Assassins 64: Blast from the past
#1
Here's my latest version of the old (2001) game. I've worked a bit on the bad guys' behavior recently, so it's a bit better (I think) than the version I posted recently on the old forum.

Code: (Select All)
'1PSA64-3.BAS by Dr. Jacques Mallah (jackmallah@yahoo.com)
'Compile with QB64
DECLARE SUB endit () : DECLARE SUB onscreen () : DECLARE SUB paintsprites ()
DECLARE SUB medkit.etc () : DECLARE SUB showhealth () : DECLARE SUB badguys ()
DECLARE SUB yourmove () : DECLARE SUB time () : DECLARE SUB yourshot ()
DECLARE SUB crashtest (bx!, by!, vx!, vy!) : DECLARE FUNCTION atan2! (y!, x!)
DECLARE SUB showbadguy (b%) : DECLARE SUB showbadshot (x%) : DECLARE SUB showurshot (x%)
DECLARE SUB raycast () : DECLARE SUB btexture (xx%, dd%, bcc%, c%, bcc2%)
DECLARE SUB putcircle (x%, y%, R%, col%, circdis!) : DECLARE SUB showmed (b%)
DECLARE SUB putbox (x1!, y1%, x2!, y2%, col%, boxdis!): declare sub readmap()
DECLARE SUB intro () : DECLARE SUB maketables () : DECLARE SUB makeworld ()
DECLARE SUB hLINE (x1%, x2%, y%, c%) : DECLARE SUB vline (x%, yt%, yb%, c%), keys()
declare function lsight%(b%): ntx% = 7: sizey% = 30: sizex% = 60: shift = 49
Dim kbmatrix%(128), odd%(319)
Dim fmap%(sizex% - 1, sizey% - 1), wdis(319), testin%(ntx%, 63, 63), dsfc(319)
Dim cmap%(sizex% - 1, sizey% - 1), sb1%(159, 199), st(1800), ct(1800), hicol%(255)
Dim map%(sizex% - 1, sizey% - 1), tant(1800), xb%(1800), yb%(1800), sb2%(160 * 192 + 1)
Dim lowcol%(-128 To 127), bicol%(255), atx%(319), ammo%(2), oammo%(2), stt(1800), ctt(1800)
Call readmap: c% = nmeds% + nammo% - 1: ReDim med%(c%), scmed(c%), mx(c%), my(c%)
ReDim medis(c%), medx(c%), medy(c%), dis(nspr%), spord%(nspr%), disi%(nspr%)
ReDim sht(nshots%), shosht%(nshots%), shtx(nshots%), shty(nshots%), vshx(nshots%), vshy(nshots%)
ReDim shtang%(nshots%), shtdis(nshots%), dela%(nshots%), shtht%(nshots%), plasma%(nshots%)
ReDim bgh%(nbguysm1%), bgx(nbguysm1%), bgy(nbguysm1%), robo%(nbguysm1%)
ReDim x(nbguysm1%), y(nbguysm1%), vbx(nbguysm1%), vby(nbguysm1%)
ReDim scbg(nbguysm1%), bgang%(nbguysm1%), bgsht(nbguysm1%), lastx(nbguysm1%), lasty(nbguysm1%)
ReDim bgshosht%(nbguysm1%), bgshtx(nbguysm1%), bgshty(nbguysm1%)
ReDim bgvshx(nbguysm1%), bgvshy(nbguysm1%), bgshtdis(nbguysm1%)
ReDim bgdela%(nbguysm1%), bgshtht%(nbguysm1%), active%(nbguysm1%): _FullScreen: delta.t = .1
Call intro: maketables: makeworld: Get (0, 8)-(319, 199), sb2%()

main: raycast: keys: yourshot: time: yourmove: badguys: showhealth: medkit.etc
Call paintsprites: onscreen: endit: GoTo main

spritedata:
Data 0,6,2,1,0,4,""

'Map: each character (>"0") is a color or texture
'0 is empty space.  Outer walls must not contain any 0's, ?'s, or r's
'1, 2, 3, 4, 5, 6, 7, 8, 9, :, ;, <, +, >, @, A are wall textures
'4 is the map, A is the rainbow
'? is an ice block "door"
'r is random: 50% chance of ice, else texture @

'. = empty, B = bad guy, R = robot, M = medkit, L = ammo, P = the President / player
mapdata:
Data "666666667546C66666666666666666666666666666666666666666666666"
Data "6.R..?.......6....M6L..................RR?................L6"
Data "6....1.......A.....?...................BB3................M6"
Data "6....1.......@.....6662?266666662526666666666664?766666666?6"
Data "6....1.......?.....6.....................6.................6"
Data "6....1.......>.....6.....................?.................6"
Data "6....1.......=.....6.....................6.................1"
Data "6....?.......<.....666666666444666666666?6.................1"
Data "6....2.......;.....6.........1...........6.......BBBB......1"
Data "6....2.......:.....6..BBBB...2......B....?.................6"
Data "6....2.......9.....6..BBBB...3...........6.................6"
Data "6....2.......8.....6.........4...........6.................6"
Data "6....?.......7.....6.........A777777777776666664?76666666666"
Data "6....3.......6.....6.......................................6"
Data "6....3.......5.....6.......................................6"
Data "6....3.......4.....7.......................................6"
Data "6....?.......3.....6.......................................6"
Data "6....4BBB....2..R..6.......................................6"
Data "6....4BBB....1LMMM612?45633?333333333333?33336.............6"
Data "6....4BBB....6657666.....6...................6.............6"
Data "6....4BBB....?.LLL.6.....6...................6.............6"
Data "6....4BBB....?.MMM.6.....6.......BBB.........?.............6"
Data "6....555555555555556.....r...................6.............6"
Data "6.........?.....M..6.....6...................6666666466666?6"
Data "6.........r........6.....6AAAAAAA?AAAAAAAAAA46.............3"
Data "6.........r........A.........................6.............4"
Data "6..B......r........A..BBBB...................?.............1"
Data "6.........r.....P..A.........................6...RRRR......2"
Data "6.........r.....L..A.............LLLLMMMM....6.............6"
Data "6155555555555556AAA66666666666666AAA666656666666666656666666"

Rem $STATIC
Function atan2 (y, x)
    If x = 0 Then
        If y > 0 Then atan2 = 90 Else If y < 0 Then atan2 = 270
    ElseIf x > 0 Then
        atan2 = (Atn(y / x) * 57.2958 + 360) Mod 360
    Else
        atan2 = (Atn(y / x) * 57.2958 + 180)
    End If
End Function

Sub badguys
    Shared nbguysm1%, testin%(), bgx(), bgy(), delta.t, bgh%(), dis()
    Shared px, py, bx, by, vx, vy, fdt, scbg(), bgang%(), x(), y(), fram%, ph%
    Shared bgsht(), bgshosht%(), bgvshx(), bgvshy(), ct(), st(), bgshtdis()
    Shared inx%, iny%, map%(), fmap%(), bsa%, bgshtx(), bgshty(), bgdela%()
    Shared bgshtht%(), nbguys%, vbx(), vby(), snd%, kills%, robo%(), active%(), lastx(), lasty()

    For x% = 0 To nbguysm1%
    testin%(4, Int(bgx(x%)) + 2, Int(bgy(x%)) + 19) = 0: Next

    'bad guys: Note: I want to add some AI!
    damp = .8 ^ fdt: sqrdt = Sqr(delta.t) * 6
    For x% = 0 To nbguysm1%

