-
-
-Function NewAsteroid(size,x#,y#)
- a.Asteroid=New Asteroid
-
- If size=ASTLARGE
- a\id=CopyEntity(large_asteroid)
- ElseIf size=ASTMEDIUM
- a\id=CopyEntity(medium_asteroid)
- Else
- a\id=CopyEntity(small_asteroid)
- EndIf
-
- a\size=size
-
- EntityTexture a\id,shieldtex
- PositionEntity a\id,x,y,WAVEZ
-
- a\colcnt=ASTSHIELD
-
- a\speed#=Rnd(ASTMINSPEED,ASTMAXSPEED)
- ang=Rand(360)
-
- a\dx=Sin(ang)*a\speed
- a\dy=Cos(ang)*a\speed
-
- a\power=PowerUp()
- a\split=False
-
-End Function
-
-
-Function UpdateAsteroids()
-
- If False
- sz=32
- i=CreateImage(sz,sz)
- CopyRect 0,0,sz,sz-1,0,1,TextureBuffer(shieldtex),ImageBuffer(i)
- CopyRect 0,sz-1,sz,1,0,0,TextureBuffer(shieldtex),ImageBuffer(i)
- CopyRect 0,0,sz,sz,0,0,ImageBuffer(i),TextureBuffer(shieldtex)
- FreeImage i
- RotateTexture shieldtex,globang
- EndIf
-
- do_split=False
-
- For a.Asteroid=Each Asteroid
-
- upd=True
-
- If a\colcnt>0
- a\colcnt=a\colcnt-1
-
- If a\colcnt=0
- If a\power=POWNONE
- EntityTexture a\id,asttex
- Else
- EntityTexture a\id,powertex
- EndIf
- EntityType a\id,ASTTYPE
- EndIf
-
- hit_ship=False
- hit_sw=False
- Else
- hit_ship=EntityDistance(a\id,ship)<(a\size/2+SHIPSZ)
- hit_sw=HitSW(a\id,a\size)
- EndIf
-
- If hit_ship
- SubShield(1)
- NewParticleMove(particle,EntityX(ship),EntityY(ship),EntityZ(ship)-1,10,2,Rnd(-2,2),Rnd(-2,2),0)
- ElseIf hit_sw Or a\split
-
- If Not dead
- AddScore(a\size)
-
- hit_timer=200
- hit_count=hit_count+1
-
- If Not a\split
- EmitSound(pop_sfx,a\id)
- dz#=0.1
- For f=10 To 100 Step 10
- NewAlphaParticleMove(particle,EntityX(a\id),EntityY(a\id),EntityZ(a\id)-f,1.0,-0.01,f/10,0,0,dz)
- dz=dz+0.1
- Next
- EndIf
-
- If a\size>ASTSMALL
- x#=EntityX(a\id)
- y#=EntityY(a\id)
-
- NewAsteroid(a\size/2,x,y)
- NewAsteroid(a\size/2,x,y)
- EndIf
-
- If a\power<>POWNONE
- If a\split
- ReturnPowerUp(a\power)
- Else
- Select a\power
- Case POWSPLIT
- NewCameraSpriteText("SMART BOMB!",$ff0000,0,0,EntityZ(camera)+30,-0.4,1,0.01)
- do_split=True
- CircleQSound(smartbomb_sfx,2)
-
- Case POWSHIELD
- NewCameraSpriteText("SHEILD UP!",$ff0000,0,0,EntityZ(camera)+31,-0.4,1,0.01)
- SubShield(-10)
-
- Case POWTURBOTURN
- If Rand(100)>50
- NewCameraSpriteText("TURBO NUTTER!",$ff0000,0,0,EntityZ(camera)+32,-0.4,1,0.01)
- CircleQSOund(turbostart_sfx,1)
- turbo_count=turbo_count+500
- MAX_SPEED=MAXSPEED_TURBO
- Else
- NewCameraSpriteText("TURN LOSS!",$ff0000,0,0,EntityZ(camera)+33,-0.4,1,0.01)
- CircleQSound(turnstart_sfx,1)
- turn_count=turn_count+500
- turn=TURN_TURBO
- EndIf
- Case POWFPS
- SetCamera(CAMERA_FPS)
- NewCameraSpriteText("FPS MODE!",$ff0000,0,0,EntityZ(camera)+33,-0.4,1,0.01)
- CircleQSOund(laugh_sfx,4)
- fps_count=fps_count+1000
- End Select
- EndIf
- EndIf
-
- FreeEntity a\id
- Delete a
- upd=False
- EndIf
- EndIf
-
- If upd
- If CountCollisions(a\id)>0
- a\dx=CollisionNX(a\id,1)*a\speed
- a\dy=CollisionNY(a\id,1)*a\speed
- EndIf
-
- TurnEntity a\id,0,a\dx*2,0
- TranslateEntity a\id,a\dx,a\dy,0
-
- ex=EntityX(a\id)
- ey=EntityY(a\id)
-
- If ex<-MAPSIZE Or ex>MAPSIZE
- s=Sgn(ex)
- PositionEntity a\id,s*MAPSIZE,ey,WAVEZ
- a\dx=-a\dx
- EndIf
-
- If ey<-MAPSIZE Or ey>MAPSIZE
- s=Sgn(ey)
- PositionEntity a\id,ex,s*MAPSIZE,WAVEZ
- a\dy=-a\dy
- EndIf
- EndIf
- Next
-
- If do_split
- For a=Each Asteroid
- a\split=True
- Next
- EndIf
-
-End Function
-
-
-; ============================================
-; Shockwave
-; ============================================
-;
-.Shochwave
-
-Function InitShockwave(length,z#)
- If sw<>Null
- FreeEntity sw\id
- Else
- sw=New Shockwave
- EndIf
-
- Delete Each SWLine
- CreateSWLine(0,0,0)
-
- sw\length=length
- sw\id=CreateMesh()
- PositionEntity sw\id,0,0,z
- EntityType sw\id,SWTYPE
- EntityRadius sw\id,1
- CreateSurface(sw\id)
- sw\z=z
-
- EntityFX sw\id,1+2+16+32
-End Function
-
-
-Function CreateSWLine.SWLine(x#,y#,roll#)
- s.SWLine=New SWLine
- sz#=0.5
-
- s\x1=x-sz*Cos(roll)
- s\x2=x+sz*Cos(roll)
- s\y1=y-sz*Sin(roll)
- s\y2=y+sz*Sin(roll)
-
- s\r1=Rand(100,255)
- s\g1=Rand(0,100)
- s\b1=Rand(0,100)
- s\r2=Rand(100,255)
- s\g2=Rand(0,100)
- s\b2=Rand(0,100)
-End Function
-
-
-Function AddShockwave(base)
-
- x#=EntityX(base)
- y#=EntityY(base)
- roll#=EntityRoll(base)
-
- CreateSWLine(x,y,roll)
-
- If sw\length>0
- sw\length=sw\length-1
- Else
- Delete First SWLine
- EndIf
-
- s=GetSurface(sw\id,1)
- ClearSurface s,True,True
-
- al#=0.1
-
- prev.SWLine=Null
-
- For sl.SWLine=Each SWLine
- If prev<>Null
- If True
- v0=AddVertex(s,sl\x1,sl\y1,0)
- v1=AddVertex(s,sl\x2,sl\y2,0)
- v2=AddVertex(s,prev\x1,prev\y1,0)
- v3=AddVertex(s,prev\x2,prev\y2,0)
-
- VertexColor s,v0,sl\r1,sl\g1,sl\b1,al
- VertexColor s,v1,sl\r2,sl\g2,sl\b2,al
- VertexColor s,v2,prev\r1,prev\g1,prev\b1,al
- VertexColor s,v3,prev\r2,prev\g2,prev\b2,al
-
- AddTriangle(s,v0,v1,v2)
- AddTriangle(s,v1,v3,v2)
- EndIf
-
- If False
- v0=AddVertex(s,sl\x1,sl\y1,-1)
- v1=AddVertex(s,sl\x2,sl\y2,-1)
- v2=AddVertex(s,prev\x1,prev\y1,-1)
- v3=AddVertex(s,prev\x2,prev\y2,-1)
- v4=AddVertex(s,sl\x1,sl\y1,1)
- v5=AddVertex(s,sl\x2,sl\y2,1)
- v6=AddVertex(s,prev\x1,prev\y1,1)
- v7=AddVertex(s,prev\x2,prev\y2,1)
-
- VertexColor s,v0,sl\r1,sl\g1,sl\b1,al
- VertexColor s,v1,sl\r2,sl\g2,sl\b2,al
- VertexColor s,v2,prev\r1,prev\g1,prev\b1,al
- VertexColor s,v3,prev\r2,prev\g2,prev\b2,al
-
- AddTriangle(s,v0,v1,v2)
- AddTriangle(s,v1,v3,v2)
- AddTriangle(s,v4,v6,v5)
- AddTriangle(s,v4,v6,v7)
- EndIf
-
- If al<1.0
- al=al+0.05
- EndIf
- EndIf
-
- prev=sl
- Next
-End Function
-
-
-; ============================================
-; Particles
-; ============================================
-;
-.Particles
-
-Function ClearParticles()
- For p.Particle=Each Particle
- FreeEntity p\id
- Delete p
- Next
-End Function
-
-Function UpdateParticles()
- For p.Particle=Each Particle
- If p\life=0 Or p\a<=0
- FreeEntity p\id
- Delete p
- Else
- p\life=p\life-1
- p\a=p\a+p\ai
- EntityAlpha p\id,p\a
- TurnEntity p\id,0,0,p\spin
- MoveEntity p\id,p\dx,p\dy,p\dz
- EndIf
- Next
-End Function
-
-Function NewParticle(base,x#,y#,z#,life,spin#)
- NewParticleMove(base,x,y,z,life,spin,0,0,0)
-End Function
-
-Function NewParticleMove(base,x#,y#,z#,life,spin#,dx#,dy#,dz#)
- p.Particle=New Particle
- p\id=CopyEntity(base)
- ShowEntity p\id
- PositionEntity p\id,x,y,z
- p\life=life
- p\a=1.0
- p\dx=dx
- p\dy=dy
- p\dz=dz
- p\spin=spin
-End Function
-
-Function NewAlphaParticle(base,x#,y#,z#,a#,ai#,spin#)
- NewAlphaParticleMove(base,x,y,z,a,ai,spin,0,0,0)
-End Function
-
-Function NewAlphaParticleMove(base,x#,y#,z#,a#,ai#,spin#,dx#,dy#,dz#)
- p.Particle=New Particle
- p\id=CopyEntity(base)
- ShowEntity p\id
- EntityAlpha p\id,a
