mirror of
https://github.com/KolibriOS/kolibrios.git
synced 2024-12-25 16:16:50 +03:00
4cc19614ca
git-svn-id: svn://kolibrios.org@670 a494cfbc-eb01-0410-851d-a64ba20cac60
1195 lines
35 KiB
ObjectPascal
1195 lines
35 KiB
ObjectPascal
unit LRLLevels;
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{$mode objfpc}
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interface
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uses
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SysUtils,
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LRLRoutines, LRLSprites;
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type
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TLRLPlayerPosition = packed record
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x, y: Byte;
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xoffs, yoffs: ShortInt;
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end;
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TLRLPlayer = packed record
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Command: Byte;
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{ pictures:
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1 - running left <-
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2 - running right ->
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3 - climbing up ^
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4 - climbing down v
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5 - falling
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6 - ~~~~~ left <-
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7 - ~~~~~ right ->
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8 - firing left <-
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9 - firing right ->
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}
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NewCommandWas: Boolean;
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NewCommand: Byte;
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Position: TLRLPlayerPosition;
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Sprite: Byte;
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SpriteData: Byte;
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Controller: Byte;
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{
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controllers:
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0 - not playing
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1 - human/keyboard
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2 - computer
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}
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Prizes: Byte;
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{
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max 1 if computer player
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a) computer player leaves prize if falling into hole
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b) takes prize if he has no prizes
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}
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Colour: Byte;
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end;
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TLRLBrick = packed record
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Image: Byte;
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Count: Byte;
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Flags: Byte;
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{ flags:
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bit 0 - needed to animate this brick 5 sprites then pause
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and then finnally 5 sprites
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bit 1 - set if fatal brick
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bit 2 - set if allowable to jump
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bit 3 - allowable to walk thru
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bit 4 - hidden
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bit 5 - background
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bit 6 - wait now
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bit 7 - not draw it
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}
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IdleCount: Byte;
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end;
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TLRLLevel = packed record
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Field: array[1..30, 1..16] of TLRLBrick;
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Player: array[1..20] of TLRLPlayer;
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end;
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const
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BrickFlags: array[1..20] of Byte = (
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48, 4 + 8 + 32 + 128,
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49, 8 + 32,
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50, 4 + 8 + 32,
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51, 4 + 8 + 32,
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52, 2,
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53, 4,
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54, 4 + 8,
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55, 2,
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56, 2,
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65, 4 + 8 + 16 + 32);
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const
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KeyboardControls: array[1..21] of Word = (
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$00B0, 1, 1,
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$00B3, 1, 2,
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$00B2, 1, 3,
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$00B1, 1, 4,
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$00B5, 1, 6,
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$00B7, 1, 7,
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$0037, 1, 5);
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ControlNumber = 7;
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var
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ShowLives: Boolean;