        If bgh%(x%) > 0 Then
            If lsight%(x%) Then
                active%(x%) = 1: lastx(x%) = bx: lasty(x%) = by
            Else
                If active%(x%) = 1 Then active%(x%) = 2
            End If

            bbgx = px - bgx(x%): bbgy = py - bgy(x%)
            dis(x%) = Sqr(bbgx * bbgx + bbgy * bbgy) + .01

            chase = 2 * delta.t * (1 + robo%(x%)) * -(active%(x%) > 0)
            bbgx = lastx(x%) - bgx(x%): bbgy = lasty(x%) - bgy(x%)
            cdis = Sqr(bbgx * bbgx + bbgy * bbgy) + .01
            If active%(x%) = 2 And cdis < .3 Then active%(x%) = 0

            vbx(x%) = vbx(x%) * damp + (Rnd - .5) * sqrdt + bbgx / cdis * chase
            vby(x%) = vby(x%) * damp + (Rnd - .5) * sqrdt + bbgy / cdis * chase
            If (px - bgx(x%)) ^ 2 + (py - bgy(x%)) ^ 2 < 1 Then
                vbx(x%) = vbx(x%) - bbgx / dis(x%) * fdt
                vby(x%) = vby(x%) - bbgy / dis(x%) * fdt
                vx = vx + bbgx / dis(x%) * fdt
                vy = vy + bbgy / dis(x%) * fdt
            End If

            'don't crowd bad guys
            For y% = 0 To nbguysm1%
                If x% <> y% And bgh%(y%) > 0 Then
                    bsdis = Sqr((bgy(x%) - bgy(y%)) ^ 2 + (bgx(x%) - bgx(y%)) ^ 2 + .01)
                    If bsdis < 1 Then
                        vbx(x%) = vbx(x%) - (bgx(y%) - bgx(x%)) / bsdis * fdt
                        vby(x%) = vby(x%) - (bgy(y%) - bgy(x%)) / bsdis * fdt
                    End If
            End If: Next

            svx% = Sgn(vbx(x%)): svy% = Sgn(vby(x%))
            crashtest bgx(x%) + .15 * svx%, bgy(x%) + .15 * svy%, vbx(x%), vby(x%)
            If map%(inx%, iny%) = 15 And active%(x%) = 0 Then active%(x%) = 3: icex = inx%: icey = iny%
            crashtest bgx(x%) - .15 * svx%, bgy(x%) + .15 * svy%, vbx(x%), vby(x%)
            If map%(inx%, iny%) = 15 And active%(x%) = 0 Then active%(x%) = 3: icex = inx%: icey = iny%
            crashtest bgx(x%) + .15 * svx%, bgy(x%) - .15 * svy%, vbx(x%), vby(x%)
            If map%(inx%, iny%) = 15 And active%(x%) = 0 Then active%(x%) = 3: icex = inx%: icey = iny%

            bgx(x%) = bgx(x%) + vbx(x%) * delta.t: bgy(x%) = bgy(x%) + vby(x%) * delta.t
            scbg(x%) = 2 / (dis(x%) + .01)
            bgang%(x%) = atan2(bgy(x%) - by, bgx(x%) - bx) * 5
            delba% = (bgang%(x%) - bsa% + 1800) Mod 1800
            x(x%) = delba% - scbg(x%) * 20: y(x%) = 100 - 25 * scbg(x%)

            'bad guy's shot
            If bgsht(x%) <= 0 And active%(x%) = 1 Or active%(x%) = 3 Then
                bgsht(x%) = 20 + Rnd: bgshosht%(x%) = 1: 'create shot
                bgshtx(x%) = bgx(x%): bgshty(x%) = bgy(x%)
                If active%(x%) = 3 Then active%(x%) = 0: bgang%(x%) = atan2(bgy(x%) - icey, bgx(x%) - icex) * 5
                bgsta% = (bgang%(x%) + 900) Mod 1800
                bgvshx(x%) = ct(bgsta%) * 7
                bgvshy(x%) = st(bgsta%) * 7

                'test if other bad guys are blocking the shot; if so don't shoot
                tbsx = bgx(x%): tbsy = bgy(x%): tbsvx = bgvshx(x%): tbsvy = bgvshy(x%)
                Do: tbsx = tbsx + tbsvx * delta.t: tbsy = tbsy + tbsvy * delta.t
                    crashtest tbsx, tbsy, tbsvx, tbsvy: k% = map%(inx%, iny%)
                    For y% = 0 To nbguysm1%
                        If x% <> y% And bgh%(y%) > 0 Then
                            bsdis = Sqr((tbsy - bgy(y%)) ^ 2 + (tbsx - bgx(y%)) ^ 2 + .01)
                            If bsdis < .5 Then k% = -1
                    End If: Next
                    bsdis = Sqr((tbsy - by) ^ 2 + (tbsx - bx) ^ 2 + .01)
                    If bsdis < .5 Then k% = -2
                Loop Until k%
                If k% = -1 Then bgsht(x%) = 0: bgshosht%(x%) = 0
            End If
        End If

        'bad guy's shot
        If bgsht(x%) > 0 And bgshosht%(x%) Then
            crashtest bgshtx(x%), bgshty(x%), bgvshx(x%), bgvshy(x%)
            k% = map%(inx%, iny%)
            If k% Then
                bgshosht%(x%) = 0
                If k% = 15 And bgsht(x%) > 0 Then
                    map%(inx%, iny%) = 0
                    testin%(4, inx% + 2, iny% + 19) = 0
                End If
            Else
                bgshtx(x%) = bgshtx(x%) + bgvshx(x%) * delta.t
                bgshty(x%) = bgshty(x%) + bgvshy(x%) * delta.t
                bbx = bgshtx(x%) - bx: bby = bgshty(x%) - by
                bgshtang% = atan2(bby, bbx) * 5
                bgshtdis(x%) = Sqr(bby * bby + bbx * bbx + .01)
                dis(x% + nbguys%) = bgshtdis(x%)
                'fix damage test
                If bgshtdis(x%) < .5 Then
                    ph% = ph% - bgsht(x%) / 4 - 2.5 * (1 + robo%(x%)): bgshosht%(x%) = 0
                    If snd% Then Sound 150, 1
                    vx = vx + bgvshx(x%) * .05: vy = vy + bgvshy(x%) * .05
                End If
                'kill each other?
                For y% = 0 To nbguysm1%
                    If x% <> y% And bgh%(y%) > 0 Then
                        bsdis = Sqr((bgshty(x%) - bgy(y%)) ^ 2 + (bgshtx(x%) - bgx(y%)) ^ 2 + .01)
                        If bsdis < .5 Then
                            bgh%(y%) = bgh%(y%) - bgsht(x%) / 2 - 1: bgshosht%(x%) = 0
                            vbx(y%) = vbx(y%) + bgvshx(x%) * .5: vby(y%) = vby(y%) + bgvshy(x%) * .5
                            If bgh%(y%) < 1 Then
                                fmap%(Int(bgx(y%)), Int(bgy(y%))) = 4 + 4 * robo%(y%)
                                kills% = kills% + 1: Exit For
                            End If
                        End If
                End If: Next
                bgdela%(x%) = (bgshtang% - bsa% + 1800) Mod 1800
                bgshtht%(x%) = 30 / bgshtdis(x%)
            End If
        End If
        If bgsht(x%) > 0 Then bgsht(x%) = bgsht(x%) - fdt