- PositionEntity p\id,x,y,z
- p\life=9999999
- p\a=a
- p\ai=ai
- p\dx=dx
- p\dy=dy
- p\dz=dz
- p\spin=spin
-End Function
-
-
-; ============================================
-; Mesh and Texture
-; ============================================
-;
-.MeshAndTexture
-
-Function CreateVectex()
- s=256
- t=CreateTexture(s,s,1+4+8+256)
- b=BackBuffer()
- SetBuffer TextureBuffer(t)
- Color 128,128,128
- Rect 0,0,s,s,True
- For f=0 To 128
- Color 255-f,255-f,255-f
- Rect f,f,s-f*2,s-f*2,False
- Next
- SetBuffer b
- Return t
-End Function
-
-Function CreateParticle()
- m=CreateMesh()
- b=CreateBrush(255,0,0)
- s=CreateSurface(m,b)
-
- sz#=2
-
- v0=AddVertex(s,0,sz,0)
- v1=AddVertex(s,-sz,-0,0)
- v2=AddVertex(s,0,-sz,0)
- v3=AddVertex(s,sz,0,0)
-
- AddTriangle(s,v0,v2,v1)
- AddTriangle(s,v0,v3,v2)
-
- UpdateNormals m
-
- Return m
-End Function
-
-Function CreateShip()
-
- m=CreateMesh()
- b=CreateBrush(255,255,255)
- BrushTexture b,vectex
- s=CreateSurface(m,b)
-
- sz#=SHIPSZ
-
- v0=AddVertex(s,0,sz,0,0,0)
- v1=AddVertex(s,-sz,-sz,0,0,1)
- v2=AddVertex(s,0,-sz/2,1,0,1)
- v3=AddVertex(s,sz,-sz,0,1,0)
-
- AddTriangle(s,v0,v2,v1)
- AddTriangle(s,v0,v3,v2)
-
- UpdateNormals m
-
- Return m
-
-End Function
-
-Function CreateAsttex()
- s=256
- t=CreateTexture(s,s,1+4+8+256)
- b=BackBuffer()
- SetBuffer TextureBuffer(t)
- Color 0,0,128
- Rect 0,0,s,s,True
- Color 64,64,255
- For f=0 To 256 Step 32
- Rect f,0,4,256,True
- Rect 0,f,256,4,True
- Next
- SetBuffer b
- Return t
-End Function
-
-Function TRANS_CreateAsttex()
- s=256
- t=CreateTexture(s,s,1+4+8+256)
- ClearTexture(t)
- For f=0 To 256 Step 32
- RectTexture(t,f,0,4,256,$ffffffff)
- RectTexture(t,0,f,256,4,$ffffffff)
- Next
- Return t
-End Function
-
-Function CreatePowertex()
- s=256
- t=CreateTexture(s,s,1+4+8+256)
- b=BackBuffer()
- SetBuffer TextureBuffer(t)
- Color 128,128,0
- Rect 0,0,s,s,True
- Color 255,255,0
- For f=0 To 256 Step 32
- Rect f,0,4,256,True
- Rect 0,f,256,4,True
- Next
- SetBuffer b
- Return t
-End Function
-
-Function TRANS_CreatePowertex()
- s=256
- t=CreateTexture(s,s,1+4+8+256)
- ClearTexture(t)
- For f=0 To 256 Step 32
- RectTexture(t,f,0,4,256,$ffffff00)
- RectTexture(t,0,f,256,4,$ffffff00)
- Next
- Return t
-End Function
-
-Function OLD_CreateShieldtex()
- sz=32
- t=CreateTexture(sz,sz,1+4+8+256)
- i=CreateImage(sz,sz)
- b=BackBuffer()
- SetBuffer ImageBuffer(i)
- For f=0 To sz-1
- Color Rand(255),Rand(255),Rand(255)
- Line 0,f,sz-1,f
- Next
- SetBuffer b
- CopyRect 0,0,sz,sz,0,0,ImageBuffer(i),TextureBuffer(t)
- FreeImage i
- Return t
-End Function
-
-Function CreateShieldtex()
- s=32
- t=CreateTexture(s,s,1+4+8+256)
- ClearTexture(t)
- For x=0 To s Step 2
- For y=0 To s Step 2
- RectTexture(t,x+(y Mod 2),y,1,1,$ffffffff)
- ;RectTexture(t,x,y,1,1,$ffffffff)
- Next
- Next
- Return t
-End Function
-
-Function CreateAsteroid(size#)
-
- size=size/2
-
- m=CreateSphere()
- ScaleEntity m,size,size,size
- Return m
-
- m=CreateMesh()
- s=CreateSurface(m)
-
- pt#=16.0
- ai#=360.0/pt
-
- AddVertex(s,0,0,0,0.5,0.5)
-
- For f=0 To pt-1
- a#=f*ai
- x#=Sin(a)*size
- y#=Cos(a)*size
- AddVertex(s,x,y,z,Abs(Sin(a)),Abs(Cos(a)))
- Next
-
- For f=1 To pt-1
- AddTriangle(s,0,f,f+1)
- Next
-
- AddTriangle(s,0,pt,1)
-
- UpdateNormals m
-
- Return m
-
-End Function
-
-Function CreateMaptex()
- s=256
- t=CreateTexture(s,s,1+4+8+256)
- b=BackBuffer()
- SetBuffer TextureBuffer(t)
- Color 0,0,64
- Rect 0,0,s,s,True
- For f=0 To 128
- rd=Rand(128,255)
- gn=Rand(128,255)
- bl=Rand(128,255)
-
- x=Rand(1,s-1)
- y=Rand(1,s-1)
- Color rd/2,gn/2,bl/2
- Plot x-1,y
- Plot x+1,y
- Plot x,y-1
- Plot x,y+1
- Color rd,gn,bl
- Plot x,y
- Next
- Color 0,0,128
- Rect 0,0,s,s,False
- SetBuffer b
- Return t
-End Function
-
-Function MapSurface(m,b,x1,y1,z1,x2,y2,z2,x3,y3,z3,x4,y4,z4)
- s=CreateSurface(m,b)
-
- v0=AddVertex(s,x1,y1,z1,0,0)
- v1=AddVertex(s,x2,y2,z2,1,0)
- v2=AddVertex(s,x3,y3,z3,0,1)
- v3=AddVertex(s,x4,y4,z4,1,1)
-
- AddTriangle(s,v0,v1,v2)
- AddTriangle(s,v1,v3,v2)
-End Function
-
-Function CreateMap()
-
- m=CreateMesh()
- b=CreateBrush(255,255,255)
- BrushTexture b,maptex
-
- sz=MAPSIZE+10
-
- MapSurface(m,b, -sz,sz,sz, sz,sz,sz, -sz,-sz,sz, sz,-sz,sz)
- MapSurface(m,b, -sz,sz,-sz, sz,sz,-sz, -sz,sz,sz, sz,sz,sz)
- MapSurface(m,b, -sz,-sz,-sz, -sz,sz,-sz, -sz,-sz,sz, -sz,sz,sz)
- MapSurface(m,b, sz,sz,-sz, sz,-sz,-sz, sz,sz,sz, sz,-sz,sz)
- MapSurface(m,b, sz,-sz,-sz, -sz,-sz,-sz, sz,-sz,sz, -sz,-sz,sz)
-
- UpdateNormals m
-
- Return m
-
-End Function
-
-
-; ============================================
-; Menu
-; ============================================
-;
-.TitleRoutines
-
-Function Menu()
-
- FlushKeys
-
- InitAsteroids()
-
- ClearText()
-
- PositionEntity ship,0,0,SHIPZ
- RotateMesh ship,0,0,0
-
- ClearParticles()
- ClearSpriteText()
- InitShockwave(180,WAVEZ)
-
- done=False
- turn=0
- count=100
- speed=0
- r=0
- g=0
- b=0
- i=1
- tl$="abcdefgh"
- ic=1
- icl=Len(instruction$)
- icp=1
-
- HudTextCentre(20,"SHOCKWAVE",$ffffff)
- HudTextCentre(30,"(C) 2004 IAN C",$ffffff)
-
- If DEBUGMODE
- HudTextCentre(150,"**** DEBUG KEYS ENABLED ****",$ff0000)
- EndIf
-
- HudTextCentre(50,"PRESS F1 FOR LEVEL",$ffff00)
- HudTextCentre(60,"PRESS SPACE TO PLAY",$ffff00)
- HudTextCentre(80,"PRESS ESC TO QUIT",$ffff00)
-
- HudTextCentre(170,"HIGH SCORE",$ffffff)
- HudTextCentre(200,"LARGEST LOST CHAIN",$ffffff)
-
- AddScore(0)
- start_bonus=(start_level-1)^2*1000
-
- ti=MilliSecs()
-
- While Not done
-
- HudText(245,0,Mid$(tl$,i,1))
-
- If (MilliSecs()-ti)>200
- i=(i Mod Len(tl$))+1
- ti=MilliSecs()
- EndIf
-
- HudTextCentre(100," START LEVEL " + start_level+" ",$00ffff)
- HudTextCentre(110," BONUS " + start_bonus+" ",$00ffff)
-
- If new_highscore
- HudTextCentre(170,"NEW HIGH SCORE",(g Shl 16) Or (b Shl 8) Or r)
- EndIf
-
- If new_highlostchain
- HudTextCentre(200,"NEW LARGEST LOST CHAIN",(g Shl 16) Or (b Shl 8) Or r)
- EndIf
-
- HudTextCentre(180,Str$(highscore),(r Shl 16) Or (g Shl 8) Or b)
- HudTextCentre(210,Str$(highlostchain),(r Shl 16) Or (g Shl 8) Or b)
-
- r=(r+7) And 255
- g=(g+5) And 255
- b=(b+3) And 255
-
- ic=ic-1
-
- If ic=0
- NewCameraSpriteTextScroll(Mid$(instruction$,icp,1),$ffffff,5,-2,EntityZ(camera)+5,-0.02,0,0,500)
- ic=6
- icp=icp+1
- If icp>icl
- icp=1
- EndIf
- EndIf
-
- If KeyHit(1)
- done=True
- quit=True
- EndIf
-
- If KeyHit(57)
- done=True
- EndIf
-
- If KeyHit(59)
- start_level=start_level+5
- If start_level>30
- start_level=1
- EndIf
- start_bonus=(start_level-1)^2*1000
- EndIf
-
- count=count-1
-
- If count=0
- turn=Rand(-1,1)
-
- If turn=0
- count=Rand(1,200)
- Else
- count=Rand(10,200)
- EndIf
- EndIf
-
