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202
inc_monster.bas
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202
inc_monster.bas
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Const MASK_SUBGROUP = 8 '0000 1000
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Const MASK_WALK_LOWHALF = 24 '0001 1000
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Dim SHARED bMonster_Col as BYTE
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Dim SHARED bMonster_Row as BYTE
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Dim bMonster_Direction as BYTE
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Dim bMonster_Lag as BYTE
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Dim bMonster_PreviousTile as BYTE
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Dim SHARED bMonster_SpeedUpMode as BYTE
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Dim bMonster_MarkingMode as BYTE
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Dim bMonster_DelayFrame as BYTE
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Dim bMonster_Distance_TurnONSpeedUp as BYTE
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Dim bMonster_Distance_TurnOFFSpeedUp as BYTE
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Dim bManhattanDistance as BYTE
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declare sub monsterMovement() STATIC
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sub initMonster() SHARED STATIC
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bMonsterIsOn = FALSE
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if bSkillLevel < 8 then
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bTreasuresToActivateMonster = 8 - bSkillLevel
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end if
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bMonster_Col = 1
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bMonster_Row = 1
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bMonster_Direction = EAST
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bMonster_Lag = 10
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bMonster_PreviousTile = SPACE
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bMonster_SpeedUpMode = FALSE
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bMonster_MarkingMode = FALSE
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if bSkillLevel < 16 then
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bMonster_Distance_TurnONSpeedUp = 21 - bSkillLevel 'minimum: 6
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bMonster_Distance_TurnOFFSpeedUp = 12 - shr(bSkillLevel, 1) 'minimum: 5
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end if
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bMonster_DelayFrame = 9 '= Lag - 1
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VOICE 2 OFF TONE 256 WAVE NOISE ADSR 0, 0, VOI2_S, VOI2_R 'monster sound
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'~ textat 33, 3, " "
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'~ textat 33, 4, " "
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'~ textat 33, 21, " "
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end sub
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sub handleMonster() SHARED STATIC
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Dim bMoveFrame as BYTE
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bManhattanDistance = myByteABS(bPlayer_Row - bMonster_Row) + myByteABS(bPlayer_Col - bMonster_Col)
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'~ textat 33, 21, str$(bManhattanDistance) + " ", 11 'dark gray
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if bManhattanDistance > bMonster_Distance_TurnONSpeedUp then
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bMonster_SpeedUpMode = TRUE
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else
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if bManhattanDistance < bMonster_Distance_TurnOFFSpeedUp then
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if bMonster_SpeedUpMode then
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if bMonster_Lag > 1 then
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bMonster_Lag = bMonster_Lag - 1
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textat 33, 20, 11 - bMonster_Lag, 2 'red
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end if
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bMonster_SpeedUpMode = FALSE
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VOICE 2 TONE 256 ADSR 0, 0, VOI2_S, VOI2_R
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end if
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end if
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end if
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if bMonster_SpeedUpMode then
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VOICE 2 TONE shl(cword(bManhattanDistance), 8) ADSR 0, 0, 2, VOI2_R
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call monsterMovement()
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exit sub
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end if
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if bMonster_DelayFrame then
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bMonster_DelayFrame = bMonster_DelayFrame - 1
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if bMonster_DelayFrame = 0 then bMoveFrame = bSkillLevel
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else
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call monsterMovement()
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if bMoveFrame then bMoveFrame = bMoveFrame - 1
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if bMoveFrame = 0 then bMonster_DelayFrame = bMonster_Lag - 1
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end if
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'~ textat 33, 3, str$(bMonster_DelayFrame), 10 'light red
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'~ textat 33, 4, str$(bMoveFrame) + " ", 13 'light green
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end sub
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sub monsterMovement() STATIC
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Const MINUS_ONE = 255
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Dim wPeekingLocation as WORD
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Dim bMonster_PreviousColour as BYTE
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Dim bTravelingDirection as BYTE
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Dim bThisTileDistance as BYTE
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Dim bClosestDistance as BYTE
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Dim bThisTileRow as BYTE
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Dim bThisTileCol as BYTE
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Dim bClosestTileDirection as BYTE
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Dim bPeekedDirection as BYTE FAST
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Dim bWalkableDirections(4) as BYTE '0...3
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Dim bWalkableDirections_Count as BYTE FAST
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Dim bTrailDirections(4) as BYTE '0...3
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Dim bTrailDirections_Count as BYTE FAST
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'------------------------------------------------
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wPeekingLocation = scrAddrCache(bMonster_Row) + bMonster_Col
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bTravelingDirection = bMonster_Direction
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bWalkableDirections_Count = MINUS_ONE
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bTrailDirections_Count = MINUS_ONE
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bClosestDistance = 255
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bMonster_Direction = (bMonster_Direction - 1) AND 3 'starting from the Monster's right (going clockwise)
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For bPeekedDirection = 1 to 4
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bPeekedTileContent = peek(wPeekingLocation + iDirections(bMonster_Direction))
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if (bPeekedTileContent AND MASK_ALL) = GROUP_CREATURES then bExitEvent = EVENT_PLAYER_CAUGHT : exit for 'Gotcha, Player!!
