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689d0d2f48
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@ -0,0 +1,383 @@
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poke 53280, 0: poke 53281, 0
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dim mapname as string * 16
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print "{WHITE}{CLR}";
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input "map name? "; mapname;
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memset $d800, 1000, 8
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load mapname, 8
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'-----------------CONSTANTS--------------------------
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const RASTER_LINE = $d011
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const WALL = 35 ' "#"
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const PLAYER_CHAR = 42 ' "*"
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const COMPUTER_CHAR = 0 ' "@"
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const EMPTY_CHAR = 32 ' " "
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const PLAYERSTART_X = 1 : const PLAYERSTART_Y = 1
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const COMPUTERSTART_X = 38 : const COMPUTERSTART_Y = 23
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const MAXDIR = 3
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CONST JOY2 = $dc00
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'----------------------------------------------------
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'---------------INITIALIZATION-----------------------
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Dim tPlayer_x as BYTE : Dim tPlayer_y as BYTE : Dim tPlayer_x_Old as BYTE : Dim tPlayer_y_Old as BYTE
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tPlayer_x = PLAYERSTART_X : tPlayer_y = PLAYERSTART_Y : tPlayer_x_Old = PLAYERSTART_X : tPlayer_y_Old = PLAYERSTART_Y
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Dim tComputer_x as BYTE : Dim tComputer_y as BYTE : Dim tComputer_x_Old as BYTE : Dim tComputer_y_Old as BYTE
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tComputer_x = COMPUTERSTART_X : tComputer_y = COMPUTERSTART_Y : tComputer_x_Old = COMPUTERSTART_X : tComputer_y_Old = COMPUTERSTART_Y
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Dim tFuturePoint_x as BYTE fast : Dim tFuturePoint_y as BYTE fast : Dim tFuturePoint_Direction as BYTE fast
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tFuturePoint_x = 0: tFuturePoint_y = 0 : tFuturePoint_Direction = 0
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Dim bMoveNow as BYTE : bMoveNow = 0
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Dim tVecComputerPlayer_Xdiff as INT : Dim tVecComputerPlayer_Ydiff as INT : Dim tVecComputerPlayer_XdiffABS as INT : Dim tVecComputerPlayer_YdiffABS as INT
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tVecComputerPlayer_Xdiff = 0 : tVecComputerPlayer_Ydiff = 0 : tVecComputerPlayer_XdiffABS = 0 : tVecComputerPlayer_YdiffABS = 0
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Dim tVecSimulToPlayer_Xdiff as INT : Dim tVecSimulToPlayer_Ydiff as INT
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tVecSimulToPlayer_Xdiff = 0 : tVecSimulToPlayer_Ydiff = 0
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Dim tVectorDir_X as BYTE : Dim tVectorDir_Y as BYTE
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tVectorDir_X = 0 : tVectorDir_Y = 0
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Dim tWallVectorDir_X as BYTE : Dim tWallVectorDir_Y as BYTE
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tWallVectorDir_X = 0 : tWallVectorDir_Y = 0
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Dim tWallPosition_Y as BYTE : Dim tWallPosition_X as BYTE
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tWallPosition_Y = 0 : tWallPosition_X = 0
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Dim nBresenhamDiff as INT : nBresenhamDiff = 0
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Dim bLineMoreVertical as BYTE : bLineMoreVertical = 0
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Dim nDirectionScalar as BYTE
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nDirectionScalar = 0
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Dim bWllFllwMode as BYTE : bWllFllwMode = 0
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Dim bStrictExitMode as BYTE : bStrictExitMode = 0
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dim nSimulatorNumber as BYTE fast : nSimulatorNumber = 0
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dim aSimulators_Y(2) as BYTE: dim aSimulators_X(2) as BYTE: dim aSimulators_WalkDir(2) as BYTE: dim aSimulators_StartWalkDir(2) as BYTE
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Dim scrAddrCache(25) as WORD @loc_scrAddrCache
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loc_scrAddrCache:
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DATA AS WORD 1024, 1064, 1104, 1144, 1184, 1224, 1264, 1304, 1344, 1384
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DATA AS WORD 1424, 1464, 1504, 1544, 1584, 1624, 1664, 1704, 1744, 1784
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DATA AS WORD 1824, 1864, 1904, 1944, 1984
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Dim bresenCache(25) as WORD @loc_bresenCache
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loc_bresenCache:
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DATA AS WORD 49152, 49192, 49232, 49272, 49312, 49352, 49392, 49432, 49472, 49512
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DATA AS WORD 49552, 49592, 49632, 49672, 49712, 49752, 49792, 49832, 49872, 49912
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DATA AS WORD 49952, 49992, 50032, 50072, 50112