        If fram% / 2 = fram% \ 2 Then
            testin%(4, Int(px) + 2, Int(py) + 19) = 1
            If bgh%(x%) > 0 Then testin%(4, Int(bgx(x%)) + 2, Int(bgy(x%)) + 19) = 4 + 4 * robo%(x%)
        End If
    Next x%
End Sub

Sub crashtest (bx, by, vx, vy): 'note vx & vy args must be byref
    Shared map%(), delta.t, inx%, iny%
    Static oinx%, oiny%, nallcl%, chn2%, xsign%, ysign%, k%, kx%, ky%

    oinx% = Int(bx): oiny% = Int(by): nallcl% = 1
    px = bx + vx * delta.t: py = by + vy * delta.t
    inx% = Int(px): iny% = Int(py)
    ysign% = Sgn(vy): xsign% = Sgn(vx)
    chn2% = (inx% - oinx%) * xsign% + (iny% - oiny%) * ysign%
    k% = map%(inx%, iny%)
    If inx% = oinx% Then horz% = 1
    If iny% = oiny% Then vert% = 1
    If chn2% = 2 Then
        ys% = (1 + ysign%) \ 2: xs% = (1 + xsign%) \ 2
        kx% = map%(oinx%, iny%): ky% = map%(inx%, oiny%)
        tstang% = Sgn((px - bx) * (iny% + 1 - ys% - by) - (py - by) * (inx% + 1 - xs% - bx))
        tst% = xsign% * ysign% * tstang%
        If tst% = 1 And k% + ky% = 0 Then nallcl% = 0
        If tst% = -1 And k% + kx% = 0 Then nallcl% = 0
        If ky% = 0 Then
            horz% = 1
        Else
            vert% = 1: k% = ky%: If tst% = 1 Then iny% = oiny%
        End If
        If kx% Then
            horz% = 1: k% = kx%: If tst% = -1 Then inx% = oinx%
        Else
            vert% = 1
        End If
    End If: If k% = 0 Then nallcl% = 0
    If nallcl% Then
        If horz% And vert% And ky% = 0 And kx% = 0 Then
            If tst% = 1 Then horz% = 0 Else vert% = 0
        End If
        If vert% Then vx = 0
        If horz% Then vy = 0
    End If
End Sub

Function lsight% (b%)
    Shared map%(), delta.t, inx%, iny%, px, py, bgx(), bgy()
    delx = bgx(b%) - px: dely = bgy(b%) - py: delmag = Sqr(delx ^ 2 + dely ^ 2)
    lx = px: ly = py: delx = delx / delmag / delta.t: dely = dely / delmag / delta.t: lt% = 0
    Do: crashtest lx, ly, delx, dely: lx = lx + delx * delta.t: ly = ly + dely * delta.t
        lt% = lt% + 1
    Loop Until map%(inx%, iny%) Or lt% >= delmag
    lsight% = (map%(inx%, iny%) = 0)
End Function

Sub endit
    Shared kills%, nbguysm1%, nbguys%, kbmatrix%(), goon%, ph%, bgh%(), snd%

    If kbmatrix%(1) - 1 And ph% > 0 And kills% < nbguys% Then
        goon% = 2
    Else
        goon% = goon% - 1
    End If
    If goon% = 0 Then
        Locate 2, 1:
        If kills% = nbguys% And ph% > 0 Then
            Print "President Snore, you made it!": If snd% Then Play "mf gcfde"
        Else
            Print "You die"
            For t% = 400 To 200 Step -20
                If snd% Then Sound t%, 1
                tim = Timer: Do: Loop Until Timer > tim
            Next
        End If
        tim = Timer + .5: Do: Loop Until Timer > tim
        Sleep 1: End
    End If
End Sub

Sub hLINE (x1%, x2%, y%, c%)
    Shared sb1%(), hicol%(): ccc% = hicol%(c%) + c%
    If x1% < 0 Then x1% = 0
    If x2% > 319 Then x2% = 319
    For x% = Int(x1% / 2) To Int(x2% / 2)
        sb1%(x%, y%) = ccc%
    Next
End Sub

Sub intro: Shared snd%, nbguys%, nrobo%
    Cls: Print "By Dr. Jacques Mallah", , "Assassins Edition.64"
    Print: Print "In the year 3001 AD:"
    Print "You, President Sal Snore of the United Snows of Antarctica,"
    Print "are trapped in the Wight House with a bunch of guys trying to kill you. "
    Print "They also reprogrammed your robot bodyguard(s).": Print
    Print "Luckily, you have your trusty plasma gun (press 1) and machine gun (press 2)"
    Print "and plas-cannon (press 3; uses plasma gun ammo)."
    Print "Hiding's not your style.  You'll show them who's the boss!"
    Print "Kill 'em all to win.  ("; nbguys% - nrobo%; " guy(s) and "; nrobo%; " robot(s))": Print
    Print "use arrow forward, back to move; use arrow left, right to rotate"
    Print "Alt to strafe with arrow left, right"
    Print "Ctrl to shoot"
    Print "To fight, try getting some distance and using strafe"
    Print "Try shooting out some ice blocks"
    Print "pick up ";: Color 0, 2: Print "-";: Color 7, 0: Print " ammo, and ";
    Color 4, 15: Print "+";: Color 7, 0: Print " medical kits when needed"
    Print "After starting, press Esc to take the easy way out - suicide!"
    Print "press any key to start, SPACE for no sound": Print
    Print "The # at the top left corner is frames per second"
    Print "The bar at the bottom is your health."
    Print "j to toggle cheat mode";
    i$ = Input$(1): If i$ <> " " Then snd% = 1
End Sub

Sub maketables
    Shared st(), ct(), dsfc(), hicol%(), lowcol%(), bicol%(), atx%(), tant()
    Shared xb%(), yb%(), spord%(), nspr%, stt(), ctt()
    For tmp1% = 0 To 1800
        st(tmp1%) = Sin(tmp1% * Atn(1) / 225): stt(tmp1%) = st(tmp1%) * 256
        ct(tmp1%) = Cos(tmp1% * Atn(1) / 225): ctt(tmp1%) = ct(tmp1%) * 256
    Next tmp1%
    st(0) = 10 ^ -9: st(900) = 10 ^ -9: st(1800) = st(0)
    stt(0) = 10 ^ -7: stt(900) = 10 ^ -7
    ct(450) = 10 ^ -9: ct(1350) = 10 ^ -9
    ctt(450) = 10 ^ -7: ctt(1350) = 10 ^ -7
    For t% = 0 To 1800
        sqct = Abs(1 / ct(t%)): sqt = Abs(1 / st(t%))
        If sqt > sqct Then nn = sqct * 255 Else nn = sqt * 255
        xb%(t%) = ct(t%) * nn: yb%(t%) = st(t%) * nn
    tant(t%) = st(t%) / ct(t%): Next
    yb%(0) = 0: yb%(900) = 0
    xb%(450) = 0: xb%(1350) = 0
    For x% = 0 To 319
        atx%(x%) = Atn((x% - 160) * 3.14159 / 900) * 900 / 3.14159
        dsfc(x%) = 100 / Abs(ct((atx%(x%) + 1800) Mod 1800))
    Next
    For c% = 0 To 255
        hicol%(c%) = &H100 * (c% + &H100 * (c% > &H7F))
        lowcol%(c% - 128) = c% - 128 - &H100 * ((c% - 128) < 0)
        bicol%(c%) = &H100 * (c% + &H100 * (c% > &H7F)) + c%
    Next
    For x% = 0 To nspr%: spord%(x%) = x%: Next
End Sub