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ShowScore: Boolean;
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ShowLevel: Boolean;
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LRLLevel: TLRLLevel;
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LRLLives: Integer;
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LRLScore: Longint;
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LRLCLevel: Word;
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ComputerTurn: Word;
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ComputerReaction: Word;
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TimeToRefresh: Boolean;
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OldTimer: Pointer;
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TotalPrizes: Integer;
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GameStarted: Boolean;
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EndOfGame: Boolean;
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GameResult: Word;
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Paused: Boolean;
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procedure LRLLoadLevel(Number: Byte);
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procedure LRLUpdatePlayers;
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procedure LRLDrawOrnamental(x1, y1, x2, y2, ornament: Byte);
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function LRLPlayLevel(Number: Byte): Word;
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function LRLLevelCount: Word;
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procedure LRLDeleteLevel(Count: Word);
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procedure LRLInsertLevel(After: Word);
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procedure LRLSaveLevel(Count: Word);
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implementation
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const
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LevelFileName = 'LRL.LEV';
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LevelFileHeader: String = 'Lode Runner Live Levels'#26;
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ERR_OPENFILE = '<27><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> 䠩<> <20><EFBFBD><E0AEA2><EFBFBD>';
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ERR_BADFILE = '<27><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD> <20><><EFBFBD>०<EFBFBD><E0A5A6><EFBFBD><EFBFBD><EFBFBD><EFBFBD> 䠩<> <20><EFBFBD><E0AEA2><EFBFBD>';
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function LRLLevelCount: Word;
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var
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LevelFile: File;
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c, k: Word;
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begin
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c := 0;
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AssignFile(LevelFile, LevelFileName);
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Reset(LevelFile, 1);
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Seek(LevelFile, 24);
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BlockRead(LevelFile, c, 1, k);
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LRLLevelCount := c;
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Close(LevelFile);
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end;
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procedure LRLSaveLevel(Count: Word);
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var
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LevelFile: File;
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i, j: Integer;
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k: Word;
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b: Pointer;
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begin
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GetMem(b, 480);
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if (Count = 0) or (Count > LRLLevelCount) then
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Exit;
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AssignFile(LevelFile, LevelFileName);
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Reset(LevelFile, 1);
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Seek(LevelFile, Longint(25 + 520 * (Longint(Count) - 1)));
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for i := 1 to 10 do
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begin
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DataBytePut(b^, (i - 1) * 4, LRLLevel.Player[i].Position.x);
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DataBytePut(b^, (i - 1) * 4 + 1, LRLLevel.Player[i].Position.y);
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DataBytePut(b^, (i - 1) * 4 + 2, LRLLevel.Player[i].Colour);
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DataBytePut(b^, (i - 1) * 4 + 3, LRLLevel.Player[i].Controller);
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end;
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BlockWrite(LevelFile, b^, 40, k);
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for i := 1 to 16 do
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for j := 1 to 30 do
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DataBytePut(b^, (i - 1) * 30 + j - 1, LRLLevel.Field[j, i].Image + 47);
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BlockWrite(LevelFile, b^, 480, k);
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Close(LevelFile);
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FreeMem(b, 480);
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end;
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procedure LRLDeleteLevel(Count: Word);
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var
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Buffer: Pointer;
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LevelFile: File;
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i, j: Integer;
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l: Longint;
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k: Word;
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begin
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GetMem(Buffer, 1000);
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j := LRLLevelCount;