- If turn=-1
- TurnEntity ship,0,0,TURN_NORMAL
- EndIf
-
- If turn=1
- TurnEntity ship,0,0,-TURN_NORMAL
- EndIf
-
- If speed<MAX_SPEED
- speed=speed+0.002
- EndIf
-
- MoveEntity ship,0,speed,0
-
- PositionEntity camera,EntityX(ship),EntityY(ship),0
- ;PositionEntity camera,0,0,0
- ;PointEntity camera,ship
-
- UpdateParticles()
- UpdateSpriteText()
-
- UpdateWorld
-
- RenderWorld
-
- AddShockwave(ship)
-
- DrawRadar()
-
- ex=EntityX(ship)
- ey=EntityY(ship)
-
- If ex<-MAPSIZE Or ex>MAPSIZE
- RotateEntity ship,0,0,-EntityRoll(ship)
- MoveEntity ship,0,speed,0
- EndIf
-
- If ey<-MAPSIZE Or ey>MAPSIZE
- RotateEntity ship,0,0,180-EntityRoll(ship)
- MoveEntity ship,0,speed,0
- EndIf
-
- Flip
-
- globang=(globang+10) Mod 360
-
- Wend
-
-End Function
-
-
-; ============================================
-; Highscore Routines
-; ============================================
-;
-.HiScoreRoutines
-
-Function LoadHighScore()
- fp=ReadFile("hiscore.dat")
-
- If fp=0
- Return
- EndIf
-
- highscore=ReadInt(fp)
- highlostchain=ReadInt(fp)
- CloseFile fp
-End Function
-
-Function SaveHighScore()
- fp=WriteFile("hiscore.dat")
-
- If fp=0
- Return
- EndIf
-
- WriteInt fp,highscore
- WriteInt fp,highlostchain
- CloseFile fp
-End Function
-
-
-; ============================================
-; Power Up Routines
-; ============================================
-;
-.PowerUpRoutines
-
-Function CreatePowerUp(id,chance,max)
- p.PowerUp=New PowerUp
- p\id=id
- p\chance=chance
- p\max=max
-End Function
-
-Function ResetPowerUps()
- For p.PowerUp=Each PowerUp
- p\count=0
- Next
-End Function
-
-Function PowerUp()
- If is_bonus_level
- Return POWSPLIT
- EndIf
-
- i=Rand(100)
-
- For p.PowerUp=Each PowerUp
- If i>p\chance And p\count<p\max
- p\count=p\count+1
- Return p\id
- EndIf
- Next
-
- Return POWNONE
-End Function
-
-Function ReturnPowerUp(id)
- For p.PowerUp=Each PowerUp
- If p\id=id
- p\count=p\count-1
- Return
- EndIf
- Next
-End Function
-
-
-; ============================================
-; Queued Sound Routines
-; ============================================
-;
-.QSoundRoutines
-
-Function ProcessQSounds()
- For s.QSound=Each QSound
- If s\time=0
- EmitSound(s\snd,s\obj)
- Delete s
- Else
- s\time=s\time-1
- EndIf
- Next
-End Function
-
-
-Function QueueQSound(snd,time,source)
- s.QSound=New QSound
- s\snd=snd
- s\time=time
- s\obj=source
-End Function
-
-
-Function CircleQSound(snd,del)
- For f=0 To 7
- QueueQSound(snd,del*f,snd_emitter(f))
- Next
-End Function
-
-
-
-; ============================================
-; Instruction Data
-; ============================================
-;
-.InstructionData
-Data "THE ALIENS HAVE SELECTED YOU TO REPRESENT THE HUMAN RACE "
-Data "IN SHOCKWAVE. "
-Data "IF YOU FAIL 3 BILLION SOULS WILL BE LOST. MOST IMPORTANTLY, YOURS.... "
-Data "THERE IS A SPANNER IN THE WORKS THOUGH - YOUR SHIP IS BUST. "
-Data "THERE IS NO CONTROL OVER ITS "
-Data "SPEED. ONLY STEERING WORKS AND YOU CAN ONLY DESTROY THE SPHERES WITH YOUR SHOCKWAVE EXHAUST. "
-Data "THE DESTROYED SPHERES MAY ALSO HAVE "
-Data "UNDESIRED EFFECTS ON THE SHIP... OR EVEN GOOD ONES. "
-Data "TO STEER USE THE LEFT AND RIGHT CURSOR KEYS. PRESS P TO PAUSE. PRESS ESCAPE TO QUIT. "
-Data " "
-Data "GOOD LUCK! "
+; shockwave -- a naff game +; +; Copyright (C) 2005 Ian Cowburn (ianc@noddybox.demon.co.uk) +; +; This program is free software; you can redistribute it and/or modify +; it under the terms of the GNU General Public License as published by +; the Free Software Foundation; either version 2 of the License, or +; (at your option) any later version. +; +; This program is distributed in the hope that it will be useful, +; but WITHOUT ANY WARRANTY; without even the implied warranty of +; MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +; GNU General Public License for more details. +; +; You should have received a copy of the GNU General Public License +; along with this program; if not, write to the Free Software +; Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA +; +; ------------------------------------------------------------------------- +; +; $Id: shockwave.bb,v 1.13 2006-04-02 00:45:06 ianc Exp $ +; + +Include "gfx/font.bb" + +; ============================================ +; TYPES +; ============================================ +; +Type Particle + Field id + Field a# + Field ai# + Field spin# + Field dx#,dy#,dz# + Field life +End Type + +Type SpriteText + Field id + Field txt + Field a# + Field ai# + Field xi# + Field yi# + Field zi# + Field life +End Type + +Type Shockwave + Field id + Field length + Field z# +End Type + +Type SWLine + Field x1#,y1# + Field r1,g1,b1 + Field x2#,y2# + Field r2,g2,b2 +End Type + +Type Asteroid + Field id + Field size + Field colcnt + Field speed# + Field dx#,dy# + Field power + Field split +End Type + +Type PowerUp + Field id + Field chance + Field max + Field count +End Type + +Type QSound + Field snd + Field time + Field obj +End Type + +; ============================================ +; CONSTS +; ============================================ +; +Const DEBUGMODE=False + +Const MAPSIZE=256 +Const FIELDSIZE=246 + +Const RADSCALE=16 +Const RADSIZE=(MAPSIZE*2)/RADSCALE +Const RADMID=RADSIZE/2 + +Const TXTSIZE=256 + +Const SPRTXTSIZE=128 + +Const SHIPZ#=149 +Const WAVEZ#=150 +Const SHIPSZ#=2 + +Const ASTLARGE=20 +Const ASTMEDIUM=10 +Const ASTSMALL=5 +Const ASTMAXSPEED#=0.5 +Const ASTMINSPEED#=0.4 +Const ASTSHIELD=200 + +Const MAXSHIELD=100 + +Const SHIPTYPE=1 +Const SWTYPE=2 +Const ASTTYPE=3 + +Const POWNONE=0 +Const POWSPLIT=1 +Const POWTURBOTURN=2 +Const POWSHIELD=3 +Const POWFPS=4 + +Const TURN_NORMAL#=3 +Const TURN_TURBO#=2 +Const MAXSPEED_NORMAL#=1 +Const MAXSPEED_TURBO#=2 + +Const CAMERA_NORMAL=1 +Const CAMERA_FPS=2 + +; ============================================ +; GLOBLS +; ============================================ +; +Global WINW=800 +Global WINH=600 + +Global sw.Shockwave=Null + + +; ============================================ +; MAIN +; ============================================ +; +Graphics3D WINW,WINH,32;,2 + +SetBuffer BackBuffer() + +Global camera=CreateCamera() +Global listener=CreateListener(camera,0.001) + +Dim snd_emitter(7) + +For f=0 To 7 + snd_emitter(f)=CreatePivot(camera) +Next + +PositionEntity snd_emitter(0),0,0,2 +PositionEntity snd_emitter(1),1,0,1 +PositionEntity snd_emitter(2),2,0,0 +PositionEntity snd_emitter(3),1,0,-1 +PositionEntity snd_emitter(4),0,0,-2 +PositionEntity snd_emitter(5),-1,0,-1 +PositionEntity snd_emitter(6),-2,0,0 +PositionEntity snd_emitter(7),-1,0,1 + +CameraRange camera,0.1,10000 +CameraFogMode camera,0 + +AmbientLight 255,255,255 + +Global vectex=CreateVectex() +Global asttex=CreateAsttex() +Global powertex=CreatePowertex() +Global shieldtex=CreateShieldtex() +Global maptex=CreateMaptex() +Global radar=CreateTexture(RADSIZE,RADSIZE,1+2+16+32+256) +Global hud=CreateTexture(TXTSIZE,TXTSIZE,1+2+16+32+256) + +Global ship=CreateShip() +Global particle=CreateParticle() +Global large_asteroid=CreateAsteroid(ASTLARGE) +Global medium_asteroid=CreateAsteroid(ASTMEDIUM) +Global small_asteroid=CreateAsteroid(ASTSMALL) +Global map=CreateMap() +Global radar_spr=CreateSprite(camera) +Global hud_spr=CreateSprite(camera) + +Global start_sfx=Load3DSound("sfx/start.wav") +Global bonus_level_sfx=Load3DSound("sfx/bonus_level.wav") +Global laugh_sfx=Load3DSound("sfx/laugh.wav") +Global explode_sfx=Load3DSound("sfx/explode.wav") +Global pop_sfx=Load3DSound("sfx/pop.wav") +Global turbostart_sfx=Load3DSound("sfx/powerstart.wav") +Global turbostop_sfx=Load3DSound("sfx/powerstop.wav") +Global turnstart_sfx=Load3DSound("sfx/powerstart.wav") +Global turnstop_sfx=Load3DSound("sfx/powerstop.wav") +Global smartbomb_sfx=Load3DSound("sfx/smartbomb.wav") + +HideEntity particle +HideEntity large_asteroid +HideEntity medium_asteroid +HideEntity small_asteroid + +EntityType ship,SHIPTYPE +EntityRadius large_asteroid,ASTLARGE/2 +EntityRadius medium_asteroid,ASTMEDIUM/2 +EntityRadius small_asteroid,ASTSMALL/2 +EntityRadius ship,SHIPSZ + +;Collisions ASTTYPE,SWTYPE,2,1 +;Collisions ASTTYPE,SHIPTYPE,2,0 +Collisions ASTTYPE,ASTTYPE,1,1 + +PositionEntity radar_spr,7,5,15 +EntityTexture radar_spr,radar +PositionEntity hud_spr,0,0,2 +EntityTexture hud_spr,hud +ScaleSprite hud_spr,1.15,0.85 + +Global fps_camera=CreateCamera(ship) +Global fps_radar_spr=CreateSprite(fps_camera) +Global fps_hud_spr=CreateSprite(fps_camera) +PositionEntity fps_radar_spr,7.4,5.3,9 +EntityTexture fps_radar_spr,radar +PositionEntity fps_hud_spr,0,0,2 +EntityTexture fps_hud_spr,hud +ScaleSprite fps_hud_spr,1.85,1.45 +TurnEntity fps_camera,-70,0,0 +MoveEntity fps_camera,0,5,-15 +CameraProjMode camera,0 + +Global current_camera=camera + +Global globang=0 +Global start_level=1 +Global start_bonus=0 +Global quit=False +Global MAX_SPEED#=MAXSPEED_NORMAL +Global turn#=TURN_NORMAL +Global speed#=0 +Global score=0 +Global shield=0 +Global dead=False +Global highscore=0 +Global highlostchain=0 +Global new_highscore=False +Global new_highlostchain=False +Global hit_count=0 +Global hit_timer=0 +Global turbo_count=0 +Global turn_count=0 +Global fps_count=0 +Global is_bonus_level=False + +LoadHighScore() + +CreatePowerUp(POWSPLIT,99,1) +CreatePowerUp(POWSHIELD,97,0) +CreatePowerUp(POWTURBOTURN,95,10) +CreatePowerUp(POWFPS,98,2) + +SetCamera(CAMERA_NORMAL) + +Global timer=CreateTimer(100) + +Restore InstructionData +Read a$ +Global instruction$ + +While a$<>"END" + instruction$=instruction$+a$ + Read a$ +Wend + +Repeat + + SetCameraFOV(60) + + Menu() + + If quit + Exit + EndIf + + speed=0 + MAX_SPEED#=MAXSPEED_NORMAL + turn#=TURN_NORMAL + + ClearText() + + PositionEntity ship,0,0,SHIPZ + RotateMesh ship,0,0,0 + + ClearParticles() + ClearSpriteText() + InitShockwave(180,WAVEZ) + InitAsteroids() + + score=0 + shield=MAXSHIELD + dead=False + done=False + level=start_level + total_chain=0 + hit_timer=0 + hit_count=0 + + new_level=True + end_level=False + + FlushKeys + Delete Each QSound + + While (Not dead) And (Not done) And (Not KeyHit(1)) + + If new_level + + If (level Mod 5)=0 + is_bonus_level=True + Else + is_bonus_level=False + EndIf + + ClearText() + + ResetPowerUps() + + AddScore(0) + SubShield(0) + + noast=5+2*level + + If noast>100 + noast=100 + EndIf + + For f=1 To noast + NewAsteroid(ASTLARGE,Rand(-FIELDSIZE,FIELDSIZE),Rand(-FIELDSIZE,FIELDSIZE)) + Next + + If is_bonus_level + For f=30 To 50 Step 4 + NewCameraSpriteText("BONUS LEVEL",$ffffff,0,0,EntityZ(camera)+f,-0.4,1,0.01) + Next + + EmitSound(bonus_level_sfx,camera) + Else + For f=30 To 50 Step 4 + NewCameraSpriteText("LEVEL "+Str$(level),$ffffff,0,0,EntityZ(camera)+f,-0.4,1,0.01) + Next + + EmitSound(start_sfx,camera) + EndIf + + total_chain=0 + hit_count=0 + turn_count=0 + turbo_count=0 + new_level=False + EndIf + + If (First Asteroid)=Null And (Not end_level) + If hit_timer>0 + hit_timer=0 + + If hit_count>5 + bonus=hit_count*50 + NewCameraSpriteText("CHAIN BONUS",$ff0000,0,5,EntityZ(camera)+50,-0.2,1,0.005) + NewCameraSpriteText(Str$(bonus),$ffff00,0,3,EntityZ(camera)+50,-0.2,1,0.005) + AddScore(bonus) + total_chain=total_chain+hit_count + EndIf + EndIf + + end_level=True + end_levelc=500 + + HudTextCentre(50,"LEVEL COMPLETE!",$ffffff) + + If start_bonus>0 + HudTextCentre(100,"START BONUS",$ff0000) + HudTextCentre(110,Str$(start_bonus),$ffff00) + AddScore(start_bonus) + start_bonus=0 + EndIf + + If total_chain>0 + bonus=total_chain*17 + HudTextCentre(160,"CHAIN BONUS",$ff0000) + HudTextCentre(170,Str$(bonus),$ffff00) + AddScore(bonus) + EndIf + + If shield=0 + HudTextCentre(190,"SECRET ZERO SHIELD BONUS",$ff0000) + HudTextCentre(200,"99999",$ffff00) + AddScore(99999) + SubShield(-MAXSHIELD) + ElseIf shield=MAXSHIELD + HudTextCentre(190,"PERFECT SHIELD BONUS",$ff0000) + HudTextCentre(200,"20000",$ffff00) + AddScore(20000) + ElseIf total_chain>0 + bonus=total_chain + + If (shield+bonus)>MAXSHIELD + bonus=MAXSHIELD-shield + EndIf + + HudTextCentre(190,"NEW SHIELDS WON",$ff0000) + HudTextCentre(200,Str$(bonus),$ffff00) + SubShield(-bonus) + EndIf + + level=level+1 + EndIf + + If end_level + end_levelc=end_levelc-1 + + If end_levelc<200 + If (level Mod 5)=0 + HudTextCentre(128,"BONUS LEVEL!",$ffffff) + Else + HudTextCentre(128,"GET READY!",$ffffff) + EndIf + EndIf + + If end_levelc=0 + end_level=False + new_level=True + EndIf + EndIf + + If turn_count>0 + turn_count=turn_count-1 + + If turn_count=0 + CircleQSound(turnstop_sfx,1) + turn=TURN_NORMAL + EndIf + EndIf + + If turbo_count>0 + turbo_count=turbo_count-1 + + If turbo_count=0 + CircleQSound(turbostop_sfx,1) + MAX_SPEED=MAXSPEED_NORMAL + EndIf + EndIf + + If fps_count>0 + fps_count=fps_count-1 + + If fps_count=0 + CircleQSound(turbostop_sfx,1) + SetCamera(CAMERA_NORMAL) + EndIf + EndIf + + If KeyDown(203) + TurnEntity ship,0,0,turn + EndIf + + If KeyDown(205) + TurnEntity ship,0,0,-turn + EndIf + + If KeyHit(25) + FlushKeys + c=$ffff00 + ci=-$111100 + While (Not KeyHit(25)) And (Not KeyHit(1)) + HudTextCentre(124,"P A U S E D",c) + c=c+ci + If c=0 Or c=$ffff00 Then ci=-ci + RenderWorld + Flip + Wend + HudTextCentre(124," ",$ffff00) + EndIf + + If speed<MAX_SPEED + speed=speed+0.02 + If speed>MAX_SPEED Then speed=MAX_SPEED + ElseIf