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dim JoyValue as BYTE
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'----------------------------------------------------
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'------------------FUNCTIONS-------------------------
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function screen_peek as BYTE(screen_x as BYTE, screen_y as BYTE) STATIC
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return peek(scrAddrCache(screen_y) + screen_x)
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end function
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sub plotLine(x0 as INT, y0 as INT, x1 as INT, y1 as INT) STATIC
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Dim dx as INT : dx = abs(x1 - x0)
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Dim sx as INT : sx = -1 : if x0 < x1 then sx = 1 ' sx = x0 < x1 ? 1 : -1
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Dim dy as INT : dy = cint(0) - abs(y1 - y0)
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Dim sy as INT : sy = -1 : if y0 < y1 then sy = 1 ' sy = y0 < y1 ? 1 : -1
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Dim brError as INT : brError = dx + dy
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Dim e2 as INT
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plotLine_whiletrue:
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poke bresenCache(y0) + x0, 1 'plot(x0, y0)
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if x0 = x1 AND y0 = y1 then exit sub
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e2 = shl(brError, 1) '2 * brError
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if e2 >= dy then
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if x0 = x1 then exit sub
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brError = brError + dy
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x0 = x0 + sx
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end if
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if e2 <= dx then
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if y0 = y1 then exit sub
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brError = brError + dx
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y0 = y0 + sy
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end if
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goto plotLine_whiletrue
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end sub
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'----------------------------------------------------
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'---------------MAIN LOOP----------------------------
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' *** DRAW ***
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mainLoop:
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if tPlayer_x <> tPlayer_x_Old or tPlayer_y <> tPlayer_y_Old then
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charat tPlayer_x_Old, tPlayer_y_Old, EMPTY_CHAR
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tPlayer_x_Old = tPlayer_x : tPlayer_y_Old = tPlayer_y
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end if
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if tComputer_x <> tComputer_x_Old or tComputer_y <> tComputer_y_Old then
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charat tComputer_x_Old, tComputer_y_Old, EMPTY_CHAR
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tComputer_x_Old = tComputer_x : tComputer_y_Old = tComputer_y
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end if
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charat tPlayer_x, tPlayer_y, PLAYER_CHAR, 1 ' 1 = white
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charat tComputer_x, tComputer_y, COMPUTER_CHAR, 13 ' 13 = cyan
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'Pauses for 2 frames
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wait RASTER_LINE, 128 : wait RASTER_LINE, 128, 128 : wait RASTER_LINE, 128 : wait RASTER_LINE, 128, 128
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' *** PLAYER MOVEMENT ***
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tFuturePoint_x = tPlayer_x : tFuturePoint_y = tPlayer_y
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JoyValue = peek(JOY2)
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if (JoyValue AND 1) XOR 1 then tFuturePoint_y = tFuturePoint_y - 1 'UP
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if (JoyValue AND 2) XOR 2 then tFuturePoint_y = tFuturePoint_y + 1 'DOWN
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if (JoyValue AND 4) XOR 4 then tFuturePoint_x = tFuturePoint_x - 1 'LEFT
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if (JoyValue AND 8) XOR 8 then tFuturePoint_x = tFuturePoint_x + 1 'RIGHT
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if screen_peek(tPlayer_x, tFuturePoint_y) <> WALL Then tPlayer_y = tFuturePoint_y
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if screen_peek(tFuturePoint_x, tPlayer_y) <> WALL Then tPlayer_x = tFuturePoint_x
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' *** COMPUTER MOVEMENT ***
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on bMoveNow goto skipMovement, doMovement
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doMovement:
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on bWllFllwMode goto WallFollowFalse, WallFollowTrue
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WallFollowFalse:
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tVecComputerPlayer_Xdiff = cint(tPlayer_x) - tComputer_x
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tVecComputerPlayer_XdiffABS = abs(tVecComputerPlayer_Xdiff)
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tVecComputerPlayer_Ydiff = cint(tPlayer_y) - tComputer_y