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if (j < Count) or (j < 2) or (Count = 0) then
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Exit;
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AssignFile(LevelFile, LevelFileName);
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Reset(LevelFile, 1);
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for l := Count + 1 to j do
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begin
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Seek(LevelFile, Longint(25 + 520 * (Longint(l) - 1)));
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BlockRead(LevelFile, Buffer^, 520, k);
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Seek(LevelFile, Longint(25 + 520 * (Longint(l - 1) - 1)));
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BlockWrite(LevelFile, Buffer^, 520, k);
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end;
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Seek(LevelFile, 24);
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Dec(j);
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BlockWrite(LevelFile, j, 1, k);
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Seek(LevelFile, FileSize(LevelFile) - 520);
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Truncate(LevelFile);
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Close(LevelFile);
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FreeMem(Buffer, 1000);
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end;
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procedure LRLInsertLevel(After: Word);
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var
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Buffer: Pointer;
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LevelFile: File;
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i, j: Integer;
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l: Longint;
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k: Word;
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begin
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GetMem(Buffer, 1000);
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j := LRLLevelCount;
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if (After > j) or (After = 0) then
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Exit;
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AssignFile(LevelFile, LevelFileName);
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Reset(LevelFile, 1);
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for l := j downto After + 1 do
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begin
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Seek(LevelFile, Longint(25 + 520 * (Longint(l) - 1)));
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BlockRead(LevelFile, Buffer^, 520, k);
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Seek(LevelFile, Longint(25 + 520 * (Longint(l + 1) - 1)));
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BlockWrite(LevelFile, Buffer^, 520, k);
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end;
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Seek(LevelFile, 24);
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Inc(j);
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BlockWrite(LevelFile, j, 1, k);
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Seek(LevelFile, Longint(25 + 520 * (Longint(After + 1) - 1)));
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DataFill(Buffer^, 40, 0, 0);
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DataFill(Buffer^, 480, 48, 40);
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BlockWrite(LevelFile, Buffer^, 520, k);
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Close(LevelFile);
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FreeMem(Buffer, 1000);
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end;
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procedure LRLLoadLevel(Number: Byte);
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var
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LevelFile: File;
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InBuffer: Pointer;
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i, j, k, l, x, y: Word;
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a, b, c: Byte;
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begin
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TotalPrizes := 0;
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GetMem(InBuffer, $FFF0);
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AssignFile(LevelFile, LevelFileName);
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Reset(LevelFile, 1);
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if IOResult <> 0 then
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raise Exception.Create(ERR_OPENFILE);
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BlockRead(LevelFile, InBuffer^, 24, k);
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BlockRead(LevelFile, c, 1, k);
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if (c = 0) or (IOResult <> 0) or (not DataIdentical(InBuffer^, LevelFileHeader[1], 24, 0, 0)) then
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raise Exception.Create(ERR_BADFILE);
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if (Number = 0) or (Number > c) then Number := 1;
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Seek(LevelFile, Longint(25 + 520 * (Longint(Number) - 1)));
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BlockRead(LevelFile, InBuffer^, 40, k);
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for i := 1 to 10 do
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with LRLLevel.Player[i] do
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begin
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Command := 10;
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NewCommandWas := False;
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NewCommand := 10;
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Position.x := DataByteGet(InBuffer^, (i - 1) * 4 + 0);
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Position.y := DataByteGet(InBuffer^, (i - 1) * 4 + 1);
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Position.xoffs := 0;
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Position.yoffs := 0;
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Sprite := 1;
