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At line 23 changed 14 lines
:DRAW7; directly manipulates the screen bytes to PLOT a point in the specified color. It's considerably faster than the built-in Atari PLOT function.
FASTDRAW is a high speed technique to put a high resolution picture on the screen. It does direct byte manipulation of the screen with no math involved, so it is considerably faster than even DRAW7. The value of each byte that makes up the picture is stored in a byte array, and the width, height, x and y coordinates must be passed to the procedure.
The picture itself is generated using Drawpic from Artworx. Drawpic turns the picture you design on the screen into BASIC DATA statements, which can be listed to disk; the format can then be modified to fit into an ACTION! program.
MOVEIT moves the player/missile shape defined by byte array SHAPE and player number WHICH to the specified position on the screen.
BOARDDRAW draws the initial board. It uses FASTDRAW and the byte array BLK to put the squares with letter A on the board.
TESTCOL tests for collisions between the various players by sampling the hardware collision registers. It waits for a whole screen to be drawn, then transfers the contents of the collision registers to temporary locations in RAM. The collision registers are then cleared. Checking for collisions is actually done by looking at the temporary locations.
LLOC performs the same function as LOCATE, but much faster.
GOTBUMPED processes the collisions of the enemy players and a mine. The explosion sounds and flashing of the obliterated player are handled by repeated calls to this procedure. It also removes the enemy player from the board and positions is back in its original corner.
MUNCH detects collisions between your player and the energy pellets. It also keeps the sound going and erases the eaten pellet.
CHANGEDIR decides whether to change the direction of an enemy player. It also checks to see if the player can move in the indicated direction. This procedure is only called when the player is in an intersection.
SMARTS determines whether the enemy players are in an intersection.
OUCH is called if your player is caught by an enemy.
CHASE calls SMARTS for each layer, and moves the player if it hasn't been destroyed by a mine.
MOVEMAN reads the joystick and moves your player. It checks to see if you can move in the direction you want. If not, then you continue in the direction you are traveling. Thus, you can push the stick in the desired direction before you get to an intersection and then move in that direction when you hit the intersection.
__DRAW7__ directly manipulates the screen bytes to PLOT a point in the specified color. It's considerably faster than the built-in Atari PLOT function.
At line 38 changed one line
Avid ACTION! programmer David Plotkin is a veteran of the Antic program submission procedure and, on the side, a chemical engineer for Standard Oil of California.
__FASTDRAW__ is a high speed technique to put a high resolution picture on the screen. It does direct byte manipulation of the screen with no math involved, so it is considerably faster than even __DRAW7__. The value of each byte that makes up the picture is stored in a byte array, and the width, height, x and y coordinates must be passed to the procedure.
At line 27 added one line
The picture itself is generated using __Drawpic__ from Artworx. Drawpic turns the picture you design on the screen into BASIC DATA statements, which can be listed to disk; the format can then be modified to fit into an ACTION! program.
At line 29 added one line
__MOVEIT__ moves the player/missile shape defined by byte array __SHAPE__ and player number __WHICH__ to the specified position on the screen.
At line 31 added one line
__BOARDDRAW__ draws the initial board. It uses __FASTDRAW__ and the byte array BLK to put the squares with letter A on the board.
At line 33 added 19 lines
__TESTCOL__ tests for collisions between the various players by sampling the hardware collision registers. It waits for a whole screen to be drawn, then transfers the contents of the collision registers to temporary locations in RAM. The collision registers are then cleared. Checking for collisions is actually done by looking at the temporary locations.
__LLOC__ performs the same function as LOCATE, but much faster.
__GOTBUMPED__ processes the collisions of the enemy players and a mine. The explosion sounds and flashing of the obliterated player are handled by repeated calls to this procedure. It also removes the enemy player from the board and positions is back in its original corner.
__MUNCH__ detects collisions between your player and the energy pellets. It also keeps the sound going and erases the eaten pellet.