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tVecComputerPlayer_YdiffABS = abs(tVecComputerPlayer_Ydiff)
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if tVecComputerPlayer_YdiffABS >= tVecComputerPlayer_XdiffABS Then bLineMoreVertical = 1 Else bLineMoreVertical = 0
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tVectorDir_X = cbyte(sgn(tVecComputerPlayer_Xdiff))
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tVectorDir_Y = cbyte(sgn(tVecComputerPlayer_Ydiff))
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on bLineMoreVertical goto BresenhamHorizontal, BresenhamVertical
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BresenhamVertical:
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nBresenhamDiff = shl(tVecComputerPlayer_XdiffABS, 1) - tVecComputerPlayer_YdiffABS
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goto BresenhamEnd
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BresenhamHorizontal:
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nBresenhamDiff = shl(tVecComputerPlayer_YdiffABS, 1) - tVecComputerPlayer_XdiffABS
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BresenhamEnd:
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if nBresenhamDiff <= 0 then
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on bLineMoreVertical goto LineMoreVerticalFalse, LineMoreVerticalTrue
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LineMoreVerticalFalse:
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tVectorDir_Y = 0
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goto LineMoreVerticalEnd
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LineMoreVerticalTrue:
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tVectorDir_X = 0
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LineMoreVerticalEnd:
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end if
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tFuturePoint_y = tComputer_y + tVectorDir_Y
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if screen_peek(tComputer_x, tFuturePoint_y) = WALL then
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tWallVectorDir_Y = tVectorDir_Y
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else
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tWallVectorDir_Y = 0
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end if
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tFuturePoint_x = tComputer_x + tVectorDir_X
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if screen_peek(tFuturePoint_x, tComputer_y) = WALL then
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tWallVectorDir_X = tVectorDir_X
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else
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tWallVectorDir_X = 0
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end if
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if tWallVectorDir_Y <> 0 and tWallVectorDir_X <> 0 then
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on bLineMoreVertical goto WallVectorHorizontal, WallVectorVertical
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WallVectorHorizontal:
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tWallVectorDir_Y = 0
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goto WallVectorEnd
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WallVectorVertical:
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tWallVectorDir_X = 0
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WallVectorEnd:
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end if
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if tWallVectorDir_X <> 0 or tWallVectorDir_Y <> 0 then
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'-------------------------- WALL HANDLING -------------------------
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on tWallVectorDir_Y + 1 goto wallNorth, noYwall, wallSouth ' -1, 0, 1
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wallNorth:
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nDirectionScalar = 0 'north
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goto DirectionScalarFound
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wallSouth:
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nDirectionScalar = 2 'south
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goto DirectionScalarFound
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noYwall:
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on tWallVectorDir_X + 1 goto wallWest, DirectionScalarFound, wallEast ' -1, 0, 1
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wallWest:
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nDirectionScalar = 3 'west
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goto DirectionScalarFound
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wallEast:
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nDirectionScalar = 1 'east
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DirectionScalarFound:
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tWallPosition_Y = tComputer_y + tWallVectorDir_Y
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tWallPosition_X = tComputer_x + tWallVectorDir_X
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memset 49152, 1000, 0
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call plotLine(tWallPosition_X, tWallPosition_Y, tPlayer_x, tPlayer_y)
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'Simulator INIT
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aSimulators_Y(0) = tComputer_y
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aSimulators_X(0) = tComputer_x
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aSimulators_WalkDir(0) = (nDirectionScalar + 1) AND MAXDIR
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aSimulators_StartWalkDir(0) = aSimulators_WalkDir(0)