Sub readmap
    Shared fmap%(), sizex%, sizey%, testin%(), hicol%(), cmap%(), map%(), ntx%
    Shared ph%, nbguysm1%, bgh%(), bgy(), bgx(), oldtim, nmeds%, medx(), medy()
    Shared nshots%, med%(), ammo%(), weap$, px, py, sa, nmeds%, nammo%, robo%()
    Shared maxshots%, nbguys%, nshots%, nspr%, nbguyst2%, nrobo%
    Shared scmed(), mx(), my(), medis()
    Shared F0%, F1%, F2%, F3%, F4%, F5%, bg$
    DefInt N
    Randomize Timer: nmeds% = 0: nammo% = 0: px = 17.5: py = 27.5: sa = 1190
    Read F0%, F1%, F2%, F3%, F4%, F5%, bg$: nb = 0

    For y = 0 To sizey% - 1: Read i$: For x = 0 To sizex% - 1
        ii$ = Mid$(i$, x + 1, 1): map%(x, y) = Asc(ii$) - 48
        If ii$ = "." Then map%(x, y) = 0
            If ii$ = "B" Or ii$ = "R" Then nb = nb + 1: If ii$ = "R" Then nrobo% = nrobo% + 1
            If map%(x, y) = 66 Then map%(x, y) = 16 + (Rnd < .5)
            If map%(x, y) < 0 Then map%(x, y) = map%(x, y) + 256
            If y = 0 Or x = 0 Or y = sizey% - 1 Or x = sizex% - 1 Then
                If map%(x, y) = 0 Then map%(x, y) = 14
                If map%(x, y) = 15 Then map%(x, y) = 14
            End If
            If ii$ = "M" Then nmeds% = nmeds% + 1
            If ii$ = "L" Then nammo% = nammo% + 1
            If ii$ = "P" Then px = x + .5: py = y + .5: map%(x, y) = 0
    Next: Next

    maxshots% = 9: nbguys% = nb: nbguysm1% = nbguys% - 1: nbguyst2% = nbguys% * 2
    nshots% = maxshots%: nspr% = maxshots% + nbguyst2% + nmeds% + nammo%
End Sub


Sub makeworld
    Shared fmap%(), sizex%, sizey%, testin%(), hicol%(), cmap%(), map%(), ntx%
    Shared ph%, nbguysm1%, bgh%(), bgy(), bgx(), oldtim, nmeds%, medx(), medy()
    Shared nshots%, med%(), ammo%(), weap$, px, py, sa, nmeds%, nammo%, robo%()
    Shared maxshots%, nbguys%, nshots%, nspr%, snd%
    Shared scmed(), mx(), my(), medis()
    Shared F0%, F1%, F2%, F3%, F4%, F5%, bg$
    DefInt N, T, X-Y
    Screen 13: nb = 0: nm = 0: nam = nmeds%: If snd% Then Play "mb"
    nshots% = 1: weap$ = " plasma gun": ammo%(0) = 24: ammo%(1) = 200

    For y = 1 To sizey% - 2: For x = 1 To sizex% - 2

        If map%(x, y) = 18 Then map%(x, y) = 0: bgx(nb) = x + .5: bgy(nb) = y + .5: nb = nb + 1
            If map%(x, y) = 34 Then
                map%(x, y) = 0: bgx(nb) = x + .5: bgy(nb) = y + .5: robo%(nb) = 1: nb = nb + 1
            End If
            If map%(x, y) = Asc("M") - 48 Then
                medx(nm) = x + .5: medy(nm) = y + .5: map%(x, y) = 0: med%(nm) = 1: nm = nm + 1 'meds
            End If
            If map%(x, y) = Asc("L") - 48 Then
                medx(nam) = x + .5: medy(nam) = y + .5: map%(x, y) = 0: med%(nam) = 1: nam = nam + 1 'ammo
            End If

    Next: Next

    For t = 0 To ntx%: For x = 0 To 63: For y = 0 To 63
        testin%(t, x, y) = (t * 14 + Sqr((x - 32) ^ 2 + (y - 32 - Rnd * t) ^ 2)) Mod 256
        testin%(t, x, y) = testin%(t, x, y) + hicol%(t + 1 + (Rnd < .1))
    Next: Next: Next

    For x = 2 To 61: For y = 19 To 48
    testin%(4, x, y) = map%(x - 2, y - 19): Next: Next
    For x = 0 To 59: For y = 0 To 29: fmap%(x, y) = ((x + y) Mod 16) + 128
        If map%(x, y) = 15 Then fmap%(x, y) = 15
            Next: Next: For x = 16 To 18: For y = 26 To 28
    fmap%(x, y) = 208: Next: Next
    fmap%(39, 15) = -7: fmap%(24, 10) = -2: fmap%(17, 25) = 0
    For x = 20 To 35: fmap%(x, 25) = 20 - x: Next

    For x = 0 To 59: For y = 0 To 29: cmap%(x, y) = 26
        If x / 2 = x \ 2 Or y / 2 = y \ 2 Then cmap%(x, y) = 27
            If x / 2 = x \ 2 And y / 2 = y \ 2 Then cmap%(x, y) = 15
            Next: Next: For x = 16 To 18: For y = 26 To 28
    cmap%(x, y) = 208: Next: Next: cmap%(17, 27) = 15

    Color 16: Print "Abandon": Print "all dope"
    Print "Your ad": Print "  here:": Print " $100": Print " Call"
    Print " 1-800-": Print " EATS": Print "  ???": Print " QB 64"
    Print " I  $": Print: Print " Wight": Print " House": Print " HIT"
    Print: Print " Who's": Print "da man?": Print " Please": Print "recycle"
    Print "   JM": For x = 0 To 63: For y = 0 To 15
        If Point(x, y) Then testin%(1, x, y + 1) = 15
            If Point(x, y + 16) Then testin%(5, x, y + 8) = 0
            If Point(x, y + 32) Then testin%(5, x, y + 24) = 0
            If Point(x, y + 48) Then testin%(5, x, y + 40) = 0
            If Point(x, y + 64) Then testin%(6, x, y + 32) = 7
            If Point(x, y + 80) Then testin%(2, x, y + 1) = 4
            If Point(x, y + 96) Then testin%(4, x, y + 1) = 15
            If Point(x, y + 112) And y < 8 Then testin%(5, x, y + 56) = 0
            If Point(x, y + 128) Then testin%(3, x, y + 48) = 1
            If Point(x, y + 144) Then testin%(0, x, y + 48) = 6
            If Point(x, y + 160) Then testin%(7, x, y + 32) = 9
    Next: Next: Color 15
    For x = 0 To 63: For y = 0 To 63
        t = 15: If (Rnd * 60 > y) Then t = 24 + Rnd * 6
            testin%(7, x, y) = (testin%(7, x, y) And &HFF) + hicol%(t)
    Next: Next

    ph% = 100: For x% = 0 To nbguysm1%: bgh%(x%) = 100: If robo%(x%) Then bgh%(x%) = 1250
        If bgx(x%) = 0 Then
            randloc:
            bgx(x%) = Int(Rnd * (sizex% - 1) + 1) + .5
            bgy(x%) = Int(Rnd * (sizey% - 1) + 1) + .5
            If map%(Int(bgx(x%)), Int(bgy(x%))) GoTo randloc
        End If
    Next: oldtim = Timer