__CHANGEDIR__ decides whether to change the direction of an enemy player. It also checks to see if the player can move in the indicated direction. This procedure is only called when the player is in an intersection.
__SMARTS__ determines whether the enemy players are in an intersection.
__OUCH__ is called if your player is caught by an enemy.
__CHASE__ calls __SMARTS__ for each layer, and moves the player if it hasn't been destroyed by a mine.
__MOVEMAN__ reads the joystick and moves your player. It checks to see if you can move in the direction you want. If not, then you continue in the direction you are traveling. Thus, you can push the stick in the desired direction before you get to an intersection and then move in that direction when you hit the intersection.
''Avid ACTION! programmer David Plotkin is a veteran of the __Antic__ program submission procedure and, on the side, a chemical engineer for Standard Oil of California.''
At line 53 added 417 lines
{{{
; AMAZING
; BY DAVID PLOTKIN
; ANTIC MAGAZINE
MODULE
CARD SCRLOC=88,HIMEM=$2E5,
PM_BASEADR,ADRES,ADRESB,SCORE=[0]
INT DIRX=[2],DIRY=[0],XDIR,YDIR
INT ARRAY PXDR=[0 0 0 0],
PYDR=[0 0 0 0]
BYTE T=$DA,VCOUNT=$D40B,
PMHITCLR=$D01E,DMACTL=$22F,
GRACTL=$D01D,PMBASE=$D407,
PRIORITY=$26F,X0,Y0,COUNT=[0],
LV=[5],FT=[150],CD=[20],
PCLRM=711,COLR0=708,LOUD=[0],
COLR1=709,COLR2=710,COLR4=712,
FATE=53770,CURSH=752,
TXTROW=656,TXTCOL=657,LVL=[1],
SND1=$D20F,SND2=$D208
BYTE ARRAY YLOCL(80),
YLOCH(80),RSH2(160),
PMHPOS(8)=$D000,
PX(4)=[0 0 0 0],PY(4)=[0 0 0 0],
BEGX(4)=[0 52 52 196],
BEGY(4)=[0 38 166 38],
PM_WIDTH(5)=$D008,PLPTR,
PM_MISMASK(4)=[$FC $F3 $CF $3F],
PCOLR(4)=704,PMTOPF(8)=$D000,
PMTOP(8)=$D008,PFCOL(8),PCOL(8)
BYTE ARRAY BM(0)=[$C0 $30 $C $3],
CM(0)=[$0 $55 $AA $FF],
CHMP1(0)=[0 0 129 129 66 66 36 36
24 24 24 24 36 36 66 66 129 129 0 0],
CHMP2(0)=[0 0 129 129 66 66 60 36
36 36 36 36 36 60 66 66 129 129 0 0],
CRT(0)=[0 0 129 129 129 195 90 126
126 165 165 126 126 90 195 129 129
129 0 0],
MSTATUS(0)=[0 0 0 0],ESTAT(4),
