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; 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"