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if (bPeekedTileContent AND MASK_WALK_LOWHALF) = GROUP_WALKABLE then
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if bPeekedTileContent = TRAIL then
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bWalkableDirections_Count = bWalkableDirections_Count + 1
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bTrailDirections_Count = bTrailDirections_Count + 1
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bTrailDirections(bTrailDirections_Count) = bMonster_Direction
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else
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if bPeekedDirection < 4 then 'ignoring the opposite travelled direction!
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bWalkableDirections_Count = bWalkableDirections_Count + 1
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bWalkableDirections(bWalkableDirections_Count) = bMonster_Direction
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'ALSO, find the closest tile to the player...
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bThisTileRow = bMonster_Row : bThisTileCol = bMonster_Col
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if (bMonster_Direction AND 1) then 'odd number, vertical direction
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bThisTileRow = bMonster_Row + cbyte(SGN(iDirections(bMonster_Direction)))
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else 'even number, horizontal direction
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bThisTileCol = bMonster_Col + cbyte(iDirections(bMonster_Direction))
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end if
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bThisTileDistance = myByteABS(bPlayer_Row - bThisTileRow) + myByteABS(bPlayer_Col - bThisTileCol)
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if bThisTileDistance < bClosestDistance then
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bClosestDistance = bThisTileDistance
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bClosestTileDirection = bMonster_Direction
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end if
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end if
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end if
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end if
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bMonster_Direction = (bMonster_Direction + 1) AND 3 'now going counter-clockwise
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next bPeekedDirection
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if bExitEvent = EVENT_NONE then
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if bTrailDirections_Count <> MINUS_ONE then
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bMonster_Direction = bTrailDirections(myRandom(bTrailDirections_Count, 3))
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else
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if bWalkableDirections_Count = MINUS_ONE then
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bMonster_Direction = (bTravelingDirection + 2) AND 3 'go to the opposite direction and start marking tiles
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bMonster_MarkingMode = TRUE
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else
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if bWalkableDirections_Count = 2 then 'if there are *three* walkable tiles...
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bWalkableDirections_Count = bWalkableDirections_Count + 1
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bWalkableDirections(bWalkableDirections_Count) = bClosestTileDirection
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end if
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bMonster_Direction = bWalkableDirections(myRandom(bWalkableDirections_Count, 3))
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end if
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end if
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if bWalkableDirections_Count AND (bWalkableDirections_Count <> MINUS_ONE) then bMonster_MarkingMode = FALSE 'if there are at least *two* walkable tiles...
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end if
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'------------------------DRAW-------------------------------------------
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if (bMonster_PreviousTile AND MASK_ALL) <> GROUP_TREASURE then
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bMonster_PreviousTile = SPACE
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end if
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if bMonster_MarkingMode then
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bMonster_PreviousTile = bMonster_PreviousTile OR MASK_SUBGROUP
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end if
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charat bMonster_Col, bMonster_Row, bMonster_PreviousTile, bMonster_PreviousColour
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bMonster_PreviousTile = peek(wPeekingLocation + iDirections(bMonster_Direction))
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bMonster_PreviousColour = peek(VIC_COLOR_OFFSET + wPeekingLocation + iDirections(bMonster_Direction))
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if (bMonster_Direction AND 1) then 'odd number, vertical direction
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bMonster_Row = bMonster_Row + cbyte(SGN(iDirections(bMonster_Direction)))
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else 'even number, horizontal direction
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bMonster_Col = bMonster_Col + cbyte(iDirections(bMonster_Direction))
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end if
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charat bMonster_Col, bMonster_Row, MONSTER, 2 'red
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VOICE 2 ON
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'debug code right after -DRAW-
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'~ for bMonsterDebug as BYTE = 0 to 3
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'~ textat 33, 2 + bMonsterDebug, " "
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'~ next bMonsterDebug
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'~ if bWalkableDirections_Count <> MINUS_ONE then
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'~ for bMonsterDebug as BYTE = 0 to bWalkableDirections_Count
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'~ if bWalkableDirections(bMonsterDebug) = bMonster_Direction then
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'~ textat 33, 2 + bMonsterDebug, str$(bWalkableDirections(bMonsterDebug)), 1 'white
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'~ else
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'~ textat 33, 2 + bMonsterDebug, str$(bWalkableDirections(bMonsterDebug)), 11 'gray
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'~ end if
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'~ next bMonsterDebug
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'~ end if
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end sub