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SpriteData := 1;
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Controller := DataByteGet(InBuffer^, (i - 1) * 4 + 3);
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Prizes := 0;
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Colour := DataByteGet(InBuffer^, (i - 1) * 4 + 2);
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end;
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BlockRead(LevelFile, InBuffer^, 480, k);
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for i := 1 to 16 do for j := 1 to 30 do
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with LRLLevel.Field[j, i] do
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begin
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a := DataByteGet(InBuffer^, (i - 1) * 30 + (j - 1));
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for b := 1 to 10 do
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if BrickFlags[b * 2 - 1] = a then
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Flags := BrickFlags[b * 2];
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Count := 1;
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if a < 64 then
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a := a - 47 else
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a := a - 63;
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Image := a;
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IdleCount := 0;
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if Image = 4 then Inc(TotalPrizes);
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end;
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BlockRead(LevelFile, InBuffer^, 480, k);
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Close(LevelFile);
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LRLCLevel := Number;
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FreeMem(InBuffer, $FFF0);
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end;
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procedure LRLDrawOrnamental(x1, y1, x2, y2, ornament: Byte);
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var
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i: Integer;
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begin
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ImagePut(LRLScreen^, LRLDecoration[ornament].Image[6].Data^, x1 * 10, y1 * 10, 0, 0, 319, 199);
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ImagePut(LRLScreen^, LRLDecoration[ornament].Image[7].Data^, x2 * 10, y1 * 10, 0, 0, 319, 199);
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ImagePut(LRLScreen^, LRLDecoration[ornament].Image[5].Data^, x1 * 10, y2 * 10, 0, 0, 319, 199);
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ImagePut(LRLScreen^, LRLDecoration[ornament].Image[8].Data^, x2 * 10, y2 * 10, 0, 0, 319, 199);
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for i := x1 + 1 to x2 - 1 do
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begin
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ImagePut(LRLScreen^, LRLDecoration[ornament].Image[3].Data^, i * 10, y1 * 10, 0, 0, 319, 199);
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ImagePut(LRLScreen^, LRLDecoration[ornament].Image[4].Data^, i * 10, y2 * 10, 0, 0, 319, 199);
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end;
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for i := y1 + 1 to y2 - 1 do
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begin
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ImagePut(LRLScreen^, LRLDecoration[ornament].Image[2].Data^, x1 * 10, i * 10, 0, 0, 319, 199);
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ImagePut(LRLScreen^, LRLDecoration[ornament].Image[1].Data^, x2 * 10, i * 10, 0, 0, 319, 199);
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end;
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end;
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procedure LRLRedrawLevel;
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var
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i, j: Integer;
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s: string;
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begin
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ImageClear(LRLScreen^);
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for i := 1 to 16 do for j := 1 to 30 do
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with LRLLevel.Field[j, i] do
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if ((Flags and 128) = 0) and ((Flags and 32) <> 0) and ((Flags and 16) = 0) then
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ImagePut(LRLScreen^, LRLEnvironment[Image].Image[Count].Data^,j * 10, i * 10, 0, 0, 319, 199);
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for i := 1 to 10 do
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with LRLLevel.Player[i] do
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if Controller <> 0 then
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ImagePutTransparent(LRLScreen^, LRLFigure[Colour, SpriteData].Image[Sprite].Data^,Position.x * 10 + Position.xoffs, Position.y * 10 + Position.yoffs, 0, 0, 319, 199);
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for i := 1 to 16 do for j := 1 to 30 do
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with LRLLevel.Field[j, i] do
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if ((Flags and 128) = 0) and ((Flags and 32) = 0) and ((Flags and 16) = 0) then
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ImagePutTransparent(LRLScreen^, LRLEnvironment[Image].Image[LRLLevel.Field[j, i].Count].Data^, j * 10, i * 10, 0, 0, 319, 199);
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if not Paused then
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begin
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if ShowScore then
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begin
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STR(LRLScore, s);
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ImageStringGet(s, LRLFont^, LRLFontBuffer^, 222);
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ImagePut(LRLScreen^, LRLFontBuffer^, 56, 185, 0, 0, 319, 199);
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ImageStringGet('Score: ', LRLFont^, LRLFontBuffer^, 254);