MX(0)=[0 0 0 0],MY(0)=[0 0 0 0],
BLK(0)=['U'U'U'U'Z'¥'Y'e'Z'¥'Y'e'U
'U'U'U];WIDTH=2,HEIGHT=8
BYTE ARRAY LINE,DUM
BYTE LOW=LINE,HIGH=LINE+1
PROC DLAY(CARD WAIT)
CARD COUNT
FOR COUNT=0 TO WAIT DO OD RETURN
PROC INIT7()
BYTE LOW1,HIGH1,I CARD SCREEN=LOW1
GRAPHICS(7) COLR0=44 COLR1=196
COLR2=106 COLR4=0 SCREEN=SCRLOC I=0
WHILE I<80 DO YLOCL(I)=LOW1
YLOCH(I)=HIGH1 SCREEN=SCREEN+40 I=I+1
OD
I=0 WHILE I<160 DO RSH2(I)=I RSH 2
I=I+1
OD
RETURN
INT FUNC HSTICK(BYTE PORT)
BYTE ARRAY PORTS(4)=$278
INT ARRAY VALUE(4)=[0 1 $FFFF 0]
RETURN (VALUE((PORTS(PORT)&$C) RSH 2))
INT FUNC VSTICK(BYTE PORT)
BYTE ARRAY PORTS(4)=$278
INT ARRAY VALUE(4)=[0 1 $FFFF 0]
RETURN (VALUE(PORTS(PORT)&3))
PROC UPDATE()
TXTROW=1 TXTCOL=12 PRINTC(SCORE)
RETURN
PROC UPDATESHIP()
BYTE LOOP5
TXTROW=1
FOR LOOP5=1 TO 5 DO TXTCOL=31+LOOP5
IF LV>=LOOP5 THEN PRINT("o")
ELSE PRINT(" ")
FI OD RETURN
PROC DRAW7(BYTE X,Y,CLR)
BYTE X1=$A0,Y1=$A1,CLR1=$A2
LOW=YLOCL(Y1)
HIGH=YLOCH(Y1)
T=RSH2(X1)
LINE(T)=(((BM(X1&3)!$FF)&LINE(T))%
(BM(X1&3)&CM(CLR1)))
RETURN
PROC FASTDRAW(BYTE ARRAY PICTURE
BYTE WIDTH,HEIGHT,XX,YY)
BYTE LCTR1,LCTR2 CARD LCTR3
FOR LCTR1=0 TO HEIGHT-1
DO LOW=YLOCL(YY+LCTR1) HIGH=YLOCH(YY+LCTR1)
LCTR2=XX+WIDTH
LCTR3=(LCTR1+1)*WIDTH-1
DO
LINE(LCTR2)=PICTURE(LCTR3)
LCTR3==-1 LCTR2==-1
UNTIL LCTR2=XX
OD
OD RETURN
PROC PMGRAPHICS()
ZERO(PMHPOS,8)
ZERO(PM_WIDTH,5)
DMACTL=$3E PCOLR(0)=52
PM_BASEADR=(HIMEM-$800)&$F800
PMBASE=PM_BASEADR RSH 8
HIMEM=PM_BASEADR+768
PRIORITY==&$C0%17 GRACTL=3
RETURN
CARD FUNC PMADR(BYTE N)
IF N>=4 THEN N=0 ELSE N==+1 FI
RETURN(PM_BASEADR+768+(N*$100))
PROC PMCLEAR(BYTE N)
CARD CTR
BYTE ARRAY PLAYADR
PLAYADR=PMADR(N)
IF N<4 THEN ZERO(PLAYADR,$100)
ELSE N==-4
FOR CTR=0 TO $100-1
DO PLAYADR(CTR)==&PM_MISMASK(N) OD
FI
RETURN
PROC WINDOW()
BYTE LOOP5
TXTROW=0 TXTCOL=0 CURSH=1
PRINT
("i-------------------------------------i")
FOR LOOP5=1 TO 2 DO
TXTROW=LOOP5 TXTCOL=0 PRINT("|")
TXTCOL=38 PRINT("|")
OD TXTROW=3 TXTCOL=0
PRINT
("!-------------------------------------!")