End Sub

DefSng T, X-Y
Sub medkit.etc: 'medkits and ammo boxes
    Shared nmeds%, medis(), nbguyst2%, maxshots%, medx(), medy(), scmed(), dis()
    Shared mx(), my(), ph%, bx, by, bgx(), bgy(), bgh%(), med%(), nbguysm1%, bsa%
    Shared ammo%(), nammo%, robo%()

    For x% = 0 To nmeds% + nammo% - 1
        If med%(x%) Then
            medis(x%) = Sqr((bx - medx(x%)) ^ 2 + (by - medy(x%)) ^ 2)
            dis(x% + nbguyst2% + maxshots% + 1) = medis(x%)
            scmed(x%) = 3 / (dis(x% + nbguyst2% + maxshots% + 1) + .01)
            bgang% = atan2(medy(x%) - by, medx(x%) - bx) * 5
            delba% = (bgang% - bsa% + 1800) Mod 1800
            mx(x%) = delba% - scmed(x%) * 10: my(x%) = 100 + 15 * scmed(x%)
            If medis(x%) < .36 Then
                If x% < nmeds% And ph% < 95 Then
                    med%(x%) = 0: ph% = ph% + 35: If ph% > 98 Then ph% = 98
                End If
                If x% >= nmeds% Then
                    med%(x%) = 0: ammo%(0) = ammo%(0) + 16: ammo%(1) = ammo%(1) + 100
                End If
            End If
            For y% = 0 To nbguysm1%
                If bgh%(y%) > 0 And robo%(y%) = 0 Then
                    bsdis = (bgx(y%) - medx(x%)) * (bgx(y%) - medx(x%)) + (bgy(y%) - medy(x%)) * (bgy(y%) - medy(x%))
                    If med%(x%) And bsdis < .6 And bgh%(y%) < 95 And y% <> 8 And x% < nmeds% Then
                        med%(x%) = 0: bgh%(y%) = bgh%(y%) + 35: If bgh%(y%) > 98 Then bgh%(y%) = 98
                    End If
            End If: Next
    End If: Next

End Sub

Sub onscreen
    Shared bitex%, fire, sb1%(), mg%, omg%, weap$, ammo%(), oammo%(), sb2%()
    Shared kills%, okills%, oofram%, ofram%

    bitex% = 1: t% = (fire > 0) * 15: hLINE 155, 166, 100, -t%
    vline 160, 96, 104, 15 + t%: bitex% = 0

    'draw on screen
    Wait &H3DA, 8: 'wait for screen refresh

    For x% = 0 To 159: For y% = 8 To 199
        sb2%(2 + x% + 160 * (y% - 8)) = sb1%(x%, y%)
    Next: Next
    Put (0, 8), sb2%(), PSet


    If mg% <> omg% Or kills% > okills% Or ammo%(mg% And 1) <> oammo%(mg% And 1) Then
        Locate 1, 10: Print weap$;
        Print Using " ####"; ammo%(mg% And 1);
        Print Using " ammo ### "; kills%;: Print "kill";
        If kills% <> 1 Then Print "s"; Else Print " ";
        omg% = mg%: okills% = kills%: oammo%(mg% And 1) = ammo%(mg% And 1)
    End If
    If oofram% <> ofram% Then
        Locate 1, 1: Print Using "### fps"; ofram%;: oofram% = ofram%
    End If

End Sub

Sub paintsprites
    Shared nspr%, spord%(), dis(), nbguyst2%, nbguys%, maxshots%, disi%()

    'This uses the painter's algorithm with an exchange sort to show sprites
    For x% = 0 To nspr%: disi%(spord%(x%)) = dis(spord%(x%)) * 512: Next
    For x% = 0 To nspr% - 1: For y% = x% + 1 To nspr%
        If disi%(spord%(y%)) > disi%(spord%(x%)) Then Swap spord%(x%), spord%(y%)
        Next: Next: For xx% = 0 To nspr%
        If spord%(xx%) < nbguys% Then
            showbadguy spord%(xx%)
        ElseIf spord%(xx%) < nbguyst2% Then
            showbadshot spord%(xx%) - nbguys%
        ElseIf spord%(xx%) < nbguyst2% + maxshots% + 1 Then
            showurshot spord%(xx%) - nbguyst2%
        Else
            showmed spord%(xx%) - nbguyst2% - maxshots% - 1
    End If: Next xx%

End Sub

Sub putbox (x1, y1%, x2, y2%, col%, boxdis)
    Shared wdis()
    For x% = x1 To x2
        If x% >= 0 And x% < 320 Then
            If boxdis < wdis(x%) Then vline x%, y1%, y2%, col%
        End If
    Next
End Sub

Sub putcircle (x%, y%, R%, col%, circdis)
    Shared wdis()
    xb% = x% - R% + 1: xt% = x% + R% - 1
    If xb% > -1 And xb% < 320 Then
        If circdis < wdis(xb%) Then showc% = 1
    End If
    If xt% > -1 And xt% < 320 Then
        If circdis < wdis(xt%) Then showc% = showc% + 1
    End If
    If showc% = 1 Then
        For xx% = xb% To xt%
            If xx% > -1 And xx% < 320 Then
                If circdis < wdis(xx%) Then
                    shthtx% = R% * Sqr(1 - (xx% - x%) * (xx% - x%) / R% / R%) * .8
                    vline xx%, y% - shthtx%, y% + shthtx%, col%
                End If
            End If
        Next
    ElseIf showc% = 2 Then
        For xx% = xb% To xt%
            shthtx% = R% * Sqr(1 - (xx% - x%) * (xx% - x%) / R% / R%) * .8
            vline xx%, y% - shthtx%, y% + shthtx%, col%
        Next
    End If
End Sub

Sub raycast
    Shared wdis(), odd%(), st(), ct(), dsfc(), atx%(), hicol%(), testin%()
    Shared map%(), fmap%(), cmap%(), bicol%(), sb1%(), ntx%, gm%, xb%(), yb%()
    Shared sizex%, sizey%, lowcol%(), bx, by, efa%, px, py, bsa%, sa, stt(), ctt()
    bx = px: by = py: efa% = (sa + 1960) Mod 1800: bsa% = sa
    bxx% = bx * 256: byy% = by * 256: TIMR = Timer * 10: nttx% = 2 * ntx% + 1
    sizexf% = sizex% * 256: sizeyf% = sizey% * 256

    For x% = 0 To 319
        t% = (efa% + atx%(x%) + 1800) Mod 1800: xx% = x% \ 2

        If xx% = x% \ 2 Then
            rxx% = bxx%: ryy% = byy%: oinx% = rxx% \ 256: oiny% = ryy% \ 256
            inx% = oinx%: iny% = oiny%: ysign% = Sgn(yb%(t%)): xsign% = Sgn(xb%(t%))
            ys% = (1 - ysign%) \ 2: xs% = (1 - xsign%) \ 2
            yss& = ys% * 256 - byy%: xss& = xs% * 256 - bxx%