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ImagePut(LRLScreen^, LRLFontBuffer^, 10, 185, 0, 0, 319, 199);
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end;
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if ShowLives then
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begin
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STR(LRLLives, s);
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ImageStringGet(s, LRLFont^, LRLFontBuffer^, 222);
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ImagePut(LRLScreen^, LRLFontBuffer^, 177, 185, 0, 0, 319, 199);
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ImageStringGet('Lives: ', LRLFont^, LRLFontBuffer^, 254);
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ImagePut(LRLScreen^, LRLFontBuffer^, 135, 185, 0, 0, 319, 199);
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end;
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if ShowLevel then
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begin
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Str(LRLCLevel, s);
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ImageStringGet(s, LRLFont^, LRLFontBuffer^, 222);
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ImagePut(LRLScreen^, LRLFontBuffer^, 292, 185, 0, 0, 319, 199);
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ImageStringGet('Level: ', LRLFont^, LRLFontBuffer^, 254);
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ImagePut(LRLScreen^, LRLFontBuffer^, 250, 185, 0, 0, 319, 199);
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end;
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end
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else
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begin
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ImageStringGet('Game now paused', LRLFont^, LRLFontBuffer^, 254);
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ImagePut(LRLScreen^, LRLFontBuffer^, 160 - ImageSizex(LRLFontBuffer^) div
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2, 185, 0, 0, 319, 199);
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end;
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LRLDrawOrnamental(0, 0, 31, 17, 1);
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end;
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procedure LRLStartSequence;
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var
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tmpScreen1: Pointer;
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tmpScreen2: Pointer;
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i: Integer;
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begin
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GetMem(tmpScreen1, 64000);
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GetMem(tmpScreen2, 49000);
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ImageFill(tmpScreen2^, 300, 160, 0);
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LRLRedrawLevel;
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i := 0;
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while i < 100 do
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begin
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DataMove(LRLScreen^, tmpScreen1^, 64000, 0, 0);
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ImagePut(tmpScreen1^, tmpScreen2^, 10, 10, 0, i, 319, 199 - i);
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ScreenApply(tmpScreen1^);
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Sleep(20);
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i := i + 4;
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end;
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ScreenApply(LRLScreen^);
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FreeMem(tmpScreen1, 64000);
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FreeMem(tmpScreen2, 49000);
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end;
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|
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|
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procedure LRLEndSequence;
|
||
var
|
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tmpScreen1: Pointer;
|
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tmpScreen2: Pointer;
|
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i: Integer;
|
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begin
|
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GetMem(tmpScreen1, 64000);
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GetMem(tmpScreen2, 49000);
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ImageFill(tmpScreen2^, 300, 160, 0);
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LRLRedrawLevel;
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i := 100;
|
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while i > 0 do
|
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begin
|
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DataMove(LRLScreen^, tmpScreen1^, 64000, 0, 0);
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ImagePut(tmpScreen1^, tmpScreen2^, 10, 10, 0, i, 319, 199 - i);
|
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ScreenApply(tmpScreen1^);
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Sleep(20);
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i := i - 4;
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end;
|
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ImagePut(LRLScreen^, tmpScreen2^, 10, 10, 0, 0, 319, 199);
|
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ScreenApply(LRLScreen^);
|
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FreeMem(tmpScreen1, 64000);
|
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FreeMem(tmpScreen2, 49000);
|
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end;
|
||
|
||
|
||
{
|
||
game result:
|
||
1 - zamurovali
|
||
2 - poimali
|
||
10 - vse zdelano
|
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50 - no more levels
|
||
60 - no human players
|
||
100 - esc was pressed
|
||
}
|
||
procedure LRLUpdatePlayers;
|
||
var
|
||
i, j, k: Integer;
|
||
spd: Word;
|
||
begin
|
||
for i := 1 to 10 do
|
||
begin
|
||
with LRLLevel.Player[i] do
|
||
begin
|
||
if Controller <> 0 then
|
||
begin
|
||
if (LRLLevel.Field[Position.x, Position.y].Flags and 2 <> 0) then
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||