speed>MAX_SPEED + speed=speed-0.02 + If speed<MAX_SPEED Then speed=MAX_SPEED + EndIf + + If hit_timer>0 + hit_timer=hit_timer-1 + + If hit_timer=0 + If hit_count>5 + bonus=hit_count*50 + NewCameraSpriteText("CHAIN BONUS",$ff0000,0,5,EntityZ(camera)+50,-0.2,1,0.005) + NewCameraSpriteText(Str$(bonus),$ff0000,0,3,EntityZ(camera)+50,-0.2,1,0.005) + AddScore(bonus) + total_chain=total_chain+hit_count + EndIf + + hit_count=0 + EndIf + EndIf + + MoveEntity ship,0,speed,0 + + PositionEntity camera,EntityX(ship),EntityY(ship),0 + ;PointEntity camera,ship + + UpdateParticles() + UpdateSpriteText() + + UpdateWorld + + RenderWorld + + UpdateAsteroids() + + AddShockwave(ship) + + DrawRadar() + + ex=EntityX(ship) + ey=EntityY(ship) + + If ex<-MAPSIZE Or ex>MAPSIZE + RotateEntity ship,0,0,-EntityRoll(ship) + MoveEntity ship,0,speed,0 + EndIf + + If ey<-MAPSIZE Or ey>MAPSIZE + RotateEntity ship,0,0,180-EntityRoll(ship) + MoveEntity ship,0,speed,0 + EndIf + + ProcessQSounds() + ;Info() + + Flip + + If KeyHit(88) + SaveBuffer(FrontBuffer(),"scrshot.bmp") + EndIf + + WaitTimer(timer) + + globang=(globang+10) Mod 360 + + If DEBUGMODE + If KeyHit(200) + MAX_SPEED=MAX_SPEED+0.1 + NewCameraSpriteText(Str$(MAX_SPEED),$ff0000,0,5,EntityZ(camera)+50,-0.2,1,0.005) + EndIf + If KeyHit(208) + MAX_SPEED=MAX_SPEED-0.1 + NewCameraSpriteText(Str$(MAX_SPEED),$ff0000,0,5,EntityZ(camera)+50,-0.2,1,0.005) + EndIf + If KeyHit(64) + For ast.Asteroid=Each Asteroid + FreeEntity ast\id + Delete ast + Next + NewCameraSpriteText("DELALL",$ff0000,0,5,EntityZ(camera)+50,-0.2,1,0.005) + EndIf + If KeyHit(65) + SubShield(shield) + NewCameraSpriteText("NOSHLD",$ff0000,0,5,EntityZ(camera)+50,-0.2,1,0.005) + EndIf + If KeyHit(66) + SubShield(-MAXSHIELD) + NewCameraSpriteText("FULLSHLD",$ff0000,0,5,EntityZ(camera)+50,-0.2,1,0.005) + EndIf + EndIf + + Wend + + SetCamera(CAMERA_NORMAL) + + new_highscore=False + new_highlostchain=False + + If dead + + CircleQSound(explode_sfx,25) + + fov#=60 + + NewCameraSpriteText("GAME OVER!",$ffffff,0,0,EntityZ(camera)+0.5,0,0.1,-0.005) + + If hit_count>5 + NewCameraSpriteText("LOST A",$800000,0,-2,EntityZ(camera)+0.5,0,0.1,-0.005) + NewCameraSpriteText("CHAIN OF",$800000,0,-4,EntityZ(camera)+0.5,0,0.1,-0.005) + NewCameraSpriteText(Str$(hit_count)+"!",$800000,0,-6,EntityZ(camera)+0.5,0,0.1,-0.005) + EndIf + + If score>highscore + new_highscore=True + highscore=score + EndIf + + If hit_count>5 And hit_count>highlostchain + new_highlostchain=True + highlostchain=hit_count + EndIf + + If new_highscore Or new_highlostchain + SaveHighScore() + EndIf + + f=0 + + While (f<700) And (Not (KeyDown(57) Or KeyDown(1))) + ProcessQSounds() + SetCameraFOV(fov) + If fov<175 + fov=fov+1 + EndIf + UpdateAsteroids() + DrawRadar() + UpdateParticles() + UpdateSpriteText() + UpdateWorld + RenderWorld + Flip + f=f+1 + Wend + + While fov>60 + ProcessQSounds() + SetCameraFOV(fov) + fov=fov-5 + UpdateAsteroids() + DrawRadar() + UpdateParticles() + UpdateSpriteText() + UpdateWorld + RenderWorld + Flip + Wend + + SetCameraFOV(60) + + EndIf + +Forever + +End + +; ============================================ +; Utils +; ============================================ +; +.Utils + +Function SetCamera(cam) + Select cam + Case CAMERA_NORMAL + CameraProjMode camera,1 + CameraProjMode fps_camera,0 + ShowEntity hud_spr + ShowEntity radar_spr + HideEntity fps_hud_spr + HideEntity fps_radar_spr + current_camera=camera + Case CAMERA_FPS + CameraProjMode camera,0 + CameraProjMode fps_camera,1 + HideEntity hud_spr + HideEntity radar_spr + ShowEntity fps_hud_spr + ShowEntity fps_radar_spr + current_camera=fps_camera + End Select +End Function + +Function SetCameraFOV(FOV#) + CameraZoom camera, 1.0 / Tan(FOV#/2.0) +End Function + +Function Info() + Color 255,255,255 + Text 0,100,"M:"+MeshWidth(ship)+","+MeshHeight(ship)+","+MeshDepth(ship) + Text 0,110,"S:"+MeshWidth(sw\id)+","+MeshHeight(sw\id)+","+MeshDepth(sw\id) +End Function + +Function AddScore(s) + score=score+s + HudText(0,0,"SCORE") + HudTextCol(48,0,score,$ff0000) +End Function + +Function SubShield(s) + orig=shield + shield=shield-s + If shield<0 And (Not dead) Then shield=0:dead=True:EmitSound(laugh_sfx,snd_emitter(Rand(0,7))) + If shield>300 Then shield=300 + If orig=>50 And shield<50 Then EmitSound(laugh_sfx,snd_emitter(Rand(0,7))) + If orig=>20 And shield<20 Then EmitSound(laugh_sfx,snd_emitter(Rand(0,7))) + HudText(150,0,"SHEILD") + HudTextCol(206,0,shield+" ",$ff0000) +End Function + +Function ClearTexture(t) + w=TextureWidth(t)-1 + h=TextureHeight(t)-1 + b=TextureBuffer(t) + LockBuffer b + For x=0 To w + For y=0 To h + WritePixelFast x,y,0,b + Next + Next + UnlockBuffer b +End Function + +Function RectTexture(t,x,y,w,h,c) + tw=TextureWidth(t)-1 + th=TextureHeight(t)-1 + b=TextureBuffer(t) + LockBuffer b + For xc=x To x+w-1 + For yc=y To y+h-1 + If xc>=0 And xc<tw And yc>=0 And yc<th + WritePixelFast xc,yc,c,b + EndIf + Next + Next + UnlockBuffer b +End Function + +; ============================================ +; Collisions +; ============================================ +; +.Collisions + +Function HitSW(e,size) + size=size/2 + ex=EntityX(e) + ey=EntityY(e) + + eminx=ex-size + emaxx=ex+size + + eminy=ey-size + emaxy=ey+size + + Return MeshesIntersect(e,sw\id) +End Function + + +; ============================================ +; Sprite Text +; ============================================ +; +.SpriteTextRoutines + +Function ClearSpriteText() + For s.SpriteText=Each SpriteText + FreeEntity s\id + FreeTexture s\txt + Delete s + Next +End Function + +Function UpdateSpriteText() + For s.SpriteText=Each SpriteText + + If s\life=0 + s\a=s\a-s\ai + + If s\a<0.05 + FreeEntity s\id + FreeTexture s\txt + Delete s + Else + EntityAlpha s\id,s\a + MoveEntity s\id,0,0,s\zi + EndIf + Else + s\life=s\life-1 + + If s\life=0 + FreeEntity s\id + FreeTexture s\txt + Delete s + Else + MoveEntity s\id,s\xi,s\yi,s\zi + EndIf + EndIf + + Next +End Function + +Function NewSpriteText(a$,col,x#,y#,z#,zi#,al#,ai#) + s.SpriteText=New SpriteText + s\txt=CreateTexture(SPRTXTSIZE,SPRTXTSIZE,1+2+16+32) + s\id=CreateSprite() + s\a=al + s\ai=ai + s\zi=zi + s\xi=0 + s\yi=0 + s\life=0 + + ScaleSprite s\id,20,20 + EntityTexture s\id,s\txt + PositionEntity s\id,x,y,z + EntityAlpha s\id,al + + ClearTexture(s\txt) + TextureText(s\txt,a$,col) +End Function + +Function NewCameraSpriteText(a$,col,x#,y#,z#,zi#,al#,ai#) + s.SpriteText=New SpriteText + s\txt=CreateTexture(SPRTXTSIZE,SPRTXTSIZE,1+2+16+32) + s\id=CreateSprite(current_camera) + s\a=al + s\ai=ai + s\zi=zi + s\xi=0 + s\yi=0 + s\life=0 + + ScaleSprite