            'find dis & col
            oldi: Do: rxx% = rxx% + xb%(t%): ryy% = ryy% + yb%(t%)
                oinx% = inx%: oiny% = iny%
                inx% = rxx% \ &H100: iny% = ryy% \ &H100
                k% = map%(inx%, iny%)
                chn2% = (inx% - oinx%) * xsign% + (iny% - oiny%) * ysign%
            Loop Until chn2% = 2 Or k%
            If chn2% = 2 Then
                kx% = map%(oinx%, iny%)
                ky% = map%(inx%, oiny%)
                If k% + kx% + ky% = 0 GoTo oldi
                tst% = xsign% * ysign% * Sgn((rxx% - bxx%) * (iny% * 256 + yss&) - (ryy% - byy%) * (inx% * 256 + xss&))
                If (tst% = 1 And k% + ky% = 0) Or (tst% <= 0 And k% + kx% = 0) GoTo oldi
            End If
            horz% = 0: If inx% = (rxx% - xb%(t%)) \ &H100 Then horz% = chn2% And 1

            If chn2% = 2 Then
                If tst% > 0 Then
                    If ky% Then k% = ky%: iny% = oiny% Else horz% = 1
                Else
                    If kx% Then horz% = 1: k% = kx%: inx% = oinx%
                End If
            End If
        End If

        If horz% Then
            wdis(x%) = (iny% * 256 + yss&) / stt(t%)
            If t% > 1780 Or t% < 20 Or (t% > 880 And t% < 920) Then
                dis = (inx% * 256 + xss&) / ctt(t%): If dis > wdis(x%) Then wdis(x%) = dis
            End If
            xfrac = bx + wdis(x%) * ct(t%)
            bcc% = Int((xfrac - Int(xfrac)) * 63.9): If ys% = 0 Then bcc% = 63 - bcc%
        Else
            wdis(x%) = (inx% * 256 + xss&) / ctt(t%)
            If (t% > 1330 And t% < 1370) Or (t% > 430 And t% < 470) Then
                dis = (iny% * 256 + yss&) / stt(t%): If dis > wdis(x%) Then wdis(x%) = dis
            End If
            xfrac = by + wdis(x%) * st(t%)
            bcc% = Int((xfrac - Int(xfrac)) * 63.9): If xs% Then bcc% = 63 - bcc%
        End If

        dd% = dsfc(x%) / wdis(x%): odd%(x%) = dd%

        'load view to buffer
        If x% And 1 Then
            afx% = ctt(t%) * dsfc(x%): afy% = stt(t%) * dsfc(x%): yt% = dd% + 1
            fixfloor:
            If yt% < 92 Then
                fcxp% = (bxx% + afx% \ yt%): fcyp% = (byy% + afy% \ yt%)
                If fcxp% <= 0 Or fcyp% <= 0 Or fcxp% >= sizexf% Or fcyp% >= sizeyf% Then
                    sb1%(xx%, yt% + 99) = 0: sb1%(xx%, 100 - yt%) = 0: yt% = yt% + 1: GoTo fixfloor
                End If
            End If
            For y% = yt% To 92
                fcxp% = (bxx% + afx% \ y%): fcx% = fcxp% \ &H100
                fcyp% = (byy% + afy% \ y%): fcy% = fcyp% \ &H100
                flor% = fmap%(fcx%, fcy%)
                If flor% > 0 Then
                    sb1%(xx%, y% + 99) = bicol%(flor%)
                ElseIf flor% >= -ntx% Then
                    sb1%(xx%, y% + 99) = (testin%(-flor%, (fcxp% \ 4) And &H3F, (fcyp% \ 4) And &H3F) And &HFF) + hicol%(testin%(-flor%, (fcxp% \ 4) And &H3F, (fcyp% \ 4) And &H3F) And &HFF)
                Else
                    flor% = -flor% - ntx% - 1
                    fcxp% = (fcxp% \ 4) And &H3F: fcyp% = (fcyp% \ 4) And &H3F
                    tst% = (testin%(flor%, fcxp%, fcyp%) And &HFF00)
                    sb1%(xx%, y% + 99) = lowcol%((testin%(flor%, fcxp%, fcyp%) And &HFF00) \ 256) + tst%
                End If
                sb1%(xx%, 100 - y%) = bicol%(cmap%(fcx%, fcy%))
            Next
        End If
        If k% = nttx% + 1 Then k% = 0
        If k% > nttx% Then
            kx% = k%: If k% = 17 Then kx% = Int(TIMR + xfrac * 40) And &HFF
            yb% = 99 + dd%: If yb% > 191 Then yb% = 191
            yt% = 100 - dd%: If yt% < 8 Then yt% = 8
            If x% And 1 Then
                For y% = yt% To yb%: sb1%(xx%, y%) = (sb1%(xx%, y%) And &HFF) + hicol%(kx%): Next
            Else
                For y% = yt% To yb%: sb1%(xx%, y%) = (sb1%(xx%, y%) And &HFF00) + kx%: Next
            End If
        ElseIf x% And 1 Then
            If dd% > 31 Then
                hmd% = 100 - dd%: df% = (dd% + 4) \ 32: dof& = dd%: kx% = k% - ntx% - 1
                For yfrac% = 0 To 63: yt% = hmd% + (yfrac% * dof&) \ &H20: yb% = yt% + df%
                    If yt% < 8 Then yt% = 8
                    If yb% > &HBF Then yb% = &HBF
                    If k% <= ntx% Then
                        tst% = hicol%(testin%(k%, bcc%, yfrac%) And &HFF) + (testin%(k%, obcc%, yfrac%) And &HFF)
                    Else
                        tst% = (testin%(kx%, bcc%, yfrac%) And &HFF00) + lowcol%((testin%(kx%, obcc%, yfrac%) And &HFF00) \ 256)
                    End If
                For y% = yt% To yb%: sb1%(xx%, y%) = tst%: Next: Next
            Else
                yb% = 2 * dd% - 1: hmd% = 100 - dd%
                If k% <= ntx% Then
                    For y% = hmd% To 99 + dd%: yfrac% = ((y% - hmd%) * 63) \ yb%
                        sb1%(xx%, y%) = hicol%(testin%(k%, bcc%, yfrac%) And &HFF) + (testin%(k%, obcc%, yfrac%) And &HFF)
                    Next
                Else
                    kx% = k% - ntx% - 1
                    For y% = hmd% To 99 + dd%: yfrac% = ((y% - hmd%) * 63) \ yb%
                        sb1%(xx%, y%) = (testin%(kx%, bcc%, yfrac%) And &HFF00) + lowcol%((testin%(kx%, obcc%, yfrac%) And &HFF00) \ 256)
                    Next
                End If
            End If
        End If
    obcc% = bcc%: Next
End Sub

Sub showbadguy (b%)
    Shared bgh%(), scbg(), x(), y(), dis(), F0%, F1%, F2%, F3%, F4%, F5%, wdis(), robo%(), active%()
    If bgh%(b%) > 0 Then