begin
|
||
if i = 1 then
|
||
begin
|
||
EndOfGame := True;
|
||
GameResult := 1;
|
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Exit;
|
||
end;
|
||
if Prizes <> 0 then
|
||
begin
|
||
Prizes := 0;
|
||
LRLLevel.Field[Position.x, Position.y - 1].Image := 4;
|
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LRLLevel.Field[Position.x, Position.y - 1].Flags := BrickFlags[8];
|
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end;
|
||
repeat
|
||
Position.y := Random(2) + 1;
|
||
Position.x := Random(30) + 1;
|
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until (LRLLevel.Field[Position.x, Position.y].Image = 1) or
|
||
(LRLLevel.Field[Position.x, Position.y].Image = 2) or
|
||
(LRLLevel.Field[Position.x, Position.y].Image = 3) or
|
||
(LRLLevel.Field[Position.x, Position.y].Image = 4);
|
||
Command := 10;
|
||
Continue;
|
||
end;
|
||
|
||
if LRLLevel.Field[Position.x, Position.y].Image = 4 then
|
||
if Controller = 2 then
|
||
if Prizes = 0 then
|
||
begin
|
||
Inc(Prizes);
|
||
LRLLevel.Field[Position.x, Position.y].Image := 1;
|
||
LRLLevel.Field[Position.x, Position.y].Flags := BrickFlags[2];
|
||
end else else
|
||
begin
|
||
Dec(TotalPrizes);
|
||
LRLScore := LRLScore + 100 * Longint(LRLCLevel);
|
||
LRLLevel.Field[Position.x, Position.y].Image := 1;
|
||
LRLLevel.Field[Position.x, Position.y].Flags := BrickFlags[2];
|
||
end;
|
||
|
||
if (i = 1) then
|
||
begin
|
||
if (TotalPrizes = 0) and (Position.y = 1) and
|
||
(LRLLevel.Field[Position.x, Position.y].Image = 2) then
|
||
begin
|
||
EndOfGame := True;
|
||
GameResult := 10;
|
||
Exit;
|
||
end;
|
||
for k := 2 to 10 do
|
||
if (LRLLevel.Player[k].Controller <> 0) then
|
||
if (LRLLevel.Player[k].Position.x = Position.x) and
|
||
(LRLLevel.Player[k].Position.y = Position.y) then
|
||
begin
|
||
EndOfGame := True;
|
||
GameResult := 2;
|
||
Exit;
|
||
end;
|
||
end;
|
||
if (LRLLevel.Field[Position.x, Position.y].Flags and 1 <> 0) then
|
||
begin
|
||
if (Controller = 2) then
|
||
begin
|
||
if Prizes <> 0 then
|
||
begin
|
||
Prizes := 0;
|
||
LRLLevel.Field[Position.x, Position.y - 1].Image := 4;
|
||
LRLLevel.Field[Position.x, Position.y - 1].Flags := BrickFlags[8];
|
||
end;
|
||
end;
|
||
end;
|
||
if Controller = 2 then
|
||
spd := 2
|
||
else
|
||
spd := 3;
|
||
|
||
if (LRLLevel.Field[Position.x, Position.y + 1].Flags and 4 <> 0) and
|
||
(LRLLevel.Field[Position.x, Position.y].Image <> 3) and
|
||
((LRLLevel.Field[Position.x, Position.y].Image <> 2) or
|
||
(LRLLevel.Field[Position.x, Position.y].Flags and 16 <> 0)) and
|
||
(Position.y < 16) then
|
||
begin
|
||
k := 2;
|
||
while k <= 10 do
|
||
if (k <> i) and (LRLLevel.Player[k].Controller <> 0) and
|
||
(LRLLevel.Player[k].Position.x = Position.x) and
|
||
(LRLLevel.Player[k].Position.y = Position.y + 1) and
|
||
(Position.y < 16) then
|
||
begin
|
||
k := 100;
|
||
Break;
|
||
end else
|
||
Inc(k);
|
||
|
||
if k <> 100 then
|
||
begin
|
||
NewCommand := 5;
|
||
NewCommandWas := True;
|
||
end;
|
||
end;
|
||
|
||
if NewCommandWas then
|
||
begin
|
||
if (NewCommand <> Command) and (Command <> 5) then
|
||
begin
|
||
Command := NewCommand;
|
||
Sprite := 1;
|
||
end;
|
||
NewCommandWas := False;
|
||
end;
|
||
|
||
if (Command = 1) then
|
||
begin
|
||
if (LRLLevel.Field[Position.x, Position.y].Image = 3) then
|
||
begin
|
||
if Position.xoffs < 1 then
|
||
begin
|
||
if ((LRLLevel.Field[Position.x - 1, Position.y].Flags and 8 = 0) and
|
||
(LRLLevel.Field[Position.x - 1, Position.y].Image <> 3)) or
|
||
(LRLLevel.Field[Position.x, Position.y].Image <> 3) or (Position.x = 1) then
|
||
begin
|
||
Command := 10;
|
||
Position.xoffs := 0;
|
||
end;
|
||
end;
|
||
if (Command <> 10) and (SpriteData <> 6) then
|
||
begin
|
||
SpriteData := 6;
|
||
Sprite := 1;
|
||
end;
|
||
end else
|
||
begin
|
||
if Position.xoffs < 1 then
|
||
begin
|
||
if (LRLLevel.Field[Position.x - 1, Position.y].Flags and 8 = 0) or (Position.x = 1) then
|
||
begin
|
||
Command := 10;
|
||
Position.xoffs := 0;
|
||
end;
|
||
end;
|
||
if (Command <> 10) and (SpriteData <> 1) then SpriteData := 1;
|
||
end;
|
||
|
||
if Command <> 10 then
|
||
begin
|
||
k := 1;
|
||
while (k > 0) do
|
||
begin
|
||
Inc(k);
|
||
if k = 11 then
|
||
begin
|
||
if (SpriteData = 6) then
|
||
begin
|
||
if (Sprite = 2) then Dec(Position.xoffs, 5) else
|
||
if (Sprite = 3) then Dec(Position.xoffs, 1);
|
||
end else
|
||
Dec(Position.xoffs, spd);
|
||
Break;
|
||
end;
|
||
if (k <> i) and (i <> 1) and
|
||
(LRLLevel.Player[k].Controller <> 0) and
|
||
(LRLLevel.Player[k].Position.x = Position.x - 1) and
|
||
(LRLLevel.Player[k].Position.y = Position.y) then
|
||
begin
|
||
Command := 10;
|
||
Break;
|
||
end;
|
||
end;
|
||
end;
|
||
end;
|
||
|
||
if (Command = 2) then
|
||
begin
|
||
if (LRLLevel.Field[Position.x, Position.y].Image = 3) then
|
||
begin
|
||
if Position.xoffs > -1 then
|
||
begin
|
||
if ((LRLLevel.Field[Position.x + 1, Position.y].Flags and 8 = 0) and
|
||
(LRLLevel.Field[Position.x + 1, Position.y].Image <> 3)) or
|
||
(LRLLevel.Field[Position.x, Position.y].Image <> 3) or (Position.x = 30) then
|
||
begin
|
||
Command := 10;
|
||
Position.xoffs := 0;
|
||
end;
|
||
end;
|
||
if (Command <> 10) and (SpriteData <> 7) then
|
||
begin
|
||
SpriteData := 7;
|
||
Sprite := 1;
|
||
end;
|
||
end
|
||
else
|
||
begin
|
||
if Position.xoffs > -1 then
|
||
begin
|
||
if (LRLLevel.Field[Position.x + 1, Position.y].Flags and 8 = 0) or (Position.x = 30) then
|
||
begin
|
||
Command := 10;
|
||
Position.xoffs := 0;
|
||
end;
|
||
end;
|
||
if (Command <> 10) and (SpriteData <> 2) then
|
||
SpriteData := 2;
|
||
end;
|
||
if Command <> 10 then
|
||
begin
|
||
k := 1;
|
||
while (k > 0) do
|
||
begin
|
||
Inc(k);
|
||
if k = 11 then
|
||
begin
|
||
if (SpriteData = 7) then
|
||
begin
|
||
if (Sprite = 2) then
|
||
Inc(Position.xoffs, 5);
|
||
if (Sprite = 3) then
|
||
Inc(Position.xoffs, 1);
|
||
end
|
||
else
|
||
Inc(Position.xoffs, spd);
|
||
Break;
|
||
end;
|
||
if (k <> i) and (i <> 1) and (LRLLevel.Player[k].Controller <> 0) then
|
||
if (LRLLevel.Player[k].Position.x = Position.x + 1) and
|
||
(LRLLevel.Player[k].Position.y = Position.y) then
|
||
begin
|
||
Command := 10;
|
||
Break;
|
||
end;
|
||
end;
|
||
end;
|
||
end;
|
||
|
||
if (Command = 3) then
|
||
begin
|
||
if Position.yoffs < 1 then
|
||
begin
|
||
if ((LRLLevel.Field[Position.x, Position.y].Image <> 2) or
|
||