s\id,10,10 + EntityTexture s\id,s\txt + PositionEntity s\id,x,y,z + EntityAlpha s\id,al + + ClearTexture(s\txt) + TextureText(s\txt,a$,col) +End Function + +Function NewCameraSpriteTextScroll(a$,col,x#,y#,z#,xi#,yi#,zi#,life) + s.SpriteText=New SpriteText + s\txt=CreateTexture(SPRTXTSIZE,SPRTXTSIZE,1+2+16+32) + s\id=CreateSprite(camera) + s\a=al + s\ai=ai + s\zi=zi + s\xi=xi + s\yi=yi + s\life=life + + ScaleSprite s\id,1,1 + EntityTexture s\id,s\txt + PositionEntity s\id,x,y,z + EntityAlpha s\id,1 + + ClearTexture(s\txt) + TextureText(s\txt,a$,col) +End Function + +; ============================================ +; Text +; ============================================ +; +.TextRoutines + +Function ClearText() + b=TextureBuffer(hud) + LockBuffer b + For x=0 To TXTSIZE-1 + For y=0 To TXTSIZE-1 + WritePixelFast x,y,0,b + Next + Next + UnlockBuffer b +End Function + +Function HudText(tx,ty,a$) + b=TextureBuffer(hud) + LockBuffer b + + For f=1 To Len(a$) + c=Asc(Mid$(a$,f,1))-32 + For x=0 To 7 + For y=0 To 7 + WritePixelFast tx+x,ty+y,font_data(c,x,y),b + Next + Next + tx=tx+8 + Next + UnlockBuffer b +End Function + + +Function HudTextCol(tx,ty,a$,col) + b=TextureBuffer(hud) + LockBuffer b + + For f=1 To Len(a$) + c=Asc(Mid$(a$,f,1))-32 + For x=0 To 7 + For y=0 To 7 + WritePixelFast tx+x,ty+y,(font_data(c,x,y) And $ff000000) Or (font_data(c,x,y) And col),b + Next + Next + tx=tx+8 + Next + UnlockBuffer b +End Function + + +Function HudTextCentre(ty,a$,col) + tx=TXTSIZE/2-Len(a$)*4 + b=TextureBuffer(hud) + LockBuffer b + + For f=1 To Len(a$) + c=Asc(Mid$(a$,f,1))-32 + For x=0 To 7 + For y=0 To 7 + WritePixelFast tx+x,ty+y,(font_data(c,x,y) And $ff000000) Or (font_data(c,x,y) And col),b + Next + Next + tx=tx+8 + Next + UnlockBuffer b +End Function + + +Function TextureText(t,a$,col) + ty=TextureHeight(t)/2-4 + tx=TextureWidth(t)/2-Len(a$)*4 + b=TextureBuffer(t) + LockBuffer b + + For f=1 To Len(a$) + c=Asc(Mid$(a$,f,1))-32 + For x=0 To 7 + For y=0 To 7 + WritePixelFast tx+x,ty+y,(font_data(c,x,y) And $ff000000) Or (font_data(c,x,y) And col),b + Next + Next + tx=tx+8 + Next + UnlockBuffer b +End Function + + +; ============================================ +; Radar +; ============================================ +; +.Radar + +Function DrawRadar() + b=TextureBuffer(radar) + LockBuffer b + For x=0 To RADSIZE-1 + For y=0 To RADSIZE-1 + WritePixelFast x,y,$20ffffff,b + Next + Next + + x=RADMID+EntityX(ship)/RADSCALE + + If x<0 + x=0 + EndIf + + If x>=RADSIZE + x=RADSIZE-1 + EndIf + + For y=0 To RADSIZE-1 + WritePixelFast x,y,$7fffffff,b + Next + + y=RADMID-EntityY(ship)/RADSCALE + + If y<0 + y=0 + EndIf + + If y>=RADSIZE + y=RADSIZE-1 + EndIf + + For x=0 To RADSIZE-1 + WritePixelFast x,y,$7fffffff,b + Next + + For a.Asteroid=Each Asteroid + If a\size=ASTLARGE + c=$ffffff00 + ElseIf a\size=ASTMEDIUM + c=$ffc8c8c8 + Else + c=$ffa0a0a0 + EndIf + x=RADMID+EntityX(a\id)/RADSCALE + y=RADMID-EntityY(a\id)/RADSCALE + + If x>-1 And x<RADSIZE And y>-1 And y<RADSIZE + WritePixelFast x,y,c,b + EndIf + Next + UnlockBuffer b +End Function + + +; ============================================ +; Asteroids +; ============================================ +; +.Asteroids + +Function InitAsteroids() + For a.Asteroid=Each Asteroid + FreeEntity a\id + Delete a + Next +End Function + + +Function NewAsteroid(size,x#,y#) + a.Asteroid=New Asteroid + + If size=ASTLARGE + a\id=CopyEntity(large_asteroid) + ElseIf size=ASTMEDIUM + a\id=CopyEntity(medium_asteroid) + Else + a\id=CopyEntity(small_asteroid) + EndIf + + a\size=size + + EntityTexture a\id,shieldtex + PositionEntity a\id,x,y,WAVEZ + + a\colcnt=ASTSHIELD + + a\speed#=Rnd(ASTMINSPEED,ASTMAXSPEED) + ang=Rand(360) + + a\dx=Sin(ang)*a\speed + a\dy=Cos(ang)*a\speed + + a\power=PowerUp() + a\split=False + +End Function + + +Function UpdateAsteroids() + + If False + sz=32 + i=CreateImage(sz,sz) + CopyRect 0,0,sz,sz-1,0,1,TextureBuffer(shieldtex),ImageBuffer(i) + CopyRect 0,sz-1,sz,1,0,0,TextureBuffer(shieldtex),ImageBuffer(i) + CopyRect 0,0,sz,sz,0,0,ImageBuffer(i),TextureBuffer(shieldtex) + FreeImage i + RotateTexture shieldtex,globang + EndIf + + do_split=False + + For a.Asteroid=Each Asteroid + + upd=True + + If a\colcnt>0 + a\colcnt=a\colcnt-1 + + If a\colcnt=0 + If a\power=POWNONE + EntityTexture a\id,asttex + Else + EntityTexture a\id,powertex + EndIf + EntityType a\id,ASTTYPE + EndIf + + hit_ship=False + hit_sw=False + Else + hit_ship=EntityDistance(a\id,ship)<(a\size/2+SHIPSZ) + hit_sw=HitSW(a\id,a\size) + EndIf + + If hit_ship + SubShield(1) + NewParticleMove(particle,EntityX(ship),EntityY(ship),EntityZ(ship)-1,10,2,Rnd(-2,2),Rnd(-2,2),0) + ElseIf hit_sw Or a\split + + If Not dead + AddScore(a\size) + + hit_timer=200 + hit_count=hit_count+1 + + If Not a\split + EmitSound(pop_sfx,a\id) + dz#=0.1 + For f=10 To 100 Step 10 + NewAlphaParticleMove(particle,EntityX(a\id),EntityY(a\id),EntityZ(a\id)-f,1.0,-0.01,f/10,0,0,dz) + dz=dz+0.1 + Next + EndIf + + If a\size>ASTSMALL + x#=EntityX(a\id) + y#=EntityY(a\id) + + NewAsteroid(a\size/2,x,y) + NewAsteroid(a\size/2,x,y) + EndIf + + If a\power<>POWNONE + If a\split + ReturnPowerUp(a\power) + Else + Select a\power + Case POWSPLIT + NewCameraSpriteText("SMART BOMB!",$ff0000,0,0,EntityZ(camera)+30,-0.4,1,0.01) + do_split=True + CircleQSound(smartbomb_sfx,2) + + Case POWSHIELD + NewCameraSpriteText("SHEILD UP!",$ff0000,0,0,EntityZ(camera)+31,-0.4,1,0.01) + SubShield(-10) + + Case POWTURBOTURN + If Rand(100)>50 + NewCameraSpriteText("TURBO NUTTER!",$ff0000,0,0,EntityZ(camera)+32,-0.4,1,0.01) + CircleQSOund(turbostart_sfx,1) + turbo_count=turbo_count+500 + MAX_SPEED=MAXSPEED_TURBO + Else + NewCameraSpriteText("TURN LOSS!",$ff0000,0,0,EntityZ(camera)+33,-0.4,1,0.01) + CircleQSound(turnstart_sfx,1) + turn_count=turn_count+500 + turn=TURN_TURBO + EndIf + Case POWFPS + SetCamera(CAMERA_FPS) + NewCameraSpriteText("FPS MODE!",$ff0000,0,0,EntityZ(camera)+33,-0.4,1,0.01) + CircleQSOund(laugh_sfx,4) + fps_count=fps_count+1000 + End Select + EndIf + EndIf + + FreeEntity a\id + Delete a + upd=False + EndIf + EndIf + + If upd + If CountCollisions(a\id)>0 + a\dx=CollisionNX(a\id,1)*a\speed + a\dy=CollisionNY(a\id,1)*a\speed + EndIf + + TurnEntity a\id,0,a\dx*2,0 + TranslateEntity a\id,a\dx,a\dy,0 + + ex=EntityX(a\id) + ey=EntityY(a\id) + + If ex<-MAPSIZE Or ex>MAPSIZE + s=Sgn(ex) + PositionEntity a\id,s*MAPSIZE,ey,WAVEZ + a\dx=-a\dx + EndIf + + If ey<-MAPSIZE Or ey>MAPSIZE + s=Sgn(ey) + PositionEntity a\id,ex,s*MAPSIZE,WAVEZ + a\dy=-a\dy + EndIf + EndIf + Next + + If do_split + For a=Each Asteroid + a\split=True + Next + EndIf + +End