        If x(b%) >= 0 And x(b%) <= 319 Then
            If dis(b%) < wdis(x(b%)) Then showb% = 1: 'active%(b%) = 1
        End If
        xt% = x(b%) + scbg(b%) * 40
        If xt% >= 0 And xt% < 320 Then
            If dis(b%) < wdis(xt%) Then showb% = 1: 'active%(b%) = 1
        End If
        If showb% Then
            If robo%(b%) Then F1% = 7
            putbox x(b%) + scbg(b%) * 16, y(b%) + 0, x(b%) + scbg(b%) * 24, y(b%) + scbg(b%) * 2, F0%, dis(b%)
            putbox x(b%) + scbg(b%) * 15, y(b%) + scbg(b%) * 2, x(b%) + scbg(b%) * 25, y(b%) + scbg(b%) * 10, F1%, dis(b%)
            putbox x(b%) + scbg(b%) * 10, y(b%) + scbg(b%) * 10, x(b%) + scbg(b%) * 30, y(b%) + scbg(b%) * 40, b%, dis(b%)
            putbox x(b%), y(b%) + scbg(b%) * 11, x(b%) + scbg(b%) * 10, y(b%) + scbg(b%) * 20, b%, dis(b%)
            putbox x(b%) + scbg(b%) * 30, y(b%) + scbg(b%) * 11, x(b%) + scbg(b%) * 40, y(b%) + scbg(b%) * 20, b%, dis(b%)
            putbox x(b%), y(b%) + scbg(b%) * 20, x(b%) + scbg(b%) * 5, y(b%) + scbg(b%) * 40, b%, dis(b%)
            putbox x(b%) + scbg(b%) * 35, y(b%) + scbg(b%) * 20, x(b%) + scbg(b%) * 40, y(b%) + scbg(b%) * 40, b%, dis(b%)
            putbox x(b%) + scbg(b%) * 10, y(b%) + scbg(b%) * 40, x(b%) + scbg(b%) * 18, y(b%) + scbg(b%) * 70, F3%, dis(b%)
            putbox x(b%) + scbg(b%) * 22, y(b%) + scbg(b%) * 40, x(b%) + scbg(b%) * 30, y(b%) + scbg(b%) * 70, F3%, dis(b%)
            putbox x(b%) + scbg(b%) * 18, y(b%) + scbg(b%) * 40, x(b%) + scbg(b%) * 22, y(b%) + scbg(b%) * 50, F3%, dis(b%)
            putbox x(b%) + scbg(b%) * 7, y(b%) + scbg(b%) * 70, x(b%) + scbg(b%) * 18, y(b%) + scbg(b%) * 75, F4%, dis(b%)
            putbox x(b%) + scbg(b%) * 22, y(b%) + scbg(b%) * 70, x(b%) + scbg(b%) * 33, y(b%) + scbg(b%) * 75, F4%, dis(b%)
            putbox x(b%) + scbg(b%) * 5, y(b%) + scbg(b%) * 35, x(b%) + scbg(b%) * 15, y(b%) + scbg(b%) * 40, F1%, dis(b%)
            putbox x(b%) + scbg(b%) * 25, y(b%) + scbg(b%) * 35, x(b%) + scbg(b%) * 35, y(b%) + scbg(b%) * 40, F1%, dis(b%)
            putbox x(b%) + scbg(b%) * 15, y(b%) + scbg(b%) * 25, x(b%) + scbg(b%) * 25, y(b%) + scbg(b%) * 35, F5%, dis(b%)
            putbox x(b%) + scbg(b%) * 16, y(b%) + scbg(b%) * 3, x(b%) + scbg(b%) * 18, y(b%) + scbg(b%) * 4, 0, dis(b%)
            putbox x(b%) + scbg(b%) * 22, y(b%) + scbg(b%) * 3, x(b%) + scbg(b%) * 24, y(b%) + scbg(b%) * 4, 0, dis(b%)
            putbox x(b%) + scbg(b%) * 16, y(b%) + scbg(b%) * 4, x(b%) + scbg(b%) * 18, y(b%) + scbg(b%) * 4, 7, dis(b%)
            putbox x(b%) + scbg(b%) * 22, y(b%) + scbg(b%) * 4, x(b%) + scbg(b%) * 24, y(b%) + scbg(b%) * 4, 7, dis(b%)
            putbox x(b%) + scbg(b%) * 17, y(b%) + scbg(b%) * 4, x(b%) + scbg(b%) * 17, y(b%) + scbg(b%) * 4, 0, dis(b%)
            putbox x(b%) + scbg(b%) * 23, y(b%) + scbg(b%) * 4, x(b%) + scbg(b%) * 23, y(b%) + scbg(b%) * 4, 0, dis(b%)
            putbox x(b%) + scbg(b%) * 20, y(b%) + scbg(b%) * 5, x(b%) + scbg(b%) * 20, y(b%) + scbg(b%) * 6, 114, dis(b%)
            putbox x(b%) + scbg(b%) * 18, y(b%) + scbg(b%) * 8, x(b%) + scbg(b%) * 22, y(b%) + scbg(b%) * 8, 4, dis(b%)
            F1% = 6
        End If
    End If
End Sub

Sub showbadshot (x%)
    Shared bgsht(), bgshosht%(), bgdela%(), bgshtht%(), bgshtdis(), robo%()
    If bgsht(x%) > 0 And bgshosht%(x%) Then
        putcircle bgdela%(x%), 100, bgshtht%(x%), 4 + robo%(x%), bgshtdis(x%)
    End If
End Sub

Sub showhealth
    Shared gm%, ogm%, ph%, oph%
    If gm% Then ph% = 100
    If ph% - oph% Or gm% - ogm% Then
        For y% = 194 To 199
            hLINE 0, 319 * ph% / 100, y%, 1 + 14 * gm%
            hLINE 319 * ph% / 100 + 1, 319, y%, 4
        Next: ogm% = gm%: oph% = ph%
    End If
End Sub

Sub showmed (b%)
    Shared med%(), scmed(), mx(), my(), medis(), nmeds%
    '    Print b%, nmeds%
    If med%(b%) Then
        c% = (b% < nmeds%)
        putbox mx(b%) + 0, my(b%) + 0, mx(b%) + scmed(b%) * 20, my(b%) + scmed(b%) * 20, 2 - 13 * c%, medis(b%)
        putbox mx(b%) + scmed(b%) * 8, my(b%) + scmed(b%) * 3, mx(b%) + scmed(b%) * 13, my(b%) + scmed(b%) * 17, 2 - 2 * c%, medis(b%)
        putbox mx(b%) + scmed(b%) * 3, my(b%) + scmed(b%) * 8, mx(b%) + scmed(b%) * 17, my(b%) + scmed(b%) * 13, -4 * c%, medis(b%)
    End If
End Sub

Sub showurshot (x%)
    Shared mg%, fb%, sht(), shosht%(), dela%(), shtdis(), shtht%(), plasma%()
    If plasma%(x%) = 0 And sht(x%) > 0 And shosht%(x%) Then putcircle dela%(x%), 100 + 30 / shtdis(x%), shtht%(x%) / 3 + 1, 0, shtdis(x%)
    If plasma%(x%) = 1 And sht(x%) > 0 And shosht%(x%) Then putcircle dela%(x%), 100 + 10 / shtdis(x%), shtht%(x%) * 1.5, 13, shtdis(x%)
End Sub

Sub time
    Shared ofram%, delta.t, fdt, kbmatrix%(), gm%, fram%
    Static oldtimer&, oldtim, afram%, godit

    fram% = fram% + 1
    If Int(Timer) - oldtimer& Then
        ofram% = fram%: fram% = 0: oldtimer& = Int(Timer)
    End If

    afram% = afram% + 1
    If oldtim <> Timer Then
        delta.t = delta.t * .8 + (Timer - oldtim) * .2 / afram%
        oldtim = Timer: afram% = 0
        If delta.t > .1 Or delta.t < 0 Then delta.t = .1
        fdt = 14 * delta.t
    End If