(LRLLevel.Field[Position.x, Position.y].Flags and 16 <> 0)) or
|
||
((LRLLevel.Field[Position.x, Position.y - 1].Flags and 4 = 0) and
|
||
((LRLLevel.Field[Position.x, Position.y - 1].Image <> 2) or
|
||
(LRLLevel.Field[Position.x, Position.y - 1].Flags and 16 <> 0))) or
|
||
(Position.y < 2) then
|
||
begin
|
||
Command := 10;
|
||
Position.yoffs := 0;
|
||
end;
|
||
end;
|
||
if (Command <> 10) and (SpriteData <> 3) then
|
||
SpriteData := 3;
|
||
if Command <> 10 then
|
||
begin
|
||
k := 1;
|
||
while (k > 0) do
|
||
begin
|
||
Inc(k);
|
||
if k = 11 then
|
||
begin
|
||
Dec(Position.yoffs, spd);
|
||
Break;
|
||
end;
|
||
if (k <> i) and (i <> 1) and (LRLLevel.Player[k].Controller <> 0) then
|
||
if (LRLLevel.Player[k].Position.y = Position.y - 1) and
|
||
(LRLLevel.Player[k].Position.x = Position.x) then
|
||
begin
|
||
Command := 10;
|
||
Break;
|
||
end;
|
||
end;
|
||
end;
|
||
end;
|
||
|
||
if (Command = 4) then
|
||
begin
|
||
if (LRLLevel.Field[Position.x, Position.y].Image = 3) and
|
||
((LRLLevel.Field[Position.x, Position.y + 1].Image <> 2) or
|
||
(LRLLevel.Field[Position.x, Position.y + 1].Flags and 16 <> 0)) and
|
||
(Position.y < 16) then
|
||
begin
|
||
Command := 5;
|
||
Sprite := 1;
|
||
if (LRLLevel.Field[Position.x, Position.y + 1].Flags and 4 <> 0) then
|
||
Inc(Position.yoffs);
|
||
end
|
||
else
|
||
begin
|
||
if Position.yoffs > -1 then
|
||
begin
|
||
if (((LRLLevel.Field[Position.x, Position.y + 1].Image <> 2) or
|
||
(LRLLevel.Field[Position.x, Position.y + 1].Flags and 16 <> 0)) and
|
||
(LRLLevel.Field[Position.x, Position.y + 1].Flags and 4 = 0)) or
|
||
(Position.y = 16) then
|
||
begin
|
||
Command := 10;
|
||
Position.yoffs := 0;
|
||
end;
|
||
end;
|
||
if (Command <> 10) and (SpriteData <> 4) then
|
||
SpriteData := 4;
|
||
if Command <> 10 then
|
||
begin
|
||
k := 1;
|
||
while (k > 0) do
|
||
begin
|
||
Inc(k);
|
||
if k = 11 then
|
||
begin
|
||
Inc(Position.yoffs, spd);
|
||
Break;
|
||
end;
|
||
if (k <> i) and (i <> 1) and (LRLLevel.Player[k].Controller <> 0) then
|
||
if (LRLLevel.Player[k].Position.y = Position.y + 1) and
|
||
(LRLLevel.Player[k].Position.x = Position.x) then
|
||
begin
|
||
Command := 10;
|
||
Break;
|
||
end;
|
||
end;
|
||
end;
|
||
end;
|
||
end;
|
||
|
||
if (Command = 5) then
|
||
begin
|
||
if Position.yoffs < 1 then
|
||
begin
|
||
if (LRLLevel.Field[Position.x, Position.y + 1].Flags and 4 = 0) or
|
||
(Position.y = 16) or (LRLLevel.Field[Position.x, Position.y].Image = 3) or
|
||
((LRLLevel.Field[Position.x, Position.y].Flags and 1 <> 0) and (i <> 1)) then
|
||
begin
|
||
Command := 10;
|
||
if (LRLLevel.Field[Position.x, Position.y].Image = 3) then
|
||
SpriteData := 5;
|
||
Position.yoffs := 0;
|
||
Position.xoffs := 0;
|
||
end;
|
||
for k := 2 to 10 do
|
||
if (k <> i) and (LRLLevel.Player[k].Controller <> 0) then
|
||
if (LRLLevel.Player[k].Position.x = Position.x) and
|
||
(LRLLevel.Player[k].Position.y = Position.y + 1) and
|
||
(LRLLevel.Field[Position.x, Position.y + 1].Flags and 1 <> 0) and
|
||
(Position.y < 16) then
|
||
begin
|
||
Command := 10;
|
||
Position.yoffs := 0;
|
||
Break;
|
||
end;
|
||
end;
|
||
if (Command <> 10) and (SpriteData <> 5) then
|
||
begin
|
||
SpriteData := 5;
|
||
Sprite := 1;
|
||
end;
|
||
if Command <> 10 then
|
||
begin
|
||
Inc(Position.yoffs, 2);
|
||
end;
|
||
end;
|
||
|
||
if (Command = 6) then
|
||
begin
|
||
if (Position.y < 16) and (Position.x > 1) and
|
||
(LRLLevel.Field[Position.x - 1, Position.y + 1].Image = 9) and
|
||
(LRLLevel.Field[Position.x - 1, Position.y + 1].Flags and 1 = 0) and
|
||
(((LRLLevel.Field[Position.x - 1, Position.y].Image = 1) or
|
||
(LRLLevel.Field[Position.x - 1, Position.y].Flags and 1 <> 0)) or
|
||
(LRLLevel.Field[Position.x - 1, Position.y].Flags and 16 <> 0)) then
|
||
begin
|
||
NewCommandWas := True;
|
||
for k := 2 to 10 do
|
||
if (k <> i) and (LRLLevel.Player[k].Controller <> 0) then
|
||
if (LRLLevel.Player[k].Position.x = Position.x - 1) and
|
||
(LRLLevel.Player[k].Position.y = Position.y) then
|
||
begin
|
||
NewCommandWas := False;
|
||
Break;
|
||
end;
|
||
if NewCommandWas then
|
||
begin
|
||
LRLLevel.Field[Position.x - 1, Position.y + 1].Flags :=
|
||
LRLLevel.Field[Position.x - 1, Position.y + 1].Flags or 1;
|
||
Position.xoffs := 0;
|
||
SpriteData := 8;
|
||
NewCommandWas := False;
|
||
end;
|
||
end;
|
||
Command := 10;
|
||
end;
|
||
|
||
if (Command = 7) then
|
||
begin
|
||
if (Position.y < 16) and (Position.x < 30) and
|
||
(LRLLevel.Field[Position.x + 1, Position.y + 1].Image = 9) and
|
||
(LRLLevel.Field[Position.x + 1, Position.y + 1].Flags and 1 = 0) and
|
||
(((LRLLevel.Field[Position.x + 1, Position.y].Image = 1) or
|
||
(LRLLevel.Field[Position.x + 1, Position.y].Flags and 1 <> 0)) or
|
||
(LRLLevel.Field[Position.x + 1, Position.y].Flags and 16 <> 0)) then
|
||
begin
|
||
NewCommandWas := True;
|
||
for k := 2 to 10 do
|
||
if (k <> i) and (LRLLevel.Player[k].Controller <> 0) then
|
||
if (LRLLevel.Player[k].Position.x = Position.x + 1) and
|
||
(LRLLevel.Player[k].Position.y = Position.y) then
|
||
begin
|
||
NewCommandWas := False;
|
||
Break;
|
||
end;
|
||
if NewCommandWas then
|
||
begin
|
||
LRLLevel.Field[Position.x + 1, Position.y + 1].Flags :=
|
||
LRLLevel.Field[Position.x + 1, Position.y + 1].Flags or 1;
|
||
Position.xoffs := 0;
|
||
SpriteData := 9;
|
||
NewCommandWas := False;
|
||
end;
|
||
end;
|
||
Command := 10;
|
||
end;
|
||
|
||
if (Command = 1) or (Command = 2) then
|
||
if Position.yoffs < 0 then Inc(Position.yoffs) else
|
||
if Position.yoffs > 0 then Dec(Position.yoffs);
|
||
|
||
if (Command = 3) or (Command = 4) or (Command = 5) then
|
||
if Position.xoffs < 0 then Inc(Position.xoffs) else
|
||
if Position.xoffs > 0 then Dec(Position.xoffs);
|
||
|
||
if Command < 6 then
|
||
begin
|
||
Inc(Sprite);
|
||
if Sprite > LRLFigure[Colour, SpriteData].ImageCount then Sprite := 1;
|
||
if Position.xoffs < -4 then
|
||
begin
|
||
Dec(Position.x);
|
||
Position.xoffs := 10 + Position.xoffs;
|
||
end;
|
||
if Position.xoffs > 5 then
|
||
begin
|
||
Inc(Position.x);
|
||
Position.xoffs := Position.xoffs - 10;
|
||
end;
|
||
if Position.yoffs < -4 then
|
||
begin
|
||
Dec(Position.y);
|
||
Position.yoffs := 10 + Position.yoffs;
|
||
end;
|
||
if Position.yoffs > 5 then
|
||
begin
|
||
Inc(Position.y);
|
||
Position.yoffs := Position.yoffs - 10;
|
||
end;
|
||
end;
|
||
end;
|
||
end;
|
||
end;
|
||
end;
|
||
|
||
|
||
procedure LRLUpdateBricks;