Function + + +; ============================================ +; Shockwave +; ============================================ +; +.Shochwave + +Function InitShockwave(length,z#) + If sw<>Null + FreeEntity sw\id + Else + sw=New Shockwave + EndIf + + Delete Each SWLine + CreateSWLine(0,0,0) + + sw\length=length + sw\id=CreateMesh() + PositionEntity sw\id,0,0,z + EntityType sw\id,SWTYPE + EntityRadius sw\id,1 + CreateSurface(sw\id) + sw\z=z + + EntityFX sw\id,1+2+16+32 +End Function + + +Function CreateSWLine.SWLine(x#,y#,roll#) + s.SWLine=New SWLine + sz#=0.5 + + s\x1=x-sz*Cos(roll) + s\x2=x+sz*Cos(roll) + s\y1=y-sz*Sin(roll) + s\y2=y+sz*Sin(roll) + + s\r1=Rand(100,255) + s\g1=Rand(0,100) + s\b1=Rand(0,100) + s\r2=Rand(100,255) + s\g2=Rand(0,100) + s\b2=Rand(0,100) +End Function + + +Function AddShockwave(base) + + x#=EntityX(base) + y#=EntityY(base) + roll#=EntityRoll(base) + + CreateSWLine(x,y,roll) + + If sw\length>0 + sw\length=sw\length-1 + Else + Delete First SWLine + EndIf + + s=GetSurface(sw\id,1) + ClearSurface s,True,True + + al#=0.1 + + prev.SWLine=Null + + For sl.SWLine=Each SWLine + If prev<>Null + If True + v0=AddVertex(s,sl\x1,sl\y1,0) + v1=AddVertex(s,sl\x2,sl\y2,0) + v2=AddVertex(s,prev\x1,prev\y1,0) + v3=AddVertex(s,prev\x2,prev\y2,0) + + VertexColor s,v0,sl\r1,sl\g1,sl\b1,al + VertexColor s,v1,sl\r2,sl\g2,sl\b2,al + VertexColor s,v2,prev\r1,prev\g1,prev\b1,al + VertexColor s,v3,prev\r2,prev\g2,prev\b2,al + + AddTriangle(s,v0,v1,v2) + AddTriangle(s,v1,v3,v2) + EndIf + + If False + v0=AddVertex(s,sl\x1,sl\y1,-1) + v1=AddVertex(s,sl\x2,sl\y2,-1) + v2=AddVertex(s,prev\x1,prev\y1,-1) + v3=AddVertex(s,prev\x2,prev\y2,-1) + v4=AddVertex(s,sl\x1,sl\y1,1) + v5=AddVertex(s,sl\x2,sl\y2,1) + v6=AddVertex(s,prev\x1,prev\y1,1) + v7=AddVertex(s,prev\x2,prev\y2,1) + + VertexColor s,v0,sl\r1,sl\g1,sl\b1,al + VertexColor s,v1,sl\r2,sl\g2,sl\b2,al + VertexColor s,v2,prev\r1,prev\g1,prev\b1,al + VertexColor s,v3,prev\r2,prev\g2,prev\b2,al + + AddTriangle(s,v0,v1,v2) + AddTriangle(s,v1,v3,v2) + AddTriangle(s,v4,v6,v5) + AddTriangle(s,v4,v6,v7) + EndIf + + If al<1.0 + al=al+0.05 + EndIf + EndIf + + prev=sl + Next +End Function + + +; ============================================ +; Particles +; ============================================ +; +.Particles + +Function ClearParticles() + For p.Particle=Each Particle + FreeEntity p\id + Delete p + Next +End Function + +Function UpdateParticles() + For p.Particle=Each Particle + If p\life=0 Or p\a<=0 + FreeEntity p\id + Delete p + Else + p\life=p\life-1 + p\a=p\a+p\ai + EntityAlpha p\id,p\a + TurnEntity p\id,0,0,p\spin + MoveEntity p\id,p\dx,p\dy,p\dz + EndIf + Next +End Function + +Function NewParticle(base,x#,y#,z#,life,spin#) + NewParticleMove(base,x,y,z,life,spin,0,0,0) +End Function + +Function NewParticleMove(base,x#,y#,z#,life,spin#,dx#,dy#,dz#) + p.Particle=New Particle + p\id=CopyEntity(base) + ShowEntity p\id + PositionEntity p\id,x,y,z + p\life=life + p\a=1.0 + p\dx=dx + p\dy=dy + p\dz=dz + p\spin=spin +End Function + +Function NewAlphaParticle(base,x#,y#,z#,a#,ai#,spin#) + NewAlphaParticleMove(base,x,y,z,a,ai,spin,0,0,0) +End Function + +Function NewAlphaParticleMove(base,x#,y#,z#,a#,ai#,spin#,dx#,dy#,dz#) + p.Particle=New Particle + p\id=CopyEntity(base) + ShowEntity p\id + EntityAlpha p\id,a + PositionEntity p\id,x,y,z + p\life=9999999 + p\a=a + p\ai=ai + p\dx=dx + p\dy=dy + p\dz=dz + p\spin=spin +End Function + + +; ============================================ +; Mesh and Texture +; ============================================ +; +.MeshAndTexture + +Function CreateVectex() + s=256 + t=CreateTexture(s,s,1+4+8+256) + b=BackBuffer() + SetBuffer TextureBuffer(t) + Color 128,128,128 + Rect 0,0,s,s,True + For f=0 To 128 + Color 255-f,255-f,255-f + Rect f,f,s-f*2,s-f*2,False + Next + SetBuffer b + Return t +End Function + +Function CreateParticle() + m=CreateMesh() + b=CreateBrush(255,0,0) + s=CreateSurface(m,b) + + sz#=2 + + v0=AddVertex(s,0,sz,0) + v1=AddVertex(s,-sz,-0,0) + v2=AddVertex(s,0,-sz,0) + v3=AddVertex(s,sz,0,0) + + AddTriangle(s,v0,v2,v1) + AddTriangle(s,v0,v3,v2) + + UpdateNormals m + + Return m +End Function + +Function CreateShip() + + m=CreateMesh() + b=CreateBrush(255,255,255) + BrushTexture b,vectex + s=CreateSurface(m,b) + + sz#=SHIPSZ + + v0=AddVertex(s,0,sz,0,0,0) + v1=AddVertex(s,-sz,-sz,0,0,1) + v2=AddVertex(s,0,-sz/2,1,0,1) + v3=AddVertex(s,sz,-sz,0,1,0) + + AddTriangle(s,v0,v2,v1) + AddTriangle(s,v0,v3,v2) + + UpdateNormals m + + Return m + +End Function + +Function CreateAsttex() + s=256 + t=CreateTexture(s,s,1+4+8+256) + b=BackBuffer() + SetBuffer TextureBuffer(t) + Color 0,0,128 + Rect 0,0,s,s,True + Color 64,64,255 + For f=0 To 256 Step 32 + Rect f,0,4,256,True + Rect 0,f,256,4,True + Next + SetBuffer b + Return t +End Function + +Function TRANS_CreateAsttex() + s=256 + t=CreateTexture(s,s,1+4+8+256) + ClearTexture(t) + For f=0 To 256 Step 32 + RectTexture(t,f,0,4,256,$ffffffff) + RectTexture(t,0,f,256,4,$ffffffff) + Next + Return t +End Function + +Function CreatePowertex() + s=256 + t=CreateTexture(s,s,1+4+8+256) + b=BackBuffer() + SetBuffer TextureBuffer(t) + Color 128,128,0 + Rect 0,0,s,s,True + Color 255,255,0 + For f=0 To 256 Step 32 + Rect f,0,4,256,True + Rect 0,f,256,4,True + Next + SetBuffer b + Return t +End Function + +Function TRANS_CreatePowertex() + s=256 + t=CreateTexture(s,s,1+4+8+256) + ClearTexture(t) + For f=0 To 256 Step 32 + RectTexture(t,f,0,4,256,$ffffff00) + RectTexture(t,0,f,256,4,$ffffff00) + Next + Return t +End Function + +Function OLD_CreateShieldtex() + sz=32 + t=CreateTexture(sz,sz,1+4+8+256) + i=CreateImage(sz,sz) + b=BackBuffer() + SetBuffer ImageBuffer(i) + For f=0 To sz-1 + Color Rand(255),Rand(255),Rand(255) + Line 0,f,sz-1,f + Next + SetBuffer b + CopyRect 0,0,sz,sz,0,0,ImageBuffer(i),TextureBuffer(t) + FreeImage i + Return t +End Function + +Function CreateShieldtex() + s=32 + t=CreateTexture(s,s,1+4+8+256) + ClearTexture(t) + For x=0 To s Step 2 + For y=0 To s Step 2 + RectTexture(t,x+(y Mod 2),y,1,1,$ffffffff) + ;RectTexture(t,x,y,1,1,$ffffffff) + Next + Next + Return t +End Function + +Function CreateAsteroid(size#) + + size=size/2 + + m=CreateSphere() + ScaleEntity m,size,size,size + Return m + + m=CreateMesh() + s=CreateSurface(m) + + pt#=16.0 + ai#=360.0/pt + + AddVertex(s,0,0,0,0.5,0.5) + + For f=0 To pt-1 + a#=f*ai + x#=Sin(a)*size + y#=Cos(a)*size + AddVertex(s,x,y,z,Abs(Sin(a)),Abs(Cos(a))) + Next + + For f=1 To pt-1 + AddTriangle(s,0,f,f+1) + Next + + AddTriangle(s,0,pt,1) + + UpdateNormals m + + Return m + +End Function + +Function CreateMaptex() + s=256 + t=CreateTexture(s,s,1+4+8+256) + b=BackBuffer() + SetBuffer TextureBuffer(t) + Color 0,0,64 + Rect 0,0,s,s,True + For f=0 To 128 + rd=Rand(128,255) + gn=Rand(128,255) + bl=Rand(128,255) + + x=Rand(1,s-1) + y=Rand(1,s-1) + Color rd/2,gn/2,bl/2 + Plot x-1,y + Plot x+1,y + Plot x,y-1 + Plot x,y+1 + Color rd,gn,bl + Plot x,y + Next + Color 0,0,128 + Rect 0,0,s,s,False + SetBuffer b + Return t +End Function + +Function MapSurface(m,b,x1,y1,z1,x2,y2,z2,x3,y3,z3,x4,y4,z4) + s=CreateSurface(m,b) + + v0=AddVertex(s,x1,y1,z1,0,0) + v1=AddVertex(s,x2,y2,z2,1,0) + v2=AddVertex(s,x3,y3,z3,0,1) + v3=AddVertex(s,x4,y4,z4,1,1) + + AddTriangle(s,v0,v1,v2) + AddTriangle(s,v1,v3,v2) +End Function + +Function CreateMap() + + m=CreateMesh() + b=CreateBrush(255,255,255) + BrushTexture b,maptex + + sz=MAPSIZE+10 + + MapSurface(m,b, -sz,sz,sz, sz,sz,sz, -sz,-sz,sz, sz,-sz,sz) + MapSurface(m,b, -sz,sz,-sz, sz,sz,-sz, -sz,sz,sz, sz,sz,sz) + MapSurface(m,b, -sz,-sz,-sz, -sz,sz,-sz, -sz,-sz,sz, -sz,sz,sz) + MapSurface(m,b, sz,sz,-sz, sz,-sz,-sz, sz,sz,sz, sz,-sz,sz) + MapSurface(m,b, sz,-sz,-sz, -sz,-sz,-sz, sz,-sz,sz, -sz,-sz,sz) + + UpdateNormals m + + Return m + +End Function + + +; ============================================ +; Menu +; ============================================ +; +.TitleRoutines + +Function Menu() + + FlushKeys + + InitAsteroids() + + ClearText() + + PositionEntity ship,0,0,SHIPZ + RotateMesh ship,0,0,0 + + ClearParticles() + ClearSpriteText() + InitShockwave(180,WAVEZ) + + done=False + turn=0 + count=100 + speed=0 + r=0 + g=0 + b=0 + i=1 + tl$="abcdefgh" + ic=1 + icl=Len(instruction$) + icp=1 + + HudTextCentre(20,"SHOCKWAVE",$ffffff) + HudTextCentre(30,"(C) 2004 IAN C",$ffffff) + + If DEBUGMODE + HudTextCentre(150,"**** DEBUG KEYS ENABLED ****",$ff0000) + EndIf + + HudTextCentre(50,"PRESS F1 FOR LEVEL",$ffff00) + HudTextCentre(60,"PRESS SPACE TO PLAY",$ffff00) + HudTextCentre(80,"PRESS ESC TO QUIT",$ffff00) + + HudTextCentre(170,"HIGH SCORE",$ffffff) + HudTextCentre(200,"LARGEST LOST CHAIN",$ffffff) + + AddScore(0) + start_bonus=(start_level-1)^2*1000 + + ti=MilliSecs() + + While Not done + + HudText(245,0,Mid$(tl$,i,1)) + + If (MilliSecs()-ti)>200 + i=(i Mod Len(tl$))+1 + ti=MilliSecs() + EndIf + + HudTextCentre(100," START LEVEL " + start_level+" ",$00ffff) + HudTextCentre(110," BONUS " + start_bonus+" ",$00ffff) + + If new_highscore + HudTextCentre(170,"NEW HIGH SCORE",(g Shl 16) Or (b Shl 8) Or r) + EndIf + + If new_highlostchain + HudTextCentre(200,"NEW LARGEST LOST CHAIN",(g Shl 16) Or (b Shl 8) Or r) + EndIf + + HudTextCentre(180,Str$(highscore),(r Shl 16) Or (g Shl 8) Or b) + HudTextCentre(210,Str$(highlostchain),(r Shl 16) Or (g Shl 8) Or b) + + r=(r+7) And 255 + g=(g+5) And 255 + b=(b+3) And 255 + + ic=ic-1 + + If ic=0 + NewCameraSpriteTextScroll(Mid$(instruction$,icp,1),$ffffff,5,-2,EntityZ(camera)+5,-0.02,0,0,500) + ic=6 + icp=icp+1 + If icp>icl + icp=1 + EndIf + EndIf + + If KeyHit(1) + done=True + quit=True + EndIf + + If KeyHit(57) + done=True + EndIf + + If KeyHit(59) + start_level=start_level+5 + If start_level>30 + start_level=1 + EndIf + start_bonus=(start_level-1)^2*1000 + EndIf + + count=count-1 + + If count=0 + turn=Rand(-1,1) + + If turn=0 + count=Rand(1,200) + Else + count=Rand(10,200) + EndIf + EndIf + + If turn=-1 + TurnEntity ship,0,0,TURN_NORMAL + EndIf + + If turn=1 + TurnEntity ship,0,0,-TURN_NORMAL + EndIf + + If speed<MAX_SPEED + speed=speed+0.002 + EndIf + + MoveEntity ship,0,speed,0 + + PositionEntity camera,EntityX(ship),EntityY(ship),0 + ;PositionEntity camera,0,0,0 + ;PointEntity camera,ship + + UpdateParticles() + UpdateSpriteText() + + UpdateWorld + + RenderWorld + + AddShockwave(ship) + + DrawRadar() + + ex=EntityX(ship) + ey=EntityY(ship) + + If ex<-MAPSIZE Or ex>MAPSIZE + RotateEntity ship,0,0,-EntityRoll(ship) + MoveEntity ship,0,speed,0 + EndIf + + If ey<-MAPSIZE Or ey>MAPSIZE + RotateEntity ship,0,0,180-EntityRoll(ship) + MoveEntity ship,0,speed,0 + EndIf + + Flip + + globang=(globang+10) Mod 360 + + Wend + +End Function + + +; ============================================ +; Highscore Routines +; ============================================ +; +.HiScoreRoutines + +Function LoadHighScore() + fp=ReadFile("hiscore.dat") + + If fp=0 + Return + EndIf + + highscore=ReadInt(fp) + highlostchain=ReadInt(fp) + CloseFile fp +End Function + +Function SaveHighScore() + fp=WriteFile("hiscore.dat") + + If fp=0 + Return + EndIf + + WriteInt fp,highscore + WriteInt fp,highlostchain + CloseFile fp +End Function + + +; ============================================ +; Power Up Routines +; ============================================ +; +.PowerUpRoutines + +Function CreatePowerUp(id,chance,max) + p.PowerUp=New PowerUp + p\id=id + p\chance=chance + p\max=max +End Function + +Function ResetPowerUps() + For p.PowerUp=Each PowerUp + p\count=0 + Next +End Function + +Function PowerUp() + If is_bonus_level + Return POWSPLIT + EndIf + + i=Rand(100) + + For p.PowerUp=Each PowerUp + If i>p\chance And p\count<p\max + p\count=p\count+1 + Return p\id + EndIf + Next + + Return POWNONE +End Function + +Function ReturnPowerUp(id) + For p.PowerUp=Each PowerUp + If p\id=id + p\count=p\count-1 + Return + EndIf + Next +End Function + + +; ============================================ +; Queued Sound Routines +; ============================================ +; +.QSoundRoutines + +Function ProcessQSounds() + For s.QSound=Each QSound + If s\time=0 + EmitSound(s\snd,s\obj) + Delete s + Else + s\time=s\time-1 + EndIf + Next +End Function + + +Function QueueQSound(snd,time,source) + s.QSound=New QSound + s\snd=snd + s\time=time + s\obj=source +End Function + + +Function CircleQSound(snd,del) + For f=0 To 7 + QueueQSound(snd,del*f,snd_emitter(f)) + Next +End Function + + + +; ============================================ +; Instruction Data +; ============================================ +; +.InstructionData +Data "THE ALIENS HAVE SELECTED YOU TO REPRESENT THE HUMAN RACE " +Data "IN SHOCKWAVE. " +Data "IF YOU FAIL 3 BILLION SOULS WILL BE LOST. MOST IMPORTANTLY, YOURS.... " +Data "THERE IS A SPANNER IN THE WORKS THOUGH - YOUR SHIP IS BUST. " +Data "THERE IS NO CONTROL OVER ITS " +Data "SPEED. ONLY STEERING WORKS AND YOU CAN ONLY DESTROY THE SPHERES WITH YOUR SHOCKWAVE EXHAUST. " +Data "THE DESTROYED SPHERES MAY ALSO HAVE " +Data "UNDESIRED EFFECTS ON THE SHIP... OR EVEN GOOD ONES. " +Data "TO STEER USE THE LEFT AND RIGHT CURSOR KEYS. PRESS P TO PAUSE. PRESS ESCAPE TO QUIT. " +Data " " +Data "GOOD LUCK! " Data "END"
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