    If kbmatrix%(36) And Timer > godit Then
        If gm% Then gm% = 0 Else gm% = 1: 'cheat mode
        godit = (Timer + 1) Mod 86400
    End If

End Sub

Sub vline (x%, yt%, yb%, c%)
    Static y%, xx%
    Shared sb1%(), hicol%(), odd%(), bicol%(), bitex%: xx% = x% \ 2
    If yt% < 8 Then yt% = 8
    If yb% > 191 Then yb% = 191
    If bitex% Then
        For y% = yt% To yb%: sb1%(xx%, y%) = bicol%(c%): Next
    ElseIf x% And 1 Then
        For y% = yt% To yb%
        sb1%(xx%, y%) = (sb1%(xx%, y%) And &HFF) + hicol%(c%): Next
    Else
        For y% = yt% To yb%: sb1%(xx%, y%) = (sb1%(xx%, y%) And &HFF00) + c%: Next
    End If
End Sub

Sub yourmove
    Shared kbmatrix%(), ct(), st(), efa%, shift, delta.t, fdt
    Shared px, py, sa, va, vx, vy, testin%(), bx, by
    If kbmatrix%(56) Then
        If kbmatrix%(77) Then
            vx = vx + ct((efa% + 450) Mod 1800) * shift * delta.t
            vy = vy + st((efa% + 450) Mod 1800) * shift * delta.t
        End If
        If kbmatrix%(75) Then
            vx = vx + ct((efa% + 1350) Mod 1800) * shift * delta.t
            vy = vy + st((efa% + 1350) Mod 1800) * shift * delta.t
        End If
    Else
        If kbmatrix%(77) Then va = va + shift * 90 * delta.t
        If kbmatrix%(75) Then va = va - shift * 90 * delta.t
    End If
    If kbmatrix%(72) Then
        vx = vx + ct(efa%) * shift * delta.t
        vy = vy + st(efa%) * shift * delta.t
    End If
    If kbmatrix%(80) Then
        vx = vx - ct(efa%) * shift * delta.t
        vy = vy - st(efa%) * shift * delta.t
    End If
    svx% = Sgn(vx): svy% = Sgn(vy)
    crashtest px + .15 * svx%, py + .15 * svy%, vx, vy
    crashtest px - .15 * svx%, py + .15 * svy%, vx, vy
    crashtest px + .15 * svx%, py - .15 * svy%, vx, vy
    px = px + vx * delta.t: py = py + vy * delta.t
    sa = (sa + va * delta.t) Mod 1800
    damp = 2 ^ -fdt
    vx = vx * damp: vy = vy * damp: va = va * damp
    testin%(4, Int(bx) + 2, Int(by) + 19) = 0
End Sub

Sub yourshot
    Shared kbmatrix%(), nshots%, weap$, sht(), ammo%(), shosht%(), bx, by, mg%
    Shared fdt, delta.t, snd%, fb%, ct(), st(), vshx(), vshy(), maxshots%
    Shared sizex%, sizey%, shtx(), shty(), map%(), inx%, iny%, testin%()
    Shared shtang%(), shtdis(), dis(), dela%(), shtht%(), fmap%(), efa%, sa, plasma%()
    Shared nbguys%, nbguysm1%, bgh%(), bgx(), bgy(), vbx(), vby(), fire, kills%, robo%()
    Static kk%

    If fire > 0 Then fire = fire - fdt * nshots%

    If kbmatrix%(2) Then mg% = 0: kk% = 0: nshots% = 1: weap$ = " plasma gun"
    If kbmatrix%(3) Then mg% = 1: nshots% = 10: weap$ = "machine gun"
    If kbmatrix%(4) Then mg% = 2: nshots% = 10: weap$ = "plas-cannon"

    If kbmatrix%(29) And fire <= 0 And sht(kk%) <= 0 And ammo%(mg% And 1) > 0 Then
        sht(kk%) = 20: shosht%(kk%) = 1: ammo%(mg% And 1) = ammo%(mg% And 1) - 1: 'create shot
        shtx(kk%) = bx: shty(kk%) = by: fire = 18: If snd% Then Sound 200, 1
        vshx(kk%) = ct(efa%) * 10: vshy(kk%) = st(efa%) * 10
        plasma%(kk%) = 1 - (mg% And 1)
        kk% = kk% + 1: If kk% = nshots% Then kk% = 0
    End If

    For x% = 0 To maxshots%
        If shtx(x%) < 1 Or shtx(x%) > sizex% - 1 Or shty(x%) < 0 Or shty(x%) > sizey% - 1 Then shosht%(x%) = 0
        If sht(x%) > 0 Then sht(x%) = sht(x%) - fdt
        If sht(x%) > 0 And shosht%(x%) Then
            crashtest shtx(x%), shty(x%), vshx(x%), vshy(x%)
            k% = map%(inx%, iny%)
            If k% Then shosht%(x%) = 0
            shtx(x%) = shtx(x%) + vshx(x%) * delta.t: shty(x%) = shty(x%) + vshy(x%) * delta.t
            If k% = 15 And sht(x%) > 0 Then
                map%(inx%, iny%) = 0
                testin%(4, inx% + 2, iny% + 19) = 0
            End If

            shtang%(x%) = atan2(shty(x%) - by, shtx(x%) - bx) * 5
            shtdis(x%) = Sqr((shty(x%) - by) ^ 2 + (shtx(x%) - bx) ^ 2 + .01)
            dis(x% + nbguys% * 2) = shtdis(x%)
            dela%(x%) = (shtang%(x%) - sa + 1800) Mod 1800
            shtht%(x%) = 30 / shtdis(x%)

            'damage test
            For y% = 0 To nbguysm1%
                bsdis = (shty(x%) - bgy(y%)) * (shty(x%) - bgy(y%)) + (shtx(x%) - bgx(y%)) * (shtx(x%) - bgx(y%))
                If bsdis < .36 And bgh%(y%) > 0 Then
                    If bsdis < .16 Then bgh%(y%) = bgh%(y%) - sht(x%) / 2 - 5: shosht%(x%) = 0
                    'vbx(y%) = vbx(y%) + vshx(x%) * .1: vby(y%) = vby(y%) + vshy(x%) * .1
                    If plasma%(x%) Then
                        bgh%(y%) = bgh%(y%) - sht(x%) * 1.5 - 50: shosht%(x%) = 0
                        'vbx(y%) = vbx(y%) + vshx(x%) * .5: vby(y%) = vby(y%) + vshy(x%) * .5
                    End If
                    If bgh%(y%) < 1 Then
                        fmap%(Int(bgx(y%)), Int(bgy(y%))) = 4 + 4 * robo%(y%): kills% = kills% + 1
                        If snd% Then Sound 180, 5
                    End If
            End If: Next
    End If: Next

End Sub

Sub keys
    Shared kbmatrix%()
    i% = Inp(96): i$ = InKey$: kbmatrix%(i% And 127) = -(i% < 128)
End Sub
Reply


Messages In This Thread
Assassins 64: Blast from the past - by kinem - 04-18-2022, 12:28 AM
RE: Assassins 64: Blast from the past - by kinem - 04-20-2022, 02:52 AM
RE: Assassins 64: Blast from the past - by Pete - 04-20-2022, 03:25 AM
RE: Assassins 64: Blast from the past - by kinem - 04-24-2022, 03:13 AM
RE: Assassins 64: Blast from the past - by kinem - 04-28-2022, 12:33 AM



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