|
||
var
|
||
i, j, k: Integer;
|
||
begin
|
||
for i := 1 to 16 do
|
||
for j := 1 to 30 do
|
||
begin
|
||
if LRLLevel.Field[j, i].Flags and 1 <> 0 then
|
||
begin
|
||
if LRLLevel.Field[j, i].Count = 1 then
|
||
begin
|
||
LRLLevel.Field[j, i].Flags := LRLLevel.Field[j, i].Flags and $FF - 2;
|
||
LRLLevel.Field[j, i].Flags := LRLLevel.Field[j, i].Flags or 4 + 8;
|
||
end;
|
||
if LRLLevel.Field[j, i].IdleCount = 0 then
|
||
begin
|
||
Inc(LRLLevel.Field[j, i].Count);
|
||
if LRLLevel.Field[j, i].Count < 6 then
|
||
begin
|
||
for k := 2 to 10 do
|
||
if (LRLLevel.Player[k].Controller <> 0) then
|
||
if (LRLLevel.Player[k].Position.x = j) and
|
||
(LRLLevel.Player[k].Position.y = i - 1) then
|
||
begin
|
||
LRLLevel.Field[j, i].Count := 13 - LRLLevel.Field[j, i].Count;
|
||
LRLLevel.Field[j, i].Flags := LRLLevel.Field[j, i].Flags or 2;
|
||
LRLLevel.Field[j, i].Flags := LRLLevel.Field[j, i].Flags and $FE - 4 - 8;
|
||
LRLLevel.Field[j, i].Count := 1;
|
||
Break;
|
||
end;
|
||
end;
|
||
if LRLLevel.Field[j, i].Count = 6 then
|
||
begin
|
||
LRLLevel.Field[j, i].IdleCount := 100;
|
||
end;
|
||
end
|
||
else
|
||
Dec(LRLLevel.Field[j, i].IdleCount);
|
||
if LRLLevel.Field[j, i].Count = 12 then
|
||
begin
|
||
LRLLevel.Field[j, i].Flags := LRLLevel.Field[j, i].Flags or 2;
|
||
LRLLevel.Field[j, i].Flags := LRLLevel.Field[j, i].Flags and $FE - 4 - 8;
|
||
LRLLevel.Field[j, i].Count := 1;
|
||
end;
|
||
end;
|
||
end;
|
||
end;
|
||
|
||
|
||
procedure LRLComputerPlayer;
|
||
var
|
||
k, l, m, f1, f2, i, j: Integer;
|
||
begin
|
||
if ComputerTurn >= ComputerReaction then
|
||
begin
|
||
ComputerTurn := 0;
|
||
for k := 1 to 10 do
|
||
begin
|
||
with LRLLevel.Player[k] do
|
||
begin
|
||
if Controller = 2 then
|
||
begin
|
||
NewCommandWas := True;
|
||
NewCommand := 10;
|
||
if (Position.y > LRLLevel.Player[1].Position.y) then
|
||
begin
|
||
if ((LRLLevel.Field[Position.x, Position.y].Image = 2) and
|
||
(LRLLevel.Field[Position.x, Position.y].Flags and 16 = 0) and
|
||
((LRLLevel.Field[Position.x, Position.y - 1].Image = 2) or
|
||
(LRLLevel.Field[Position.x, Position.y - 1].Flags and 4 <> 0)) and
|
||
(Position.y > 1)) then
|
||
begin
|
||
NewCommand := 3;
|
||
end
|
||
else
|
||
begin
|
||
m := 1;
|
||
l := Position.x;
|
||
i := 1;
|
||
while i <> 0 do
|
||
begin
|
||
l := l + i;
|
||
if ((LRLLevel.Field[l, Position.y].Image = 2) and
|
||
(LRLLevel.Field[l, Position.y].Flags and 16 = 0)) and
|
||
((LRLLevel.Field[l, Position.y - 1].Image = 2) and
|
||
(LRLLevel.Field[l, Position.y - 1].Flags and 16 = 0)) and (Position.y <> 1) then
|
||
begin
|
||
if m = 0 then
|
||
begin
|
||
f2 := Position.x - l;
|
||
Break;
|
||
end;
|
||
m := 0;
|
||
i := not i + 1;
|
||
f1 := l - Position.x;
|
||
l := Position.x;
|
||
end
|
||
else
|
||
if (LRLLevel.Field[l, Position.y].Flags and 8 = 0) or (l > 30) or (l < 1) then
|
||
begin
|
||
if m = 0 then
|
||
begin
|
||
f2 := 100;
|
||
Break;
|
||
end;
|
||
m := 0;
|
||
i := not i + 1;
|
||
l := Position.x;
|
||
f1 := 100;
|
||
end;
|
||
end;
|
||
if (f1 = 100) and (f2 = 100) then
|
||
NewCommand := 10
|
||
else
|
||
begin
|
||
if f1 > f2 then
|
||
NewCommand := 1
|
||
else
|
||
NewCommand := 2;
|
||
end;
|
||
end;
|
||
end
|
||
else
|
||
if (Position.y < LRLLevel.Player[1].Position.y) then
|
||
begin
|
||
if (((LRLLevel.Field[Position.x, Position.y + 1].Image = 2) and
|
||
(LRLLevel.Field[Position.x, Position.y + 1].Flags and 16 = 0)) or
|
||
(LRLLevel.Field[Position.x, Position.y + 1].Flags and 4 <> 0)) and
|
||
(Position.y < 16) and (LRLLevel.Field[Position.x, Position.y + 1].Flags and 1 = 0) then
|
||
begin
|
||
NewCommand := 4;
|
||
end
|
||
else
|
||
begin
|
||
m := 1;
|
||
l := Position.x;
|
||
i := 1;
|
||
while i <> 0 do
|
||
begin
|
||
l := l + i;
|
||
if ((LRLLevel.Field[l, Position.y + 1].Image = 2) and
|
||
(LRLLevel.Field[l, Position.y + 1].Flags and 16 = 0)) or
|
||
((LRLLevel.Field[l, Position.y + 1].Flags and 4 <> 0) and
|
||
(LRLLevel.Field[l, Position.y + 1].Flags and 1 = 0)) then
|
||
begin
|
||
if m = 0 then
|
||
begin
|
||
f2 := Position.x - l;
|
||
Break;
|
||
end;
|
||
m := 0;
|
||
i := not i + 1;
|
||
f1 := l - Position.x;
|
||
l := Position.x;
|
||
end
|
||
else
|
||
if (LRLLevel.Field[l, Position.y].Flags and 8 = 0) or (l > 30) or (l < 1) then
|
||
begin
|
||
if m = 0 then
|
||
begin
|
||
f2 := 100;
|
||
Break;
|
||
end;
|
||
m := 0;
|
||
i := not i + 1;
|
||
l := Position.x;
|
||
f1 := 100;
|
||
end;
|
||
end;
|
||
if (f1 = 100) and (f2 = 100) then
|
||
NewCommand := 10
|
||
else
|
||
begin
|
||
if f1 > f2 then
|
||
NewCommand := 1
|
||
else
|
||
NewCommand := 2;
|
||
end;
|
||
end;
|
||
end
|
||
else
|
||
begin
|
||
if (Position.x > LRLLevel.Player[1].Position.x) then
|
||
NewCommand := 1;
|
||
if (Position.x < LRLLevel.Player[1].Position.x) then
|
||
NewCommand := 2;
|
||
end;
|
||
end;
|
||
end;
|
||
end;
|
||
end
|
||
else
|
||
Inc(ComputerTurn);
|
||
end;
|
||
|
||
|
||
function LRLPlayLevel(Number: Byte): Word;
|
||
var
|
||
Keypress: Word;
|
||
i: Word;
|
||
L, C: Longword;
|
||
begin
|
||
Randomize;
|
||
ComputerReaction := 1;
|
||
LRLLoadLevel(Number);
|
||
|
||
if LRLCLevel <> Number then
|
||
begin
|
||
GameResult := 50;
|
||
Exit;
|
||
end;
|
||
if LRLLevel.Player[1].Controller <> 1 then
|
||
begin
|
||
GameResult := 60;
|
||
Exit;
|
||
end;
|
||
|
||
TimeToRefresh := True;
|
||
GameStarted := False;
|
||
GameResult := 0;
|
||
Paused := False;
|
||
EndOfGame := False;
|
||
|
||
LRLStartSequence;
|
||
|
||
Keypress := 0;
|
||
L := 0;
|
||
|
||
repeat
|
||
C := LastDosTick();
|
||
if L <> C then
|
||
begin
|
||
L := C;
|
||
if GameStarted and not Paused then
|
||
begin
|
||
LRLComputerPlayer;
|
||
LRLUpdatePlayers;
|
||
LRLUpdateBricks;
|
||
end;
|
||
LRLRedrawLevel;
|
||
ScreenApply(LRLScreen^);
|
||
end else
|
||
Sleep(20);
|
||
|
||
if Keypressed then
|
||
begin
|
||
Keypress := ReadKey;
|
||
GameStarted := True;
|
||
Paused := False;
|
||
|
||
for i := 0 to ControlNumber - 1 do
|
||
if KeyboardControls[i * 3 + 1] = Keypress then
|
||
begin
|
||
LRLLevel.Player[KeyboardControls[i * 3 + 2]].NewCommand := KeyboardControls[i * 3 + 3];
|
||
LRLLevel.Player[KeyboardControls[i * 3 + 2]].NewCommandWas := True;
|
||
end;
|
||
|
||
if (Keypress = $50) or (Keypress = $70) then
|
||
Paused := True;
|
||
end;
|
||
until (Keypress = $1B) or EndOfGame;
|
||
|
||
if EndOfGame then
|
||
LRLEndSequence else
|
||
GameResult := 100;
|
||
end;
|
||
|
||
end.
|