TXTROW=1 TXTCOL=3 PRINT("SCORE: ")
UPDATE() TXTCOL=20 PRINT("MEN LEFT: ")
UPDATESHIP()
RETURN
PROC MOVEIT(BYTE ARRAY SHAPE BYTE
WHICH,NUM,XX,YY)
ADRES=PMADR(WHICH)+YY
MOVEBLOCK(ADRES,SHAPE,NUM)
PMHPOS(WHICH)=XX
RETURN
PROC PUTMAN()
BYTE LP
FOR LP=0 TO 3 DO
MSTATUS(LP)=0 ESTAT(LP)=0 OD
X0=120 Y0=102 MOVEIT(CHMP1,0,20,X0,Y0)
FOR LP=1 TO 3 DO
PX(LP)=BEGX(LP) PY(LP)=BEGY(LP)
MOVEIT(CRT,LP,20,PX(LP),PY(LP)) OD
RETURN
PROC BORDER()
BYTE L1,L2
FOR L1=0 TO 159 DO
FOR L2=0 TO 3 DO
DRAW7(L1,L2,1) DRAW7(L1,L2+76,1)
OD OD
FOR L1=0 TO 79 DO
FOR L2=0 TO 3 DO
DRAW7(L2,L1,1) DRAW7(L2+156,L1,1)
OD OD
RETURN
PROC DOTS()
BYTE L1,L2
FOR L2=8 TO 72 STEP 16 DO
FOR L1=8 TO 156 STEP 8 DO
DRAW7(L1,L2,3) OD OD
FOR L2=16 TO 72 STEP 16 DO
FOR L1=8 TO 156 STEP 16 DO
DRAW7(L1,L2,3) OD OD
RETURN
PROC BOARDDRAW()
BYTE L1,L2
BORDER()
FOR L1=2 TO 36 STEP 4 DO
FOR L2=12 TO 68 STEP 16 DO
FASTDRAW(BLK,2,8,L1,L2)OD OD
DOTS()
RETURN
PROC TESTCOL()
BYTE LL
FOR LL=0 TO 7 DO
PFCOL(LL)=0 PCOL(LL)=0 OD
DO UNTIL VCOUNT&128 OD
FOR LL=0 TO 7 DO
PFCOL(LL)=PMTOPF(LL)
PCOL(LL)=PMTOP(LL) OD
PMHITCLR=1
RETURN
BYTE FUNC PMHIT(BYTE N,CNUM)
IF N<4 THEN N==+4 ELSE N==-4 FI
IF CNUM<4 THEN
RETURN((PCOL(N) RSH CNUM)&1)
ELSE CNUM==&3
RETURN((PFCOL(N) RSH CNUM)&1)
FI RETURN(0)
BYTE FUNC LLOC(BYTE XX,YY,CLR)
BYTE X1=$A0,Y1=$A1,CLR1=$A2,L1,L2
LOW=YLOCL(Y1) HIGH=YLOCH(Y1)
T=RSH2(X1) L1=X1&3
L2=LINE(T)&BM(L1)
IF (L2&CM(CLR1))=(BM(L1)&CM(CLR1))THEN
RETURN(1) FI;SOMETHING THERE
RETURN(0)
BYTE FUNC LKAHD(INT XD,YD BYTE XX,YY)
BYTE XA,YA,XB,YB,RS1,RS2
XA=XX-48 YA=(YY-32) RSH 1
IF XD>0 THEN XA==+7+XD XB=XA
YA==+1 YB=YA+7
ELSEIF XD<0 THEN XA==+XD XB=XA
YA==+1 YB=YA+7
ELSEIF YD>0 THEN XB=XA+7
YA==+9 YB=YA
ELSEIF YD<0 THEN XB=XA+7 YB=YA
ELSE RETURN(0)
FI RS1=LLOC(XA,YA,1) RS2=LLOC(XB,YB,1)
IF RS1+RS2=0 THEN RETURN(1)
ELSE RETURN(0);OK
FI RETURN(0);BLOCKED
PROC NEWLEVEL()
BYTE LL
SNDRST() SCORE==+COUNT*LVL