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inc_player.bas
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97
inc_player.bas
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SHARED Const PLAYER = 64
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SHARED Const PLAYER_ALT = 65
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Const PLAYER_LEFT = 66
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Const MASK_TREASURE_GOLD = 247 '1111 0111
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Const MASK_TILE = 7 '0000 0111
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SHARED Const EAST = 0
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Const NORTH = 1
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Const WEST = 2
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Const SOUTH = 3
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Dim SHARED bPlayer_Col as BYTE
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Dim SHARED bPlayer_Row as BYTE
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Dim SHARED bPlayer_FacingCharacter as BYTE
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Dim bPlayerDirection as BYTE
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declare function playerMoved as BYTE () STATIC
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sub initPlayer() SHARED STATIC
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bPlayer_Col = 1
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bPlayer_Row = 1
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bPlayer_FacingCharacter = PLAYER
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VOICE 1 TONE 256 PULSE 1536 WAVE PULSE ADSR 0, 0, VOI1_S, VOI1_R OFF 'player sound
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end sub
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sub playerMovement() SHARED STATIC
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bJoystick2 = peek( $DC00) XOR 127
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if (bJoystick2 AND 1) then
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bPlayerDirection = NORTH
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if playerMoved() then exit sub
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else
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if (bJoystick2 AND 2) then
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bPlayerDirection = SOUTH
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if playerMoved() then exit sub
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end if
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end if
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if (bJoystick2 AND 4) then
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bPlayerDirection = WEST
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bPlayer_FacingCharacter = PLAYER_LEFT
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if playerMoved() then exit sub
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else
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if (bJoystick2 AND 8) then
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bPlayerDirection = EAST
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bPlayer_FacingCharacter = PLAYER
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if playerMoved() then exit sub
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end if
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end if
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end sub
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function playerMoved as BYTE () STATIC
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Dim wScoreTable(5) as WORD @loc_wScoreTable
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loc_wScoreTable:
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DATA AS WORD 10, 20, 30, 50, 500
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bPeekedTileContent = peek(scrAddrCache(bPlayer_Row) + bPlayer_Col + iDirections(bPlayerDirection))
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if (bPeekedTileContent AND MASK_ALL) = GROUP_CREATURES then 'Player bumped into Monster!
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charat bPlayer_Col, bPlayer_Row, SPACE
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bExitEvent = EVENT_PLAYER_CAUGHT
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return TRUE
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end if
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if (bPeekedTileContent AND MASK_WALKABLE) = GROUP_WALKABLE then
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charat bPlayer_Col, bPlayer_Row, TRAIL, 11 'dark grey
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VOICE 1 ON
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if (bPlayerDirection AND 1) then 'odd number, vertical direction
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bPlayer_Row = bPlayer_Row + cbyte(SGN(iDirections(bPlayerDirection)))
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else 'even number, horizontal direction
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bPlayer_Col = bPlayer_Col + cbyte(iDirections(bPlayerDirection))
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end if
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charat bPlayer_Col, bPlayer_Row, bPlayer_FacingCharacter, 13 'light green
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if (bPeekedTileContent AND MASK_ALL) = GROUP_TREASURE Then
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bTreasuresCollected = bTreasuresCollected + 1
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if bTreasuresCollected = bTreasuresToActivateMonster then bMonsterIsOn = TRUE
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if (bPeekedTileContent AND MASK_TREASURE_GOLD) = TREASURE_GOLD then 'both non-marked and marked gold!
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bGoldNotCollected = FALSE : bSoundTimer_GoldTaken = 28
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else
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bSoundTimer_TreasureTaken = 7
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end if
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wScore = wScore + wScoreTable( (bPeekedTileContent AND MASK_TILE) )
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textat 33, 15, wScore, 10 'light red
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if bTreasuresCollected = bTreasuresToOpenDoor then call openDoorAnimation()
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else
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if bPeekedTileContent = DOOR_OPEN then bExitEvent = EVENT_PLAYER_EXITED
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end if
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return TRUE
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end if
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return FALSE
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end function
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792
superchase.bas
792
superchase.bas
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superchase.prg
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superchase.prg
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