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aSimulators_Y(1) = tComputer_y
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aSimulators_X(1) = tComputer_x
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aSimulators_WalkDir(1) = (nDirectionScalar - 1) AND MAXDIR
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aSimulators_StartWalkDir(1) = aSimulators_WalkDir(1)
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'Simulator LAUNCH
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nSimulatorNumber = 0
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SimulatorLoopStart:
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tFuturePoint_Direction = aSimulators_WalkDir(nSimulatorNumber)
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CheckWallStartLoop:
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tFuturePoint_y = aSimulators_Y(nSimulatorNumber)
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tFuturePoint_x = aSimulators_X(nSimulatorNumber)
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on tFuturePoint_Direction goto SimulDirNorth, SimulDirEast, SimulDirSouth, SimulDirWest
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SimulDirNorth:
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tFuturePoint_y = tFuturePoint_y - 1
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goto SimulDirExit
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SimulDirEast:
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tFuturePoint_x = tFuturePoint_x + 1
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goto SimulDirExit
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SimulDirSouth:
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tFuturePoint_y = tFuturePoint_y + 1
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goto SimulDirExit
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SimulDirWest:
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tFuturePoint_x = tFuturePoint_x - 1
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SimulDirExit:
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if peek(scrAddrCache(tFuturePoint_y) + tFuturePoint_x) <> WALL Then Goto CheckWallExitLoop
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on nSimulatorNumber goto WalkDirIncrease, WalkDirDecrease
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WalkDirIncrease:
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tFuturePoint_Direction = (tFuturePoint_Direction + 1) AND MAXDIR
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goto WalkDirEndOnGoTo
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WalkDirDecrease:
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tFuturePoint_Direction = (tFuturePoint_Direction - 1) AND MAXDIR
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WalkDirEndOnGoTo:
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goto CheckWallStartLoop
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CheckWallExitLoop:
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aSimulators_Y(nSimulatorNumber) = tFuturePoint_y
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aSimulators_X(nSimulatorNumber) = tFuturePoint_x
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if peek(bresenCache(tFuturePoint_y) + tFuturePoint_x) = 1 then goto SimulatorLoopExit
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on nSimulatorNumber goto WalkDirDecrAgainstWall, WalkDirIncrAgainstWall
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WalkDirDecrAgainstWall:
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tFuturePoint_Direction = (tFuturePoint_Direction - 1) AND MAXDIR
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goto WalkDirAgainstWallEnd
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WalkDirIncrAgainstWall:
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tFuturePoint_Direction = (tFuturePoint_Direction + 1) AND MAXDIR
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WalkDirAgainstWallEnd:
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aSimulators_WalkDir(nSimulatorNumber) = tFuturePoint_Direction
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nSimulatorNumber = nSimulatorNumber XOR 1 'Alternates 1, 0, 1, 0, ...
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goto SimulatorLoopStart
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SimulatorLoopExit:
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bWllFllwMode = 1
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bStrictExitMode = 1
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nDirectionScalar = aSimulators_StartWalkDir(nSimulatorNumber) ' ReUse!
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else 'if tWallVectorDir_X <> 0 or tWallVectorDir_Y <> 0 then
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if screen_peek(tFuturePoint_x, tFuturePoint_y) = WALL then
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on bLineMoreVertical goto DiagonalHorizontal, DiagonalVertical
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DiagonalHorizontal:
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tFuturePoint_y = tComputer_y
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goto DiagonalEnd
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DiagonalVertical:
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tFuturePoint_x = tComputer_x
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DiagonalEnd:
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end if
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tComputer_y = tFuturePoint_y
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tComputer_x = tFuturePoint_x
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goto skipMovement
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end if 'if tWallVectorDir_X <> 0 or tWallVectorDir_Y <> 0 then
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WallFollowTrue:
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WllFllwCheckWallStartLoop:
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tFuturePoint_y = tComputer_y
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tFuturePoint_x = tComputer_x
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on nDirectionScalar goto ComputerNorth, ComputerEast, ComputerSouth, ComputerWest
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ComputerNorth:
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tFuturePoint_y = tFuturePoint_y - 1
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goto ComputerDirEnd
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ComputerEast:
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tFuturePoint_x = tFuturePoint_x + 1
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goto ComputerDirEnd
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ComputerSouth:
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tFuturePoint_y = tFuturePoint_y + 1
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goto ComputerDirEnd
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ComputerWest:
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tFuturePoint_x = tFuturePoint_x - 1
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ComputerDirEnd:
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if screen_peek(tFuturePoint_x, tFuturePoint_y) <> WALL Then Goto WllFllwCheckWallExitLoop
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on nSimulatorNumber goto ComputerIncrease, ComputerDecrease
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ComputerIncrease:
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nDirectionScalar = (nDirectionScalar + 1) AND MAXDIR
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goto ComputerDirEndOnGoTo
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ComputerDecrease:
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nDirectionScalar = (nDirectionScalar - 1) AND MAXDIR
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ComputerDirEndOnGoTo:
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goto WllFllwCheckWallStartLoop
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WllFllwCheckWallExitLoop:
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tComputer_y = tFuturePoint_y
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tComputer_x = tFuturePoint_x
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on bStrictExitMode goto skipStrictExit, checkStrictExit
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checkStrictExit:
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if tWallVectorDir_Y <> 0 and tComputer_y = tWallPosition_Y then
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bStrictExitMode = 0
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else
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if tWallVectorDir_X <> 0 and tComputer_x = tWallPosition_X then
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bStrictExitMode = 0
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end if
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end if
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skipStrictExit:
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|
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tVecSimulToPlayer_Ydiff = abs(cint(tPlayer_y) - aSimulators_Y(nSimulatorNumber))
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tVecSimulToPlayer_Xdiff = abs(cint(tPlayer_x) - aSimulators_X(nSimulatorNumber))
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tVecComputerPlayer_Ydiff = abs(cint(tPlayer_y) - tComputer_y)
|
||||||
|
tVecComputerPlayer_Xdiff = abs(cint(tPlayer_x) - tComputer_x)
|
||||||
|
|
||||||
|
'DEBUG: let me see where the simulator is, 19 = "S"
|
||||||
|
'charat aSimulators_X(nSimulatorNumber), aSimulators_Y(nSimulatorNumber), 19
|
||||||
|
|
||||||
|
on bStrictExitMode goto StrictExitModeOff, StrictExitModeOn
|
||||||
|
StrictExitModeOff:
|
||||||
|
'DEBUG: let me see the wall Computer bumped into, in yellow
|
||||||
|
'charat tWallPosition_X, tWallPosition_Y, WALL, 7
|
||||||
|
if tVecComputerPlayer_Ydiff + tVecComputerPlayer_Xdiff <= tVecSimulToPlayer_Ydiff + tVecSimulToPlayer_Xdiff Then
|
||||||
|
bWllFllwMode = 0 ' *** EXITING FROM WALL FOLLOWING MODE! ***
|
||||||
|
'DEBUG: turn off simulator and wall
|
||||||
|
'charat aSimulators_X(nSimulatorNumber), aSimulators_Y(nSimulatorNumber), 32
|
||||||
|
'charat tWallPosition_X, tWallPosition_Y, WALL, 8
|
||||||
|
goto skipMovement
|
||||||
|
end if
|
||||||
|
goto StrictExitModeEnd
|
||||||
|
StrictExitModeOn:
|
||||||
|
'DEBUG: let me see the wall Computer bumped into, in white
|
||||||
|
'charat tWallPosition_X, tWallPosition_Y, WALL, 1
|
||||||
|
if tVecComputerPlayer_Ydiff <= tVecSimulToPlayer_Ydiff then
|
||||||
|
if tVecComputerPlayer_Xdiff <= tVecSimulToPlayer_Xdiff then
|
||||||
|
bWllFllwMode = 0 ' *** EXITING FROM WALL FOLLOWING MODE! ***
|
||||||
|
'DEBUG: turn off simulator and wall
|
||||||
|
'charat aSimulators_X(nSimulatorNumber), aSimulators_Y(nSimulatorNumber), 32
|
||||||
|
'charat tWallPosition_X, tWallPosition_Y, WALL, 8
|
||||||
|
goto skipMovement
|
||||||
|
end if
|
||||||
|
end if
|
||||||
|
StrictExitModeEnd:
|
||||||
|
|
||||||
|
on nSimulatorNumber goto ComputerDecrAgainstWall, ComputerIncrAgainstWall
|
||||||
|
ComputerDecrAgainstWall:
|
||||||
|
nDirectionScalar = (nDirectionScalar - 1) AND MAXDIR
|
||||||
|
goto ComputerAgainstWallEnd
|
||||||
|
ComputerIncrAgainstWall:
|
||||||
|
nDirectionScalar = (nDirectionScalar + 1) AND MAXDIR
|
||||||
|
ComputerAgainstWallEnd:
|
||||||
|
|
||||||
|
skipMovement:
|
||||||
|
bMoveNow = bMoveNow XOR 1 'Alternating 0, 1, 0, 1, 0, 1, ...
|
||||||
|
|
||||||
|
goto mainLoop
|
||||||
|
'----------------------------------------------------
|
||||||
|
|
Loading…
Reference in New Issue