UPDATE() COUNT=0 LVL==+1
FOR LL=0 TO 7 DO PMCLEAR(LL) OD
DOTS() PUTMAN()
DIRX=0 DIRY=0
IF LVL<11 THEN FT==-10 CD==+10 FI
RETURN
PROC MSLDROP(INT XD,YD)
BYTE TRIG=644,XA,YA,LP,MASK,LD=[0],TT=[0]
IF LD>1 THEN LD==-2 FI
SOUND(1,LD LSH 3,10,LD)
IF TRIG=1 THEN TT=0 FI
IF TRIG=1 OR (XD=0 AND YD=0) OR TT=1
THEN RETURN FI
FOR LP=0 TO 3 DO
IF MSTATUS(LP)=0 THEN MSTATUS(LP)=1
IF XD>0 THEN XA=X0 YA=Y0+9
ELSEIF XD<0 THEN XA=X0+7 YA=Y0+9
ELSEIF YD>0 THEN XA=X0+4 YA=Y0
ELSE XA=X0+4 YA=Y0+18
FI MASK=PM_MISMASK(LP)!$FF LD=12 TT=1
MY(LP)=YA MX(LP)=XA
PLPTR(MY(LP))==%MASK
PLPTR(MY(LP)+1)==%MASK
PMHPOS(LP+4)=MX(LP) EXIT
FI OD RETURN
PROC MSLGET()
BYTE LP,LD1=[0]
IF LD1>1 THEN LD1==-2 FI
SOUND(2,LD1 LSH 4,10,LD1)
FOR LP=0 TO 3 DO
IF PMHIT(LP+4,0)=1 THEN
MSTATUS(LP)=0 LD1=12
PLPTR(MY(LP))==&PM_MISMASK(LP)
PLPTR(MY(LP)+1)==&PM_MISMASK(LP)
PMHPOS(LP+4)=0 EXIT FI OD RETURN
PROC GOTBUMPED()
BYTE LQ,LD2=[0],LQ1
IF LD2>0 THEN LD2==-1 FI
SOUND(3,LD2 LSH 3,8,LD2)
FOR LQ=0 TO 3 DO FOR LQ1=1 TO 3 DO
IF PMHIT(LQ+4,LQ1)=1 THEN
LD2=14 ESTAT(LQ1)=1 MSTATUS(LQ)=0
PLPTR(MY(LQ))==&PM_MISMASK(LQ)
PLPTR(MY(LQ)+1)==&PM_MISMASK(LQ)
PMHPOS(LQ+4)=0
FI OD OD
FOR LQ=1 TO 3 DO
IF ESTAT(LQ)>0 THEN ESTAT(LQ)==+1
PCOLR(LQ)=FATE
FI
IF ESTAT(LQ)=FT THEN ESTAT(LQ)=0
PMCLEAR(LQ)
PCOLR(LQ)=(RAND(15) LSH 4)+6
PX(LQ)=BEGX(LQ) PY(LQ)=BEGY(LQ)
MOVEIT(CRT,LQ,20,PX(LQ),PY(LQ))
FI OD RETURN
PROC MUNCH()
BYTE TIME=20,X1,Y1
IF LOUD>1 THEN LOUD==-2 FI
SOUND(0,8,LOUD LSH 3,LOUD)
IF PMHIT(0,10)=0 THEN DLAY(1) RETURN FI
LOUD=12 X1=X0-48 Y1=(Y0-32) RSH 1
DRAW7(X1+3,Y1+4,0) DRAW7(X1+3,Y1+5,0)
DRAW7(X1+4,Y1+4,0) DRAW7(X1+4,Y1+5,0)
COUNT==+1
IF COUNT=135 THEN NEWLEVEL() FI
RETURN
PROC CHANGEDIR(BYTE WH)
BYTE F,LP
IF FATE<CD THEN F=RAND(4)
IF F=0 THEN PXDR(WH)=2 PYDR(WH)=0
ELSEIF F=1 THEN PXDR(WH)=-2
PYDR(WH)=0 ELSEIF F=2 THEN
PXDR(WH)=0 PYDR(WH)=2 ELSE
PXDR(WH)=0 PYDR(WH)=-2
FI
FI
IF LKAHD(PXDR(WH),PYDR(WH),PX(WH),
PY(WH))=0 THEN PXDR(WH)==-PXDR(WH)
PYDR(WH)==-PYDR(WH)
FI RETURN
PROC SMARTS(BYTE WHICH)
BYTE X,Y
X=PX(WHICH) Y=PY(WHICH)
IF (X=52 OR X=68 OR X=84 OR X=100
OR X=116 OR X=132 OR X=148 OR X=164
OR X=180 OR X=196) AND (Y=38 OR Y=70
OR Y=102 OR Y=134 OR Y=166) THEN
CHANGEDIR(WHICH)
FI RETURN
PROC ENDGAME()
BYTE TRIG=644,ST=755,TIME=20
SCORE==+COUNT*LVL PMHITCLR=0 UPDATE()
COUNT=0 LVL=1 TXTROW=2 TXTCOL=8
PRINT("GAME OVER ÐÒÅÓÓ ÆÉÒÅ")
DO ST=(TIME RSH 4)&1 UNTIL TRIG=0 OD
LV=5 UPDATESHIP()
SCORE=0 TXTROW=1 TXTCOL=12
PRINT(" ") TXTROW=2 TXTCOL=8
PRINT(" ")
UPDATE() DOTS() PUTMAN() FT=150 CD=20
XDIR=0 YDIR=0 DIRX=0 DIRY=0 ST=0
RETURN
PROC OUCH()
BYTE LC,LD
IF PCOL(4)=0 THEN RETURN FI
LC=Y0+10 LD=Y0+10
DO LD==+2 IF LD>200 THEN LD=200 FI
LC==-2 IF LC<30 THEN LC=30 FI
IF (LC=30 AND LD=200) THEN EXIT FI
SOUND(0,LC,8,8) SOUND(1,LD,8,8)
DUM(LC)=FATE DUM(LD)=FATE
DLAY(250) DLAY(250) DLAY(250)
OD SNDRST()
FOR LC=0 TO 7 DO PMCLEAR(LC) OD
LV==-1 UPDATESHIP()
IF LV=0 THEN ENDGAME() ELSE PUTMAN()
PMHITCLR=0 FI RETURN
PROC CHASE()
BYTE LP
FOR LP=1 TO 3 DO SMARTS(LP)
PX(LP)==+PXDR(LP) PY(LP)==+PYDR(LP)
IF ESTAT(LP)=0 THEN
MOVEIT(CRT,LP,20,PX(LP),PY(LP)) FI
OD RETURN
PROC MOVEMAN()
BYTE STCK=632,TIME=20
XDIR=HSTICK(0) LSH 1
YDIR=VSTICK(0) LSH 1
IF XDIR<>0 AND YDIR<>0 THEN YDIR=0 FI
IF STCK=15 THEN XDIR=DIRX YDIR=DIRY FI
IF LKAHD(XDIR,YDIR,X0,Y0)=1 THEN
X0==+XDIR
Y0==+YDIR DIRX=XDIR DIRY=YDIR ELSEIF
LKAHD(DIRX,DIRY,X0,Y0)=1 THEN
X0==+DIRX Y0==+DIRY
ELSE DIRX=0 DIRY=0
FI MOVEIT(CHMP1,0,20,X0,Y0)
RETURN
PROC MAIN()
BYTE XX,COUNT,TIMER=20,ATRACT=$4D
SND1=3 SND2=0
INIT7() PMGRAPHICS() PCLRM=50
PLPTR=PMADR(4) DUM=PMADR(0)
FOR XX=0 TO 7 DO PMCLEAR(XX) OD
FOR XX=1 TO 3 DO
PCOLR(XX)=(RAND(15) LSH 4)+6 OD
WINDOW() BOARDDRAW() PUTMAN() ENDGAME()
DO TESTCOL() MUNCH() MOVEMAN() OUCH()
MSLGET() CHASE() MSLDROP(DIRX,DIRY)
ATRACT=0 GOTBUMPED() OD
RETURN
}}}
----